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Context_gl_4_autogen.h (35165B)


      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 drawTransformFeedbackInstanced(GLenum mode, TransformFeedbackID idPacked,                 \
    120                                        GLsizei instancecount);                                    \
    121    void drawTransformFeedbackStreamInstanced(GLenum mode, TransformFeedbackID idPacked,           \
    122                                              GLuint stream, GLsizei instancecount);               \
    123    void getActiveAtomicCounterBufferiv(ShaderProgramID programPacked, GLuint bufferIndex,         \
    124                                        GLenum pname, GLint *params);                              \
    125    void clearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type,         \
    126                         const void *data);                                                        \
    127    void clearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset,                 \
    128                            GLsizeiptr size, GLenum format, GLenum type, const void *data);        \
    129    void getInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei count,  \
    130                               GLint64 *params);                                                   \
    131    void invalidateBufferData(BufferID bufferPacked);                                              \
    132    void invalidateBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr length);       \
    133    void invalidateTexImage(TextureID texturePacked, GLint level);                                 \
    134    void invalidateTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
    135                               GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);       \
    136    void shaderStorageBlockBinding(ShaderProgramID programPacked, GLuint storageBlockIndex,        \
    137                                   GLuint storageBlockBinding);                                    \
    138    void textureView(TextureID texturePacked, GLenum target, GLuint origtexture,                   \
    139                     GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer,    \
    140                     GLuint numlayers);                                                            \
    141    void vertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);  \
    142    void bindBuffersBase(GLenum target, GLuint first, GLsizei count,                               \
    143                         const BufferID *buffersPacked);                                           \
    144    void bindBuffersRange(GLenum target, GLuint first, GLsizei count,                              \
    145                          const BufferID *buffersPacked, const GLintptr *offsets,                  \
    146                          const GLsizeiptr *sizes);                                                \
    147    void bindImageTextures(GLuint first, GLsizei count, const GLuint *textures);                   \
    148    void bindSamplers(GLuint first, GLsizei count, const GLuint *samplers);                        \
    149    void bindTextures(GLuint first, GLsizei count, const GLuint *textures);                        \
    150    void bindVertexBuffers(GLuint first, GLsizei count, const BufferID *buffersPacked,             \
    151                           const GLintptr *offsets, const GLsizei *strides);                       \
    152    void clearTexImage(TextureID texturePacked, GLint level, GLenum format, GLenum type,           \
    153                       const void *data);                                                          \
    154    void clearTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset,      \
    155                          GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,             \
    156                          GLenum format, GLenum type, const void *data);                           \
    157    void bindTextureUnit(GLuint unit, TextureID texturePacked);                                    \
    158    void blitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0,         \
    159                              GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0,     \
    160                              GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);           \
    161    GLenum checkNamedFramebufferStatus(FramebufferID framebufferPacked, GLenum target);            \
    162    void clearNamedBufferData(BufferID bufferPacked, GLenum internalformat, GLenum format,         \
    163                              GLenum type, const void *data);                                      \
    164    void clearNamedBufferSubData(BufferID bufferPacked, GLenum internalformat, GLintptr offset,    \
    165                                 GLsizeiptr size, GLenum format, GLenum type, const void *data);   \
    166    void clearNamedFramebufferfi(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \
    167                                 GLfloat depth, GLint stencil);                                    \
    168    void clearNamedFramebufferfv(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \
    169                                 const GLfloat *value);                                            \
    170    void clearNamedFramebufferiv(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \
    171                                 const GLint *value);                                              \
    172    void clearNamedFramebufferuiv(FramebufferID framebufferPacked, GLenum buffer,                  \
    173                                  GLint drawbuffer, const GLuint *value);                          \
    174    void compressedTextureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset,          \
    175                                     GLsizei width, GLenum format, GLsizei imageSize,              \
    176                                     const void *data);                                            \
    177    void compressedTextureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset,          \
