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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_query_matrix */                                                                      \
35     GLbitfield queryMatrixx(GLfixed *mantissa, GLint *exponent);                                   \
36     /* GL_OES_texture_cube_map */                                                                  \
37     void getTexGenfv(GLenum coord, GLenum pname, GLfloat *params);                                 \
38     void getTexGeniv(GLenum coord, GLenum pname, GLint *params);                                   \
39     void getTexGenxv(GLenum coord, GLenum pname, GLfixed *params);                                 \
40     void texGenf(GLenum coord, GLenum pname, GLfloat param);                                       \
41     void texGenfv(GLenum coord, GLenum pname, const GLfloat *params);                              \
42     void texGeni(GLenum coord, GLenum pname, GLint param);                                         \
43     void texGeniv(GLenum coord, GLenum pname, const GLint *params);                                \
44     void texGenx(GLenum coord, GLenum pname, GLfixed param);                                       \
45     void texGenxv(GLenum coord, GLenum pname, const GLfixed *params);                              \
46                                                                                                    \
47     /* GLES2+ Extensions */                                                                        \
48                                                                                                    \
49     /* GL_ANGLE_base_vertex_base_instance */                                                       \
50     void drawArraysInstancedBaseInstance(PrimitiveMode modePacked, GLint first, GLsizei count,     \
51                                          GLsizei instanceCount, GLuint baseInstance);              \
52     void drawElementsInstancedBaseVertexBaseInstance(                                              \
53         PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked,                      \
54         const GLvoid *indices, GLsizei instanceCounts, GLint baseVertex, GLuint baseInstance);     \
55     void multiDrawArraysInstancedBaseInstance(                                                     \
56         PrimitiveMode modePacked, const GLint *firsts, const GLsizei *counts,                      \
57         const GLsizei *instanceCounts, const GLuint *baseInstances, GLsizei drawcount);            \
58     void multiDrawElementsInstancedBaseVertexBaseInstance(                                         \
59         PrimitiveMode modePacked, const GLsizei *counts, DrawElementsType typePacked,              \
60         const GLvoid *const *indices, const GLsizei *instanceCounts, const GLint *baseVertices,    \
61         const GLuint *baseInstances, GLsizei drawcount);                                           \
62     /* GL_ANGLE_framebuffer_blit */                                                                \
63     /* GL_ANGLE_framebuffer_multisample */                                                         \
64     /* GL_ANGLE_instanced_arrays */                                                                \
65     /* GL_ANGLE_memory_object_flags */                                                             \
66     void texStorageMemFlags2D(TextureType targetPacked, GLsizei levels, GLenum internalFormat,     \
67                               GLsizei width, GLsizei height, MemoryObjectID memoryPacked,          \
68                               GLuint64 offset, GLbitfield createFlags, GLbitfield usageFlags);     \
69     void texStorageMemFlags2DMultisample(                                                          \
70         TextureType targetPacked, GLsizei samples, GLenum internalFormat, GLsizei width,           \
71         GLsizei height, GLboolean fixedSampleLocations, MemoryObjectID memoryPacked,               \
72         GLuint64 offset, GLbitfield createFlags, GLbitfield usageFlags);                           \
73     void texStorageMemFlags3D(TextureType targetPacked, GLsizei levels, GLenum internalFormat,     \
74                               GLsizei width, GLsizei height, GLsizei depth,                        \
75                               MemoryObjectID memoryPacked, GLuint64 offset,                        \
76                               GLbitfield createFlags, GLbitfield usageFlags);                      \
77     void texStorageMemFlags3DMultisample(TextureType targetPacked, GLsizei samples,                \
78                                          GLenum internalFormat, GLsizei width, GLsizei height,     \
79                                          GLsizei depth, GLboolean fixedSampleLocations,            \
80                                          MemoryObjectID memoryPacked, GLuint64 offset,             \
81                                          GLbitfield createFlags, GLbitfield usageFlags);           \
82     /* GL_ANGLE_memory_object_fuchsia */                                                           \
83     void importMemoryZirconHandle(MemoryObjectID memoryPacked, GLuint64 size,                      \
84                                   HandleType handleTypePacked, GLuint handle);                     \
85     /* GL_ANGLE_multi_draw */                                                                      \
