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diff --git a/gfx/angle/checkout/src/libGLESv2/entry_points_gles_ext_autogen.h b/gfx/angle/checkout/src/libGLESv2/entry_points_gles_ext_autogen.h
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@@ -0,0 +1,1788 @@
+// GENERATED FILE - DO NOT EDIT.
+// Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.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_ext_autogen.h:
+// Defines the GLES extension entry points.
+
+#ifndef LIBGLESV2_ENTRY_POINTS_GLES_EXT_AUTOGEN_H_
+#define LIBGLESV2_ENTRY_POINTS_GLES_EXT_AUTOGEN_H_
+
+#include <GLES/gl.h>
+#include <GLES/glext.h>
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+#include <GLES3/gl32.h>
+#include <export.h>
+
+extern "C" {
+
+// GL_AMD_performance_monitor
+ANGLE_EXPORT void GL_APIENTRY GL_BeginPerfMonitorAMD(GLuint monitor);
+ANGLE_EXPORT void GL_APIENTRY GL_DeletePerfMonitorsAMD(GLsizei n, GLuint *monitors);
+ANGLE_EXPORT void GL_APIENTRY GL_EndPerfMonitorAMD(GLuint monitor);
+ANGLE_EXPORT void GL_APIENTRY GL_GenPerfMonitorsAMD(GLsizei n, GLuint *monitors);
+ANGLE_EXPORT void GL_APIENTRY GL_GetPerfMonitorCounterDataAMD(GLuint monitor,
+ GLenum pname,
+ GLsizei dataSize,
+ GLuint *data,
+ GLint *bytesWritten);
+ANGLE_EXPORT void GL_APIENTRY GL_GetPerfMonitorCounterInfoAMD(GLuint group,
+ GLuint counter,
+ GLenum pname,
+ void *data);
+ANGLE_EXPORT void GL_APIENTRY GL_GetPerfMonitorCounterStringAMD(GLuint group,
+ GLuint counter,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *counterString);
+ANGLE_EXPORT void GL_APIENTRY GL_GetPerfMonitorCountersAMD(GLuint group,
+ GLint *numCounters,
+ GLint *maxActiveCounters,
+ GLsizei counterSize,
+ GLuint *counters);
+ANGLE_EXPORT void GL_APIENTRY GL_GetPerfMonitorGroupStringAMD(GLuint group,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *groupString);
+ANGLE_EXPORT void GL_APIENTRY GL_GetPerfMonitorGroupsAMD(GLint *numGroups,
+ GLsizei groupsSize,
+ GLuint *groups);
+ANGLE_EXPORT void GL_APIENTRY GL_SelectPerfMonitorCountersAMD(GLuint monitor,
+ GLboolean enable,
+ GLuint group,
+ GLint numCounters,
+ GLuint *counterList);
+
+// GL_ANDROID_extension_pack_es31a
+
+// GL_ANGLE_base_vertex_base_instance
+ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstancedBaseInstanceANGLE(GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instanceCount,
+ GLuint baseInstance);
+ANGLE_EXPORT void GL_APIENTRY
+GL_DrawElementsInstancedBaseVertexBaseInstanceANGLE(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ GLsizei instanceCount,
+ GLint baseVertex,
+ GLuint baseInstance);
+ANGLE_EXPORT void GL_APIENTRY
+GL_MultiDrawArraysInstancedBaseInstanceANGLE(GLenum mode,
+ const GLint *firsts,
+ const GLsizei *counts,
+ const GLsizei *instanceCounts,
+ const GLuint *baseInstances,
+ GLsizei drawcount);
+ANGLE_EXPORT void GL_APIENTRY
+GL_MultiDrawElementsInstancedBaseVertexBaseInstanceANGLE(GLenum mode,
+ const GLsizei *counts,
+ GLenum type,
+ const GLvoid *const *indices,
+ const GLsizei *instanceCounts,
+ const GLint *baseVertices,
+ const GLuint *baseInstances,
+ GLsizei drawcount);
+
+// GL_ANGLE_copy_texture_3d
+ANGLE_EXPORT void GL_APIENTRY GL_CopyTexture3DANGLE(GLuint sourceId,
+ GLint sourceLevel,
+ GLenum destTarget,
+ GLuint destId,
+ GLint destLevel,
+ GLint internalFormat,
+ GLenum destType,
+ GLboolean unpackFlipY,
+ GLboolean unpackPremultiplyAlpha,
+ GLboolean unpackUnmultiplyAlpha);
+ANGLE_EXPORT void GL_APIENTRY GL_CopySubTexture3DANGLE(GLuint sourceId,
+ GLint sourceLevel,
+ GLenum destTarget,
+ GLuint destId,
+ GLint destLevel,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLint x,
+ GLint y,
+ GLint z,
+ GLint width,
+ GLint height,
+ GLint depth,
+ GLboolean unpackFlipY,
+ GLboolean unpackPremultiplyAlpha,
+ GLboolean unpackUnmultiplyAlpha);
+
+// GL_ANGLE_depth_texture
+
+// GL_ANGLE_framebuffer_blit
+ANGLE_EXPORT void GL_APIENTRY GL_BlitFramebufferANGLE(GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter);
+
+// GL_ANGLE_framebuffer_multisample
+ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorageMultisampleANGLE(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+
+// GL_ANGLE_get_image
+ANGLE_EXPORT void GL_APIENTRY
+GL_GetTexImageANGLE(GLenum target, GLint level, GLenum format, GLenum type, void *pixels);
+ANGLE_EXPORT void GL_APIENTRY GL_GetCompressedTexImageANGLE(GLenum target,
+ GLint level,
+ void *pixels);
+ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferImageANGLE(GLenum target,
+ GLenum format,
+ GLenum type,
+ void *pixels);
+
+// GL_ANGLE_get_tex_level_parameter
+ANGLE_EXPORT void GL_APIENTRY GL_GetTexLevelParameterivANGLE(GLenum target,
+ GLint level,
+ GLenum pname,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetTexLevelParameterfvANGLE(GLenum target,
+ GLint level,
+ GLenum pname,
+ GLfloat *params);
+
+// GL_ANGLE_instanced_arrays
+ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstancedANGLE(GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei primcount);
+ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedANGLE(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei primcount);
+ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribDivisorANGLE(GLuint index, GLuint divisor);
+
+// GL_ANGLE_logic_op
+ANGLE_EXPORT void GL_APIENTRY GL_LogicOpANGLE(GLenum opcode);
+
+// GL_ANGLE_memory_object_flags
+ANGLE_EXPORT void GL_APIENTRY GL_TexStorageMemFlags2DANGLE(GLenum target,
+ GLsizei levels,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLuint memory,
+ GLuint64 offset,
+ GLbitfield createFlags,
+ GLbitfield usageFlags,
+ const void *imageCreateInfoPNext);
+ANGLE_EXPORT void GL_APIENTRY
+GL_TexStorageMemFlags2DMultisampleANGLE(GLenum target,
+ GLsizei samples,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLboolean fixedSampleLocations,
+ GLuint memory,
+ GLuint64 offset,
+ GLbitfield createFlags,
+ GLbitfield usageFlags,
+ const void *imageCreateInfoPNext);
+ANGLE_EXPORT void GL_APIENTRY GL_TexStorageMemFlags3DANGLE(GLenum target,
+ GLsizei levels,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLuint memory,
+ GLuint64 offset,
+ GLbitfield createFlags,
+ GLbitfield usageFlags,
+ const void *imageCreateInfoPNext);
+ANGLE_EXPORT void GL_APIENTRY
+GL_TexStorageMemFlags3DMultisampleANGLE(GLenum target,
