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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_gl_3_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_3_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_3_AUTOGEN_H_
#define ANGLE_GL_3_CONTEXT_API \
void beginConditionalRender(GLuint id, GLenum mode); \
void clampColor(GLenum target, GLenum clamp); \
void endConditionalRender(); \
void framebufferTexture1D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \
TextureID texturePacked, GLint level); \
void vertexAttribI1i(GLuint index, GLint x); \
void vertexAttribI1iv(GLuint index, const GLint *v); \
void vertexAttribI1ui(GLuint index, GLuint x); \
void vertexAttribI1uiv(GLuint index, const GLuint *v); \
void vertexAttribI2i(GLuint index, GLint x, GLint y); \
void vertexAttribI2iv(GLuint index, const GLint *v); \
void vertexAttribI2ui(GLuint index, GLuint x, GLuint y); \
void vertexAttribI2uiv(GLuint index, const GLuint *v); \
void vertexAttribI3i(GLuint index, GLint x, GLint y, GLint z); \
void vertexAttribI3iv(GLuint index, const GLint *v); \
void vertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z); \
void vertexAttribI3uiv(GLuint index, const GLuint *v); \
void vertexAttribI4bv(GLuint index, const GLbyte *v); \
void vertexAttribI4sv(GLuint index, const GLshort *v); \
void vertexAttribI4ubv(GLuint index, const GLubyte *v); \
void vertexAttribI4usv(GLuint index, const GLushort *v); \
void getActiveUniformName(ShaderProgramID programPacked, GLuint uniformIndex, GLsizei bufSize, \
GLsizei *length, GLchar *uniformName); \
void primitiveRestartIndex(GLuint index); \
void texImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, \
GLsizei width, GLsizei height, GLboolean fixedsamplelocations); \
void texImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, \
GLsizei width, GLsizei height, GLsizei depth, \
GLboolean fixedsamplelocations); \
void colorP3ui(GLenum type, GLuint color); \
void colorP3uiv(GLenum type, const GLuint *color); \
void colorP4ui(GLenum type, GLuint color); \
void colorP4uiv(GLenum type, const GLuint *color); \
void multiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords); \
void multiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords); \
void multiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords); \
void multiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords); \
void multiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords); \
void multiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords); \
void multiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords); \
void multiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords); \
void normalP3ui(GLenum type, GLuint coords); \
void normalP3uiv(GLenum type, const GLuint *coords); \
void secondaryColorP3ui(GLenum type, GLuint color); \
void secondaryColorP3uiv(GLenum type, const GLuint *color); \
void texCoordP1ui(GLenum type, GLuint coords); \
void texCoordP1uiv(GLenum type, const GLuint *coords); \
void texCoordP2ui(GLenum type, GLuint coords); \
void texCoordP2uiv(GLenum type, const GLuint *coords); \
void texCoordP3ui(GLenum type, GLuint coords); \
void texCoordP3uiv(GLenum type, const GLuint *coords); \
void texCoordP4ui(GLenum type, GLuint coords); \
void texCoordP4uiv(GLenum type, const GLuint *coords); \
void vertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \
void vertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \
void vertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \
void vertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \
void vertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \
void vertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \
void vertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \
void vertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \
void vertexP2ui(GLenum type, GLuint value); \
void vertexP2uiv(GLenum type, const GLuint *value); \
void vertexP3ui(GLenum type, GLuint value); \
void vertexP3uiv(GLenum type, const GLuint *value); \
void vertexP4ui(GLenum type, GLuint value); \
void vertexP4uiv(GLenum type, const GLuint *value);
#endif // ANGLE_CONTEXT_API_3_AUTOGEN_H_