summaryrefslogtreecommitdiffstats
path: root/gfx/angle/checkout/src/libANGLE/Context_gl_4_autogen.h
diff options
context:
space:
mode:
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.h358
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_