86     void multiDrawArrays(PrimitiveMode modePacked, const GLint *firsts, const GLsizei *counts,     \
87                          GLsizei drawcount);                                                       \
88     void multiDrawArraysInstanced(PrimitiveMode modePacked, const GLint *firsts,                   \
89                                   const GLsizei *counts, const GLsizei *instanceCounts,            \
90                                   GLsizei drawcount);                                              \
91     void multiDrawElements(PrimitiveMode modePacked, const GLsizei *counts,                        \
92                            DrawElementsType typePacked, const GLvoid *const *indices,              \
93                            GLsizei drawcount);                                                     \
94     void multiDrawElementsInstanced(PrimitiveMode modePacked, const GLsizei *counts,               \
95                                     DrawElementsType typePacked, const GLvoid *const *indices,     \
96                                     const GLsizei *instanceCounts, GLsizei drawcount);             \
97     /* GL_ANGLE_provoking_vertex */                                                                \
98     void provokingVertex(ProvokingVertexConvention modePacked);                                    \
99     /* GL_ANGLE_semaphore_fuchsia */                                                               \
100     void importSemaphoreZirconHandle(SemaphoreID semaphorePacked, HandleType handleTypePacked,     \
101                                      GLuint handle);                                               \
102     /* GL_ANGLE_texture_multisample */                                                             \
103     /* GL_ANGLE_translated_shader_source */                                                        \
104     void getTranslatedShaderSource(ShaderProgramID shaderPacked, GLsizei bufsize, GLsizei *length, \
105                                    GLchar *source);                                                \
106     /* GL_EXT_EGL_image_array */                                                                   \
107     /* GL_EXT_YUV_target */                                                                        \
108     /* GL_EXT_blend_func_extended */                                                               \
109     void bindFragDataLocation(ShaderProgramID programPacked, GLuint color, const GLchar *name);    \
110     void bindFragDataLocationIndexed(ShaderProgramID programPacked, GLuint colorNumber,            \
111                                      GLuint index, const GLchar *name);                            \
112     GLint getFragDataIndex(ShaderProgramID programPacked, const GLchar *name);                     \
113     GLint getProgramResourceLocationIndex(ShaderProgramID programPacked, GLenum programInterface,  \
114                                           const GLchar *name);                                     \
115     /* GL_EXT_buffer_storage */                                                                    \
116     void bufferStorage(BufferBinding targetPacked, GLsizeiptr size, const void *data,              \
117                        GLbitfield flags);                                                          \
118     /* GL_EXT_clip_control */                                                                      \
119     void clipControl(GLenum origin, GLenum depth);                                                 \
120     /* GL_EXT_compressed_ETC1_RGB8_sub_texture */                                                  \
121     /* GL_EXT_copy_image */                                                                        \
122     /* GL_EXT_debug_label */                                                                       \
123     void labelObject(GLenum type, GLuint object, GLsizei length, const GLchar *label);             \
124     /* GL_EXT_debug_marker */                                                                      \
125     void insertEventMarker(GLsizei length, const GLchar *marker);                                  \
126     void popGroupMarker();                                                                         \
127     void pushGroupMarker(GLsizei length, const GLchar *marker);                                    \
128     /* GL_EXT_discard_framebuffer */                                                               \
129     void discardFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments);     \
130     /* GL_EXT_disjoint_timer_query */                                                              \
131     void getQueryObjecti64v(QueryID idPacked, GLenum pname, GLint64 *params);                      \
132     void getQueryObjectiv(QueryID idPacked, GLenum pname, GLint *params);                          \
133     void getQueryObjectui64v(QueryID idPacked, GLenum pname, GLuint64 *params);                    \
134     void queryCounter(QueryID idPacked, QueryType targetPacked);                                   \
135     /* GL_EXT_draw_buffers */                                                                      \
136     /* GL_EXT_draw_buffers_indexed */                                                              \
137     /* GL_EXT_draw_elements_base_vertex */                                                         \
138     void multiDrawElementsBaseVertex(PrimitiveMode modePacked, const GLsizei *count,               \
