| // GENERATED FILE - DO NOT EDIT. |
| // Generated by generate_entry_points.py using data from gl.xml. |
| // |
| // Copyright 2019 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| // entry_points_gl_4_0_autogen.h: |
| // Defines the GL 4.0 entry points. |
| |
| #ifndef LIBGL_ENTRY_POINTS_GL_4_0_AUTOGEN_H_ |
| #define LIBGL_ENTRY_POINTS_GL_4_0_AUTOGEN_H_ |
| |
| #include <export.h> |
| #include "angle_gl.h" |
| |
| namespace gl |
| { |
| ANGLE_EXPORT void GL_APIENTRY BeginQueryIndexed(GLenum target, GLuint index, GLuint id); |
| ANGLE_EXPORT void GL_APIENTRY BindTransformFeedback(GLenum target, GLuint id); |
| ANGLE_EXPORT void GL_APIENTRY BlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha); |
| ANGLE_EXPORT void GL_APIENTRY BlendEquationi(GLuint buf, GLenum mode); |
| ANGLE_EXPORT void GL_APIENTRY |
| BlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); |
| ANGLE_EXPORT void GL_APIENTRY BlendFunci(GLuint buf, GLenum src, GLenum dst); |
| ANGLE_EXPORT void GL_APIENTRY DeleteTransformFeedbacks(GLsizei n, const GLuint *ids); |
| ANGLE_EXPORT void GL_APIENTRY DrawArraysIndirect(GLenum mode, const void *indirect); |
| ANGLE_EXPORT void GL_APIENTRY DrawElementsIndirect(GLenum mode, GLenum type, const void *indirect); |
| ANGLE_EXPORT void GL_APIENTRY DrawTransformFeedback(GLenum mode, GLuint id); |
| ANGLE_EXPORT void GL_APIENTRY DrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream); |
| ANGLE_EXPORT void GL_APIENTRY EndQueryIndexed(GLenum target, GLuint index); |
| ANGLE_EXPORT void GL_APIENTRY GenTransformFeedbacks(GLsizei n, GLuint *ids); |
| ANGLE_EXPORT void GL_APIENTRY GetActiveSubroutineName(GLuint program, |
| GLenum shadertype, |
| GLuint index, |
| GLsizei bufsize, |
| GLsizei *length, |
| GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GetActiveSubroutineUniformName(GLuint program, |
| GLenum shadertype, |
| GLuint index, |
| GLsizei bufsize, |
| GLsizei *length, |
| GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GetActiveSubroutineUniformiv(GLuint program, |
| GLenum shadertype, |
| GLuint index, |
| GLenum pname, |
| GLint *values); |
| ANGLE_EXPORT void GL_APIENTRY GetProgramStageiv(GLuint program, |
| GLenum shadertype, |
| GLenum pname, |
| GLint *values); |
| ANGLE_EXPORT void GL_APIENTRY GetQueryIndexediv(GLenum target, |
| GLuint index, |
| GLenum pname, |
| GLint *params); |
| ANGLE_EXPORT GLuint GL_APIENTRY GetSubroutineIndex(GLuint program, |
| GLenum shadertype, |
| const GLchar *name); |
| ANGLE_EXPORT GLint GL_APIENTRY GetSubroutineUniformLocation(GLuint program, |
| GLenum shadertype, |
| const GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GetUniformSubroutineuiv(GLenum shadertype, |
| GLint location, |
| GLuint *params); |
| ANGLE_EXPORT void GL_APIENTRY GetUniformdv(GLuint program, GLint location, GLdouble *params); |
| ANGLE_EXPORT GLboolean GL_APIENTRY IsTransformFeedback(GLuint id); |
| ANGLE_EXPORT void GL_APIENTRY MinSampleShading(GLfloat value); |
| ANGLE_EXPORT void GL_APIENTRY PatchParameterfv(GLenum pname, const GLfloat *values); |
| ANGLE_EXPORT void GL_APIENTRY PatchParameteri(GLenum pname, GLint value); |
| ANGLE_EXPORT void GL_APIENTRY PauseTransformFeedback(); |
| ANGLE_EXPORT void GL_APIENTRY ResumeTransformFeedback(); |
| ANGLE_EXPORT void GL_APIENTRY Uniform1d(GLint location, GLdouble x); |
| ANGLE_EXPORT void GL_APIENTRY Uniform1dv(GLint location, GLsizei count, const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY Uniform2d(GLint location, GLdouble x, GLdouble y); |
| ANGLE_EXPORT void GL_APIENTRY Uniform2dv(GLint location, GLsizei count, const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY Uniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z); |
| ANGLE_EXPORT void GL_APIENTRY Uniform3dv(GLint location, GLsizei count, const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY |
| Uniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); |
| ANGLE_EXPORT void GL_APIENTRY Uniform4dv(GLint location, GLsizei count, const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY UniformMatrix2dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x3dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x4dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY UniformMatrix3dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x2dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x4dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY UniformMatrix4dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x2dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x3dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY UniformSubroutinesuiv(GLenum shadertype, |
| GLsizei count, |
| const GLuint *indices); |
| } // namespace gl |
| |
| #endif // LIBGL_ENTRY_POINTS_GL_4_0_AUTOGEN_H_ |