// 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_gles_ext_autogen.h: Creates a macro for interfaces in Context. #ifndef ANGLE_CONTEXT_GLES_EXT_AUTOGEN_H_ #define ANGLE_CONTEXT_GLES_EXT_AUTOGEN_H_ #define ANGLE_GLES_EXT_CONTEXT_API \ \ /* GLES1 Extensions */ \ \ /* GL_OES_draw_texture */ \ void drawTexf(GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height); \ void drawTexfv(const GLfloat *coords); \ void drawTexi(GLint x, GLint y, GLint z, GLint width, GLint height); \ void drawTexiv(const GLint *coords); \ void drawTexs(GLshort x, GLshort y, GLshort z, GLshort width, GLshort height); \ void drawTexsv(const GLshort *coords); \ void drawTexx(GLfixed x, GLfixed y, GLfixed z, GLfixed width, GLfixed height); \ void drawTexxv(const GLfixed *coords); \ /* GL_OES_framebuffer_object */ \ /* GL_OES_matrix_palette */ \ void currentPaletteMatrix(GLuint matrixpaletteindex); \ void loadPaletteFromModelViewMatrix(); \ void matrixIndexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); \ void weightPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); \ /* GL_OES_point_size_array */ \ void pointSizePointer(VertexAttribType typePacked, GLsizei stride, const void *pointer); \ /* GL_OES_query_matrix */ \ GLbitfield queryMatrixx(GLfixed *mantissa, GLint *exponent); \ /* GL_OES_texture_cube_map */ \ void getTexGenfv(GLenum coord, GLenum pname, GLfloat *params); \ void getTexGeniv(GLenum coord, GLenum pname, GLint *params); \ void getTexGenxv(GLenum coord, GLenum pname, GLfixed *params); \ void texGenf(GLenum coord, GLenum pname, GLfloat param); \ void texGenfv(GLenum coord, GLenum pname, const GLfloat *params); \ void texGeni(GLenum coord, GLenum pname, GLint param); \ void texGeniv(GLenum coord, GLenum pname, const GLint *params); \ void texGenx(GLenum coord, GLenum pname, GLfixed param); \ void texGenxv(GLenum coord, GLenum pname, const GLfixed *params); \ \ /* ANGLE Extensions */ \ \ /* GL_ANGLE_copy_texture_3d */ \ void copyTexture3D(GLuint sourceId, GLint sourceLevel, TextureTarget destTargetPacked, \ GLuint destId, GLint destLevel, GLint internalFormat, GLenum destType, \ GLboolean unpackFlipY, GLboolean unpackPremultiplyAlpha, \ GLboolean unpackUnmultiplyAlpha); \ void copySubTexture3D(GLuint sourceId, GLint sourceLevel, TextureTarget destTargetPacked, \ GLuint destId, GLint destLevel, GLint xoffset, GLint yoffset, \ GLint zoffset, GLint x, GLint y, GLint z, GLint width, GLint height, \ GLint depth, GLboolean unpackFlipY, GLboolean unpackPremultiplyAlpha, \ GLboolean unpackUnmultiplyAlpha); \ /* GL_ANGLE_request_extension */ \ void requestExtension(const GLchar *name); \ /* GL_ANGLE_robust_client_memory */ \ void getBooleanvRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLboolean *params); \ void getBufferParameterivRobust(BufferBinding targetPacked, GLenum pname, GLsizei bufSize, \ GLsizei *length, GLint *params); \ void getFloatvRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLfloat *params); \ void getFramebufferAttachmentParameterivRobust(GLenum target, GLenum attachment, GLenum pname, \ GLsizei bufSize, GLsizei *length, \ GLint *params); \ void getIntegervRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLint *data); \ void getProgramivRobust(GLuint program, GLenum pname, GLsizei bufSize, GLsizei *length, \ GLint *params); \ void getRenderbufferParameterivRobust(GLenum target, GLenum pname, GLsizei bufSize, \ GLsizei *length, GLint *params); \ void getShaderivRobust(GLuint shader, GLenum pname, GLsizei bufSize, GLsizei *length, \ GLint *params); \ void getTexParameterfvRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ GLsizei *length, GLfloat *params); \ void getTexParameterivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ GLsizei *length, GLint *params); \ void getUniformfvRobust(GLuint program, GLint location, GLsizei bufSize, GLsizei *length, \ GLfloat *params); \ void getUniformivRobust(GLuint program, GLint location, GLsizei bufSize, GLsizei *length, \ GLint *params); \ void getVertexAttribfvRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length, \ GLfloat *params); \ void getVertexAttribivRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length, \ GLint *params); \ void getVertexAttribPointervRobust(GLuint index, GLenum pname, GLsizei bufSize, \ GLsizei *length, void **pointer); \ void readPixelsRobust(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, \ GLenum type, GLsizei bufSize, GLsizei *length, GLsizei *columns, \ GLsizei *rows, void *pixels); \ void texImage2DRobust(TextureTarget targetPacked, GLint level, GLint internalformat, \ GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, \ GLsizei bufSize, const void *pixels); \ void texParameterfvRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ const GLfloat *params); \ void texParameterivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ const GLint *params); \ void texSubImage2DRobust(TextureTarget targetPacked, GLint level, GLint xoffset, \ GLint yoffset, GLsizei width, GLsizei height, GLenum format, \ GLenum type, GLsizei bufSize, const void *pixels); \ void texImage3DRobust(TextureTarget targetPacked, GLint level, GLint internalformat, \ GLsizei width, GLsizei height, GLsizei depth, GLint border, \ GLenum format, GLenum type, GLsizei bufSize, const void *pixels); \ void texSubImage3DRobust(TextureTarget targetPacked, GLint level, GLint xoffset, \ GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \ GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, \ const void *pixels); \ void compressedTexImage2DRobust( \ TextureTarget targetPacked, GLint level, GLenum internalformat, GLsizei width, \ GLsizei height, GLint border, GLsizei imageSize, GLsizei dataSize, const GLvoid *data); \ void compressedTexSubImage2DRobust( \ TextureTarget targetPacked, GLint level, GLsizei xoffset, GLsizei yoffset, GLsizei width, \ GLsizei height, GLenum format, GLsizei imageSize, GLsizei dataSize, const GLvoid *data); \ void compressedTexImage3DRobust(TextureTarget targetPacked, GLint level, \ GLenum internalformat, GLsizei width, GLsizei height, \ GLsizei depth, GLint border, GLsizei imageSize, \ GLsizei dataSize, const GLvoid *data); \ void compressedTexSubImage3DRobust(TextureTarget targetPacked, GLint level, GLint xoffset, \ GLint yoffset, GLint zoffset, GLsizei width, \ GLsizei height, GLsizei depth, GLenum format, \ GLsizei imageSize, GLsizei dataSize, const GLvoid *data); \ void getQueryivRobust(QueryType targetPacked, GLenum pname, GLsizei bufSize, GLsizei *length, \ GLint *params); \ void getQueryObjectuivRobust(GLuint id, GLenum pname, GLsizei bufSize, GLsizei *length, \ GLuint *params); \ void getBufferPointervRobust(BufferBinding targetPacked, GLenum pname, GLsizei bufSize, \ GLsizei *length, void **params); \ void getIntegeri_vRobust(GLenum target, GLuint index, GLsizei bufSize, GLsizei *length, \ GLint *data); \ void getInternalformativRobust(GLenum target, GLenum internalformat, GLenum pname, \ GLsizei bufSize, GLsizei *length, GLint *params); \ void getVertexAttribIivRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length, \ GLint *params); \ void getVertexAttribIuivRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length, \ GLuint *params); \ void getUniformuivRobust(GLuint program, GLint location, GLsizei bufSize, GLsizei *length, \ GLuint *params); \ void getActiveUniformBlockivRobust(GLuint program, GLuint uniformBlockIndex, GLenum pname, \ GLsizei bufSize, GLsizei *length, GLint *params); \ void getInteger64vRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLint64 *data); \ void getInteger64i_vRobust(GLenum target, GLuint index, GLsizei bufSize, GLsizei *length, \ GLint64 *data); \ void getBufferParameteri64vRobust(BufferBinding targetPacked, GLenum pname, GLsizei bufSize, \ GLsizei *length, GLint64 *params); \ void samplerParameterivRobust(GLuint sampler, GLuint pname, GLsizei bufSize, \ const GLint *param); \ void samplerParameterfvRobust(GLuint sampler, GLenum pname, GLsizei bufSize, \ const GLfloat *param); \ void getSamplerParameterivRobust(GLuint sampler, GLenum pname, GLsizei bufSize, \ GLsizei *length, GLint *params); \ void getSamplerParameterfvRobust(GLuint sampler, GLenum pname, GLsizei bufSize, \ GLsizei *length, GLfloat *params); \ void getFramebufferParameterivRobust(GLuint sampler, GLenum pname, GLsizei bufSize, \ GLsizei *length, GLint *params); \ void getProgramInterfaceivRobust(GLuint program, GLenum programInterface, GLenum pname, \ GLsizei bufSize, GLsizei *length, GLint *params); \ void getBooleani_vRobust(GLenum target, GLuint index, GLsizei bufSize, GLsizei *length, \ GLboolean *data); \ void getMultisamplefvRobust(GLenum pname, GLuint index, GLsizei bufSize, GLsizei *length, \ GLfloat *val); \ void getTexLevelParameterivRobust(TextureTarget targetPacked, GLint level, GLenum pname, \ GLsizei bufSize, GLsizei *length, GLint *params); \ void getTexLevelParameterfvRobust(TextureTarget targetPacked, GLint level, GLenum pname, \ GLsizei bufSize, GLsizei *length, GLfloat *params); \ void getPointervRobustANGLERobust(GLenum pname, GLsizei bufSize, GLsizei *length, \ void **params); \ void readnPixelsRobust(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, \ GLenum type, GLsizei bufSize, GLsizei *length, GLsizei *columns, \ GLsizei *rows, void *data); \ void getnUniformfvRobust(GLuint program, GLint location, GLsizei bufSize, GLsizei *length, \ GLfloat *params); \ void getnUniformivRobust(GLuint program, GLint location, GLsizei bufSize, GLsizei *length, \ GLint *params); \ void getnUniformuivRobust(GLuint program, GLint location, GLsizei bufSize, GLsizei *length, \ GLuint *params); \ void texParameterIivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ const GLint *params); \ void texParameterIuivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ const GLuint *params); \ void getTexParameterIivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ GLsizei *length, GLint *params); \ void getTexParameterIuivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ GLsizei *length, GLuint *params); \ void samplerParameterIivRobust(GLuint sampler, GLenum pname, GLsizei bufSize, \ const GLint *param); \ void samplerParameterIuivRobust(GLuint sampler, GLenum pname, GLsizei bufSize, \ const GLuint *param); \ void getSamplerParameterIivRobust(GLuint sampler, GLenum pname, GLsizei bufSize, \ GLsizei *length, GLint *params); \ void getSamplerParameterIuivRobust(GLuint sampler, GLenum pname, GLsizei bufSize, \ GLsizei *length, GLuint *params); \ void getQueryObjectivRobust(GLuint id, GLenum pname, GLsizei bufSize, GLsizei *length, \ GLint *params); \ void getQueryObjecti64vRobust(GLuint id, GLenum pname, GLsizei bufSize, GLsizei *length, \ GLint64 *params); \ void getQueryObjectui64vRobust(GLuint id, GLenum pname, GLsizei bufSize, GLsizei *length, \ GLuint64 *params); \ /* GL_ANGLE_texture_external_update */ \ void texImage2DExternal(TextureTarget targetPacked, GLint level, GLint internalformat, \ GLsizei width, GLsizei height, GLint border, GLenum format, \ GLenum type); \ void invalidateTexture(TextureType targetPacked); \ /* GL_CHROMIUM_bind_uniform_location */ \ void bindUniformLocation(GLuint program, GLint location, const GLchar *name); \ /* GL_CHROMIUM_copy_compressed_texture */ \ void