| // GENERATED FILE - DO NOT EDIT. |
| // Generated by generate_entry_points.py using data from gl.xml. |
| // |
| // Copyright 2020 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| // Context_gl_4_autogen.h: Creates a macro for interfaces in Context. |
| |
| #ifndef ANGLE_CONTEXT_GL_4_AUTOGEN_H_ |
| #define ANGLE_CONTEXT_GL_4_AUTOGEN_H_ |
| |
| #define ANGLE_GL_4_CONTEXT_API \ |
| void beginQueryIndexed(GLenum target, GLuint index, QueryID idPacked); \ |
| void drawTransformFeedback(GLenum mode, TransformFeedbackID idPacked); \ |
| void drawTransformFeedbackStream(GLenum mode, TransformFeedbackID idPacked, GLuint stream); \ |
| void endQueryIndexed(GLenum target, GLuint index); \ |
| void getActiveSubroutineName(ShaderProgramID programPacked, GLenum shadertype, GLuint index, \ |
| GLsizei bufsize, GLsizei *length, GLchar *name); \ |
| void getActiveSubroutineUniformName(ShaderProgramID programPacked, GLenum shadertype, \ |
| GLuint index, GLsizei bufsize, GLsizei *length, \ |
| GLchar *name); \ |
| void getActiveSubroutineUniformiv(ShaderProgramID programPacked, GLenum shadertype, \ |
| GLuint index, GLenum pname, GLint *values); \ |
| void getProgramStageiv(ShaderProgramID programPacked, GLenum shadertype, GLenum pname, \ |
| GLint *values); \ |
| void getQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params); \ |
| GLuint getSubroutineIndex(ShaderProgramID programPacked, GLenum shadertype, \ |
| const GLchar *name); \ |
| GLint getSubroutineUniformLocation(ShaderProgramID programPacked, GLenum shadertype, \ |
| const GLchar *name); \ |
| void getUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params); \ |
| void getUniformdv(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLdouble *params); \ |
| void patchParameterfv(GLenum pname, const GLfloat *values); \ |
| void uniform1d(UniformLocation locationPacked, GLdouble x); \ |
| void uniform1dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ |
| void uniform2d(UniformLocation locationPacked, GLdouble x, GLdouble y); \ |
| void uniform2dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ |
| void uniform3d(UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z); \ |
| void uniform3dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ |
| void uniform4d(UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z, \ |
| GLdouble w); \ |
| void uniform4dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ |
| void uniformMatrix2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ |
| const GLdouble *value); \ |
| void uniformMatrix2x3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ |
| const GLdouble *value); \ |
| void uniformMatrix2x4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ |
| const GLdouble *value); \ |
| void uniformMatrix3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ |
| const GLdouble *value); \ |
| void uniformMatrix3x2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ |
| const GLdouble *value); \ |
| void uniformMatrix3x4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ |
| const GLdouble *value); \ |
| void uniformMatrix4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ |
| const GLdouble *value); \ |
| void uniformMatrix4x2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ |
| const GLdouble *value); \ |
| void uniformMatrix4x3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ |
| const GLdouble *value); \ |
| void uniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices); \ |
| void depthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v); \ |
| void depthRangeIndexed(GLuint index, GLdouble n, GLdouble f); \ |
| void getDoublei_v(GLenum target, GLuint index, GLdouble *data); \ |
| void getFloati_v(GLenum target, GLuint index, GLfloat *data); \ |
| void getVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params); \ |
| void programUniform1d(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLdouble v0); \ |
| void programUniform1dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLsizei count, const GLdouble *value); \ |
| void programUniform2d(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLdouble v0, GLdouble v1); \ |
| void programUniform2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLsizei count, const GLdouble *value); \ |
| void programUniform3d(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLdouble v0, GLdouble v1, GLdouble v2); \ |
| void programUniform3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLsizei count, const GLdouble *value); \ |
| void programUniform4d(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); \ |
