// 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 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 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_
