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_gles_ext_autogen.h: Creates a macro for interfaces in Context. 9 10 #ifndef ANGLE_CONTEXT_GLES_EXT_AUTOGEN_H_ 11 #define ANGLE_CONTEXT_GLES_EXT_AUTOGEN_H_ 12 13 #define ANGLE_GLES_EXT_CONTEXT_API \ 14 \ 15 /* GLES1 Extensions */ \ 16 \ 17 /* GL_OES_blend_subtract */ \ 18 /* GL_OES_draw_texture */ \ 19 void drawTexf(GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height); \ 20 void drawTexfv(const GLfloat *coords); \ 21 void drawTexi(GLint x, GLint y, GLint z, GLint width, GLint height); \ 22 void drawTexiv(const GLint *coords); \ 23 void drawTexs(GLshort x, GLshort y, GLshort z, GLshort width, GLshort height); \ 24 void drawTexsv(const GLshort *coords); \ 25 void drawTexx(GLfixed x, GLfixed y, GLfixed z, GLfixed width, GLfixed height); \ 26 void drawTexxv(const GLfixed *coords); \ 27 /* GL_OES_framebuffer_object */ \ 28 /* GL_OES_matrix_palette */ \ 29 void currentPaletteMatrix(GLuint matrixpaletteindex); \ 30 void loadPaletteFromModelViewMatrix(); \ 31 void matrixIndexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); \ 32 void weightPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); \ 33 /* GL_OES_point_size_array */ \ 34 void pointSizePointer(VertexAttribType typePacked, GLsizei stride, const void *pointer); \ 35 /* GL_OES_point_sprite */ \ 36 /* GL_OES_query_matrix */ \ 37 GLbitfield queryMatrixx(GLfixed *mantissa, GLint *exponent); \ 38 /* GL_OES_texture_cube_map */ \ 39 void getTexGenfv(GLenum coord, GLenum pname, GLfloat *params); \ 40 void getTexGeniv(GLenum coord, GLenum pname, GLint *params); \ 41 void getTexGenxv(GLenum coord, GLenum pname, GLfixed *params); \ 42 void texGenf(GLenum coord, GLenum pname, GLfloat param); \ 43 void texGenfv(GLenum coord, GLenum pname, const GLfloat *params); \ 44 void texGeni(GLenum coord, GLenum pname, GLint param); \ 45 void texGeniv(GLenum coord, GLenum pname, const GLint *params); \ 46 void texGenx(GLenum coord, GLenum pname, GLfixed param); \ 47 void texGenxv(GLenum coord, GLenum pname, const GLfixed *params); \ 48 /* GL_OES_texture_mirrored_repeat */ \ 49 \ 50 /* GLES2+ Extensions */ \ 51 \ 52 /* GL_AMD_performance_monitor */ \ 53 void beginPerfMonitor(GLuint monitor); \ 54 void deletePerfMonitors(GLsizei n, GLuint *monitors); \ 55 void endPerfMonitor(GLuint monitor); \ 56 void genPerfMonitors(GLsizei n, GLuint *monitors); \ 57 void getPerfMonitorCounterData(GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, \ 58 GLint *bytesWritten); \ 59 void getPerfMonitorCounterInfo(GLuint group, GLuint counter, GLenum pname, void *data); \ 60 void getPerfMonitorCounterString(GLuint group, GLuint counter, GLsizei bufSize, \ 61 GLsizei *length, GLchar *counterString); \ 62 void getPerfMonitorCounters(GLuint group, GLint *numCounters, GLint *maxActiveCounters, \ 63 GLsizei counterSize, GLuint *counters); \ 64 void getPerfMonitorGroupString(GLuint group, GLsizei bufSize, GLsizei *length, \ 65 GLchar *groupString); \ 66 void getPerfMonitorGroups(GLint *numGroups, GLsizei groupsSize, GLuint *groups); \ 67 void selectPerfMonitorCounters(GLuint monitor, GLboolean enable, GLuint group, \ 68 GLint numCounters, GLuint *counterList); \ 69 /* GL_ANDROID_extension_pack_es31a */ \ 70 /* GL_ANGLE_depth_texture */ \ 71 /* GL_ANGLE_framebuffer_blit */ \ 72 /* GL_ANGLE_instanced_arrays */ \ 73 /* GL_ANGLE_pack_reverse_row_order */ \ 74 /* GL_ANGLE_texture_usage */ \ 75 /* GL_ANGLE_translated_shader_source */ \ 76 void getTranslatedShaderSource(ShaderProgramID shaderPacked, GLsizei bufSize, GLsizei *length, \ 77 GLchar *source); \ 78 /* GL_APPLE_clip_distance */ \ 79 /* GL_ARB_sync */ \ 80 /* GL_ARM_rgba8 */ \ 81 /* GL_ARM_shader_framebuffer_fetch */ \ 82 /* GL_ARM_shader_framebuffer_fetch_depth_stencil */ \ 83 /* GL_EXT_EGL_image_array */ \ 84 /* GL_EXT_EGL_image_external_wrap_modes */ \ 85 /* GL_EXT_EGL_image_storage */ \ 86 void eGLImageTargetTexStorage(GLenum target, egl::ImageID imagePacked, \ 87 const GLint *attrib_list); \ 88 void eGLImageTargetTextureStorage(GLuint texture, egl::ImageID imagePacked, \ 89 const GLint *attrib_list); \ 90 /* GL_EXT_EGL_image_storage_compression */ \ 91 /* GL_EXT_YUV_target */ \ 92 /* GL_EXT_base_instance */ \ 93 void drawArraysInstancedBaseInstance(PrimitiveMode modePacked, GLint first, GLsizei count, \ 94 GLsizei instancecount, GLuint baseinstance); \ 95 void drawElementsInstancedBaseInstance(PrimitiveMode modePacked, GLsizei count, \ 96 DrawElementsType typePacked, const void *indices, \ 97 GLsizei instancecount, GLuint baseinstance); \ 98 void drawElementsInstancedBaseVertexBaseInstance( \ 99 PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, const