| // 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_gles_2_0_autogen.h: |
| // Defines the GLES 2.0 entry points. |
| |
| #ifndef LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_ |
| #define LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_ |
| |
| #include <GLES2/gl2.h> |
| #include <export.h> |
| |
| extern "C" { |
| ANGLE_EXPORT void GL_APIENTRY GL_ActiveTexture(GLenum texture); |
| ANGLE_EXPORT void GL_APIENTRY GL_AttachShader(GLuint program, GLuint shader); |
| ANGLE_EXPORT void GL_APIENTRY GL_BindAttribLocation(GLuint program, |
| GLuint index, |
| const GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GL_BindBuffer(GLenum target, GLuint buffer); |
| ANGLE_EXPORT void GL_APIENTRY GL_BindFramebuffer(GLenum target, GLuint framebuffer); |
| ANGLE_EXPORT void GL_APIENTRY GL_BindRenderbuffer(GLenum target, GLuint renderbuffer); |
| ANGLE_EXPORT void GL_APIENTRY GL_BindTexture(GLenum target, GLuint texture); |
| ANGLE_EXPORT void GL_APIENTRY GL_BlendColor(GLfloat red, |
| GLfloat green, |
| GLfloat blue, |
| GLfloat alpha); |
| ANGLE_EXPORT void GL_APIENTRY GL_BlendEquation(GLenum mode); |
| ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); |
| ANGLE_EXPORT void GL_APIENTRY GL_BlendFunc(GLenum sfactor, GLenum dfactor); |
| ANGLE_EXPORT void GL_APIENTRY GL_BlendFuncSeparate(GLenum sfactorRGB, |
| GLenum dfactorRGB, |
| GLenum sfactorAlpha, |
| GLenum dfactorAlpha); |
| ANGLE_EXPORT void GL_APIENTRY GL_BufferData(GLenum target, |
| GLsizeiptr size, |
| const void *data, |
| GLenum usage); |
| ANGLE_EXPORT void GL_APIENTRY GL_BufferSubData(GLenum target, |
| GLintptr offset, |
| GLsizeiptr size, |
| const void *data); |
| ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckFramebufferStatus(GLenum target); |
| ANGLE_EXPORT void GL_APIENTRY GL_Clear(GLbitfield mask); |
| ANGLE_EXPORT void GL_APIENTRY GL_ClearColor(GLfloat red, |
| GLfloat green, |
| GLfloat blue, |
| GLfloat alpha); |
| ANGLE_EXPORT void GL_APIENTRY GL_ClearDepthf(GLfloat d); |
| ANGLE_EXPORT void GL_APIENTRY GL_ClearStencil(GLint s); |
| ANGLE_EXPORT void GL_APIENTRY GL_ColorMask(GLboolean red, |
| GLboolean green, |
| GLboolean blue, |
| GLboolean alpha); |
| ANGLE_EXPORT void GL_APIENTRY GL_CompileShader(GLuint shader); |
| ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage2D(GLenum target, |
| GLint level, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height, |
| GLint border, |
| GLsizei imageSize, |
| const void *data); |
| ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage2D(GLenum target, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLsizei width, |
| GLsizei height, |
| GLenum format, |
| GLsizei imageSize, |
| const void *data); |
| ANGLE_EXPORT void GL_APIENTRY GL_CopyTexImage2D(GLenum target, |
| GLint level, |
| GLenum internalformat, |
| GLint x, |
| GLint y, |
| GLsizei width, |
| GLsizei height, |
| GLint border); |
| ANGLE_EXPORT void GL_APIENTRY GL_CopyTexSubImage2D(GLenum target, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLint x, |
| GLint y, |
| GLsizei width, |
| GLsizei height); |
| ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateProgram(); |
| ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShader(GLenum type); |
| ANGLE_EXPORT void GL_APIENTRY GL_CullFace(GLenum mode); |
| ANGLE_EXPORT void GL_APIENTRY GL_DeleteBuffers(GLsizei n, const GLuint *buffers); |
| ANGLE_EXPORT void GL_APIENTRY GL_DeleteFramebuffers(GLsizei n, const GLuint *framebuffers); |
| ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgram(GLuint program); |
| ANGLE_EXPORT void GL_APIENTRY GL_DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers); |
| ANGLE_EXPORT void GL_APIENTRY GL_DeleteShader(GLuint shader); |
| ANGLE_EXPORT void GL_APIENTRY GL_DeleteTextures(GLsizei n, const GLuint *textures); |
| ANGLE_EXPORT void GL_APIENTRY GL_DepthFunc(GLenum func); |
| ANGLE_EXPORT void GL_APIENTRY GL_DepthMask(GLboolean flag); |
| ANGLE_EXPORT void GL_APIENTRY GL_DepthRangef(GLfloat n, GLfloat f); |
| ANGLE_EXPORT void GL_APIENTRY GL_DetachShader(GLuint program, GLuint shader); |
| ANGLE_EXPORT void GL_APIENTRY GL_Disable(GLenum cap); |
| ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexAttribArray(GLuint index); |
| ANGLE_EXPORT void GL_APIENTRY GL_DrawArrays(GLenum mode, GLint first, GLsizei count); |
| ANGLE_EXPORT void GL_APIENTRY GL_DrawElements(GLenum mode, |
| GLsizei count, |
| GLenum type, |
| const void *indices); |
| ANGLE_EXPORT void GL_APIENTRY GL_Enable(GLenum cap); |
| ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexAttribArray(GLuint index); |
| ANGLE_EXPORT void GL_APIENTRY GL_Finish(); |
