| // 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_4_autogen.h: |
| // Defines the Desktop GL 4.x entry points. |
| |
| #ifndef LIBGLESV2_ENTRY_POINTS_GL_4_AUTOGEN_H_ |
| #define LIBGLESV2_ENTRY_POINTS_GL_4_AUTOGEN_H_ |
| |
| #include <export.h> |
| #include "angle_gl.h" |
| |
| extern "C" { |
| |
| // GL 4.0 |
| ANGLE_EXPORT void GL_APIENTRY GL_BeginQueryIndexed(GLenum target, GLuint index, GLuint id); |
| ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedback(GLenum mode, GLuint id); |
| ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream); |
| ANGLE_EXPORT void GL_APIENTRY GL_EndQueryIndexed(GLenum target, GLuint index); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineName(GLuint program, |
| GLenum shadertype, |
| GLuint index, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineUniformName(GLuint program, |
| GLenum shadertype, |
| GLuint index, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineUniformiv(GLuint program, |
| GLenum shadertype, |
| GLuint index, |
| GLenum pname, |
| GLint *values); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetProgramStageiv(GLuint program, |
| GLenum shadertype, |
| GLenum pname, |
| GLint *values); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetQueryIndexediv(GLenum target, |
| GLuint index, |
| GLenum pname, |
| GLint *params); |
| ANGLE_EXPORT GLuint GL_APIENTRY GL_GetSubroutineIndex(GLuint program, |
| GLenum shadertype, |
| const GLchar *name); |
| ANGLE_EXPORT GLint GL_APIENTRY GL_GetSubroutineUniformLocation(GLuint program, |
| GLenum shadertype, |
| const GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetUniformSubroutineuiv(GLenum shadertype, |
| GLint location, |
| GLuint *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetUniformdv(GLuint program, GLint location, GLdouble *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_PatchParameterfv(GLenum pname, const GLfloat *values); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform1d(GLint location, GLdouble x); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform1dv(GLint location, GLsizei count, const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform2d(GLint location, GLdouble x, GLdouble y); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform2dv(GLint location, GLsizei count, const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform3dv(GLint location, GLsizei count, const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY |
| GL_Uniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform4dv(GLint location, GLsizei count, const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x3dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x4dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x2dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x4dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x2dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x3dv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_UniformSubroutinesuiv(GLenum shadertype, |
| GLsizei count, |
| const GLuint *indices); |
| |
| // GL 4.1 |
| ANGLE_EXPORT void GL_APIENTRY GL_DepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_DepthRangeIndexed(GLuint index, GLdouble n, GLdouble f); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetDoublei_v(GLenum target, GLuint index, GLdouble *data); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetFloati_v(GLenum target, GLuint index, GLfloat *data); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1d(GLuint program, GLint location, GLdouble v0); |
| ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1dv(GLuint program, |
| GLint location, |
| GLsizei count, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2d(GLuint program, |
| GLint location, |
| GLdouble v0, |
| GLdouble v1); |
| ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2dv(GLuint program, |
| GLint location, |
| GLsizei count, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY |
| GL_ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); |
| ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3dv(GLuint program, |
| GLint location, |
| GLsizei count, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4d(GLuint program, |
| GLint location, |
| GLdouble v0, |
| GLdouble v1, |
| GLdouble v2, |
| GLdouble v3); |
| ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4dv(GLuint program, |
| GLint location, |
