// 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 #include 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_