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_gl_4_autogen.h: Creates a macro for interfaces in Context. 9 10 #ifndef ANGLE_CONTEXT_GL_4_AUTOGEN_H_ 11 #define ANGLE_CONTEXT_GL_4_AUTOGEN_H_ 12 13 #define ANGLE_GL_4_CONTEXT_API \ 14 void beginQueryIndexed(GLenum target, GLuint index, QueryID idPacked); \ 15 void drawTransformFeedback(GLenum mode, TransformFeedbackID idPacked); \ 16 void drawTransformFeedbackStream(GLenum mode, TransformFeedbackID idPacked, GLuint stream); \ 17 void endQueryIndexed(GLenum target, GLuint index); \ 18 void getActiveSubroutineName(ShaderProgramID programPacked, GLenum shadertype, GLuint index, \ 19 GLsizei bufsize, GLsizei *length, GLchar *name); \ 20 void getActiveSubroutineUniformName(ShaderProgramID programPacked, GLenum shadertype, \ 21 GLuint index, GLsizei bufsize, GLsizei *length, \ 22 GLchar *name); \ 23 void getActiveSubroutineUniformiv(ShaderProgramID programPacked, GLenum shadertype, \ 24 GLuint index, GLenum pname, GLint *values); \ 25 void getProgramStageiv(ShaderProgramID programPacked, GLenum shadertype, GLenum pname, \ 26 GLint *values); \ 27 void getQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params); \ 28 GLuint getSubroutineIndex(ShaderProgramID programPacked, GLenum shadertype, \ 29 const GLchar *name); \ 30 GLint getSubroutineUniformLocation(ShaderProgramID programPacked, GLenum shadertype, \ 31 const GLchar *name); \ 32 void getUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params); \ 33 void getUniformdv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 34 GLdouble *params); \ 35 void patchParameterfv(GLenum pname, const GLfloat *values); \ 36 void uniform1d(UniformLocation locationPacked, GLdouble x); \ 37 void uniform1dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ 38 void uniform2d(UniformLocation locationPacked, GLdouble x, GLdouble y); \ 39 void uniform2dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ 40 void uniform3d(UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z); \ 41 void uniform3dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ 42 void uniform4d(UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z, \ 43 GLdouble w); \ 44 void uniform4dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ 45 void uniformMatrix2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 46 const GLdouble *value); \ 47 void uniformMatrix2x3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 48 const GLdouble *value); \ 49 void uniformMatrix2x4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 50 const GLdouble *value); \ 51 void uniformMatrix3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 52 const GLdouble *value); \ 53 void uniformMatrix3x2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 54 const GLdouble *value); \ 55 void uniformMatrix3x4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 56 const GLdouble *value); \ 57 void uniformMatrix4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 58 const GLdouble *value); \ 59 void uniformMatrix4x2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 60 const GLdouble *value); \ 61 void uniformMatrix4x3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 62 const GLdouble *value); \ 63 void uniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices); \ 64 void depthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v); \ 65 void depthRangeIndexed(GLuint index, GLdouble n, GLdouble f); \ 66 void getDoublei_v(GLenum target, GLuint index, GLdouble *data); \ 67 void getFloati_v(GLenum target, GLuint index, GLfloat *data); \ 68 void getVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params); \ 69 void programUniform1d(ShaderProgramID programPacked, UniformLocation locationPacked, \ 70 GLdouble v0); \ 71 void programUniform1dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 72 GLsizei count, const GLdouble *value); \ 73 void programUniform2d(ShaderProgramID programPacked, UniformLocation locationPacked, \ 74 GLdouble v0, GLdouble v1); \ 75 void programUniform2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 76 GLsizei count, const GLdouble *value); \ 77 void programUniform3d(ShaderProgramID programPacked, UniformLocation locationPacked, \ 78 GLdouble v0, GLdouble v1, GLdouble v2); \ 79 void programUniform3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 80 GLsizei count, const GLdouble *value); \ 81 void programUniform4d(ShaderProgramID programPacked, UniformLocation locationPacked, \ 82 GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); \ 83 void programUniform4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 84 GLsizei