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// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gles_3_2_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GLES_3_2_AUTOGEN_H_
#define ANGLE_CONTEXT_GLES_3_2_AUTOGEN_H_
#define ANGLE_GLES_3_2_CONTEXT_API \
void blendBarrier(); \
void copyImageSubData(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, \
GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, \
GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, \
GLsizei srcHeight, GLsizei srcDepth); \
void debugMessageCallback(GLDEBUGPROC callback, const void *userParam); \
void debugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, \
const GLuint *ids, GLboolean enabled); \
void debugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, \
GLsizei length, const GLchar *buf); \
void drawElementsBaseVertex(PrimitiveMode modePacked, GLsizei count, \
DrawElementsType typePacked, const void *indices, \
GLint basevertex); \
void drawElementsInstancedBaseVertex(PrimitiveMode modePacked, GLsizei count, \
DrawElementsType typePacked, const void *indices, \
GLsizei instancecount, GLint basevertex); \
void drawRangeElementsBaseVertex(PrimitiveMode modePacked, GLuint start, GLuint end, \
GLsizei count, DrawElementsType typePacked, \
const void *indices, GLint basevertex); \
void framebufferTexture(GLenum target, GLenum attachment, TextureID texturePacked, \
GLint level); \
GLuint getDebugMessageLog(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, \
GLuint *ids, GLenum *severities, GLsizei *lengths, \
GLchar *messageLog); \
GLenum getGraphicsResetStatus(); \
void getObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, \
GLchar *label); \
void getObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); \
void getPointerv(GLenum pname, void **params); \
void getSamplerParameterIiv(SamplerID samplerPacked, GLenum pname, GLint *params); \
void getSamplerParameterIuiv(SamplerID samplerPacked, GLenum pname, GLuint *params); \
void getTexParameterIiv(TextureType targetPacked, GLenum pname, GLint *params); \
void getTexParameterIuiv(TextureType targetPacked, GLenum pname, GLuint *params); \
void getnUniformfv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei bufSize, GLfloat *params); \
void getnUniformiv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei bufSize, GLint *params); \
void getnUniformuiv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei bufSize, GLuint *params); \
void objectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label); \
void objectPtrLabel(const void *ptr, GLsizei length, const GLchar *label); \
void popDebugGroup(); \
void pushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message); \
void readnPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, \
GLsizei bufSize, void *data); \
void samplerParameterIiv(SamplerID samplerPacked, GLenum pname, const GLint *param); \
void samplerParameterIuiv(SamplerID samplerPacked, GLenum pname, const GLuint *param); \
void texBuffer(TextureType targetPacked, GLenum internalformat, BufferID bufferPacked); \
void texBufferRange(TextureType targetPacked, GLenum internalformat, BufferID bufferPacked, \
GLintptr offset, GLsizeiptr size); \
void texParameterIiv(TextureType targetPacked, GLenum pname, const GLint *params); \
void texParameterIuiv(TextureType targetPacked, GLenum pname, const GLuint *params); \
void texStorage3DMultisample(TextureType targetPacked, GLsizei samples, GLenum internalformat, \
GLsizei width, GLsizei height, GLsizei depth, \
GLboolean fixedsamplelocations);
#endif // ANGLE_CONTEXT_API_3_2_AUTOGEN_H_