// GENERATED FILE - DO NOT EDIT. // Generated by generate_entry_points.py using data from gl.xml. // // Copyright 2020 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // entry_points_gles_2_0_autogen.h: // Defines the GLES 2.0 entry points. #ifndef LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_ #define LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_ #include #include extern "C" { ANGLE_EXPORT void GL_APIENTRY GL_ActiveTexture(GLenum texture); ANGLE_EXPORT void GL_APIENTRY GL_AttachShader(GLuint program, GLuint shader); ANGLE_EXPORT void GL_APIENTRY GL_BindAttribLocation(GLuint program, GLuint index, const GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_BindBuffer(GLenum target, GLuint buffer); ANGLE_EXPORT void GL_APIENTRY GL_BindFramebuffer(GLenum target, GLuint framebuffer); ANGLE_EXPORT void GL_APIENTRY GL_BindRenderbuffer(GLenum target, GLuint renderbuffer); ANGLE_EXPORT void GL_APIENTRY GL_BindTexture(GLenum target, GLuint texture); ANGLE_EXPORT void GL_APIENTRY GL_BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); ANGLE_EXPORT void GL_APIENTRY GL_BlendEquation(GLenum mode); ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); ANGLE_EXPORT void GL_APIENTRY GL_BlendFunc(GLenum sfactor, GLenum dfactor); ANGLE_EXPORT void GL_APIENTRY GL_BlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); ANGLE_EXPORT void GL_APIENTRY GL_BufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage); ANGLE_EXPORT void GL_APIENTRY GL_BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data); ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckFramebufferStatus(GLenum target); ANGLE_EXPORT void GL_APIENTRY GL_Clear(GLbitfield mask); ANGLE_EXPORT void GL_APIENTRY GL_ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); ANGLE_EXPORT void GL_APIENTRY GL_ClearDepthf(GLfloat d); ANGLE_EXPORT void GL_APIENTRY GL_ClearStencil(GLint s); ANGLE_EXPORT void GL_APIENTRY GL_ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); ANGLE_EXPORT void GL_APIENTRY GL_CompileShader(GLuint shader); ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); ANGLE_EXPORT void GL_APIENTRY GL_CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); ANGLE_EXPORT void GL_APIENTRY GL_CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateProgram(); ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShader(GLenum type); ANGLE_EXPORT void GL_APIENTRY GL_CullFace(GLenum mode); ANGLE_EXPORT void GL_APIENTRY GL_DeleteBuffers(GLsizei n, const GLuint *buffers); ANGLE_EXPORT void GL_APIENTRY GL_DeleteFramebuffers(GLsizei n, const GLuint *framebuffers); ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgram(GLuint program); ANGLE_EXPORT void GL_APIENTRY GL_DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers); ANGLE_EXPORT void GL_APIENTRY GL_DeleteShader(GLuint shader); ANGLE_EXPORT void GL_APIENTRY GL_DeleteTextures(GLsizei n, const GLuint *textures); ANGLE_EXPORT void GL_APIENTRY GL_DepthFunc(GLenum func); ANGLE_EXPORT void GL_APIENTRY GL_DepthMask(GLboolean flag); ANGLE_EXPORT void GL_APIENTRY GL_DepthRangef(GLfloat n, GLfloat f); ANGLE_EXPORT void GL_APIENTRY GL_DetachShader(GLuint program, GLuint shader); ANGLE_EXPORT void GL_APIENTRY GL_Disable(GLenum cap); ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexAttribArray(GLuint index); ANGLE_EXPORT void GL_APIENTRY GL_DrawArrays(GLenum mode, GLint first, GLsizei count); ANGLE_EXPORT void GL_APIENTRY GL_DrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices); ANGLE_EXPORT void GL_APIENTRY GL_Enable(GLenum cap); ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexAttribArray(GLuint index); ANGLE_EXPORT void GL_APIENTRY GL_Finish(); ANGLE_EXPORT void GL_APIENTRY GL_Flush(); ANGLE_EXPORT void GL_APIENTRY GL_FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); ANGLE_EXPORT void GL_APIENTRY GL_FrontFace(GLenum mode); ANGLE_EXPORT void GL_APIENTRY GL_GenBuffers(GLsizei n, GLuint *buffers); ANGLE_EXPORT void GL_APIENTRY GL_GenFramebuffers(GLsizei n, GLuint *framebuffers); ANGLE_EXPORT void GL_APIENTRY GL_GenRenderbuffers(GLsizei n, GLuint *renderbuffers); ANGLE_EXPORT void GL_APIENTRY GL_GenTextures(GLsizei n, GLuint *textures); ANGLE_EXPORT void GL_APIENTRY GL_GenerateMipmap(GLenum target); ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); ANGLE_EXPORT GLint GL_APIENTRY GL_GetAttribLocation(GLuint program, const GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_GetBooleanv(GLenum pname, GLboolean *data); ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteriv(GLenum target, GLenum pname, GLint *params); ANGLE_EXPORT GLenum GL_APIENTRY GL_GetError(); ANGLE_EXPORT void GL_APIENTRY GL_GetFloatv(GLenum pname, GLfloat *data); ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetIntegerv(GLenum pname, GLint *data); ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); ANGLE_EXPORT void GL_APIENTRY GL_GetProgramiv(GLuint program, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); ANGLE_EXPORT void GL_APIENTRY GL_GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); ANGLE_EXPORT void GL_APIENTRY GL_GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); ANGLE_EXPORT void GL_APIENTRY GL_GetShaderiv(GLuint shader, GLenum