count, const GLdouble *value); \ 85 void programUniformMatrix2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 86 GLsizei count, GLboolean transpose, const GLdouble *value); \ 87 void programUniformMatrix2x3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 88 GLsizei count, GLboolean transpose, const GLdouble *value); \ 89 void programUniformMatrix2x4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 90 GLsizei count, GLboolean transpose, const GLdouble *value); \ 91 void programUniformMatrix3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 92 GLsizei count, GLboolean transpose, const GLdouble *value); \ 93 void programUniformMatrix3x2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 94 GLsizei count, GLboolean transpose, const GLdouble *value); \ 95 void programUniformMatrix3x4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 96 GLsizei count, GLboolean transpose, const GLdouble *value); \ 97 void programUniformMatrix4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 98 GLsizei count, GLboolean transpose, const GLdouble *value); \ 99 void programUniformMatrix4x2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 100 GLsizei count, GLboolean transpose, const GLdouble *value); \ 101 void programUniformMatrix4x3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 102 GLsizei count, GLboolean transpose, const GLdouble *value); \ 103 void scissorArrayv(GLuint first, GLsizei count, const GLint *v); \ 104 void scissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); \ 105 void scissorIndexedv(GLuint index, const GLint *v); \ 106 void vertexAttribL1d(GLuint index, GLdouble x); \ 107 void vertexAttribL1dv(GLuint index, const GLdouble *v); \ 108 void vertexAttribL2d(GLuint index, GLdouble x, GLdouble y); \ 109 void vertexAttribL2dv(GLuint index, const GLdouble *v); \ 110 void vertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); \ 111 void vertexAttribL3dv(GLuint index, const GLdouble *v); \ 112 void vertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); \ 113 void vertexAttribL4dv(GLuint index, const GLdouble *v); \ 114 void vertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, \ 115 const void *pointer); \ 116 void viewportArrayv(GLuint first, GLsizei count, const GLfloat *v); \ 117 void viewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); \ 118 void viewportIndexedfv(GLuint index, const GLfloat *v); \ 119 void drawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, \ 120 const void *indices, GLsizei instancecount, \ 121 GLuint baseinstance); \ 122 void drawTransformFeedbackInstanced(GLenum mode, TransformFeedbackID idPacked, \ 123 GLsizei instancecount); \ 124 void drawTransformFeedbackStreamInstanced(GLenum mode, TransformFeedbackID idPacked, \ 125 GLuint stream, GLsizei instancecount); \ 126 void getActiveAtomicCounterBufferiv(ShaderProgramID programPacked, GLuint bufferIndex, \ 127 GLenum pname, GLint *params); \ 128 void clearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, \ 129 const void *data); \ 130 void clearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, \ 131 GLsizeiptr size, GLenum format, GLenum type, const void *data); \ 132 void getInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, \ 133 GLsizei bufSize, GLint64 *params); \ 134 void invalidateBufferData(BufferID bufferPacked); \ 135 void invalidateBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr length); \ 136 void invalidateTexImage(TextureID texturePacked, GLint level); \ 137 void invalidateTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 138 GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); \ 139 void multiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, \ 140 GLsizei stride); \ 141 void multiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, \ 142 GLsizei drawcount, GLsizei stride); \ 143 void shaderStorageBlockBinding(ShaderProgramID programPacked, GLuint storageBlockIndex, \ 144 GLuint storageBlockBinding); \ 145 void textureView(TextureID texturePacked, GLenum target, GLuint origtexture, \ 146 GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, \ 147 GLuint numlayers); \ 148 void vertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); \ 149 void bindBuffersBase(GLenum target, GLuint first, GLsizei count, \ 150 const BufferID *buffersPacked); \ 151 void bindBuffersRange(GLenum target, GLuint first, GLsizei count, \ 152 const BufferID *buffersPacked, const GLintptr *offsets, \ 153 const GLsizeiptr *sizes); \ 154 void bindImageTextures(GLuint first, GLsizei count, const GLuint *textures); \ 155 void bindSamplers(GLuint first, GLsizei