| // GENERATED FILE - DO NOT EDIT. |
| // Generated by generate_entry_points.py using data from gl.xml. |
| // |
| // Copyright 2020 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| // entry_points_gl_3_autogen.h: |
| // Defines the Desktop GL 3.x entry points. |
| |
| #ifndef LIBGLESV2_ENTRY_POINTS_GL_3_AUTOGEN_H_ |
| #define LIBGLESV2_ENTRY_POINTS_GL_3_AUTOGEN_H_ |
| |
| #include <export.h> |
| #include "angle_gl.h" |
| |
| extern "C" { |
| |
| // GL 3.0 |
| ANGLE_EXPORT void GL_APIENTRY GL_BeginConditionalRender(GLuint id, GLenum mode); |
| ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocation(GLuint program, |
| GLuint color, |
| const GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GL_ClampColor(GLenum target, GLenum clamp); |
| ANGLE_EXPORT void GL_APIENTRY GL_EndConditionalRender(); |
| ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture1D(GLenum target, |
| GLenum attachment, |
| GLenum textarget, |
| GLuint texture, |
| GLint level); |
| ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture3D(GLenum target, |
| GLenum attachment, |
| GLenum textarget, |
| GLuint texture, |
| GLint level, |
| GLint zoffset); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1i(GLuint index, GLint x); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1iv(GLuint index, const GLint *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1ui(GLuint index, GLuint x); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1uiv(GLuint index, const GLuint *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2i(GLuint index, GLint x, GLint y); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2iv(GLuint index, const GLint *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2ui(GLuint index, GLuint x, GLuint y); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2uiv(GLuint index, const GLuint *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3i(GLuint index, GLint x, GLint y, GLint z); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3iv(GLuint index, const GLint *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3uiv(GLuint index, const GLuint *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4bv(GLuint index, const GLbyte *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4sv(GLuint index, const GLshort *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4ubv(GLuint index, const GLubyte *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4usv(GLuint index, const GLushort *v); |
| |
| // GL 3.1 |
| ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformName(GLuint program, |
| GLuint uniformIndex, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *uniformName); |
| ANGLE_EXPORT void GL_APIENTRY GL_PrimitiveRestartIndex(GLuint index); |
| |
| // GL 3.2 |
| ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsBaseVertex(GLenum mode, |
| const GLsizei *count, |
| GLenum type, |
| const void *const *indices, |
| GLsizei drawcount, |
| const GLint *basevertex); |
| ANGLE_EXPORT void GL_APIENTRY GL_ProvokingVertex(GLenum mode); |
| ANGLE_EXPORT void GL_APIENTRY GL_TexImage2DMultisample(GLenum target, |
| GLsizei samples, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height, |
| GLboolean fixedsamplelocations); |
| ANGLE_EXPORT void GL_APIENTRY GL_TexImage3DMultisample(GLenum target, |
| GLsizei samples, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height, |
| GLsizei depth, |
| GLboolean fixedsamplelocations); |
| |
| // GL 3.3 |
| ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocationIndexed(GLuint program, |
| GLuint colorNumber, |
| GLuint index, |
| const GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GL_ColorP3ui(GLenum type, GLuint color); |
| ANGLE_EXPORT void GL_APIENTRY GL_ColorP3uiv(GLenum type, const GLuint *color); |
| ANGLE_EXPORT void GL_APIENTRY GL_ColorP4ui(GLenum type, GLuint color); |
| ANGLE_EXPORT void GL_APIENTRY GL_ColorP4uiv(GLenum type, const GLuint *color); |
| ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataIndex(GLuint program, const GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP1uiv(GLenum texture, |
| GLenum type, |
| const GLuint *coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP2uiv(GLenum texture, |
| GLenum type, |
| const GLuint *coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP3uiv(GLenum texture, |
| GLenum type, |
| const GLuint *coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP4uiv(GLenum texture, |
| GLenum type, |
| const GLuint *coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_NormalP3ui(GLenum type, GLuint coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_NormalP3uiv(GLenum type, const GLuint *coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_QueryCounter(GLuint id, GLenum target); |
| ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColorP3ui(GLenum type, GLuint color); |
| ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColorP3uiv(GLenum type, const GLuint *color); |
| ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP1ui(GLenum type, GLuint coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP1uiv(GLenum type, const GLuint *coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP2ui(GLenum type, GLuint coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP2uiv(GLenum type, const GLuint *coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP3ui(GLenum type, GLuint coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP3uiv(GLenum type, const GLuint *coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP4ui(GLenum type, GLuint coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP4uiv(GLenum type, const GLuint *coords); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP1ui(GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| GLuint value); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP1uiv(GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| const GLuint *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP2ui(GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| GLuint value); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP2uiv(GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| const GLuint *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP3ui(GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| GLuint value); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP3uiv(GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| const GLuint *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP4ui(GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| GLuint value); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP4uiv(GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| const GLuint *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexP2ui(GLenum type, GLuint value); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexP2uiv(GLenum type, const GLuint *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexP3ui(GLenum type, GLuint value); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexP3uiv(GLenum type, const GLuint *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexP4ui(GLenum type, GLuint value); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexP4uiv(GLenum type, const GLuint *value); |
| } // extern "C" |
| |
| #endif // LIBGLESV2_ENTRY_POINTS_GL_3_AUTOGEN_H_ |