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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 vertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride,               \
107                               const void *pointer);                                                \
108     void viewportArrayv(GLuint first, GLsizei count, const GLfloat *v);                            \
109     void viewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);               \
110     void viewportIndexedfv(GLuint index, const GLfloat *v);                                        \
111     void drawTransformFeedbackInstanced(GLenum mode, TransformFeedbackID idPacked,                 \
112                                         GLsizei instancecount);                                    \
113     void drawTransformFeedbackStreamInstanced(GLenum mode, TransformFeedbackID idPacked,           \
114                                               GLuint stream, GLsizei instancecount);               \
115     void getActiveAtomicCounterBufferiv(ShaderProgramID programPacked, GLuint bufferIndex,         \
116                                         GLenum pname, GLint *params);                              \
117     void clearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type,         \
118                          const void *data);                                                        \
119     void clearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset,                 \
120                             GLsizeiptr size, GLenum format, GLenum type, const void *data);        \
121     void getInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei count,  \
122                                GLint64 *params);                                                   \
123     void invalidateBufferData(BufferID bufferPacked);                                              \
124     void invalidateBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr length);       \
125     void invalidateTexImage(TextureID texturePacked, GLint level);                                 \
126     void invalidateTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
127                                GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);       \
128     void shaderStorageBlockBinding(ShaderProgramID programPacked, GLuint storageBlockIndex,        \
129                                    GLuint storageBlockBinding);                                    \
130     void textureView(TextureID texturePacked, GLenum target, GLuint origtexture,                   \
131                      GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer,    \
132                      GLuint numlayers);                                                            \
133     void vertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);  \
134     void bindBuffersBase(GLenum target, GLuint first, GLsizei count,                               \
135                          const BufferID *buffersPacked);                                           \
136     void bindBuffersRange(GLenum target, GLuint first, GLsizei count,                              \
137                           const BufferID *buffersPacked, const GLintptr *offsets,                  \
138                           const GLsizeiptr *sizes);                                                \
139     void bindImageTextures(GLuint first, GLsizei count, const GLuint *textures);                   \
140     void bindSamplers(GLuint first, GLsizei count, const GLuint *samplers);                        \
141     void bindTextures(GLuint first, GLsizei count, const GLuint *textures);                        \
142     void bindVertexBuffers(GLuint first, GLsizei count, const BufferID *buffersPacked,             \
143                            const GLintptr *offsets, const GLsizei *strides);                       \
144     void clearTexImage(TextureID texturePacked, GLint level, GLenum format, GLenum type,           \
145                        const void *data);                                                          \
146     void clearTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset,      \
147                           GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,             \
148                           GLenum format, GLenum type, const void *data);                           \
149     void bindTextureUnit(GLuint unit, TextureID texturePacked);                                    \
150     void blitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0,         \
151                               GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0,     \
152                               GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);           \
153     GLenum checkNamedFramebufferStatus(FramebufferID framebufferPacked, GLenum target);            \
154     void clearNamedBufferData(BufferID bufferPacked, GLenum internalformat, GLenum format,         \
155                               GLenum type, const void *data);                                      \
156     void clearNamedBufferSubData(BufferID bufferPacked, GLenum internalformat, GLintptr offset,    \
157                                  GLsizeiptr size, GLenum format, GLenum type, const void *data);   \
158     void clearNamedFramebufferfi(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \
159                                  GLfloat depth, GLint stencil);                                    \
160     void clearNamedFramebufferfv(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \
161                                  const GLfloat *value);                                            \
162     void clearNamedFramebufferiv(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \
163                                  const GLint *value);                                              \
164     void clearNamedFramebufferuiv(FramebufferID framebufferPacked, GLenum buffer,                  \
165                                   GLint drawbuffer, const GLuint *value);                          \
166     void compressedTextureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset,          \
