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