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kc3-lang/angle/src/libANGLE/Context_gl_4_autogen.h

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  • Author : Mohan Maiya
    Date : 2021-01-07 14:42:57
    Hash : 68f35f24
    Message : Vulkan: Add GL_EXT_clip_control entry points Addition of the entry points for GL_EXT_clip_control extension. Bug: angleproject:5471 Change-Id: If17ba0120bdb226cc5728bfea83e9085260eba19 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2615862 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Mohan Maiya <m.maiya@samsung.com>

  • src/libANGLE/Context_gl_4_autogen.h
  • // 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 multiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount,             \
                                     GLsizei stride);                                                  \
        void multiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect,                 \
                                       GLsizei drawcount, GLsizei stride);                             \
        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_