From 26a029d407be480d791972afb5975cf62c9360a6 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Fri, 19 Apr 2024 02:47:55 +0200 Subject: Adding upstream version 124.0.1. Signed-off-by: Daniel Baumann --- .../src/libGLESv2/entry_points_gles_ext_autogen.h | 1788 ++++++++++++++++++++ 1 file changed, 1788 insertions(+) create mode 100644 gfx/angle/checkout/src/libGLESv2/entry_points_gles_ext_autogen.h (limited to 'gfx/angle/checkout/src/libGLESv2/entry_points_gles_ext_autogen.h') 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 new file mode 100644 index 0000000000..b086a3aa35 --- /dev/null +++ b/gfx/angle/checkout/src/libGLESv2/entry_points_gles_ext_autogen.h @@ -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 +#include +#include +#include +#include +#include + +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_ -- cgit v1.2.3