blob: 7596d09863c600d68bc8b589fd85c734e5738aa0 [file] [log] [blame]
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2019 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_gles_ext_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GLES_EXT_AUTOGEN_H_
#define ANGLE_CONTEXT_GLES_EXT_AUTOGEN_H_
#define ANGLE_GLES_EXT_CONTEXT_API \
\
/* GLES1 Extensions */ \
\
/* GL_OES_draw_texture */ \
void drawTexf(GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height); \
void drawTexfv(const GLfloat *coords); \
void drawTexi(GLint x, GLint y, GLint z, GLint width, GLint height); \
void drawTexiv(const GLint *coords); \
void drawTexs(GLshort x, GLshort y, GLshort z, GLshort width, GLshort height); \
void drawTexsv(const GLshort *coords); \
void drawTexx(GLfixed x, GLfixed y, GLfixed z, GLfixed width, GLfixed height); \
void drawTexxv(const GLfixed *coords); \
/* GL_OES_framebuffer_object */ \
/* GL_OES_matrix_palette */ \
void currentPaletteMatrix(GLuint matrixpaletteindex); \
void loadPaletteFromModelViewMatrix(); \
void matrixIndexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); \
void weightPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); \
/* GL_OES_point_size_array */ \
void pointSizePointer(VertexAttribType typePacked, GLsizei stride, const void *pointer); \
/* GL_OES_query_matrix */ \
GLbitfield queryMatrixx(GLfixed *mantissa, GLint *exponent); \
/* GL_OES_texture_cube_map */ \
void getTexGenfv(GLenum coord, GLenum pname, GLfloat *params); \
void getTexGeniv(GLenum coord, GLenum pname, GLint *params); \
void getTexGenxv(GLenum coord, GLenum pname, GLfixed *params); \
void texGenf(GLenum coord, GLenum pname, GLfloat param); \
void texGenfv(GLenum coord, GLenum pname, const GLfloat *params); \
void texGeni(GLenum coord, GLenum pname, GLint param); \
void texGeniv(GLenum coord, GLenum pname, const GLint *params); \
void texGenx(GLenum coord, GLenum pname, GLfixed param); \
void texGenxv(GLenum coord, GLenum pname, const GLfixed *params); \
\
/* ANGLE Extensions */ \
\
/* GL_ANGLE_copy_texture_3d */ \
void copyTexture3D(TextureID sourceIdPacked, GLint sourceLevel, \
TextureTarget destTargetPacked, TextureID destIdPacked, GLint destLevel, \
GLint internalFormat, GLenum destType, GLboolean unpackFlipY, \
GLboolean unpackPremultiplyAlpha, GLboolean unpackUnmultiplyAlpha); \
void copySubTexture3D(TextureID sourceIdPacked, GLint sourceLevel, \
TextureTarget destTargetPacked, TextureID destIdPacked, GLint destLevel, \
GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLint z, \
GLint width, GLint height, GLint depth, GLboolean unpackFlipY, \
GLboolean unpackPremultiplyAlpha, GLboolean unpackUnmultiplyAlpha); \
/* GL_ANGLE_get_image */ \
void getTexImage(TextureTarget targetPacked, GLint level, GLenum format, GLenum type, \
void *pixels); \
void getRenderbufferImage(GLenum target, GLenum format, GLenum type, void *pixels); \
/* GL_ANGLE_program_binary */ \
/* GL_ANGLE_request_extension */ \
void requestExtension(const GLchar *name); \
void disableExtension(const GLchar *name); \
/* GL_ANGLE_robust_client_memory */ \
void getBooleanvRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLboolean *params); \
void getBufferParameterivRobust(BufferBinding targetPacked, GLenum pname, GLsizei bufSize, \
GLsizei *length, GLint *params); \
void getFloatvRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLfloat *params); \
void getFramebufferAttachmentParameterivRobust(GLenum target, GLenum attachment, GLenum pname, \
GLsizei bufSize, GLsizei *length, \
GLint *params); \
void getIntegervRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLint *data); \
void getProgramivRobust(ShaderProgramID programPacked, GLenum pname, GLsizei bufSize, \
GLsizei *length, GLint *params); \
void getRenderbufferParameterivRobust(GLenum target, GLenum pname, GLsizei bufSize, \
GLsizei *length, GLint *params); \
