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  • Committer: mmach
  • Date: 2023-06-16 17:21:37 UTC
  • Revision ID: netbit73@gmail.com-20230616172137-2rqx6yr96ga9g3kp
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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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//
 
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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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//
 
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// Context_gl_4_3_autogen.h: Creates a macro for interfaces in Context.
 
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#ifndef ANGLE_CONTEXT_GL_4_3_AUTOGEN_H_
 
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#define ANGLE_CONTEXT_GL_4_3_AUTOGEN_H_
 
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#define ANGLE_GL_4_3_CONTEXT_API                                                                   \
 
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    void clearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type,         \
 
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                         const void *data);                                                        \
 
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    void clearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset,                 \
 
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                            GLsizeiptr size, GLenum format, GLenum type, const void *data);        \
 
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    void getInternalformati64v(GLenum target, GLenum internalformat, GLenum pname,                 \
 
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                               GLsizei bufSize, GLint64 *params);                                  \
 
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    void invalidateBufferData(BufferID bufferPacked);                                              \
 
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    void invalidateBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr length);       \
 
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    void invalidateTexImage(TextureID texturePacked, GLint level);                                 \
 
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    void invalidateTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
 
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                               GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);       \
 
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    void multiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount,             \
 
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                                 GLsizei stride);                                                  \
 
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    void multiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect,                 \
 
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                                   GLsizei drawcount, GLsizei stride);                             \
 
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    void shaderStorageBlockBinding(ShaderProgramID programPacked, GLuint storageBlockIndex,        \
 
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                                   GLuint storageBlockBinding);                                    \
 
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    void textureView(TextureID texturePacked, GLenum target, GLuint origtexture,                   \
 
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                     GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer,    \
 
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                     GLuint numlayers);                                                            \
 
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    void vertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
 
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#endif  // ANGLE_CONTEXT_API_4_3_AUTOGEN_H_