blob: 0ee5de78d457899e7a759dab916ab2c171be08e2 [file] [log] [blame]
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.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.
//
// entry_points_gles_ext_autogen.h:
// Defines the GLES extension entry points.
#ifndef LIBGLESV2_ENTRY_POINTS_GLES_EXT_AUTOGEN_H_
#define LIBGLESV2_ENTRY_POINTS_GLES_EXT_AUTOGEN_H_
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <GLES3/gl32.h>
#include <export.h>
extern "C" {
// GL_ANGLE_base_vertex_base_instance
ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstancedBaseInstanceANGLE(GLenum mode,
GLint first,
GLsizei count,
GLsizei instanceCount,
GLuint baseInstance);
ANGLE_EXPORT void GL_APIENTRY
GL_DrawElementsInstancedBaseVertexBaseInstanceANGLE(GLenum mode,
GLsizei count,
GLenum type,
const GLvoid *indices,
GLsizei instanceCounts,
GLint baseVertex,
GLuint baseInstance);
ANGLE_EXPORT void GL_APIENTRY
GL_MultiDrawArraysInstancedBaseInstanceANGLE(GLenum mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
const GLuint *baseInstances,
GLsizei drawcount);
ANGLE_EXPORT void GL_APIENTRY
GL_MultiDrawElementsInstancedBaseVertexBaseInstanceANGLE(GLenum mode,
const GLsizei *counts,
GLenum type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
const GLint *baseVertices,
const GLuint *baseInstances,
GLsizei drawcount);
// GL_ANGLE_copy_texture_3d
ANGLE_EXPORT void GL_APIENTRY GL_CopyTexture3DANGLE(GLuint sourceId,
GLint sourceLevel,
GLenum destTarget,
GLuint destId,
GLint destLevel,
GLint internalFormat,
GLenum destType,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_CopySubTexture3DANGLE(GLuint sourceId,
GLint sourceLevel,
GLenum destTarget,
GLuint destId,
GLint destLevel,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLint z,
GLint width,
GLint height,
GLint depth,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
// GL_ANGLE_framebuffer_blit
ANGLE_EXPORT void GL_APIENTRY GL_BlitFramebufferANGLE(GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
// GL_ANGLE_framebuffer_multisample
ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorageMultisampleANGLE(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
// GL_ANGLE_get_image
ANGLE_EXPORT void GL_APIENTRY
GL_GetTexImageANGLE(GLenum target, GLint level, GLenum format, GLenum type, void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferImageANGLE(GLenum target,
GLenum format,
GLenum type,
void *pixels);
// GL_ANGLE_get_tex_level_parameter
ANGLE_EXPORT void GL_APIENTRY GL_GetTexLevelParameterivANGLE(GLenum target,
GLint level,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexLevelParameterfvANGLE(GLenum target,
GLint level,
GLenum pname,
GLfloat *params);
// GL_ANGLE_instanced_arrays
ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstancedANGLE(GLenum mode,
GLint first,
GLsizei count,
GLsizei primcount);
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedANGLE(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei primcount);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribDivisorANGLE(GLuint index, GLuint divisor);
// GL_ANGLE_memory_object_flags
ANGLE_EXPORT void GL_APIENTRY GL_TexStorageMemFlags2DANGLE(GLenum target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLuint memory,
GLuint64 offset,
GLbitfield createFlags,
GLbitfield usageFlags);
ANGLE_EXPORT void GL_APIENTRY
GL_TexStorageMemFlags2DMultisampleANGLE(GLenum target,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLboolean fixedSampleLocations,
GLuint memory,
GLuint64 offset,
GLbitfield createFlags,
GLbitfield usageFlags);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorageMemFlags3DANGLE(GLenum target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLuint memory,
GLuint64 offset,
GLbitfield createFlags,
GLbitfield usageFlags);
ANGLE_EXPORT void GL_APIENTRY
GL_TexStorageMemFlags3DMultisampleANGLE(GLenum target,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedSampleLocations,
GLuint memory,
GLuint64 offset,
GLbitfield createFlags,
GLbitfield usageFlags);
// GL_ANGLE_memory_object_fuchsia
ANGLE_EXPORT void GL_APIENTRY GL_ImportMemoryZirconHandleANGLE(GLuint memory,
GLuint64 size,
GLenum handleType,
GLuint handle);
// GL_ANGLE_multi_draw
ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysANGLE(GLenum mode,
const GLint *firsts,
const GLsizei *counts,
GLsizei drawcount);
ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysInstancedANGLE(GLenum mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
GLsizei drawcount);
ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsANGLE(GLenum mode,
const GLsizei *counts,
GLenum type,
const GLvoid *const *indices,
GLsizei drawcount);
ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsInstancedANGLE(GLenum mode,
const GLsizei *counts,
GLenum type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
GLsizei drawcount);
// GL_ANGLE_program_binary
// GL_ANGLE_provoking_vertex
ANGLE_EXPORT void GL_APIENTRY GL_ProvokingVertexANGLE(GLenum mode);
// GL_ANGLE_request_extension
ANGLE_EXPORT void GL_APIENTRY GL_RequestExtensionANGLE(const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_DisableExtensionANGLE(const GLchar *name);
// GL_ANGLE_robust_client_memory
ANGLE_EXPORT void GL_APIENTRY GL_GetBooleanvRobustANGLE(GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLboolean *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameterivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetFloatvRobustANGLE(GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferAttachmentParameterivRobustANGLE(GLenum target,
GLenum attachment,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetIntegervRobustANGLE(GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramivRobustANGLE(GLuint program,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameterivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetShaderivRobustANGLE(GLuint shader,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterfvRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformfvRobustANGLE(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformivRobustANGLE(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribfvRobustANGLE(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribivRobustANGLE(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribPointervRobustANGLE(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **pointer);
ANGLE_EXPORT void GL_APIENTRY GL_ReadPixelsRobustANGLE(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
GLsizei *length,
GLsizei *columns,
GLsizei *rows,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TexImage2DRobustANGLE(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterfvRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage2DRobustANGLE(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TexImage3DRobustANGLE(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage3DRobustANGLE(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage2DRobustANGLE(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage2DRobustANGLE(GLenum target,
GLint level,
GLsizei xoffset,
GLsizei yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage3DRobustANGLE(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage3DRobustANGLE(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectuivRobustANGLE(GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetBufferPointervRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **params);
ANGLE_EXPORT void GL_APIENTRY GL_GetIntegeri_vRobustANGLE(GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetInternalformativRobustANGLE(GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIivRobustANGLE(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIuivRobustANGLE(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformuivRobustANGLE(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockivRobustANGLE(GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64vRobustANGLE(GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64i_vRobustANGLE(GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteri64vRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterivRobustANGLE(GLuint sampler,
GLuint pname,
GLsizei bufSize,
const GLint *param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterfvRobustANGLE(GLuint sampler,
GLenum pname,
GLsizei bufSize,
const GLfloat *param);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterivRobustANGLE(GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterfvRobustANGLE(GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferParameterivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInterfaceivRobustANGLE(GLuint program,
GLenum programInterface,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetBooleani_vRobustANGLE(GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLboolean *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetMultisamplefvRobustANGLE(GLenum pname,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLfloat *val);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexLevelParameterivRobustANGLE(GLenum target,
GLint level,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexLevelParameterfvRobustANGLE(GLenum target,
GLint level,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetPointervRobustANGLERobustANGLE(GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **params);
ANGLE_EXPORT void GL_APIENTRY GL_ReadnPixelsRobustANGLE(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
GLsizei *length,
GLsizei *columns,
GLsizei *rows,
void *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformfvRobustANGLE(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformivRobustANGLE(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformuivRobustANGLE(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIuivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
const GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIuivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIivRobustANGLE(GLuint sampler,
GLenum pname,
GLsizei bufSize,
const GLint *param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIuivRobustANGLE(GLuint sampler,
GLenum pname,
GLsizei bufSize,
const GLuint *param);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIivRobustANGLE(GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIuivRobustANGLE(GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectivRobustANGLE(GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjecti64vRobustANGLE(GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectui64vRobustANGLE(GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint64 *params);
// GL_ANGLE_semaphore_fuchsia
ANGLE_EXPORT void GL_APIENTRY GL_ImportSemaphoreZirconHandleANGLE(GLuint semaphore,
GLenum handleType,
GLuint handle);
// GL_ANGLE_texture_external_update
ANGLE_EXPORT void GL_APIENTRY GL_TexImage2DExternalANGLE(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type);
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateTextureANGLE(GLenum target);
// GL_ANGLE_texture_multisample
ANGLE_EXPORT void GL_APIENTRY GL_TexStorage2DMultisampleANGLE(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY GL_GetMultisamplefvANGLE(GLenum pname, GLuint index, GLfloat *val);
ANGLE_EXPORT void GL_APIENTRY GL_SampleMaskiANGLE(GLuint maskNumber, GLbitfield mask);
// GL_ANGLE_translated_shader_source
ANGLE_EXPORT void GL_APIENTRY GL_GetTranslatedShaderSourceANGLE(GLuint shader,
GLsizei bufsize,
GLsizei *length,
GLchar *source);
// GL_CHROMIUM_bind_uniform_location
ANGLE_EXPORT void GL_APIENTRY GL_BindUniformLocationCHROMIUM(GLuint program,
GLint location,
const GLchar *name);
// GL_CHROMIUM_copy_compressed_texture
ANGLE_EXPORT void GL_APIENTRY GL_CompressedCopyTextureCHROMIUM(GLuint sourceId, GLuint destId);
// GL_CHROMIUM_copy_texture
ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureCHROMIUM(GLuint sourceId,
GLint sourceLevel,
GLenum destTarget,
GLuint destId,
GLint destLevel,
GLint internalFormat,
GLenum destType,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_CopySubTextureCHROMIUM(GLuint sourceId,
GLint sourceLevel,
GLenum destTarget,
GLuint destId,
GLint destLevel,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLint width,
GLint height,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
// GL_CHROMIUM_framebuffer_mixed_samples
ANGLE_EXPORT void GL_APIENTRY GL_CoverageModulationCHROMIUM(GLenum components);
// GL_CHROMIUM_lose_context
ANGLE_EXPORT void GL_APIENTRY GL_LoseContextCHROMIUM(GLenum current, GLenum other);
// GL_EXT_EGL_image_array
// GL_EXT_YUV_target
// GL_EXT_blend_func_extended
ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocationEXT(GLuint program,
GLuint color,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocationIndexedEXT(GLuint program,
GLuint colorNumber,
GLuint index,
const GLchar *name);
ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataIndexEXT(GLuint program, const GLchar *name);
ANGLE_EXPORT GLint GL_APIENTRY GL_GetProgramResourceLocationIndexEXT(GLuint program,
GLenum programInterface,
const GLchar *name);
// GL_EXT_buffer_storage
ANGLE_EXPORT void GL_APIENTRY GL_BufferStorageEXT(GLenum target,
GLsizeiptr size,
const void *data,
GLbitfield flags);
// GL_EXT_clip_control
ANGLE_EXPORT void GL_APIENTRY GL_ClipControlEXT(GLenum origin, GLenum depth);
// GL_EXT_copy_image
ANGLE_EXPORT void GL_APIENTRY GL_CopyImageSubDataEXT(GLuint srcName,
GLenum srcTarget,
GLint srcLevel,
GLint srcX,
GLint srcY,
GLint srcZ,
GLuint dstName,
GLenum dstTarget,
GLint dstLevel,
GLint dstX,
GLint dstY,
GLint dstZ,
GLsizei srcWidth,
GLsizei srcHeight,
GLsizei srcDepth);
// GL_EXT_debug_label
ANGLE_EXPORT void GL_APIENTRY
GL_GetObjectLabelEXT(GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GL_LabelObjectEXT(GLenum type,
GLuint object,
GLsizei length,
const GLchar *label);
// GL_EXT_debug_marker
ANGLE_EXPORT void GL_APIENTRY GL_InsertEventMarkerEXT(GLsizei length, const GLchar *marker);
ANGLE_EXPORT void GL_APIENTRY GL_PopGroupMarkerEXT();
ANGLE_EXPORT void GL_APIENTRY GL_PushGroupMarkerEXT(GLsizei length, const GLchar *marker);
// GL_EXT_discard_framebuffer
ANGLE_EXPORT void GL_APIENTRY GL_DiscardFramebufferEXT(GLenum target,
GLsizei numAttachments,
const GLenum *attachments);
// GL_EXT_disjoint_timer_query
ANGLE_EXPORT void GL_APIENTRY GL_BeginQueryEXT(GLenum target, GLuint id);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteQueriesEXT(GLsizei n, const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GL_EndQueryEXT(GLenum target);
ANGLE_EXPORT void GL_APIENTRY GL_GenQueriesEXT(GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64vEXT(GLenum pname, GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjecti64vEXT(GLuint id, GLenum pname, GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectivEXT(GLuint id, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectui64vEXT(GLuint id, GLenum pname, GLuint64 *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectuivEXT(GLuint id, GLenum pname, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryivEXT(GLenum target, GLenum pname, GLint *params);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsQueryEXT(GLuint id);
ANGLE_EXPORT void GL_APIENTRY GL_QueryCounterEXT(GLuint id, GLenum target);
// GL_EXT_draw_buffers
ANGLE_EXPORT void GL_APIENTRY GL_DrawBuffersEXT(GLsizei n, const GLenum *bufs);
// GL_EXT_draw_buffers_indexed
ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparateiEXT(GLuint buf,
