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// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.xml.
//
// Copyright 2023 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_local_call_autogen.h:
// Helpers that set/get state that is entirely locally accessed by the context.
#ifndef LIBANGLE_CONTEXT_LOCAL_CALL_AUTOGEN_H_
#define LIBANGLE_CONTEXT_LOCAL_CALL_AUTOGEN_H_
#include "libANGLE/Context.h"
namespace gl
{
void ContextLocalClearColor(Context *context,
GLfloat red,
GLfloat green,
GLfloat blue,
GLfloat alpha);
void ContextLocalClearDepthf(Context *context, GLfloat d);
void ContextLocalClearStencil(Context *context, GLint s);
void ContextLocalColorMask(Context *context,
GLboolean red,
GLboolean green,
GLboolean blue,
GLboolean alpha);
void ContextLocalDepthMask(Context *context, GLboolean flag);
void ContextLocalDisable(Context *context, GLenum cap);
void ContextLocalEnable(Context *context, GLenum cap);
void ContextLocalColorMaski(Context *context,
GLuint index,
GLboolean r,
GLboolean g,
GLboolean b,
GLboolean a);
void ContextLocalDisablei(Context *context, GLenum target, GLuint index);
void ContextLocalEnablei(Context *context, GLenum target, GLuint index);
void ContextLocalClearColorx(Context *context,
GLfixed red,
GLfixed green,
GLfixed blue,
GLfixed alpha);
void ContextLocalClearDepthx(Context *context, GLfixed depth);
// GL_AMD_performance_monitor
// GL_ANDROID_extension_pack_es31a
// GL_ANGLE_base_vertex_base_instance
// GL_ANGLE_clip_cull_distance
// GL_ANGLE_copy_texture_3d
// GL_ANGLE_depth_texture
// GL_ANGLE_framebuffer_blit
// GL_ANGLE_framebuffer_multisample
// GL_ANGLE_get_image
// GL_ANGLE_get_tex_level_parameter
// GL_ANGLE_instanced_arrays
// GL_ANGLE_logic_op
// GL_ANGLE_memory_object_flags
// GL_ANGLE_memory_object_fuchsia
// GL_ANGLE_multi_draw
// GL_ANGLE_pack_reverse_row_order
// GL_ANGLE_polygon_mode
// GL_ANGLE_program_binary
// GL_ANGLE_provoking_vertex
// GL_ANGLE_renderability_validation
// GL_ANGLE_request_extension
// GL_ANGLE_robust_client_memory
// GL_ANGLE_robust_resource_initialization
// GL_ANGLE_semaphore_fuchsia
// GL_ANGLE_shader_pixel_local_storage
// GL_ANGLE_stencil_texturing
// GL_ANGLE_texture_compression_dxt3
// GL_ANGLE_texture_compression_dxt5
// GL_ANGLE_texture_external_update
// GL_ANGLE_texture_multisample
// GL_ANGLE_texture_usage
// GL_ANGLE_translated_shader_source
// GL_ANGLE_vulkan_image
// GL_APPLE_clip_distance
// GL_ARB_sync
// GL_ARM_shader_framebuffer_fetch
// GL_CHROMIUM_bind_uniform_location
// GL_CHROMIUM_copy_compressed_texture
// GL_CHROMIUM_copy_texture
// GL_CHROMIUM_framebuffer_mixed_samples
// GL_CHROMIUM_lose_context
// GL_EXT_EGL_image_array
// GL_EXT_EGL_image_storage
// GL_EXT_YUV_target
// GL_EXT_base_instance
// GL_EXT_blend_func_extended
// GL_EXT_blend_minmax
// GL_EXT_buffer_storage
// GL_EXT_clip_control
// GL_EXT_clip_cull_distance
// GL_EXT_color_buffer_float
// GL_EXT_color_buffer_half_float
// GL_EXT_conservative_depth
// GL_EXT_copy_image
// GL_EXT_debug_label
// GL_EXT_debug_marker
// GL_EXT_depth_clamp
// GL_EXT_discard_framebuffer
// GL_EXT_disjoint_timer_query
// GL_EXT_draw_buffers
// GL_EXT_draw_buffers_indexed
void ContextLocalColorMaski(Context *context,
GLuint index,
GLboolean r,
GLboolean g,
GLboolean b,
GLboolean a);
void ContextLocalDisablei(Context *context, GLenum target, GLuint index);
void ContextLocalEnablei(Context *context, GLenum target, GLuint index);
// GL_EXT_draw_elements_base_vertex
// GL_EXT_external_buffer
// GL_EXT_float_blend
// GL_EXT_geometry_shader
// GL_EXT_gpu_shader5
// GL_EXT_instanced_arrays
// GL_EXT_map_buffer_range
// GL_EXT_memory_object
// GL_EXT_memory_object_fd
// GL_EXT_multi_draw_indirect
// GL_EXT_multisampled_render_to_texture
// GL_EXT_multisampled_render_to_texture2
// GL_EXT_occlusion_query_boolean