139                                      DrawElementsType typePacked, const void *const *indices,      \
140                                      GLsizei primcount, const GLint *basevertex);                  \
141     /* GL_EXT_external_buffer */                                                                   \
142     void bufferStorageExternal(BufferBinding targetPacked, GLintptr offset, GLsizeiptr size,       \
143                                GLeglClientBufferEXT clientBuffer, GLbitfield flags);               \
144     void namedBufferStorageExternal(GLuint buffer, GLintptr offset, GLsizeiptr size,               \
145                                     GLeglClientBufferEXT clientBuffer, GLbitfield flags);          \
146     /* GL_EXT_geometry_shader */                                                                   \
147     /* GL_EXT_instanced_arrays */                                                                  \
148     /* GL_EXT_map_buffer_range */                                                                  \
149     /* GL_EXT_memory_object */                                                                     \
150     void bufferStorageMem(TextureType targetPacked, GLsizeiptr size, MemoryObjectID memoryPacked,  \
151                           GLuint64 offset);                                                        \
152     void createMemoryObjects(GLsizei n, MemoryObjectID *memoryObjectsPacked);                      \
153     void deleteMemoryObjects(GLsizei n, const MemoryObjectID *memoryObjectsPacked);                \
154     void getMemoryObjectParameteriv(MemoryObjectID memoryObjectPacked, GLenum pname,               \
155                                     GLint *params);                                                \
156     void getUnsignedBytev(GLenum pname, GLubyte *data);                                            \
157     void getUnsignedBytei_v(GLenum target, GLuint index, GLubyte *data);                           \
158     GLboolean isMemoryObject(MemoryObjectID memoryObjectPacked) const;                             \
159     void memoryObjectParameteriv(MemoryObjectID memoryObjectPacked, GLenum pname,                  \
160                                  const GLint *params);                                             \
161     void texStorageMem2D(TextureType targetPacked, GLsizei levels, GLenum internalFormat,          \
162                          GLsizei width, GLsizei height, MemoryObjectID memoryPacked,               \
163                          GLuint64 offset);                                                         \
164     void texStorageMem2DMultisample(TextureType targetPacked, GLsizei samples,                     \
165                                     GLenum internalFormat, GLsizei width, GLsizei height,          \
166                                     GLboolean fixedSampleLocations, MemoryObjectID memoryPacked,   \
167                                     GLuint64 offset);                                              \
168     void texStorageMem3D(TextureType targetPacked, GLsizei levels, GLenum internalFormat,          \
169                          GLsizei width, GLsizei height, GLsizei depth,                             \
170                          MemoryObjectID memoryPacked, GLuint64 offset);                            \
171     void texStorageMem3DMultisample(TextureType targetPacked, GLsizei samples,                     \
172                                     GLenum internalFormat, GLsizei width, GLsizei height,          \
173                                     GLsizei depth, GLboolean fixedSampleLocations,                 \
174                                     MemoryObjectID memoryPacked, GLuint64 offset);                 \
175     /* GL_EXT_memory_object_fd */                                                                  \
176     void importMemoryFd(MemoryObjectID memoryPacked, GLuint64 size, HandleType handleTypePacked,   \
177                         GLint fd);                                                                 \
178     /* GL_EXT_multisampled_render_to_texture */                                                    \
179     void framebufferTexture2DMultisample(GLenum target, GLenum attachment,                         \
180                                          TextureTarget textargetPacked, TextureID texturePacked,   \
181                                          GLint level, GLsizei samples);                            \
182     void renderbufferStorageMultisampleEXT(GLenum target, GLsizei samples, GLenum internalformat,  \
183                                            GLsizei width, GLsizei height);                         \
184     /* GL_EXT_multisampled_render_to_texture2 */                                                   \
185     /* GL_EXT_occlusion_query_boolean */                                                           \
186     /* GL_EXT_primitive_bounding_box */                                                            \
187     /* GL_EXT_read_format_bgra */                                                                  \
188     /* GL_EXT_robustness */                                                                        \
189     /* GL_EXT_sRGB */                                                                              \
190     /* GL_EXT_sRGB_write_control */                                                                \
191     /* GL_EXT_semaphore */                                                                         \