| void programUniform4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLsizei count, const GLdouble *value); \ |
| void programUniformMatrix2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLsizei count, GLboolean transpose, const GLdouble *value); \ |
| void programUniformMatrix2x3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLsizei count, GLboolean transpose, const GLdouble *value); \ |
| void programUniformMatrix2x4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLsizei count, GLboolean transpose, const GLdouble *value); \ |
| void programUniformMatrix3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLsizei count, GLboolean transpose, const GLdouble *value); \ |
| void programUniformMatrix3x2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLsizei count, GLboolean transpose, const GLdouble *value); \ |
| void programUniformMatrix3x4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLsizei count, GLboolean transpose, const GLdouble *value); \ |
| void programUniformMatrix4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLsizei count, GLboolean transpose, const GLdouble *value); \ |
| void programUniformMatrix4x2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLsizei count, GLboolean transpose, const GLdouble *value); \ |
| void programUniformMatrix4x3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLsizei count, GLboolean transpose, const GLdouble *value); \ |
| void scissorArrayv(GLuint first, GLsizei count, const GLint *v); \ |
| void scissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); \ |
| void scissorIndexedv(GLuint index, const GLint *v); \ |
| void vertexAttribL1d(GLuint index, GLdouble x); \ |
| void vertexAttribL1dv(GLuint index, const GLdouble *v); \ |
| void vertexAttribL2d(GLuint index, GLdouble x, GLdouble y); \ |
| void vertexAttribL2dv(GLuint index, const GLdouble *v); \ |
| void vertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); \ |
| void vertexAttribL3dv(GLuint index, const GLdouble *v); \ |
| void vertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); \ |
| void vertexAttribL4dv(GLuint index, const GLdouble *v); \ |
| void vertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, \ |
| const void *pointer); \ |
| void viewportArrayv(GLuint first, GLsizei count, const GLfloat *v); \ |
| void viewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); \ |
| void viewportIndexedfv(GLuint index, const GLfloat *v); \ |
| void drawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, \ |
| const void *indices, GLsizei instancecount, \ |
| GLuint baseinstance); \ |
| void drawTransformFeedbackInstanced(GLenum mode, TransformFeedbackID idPacked, \ |
| GLsizei instancecount); \ |
| void drawTransformFeedbackStreamInstanced(GLenum mode, TransformFeedbackID idPacked, \ |
| GLuint stream, GLsizei instancecount); \ |
| void getActiveAtomicCounterBufferiv(ShaderProgramID programPacked, GLuint bufferIndex, \ |
| GLenum pname, GLint *params); \ |
| void clearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, \ |
| const void *data); \ |
| void clearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, \ |
| GLsizeiptr size, GLenum format, GLenum type, const void *data); \ |
| void getInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, \ |
| GLsizei bufSize, GLint64 *params); \ |
| void invalidateBufferData(BufferID bufferPacked); \ |
| void invalidateBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr length); \ |
| void invalidateTexImage(TextureID texturePacked, GLint level); \ |
| void invalidateTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ |
| GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); \ |
| void shaderStorageBlockBinding(ShaderProgramID programPacked, GLuint storageBlockIndex, \ |
| GLuint storageBlockBinding); \ |
| void textureView(TextureID texturePacked, GLenum target, GLuint origtexture, \ |
| GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, \ |
| GLuint numlayers); \ |
| void vertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); \ |
| void bindBuffersBase(GLenum target, GLuint first, GLsizei count, \ |
| const BufferID *buffersPacked); \ |
| void bindBuffersRange(GLenum target, GLuint first, GLsizei count, \ |
| const BufferID *buffersPacked, const GLintptr *offsets, \ |
| const GLsizeiptr *sizes); \ |
| void bindImageTextures(GLuint first, GLsizei count, const GLuint *textures); \ |
| void bindSamplers(GLuint first, GLsizei count, const GLuint *samplers); \ |
| void bindTextures(GLuint first, GLsizei count, const GLuint *textures); \ |