+ GLsizei samples,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLboolean fixedSampleLocations,
+ GLuint memory,
+ GLuint64 offset,
+ GLbitfield createFlags,
+ GLbitfield usageFlags,
+ const void *imageCreateInfoPNext);
+
+// GL_ANGLE_memory_object_fuchsia
+ANGLE_EXPORT void GL_APIENTRY GL_ImportMemoryZirconHandleANGLE(GLuint memory,
+ GLuint64 size,
+ GLenum handleType,
+ GLuint handle);
+
+// GL_ANGLE_multi_draw
+ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysANGLE(GLenum mode,
+ const GLint *firsts,
+ const GLsizei *counts,
+ GLsizei drawcount);
+ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysInstancedANGLE(GLenum mode,
+ const GLint *firsts,
+ const GLsizei *counts,
+ const GLsizei *instanceCounts,
+ GLsizei drawcount);
+ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsANGLE(GLenum mode,
+ const GLsizei *counts,
+ GLenum type,
+ const GLvoid *const *indices,
+ GLsizei drawcount);
+ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsInstancedANGLE(GLenum mode,
+ const GLsizei *counts,
+ GLenum type,
+ const GLvoid *const *indices,
+ const GLsizei *instanceCounts,
+ GLsizei drawcount);
+
+// GL_ANGLE_pack_reverse_row_order
+
+// GL_ANGLE_program_binary
+
+// GL_ANGLE_provoking_vertex
+ANGLE_EXPORT void GL_APIENTRY GL_ProvokingVertexANGLE(GLenum mode);
+
+// GL_ANGLE_request_extension
+ANGLE_EXPORT void GL_APIENTRY GL_RequestExtensionANGLE(const GLchar *name);
+ANGLE_EXPORT void GL_APIENTRY GL_DisableExtensionANGLE(const GLchar *name);
+
+// GL_ANGLE_robust_client_memory
+ANGLE_EXPORT void GL_APIENTRY GL_GetBooleanvRobustANGLE(GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLboolean *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameterivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetFloatvRobustANGLE(GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLfloat *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferAttachmentParameterivRobustANGLE(GLenum target,
+ GLenum attachment,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetIntegervRobustANGLE(GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *data);
+ANGLE_EXPORT void GL_APIENTRY GL_GetProgramivRobustANGLE(GLuint program,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameterivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetShaderivRobustANGLE(GLuint shader,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterfvRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLfloat *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetUniformfvRobustANGLE(GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLfloat *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetUniformivRobustANGLE(GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribfvRobustANGLE(GLuint index,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLfloat *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribivRobustANGLE(GLuint index,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribPointervRobustANGLE(GLuint index,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ void **pointer);
+ANGLE_EXPORT void GL_APIENTRY GL_ReadPixelsRobustANGLE(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLsizei *columns,
+ GLsizei *rows,
+ void *pixels);
+ANGLE_EXPORT void GL_APIENTRY GL_TexImage2DRobustANGLE(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ const void *pixels);
+ANGLE_EXPORT void GL_APIENTRY GL_TexParameterfvRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ const GLfloat *params);
+ANGLE_EXPORT void GL_APIENTRY GL_TexParameterivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ const GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage2DRobustANGLE(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ const void *pixels);
+ANGLE_EXPORT void GL_APIENTRY GL_TexImage3DRobustANGLE(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ const void *pixels);
+ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage3DRobustANGLE(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ const void *pixels);
+ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage2DRobustANGLE(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLsizei imageSize,
+ GLsizei dataSize,
+ const GLvoid *data);
+ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage2DRobustANGLE(GLenum target,
+ GLint level,
+ GLsizei xoffset,
+ GLsizei yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLsizei imageSize,
+ GLsizei dataSize,
+ const GLvoid *data);
+ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage3DRobustANGLE(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLsizei imageSize,
+ GLsizei dataSize,
+ const GLvoid *data);
+ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage3DRobustANGLE(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLsizei imageSize,
+ GLsizei dataSize,
+ const GLvoid *data);
+ANGLE_EXPORT void GL_APIENTRY GL_GetQueryivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectuivRobustANGLE(GLuint id,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLuint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetBufferPointervRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ void **params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetIntegeri_vRobustANGLE(GLenum target,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *data);
+ANGLE_EXPORT void GL_APIENTRY GL_GetInternalformativRobustANGLE(GLenum target,
+ GLenum internalformat,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIivRobustANGLE(GLuint index,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIuivRobustANGLE(GLuint index,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLuint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetUniformuivRobustANGLE(GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLuint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockivRobustANGLE(GLuint program,
+ GLuint uniformBlockIndex,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64vRobustANGLE(GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint64 *data);
+ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64i_vRobustANGLE(GLenum target,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint64 *data);
+ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteri64vRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint64 *params);
+ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterivRobustANGLE(GLuint sampler,
+ GLuint pname,
+ GLsizei bufSize,
+ const GLint *param);
+ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterfvRobustANGLE(GLuint sampler,
+ GLenum pname,
+ GLsizei bufSize,
+ const GLfloat *param);
+ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterivRobustANGLE(GLuint sampler,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterfvRobustANGLE(GLuint sampler,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLfloat *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferParameterivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInterfaceivRobustANGLE(GLuint program,
+ GLenum programInterface,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetBooleani_vRobustANGLE(GLenum target,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLboolean *data);
+ANGLE_EXPORT void GL_APIENTRY GL_GetMultisamplefvRobustANGLE(GLenum pname,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLfloat *val);
+ANGLE_EXPORT void GL_APIENTRY GL_GetTexLevelParameterivRobustANGLE(GLenum target,
+ GLint level,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetTexLevelParameterfvRobustANGLE(GLenum target,
+ GLint level,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLfloat *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetPointervRobustANGLERobustANGLE(GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ void **params);
+ANGLE_EXPORT void GL_APIENTRY GL_ReadnPixelsRobustANGLE(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLsizei *columns,
+ GLsizei *rows,
+ void *data);
+ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformfvRobustANGLE(GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLfloat *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformivRobustANGLE(GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformuivRobustANGLE(GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLuint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ const GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIuivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ const GLuint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIuivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLuint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIivRobustANGLE(GLuint sampler,
+ GLenum pname,
+ GLsizei bufSize,
+ const GLint *param);
+ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIuivRobustANGLE(GLuint sampler,
+ GLenum pname,
+ GLsizei bufSize,
+ const GLuint *param);
+ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIivRobustANGLE(GLuint sampler,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIuivRobustANGLE(GLuint sampler,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLuint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectivRobustANGLE(GLuint id,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjecti64vRobustANGLE(GLuint id,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint64 *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectui64vRobustANGLE(GLuint id,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLuint64 *params);
+
+// GL_ANGLE_robust_resource_initialization
+
+// GL_ANGLE_semaphore_fuchsia
+ANGLE_EXPORT void GL_APIENTRY GL_ImportSemaphoreZirconHandleANGLE(GLuint semaphore,
+ GLenum handleType,
+ GLuint handle);
+
+// GL_ANGLE_shader_pixel_local_storage
+ANGLE_EXPORT void GL_APIENTRY GL_FramebufferMemorylessPixelLocalStorageANGLE(GLint plane,
+ GLenum internalformat);
+ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexturePixelLocalStorageANGLE(GLint plane,
+ GLuint backingtexture,
+ GLint level,
+ GLint layer);
+ANGLE_EXPORT void GL_APIENTRY GL_BeginPixelLocalStorageANGLE(GLsizei planes,
+ const GLenum *loadops,
+ const void *cleardata);
+ANGLE_EXPORT void GL_APIENTRY GL_EndPixelLocalStorageANGLE();
+ANGLE_EXPORT void GL_APIENTRY GL_PixelLocalStorageBarrierANGLE();
+
+// GL_ANGLE_texture_compression_dxt3
+
+// GL_ANGLE_texture_compression_dxt5
+
+// GL_ANGLE_texture_external_update
+ANGLE_EXPORT void GL_APIENTRY GL_TexImage2DExternalANGLE(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLenum format,
+ GLenum type);
+ANGLE_EXPORT void GL_APIENTRY GL_InvalidateTextureANGLE(GLenum target);
+
+// GL_ANGLE_texture_multisample
+ANGLE_EXPORT void GL_APIENTRY GL_TexStorage2DMultisampleANGLE(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLboolean fixedsamplelocations);
+ANGLE_EXPORT void GL_APIENTRY GL_GetMultisamplefvANGLE(GLenum pname, GLuint index, GLfloat *val);
+ANGLE_EXPORT void GL_APIENTRY GL_SampleMaskiANGLE(GLuint maskNumber, GLbitfield mask);
+
+// GL_ANGLE_texture_usage
+
+// GL_ANGLE_translated_shader_source
+ANGLE_EXPORT void GL_APIENTRY GL_GetTranslatedShaderSourceANGLE(GLuint shader,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *source);
+
+// GL_ANGLE_vulkan_image
+ANGLE_EXPORT void GL_APIENTRY GL_AcquireTexturesANGLE(GLuint numTextures,
+ const GLuint *textures,
+ const GLenum *layouts);
+ANGLE_EXPORT void GL_APIENTRY GL_ReleaseTexturesANGLE(GLuint numTextures,
+ const GLuint *textures,
+ GLenum *layouts);
+
+// GL_APPLE_clip_distance
+
+// GL_ARB_sync
+
+// GL_CHROMIUM_bind_uniform_location
+ANGLE_EXPORT void GL_APIENTRY GL_BindUniformLocationCHROMIUM(GLuint program,
+ GLint location,
+ const GLchar *name);
+
+// GL_CHROMIUM_copy_compressed_texture
+ANGLE_EXPORT void GL_APIENTRY GL_CompressedCopyTextureCHROMIUM(GLuint sourceId, GLuint destId);
+
+// GL_CHROMIUM_copy_texture
+ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureCHROMIUM(GLuint sourceId,
+ GLint sourceLevel,
+ GLenum destTarget,
+ GLuint destId,
+ GLint destLevel,
+ GLint internalFormat,
+ GLenum destType,
+ GLboolean unpackFlipY,
+ GLboolean unpackPremultiplyAlpha,
+ GLboolean unpackUnmultiplyAlpha);
+ANGLE_EXPORT void GL_APIENTRY GL_CopySubTextureCHROMIUM(GLuint sourceId,
+ GLint sourceLevel,
+ GLenum destTarget,
+ GLuint destId,
+ GLint destLevel,
+ GLint xoffset,
+ GLint yoffset,
+ GLint x,
+ GLint y,
+ GLint width,
+ GLint height,
+ GLboolean unpackFlipY,
+ GLboolean unpackPremultiplyAlpha,
+ GLboolean unpackUnmultiplyAlpha);
+
+// GL_CHROMIUM_framebuffer_mixed_samples
+ANGLE_EXPORT void GL_APIENTRY GL_CoverageModulationCHROMIUM(GLenum components);
