1 // GENERATED FILE - DO NOT EDIT. 2 // Generated by generate_entry_points.py using data from gl.xml. 3 // 4 // Copyright 2020 The ANGLE Project Authors. All rights reserved. 5 // Use of this source code is governed by a BSD-style license that can be 6 // found in the LICENSE file. 7 // 8 // Context_gles_ext_autogen.h: Creates a macro for interfaces in Context. 9 10 #ifndef ANGLE_CONTEXT_GLES_EXT_AUTOGEN_H_ 11 #define ANGLE_CONTEXT_GLES_EXT_AUTOGEN_H_ 12 13 #define ANGLE_GLES_EXT_CONTEXT_API \ 14 \ 15 /* GLES1 Extensions */ \ 16 \ 17 /* GL_OES_draw_texture */ \ 18 void drawTexf(GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height); \ 19 void drawTexfv(const GLfloat *coords); \ 20 void drawTexi(GLint x, GLint y, GLint z, GLint width, GLint height); \ 21 void drawTexiv(const GLint *coords); \ 22 void drawTexs(GLshort x, GLshort y, GLshort z, GLshort width, GLshort height); \ 23 void drawTexsv(const GLshort *coords); \ 24 void drawTexx(GLfixed x, GLfixed y, GLfixed z, GLfixed width, GLfixed height); \ 25 void drawTexxv(const GLfixed *coords); \ 26 /* GL_OES_framebuffer_object */ \ 27 /* GL_OES_matrix_palette */ \ 28 void currentPaletteMatrix(GLuint matrixpaletteindex); \ 29 void loadPaletteFromModelViewMatrix(); \ 30 void matrixIndexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); \ 31 void weightPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); \ 32 /* GL_OES_point_size_array */ \ 33 void pointSizePointer(VertexAttribType typePacked, GLsizei stride, const void *pointer); \ 34 /* GL_OES_point_sprite */ \ 35 /* GL_OES_query_matrix */ \ 36 GLbitfield queryMatrixx(GLfixed *mantissa, GLint *exponent); \ 37 /* GL_OES_texture_cube_map */ \ 38 void getTexGenfv(GLenum coord, GLenum pname, GLfloat *params); \ 39 void getTexGeniv(GLenum coord, GLenum pname, GLint *params); \ 40 void getTexGenxv(GLenum coord, GLenum pname, GLfixed *params); \ 41 void texGenf(GLenum coord, GLenum pname, GLfloat param); \ 42 void texGenfv(GLenum coord, GLenum pname, const GLfloat *params); \ 43 void texGeni(GLenum coord, GLenum pname, GLint param); \ 44 void texGeniv(GLenum coord, GLenum pname, const GLint *params); \ 45 void texGenx(GLenum coord, GLenum pname, GLfixed param); \ 46 void texGenxv(GLenum coord, GLenum pname, const GLfixed *params); \ 47 \ 48 /* GLES2+ Extensions */ \ 49 \ 50 /* GL_ANGLE_depth_texture */ \ 51 /* GL_ANGLE_framebuffer_blit */ \ 52 /* GL_ANGLE_instanced_arrays */ \ 53 /* GL_ANGLE_pack_reverse_row_order */ \ 54 /* GL_ANGLE_texture_usage */ \ 55 /* GL_ANGLE_translated_shader_source */ \ 56 void getTranslatedShaderSource(ShaderProgramID shaderPacked, GLsizei bufsize, GLsizei *length, \ 57 GLchar *source); \ 58 /* GL_APPLE_clip_distance */ \ 59 /* GL_ARB_sync */ \ 60 /* GL_EXT_EGL_image_array */ \ 61 /* GL_EXT_EGL_image_external_wrap_modes */ \ 62 /* GL_EXT_EGL_image_storage */ \ 63 void eGLImageTargetTexStorage(GLenum target, GLeglImageOES image, const GLint *attrib_list); \ 64 void eGLImageTargetTextureStorage(GLuint texture, GLeglImageOES image, \ 65 const GLint *attrib_list); \ 66 /* GL_EXT_YUV_target */ \ 67 /* GL_EXT_blend_func_extended */ \ 68 void bindFragDataLocation(ShaderProgramID programPacked, GLuint color, const GLchar *name); \ 69 void bindFragDataLocationIndexed(ShaderProgramID programPacked, GLuint colorNumber, \ 70 GLuint index, const GLchar *name); \ 71 GLint getFragDataIndex(ShaderProgramID programPacked, const GLchar *name); \ 72 GLint getProgramResourceLocationIndex(ShaderProgramID programPacked, GLenum programInterface, \ 73 const GLchar *name); \ 74 /* GL_EXT_blend_minmax */ \ 75 /* GL_EXT_buffer_storage */ \ 76 void bufferStorage(BufferBinding targetPacked, GLsizeiptr size, const void *data, \ 77 GLbitfield flags); \ 78 /* GL_EXT_clip_control */ \ 79 void clipControl(GLenum origin, GLenum depth); \ 80 /* GL_EXT_clip_cull_distance */ \ 81 /* GL_EXT_color_buffer_float */ \ 82 /* GL_EXT_color_buffer_half_float */ \ 83 /* GL_EXT_compressed_ETC1_RGB8_sub_texture */ \ 84 /* GL_EXT_copy_image */ \ 85 /* GL_EXT_debug_label */ \ 86 void labelObject(GLenum type, GLuint object, GLsizei length, const GLchar *label); \ 87 /* GL_EXT_debug_marker */ \ 88 void insertEventMarker(GLsizei length, const GLchar *marker); \ 89 void popGroupMarker(); \ 90 void pushGroupMarker(GLsizei length, const GLchar *marker); \ 91 /* GL_EXT_discard_framebuffer */ \ 92 void discardFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments); \ 93 /* GL_EXT_disjoint_timer_query */ \ 94 void getQueryObjecti64v(QueryID idPacked, GLenum pname, GLint64 *params); \ 95 void getQueryObjectiv(QueryID idPacked, GLenum pname, GLint *params); \ 96 void getQueryObjectui64v(QueryID idPacked, GLenum pname, GLuint64 *params); \ 97 void queryCounter(QueryID idPacked, QueryType targetPacked); \ 98 /* GL_EXT_draw_buffers */ \ 99 /* GL_EXT_draw_buffers_indexed */ \ 100 /* GL_EXT_draw_elements_base_vertex */ \ 101 void multiDrawElementsBaseVertex(PrimitiveMode modePacked, const GLsizei *count, \ 102 DrawElementsType typePacked, const void *const *indices, \ 103 GLsizei primcount, const GLint *basevertex); \ 104 /* GL_EXT_external_buffer */ \ 105 void bufferStorageExternal(BufferBinding targetPacked, GLintptr offset, GLsizeiptr size, \ 106 GLeglClientBufferEXT clientBuffer, GLbitfield flags); \ 107 void namedBufferStorageExternal(GLuint buffer, GLintptr offset, GLsizeiptr size, \ 108 GLeglClientBufferEXT clientBuffer, GLbitfield flags); \ 109 /* GL_EXT_float_blend */ \ 110 /* GL_EXT_frag_depth */ \ 111 /* GL_EXT_geometry_shader */ \ 112 /* GL_EXT_gpu_shader5 */ \ 113 /* GL_EXT_instanced_arrays */ \ 114 /* GL_EXT_map_buffer_range */ \ 115 /* GL_EXT_memory_object */ \ 116 void bufferStorageMem(TextureType targetPacked, GLsizeiptr size, MemoryObjectID memoryPacked, \ 117 GLuint64 offset); \ 118 void createMemoryObjects(GLsizei n, MemoryObjectID *memoryObjectsPacked); \ 119 void deleteMemoryObjects(GLsizei n, const MemoryObjectID *memoryObjectsPacked); \ 120 void getMemoryObjectParameteriv(MemoryObjectID memoryObjectPacked, GLenum pname, \ 121 GLint *params); \ 122 void getUnsignedBytev(GLenum pname, GLubyte *data); \ 123 void getUnsignedBytei_v(GLenum target, GLuint index, GLubyte *data); \ 124 GLboolean isMemoryObject(MemoryObjectID memoryObjectPacked) const; \ 125 void memoryObjectParameteriv(MemoryObjectID memoryObjectPacked, GLenum pname, \ 126 const GLint *params); \ 127 void texStorageMem2D(TextureType targetPacked, GLsizei levels, GLenum internalFormat, \ 128 GLsizei width, GLsizei height, MemoryObjectID memoryPacked, \ 129 GLuint64 offset); \ 130 void texStorageMem2DMultisample(TextureType targetPacked, GLsizei samples, \ 131 GLenum internalFormat, GLsizei width, GLsizei height, \ 132 GLboolean fixedSampleLocations, MemoryObjectID memoryPacked, \ 133 GLuint64 offset); \ 134 void texStorageMem3D(TextureType targetPacked, GLsizei levels, GLenum internalFormat, \ 135 GLsizei width, GLsizei height, GLsizei depth, \ 136 MemoryObjectID memoryPacked, GLuint64 offset); \ 137 void texStorageMem3DMultisample(TextureType targetPacked, GLsizei samples, \ 138 GLenum internalFormat, GLsizei width, GLsizei height, \ 139 GLsizei depth, GLboolean fixedSampleLocations, \ 140 MemoryObjectID memoryPacked, GLuint64 offset); \ 141 /* GL_EXT_memory_object_fd */ \ 142 void importMemoryFd(MemoryObjectID memoryPacked, GLuint64 size, HandleType handleTypePacked, \ 143 GLint fd); \ 144 /* GL_EXT_multi_draw_indirect */ \ 145 void multiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, \ 146 GLsizei stride); \ 147 void multiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, \ 148 GLsizei drawcount, GLsizei stride); \ 149 /* GL_EXT_multisample_compatibility */ \ 150 /* GL_EXT_multisampled_render_to_texture */ \ 151 void framebufferTexture2DMultisample(GLenum target, GLenum attachment, \ 