// 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_