summaryrefslogtreecommitdiffstats
path: root/gfx/angle/checkout/src/libANGLE/Context_gl_4_autogen.h
blob: 2c5570149ed9206d77ccbb782ead7e49f22f7f12 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
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_