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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