152 TextureTarget textargetPacked, TextureID texturePacked, \ 153 GLint level, GLsizei samples); \ 154 void renderbufferStorageMultisampleEXT(GLenum target, GLsizei samples, GLenum internalformat, \ 155 GLsizei width, GLsizei height); \ 156 /* GL_EXT_multisampled_render_to_texture2 */ \ 157 /* GL_EXT_occlusion_query_boolean */ \ 158 /* GL_EXT_primitive_bounding_box */ \ 159 /* GL_EXT_protected_textures */ \ 160 /* GL_EXT_pvrtc_sRGB */ \ 161 /* GL_EXT_read_format_bgra */ \ 162 /* GL_EXT_robustness */ \ 163 /* GL_EXT_sRGB */ \ 164 /* GL_EXT_sRGB_write_control */ \ 165 /* GL_EXT_semaphore */ \ 166 void deleteSemaphores(GLsizei n, const SemaphoreID *semaphoresPacked); \ 167 void genSemaphores(GLsizei n, SemaphoreID *semaphoresPacked); \ 168 void getSemaphoreParameterui64v(SemaphoreID semaphorePacked, GLenum pname, GLuint64 *params); \ 169 GLboolean isSemaphore(SemaphoreID semaphorePacked) const; \ 170 void semaphoreParameterui64v(SemaphoreID semaphorePacked, GLenum pname, \ 171 const GLuint64 *params); \ 172 void signalSemaphore(SemaphoreID semaphorePacked, GLuint numBufferBarriers, \ 173 const BufferID *buffersPacked, GLuint numTextureBarriers, \ 174 const TextureID *texturesPacked, const GLenum *dstLayouts); \ 175 void waitSemaphore(SemaphoreID semaphorePacked, GLuint numBufferBarriers, \ 176 const BufferID *buffersPacked, GLuint numTextureBarriers, \ 177 const TextureID *texturesPacked, const GLenum *srcLayouts); \ 178 /* GL_EXT_semaphore_fd */ \ 179 void importSemaphoreFd(SemaphoreID semaphorePacked, HandleType handleTypePacked, GLint fd); \ 180 /* GL_EXT_separate_shader_objects */ \ 181 /* GL_EXT_shader_framebuffer_fetch_non_coherent */ \ 182 void framebufferFetchBarrier(); \ 183 /* GL_EXT_shader_io_blocks */ \ 184 /* GL_EXT_shader_non_constant_global_initializers */ \ 185 /* GL_EXT_shader_texture_lod */ \ 186 /* GL_EXT_shadow_samplers */ \ 187 /* GL_EXT_tessellation_shader */ \ 188 /* GL_EXT_texture_border_clamp */ \ 189 /* GL_EXT_texture_buffer */ \ 190 /* GL_EXT_texture_compression_bptc */ \ 191 /* GL_EXT_texture_compression_dxt1 */ \ 192 /* GL_EXT_texture_compression_rgtc */ \ 193 /* GL_EXT_texture_compression_s3tc */ \ 194 /* GL_EXT_texture_compression_s3tc_srgb */ \ 195 /* GL_EXT_texture_cube_map_array */ \ 196 /* GL_EXT_texture_filter_anisotropic */ \ 197 /* GL_EXT_texture_format_BGRA8888 */ \ 198 /* GL_EXT_texture_format_sRGB_override */ \ 199 /* GL_EXT_texture_norm16 */ \ 200 /* GL_EXT_texture_rg */ \ 201 /* GL_EXT_texture_sRGB_R8 */ \ 202 /* GL_EXT_texture_sRGB_RG8 */ \ 203 /* GL_EXT_texture_sRGB_decode */ \ 204 /* GL_EXT_texture_storage */ \ 205 void texStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); \ 206 /* GL_EXT_texture_type_2_10_10_10_REV */ \ 207 /* GL_EXT_unpack_subimage */ \ 208 /* GL_IMG_texture_compression_pvrtc */ \ 209 /* GL_IMG_texture_compression_pvrtc2 */ \ 210 /* GL_KHR_blend_equation_advanced */ \ 211 /* GL_KHR_debug */ \ 212 /* GL_KHR_no_error */ \ 213 /* GL_KHR_parallel_shader_compile */ \ 214 void maxShaderCompilerThreads(GLuint count); \ 215 /* GL_KHR_robust_buffer_access_behavior */ \ 216 /* GL_KHR_texture_compression_astc_hdr */ \ 217 /* GL_KHR_texture_compression_astc_ldr */ \ 218 /* GL_KHR_texture_compression_astc_sliced_3d */ \ 219 /* GL_NV_EGL_stream_consumer_external */ \ 220 /* GL_NV_depth_buffer_float2 */ \ 221 /* GL_NV_fence */ \ 222 void deleteFencesNV(GLsizei n, const FenceNVID *fencesPacked); \ 223 void finishFenceNV(FenceNVID fencePacked); \ 224 void genFencesNV(GLsizei n, FenceNVID *fencesPacked); \ 225 void getFenceivNV(FenceNVID fencePacked, GLenum pname, GLint *params); \ 226 GLboolean isFenceNV(FenceNVID fencePacked) const; \ 227 void setFenceNV(FenceNVID fencePacked, GLenum condition); \ 228 GLboolean testFenceNV(FenceNVID fencePacked); \ 229 /* GL_NV_framebuffer_blit */ \ 230 void blitFramebufferNV(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, \ 231 GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); \ 232 /* GL_NV_pack_subimage */ \ 233 /* GL_NV_pixel_buffer_object */ \ 234 /* GL_NV_read_depth */ \ 235 /* GL_NV_read_stencil */ \ 236 /* GL_NV_robustness_video_memory_purge */ \ 237 /* GL_NV_shader_noperspective_interpolation */ \ 238 /* GL_OES_EGL_image */ \ 239 void eGLImageTargetRenderbufferStorage(GLenum target, GLeglImageOES image); \ 240 void eGLImageTargetTexture2D(TextureType targetPacked, GLeglImageOES image); \ 241 /* GL_OES_EGL_image_external */ \ 242 /* GL_OES_EGL_image_external_essl3 */ \ 243 /* GL_OES_EGL_sync */ \ 244 /* GL_OES_compressed_EAC_R11_signed_texture */ \ 245 /* GL_OES_compressed_EAC_R11_unsigned_texture */ \ 246 /* GL_OES_compressed_EAC_RG11_signed_texture */ \ 247 /* GL_OES_compressed_EAC_RG11_unsigned_texture */ \ 248 /* GL_OES_compressed_ETC1_RGB8_texture */ \ 249 /* GL_OES_compressed_ETC2_RGB8_texture */ \ 250 /* GL_OES_compressed_ETC2_RGBA8_texture */ \ 251 /* GL_OES_compressed_ETC2_punchthroughA_RGBA8_texture */ \ 252 /* GL_OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture */ \ 253 /* GL_OES_compressed_ETC2_sRGB8_alpha8_texture */ \ 254 /* GL_OES_compressed_ETC2_sRGB8_texture */ \ 255 /* GL_OES_copy_image */ \ 256 /* GL_OES_depth24 */ \ 257 /* GL_OES_depth32 */ \ 258 /* GL_OES_depth_texture */ \ 259 /* GL_OES_depth_texture_cube_map */ \ 260 /* GL_OES_draw_buffers_indexed */ \ 261 /* GL_OES_draw_elements_base_vertex */ \ 262 /* GL_OES_element_index_uint */ \ 263 /* GL_OES_fbo_render_mipmap */ \ 264 /* GL_OES_geometry_shader */ \ 265 /* GL_OES_get_program_binary */ \ 266 /* GL_OES_mapbuffer */ \ 267 void *mapBuffer(BufferBinding targetPacked, GLenum access); \ 268 /* GL_OES_packed_depth_stencil */ \ 269 /* GL_OES_rgb8_rgba8 */ \ 270 /* GL_OES_sample_shading */ \ 271 /* GL_OES_sample_variables */ \ 272 /* GL_OES_shader_image_atomic */ \ 273 /* GL_OES_shader_io_blocks */ \ 274 /* GL_OES_shader_multisample_interpolation */ \ 275 /* GL_OES_standard_derivatives */ \ 276 /* GL_OES_surfaceless_context */ \ 277 /* GL_OES_texture_3D */ \ 278 void framebufferTexture3D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \ 279 TextureID texturePacked, GLint level, GLint zoffset); \ 280 /* GL_OES_texture_border_clamp */ \ 281 /* GL_OES_texture_buffer */ \ 282 /* GL_OES_texture_compression_astc */ \ 283 /* GL_OES_texture_cube_map_array */ \ 284 /* GL_OES_texture_float */ \ 285 /* GL_OES_texture_float_linear */ \ 286 /* GL_OES_texture_half_float */ \ 287 /* GL_OES_texture_half_float_linear */ \ 288 /* GL_OES_texture_npot */ \ 289 /* GL_OES_texture_stencil8 */ \ 290 /* GL_OES_texture_storage_multisample_2d_array */ \ 291 /* GL_OES_vertex_array_object */ \ 292 /* GL_OES_vertex_half_float */ \ 293 /* GL_OES_vertex_type_10_10_10_2 */ \ 294 /* GL_OVR_multiview */ \ 295 void framebufferTextureMultiview(GLenum target, GLenum attachment, TextureID texturePacked, \ 296 GLint level, GLint baseViewIndex, GLsizei numViews); \ 297 /* GL_OVR_multiview2 */ \ 298 /* GL_WEBGL_video_texture */ \ 299 \ 300 /* ANGLE Extensions */ \ 301 \ 302 /* GL_ANGLE_base_vertex_base_instance */ \ 303 void drawArraysInstancedBaseInstance(PrimitiveMode modePacked, GLint first, GLsizei count, \ 304 GLsizei instanceCount, GLuint baseInstance); \ 305 void drawElementsInstancedBaseVertexBaseInstance( \ 306 PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, \ 307 const GLvoid *indices, GLsizei instanceCounts, GLint baseVertex, GLuint baseInstance); \ 308 void multiDrawArraysInstancedBaseInstance( \ 309 PrimitiveMode modePacked, const GLint *firsts, const GLsizei *counts, \ 310 const GLsizei *instanceCounts, const GLuint *baseInstances, GLsizei drawcount); \ 311 void multiDrawElementsInstancedBaseVertexBaseInstance( \ 312 PrimitiveMode modePacked, const GLsizei *counts, DrawElementsType typePacked, \ 313 const GLvoid *const *indices, const GLsizei *instanceCounts, const GLint *baseVertices, \ 314 const GLuint *baseInstances, GLsizei drawcount); \ 315 /* GL_ANGLE_base_vertex_base_instance_shader_builtin */ \ 316 /* GL_ANGLE_client_arrays */ \ 317 /* GL_ANGLE_compressed_texture_etc */ \ 318 /* GL_ANGLE_copy_texture_3d */ \ 319 void copyTexture3D(TextureID sourceIdPacked, GLint sourceLevel, \ 320 TextureTarget destTargetPacked, TextureID destIdPacked, GLint destLevel, \ 321 GLint internalFormat, GLenum destType, GLboolean unpackFlipY, \ 322 GLboolean unpackPremultiplyAlpha, GLboolean unpackUnmultiplyAlpha); \ 323 void copySubTexture3D(TextureID sourceIdPacked, GLint sourceLevel, \ 324 TextureTarget destTargetPacked, TextureID destIdPacked, GLint destLevel, \ 325 GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLint z, \ 326 GLint width, GLint height, GLint depth, GLboolean unpackFlipY, \ 327 GLboolean unpackPremultiplyAlpha, GLboolean unpackUnmultiplyAlpha); \ 328 /* GL_ANGLE_framebuffer_multisample */ \ 329 /* GL_ANGLE_get_image */ \ 330 void getTexImage(TextureTarget targetPacked, GLint level, GLenum format, GLenum type, \ 331 void *pixels); \ 332 void getCompressedTexImage(TextureTarget targetPacked, GLint level, void *pixels); \ 333 void getRenderbufferImage(GLenum target, GLenum format, GLenum type, void *pixels); \ 334 /* GL_ANGLE_get_serialized_context_string */ \ 335 /* GL_ANGLE_get_tex_level_parameter */ \ 336 /* GL_ANGLE_lossy_etc_decode */ \ 337 /* GL_ANGLE_memory_object_flags */ \ 338 void texStorageMemFlags2D(TextureType targetPacked, GLsizei levels, GLenum internalFormat, \ 339 GLsizei width, GLsizei height, MemoryObjectID memoryPacked, \ 340 GLuint64 offset, GLbitfield createFlags, GLbitfield usageFlags, \ 341 const void *imageCreateInfoPNext); \ 342 void texStorageMemFlags2DMultisample( \ 343 TextureType targetPacked, GLsizei samples, GLenum internalFormat, GLsizei width, \ 344 GLsizei height, GLboolean fixedSampleLocations, MemoryObjectID memoryPacked, \ 345 GLuint64 offset, GLbitfield createFlags, GLbitfield usageFlags, \ 346 const void *imageCreateInfoPNext); \ 347 void texStorageMemFlags3D( \ 348 TextureType targetPacked, GLsizei levels, GLenum internalFormat, GLsizei width, \ 349 GLsizei height, GLsizei depth, MemoryObjectID memoryPacked, GLuint64 offset, \ 350 GLbitfield createFlags, GLbitfield usageFlags, const void *imageCreateInfoPNext); \ 351 void texStorageMemFlags3DMultisample( \ 352 TextureType targetPacked, GLsizei samples, GLenum internalFormat, GLsizei width, \ 353 GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, \ 354 MemoryObjectID memoryPacked, GLuint64 offset, GLbitfield createFlags, \ 355 GLbitfield usageFlags, const void *imageCreateInfoPNext); \ 356 /* GL_ANGLE_memory_object_fuchsia */ \ 357 void importMemoryZirconHandle(MemoryObjectID memoryPacked, GLuint64 size, \ 358 HandleType handleTypePacked, GLuint handle); \ 359 /* GL_ANGLE_memory_size */ \ 360 /* GL_ANGLE_multi_draw */ \ 361 void multiDrawArrays(PrimitiveMode modePacked, const GLint *firsts, const GLsizei *counts, \ 362 GLsizei drawcount); \ 363 void multiDrawArraysInstanced(PrimitiveMode modePacked, const GLint *firsts, \ 364 const GLsizei *counts, const GLsizei *instanceCounts, \ 365 GLsizei drawcount); \ 366 void multiDrawElements(PrimitiveMode modePacked, const GLsizei *counts, \ 367 DrawElementsType typePacked, const GLvoid *const *indices, \ 368 GLsizei drawcount); \ 369 void multiDrawElementsInstanced(PrimitiveMode modePacked, const GLsizei *counts, \ 370 DrawElementsType typePacked, const GLvoid *const *indices, \ 371 const GLsizei *instanceCounts, GLsizei drawcount); \ 372 /* GL_ANGLE_multiview_multisample */ \ 373 /* GL_ANGLE_program_binary */ \ 374 /* GL_ANGLE_program_cache_control */ \ 375 /* GL_ANGLE_provoking_vertex */ \ 376 void provokingVertex(ProvokingVertexConvention modePacked); \ 377 /* GL_ANGLE_relaxed_vertex_attribute_type */ \ 378 /* GL_ANGLE_request_extension */ \ 379 void