    178                                     GLint yoffset, GLsizei width, GLsizei height, GLenum format,  \
    179                                     GLsizei imageSize, const void *data);                         \
    180    void compressedTextureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset,          \
    181                                     GLint yoffset, GLint zoffset, GLsizei width, GLsizei height,  \
    182                                     GLsizei depth, GLenum format, GLsizei imageSize,              \
    183                                     const void *data);                                            \
    184    void copyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset,        \
    185                                GLintptr writeOffset, GLsizeiptr size);                            \
    186    void copyTextureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, GLint x,       \
    187                               GLint y, GLsizei width);                                            \
    188    void copyTextureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
    189                               GLint x, GLint y, GLsizei width, GLsizei height);                   \
    190    void copyTextureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
    191                               GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);    \
    192    void createBuffers(GLsizei n, BufferID *buffersPacked);                                        \
    193    void createFramebuffers(GLsizei n, GLuint *framebuffers);                                      \
    194    void createProgramPipelines(GLsizei n, GLuint *pipelines);                                     \
    195    void createQueries(GLenum target, GLsizei n, GLuint *ids);                                     \
    196    void createRenderbuffers(GLsizei n, RenderbufferID *renderbuffersPacked);                      \
    197    void createSamplers(GLsizei n, GLuint *samplers);                                              \
    198    void createTextures(GLenum target, GLsizei n, GLuint *textures);                               \
    199    void createTransformFeedbacks(GLsizei n, GLuint *ids);                                         \
    200    void createVertexArrays(GLsizei n, VertexArrayID *arraysPacked);                               \
    201    void disableVertexArrayAttrib(VertexArrayID vaobjPacked, GLuint index);                        \
    202    void enableVertexArrayAttrib(VertexArrayID vaobjPacked, GLuint index);                         \
    203    void flushMappedNamedBufferRange(BufferID bufferPacked, GLintptr offset, GLsizeiptr length);   \
    204    void generateTextureMipmap(TextureID texturePacked);                                           \
    205    void getCompressedTextureImage(TextureID texturePacked, GLint level, GLsizei bufSize,          \
    206                                   void *pixels);                                                  \
    207    void getCompressedTextureSubImage(TextureID texturePacked, GLint level, GLint xoffset,         \
    208                                      GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \
    209                                      GLsizei depth, GLsizei bufSize, void *pixels);               \
    210    void getNamedBufferParameteri64v(BufferID bufferPacked, GLenum pname, GLint64 *params);        \
    211    void getNamedBufferParameteriv(BufferID bufferPacked, GLenum pname, GLint *params);            \
    212    void getNamedBufferPointerv(BufferID bufferPacked, GLenum pname, void **params);               \
    213    void getNamedBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr size,            \
    214                               void *data);                                                        \
    215    void getNamedFramebufferAttachmentParameteriv(FramebufferID framebufferPacked,                 \
    216                                                  GLenum attachment, GLenum pname, GLint *params); \
    217    void getNamedFramebufferParameteriv(FramebufferID framebufferPacked, GLenum pname,             \
    218                                        GLint *param);                                             \
    219    void getNamedRenderbufferParameteriv(RenderbufferID renderbufferPacked, GLenum pname,          \
    220                                         GLint *params);                                           \
    221    void getQueryBufferObjecti64v(GLuint id, BufferID bufferPacked, GLenum pname,                  \
    222                                  GLintptr offset);                                                \
    223    void getQueryBufferObjectiv(GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset);  \
    224    void getQueryBufferObjectui64v(GLuint id, BufferID bufferPacked, GLenum pname,                 \
    225                                   GLintptr offset);                                               \
    226    void getQueryBufferObjectuiv(GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); \
    227    void getTextureImage(TextureID texturePacked, GLint level, GLenum format, GLenum type,         \
    228                         GLsizei bufSize, void *pixels);                                           \
    229    void getTextureLevelParameterfv(TextureID texturePacked, GLint level, GLenum pname,            \
    230                                    GLfloat *params);                                              \
    231    void getTextureLevelParameteriv(TextureID texturePacked, GLint level, GLenum pname,            \
    232                                    GLint *params);                                                \
    233    void getTextureParameterIiv(TextureID texturePacked, GLenum pname, GLint *params);             \
    234    void getTextureParameterIuiv(TextureID texturePacked, GLenum pname, GLuint *params);           \
    235    void getTextureParameterfv(TextureID texturePacked, GLenum pname, GLfloat *params);            \
    236    void getTextureParameteriv(TextureID texturePacked, GLenum pname, GLint *params);              \
    237    void getTextureSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset,    \
