Hash :
120b61d3
Author :
Date :
2019-08-21T12:51:58
Use ShaderProgramID in place of GLuint handles Bug: angleproject:3804 Change-Id: I5dc640004c2cc054c53261e8e939b6a9f5fc23bb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1762363 Commit-Queue: Jiacheng Lu <lujc@google.com> Reviewed-by: Tobin Ehlis <tobine@google.com>
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2019 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_1_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_3_1_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_3_1_AUTOGEN_H_
#define ANGLE_GL_3_1_CONTEXT_API \
void getActiveUniformName(ShaderProgramID programPacked, GLuint uniformIndex, GLsizei bufSize, \
GLsizei *length, GLchar *uniformName); \
void primitiveRestartIndex(GLuint index); \
void texBuffer(GLenum target, GLenum internalformat, BufferID bufferPacked);
#endif // ANGLE_CONTEXT_API_3_1_AUTOGEN_H_