requestExtension(const GLchar *name); \ 380 void disableExtension(const GLchar *name); \ 381 /* GL_ANGLE_rgbx_internal_format */ \ 382 /* GL_ANGLE_robust_client_memory */ \ 383 void getBooleanvRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLboolean *params); \ 384 void getBufferParameterivRobust(BufferBinding targetPacked, GLenum pname, GLsizei bufSize, \ 385 GLsizei *length, GLint *params); \ 386 void getFloatvRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLfloat *params); \ 387 void getFramebufferAttachmentParameterivRobust(GLenum target, GLenum attachment, GLenum pname, \ 388 GLsizei bufSize, GLsizei *length, \ 389 GLint *params); \ 390 void getIntegervRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLint *data); \ 391 void getProgramivRobust(ShaderProgramID programPacked, GLenum pname, GLsizei bufSize, \ 392 GLsizei *length, GLint *params); \ 393 void getRenderbufferParameterivRobust(GLenum target, GLenum pname, GLsizei bufSize, \ 394 GLsizei *length, GLint *params); \ 395 void getShaderivRobust(ShaderProgramID shaderPacked, GLenum pname, GLsizei bufSize, \ 396 GLsizei *length, GLint *params); \ 397 void getTexParameterfvRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ 398 GLsizei *length, GLfloat *params); \ 399 void getTexParameterivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ 400 GLsizei *length, GLint *params); \ 401 void getUniformfvRobust(ShaderProgramID programPacked, UniformLocation locationPacked, \ 402 GLsizei bufSize, GLsizei *length, GLfloat *params); \ 403 void getUniformivRobust(ShaderProgramID programPacked, UniformLocation locationPacked, \ 404 GLsizei bufSize, GLsizei *length, GLint *params); \ 405 void getVertexAttribfvRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length, \ 406 GLfloat *params); \ 407 void getVertexAttribivRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length, \ 408 GLint *params); \ 409 void getVertexAttribPointervRobust(GLuint index, GLenum pname, GLsizei bufSize, \ 410 GLsizei *length, void **pointer); \ 411 void readPixelsRobust(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, \ 412 GLenum type, GLsizei bufSize, GLsizei *length, GLsizei *columns, \ 413 GLsizei *rows, void *pixels); \ 414 void texImage2DRobust(TextureTarget targetPacked, GLint level, GLint internalformat, \ 415 GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, \ 416 GLsizei bufSize, const void *pixels); \ 417 void texParameterfvRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ 418 const GLfloat *params); \ 419 void texParameterivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ 420 const GLint *params); \ 421 void texSubImage2DRobust(TextureTarget targetPacked, GLint level, GLint xoffset, \ 422 GLint yoffset, GLsizei width, GLsizei height, GLenum format, \ 423 GLenum type, GLsizei bufSize, const void *pixels); \ 424 void texImage3DRobust(TextureTarget targetPacked, GLint level, GLint internalformat, \ 425 GLsizei width, GLsizei height, GLsizei depth, GLint border, \ 426 GLenum format, GLenum type, GLsizei bufSize, const void *pixels); \ 427 void texSubImage3DRobust(TextureTarget targetPacked, GLint level, GLint xoffset, \ 428 GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \ 429 GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, \ 430 const void *pixels); \ 431 void compressedTexImage2DRobust( \ 432 TextureTarget targetPacked, GLint level, GLenum internalformat, GLsizei width, \ 433 GLsizei height, GLint border, GLsizei imageSize, GLsizei dataSize, const GLvoid *data); \ 434 void compressedTexSubImage2DRobust( \ 435 TextureTarget targetPacked, GLint level, GLsizei xoffset, GLsizei yoffset, GLsizei width, \ 436 GLsizei height, GLenum format, GLsizei imageSize, GLsizei dataSize, const GLvoid *data); \ 437 void compressedTexImage3DRobust(TextureTarget targetPacked, GLint level, \ 438 GLenum internalformat, GLsizei width, GLsizei height, \ 