192     void deleteSemaphores(GLsizei n, const SemaphoreID *semaphoresPacked);                         \
193     void genSemaphores(GLsizei n, SemaphoreID *semaphoresPacked);                                  \
194     void getSemaphoreParameterui64v(SemaphoreID semaphorePacked, GLenum pname, GLuint64 *params);  \
195     GLboolean isSemaphore(SemaphoreID semaphorePacked) const;                                      \
196     void semaphoreParameterui64v(SemaphoreID semaphorePacked, GLenum pname,                        \
197                                  const GLuint64 *params);                                          \
198     void signalSemaphore(SemaphoreID semaphorePacked, GLuint numBufferBarriers,                    \
199                          const BufferID *buffersPacked, GLuint numTextureBarriers,                 \
200                          const TextureID *texturesPacked, const GLenum *dstLayouts);               \
201     void waitSemaphore(SemaphoreID semaphorePacked, GLuint numBufferBarriers,                      \
202                        const BufferID *buffersPacked, GLuint numTextureBarriers,                   \
203                        const TextureID *texturesPacked, const GLenum *srcLayouts);                 \
204     /* GL_EXT_semaphore_fd */                                                                      \
205     void importSemaphoreFd(SemaphoreID semaphorePacked, HandleType handleTypePacked, GLint fd);    \
206     /* GL_EXT_separate_shader_objects */                                                           \
207     /* GL_EXT_shader_framebuffer_fetch_non_coherent */                                             \
208     void framebufferFetchBarrier();                                                                \
209     /* GL_EXT_shader_io_blocks */                                                                  \
210     /* GL_EXT_tessellation_shader */                                                               \
211     /* GL_EXT_texture_border_clamp */                                                              \
212     /* GL_EXT_texture_buffer */                                                                    \
213     /* GL_EXT_texture_compression_bptc */                                                          \
214     /* GL_EXT_texture_compression_dxt1 */                                                          \
215     /* GL_EXT_texture_compression_rgtc */                                                          \
216     /* GL_EXT_texture_compression_s3tc */                                                          \
217     /* GL_EXT_texture_compression_s3tc_srgb */                                                     \
218     /* GL_EXT_texture_cube_map_array */                                                            \
219     /* GL_EXT_texture_filter_anisotropic */                                                        \
220     /* GL_EXT_texture_format_BGRA8888 */                                                           \
221     /* GL_EXT_texture_sRGB_R8 */                                                                   \
222     /* GL_EXT_texture_sRGB_RG8 */                                                                  \
223     /* GL_EXT_texture_storage */                                                                   \
224     void texStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);        \
225     /* GL_KHR_blend_equation_advanced */                                                           \
226     /* GL_KHR_debug */                                                                             \
227     /* GL_KHR_parallel_shader_compile */                                                           \
228     void maxShaderCompilerThreads(GLuint count);                                                   \
229     /* GL_NV_fence */                                                                              \
230     void deleteFencesNV(GLsizei n, const FenceNVID *fencesPacked);                                 \
231     void finishFenceNV(FenceNVID fencePacked);                                                     \
232     void genFencesNV(GLsizei n, FenceNVID *fencesPacked);                                          \
233     void getFenceivNV(FenceNVID fencePacked, GLenum pname, GLint *params);                         \
234     GLboolean isFenceNV(FenceNVID fencePacked) const;                                              \
235     void setFenceNV(FenceNVID fencePacked, GLenum condition);                                      \
236     GLboolean testFenceNV(FenceNVID fencePacked);                                                  \
237     /* GL_NV_framebuffer_blit */                                                                   \
238     void blitFramebufferNV(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0,        \
239                            GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); \
240     /* GL_OES_EGL_image */                                                                         \
241     void eGLImageTargetRenderbufferStorage(GLenum target, GLeglImageOES image);                    \
242     void eGLImageTargetTexture2D(TextureType targetPacked, GLeglImageOES image);                   \
243     /* GL_OES_compressed_ETC1_RGB8_texture */                                                      \
244     /* GL_OES_copy_image */                                                                        \