void *indices, \ 100 GLsizei instancecount, GLint basevertex, GLuint baseinstance); \ 101 /* GL_EXT_blend_func_extended */ \ 102 void bindFragDataLocation(ShaderProgramID programPacked, GLuint color, const GLchar *name); \ 103 void bindFragDataLocationIndexed(ShaderProgramID programPacked, GLuint colorNumber, \ 104 GLuint index, const GLchar *name); \ 105 GLint getFragDataIndex(ShaderProgramID programPacked, const GLchar *name); \ 106 GLint getProgramResourceLocationIndex(ShaderProgramID programPacked, GLenum programInterface, \ 107 const GLchar *name); \ 108 /* GL_EXT_blend_minmax */ \ 109 /* GL_EXT_buffer_storage */ \ 110 void bufferStorage(BufferBinding targetPacked, GLsizeiptr size, const void *data, \ 111 GLbitfield flags); \ 112 /* GL_EXT_clear_texture */ \ 113 void clearTexImage(TextureID texturePacked, GLint level, GLenum format, GLenum type, \ 114 const void *data); \ 115 void clearTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 116 GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ 117 GLenum format, GLenum type, const void *data); \ 118 /* GL_EXT_clip_control */ \ 119 /* GL_EXT_clip_cull_distance */ \ 120 /* GL_EXT_color_buffer_float */ \ 121 /* GL_EXT_color_buffer_half_float */ \ 122 /* GL_EXT_compressed_ETC1_RGB8_sub_texture */ \ 123 /* GL_EXT_conservative_depth */ \ 124 /* GL_EXT_copy_image */ \ 125 /* GL_EXT_debug_label */ \ 126 void labelObject(GLenum type, GLuint object, GLsizei length, const GLchar *label); \ 127 /* GL_EXT_debug_marker */ \ 128 void insertEventMarker(GLsizei length, const GLchar *marker); \ 129 void popGroupMarker(); \ 130 void pushGroupMarker(GLsizei length, const GLchar *marker); \ 131 /* GL_EXT_depth_clamp */ \ 132 /* GL_EXT_discard_framebuffer */ \ 133 void discardFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments); \ 134 /* GL_EXT_disjoint_timer_query */ \ 135 void getQueryObjecti64v(QueryID idPacked, GLenum pname, GLint64 *params); \ 136 void getQueryObjectiv(QueryID idPacked, GLenum pname, GLint *params); \ 137 void getQueryObjectui64v(QueryID idPacked, GLenum pname, GLuint64 *params); \ 138 void queryCounter(QueryID idPacked, QueryType targetPacked); \ 139 /* GL_EXT_draw_buffers */ \ 140 /* GL_EXT_draw_buffers_indexed */ \ 141 /* GL_EXT_draw_elements_base_vertex */ \ 142 void multiDrawElementsBaseVertex(PrimitiveMode modePacked, const GLsizei *count, \ 143 DrawElementsType typePacked, const void *const *indices, \ 144 GLsizei drawcount, const GLint *basevertex); \ 145 /* GL_EXT_external_buffer */ \ 146 void bufferStorageExternal(BufferBinding targetPacked, GLintptr offset, GLsizeiptr size, \ 147 GLeglClientBufferEXT clientBuffer, GLbitfield flags); \ 148 void namedBufferStorageExternal(GLuint buffer, GLintptr offset, GLsizeiptr size, \ 149 GLeglClientBufferEXT clientBuffer, GLbitfield flags); \ 150 /* GL_EXT_float_blend */ \ 151 /* GL_EXT_frag_depth */ \ 152 /* GL_EXT_geometry_shader */ \ 153 /* GL_EXT_gpu_shader5 */ \ 154 /* GL_EXT_instanced_arrays */ \ 155 /* GL_EXT_map_buffer_range */ \ 156 /* GL_EXT_memory_object */ \ 157 void bufferStorageMem(TextureType targetPacked, GLsizeiptr size, MemoryObjectID memoryPacked, \ 158 GLuint64 offset); \ 159 void createMemoryObjects(GLsizei n, MemoryObjectID *memoryObjectsPacked); \ 160 void deleteMemoryObjects(GLsizei n, const MemoryObjectID *memoryObjectsPacked); \ 161 void getMemoryObjectParameteriv(MemoryObjectID memoryObjectPacked, GLenum pname, \ 162 GLint *params); \ 163 void getUnsignedBytev(GLenum pname, GLubyte *data); \ 164 void getUnsignedBytei_v(GLenum target, GLuint index, GLubyte *data); \ 165 GLboolean isMemoryObject(MemoryObjectID memoryObjectPacked) const; \ 166 void memoryObjectParameteriv(MemoryObjectID memoryObjectPacked, GLenum pname, \ 167 const GLint *params); \ 168 void texStorageMem2D(TextureType targetPacked, GLsizei levels, GLenum internalFormat, \ 169 GLsizei width, GLsizei height, MemoryObjectID memoryPacked, \ 170 GLuint64 offset); \ 171 void texStorageMem2DMultisample(TextureType targetPacked, GLsizei samples, \ 172 GLenum internalFormat, GLsizei width, GLsizei height, \ 173 GLboolean fixedSampleLocations, MemoryObjectID memoryPacked, \ 174 GLuint64 offset); \ 175 void texStorageMem3D(TextureType targetPacked, GLsizei levels, GLenum internalFormat, \ 176 GLsizei width, GLsizei height, GLsizei depth, \ 177 MemoryObjectID memoryPacked, GLuint64 offset); \ 178 void texStorageMem3DMultisample(TextureType targetPacked, GLsizei samples, \ 179 GLenum internalFormat, GLsizei width, GLsizei height, \ 180 GLsizei depth, GLboolean fixedSampleLocations, \ 181 MemoryObjectID memoryPacked, GLuint64 offset); \ 182 /* GL_EXT_memory_object_fd */ \ 183 void importMemoryFd(MemoryObjectID memoryPacked, GLuint64 size, HandleType handleTypePacked, \ 184 GLint fd); \ 185 /* GL_EXT_multi_draw_indirect */ \ 186 void multiDrawArraysIndirect(PrimitiveMode modePacked, const void *indirect, \ 187 GLsizei drawcount, GLsizei stride); \ 188 void multiDrawElementsIndirect(PrimitiveMode modePacked, DrawElementsType typePacked, \ 189 const void *indirect, GLsizei drawcount, GLsizei stride); \ 190 /* GL_EXT_multisample_compatibility */ \ 191 /* GL_EXT_multisampled_render_to_texture */ \ 192 void framebufferTexture2DMultisample(GLenum target, GLenum attachment, \ 193 TextureTarget textargetPacked, TextureID texturePacked, \ 194 GLint level, GLsizei samples); \ 195 void renderbufferStorageMultisampleEXT(GLenum target, GLsizei samples, GLenum internalformat, \ 196 GLsizei width, GLsizei height); \ 197 /* GL_EXT_multisampled_render_to_texture2 */ \ 198 /* GL_EXT_occlusion_query_boolean */ \ 199 /* GL_EXT_polygon_offset_clamp */ \ 200 /* GL_EXT_primitive_bounding_box */ \ 201 /* GL_EXT_protected_textures */ \ 202 /* GL_EXT_pvrtc_sRGB */ \ 203 /* GL_EXT_read_format_bgra */ \ 204 /* GL_EXT_render_snorm */ \ 205 /* GL_EXT_robustness */ \ 206 /* GL_EXT_sRGB */ \ 207 /* GL_EXT_sRGB_write_control */ \ 208 /* GL_EXT_semaphore */ \ 209 void deleteSemaphores(GLsizei n, const SemaphoreID *semaphoresPacked); \ 210 void genSemaphores(GLsizei n, SemaphoreID *semaphoresPacked); \ 211 void getSemaphoreParameterui64v(SemaphoreID semaphorePacked, GLenum pname, GLuint64 *params); \ 212 GLboolean isSemaphore(SemaphoreID semaphorePacked) const; \ 213 void semaphoreParameterui64v(SemaphoreID semaphorePacked, GLenum pname, \ 214 const GLuint64 *params); \ 215 void signalSemaphore(SemaphoreID semaphorePacked, GLuint numBufferBarriers, \ 216 const BufferID *buffersPacked, GLuint numTextureBarriers, \ 217 const TextureID *texturesPacked, const GLenum *dstLayouts); \ 218 void waitSemaphore(SemaphoreID semaphorePacked, GLuint numBufferBarriers, \ 219 const BufferID *buffersPacked, GLuint numTextureBarriers, \ 220 const TextureID *texturesPacked, const GLenum *srcLayouts); \ 221 /* GL_EXT_semaphore_fd */ \ 222 void importSemaphoreFd(SemaphoreID semaphorePacked, HandleType handleTypePacked, GLint fd); \ 223 /* GL_EXT_separate_depth_stencil */ \ 224 /* GL_EXT_separate_shader_objects */ \ 225 /* GL_EXT_shader_framebuffer_fetch */ \ 226 /* GL_EXT_shader_framebuffer_fetch_non_coherent */ \ 227 void framebufferFetchBarrier(); \ 228 /* GL_EXT_shader_io_blocks */ \ 229 /* GL_EXT_shader_non_constant_global_initializers */ \ 230 /* GL_EXT_shader_texture_lod */ \ 231 /* GL_EXT_shadow_samplers */ \ 232 /* GL_EXT_tessellation_shader */ \ 233 /* GL_EXT_texture_border_clamp */ \ 234 /* GL_EXT_texture_buffer */ \ 235 /* GL_EXT_texture_compression_astc_decode_mode */ \ 236 /* GL_EXT_texture_compression_astc_decode_mode_rgb9e5 */ \ 237 /* GL_EXT_texture_compression_bptc */ \ 238 /* GL_EXT_texture_compression_dxt1 */ \ 239 /* GL_EXT_texture_compression_rgtc */ \ 240 /* GL_EXT_texture_compression_s3tc */ \ 241 /* GL_EXT_texture_compression_s3tc_srgb */ \ 242 /* GL_EXT_texture_cube_map_array */ \ 243 /* GL_EXT_texture_filter_anisotropic */ \ 244 /* GL_EXT_texture_filter_minmax */ \ 245 /* GL_EXT_texture_format_BGRA8888 */ \ 246 /* GL_EXT_texture_format_sRGB_override */ \ 247 /* GL_EXT_texture_mirror_clamp_to_edge */ \ 248 /* GL_EXT_texture_norm16 */ \ 249 /* GL_EXT_texture_query_lod */ \ 250 /* GL_EXT_texture_rg */ \ 251 /* GL_EXT_texture_sRGB_R8 */ \ 252 /* GL_EXT_texture_sRGB_RG8 */ \ 253 /* GL_EXT_texture_sRGB_decode */ \ 254 /* GL_EXT_texture_shadow_lod */ \ 255 /* GL_EXT_texture_storage */ \ 256 void texStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); \ 257 /* GL_EXT_texture_storage_compression */ \ 258 void texStorageAttribs2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, \ 259 GLsizei height, const GLint *attrib_list); \ 260 void texStorageAttribs3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, \ 261 GLsizei height, GLsizei depth, const GLint *attrib_list); \ 262 /* GL_EXT_texture_type_2_10_10_10_REV */ \ 263 /* GL_EXT_unpack_subimage */ \ 264 /* GL_IMG_texture_compression_pvrtc */ \ 265 /* GL_IMG_texture_compression_pvrtc2 */ \ 266 /* GL_KHR_blend_equation_advanced */ \ 267 /* GL_KHR_blend_equation_advanced_coherent */ \ 268 /* GL_KHR_debug */ \ 269 /* GL_KHR_no_error */ \ 270 /* GL_KHR_parallel_shader_compile */ \ 271 void maxShaderCompilerThreads(GLuint count); \ 272 /* GL_KHR_robust_buffer_access_behavior */ \ 273 /* GL_KHR_robustness */ \ 274 /* GL_KHR_texture_compression_astc_hdr */ \ 275 /* GL_KHR_texture_compression_astc_ldr */ \ 276 /* GL_KHR_texture_compression_astc_sliced_3d */ \ 277 /* GL_MESA_framebuffer_flip_y */ \ 278 void framebufferParameteriMESA(GLenum target, GLenum pname, GLint param); \ 279 void getFramebufferParameterivMESA(GLenum target, GLenum pname, GLint *params); \ 280 /* GL_NV_EGL_stream_consumer_external */ \ 281 /* GL_NV_depth_buffer_float2 */ \ 282 /* GL_NV_fence */ \ 283 void deleteFencesNV(GLsizei n, const FenceNVID *fencesPacked); \ 284 void finishFenceNV(FenceNVID fencePacked); \ 285 void genFencesNV(GLsizei n, FenceNVID *fencesPacked); \ 286 void getFenceivNV(FenceNVID fencePacked, GLenum pname, GLint *params); \ 287 GLboolean isFenceNV(FenceNVID fencePacked) const; \ 288 void setFenceNV(FenceNVID fencePacked, GLenum condition); \ 289 GLboolean testFenceNV(FenceNVID fencePacked); \ 290 /* GL_NV_framebuffer_blit */ \ 291 void blitFramebufferNV(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, \ 292 GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); \ 293 /* GL_NV_pack_subimage */ \ 294 /* GL_NV_pixel_buffer_object */ \ 295 /* GL_NV_polygon_mode */ \ 296 /* GL_NV_read_depth */ \ 297 /* GL_NV_read_depth_stencil */ \ 298 /* GL_NV_read_stencil */ \ 299 /* GL_NV_robustness_video_memory_purge */ \ 300 /* GL_NV_shader_noperspective_interpolation */ \ 301 /* GL_OES_EGL_image */ \ 302 void eGLImageTargetRenderbufferStorage(GLenum target, egl::ImageID imagePacked); \ 303 void eGLImageTargetTexture2D(TextureType targetPacked, egl::ImageID imagePacked); \ 304 /* GL_OES_EGL_image_external */ \ 305 /* GL_OES_EGL_image_external_essl3 */ \ 306 /* GL_OES_EGL_sync */ \ 307 /* GL_OES_compressed_EAC_R11_signed_texture */ \ 308 /* GL_OES_compressed_EAC_R11_unsigned_texture */ \ 309 /* GL_OES_compressed_EAC_RG11_signed_texture */ \ 310 /* GL_OES_compressed_EAC_RG11_unsigned_texture */ \ 311 /* GL_OES_compressed_ETC1_RGB8_texture */ \ 312 /* GL_OES_compressed_ETC2_RGB8_texture */ \ 313 /* GL_OES_compressed_ETC2_RGBA8_texture */ \ 314 /* GL_OES_compressed_ETC2_punchthroughA_RGBA8_texture */ \ 315 /* GL_OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture */ \ 316 /* GL_OES_compressed_ETC2_sRGB8_alpha8_texture */ \ 317 /* GL_OES_compressed_ETC2_sRGB8_texture */ \ 318 /* GL_OES_compressed_paletted_texture */ \ 319 /* GL_OES_copy_image */ \ 320 /* GL_OES_depth24 */ \ 321 /* GL_OES_depth32 */ \ 322 /* GL_OES_depth_texture */ \ 323 /* GL_OES_depth_texture_cube_map */ \ 324 /* GL_OES_draw_buffers_indexed */ \ 325 /* GL_OES_draw_elements_base_vertex */ \ 326 /* GL_OES_element_index_uint */ \ 327 /* GL_OES_fbo_render_mipmap */ \ 328 /* GL_OES_geometry_shader */ \ 329 /* GL_OES_get_program_binary */ \ 330 /* GL_OES_gpu_shader5 */ \ 331 /* GL_OES_mapbuffer */ \ 332 void *mapBuffer(BufferBinding targetPacked, GLenum access); \ 333 /* GL_OES_packed_depth_stencil */ \ 334 /* GL_OES_primitive_bounding_box */ \ 335 /* GL_OES_required_internalformat */ \ 336 /* GL_OES_rgb8_rgba8 */ \ 337 /* GL_OES_sample_shading */ \ 338 /* GL_OES_sample_variables */ \ 339 /* GL_OES_shader_image_atomic */ \ 340 /* GL_OES_shader_io_blocks */ \ 341 /* GL_OES_shader_multisample_interpolation */ \ 342 /* GL_OES_standard_derivatives */ \ 343 /* GL_OES_surfaceless_context */ \ 344 /* GL_OES_tessellation_shader */ \ 345 /* GL_OES_texture_3D */ \ 346 void framebufferTexture3D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \ 347 TextureID texturePacked, GLint level, GLint zoffset); \ 348 /* GL_OES_texture_border_clamp */ \ 349 /* GL_OES_texture_buffer */ \ 350 /* GL_OES_texture_compression_astc */ \ 351 /* GL_OES_texture_cube_map_array */ \ 352 /* GL_OES_texture_float */ \ 353 /* GL_OES_texture_float_linear */ \ 354 /* GL_OES_texture_half_float */ \ 355 /* GL_OES_texture_half_float_linear */ \ 356 /* GL_OES_texture_npot */ \ 357 /* GL_OES_texture_stencil8 */ \ 358 /* GL_OES_texture_storage_multisample_2d_array */ \ 359 /* GL_OES_vertex_array_object */ \ 360 /* GL_OES_vertex_half_float */ \ 361 /* GL_OES_vertex_type_10_10_10_2 */ \ 362 /* GL_OVR_multiview */ \ 363 void framebufferTextureMultiview(GLenum target, GLenum attachment, TextureID texturePacked, \ 364 GLint level, GLint baseViewIndex, GLsizei numViews); \ 365 /* GL_OVR_multiview2 */ \ 366 /* GL_QCOM_framebuffer_foveated */ \ 367 void framebufferFoveationConfig(FramebufferID framebufferPacked, GLuint numLayers, \ 368 GLuint focalPointsPerLayer, GLuint requestedFeatures, \ 369 GLuint *providedFeatures); \ 370 void framebufferFoveationParameters(FramebufferID framebufferPacked, GLuint layer, \ 371 GLuint focalPoint, GLfloat focalX, GLfloat focalY, \ 372 GLfloat gainX, GLfloat gainY, GLfloat foveaArea); \ 373 /* GL_QCOM_render_shared_exponent */ \ 374 /* GL_QCOM_shading_rate */ \ 375 /* GL_QCOM_texture_foveated */ \ 376 void textureFoveationParameters(TextureID texturePacked, GLuint layer, GLuint focalPoint, \ 377 GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, \ 378 GLfloat foveaArea); \ 379 /* GL_QCOM_tiled_rendering */ \ 380 void endTiling(GLbitfield preserveMask); \ 381 void startTiling(GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask); \ 382 /* GL_WEBGL_video_texture */ \ 383 \ 384 /* ANGLE Extensions */ \ 385 \ 386 /* GL_ANGLE_base_vertex_base_instance */ \ 387 void drawArraysInstancedBaseInstanceANGLE(PrimitiveMode modePacked, GLint first, \ 388 GLsizei count, GLsizei instanceCount, \ 389 GLuint baseInstance); \ 390 void drawElementsInstancedBaseVertexBaseInstanceANGLE( \ 391 PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, const void *indices, \ 392 GLsizei instanceCount, GLint baseVertex, GLuint baseInstance); \ 393 void multiDrawArraysInstancedBaseInstance( \ 394 PrimitiveMode modePacked, const GLint *firsts, const GLsizei *counts, \ 395 const GLsizei *instanceCounts, const GLuint *baseInstances, GLsizei drawcount); \ 396 void multiDrawElementsInstancedBaseVertexBaseInstance( \ 397 PrimitiveMode modePacked, const GLsizei *counts, DrawElementsType typePacked, \ 398 const void *const *indices, const GLsizei *instanceCounts, const GLint *baseVertices, \ 399 const GLuint *baseInstances, GLsizei drawcount); \ 400 /* GL_ANGLE_base_vertex_base_instance_shader_builtin */ \ 401 /* GL_ANGLE_blob_cache */ \ 402 void blobCacheCallbacks(GLSETBLOBPROCANGLE set, GLGETBLOBPROCANGLE get, \ 403 const void *userParam); \ 404 /* GL_ANGLE_client_arrays */ \ 405 /* GL_ANGLE_clip_cull_distance */ \ 406 /* GL_ANGLE_compressed_texture_etc */ \ 407 /* GL_ANGLE_copy_texture_3d */ \ 408 void copyTexture3D(TextureID sourceIdPacked, GLint sourceLevel, \ 409 TextureTarget destTargetPacked, TextureID destIdPacked, GLint destLevel, \ 410 GLint internalFormat, GLenum destType, GLboolean unpackFlipY, \ 411 GLboolean unpackPremultiplyAlpha, GLboolean unpackUnmultiplyAlpha); \ 412 void copySubTexture3D(TextureID sourceIdPacked, GLint sourceLevel, \ 413 TextureTarget destTargetPacked, TextureID destIdPacked, GLint destLevel, \ 414 GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLint z, \ 415 GLint width, GLint height, GLint depth, GLboolean unpackFlipY, \ 416 GLboolean unpackPremultiplyAlpha, GLboolean unpackUnmultiplyAlpha); \ 417 /* GL_ANGLE_framebuffer_multisample */ \ 418 /* GL_ANGLE_get_image */ \ 419 void getTexImage(TextureTarget targetPacked, GLint level, GLenum format, GLenum type, \ 420 void *pixels); \ 421 void getCompressedTexImage(TextureTarget targetPacked, GLint level, void *pixels); \ 422 void getRenderbufferImage(GLenum target, GLenum format, GLenum type, void *pixels); \ 423 /* GL_ANGLE_get_serialized_context_string */ \ 424 /* GL_ANGLE_get_tex_level_parameter */ \ 425 /* GL_ANGLE_logic_op */ \ 426 /* GL_ANGLE_lossy_etc_decode */ \ 427 /* GL_ANGLE_memory_object_flags */ \ 428 void texStorageMemFlags2D(TextureType targetPacked, GLsizei levels, GLenum internalFormat, \ 429 GLsizei width, GLsizei height, MemoryObjectID memoryPacked, \ 430 GLuint64 offset, GLbitfield createFlags, GLbitfield usageFlags, \ 431 const void *imageCreateInfoPNext); \ 432 void texStorageMemFlags2DMultisample( \ 433 TextureType targetPacked, GLsizei samples, GLenum internalFormat, GLsizei width, \ 434 GLsizei height, GLboolean fixedSampleLocations, MemoryObjectID memoryPacked, \ 435 GLuint64 offset, GLbitfield createFlags, GLbitfield usageFlags, \ 436 const void *imageCreateInfoPNext); \ 437 void texStorageMemFlags3D( \ 438 TextureType targetPacked, GLsizei levels, GLenum internalFormat, GLsizei width, \ 439 GLsizei height, GLsizei depth, MemoryObjectID memoryPacked, GLuint64 offset, \ 440 GLbitfield createFlags, GLbitfield usageFlags, const void *imageCreateInfoPNext); \ 441 void texStorageMemFlags3DMultisample( \ 442 TextureType targetPacked, GLsizei samples, GLenum internalFormat, GLsizei width, \ 443 GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, \ 444 MemoryObjectID memoryPacked, GLuint64 offset, GLbitfield createFlags, \ 445 GLbitfield usageFlags, const void *imageCreateInfoPNext); \ 446 /* GL_ANGLE_memory_object_fuchsia */ \ 447 void importMemoryZirconHandle(MemoryObjectID memoryPacked, GLuint64 size, \ 448 HandleType handleTypePacked, GLuint handle); \ 449 /* GL_ANGLE_memory_size */ \ 450 /* GL_ANGLE_multi_draw */ \ 451 void multiDrawArrays(PrimitiveMode modePacked, const GLint *firsts, const GLsizei *counts, \ 452 GLsizei drawcount); \ 453 void multiDrawArraysInstanced(PrimitiveMode