439 GLsizei depth, GLint border, GLsizei imageSize, \ 440 GLsizei dataSize, const GLvoid *data); \ 441 void compressedTexSubImage3DRobust(TextureTarget targetPacked, GLint level, GLint xoffset, \ 442 GLint yoffset, GLint zoffset, GLsizei width, \ 443 GLsizei height, GLsizei depth, GLenum format, \ 444 GLsizei imageSize, GLsizei dataSize, const GLvoid *data); \ 445 void getQueryivRobust(QueryType targetPacked, GLenum pname, GLsizei bufSize, GLsizei *length, \ 446 GLint *params); \ 447 void getQueryObjectuivRobust(QueryID idPacked, GLenum pname, GLsizei bufSize, GLsizei *length, \ 448 GLuint *params); \ 449 void getBufferPointervRobust(BufferBinding targetPacked, GLenum pname, GLsizei bufSize, \ 450 GLsizei *length, void **params); \ 451 void getIntegeri_vRobust(GLenum target, GLuint index, GLsizei bufSize, GLsizei *length, \ 452 GLint *data); \ 453 void getInternalformativRobust(GLenum target, GLenum internalformat, GLenum pname, \ 454 GLsizei bufSize, GLsizei *length, GLint *params); \ 455 void getVertexAttribIivRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length, \ 456 GLint *params); \ 457 void getVertexAttribIuivRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length, \ 458 GLuint *params); \ 459 void getUniformuivRobust(ShaderProgramID programPacked, UniformLocation locationPacked, \ 460 GLsizei bufSize, GLsizei *length, GLuint *params); \ 461 void getActiveUniformBlockivRobust(ShaderProgramID programPacked, \ 462 UniformBlockIndex uniformBlockIndexPacked, GLenum pname, \ 463 GLsizei bufSize, GLsizei *length, GLint *params); \ 464 void getInteger64vRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLint64 *data); \ 465 void getInteger64i_vRobust(GLenum target, GLuint index, GLsizei bufSize, GLsizei *length, \ 466 GLint64 *data); \ 467 void getBufferParameteri64vRobust(BufferBinding targetPacked, GLenum pname, GLsizei bufSize, \ 468 GLsizei *length, GLint64 *params); \ 469 void samplerParameterivRobust(SamplerID samplerPacked, GLuint pname, GLsizei bufSize, \ 470 const GLint *param); \ 471 void samplerParameterfvRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ 472 const GLfloat *param); \ 473 void getSamplerParameterivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ 474 GLsizei *length, GLint *params); \ 475 void getSamplerParameterfvRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ 476 GLsizei *length, GLfloat *params); \ 477 void getFramebufferParameterivRobust(GLenum target, GLenum pname, GLsizei bufSize, \ 478 GLsizei *length, GLint *params); \ 479 void getProgramInterfaceivRobust(ShaderProgramID programPacked, GLenum programInterface, \ 480 GLenum pname, GLsizei bufSize, GLsizei *length, \ 481 GLint *params); \ 482 void getBooleani_vRobust(GLenum target, GLuint index, GLsizei bufSize, GLsizei *length, \ 483 GLboolean *data); \ 484 void getMultisamplefvRobust(GLenum pname, GLuint index, GLsizei bufSize, GLsizei *length, \ 485 GLfloat *val); \ 486 void getTexLevelParameterivRobust(TextureTarget targetPacked, GLint level, GLenum pname, \ 487 GLsizei bufSize, GLsizei *length, GLint *params); \ 488 void getTexLevelParameterfvRobust(TextureTarget targetPacked, GLint level, GLenum pname, \ 489 GLsizei bufSize, GLsizei *length, GLfloat *params); \ 490 void getPointervRobustANGLERobust(GLenum pname, GLsizei bufSize, GLsizei *length, \ 491 void **params); \ 492 void readnPixelsRobust(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, \ 493 GLenum type, GLsizei bufSize, GLsizei *length, GLsizei *columns, \ 494 GLsizei *rows, void *data); \ 495 void getnUniformfvRobust(ShaderProgramID programPacked, UniformLocation locationPacked, \ 496 GLsizei bufSize, GLsizei *length, GLfloat *params); \ 497 void getnUniformivRobust(ShaderProgramID programPacked, UniformLocation locationPacked, \ 498 GLsizei bufSize, GLsizei *length, GLint *params); \ 499 void getnUniformuivRobust(ShaderProgramID