void getShaderivRobust(ShaderProgramID shaderPacked, GLenum pname, GLsizei bufSize, \
GLsizei *length, GLint *params); \
void getTexParameterfvRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \
GLsizei *length, GLfloat *params); \
void getTexParameterivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \
GLsizei *length, GLint *params); \
void getUniformfvRobust(ShaderProgramID programPacked, GLint location, GLsizei bufSize, \
GLsizei *length, GLfloat *params); \
void getUniformivRobust(ShaderProgramID programPacked, GLint location, GLsizei bufSize, \
GLsizei *length, GLint *params); \
void getVertexAttribfvRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length, \
GLfloat *params); \
void getVertexAttribivRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length, \
GLint *params); \
void getVertexAttribPointervRobust(GLuint index, GLenum pname, GLsizei bufSize, \
GLsizei *length, void **pointer); \
void readPixelsRobust(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, \
GLenum type, GLsizei bufSize, GLsizei *length, GLsizei *columns, \
GLsizei *rows, void *pixels); \
void texImage2DRobust(TextureTarget targetPacked, GLint level, GLint internalformat, \
GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, \
GLsizei bufSize, const void *pixels); \
void texParameterfvRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \
const GLfloat *params); \
void texParameterivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \
const GLint *params); \
void texSubImage2DRobust(TextureTarget targetPacked, GLint level, GLint xoffset, \
GLint yoffset, GLsizei width, GLsizei height, GLenum format, \
GLenum type, GLsizei bufSize, const void *pixels); \
void texImage3DRobust(TextureTarget targetPacked, GLint level, GLint internalformat, \
GLsizei width, GLsizei height, GLsizei depth, GLint border, \
GLenum format, GLenum type, GLsizei bufSize, const void *pixels); \
void texSubImage3DRobust(TextureTarget targetPacked, GLint level, GLint xoffset, \
GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \
GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, \
const void *pixels); \
void compressedTexImage2DRobust( \
TextureTarget targetPacked, GLint level, GLenum internalformat, GLsizei width, \
GLsizei height, GLint border, GLsizei imageSize, GLsizei dataSize, const GLvoid *data); \
void compressedTexSubImage2DRobust( \
TextureTarget targetPacked, GLint level, GLsizei xoffset, GLsizei yoffset, GLsizei width, \
GLsizei height, GLenum format, GLsizei imageSize, GLsizei dataSize, const GLvoid *data); \
void compressedTexImage3DRobust(TextureTarget targetPacked, GLint level, \
GLenum internalformat, GLsizei width, GLsizei height, \
GLsizei depth, GLint border, GLsizei imageSize, \
GLsizei dataSize, const GLvoid *data); \
void compressedTexSubImage3DRobust(TextureTarget targetPacked, GLint level, GLint xoffset, \
GLint yoffset, GLint zoffset, GLsizei width, \
GLsizei height, GLsizei depth, GLenum format, \
GLsizei imageSize, GLsizei dataSize, const GLvoid *data); \
void getQueryivRobust(QueryType targetPacked, GLenum pname, GLsizei bufSize, GLsizei *length, \
GLint *params); \
void getQueryObjectuivRobust(QueryID idPacked, GLenum pname, GLsizei bufSize, GLsizei *length, \
GLuint *params); \
void getBufferPointervRobust(BufferBinding targetPacked, GLenum pname, GLsizei bufSize, \
GLsizei *length, void **params); \
void getIntegeri_vRobust(GLenum target, GLuint index, GLsizei bufSize, GLsizei *length, \
GLint *data); \
void getInternalformativRobust(GLenum target, GLenum internalformat, GLenum pname, \
GLsizei bufSize, GLsizei *length, GLint *params); \
void getVertexAttribIivRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length, \
GLint *params); \
void getVertexAttribIuivRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length, \
GLuint *params); \