| GLsizei count, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2dv(GLuint program, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x3dv(GLuint program, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x4dv(GLuint program, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3dv(GLuint program, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x2dv(GLuint program, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x4dv(GLuint program, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4dv(GLuint program, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x2dv(GLuint program, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x3dv(GLuint program, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_ScissorArrayv(GLuint first, GLsizei count, const GLint *v); |
| ANGLE_EXPORT void GL_APIENTRY |
| GL_ScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); |
| ANGLE_EXPORT void GL_APIENTRY GL_ScissorIndexedv(GLuint index, const GLint *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL1d(GLuint index, GLdouble x); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL1dv(GLuint index, const GLdouble *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL2d(GLuint index, GLdouble x, GLdouble y); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL2dv(GLuint index, const GLdouble *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL3dv(GLuint index, const GLdouble *v); |
| ANGLE_EXPORT void GL_APIENTRY |
| GL_VertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL4dv(GLuint index, const GLdouble *v); |
| ANGLE_EXPORT void GL_APIENTRY |
| GL_VertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); |
| ANGLE_EXPORT void GL_APIENTRY GL_ViewportArrayv(GLuint first, GLsizei count, const GLfloat *v); |
| ANGLE_EXPORT void GL_APIENTRY |
| GL_ViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); |
| ANGLE_EXPORT void GL_APIENTRY GL_ViewportIndexedfv(GLuint index, const GLfloat *v); |
| |
| // GL 4.2 |
| ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstancedBaseInstance(GLenum mode, |
| GLint first, |
| GLsizei count, |
| GLsizei instancecount, |
| GLuint baseinstance); |
| ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseInstance(GLenum mode, |
| GLsizei count, |
| GLenum type, |
| const void *indices, |
| GLsizei instancecount, |
| GLuint baseinstance); |
| ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseVertexBaseInstance(GLenum mode, |
| GLsizei count, |
| GLenum type, |
| const void *indices, |
| GLsizei instancecount, |
| GLint basevertex, |
| GLuint baseinstance); |
| ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackInstanced(GLenum mode, |
| GLuint id, |
| GLsizei instancecount); |
| ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackStreamInstanced(GLenum mode, |
| GLuint id, |
| GLuint stream, |
| GLsizei instancecount); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAtomicCounterBufferiv(GLuint program, |
| GLuint bufferIndex, |
| GLenum pname, |
| GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_TexStorage1D(GLenum target, |
| GLsizei levels, |
| GLenum internalformat, |
| GLsizei width); |
| |
| // GL 4.3 |
| ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferData(GLenum target, |
| GLenum internalformat, |
| GLenum format, |
| GLenum type, |
| const void *data); |
| ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferSubData(GLenum target, |
| GLenum internalformat, |
| GLintptr offset, |
| GLsizeiptr size, |
| GLenum format, |
| GLenum type, |
| const void *data); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetInternalformati64v(GLenum target, |
| GLenum internalformat, |
| GLenum pname, |
| GLsizei count, |
| GLint64 *params); |
| ANGLE_EXPORT GLint GL_APIENTRY GL_GetProgramResourceLocationIndex(GLuint program, |
| GLenum programInterface, |
| const GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GL_InvalidateBufferData(GLuint buffer); |
| ANGLE_EXPORT void GL_APIENTRY GL_InvalidateBufferSubData(GLuint buffer, |
| GLintptr offset, |
| GLsizeiptr length); |
| ANGLE_EXPORT void GL_APIENTRY GL_InvalidateTexImage(GLuint texture, GLint level); |
| ANGLE_EXPORT void GL_APIENTRY GL_InvalidateTexSubImage(GLuint texture, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLint zoffset, |
| GLsizei width, |
| GLsizei height, |
| GLsizei depth); |
| ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysIndirect(GLenum mode, |
| const void *indirect, |
| GLsizei drawcount, |
| GLsizei stride); |
| ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsIndirect(GLenum mode, |
| GLenum type, |