GLenum modeRGB,
GLenum modeAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationiEXT(GLuint buf, GLenum mode);
ANGLE_EXPORT void GL_APIENTRY GL_BlendFuncSeparateiEXT(GLuint buf,
GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_BlendFunciEXT(GLuint buf, GLenum src, GLenum dst);
ANGLE_EXPORT void GL_APIENTRY
GL_ColorMaskiEXT(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
ANGLE_EXPORT void GL_APIENTRY GL_DisableiEXT(GLenum target, GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_EnableiEXT(GLenum target, GLuint index);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnablediEXT(GLenum target, GLuint index);
// GL_EXT_draw_elements_base_vertex
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsBaseVertexEXT(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseVertexEXT(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY GL_DrawRangeElementsBaseVertexEXT(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsBaseVertexEXT(GLenum mode,
const GLsizei *count,
GLenum type,
const void *const *indices,
GLsizei primcount,
const GLint *basevertex);
// GL_EXT_external_buffer
ANGLE_EXPORT void GL_APIENTRY GL_BufferStorageExternalEXT(GLenum target,
GLintptr offset,
GLsizeiptr size,
GLeglClientBufferEXT clientBuffer,
GLbitfield flags);
ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferStorageExternalEXT(GLuint buffer,
GLintptr offset,
GLsizeiptr size,
GLeglClientBufferEXT clientBuffer,
GLbitfield flags);
// GL_EXT_geometry_shader
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureEXT(GLenum target,
GLenum attachment,
GLuint texture,
GLint level);
// GL_EXT_instanced_arrays
ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstancedEXT(GLenum mode,
GLint start,
GLsizei count,
GLsizei primcount);
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedEXT(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei primcount);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribDivisorEXT(GLuint index, GLuint divisor);
// GL_EXT_map_buffer_range
ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedBufferRangeEXT(GLenum target,
GLintptr offset,
GLsizeiptr length);
ANGLE_EXPORT void *GL_APIENTRY GL_MapBufferRangeEXT(GLenum target,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
// GL_EXT_memory_object
ANGLE_EXPORT void GL_APIENTRY GL_BufferStorageMemEXT(GLenum target,
GLsizeiptr size,
GLuint memory,
GLuint64 offset);
ANGLE_EXPORT void GL_APIENTRY GL_CreateMemoryObjectsEXT(GLsizei n, GLuint *memoryObjects);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteMemoryObjectsEXT(GLsizei n, const GLuint *memoryObjects);
ANGLE_EXPORT void GL_APIENTRY GL_GetMemoryObjectParameterivEXT(GLuint memoryObject,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetUnsignedBytevEXT(GLenum pname, GLubyte *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetUnsignedBytei_vEXT(GLenum target, GLuint index, GLubyte *data);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsMemoryObjectEXT(GLuint memoryObject);
ANGLE_EXPORT void GL_APIENTRY GL_MemoryObjectParameterivEXT(GLuint memoryObject,
GLenum pname,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorageMem2DEXT(GLenum target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLuint memory,
GLuint64 offset);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorageMem2DMultisampleEXT(GLenum target,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLboolean fixedSampleLocations,
GLuint memory,
GLuint64 offset);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorageMem3DEXT(GLenum target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLuint memory,
GLuint64 offset);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorageMem3DMultisampleEXT(GLenum target,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedSampleLocations,
GLuint memory,
GLuint64 offset);
// GL_EXT_memory_object_fd
ANGLE_EXPORT void GL_APIENTRY GL_ImportMemoryFdEXT(GLuint memory,
GLuint64 size,
GLenum handleType,
GLint fd);
// GL_EXT_multisampled_render_to_texture
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2DMultisampleEXT(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level,
GLsizei samples);
ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorageMultisampleEXT(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
// GL_EXT_occlusion_query_boolean
// GL_EXT_primitive_bounding_box
ANGLE_EXPORT void GL_APIENTRY GL_PrimitiveBoundingBoxEXT(GLfloat minX,
GLfloat minY,
GLfloat minZ,
GLfloat minW,
GLfloat maxX,
GLfloat maxY,
GLfloat maxZ,
GLfloat maxW);
// GL_EXT_read_format_bgra
// GL_EXT_robustness
ANGLE_EXPORT GLenum GL_APIENTRY GL_GetGraphicsResetStatusEXT();
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformfvEXT(GLuint program,
GLint location,
GLsizei bufSize,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformivEXT(GLuint program,
GLint location,
GLsizei bufSize,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_ReadnPixelsEXT(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
void *data);
// GL_EXT_sRGB
// GL_EXT_sRGB_write_control
// GL_EXT_semaphore
ANGLE_EXPORT void GL_APIENTRY GL_DeleteSemaphoresEXT(GLsizei n, const GLuint *semaphores);
ANGLE_EXPORT void GL_APIENTRY GL_GenSemaphoresEXT(GLsizei n, GLuint *semaphores);
ANGLE_EXPORT void GL_APIENTRY GL_GetSemaphoreParameterui64vEXT(GLuint semaphore,
GLenum pname,
GLuint64 *params);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSemaphoreEXT(GLuint semaphore);
ANGLE_EXPORT void GL_APIENTRY GL_SemaphoreParameterui64vEXT(GLuint semaphore,
GLenum pname,
const GLuint64 *params);
ANGLE_EXPORT void GL_APIENTRY GL_SignalSemaphoreEXT(GLuint semaphore,
GLuint numBufferBarriers,
const GLuint *buffers,
GLuint numTextureBarriers,
const GLuint *textures,
const GLenum *dstLayouts);
ANGLE_EXPORT void GL_APIENTRY GL_WaitSemaphoreEXT(GLuint semaphore,
GLuint numBufferBarriers,
const GLuint *buffers,
GLuint numTextureBarriers,
const GLuint *textures,
const GLenum *srcLayouts);
// GL_EXT_semaphore_fd
ANGLE_EXPORT void GL_APIENTRY GL_ImportSemaphoreFdEXT(GLuint semaphore,
GLenum handleType,
GLint fd);
// GL_EXT_separate_shader_objects
ANGLE_EXPORT void GL_APIENTRY GL_ActiveShaderProgramEXT(GLuint pipeline, GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_BindProgramPipelineEXT(GLuint pipeline);
ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShaderProgramvEXT(GLenum type,
GLsizei count,
const GLchar **strings);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgramPipelinesEXT(GLsizei n, const GLuint *pipelines);
ANGLE_EXPORT void GL_APIENTRY GL_GenProgramPipelinesEXT(GLsizei n, GLuint *pipelines);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramPipelineInfoLogEXT(GLuint pipeline,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramPipelineivEXT(GLuint pipeline,
GLenum pname,
GLint *params);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgramPipelineEXT(GLuint pipeline);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramParameteriEXT(GLuint program, GLenum pname, GLint value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1fEXT(GLuint program, GLint location, GLfloat v0);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1fvEXT(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1iEXT(GLuint program, GLint location, GLint v0);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1ivEXT(GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1uiEXT(GLuint program, GLint location, GLuint v0);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1uivEXT(GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2fEXT(GLuint program,
GLint location,
GLfloat v0,
GLfloat v1);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2fvEXT(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2iEXT(GLuint program,
GLint location,
GLint v0,
GLint v1);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2ivEXT(GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2uiEXT(GLuint program,
GLint location,
GLuint v0,
GLuint v1);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2uivEXT(GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY
GL_ProgramUniform3fEXT(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3fvEXT(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY
GL_ProgramUniform3iEXT(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3ivEXT(GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY
GL_ProgramUniform3uiEXT(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3uivEXT(GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4fEXT(GLuint program,
GLint location,
GLfloat v0,
GLfloat v1,
GLfloat v2,
GLfloat v3);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4fvEXT(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY
GL_ProgramUniform4iEXT(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4ivEXT(GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY
GL_ProgramUniform4uiEXT(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4uivEXT(GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2fvEXT(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x3fvEXT(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x4fvEXT(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3fvEXT(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x2fvEXT(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x4fvEXT(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4fvEXT(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x2fvEXT(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x3fvEXT(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UseProgramStagesEXT(GLuint pipeline,
GLbitfield stages,
GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgramPipelineEXT(GLuint pipeline);
// GL_EXT_shader_framebuffer_fetch_non_coherent
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferFetchBarrierEXT();
// GL_EXT_shader_io_blocks
// GL_EXT_tessellation_shader
ANGLE_EXPORT void GL_APIENTRY GL_PatchParameteriEXT(GLenum pname, GLint value);
// GL_EXT_texture_border_clamp
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIivEXT(GLuint sampler,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIuivEXT(GLuint sampler,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIivEXT(GLenum target, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIuivEXT(GLenum target,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIivEXT(GLuint sampler,
GLenum pname,
const GLint *param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIuivEXT(GLuint sampler,
GLenum pname,
const GLuint *param);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIivEXT(GLenum target,
GLenum pname,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIuivEXT(GLenum target,
GLenum pname,
const GLuint *params);
// GL_EXT_texture_buffer
ANGLE_EXPORT void GL_APIENTRY GL_TexBufferEXT(GLenum target, GLenum internalformat, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY GL_TexBufferRangeEXT(GLenum target,
GLenum internalformat,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
// GL_EXT_texture_compression_bptc
// GL_EXT_texture_compression_dxt1
// GL_EXT_texture_compression_rgtc
// GL_EXT_texture_compression_s3tc
// GL_EXT_texture_compression_s3tc_srgb
// GL_EXT_texture_cube_map_array
// GL_EXT_texture_filter_anisotropic
// GL_EXT_texture_format_BGRA8888
// GL_EXT_texture_sRGB_R8
// GL_EXT_texture_sRGB_RG8
// GL_EXT_texture_storage
ANGLE_EXPORT void GL_APIENTRY GL_TexStorage1DEXT(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorage2DEXT(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorage3DEXT(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
// GL_KHR_blend_equation_advanced
ANGLE_EXPORT void GL_APIENTRY GL_BlendBarrierKHR();
// GL_KHR_debug
ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageCallbackKHR(GLDEBUGPROCKHR callback,
const void *userParam);
ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageControlKHR(GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids,
GLboolean enabled);
ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageInsertKHR(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf);
ANGLE_EXPORT GLuint GL_APIENTRY GL_GetDebugMessageLogKHR(GLuint count,
GLsizei bufSize,
GLenum *sources,
GLenum *types,
GLuint *ids,
GLenum *severities,
GLsizei *lengths,
GLchar *messageLog);
ANGLE_EXPORT void GL_APIENTRY GL_GetObjectLabelKHR(GLenum identifier,
GLuint name,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GL_GetObjectPtrLabelKHR(const void *ptr,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GL_GetPointervKHR(GLenum pname, void **params);
ANGLE_EXPORT void GL_APIENTRY GL_ObjectLabelKHR(GLenum identifier,
GLuint name,
GLsizei length,
const GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GL_ObjectPtrLabelKHR(const void *ptr,
GLsizei length,
const GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GL_PopDebugGroupKHR();
ANGLE_EXPORT void GL_APIENTRY GL_PushDebugGroupKHR(GLenum source,
GLuint id,
GLsizei length,
const GLchar *message);
// GL_KHR_parallel_shader_compile
ANGLE_EXPORT void GL_APIENTRY GL_MaxShaderCompilerThreadsKHR(GLuint count);
// GL_NV_fence
ANGLE_EXPORT void GL_APIENTRY GL_DeleteFencesNV(GLsizei n, const GLuint *fences);
ANGLE_EXPORT void GL_APIENTRY GL_FinishFenceNV(GLuint fence);
ANGLE_EXPORT void GL_APIENTRY GL_GenFencesNV(GLsizei n, GLuint *fences);
ANGLE_EXPORT void GL_APIENTRY GL_GetFenceivNV(GLuint fence, GLenum pname, GLint *params);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFenceNV(GLuint fence);
ANGLE_EXPORT void GL_APIENTRY GL_SetFenceNV(GLuint fence, GLenum condition);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_TestFenceNV(GLuint fence);
// GL_NV_framebuffer_blit
ANGLE_EXPORT void GL_APIENTRY GL_BlitFramebufferNV(GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
// GL_OES_EGL_image
ANGLE_EXPORT void GL_APIENTRY GL_EGLImageTargetRenderbufferStorageOES(GLenum target,
GLeglImageOES image);
ANGLE_EXPORT void GL_APIENTRY GL_EGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image);
// GL_OES_compressed_ETC1_RGB8_texture
// GL_OES_copy_image
ANGLE_EXPORT void GL_APIENTRY GL_CopyImageSubDataOES(GLuint srcName,
GLenum srcTarget,
GLint srcLevel,
GLint srcX,
GLint srcY,
GLint srcZ,
GLuint dstName,
GLenum dstTarget,
GLint dstLevel,
GLint dstX,
GLint dstY,
GLint dstZ,
GLsizei srcWidth,
GLsizei srcHeight,
GLsizei srcDepth);
// GL_OES_depth32
// GL_OES_draw_buffers_indexed
ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparateiOES(GLuint buf,
GLenum modeRGB,
GLenum modeAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationiOES(GLuint buf, GLenum mode);
ANGLE_EXPORT void GL_APIENTRY GL_BlendFuncSeparateiOES(GLuint buf,
GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_BlendFunciOES(GLuint buf, GLenum src, GLenum dst);
ANGLE_EXPORT void GL_APIENTRY
GL_ColorMaskiOES(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
ANGLE_EXPORT void GL_APIENTRY GL_DisableiOES(GLenum target, GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_EnableiOES(GLenum target, GLuint index);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnablediOES(GLenum target, GLuint index);
// GL_OES_draw_elements_base_vertex
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsBaseVertexOES(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseVertexOES(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY GL_DrawRangeElementsBaseVertexOES(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
// GL_OES_draw_texture
