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diff --git a/src/3rdparty/angle/src/libGLESv2/entry_points_gles_2_0_autogen.h b/src/3rdparty/angle/src/libGLESv2/entry_points_gles_2_0_autogen.h
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+++ b/src/3rdparty/angle/src/libGLESv2/entry_points_gles_2_0_autogen.h
@@ -0,0 +1,297 @@
+// GENERATED FILE - DO NOT EDIT.
+// Generated by generate_entry_points.py using data from gl.xml.
+//
+// Copyright 2017 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.
+//
+// entry_points_gles_2_0_autogen.h:
+// Defines the GLES 2.0 entry points.
+
+#ifndef LIBGLESV2_ENTRYPOINTSGLES20_AUTOGEN_H_
+#define LIBGLESV2_ENTRYPOINTSGLES20_AUTOGEN_H_
+
+#include <GLES2/gl2.h>
+#include <export.h>
+
+namespace gl
+{
+ANGLE_EXPORT void GL_APIENTRY ActiveTexture(GLenum texture);
+ANGLE_EXPORT void GL_APIENTRY AttachShader(GLuint program, GLuint shader);
+ANGLE_EXPORT void GL_APIENTRY BindAttribLocation(GLuint program, GLuint index, const GLchar *name);
+ANGLE_EXPORT void GL_APIENTRY BindBuffer(GLenum target, GLuint buffer);
+ANGLE_EXPORT void GL_APIENTRY BindFramebuffer(GLenum target, GLuint framebuffer);
+ANGLE_EXPORT void GL_APIENTRY BindRenderbuffer(GLenum target, GLuint renderbuffer);
+ANGLE_EXPORT void GL_APIENTRY BindTexture(GLenum target, GLuint texture);
+ANGLE_EXPORT void GL_APIENTRY BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+ANGLE_EXPORT void GL_APIENTRY BlendEquation(GLenum mode);
+ANGLE_EXPORT void GL_APIENTRY BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
+ANGLE_EXPORT void GL_APIENTRY BlendFunc(GLenum sfactor, GLenum dfactor);
+ANGLE_EXPORT void GL_APIENTRY BlendFuncSeparate(GLenum sfactorRGB,
+ GLenum dfactorRGB,
+ GLenum sfactorAlpha,
+ GLenum dfactorAlpha);
+ANGLE_EXPORT void GL_APIENTRY BufferData(GLenum target,
+ GLsizeiptr size,
+ const void *data,
+ GLenum usage);
+ANGLE_EXPORT void GL_APIENTRY BufferSubData(GLenum target,
+ GLintptr offset,
+ GLsizeiptr size,
+ const void *data);
+ANGLE_EXPORT GLenum GL_APIENTRY CheckFramebufferStatus(GLenum target);
+ANGLE_EXPORT void GL_APIENTRY Clear(GLbitfield mask);
+ANGLE_EXPORT void GL_APIENTRY ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+ANGLE_EXPORT void GL_APIENTRY ClearDepthf(GLfloat d);
+ANGLE_EXPORT void GL_APIENTRY ClearStencil(GLint s);
+ANGLE_EXPORT void GL_APIENTRY ColorMask(GLboolean red,
+ GLboolean green,
+ GLboolean blue,
+ GLboolean alpha);
+ANGLE_EXPORT void GL_APIENTRY CompileShader(GLuint shader);
+ANGLE_EXPORT void GL_APIENTRY CompressedTexImage2D(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLsizei imageSize,
+ const void *data);
+ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage2D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data);
+ANGLE_EXPORT void GL_APIENTRY CopyTexImage2D(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLint border);
+ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage2D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+ANGLE_EXPORT GLuint GL_APIENTRY CreateProgram();
+ANGLE_EXPORT GLuint GL_APIENTRY CreateShader(GLenum type);
+ANGLE_EXPORT void GL_APIENTRY CullFace(GLenum mode);
+ANGLE_EXPORT void GL_APIENTRY DeleteBuffers(GLsizei n, const GLuint *buffers);
+ANGLE_EXPORT void GL_APIENTRY DeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
+ANGLE_EXPORT void GL_APIENTRY DeleteProgram(GLuint program);
+ANGLE_EXPORT void GL_APIENTRY DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
+ANGLE_EXPORT void GL_APIENTRY DeleteShader(GLuint shader);
+ANGLE_EXPORT void GL_APIENTRY DeleteTextures(GLsizei n, const GLuint *textures);
+ANGLE_EXPORT void GL_APIENTRY DepthFunc(GLenum func);
+ANGLE_EXPORT void GL_APIENTRY DepthMask(GLboolean flag);
+ANGLE_EXPORT void GL_APIENTRY DepthRangef(GLfloat n, GLfloat f);
+ANGLE_EXPORT void GL_APIENTRY DetachShader(GLuint program, GLuint shader);
+ANGLE_EXPORT void GL_APIENTRY Disable(GLenum cap);
+ANGLE_EXPORT void GL_APIENTRY DisableVertexAttribArray(GLuint index);
+ANGLE_EXPORT void GL_APIENTRY DrawArrays(GLenum mode, GLint first, GLsizei count);
+ANGLE_EXPORT void GL_APIENTRY DrawElements(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices);
+ANGLE_EXPORT void GL_APIENTRY Enable(GLenum cap);