167                                      GLsizei width, GLenum format, GLsizei imageSize,              \
168                                      const void *data);                                            \
169     void compressedTextureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset,          \
170                                      GLint yoffset, GLsizei width, GLsizei height, GLenum format,  \
171                                      GLsizei imageSize, const void *data);                         \
172     void compressedTextureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset,          \
173                                      GLint yoffset, GLint zoffset, GLsizei width, GLsizei height,  \
174                                      GLsizei depth, GLenum format, GLsizei imageSize,              \
175                                      const void *data);                                            \
176     void copyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset,        \
177                                 GLintptr writeOffset, GLsizeiptr size);                            \
178     void copyTextureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, GLint x,       \
179                                GLint y, GLsizei width);                                            \
180     void copyTextureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
181                                GLint x, GLint y, GLsizei width, GLsizei height);                   \
182     void copyTextureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
183                                GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);    \
184     void createBuffers(GLsizei n, BufferID *buffersPacked);                                        \
185     void createFramebuffers(GLsizei n, GLuint *framebuffers);                                      \
186     void createProgramPipelines(GLsizei n, GLuint *pipelines);                                     \
187     void createQueries(GLenum target, GLsizei n, GLuint *ids);                                     \
188     void createRenderbuffers(GLsizei n, RenderbufferID *renderbuffersPacked);                      \
189     void createSamplers(GLsizei n, GLuint *samplers);                                              \
190     void createTextures(GLenum target, GLsizei n, GLuint *textures);                               \
191     void createTransformFeedbacks(GLsizei n, GLuint *ids);                                         \
192     void createVertexArrays(GLsizei n, VertexArrayID *arraysPacked);                               \
193     void disableVertexArrayAttrib(VertexArrayID vaobjPacked, GLuint index);                        \
194     void enableVertexArrayAttrib(VertexArrayID vaobjPacked, GLuint index);                         \
195     void flushMappedNamedBufferRange(BufferID bufferPacked, GLintptr offset, GLsizeiptr length);   \
196     void generateTextureMipmap(TextureID texturePacked);                                           \
197     void getCompressedTextureImage(TextureID texturePacked, GLint level, GLsizei bufSize,          \
198                                    void *pixels);                                                  \
199     void getCompressedTextureSubImage(TextureID texturePacked, GLint level, GLint xoffset,         \
200                                       GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \
201                                       GLsizei depth, GLsizei bufSize, void *pixels);               \
202     void getNamedBufferParameteri64v(BufferID bufferPacked, GLenum pname, GLint64 *params);        \
203     void getNamedBufferParameteriv(BufferID bufferPacked, GLenum pname, GLint *params);            \
204     void getNamedBufferPointerv(BufferID bufferPacked, GLenum pname, void **params);               \
205     void getNamedBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr size,            \
206                                void *data);                                                        \
207     void getNamedFramebufferAttachmentParameteriv(FramebufferID framebufferPacked,                 \
208                                                   GLenum attachment, GLenum pname, GLint *params); \
209     void getNamedFramebufferParameteriv(FramebufferID framebufferPacked, GLenum pname,             \
210                                         GLint *param);                                             \
211     void getNamedRenderbufferParameteriv(RenderbufferID renderbufferPacked, GLenum pname,          \
212                                          GLint *params);                                           \
213     void getQueryBufferObjecti64v(GLuint id, BufferID bufferPacked, GLenum pname,                  \
214                                   GLintptr offset);                                                \
215     void getQueryBufferObjectiv(GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset);  \
216     void getQueryBufferObjectui64v(GLuint id, BufferID bufferPacked, GLenum pname,                 \
217                                    GLintptr offset);                                               \
218     void getQueryBufferObjectuiv(GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); \
219     void getTextureImage(TextureID texturePacked, GLint level, GLenum format, GLenum type,         \
220                          GLsizei bufSize, void *pixels);                                           \
221     void getTextureLevelParameterfv(TextureID texturePacked, GLint level, GLenum pname,            \
222                                     GLfloat *params);                                              \
223     void getTextureLevelParameteriv(TextureID texturePacked, GLint level, GLenum pname,            \
224                                     GLint *params);                                                \
225     void getTextureParameterIiv(TextureID texturePacked, GLenum pname, GLint *params);             \
226     void getTextureParameterIuiv(TextureID texturePacked, GLenum pname, GLuint *params);           \