ANGLE_EXPORT void GL_APIENTRY
GL_DrawTexfOES(GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height);
ANGLE_EXPORT void GL_APIENTRY GL_DrawTexfvOES(const GLfloat *coords);
ANGLE_EXPORT void GL_APIENTRY GL_DrawTexiOES(GLint x, GLint y, GLint z, GLint width, GLint height);
ANGLE_EXPORT void GL_APIENTRY GL_DrawTexivOES(const GLint *coords);
ANGLE_EXPORT void GL_APIENTRY
GL_DrawTexsOES(GLshort x, GLshort y, GLshort z, GLshort width, GLshort height);
ANGLE_EXPORT void GL_APIENTRY GL_DrawTexsvOES(const GLshort *coords);
ANGLE_EXPORT void GL_APIENTRY
GL_DrawTexxOES(GLfixed x, GLfixed y, GLfixed z, GLfixed width, GLfixed height);
ANGLE_EXPORT void GL_APIENTRY GL_DrawTexxvOES(const GLfixed *coords);
// GL_OES_framebuffer_object
ANGLE_EXPORT void GL_APIENTRY GL_BindFramebufferOES(GLenum target, GLuint framebuffer);
ANGLE_EXPORT void GL_APIENTRY GL_BindRenderbufferOES(GLenum target, GLuint renderbuffer);
ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckFramebufferStatusOES(GLenum target);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteFramebuffersOES(GLsizei n, const GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteRenderbuffersOES(GLsizei n, const GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferRenderbufferOES(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2DOES(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY GL_GenFramebuffersOES(GLsizei n, GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY GL_GenRenderbuffersOES(GLsizei n, GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY GL_GenerateMipmapOES(GLenum target);
ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferAttachmentParameterivOES(GLenum target,
GLenum attachment,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameterivOES(GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFramebufferOES(GLuint framebuffer);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsRenderbufferOES(GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorageOES(GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height);
// GL_OES_geometry_shader
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureOES(GLenum target,
GLenum attachment,
GLuint texture,
GLint level);
// GL_OES_get_program_binary
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramBinaryOES(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramBinaryOES(GLuint program,
GLenum binaryFormat,
const void *binary,
GLint length);
// GL_OES_mapbuffer
ANGLE_EXPORT void GL_APIENTRY GL_GetBufferPointervOES(GLenum target, GLenum pname, void **params);
ANGLE_EXPORT void *GL_APIENTRY GL_MapBufferOES(GLenum target, GLenum access);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_UnmapBufferOES(GLenum target);
// GL_OES_matrix_palette
ANGLE_EXPORT void GL_APIENTRY GL_CurrentPaletteMatrixOES(GLuint matrixpaletteindex);
ANGLE_EXPORT void GL_APIENTRY GL_LoadPaletteFromModelViewMatrixOES();
ANGLE_EXPORT void GL_APIENTRY GL_MatrixIndexPointerOES(GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
ANGLE_EXPORT void GL_APIENTRY GL_WeightPointerOES(GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
// GL_OES_point_size_array
ANGLE_EXPORT void GL_APIENTRY GL_PointSizePointerOES(GLenum type,
GLsizei stride,
const void *pointer);
// GL_OES_query_matrix
ANGLE_EXPORT GLbitfield GL_APIENTRY GL_QueryMatrixxOES(GLfixed *mantissa, GLint *exponent);
// GL_OES_sample_shading
ANGLE_EXPORT void GL_APIENTRY GL_MinSampleShadingOES(GLfloat value);
// GL_OES_shader_io_blocks
// GL_OES_texture_3D
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage3DOES(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage3DOES(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 GL_CopyTexSubImage3DOES(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture3DOES(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level,
GLint zoffset);
ANGLE_EXPORT void GL_APIENTRY GL_TexImage3DOES(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage3DOES(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels);
// GL_OES_texture_border_clamp
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIivOES(GLuint sampler,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIuivOES(GLuint sampler,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIivOES(GLenum target, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIuivOES(GLenum target,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIivOES(GLuint sampler,
GLenum pname,
const GLint *param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIuivOES(GLuint sampler,
GLenum pname,
const GLuint *param);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIivOES(GLenum target,
GLenum pname,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIuivOES(GLenum target,
GLenum pname,
const GLuint *params);
// GL_OES_texture_buffer
ANGLE_EXPORT void GL_APIENTRY GL_TexBufferOES(GLenum target, GLenum internalformat, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY GL_TexBufferRangeOES(GLenum target,
GLenum internalformat,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
// GL_OES_texture_cube_map
ANGLE_EXPORT void GL_APIENTRY GL_GetTexGenfvOES(GLenum coord, GLenum pname, GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexGenivOES(GLenum coord, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexGenxvOES(GLenum coord, GLenum pname, GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexGenfOES(GLenum coord, GLenum pname, GLfloat param);
ANGLE_EXPORT void GL_APIENTRY GL_TexGenfvOES(GLenum coord, GLenum pname, const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexGeniOES(GLenum coord, GLenum pname, GLint param);
ANGLE_EXPORT void GL_APIENTRY GL_TexGenivOES(GLenum coord, GLenum pname, const GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexGenxOES(GLenum coord, GLenum pname, GLfixed param);
ANGLE_EXPORT void GL_APIENTRY GL_TexGenxvOES(GLenum coord, GLenum pname, const GLfixed *params);
// GL_OES_texture_cube_map_array
// GL_OES_texture_half_float
// GL_OES_texture_stencil8
// GL_OES_texture_storage_multisample_2d_array
ANGLE_EXPORT void GL_APIENTRY GL_TexStorage3DMultisampleOES(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
// GL_OES_vertex_array_object
ANGLE_EXPORT void GL_APIENTRY GL_BindVertexArrayOES(GLuint array);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteVertexArraysOES(GLsizei n, const GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY GL_GenVertexArraysOES(GLsizei n, GLuint *arrays);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsVertexArrayOES(GLuint array);
// GL_OVR_multiview
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureMultiviewOVR(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint baseViewIndex,
GLsizei numViews);
// GL_OVR_multiview2
// EGL_ANGLE_explicit_context
ANGLE_EXPORT void GL_APIENTRY GL_ActiveShaderProgramContextANGLE(GLeglContext ctx,
GLuint pipeline,
GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_ActiveShaderProgramEXTContextANGLE(GLeglContext ctx,
GLuint pipeline,
GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_ActiveTextureContextANGLE(GLeglContext ctx, GLenum texture);
ANGLE_EXPORT void GL_APIENTRY GL_AlphaFuncContextANGLE(GLeglContext ctx, GLenum func, GLfloat ref);
ANGLE_EXPORT void GL_APIENTRY GL_AlphaFuncxContextANGLE(GLeglContext ctx, GLenum func, GLfixed ref);
ANGLE_EXPORT void GL_APIENTRY GL_AttachShaderContextANGLE(GLeglContext ctx,
GLuint program,
GLuint shader);
ANGLE_EXPORT void GL_APIENTRY GL_BeginQueryContextANGLE(GLeglContext ctx, GLenum target, GLuint id);
ANGLE_EXPORT void GL_APIENTRY GL_BeginQueryEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLuint id);
ANGLE_EXPORT void GL_APIENTRY GL_BeginTransformFeedbackContextANGLE(GLeglContext ctx,
GLenum primitiveMode);
ANGLE_EXPORT void GL_APIENTRY GL_BindAttribLocationContextANGLE(GLeglContext ctx,
GLuint program,
GLuint index,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_BindBufferContextANGLE(GLeglContext ctx,
GLenum target,
GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY GL_BindBufferBaseContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index,
GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY GL_BindBufferRangeContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocationEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLuint color,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocationIndexedEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLuint colorNumber,
GLuint index,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_BindFramebufferContextANGLE(GLeglContext ctx,
GLenum target,
GLuint framebuffer);
ANGLE_EXPORT void GL_APIENTRY GL_BindFramebufferOESContextANGLE(GLeglContext ctx,
GLenum target,
GLuint framebuffer);
ANGLE_EXPORT void GL_APIENTRY GL_BindImageTextureContextANGLE(GLeglContext ctx,
GLuint unit,
GLuint texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format);
ANGLE_EXPORT void GL_APIENTRY GL_BindProgramPipelineContextANGLE(GLeglContext ctx, GLuint pipeline);
ANGLE_EXPORT void GL_APIENTRY GL_BindProgramPipelineEXTContextANGLE(GLeglContext ctx,
GLuint pipeline);
ANGLE_EXPORT void GL_APIENTRY GL_BindRenderbufferContextANGLE(GLeglContext ctx,
GLenum target,
GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY GL_BindRenderbufferOESContextANGLE(GLeglContext ctx,
GLenum target,
GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY GL_BindSamplerContextANGLE(GLeglContext ctx,
GLuint unit,
GLuint sampler);
ANGLE_EXPORT void GL_APIENTRY GL_BindTextureContextANGLE(GLeglContext ctx,
GLenum target,
GLuint texture);
ANGLE_EXPORT void GL_APIENTRY GL_BindTransformFeedbackContextANGLE(GLeglContext ctx,
GLenum target,
GLuint id);
ANGLE_EXPORT void GL_APIENTRY GL_BindVertexArrayContextANGLE(GLeglContext ctx, GLuint array);
ANGLE_EXPORT void GL_APIENTRY GL_BindVertexArrayOESContextANGLE(GLeglContext ctx, GLuint array);
ANGLE_EXPORT void GL_APIENTRY GL_BindVertexBufferContextANGLE(GLeglContext ctx,
GLuint bindingindex,
GLuint buffer,
GLintptr offset,
GLsizei stride);
ANGLE_EXPORT void GL_APIENTRY GL_BlendBarrierContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GL_BlendBarrierKHRContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GL_BlendColorContextANGLE(GLeglContext ctx,
GLfloat red,
GLfloat green,
GLfloat blue,
GLfloat alpha);
ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationContextANGLE(GLeglContext ctx, GLenum mode);
ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparateContextANGLE(GLeglContext ctx,
GLenum modeRGB,
GLenum modeAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparateiContextANGLE(GLeglContext ctx,
GLuint buf,
GLenum modeRGB,
GLenum modeAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparateiEXTContextANGLE(GLeglContext ctx,
GLuint buf,
GLenum modeRGB,
GLenum modeAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparateiOESContextANGLE(GLeglContext ctx,
GLuint buf,
GLenum modeRGB,
GLenum modeAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationiContextANGLE(GLeglContext ctx,
GLuint buf,
GLenum mode);
ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationiEXTContextANGLE(GLeglContext ctx,
GLuint buf,
GLenum mode);
ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationiOESContextANGLE(GLeglContext ctx,
GLuint buf,
GLenum mode);
ANGLE_EXPORT void GL_APIENTRY GL_BlendFuncContextANGLE(GLeglContext ctx,
GLenum sfactor,
GLenum dfactor);
ANGLE_EXPORT void GL_APIENTRY GL_BlendFuncSeparateContextANGLE(GLeglContext ctx,
GLenum sfactorRGB,
GLenum dfactorRGB,
GLenum sfactorAlpha,
GLenum dfactorAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_BlendFuncSeparateiContextANGLE(GLeglContext ctx,
GLuint buf,
GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_BlendFuncSeparateiEXTContextANGLE(GLeglContext ctx,
GLuint buf,
GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_BlendFuncSeparateiOESContextANGLE(GLeglContext ctx,
GLuint buf,
GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_BlendFunciContextANGLE(GLeglContext ctx,
GLuint buf,
GLenum src,
GLenum dst);
ANGLE_EXPORT void GL_APIENTRY GL_BlendFunciEXTContextANGLE(GLeglContext ctx,
GLuint buf,
GLenum src,
GLenum dst);
ANGLE_EXPORT void GL_APIENTRY GL_BlendFunciOESContextANGLE(GLeglContext ctx,
GLuint buf,
GLenum src,
GLenum dst);
ANGLE_EXPORT void GL_APIENTRY GL_BlitFramebufferContextANGLE(GLeglContext ctx,
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 GL_BlitFramebufferANGLEContextANGLE(GLeglContext ctx,
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 GL_BlitFramebufferNVContextANGLE(GLeglContext ctx,
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 GL_BufferDataContextANGLE(GLeglContext ctx,
GLenum target,
GLsizeiptr size,
const void *data,
GLenum usage);
ANGLE_EXPORT void GL_APIENTRY GL_BufferStorageEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLsizeiptr size,
const void *data,
GLbitfield flags);
ANGLE_EXPORT void GL_APIENTRY
GL_BufferStorageExternalEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLintptr offset,
GLsizeiptr size,
GLeglClientBufferEXT clientBuffer,
GLbitfield flags);
ANGLE_EXPORT void GL_APIENTRY GL_BufferStorageMemEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLsizeiptr size,
GLuint memory,
GLuint64 offset);
ANGLE_EXPORT void GL_APIENTRY GL_BufferSubDataContextANGLE(GLeglContext ctx,
GLenum target,
GLintptr offset,
GLsizeiptr size,
const void *data);
ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckFramebufferStatusContextANGLE(GLeglContext ctx,
GLenum target);
ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckFramebufferStatusOESContextANGLE(GLeglContext ctx,
GLenum target);
ANGLE_EXPORT void GL_APIENTRY GL_ClearContextANGLE(GLeglContext ctx, GLbitfield mask);
ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferfiContextANGLE(GLeglContext ctx,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil);
ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferfvContextANGLE(GLeglContext ctx,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferivContextANGLE(GLeglContext ctx,
GLenum buffer,
GLint drawbuffer,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferuivContextANGLE(GLeglContext ctx,
GLenum buffer,
GLint drawbuffer,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ClearColorContextANGLE(GLeglContext ctx,
GLfloat red,
GLfloat green,
GLfloat blue,
GLfloat alpha);
ANGLE_EXPORT void GL_APIENTRY GL_ClearColorxContextANGLE(GLeglContext ctx,
GLfixed red,
GLfixed green,
GLfixed blue,
GLfixed alpha);
ANGLE_EXPORT void GL_APIENTRY GL_ClearDepthfContextANGLE(GLeglContext ctx, GLfloat d);
ANGLE_EXPORT void GL_APIENTRY GL_ClearDepthxContextANGLE(GLeglContext ctx, GLfixed depth);
ANGLE_EXPORT void GL_APIENTRY GL_ClearStencilContextANGLE(GLeglContext ctx, GLint s);
ANGLE_EXPORT void GL_APIENTRY GL_ClientActiveTextureContextANGLE(GLeglContext ctx, GLenum texture);
ANGLE_EXPORT GLenum GL_APIENTRY GL_ClientWaitSyncContextANGLE(GLeglContext ctx,
GLsync sync,
GLbitfield flags,
GLuint64 timeout);
ANGLE_EXPORT void GL_APIENTRY GL_ClipControlEXTContextANGLE(GLeglContext ctx,
GLenum origin,
GLenum depth);
ANGLE_EXPORT void GL_APIENTRY GL_ClipPlanefContextANGLE(GLeglContext ctx,
GLenum p,
const GLfloat *eqn);
ANGLE_EXPORT void GL_APIENTRY GL_ClipPlanexContextANGLE(GLeglContext ctx,
GLenum plane,
const GLfixed *equation);
ANGLE_EXPORT void GL_APIENTRY
GL_Color4fContextANGLE(GLeglContext ctx, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
ANGLE_EXPORT void GL_APIENTRY