+ANGLE_EXPORT void GL_APIENTRY EnableVertexAttribArray(GLuint index);
+ANGLE_EXPORT void GL_APIENTRY Finish();
+ANGLE_EXPORT void GL_APIENTRY Flush();
+ANGLE_EXPORT void GL_APIENTRY FramebufferRenderbuffer(GLenum target,
+ GLenum attachment,
+ GLenum renderbuffertarget,
+ GLuint renderbuffer);
+ANGLE_EXPORT void GL_APIENTRY FramebufferTexture2D(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level);
+ANGLE_EXPORT void GL_APIENTRY FrontFace(GLenum mode);
+ANGLE_EXPORT void GL_APIENTRY GenBuffers(GLsizei n, GLuint *buffers);
+ANGLE_EXPORT void GL_APIENTRY GenerateMipmap(GLenum target);
+ANGLE_EXPORT void GL_APIENTRY GenFramebuffers(GLsizei n, GLuint *framebuffers);
+ANGLE_EXPORT void GL_APIENTRY GenRenderbuffers(GLsizei n, GLuint *renderbuffers);
+ANGLE_EXPORT void GL_APIENTRY GenTextures(GLsizei n, GLuint *textures);
+ANGLE_EXPORT void GL_APIENTRY GetActiveAttrib(GLuint program,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name);
+ANGLE_EXPORT void GL_APIENTRY GetActiveUniform(GLuint program,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name);
+ANGLE_EXPORT void GL_APIENTRY GetAttachedShaders(GLuint program,
+ GLsizei maxCount,
+ GLsizei *count,
+ GLuint *shaders);
+ANGLE_EXPORT GLint GL_APIENTRY GetAttribLocation(GLuint program, const GLchar *name);
+ANGLE_EXPORT void GL_APIENTRY GetBooleanv(GLenum pname, GLboolean *data);
+ANGLE_EXPORT void GL_APIENTRY GetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
+ANGLE_EXPORT GLenum GL_APIENTRY GetError();
+ANGLE_EXPORT void GL_APIENTRY GetFloatv(GLenum pname, GLfloat *data);
+ANGLE_EXPORT void GL_APIENTRY GetFramebufferAttachmentParameteriv(GLenum target,
+ GLenum attachment,
+ GLenum pname,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GetIntegerv(GLenum pname, GLint *data);
+ANGLE_EXPORT void GL_APIENTRY GetProgramiv(GLuint program, GLenum pname, GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GetProgramInfoLog(GLuint program,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *infoLog);
+ANGLE_EXPORT void GL_APIENTRY GetRenderbufferParameteriv(GLenum target,
+ GLenum pname,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GetShaderiv(GLuint shader, GLenum pname, GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GetShaderInfoLog(GLuint shader,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *infoLog);
+ANGLE_EXPORT void GL_APIENTRY GetShaderPrecisionFormat(GLenum shadertype,
+ GLenum precisiontype,
+ GLint *range,
+ GLint *precision);
+ANGLE_EXPORT void GL_APIENTRY GetShaderSource(GLuint shader,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *source);
+ANGLE_EXPORT const GLubyte *GL_APIENTRY GetString(GLenum name);
+ANGLE_EXPORT void GL_APIENTRY GetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
+ANGLE_EXPORT void GL_APIENTRY GetTexParameteriv(GLenum target, GLenum pname, GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GetUniformfv(GLuint program, GLint location, GLfloat *params);
+ANGLE_EXPORT void GL_APIENTRY GetUniformiv(GLuint program, GLint location, GLint *params);
+ANGLE_EXPORT GLint GL_APIENTRY GetUniformLocation(GLuint program, const GLchar *name);
+ANGLE_EXPORT void GL_APIENTRY GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
+ANGLE_EXPORT void GL_APIENTRY GetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer);
+ANGLE_EXPORT void GL_APIENTRY Hint(GLenum target, GLenum mode);
+ANGLE_EXPORT GLboolean GL_APIENTRY IsBuffer(GLuint buffer);
+ANGLE_EXPORT GLboolean GL_APIENTRY IsEnabled(GLenum cap);
+ANGLE_EXPORT GLboolean GL_APIENTRY IsFramebuffer(GLuint framebuffer);
+ANGLE_EXPORT GLboolean GL_APIENTRY IsProgram(GLuint program);
+ANGLE_EXPORT GLboolean GL_APIENTRY IsRenderbuffer(GLuint renderbuffer);
+ANGLE_EXPORT GLboolean GL_APIENTRY IsShader(GLuint shader);
+ANGLE_EXPORT GLboolean GL_APIENTRY IsTexture(GLuint texture);
+ANGLE_EXPORT void GL_APIENTRY LineWidth(GLfloat width);
+ANGLE_EXPORT void GL_APIENTRY LinkProgram(GLuint program);
+ANGLE_EXPORT void GL_APIENTRY PixelStorei(GLenum pname, GLint param);
+ANGLE_EXPORT void GL_APIENTRY PolygonOffset(GLfloat factor, GLfloat units);
+ANGLE_EXPORT void GL_APIENTRY ReadPixels(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ void *pixels);
+ANGLE_EXPORT void GL_APIENTRY ReleaseShaderCompiler();
