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// GENERATED FILE - DO NOT EDIT.
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// Generated by generate_entry_points.py using data from gl.xml.
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// Copyright 2020 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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// Context_gl_4_1_autogen.h: Creates a macro for interfaces in Context.
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#ifndef ANGLE_CONTEXT_GL_4_1_AUTOGEN_H_
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#define ANGLE_CONTEXT_GL_4_1_AUTOGEN_H_
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#define ANGLE_GL_4_1_CONTEXT_API \
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void depthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v); \
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void depthRangeIndexed(GLuint index, GLdouble n, GLdouble f); \
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void getDoublei_v(GLenum target, GLuint index, GLdouble *data); \
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void getFloati_v(GLenum target, GLuint index, GLfloat *data); \
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void getVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params); \
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void programUniform1d(ShaderProgramID programPacked, GLint location, GLdouble v0); \
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void programUniform1dv(ShaderProgramID programPacked, GLint location, GLsizei count, \
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const GLdouble *value); \
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void programUniform2d(ShaderProgramID programPacked, GLint location, GLdouble v0, \
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void programUniform2dv(ShaderProgramID programPacked, GLint location, GLsizei count, \
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const GLdouble *value); \
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void programUniform3d(ShaderProgramID programPacked, GLint location, GLdouble v0, GLdouble v1, \
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void programUniform3dv(ShaderProgramID programPacked, GLint location, GLsizei count, \
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const GLdouble *value); \
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void programUniform4d(ShaderProgramID programPacked, GLint location, GLdouble v0, GLdouble v1, \
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GLdouble v2, GLdouble v3); \
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void programUniform4dv(ShaderProgramID programPacked, GLint location, GLsizei count, \
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const GLdouble *value); \
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void programUniformMatrix2dv(ShaderProgramID programPacked, GLint location, GLsizei count, \
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GLboolean transpose, const GLdouble *value); \
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void programUniformMatrix2x3dv(ShaderProgramID programPacked, GLint location, GLsizei count, \
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GLboolean transpose, const GLdouble *value); \
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void programUniformMatrix2x4dv(ShaderProgramID programPacked, GLint location, GLsizei count, \
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GLboolean transpose, const GLdouble *value); \
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void programUniformMatrix3dv(ShaderProgramID programPacked, GLint location, GLsizei count, \
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GLboolean transpose, const GLdouble *value); \
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void programUniformMatrix3x2dv(ShaderProgramID programPacked, GLint location, GLsizei count, \
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GLboolean transpose, const GLdouble *value); \
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void programUniformMatrix3x4dv(ShaderProgramID programPacked, GLint location, GLsizei count, \
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GLboolean transpose, const GLdouble *value); \
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void programUniformMatrix4dv(ShaderProgramID programPacked, GLint location, GLsizei count, \
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GLboolean transpose, const GLdouble *value); \
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void programUniformMatrix4x2dv(ShaderProgramID programPacked, GLint location, GLsizei count, \
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GLboolean transpose, const GLdouble *value); \
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void programUniformMatrix4x3dv(ShaderProgramID programPacked, GLint location, GLsizei count, \
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GLboolean transpose, const GLdouble *value); \
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void scissorArrayv(GLuint first, GLsizei count, const GLint *v); \
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void scissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); \
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void scissorIndexedv(GLuint index, const GLint *v); \
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void vertexAttribL1d(GLuint index, GLdouble x); \
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void vertexAttribL1dv(GLuint index, const GLdouble *v); \
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void vertexAttribL2d(GLuint index, GLdouble x, GLdouble y); \
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void vertexAttribL2dv(GLuint index, const GLdouble *v); \
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void vertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); \
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void vertexAttribL3dv(GLuint index, const GLdouble *v); \
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void vertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); \
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void vertexAttribL4dv(GLuint index, const GLdouble *v); \
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void vertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, \
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const void *pointer); \
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void viewportArrayv(GLuint first, GLsizei count, const GLfloat *v); \
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void viewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); \
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void viewportIndexedfv(GLuint index, const GLfloat *v);
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#endif // ANGLE_CONTEXT_API_4_1_AUTOGEN_H_