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Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/Context_gles_ext_autogen.h')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/Context_gles_ext_autogen.h | 616 |
1 files changed, 616 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/Context_gles_ext_autogen.h b/gfx/angle/checkout/src/libANGLE/Context_gles_ext_autogen.h new file mode 100644 index 0000000000..286a5061e2 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/Context_gles_ext_autogen.h @@ -0,0 +1,616 @@ +// 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_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_point_sprite */ \ + /* 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); \ + \ + /* GLES2+ Extensions */ \ + \ + /* GL_AMD_performance_monitor */ \ + void beginPerfMonitor(GLuint monitor); \ + void deletePerfMonitors(GLsizei n, GLuint *monitors); \ + void endPerfMonitor(GLuint monitor); \ + void genPerfMonitors(GLsizei n, GLuint *monitors); \ + void getPerfMonitorCounterData(GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, \ + GLint *bytesWritten); \ + void getPerfMonitorCounterInfo(GLuint group, GLuint counter, GLenum pname, void *data); \ + void getPerfMonitorCounterString(GLuint group, GLuint counter, GLsizei bufSize, \ + GLsizei *length, GLchar *counterString); \ + void getPerfMonitorCounters(GLuint group, GLint *numCounters, GLint *maxActiveCounters, \ + GLsizei counterSize, GLuint *counters); \ + void getPerfMonitorGroupString(GLuint group, GLsizei bufSize, GLsizei *length, \ + GLchar *groupString); \ + void getPerfMonitorGroups(GLint *numGroups, GLsizei groupsSize, GLuint *groups); \ + void selectPerfMonitorCounters(GLuint monitor, GLboolean enable, GLuint group, \ + GLint numCounters, GLuint *counterList); \ + /* GL_ANDROID_extension_pack_es31a */ \ + /* GL_ANGLE_depth_texture */ \ + /* GL_ANGLE_framebuffer_blit */ \ + /* GL_ANGLE_instanced_arrays */ \ + /* GL_ANGLE_pack_reverse_row_order */ \ + /* GL_ANGLE_texture_usage */ \ + /* GL_ANGLE_translated_shader_source */ \ + void getTranslatedShaderSource(ShaderProgramID shaderPacked, GLsizei bufSize, GLsizei *length, \ + GLchar *source); \ + /* GL_APPLE_clip_distance */ \ + /* GL_ARB_sync */ \ + /* GL_EXT_EGL_image_array */ \ + /* GL_EXT_EGL_image_external_wrap_modes */ \ + /* GL_EXT_EGL_image_storage */ \ + void eGLImageTargetTexStorage(GLenum target, GLeglImageOES image, const GLint *attrib_list); \ + void eGLImageTargetTextureStorage(GLuint texture, GLeglImageOES image, \ + const GLint *attrib_list); \ + /* GL_EXT_YUV_target */ \ + /* GL_EXT_base_instance */ \ + void drawArraysInstancedBaseInstance(PrimitiveMode modePacked, GLint first, GLsizei count, \ + GLsizei instancecount, GLuint baseinstance); \ + void drawElementsInstancedBaseInstance(PrimitiveMode modePacked, GLsizei count, \ + DrawElementsType typePacked, const void *indices, \ + GLsizei instancecount, GLuint baseinstance); \ + void drawElementsInstancedBaseVertexBaseInstance( \ + PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, const void *indices, \ + GLsizei instancecount, GLint basevertex, GLuint baseinstance); \ + /* GL_EXT_blend_func_extended */ \ + void bindFragDataLocation(ShaderProgramID programPacked, GLuint color, const GLchar *name); \ + void bindFragDataLocationIndexed(ShaderProgramID programPacked, GLuint colorNumber, \ + GLuint index, const GLchar *name); \ + GLint