+
+// GL_CHROMIUM_lose_context
+ANGLE_EXPORT void GL_APIENTRY GL_LoseContextCHROMIUM(GLenum current, GLenum other);
+
+// GL_EXT_EGL_image_array
+
+// GL_EXT_EGL_image_storage
+ANGLE_EXPORT void GL_APIENTRY GL_EGLImageTargetTexStorageEXT(GLenum target,
+ GLeglImageOES image,
+ const GLint *attrib_list);
+ANGLE_EXPORT void GL_APIENTRY GL_EGLImageTargetTextureStorageEXT(GLuint texture,
+ GLeglImageOES image,
+ const GLint *attrib_list);
+
+// GL_EXT_YUV_target
+
+// GL_EXT_base_instance
+ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstancedBaseInstanceEXT(GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instancecount,
+ GLuint baseinstance);
+ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseInstanceEXT(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei instancecount,
+ GLuint baseinstance);
+ANGLE_EXPORT void GL_APIENTRY
+GL_DrawElementsInstancedBaseVertexBaseInstanceEXT(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei instancecount,
+ GLint basevertex,
+ GLuint baseinstance);
+
+// GL_EXT_blend_func_extended
+ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocationEXT(GLuint program,
+ GLuint color,
+ const GLchar *name);
+ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocationIndexedEXT(GLuint program,
+ GLuint colorNumber,
+ GLuint index,
+ const GLchar *name);
+ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataIndexEXT(GLuint program, const GLchar *name);
+ANGLE_EXPORT GLint GL_APIENTRY GL_GetProgramResourceLocationIndexEXT(GLuint program,
+ GLenum programInterface,
+ const GLchar *name);
+
+// GL_EXT_blend_minmax
+
+// GL_EXT_buffer_storage
+ANGLE_EXPORT void GL_APIENTRY GL_BufferStorageEXT(GLenum target,
+ GLsizeiptr size,
+ const void *data,
+ GLbitfield flags);
+
+// GL_EXT_clip_control
+ANGLE_EXPORT void GL_APIENTRY GL_ClipControlEXT(GLenum origin, GLenum depth);
+
+// GL_EXT_clip_cull_distance
+
+// GL_EXT_color_buffer_float
+
+// GL_EXT_color_buffer_half_float
+
+// GL_EXT_copy_image
+ANGLE_EXPORT void GL_APIENTRY GL_CopyImageSubDataEXT(GLuint srcName,
+ GLenum srcTarget,
+ GLint srcLevel,
+ GLint srcX,
+ GLint srcY,
+ GLint srcZ,
+ GLuint dstName,
+ GLenum dstTarget,
+ GLint dstLevel,
+ GLint dstX,
+ GLint dstY,
+ GLint dstZ,
+ GLsizei srcWidth,
+ GLsizei srcHeight,
+ GLsizei srcDepth);
+
+// GL_EXT_debug_label
+ANGLE_EXPORT void GL_APIENTRY
+GL_GetObjectLabelEXT(GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label);
+ANGLE_EXPORT void GL_APIENTRY GL_LabelObjectEXT(GLenum type,
+ GLuint object,
+ GLsizei length,
+ const GLchar *label);
+
+// GL_EXT_debug_marker
+ANGLE_EXPORT void GL_APIENTRY GL_InsertEventMarkerEXT(GLsizei length, const GLchar *marker);
+ANGLE_EXPORT void GL_APIENTRY GL_PopGroupMarkerEXT();
+ANGLE_EXPORT void GL_APIENTRY GL_PushGroupMarkerEXT(GLsizei length, const GLchar *marker);
+
+// GL_EXT_discard_framebuffer
+ANGLE_EXPORT void GL_APIENTRY GL_DiscardFramebufferEXT(GLenum target,
+ GLsizei numAttachments,
+ const GLenum *attachments);
+
+// GL_EXT_disjoint_timer_query
+ANGLE_EXPORT void GL_APIENTRY GL_BeginQueryEXT(GLenum target, GLuint id);
+ANGLE_EXPORT void GL_APIENTRY GL_DeleteQueriesEXT(GLsizei n, const GLuint *ids);
+ANGLE_EXPORT void GL_APIENTRY GL_EndQueryEXT(GLenum target);
+ANGLE_EXPORT void GL_APIENTRY GL_GenQueriesEXT(GLsizei n, GLuint *ids);
+ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64vEXT(GLenum pname, GLint64 *data);
+ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjecti64vEXT(GLuint id, GLenum pname, GLint64 *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectivEXT(GLuint id, GLenum pname, GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectui64vEXT(GLuint id, GLenum pname, GLuint64 *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectuivEXT(GLuint id, GLenum pname, GLuint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetQueryivEXT(GLenum target, GLenum pname, GLint *params);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsQueryEXT(GLuint id);
+ANGLE_EXPORT void GL_APIENTRY GL_QueryCounterEXT(GLuint id, GLenum target);
+
+// GL_EXT_draw_buffers
+ANGLE_EXPORT void GL_APIENTRY GL_DrawBuffersEXT(GLsizei n, const GLenum *bufs);
+
+// GL_EXT_draw_buffers_indexed
+ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparateiEXT(GLuint buf,
+ GLenum modeRGB,
+ GLenum modeAlpha);
+ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationiEXT(GLuint buf, GLenum mode);
+ANGLE_EXPORT void GL_APIENTRY GL_BlendFuncSeparateiEXT(GLuint buf,
+ GLenum srcRGB,
+ GLenum dstRGB,
+ GLenum srcAlpha,
+ GLenum dstAlpha);
+ANGLE_EXPORT void GL_APIENTRY GL_BlendFunciEXT(GLuint buf, GLenum src, GLenum dst);
+ANGLE_EXPORT void GL_APIENTRY
+GL_ColorMaskiEXT(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
+ANGLE_EXPORT void GL_APIENTRY GL_DisableiEXT(GLenum target, GLuint index);
+ANGLE_EXPORT void GL_APIENTRY GL_EnableiEXT(GLenum target, GLuint index);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnablediEXT(GLenum target, GLuint index);
+
+// GL_EXT_draw_elements_base_vertex
+ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsBaseVertexEXT(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLint basevertex);
+ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseVertexEXT(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei instancecount,
+ GLint basevertex);
+ANGLE_EXPORT void GL_APIENTRY GL_DrawRangeElementsBaseVertexEXT(GLenum mode,
+ GLuint start,
+ GLuint end,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLint basevertex);
+ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsBaseVertexEXT(GLenum mode,
+ const GLsizei *count,
+ GLenum type,
+ const void *const *indices,
+ GLsizei drawcount,
+ const GLint *basevertex);
+
+// GL_EXT_external_buffer
+ANGLE_EXPORT void GL_APIENTRY GL_BufferStorageExternalEXT(GLenum target,
+ GLintptr offset,
+ GLsizeiptr size,
+ GLeglClientBufferEXT clientBuffer,
+ GLbitfield flags);
+ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferStorageExternalEXT(GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size,
+ GLeglClientBufferEXT clientBuffer,
+ GLbitfield flags);
+
+// GL_EXT_float_blend
+
+// GL_EXT_geometry_shader
+ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureEXT(GLenum target,
+ GLenum attachment,
+ GLuint texture,
+ GLint level);
