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diff --git a/src/3rdparty/angle/src/libGLESv2/entry_points_gles_3_0_autogen.h b/src/3rdparty/angle/src/libGLESv2/entry_points_gles_3_0_autogen.h
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+++ b/src/3rdparty/angle/src/libGLESv2/entry_points_gles_3_0_autogen.h
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+// 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_3_0_autogen.h:
+// Defines the GLES 3.0 entry points.
+
+#ifndef LIBGLESV2_ENTRYPOINTSGLES30_AUTOGEN_H_
+#define LIBGLESV2_ENTRYPOINTSGLES30_AUTOGEN_H_
+
+#include <GLES3/gl3.h>
+#include <export.h>
+
+namespace gl
+{
+ANGLE_EXPORT void GL_APIENTRY ReadBuffer(GLenum src);
+ANGLE_EXPORT void GL_APIENTRY DrawRangeElements(GLenum mode,
+ GLuint start,
+ GLuint end,
+ GLsizei count,
+ GLenum type,
+ const void *indices);
+ANGLE_EXPORT void GL_APIENTRY TexImage3D(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void *pixels);
+ANGLE_EXPORT void GL_APIENTRY TexSubImage3D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLenum type,
+ const void *pixels);
+ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage3D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+ANGLE_EXPORT void GL_APIENTRY CompressedTexImage3D(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLsizei imageSize,
+ const void *data);
+ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage3D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data);
+ANGLE_EXPORT void GL_APIENTRY GenQueries(GLsizei n, GLuint *ids);
+ANGLE_EXPORT void GL_APIENTRY DeleteQueries(GLsizei n, const GLuint *ids);
+ANGLE_EXPORT GLboolean GL_APIENTRY IsQuery(GLuint id);
+ANGLE_EXPORT void GL_APIENTRY BeginQuery(GLenum target, GLuint id);
+ANGLE_EXPORT void GL_APIENTRY EndQuery(GLenum target);
+ANGLE_EXPORT void GL_APIENTRY GetQueryiv(GLenum target, GLenum pname, GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
+ANGLE_EXPORT GLboolean GL_APIENTRY UnmapBuffer(GLenum target);
+ANGLE_EXPORT void GL_APIENTRY GetBufferPointerv(GLenum target, GLenum pname, void **params);
+ANGLE_EXPORT void GL_APIENTRY DrawBuffers(GLsizei n, const GLenum *bufs);
+ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY BlitFramebuffer(GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter);
+ANGLE_EXPORT void GL_APIENTRY RenderbufferStorageMultisample(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+ANGLE_EXPORT void GL_APIENTRY
+FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
+ANGLE_EXPORT void *GL_APIENTRY MapBufferRange(GLenum target,
+ GLintptr offset,
+ GLsizeiptr length,
+ GLbitfield access);
+ANGLE_EXPORT void GL_APIENTRY FlushMappedBufferRange(GLenum target,
+ GLintptr offset,
+ GLsizeiptr length);
+ANGLE_EXPORT void GL_APIENTRY BindVertexArray(GLuint array);
+ANGLE_EXPORT void GL_APIENTRY DeleteVertexArrays(GLsizei n, const GLuint *arrays);
+ANGLE_EXPORT void GL_APIENTRY GenVertexArrays(GLsizei n, GLuint *arrays);
+ANGLE_EXPORT GLboolean GL_APIENTRY IsVertexArray(GLuint array);
+ANGLE_EXPORT void GL_APIENTRY GetIntegeri_v(GLenum target, GLuint index, GLint *data);
+ANGLE_EXPORT void GL_APIENTRY BeginTransformFeedback(GLenum primitiveMode);
+ANGLE_EXPORT void GL_APIENTRY EndTransformFeedback();
+ANGLE_EXPORT void GL_APIENTRY
+BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
