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 shaderStorageBlockBinding(ShaderProgramID programPacked, GLuint storageBlockIndex, \ 140 GLuint storageBlockBinding); \ 141 void textureView(TextureID texturePacked, GLenum target, GLuint origtexture, \ 142 GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, \ 143 GLuint numlayers); \ 144 void vertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); \ 145 void bindBuffersBase(GLenum target, GLuint first, GLsizei count, \ 146 const BufferID *buffersPacked); \ 147 void bindBuffersRange(GLenum target, GLuint first, GLsizei count, \ 148 const BufferID *buffersPacked, const GLintptr *offsets, \ 149 const GLsizeiptr *sizes); \ 150 void bindImageTextures(GLuint first, GLsizei count, const GLuint *textures); \ 151 void bindSamplers(GLuint first, GLsizei count, const GLuint *samplers); \ 152 void bindTextures(GLuint first, GLsizei count, const GLuint *textures); \ 153 void bindVertexBuffers(GLuint first, GLsizei count, const BufferID *buffersPacked, \ 154 const GLintptr *offsets, const GLsizei *strides); \ 155 void clearTexImage(TextureID texturePacked, GLint level, GLenum format, GLenum type, \ 156 const void *data); \ 157 void clearTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 158 GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ 159 GLenum format, GLenum type, const void *data); \ 160 void bindTextureUnit(GLuint unit, TextureID texturePacked); \ 161 void blitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, \ 162 GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, \ 163 GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); \ 164 GLenum checkNamedFramebufferStatus(FramebufferID framebufferPacked, GLenum target); \ 165 void clearNamedBufferData(BufferID bufferPacked, GLenum internalformat, GLenum format, \ 166 GLenum type, const void *data); \ 167 void clearNamedBufferSubData(BufferID bufferPacked, GLenum internalformat, GLintptr offset, \ 168 GLsizeiptr size, GLenum format, GLenum type, const void *data); \ 169 void clearNamedFramebufferfi(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \ 170 GLfloat depth, GLint stencil); \ 171 void clearNamedFramebufferfv(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \ 172 const GLfloat *value); \ 173 void clearNamedFramebufferiv(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \ 174 const GLint *value); \ 175 void clearNamedFramebufferuiv(FramebufferID framebufferPacked, GLenum buffer, \ 176 GLint drawbuffer, const GLuint *value); \ 177 void compressedTextureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, \ 178 GLsizei width, GLenum format, GLsizei imageSize, \ 179 const void *data); \ 180 void compressedTextureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, \ 181 GLint yoffset, GLsizei width, GLsizei height, GLenum format, \ 182 GLsizei imageSize, const void *data); \ 183 void compressedTextureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, \ 184 GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \ 185 GLsizei depth, GLenum format, GLsizei imageSize, \ 186 const void *data); \ 187 void copyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, \ 188 GLintptr writeOffset, GLsizeiptr size); \ 189 void copyTextureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, GLint x, \ 190 GLint y, GLsizei width); \ 191 void copyTextureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 192 GLint x, GLint y, GLsizei width, GLsizei height); \ 193 void copyTextureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 194 GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); \ 195 void createBuffers(GLsizei n, BufferID *buffersPacked); \ 196 void createFramebuffers(GLsizei n, GLuint *framebuffers); \ 197 void createProgramPipelines(GLsizei n, GLuint *pipelines); \ 198 void createQueries(GLenum target, GLsizei n, GLuint *ids); \ 199 void createRenderbuffers(GLsizei n, RenderbufferID *renderbuffersPacked); \ 200 void createSamplers(GLsizei n, GLuint *samplers); \ 201 void createTextures(GLenum target, GLsizei n, GLuint *textures); \ 202 void createTransformFeedbacks(GLsizei n, GLuint *ids); \ 203 void createVertexArrays(GLsizei n, VertexArrayID *arraysPacked); \ 204 void disableVertexArrayAttrib(VertexArrayID vaobjPacked, GLuint index); \ 205 void enableVertexArrayAttrib(VertexArrayID vaobjPacked, GLuint index); \ 206 void flushMappedNamedBufferRange(BufferID bufferPacked, GLintptr offset, GLsizeiptr length); \ 207 void generateTextureMipmap(TextureID texturePacked); \ 208 void getCompressedTextureImage(TextureID texturePacked, GLint level, GLsizei bufSize, \ 209 void *pixels); \ 210 void getCompressedTextureSubImage(TextureID texturePacked, GLint level, GLint xoffset, \ 211 GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \ 212 GLsizei depth, GLsizei bufSize, void *pixels); \ 213 void getNamedBufferParameteri64v(BufferID