modePacked, const GLint *firsts, \ 454 const GLsizei *counts, const GLsizei *instanceCounts, \ 455 GLsizei drawcount); \ 456 void multiDrawElements(PrimitiveMode modePacked, const GLsizei *counts, \ 457 DrawElementsType typePacked, const void *const *indices, \ 458 GLsizei drawcount); \ 459 void multiDrawElementsInstanced(PrimitiveMode modePacked, const GLsizei *counts, \ 460 DrawElementsType typePacked, const void *const *indices, \ 461 const GLsizei *instanceCounts, GLsizei drawcount); \ 462 /* GL_ANGLE_multiview_multisample */ \ 463 /* GL_ANGLE_polygon_mode */ \ 464 /* GL_ANGLE_program_binary */ \ 465 /* GL_ANGLE_program_binary_readiness_query */ \ 466 /* GL_ANGLE_program_cache_control */ \ 467 /* GL_ANGLE_provoking_vertex */ \ 468 /* GL_ANGLE_read_only_depth_stencil_feedback_loops */ \ 469 /* GL_ANGLE_relaxed_vertex_attribute_type */ \ 470 /* GL_ANGLE_renderability_validation */ \ 471 /* GL_ANGLE_request_extension */ \ 472 void requestExtension(const GLchar *name); \ 473 void disableExtension(const GLchar *name); \ 474 /* GL_ANGLE_rgbx_internal_format */ \ 475 /* GL_ANGLE_robust_client_memory */ \ 476 void getBooleanvRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLboolean *params); \ 477 void getBufferParameterivRobust(BufferBinding targetPacked, GLenum pname, GLsizei bufSize, \ 478 GLsizei *length, GLint *params); \ 479 void getFloatvRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLfloat *params); \ 480 void getFramebufferAttachmentParameterivRobust(GLenum target, GLenum attachment, GLenum pname, \ 481 GLsizei bufSize, GLsizei *length, \ 482 GLint *params); \ 483 void getIntegervRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLint *data); \ 484 void getProgramivRobust(ShaderProgramID programPacked, GLenum pname, GLsizei bufSize, \ 485 GLsizei *length, GLint *params); \ 486 void getRenderbufferParameterivRobust(GLenum target, GLenum pname, GLsizei bufSize, \ 487 GLsizei *length, GLint *params); \ 488 void getShaderivRobust(ShaderProgramID shaderPacked, GLenum pname, GLsizei bufSize, \ 489 GLsizei *length, GLint *params); \ 490 void getTexParameterfvRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ 491 GLsizei *length, GLfloat *params); \ 492 void getTexParameterivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ 493 GLsizei *length, GLint *params); \ 494 void getUniformfvRobust(ShaderProgramID programPacked, UniformLocation locationPacked, \ 495 GLsizei bufSize, GLsizei *length, GLfloat *params); \ 496 void getUniformivRobust(ShaderProgramID programPacked, UniformLocation locationPacked, \ 497 GLsizei bufSize, GLsizei *length, GLint *params); \ 498 void getVertexAttribfvRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length, \ 499 GLfloat *params); \ 500 void getVertexAttribivRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length, \ 501 GLint *params); \ 502 void getVertexAttribPointervRobust(GLuint index, GLenum pname, GLsizei bufSize, \ 503 GLsizei *length, void **pointer); \ 504 void readPixelsRobust(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, \ 505 GLenum type, GLsizei bufSize, GLsizei *length, GLsizei *columns, \ 506 GLsizei *rows, void *pixels); \ 507 void texImage2DRobust(TextureTarget targetPacked, GLint level, GLint internalformat, \ 508 GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, \ 509 GLsizei bufSize, const void *pixels); \ 510 void texParameterfvRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ 511 const GLfloat *params); \ 512 void texParameterivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ 513 const GLint *params); \ 514 void texSubImage2DRobust(TextureTarget targetPacked, GLint level, GLint xoffset, \ 515 GLint yoffset, GLsizei width, GLsizei height, GLenum format, \ 516 GLenum type, GLsizei bufSize, const void *pixels); \ 517 void texImage3DRobust(TextureTarget targetPacked, GLint level, GLint internalformat, \ 518 GLsizei width, GLsizei height, GLsizei depth, GLint border, \ 519 GLenum format, GLenum type, GLsizei bufSize, const void *pixels); \ 520 void texSubImage3DRobust(TextureTarget targetPacked, GLint level, GLint xoffset, \ 521 GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \ 522 GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, \ 523 const void *pixels); \ 524 void compressedTexImage2DRobust( \ 525 TextureTarget targetPacked, GLint level, GLenum internalformat, GLsizei width, \ 526 GLsizei height, GLint border, GLsizei imageSize, GLsizei dataSize, const void *data); \ 527 void compressedTexSubImage2DRobust( \ 528 TextureTarget targetPacked, GLint level, GLsizei xoffset, GLsizei yoffset, GLsizei width, \ 529 GLsizei height, GLenum format, GLsizei