    238                            GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,           \
    239                            GLenum format, GLenum type, GLsizei bufSize, void *pixels);            \
    240    void getTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param);        \
    241    void getTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param);            \
    242    void getTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param);                           \
    243    void getVertexArrayIndexed64iv(VertexArrayID vaobjPacked, GLuint index, GLenum pname,          \
    244                                   GLint64 *param);                                                \
    245    void getVertexArrayIndexediv(VertexArrayID vaobjPacked, GLuint index, GLenum pname,            \
    246                                 GLint *param);                                                    \
    247    void getVertexArrayiv(VertexArrayID vaobjPacked, GLenum pname, GLint *param);                  \
    248    void getnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table);  \
    249    void getnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels);          \
    250    void getnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize,         \
    251                               void *image);                                                       \
    252    void getnHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type,                 \
    253                       GLsizei bufSize, void *values);                                             \
    254    void getnMapdv(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v);                     \
    255    void getnMapfv(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v);                      \
    256    void getnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v);                        \
    257    void getnMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize,   \
    258                    void *values);                                                                 \
    259    void getnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values);                             \
    260    void getnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values);                             \
    261    void getnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values);                           \
    262    void getnPolygonStipple(GLsizei bufSize, GLubyte *pattern);                                    \
    263    void getnSeparableFilter(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize,        \
    264                             void *row, GLsizei columnBufSize, void *column, void *span);          \
    265    void getnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize,     \
    266                      void *pixels);                                                               \
    267    void getnUniformdv(ShaderProgramID programPacked, UniformLocation locationPacked,              \
    268                       GLsizei bufSize, GLdouble *params);                                         \
    269    void invalidateNamedFramebufferData(FramebufferID framebufferPacked, GLsizei numAttachments,   \
    270                                        const GLenum *attachments);                                \
    271    void invalidateNamedFramebufferSubData(FramebufferID framebufferPacked,                        \
    272                                           GLsizei numAttachments, const GLenum *attachments,      \
    273                                           GLint x, GLint y, GLsizei width, GLsizei height);       \
    274    void *mapNamedBuffer(BufferID bufferPacked, GLenum access);                                    \
    275    void *mapNamedBufferRange(BufferID bufferPacked, GLintptr offset, GLsizeiptr length,           \
    276                              GLbitfield access);                                                  \
    277    void namedBufferData(BufferID bufferPacked, GLsizeiptr size, const void *data, GLenum usage);  \
    278    void namedBufferStorage(BufferID bufferPacked, GLsizeiptr size, const void *data,              \
    279                            GLbitfield flags);                                                     \
    280    void namedBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr size,               \
    281                            const void *data);                                                     \
    282    void namedFramebufferDrawBuffer(FramebufferID framebufferPacked, GLenum buf);                  \
    283    void namedFramebufferDrawBuffers(FramebufferID framebufferPacked, GLsizei n,                   \
    284                                     const GLenum *bufs);                                          \
    285    void namedFramebufferParameteri(FramebufferID framebufferPacked, GLenum pname, GLint param);   \
    286    void namedFramebufferReadBuffer(FramebufferID framebufferPacked, GLenum src);                  \
    287    void namedFramebufferRenderbuffer(FramebufferID framebufferPacked, GLenum attachment,          \
    288                                      GLenum renderbuffertarget,                                   \
    289                                      RenderbufferID renderbufferPacked);                          \
    290    void namedFramebufferTexture(FramebufferID framebufferPacked, GLenum attachment,               \
    291                                 TextureID texturePacked, GLint level);                            \
    292    void namedFramebufferTextureLayer(FramebufferID framebufferPacked, GLenum attachment,          \
    293                                      TextureID texturePacked, GLint level, GLint layer);          \
    294    void namedRenderbufferStorage(RenderbufferID renderbufferPacked, GLenum internalformat,        \
    295                                  GLsizei width, GLsizei height);                                  \
    296    void namedRenderbufferStorageMultisample(RenderbufferID renderbufferPacked, GLsizei samples,   \
    297                                             GLenum internalformat, GLsizei width,                 \