245     /* GL_OES_depth32 */                                                                           \
246     /* GL_OES_draw_buffers_indexed */                                                              \
247     /* GL_OES_draw_elements_base_vertex */                                                         \
248     /* GL_OES_geometry_shader */                                                                   \
249     /* GL_OES_get_program_binary */                                                                \
250     /* GL_OES_mapbuffer */                                                                         \
251     void *mapBuffer(BufferBinding targetPacked, GLenum access);                                    \
252     /* GL_OES_sample_shading */                                                                    \
253     /* GL_OES_shader_io_blocks */                                                                  \
254     /* GL_OES_texture_3D */                                                                        \
255     void framebufferTexture3D(GLenum target, GLenum attachment, TextureTarget textargetPacked,     \
256                               TextureID texturePacked, GLint level, GLint zoffset);                \
257     /* GL_OES_texture_border_clamp */                                                              \
258     /* GL_OES_texture_buffer */                                                                    \
259     /* GL_OES_texture_cube_map_array */                                                            \
260     /* GL_OES_texture_half_float */                                                                \
261     /* GL_OES_texture_stencil8 */                                                                  \
262     /* GL_OES_texture_storage_multisample_2d_array */                                              \
263     /* GL_OES_vertex_array_object */                                                               \
264     /* GL_OVR_multiview */                                                                         \
265     void framebufferTextureMultiview(GLenum target, GLenum attachment, TextureID texturePacked,    \
266                                      GLint level, GLint baseViewIndex, GLsizei numViews);          \
267     /* GL_OVR_multiview2 */                                                                        \
268                                                                                                    \
269     /* ANGLE Extensions */                                                                         \
270                                                                                                    \
271     /* GL_ANGLE_copy_texture_3d */                                                                 \
272     void copyTexture3D(TextureID sourceIdPacked, GLint sourceLevel,                                \
273                        TextureTarget destTargetPacked, TextureID destIdPacked, GLint destLevel,    \
274                        GLint internalFormat, GLenum destType, GLboolean unpackFlipY,               \
275                        GLboolean unpackPremultiplyAlpha, GLboolean unpackUnmultiplyAlpha);         \
276     void copySubTexture3D(TextureID sourceIdPacked, GLint sourceLevel,                             \
277                           TextureTarget destTargetPacked, TextureID destIdPacked, GLint destLevel, \
278                           GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLint z,  \
279                           GLint width, GLint height, GLint depth, GLboolean unpackFlipY,           \
280                           GLboolean unpackPremultiplyAlpha, GLboolean unpackUnmultiplyAlpha);      \
281     /* GL_ANGLE_get_image */                                                                       \
282     void getTexImage(TextureTarget targetPacked, GLint level, GLenum format, GLenum type,          \
283                      void *pixels);                                                                \
284     void getRenderbufferImage(GLenum target, GLenum format, GLenum type, void *pixels);            \
285     /* GL_ANGLE_get_serialized_context_string */                                                   \
286     /* GL_ANGLE_get_tex_level_parameter */                                                         \
287     /* GL_ANGLE_program_binary */                                                                  \
288     /* GL_ANGLE_request_extension */                                                               \
289     void requestExtension(const GLchar *name);                                                     \
290     void disableExtension(const GLchar *name);                                                     \
291     /* GL_ANGLE_robust_client_memory */                                                            \
292     void getBooleanvRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLboolean *params);     \
293     void getBufferParameterivRobust(BufferBinding targetPacked, GLenum pname, GLsizei bufSize,     \
294                                     GLsizei *length, GLint *params);                               \
295     void getFloatvRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLfloat *params);         \
296     void getFramebufferAttachmentParameterivRobust(GLenum target, GLenum attachment, GLenum pname, \
297                                                    GLsizei bufSize, GLsizei *length,               \