// GL_EXT_polygon_offset_clamp
// GL_EXT_primitive_bounding_box
// GL_EXT_protected_textures
// GL_EXT_pvrtc_sRGB
// GL_EXT_read_format_bgra
// GL_EXT_render_snorm
// GL_EXT_robustness
// GL_EXT_sRGB
// GL_EXT_sRGB_write_control
// GL_EXT_semaphore
// GL_EXT_semaphore_fd
// GL_EXT_separate_shader_objects
// GL_EXT_shader_framebuffer_fetch
// GL_EXT_shader_framebuffer_fetch_non_coherent
// GL_EXT_shader_io_blocks
// GL_EXT_shader_non_constant_global_initializers
// GL_EXT_shader_texture_lod
// GL_EXT_shadow_samplers
// GL_EXT_tessellation_shader
// GL_EXT_texture_border_clamp
// GL_EXT_texture_buffer
// GL_EXT_texture_compression_bptc
// GL_EXT_texture_compression_dxt1
// GL_EXT_texture_compression_rgtc
// GL_EXT_texture_compression_s3tc
// GL_EXT_texture_compression_s3tc_srgb
// GL_EXT_texture_cube_map_array
// GL_EXT_texture_filter_anisotropic
// GL_EXT_texture_filter_minmax
// GL_EXT_texture_format_BGRA8888
// GL_EXT_texture_format_sRGB_override
// GL_EXT_texture_mirror_clamp_to_edge
// GL_EXT_texture_norm16
// GL_EXT_texture_rg
// GL_EXT_texture_sRGB_R8
// GL_EXT_texture_sRGB_RG8
// GL_EXT_texture_sRGB_decode
// GL_EXT_texture_storage
// GL_EXT_texture_type_2_10_10_10_REV
// GL_EXT_unpack_subimage
// GL_IMG_texture_compression_pvrtc
// GL_IMG_texture_compression_pvrtc2
// GL_KHR_blend_equation_advanced
// GL_KHR_debug
// GL_KHR_no_error
// GL_KHR_parallel_shader_compile
// GL_KHR_robust_buffer_access_behavior
// GL_KHR_texture_compression_astc_hdr
// GL_KHR_texture_compression_astc_ldr
// GL_KHR_texture_compression_astc_sliced_3d
// GL_MESA_framebuffer_flip_y
// GL_NV_fence
// GL_NV_framebuffer_blit
// GL_NV_pixel_buffer_object
// GL_NV_polygon_mode
// GL_NV_read_depth
// GL_NV_read_depth_stencil
// GL_NV_read_stencil
// GL_NV_robustness_video_memory_purge
// GL_NV_shader_noperspective_interpolation
// GL_OES_EGL_image
// GL_OES_EGL_image_external
// GL_OES_EGL_image_external_essl3
// GL_OES_compressed_ETC1_RGB8_texture
// GL_OES_compressed_paletted_texture
// GL_OES_copy_image
// GL_OES_depth24
// GL_OES_depth32
// GL_OES_depth_texture
// GL_OES_draw_buffers_indexed
void ContextLocalColorMaski(Context *context,
GLuint index,
GLboolean r,
GLboolean g,
GLboolean b,
GLboolean a);
void ContextLocalDisablei(Context *context, GLenum target, GLuint index);
void ContextLocalEnablei(Context *context, GLenum target, GLuint index);
// GL_OES_draw_elements_base_vertex
// GL_OES_draw_texture
// GL_OES_element_index_uint
// GL_OES_fbo_render_mipmap
// GL_OES_framebuffer_object
// GL_OES_geometry_shader
// GL_OES_get_program_binary
// GL_OES_mapbuffer
// GL_OES_matrix_palette
// GL_OES_packed_depth_stencil
// GL_OES_point_size_array
// GL_OES_point_sprite
// GL_OES_primitive_bounding_box
// GL_OES_query_matrix
// GL_OES_rgb8_rgba8
// GL_OES_sample_shading
// GL_OES_sample_variables
// GL_OES_shader_image_atomic
// GL_OES_shader_io_blocks
// GL_OES_shader_multisample_interpolation
// GL_OES_standard_derivatives
// GL_OES_surfaceless_context
// GL_OES_texture_3D
// GL_OES_texture_border_clamp
// GL_OES_texture_buffer
// GL_OES_texture_compression_astc
// GL_OES_texture_cube_map
// GL_OES_texture_cube_map_array
// GL_OES_texture_float
// GL_OES_texture_float_linear
// GL_OES_texture_half_float
// GL_OES_texture_half_float_linear
// GL_OES_texture_npot
// GL_OES_texture_stencil8
// GL_OES_texture_storage_multisample_2d_array
// GL_OES_vertex_array_object
// GL_OES_vertex_half_float
// GL_OES_vertex_type_10_10_10_2
// GL_OVR_multiview
// GL_OVR_multiview2
// GL_QCOM_render_shared_exponent
// GL_QCOM_shading_rate
// GL 1.0
// GL 1.1
// GL 1.2
// GL 1.3
// GL 1.4
// GL 1.5
// GL 2.0
// GL 2.1
// GL 3.0
// GL 3.1
// GL 3.2
// GL 3.3
// GL 4.0
// GL 4.1
// GL 4.2
// GL 4.3
// GL 4.4
// GL 4.5
// GL 4.6
} // namespace gl
#endif // LIBANGLE_CONTEXT_LOCAL_CALL_AUTOGEN_H_