| const void *indirect, |
| GLsizei drawcount, |
| GLsizei stride); |
| ANGLE_EXPORT void GL_APIENTRY GL_ShaderStorageBlockBinding(GLuint program, |
| GLuint storageBlockIndex, |
| GLuint storageBlockBinding); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureView(GLuint texture, |
| GLenum target, |
| GLuint origtexture, |
| GLenum internalformat, |
| GLuint minlevel, |
| GLuint numlevels, |
| GLuint minlayer, |
| GLuint numlayers); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribLFormat(GLuint attribindex, |
| GLint size, |
| GLenum type, |
| GLuint relativeoffset); |
| |
| // GL 4.4 |
| ANGLE_EXPORT void GL_APIENTRY GL_BindBuffersBase(GLenum target, |
| GLuint first, |
| GLsizei count, |
| const GLuint *buffers); |
| ANGLE_EXPORT void GL_APIENTRY GL_BindBuffersRange(GLenum target, |
| GLuint first, |
| GLsizei count, |
| const GLuint *buffers, |
| const GLintptr *offsets, |
| const GLsizeiptr *sizes); |
| ANGLE_EXPORT void GL_APIENTRY GL_BindImageTextures(GLuint first, |
| GLsizei count, |
| const GLuint *textures); |
| ANGLE_EXPORT void GL_APIENTRY GL_BindSamplers(GLuint first, GLsizei count, const GLuint *samplers); |
| ANGLE_EXPORT void GL_APIENTRY GL_BindTextures(GLuint first, GLsizei count, const GLuint *textures); |
| ANGLE_EXPORT void GL_APIENTRY GL_BindVertexBuffers(GLuint first, |
| GLsizei count, |
| const GLuint *buffers, |
| const GLintptr *offsets, |
| const GLsizei *strides); |
| ANGLE_EXPORT void GL_APIENTRY GL_BufferStorage(GLenum target, |
| GLsizeiptr size, |
| const void *data, |
| GLbitfield flags); |
| ANGLE_EXPORT void GL_APIENTRY |
| GL_ClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data); |
| ANGLE_EXPORT void GL_APIENTRY GL_ClearTexSubImage(GLuint texture, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLint zoffset, |
| GLsizei width, |
| GLsizei height, |
| GLsizei depth, |
| GLenum format, |
| GLenum type, |
| const void *data); |
| |
| // GL 4.5 |
| ANGLE_EXPORT void GL_APIENTRY GL_BindTextureUnit(GLuint unit, GLuint texture); |
| ANGLE_EXPORT void GL_APIENTRY GL_BlitNamedFramebuffer(GLuint readFramebuffer, |
| GLuint drawFramebuffer, |
| GLint srcX0, |
| GLint srcY0, |
| GLint srcX1, |
| GLint srcY1, |
| GLint dstX0, |
| GLint dstY0, |
| GLint dstX1, |
| GLint dstY1, |
| GLbitfield mask, |
| GLenum filter); |
| ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target); |
| ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedBufferData(GLuint buffer, |
| GLenum internalformat, |
| GLenum format, |
| GLenum type, |
| const void *data); |
| ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedBufferSubData(GLuint buffer, |
| GLenum internalformat, |
| GLintptr offset, |
| GLsizeiptr size, |
| GLenum format, |
| GLenum type, |
| const void *data); |
| ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferfi(GLuint framebuffer, |
| GLenum buffer, |
| GLint drawbuffer, |
| GLfloat depth, |
| GLint stencil); |
| ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferfv(GLuint framebuffer, |
| GLenum buffer, |
| GLint drawbuffer, |
| const GLfloat *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferiv(GLuint framebuffer, |
| GLenum buffer, |
| GLint drawbuffer, |
| const GLint *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferuiv(GLuint framebuffer, |
| GLenum buffer, |
| GLint drawbuffer, |
| const GLuint *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_ClipControl(GLenum origin, GLenum depth); |
| ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage1D(GLuint texture, |
| GLint level, |
| GLint xoffset, |
| GLsizei width, |
| GLenum format, |
| GLsizei imageSize, |
| const void *data); |
| ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage2D(GLuint texture, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLsizei width, |
| GLsizei height, |
| GLenum format, |
| GLsizei imageSize, |
| const void *data); |
| ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage3D(GLuint texture, |
| 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_CopyNamedBufferSubData(GLuint readBuffer, |
| GLuint writeBuffer, |
| GLintptr readOffset, |
| GLintptr writeOffset, |
| GLsizeiptr size); |
| ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage1D(GLuint texture, |
| GLint level, |
| GLint xoffset, |
| GLint x, |
| GLint y, |
| GLsizei width); |
| ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage2D(GLuint texture, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLint x, |
| GLint y, |
| GLsizei width, |
| GLsizei height); |
| ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage3D(GLuint texture, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLint zoffset, |
| GLint x, |
| GLint y, |
| GLsizei width, |
| GLsizei height); |
| ANGLE_EXPORT void GL_APIENTRY GL_CreateBuffers(GLsizei n, GLuint *buffers); |
| ANGLE_EXPORT void GL_APIENTRY GL_CreateFramebuffers(GLsizei n, GLuint *framebuffers); |
| ANGLE_EXPORT void GL_APIENTRY GL_CreateProgramPipelines(GLsizei n, GLuint *pipelines); |
| ANGLE_EXPORT void GL_APIENTRY GL_CreateQueries(GLenum target, GLsizei n, GLuint *ids); |
| ANGLE_EXPORT void GL_APIENTRY GL_CreateRenderbuffers(GLsizei n, GLuint *renderbuffers); |
| ANGLE_EXPORT void GL_APIENTRY GL_CreateSamplers(GLsizei n, GLuint *samplers); |
| ANGLE_EXPORT void GL_APIENTRY GL_CreateTextures(GLenum target, GLsizei n, GLuint *textures); |
| ANGLE_EXPORT void GL_APIENTRY GL_CreateTransformFeedbacks(GLsizei n, GLuint *ids); |
| ANGLE_EXPORT void GL_APIENTRY GL_CreateVertexArrays(GLsizei n, GLuint *arrays); |
| ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexArrayAttrib(GLuint vaobj, GLuint index); |
| ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexArrayAttrib(GLuint vaobj, GLuint index); |
| ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedNamedBufferRange(GLuint buffer, |
| GLintptr offset, |
| GLsizeiptr length); |
| ANGLE_EXPORT void GL_APIENTRY GL_GenerateTextureMipmap(GLuint texture); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetCompressedTextureImage(GLuint texture, |
| GLint level, |
| GLsizei bufSize, |
| void *pixels); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetCompressedTextureSubImage(GLuint texture, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLint zoffset, |
| GLsizei width, |
| GLsizei height, |
| GLsizei depth, |
| GLsizei bufSize, |
| void *pixels); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferParameteri64v(GLuint buffer, |
| GLenum pname, |
| GLint64 *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferParameteriv(GLuint buffer, |
| GLenum pname, |
| GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferPointerv(GLuint buffer, GLenum pname, void **params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferSubData(GLuint buffer, |
| GLintptr offset, |
| GLsizeiptr size, |
| void *data); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetNamedFramebufferAttachmentParameteriv(GLuint framebuffer, |
| GLenum attachment, |
| GLenum pname, |
| GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetNamedFramebufferParameteriv(GLuint framebuffer, |
| GLenum pname, |
| GLint *param); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetNamedRenderbufferParameteriv(GLuint renderbuffer, |
| GLenum pname, |
| GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjecti64v(GLuint id, |
| GLuint buffer, |
| GLenum pname, |
| GLintptr offset); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectiv(GLuint id, |
| GLuint buffer, |
| GLenum pname, |
| GLintptr offset); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectui64v(GLuint id, |
| GLuint buffer, |
| GLenum pname, |
| GLintptr offset); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectuiv(GLuint id, |
| GLuint buffer, |
| GLenum pname, |
| GLintptr offset); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetTextureImage(GLuint texture, |
| GLint level, |
| GLenum format, |
| GLenum type, |
| GLsizei bufSize, |
| void *pixels); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetTextureLevelParameterfv(GLuint texture, |
| GLint level, |
| GLenum pname, |
| GLfloat *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetTextureLevelParameteriv(GLuint texture, |
| GLint level, |
| GLenum pname, |
| GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterIiv(GLuint texture, |
| GLenum pname, |
| GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterIuiv(GLuint texture, |
| GLenum pname, |
| GLuint *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterfv(GLuint texture, |
| GLenum pname, |
| GLfloat *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameteriv(GLuint texture, GLenum pname, GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetTextureSubImage(GLuint texture, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLint zoffset, |
| GLsizei width, |
| GLsizei height, |
| GLsizei depth, |
| GLenum format, |
| GLenum type, |
| GLsizei bufSize, |
| void *pixels); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbacki64_v(GLuint xfb, |
| GLenum pname, |