298                                                    GLint *params);                                 \
299     void getIntegervRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLint *data);           \
300     void getProgramivRobust(ShaderProgramID programPacked, GLenum pname, GLsizei bufSize,          \
301                             GLsizei *length, GLint *params);                                       \
302     void getRenderbufferParameterivRobust(GLenum target, GLenum pname, GLsizei bufSize,            \
303                                           GLsizei *length, GLint *params);                         \
304     void getShaderivRobust(ShaderProgramID shaderPacked, GLenum pname, GLsizei bufSize,            \
305                            GLsizei *length, GLint *params);                                        \
306     void getTexParameterfvRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize,          \
307                                  GLsizei *length, GLfloat *params);                                \
308     void getTexParameterivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize,          \
309                                  GLsizei *length, GLint *params);                                  \
310     void getUniformfvRobust(ShaderProgramID programPacked, UniformLocation locationPacked,         \
311                             GLsizei bufSize, GLsizei *length, GLfloat *params);                    \
312     void getUniformivRobust(ShaderProgramID programPacked, UniformLocation locationPacked,         \
313                             GLsizei bufSize, GLsizei *length, GLint *params);                      \
314     void getVertexAttribfvRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length,     \
315                                  GLfloat *params);                                                 \
316     void getVertexAttribivRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length,     \
317                                  GLint *params);                                                   \
318     void getVertexAttribPointervRobust(GLuint index, GLenum pname, GLsizei bufSize,                \
319                                        GLsizei *length, void **pointer);                           \
320     void readPixelsRobust(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,          \
321                           GLenum type, GLsizei bufSize, GLsizei *length, GLsizei *columns,         \
322                           GLsizei *rows, void *pixels);                                            \
323     void texImage2DRobust(TextureTarget targetPacked, GLint level, GLint internalformat,           \
324                           GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, \
325                           GLsizei bufSize, const void *pixels);                                    \
326     void texParameterfvRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize,             \
327                               const GLfloat *params);                                              \
328     void texParameterivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize,             \
329                               const GLint *params);                                                \
330     void texSubImage2DRobust(TextureTarget targetPacked, GLint level, GLint xoffset,               \
331                              GLint yoffset, GLsizei width, GLsizei height, GLenum format,          \
332                              GLenum type, GLsizei bufSize, const void *pixels);                    \
333     void texImage3DRobust(TextureTarget targetPacked, GLint level, GLint internalformat,           \
334                           GLsizei width, GLsizei height, GLsizei depth, GLint border,              \
335                           GLenum format, GLenum type, GLsizei bufSize, const void *pixels);        \
336     void texSubImage3DRobust(TextureTarget targetPacked, GLint level, GLint xoffset,               \
337                              GLint yoffset, GLint zoffset, GLsizei width, GLsizei height,          \
338                              GLsizei depth, GLenum format, GLenum type, GLsizei bufSize,           \
339                              const void *pixels);                                                  \
340     void compressedTexImage2DRobust(                                                               \
341         TextureTarget targetPacked, GLint level, GLenum internalformat, GLsizei width,             \
342         GLsizei height, GLint border, GLsizei imageSize, GLsizei dataSize, const GLvoid *data);    \
343     void compressedTexSubImage2DRobust(                                                            \
344         TextureTarget targetPacked, GLint level, GLsizei xoffset, GLsizei yoffset, GLsizei width,  \
345         GLsizei height, GLenum format, GLsizei imageSize, GLsizei dataSize, const GLvoid *data);   \
346     void compressedTexImage3DRobust(TextureTarget targetPacked, GLint level,                       \
347                                     GLenum internalformat, GLsizei width, GLsizei height,          \
348                                     GLsizei depth, GLint border, GLsizei imageSize,                \
349                                     GLsizei dataSize, const GLvoid *data);                         \
350     void compressedTexSubImage3DRobust(TextureTarget targetPacked, GLint level, GLint xoffset,     \
