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// 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 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 count, \
GLint64 *params); \
void invalidateBufferData(BufferID bufferPacked); \
void invalidateBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr length); \
void invalidateTexImage(TextureID texturePacked, GLint level); \
void invalidateTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); \
void shaderStorageBlockBinding(ShaderProgramID programPacked, GLuint storageBlockIndex, \
GLuint storageBlockBinding); \
void textureView(TextureID texturePacked, GLenum target, GLuint origtexture, \
GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, \
GLuint numlayers); \
void vertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); \
void bindBuffersBase(GLenum target, GLuint first, GLsizei count, \
const BufferID *buffersPacked); \
void bindBuffersRange(GLenum target, GLuint first, GLsizei count, \
const BufferID *buffersPacked, const GLintptr *offsets, \
const GLsizeiptr *sizes); \
void bindImageTextures(GLuint first, GLsizei count, const GLuint *textures); \
void bindSamplers(GLuint first, GLsizei count, const GLuint *samplers); \
void bindTextures(GLuint first, GLsizei count, const GLuint *textures); \
void bindVertexBuffers(GLuint first, GLsizei count, const BufferID *buffersPacked, \
const GLintptr *offsets, const GLsizei *strides); \
void clearTexImage(TextureID texturePacked, GLint level, GLenum format, GLenum type, \
const void *data); \
void clearTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \
GLenum format, GLenum type, const void *data); \
void bindTextureUnit(GLuint unit, TextureID texturePacked); \
void blitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, \
GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, \
GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); \
GLenum checkNamedFramebufferStatus(FramebufferID framebufferPacked, GLenum target); \
void clearNamedBufferData(BufferID bufferPacked, GLenum internalformat, GLenum format, \
GLenum type, const void *data); \
void clearNamedBufferSubData(BufferID bufferPacked, GLenum internalformat, GLintptr offset, \
GLsizeiptr size, GLenum format, GLenum type, const void *data); \
void clearNamedFramebufferfi(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \
GLfloat depth, GLint stencil); \
void clearNamedFramebufferfv(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \
const GLfloat *value); \
void clearNamedFramebufferiv(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \
const GLint *value); \
void clearNamedFramebufferuiv(FramebufferID framebufferPacked, GLenum buffer, \
GLint drawbuffer, const GLuint *value); \
void compressedTextureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, \
GLsizei width, GLenum format, GLsizei imageSize, \
const void *data); \
void compressedTextureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, \
GLint yoffset, GLsizei width, GLsizei height, GLenum format, \
GLsizei imageSize, const void *data); \
void compressedTextureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, \
GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \
GLsizei depth, GLenum format, GLsizei imageSize, \
const void *data); \
void copyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, \
GLintptr writeOffset, GLsizeiptr size); \
void copyTextureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, GLint x, \
GLint y, GLsizei width); \
void copyTextureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
GLint x, GLint y, GLsizei width, GLsizei height); \
void copyTextureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); \
void createBuffers(GLsizei n, BufferID *buffersPacked); \
void createFramebuffers(GLsizei n, GLuint *framebuffers); \
void createProgramPipelines(GLsizei n, GLuint *pipelines); \
void createQueries(GLenum target, GLsizei n, GLuint *ids); \
void createRenderbuffers(GLsizei n, RenderbufferID *renderbuffersPacked); \
void createSamplers(GLsizei n, GLuint *samplers); \
void createTextures(GLenum target, GLsizei n, GLuint *textures); \
void createTransformFeedbacks(GLsizei n, GLuint *ids); \
void createVertexArrays(GLsizei n, VertexArrayID *arraysPacked); \
void disableVertexArrayAttrib(VertexArrayID vaobjPacked, GLuint index); \
void enableVertexArrayAttrib(VertexArrayID vaobjPacked, GLuint index); \
void flushMappedNamedBufferRange(BufferID bufferPacked, GLintptr offset, GLsizeiptr length); \
void generateTextureMipmap(TextureID texturePacked); \
void getCompressedTextureImage(TextureID texturePacked, GLint level, GLsizei bufSize, \
void *pixels); \