227     void getTextureParameterfv(TextureID texturePacked, GLenum pname, GLfloat *params);            \
228     void getTextureParameteriv(TextureID texturePacked, GLenum pname, GLint *params);              \
229     void getTextureSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset,    \
230                             GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,           \
231                             GLenum format, GLenum type, GLsizei bufSize, void *pixels);            \
232     void getTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param);        \
233     void getTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param);            \
234     void getTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param);                           \
235     void getVertexArrayIndexed64iv(VertexArrayID vaobjPacked, GLuint index, GLenum pname,          \
236                                    GLint64 *param);                                                \
237     void getVertexArrayIndexediv(VertexArrayID vaobjPacked, GLuint index, GLenum pname,            \
238                                  GLint *param);                                                    \
239     void getVertexArrayiv(VertexArrayID vaobjPacked, GLenum pname, GLint *param);                  \
240     void getnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table);  \
241     void getnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels);          \
242     void getnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize,         \
243                                void *image);                                                       \
244     void getnHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type,                 \
245                        GLsizei bufSize, void *values);                                             \
246     void getnMapdv(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v);                     \
247     void getnMapfv(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v);                      \
248     void getnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v);                        \
249     void getnMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize,   \
250                     void *values);                                                                 \
251     void getnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values);                             \
252     void getnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values);                             \
253     void getnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values);                           \
254     void getnPolygonStipple(GLsizei bufSize, GLubyte *pattern);                                    \
255     void getnSeparableFilter(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize,        \
256                              void *row, GLsizei columnBufSize, void *column, void *span);          \
257     void getnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize,     \
258                       void *pixels);                                                               \
259     void getnUniformdv(ShaderProgramID programPacked, UniformLocation locationPacked,              \
260                        GLsizei bufSize, GLdouble *params);                                         \
261     void invalidateNamedFramebufferData(FramebufferID framebufferPacked, GLsizei numAttachments,   \
262                                         const GLenum *attachments);                                \
263     void invalidateNamedFramebufferSubData(FramebufferID framebufferPacked,                        \
264                                            GLsizei numAttachments, const GLenum *attachments,      \
265                                            GLint x, GLint y, GLsizei width, GLsizei height);       \
266     void *mapNamedBuffer(BufferID bufferPacked, GLenum access);                                    \
267     void *mapNamedBufferRange(BufferID bufferPacked, GLintptr offset, GLsizeiptr length,           \
268                               GLbitfield access);                                                  \
269     void namedBufferData(BufferID bufferPacked, GLsizeiptr size, const void *data, GLenum usage);  \
270     void namedBufferStorage(BufferID bufferPacked, GLsizeiptr size, const void *data,              \
271                             GLbitfield flags);                                                     \
272     void namedBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr size,               \
273                             const void *data);                                                     \
274     void namedFramebufferDrawBuffer(FramebufferID framebufferPacked, GLenum buf);                  \
275     void namedFramebufferDrawBuffers(FramebufferID framebufferPacked, GLsizei n,                   \
276                                      const GLenum *bufs);                                          \
277     void namedFramebufferParameteri(FramebufferID framebufferPacked, GLenum pname, GLint param);   \
278     void namedFramebufferReadBuffer(FramebufferID framebufferPacked, GLenum src);                  \
279     void namedFramebufferRenderbuffer(FramebufferID framebufferPacked, GLenum attachment,          \
280                                       GLenum renderbuffertarget,                                   \
281                                       RenderbufferID renderbufferPacked);                          \
282     void namedFramebufferTexture(FramebufferID framebufferPacked, GLenum attachment,               \
283                                  TextureID texturePacked, GLint level);                            \
284     void namedFramebufferTextureLayer(FramebufferID framebufferPacked, GLenum attachment,          \
285                                       TextureID texturePacked, GLint level, GLint layer);          \
286     void namedRenderbufferStorage(RenderbufferID renderbufferPacked, GLenum internalformat,        \
287                                   GLsizei width, GLsizei height);                                  \
