// 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_