void getCompressedTextureSubImage(TextureID texturePacked, GLint level, GLint xoffset, \
GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \
GLsizei depth, GLsizei bufSize, void *pixels); \
void getNamedBufferParameteri64v(BufferID bufferPacked, GLenum pname, GLint64 *params); \
void getNamedBufferParameteriv(BufferID bufferPacked, GLenum pname, GLint *params); \
void getNamedBufferPointerv(BufferID bufferPacked, GLenum pname, void **params); \
void getNamedBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr size, \
void *data); \
void getNamedFramebufferAttachmentParameteriv(FramebufferID framebufferPacked, \
GLenum attachment, GLenum pname, GLint *params); \
void getNamedFramebufferParameteriv(FramebufferID framebufferPacked, GLenum pname, \
GLint *param); \
void getNamedRenderbufferParameteriv(RenderbufferID renderbufferPacked, GLenum pname, \
GLint *params); \
void getQueryBufferObjecti64v(GLuint id, BufferID bufferPacked, GLenum pname, \
GLintptr offset); \
void getQueryBufferObjectiv(GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); \
void getQueryBufferObjectui64v(GLuint id, BufferID bufferPacked, GLenum pname, \
GLintptr offset); \
void getQueryBufferObjectuiv(GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); \
void getTextureImage(TextureID texturePacked, GLint level, GLenum format, GLenum type, \
GLsizei bufSize, void *pixels); \
void getTextureLevelParameterfv(TextureID texturePacked, GLint level, GLenum pname, \
GLfloat *params); \
void getTextureLevelParameteriv(TextureID texturePacked, GLint level, GLenum pname, \
GLint *params); \
void getTextureParameterIiv(TextureID texturePacked, GLenum pname, GLint *params); \
void getTextureParameterIuiv(TextureID texturePacked, GLenum pname, GLuint *params); \
void getTextureParameterfv(TextureID texturePacked, GLenum pname, GLfloat *params); \
void getTextureParameteriv(TextureID texturePacked, GLenum pname, GLint *params); \
void getTextureSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \
GLenum format, GLenum type, GLsizei bufSize, void *pixels); \
void getTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param); \
void getTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param); \
void getTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param); \
void getVertexArrayIndexed64iv(VertexArrayID vaobjPacked, GLuint index, GLenum pname, \
GLint64 *param); \
void getVertexArrayIndexediv(VertexArrayID vaobjPacked, GLuint index, GLenum pname, \
GLint *param); \
void getVertexArrayiv(VertexArrayID vaobjPacked, GLenum pname, GLint *param); \
void getnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); \
void getnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels); \
void getnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, \
void *image); \
void getnHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, \
GLsizei bufSize, void *values); \
void getnMapdv(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); \
void getnMapfv(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); \
void getnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v); \
void getnMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, \
void *values); \
void getnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values); \
void getnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values); \
void getnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values); \
void getnPolygonStipple(GLsizei bufSize, GLubyte *pattern); \
void getnSeparableFilter(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, \
void *row, GLsizei columnBufSize, void *column, void *span); \
void getnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, \
void *pixels); \
void getnUniformdv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei bufSize, GLdouble *params); \
void invalidateNamedFramebufferData(FramebufferID framebufferPacked, GLsizei numAttachments, \
const GLenum *attachments); \
void invalidateNamedFramebufferSubData(FramebufferID framebufferPacked, \
GLsizei numAttachments, const GLenum *attachments, \
GLint x, GLint y, GLsizei width, GLsizei height); \
void *mapNamedBuffer(BufferID bufferPacked, GLenum access); \
void *mapNamedBufferRange(BufferID bufferPacked, GLintptr offset, GLsizeiptr length, \
GLbitfield access); \
void namedBufferData(BufferID bufferPacked, GLsizeiptr size, const void *data, GLenum usage); \
void namedBufferStorage(BufferID bufferPacked, GLsizeiptr size, const void *data, \
GLbitfield flags); \
void namedBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr size, \
const void *data); \
void namedFramebufferDrawBuffer(FramebufferID framebufferPacked, GLenum buf); \