| GLuint index, |
| GLint64 *param); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbacki_v(GLuint xfb, |
| GLenum pname, |
| GLuint index, |
| GLint *param); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayIndexed64iv(GLuint vaobj, |
| GLuint index, |
| GLenum pname, |
| GLint64 *param); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayIndexediv(GLuint vaobj, |
| GLuint index, |
| GLenum pname, |
| GLint *param); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param); |
| ANGLE_EXPORT void GL_APIENTRY |
| GL_GetnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetnCompressedTexImage(GLenum target, |
| GLint lod, |
| GLsizei bufSize, |
| void *pixels); |
| ANGLE_EXPORT void GL_APIENTRY |
| GL_GetnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetnHistogram(GLenum target, |
| GLboolean reset, |
| GLenum format, |
| GLenum type, |
| GLsizei bufSize, |
| void *values); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetnMapdv(GLenum target, |
| GLenum query, |
| GLsizei bufSize, |
| GLdouble *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetnMapfv(GLenum target, |
| GLenum query, |
| GLsizei bufSize, |
| GLfloat *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetnMinmax(GLenum target, |
| GLboolean reset, |
| GLenum format, |
| GLenum type, |
| GLsizei bufSize, |
| void *values); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetnPolygonStipple(GLsizei bufSize, GLubyte *pattern); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetnSeparableFilter(GLenum target, |
| GLenum format, |
| GLenum type, |
| GLsizei rowBufSize, |
| void *row, |
| GLsizei columnBufSize, |
| void *column, |
| void *span); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetnTexImage(GLenum target, |
| GLint level, |
| GLenum format, |
| GLenum type, |
| GLsizei bufSize, |
| void *pixels); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformdv(GLuint program, |
| GLint location, |
| GLsizei bufSize, |
| GLdouble *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_InvalidateNamedFramebufferData(GLuint framebuffer, |
| GLsizei numAttachments, |
| const GLenum *attachments); |
| ANGLE_EXPORT void GL_APIENTRY GL_InvalidateNamedFramebufferSubData(GLuint framebuffer, |
| GLsizei numAttachments, |
| const GLenum *attachments, |
| GLint x, |
| GLint y, |
| GLsizei width, |
| GLsizei height); |
| ANGLE_EXPORT void *GL_APIENTRY GL_MapNamedBuffer(GLuint buffer, GLenum access); |
| ANGLE_EXPORT void *GL_APIENTRY GL_MapNamedBufferRange(GLuint buffer, |
| GLintptr offset, |
| GLsizeiptr length, |
| GLbitfield access); |
| ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferData(GLuint buffer, |
| GLsizeiptr size, |
| const void *data, |
| GLenum usage); |
| ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferStorage(GLuint buffer, |
| GLsizeiptr size, |
| const void *data, |
| GLbitfield flags); |
| ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferSubData(GLuint buffer, |
| GLintptr offset, |
| GLsizeiptr size, |
| const void *data); |
| ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf); |
| ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferDrawBuffers(GLuint framebuffer, |
| GLsizei n, |
| const GLenum *bufs); |
| ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferParameteri(GLuint framebuffer, |
| GLenum pname, |
| GLint param); |
| ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferReadBuffer(GLuint framebuffer, GLenum src); |
| ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferRenderbuffer(GLuint framebuffer, |
| GLenum attachment, |
| GLenum renderbuffertarget, |
| GLuint renderbuffer); |
| ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferTexture(GLuint framebuffer, |
| GLenum attachment, |
| GLuint texture, |
| GLint level); |
| ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferTextureLayer(GLuint framebuffer, |
| GLenum attachment, |
| GLuint texture, |
| GLint level, |
| GLint layer); |
| ANGLE_EXPORT void GL_APIENTRY GL_NamedRenderbufferStorage(GLuint renderbuffer, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height); |
| ANGLE_EXPORT void GL_APIENTRY GL_NamedRenderbufferStorageMultisample(GLuint renderbuffer, |
| GLsizei samples, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureBarrier(); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureBuffer(GLuint texture, |
| GLenum internalformat, |
| GLuint buffer); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureBufferRange(GLuint texture, |
