diff options
author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
commit | 26a029d407be480d791972afb5975cf62c9360a6 (patch) | |
tree | f435a8308119effd964b339f76abb83a57c29483 /gfx/angle/checkout/src/libANGLE/Context_gl_4_autogen.h | |
parent | Initial commit. (diff) | |
download | firefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz firefox-26a029d407be480d791972afb5975cf62c9360a6.zip |
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/Context_gl_4_autogen.h')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/Context_gl_4_autogen.h | 358 |
1 files changed, 358 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/Context_gl_4_autogen.h b/gfx/angle/checkout/src/libANGLE/Context_gl_4_autogen.h new file mode 100644 index 0000000000..2c5570149e --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/Context_gl_4_autogen.h @@ -0,0 +1,358 @@ +// 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_4_autogen.h: Creates a macro for interfaces in Context. + +#ifndef ANGLE_CONTEXT_GL_4_AUTOGEN_H_ +#define ANGLE_CONTEXT_GL_4_AUTOGEN_H_ + +#define ANGLE_GL_4_CONTEXT_API \ + void beginQueryIndexed(GLenum target, GLuint index, QueryID idPacked); \ + void drawTransformFeedback(GLenum mode, TransformFeedbackID idPacked); \ + void drawTransformFeedbackStream(GLenum mode, TransformFeedbackID idPacked, GLuint stream); \ + void endQueryIndexed(GLenum target, GLuint index); \ + void getActiveSubroutineName(ShaderProgramID programPacked, GLenum shadertype, GLuint index, \ + GLsizei bufSize, GLsizei *length, GLchar *name); \ + void getActiveSubroutineUniformName(ShaderProgramID programPacked, GLenum shadertype, \ + GLuint index, GLsizei bufSize, GLsizei *length, \ + GLchar *name); \ + void getActiveSubroutineUniformiv(ShaderProgramID programPacked, GLenum shadertype, \ + GLuint index, GLenum pname, GLint *values); \ + void getProgramStageiv(ShaderProgramID programPacked, GLenum shadertype, GLenum pname, \ + GLint *values); \ + void getQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params); \ + GLuint getSubroutineIndex(ShaderProgramID programPacked, GLenum shadertype, \ + const GLchar *name); \ + GLint getSubroutineUniformLocation(ShaderProgramID programPacked, GLenum shadertype, \ + const GLchar *name); \ + void getUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params); \ + void getUniformdv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLdouble *params); \ + void patchParameterfv(GLenum pname, const GLfloat *values); \ + void uniform1d(UniformLocation locationPacked, GLdouble x); \ + void uniform1dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ + void uniform2d(UniformLocation locationPacked, GLdouble x, GLdouble y); \ + void uniform2dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ + void uniform3d(UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z); \ + void uniform3dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ + void uniform4d(UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z, \ + GLdouble w); \ + void uniform4dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ + void uniformMatrix2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLdouble *value); \ + void uniformMatrix2x3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLdouble *value); \ + void uniformMatrix2x4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLdouble *value); \ + void uniformMatrix3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLdouble *value); \ + void uniformMatrix3x2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLdouble *value); \ + void uniformMatrix3x4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLdouble *value); \ + void uniformMatrix4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLdouble *value); \ + void uniformMatrix4x2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLdouble *value); \ + void uniformMatrix4x3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLdouble *value); \ + void uniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices); \ + void depthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v); \ + void depthRangeIndexed(GLuint index, GLdouble n, GLdouble f); \ + void getDoublei_v(GLenum target, GLuint index, GLdouble *data); \ + void getFloati_v(GLenum target, GLuint index, GLfloat *data); \ + void getVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params); \ + void programUniform1d(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLdouble v0); \ + void programUniform1dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, const