+ANGLE_EXPORT void GL_APIENTRY RenderbufferStorage(GLenum target,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+ANGLE_EXPORT void GL_APIENTRY SampleCoverage(GLfloat value, GLboolean invert);
+ANGLE_EXPORT void GL_APIENTRY Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
+ANGLE_EXPORT void GL_APIENTRY ShaderBinary(GLsizei count,
+ const GLuint *shaders,
+ GLenum binaryformat,
+ const void *binary,
+ GLsizei length);
+ANGLE_EXPORT void GL_APIENTRY ShaderSource(GLuint shader,
+ GLsizei count,
+ const GLchar *const *string,
+ const GLint *length);
+ANGLE_EXPORT void GL_APIENTRY StencilFunc(GLenum func, GLint ref, GLuint mask);
+ANGLE_EXPORT void GL_APIENTRY StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
+ANGLE_EXPORT void GL_APIENTRY StencilMask(GLuint mask);
+ANGLE_EXPORT void GL_APIENTRY StencilMaskSeparate(GLenum face, GLuint mask);
+ANGLE_EXPORT void GL_APIENTRY StencilOp(GLenum fail, GLenum zfail, GLenum zpass);
+ANGLE_EXPORT void GL_APIENTRY StencilOpSeparate(GLenum face,
+ GLenum sfail,
+ GLenum dpfail,
+ GLenum dppass);
+ANGLE_EXPORT void GL_APIENTRY TexImage2D(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void *pixels);
+ANGLE_EXPORT void GL_APIENTRY TexParameterf(GLenum target, GLenum pname, GLfloat param);
+ANGLE_EXPORT void GL_APIENTRY TexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
+ANGLE_EXPORT void GL_APIENTRY TexParameteri(GLenum target, GLenum pname, GLint param);
+ANGLE_EXPORT void GL_APIENTRY TexParameteriv(GLenum target, GLenum pname, const GLint *params);
+ANGLE_EXPORT void GL_APIENTRY TexSubImage2D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ const void *pixels);
+ANGLE_EXPORT void GL_APIENTRY Uniform1f(GLint location, GLfloat v0);
+ANGLE_EXPORT void GL_APIENTRY Uniform1fv(GLint location, GLsizei count, const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY Uniform1i(GLint location, GLint v0);
+ANGLE_EXPORT void GL_APIENTRY Uniform1iv(GLint location, GLsizei count, const GLint *value);
+ANGLE_EXPORT void GL_APIENTRY Uniform2f(GLint location, GLfloat v0, GLfloat v1);
+ANGLE_EXPORT void GL_APIENTRY Uniform2fv(GLint location, GLsizei count, const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY Uniform2i(GLint location, GLint v0, GLint v1);
+ANGLE_EXPORT void GL_APIENTRY Uniform2iv(GLint location, GLsizei count, const GLint *value);
+ANGLE_EXPORT void GL_APIENTRY Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+ANGLE_EXPORT void GL_APIENTRY Uniform3fv(GLint location, GLsizei count, const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);
+ANGLE_EXPORT void GL_APIENTRY Uniform3iv(GLint location, GLsizei count, const GLint *value);
+ANGLE_EXPORT void GL_APIENTRY
+Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+ANGLE_EXPORT void GL_APIENTRY Uniform4fv(GLint location, GLsizei count, const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+ANGLE_EXPORT void GL_APIENTRY Uniform4iv(GLint location, GLsizei count, const GLint *value);
+ANGLE_EXPORT void GL_APIENTRY UniformMatrix2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY UniformMatrix3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY UniformMatrix4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY UseProgram(GLuint program);
+ANGLE_EXPORT void GL_APIENTRY ValidateProgram(GLuint program);
+ANGLE_EXPORT void GL_APIENTRY VertexAttrib1f(GLuint index, GLfloat x);
+ANGLE_EXPORT void GL_APIENTRY VertexAttrib1fv(GLuint index, const GLfloat *v);
+ANGLE_EXPORT void GL_APIENTRY VertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
+ANGLE_EXPORT void GL_APIENTRY VertexAttrib2fv(GLuint index, const GLfloat *v);
+ANGLE_EXPORT void GL_APIENTRY VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
+ANGLE_EXPORT void GL_APIENTRY VertexAttrib3fv(GLuint index, const GLfloat *v);
+ANGLE_EXPORT void GL_APIENTRY
+VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ANGLE_EXPORT void GL_APIENTRY VertexAttrib4fv(GLuint index, const GLfloat *v);
+ANGLE_EXPORT void GL_APIENTRY VertexAttribPointer(GLuint index,
+ GLint size,
+ GLenum type,
+ GLboolean normalized,
+ GLsizei stride,
+ const void *pointer);
+ANGLE_EXPORT void GL_APIENTRY Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
+} // namespace gl
+
+#endif // LIBGLESV2_ENTRYPOINTSGLES20_AUTOGEN_H_