GL_Color4ubContextANGLE(GLeglContext ctx, GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
ANGLE_EXPORT void GL_APIENTRY
GL_Color4xContextANGLE(GLeglContext ctx, GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha);
ANGLE_EXPORT void GL_APIENTRY GL_ColorMaskContextANGLE(GLeglContext ctx,
GLboolean red,
GLboolean green,
GLboolean blue,
GLboolean alpha);
ANGLE_EXPORT void GL_APIENTRY GL_ColorMaskiContextANGLE(GLeglContext ctx,
GLuint index,
GLboolean r,
GLboolean g,
GLboolean b,
GLboolean a);
ANGLE_EXPORT void GL_APIENTRY GL_ColorMaskiEXTContextANGLE(GLeglContext ctx,
GLuint index,
GLboolean r,
GLboolean g,
GLboolean b,
GLboolean a);
ANGLE_EXPORT void GL_APIENTRY GL_ColorMaskiOESContextANGLE(GLeglContext ctx,
GLuint index,
GLboolean r,
GLboolean g,
GLboolean b,
GLboolean a);
ANGLE_EXPORT void GL_APIENTRY GL_ColorPointerContextANGLE(GLeglContext ctx,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
ANGLE_EXPORT void GL_APIENTRY GL_CompileShaderContextANGLE(GLeglContext ctx, GLuint shader);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage2DContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage3DContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage3DOESContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage2DContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage3DContextANGLE(GLeglContext ctx,
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 GL_CompressedTexSubImage3DOESContextANGLE(GLeglContext ctx,
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 GL_CopyBufferSubDataContextANGLE(GLeglContext ctx,
GLenum readTarget,
GLenum writeTarget,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY GL_CopyImageSubDataContextANGLE(GLeglContext ctx,
GLuint srcName,
GLenum srcTarget,
GLint srcLevel,
GLint srcX,
GLint srcY,
GLint srcZ,
GLuint dstName,
GLenum dstTarget,
GLint dstLevel,
GLint dstX,
GLint dstY,
GLint dstZ,
GLsizei srcWidth,
GLsizei srcHeight,
GLsizei srcDepth);
ANGLE_EXPORT void GL_APIENTRY GL_CopyImageSubDataEXTContextANGLE(GLeglContext ctx,
GLuint srcName,
GLenum srcTarget,
GLint srcLevel,
GLint srcX,
GLint srcY,
GLint srcZ,
GLuint dstName,
GLenum dstTarget,
GLint dstLevel,
GLint dstX,
GLint dstY,
GLint dstZ,
GLsizei srcWidth,
GLsizei srcHeight,
GLsizei srcDepth);
ANGLE_EXPORT void GL_APIENTRY GL_CopyImageSubDataOESContextANGLE(GLeglContext ctx,
GLuint srcName,
GLenum srcTarget,
GLint srcLevel,
GLint srcX,
GLint srcY,
GLint srcZ,
GLuint dstName,
GLenum dstTarget,
GLint dstLevel,
GLint dstX,
GLint dstY,
GLint dstZ,
GLsizei srcWidth,
GLsizei srcHeight,
GLsizei srcDepth);
ANGLE_EXPORT void GL_APIENTRY GL_CopyTexImage2DContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border);
ANGLE_EXPORT void GL_APIENTRY GL_CopyTexSubImage2DContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_CopyTexSubImage3DContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_CopyTexSubImage3DOESContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_CreateMemoryObjectsEXTContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *memoryObjects);
ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateProgramContextANGLE(GLeglContext ctx);
ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShaderContextANGLE(GLeglContext ctx, GLenum type);
ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShaderProgramvContextANGLE(GLeglContext ctx,
GLenum type,
GLsizei count,
const GLchar *const *strings);
ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShaderProgramvEXTContextANGLE(GLeglContext ctx,
GLenum type,
GLsizei count,
const GLchar **strings);
ANGLE_EXPORT void GL_APIENTRY GL_CullFaceContextANGLE(GLeglContext ctx, GLenum mode);
ANGLE_EXPORT void GL_APIENTRY GL_CurrentPaletteMatrixOESContextANGLE(GLeglContext ctx,
GLuint matrixpaletteindex);
ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageCallbackContextANGLE(GLeglContext ctx,
GLDEBUGPROC callback,
const void *userParam);
ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageCallbackKHRContextANGLE(GLeglContext ctx,
GLDEBUGPROCKHR callback,
const void *userParam);
ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageControlContextANGLE(GLeglContext ctx,
GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids,
GLboolean enabled);
ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageControlKHRContextANGLE(GLeglContext ctx,
GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids,
GLboolean enabled);
ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageInsertContextANGLE(GLeglContext ctx,
GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf);
ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageInsertKHRContextANGLE(GLeglContext ctx,
GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteBuffersContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *buffers);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteFencesNVContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *fences);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteFramebuffersContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteFramebuffersOESContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteMemoryObjectsEXTContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *memoryObjects);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgramContextANGLE(GLeglContext ctx, GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgramPipelinesContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *pipelines);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgramPipelinesEXTContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *pipelines);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteQueriesContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteQueriesEXTContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteRenderbuffersContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteRenderbuffersOESContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteSamplersContextANGLE(GLeglContext ctx,
GLsizei count,
const GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteSemaphoresEXTContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *semaphores);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteShaderContextANGLE(GLeglContext ctx, GLuint shader);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteSyncContextANGLE(GLeglContext ctx, GLsync sync);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteTexturesContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteTransformFeedbacksContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteVertexArraysContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteVertexArraysOESContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY GL_DepthFuncContextANGLE(GLeglContext ctx, GLenum func);
ANGLE_EXPORT void GL_APIENTRY GL_DepthMaskContextANGLE(GLeglContext ctx, GLboolean flag);
ANGLE_EXPORT void GL_APIENTRY GL_DepthRangefContextANGLE(GLeglContext ctx, GLfloat n, GLfloat f);
ANGLE_EXPORT void GL_APIENTRY GL_DepthRangexContextANGLE(GLeglContext ctx, GLfixed n, GLfixed f);
ANGLE_EXPORT void GL_APIENTRY GL_DetachShaderContextANGLE(GLeglContext ctx,
GLuint program,
GLuint shader);
ANGLE_EXPORT void GL_APIENTRY GL_DisableContextANGLE(GLeglContext ctx, GLenum cap);
ANGLE_EXPORT void GL_APIENTRY GL_DisableClientStateContextANGLE(GLeglContext ctx, GLenum array);
ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexAttribArrayContextANGLE(GLeglContext ctx,
GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_DisableiContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_DisableiEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_DisableiOESContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_DiscardFramebufferEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei numAttachments,
const GLenum *attachments);
ANGLE_EXPORT void GL_APIENTRY GL_DispatchComputeContextANGLE(GLeglContext ctx,
GLuint num_groups_x,
GLuint num_groups_y,
GLuint num_groups_z);
ANGLE_EXPORT void GL_APIENTRY GL_DispatchComputeIndirectContextANGLE(GLeglContext ctx,
GLintptr indirect);
ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysContextANGLE(GLeglContext ctx,
GLenum mode,
GLint first,
GLsizei count);
ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysIndirectContextANGLE(GLeglContext ctx,
GLenum mode,
const void *indirect);
ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstancedContextANGLE(GLeglContext ctx,
GLenum mode,
GLint first,
GLsizei count,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstancedANGLEContextANGLE(GLeglContext ctx,
GLenum mode,
GLint first,
GLsizei count,
GLsizei primcount);
ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstancedEXTContextANGLE(GLeglContext ctx,
GLenum mode,
GLint start,
GLsizei count,
GLsizei primcount);
ANGLE_EXPORT void GL_APIENTRY GL_DrawBuffersContextANGLE(GLeglContext ctx,
GLsizei n,
const GLenum *bufs);
ANGLE_EXPORT void GL_APIENTRY GL_DrawBuffersEXTContextANGLE(GLeglContext ctx,
GLsizei n,
const GLenum *bufs);
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices);
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsBaseVertexContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsBaseVertexEXTContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsBaseVertexOESContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsIndirectContextANGLE(GLeglContext ctx,
GLenum mode,
GLenum type,
const void *indirect);
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedANGLEContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei primcount);
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseVertexContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY
GL_DrawElementsInstancedBaseVertexEXTContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY
GL_DrawElementsInstancedBaseVertexOESContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedEXTContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei primcount);
ANGLE_EXPORT void GL_APIENTRY GL_DrawRangeElementsContextANGLE(GLeglContext ctx,
GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices);
ANGLE_EXPORT void GL_APIENTRY GL_DrawRangeElementsBaseVertexContextANGLE(GLeglContext ctx,
GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY GL_DrawRangeElementsBaseVertexEXTContextANGLE(GLeglContext ctx,
GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY GL_DrawRangeElementsBaseVertexOESContextANGLE(GLeglContext ctx,
GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY GL_DrawTexfOESContextANGLE(GLeglContext ctx,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat width,
GLfloat height);
ANGLE_EXPORT void GL_APIENTRY GL_DrawTexfvOESContextANGLE(GLeglContext ctx, const GLfloat *coords);
ANGLE_EXPORT void GL_APIENTRY
GL_DrawTexiOESContextANGLE(GLeglContext ctx, GLint x, GLint y, GLint z, GLint width, GLint height);
ANGLE_EXPORT void GL_APIENTRY GL_DrawTexivOESContextANGLE(GLeglContext ctx, const GLint *coords);
ANGLE_EXPORT void GL_APIENTRY GL_DrawTexsOESContextANGLE(GLeglContext ctx,
GLshort x,
GLshort y,
GLshort z,
GLshort width,
GLshort height);
ANGLE_EXPORT void GL_APIENTRY GL_DrawTexsvOESContextANGLE(GLeglContext ctx, const GLshort *coords);
ANGLE_EXPORT void GL_APIENTRY GL_DrawTexxOESContextANGLE(GLeglContext ctx,
GLfixed x,
GLfixed y,
GLfixed z,
GLfixed width,
GLfixed height);
ANGLE_EXPORT void GL_APIENTRY GL_DrawTexxvOESContextANGLE(GLeglContext ctx, const GLfixed *coords);
ANGLE_EXPORT void GL_APIENTRY
GL_EGLImageTargetRenderbufferStorageOESContextANGLE(GLeglContext ctx,
GLenum target,
GLeglImageOES image);
ANGLE_EXPORT void GL_APIENTRY GL_EGLImageTargetTexture2DOESContextANGLE(GLeglContext ctx,
GLenum target,
GLeglImageOES image);
ANGLE_EXPORT void GL_APIENTRY GL_EnableContextANGLE(GLeglContext ctx, GLenum cap);
ANGLE_EXPORT void GL_APIENTRY GL_EnableClientStateContextANGLE(GLeglContext ctx, GLenum array);
ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexAttribArrayContextANGLE(GLeglContext ctx,
GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_EnableiContextANGLE(GLeglContext ctx, GLenum target, GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_EnableiEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_EnableiOESContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_EndQueryContextANGLE(GLeglContext ctx, GLenum target);
ANGLE_EXPORT void GL_APIENTRY GL_EndQueryEXTContextANGLE(GLeglContext ctx, GLenum target);
ANGLE_EXPORT void GL_APIENTRY GL_EndTransformFeedbackContextANGLE(GLeglContext ctx);
ANGLE_EXPORT GLsync GL_APIENTRY GL_FenceSyncContextANGLE(GLeglContext ctx,
GLenum condition,
GLbitfield flags);
ANGLE_EXPORT void GL_APIENTRY GL_FinishContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GL_FinishFenceNVContextANGLE(GLeglContext ctx, GLuint fence);
ANGLE_EXPORT void GL_APIENTRY GL_FlushContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedBufferRangeContextANGLE(GLeglContext ctx,
GLenum target,
GLintptr offset,
GLsizeiptr length);
ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedBufferRangeEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLintptr offset,
GLsizeiptr length);
ANGLE_EXPORT void GL_APIENTRY GL_FogfContextANGLE(GLeglContext ctx, GLenum pname, GLfloat param);
ANGLE_EXPORT void GL_APIENTRY GL_FogfvContextANGLE(GLeglContext ctx,
GLenum pname,
const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_FogxContextANGLE(GLeglContext ctx, GLenum pname, GLfixed param);
ANGLE_EXPORT void GL_APIENTRY GL_FogxvContextANGLE(GLeglContext ctx,
GLenum pname,
const GLfixed *param);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferFetchBarrierEXTContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferParameteriContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint param);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferRenderbufferContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferRenderbufferOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2DContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2DMultisampleEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level,
GLsizei samples);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2DOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture3DOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level,
GLint zoffset);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureLayerContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint layer);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureMultiviewOVRContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint baseViewIndex,
GLsizei numViews);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY GL_FrontFaceContextANGLE(GLeglContext ctx, GLenum mode);
ANGLE_EXPORT void GL_APIENTRY GL_FrustumfContextANGLE(GLeglContext ctx,
GLfloat l,
GLfloat r,
GLfloat b,
GLfloat t,
GLfloat n,
GLfloat f);
ANGLE_EXPORT void GL_APIENTRY GL_FrustumxContextANGLE(GLeglContext ctx,
GLfixed l,
GLfixed r,
GLfixed b,
GLfixed t,
GLfixed n,
GLfixed f);
ANGLE_EXPORT void GL_APIENTRY GL_GenBuffersContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *buffers);
ANGLE_EXPORT void GL_APIENTRY GL_GenFencesNVContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *fences);
ANGLE_EXPORT void GL_APIENTRY GL_GenFramebuffersContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY GL_GenFramebuffersOESContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY GL_GenProgramPipelinesContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *pipelines);
