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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_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