GLdouble *value); \ + void programUniform2d(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLdouble v0, GLdouble v1); \ + void programUniform2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, const GLdouble *value); \ + void programUniform3d(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLdouble v0, GLdouble v1, GLdouble v2); \ + void programUniform3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, const GLdouble *value); \ + void programUniform4d(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); \ + void programUniform4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, const GLdouble *value); \ + void programUniformMatrix2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, GLboolean transpose, const GLdouble *value); \ + void programUniformMatrix2x3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, GLboolean transpose, const GLdouble *value); \ + void programUniformMatrix2x4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, GLboolean transpose, const GLdouble *value); \ + void programUniformMatrix3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, GLboolean transpose, const GLdouble *value); \ + void programUniformMatrix3x2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, GLboolean transpose, const GLdouble *value); \ + void programUniformMatrix3x4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, GLboolean transpose, const GLdouble *value); \ + void programUniformMatrix4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, GLboolean transpose, const GLdouble *value); \ + void programUniformMatrix4x2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, GLboolean transpose, const GLdouble *value); \ + void programUniformMatrix4x3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, GLboolean transpose, const GLdouble *value); \ + void scissorArrayv(GLuint first, GLsizei count, const GLint *v); \ + void scissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); \ + void scissorIndexedv(GLuint index, const GLint *v); \ + void vertexAttribL1d(GLuint index, GLdouble x); \ + void vertexAttribL1dv(GLuint index, const GLdouble *v); \ + void vertexAttribL2d(GLuint index, GLdouble x, GLdouble y); \ + void vertexAttribL2dv(GLuint index, const GLdouble *v); \ + void vertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); \ + void vertexAttribL3dv(GLuint index, const GLdouble *v); \ + void vertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); \ + void vertexAttribL4dv(GLuint index, const GLdouble *v); \ + void vertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, \ + const void *pointer); \ + void viewportArrayv(GLuint first, GLsizei count, const GLfloat *v); \ + void viewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); \ + void viewportIndexedfv(GLuint index, const GLfloat *v); \ + void drawTransformFeedbackInstanced(GLenum mode, TransformFeedbackID idPacked, \ + GLsizei instancecount); \ + void drawTransformFeedbackStreamInstanced(GLenum mode, TransformFeedbackID idPacked, \ + GLuint stream, GLsizei instancecount); \ + void getActiveAtomicCounterBufferiv(ShaderProgramID programPacked, GLuint bufferIndex, \ + GLenum pname, GLint *params); \ + void clearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, \ + const void *data); \ + void clearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, \ + GLsizeiptr size, GLenum format, GLenum type, const void *data); \ + void getInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei count, \ + GLint64 *params); \ + void invalidateBufferData(BufferID bufferPacked); \ + void invalidateBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr length); \ + void invalidateTexImage(TextureID texturePacked, GLint level); \ + void invalidateTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ + GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); \ + void shaderStorageBlockBinding(ShaderProgramID programPacked, GLuint storageBlockIndex, \ + GLuint storageBlockBinding); \ + void textureView(TextureID texturePacked, GLenum target, GLuint origtexture, \ + GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, \ + GLuint numlayers); \ + void vertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); \ + void bindBuffersBase(GLenum target, GLuint first, GLsizei count, \ + const BufferID *buffersPacked); \ + void bindBuffersRange(GLenum target, GLuint first, GLsizei count, \ + const BufferID *buffersPacked, const GLintptr *offsets, \ + const GLsizeiptr *sizes); \ + void