+ANGLE_EXPORT void GL_APIENTRY BindBufferBase(GLenum target, GLuint index, GLuint buffer);
+ANGLE_EXPORT void GL_APIENTRY TransformFeedbackVaryings(GLuint program,
+ GLsizei count,
+ const GLchar *const *varyings,
+ GLenum bufferMode);
+ANGLE_EXPORT void GL_APIENTRY GetTransformFeedbackVarying(GLuint program,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLsizei *size,
+ GLenum *type,
+ GLchar *name);
+ANGLE_EXPORT void GL_APIENTRY
+VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
+ANGLE_EXPORT void GL_APIENTRY GetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
+ANGLE_EXPORT void GL_APIENTRY VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
+ANGLE_EXPORT void GL_APIENTRY
+VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
+ANGLE_EXPORT void GL_APIENTRY VertexAttribI4iv(GLuint index, const GLint *v);
+ANGLE_EXPORT void GL_APIENTRY VertexAttribI4uiv(GLuint index, const GLuint *v);
+ANGLE_EXPORT void GL_APIENTRY GetUniformuiv(GLuint program, GLint location, GLuint *params);
+ANGLE_EXPORT GLint GL_APIENTRY GetFragDataLocation(GLuint program, const GLchar *name);
+ANGLE_EXPORT void GL_APIENTRY Uniform1ui(GLint location, GLuint v0);
+ANGLE_EXPORT void GL_APIENTRY Uniform2ui(GLint location, GLuint v0, GLuint v1);
+ANGLE_EXPORT void GL_APIENTRY Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
+ANGLE_EXPORT void GL_APIENTRY
+Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+ANGLE_EXPORT void GL_APIENTRY Uniform1uiv(GLint location, GLsizei count, const GLuint *value);
+ANGLE_EXPORT void GL_APIENTRY Uniform2uiv(GLint location, GLsizei count, const GLuint *value);
+ANGLE_EXPORT void GL_APIENTRY Uniform3uiv(GLint location, GLsizei count, const GLuint *value);
+ANGLE_EXPORT void GL_APIENTRY Uniform4uiv(GLint location, GLsizei count, const GLuint *value);
+ANGLE_EXPORT void GL_APIENTRY ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
+ANGLE_EXPORT void GL_APIENTRY ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);
+ANGLE_EXPORT void GL_APIENTRY ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY ClearBufferfi(GLenum buffer,
+ GLint drawbuffer,
+ GLfloat depth,
+ GLint stencil);
+ANGLE_EXPORT const GLubyte *GL_APIENTRY GetStringi(GLenum name, GLuint index);
+ANGLE_EXPORT void GL_APIENTRY CopyBufferSubData(GLenum readTarget,
+ GLenum writeTarget,
+ GLintptr readOffset,
+ GLintptr writeOffset,
+ GLsizeiptr size);
+ANGLE_EXPORT void GL_APIENTRY GetUniformIndices(GLuint program,
+ GLsizei uniformCount,
+ const GLchar *const *uniformNames,
+ GLuint *uniformIndices);
+ANGLE_EXPORT void GL_APIENTRY GetActiveUniformsiv(GLuint program,
+ GLsizei uniformCount,
+ const GLuint *uniformIndices,
+ GLenum pname,
+ GLint *params);
+ANGLE_EXPORT GLuint GL_APIENTRY GetUniformBlockIndex(GLuint program,
+ const GLchar *uniformBlockName);
+ANGLE_EXPORT void GL_APIENTRY GetActiveUniformBlockiv(GLuint program,
+ GLuint uniformBlockIndex,
+ GLenum pname,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GetActiveUniformBlockName(GLuint program,
+ GLuint uniformBlockIndex,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *uniformBlockName);
+ANGLE_EXPORT void GL_APIENTRY UniformBlockBinding(GLuint program,
+ GLuint uniformBlockIndex,
+ GLuint uniformBlockBinding);