void getUniformuivRobust(ShaderProgramID programPacked, GLint location, GLsizei bufSize, \
GLsizei *length, GLuint *params); \
void getActiveUniformBlockivRobust(ShaderProgramID programPacked, GLuint uniformBlockIndex, \
GLenum pname, GLsizei bufSize, GLsizei *length, \
GLint *params); \
void getInteger64vRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLint64 *data); \
void getInteger64i_vRobust(GLenum target, GLuint index, GLsizei bufSize, GLsizei *length, \
GLint64 *data); \
void getBufferParameteri64vRobust(BufferBinding targetPacked, GLenum pname, GLsizei bufSize, \
GLsizei *length, GLint64 *params); \
void samplerParameterivRobust(SamplerID samplerPacked, GLuint pname, GLsizei bufSize, \
const GLint *param); \
void samplerParameterfvRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \
const GLfloat *param); \
void getSamplerParameterivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \
GLsizei *length, GLint *params); \
void getSamplerParameterfvRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \
GLsizei *length, GLfloat *params); \
void getFramebufferParameterivRobust(GLenum target, GLenum pname, GLsizei bufSize, \
GLsizei *length, GLint *params); \
void getProgramInterfaceivRobust(ShaderProgramID programPacked, GLenum programInterface, \
GLenum pname, GLsizei bufSize, GLsizei *length, \
GLint *params); \
void getBooleani_vRobust(GLenum target, GLuint index, GLsizei bufSize, GLsizei *length, \
GLboolean *data); \
void getMultisamplefvRobust(GLenum pname, GLuint index, GLsizei bufSize, GLsizei *length, \
GLfloat *val); \
void getTexLevelParameterivRobust(TextureTarget targetPacked, GLint level, GLenum pname, \
GLsizei bufSize, GLsizei *length, GLint *params); \
void getTexLevelParameterfvRobust(TextureTarget targetPacked, GLint level, GLenum pname, \
GLsizei bufSize, GLsizei *length, GLfloat *params); \
void getPointervRobustANGLERobust(GLenum pname, GLsizei bufSize, GLsizei *length, \
void **params); \
void readnPixelsRobust(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, \
GLenum type, GLsizei bufSize, GLsizei *length, GLsizei *columns, \
GLsizei *rows, void *data); \
void getnUniformfvRobust(ShaderProgramID programPacked, GLint location, GLsizei bufSize, \
GLsizei *length, GLfloat *params); \
void getnUniformivRobust(ShaderProgramID programPacked, GLint location, GLsizei bufSize, \
GLsizei *length, GLint *params); \
void getnUniformuivRobust(ShaderProgramID programPacked, GLint location, GLsizei bufSize, \
GLsizei *length, GLuint *params); \
void texParameterIivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \
const GLint *params); \
void texParameterIuivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \
const GLuint *params); \
void getTexParameterIivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \
GLsizei *length, GLint *params); \
void getTexParameterIuivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \
GLsizei *length, GLuint *params); \
void samplerParameterIivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \
const GLint *param); \
void samplerParameterIuivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \
const GLuint *param); \
void getSamplerParameterIivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \
GLsizei *length, GLint *params); \
void getSamplerParameterIuivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \
GLsizei *length, GLuint *params); \
void getQueryObjectivRobust(QueryID idPacked, GLenum pname, GLsizei bufSize, GLsizei *length, \
GLint *params); \
void getQueryObjecti64vRobust(QueryID idPacked, GLenum pname, GLsizei bufSize, \
GLsizei *length, GLint64 *params); \
void getQueryObjectui64vRobust(QueryID idPacked, GLenum pname, GLsizei bufSize, \
GLsizei *length, GLuint64 *params); \
/* GL_ANGLE_texture_external_update */ \
void texImage2DExternal(TextureTarget targetPacked, GLint level, GLint internalformat, \
GLsizei width, GLsizei height, GLint border, GLenum format, \