imageSize, GLsizei dataSize, const void *data); \ 530 void compressedTexImage3DRobust(TextureTarget targetPacked, GLint level, \ 531 GLenum internalformat, GLsizei width, GLsizei height, \ 532 GLsizei depth, GLint border, GLsizei imageSize, \ 533 GLsizei dataSize, const void *data); \ 534 void compressedTexSubImage3DRobust(TextureTarget targetPacked, GLint level, GLint xoffset, \ 535 GLint yoffset, GLint zoffset, GLsizei width, \ 536 GLsizei height, GLsizei depth, GLenum format, \ 537 GLsizei imageSize, GLsizei dataSize, const void *data); \ 538 void getQueryivRobust(QueryType targetPacked, GLenum pname, GLsizei bufSize, GLsizei *length, \ 539 GLint *params); \ 540 void getQueryObjectuivRobust(QueryID idPacked, GLenum pname, GLsizei bufSize, GLsizei *length, \ 541 GLuint *params); \ 542 void getBufferPointervRobust(BufferBinding targetPacked, GLenum pname, GLsizei bufSize, \ 543 GLsizei *length, void **params); \ 544 void getIntegeri_vRobust(GLenum target, GLuint index, GLsizei bufSize, GLsizei *length, \ 545 GLint *data); \ 546 void getInternalformativRobust(GLenum target, GLenum internalformat, GLenum pname, \ 547 GLsizei bufSize, GLsizei *length, GLint *params); \ 548 void getVertexAttribIivRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length, \ 549 GLint *params); \ 550 void getVertexAttribIuivRobust(GLuint index, GLenum pname, GLsizei bufSize, GLsizei *length, \ 551 GLuint *params); \ 552 void getUniformuivRobust(ShaderProgramID programPacked, UniformLocation locationPacked, \ 553 GLsizei bufSize, GLsizei *length, GLuint *params); \ 554 void getActiveUniformBlockivRobust(ShaderProgramID programPacked, \ 555 UniformBlockIndex uniformBlockIndexPacked, GLenum pname, \ 556 GLsizei bufSize, GLsizei *length, GLint *params); \ 557 void getInteger64vRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLint64 *data); \ 558 void getInteger64i_vRobust(GLenum target, GLuint index, GLsizei bufSize, GLsizei *length, \ 559 GLint64 *data); \ 560 void getBufferParameteri64vRobust(BufferBinding targetPacked, GLenum pname, GLsizei bufSize, \ 561 GLsizei *length, GLint64 *params); \ 562 void samplerParameterivRobust(SamplerID samplerPacked, GLuint pname, GLsizei bufSize, \ 563 const GLint *param); \ 564 void samplerParameterfvRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ 565 const GLfloat *param); \ 566 void getSamplerParameterivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ 567 GLsizei *length, GLint *params); \ 568 void getSamplerParameterfvRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ 569 GLsizei *length, GLfloat *params); \ 570 void getFramebufferParameterivRobust(GLenum target, GLenum pname, GLsizei bufSize, \ 571 GLsizei *length, GLint *params); \ 572 void getProgramInterfaceivRobust(ShaderProgramID programPacked, GLenum programInterface, \ 573 GLenum pname, GLsizei bufSize, GLsizei *length, \ 574 GLint *params); \ 575 void getBooleani_vRobust(GLenum target, GLuint index, GLsizei bufSize, GLsizei *length, \ 576 GLboolean *data); \ 577 void getMultisamplefvRobust(GLenum pname, GLuint index, GLsizei bufSize, GLsizei *length, \ 578 GLfloat *val); \ 579 void getTexLevelParameterivRobust(TextureTarget targetPacked, GLint level, GLenum pname, \ 580 GLsizei bufSize, GLsizei *length, GLint *params); \ 581 void getTexLevelParameterfvRobust(TextureTarget targetPacked, GLint level, GLenum pname, \ 582 GLsizei bufSize, GLsizei *length, GLfloat *params); \ 583 void getPointervRobustANGLERobust(GLenum pname, GLsizei bufSize, GLsizei *length, \ 584 void **params); \ 585 void readnPixelsRobust(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, \ 586 GLenum type, GLsizei bufSize, GLsizei *length, GLsizei *columns, \ 587 GLsizei *rows, void *data); \ 588 void getnUniformfvRobust(ShaderProgramID programPacked, UniformLocation locationPacked, \ 589 GLsizei bufSize, GLsizei *length, GLfloat *params); \ 590 void getnUniformivRobust(ShaderProgramID programPacked, UniformLocation locationPacked, \ 591 GLsizei bufSize, GLsizei *length, GLint *params); \ 592 void getnUniformuivRobust(ShaderProgramID programPacked, UniformLocation locationPacked, \ 593 GLsizei bufSize, GLsizei *length, GLuint *params); \ 594 void texParameterIivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ 595 const GLint *params); \ 596 void texParameterIuivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ 597 const GLuint *params); \ 598 void getTexParameterIivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ 599 GLsizei *length, GLint *params); \ 600 void getTexParameterIuivRobust(TextureType targetPacked, GLenum pname, GLsizei bufSize, \ 601 GLsizei *length, GLuint *params); \ 602 void samplerParameterIivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ 603 const GLint *param); \ 604 void samplerParameterIuivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ 605 const GLuint *param); \ 606 void getSamplerParameterIivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ 607 GLsizei *length, GLint *params); \ 608 void getSamplerParameterIuivRobust(SamplerID samplerPacked, GLenum pname, GLsizei bufSize, \ 609 GLsizei *length, GLuint *params); \ 610 void getQueryObjectivRobust(QueryID idPacked, GLenum pname, GLsizei bufSize, GLsizei *length, \ 611 GLint *params); \ 612 void getQueryObjecti64vRobust(QueryID idPacked, GLenum pname, GLsizei bufSize, \ 613 GLsizei *length, GLint64 *params); \ 614 void getQueryObjectui64vRobust(QueryID idPacked, GLenum pname, GLsizei bufSize, \ 615 GLsizei *length, GLuint64 *params); \ 616 /* GL_ANGLE_robust_fragment_shader_output */ \ 617 /* GL_ANGLE_robust_resource_initialization */ \ 618 /* GL_ANGLE_semaphore_fuchsia */ \ 619 void importSemaphoreZirconHandle(SemaphoreID semaphorePacked, HandleType handleTypePacked, \ 620 GLuint handle); \ 621 /* GL_ANGLE_shader_binary */ \ 622 /* GL_ANGLE_shader_pixel_local_storage */ \ 623 void framebufferMemorylessPixelLocalStorage(GLint plane, GLenum internalformat); \ 624 void framebufferTexturePixelLocalStorage(GLint plane, TextureID backingtexturePacked, \ 625 GLint level, GLint layer); \ 626 void framebufferPixelLocalClearValuefv(GLint plane, const GLfloat *value); \ 627 void framebufferPixelLocalClearValueiv(GLint plane, const GLint *value); \ 628 void framebufferPixelLocalClearValueuiv(GLint plane, const GLuint *value); \ 629 void beginPixelLocalStorage(GLsizei n, const GLenum *loadops); \ 630 void endPixelLocalStorage(GLsizei n, const GLenum *storeops); \ 631 void pixelLocalStorageBarrier(); \ 632 void framebufferPixelLocalStorageInterrupt(); \ 633 void framebufferPixelLocalStorageRestore(); \ 634 void getFramebufferPixelLocalStorageParameterfv(GLint plane, GLenum pname, GLfloat *params); \ 635 void getFramebufferPixelLocalStorageParameteriv(GLint plane, GLenum pname, GLint *params); \ 636 void getFramebufferPixelLocalStorageParameterfvRobust( \ 637 GLint plane, GLenum pname, GLsizei bufSize, GLsizei *length, GLfloat *params); \ 638 void getFramebufferPixelLocalStorageParameterivRobust( \ 639 GLint plane, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *params); \ 640 /* GL_ANGLE_shader_pixel_local_storage_coherent */ \ 641 /* GL_ANGLE_stencil_texturing */ \ 642 /* GL_ANGLE_texture_compression_dxt3 */ \ 643 /* GL_ANGLE_texture_compression_dxt5 */ \ 644 /* GL_ANGLE_texture_external_update */ \ 645 void texImage2DExternal(TextureTarget targetPacked, GLint level, GLint internalformat, \ 646 GLsizei width, GLsizei height, GLint border, GLenum format, \ 647 GLenum type); \ 648 void invalidateTexture(TextureType targetPacked); \ 649 /* GL_ANGLE_texture_multisample */ \ 650 /* GL_ANGLE_texture_rectangle */ \ 651 /* GL_ANGLE_vulkan_image */ \ 652 void acquireTextures(GLuint numTextures, const TextureID *texturesPacked, \ 653 const GLenum *layouts); \ 654 void releaseTextures(GLuint numTextures, const TextureID *texturesPacked, GLenum *layouts); \ 655 /* GL_ANGLE_webgl_compatibility */ \ 656 /* GL_ANGLE_yuv_internal_format */ \ 657 /* GL_CHROMIUM_bind_generates_resource */ \ 658 /* GL_CHROMIUM_bind_uniform_location */ \ 659 void bindUniformLocation(ShaderProgramID programPacked, UniformLocation locationPacked, \ 660 const GLchar *name); \ 661 /* GL_CHROMIUM_color_buffer_float_rgb */ \ 662 /* GL_CHROMIUM_color_buffer_float_rgba */ \ 663 /* GL_CHROMIUM_copy_compressed_texture */ \ 664 void compressedCopyTexture(TextureID sourceIdPacked, TextureID destIdPacked); \ 665 /* GL_CHROMIUM_copy_texture */ \ 666 void copyTexture(TextureID sourceIdPacked, GLint sourceLevel, TextureTarget destTargetPacked, \ 667 TextureID destIdPacked, GLint destLevel, GLint internalFormat, \ 668 GLenum destType, GLboolean unpackFlipY, GLboolean unpackPremultiplyAlpha, \ 669 GLboolean unpackUnmultiplyAlpha); \ 670 void copySubTexture(TextureID sourceIdPacked, GLint sourceLevel, \ 671 TextureTarget destTargetPacked, TextureID destIdPacked, GLint destLevel, \ 672 GLint xoffset, GLint yoffset, GLint x, GLint y, GLint width, GLint height, \ 673 GLboolean unpackFlipY, GLboolean unpackPremultiplyAlpha, \ 674 GLboolean unpackUnmultiplyAlpha); \ 675 /* GL_CHROMIUM_framebuffer_mixed_samples */ \ 676 /* GL_CHROMIUM_lose_context */ \ 677 void loseContext(GraphicsResetStatus currentPacked, GraphicsResetStatus otherPacked); \ 678 /* GL_CHROMIUM_sync_query */ 679 680 #endif // ANGLE_CONTEXT_API_EXT_AUTOGEN_H_ 681