bufferPacked, GLenum pname, GLint64 *params); \ 214 void getNamedBufferParameteriv(BufferID bufferPacked, GLenum pname, GLint *params); \ 215 void getNamedBufferPointerv(BufferID bufferPacked, GLenum pname, void **params); \ 216 void getNamedBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr size, \ 217 void *data); \ 218 void getNamedFramebufferAttachmentParameteriv(FramebufferID framebufferPacked, \ 219 GLenum attachment, GLenum pname, GLint *params); \ 220 void getNamedFramebufferParameteriv(FramebufferID framebufferPacked, GLenum pname, \ 221 GLint *param); \ 222 void getNamedRenderbufferParameteriv(RenderbufferID renderbufferPacked, GLenum pname, \ 223 GLint *params); \ 224 void getQueryBufferObjecti64v(GLuint id, BufferID bufferPacked, GLenum pname, \ 225 GLintptr offset); \ 226 void getQueryBufferObjectiv(GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); \ 227 void getQueryBufferObjectui64v(GLuint id, BufferID bufferPacked, GLenum pname, \ 228 GLintptr offset); \ 229 void getQueryBufferObjectuiv(GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); \ 230 void getTextureImage(TextureID texturePacked, GLint level, GLenum format, GLenum type, \ 231 GLsizei bufSize, void *pixels); \ 232 void getTextureLevelParameterfv(TextureID texturePacked, GLint level, GLenum pname, \ 233 GLfloat *params); \ 234 void getTextureLevelParameteriv(TextureID texturePacked, GLint level, GLenum pname, \ 235 GLint *params); \ 236 void getTextureParameterIiv(TextureID texturePacked, GLenum pname, GLint *params); \ 237 void getTextureParameterIuiv(TextureID texturePacked, GLenum pname, GLuint *params); \ 238 void getTextureParameterfv(TextureID texturePacked, GLenum pname, GLfloat *params); \ 239 void getTextureParameteriv(TextureID texturePacked, GLenum pname, GLint *params); \ 240 void getTextureSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 241 GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ 242 GLenum format, GLenum type, GLsizei bufSize, void *pixels); \ 243 void getTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param); \ 244 void getTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param); \ 245 void getTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param); \ 246 void getVertexArrayIndexed64iv(VertexArrayID vaobjPacked, GLuint index, GLenum pname, \ 247 GLint64 *param); \ 248 void getVertexArrayIndexediv(VertexArrayID vaobjPacked, GLuint index, GLenum pname, \ 249 GLint *param); \ 250 void getVertexArrayiv(VertexArrayID vaobjPacked, GLenum pname, GLint *param); \ 251 void getnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); \ 252 void getnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels); \ 253 void getnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, \ 254 void *image); \ 255 void getnHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, \ 256 GLsizei bufSize, void *values); \ 257 void getnMapdv(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); \ 258 void getnMapfv(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); \ 259 void getnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v); \ 260 void getnMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, \ 261 void *values); \ 262 void getnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values); \ 263 void getnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values); \ 264 void getnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values); \ 265 void getnPolygonStipple(GLsizei bufSize, GLubyte *pattern); \ 266 void getnSeparableFilter(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, \ 267 void *row, GLsizei columnBufSize, void *column, void *span); \ 268 void getnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, \ 269 void *pixels); \ 270 void getnUniformdv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 271 GLsizei bufSize, GLdouble *params); \ 272 void invalidateNamedFramebufferData(FramebufferID framebufferPacked, GLsizei numAttachments, \ 273 const GLenum *attachments); \ 274 void invalidateNamedFramebufferSubData(FramebufferID framebufferPacked, \ 275 GLsizei numAttachments, const GLenum *attachments, \ 276 GLint x, GLint y, GLsizei width, GLsizei height); \ 277 void *mapNamedBuffer(BufferID bufferPacked, GLenum access); \ 278 void *mapNamedBufferRange(BufferID bufferPacked, GLintptr offset, GLsizeiptr length, \ 279 GLbitfield access); \ 280 void namedBufferData(BufferID bufferPacked, GLsizeiptr size, const void *data, GLenum usage); \ 281 void namedBufferStorage(BufferID bufferPacked, GLsizeiptr size, const void *data, \ 282 GLbitfield flags); \ 283 void namedBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr size, \ 284 const void *data); \ 285 void namedFramebufferDrawBuffer(FramebufferID framebufferPacked, GLenum buf); \ 286 void namedFramebufferDrawBuffers(FramebufferID framebufferPacked, GLsizei n, \ 287 const GLenum *bufs); \ 288 void namedFramebufferParameteri(FramebufferID framebufferPacked, GLenum pname, GLint param); \ 289 void namedFramebufferReadBuffer(FramebufferID framebufferPacked, GLenum src); \ 290 void namedFramebufferRenderbuffer(FramebufferID framebufferPacked, GLenum attachment, \ 291 GLenum renderbuffertarget, \ 292 RenderbufferID renderbufferPacked); \ 293 void namedFramebufferTexture(FramebufferID framebufferPacked, GLenum attachment, \ 294 TextureID texturePacked, GLint level); \ 295 void namedFramebufferTextureLayer(FramebufferID framebufferPacked, GLenum attachment, \ 296 TextureID texturePacked, GLint level, GLint layer); \ 297 void namedRenderbufferStorage(RenderbufferID renderbufferPacked, GLenum internalformat, \ 298 GLsizei width, GLsizei height); \ 299 void namedRenderbufferStorageMultisample(RenderbufferID renderbufferPacked, GLsizei samples, \ 300 GLenum internalformat, GLsizei width, \ 301 GLsizei height); \ 302 void textureBarrier(); \ 303 void textureBuffer(TextureID texturePacked, GLenum internalformat, BufferID bufferPacked); \ 304 void textureBufferRange(TextureID texturePacked, GLenum internalformat, BufferID bufferPacked, \ 305 GLintptr offset, GLsizeiptr size); \ 306 void textureParameterIiv(TextureID texturePacked, GLenum pname, const GLint *params); \ 307 void textureParameterIuiv(TextureID texturePacked, GLenum pname, const GLuint *params); \ 308 void textureParameterf(TextureID texturePacked, GLenum pname, GLfloat param); \ 309 void textureParameterfv(TextureID texturePacked, GLenum pname, const GLfloat *param); \ 310 void textureParameteri(TextureID texturePacked, GLenum pname, GLint param); \ 311 void textureParameteriv(TextureID texturePacked, GLenum pname, const GLint *param); \ 312 void textureStorage1D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \ 313 GLsizei width); \ 314 void textureStorage2D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \ 315 GLsizei width, GLsizei height); \ 316 void textureStorage2DMultisample(TextureID texturePacked, GLsizei samples, \ 317 GLenum internalformat, GLsizei width, GLsizei height, \ 318 GLboolean fixedsamplelocations); \ 319 void textureStorage3D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \ 320 GLsizei width, GLsizei height, GLsizei depth); \ 321 void textureStorage3DMultisample(TextureID texturePacked, GLsizei samples, \ 322 GLenum internalformat, GLsizei width, GLsizei height, \ 323 GLsizei depth, GLboolean fixedsamplelocations); \ 324 void textureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, GLsizei width, \ 325 GLenum format, GLenum type, const void *pixels); \ 326 void textureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 327 GLsizei width, GLsizei height, GLenum format, GLenum type, \ 328 const void *pixels); \ 329 void textureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 330 GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ 331 GLenum format, GLenum type, const void *pixels); \ 332 void transformFeedbackBufferBase(GLuint xfb, GLuint index, BufferID bufferPacked); \ 333 void transformFeedbackBufferRange(GLuint xfb, GLuint index, BufferID bufferPacked, \ 334 GLintptr offset, GLsizeiptr size); \ 335 GLboolean unmapNamedBuffer(BufferID bufferPacked); \ 336 void vertexArrayAttribBinding(VertexArrayID vaobjPacked, GLuint attribindex, \ 337 GLuint bindingindex); \ 338 void vertexArrayAttribFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \ 339 GLenum type, GLboolean normalized, GLuint relativeoffset); \ 340 void vertexArrayAttribIFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \ 341 GLenum type, GLuint relativeoffset); \ 342 void vertexArrayAttribLFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \ 343 GLenum type, GLuint relativeoffset); \ 344 void vertexArrayBindingDivisor(VertexArrayID vaobjPacked, GLuint bindingindex, \ 345 GLuint divisor); \ 346 void vertexArrayElementBuffer(VertexArrayID vaobjPacked, BufferID bufferPacked); \ 347 void vertexArrayVertexBuffer(VertexArrayID vaobjPacked, GLuint bindingindex, \ 348 BufferID bufferPacked, GLintptr offset, GLsizei stride); \ 349 void vertexArrayVertexBuffers(VertexArrayID vaobjPacked, GLuint first, GLsizei count, \ 350 const BufferID *buffersPacked, const GLintptr *offsets, \ 351 const GLsizei *strides); \ 352 void multiDrawArraysIndirectCount(GLenum mode, const void *indirect, GLintptr drawcount, \ 353 GLsizei maxdrawcount, GLsizei stride); \ 354 void multiDrawElementsIndirectCount(GLenum mode, GLenum type, const void *indirect, \ 355 GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); \ 356 void polygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp); \ 357 void specializeShader(GLuint shader, const GLchar *pEntryPoint, \ 358 GLuint numSpecializationConstants, const GLuint *pConstantIndex, \ 359 const GLuint *pConstantValue); 360 361 #endif // ANGLE_CONTEXT_API_4_AUTOGEN_H_ 362