ANGLE_EXPORT void GL_APIENTRY GL_GenProgramPipelinesEXTContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *pipelines);
ANGLE_EXPORT void GL_APIENTRY GL_GenQueriesContextANGLE(GLeglContext ctx, GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GL_GenQueriesEXTContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GL_GenRenderbuffersContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY GL_GenRenderbuffersOESContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY GL_GenSamplersContextANGLE(GLeglContext ctx,
GLsizei count,
GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY GL_GenSemaphoresEXTContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *semaphores);
ANGLE_EXPORT void GL_APIENTRY GL_GenTexturesContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY GL_GenTransformFeedbacksContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GL_GenVertexArraysContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY GL_GenVertexArraysOESContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY GL_GenerateMipmapContextANGLE(GLeglContext ctx, GLenum target);
ANGLE_EXPORT void GL_APIENTRY GL_GenerateMipmapOESContextANGLE(GLeglContext ctx, GLenum target);
ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAttribContextANGLE(GLeglContext ctx,
GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformContextANGLE(GLeglContext ctx,
GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockNameContextANGLE(GLeglContext ctx,
GLuint program,
GLuint uniformBlockIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformBlockName);
ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockivContextANGLE(GLeglContext ctx,
GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformsivContextANGLE(GLeglContext ctx,
GLuint program,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetAttachedShadersContextANGLE(GLeglContext ctx,
GLuint program,
GLsizei maxCount,
GLsizei *count,
GLuint *shaders);
ANGLE_EXPORT GLint GL_APIENTRY GL_GetAttribLocationContextANGLE(GLeglContext ctx,
GLuint program,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetBooleani_vContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index,
GLboolean *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetBooleanvContextANGLE(GLeglContext ctx,
GLenum pname,
GLboolean *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteri64vContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameterivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetBufferPointervContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
void **params);
ANGLE_EXPORT void GL_APIENTRY GL_GetBufferPointervOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
void **params);
ANGLE_EXPORT void GL_APIENTRY GL_GetClipPlanefContextANGLE(GLeglContext ctx,
GLenum plane,
GLfloat *equation);
ANGLE_EXPORT void GL_APIENTRY GL_GetClipPlanexContextANGLE(GLeglContext ctx,
GLenum plane,
GLfixed *equation);
ANGLE_EXPORT GLuint GL_APIENTRY GL_GetDebugMessageLogContextANGLE(GLeglContext ctx,
GLuint count,
GLsizei bufSize,
GLenum *sources,
GLenum *types,
GLuint *ids,
GLenum *severities,
GLsizei *lengths,
GLchar *messageLog);
ANGLE_EXPORT GLuint GL_APIENTRY GL_GetDebugMessageLogKHRContextANGLE(GLeglContext ctx,
GLuint count,
GLsizei bufSize,
GLenum *sources,
GLenum *types,
GLuint *ids,
GLenum *severities,
GLsizei *lengths,
GLchar *messageLog);
ANGLE_EXPORT GLenum GL_APIENTRY GL_GetErrorContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GL_GetFenceivNVContextANGLE(GLeglContext ctx,
GLuint fence,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetFixedvContextANGLE(GLeglContext ctx,
GLenum pname,
GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetFloatvContextANGLE(GLeglContext ctx,
GLenum pname,
GLfloat *data);
ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataIndexEXTContextANGLE(GLeglContext ctx,
GLuint program,
const GLchar *name);
ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataLocationContextANGLE(GLeglContext ctx,
GLuint program,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferAttachmentParameterivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY
GL_GetFramebufferAttachmentParameterivOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferParameterivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT GLenum GL_APIENTRY GL_GetGraphicsResetStatusContextANGLE(GLeglContext ctx);
ANGLE_EXPORT GLenum GL_APIENTRY GL_GetGraphicsResetStatusEXTContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64i_vContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index,
GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64vContextANGLE(GLeglContext ctx,
GLenum pname,
GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64vEXTContextANGLE(GLeglContext ctx,
GLenum pname,
GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetIntegeri_vContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index,
GLint *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetIntegervContextANGLE(GLeglContext ctx,
GLenum pname,
GLint *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetInternalformativContextANGLE(GLeglContext ctx,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetLightfvContextANGLE(GLeglContext ctx,
GLenum light,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetLightxvContextANGLE(GLeglContext ctx,
GLenum light,
GLenum pname,
GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetMaterialfvContextANGLE(GLeglContext ctx,
GLenum face,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetMaterialxvContextANGLE(GLeglContext ctx,
GLenum face,
GLenum pname,
GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetMemoryObjectParameterivEXTContextANGLE(GLeglContext ctx,
GLuint memoryObject,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetMultisamplefvContextANGLE(GLeglContext ctx,
GLenum pname,
GLuint index,
GLfloat *val);
ANGLE_EXPORT void GL_APIENTRY GL_GetObjectLabelContextANGLE(GLeglContext ctx,
GLenum identifier,
GLuint name,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GL_GetObjectLabelEXTContextANGLE(GLeglContext ctx,
GLenum type,
GLuint object,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GL_GetObjectLabelKHRContextANGLE(GLeglContext ctx,
GLenum identifier,
GLuint name,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GL_GetObjectPtrLabelContextANGLE(GLeglContext ctx,
const void *ptr,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GL_GetObjectPtrLabelKHRContextANGLE(GLeglContext ctx,
const void *ptr,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GL_GetPointervContextANGLE(GLeglContext ctx,
GLenum pname,
void **params);
ANGLE_EXPORT void GL_APIENTRY GL_GetPointervKHRContextANGLE(GLeglContext ctx,
GLenum pname,
void **params);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramBinaryContextANGLE(GLeglContext ctx,
GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramBinaryOESContextANGLE(GLeglContext ctx,
GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInfoLogContextANGLE(GLeglContext ctx,
GLuint program,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInterfaceivContextANGLE(GLeglContext ctx,
GLuint program,
GLenum programInterface,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramPipelineInfoLogContextANGLE(GLeglContext ctx,
GLuint pipeline,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramPipelineInfoLogEXTContextANGLE(GLeglContext ctx,
GLuint pipeline,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramPipelineivContextANGLE(GLeglContext ctx,
GLuint pipeline,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramPipelineivEXTContextANGLE(GLeglContext ctx,
GLuint pipeline,
GLenum pname,
GLint *params);
ANGLE_EXPORT GLuint GL_APIENTRY GL_GetProgramResourceIndexContextANGLE(GLeglContext ctx,
GLuint program,
GLenum programInterface,
const GLchar *name);
ANGLE_EXPORT GLint GL_APIENTRY GL_GetProgramResourceLocationContextANGLE(GLeglContext ctx,
GLuint program,
GLenum programInterface,
const GLchar *name);
ANGLE_EXPORT GLint GL_APIENTRY
GL_GetProgramResourceLocationIndexEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLenum programInterface,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramResourceNameContextANGLE(GLeglContext ctx,
GLuint program,
GLenum programInterface,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramResourceivContextANGLE(GLeglContext ctx,
GLuint program,
GLenum programInterface,
GLuint index,
GLsizei propCount,
const GLenum *props,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramivContextANGLE(GLeglContext ctx,
GLuint program,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjecti64vEXTContextANGLE(GLeglContext ctx,
GLuint id,
GLenum pname,
GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectivEXTContextANGLE(GLeglContext ctx,
GLuint id,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectui64vEXTContextANGLE(GLeglContext ctx,
GLuint id,
GLenum pname,
GLuint64 *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectuivContextANGLE(GLeglContext ctx,
GLuint id,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectuivEXTContextANGLE(GLeglContext ctx,
GLuint id,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryivEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameterivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameterivOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIivContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIivEXTContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIivOESContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIuivContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIuivEXTContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIuivOESContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterfvContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterivContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetSemaphoreParameterui64vEXTContextANGLE(GLeglContext ctx,
GLuint semaphore,
GLenum pname,
GLuint64 *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetShaderInfoLogContextANGLE(GLeglContext ctx,
GLuint shader,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
ANGLE_EXPORT void GL_APIENTRY GL_GetShaderPrecisionFormatContextANGLE(GLeglContext ctx,
GLenum shadertype,
GLenum precisiontype,
GLint *range,
GLint *precision);
ANGLE_EXPORT void GL_APIENTRY GL_GetShaderSourceContextANGLE(GLeglContext ctx,
GLuint shader,
GLsizei bufSize,
GLsizei *length,
GLchar *source);
ANGLE_EXPORT void GL_APIENTRY GL_GetShaderivContextANGLE(GLeglContext ctx,
GLuint shader,
GLenum pname,
GLint *params);
ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetStringContextANGLE(GLeglContext ctx, GLenum name);
ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetStringiContextANGLE(GLeglContext ctx,
GLenum name,
GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_GetSyncivContextANGLE(GLeglContext ctx,
GLsync sync,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *values);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexEnvfvContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexEnvivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexEnvxvContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexGenfvOESContextANGLE(GLeglContext ctx,
GLenum coord,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexGenivOESContextANGLE(GLeglContext ctx,
GLenum coord,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexGenxvOESContextANGLE(GLeglContext ctx,
GLenum coord,
GLenum pname,
GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexLevelParameterfvContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexLevelParameterivContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIivEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIivOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIuivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIuivEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIuivOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterfvContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterxvContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbackVaryingContextANGLE(GLeglContext ctx,
GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetTranslatedShaderSourceANGLEContextANGLE(GLeglContext ctx,
GLuint shader,
GLsizei bufsize,
GLsizei *length,
GLchar *source);
ANGLE_EXPORT GLuint GL_APIENTRY GL_GetUniformBlockIndexContextANGLE(GLeglContext ctx,
GLuint program,
const GLchar *uniformBlockName);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformIndicesContextANGLE(GLeglContext ctx,
GLuint program,
GLsizei uniformCount,
const GLchar *const *uniformNames,
GLuint *uniformIndices);
ANGLE_EXPORT GLint GL_APIENTRY GL_GetUniformLocationContextANGLE(GLeglContext ctx,
GLuint program,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformfvContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformivContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformuivContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetUnsignedBytevEXTContextANGLE(GLeglContext ctx,
GLenum pname,
GLubyte *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetUnsignedBytei_vEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index,
GLubyte *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIivContextANGLE(GLeglContext ctx,
GLuint index,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIuivContextANGLE(GLeglContext ctx,
GLuint index,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribPointervContextANGLE(GLeglContext ctx,
GLuint index,
GLenum pname,
void **pointer);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribfvContextANGLE(GLeglContext ctx,
GLuint index,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribivContextANGLE(GLeglContext ctx,
GLuint index,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformfvContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei bufSize,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformfvEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei bufSize,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformivContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei bufSize,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformivEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei bufSize,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformuivContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei bufSize,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_HintContextANGLE(GLeglContext ctx, GLenum target, GLenum mode);
ANGLE_EXPORT void GL_APIENTRY GL_ImportMemoryFdEXTContextANGLE(GLeglContext ctx,
GLuint memory,
GLuint64 size,
GLenum handleType,
GLint fd);
ANGLE_EXPORT void GL_APIENTRY GL_ImportSemaphoreFdEXTContextANGLE(GLeglContext ctx,
GLuint semaphore,
GLenum handleType,
GLint fd);
ANGLE_EXPORT void GL_APIENTRY GL_InsertEventMarkerEXTContextANGLE(GLeglContext ctx,
GLsizei length,
const GLchar *marker);
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateFramebufferContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei numAttachments,
const GLenum *attachments);
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateSubFramebufferContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsBufferContextANGLE(GLeglContext ctx, GLuint buffer);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnabledContextANGLE(GLeglContext ctx, GLenum cap);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnablediContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnablediEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnablediOESContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFenceNVContextANGLE(GLeglContext ctx, GLuint fence);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFramebufferContextANGLE(GLeglContext ctx,