| void bindVertexBuffers(GLuint first, GLsizei count, const BufferID *buffersPacked, \ |
| const GLintptr *offsets, const GLsizei *strides); \ |
| void clearTexImage(TextureID texturePacked, GLint level, GLenum format, GLenum type, \ |
| const void *data); \ |
| void clearTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ |
| GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ |
| GLenum format, GLenum type, const void *data); \ |
| void bindTextureUnit(GLuint unit, TextureID texturePacked); \ |
| void blitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, \ |
| GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, \ |
| GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); \ |
| GLenum checkNamedFramebufferStatus(FramebufferID framebufferPacked, GLenum target); \ |
| void clearNamedBufferData(BufferID bufferPacked, GLenum internalformat, GLenum format, \ |
| GLenum type, const void *data); \ |
| void clearNamedBufferSubData(BufferID bufferPacked, GLenum internalformat, GLintptr offset, \ |
| GLsizeiptr size, GLenum format, GLenum type, const void *data); \ |
| void clearNamedFramebufferfi(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \ |
| GLfloat depth, GLint stencil); \ |
| void clearNamedFramebufferfv(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \ |
| const GLfloat *value); \ |
| void clearNamedFramebufferiv(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \ |
| const GLint *value); \ |
| void clearNamedFramebufferuiv(FramebufferID framebufferPacked, GLenum buffer, \ |
| GLint drawbuffer, const GLuint *value); \ |
| void compressedTextureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, \ |
| GLsizei width, GLenum format, GLsizei imageSize, \ |
| const void *data); \ |
| void compressedTextureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, \ |
| GLint yoffset, GLsizei width, GLsizei height, GLenum format, \ |
| GLsizei imageSize, const void *data); \ |
| void compressedTextureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, \ |
| GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \ |
| GLsizei depth, GLenum format, GLsizei imageSize, \ |
| const void *data); \ |
| void copyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, \ |
| GLintptr writeOffset, GLsizeiptr size); \ |
| void copyTextureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, GLint x, \ |
| GLint y, GLsizei width); \ |
| void copyTextureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ |
| GLint x, GLint y, GLsizei width, GLsizei height); \ |
| void copyTextureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ |
| GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); \ |
| void createBuffers(GLsizei n, BufferID *buffersPacked); \ |
| void createFramebuffers(GLsizei n, GLuint *framebuffers); \ |
| void createProgramPipelines(GLsizei n, GLuint *pipelines); \ |
| void createQueries(GLenum target, GLsizei n, GLuint *ids); \ |
| void createRenderbuffers(GLsizei n, RenderbufferID *renderbuffersPacked); \ |
| void createSamplers(GLsizei n, GLuint *samplers); \ |
| void createTextures(GLenum target, GLsizei n, GLuint *textures); \ |
| void createTransformFeedbacks(GLsizei n, GLuint *ids); \ |
| void createVertexArrays(GLsizei n, VertexArrayID *arraysPacked); \ |
| void disableVertexArrayAttrib(VertexArrayID vaobjPacked, GLuint index); \ |
| void enableVertexArrayAttrib(VertexArrayID vaobjPacked, GLuint index); \ |
| void flushMappedNamedBufferRange(BufferID bufferPacked, GLintptr offset, GLsizeiptr length); \ |
| void generateTextureMipmap(TextureID texturePacked); \ |
| void getCompressedTextureImage(TextureID texturePacked, GLint level, GLsizei bufSize, \ |
| void *pixels); \ |
| void getCompressedTextureSubImage(TextureID texturePacked, GLint level, GLint xoffset, \ |
| GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \ |
| GLsizei depth, GLsizei bufSize, void *pixels); \ |
| void getNamedBufferParameteri64v(BufferID bufferPacked, GLenum pname, GLint64 *params); \ |
| void getNamedBufferParameteriv(BufferID bufferPacked, GLenum pname, GLint *params); \ |
| void getNamedBufferPointerv(BufferID bufferPacked, GLenum pname, void **params); \ |
| void getNamedBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr size, \ |
| void *data); \ |
| void getNamedFramebufferAttachmentParameteriv(FramebufferID framebufferPacked, \ |
| GLenum attachment, GLenum pname, GLint *params); \ |
| void getNamedFramebufferParameteriv(FramebufferID framebufferPacked, GLenum pname, \ |
| GLint *param); \ |