programPacked, UniformLocation locationPacked, \ 500 GLsizei bufSize, GLsizei *length, GLuint *params); \ 501 void texParameterIivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ 502 const GLint *params); \ 503 void texParameterIuivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ 504 const GLuint *params); \ 505 void getTexParameterIivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ 506 GLsizei *length, GLint *params); \ 507 void getTexParameterIuivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ 508 GLsizei *length, GLuint *params); \ 509 void samplerParameterIivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ 510 const GLint *param); \ 511 void samplerParameterIuivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ 512 const GLuint *param); \ 513 void getSamplerParameterIivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ 514 GLsizei *length, GLint *params); \ 515 void getSamplerParameterIuivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ 516 GLsizei *length, GLuint *params); \ 517 void getQueryObjectivRobust(QueryID idPacked, GLenum pname, GLsizei bufSize, GLsizei *length, \ 518 GLint *params); \ 519 void getQueryObjecti64vRobust(QueryID idPacked, GLenum pname, GLsizei bufSize, \ 520 GLsizei *length, GLint64 *params); \ 521 void getQueryObjectui64vRobust(QueryID idPacked, GLenum pname, GLsizei bufSize, \ 522 GLsizei *length, GLuint64 *params); \ 523 /* GL_ANGLE_robust_fragment_shader_output */ \ 524 /* GL_ANGLE_robust_resource_initialization */ \ 525 /* GL_ANGLE_semaphore_fuchsia */ \ 526 void importSemaphoreZirconHandle(SemaphoreID semaphorePacked, HandleType handleTypePacked, \ 527 GLuint handle); \ 528 /* GL_ANGLE_texture_compression_dxt3 */ \ 529 /* GL_ANGLE_texture_compression_dxt5 */ \ 530 /* GL_ANGLE_texture_external_update */ \ 531 void texImage2DExternal(TextureTarget targetPacked, GLint level, GLint internalformat, \ 532 GLsizei width, GLsizei height, GLint border, GLenum format, \ 533 GLenum type); \ 534 void invalidateTexture(TextureType targetPacked); \ 535 /* GL_ANGLE_texture_multisample */ \ 536 /* GL_ANGLE_texture_rectangle */ \ 537 /* GL_ANGLE_vulkan_image */ \ 538 void acquireTextures(GLuint numTextures, const TextureID *texturesPacked, \ 539 const GLenum *layouts); \ 540 void releaseTextures(GLuint numTextures, const TextureID *texturesPacked, GLenum *layouts); \ 541 /* GL_ANGLE_webgl_compatibility */ \ 542 /* GL_ANGLE_yuv_internal_format */ \ 543 /* GL_CHROMIUM_bind_generates_resource */ \ 544 /* GL_CHROMIUM_bind_uniform_location */ \ 545 void bindUniformLocation(ShaderProgramID programPacked, UniformLocation locationPacked, \ 546 const GLchar *name); \ 547 /* GL_CHROMIUM_color_buffer_float_rgb */ \ 548 /* GL_CHROMIUM_color_buffer_float_rgba */ \ 549 /* GL_CHROMIUM_copy_compressed_texture */ \ 550 void compressedCopyTexture(TextureID sourceIdPacked, TextureID destIdPacked); \ 551 /* GL_CHROMIUM_copy_texture */ \ 552 void copyTexture(TextureID sourceIdPacked, GLint sourceLevel, TextureTarget destTargetPacked, \ 553 TextureID destIdPacked, GLint destLevel, GLint internalFormat, \ 554 GLenum destType, GLboolean unpackFlipY, GLboolean unpackPremultiplyAlpha, \ 555 GLboolean unpackUnmultiplyAlpha); \ 556 void copySubTexture(TextureID sourceIdPacked, GLint sourceLevel, \ 557 TextureTarget destTargetPacked, TextureID destIdPacked, GLint destLevel, \ 558 GLint xoffset, GLint yoffset, GLint x, GLint y, GLint width, GLint height, \ 559 GLboolean unpackFlipY, GLboolean unpackPremultiplyAlpha, \ 560 GLboolean unpackUnmultiplyAlpha); \ 561 /* GL_CHROMIUM_framebuffer_mixed_samples */ \ 562 void coverageModulation(GLenum components); \ 563 /* GL_CHROMIUM_lose_context */ \ 564 void loseContext(GraphicsResetStatus currentPacked, GraphicsResetStatus otherPacked); \ 565 /* GL_CHROMIUM_sync_query */ \ 566 /* GL_CHROMIUM_texture_filtering_hint */ 567 568 #endif // ANGLE_CONTEXT_API_EXT_AUTOGEN_H_ 569