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// 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_