+
+// GL_EXT_gpu_shader5
+
+// GL_EXT_instanced_arrays
+ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstancedEXT(GLenum mode,
+ GLint start,
+ GLsizei count,
+ GLsizei primcount);
+ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedEXT(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei primcount);
+ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribDivisorEXT(GLuint index, GLuint divisor);
+
+// GL_EXT_map_buffer_range
+ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedBufferRangeEXT(GLenum target,
+ GLintptr offset,
+ GLsizeiptr length);
+ANGLE_EXPORT void *GL_APIENTRY GL_MapBufferRangeEXT(GLenum target,
+ GLintptr offset,
+ GLsizeiptr length,
+ GLbitfield access);
+
+// GL_EXT_memory_object
+ANGLE_EXPORT void GL_APIENTRY GL_BufferStorageMemEXT(GLenum target,
+ GLsizeiptr size,
+ GLuint memory,
+ GLuint64 offset);
+ANGLE_EXPORT void GL_APIENTRY GL_CreateMemoryObjectsEXT(GLsizei n, GLuint *memoryObjects);
+ANGLE_EXPORT void GL_APIENTRY GL_DeleteMemoryObjectsEXT(GLsizei n, const GLuint *memoryObjects);
+ANGLE_EXPORT void GL_APIENTRY GL_GetMemoryObjectParameterivEXT(GLuint memoryObject,
+ GLenum pname,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetUnsignedBytevEXT(GLenum pname, GLubyte *data);
+ANGLE_EXPORT void GL_APIENTRY GL_GetUnsignedBytei_vEXT(GLenum target, GLuint index, GLubyte *data);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsMemoryObjectEXT(GLuint memoryObject);
+ANGLE_EXPORT void GL_APIENTRY GL_MemoryObjectParameterivEXT(GLuint memoryObject,
+ GLenum pname,
+ const GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_TexStorageMem2DEXT(GLenum target,
+ GLsizei levels,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLuint memory,
+ GLuint64 offset);
+ANGLE_EXPORT void GL_APIENTRY GL_TexStorageMem2DMultisampleEXT(GLenum target,
+ GLsizei samples,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLboolean fixedSampleLocations,
+ GLuint memory,
+ GLuint64 offset);
+ANGLE_EXPORT void GL_APIENTRY GL_TexStorageMem3DEXT(GLenum target,
+ GLsizei levels,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLuint memory,
+ GLuint64 offset);
+ANGLE_EXPORT void GL_APIENTRY GL_TexStorageMem3DMultisampleEXT(GLenum target,
+ GLsizei samples,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLboolean fixedSampleLocations,
+ GLuint memory,
+ GLuint64 offset);
+
+// GL_EXT_memory_object_fd
+ANGLE_EXPORT void GL_APIENTRY GL_ImportMemoryFdEXT(GLuint memory,
+ GLuint64 size,
+ GLenum handleType,
+ GLint fd);
+
+// GL_EXT_multi_draw_indirect
+ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysIndirectEXT(GLenum mode,
+ const void *indirect,
+ GLsizei drawcount,
+ GLsizei stride);
+ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsIndirectEXT(GLenum mode,
+ GLenum type,
+ const void *indirect,
+ GLsizei drawcount,
+ GLsizei stride);
+
+// GL_EXT_multisampled_render_to_texture
+ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2DMultisampleEXT(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level,
+ GLsizei samples);
+ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorageMultisampleEXT(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+
+// GL_EXT_multisampled_render_to_texture2
+
+// GL_EXT_occlusion_query_boolean
+
+// GL_EXT_primitive_bounding_box
+ANGLE_EXPORT void GL_APIENTRY GL_PrimitiveBoundingBoxEXT(GLfloat minX,
+ GLfloat minY,
+ GLfloat minZ,
+ GLfloat minW,
+ GLfloat maxX,
+ GLfloat maxY,
+ GLfloat maxZ,
+ GLfloat maxW);
+
+// GL_EXT_protected_textures
+
+// GL_EXT_pvrtc_sRGB
+
+// GL_EXT_read_format_bgra
+
+// GL_EXT_robustness
+ANGLE_EXPORT GLenum GL_APIENTRY GL_GetGraphicsResetStatusEXT();
+ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformfvEXT(GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLfloat *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformivEXT(GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_ReadnPixelsEXT(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ void *data);
+
+// GL_EXT_sRGB
+
+// GL_EXT_sRGB_write_control
+
+// GL_EXT_semaphore
+ANGLE_EXPORT void GL_APIENTRY GL_DeleteSemaphoresEXT(GLsizei n, const GLuint *semaphores);
+ANGLE_EXPORT void GL_APIENTRY GL_GenSemaphoresEXT(GLsizei n, GLuint *semaphores);
+ANGLE_EXPORT void GL_APIENTRY GL_GetSemaphoreParameterui64vEXT(GLuint semaphore,
+ GLenum pname,
+ GLuint64 *params);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSemaphoreEXT(GLuint semaphore);
+ANGLE_EXPORT void GL_APIENTRY GL_SemaphoreParameterui64vEXT(GLuint semaphore,
+ GLenum pname,
+ const GLuint64 *params);
+ANGLE_EXPORT void GL_APIENTRY GL_SignalSemaphoreEXT(GLuint semaphore,
+ GLuint numBufferBarriers,
+ const GLuint *buffers,
+ GLuint numTextureBarriers,
+ const GLuint *textures,
+ const GLenum *dstLayouts);
+ANGLE_EXPORT void GL_APIENTRY GL_WaitSemaphoreEXT(GLuint semaphore,
+ GLuint numBufferBarriers,
+ const GLuint *buffers,
+ GLuint numTextureBarriers,
+ const GLuint *textures,
+ const GLenum *srcLayouts);
+
+// GL_EXT_semaphore_fd
+ANGLE_EXPORT void GL_APIENTRY GL_ImportSemaphoreFdEXT(GLuint semaphore,
+ GLenum handleType,
+ GLint fd);
+
+// GL_EXT_separate_shader_objects
+ANGLE_EXPORT void GL_APIENTRY GL_ActiveShaderProgramEXT(GLuint pipeline, GLuint program);
+ANGLE_EXPORT void GL_APIENTRY GL_BindProgramPipelineEXT(GLuint pipeline);
+ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShaderProgramvEXT(GLenum type,
+ GLsizei count,
+ const GLchar **strings);
+ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgramPipelinesEXT(GLsizei n, const GLuint *pipelines);
+ANGLE_EXPORT void GL_APIENTRY GL_GenProgramPipelinesEXT(GLsizei n, GLuint *pipelines);
+ANGLE_EXPORT void GL_APIENTRY GL_GetProgramPipelineInfoLogEXT(GLuint pipeline,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *infoLog);
+ANGLE_EXPORT void GL_APIENTRY GL_GetProgramPipelineivEXT(GLuint pipeline,
+ GLenum pname,
