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// Generated by 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.
// Context_gl_3_0_autogen.h: Creates a macro for interfaces in Context.
#define ANGLE_GL_3_0_CONTEXT_API \
void beginConditionalRender(GLuint id, GLenum mode); \
void clampColor(GLenum target, GLenum clamp); \
void endConditionalRender(); \
void framebufferTexture1D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \
TextureID texturePacked, GLint level); \
void vertexAttribI1i(GLuint index, GLint x); \
void vertexAttribI1iv(GLuint index, const GLint *v); \
void vertexAttribI1ui(GLuint index, GLuint x); \
void vertexAttribI1uiv(GLuint index, const GLuint *v); \
void vertexAttribI2i(GLuint index, GLint x, GLint y); \
void vertexAttribI2iv(GLuint index, const GLint *v); \
void vertexAttribI2ui(GLuint index, GLuint x, GLuint y); \
void vertexAttribI2uiv(GLuint index, const GLuint *v); \
void vertexAttribI3i(GLuint index, GLint x, GLint y, GLint z); \
void vertexAttribI3iv(GLuint index, const GLint *v); \
void vertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z); \
void vertexAttribI3uiv(GLuint index, const GLuint *v); \
void vertexAttribI4bv(GLuint index, const GLbyte *v); \
void vertexAttribI4sv(GLuint index, const GLshort *v); \
void vertexAttribI4ubv(GLuint index, const GLubyte *v); \
void vertexAttribI4usv(GLuint index, const GLushort *v);