| ANGLE_EXPORT void GL_APIENTRY GL_Flush(); |
| ANGLE_EXPORT void GL_APIENTRY GL_FramebufferRenderbuffer(GLenum target, |
| GLenum attachment, |
| GLenum renderbuffertarget, |
| GLuint renderbuffer); |
| ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2D(GLenum target, |
| GLenum attachment, |
| GLenum textarget, |
| GLuint texture, |
| GLint level); |
| ANGLE_EXPORT void GL_APIENTRY GL_FrontFace(GLenum mode); |
| ANGLE_EXPORT void GL_APIENTRY GL_GenBuffers(GLsizei n, GLuint *buffers); |
| ANGLE_EXPORT void GL_APIENTRY GL_GenFramebuffers(GLsizei n, GLuint *framebuffers); |
| ANGLE_EXPORT void GL_APIENTRY GL_GenRenderbuffers(GLsizei n, GLuint *renderbuffers); |
| ANGLE_EXPORT void GL_APIENTRY GL_GenTextures(GLsizei n, GLuint *textures); |
| ANGLE_EXPORT void GL_APIENTRY GL_GenerateMipmap(GLenum target); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAttrib(GLuint program, |
| GLuint index, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLint *size, |
| GLenum *type, |
| GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniform(GLuint program, |
| GLuint index, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLint *size, |
| GLenum *type, |
| GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetAttachedShaders(GLuint program, |
| GLsizei maxCount, |
| GLsizei *count, |
| GLuint *shaders); |
| ANGLE_EXPORT GLint GL_APIENTRY GL_GetAttribLocation(GLuint program, const GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetBooleanv(GLenum pname, GLboolean *data); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteriv(GLenum target, GLenum pname, GLint *params); |
| ANGLE_EXPORT GLenum GL_APIENTRY GL_GetError(); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetFloatv(GLenum pname, GLfloat *data); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferAttachmentParameteriv(GLenum target, |
| GLenum attachment, |
| GLenum pname, |
| GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetIntegerv(GLenum pname, GLint *data); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInfoLog(GLuint program, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *infoLog); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetProgramiv(GLuint program, GLenum pname, GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameteriv(GLenum target, |
| GLenum pname, |
| GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetShaderInfoLog(GLuint shader, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *infoLog); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetShaderPrecisionFormat(GLenum shadertype, |
| GLenum precisiontype, |
| GLint *range, |
| GLint *precision); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetShaderSource(GLuint shader, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *source); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetShaderiv(GLuint shader, GLenum pname, GLint *params); |
| ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetString(GLenum name); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterfv(GLenum target, GLenum pname, GLfloat *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameteriv(GLenum target, GLenum pname, GLint *params); |
| ANGLE_EXPORT GLint GL_APIENTRY GL_GetUniformLocation(GLuint program, const GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetUniformfv(GLuint program, GLint location, GLfloat *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetUniformiv(GLuint program, GLint location, GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribPointerv(GLuint index, |
| GLenum pname, |
| void **pointer); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribiv(GLuint index, GLenum pname, GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_Hint(GLenum target, GLenum mode); |
| ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsBuffer(GLuint buffer); |
| ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnabled(GLenum cap); |
| ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFramebuffer(GLuint framebuffer); |
| ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgram(GLuint program); |
| ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsRenderbuffer(GLuint renderbuffer); |
| ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsShader(GLuint shader); |
| ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsTexture(GLuint texture); |
| ANGLE_EXPORT void GL_APIENTRY GL_LineWidth(GLfloat width); |
| ANGLE_EXPORT void GL_APIENTRY GL_LinkProgram(GLuint program); |
| ANGLE_EXPORT void GL_APIENTRY GL_PixelStorei(GLenum pname, GLint param); |
| ANGLE_EXPORT void GL_APIENTRY GL_PolygonOffset(GLfloat factor, GLfloat units); |