+ GLint *params);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgramPipelineEXT(GLuint pipeline);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramParameteriEXT(GLuint program, GLenum pname, GLint value);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1fEXT(GLuint program, GLint location, GLfloat v0);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1iEXT(GLuint program, GLint location, GLint v0);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1ivEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLint *value);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1uiEXT(GLuint program, GLint location, GLuint v0);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1uivEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLuint *value);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2fEXT(GLuint program,
+ GLint location,
+ GLfloat v0,
+ GLfloat v1);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2iEXT(GLuint program,
+ GLint location,
+ GLint v0,
+ GLint v1);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2ivEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLint *value);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2uiEXT(GLuint program,
+ GLint location,
+ GLuint v0,
+ GLuint v1);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2uivEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLuint *value);
+ANGLE_EXPORT void GL_APIENTRY
+GL_ProgramUniform3fEXT(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY
+GL_ProgramUniform3iEXT(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3ivEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLint *value);
+ANGLE_EXPORT void GL_APIENTRY
+GL_ProgramUniform3uiEXT(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3uivEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLuint *value);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4fEXT(GLuint program,
+ GLint location,
+ GLfloat v0,
+ GLfloat v1,
+ GLfloat v2,
+ GLfloat v3);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY
+GL_ProgramUniform4iEXT(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4ivEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLint *value);
+ANGLE_EXPORT void GL_APIENTRY
+GL_ProgramUniform4uiEXT(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4uivEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLuint *value);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x3fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x4fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x2fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x4fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x2fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x3fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY GL_UseProgramStagesEXT(GLuint pipeline,
+ GLbitfield stages,
+ GLuint program);
+ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgramPipelineEXT(GLuint pipeline);
+
+// GL_EXT_shader_framebuffer_fetch
+
+// GL_EXT_shader_framebuffer_fetch_non_coherent
+ANGLE_EXPORT void GL_APIENTRY GL_FramebufferFetchBarrierEXT();
+
+// GL_EXT_shader_io_blocks
+
+// GL_EXT_shader_non_constant_global_initializers
+
+// GL_EXT_shader_texture_lod
+
+// GL_EXT_shadow_samplers
+
+// GL_EXT_tessellation_shader
+ANGLE_EXPORT void GL_APIENTRY GL_PatchParameteriEXT(GLenum pname, GLint value);
+
+// GL_EXT_texture_border_clamp
+ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIivEXT(GLuint sampler,
+ GLenum pname,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIuivEXT(GLuint sampler,
+ GLenum pname,
+ GLuint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIivEXT(GLenum target, GLenum pname, GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIuivEXT(GLenum target,
+ GLenum pname,
+ GLuint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIivEXT(GLuint sampler,
+ GLenum pname,
+ const GLint *param);
+ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIuivEXT(GLuint sampler,
+ GLenum pname,
+ const GLuint *param);
+ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIivEXT(GLenum target,
+ GLenum pname,
+ const GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIuivEXT(GLenum target,
+ GLenum pname,
+ const GLuint *params);
+
+// GL_EXT_texture_buffer
+ANGLE_EXPORT void GL_APIENTRY GL_TexBufferEXT(GLenum target, GLenum internalformat, GLuint buffer);
+ANGLE_EXPORT void GL_APIENTRY GL_TexBufferRangeEXT(GLenum target,
+ GLenum internalformat,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size);
+
+// GL_EXT_texture_compression_bptc
+
+// GL_EXT_texture_compression_dxt1
+
+// GL_EXT_texture_compression_rgtc
+
+// GL_EXT_texture_compression_s3tc
+
+// GL_EXT_texture_compression_s3tc_srgb
+
+// GL_EXT_texture_cube_map_array
+
+// GL_EXT_texture_filter_anisotropic
+
+// GL_EXT_texture_format_BGRA8888
+
+// GL_EXT_texture_format_sRGB_override
+
+// GL_EXT_texture_norm16
+
+// GL_EXT_texture_rg
+
+// GL_EXT_texture_sRGB_R8
+
+// GL_EXT_texture_sRGB_RG8
+
+// GL_EXT_texture_sRGB_decode
+
+// GL_EXT_texture_storage
+ANGLE_EXPORT void GL_APIENTRY GL_TexStorage1DEXT(GLenum target,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width);
+ANGLE_EXPORT void GL_APIENTRY GL_TexStorage2DEXT(GLenum target,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+ANGLE_EXPORT void GL_APIENTRY GL_TexStorage3DEXT(GLenum target,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth);
+
+// GL_EXT_texture_type_2_10_10_10_REV
+
+// GL_EXT_unpack_subimage
+
+// GL_IMG_texture_compression_pvrtc
+
+// GL_IMG_texture_compression_pvrtc2
+
+// GL_KHR_blend_equation_advanced
+ANGLE_EXPORT void GL_APIENTRY GL_BlendBarrierKHR();
+
+// GL_KHR_debug
+ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageCallbackKHR(GLDEBUGPROCKHR callback,
+ const void *userParam);
+ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageControlKHR(GLenum source,
+ GLenum type,
+ GLenum severity,
+ GLsizei count,
+ const GLuint *ids,
+ GLboolean enabled);
+ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageInsertKHR(GLenum source,
+ GLenum type,
+ GLuint id,
+ GLenum severity,
+ GLsizei length,
+ const GLchar *buf);
+ANGLE_EXPORT GLuint GL_APIENTRY GL_GetDebugMessageLogKHR(GLuint count,
+ GLsizei bufSize,
+ GLenum *sources,
+ GLenum *types,
+ GLuint *ids,
+ GLenum *severities,
+ GLsizei *lengths,
+ GLchar *messageLog);
+ANGLE_EXPORT void GL_APIENTRY GL_GetObjectLabelKHR(GLenum identifier,
+ GLuint name,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *label);
+ANGLE_EXPORT void GL_APIENTRY GL_GetObjectPtrLabelKHR(const void *ptr,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *label);
+ANGLE_EXPORT void GL_APIENTRY GL_GetPointervKHR(GLenum pname, void **params);
