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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_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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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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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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void vertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
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#endif // ANGLE_CONTEXT_API_4_3_AUTOGEN_H_