| GLenum internalformat, |
| GLuint buffer, |
| GLintptr offset, |
| GLsizeiptr size); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterIiv(GLuint texture, |
| GLenum pname, |
| const GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterIuiv(GLuint texture, |
| GLenum pname, |
| const GLuint *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterf(GLuint texture, GLenum pname, GLfloat param); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterfv(GLuint texture, |
| GLenum pname, |
| const GLfloat *param); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureParameteri(GLuint texture, GLenum pname, GLint param); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureParameteriv(GLuint texture, |
| GLenum pname, |
| const GLint *param); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage1D(GLuint texture, |
| GLsizei levels, |
| GLenum internalformat, |
| GLsizei width); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage2D(GLuint texture, |
| GLsizei levels, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage2DMultisample(GLuint texture, |
| GLsizei samples, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height, |
| GLboolean fixedsamplelocations); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage3D(GLuint texture, |
| GLsizei levels, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height, |
| GLsizei depth); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage3DMultisample(GLuint texture, |
| GLsizei samples, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height, |
| GLsizei depth, |
| GLboolean fixedsamplelocations); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage1D(GLuint texture, |
| GLint level, |
| GLint xoffset, |
| GLsizei width, |
| GLenum format, |
| GLenum type, |
| const void *pixels); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage2D(GLuint texture, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLsizei width, |
| GLsizei height, |
| GLenum format, |
| GLenum type, |
| const void *pixels); |
| ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage3D(GLuint texture, |
| 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_TransformFeedbackBufferBase(GLuint xfb, |
| GLuint index, |
| GLuint buffer); |
| ANGLE_EXPORT void GL_APIENTRY GL_TransformFeedbackBufferRange(GLuint xfb, |
| GLuint index, |
| GLuint buffer, |
| GLintptr offset, |
| GLsizeiptr size); |
| ANGLE_EXPORT GLboolean GL_APIENTRY GL_UnmapNamedBuffer(GLuint buffer); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribBinding(GLuint vaobj, |
| GLuint attribindex, |
| GLuint bindingindex); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribFormat(GLuint vaobj, |
| GLuint attribindex, |
| GLint size, |
| GLenum type, |
| GLboolean normalized, |
| GLuint relativeoffset); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribIFormat(GLuint vaobj, |
| GLuint attribindex, |
| GLint size, |
| GLenum type, |
| GLuint relativeoffset); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribLFormat(GLuint vaobj, |
| GLuint attribindex, |
| GLint size, |
| GLenum type, |
| GLuint relativeoffset); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayBindingDivisor(GLuint vaobj, |
| GLuint bindingindex, |
| GLuint divisor); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayElementBuffer(GLuint vaobj, GLuint buffer); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayVertexBuffer(GLuint vaobj, |
| GLuint bindingindex, |
| GLuint buffer, |
| GLintptr offset, |
| GLsizei stride); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayVertexBuffers(GLuint vaobj, |
| GLuint first, |
| GLsizei count, |
| const GLuint *buffers, |
| const GLintptr *offsets, |
| const GLsizei *strides); |
| |
| // GL 4.6 |
| ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysIndirectCount(GLenum mode, |
| const void *indirect, |
| GLintptr drawcount, |
| GLsizei maxdrawcount, |
| GLsizei stride); |
| ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsIndirectCount(GLenum mode, |
| GLenum type, |
| const void *indirect, |
| GLintptr drawcount, |
| GLsizei maxdrawcount, |
| GLsizei stride); |
| ANGLE_EXPORT void GL_APIENTRY GL_PolygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp); |
| ANGLE_EXPORT void GL_APIENTRY GL_SpecializeShader(GLuint shader, |
| const GLchar *pEntryPoint, |
| GLuint numSpecializationConstants, |
| const GLuint *pConstantIndex, |
| const GLuint *pConstantValue); |
| } // extern "C" |
| |
| #endif // LIBGLESV2_ENTRY_POINTS_GL_4_AUTOGEN_H_ |