count, const GLuint *samplers); \ 156 void bindTextures(GLuint first, GLsizei count, const GLuint *textures); \ 157 void bindVertexBuffers(GLuint first, GLsizei count, const BufferID *buffersPacked, \ 158 const GLintptr *offsets, const GLsizei *strides); \ 159 void clearTexImage(TextureID texturePacked, GLint level, GLenum format, GLenum type, \ 160 const void *data); \ 161 void clearTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 162 GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ 163 GLenum format, GLenum type, const void *data); \ 164 void bindTextureUnit(GLuint unit, TextureID texturePacked); \ 165 void blitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, \ 166 GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, \ 167 GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); \ 168 GLenum checkNamedFramebufferStatus(FramebufferID framebufferPacked, GLenum target); \ 169 void clearNamedBufferData(BufferID bufferPacked, GLenum internalformat, GLenum format, \ 170 GLenum type, const void *data); \ 171 void clearNamedBufferSubData(BufferID bufferPacked, GLenum internalformat, GLintptr offset, \ 172 GLsizeiptr size, GLenum format, GLenum type, const void *data); \ 173 void clearNamedFramebufferfi(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \ 174 GLfloat depth, GLint stencil); \ 175 void clearNamedFramebufferfv(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \ 176 const GLfloat *value); \ 177 void clearNamedFramebufferiv(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \ 178 const GLint *value); \ 179 void clearNamedFramebufferuiv(FramebufferID framebufferPacked, GLenum buffer, \ 180 GLint drawbuffer, const GLuint *value); \ 181 void compressedTextureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, \ 182 GLsizei width, GLenum format, GLsizei imageSize, \ 183 const void *data); \ 184 void compressedTextureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, \ 185 GLint yoffset, GLsizei width, GLsizei height, GLenum format, \ 186 GLsizei imageSize, const void *data); \ 187 void compressedTextureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, \ 188 GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \ 189 GLsizei depth, GLenum format, GLsizei imageSize, \ 190 const void *data); \ 191 void copyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, \ 192 GLintptr writeOffset, GLsizeiptr size); \ 193 void copyTextureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, GLint x, \ 194 GLint y, GLsizei width); \ 195 void copyTextureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 196 GLint x, GLint y, GLsizei width, GLsizei height); \ 197 void copyTextureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 198 GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); \ 199 void createBuffers(GLsizei n, BufferID *buffersPacked); \ 200 void createFramebuffers(GLsizei n, GLuint *framebuffers); \ 201 void createProgramPipelines(GLsizei n, GLuint *pipelines); \ 202 void createQueries(GLenum target, GLsizei n, GLuint *ids); \ 203 void createRenderbuffers(GLsizei n, RenderbufferID *renderbuffersPacked); \ 204 void createSamplers(GLsizei n, GLuint *samplers); \ 205 void createTextures(GLenum target, GLsizei n, GLuint *textures); \ 206 void createTransformFeedbacks(GLsizei n, GLuint *ids); \ 207 void createVertexArrays(GLsizei n, VertexArrayID *arraysPacked); \ 208 void disableVertexArrayAttrib(VertexArrayID vaobjPacked, GLuint index); \ 209 void enableVertexArrayAttrib(VertexArrayID vaobjPacked, GLuint index); \ 210 void flushMappedNamedBufferRange(BufferID bufferPacked, GLintptr offset, GLsizeiptr length); \ 211 void generateTextureMipmap(TextureID texturePacked); \ 212 void getCompressedTextureImage(TextureID texturePacked, GLint level, GLsizei bufSize, \ 213 void *pixels); \ 214 void getCompressedTextureSubImage(TextureID texturePacked, GLint level, GLint xoffset, \ 215 GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \ 216 GLsizei depth, GLsizei bufSize, void *pixels); \ 217 void getNamedBufferParameteri64v(BufferID bufferPacked, GLenum pname, GLint64 *params); \ 218 void getNamedBufferParameteriv(BufferID bufferPacked, GLenum pname, GLint *params); \ 219 void getNamedBufferPointerv(BufferID bufferPacked, GLenum pname, void **params); \ 220 void getNamedBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr size, \ 221 void *data); \ 222 void getNamedFramebufferAttachmentParameteriv(FramebufferID framebufferPacked, \ 223 GLenum attachment, GLenum pname, GLint *params); \ 224 void getNamedFramebufferParameteriv(FramebufferID framebufferPacked, GLenum