getFragDataIndex(ShaderProgramID programPacked, const GLchar *name); \ + GLint getProgramResourceLocationIndex(ShaderProgramID programPacked, GLenum programInterface, \ + const GLchar *name); \ + /* GL_EXT_blend_minmax */ \ + /* GL_EXT_buffer_storage */ \ + void bufferStorage(BufferBinding targetPacked, GLsizeiptr size, const void *data, \ + GLbitfield flags); \ + /* GL_EXT_clip_control */ \ + void clipControl(GLenum origin, GLenum depth); \ + /* GL_EXT_clip_cull_distance */ \ + /* GL_EXT_color_buffer_float */ \ + /* GL_EXT_color_buffer_half_float */ \ + /* GL_EXT_compressed_ETC1_RGB8_sub_texture */ \ + /* GL_EXT_copy_image */ \ + /* GL_EXT_debug_label */ \ + void labelObject(GLenum type, GLuint object, GLsizei length, const GLchar *label); \ + /* 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(QueryID idPacked, GLenum pname, GLint64 *params); \ + void getQueryObjectiv(QueryID idPacked, GLenum pname, GLint *params); \ + void getQueryObjectui64v(QueryID idPacked, GLenum pname, GLuint64 *params); \ + void queryCounter(QueryID idPacked, QueryType targetPacked); \ + /* GL_EXT_draw_buffers */ \ + /* GL_EXT_draw_buffers_indexed */ \ + /* GL_EXT_draw_elements_base_vertex */ \ + void multiDrawElementsBaseVertex(PrimitiveMode modePacked, const GLsizei *count, \ + DrawElementsType typePacked, const void *const *indices, \ + GLsizei drawcount, const GLint *basevertex); \ + /* GL_EXT_external_buffer */ \ + void bufferStorageExternal(BufferBinding targetPacked, GLintptr offset, GLsizeiptr size, \ + GLeglClientBufferEXT clientBuffer, GLbitfield flags); \ + void namedBufferStorageExternal(GLuint buffer, GLintptr offset, GLsizeiptr size, \ + GLeglClientBufferEXT clientBuffer, GLbitfield flags); \ + /* GL_EXT_float_blend */ \ + /* GL_EXT_frag_depth */ \ + /* GL_EXT_geometry_shader */ \ + /* GL_EXT_gpu_shader5 */ \ + /* GL_EXT_instanced_arrays */ \ + /* GL_EXT_map_buffer_range */ \ + /* GL_EXT_memory_object */ \ + void bufferStorageMem(TextureType targetPacked, GLsizeiptr size, MemoryObjectID memoryPacked, \ + GLuint64 offset); \ + void createMemoryObjects(GLsizei n, MemoryObjectID *memoryObjectsPacked); \ + void deleteMemoryObjects(GLsizei n, const MemoryObjectID *memoryObjectsPacked); \ + void getMemoryObjectParameteriv(MemoryObjectID memoryObjectPacked, GLenum pname, \ + GLint *params); \ + void getUnsignedBytev(GLenum pname, GLubyte *data); \ + void getUnsignedBytei_v(GLenum target, GLuint index, GLubyte *data); \ + GLboolean isMemoryObject(MemoryObjectID memoryObjectPacked) const; \ + void memoryObjectParameteriv(MemoryObjectID memoryObjectPacked, GLenum pname, \ + const GLint *params); \ + void texStorageMem2D(TextureType targetPacked, GLsizei levels, GLenum internalFormat, \ + GLsizei width, GLsizei height, MemoryObjectID memoryPacked, \ + GLuint64 offset); \ + void texStorageMem2DMultisample(TextureType targetPacked, GLsizei samples, \ + GLenum internalFormat, GLsizei width, GLsizei height, \ + GLboolean fixedSampleLocations, MemoryObjectID memoryPacked, \ + GLuint64 offset); \ + void texStorageMem3D(TextureType targetPacked, GLsizei levels, GLenum internalFormat, \ + GLsizei width, GLsizei height, GLsizei depth, \ + MemoryObjectID memoryPacked, GLuint64 offset); \ + void texStorageMem3DMultisample(TextureType targetPacked, GLsizei samples, \ + GLenum internalFormat, GLsizei width, GLsizei height, \ + GLsizei depth, GLboolean fixedSampleLocations, \ + MemoryObjectID memoryPacked, GLuint64 offset); \ + /* GL_EXT_memory_object_fd */ \ + void importMemoryFd(MemoryObjectID memoryPacked, GLuint64 size, HandleType handleTypePacked, \ + GLint fd); \ + /* GL_EXT_multi_draw_indirect */ \ + void multiDrawArraysIndirect(PrimitiveMode modePacked, const void *indirect, \ + GLsizei drawcount, GLsizei stride); \ + void multiDrawElementsIndirect(PrimitiveMode modePacked, DrawElementsType typePacked, \ + const void *indirect, GLsizei drawcount, GLsizei stride); \ + /* GL_EXT_multisample_compatibility */ \ + /* GL_EXT_multisampled_render_to_texture */ \ + void framebufferTexture2DMultisample(GLenum target, GLenum attachment, \ + TextureTarget textargetPacked, TextureID texturePacked, \ + GLint level, GLsizei samples); \ + void renderbufferStorageMultisampleEXT(GLenum target, GLsizei samples, GLenum internalformat, \ + GLsizei width, GLsizei height); \ + /* GL_EXT_multisampled_render_to_texture2 */ \ + /* GL_EXT_occlusion_query_boolean */ \ + /* GL_EXT_primitive_bounding_box */ \ + /* GL_EXT_protected_textures */ \ + /* GL_EXT_pvrtc_sRGB */ \ + /* GL_EXT_read_format_bgra */ \ + /* GL_EXT_robustness */ \ + /* GL_EXT_sRGB */ \ + /* GL_EXT_sRGB_write_control */ \ + /* GL_EXT_semaphore */ \ + void deleteSemaphores(GLsizei n, const SemaphoreID *semaphoresPacked); \ + void genSemaphores(GLsizei n, SemaphoreID *semaphoresPacked); \ + void getSemaphoreParameterui64v(SemaphoreID semaphorePacked, GLenum pname, GLuint64 *params); \ + GLboolean isSemaphore(SemaphoreID semaphorePacked) const; \ + void semaphoreParameterui64v(SemaphoreID semaphorePacked, GLenum pname, \ + const GLuint64 *params); \ + void signalSemaphore(SemaphoreID semaphorePacked, GLuint numBufferBarriers, \ + const BufferID *buffersPacked, GLuint numTextureBarriers, \ + const TextureID *texturesPacked, const GLenum *dstLayouts); \ + void waitSemaphore(SemaphoreID semaphorePacked, GLuint numBufferBarriers, \ + const BufferID *buffersPacked, GLuint numTextureBarriers, \ + const TextureID *texturesPacked, const GLenum *srcLayouts); \ + /* GL_EXT_semaphore_fd */ \ + void importSemaphoreFd(SemaphoreID semaphorePacked, HandleType handleTypePacked, GLint fd); \ + /* GL_EXT_separate_shader_objects */ \ + /* GL_EXT_shader_framebuffer_fetch */ \ + /* GL_EXT_shader_framebuffer_fetch_non_coherent */ \ + void framebufferFetchBarrier(); \ + /* GL_EXT_shader_io_blocks */ \ + /* GL_EXT_shader_non_constant_global_initializers */ \ + /* GL_EXT_shader_texture_lod */ \ + /* GL_EXT_shadow_samplers */ \ + /* GL_EXT_tessellation_shader */ \ + /* GL_EXT_texture_border_clamp */ \ + /* GL_EXT_texture_buffer */ \ + /* GL_EXT_texture_compression_bptc */ \ + /* GL_EXT_texture_compression_dxt1 */ \ + /* GL_EXT_texture_compression_rgtc */ \ + /* GL_EXT_texture_compression_s3tc */ \ + /* GL_EXT_texture_compression_s3tc_srgb */ \ + /* GL_EXT_texture_cube_map_array */ \ + /* GL_EXT_texture_filter_anisotropic */ \ + /* GL_EXT_texture_format_BGRA8888 */ \ + /* GL_EXT_texture_format_sRGB_override */ \ + /* GL_EXT_texture_norm16 */ \ + /* GL_EXT_texture_rg */ \ + /* GL_EXT_texture_sRGB_R8 */ \ + /* GL_EXT_texture_sRGB_RG8 */ \ + /* GL_EXT_texture_sRGB_decode */ \ + /* GL_EXT_texture_storage */ \ + void texStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); \ + /* GL_EXT_texture_type_2_10_10_10_REV */ \ + /* GL_EXT_unpack_subimage */ \ + /* GL_IMG_texture_compression_pvrtc */ \ + /* GL_IMG_texture_compression_pvrtc2 */ \ + /* GL_KHR_blend_equation_advanced */ \ + /* GL_KHR_debug */ \ + /* GL_KHR_no_error */ \ + /* GL_KHR_parallel_shader_compile */ \ + void maxShaderCompilerThreads(GLuint count); \ + /* GL_KHR_robust_buffer_access_behavior */ \ + /* GL_KHR_texture_compression_astc_hdr */ \ + /* GL_KHR_texture_compression_astc_ldr */ \ + /* GL_KHR_texture_compression_astc_sliced_3d */ \ + /* GL_MESA_framebuffer_flip_y */ \ + void framebufferParameteriMESA(GLenum target, GLenum pname, GLint param); \ + void getFramebufferParameterivMESA(GLenum target, GLenum pname, GLint *params); \ + /* GL_NV_EGL_stream_consumer_external */ \ + /* GL_NV_depth_buffer_float2 */ \ + /* GL_NV_fence */ \ + void deleteFencesNV(GLsizei n, const FenceNVID *fencesPacked); \ + void finishFenceNV(FenceNVID fencePacked); \ + void genFencesNV(GLsizei n, FenceNVID *fencesPacked); \ + void getFenceivNV(FenceNVID fencePacked, GLenum pname, GLint *params); \ + GLboolean isFenceNV(FenceNVID fencePacked) const; \ + void setFenceNV(FenceNVID fencePacked, GLenum condition); \ + GLboolean testFenceNV(FenceNVID fencePacked); \ + /* GL_NV_framebuffer_blit */ \ + void blitFramebufferNV(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, \ + GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); \ + /* GL_NV_pack_subimage */ \ + /* GL_NV_pixel_buffer_object */ \ + /* GL_NV_read_depth */ \ + /* GL_NV_read_depth_stencil */ \ + /* GL_NV_read_stencil */ \ + /* GL_NV_robustness_video_memory_purge */ \ + /* GL_NV_shader_noperspective_interpolation */ \ + /* GL_OES_EGL_image */ \ + void eGLImageTargetRenderbufferStorage(GLenum target, GLeglImageOES image); \ + void eGLImageTargetTexture2D(TextureType targetPacked, GLeglImageOES image); \ + /* GL_OES_EGL_image_external */ \ + /* GL_OES_EGL_image_external_essl3 */ \ + /* GL_OES_EGL_sync */ \ + /* GL_OES_compressed_EAC_R11_signed_texture */ \ + /* GL_OES_compressed_EAC_R11_unsigned_texture */ \ + /* GL_OES_compressed_EAC_RG11_signed_texture */ \ + /* GL_OES_compressed_EAC_RG11_unsigned_texture */ \ + /* GL_OES_compressed_ETC1_RGB8_texture */ \ + /* GL_OES_compressed_ETC2_RGB8_texture */ \ + /* GL_OES_compressed_ETC2_RGBA8_texture */ \ + /* GL_OES_compressed_ETC2_punchthroughA_RGBA8_texture */ \ + /* GL_OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture */ \ + /* GL_OES_compressed_ETC2_sRGB8_alpha8_texture */ \ + /* GL_OES_compressed_ETC2_sRGB8_texture */ \ + /* GL_OES_compressed_paletted_texture */ \ + /* GL_OES_copy_image */ \ + /* GL_OES_depth24 */ \ + /* GL_OES_depth32 */ \ + /* GL_OES_depth_texture */ \ + /* GL_OES_depth_texture_cube_map */ \ + /* GL_OES_draw_buffers_indexed */ \ + /* GL_OES_draw_elements_base_vertex */ \ + /* GL_OES_element_index_uint */ \ + /* GL_OES_fbo_render_mipmap */ \ + /* GL_OES_geometry_shader */ \ + /* GL_OES_get_program_binary */ \ + /* GL_OES_mapbuffer */ \ + void *mapBuffer(BufferBinding targetPacked, GLenum access); \ + /* GL_OES_packed_depth_stencil */ \ + /* GL_OES_primitive_bounding_box */ \ + /* GL_OES_rgb8_rgba8 */ \ + /* GL_OES_sample_shading */ \ + /* GL_OES_sample_variables */ \ + /* GL_OES_shader_image_atomic */ \ + /* GL_OES_shader_io_blocks */ \ + /* GL_OES_shader_multisample_interpolation */ \ + /* GL_OES_standard_derivatives */ \ + /* GL_OES_surfaceless_context */ \ + /* GL_OES_texture_3D */ \ + void framebufferTexture3D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \ + TextureID texturePacked, GLint level, GLint zoffset); \ + /* GL_OES_texture_border_clamp */ \ + /* GL_OES_texture_buffer */ \ + /* GL_OES_texture_compression_astc */ \ + /* GL_OES_texture_cube_map_array */ \ + /* GL_OES_texture_float */ \ + /* GL_OES_texture_float_linear */ \ + /* GL_OES_texture_half_float */ \ + /* GL_OES_texture_half_float_linear */ \ + /* GL_OES_texture_npot */ \ + /* GL_OES_texture_stencil8 */ \ + /* GL_OES_texture_storage_multisample_2d_array */ \ + /* GL_OES_vertex_array_object */ \ + /* GL_OES_vertex_half_float */ \ + /* GL_OES_vertex_type_10_10_10_2 */ \ + /* GL_OVR_multiview */ \ + void framebufferTextureMultiview(GLenum target, GLenum attachment, TextureID texturePacked, \ + GLint level, GLint baseViewIndex, GLsizei numViews); \ + /* GL_OVR_multiview2 */ \ + /* GL_QCOM_shading_rate */ \ + void shadingRateQCOM(GLenum rate); \ + /* GL_WEBGL_video_texture */ \ + \ + /* ANGLE Extensions */ \ + \ + /* GL_ANGLE_base_vertex_base_instance */ \ + void drawArraysInstancedBaseInstanceANGLE(PrimitiveMode modePacked, GLint first, \ + GLsizei count, GLsizei instanceCount, \ + GLuint baseInstance); \ + void drawElementsInstancedBaseVertexBaseInstanceANGLE( \ + PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, \ + const GLvoid *indices, GLsizei instanceCount, GLint baseVertex, GLuint baseInstance); \ + void multiDrawArraysInstancedBaseInstance( \ + PrimitiveMode modePacked, const GLint *firsts, const GLsizei *counts, \ + const GLsizei *instanceCounts, const GLuint *baseInstances, GLsizei drawcount); \ + void multiDrawElementsInstancedBaseVertexBaseInstance( \ + PrimitiveMode modePacked, const GLsizei *counts, DrawElementsType typePacked, \ + const GLvoid *const *indices, const GLsizei *instanceCounts, const GLint *baseVertices, \ + const GLuint *baseInstances, GLsizei drawcount); \ + /* GL_ANGLE_base_vertex_base_instance_shader_builtin */ \ + /* GL_ANGLE_client_arrays */ \ + /* GL_ANGLE_compressed_texture_etc */ \ + /* GL_ANGLE_copy_texture_3d */ \ + void copyTexture3D(TextureID sourceIdPacked, GLint sourceLevel, \ + TextureTarget destTargetPacked, TextureID destIdPacked, GLint destLevel, \ + GLint internalFormat, GLenum destType, GLboolean unpackFlipY, \ + GLboolean unpackPremultiplyAlpha, GLboolean unpackUnmultiplyAlpha); \ + void copySubTexture3D(TextureID sourceIdPacked, GLint sourceLevel, \ + TextureTarget destTargetPacked, TextureID destIdPacked, 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_framebuffer_multisample */ \ + /* GL_ANGLE_get_image */ \ + void getTexImage(TextureTarget targetPacked, GLint level, GLenum format, GLenum type, \ + void *pixels); \ + void getCompressedTexImage(TextureTarget targetPacked, GLint level, void *pixels); \ + void getRenderbufferImage(GLenum target, GLenum format, GLenum type, void *pixels); \ + /* GL_ANGLE_get_serialized_context_string */ \ + /* GL_ANGLE_get_tex_level_parameter */ \ + /* GL_ANGLE_logic_op */ \ + void logicOpANGLE(LogicalOperation opcodePacked); \ + /* GL_ANGLE_lossy_etc_decode */ \ + /* GL_ANGLE_memory_object_flags */ \ + void texStorageMemFlags2D(TextureType targetPacked, GLsizei levels, GLenum internalFormat, \ + GLsizei width, GLsizei height, MemoryObjectID memoryPacked, \ + GLuint64 offset, GLbitfield createFlags, GLbitfield usageFlags, \ + const void *imageCreateInfoPNext); \ + void texStorageMemFlags2DMultisample( \ + TextureType targetPacked, GLsizei samples, GLenum