GLuint framebuffer);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFramebufferOESContextANGLE(GLeglContext ctx,
GLuint framebuffer);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsMemoryObjectEXTContextANGLE(GLeglContext ctx,
GLuint memoryObject);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgramContextANGLE(GLeglContext ctx, GLuint program);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgramPipelineContextANGLE(GLeglContext ctx,
GLuint pipeline);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgramPipelineEXTContextANGLE(GLeglContext ctx,
GLuint pipeline);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsQueryContextANGLE(GLeglContext ctx, GLuint id);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsQueryEXTContextANGLE(GLeglContext ctx, GLuint id);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsRenderbufferContextANGLE(GLeglContext ctx,
GLuint renderbuffer);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsRenderbufferOESContextANGLE(GLeglContext ctx,
GLuint renderbuffer);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSemaphoreEXTContextANGLE(GLeglContext ctx,
GLuint semaphore);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSamplerContextANGLE(GLeglContext ctx, GLuint sampler);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsShaderContextANGLE(GLeglContext ctx, GLuint shader);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSyncContextANGLE(GLeglContext ctx, GLsync sync);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsTextureContextANGLE(GLeglContext ctx, GLuint texture);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsTransformFeedbackContextANGLE(GLeglContext ctx, GLuint id);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsVertexArrayContextANGLE(GLeglContext ctx, GLuint array);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsVertexArrayOESContextANGLE(GLeglContext ctx, GLuint array);
ANGLE_EXPORT void GL_APIENTRY GL_LabelObjectEXTContextANGLE(GLeglContext ctx,
GLenum type,
GLuint object,
GLsizei length,
const GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GL_LightModelfContextANGLE(GLeglContext ctx,
GLenum pname,
GLfloat param);
ANGLE_EXPORT void GL_APIENTRY GL_LightModelfvContextANGLE(GLeglContext ctx,
GLenum pname,
const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_LightModelxContextANGLE(GLeglContext ctx,
GLenum pname,
GLfixed param);
ANGLE_EXPORT void GL_APIENTRY GL_LightModelxvContextANGLE(GLeglContext ctx,
GLenum pname,
const GLfixed *param);
ANGLE_EXPORT void GL_APIENTRY GL_LightfContextANGLE(GLeglContext ctx,
GLenum light,
GLenum pname,
GLfloat param);
ANGLE_EXPORT void GL_APIENTRY GL_LightfvContextANGLE(GLeglContext ctx,
GLenum light,
GLenum pname,
const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_LightxContextANGLE(GLeglContext ctx,
GLenum light,
GLenum pname,
GLfixed param);
ANGLE_EXPORT void GL_APIENTRY GL_LightxvContextANGLE(GLeglContext ctx,
GLenum light,
GLenum pname,
const GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GL_LineWidthContextANGLE(GLeglContext ctx, GLfloat width);
ANGLE_EXPORT void GL_APIENTRY GL_LineWidthxContextANGLE(GLeglContext ctx, GLfixed width);
ANGLE_EXPORT void GL_APIENTRY GL_LinkProgramContextANGLE(GLeglContext ctx, GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_LoadIdentityContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GL_LoadMatrixfContextANGLE(GLeglContext ctx, const GLfloat *m);
ANGLE_EXPORT void GL_APIENTRY GL_LoadMatrixxContextANGLE(GLeglContext ctx, const GLfixed *m);
ANGLE_EXPORT void GL_APIENTRY GL_LoadPaletteFromModelViewMatrixOESContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GL_LogicOpContextANGLE(GLeglContext ctx, GLenum opcode);
ANGLE_EXPORT void *GL_APIENTRY GL_MapBufferOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum access);
ANGLE_EXPORT void *GL_APIENTRY GL_MapBufferRangeContextANGLE(GLeglContext ctx,
GLenum target,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
ANGLE_EXPORT void *GL_APIENTRY GL_MapBufferRangeEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
ANGLE_EXPORT void GL_APIENTRY GL_MaterialfContextANGLE(GLeglContext ctx,
GLenum face,
GLenum pname,
GLfloat param);
ANGLE_EXPORT void GL_APIENTRY GL_MaterialfvContextANGLE(GLeglContext ctx,
GLenum face,
GLenum pname,
const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_MaterialxContextANGLE(GLeglContext ctx,
GLenum face,
GLenum pname,
GLfixed param);
ANGLE_EXPORT void GL_APIENTRY GL_MaterialxvContextANGLE(GLeglContext ctx,
GLenum face,
GLenum pname,
const GLfixed *param);
ANGLE_EXPORT void GL_APIENTRY GL_MatrixIndexPointerOESContextANGLE(GLeglContext ctx,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
ANGLE_EXPORT void GL_APIENTRY GL_MatrixModeContextANGLE(GLeglContext ctx, GLenum mode);
ANGLE_EXPORT void GL_APIENTRY GL_MaxShaderCompilerThreadsKHRContextANGLE(GLeglContext ctx,
GLuint count);
ANGLE_EXPORT void GL_APIENTRY GL_MemoryBarrierContextANGLE(GLeglContext ctx, GLbitfield barriers);
ANGLE_EXPORT void GL_APIENTRY GL_MemoryBarrierByRegionContextANGLE(GLeglContext ctx,
GLbitfield barriers);
ANGLE_EXPORT void GL_APIENTRY GL_MemoryObjectParameterivEXTContextANGLE(GLeglContext ctx,
GLuint memoryObject,
GLenum pname,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_MinSampleShadingContextANGLE(GLeglContext ctx, GLfloat value);
ANGLE_EXPORT void GL_APIENTRY GL_MinSampleShadingOESContextANGLE(GLeglContext ctx, GLfloat value);
ANGLE_EXPORT void GL_APIENTRY GL_MultMatrixfContextANGLE(GLeglContext ctx, const GLfloat *m);
ANGLE_EXPORT void GL_APIENTRY GL_MultMatrixxContextANGLE(GLeglContext ctx, const GLfixed *m);
ANGLE_EXPORT void GL_APIENTRY
GL_MultiDrawElementsBaseVertexEXTContextANGLE(GLeglContext ctx,
GLenum mode,
const GLsizei *count,
GLenum type,
const void *const *indices,
GLsizei primcount,
const GLint *basevertex);
ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord4fContextANGLE(GLeglContext ctx,
GLenum target,
GLfloat s,
GLfloat t,
GLfloat r,
GLfloat q);
ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord4xContextANGLE(GLeglContext ctx,
GLenum texture,
GLfixed s,
GLfixed t,
GLfixed r,
GLfixed q);
ANGLE_EXPORT void GL_APIENTRY
GL_NamedBufferStorageExternalEXTContextANGLE(GLeglContext ctx,
GLuint buffer,
GLintptr offset,
GLsizeiptr size,
GLeglClientBufferEXT clientBuffer,
GLbitfield flags);
ANGLE_EXPORT void GL_APIENTRY GL_Normal3fContextANGLE(GLeglContext ctx,
GLfloat nx,
GLfloat ny,
GLfloat nz);
ANGLE_EXPORT void GL_APIENTRY GL_Normal3xContextANGLE(GLeglContext ctx,
GLfixed nx,
GLfixed ny,
GLfixed nz);
ANGLE_EXPORT void GL_APIENTRY GL_NormalPointerContextANGLE(GLeglContext ctx,
GLenum type,
GLsizei stride,
const void *pointer);
ANGLE_EXPORT void GL_APIENTRY GL_ObjectLabelContextANGLE(GLeglContext ctx,
GLenum identifier,
GLuint name,
GLsizei length,
const GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GL_ObjectLabelKHRContextANGLE(GLeglContext ctx,
GLenum identifier,
GLuint name,
GLsizei length,
const GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GL_ObjectPtrLabelContextANGLE(GLeglContext ctx,
const void *ptr,
GLsizei length,
const GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GL_ObjectPtrLabelKHRContextANGLE(GLeglContext ctx,
const void *ptr,
GLsizei length,
const GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GL_OrthofContextANGLE(GLeglContext ctx,
GLfloat l,
GLfloat r,
GLfloat b,
GLfloat t,
GLfloat n,
GLfloat f);
ANGLE_EXPORT void GL_APIENTRY GL_OrthoxContextANGLE(GLeglContext ctx,
GLfixed l,
GLfixed r,
GLfixed b,
GLfixed t,
GLfixed n,
GLfixed f);
ANGLE_EXPORT void GL_APIENTRY GL_PatchParameteriContextANGLE(GLeglContext ctx,
GLenum pname,
GLint value);
ANGLE_EXPORT void GL_APIENTRY GL_PatchParameteriEXTContextANGLE(GLeglContext ctx,
GLenum pname,
GLint value);
ANGLE_EXPORT void GL_APIENTRY GL_PauseTransformFeedbackContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GL_PixelStoreiContextANGLE(GLeglContext ctx,
GLenum pname,
GLint param);
ANGLE_EXPORT void GL_APIENTRY GL_PointParameterfContextANGLE(GLeglContext ctx,
GLenum pname,
GLfloat param);
ANGLE_EXPORT void GL_APIENTRY GL_PointParameterfvContextANGLE(GLeglContext ctx,
GLenum pname,
const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_PointParameterxContextANGLE(GLeglContext ctx,
GLenum pname,
GLfixed param);
ANGLE_EXPORT void GL_APIENTRY GL_PointParameterxvContextANGLE(GLeglContext ctx,
GLenum pname,
const GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GL_PointSizeContextANGLE(GLeglContext ctx, GLfloat size);
ANGLE_EXPORT void GL_APIENTRY GL_PointSizePointerOESContextANGLE(GLeglContext ctx,
GLenum type,
GLsizei stride,
const void *pointer);
ANGLE_EXPORT void GL_APIENTRY GL_PointSizexContextANGLE(GLeglContext ctx, GLfixed size);
ANGLE_EXPORT void GL_APIENTRY GL_PolygonOffsetContextANGLE(GLeglContext ctx,
GLfloat factor,
GLfloat units);
ANGLE_EXPORT void GL_APIENTRY GL_PolygonOffsetxContextANGLE(GLeglContext ctx,
GLfixed factor,
GLfixed units);
ANGLE_EXPORT void GL_APIENTRY GL_PopDebugGroupContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GL_PopDebugGroupKHRContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GL_PopGroupMarkerEXTContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GL_PopMatrixContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GL_PrimitiveBoundingBoxContextANGLE(GLeglContext ctx,
GLfloat minX,
GLfloat minY,
GLfloat minZ,
GLfloat minW,
GLfloat maxX,
GLfloat maxY,
GLfloat maxZ,
GLfloat maxW);
ANGLE_EXPORT void GL_APIENTRY GL_PrimitiveBoundingBoxEXTContextANGLE(GLeglContext ctx,
GLfloat minX,
GLfloat minY,
GLfloat minZ,
GLfloat minW,
GLfloat maxX,
GLfloat maxY,
GLfloat maxZ,
GLfloat maxW);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramBinaryContextANGLE(GLeglContext ctx,
GLuint program,
GLenum binaryFormat,
const void *binary,
GLsizei length);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramBinaryOESContextANGLE(GLeglContext ctx,
GLuint program,
GLenum binaryFormat,
const void *binary,
GLint length);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramParameteriContextANGLE(GLeglContext ctx,
GLuint program,
GLenum pname,
GLint value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramParameteriEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLenum pname,
GLint value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1fContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLfloat v0);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1fEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLfloat v0);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1fvContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1fvEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1iContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLint v0);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1iEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLint v0);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1ivContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1ivEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1uiContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLuint v0);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1uiEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLuint v0);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1uivContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1uivEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2fContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLfloat v0,
GLfloat v1);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2fEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLfloat v0,
GLfloat v1);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2fvContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2fvEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2iContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLint v0,
GLint v1);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2iEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLint v0,
GLint v1);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2ivContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2ivEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2uiContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLuint v0,
GLuint v1);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2uiEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLuint v0,
GLuint v1);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2uivContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2uivEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3fContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLfloat v0,
GLfloat v1,
GLfloat v2);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3fEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLfloat v0,
GLfloat v1,
GLfloat v2);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3fvContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3fvEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3iContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLint v0,
GLint v1,
GLint v2);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3iEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLint v0,
GLint v1,
GLint v2);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3ivContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3ivEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3uiContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLuint v0,
GLuint v1,
GLuint v2);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3uiEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLuint v0,
GLuint v1,
GLuint v2);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3uivContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3uivEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4fContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLfloat v0,
GLfloat v1,
GLfloat v2,
GLfloat v3);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4fEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLfloat v0,
GLfloat v1,
GLfloat v2,
GLfloat v3);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4fvContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4fvEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4iContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLint v0,
GLint v1,
GLint v2,
GLint v3);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4iEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLint v0,
GLint v1,
GLint v2,
GLint v3);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4ivContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4ivEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4uiContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLuint v0,
GLuint v1,
GLuint v2,
GLuint v3);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4uiEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLuint v0,
GLuint v1,
GLuint v2,