pname, \ 225 GLint *param); \ 226 void getNamedRenderbufferParameteriv(RenderbufferID renderbufferPacked, GLenum pname, \ 227 GLint *params); \ 228 void getQueryBufferObjecti64v(GLuint id, BufferID bufferPacked, GLenum pname, \ 229 GLintptr offset); \ 230 void getQueryBufferObjectiv(GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); \ 231 void getQueryBufferObjectui64v(GLuint id, BufferID bufferPacked, GLenum pname, \ 232 GLintptr offset); \ 233 void getQueryBufferObjectuiv(GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); \ 234 void getTextureImage(TextureID texturePacked, GLint level, GLenum format, GLenum type, \ 235 GLsizei bufSize, void *pixels); \ 236 void getTextureLevelParameterfv(TextureID texturePacked, GLint level, GLenum pname, \ 237 GLfloat *params); \ 238 void getTextureLevelParameteriv(TextureID texturePacked, GLint level, GLenum pname, \ 239 GLint *params); \ 240 void getTextureParameterIiv(TextureID texturePacked, GLenum pname, GLint *params); \ 241 void getTextureParameterIuiv(TextureID texturePacked, GLenum pname, GLuint *params); \ 242 void getTextureParameterfv(TextureID texturePacked, GLenum pname, GLfloat *params); \ 243 void getTextureParameteriv(TextureID texturePacked, GLenum pname, GLint *params); \ 244 void getTextureSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 245 GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ 246 GLenum format, GLenum type, GLsizei bufSize, void *pixels); \ 247 void getTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param); \ 248 void getTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param); \ 249 void getTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param); \ 250 void getVertexArrayIndexed64iv(VertexArrayID vaobjPacked, GLuint index, GLenum pname, \ 251 GLint64 *param); \ 252 void getVertexArrayIndexediv(VertexArrayID vaobjPacked, GLuint index, GLenum pname, \ 253 GLint *param); \ 254 void getVertexArrayiv(VertexArrayID vaobjPacked, GLenum pname, GLint *param); \ 255 void getnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); \ 256 void getnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels); \ 257 void getnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, \ 258 void *image); \ 259 void getnHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, \ 260 GLsizei bufSize, void *values); \ 261 void getnMapdv(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); \ 262 void getnMapfv(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); \ 263 void getnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v); \ 264 void getnMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, \ 265 void *values); \ 266 void getnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values); \ 267 void getnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values); \ 268 void getnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values); \ 269 void getnPolygonStipple(GLsizei bufSize, GLubyte *pattern); \ 270 void getnSeparableFilter(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, \ 271 void *row, GLsizei columnBufSize, void *column, void *span); \ 272 void getnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, \ 273 void *pixels); \ 274 void getnUniformdv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 275 GLsizei bufSize, GLdouble *params); \ 276 void invalidateNamedFramebufferData(FramebufferID framebufferPacked, GLsizei numAttachments, \ 277 const GLenum *attachments); \ 278 void invalidateNamedFramebufferSubData(FramebufferID framebufferPacked, \ 279 GLsizei numAttachments, const GLenum *attachments, \ 280 GLint x, GLint y, GLsizei width, GLsizei height); \ 281 void *mapNamedBuffer(BufferID bufferPacked, GLenum access); \ 282 void *mapNamedBufferRange(BufferID bufferPacked, GLintptr offset, GLsizeiptr length, \ 283 GLbitfield access); \ 284 void namedBufferData(BufferID bufferPacked, GLsizeiptr size, const void *data, GLenum usage); \ 285 void namedBufferStorage(BufferID bufferPacked, GLsizeiptr size, const void *data, \ 286 GLbitfield flags); \ 287 void namedBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr size, \ 288 const void *data); \ 289 void namedFramebufferDrawBuffer(FramebufferID framebufferPacked, GLenum buf); \ 290 void namedFramebufferDrawBuffers(FramebufferID framebufferPacked, GLsizei n, \ 291 const GLenum *bufs); \ 292 void namedFramebufferParameteri(FramebufferID framebufferPacked, GLenum pname, GLint param); \ 293 void namedFramebufferReadBuffer(FramebufferID framebufferPacked, GLenum src); \ 294 void namedFramebufferRenderbuffer(FramebufferID framebufferPacked, GLenum