compressedCopyTexture(GLuint sourceId, GLuint destId); \ /* GL_CHROMIUM_copy_texture */ \ void copyTexture(GLuint sourceId, GLint sourceLevel, TextureTarget destTargetPacked, \ GLuint destId, GLint destLevel, GLint internalFormat, GLenum destType, \ GLboolean unpackFlipY, GLboolean unpackPremultiplyAlpha, \ GLboolean unpackUnmultiplyAlpha); \ void copySubTexture(GLuint sourceId, GLint sourceLevel, TextureTarget destTargetPacked, \ GLuint destId, GLint destLevel, GLint xoffset, GLint yoffset, GLint x, \ GLint y, GLint width, GLint height, GLboolean unpackFlipY, \ GLboolean unpackPremultiplyAlpha, GLboolean unpackUnmultiplyAlpha); \ /* GL_CHROMIUM_framebuffer_mixed_samples */ \ void coverageModulation(GLenum components); \ void matrixLoadf(GLenum matrixMode, const GLfloat *matrix); \ void matrixLoadIdentity(GLenum matrixMode); \ /* GL_CHROMIUM_lose_context */ \ void loseContext(GraphicsResetStatus currentPacked, GraphicsResetStatus otherPacked); \ /* GL_CHROMIUM_path_rendering */ \ GLuint genPaths(GLsizei range); \ void deletePaths(GLuint first, GLsizei range); \ GLboolean isPath(GLuint path); \ void pathCommands(GLuint path, GLsizei numCommands, const GLubyte *commands, \ GLsizei numCoords, GLenum coordType, const void *coords); \ void pathParameterf(GLuint path, GLenum pname, GLfloat value); \ void pathParameteri(GLuint path, GLenum pname, GLint value); \ void getPathParameterfv(GLuint path, GLenum pname, GLfloat *value); \ void getPathParameteriv(GLuint path, GLenum pname, GLint *value); \ void pathStencilFunc(GLenum func, GLint ref, GLuint mask); \ void stencilFillPath(GLuint path, GLenum fillMode, GLuint mask); \ void stencilStrokePath(GLuint path, GLint reference, GLuint mask); \ void coverFillPath(GLuint path, GLenum coverMode); \ void coverStrokePath(GLuint path, GLenum coverMode); \ void stencilThenCoverFillPath(GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); \ void stencilThenCoverStrokePath(GLuint path, GLint reference, GLuint mask, GLenum coverMode); \ void coverFillPathInstanced(GLsizei numPath, GLenum pathNameType, const void *paths, \ GLuint pathBase, GLenum coverMode, GLenum transformType, \ const GLfloat *transformValues); \ void coverStrokePathInstanced(GLsizei numPath, GLenum pathNameType, const void *paths, \ GLuint pathBase, GLenum coverMode, GLenum transformType, \ const GLfloat *transformValues); \ void stencilStrokePathInstanced(GLsizei numPath, GLenum pathNameType, const void *paths, \ GLuint pathBase, GLint reference, GLuint mask, \ GLenum transformType, const GLfloat *transformValues); \ void stencilFillPathInstanced(GLsizei numPaths, GLenum pathNameType, const void *paths, \ GLuint pathBase, GLenum fillMode, GLuint mask, \ GLenum transformType, const GLfloat *transformValues); \ void stencilThenCoverFillPathInstanced(GLsizei numPaths, GLenum pathNameType, \ const void *paths, GLuint pathBase, GLenum fillMode, \ GLuint mask, GLenum coverMode, GLenum transformType, \ const GLfloat *transformValues); \ void stencilThenCoverStrokePathInstanced(GLsizei numPaths, GLenum pathNameType, \ const void *paths, GLuint pathBase, GLint reference, \ GLuint mask, GLenum coverMode, GLenum transformType, \ const GLfloat *transformValues); \ void bindFragmentInputLocation(GLuint programs, GLint location, const GLchar *name); \ void programPathFragmentInputGen(GLuint program, GLint location, GLenum genMode, \ GLint components, const GLfloat *coeffs); \ \ /* GLES2+ Extensions */ \ \ /* GL_ANGLE_framebuffer_blit */ \ /* GL_ANGLE_framebuffer_multisample */ \ /* GL_ANGLE_instanced_arrays */ \ /* GL_ANGLE_multi_draw */ \ void multiDrawArrays(PrimitiveMode modePacked, const GLint *firsts, const GLsizei *counts, \ GLsizei drawcount); \ void multiDrawArraysInstanced(PrimitiveMode modePacked, const