pname, GLint *params); ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetString(GLenum name); ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterfv(GLenum target, GLenum pname, GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameteriv(GLenum target, GLenum pname, GLint *params); ANGLE_EXPORT GLint GL_APIENTRY GL_GetUniformLocation(GLuint program, const GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_GetUniformfv(GLuint program, GLint location, GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_GetUniformiv(GLuint program, GLint location, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer); ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribiv(GLuint index, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_Hint(GLenum target, GLenum mode); ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsBuffer(GLuint buffer); ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnabled(GLenum cap); ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFramebuffer(GLuint framebuffer); ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgram(GLuint program); ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsRenderbuffer(GLuint renderbuffer); ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsShader(GLuint shader); ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsTexture(GLuint texture); ANGLE_EXPORT void GL_APIENTRY GL_LineWidth(GLfloat width); ANGLE_EXPORT void GL_APIENTRY GL_LinkProgram(GLuint program); ANGLE_EXPORT void GL_APIENTRY GL_PixelStorei(GLenum pname, GLint param); ANGLE_EXPORT void GL_APIENTRY GL_PolygonOffset(GLfloat factor, GLfloat units); ANGLE_EXPORT void GL_APIENTRY GL_ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); ANGLE_EXPORT void GL_APIENTRY GL_ReleaseShaderCompiler(); ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); ANGLE_EXPORT void GL_APIENTRY GL_SampleCoverage(GLfloat value, GLboolean invert); ANGLE_EXPORT void GL_APIENTRY GL_Scissor(GLint x, GLint y, GLsizei width, GLsizei height); ANGLE_EXPORT void GL_APIENTRY GL_ShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length); ANGLE_EXPORT void GL_APIENTRY GL_ShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length); ANGLE_EXPORT void GL_APIENTRY GL_StencilFunc(GLenum func, GLint ref, GLuint mask); ANGLE_EXPORT void GL_APIENTRY GL_StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); ANGLE_EXPORT void GL_APIENTRY GL_StencilMask(GLuint mask); ANGLE_EXPORT void GL_APIENTRY GL_StencilMaskSeparate(GLenum face, GLuint mask); ANGLE_EXPORT void GL_APIENTRY GL_StencilOp(GLenum fail, GLenum zfail, GLenum zpass); ANGLE_EXPORT void GL_APIENTRY GL_StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); ANGLE_EXPORT void GL_APIENTRY GL_TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); ANGLE_EXPORT void GL_APIENTRY GL_TexParameterf(GLenum target, GLenum pname, GLfloat param); ANGLE_EXPORT void GL_APIENTRY GL_TexParameterfv(GLenum target, GLenum pname, const GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_TexParameteri(GLenum target, GLenum pname, GLint param); ANGLE_EXPORT void GL_APIENTRY GL_TexParameteriv(GLenum target, GLenum pname, const GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); ANGLE_EXPORT void GL_APIENTRY GL_Uniform1f(GLint location, GLfloat v0); ANGLE_EXPORT void GL_APIENTRY GL_Uniform1fv(GLint location, GLsizei count, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform1i(GLint location, GLint v0); ANGLE_EXPORT void GL_APIENTRY GL_Uniform1iv(GLint location, GLsizei count, const GLint *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform2f(GLint location, GLfloat v0, GLfloat v1); ANGLE_EXPORT void GL_APIENTRY GL_Uniform2fv(GLint location, GLsizei count, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform2i(GLint location, GLint v0, GLint v1); ANGLE_EXPORT void GL_APIENTRY GL_Uniform2iv(GLint location, GLsizei count, const GLint *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); ANGLE_EXPORT void GL_APIENTRY GL_Uniform3fv(GLint location, GLsizei count, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2); ANGLE_EXPORT void GL_APIENTRY GL_Uniform3iv(GLint location, GLsizei count, const GLint *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); ANGLE_EXPORT void GL_APIENTRY GL_Uniform4fv(GLint location, GLsizei count, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); ANGLE_EXPORT void GL_APIENTRY GL_Uniform4iv(GLint location, GLsizei count, const GLint *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_UseProgram(GLuint program); ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgram(GLuint program); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1f(GLuint index, GLfloat x); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1fv(GLuint index, const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2fv(GLuint index, const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3fv(GLuint index, const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4fv(GLuint index, const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); ANGLE_EXPORT void GL_APIENTRY GL_Viewport(GLint x, GLint y, GLsizei width, GLsizei height); } // extern "C" #endif // LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_