    298                                             GLsizei height);                                      \
    299    void textureBarrier();                                                                         \
    300    void textureBuffer(TextureID texturePacked, GLenum internalformat, BufferID bufferPacked);     \
    301    void textureBufferRange(TextureID texturePacked, GLenum internalformat, BufferID bufferPacked, \
    302                            GLintptr offset, GLsizeiptr size);                                     \
    303    void textureParameterIiv(TextureID texturePacked, GLenum pname, const GLint *params);          \
    304    void textureParameterIuiv(TextureID texturePacked, GLenum pname, const GLuint *params);        \
    305    void textureParameterf(TextureID texturePacked, GLenum pname, GLfloat param);                  \
    306    void textureParameterfv(TextureID texturePacked, GLenum pname, const GLfloat *param);          \
    307    void textureParameteri(TextureID texturePacked, GLenum pname, GLint param);                    \
    308    void textureParameteriv(TextureID texturePacked, GLenum pname, const GLint *param);            \
    309    void textureStorage1D(TextureID texturePacked, GLsizei levels, GLenum internalformat,          \
    310                          GLsizei width);                                                          \
    311    void textureStorage2D(TextureID texturePacked, GLsizei levels, GLenum internalformat,          \
    312                          GLsizei width, GLsizei height);                                          \
    313    void textureStorage2DMultisample(TextureID texturePacked, GLsizei samples,                     \
    314                                     GLenum internalformat, GLsizei width, GLsizei height,         \
    315                                     GLboolean fixedsamplelocations);                              \
    316    void textureStorage3D(TextureID texturePacked, GLsizei levels, GLenum internalformat,          \
    317                          GLsizei width, GLsizei height, GLsizei depth);                           \
    318    void textureStorage3DMultisample(TextureID texturePacked, GLsizei samples,                     \
    319                                     GLenum internalformat, GLsizei width, GLsizei height,         \
    320                                     GLsizei depth, GLboolean fixedsamplelocations);               \
    321    void textureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, GLsizei width,     \
    322                           GLenum format, GLenum type, const void *pixels);                        \
    323    void textureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset,     \
    324                           GLsizei width, GLsizei height, GLenum format, GLenum type,              \
    325                           const void *pixels);                                                    \
    326    void textureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset,     \
    327                           GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,            \
    328                           GLenum format, GLenum type, const void *pixels);                        \
    329    void transformFeedbackBufferBase(GLuint xfb, GLuint index, BufferID bufferPacked);             \
    330    void transformFeedbackBufferRange(GLuint xfb, GLuint index, BufferID bufferPacked,             \
    331                                      GLintptr offset, GLsizeiptr size);                           \
    332    GLboolean unmapNamedBuffer(BufferID bufferPacked);                                             \
    333    void vertexArrayAttribBinding(VertexArrayID vaobjPacked, GLuint attribindex,                   \
    334                                  GLuint bindingindex);                                            \
    335    void vertexArrayAttribFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size,        \
    336                                 GLenum type, GLboolean normalized, GLuint relativeoffset);        \
    337    void vertexArrayAttribIFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size,       \
    338                                  GLenum type, GLuint relativeoffset);                             \
    339    void vertexArrayAttribLFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size,       \
    340                                  GLenum type, GLuint relativeoffset);                             \
    341    void vertexArrayBindingDivisor(VertexArrayID vaobjPacked, GLuint bindingindex,                 \
    342                                   GLuint divisor);                                                \
    343    void vertexArrayElementBuffer(VertexArrayID vaobjPacked, BufferID bufferPacked);               \
    344    void vertexArrayVertexBuffer(VertexArrayID vaobjPacked, GLuint bindingindex,                   \
    345                                 BufferID bufferPacked, GLintptr offset, GLsizei stride);          \
    346    void vertexArrayVertexBuffers(VertexArrayID vaobjPacked, GLuint first, GLsizei count,          \
    347                                  const BufferID *buffersPacked, const GLintptr *offsets,          \
    348                                  const GLsizei *strides);                                         \
    349    void multiDrawArraysIndirectCount(GLenum mode, const void *indirect, GLintptr drawcount,       \
    350                                      GLsizei maxdrawcount, GLsizei stride);                       \
    351    void multiDrawElementsIndirectCount(GLenum mode, GLenum type, const void *indirect,            \
    352                                        GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); \
    353    void polygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp);                         \
    354    void specializeShader(GLuint shader, const GLchar *pEntryPoint,                                \
    355                          GLuint numSpecializationConstants, const GLuint *pConstantIndex,         \
    356                          const GLuint *pConstantValue);
    357 
    358 #endif  // ANGLE_CONTEXT_API_4_AUTOGEN_H_