351                                        GLint yoffset, GLint zoffset, GLsizei width,                \
352                                        GLsizei height, GLsizei depth, GLenum format,               \
353                                        GLsizei imageSize, GLsizei dataSize, const GLvoid *data);   \
354     void getQueryivRobust(QueryType targetPacked, GLenum pname, GLsizei bufSize, GLsizei *length,  \
355                           GLint *params);                                                          \
356     void getQueryObjectuivRobust(QueryID idPacked, GLenum pname, GLsizei bufSize, GLsizei *length, \
357                                  GLuint *params);                                                  \
358     void getBufferPointervRobust(BufferBinding targetPacked, GLenum pname, GLsizei bufSize,        \
359                                  GLsizei *length, void **params);                                  \
360     void getIntegeri_vRobust(GLenum target, GLuint index, GLsizei bufSize, GLsizei *length,        \
361                              GLint *data);                                                         \
362     void getInternalformativRobust(GLenum target, GLenum internalformat, GLenum pname,             \
363                                    GLsizei bufSize, GLsizei *length, GLint *params);               \
364     void getVertexAttribIivRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length,    \
365                                   GLint *params);                                                  \
366     void getVertexAttribIuivRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length,   \
367                                    GLuint *params);                                                \
368     void getUniformuivRobust(ShaderProgramID programPacked, UniformLocation locationPacked,        \
369                              GLsizei bufSize, GLsizei *length, GLuint *params);                    \
370     void getActiveUniformBlockivRobust(ShaderProgramID programPacked,                              \
371                                        UniformBlockIndex uniformBlockIndexPacked, GLenum pname,    \
372                                        GLsizei bufSize, GLsizei *length, GLint *params);           \
373     void getInteger64vRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLint64 *data);       \
374     void getInteger64i_vRobust(GLenum target, GLuint index, GLsizei bufSize, GLsizei *length,      \
375                                GLint64 *data);                                                     \
376     void getBufferParameteri64vRobust(BufferBinding targetPacked, GLenum pname, GLsizei bufSize,   \
377                                       GLsizei *length, GLint64 *params);                           \
378     void samplerParameterivRobust(SamplerID samplerPacked, GLuint pname, GLsizei bufSize,          \
379                                   const GLint *param);                                             \
380     void samplerParameterfvRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize,          \
381                                   const GLfloat *param);                                           \
382     void getSamplerParameterivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize,       \
383                                      GLsizei *length, GLint *params);                              \
384     void getSamplerParameterfvRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize,       \
385                                      GLsizei *length, GLfloat *params);                            \
386     void getFramebufferParameterivRobust(GLenum target, GLenum pname, GLsizei bufSize,             \
387                                          GLsizei *length, GLint *params);                          \
388     void getProgramInterfaceivRobust(ShaderProgramID programPacked, GLenum programInterface,       \
389                                      GLenum pname, GLsizei bufSize, GLsizei *length,               \
390                                      GLint *params);                                               \
391     void getBooleani_vRobust(GLenum target, GLuint index, GLsizei bufSize, GLsizei *length,        \
392                              GLboolean *data);                                                     \
393     void getMultisamplefvRobust(GLenum pname, GLuint index, GLsizei bufSize, GLsizei *length,      \
394                                 GLfloat *val);                                                     \
395     void getTexLevelParameterivRobust(TextureTarget targetPacked, GLint level, GLenum pname,       \
396                                       GLsizei bufSize, GLsizei *length, GLint *params);            \
397     void getTexLevelParameterfvRobust(TextureTarget targetPacked, GLint level, GLenum pname,       \
398                                       GLsizei bufSize, GLsizei *length, GLfloat *params);          \
399     void getPointervRobustANGLERobust(GLenum pname, GLsizei bufSize, GLsizei *length,              \
400                                       void **params);                                              \
401     void readnPixelsRobust(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,         \
402                            GLenum type, GLsizei bufSize, GLsizei *length, GLsizei *columns,        \
403                            GLsizei *rows, void *data);                                             \