bindImageTextures(GLuint first, GLsizei count, const GLuint *textures); \ + void bindSamplers(GLuint first, GLsizei count, const GLuint *samplers); \ + void bindTextures(GLuint first, GLsizei count, const GLuint *textures); \ + void bindVertexBuffers(GLuint first, GLsizei count, const BufferID *buffersPacked, \ + const GLintptr *offsets, const GLsizei *strides); \ + void clearTexImage(TextureID texturePacked, GLint level, GLenum format, GLenum type, \ + const void *data); \ + void clearTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ + GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ + GLenum format, GLenum type, const void *data); \ + void bindTextureUnit(GLuint unit, TextureID texturePacked); \ + void blitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, \ + GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, \ + GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); \ + GLenum checkNamedFramebufferStatus(FramebufferID framebufferPacked, GLenum target); \ + void clearNamedBufferData(BufferID bufferPacked, GLenum internalformat, GLenum format, \ + GLenum type, const void *data); \ + void clearNamedBufferSubData(BufferID bufferPacked, GLenum internalformat, GLintptr offset, \ + GLsizeiptr size, GLenum format, GLenum type, const void *data); \ + void clearNamedFramebufferfi(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \ + GLfloat depth, GLint stencil); \ + void clearNamedFramebufferfv(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \ + const GLfloat *value); \ + void clearNamedFramebufferiv(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \ + const GLint *value); \ + void clearNamedFramebufferuiv(FramebufferID framebufferPacked, GLenum buffer, \ + GLint drawbuffer, const GLuint *value); \ + void compressedTextureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, \ + GLsizei width, GLenum format, GLsizei imageSize, \ + const void *data); \ + void compressedTextureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, \ + GLint yoffset, GLsizei width, GLsizei height, GLenum format, \ + GLsizei imageSize, const void *data); \ + void compressedTextureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, \ + GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \ + GLsizei depth, GLenum format, GLsizei imageSize, \ + const void *data); \ + void copyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, \ + GLintptr writeOffset, GLsizeiptr size); \ + void copyTextureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, GLint x, \ + GLint y, GLsizei width); \ + void copyTextureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ + GLint x, GLint y, GLsizei width, GLsizei height); \ + void copyTextureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ + GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); \ + void createBuffers(GLsizei n, BufferID *buffersPacked); \ + void createFramebuffers(GLsizei n, GLuint *framebuffers); \ + void createProgramPipelines(GLsizei n, GLuint *pipelines); \ + void createQueries(GLenum target, GLsizei n, GLuint *ids); \ + void createRenderbuffers(GLsizei n, RenderbufferID *renderbuffersPacked); \ + void createSamplers(GLsizei n, GLuint *samplers); \ + void createTextures(GLenum target, GLsizei n, GLuint *textures); \ + void createTransformFeedbacks(GLsizei n, GLuint *ids); \ + void createVertexArrays(GLsizei n, VertexArrayID *arraysPacked); \ + void disableVertexArrayAttrib(VertexArrayID vaobjPacked, GLuint index); \ + void enableVertexArrayAttrib(VertexArrayID vaobjPacked, GLuint index); \ + void flushMappedNamedBufferRange(BufferID bufferPacked, GLintptr offset, GLsizeiptr length); \ + void generateTextureMipmap(TextureID texturePacked); \ + void getCompressedTextureImage(TextureID texturePacked, GLint level, GLsizei bufSize, \ + void *pixels); \ + void getCompressedTextureSubImage(TextureID texturePacked, GLint level, GLint xoffset, \ + GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \ + GLsizei depth, GLsizei bufSize, void *pixels); \ + void getNamedBufferParameteri64v(BufferID bufferPacked, GLenum pname, GLint64 *params); \ + void getNamedBufferParameteriv(BufferID bufferPacked, GLenum pname, GLint *params); \ + void getNamedBufferPointerv(BufferID bufferPacked, GLenum pname, void **params); \ + void getNamedBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr size, \ + void *data); \ + void getNamedFramebufferAttachmentParameteriv(FramebufferID framebufferPacked, \ + GLenum attachment, GLenum pname, GLint *params); \ + void getNamedFramebufferParameteriv(FramebufferID framebufferPacked, GLenum pname, \ + GLint *param); \ + void getNamedRenderbufferParameteriv(RenderbufferID renderbufferPacked, GLenum pname, \ + GLint *params); \ + void getQueryBufferObjecti64v(GLuint id, BufferID bufferPacked, GLenum pname, \ + GLintptr offset); \ + void getQueryBufferObjectiv(GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); \ + void getQueryBufferObjectui64v(GLuint id, BufferID bufferPacked, GLenum pname, \ + GLintptr offset); \ + void getQueryBufferObjectuiv(GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); \ + void getTextureImage(TextureID texturePacked, GLint level, GLenum format, GLenum type, \ + GLsizei bufSize, void *pixels); \ + void getTextureLevelParameterfv(TextureID texturePacked, GLint level, GLenum pname, \ + GLfloat *params); \ + void getTextureLevelParameteriv(TextureID texturePacked, GLint level, GLenum pname, \ + GLint *params); \ + void getTextureParameterIiv(TextureID texturePacked, GLenum pname, GLint *params); \ + void getTextureParameterIuiv(TextureID texturePacked, GLenum pname, GLuint *params); \ + void getTextureParameterfv(TextureID texturePacked, GLenum pname, GLfloat *params); \ + void getTextureParameteriv(TextureID texturePacked, GLenum pname, GLint *params); \ + void getTextureSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ + GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ + GLenum format, GLenum type, GLsizei bufSize, void *pixels); \ + void getTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param); \ + void getTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param); \ + void getTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param); \ + void getVertexArrayIndexed64iv(VertexArrayID vaobjPacked, GLuint index, GLenum pname, \ + GLint64 *param); \ + void getVertexArrayIndexediv(VertexArrayID vaobjPacked, GLuint index, GLenum pname, \ + GLint *param); \ + void getVertexArrayiv(VertexArrayID vaobjPacked, GLenum pname, GLint *param); \ + void getnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); \ + void getnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels); \ + void getnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, \ + void *image); \ + void getnHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, \ + GLsizei bufSize, void *values); \ + void getnMapdv(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); \ + void getnMapfv(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); \ + void getnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v); \ + void getnMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, \ + void *values); \ + void getnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values); \ + void getnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values); \ + void getnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values); \ + void getnPolygonStipple(GLsizei bufSize, GLubyte *pattern); \ + void getnSeparableFilter(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, \ + void *row, GLsizei columnBufSize, void *column, void *span); \ + void getnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, \ + void *pixels); \ + void getnUniformdv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei bufSize, GLdouble *params); \ + void invalidateNamedFramebufferData(FramebufferID framebufferPacked, GLsizei numAttachments, \ + const GLenum *attachments); \ + void invalidateNamedFramebufferSubData(FramebufferID framebufferPacked, \ + GLsizei numAttachments, const GLenum *attachments, \ + GLint x, GLint y, GLsizei width, GLsizei height); \ + void *mapNamedBuffer(BufferID bufferPacked, GLenum access); \ + void *mapNamedBufferRange(BufferID bufferPacked, GLintptr offset, GLsizeiptr length, \ + GLbitfield access); \ + void namedBufferData(BufferID bufferPacked, GLsizeiptr size, const void *data, GLenum usage); \ + void namedBufferStorage(BufferID bufferPacked, GLsizeiptr size, const void *data, \ + GLbitfield flags); \ + void namedBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr size, \ + const void *data); \ + void namedFramebufferDrawBuffer(FramebufferID framebufferPacked, GLenum buf); \ + void namedFramebufferDrawBuffers(FramebufferID framebufferPacked, GLsizei n, \ + const GLenum *bufs); \ + void namedFramebufferParameteri(FramebufferID framebufferPacked, GLenum pname, GLint param); \ + void namedFramebufferReadBuffer(FramebufferID framebufferPacked, GLenum src); \ + void namedFramebufferRenderbuffer(FramebufferID