GLuint v3);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4uivContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4uivEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2fvContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2fvEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x3fvContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x3fvEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x4fvContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x4fvEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3fvContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3fvEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x2fvContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x2fvEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x4fvContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x4fvEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4fvContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4fvEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x2fvContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x2fvEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x3fvContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x3fvEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_PushDebugGroupContextANGLE(GLeglContext ctx,
GLenum source,
GLuint id,
GLsizei length,
const GLchar *message);
ANGLE_EXPORT void GL_APIENTRY GL_PushDebugGroupKHRContextANGLE(GLeglContext ctx,
GLenum source,
GLuint id,
GLsizei length,
const GLchar *message);
ANGLE_EXPORT void GL_APIENTRY GL_PushGroupMarkerEXTContextANGLE(GLeglContext ctx,
GLsizei length,
const GLchar *marker);
ANGLE_EXPORT void GL_APIENTRY GL_PushMatrixContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GL_QueryCounterEXTContextANGLE(GLeglContext ctx,
GLuint id,
GLenum target);
ANGLE_EXPORT GLbitfield GL_APIENTRY GL_QueryMatrixxOESContextANGLE(GLeglContext ctx,
GLfixed *mantissa,
GLint *exponent);
ANGLE_EXPORT void GL_APIENTRY GL_ReadBufferContextANGLE(GLeglContext ctx, GLenum src);
ANGLE_EXPORT void GL_APIENTRY GL_ReadPixelsContextANGLE(GLeglContext ctx,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_ReadnPixelsContextANGLE(GLeglContext ctx,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
void *data);
ANGLE_EXPORT void GL_APIENTRY GL_ReadnPixelsEXTContextANGLE(GLeglContext ctx,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
void *data);
ANGLE_EXPORT void GL_APIENTRY GL_ReleaseShaderCompilerContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorageContextANGLE(GLeglContext ctx,
GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorageMultisampleContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY
GL_RenderbufferStorageMultisampleANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY
GL_RenderbufferStorageMultisampleEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorageOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_ResumeTransformFeedbackContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY
GL_RotatefContextANGLE(GLeglContext ctx, GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
ANGLE_EXPORT void GL_APIENTRY
GL_RotatexContextANGLE(GLeglContext ctx, GLfixed angle, GLfixed x, GLfixed y, GLfixed z);
ANGLE_EXPORT void GL_APIENTRY GL_SampleCoverageContextANGLE(GLeglContext ctx,
GLfloat value,
GLboolean invert);
ANGLE_EXPORT void GL_APIENTRY GL_SampleCoveragexContextANGLE(GLeglContext ctx,
GLclampx value,
GLboolean invert);
ANGLE_EXPORT void GL_APIENTRY GL_SampleMaskiContextANGLE(GLeglContext ctx,
GLuint maskNumber,
GLbitfield mask);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIivContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
const GLint *param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIivEXTContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
const GLint *param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIivOESContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
const GLint *param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIuivContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
const GLuint *param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIuivEXTContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
const GLuint *param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIuivOESContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
const GLuint *param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterfContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLfloat param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterfvContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
const GLfloat *param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameteriContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLint param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterivContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
const GLint *param);
ANGLE_EXPORT void GL_APIENTRY GL_ScalefContextANGLE(GLeglContext ctx,
GLfloat x,
GLfloat y,
GLfloat z);
ANGLE_EXPORT void GL_APIENTRY GL_ScalexContextANGLE(GLeglContext ctx,
GLfixed x,
GLfixed y,
GLfixed z);
ANGLE_EXPORT void GL_APIENTRY
GL_ScissorContextANGLE(GLeglContext ctx, GLint x, GLint y, GLsizei width, GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_SemaphoreParameterui64vEXTContextANGLE(GLeglContext ctx,
GLuint semaphore,
GLenum pname,
const GLuint64 *params);
ANGLE_EXPORT void GL_APIENTRY GL_SetFenceNVContextANGLE(GLeglContext ctx,
GLuint fence,
GLenum condition);
ANGLE_EXPORT void GL_APIENTRY GL_ShadeModelContextANGLE(GLeglContext ctx, GLenum mode);
ANGLE_EXPORT void GL_APIENTRY GL_ShaderBinaryContextANGLE(GLeglContext ctx,
GLsizei count,
const GLuint *shaders,
GLenum binaryformat,
const void *binary,
GLsizei length);
ANGLE_EXPORT void GL_APIENTRY GL_ShaderSourceContextANGLE(GLeglContext ctx,
GLuint shader,
GLsizei count,
const GLchar *const *string,
const GLint *length);
ANGLE_EXPORT void GL_APIENTRY GL_SignalSemaphoreEXTContextANGLE(GLeglContext ctx,
GLuint semaphore,
GLuint numBufferBarriers,
const GLuint *buffers,
GLuint numTextureBarriers,
const GLuint *textures,
const GLenum *dstLayouts);
ANGLE_EXPORT void GL_APIENTRY GL_StencilFuncContextANGLE(GLeglContext ctx,
GLenum func,
GLint ref,
GLuint mask);
ANGLE_EXPORT void GL_APIENTRY GL_StencilFuncSeparateContextANGLE(GLeglContext ctx,
GLenum face,
GLenum func,
GLint ref,
GLuint mask);
ANGLE_EXPORT void GL_APIENTRY GL_StencilMaskContextANGLE(GLeglContext ctx, GLuint mask);
ANGLE_EXPORT void GL_APIENTRY GL_StencilMaskSeparateContextANGLE(GLeglContext ctx,
GLenum face,
GLuint mask);
ANGLE_EXPORT void GL_APIENTRY GL_StencilOpContextANGLE(GLeglContext ctx,
GLenum fail,
GLenum zfail,
GLenum zpass);
ANGLE_EXPORT void GL_APIENTRY GL_StencilOpSeparateContextANGLE(GLeglContext ctx,
GLenum face,
GLenum sfail,
GLenum dpfail,
GLenum dppass);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_TestFenceNVContextANGLE(GLeglContext ctx, GLuint fence);
ANGLE_EXPORT void GL_APIENTRY GL_TexBufferContextANGLE(GLeglContext ctx,
GLenum target,
GLenum internalformat,
GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY GL_TexBufferEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLenum internalformat,
GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY GL_TexBufferOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum internalformat,
GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY GL_TexBufferRangeContextANGLE(GLeglContext ctx,
GLenum target,
GLenum internalformat,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY GL_TexBufferRangeEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLenum internalformat,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY GL_TexBufferRangeOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum internalformat,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY GL_TexCoordPointerContextANGLE(GLeglContext ctx,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
ANGLE_EXPORT void GL_APIENTRY GL_TexEnvfContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLfloat param);
ANGLE_EXPORT void GL_APIENTRY GL_TexEnvfvContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexEnviContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint param);
ANGLE_EXPORT void GL_APIENTRY GL_TexEnvivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexEnvxContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLfixed param);
ANGLE_EXPORT void GL_APIENTRY GL_TexEnvxvContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
const GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexGenfOESContextANGLE(GLeglContext ctx,
GLenum coord,
GLenum pname,
GLfloat param);
ANGLE_EXPORT void GL_APIENTRY GL_TexGenfvOESContextANGLE(GLeglContext ctx,
GLenum coord,
GLenum pname,
const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexGeniOESContextANGLE(GLeglContext ctx,
GLenum coord,
GLenum pname,
GLint param);
ANGLE_EXPORT void GL_APIENTRY GL_TexGenivOESContextANGLE(GLeglContext ctx,
GLenum coord,
GLenum pname,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexGenxOESContextANGLE(GLeglContext ctx,
GLenum coord,
GLenum pname,
GLfixed param);
ANGLE_EXPORT void GL_APIENTRY GL_TexGenxvOESContextANGLE(GLeglContext ctx,
GLenum coord,
GLenum pname,
const GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexImage2DContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TexImage3DContextANGLE(GLeglContext ctx,
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 GL_TexImage3DOESContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIivEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIivOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIuivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
const GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIuivEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
const GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIuivOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
const GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterfContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLfloat param);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterfvContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameteriContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint param);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterxContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLfixed param);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterxvContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
const GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorage1DEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorage2DContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorage2DEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY
GL_TexStorage2DMultisampleContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorage3DContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorage3DEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
ANGLE_EXPORT void GL_APIENTRY
GL_TexStorage3DMultisampleContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY
GL_TexStorage3DMultisampleOESContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorageMem2DEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLuint memory,
GLuint64 offset);
ANGLE_EXPORT void GL_APIENTRY
GL_TexStorageMem2DMultisampleEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLboolean fixedSampleLocations,
GLuint memory,
GLuint64 offset);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorageMem3DEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLuint memory,
GLuint64 offset);
ANGLE_EXPORT void GL_APIENTRY
GL_TexStorageMem3DMultisampleEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedSampleLocations,
GLuint memory,
GLuint64 offset);
ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage2DContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage3DContextANGLE(GLeglContext ctx,
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 GL_TexSubImage3DOESContextANGLE(GLeglContext ctx,
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
GL_TransformFeedbackVaryingsContextANGLE(GLeglContext ctx,
GLuint program,
GLsizei count,
const GLchar *const *varyings,
GLenum bufferMode);
ANGLE_EXPORT void GL_APIENTRY GL_TranslatefContextANGLE(GLeglContext ctx,
GLfloat x,
GLfloat y,
GLfloat z);
ANGLE_EXPORT void GL_APIENTRY GL_TranslatexContextANGLE(GLeglContext ctx,
GLfixed x,
GLfixed y,
GLfixed z);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1fContextANGLE(GLeglContext ctx,
GLint location,
GLfloat v0);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1fvContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1iContextANGLE(GLeglContext ctx, GLint location, GLint v0);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1ivContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1uiContextANGLE(GLeglContext ctx,
GLint location,
GLuint v0);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1uivContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2fContextANGLE(GLeglContext ctx,
GLint location,
GLfloat v0,
GLfloat v1);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2fvContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2iContextANGLE(GLeglContext ctx,
GLint location,
GLint v0,
GLint v1);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2ivContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2uiContextANGLE(GLeglContext ctx,
GLint location,
GLuint v0,
GLuint v1);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2uivContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY
GL_Uniform3fContextANGLE(GLeglContext ctx, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform3fvContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY
GL_Uniform3iContextANGLE(GLeglContext ctx, GLint location, GLint v0, GLint v1, GLint v2);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform3ivContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY
GL_Uniform3uiContextANGLE(GLeglContext ctx, GLint location, GLuint v0, GLuint v1, GLuint v2);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform3uivContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform4fContextANGLE(GLeglContext ctx,
GLint location,
GLfloat v0,
GLfloat v1,
GLfloat v2,
GLfloat v3);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform4fvContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY
GL_Uniform4iContextANGLE(GLeglContext ctx, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform4ivContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform4uiContextANGLE(GLeglContext ctx,
GLint location,
GLuint v0,
GLuint v1,
GLuint v2,
GLuint v3);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform4uivContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformBlockBindingContextANGLE(GLeglContext ctx,
GLuint program,
GLuint uniformBlockIndex,
GLuint uniformBlockBinding);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2fvContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x3fvContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x4fvContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3fvContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x2fvContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x4fvContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4fvContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x2fvContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x3fvContextANGLE(GLeglContext ctx,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_UnmapBufferContextANGLE(GLeglContext ctx, GLenum target);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_UnmapBufferOESContextANGLE(GLeglContext ctx, GLenum target);