GLenum type); \
void invalidateTexture(TextureType targetPacked); \
/* GL_CHROMIUM_bind_uniform_location */ \
void bindUniformLocation(ShaderProgramID programPacked, GLint location, const GLchar *name); \
/* GL_CHROMIUM_copy_compressed_texture */ \
void compressedCopyTexture(TextureID sourceIdPacked, TextureID destIdPacked); \
/* GL_CHROMIUM_copy_texture */ \
void copyTexture(TextureID sourceIdPacked, GLint sourceLevel, TextureTarget destTargetPacked, \
TextureID destIdPacked, GLint destLevel, GLint internalFormat, \
GLenum destType, GLboolean unpackFlipY, GLboolean unpackPremultiplyAlpha, \
GLboolean unpackUnmultiplyAlpha); \
void copySubTexture(TextureID sourceIdPacked, GLint sourceLevel, \
TextureTarget destTargetPacked, TextureID destIdPacked, GLint destLevel, \
GLint xoffset, GLint yoffset, GLint x, GLint y, GLint width, GLint height, \
GLboolean unpackFlipY, GLboolean unpackPremultiplyAlpha, \
GLboolean unpackUnmultiplyAlpha); \
/* GL_CHROMIUM_framebuffer_mixed_samples */ \
void coverageModulation(GLenum components); \
void matrixLoadf(GLenum matrixMode, const GLfloat *matrix); \
void matrixLoadIdentity(GLenum matrixMode); \
/* GL_CHROMIUM_lose_context */ \
void loseContext(GraphicsResetStatus currentPacked, GraphicsResetStatus otherPacked); \
/* GL_CHROMIUM_path_rendering */ \
GLuint genPaths(GLsizei range); \
void deletePaths(PathID firstPacked, GLsizei range); \
GLboolean isPath(PathID pathPacked); \
void pathCommands(PathID pathPacked, GLsizei numCommands, const GLubyte *commands, \
GLsizei numCoords, GLenum coordType, const void *coords); \
void pathParameterf(PathID pathPacked, GLenum pname, GLfloat value); \
void pathParameteri(PathID pathPacked, GLenum pname, GLint value); \
void getPathParameterfv(PathID pathPacked, GLenum pname, GLfloat *value); \
void getPathParameteriv(PathID pathPacked, GLenum pname, GLint *value); \
void pathStencilFunc(GLenum func, GLint ref, GLuint mask); \
void stencilFillPath(PathID pathPacked, GLenum fillMode, GLuint mask); \
void stencilStrokePath(PathID pathPacked, GLint reference, GLuint mask); \
void coverFillPath(PathID pathPacked, GLenum coverMode); \
void coverStrokePath(PathID pathPacked, GLenum coverMode); \
void stencilThenCoverFillPath(PathID pathPacked, GLenum fillMode, GLuint mask, \
GLenum coverMode); \
void stencilThenCoverStrokePath(PathID pathPacked, GLint reference, GLuint mask, \
GLenum coverMode); \
void coverFillPathInstanced(GLsizei numPath, GLenum pathNameType, const void *paths, \
PathID pathBasePacked, GLenum coverMode, GLenum transformType, \
const GLfloat *transformValues); \
void coverStrokePathInstanced(GLsizei numPath, GLenum pathNameType, const void *paths, \
PathID pathBasePacked, GLenum coverMode, GLenum transformType, \
const GLfloat *transformValues); \
void stencilStrokePathInstanced(GLsizei numPath, GLenum pathNameType, const void *paths, \
PathID pathBasePacked, GLint reference, GLuint mask, \
GLenum transformType, const GLfloat *transformValues); \
void stencilFillPathInstanced(GLsizei numPaths, GLenum pathNameType, const void *paths, \
PathID pathBasePacked, GLenum fillMode, GLuint mask, \
GLenum transformType, const GLfloat *transformValues); \
void stencilThenCoverFillPathInstanced(GLsizei numPaths, GLenum pathNameType, \
const void *paths, PathID pathBasePacked, \
GLenum fillMode, GLuint mask, GLenum coverMode, \
GLenum transformType, const GLfloat *transformValues); \
void stencilThenCoverStrokePathInstanced( \
GLsizei numPaths, GLenum pathNameType, const void *paths, PathID pathBasePacked, \
GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, \
const GLfloat *transformValues); \
void bindFragmentInputLocation(ShaderProgramID programsPacked, GLint location, \
const GLchar *name); \
void programPathFragmentInputGen(ShaderProgramID programPacked, GLint location, \