288     void namedRenderbufferStorageMultisample(RenderbufferID renderbufferPacked, GLsizei samples,   \
289                                              GLenum internalformat, GLsizei width,                 \
290                                              GLsizei height);                                      \
291     void textureBarrier();                                                                         \
292     void textureBuffer(TextureID texturePacked, GLenum internalformat, BufferID bufferPacked);     \
293     void textureBufferRange(TextureID texturePacked, GLenum internalformat, BufferID bufferPacked, \
294                             GLintptr offset, GLsizeiptr size);                                     \
295     void textureParameterIiv(TextureID texturePacked, GLenum pname, const GLint *params);          \
296     void textureParameterIuiv(TextureID texturePacked, GLenum pname, const GLuint *params);        \
297     void textureParameterf(TextureID texturePacked, GLenum pname, GLfloat param);                  \
298     void textureParameterfv(TextureID texturePacked, GLenum pname, const GLfloat *param);          \
299     void textureParameteri(TextureID texturePacked, GLenum pname, GLint param);                    \
300     void textureParameteriv(TextureID texturePacked, GLenum pname, const GLint *param);            \
301     void textureStorage1D(TextureID texturePacked, GLsizei levels, GLenum internalformat,          \
302                           GLsizei width);                                                          \
303     void textureStorage2D(TextureID texturePacked, GLsizei levels, GLenum internalformat,          \
304                           GLsizei width, GLsizei height);                                          \
305     void textureStorage2DMultisample(TextureID texturePacked, GLsizei samples,                     \
306                                      GLenum internalformat, GLsizei width, GLsizei height,         \
307                                      GLboolean fixedsamplelocations);                              \
308     void textureStorage3D(TextureID texturePacked, GLsizei levels, GLenum internalformat,          \
309                           GLsizei width, GLsizei height, GLsizei depth);                           \
310     void textureStorage3DMultisample(TextureID texturePacked, GLsizei samples,                     \
311                                      GLenum internalformat, GLsizei width, GLsizei height,         \
312                                      GLsizei depth, GLboolean fixedsamplelocations);               \
313     void textureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, GLsizei width,     \
314                            GLenum format, GLenum type, const void *pixels);                        \
315     void textureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset,     \
316                            GLsizei width, GLsizei height, GLenum format, GLenum type,              \
317                            const void *pixels);                                                    \
318     void textureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset,     \
319                            GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,            \
320                            GLenum format, GLenum type, const void *pixels);                        \
321     void transformFeedbackBufferBase(GLuint xfb, GLuint index, BufferID bufferPacked);             \
322     void transformFeedbackBufferRange(GLuint xfb, GLuint index, BufferID bufferPacked,             \
323                                       GLintptr offset, GLsizeiptr size);                           \
324     GLboolean unmapNamedBuffer(BufferID bufferPacked);                                             \
325     void vertexArrayAttribBinding(VertexArrayID vaobjPacked, GLuint attribindex,                   \
326                                   GLuint bindingindex);                                            \
327     void vertexArrayAttribFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size,        \
328                                  GLenum type, GLboolean normalized, GLuint relativeoffset);        \
329     void vertexArrayAttribIFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size,       \
330                                   GLenum type, GLuint relativeoffset);                             \
331     void vertexArrayAttribLFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size,       \
332                                   GLenum type, GLuint relativeoffset);                             \
333     void vertexArrayBindingDivisor(VertexArrayID vaobjPacked, GLuint bindingindex,                 \
334                                    GLuint divisor);                                                \
335     void vertexArrayElementBuffer(VertexArrayID vaobjPacked, BufferID bufferPacked);               \
336     void vertexArrayVertexBuffer(VertexArrayID vaobjPacked, GLuint bindingindex,                   \
337                                  BufferID bufferPacked, GLintptr offset, GLsizei stride);          \
338     void vertexArrayVertexBuffers(VertexArrayID vaobjPacked, GLuint first, GLsizei count,          \
339                                   const BufferID *buffersPacked, const GLintptr *offsets,          \
340                                   const GLsizei *strides);                                         \
341     void multiDrawArraysIndirectCount(GLenum mode, const void *indirect, GLintptr drawcount,       \
342                                       GLsizei maxdrawcount, GLsizei stride);                       \
343     void multiDrawElementsIndirectCount(GLenum mode, GLenum type, const void *indirect,            \
344                                         GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); \
345     void specializeShader(GLuint shader, const GLchar *pEntryPoint,                                \
346                           GLuint numSpecializationConstants, const GLuint *pConstantIndex,         \
347                           const GLuint *pConstantValue);
348 
349 #endif  // ANGLE_CONTEXT_API_4_AUTOGEN_H_
350