+ANGLE_EXPORT void GL_APIENTRY DrawArraysInstanced(GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instancecount);
+ANGLE_EXPORT void GL_APIENTRY DrawElementsInstanced(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei instancecount);
+ANGLE_EXPORT GLsync GL_APIENTRY FenceSync(GLenum condition, GLbitfield flags);
+ANGLE_EXPORT GLboolean GL_APIENTRY IsSync(GLsync sync);
+ANGLE_EXPORT void GL_APIENTRY DeleteSync(GLsync sync);
+ANGLE_EXPORT GLenum GL_APIENTRY ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
+ANGLE_EXPORT void GL_APIENTRY WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
+ANGLE_EXPORT void GL_APIENTRY GetInteger64v(GLenum pname, GLint64 *data);
+ANGLE_EXPORT void GL_APIENTRY
+GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
+ANGLE_EXPORT void GL_APIENTRY GetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
+ANGLE_EXPORT void GL_APIENTRY GetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params);
+ANGLE_EXPORT void GL_APIENTRY GenSamplers(GLsizei count, GLuint *samplers);
+ANGLE_EXPORT void GL_APIENTRY DeleteSamplers(GLsizei count, const GLuint *samplers);
+ANGLE_EXPORT GLboolean GL_APIENTRY IsSampler(GLuint sampler);
+ANGLE_EXPORT void GL_APIENTRY BindSampler(GLuint unit, GLuint sampler);
+ANGLE_EXPORT void GL_APIENTRY SamplerParameteri(GLuint sampler, GLenum pname, GLint param);
+ANGLE_EXPORT void GL_APIENTRY SamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param);
+ANGLE_EXPORT void GL_APIENTRY SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
+ANGLE_EXPORT void GL_APIENTRY SamplerParameterfv(GLuint sampler,
+ GLenum pname,
+ const GLfloat *param);
+ANGLE_EXPORT void GL_APIENTRY GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params);
+ANGLE_EXPORT void GL_APIENTRY VertexAttribDivisor(GLuint index, GLuint divisor);
+ANGLE_EXPORT void GL_APIENTRY BindTransformFeedback(GLenum target, GLuint id);
+ANGLE_EXPORT void GL_APIENTRY DeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
+ANGLE_EXPORT void GL_APIENTRY GenTransformFeedbacks(GLsizei n, GLuint *ids);
+ANGLE_EXPORT GLboolean GL_APIENTRY IsTransformFeedback(GLuint id);
+ANGLE_EXPORT void GL_APIENTRY PauseTransformFeedback();
+ANGLE_EXPORT void GL_APIENTRY ResumeTransformFeedback();
+ANGLE_EXPORT void GL_APIENTRY GetProgramBinary(GLuint program,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLenum *binaryFormat,
+ void *binary);
+ANGLE_EXPORT void GL_APIENTRY ProgramBinary(GLuint program,
+ GLenum binaryFormat,
+ const void *binary,
+ GLsizei length);
+ANGLE_EXPORT void GL_APIENTRY ProgramParameteri(GLuint program, GLenum pname, GLint value);
+ANGLE_EXPORT void GL_APIENTRY InvalidateFramebuffer(GLenum target,
+ GLsizei numAttachments,
+ const GLenum *attachments);
+ANGLE_EXPORT void GL_APIENTRY InvalidateSubFramebuffer(GLenum target,
+ GLsizei numAttachments,
+ const GLenum *attachments,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+ANGLE_EXPORT void GL_APIENTRY
+TexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
+ANGLE_EXPORT void GL_APIENTRY TexStorage3D(GLenum target,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth);
+ANGLE_EXPORT void GL_APIENTRY GetInternalformativ(GLenum target,
+ GLenum internalformat,
+ GLenum pname,
+ GLsizei bufSize,
+ GLint *params);
+} // namespace gl
+
+#endif // LIBGLESV2_ENTRYPOINTSGLES30_AUTOGEN_H_