GLenum genMode, GLint components, const GLfloat *coeffs); \
\
/* GLES2+ Extensions */ \
\
/* GL_ANGLE_base_vertex_base_instance */ \
void drawArraysInstancedBaseInstance(PrimitiveMode modePacked, GLint first, GLsizei count, \
GLsizei instanceCount, GLuint baseInstance); \
void drawElementsInstancedBaseVertexBaseInstance( \
PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, \
const GLvoid *indices, GLsizei instanceCounts, GLint baseVertex, GLuint baseInstance); \
void multiDrawArraysInstancedBaseInstance( \
PrimitiveMode modePacked, const GLint *firsts, const GLsizei *counts, \
const GLsizei *instanceCounts, const GLuint *baseInstances, GLsizei drawcount); \
void multiDrawElementsInstancedBaseVertexBaseInstance( \
PrimitiveMode modePacked, const GLsizei *counts, DrawElementsType typePacked, \
const GLvoid *const *indices, const GLsizei *instanceCounts, const GLint *baseVertices, \
const GLuint *baseInstances, GLsizei drawcount); \
/* GL_ANGLE_framebuffer_blit */ \
/* GL_ANGLE_framebuffer_multisample */ \
/* GL_ANGLE_instanced_arrays */ \
/* GL_ANGLE_multi_draw */ \
void multiDrawArrays(PrimitiveMode modePacked, const GLint *firsts, const GLsizei *counts, \
GLsizei drawcount); \
void multiDrawArraysInstanced(PrimitiveMode modePacked, const GLint *firsts, \
const GLsizei *counts, const GLsizei *instanceCounts, \
GLsizei drawcount); \
void multiDrawElements(PrimitiveMode modePacked, const GLsizei *counts, \
DrawElementsType typePacked, const GLvoid *const *indices, \
GLsizei drawcount); \
void multiDrawElementsInstanced(PrimitiveMode modePacked, const GLsizei *counts, \
DrawElementsType typePacked, const GLvoid *const *indices, \
const GLsizei *instanceCounts, GLsizei drawcount); \
/* GL_ANGLE_provoking_vertex */ \
void provokingVertex(ProvokingVertexConvention modePacked); \
/* GL_ANGLE_texture_multisample */ \
/* GL_ANGLE_translated_shader_source */ \
void getTranslatedShaderSource(ShaderProgramID shaderPacked, GLsizei bufsize, GLsizei *length, \
GLchar *source); \
/* GL_EXT_blend_func_extended */ \
void bindFragDataLocation(ShaderProgramID programPacked, GLuint color, const GLchar *name); \
void bindFragDataLocationIndexed(ShaderProgramID programPacked, GLuint colorNumber, \
GLuint index, const GLchar *name); \
GLint getFragDataIndex(ShaderProgramID programPacked, const GLchar *name); \
GLint getProgramResourceLocationIndex(ShaderProgramID programPacked, GLenum programInterface, \
const GLchar *name); \
/* GL_EXT_debug_marker */ \
void insertEventMarker(GLsizei length, const GLchar *marker); \
void popGroupMarker(); \
void pushGroupMarker(GLsizei length, const GLchar *marker); \
/* GL_EXT_discard_framebuffer */ \
void discardFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments); \
/* GL_EXT_disjoint_timer_query */ \
void getQueryObjecti64v(QueryID idPacked, GLenum pname, GLint64 *params); \
void getQueryObjectiv(QueryID idPacked, GLenum pname, GLint *params); \
void getQueryObjectui64v(QueryID idPacked, GLenum pname, GLuint64 *params); \
void queryCounter(QueryID idPacked, QueryType targetPacked); \
/* GL_EXT_draw_buffers */ \
/* GL_EXT_draw_elements_base_vertex */ \
void multiDrawElementsBaseVertex(PrimitiveMode modePacked, const GLsizei *count, \
DrawElementsType typePacked, const void *const *indices, \
GLsizei primcount, const GLint *basevertex); \
/* GL_EXT_geometry_shader */ \
/* GL_EXT_instanced_arrays */ \
/* GL_EXT_map_buffer_range */ \
/* GL_EXT_memory_object */ \
void bufferStorageMem(TextureType targetPacked, GLsizeiptr size, MemoryObjectID memoryPacked, \
GLuint64 offset); \
void createMemoryObjects(GLsizei n, MemoryObjectID *memoryObjectsPacked); \
void deleteMemoryObjects(GLsizei n, const MemoryObjectID *memoryObjectsPacked); \
void getMemoryObjectParameteriv(MemoryObjectID memoryObjectPacked, GLenum pname, \
GLint *params); \
void getUnsignedBytev(GLenum pname, GLubyte *data); \