void namedFramebufferDrawBuffers(FramebufferID framebufferPacked, GLsizei n, \
const GLenum *bufs); \
void namedFramebufferParameteri(FramebufferID framebufferPacked, GLenum pname, GLint param); \
void namedFramebufferReadBuffer(FramebufferID framebufferPacked, GLenum src); \
void namedFramebufferRenderbuffer(FramebufferID framebufferPacked, GLenum attachment, \
GLenum renderbuffertarget, \
RenderbufferID renderbufferPacked); \
void namedFramebufferTexture(FramebufferID framebufferPacked, GLenum attachment, \
TextureID texturePacked, GLint level); \
void namedFramebufferTextureLayer(FramebufferID framebufferPacked, GLenum attachment, \
TextureID texturePacked, GLint level, GLint layer); \
void namedRenderbufferStorage(RenderbufferID renderbufferPacked, GLenum internalformat, \
GLsizei width, GLsizei height); \
void namedRenderbufferStorageMultisample(RenderbufferID renderbufferPacked, GLsizei samples, \
GLenum internalformat, GLsizei width, \
GLsizei height); \
void textureBarrier(); \
void textureBuffer(TextureID texturePacked, GLenum internalformat, BufferID bufferPacked); \
void textureBufferRange(TextureID texturePacked, GLenum internalformat, BufferID bufferPacked, \
GLintptr offset, GLsizeiptr size); \
void textureParameterIiv(TextureID texturePacked, GLenum pname, const GLint *params); \
void textureParameterIuiv(TextureID texturePacked, GLenum pname, const GLuint *params); \
void textureParameterf(TextureID texturePacked, GLenum pname, GLfloat param); \
void textureParameterfv(TextureID texturePacked, GLenum pname, const GLfloat *param); \
void textureParameteri(TextureID texturePacked, GLenum pname, GLint param); \
void textureParameteriv(TextureID texturePacked, GLenum pname, const GLint *param); \
void textureStorage1D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \
GLsizei width); \
void textureStorage2D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \
GLsizei width, GLsizei height); \
void textureStorage2DMultisample(TextureID texturePacked, GLsizei samples, \
GLenum internalformat, GLsizei width, GLsizei height, \
GLboolean fixedsamplelocations); \
void textureStorage3D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \
GLsizei width, GLsizei height, GLsizei depth); \
void textureStorage3DMultisample(TextureID texturePacked, GLsizei samples, \
GLenum internalformat, GLsizei width, GLsizei height, \
GLsizei depth, GLboolean fixedsamplelocations); \
void textureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, GLsizei width, \
GLenum format, GLenum type, const void *pixels); \
void textureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
GLsizei width, GLsizei height, GLenum format, GLenum type, \
const void *pixels); \
void textureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \
GLenum format, GLenum type, const void *pixels); \
void transformFeedbackBufferBase(GLuint xfb, GLuint index, BufferID bufferPacked); \
void transformFeedbackBufferRange(GLuint xfb, GLuint index, BufferID bufferPacked, \
GLintptr offset, GLsizeiptr size); \
GLboolean unmapNamedBuffer(BufferID bufferPacked); \
void vertexArrayAttribBinding(VertexArrayID vaobjPacked, GLuint attribindex, \
GLuint bindingindex); \
void vertexArrayAttribFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \
GLenum type, GLboolean normalized, GLuint relativeoffset); \
void vertexArrayAttribIFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \
GLenum type, GLuint relativeoffset); \
void vertexArrayAttribLFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \
GLenum type, GLuint relativeoffset); \
void vertexArrayBindingDivisor(VertexArrayID vaobjPacked, GLuint bindingindex, \
GLuint divisor); \
void vertexArrayElementBuffer(VertexArrayID vaobjPacked, BufferID bufferPacked); \
void vertexArrayVertexBuffer(VertexArrayID vaobjPacked, GLuint bindingindex, \
BufferID bufferPacked, GLintptr offset, GLsizei stride); \
void vertexArrayVertexBuffers(VertexArrayID vaobjPacked, GLuint first, GLsizei count, \
const BufferID *buffersPacked, const GLintptr *offsets, \
const GLsizei *strides); \
void multiDrawArraysIndirectCount(GLenum mode, const void *indirect, GLintptr drawcount, \
GLsizei maxdrawcount, GLsizei stride); \
void multiDrawElementsIndirectCount(GLenum mode, GLenum type, const void *indirect, \
GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); \
void polygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp); \
void specializeShader(GLuint shader, const GLchar *pEntryPoint, \
GLuint numSpecializationConstants, const GLuint *pConstantIndex, \
const GLuint *pConstantValue);
#endif // ANGLE_CONTEXT_API_4_AUTOGEN_H_