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diff --git a/gfx/angle/checkout/src/libGLESv2/entry_points_gles_2_0_autogen.h b/gfx/angle/checkout/src/libGLESv2/entry_points_gles_2_0_autogen.h
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+++ b/gfx/angle/checkout/src/libGLESv2/entry_points_gles_2_0_autogen.h
@@ -0,0 +1,309 @@
+// 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_