framebufferPacked, GLenum attachment, \ + GLenum renderbuffertarget, \ + RenderbufferID renderbufferPacked); \ + void namedFramebufferTexture(FramebufferID framebufferPacked, GLenum attachment, \ + TextureID texturePacked, GLint level); \ + void namedFramebufferTextureLayer(FramebufferID framebufferPacked, GLenum attachment, \ + TextureID texturePacked, GLint level, GLint layer); \ + void namedRenderbufferStorage(RenderbufferID renderbufferPacked, GLenum internalformat, \ + GLsizei width, GLsizei height); \ + void namedRenderbufferStorageMultisample(RenderbufferID renderbufferPacked, GLsizei samples, \ + GLenum internalformat, GLsizei width, \ + GLsizei height); \ + void textureBarrier(); \ + void textureBuffer(TextureID texturePacked, GLenum internalformat, BufferID bufferPacked); \ + void textureBufferRange(TextureID texturePacked, GLenum internalformat, BufferID bufferPacked, \ + GLintptr offset, GLsizeiptr size); \ + void textureParameterIiv(TextureID texturePacked, GLenum pname, const GLint *params); \ + void textureParameterIuiv(TextureID texturePacked, GLenum pname, const GLuint *params); \ + void textureParameterf(TextureID texturePacked, GLenum pname, GLfloat param); \ + void textureParameterfv(TextureID texturePacked, GLenum pname, const GLfloat *param); \ + void textureParameteri(TextureID texturePacked, GLenum pname, GLint param); \ + void textureParameteriv(TextureID texturePacked, GLenum pname, const GLint *param); \ + void textureStorage1D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \ + GLsizei width); \ + void textureStorage2D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \ + GLsizei width, GLsizei height); \ + void textureStorage2DMultisample(TextureID texturePacked, GLsizei samples, \ + GLenum internalformat, GLsizei width, GLsizei height, \ + GLboolean fixedsamplelocations); \ + void textureStorage3D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \ + GLsizei width, GLsizei height, GLsizei depth); \ + void textureStorage3DMultisample(TextureID texturePacked, GLsizei samples, \ + GLenum internalformat, GLsizei width, GLsizei height, \ + GLsizei depth, GLboolean fixedsamplelocations); \ + void textureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, GLsizei width, \ + GLenum format, GLenum type, const void *pixels); \ + void textureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ + GLsizei width, GLsizei height, GLenum format, GLenum type, \ + const void *pixels); \ + void textureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ + GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ + GLenum format, GLenum type, const void *pixels); \ + void transformFeedbackBufferBase(GLuint xfb, GLuint index, BufferID bufferPacked); \ + void transformFeedbackBufferRange(GLuint xfb, GLuint index, BufferID bufferPacked, \ + GLintptr offset, GLsizeiptr size); \ + GLboolean unmapNamedBuffer(BufferID bufferPacked); \ + void vertexArrayAttribBinding(VertexArrayID vaobjPacked, GLuint attribindex, \ + GLuint bindingindex); \ + void vertexArrayAttribFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \ + GLenum type, GLboolean normalized, GLuint relativeoffset); \ + void vertexArrayAttribIFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \ + GLenum type, GLuint relativeoffset); \ + void vertexArrayAttribLFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \ + GLenum type, GLuint relativeoffset); \ + void vertexArrayBindingDivisor(VertexArrayID vaobjPacked, GLuint bindingindex, \ + GLuint divisor); \ + void vertexArrayElementBuffer(VertexArrayID vaobjPacked, BufferID bufferPacked); \ + void vertexArrayVertexBuffer(VertexArrayID vaobjPacked, GLuint bindingindex, \ + BufferID bufferPacked, GLintptr offset, GLsizei stride); \ + void vertexArrayVertexBuffers(VertexArrayID vaobjPacked, GLuint first, GLsizei count, \ + const BufferID *buffersPacked, const GLintptr *offsets, \ + const GLsizei *strides); \ + void multiDrawArraysIndirectCount(GLenum mode, const void *indirect, GLintptr drawcount, \ + GLsizei maxdrawcount, GLsizei stride); \ + void multiDrawElementsIndirectCount(GLenum mode, GLenum type, const void *indirect, \ + GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); \ + void polygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp); \ + void specializeShader(GLuint shader, const GLchar *pEntryPoint, \ + GLuint numSpecializationConstants, const GLuint *pConstantIndex, \ + const GLuint *pConstantValue); + +#endif // ANGLE_CONTEXT_API_4_AUTOGEN_H_ |