void getUnsignedBytei_v(GLenum target, GLuint index, GLubyte *data); \
GLboolean isMemoryObject(MemoryObjectID memoryObjectPacked); \
void memoryObjectParameteriv(MemoryObjectID memoryObjectPacked, GLenum pname, \
const GLint *params); \
void texStorageMem2D(TextureType targetPacked, GLsizei levels, GLenum internalFormat, \
GLsizei width, GLsizei height, MemoryObjectID memoryPacked, \
GLuint64 offset); \
void texStorageMem2DMultisample(TextureType targetPacked, GLsizei samples, \
GLenum internalFormat, GLsizei width, GLsizei height, \
GLboolean fixedSampleLocations, MemoryObjectID memoryPacked, \
GLuint64 offset); \
void texStorageMem3D(TextureType targetPacked, GLsizei levels, GLenum internalFormat, \
GLsizei width, GLsizei height, GLsizei depth, \
MemoryObjectID memoryPacked, GLuint64 offset); \
void texStorageMem3DMultisample(TextureType targetPacked, GLsizei samples, \
GLenum internalFormat, GLsizei width, GLsizei height, \
GLsizei depth, GLboolean fixedSampleLocations, \
MemoryObjectID memoryPacked, GLuint64 offset); \
/* GL_EXT_memory_object_fd */ \
void importMemoryFd(MemoryObjectID memoryPacked, GLuint64 size, HandleType handleTypePacked, \
GLint fd); \
/* GL_EXT_multisampled_render_to_texture */ \
void framebufferTexture2DMultisample(GLenum target, GLenum attachment, GLenum textarget, \
GLuint texture, GLint level, GLsizei samples); \
/* GL_EXT_occlusion_query_boolean */ \
/* GL_EXT_robustness */ \
/* GL_EXT_semaphore */ \
void deleteSemaphores(GLsizei n, const SemaphoreID *semaphoresPacked); \
void genSemaphores(GLsizei n, SemaphoreID *semaphoresPacked); \
void getSemaphoreParameterui64v(SemaphoreID semaphorePacked, GLenum pname, GLuint64 *params); \
GLboolean isSemaphore(SemaphoreID semaphorePacked); \
void semaphoreParameterui64v(SemaphoreID semaphorePacked, GLenum pname, \
const GLuint64 *params); \
void signalSemaphore(SemaphoreID semaphorePacked, GLuint numBufferBarriers, \
const BufferID *buffersPacked, GLuint numTextureBarriers, \
const TextureID *texturesPacked, const GLenum *dstLayouts); \
void waitSemaphore(SemaphoreID semaphorePacked, GLuint numBufferBarriers, \
const BufferID *buffersPacked, GLuint numTextureBarriers, \
const TextureID *texturesPacked, const GLenum *srcLayouts); \
/* GL_EXT_semaphore_fd */ \
void importSemaphoreFd(SemaphoreID semaphorePacked, HandleType handleTypePacked, GLint fd); \
/* GL_EXT_texture_filter_anisotropic */ \
/* GL_EXT_texture_storage */ \
void texStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); \
/* GL_KHR_debug */ \
/* GL_KHR_parallel_shader_compile */ \
void maxShaderCompilerThreads(GLuint count); \
/* GL_NV_fence */ \
void deleteFencesNV(GLsizei n, const FenceNVID *fencesPacked); \
void finishFenceNV(FenceNVID fencePacked); \
void genFencesNV(GLsizei n, FenceNVID *fencesPacked); \
void getFenceivNV(FenceNVID fencePacked, GLenum pname, GLint *params); \
GLboolean isFenceNV(FenceNVID fencePacked); \
void setFenceNV(FenceNVID fencePacked, GLenum condition); \
GLboolean testFenceNV(FenceNVID fencePacked); \
/* GL_OES_EGL_image */ \
void eGLImageTargetRenderbufferStorage(GLenum target, GLeglImageOES image); \
void eGLImageTargetTexture2D(TextureType targetPacked, GLeglImageOES image); \
/* GL_OES_draw_elements_base_vertex */ \
/* GL_OES_get_program_binary */ \
/* GL_OES_mapbuffer */ \
void *mapBuffer(BufferBinding targetPacked, GLenum access); \
/* GL_OES_texture_3D */ \
void framebufferTexture3D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \
TextureID texturePacked, GLint level, GLint zoffset); \
/* GL_OES_texture_border_clamp */ \
/* GL_OES_texture_storage_multisample_2d_array */ \
/* GL_OES_vertex_array_object */ \
/* GL_OVR_multiview */ \
void framebufferTextureMultiview(GLenum target, GLenum attachment, TextureID texturePacked, \
GLint level, GLint baseViewIndex, GLsizei numViews); \
/* GL_OVR_multiview2 */
#endif // ANGLE_CONTEXT_API_EXT_AUTOGEN_H_