ANGLE_EXPORT void GL_APIENTRY GL_UseProgramContextANGLE(GLeglContext ctx, GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_UseProgramStagesContextANGLE(GLeglContext ctx,
GLuint pipeline,
GLbitfield stages,
GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_UseProgramStagesEXTContextANGLE(GLeglContext ctx,
GLuint pipeline,
GLbitfield stages,
GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgramContextANGLE(GLeglContext ctx, GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgramPipelineContextANGLE(GLeglContext ctx,
GLuint pipeline);
ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgramPipelineEXTContextANGLE(GLeglContext ctx,
GLuint pipeline);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1fContextANGLE(GLeglContext ctx,
GLuint index,
GLfloat x);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1fvContextANGLE(GLeglContext ctx,
GLuint index,
const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2fContextANGLE(GLeglContext ctx,
GLuint index,
GLfloat x,
GLfloat y);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2fvContextANGLE(GLeglContext ctx,
GLuint index,
const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY
GL_VertexAttrib3fContextANGLE(GLeglContext ctx, GLuint index, GLfloat x, GLfloat y, GLfloat z);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3fvContextANGLE(GLeglContext ctx,
GLuint index,
const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4fContextANGLE(GLeglContext ctx,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4fvContextANGLE(GLeglContext ctx,
GLuint index,
const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribBindingContextANGLE(GLeglContext ctx,
GLuint attribindex,
GLuint bindingindex);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribDivisorContextANGLE(GLeglContext ctx,
GLuint index,
GLuint divisor);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribDivisorANGLEContextANGLE(GLeglContext ctx,
GLuint index,
GLuint divisor);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribDivisorEXTContextANGLE(GLeglContext ctx,
GLuint index,
GLuint divisor);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribFormatContextANGLE(GLeglContext ctx,
GLuint attribindex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeoffset);
ANGLE_EXPORT void GL_APIENTRY
GL_VertexAttribI4iContextANGLE(GLeglContext ctx, GLuint index, GLint x, GLint y, GLint z, GLint w);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4ivContextANGLE(GLeglContext ctx,
GLuint index,
const GLint *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4uiContextANGLE(GLeglContext ctx,
GLuint index,
GLuint x,
GLuint y,
GLuint z,
GLuint w);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4uivContextANGLE(GLeglContext ctx,
GLuint index,
const GLuint *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribIFormatContextANGLE(GLeglContext ctx,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribIPointerContextANGLE(GLeglContext ctx,
GLuint index,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribPointerContextANGLE(GLeglContext ctx,
GLuint index,
GLint size,
GLenum type,
GLboolean normalized,
GLsizei stride,
const void *pointer);
ANGLE_EXPORT void GL_APIENTRY GL_VertexBindingDivisorContextANGLE(GLeglContext ctx,
GLuint bindingindex,
GLuint divisor);
ANGLE_EXPORT void GL_APIENTRY GL_VertexPointerContextANGLE(GLeglContext ctx,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
ANGLE_EXPORT void GL_APIENTRY
GL_ViewportContextANGLE(GLeglContext ctx, GLint x, GLint y, GLsizei width, GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_WaitSemaphoreEXTContextANGLE(GLeglContext ctx,
GLuint semaphore,
GLuint numBufferBarriers,
const GLuint *buffers,
GLuint numTextureBarriers,
const GLuint *textures,
const GLenum *srcLayouts);
ANGLE_EXPORT void GL_APIENTRY GL_WaitSyncContextANGLE(GLeglContext ctx,
GLsync sync,
GLbitfield flags,
GLuint64 timeout);
ANGLE_EXPORT void GL_APIENTRY GL_WeightPointerOESContextANGLE(GLeglContext ctx,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
ANGLE_EXPORT void GL_APIENTRY GL_BindUniformLocationCHROMIUMContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_CoverageModulationCHROMIUMContextANGLE(GLeglContext ctx,
GLenum components);
ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureCHROMIUMContextANGLE(GLeglContext ctx,
GLuint sourceId,
GLint sourceLevel,
GLenum destTarget,
GLuint destId,
GLint destLevel,
GLint internalFormat,
GLenum destType,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
ANGLE_EXPORT void GL_APIENTRY
GL_CopySubTextureCHROMIUMContextANGLE(GLeglContext ctx,
GLuint sourceId,
GLint sourceLevel,
GLenum destTarget,
GLuint destId,
GLint destLevel,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLint width,
GLint height,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedCopyTextureCHROMIUMContextANGLE(GLeglContext ctx,
GLuint sourceId,
GLuint destId);
ANGLE_EXPORT void GL_APIENTRY GL_RequestExtensionANGLEContextANGLE(GLeglContext ctx,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_DisableExtensionANGLEContextANGLE(GLeglContext ctx,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetBooleanvRobustANGLEContextANGLE(GLeglContext ctx,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLboolean *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameterivRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetFloatvRobustANGLEContextANGLE(GLeglContext ctx,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY
GL_GetFramebufferAttachmentParameterivRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetIntegervRobustANGLEContextANGLE(GLeglContext ctx,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint program,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameterivRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetShaderivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint shader,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterfvRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterivRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformfvRobustANGLEContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribfvRobustANGLEContextANGLE(GLeglContext ctx,
GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribPointervRobustANGLEContextANGLE(GLeglContext ctx,
GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **pointer);
ANGLE_EXPORT void GL_APIENTRY GL_ReadPixelsRobustANGLEContextANGLE(GLeglContext ctx,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
GLsizei *length,
GLsizei *columns,
GLsizei *rows,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TexImage2DRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterfvRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLsizei bufSize,
const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterivRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLsizei bufSize,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage2DRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TexImage3DRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage3DRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage2DRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage2DRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLsizei xoffset,
GLsizei yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage3DRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage3DRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryivRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectuivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetBufferPointervRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **params);
ANGLE_EXPORT void GL_APIENTRY GL_GetIntegeri_vRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetInternalformativRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIuivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformuivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY
GL_GetActiveUniformBlockivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64vRobustANGLEContextANGLE(GLeglContext ctx,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64i_vRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteri64vRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint sampler,
GLuint pname,
GLsizei bufSize,
const GLint *param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterfvRobustANGLEContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLsizei bufSize,
const GLfloat *param);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterfvRobustANGLEContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferParameterivRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY
GL_GetProgramInterfaceivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint program,
GLenum programInterface,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetBooleani_vRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLboolean *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetMultisamplefvRobustANGLEContextANGLE(GLeglContext ctx,
GLenum pname,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLfloat *val);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexLevelParameterivRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexLevelParameterfvRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetPointervRobustANGLERobustANGLEContextANGLE(GLeglContext ctx,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **params);
ANGLE_EXPORT void GL_APIENTRY GL_ReadnPixelsRobustANGLEContextANGLE(GLeglContext ctx,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
GLsizei *length,
GLsizei *columns,
GLsizei *rows,
void *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformfvRobustANGLEContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformuivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIivRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLsizei bufSize,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIuivRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLsizei bufSize,
const GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIivRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIuivRobustANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLsizei bufSize,
const GLint *param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIuivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLsizei bufSize,
const GLuint *param);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIuivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectivRobustANGLEContextANGLE(GLeglContext ctx,
GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjecti64vRobustANGLEContextANGLE(GLeglContext ctx,
GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectui64vRobustANGLEContextANGLE(GLeglContext ctx,
GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint64 *params);
ANGLE_EXPORT void GL_APIENTRY GL_CopyTexture3DANGLEContextANGLE(GLeglContext ctx,
GLuint sourceId,
GLint sourceLevel,
GLenum destTarget,
GLuint destId,
GLint destLevel,
GLint internalFormat,
GLenum destType,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_CopySubTexture3DANGLEContextANGLE(GLeglContext ctx,
GLuint sourceId,
GLint sourceLevel,
GLenum destTarget,
GLuint destId,
GLint destLevel,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLint z,
GLint width,
GLint height,
GLint depth,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
ANGLE_EXPORT void GL_APIENTRY
GL_TexStorage2DMultisampleANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexLevelParameterivANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexLevelParameterfvANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysANGLEContextANGLE(GLeglContext ctx,
GLenum mode,
const GLint *firsts,
const GLsizei *counts,
GLsizei drawcount);
ANGLE_EXPORT void GL_APIENTRY
GL_MultiDrawArraysInstancedANGLEContextANGLE(GLeglContext ctx,
GLenum mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
GLsizei drawcount);
ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsANGLEContextANGLE(GLeglContext ctx,
GLenum mode,
const GLsizei *counts,
GLenum type,
const GLvoid *const *indices,
GLsizei drawcount);
ANGLE_EXPORT void GL_APIENTRY
GL_MultiDrawElementsInstancedANGLEContextANGLE(GLeglContext ctx,
GLenum mode,
const GLsizei *counts,
GLenum type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
GLsizei drawcount);
ANGLE_EXPORT void GL_APIENTRY
GL_DrawArraysInstancedBaseInstanceANGLEContextANGLE(GLeglContext ctx,
GLenum mode,
GLint first,
GLsizei count,
GLsizei instanceCount,
GLuint baseInstance);
ANGLE_EXPORT void GL_APIENTRY
GL_DrawElementsInstancedBaseVertexBaseInstanceANGLEContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const GLvoid *indices,
GLsizei instanceCounts,
GLint baseVertex,
GLuint baseInstance);
ANGLE_EXPORT void GL_APIENTRY
GL_MultiDrawArraysInstancedBaseInstanceANGLEContextANGLE(GLeglContext ctx,
GLenum mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
const GLuint *baseInstances,
GLsizei drawcount);
ANGLE_EXPORT void GL_APIENTRY
GL_MultiDrawElementsInstancedBaseVertexBaseInstanceANGLEContextANGLE(GLeglContext ctx,
GLenum mode,
const GLsizei *counts,
GLenum type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
const GLint *baseVertices,
const GLuint *baseInstances,
GLsizei drawcount);
ANGLE_EXPORT void GL_APIENTRY GL_GetMultisamplefvANGLEContextANGLE(GLeglContext ctx,
GLenum pname,
GLuint index,
GLfloat *val);
ANGLE_EXPORT void GL_APIENTRY GL_SampleMaskiANGLEContextANGLE(GLeglContext ctx,
GLuint maskNumber,
GLbitfield mask);
ANGLE_EXPORT void GL_APIENTRY GL_ProvokingVertexANGLEContextANGLE(GLeglContext ctx, GLenum mode);
ANGLE_EXPORT void GL_APIENTRY GL_LoseContextCHROMIUMContextANGLE(GLeglContext ctx,
GLenum current,
GLenum other);
ANGLE_EXPORT void GL_APIENTRY GL_TexImage2DExternalANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type);
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateTextureANGLEContextANGLE(GLeglContext ctx,
GLenum target);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexImageANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum format,
GLenum type,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferImageANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLenum format,
GLenum type,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorageMemFlags2DANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLuint memory,
GLuint64 offset,
GLbitfield createFlags,
GLbitfield usageFlags);
ANGLE_EXPORT void GL_APIENTRY
GL_TexStorageMemFlags2DMultisampleANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLboolean fixedSampleLocations,
GLuint memory,
GLuint64 offset,
GLbitfield createFlags,
GLbitfield usageFlags);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorageMemFlags3DANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLuint memory,
GLuint64 offset,
GLbitfield createFlags,
GLbitfield usageFlags);
ANGLE_EXPORT void GL_APIENTRY
GL_TexStorageMemFlags3DMultisampleANGLEContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedSampleLocations,
GLuint memory,
GLuint64 offset,
GLbitfield createFlags,
GLbitfield usageFlags);
ANGLE_EXPORT void GL_APIENTRY GL_ImportMemoryZirconHandleANGLEContextANGLE(GLeglContext ctx,
GLuint memory,
GLuint64 size,
GLenum handleType,
GLuint handle);
ANGLE_EXPORT void GL_APIENTRY GL_ImportSemaphoreZirconHandleANGLEContextANGLE(GLeglContext ctx,
GLuint semaphore,
GLenum handleType,
GLuint handle);
} // extern "C"
#endif // LIBGLESV2_ENTRY_POINTS_GLES_EXT_AUTOGEN_H_