GLint *firsts, \ const GLsizei *counts, const GLsizei *instanceCounts, \ GLsizei drawcount); \ void multiDrawElements(PrimitiveMode modePacked, const GLsizei *counts, \ DrawElementsType typePacked, const GLvoid *const *indices, \ GLsizei drawcount); \ void multiDrawElementsInstanced(PrimitiveMode modePacked, const GLsizei *counts, \ DrawElementsType typePacked, const GLvoid *const *indices, \ const GLsizei *instanceCounts, GLsizei drawcount); \ /* GL_ANGLE_provoking_vertex */ \ void provokingVertex(ProvokingVertexConvention modePacked); \ /* GL_ANGLE_texture_multisample */ \ /* GL_ANGLE_translated_shader_source */ \ void getTranslatedShaderSource(GLuint shader, GLsizei bufsize, GLsizei *length, \ GLchar *source); \ /* GL_EXT_blend_func_extended */ \ void bindFragDataLocation(GLuint program, GLuint color, const GLchar *name); \ void bindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, \ const GLchar *name); \ GLint getFragDataIndex(GLuint program, const GLchar *name); \ GLint getProgramResourceLocationIndex(GLuint program, GLenum programInterface, \ const GLchar *name); \ /* GL_EXT_debug_marker */ \ void insertEventMarker(GLsizei length, const GLchar *marker); \ void popGroupMarker(); \ void pushGroupMarker(GLsizei length, const GLchar *marker); \ /* GL_EXT_discard_framebuffer */ \ void discardFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments); \ /* GL_EXT_disjoint_timer_query */ \ void getQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params); \ void getQueryObjectiv(GLuint id, GLenum pname, GLint *params); \ void getQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params); \ void queryCounter(GLuint id, QueryType targetPacked); \ /* GL_EXT_draw_buffers */ \ /* GL_EXT_geometry_shader */ \ void framebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level); \ /* GL_EXT_instanced_arrays */ \ /* GL_EXT_map_buffer_range */ \ /* GL_EXT_memory_object */ \ void bufferStorageMem(TextureType targetPacked, GLsizeiptr size, GLuint memory, \ GLuint64 offset); \ void createMemoryObjects(GLsizei n, GLuint *memoryObjects); \ void deleteMemoryObjects(GLsizei n, const GLuint *memoryObjects); \ void getMemoryObjectParameteriv(GLuint memoryObject, GLenum pname, GLint *params); \ void getUnsignedBytev(GLenum pname, GLubyte *data); \ void getUnsignedBytei_v(GLenum target, GLuint index, GLubyte *data); \ GLboolean isMemoryObject(GLuint memoryObject); \ void memoryObjectParameteriv(GLuint memoryObject, GLenum pname, const GLint *params); \ void texStorageMem2D(TextureType targetPacked, GLsizei levels, GLenum internalFormat, \ GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); \ void texStorageMem2DMultisample( \ TextureType targetPacked, GLsizei samples, GLenum internalFormat, GLsizei width, \ GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); \ void texStorageMem3D(TextureType targetPacked, GLsizei levels, GLenum internalFormat, \ GLsizei width, GLsizei height, GLsizei depth, GLuint memory, \ GLuint64 offset); \ void texStorageMem3DMultisample(TextureType targetPacked, GLsizei samples, \ GLenum internalFormat, GLsizei width, GLsizei height, \ GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, \ GLuint64 offset); \ /* GL_EXT_memory_object_fd */ \ void importMemoryFd(GLuint memory, GLuint64 size, HandleType handleTypePacked, GLint fd); \ /* GL_EXT_occlusion_query_boolean */ \ /* GL_EXT_robustness */ \ GLenum getGraphicsResetStatus(); \ void getnUniformfv(GLuint program, GLint location, GLsizei bufSize, GLfloat *params); \ void getnUniformiv(GLuint program, GLint location, GLsizei bufSize, GLint *params); \ void readnPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, \ GLsizei bufSize, void *data); \ /* GL_EXT_semaphore */ \ void deleteSemaphores(GLsizei