| void getNamedRenderbufferParameteriv(RenderbufferID renderbufferPacked, GLenum pname, \ |
| GLint *params); \ |
| void getQueryBufferObjecti64v(GLuint id, BufferID bufferPacked, GLenum pname, \ |
| GLintptr offset); \ |
| void getQueryBufferObjectiv(GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); \ |
| void getQueryBufferObjectui64v(GLuint id, BufferID bufferPacked, GLenum pname, \ |
| GLintptr offset); \ |
| void getQueryBufferObjectuiv(GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); \ |
| void getTextureImage(TextureID texturePacked, GLint level, GLenum format, GLenum type, \ |
| GLsizei bufSize, void *pixels); \ |
| void getTextureLevelParameterfv(TextureID texturePacked, GLint level, GLenum pname, \ |
| GLfloat *params); \ |
| void getTextureLevelParameteriv(TextureID texturePacked, GLint level, GLenum pname, \ |
| GLint *params); \ |
| void getTextureParameterIiv(TextureID texturePacked, GLenum pname, GLint *params); \ |
| void getTextureParameterIuiv(TextureID texturePacked, GLenum pname, GLuint *params); \ |
| void getTextureParameterfv(TextureID texturePacked, GLenum pname, GLfloat *params); \ |
| void getTextureParameteriv(TextureID texturePacked, GLenum pname, GLint *params); \ |
| void getTextureSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ |
| GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ |
| GLenum format, GLenum type, GLsizei bufSize, void *pixels); \ |
| void getTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param); \ |
| void getTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param); \ |
| void getTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param); \ |
| void getVertexArrayIndexed64iv(VertexArrayID vaobjPacked, GLuint index, GLenum pname, \ |
| GLint64 *param); \ |
| void getVertexArrayIndexediv(VertexArrayID vaobjPacked, GLuint index, GLenum pname, \ |
| GLint *param); \ |
| void getVertexArrayiv(VertexArrayID vaobjPacked, GLenum pname, GLint *param); \ |
| void getnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); \ |
| void getnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels); \ |
| void getnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, \ |
| void *image); \ |
| void getnHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, \ |
| GLsizei bufSize, void *values); \ |
| void getnMapdv(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); \ |
| void getnMapfv(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); \ |
| void getnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v); \ |
| void getnMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, \ |
| void *values); \ |
| void getnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values); \ |
| void getnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values); \ |
| void getnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values); \ |
| void getnPolygonStipple(GLsizei bufSize, GLubyte *pattern); \ |
| void getnSeparableFilter(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, \ |
| void *row, GLsizei columnBufSize, void *column, void *span); \ |
| void getnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, \ |
| void *pixels); \ |
| void getnUniformdv(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLsizei bufSize, GLdouble *params); \ |
| void invalidateNamedFramebufferData(FramebufferID framebufferPacked, GLsizei numAttachments, \ |
| const GLenum *attachments); \ |
| void invalidateNamedFramebufferSubData(FramebufferID framebufferPacked, \ |
| GLsizei numAttachments, const GLenum *attachments, \ |
| GLint x, GLint y, GLsizei width, GLsizei height); \ |
| void *mapNamedBuffer(BufferID bufferPacked, GLenum access); \ |
| void *mapNamedBufferRange(BufferID bufferPacked, GLintptr offset, GLsizeiptr length, \ |
| GLbitfield access); \ |
| void namedBufferData(BufferID bufferPacked, GLsizeiptr size, const void *data, GLenum usage); \ |
| void namedBufferStorage(BufferID bufferPacked, GLsizeiptr size, const void *data, \ |
| GLbitfield flags); \ |
| void namedBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr size, \ |
| const void *data); \ |
| void namedFramebufferDrawBuffer(FramebufferID framebufferPacked, GLenum buf); \ |
| void namedFramebufferDrawBuffers(FramebufferID framebufferPacked, GLsizei n, \ |
| const GLenum *bufs); \ |
| void namedFramebufferParameteri(FramebufferID framebufferPacked, GLenum pname, GLint param); \ |
| void namedFramebufferReadBuffer(FramebufferID framebufferPacked, GLenum src); \ |
| void namedFramebufferRenderbuffer(FramebufferID framebufferPacked, GLenum attachment, \ |
| GLenum renderbuffertarget, \ |