| ANGLE_EXPORT void GL_APIENTRY GL_ReadPixels(GLint x, |
| GLint y, |
| GLsizei width, |
| GLsizei height, |
| GLenum format, |
| GLenum type, |
| void *pixels); |
| ANGLE_EXPORT void GL_APIENTRY GL_ReleaseShaderCompiler(); |
| ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorage(GLenum target, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height); |
| ANGLE_EXPORT void GL_APIENTRY GL_SampleCoverage(GLfloat value, GLboolean invert); |
| ANGLE_EXPORT void GL_APIENTRY GL_Scissor(GLint x, GLint y, GLsizei width, GLsizei height); |
| ANGLE_EXPORT void GL_APIENTRY GL_ShaderBinary(GLsizei count, |
| const GLuint *shaders, |
| GLenum binaryFormat, |
| const void *binary, |
| GLsizei length); |
| ANGLE_EXPORT void GL_APIENTRY GL_ShaderSource(GLuint shader, |
| GLsizei count, |
| const GLchar *const *string, |
| const GLint *length); |
| ANGLE_EXPORT void GL_APIENTRY GL_StencilFunc(GLenum func, GLint ref, GLuint mask); |
| ANGLE_EXPORT void GL_APIENTRY GL_StencilFuncSeparate(GLenum face, |
| GLenum func, |
| GLint ref, |
| GLuint mask); |
| ANGLE_EXPORT void GL_APIENTRY GL_StencilMask(GLuint mask); |
| ANGLE_EXPORT void GL_APIENTRY GL_StencilMaskSeparate(GLenum face, GLuint mask); |
| ANGLE_EXPORT void GL_APIENTRY GL_StencilOp(GLenum fail, GLenum zfail, GLenum zpass); |
| ANGLE_EXPORT void GL_APIENTRY GL_StencilOpSeparate(GLenum face, |
| GLenum sfail, |
| GLenum dpfail, |
| GLenum dppass); |
| ANGLE_EXPORT void GL_APIENTRY GL_TexImage2D(GLenum target, |
| GLint level, |
| GLint internalformat, |
| GLsizei width, |
| GLsizei height, |
| GLint border, |
| GLenum format, |
| GLenum type, |
| const void *pixels); |
| ANGLE_EXPORT void GL_APIENTRY GL_TexParameterf(GLenum target, GLenum pname, GLfloat param); |
| ANGLE_EXPORT void GL_APIENTRY GL_TexParameterfv(GLenum target, GLenum pname, const GLfloat *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_TexParameteri(GLenum target, GLenum pname, GLint param); |
| ANGLE_EXPORT void GL_APIENTRY GL_TexParameteriv(GLenum target, GLenum pname, const GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage2D(GLenum target, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLsizei width, |
| GLsizei height, |
| GLenum format, |
| GLenum type, |
| const void *pixels); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform1f(GLint location, GLfloat v0); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform1fv(GLint location, GLsizei count, const GLfloat *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform1i(GLint location, GLint v0); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform1iv(GLint location, GLsizei count, const GLint *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform2f(GLint location, GLfloat v0, GLfloat v1); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform2fv(GLint location, GLsizei count, const GLfloat *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform2i(GLint location, GLint v0, GLint v1); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform2iv(GLint location, GLsizei count, const GLint *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform3fv(GLint location, GLsizei count, const GLfloat *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform3iv(GLint location, GLsizei count, const GLint *value); |
| ANGLE_EXPORT void GL_APIENTRY |
| GL_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform4fv(GLint location, GLsizei count, const GLfloat *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); |
| ANGLE_EXPORT void GL_APIENTRY GL_Uniform4iv(GLint location, GLsizei count, const GLint *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| ANGLE_EXPORT void GL_APIENTRY GL_UseProgram(GLuint program); |
| ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgram(GLuint program); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1f(GLuint index, GLfloat x); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1fv(GLuint index, const GLfloat *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2fv(GLuint index, const GLfloat *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3fv(GLuint index, const GLfloat *v); |
| ANGLE_EXPORT void GL_APIENTRY |
| GL_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4fv(GLuint index, const GLfloat *v); |
| ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribPointer(GLuint index, |
| GLint size, |
| GLenum type, |
| GLboolean normalized, |
| GLsizei stride, |
| const void *pointer); |
| ANGLE_EXPORT void GL_APIENTRY GL_Viewport(GLint x, GLint y, GLsizei width, GLsizei height); |
| } // extern "C" |
| |
| #endif // LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_ |