n, const GLuint *semaphores); \ void genSemaphores(GLsizei n, GLuint *semaphores); \ void getSemaphoreParameterui64v(GLuint semaphore, GLenum pname, GLuint64 *params); \ GLboolean isSemaphore(GLuint semaphore); \ void semaphoreParameterui64v(GLuint semaphore, GLenum pname, const GLuint64 *params); \ void signalSemaphore(GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, \ GLuint numTextureBarriers, const GLuint *textures, \ const GLenum *dstLayouts); \ void waitSemaphore(GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, \ GLuint numTextureBarriers, const GLuint *textures, \ const GLenum *srcLayouts); \ /* GL_EXT_semaphore_fd */ \ void importSemaphoreFd(GLuint semaphore, HandleType handleTypePacked, GLint fd); \ /* GL_EXT_texture_storage */ \ void texStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); \ /* GL_KHR_debug */ \ void debugMessageCallback(GLDEBUGPROCKHR callback, const void *userParam); \ void debugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, \ const GLuint *ids, GLboolean enabled); \ void debugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, \ GLsizei length, const GLchar *buf); \ GLuint getDebugMessageLog(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, \ GLuint *ids, GLenum *severities, GLsizei *lengths, \ GLchar *messageLog); \ void getObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, \ GLchar *label); \ void getObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); \ void objectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label); \ void objectPtrLabel(const void *ptr, GLsizei length, const GLchar *label); \ void popDebugGroup(); \ void pushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message); \ /* GL_KHR_parallel_shader_compile */ \ void maxShaderCompilerThreads(GLuint count); \ /* GL_NV_fence */ \ void deleteFencesNV(GLsizei n, const GLuint *fences); \ void finishFenceNV(GLuint fence); \ void genFencesNV(GLsizei n, GLuint *fences); \ void getFenceivNV(GLuint fence, GLenum pname, GLint *params); \ GLboolean isFenceNV(GLuint fence); \ void setFenceNV(GLuint fence, GLenum condition); \ GLboolean testFenceNV(GLuint fence); \ /* GL_OES_EGL_image */ \ void eGLImageTargetRenderbufferStorage(GLenum target, GLeglImageOES image); \ void eGLImageTargetTexture2D(TextureType targetPacked, GLeglImageOES image); \ /* GL_OES_get_program_binary */ \ /* GL_OES_mapbuffer */ \ void *mapBuffer(BufferBinding targetPacked, GLenum access); \ /* GL_OES_texture_3D */ \ void framebufferTexture3D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \ GLuint texture, GLint level, GLint zoffset); \ /* GL_OES_texture_border_clamp */ \ void getSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params); \ void getSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params); \ void getTexParameterIiv(TextureType targetPacked, GLenum pname, GLint *params); \ void getTexParameterIuiv(TextureType targetPacked, GLenum pname, GLuint *params); \ void samplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param); \ void samplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param); \ void texParameterIiv(TextureType targetPacked, GLenum pname, const GLint *params); \ void texParameterIuiv(TextureType targetPacked, GLenum pname, const GLuint *params); \ /* GL_OES_texture_storage_multisample_2d_array */ \ void texStorage3DMultisample(TextureType targetPacked, GLsizei samples, GLenum internalformat, \ GLsizei width, GLsizei height, GLsizei depth, \ GLboolean fixedsamplelocations); \ /* GL_OES_vertex_array_object */ \ /* GL_OVR_multiview */ \ void framebufferTextureMultiview(GLenum target, GLenum attachment, GLuint texture, \ GLint level, GLint baseViewIndex, GLsizei numViews); \ /* GL_OVR_multiview2 */ #endif // ANGLE_CONTEXT_API_EXT_AUTOGEN_H_