+ANGLE_EXPORT void GL_APIENTRY GL_ObjectLabelKHR(GLenum identifier,
+ GLuint name,
+ GLsizei length,
+ const GLchar *label);
+ANGLE_EXPORT void GL_APIENTRY GL_ObjectPtrLabelKHR(const void *ptr,
+ GLsizei length,
+ const GLchar *label);
+ANGLE_EXPORT void GL_APIENTRY GL_PopDebugGroupKHR();
+ANGLE_EXPORT void GL_APIENTRY GL_PushDebugGroupKHR(GLenum source,
+ GLuint id,
+ GLsizei length,
+ const GLchar *message);
+
+// GL_KHR_no_error
+
+// GL_KHR_parallel_shader_compile
+ANGLE_EXPORT void GL_APIENTRY GL_MaxShaderCompilerThreadsKHR(GLuint count);
+
+// GL_KHR_robust_buffer_access_behavior
+
+// GL_KHR_texture_compression_astc_hdr
+
+// GL_KHR_texture_compression_astc_ldr
+
+// GL_KHR_texture_compression_astc_sliced_3d
+
+// GL_MESA_framebuffer_flip_y
+ANGLE_EXPORT void GL_APIENTRY GL_FramebufferParameteriMESA(GLenum target,
+ GLenum pname,
+ GLint param);
+ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferParameterivMESA(GLenum target,
+ GLenum pname,
+ GLint *params);
+
+// GL_NV_fence
+ANGLE_EXPORT void GL_APIENTRY GL_DeleteFencesNV(GLsizei n, const GLuint *fences);
+ANGLE_EXPORT void GL_APIENTRY GL_FinishFenceNV(GLuint fence);
+ANGLE_EXPORT void GL_APIENTRY GL_GenFencesNV(GLsizei n, GLuint *fences);
+ANGLE_EXPORT void GL_APIENTRY GL_GetFenceivNV(GLuint fence, GLenum pname, GLint *params);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFenceNV(GLuint fence);
+ANGLE_EXPORT void GL_APIENTRY GL_SetFenceNV(GLuint fence, GLenum condition);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_TestFenceNV(GLuint fence);
+
+// GL_NV_framebuffer_blit
+ANGLE_EXPORT void GL_APIENTRY GL_BlitFramebufferNV(GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter);
+
+// GL_NV_pixel_buffer_object
+
+// GL_NV_read_depth
+
+// GL_NV_read_depth_stencil
+
+// GL_NV_read_stencil
+
+// GL_NV_robustness_video_memory_purge
+
+// GL_NV_shader_noperspective_interpolation
+
+// GL_OES_EGL_image
+ANGLE_EXPORT void GL_APIENTRY GL_EGLImageTargetRenderbufferStorageOES(GLenum target,
+ GLeglImageOES image);
+ANGLE_EXPORT void GL_APIENTRY GL_EGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image);
+
+// GL_OES_EGL_image_external
+
+// GL_OES_EGL_image_external_essl3
+
+// GL_OES_compressed_ETC1_RGB8_texture
+
+// GL_OES_compressed_paletted_texture
+
+// GL_OES_copy_image
+ANGLE_EXPORT void GL_APIENTRY GL_CopyImageSubDataOES(GLuint srcName,
+ GLenum srcTarget,
+ GLint srcLevel,
+ GLint srcX,
+ GLint srcY,
+ GLint srcZ,
+ GLuint dstName,
+ GLenum dstTarget,
+ GLint dstLevel,
+ GLint dstX,
+ GLint dstY,
+ GLint dstZ,
+ GLsizei srcWidth,
+ GLsizei srcHeight,
+ GLsizei srcDepth);
+
+// GL_OES_depth24
+
+// GL_OES_depth32
+
+// GL_OES_depth_texture
+
+// GL_OES_draw_buffers_indexed
+ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparateiOES(GLuint buf,
+ GLenum modeRGB,
+ GLenum modeAlpha);
+ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationiOES(GLuint buf, GLenum mode);
+ANGLE_EXPORT void GL_APIENTRY GL_BlendFuncSeparateiOES(GLuint buf,
+ GLenum srcRGB,
+ GLenum dstRGB,
+ GLenum srcAlpha,
+ GLenum dstAlpha);
+ANGLE_EXPORT void GL_APIENTRY GL_BlendFunciOES(GLuint buf, GLenum src, GLenum dst);
+ANGLE_EXPORT void GL_APIENTRY
+GL_ColorMaskiOES(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
+ANGLE_EXPORT void GL_APIENTRY GL_DisableiOES(GLenum target, GLuint index);
+ANGLE_EXPORT void GL_APIENTRY GL_EnableiOES(GLenum target, GLuint index);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnablediOES(GLenum target, GLuint index);
+
+// GL_OES_draw_elements_base_vertex
+ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsBaseVertexOES(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLint basevertex);
+ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseVertexOES(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei instancecount,
+ GLint basevertex);
+ANGLE_EXPORT void GL_APIENTRY GL_DrawRangeElementsBaseVertexOES(GLenum mode,
+ GLuint start,
+ GLuint end,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLint basevertex);
+
+// GL_OES_draw_texture
+ANGLE_EXPORT void GL_APIENTRY
+GL_DrawTexfOES(GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height);
+ANGLE_EXPORT void GL_APIENTRY GL_DrawTexfvOES(const GLfloat *coords);
+ANGLE_EXPORT void GL_APIENTRY GL_DrawTexiOES(GLint x, GLint y, GLint z, GLint width, GLint height);
+ANGLE_EXPORT void GL_APIENTRY GL_DrawTexivOES(const GLint *coords);
+ANGLE_EXPORT void GL_APIENTRY
+GL_DrawTexsOES(GLshort x, GLshort y, GLshort z, GLshort width, GLshort height);
+ANGLE_EXPORT void GL_APIENTRY GL_DrawTexsvOES(const GLshort *coords);
+ANGLE_EXPORT void GL_APIENTRY
+GL_DrawTexxOES(GLfixed x, GLfixed y, GLfixed z, GLfixed width, GLfixed height);
+ANGLE_EXPORT void GL_APIENTRY GL_DrawTexxvOES(const GLfixed *coords);
+
+// GL_OES_element_index_uint
+
+// GL_OES_fbo_render_mipmap
+
+// GL_OES_framebuffer_object
+ANGLE_EXPORT void GL_APIENTRY GL_BindFramebufferOES(GLenum target, GLuint framebuffer);
+ANGLE_EXPORT void GL_APIENTRY GL_BindRenderbufferOES(GLenum target, GLuint renderbuffer);
+ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckFramebufferStatusOES(GLenum target);
+ANGLE_EXPORT void GL_APIENTRY GL_DeleteFramebuffersOES(GLsizei n, const GLuint *framebuffers);
+ANGLE_EXPORT void GL_APIENTRY GL_DeleteRenderbuffersOES(GLsizei n, const GLuint *renderbuffers);
+ANGLE_EXPORT void GL_APIENTRY GL_FramebufferRenderbufferOES(GLenum target,
+ GLenum attachment,
+ GLenum renderbuffertarget,
+ GLuint renderbuffer);
+ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2DOES(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level);
+ANGLE_EXPORT void GL_APIENTRY GL_GenFramebuffersOES(GLsizei n, GLuint *framebuffers);
+ANGLE_EXPORT void GL_APIENTRY GL_GenRenderbuffersOES(GLsizei n, GLuint *renderbuffers);
+ANGLE_EXPORT void GL_APIENTRY GL_GenerateMipmapOES(GLenum target);
+ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferAttachmentParameterivOES(GLenum target,
+ GLenum attachment,
+ GLenum pname,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameterivOES(GLenum target,
+ GLenum pname,
+ GLint *params);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFramebufferOES(GLuint framebuffer);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsRenderbufferOES(GLuint renderbuffer);
+ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorageOES(GLenum target,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+
+// GL_OES_geometry_shader
+ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureOES(GLenum target,
+ GLenum attachment,
+ GLuint texture,
+ GLint level);
+
+// GL_OES_get_program_binary
+ANGLE_EXPORT void GL_APIENTRY GL_GetProgramBinaryOES(GLuint program,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLenum *binaryFormat,
+ void *binary);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramBinaryOES(GLuint program,
+ GLenum binaryFormat,
+ const void *binary,
+ GLint length);
+
+// GL_OES_mapbuffer
+ANGLE_EXPORT void GL_APIENTRY GL_GetBufferPointervOES(GLenum target, GLenum pname, void **params);
+ANGLE_EXPORT void *GL_APIENTRY GL_MapBufferOES(GLenum target, GLenum access);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_UnmapBufferOES(GLenum target);
+
+// GL_OES_matrix_palette
+ANGLE_EXPORT void GL_APIENTRY GL_CurrentPaletteMatrixOES(GLuint matrixpaletteindex);
+ANGLE_EXPORT void GL_APIENTRY GL_LoadPaletteFromModelViewMatrixOES();
+ANGLE_EXPORT void GL_APIENTRY GL_MatrixIndexPointerOES(GLint size,
+ GLenum type,
+ GLsizei stride,
+ const void *pointer);
+ANGLE_EXPORT void GL_APIENTRY GL_WeightPointerOES(GLint size,
+ GLenum type,
+ GLsizei stride,
+ const void *pointer);
+
+// GL_OES_packed_depth_stencil
+
+// GL_OES_point_size_array
+ANGLE_EXPORT void GL_APIENTRY GL_PointSizePointerOES(GLenum type,
+ GLsizei stride,
+ const void *pointer);
+
+// GL_OES_point_sprite
+
+// GL_OES_primitive_bounding_box
+ANGLE_EXPORT void GL_APIENTRY GL_PrimitiveBoundingBoxOES(GLfloat minX,
+ GLfloat minY,
+ GLfloat minZ,
+ GLfloat minW,
+ GLfloat maxX,
+ GLfloat maxY,
+ GLfloat maxZ,
+ GLfloat maxW);
+
+// GL_OES_query_matrix
+ANGLE_EXPORT GLbitfield GL_APIENTRY GL_QueryMatrixxOES(GLfixed *mantissa, GLint *exponent);
+
+// GL_OES_rgb8_rgba8
+
+// GL_OES_sample_shading
+ANGLE_EXPORT void GL_APIENTRY GL_MinSampleShadingOES(GLfloat value);
+
+// GL_OES_sample_variables
+
+// GL_OES_shader_image_atomic
+
+// GL_OES_shader_io_blocks
+
+// GL_OES_shader_multisample_interpolation
+
+// GL_OES_standard_derivatives
+
+// GL_OES_surfaceless_context
+
+// GL_OES_texture_3D
+ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage3DOES(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLsizei imageSize,
+ const void *data);
+ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage3DOES(GLenum target,
+ 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_CopyTexSubImage3DOES(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture3DOES(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level,
+ GLint zoffset);
+ANGLE_EXPORT void GL_APIENTRY GL_TexImage3DOES(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void *pixels);
+ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage3DOES(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLenum type,
+ const void *pixels);
+
+// GL_OES_texture_border_clamp
+ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIivOES(GLuint sampler,
+ GLenum pname,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIuivOES(GLuint sampler,
+ GLenum pname,
+ GLuint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIivOES(GLenum target, GLenum pname, GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIuivOES(GLenum target,
+ GLenum pname,
+ GLuint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIivOES(GLuint sampler,
+ GLenum pname,
+ const GLint *param);
+ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIuivOES(GLuint sampler,
+ GLenum pname,
+ const GLuint *param);
+ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIivOES(GLenum target,
+ GLenum pname,
+ const GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIuivOES(GLenum target,
+ GLenum pname,
+ const GLuint *params);
+
+// GL_OES_texture_buffer
+ANGLE_EXPORT void GL_APIENTRY GL_TexBufferOES(GLenum target, GLenum internalformat, GLuint buffer);
+ANGLE_EXPORT void GL_APIENTRY GL_TexBufferRangeOES(GLenum target,
+ GLenum internalformat,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size);
+
+// GL_OES_texture_compression_astc
+
+// GL_OES_texture_cube_map
+ANGLE_EXPORT void GL_APIENTRY GL_GetTexGenfvOES(GLenum coord, GLenum pname, GLfloat *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetTexGenivOES(GLenum coord, GLenum pname, GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetTexGenxvOES(GLenum coord, GLenum pname, GLfixed *params);
+ANGLE_EXPORT void GL_APIENTRY GL_TexGenfOES(GLenum coord, GLenum pname, GLfloat param);
+ANGLE_EXPORT void GL_APIENTRY GL_TexGenfvOES(GLenum coord, GLenum pname, const GLfloat *params);
+ANGLE_EXPORT void GL_APIENTRY GL_TexGeniOES(GLenum coord, GLenum pname, GLint param);
+ANGLE_EXPORT void GL_APIENTRY GL_TexGenivOES(GLenum coord, GLenum pname, const GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_TexGenxOES(GLenum coord, GLenum pname, GLfixed param);
+ANGLE_EXPORT void GL_APIENTRY GL_TexGenxvOES(GLenum coord, GLenum pname, const GLfixed *params);
+
+// GL_OES_texture_cube_map_array
+
+// GL_OES_texture_float
+
+// GL_OES_texture_float_linear
+
+// GL_OES_texture_half_float
+
+// GL_OES_texture_half_float_linear
+
+// GL_OES_texture_npot
+
+// GL_OES_texture_stencil8
+
+// GL_OES_texture_storage_multisample_2d_array
+ANGLE_EXPORT void GL_APIENTRY GL_TexStorage3DMultisampleOES(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLboolean fixedsamplelocations);
+
+// GL_OES_vertex_array_object
+ANGLE_EXPORT void GL_APIENTRY GL_BindVertexArrayOES(GLuint array);
+ANGLE_EXPORT void GL_APIENTRY GL_DeleteVertexArraysOES(GLsizei n, const GLuint *arrays);
+ANGLE_EXPORT void GL_APIENTRY GL_GenVertexArraysOES(GLsizei n, GLuint *arrays);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsVertexArrayOES(GLuint array);
+
+// GL_OES_vertex_half_float
+
+// GL_OES_vertex_type_10_10_10_2
+
+// GL_OVR_multiview
+ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureMultiviewOVR(GLenum target,
+ GLenum attachment,
+ GLuint texture,
+ GLint level,
+ GLint baseViewIndex,
+ GLsizei numViews);
+
+// GL_OVR_multiview2
+
+// GL_QCOM_shading_rate
+ANGLE_EXPORT void GL_APIENTRY GL_ShadingRateQCOM(GLenum rate);
+} // extern "C"
+
+#endif // LIBGLESV2_ENTRY_POINTS_GLES_EXT_AUTOGEN_H_