| RenderbufferID renderbufferPacked); \ |
| void namedFramebufferTexture(FramebufferID framebufferPacked, GLenum attachment, \ |
| TextureID texturePacked, GLint level); \ |
| void namedFramebufferTextureLayer(FramebufferID framebufferPacked, GLenum attachment, \ |
| TextureID texturePacked, GLint level, GLint layer); \ |
| void namedRenderbufferStorage(RenderbufferID renderbufferPacked, GLenum internalformat, \ |
| GLsizei width, GLsizei height); \ |
| void namedRenderbufferStorageMultisample(RenderbufferID renderbufferPacked, GLsizei samples, \ |
| GLenum internalformat, GLsizei width, \ |
| GLsizei height); \ |
| void textureBarrier(); \ |
| void textureBuffer(TextureID texturePacked, GLenum internalformat, BufferID bufferPacked); \ |
| void textureBufferRange(TextureID texturePacked, GLenum internalformat, BufferID bufferPacked, \ |
| GLintptr offset, GLsizeiptr size); \ |
| void textureParameterIiv(TextureID texturePacked, GLenum pname, const GLint *params); \ |
| void textureParameterIuiv(TextureID texturePacked, GLenum pname, const GLuint *params); \ |
| void textureParameterf(TextureID texturePacked, GLenum pname, GLfloat param); \ |
| void textureParameterfv(TextureID texturePacked, GLenum pname, const GLfloat *param); \ |
| void textureParameteri(TextureID texturePacked, GLenum pname, GLint param); \ |
| void textureParameteriv(TextureID texturePacked, GLenum pname, const GLint *param); \ |
| void textureStorage1D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \ |
| GLsizei width); \ |
| void textureStorage2D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \ |
| GLsizei width, GLsizei height); \ |
| void textureStorage2DMultisample(TextureID texturePacked, GLsizei samples, \ |
| GLenum internalformat, GLsizei width, GLsizei height, \ |
| GLboolean fixedsamplelocations); \ |
| void textureStorage3D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \ |
| GLsizei width, GLsizei height, GLsizei depth); \ |
| void textureStorage3DMultisample(TextureID texturePacked, GLsizei samples, \ |
| GLenum internalformat, GLsizei width, GLsizei height, \ |
| GLsizei depth, GLboolean fixedsamplelocations); \ |
| void textureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, GLsizei width, \ |
| GLenum format, GLenum type, const void *pixels); \ |
| void textureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ |
| GLsizei width, GLsizei height, GLenum format, GLenum type, \ |
| const void *pixels); \ |
| void textureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ |
| GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ |
| GLenum format, GLenum type, const void *pixels); \ |
| void transformFeedbackBufferBase(GLuint xfb, GLuint index, BufferID bufferPacked); \ |
| void transformFeedbackBufferRange(GLuint xfb, GLuint index, BufferID bufferPacked, \ |
| GLintptr offset, GLsizeiptr size); \ |
| GLboolean unmapNamedBuffer(BufferID bufferPacked); \ |
| void vertexArrayAttribBinding(VertexArrayID vaobjPacked, GLuint attribindex, \ |
| GLuint bindingindex); \ |
| void vertexArrayAttribFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \ |
| GLenum type, GLboolean normalized, GLuint relativeoffset); \ |
| void vertexArrayAttribIFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \ |
| GLenum type, GLuint relativeoffset); \ |
| void vertexArrayAttribLFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \ |
| GLenum type, GLuint relativeoffset); \ |
| void vertexArrayBindingDivisor(VertexArrayID vaobjPacked, GLuint bindingindex, \ |
| GLuint divisor); \ |
| void vertexArrayElementBuffer(VertexArrayID vaobjPacked, BufferID bufferPacked); \ |
| void vertexArrayVertexBuffer(VertexArrayID vaobjPacked, GLuint bindingindex, \ |
| BufferID bufferPacked, GLintptr offset, GLsizei stride); \ |
| void vertexArrayVertexBuffers(VertexArrayID vaobjPacked, GLuint first, GLsizei count, \ |
| const BufferID *buffersPacked, const GLintptr *offsets, \ |
| const GLsizei *strides); \ |
| void multiDrawArraysIndirectCount(GLenum mode, const void *indirect, GLintptr drawcount, \ |
| GLsizei maxdrawcount, GLsizei stride); \ |
| void multiDrawElementsIndirectCount(GLenum mode, GLenum type, const void *indirect, \ |
| GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); \ |
| void polygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp); \ |
| void specializeShader(GLuint shader, const GLchar *pEntryPoint, \ |
| GLuint numSpecializationConstants, const GLuint *pConstantIndex, \ |
| const GLuint *pConstantValue); |
| |
| #endif // ANGLE_CONTEXT_API_4_AUTOGEN_H_ |