attachment, \ 295 GLenum renderbuffertarget, \ 296 RenderbufferID renderbufferPacked); \ 297 void namedFramebufferTexture(FramebufferID framebufferPacked, GLenum attachment, \ 298 TextureID texturePacked, GLint level); \ 299 void namedFramebufferTextureLayer(FramebufferID framebufferPacked, GLenum attachment, \ 300 TextureID texturePacked, GLint level, GLint layer); \ 301 void namedRenderbufferStorage(RenderbufferID renderbufferPacked, GLenum internalformat, \ 302 GLsizei width, GLsizei height); \ 303 void namedRenderbufferStorageMultisample(RenderbufferID renderbufferPacked, GLsizei samples, \ 304 GLenum internalformat, GLsizei width, \ 305 GLsizei height); \ 306 void textureBarrier(); \ 307 void textureBuffer(TextureID texturePacked, GLenum internalformat, BufferID bufferPacked); \ 308 void textureBufferRange(TextureID texturePacked, GLenum internalformat, BufferID bufferPacked, \ 309 GLintptr offset, GLsizeiptr size); \ 310 void textureParameterIiv(TextureID texturePacked, GLenum pname, const GLint *params); \ 311 void textureParameterIuiv(TextureID texturePacked, GLenum pname, const GLuint *params); \ 312 void textureParameterf(TextureID texturePacked, GLenum pname, GLfloat param); \ 313 void textureParameterfv(TextureID texturePacked, GLenum pname, const GLfloat *param); \ 314 void textureParameteri(TextureID texturePacked, GLenum pname, GLint param); \ 315 void textureParameteriv(TextureID texturePacked, GLenum pname, const GLint *param); \ 316 void textureStorage1D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \ 317 GLsizei width); \ 318 void textureStorage2D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \ 319 GLsizei width, GLsizei height); \ 320 void textureStorage2DMultisample(TextureID texturePacked, GLsizei samples, \ 321 GLenum internalformat, GLsizei width, GLsizei height, \ 322 GLboolean fixedsamplelocations); \ 323 void textureStorage3D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \ 324 GLsizei width, GLsizei height, GLsizei depth); \ 325 void textureStorage3DMultisample(TextureID texturePacked, GLsizei samples, \ 326 GLenum internalformat, GLsizei width, GLsizei height, \ 327 GLsizei depth, GLboolean fixedsamplelocations); \ 328 void textureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, GLsizei width, \ 329 GLenum format, GLenum type, const void *pixels); \ 330 void textureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 331 GLsizei width, GLsizei height, GLenum format, GLenum type, \ 332 const void *pixels); \ 333 void textureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 334 GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ 335 GLenum format, GLenum type, const void *pixels); \ 336 void transformFeedbackBufferBase(GLuint xfb, GLuint index, BufferID bufferPacked); \ 337 void transformFeedbackBufferRange(GLuint xfb, GLuint index, BufferID bufferPacked, \ 338 GLintptr offset, GLsizeiptr size); \ 339 GLboolean unmapNamedBuffer(BufferID bufferPacked); \ 340 void vertexArrayAttribBinding(VertexArrayID vaobjPacked, GLuint attribindex, \ 341 GLuint bindingindex); \ 342 void vertexArrayAttribFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \ 343 GLenum type, GLboolean normalized, GLuint relativeoffset); \ 344 void vertexArrayAttribIFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \ 345 GLenum type, GLuint relativeoffset); \ 346 void vertexArrayAttribLFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \ 347 GLenum type, GLuint relativeoffset); \ 348 void vertexArrayBindingDivisor(VertexArrayID vaobjPacked, GLuint bindingindex, \ 349 GLuint divisor); \ 350 void vertexArrayElementBuffer(VertexArrayID vaobjPacked, BufferID bufferPacked); \ 351 void vertexArrayVertexBuffer(VertexArrayID vaobjPacked, GLuint bindingindex, \ 352 BufferID bufferPacked, GLintptr offset, GLsizei stride); \ 353 void vertexArrayVertexBuffers(VertexArrayID vaobjPacked, GLuint first, GLsizei count, \ 354 const BufferID *buffersPacked, const GLintptr *offsets, \ 355 const GLsizei *strides); \ 356 void multiDrawArraysIndirectCount(GLenum mode, const void *indirect, GLintptr drawcount, \ 357 GLsizei maxdrawcount, GLsizei stride); \ 358 void multiDrawElementsIndirectCount(GLenum mode, GLenum type, const void *indirect, \ 359 GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); \ 360 void polygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp); \ 361 void specializeShader(GLuint shader, const GLchar *pEntryPoint, \ 362 GLuint numSpecializationConstants, const GLuint *pConstantIndex, \ 363 const GLuint *pConstantValue); 364 365 #endif // ANGLE_CONTEXT_API_4_AUTOGEN_H_ 366