404     void getnUniformfvRobust(ShaderProgramID programPacked, UniformLocation locationPacked,        \
405                              GLsizei bufSize, GLsizei *length, GLfloat *params);                   \
406     void getnUniformivRobust(ShaderProgramID programPacked, UniformLocation locationPacked,        \
407                              GLsizei bufSize, GLsizei *length, GLint *params);                     \
408     void getnUniformuivRobust(ShaderProgramID programPacked, UniformLocation locationPacked,       \
409                               GLsizei bufSize, GLsizei *length, GLuint *params);                   \
410     void texParameterIivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize,            \
411                                const GLint *params);                                               \
412     void texParameterIuivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize,           \
413                                 const GLuint *params);                                             \
414     void getTexParameterIivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize,         \
415                                   GLsizei *length, GLint *params);                                 \
416     void getTexParameterIuivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize,        \
417                                    GLsizei *length, GLuint *params);                               \
418     void samplerParameterIivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize,         \
419                                    const GLint *param);                                            \
420     void samplerParameterIuivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize,        \
421                                     const GLuint *param);                                          \
422     void getSamplerParameterIivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize,      \
423                                       GLsizei *length, GLint *params);                             \
424     void getSamplerParameterIuivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize,     \
425                                        GLsizei *length, GLuint *params);                           \
426     void getQueryObjectivRobust(QueryID idPacked, GLenum pname, GLsizei bufSize, GLsizei *length,  \
427                                 GLint *params);                                                    \
428     void getQueryObjecti64vRobust(QueryID idPacked, GLenum pname, GLsizei bufSize,                 \
429                                   GLsizei *length, GLint64 *params);                               \
430     void getQueryObjectui64vRobust(QueryID idPacked, GLenum pname, GLsizei bufSize,                \
431                                    GLsizei *length, GLuint64 *params);                             \
432     /* GL_ANGLE_texture_external_update */                                                         \
433     void texImage2DExternal(TextureTarget targetPacked, GLint level, GLint internalformat,         \
434                             GLsizei width, GLsizei height, GLint border, GLenum format,            \
435                             GLenum type);                                                          \
436     void invalidateTexture(TextureType targetPacked);                                              \
437     /* GL_CHROMIUM_bind_uniform_location */                                                        \
438     void bindUniformLocation(ShaderProgramID programPacked, UniformLocation locationPacked,        \
439                              const GLchar *name);                                                  \
440     /* GL_CHROMIUM_copy_compressed_texture */                                                      \
441     void compressedCopyTexture(TextureID sourceIdPacked, TextureID destIdPacked);                  \
442     /* GL_CHROMIUM_copy_texture */                                                                 \
443     void copyTexture(TextureID sourceIdPacked, GLint sourceLevel, TextureTarget destTargetPacked,  \
444                      TextureID destIdPacked, GLint destLevel, GLint internalFormat,                \
445                      GLenum destType, GLboolean unpackFlipY, GLboolean unpackPremultiplyAlpha,     \
446                      GLboolean unpackUnmultiplyAlpha);                                             \
447     void copySubTexture(TextureID sourceIdPacked, GLint sourceLevel,                               \
448                         TextureTarget destTargetPacked, TextureID destIdPacked, GLint destLevel,   \
449                         GLint xoffset, GLint yoffset, GLint x, GLint y, GLint width, GLint height, \
450                         GLboolean unpackFlipY, GLboolean unpackPremultiplyAlpha,                   \
451                         GLboolean unpackUnmultiplyAlpha);                                          \
452     /* GL_CHROMIUM_framebuffer_mixed_samples */                                                    \
453     void coverageModulation(GLenum components);                                                    \
454     /* GL_CHROMIUM_lose_context */                                                                 \
455     void loseContext(GraphicsResetStatus currentPacked, GraphicsResetStatus otherPacked);          \
456     /* GL_CHROMIUM_path_rendering */
457 
458 #endif  // ANGLE_CONTEXT_API_EXT_AUTOGEN_H_
459