internalFormat, GLsizei width, \ + GLsizei height, GLboolean fixedSampleLocations, MemoryObjectID memoryPacked, \ + GLuint64 offset, GLbitfield createFlags, GLbitfield usageFlags, \ + const void *imageCreateInfoPNext); \ + void texStorageMemFlags3D( \ + TextureType targetPacked, GLsizei levels, GLenum internalFormat, GLsizei width, \ + GLsizei height, GLsizei depth, MemoryObjectID memoryPacked, GLuint64 offset, \ + GLbitfield createFlags, GLbitfield usageFlags, const void *imageCreateInfoPNext); \ + void texStorageMemFlags3DMultisample( \ + TextureType targetPacked, GLsizei samples, GLenum internalFormat, GLsizei width, \ + GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, \ + MemoryObjectID memoryPacked, GLuint64 offset, GLbitfield createFlags, \ + GLbitfield usageFlags, const void *imageCreateInfoPNext); \ + /* GL_ANGLE_memory_object_fuchsia */ \ + void importMemoryZirconHandle(MemoryObjectID memoryPacked, GLuint64 size, \ + HandleType handleTypePacked, GLuint handle); \ + /* GL_ANGLE_memory_size */ \ + /* 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_multiview_multisample */ \ + /* GL_ANGLE_program_binary */ \ + /* GL_ANGLE_program_cache_control */ \ + /* GL_ANGLE_provoking_vertex */ \ + void provokingVertex(ProvokingVertexConvention modePacked); \ + /* GL_ANGLE_read_only_depth_stencil_feedback_loops */ \ + /* GL_ANGLE_relaxed_vertex_attribute_type */ \ + /* GL_ANGLE_request_extension */ \ + void requestExtension(const GLchar *name); \ + void disableExtension(const GLchar *name); \ + /* GL_ANGLE_rgbx_internal_format */ \ + /* 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(ShaderProgramID programPacked, GLenum pname, GLsizei bufSize, \ + GLsizei *length, GLint *params); \ + void getRenderbufferParameterivRobust(GLenum target, GLenum pname, GLsizei bufSize, \ + GLsizei *length, GLint *params); \ + void getShaderivRobust(ShaderProgramID shaderPacked, 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(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei bufSize, GLsizei *length, GLfloat *params); \ + void getUniformivRobust(ShaderProgramID programPacked, UniformLocation locationPacked, \ + 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(QueryID idPacked, 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(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei bufSize, GLsizei *length, GLuint *params); \ + void getActiveUniformBlockivRobust(ShaderProgramID programPacked, \ + UniformBlockIndex uniformBlockIndexPacked, 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(SamplerID samplerPacked, GLuint pname, GLsizei bufSize, \ + const GLint *param); \ + void samplerParameterfvRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ + const GLfloat *param); \ + void getSamplerParameterivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ + GLsizei *length, GLint *params); \ + void getSamplerParameterfvRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ + GLsizei *length, GLfloat *params); \ + void getFramebufferParameterivRobust(GLenum target, GLenum pname, GLsizei bufSize, \ + GLsizei *length, GLint *params); \ + void getProgramInterfaceivRobust(ShaderProgramID programPacked, 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(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei bufSize, GLsizei *length, GLfloat *params); \ + void getnUniformivRobust(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei bufSize, GLsizei *length, GLint *params); \ + void getnUniformuivRobust(ShaderProgramID programPacked, UniformLocation locationPacked, \ + 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(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ + const GLint *param); \ + void samplerParameterIuivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ + const GLuint *param); \ + void getSamplerParameterIivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ + GLsizei *length, GLint *params); \ + void getSamplerParameterIuivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ + GLsizei *length, GLuint *params); \ + void getQueryObjectivRobust(QueryID idPacked, GLenum pname, GLsizei bufSize, GLsizei *length, \ + GLint *params); \ + void getQueryObjecti64vRobust(QueryID idPacked, GLenum pname, GLsizei bufSize, \ + GLsizei *length, GLint64 *params); \ + void getQueryObjectui64vRobust(QueryID idPacked, GLenum pname, GLsizei bufSize, \ + GLsizei *length, GLuint64 *params); \ + /* GL_ANGLE_robust_fragment_shader_output */ \ + /* GL_ANGLE_robust_resource_initialization */ \ + /* GL_ANGLE_semaphore_fuchsia */ \ + void importSemaphoreZirconHandle(SemaphoreID semaphorePacked, HandleType handleTypePacked, \ + GLuint handle); \ + /* GL_ANGLE_shader_pixel_local_storage */ \ + void framebufferMemorylessPixelLocalStorage(GLint plane, GLenum internalformat); \ + void framebufferTexturePixelLocalStorage(GLint plane, TextureID backingtexturePacked, \ + GLint level, GLint layer); \ + void beginPixelLocalStorage(GLsizei planes, const GLenum *loadops, const void *cleardata); \ + void endPixelLocalStorage(); \ + void pixelLocalStorageBarrier(); \ + /* GL_ANGLE_shader_pixel_local_storage_coherent */ \ + /* GL_ANGLE_texture_compression_dxt3 */ \ + /* GL_ANGLE_texture_compression_dxt5 */ \ + /* 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_ANGLE_texture_multisample */ \ + /* GL_ANGLE_texture_rectangle */ \ + /* GL_ANGLE_vulkan_image */ \ + void acquireTextures(GLuint numTextures, const TextureID *texturesPacked, \ + const GLenum *layouts); \ + void releaseTextures(GLuint numTextures, const TextureID *texturesPacked, GLenum *layouts); \ + /* GL_ANGLE_webgl_compatibility */ \ + /* GL_ANGLE_yuv_internal_format */ \ + /* GL_CHROMIUM_bind_generates_resource */ \ + /* GL_CHROMIUM_bind_uniform_location */ \ + void bindUniformLocation(ShaderProgramID programPacked, UniformLocation locationPacked, \ + const GLchar *name); \ + /* GL_CHROMIUM_color_buffer_float_rgb */ \ + /* GL_CHROMIUM_color_buffer_float_rgba */ \ + /* GL_CHROMIUM_copy_compressed_texture */ \ + void compressedCopyTexture(TextureID sourceIdPacked, TextureID destIdPacked); \ + /* GL_CHROMIUM_copy_texture */ \ + void copyTexture(TextureID sourceIdPacked, GLint sourceLevel, TextureTarget destTargetPacked, \ + TextureID destIdPacked, GLint destLevel, GLint internalFormat, \ + GLenum destType, GLboolean unpackFlipY, GLboolean unpackPremultiplyAlpha, \ + GLboolean unpackUnmultiplyAlpha); \ + void copySubTexture(TextureID sourceIdPacked, GLint sourceLevel, \ + TextureTarget destTargetPacked, TextureID destIdPacked, 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); \ + /* GL_CHROMIUM_lose_context */ \ + void loseContext(GraphicsResetStatus currentPacked, GraphicsResetStatus otherPacked); \ + /* GL_CHROMIUM_sync_query */ \ + /* GL_CHROMIUM_texture_filtering_hint */ + +#endif // ANGLE_CONTEXT_API_EXT_AUTOGEN_H_ |