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diff --git a/gfx/angle/checkout/src/libGLESv2/entry_points_gles_3_0_autogen.h b/gfx/angle/checkout/src/libGLESv2/entry_points_gles_3_0_autogen.h
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+++ b/gfx/angle/checkout/src/libGLESv2/entry_points_gles_3_0_autogen.h
@@ -0,0 +1,299 @@
+// 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_3_0_autogen.h:
+// Defines the GLES 3.0 entry points.
+
+#ifndef LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_
+#define LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_
+
+#include <GLES3/gl3.h>
+#include <export.h>
+
+extern "C" {
+ANGLE_EXPORT void GL_APIENTRY GL_BeginQuery(GLenum target, GLuint id);
+ANGLE_EXPORT void GL_APIENTRY GL_BeginTransformFeedback(GLenum primitiveMode);
+ANGLE_EXPORT void GL_APIENTRY GL_BindBufferBase(GLenum target, GLuint index, GLuint buffer);
+ANGLE_EXPORT void GL_APIENTRY
+GL_BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
+ANGLE_EXPORT void GL_APIENTRY GL_BindSampler(GLuint unit, GLuint sampler);
+ANGLE_EXPORT void GL_APIENTRY GL_BindTransformFeedback(GLenum target, GLuint id);
+ANGLE_EXPORT void GL_APIENTRY GL_BindVertexArray(GLuint array);
+ANGLE_EXPORT void GL_APIENTRY GL_BlitFramebuffer(GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter);
+ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferfi(GLenum buffer,
+ GLint drawbuffer,
+ GLfloat depth,
+ GLint stencil);
+ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferfv(GLenum buffer,
+ GLint drawbuffer,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
+ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferuiv(GLenum buffer,
+ GLint drawbuffer,
+ const GLuint *value);
+ANGLE_EXPORT GLenum GL_APIENTRY GL_ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
+ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage3D(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_CompressedTexSubImage3D(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_CopyBufferSubData(GLenum readTarget,
+ GLenum writeTarget,
+ GLintptr readOffset,
+ GLintptr writeOffset,
+ GLsizeiptr size);
+ANGLE_EXPORT void GL_APIENTRY GL_CopyTexSubImage3D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+ANGLE_EXPORT void GL_APIENTRY GL_DeleteQueries(GLsizei n, const GLuint *ids);
+ANGLE_EXPORT void GL_APIENTRY GL_DeleteSamplers(GLsizei count, const GLuint *samplers);
+ANGLE_EXPORT void GL_APIENTRY GL_DeleteSync(GLsync sync);
+ANGLE_EXPORT void GL_APIENTRY GL_DeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
+ANGLE_EXPORT void GL_APIENTRY GL_DeleteVertexArrays(GLsizei n, const GLuint *arrays);
+ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstanced(GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instancecount);
+ANGLE_EXPORT void GL_APIENTRY GL_DrawBuffers(GLsizei n, const GLenum *bufs);
+ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstanced(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei instancecount);
+ANGLE_EXPORT void GL_APIENTRY GL_DrawRangeElements(GLenum mode,
+ GLuint start,
+ GLuint end,
+ GLsizei count,
+ GLenum type,
+ const void *indices);
+ANGLE_EXPORT void GL_APIENTRY GL_EndQuery(GLenum target);
+ANGLE_EXPORT void GL_APIENTRY GL_EndTransformFeedback();
+ANGLE_EXPORT GLsync GL_APIENTRY GL_FenceSync(GLenum condition, GLbitfield flags);
+ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedBufferRange(GLenum target,
+ GLintptr offset,
+ GLsizeiptr length);
+ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureLayer(GLenum target,
+ GLenum attachment,
+ GLuint texture,
+ GLint level,
+ GLint layer);
+ANGLE_EXPORT void GL_APIENTRY GL_GenQueries(GLsizei n, GLuint *ids);
+ANGLE_EXPORT void GL_APIENTRY GL_GenSamplers(GLsizei count, GLuint *samplers);
+ANGLE_EXPORT void GL_APIENTRY GL_GenTransformFeedbacks(GLsizei n, GLuint *ids);
+ANGLE_EXPORT void GL_APIENTRY GL_GenVertexArrays(GLsizei n, GLuint *arrays);
+ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockName(GLuint program,
+ GLuint uniformBlockIndex,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *uniformBlockName);
+ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockiv(GLuint program,
+ GLuint uniformBlockIndex,
+ GLenum pname,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformsiv(GLuint program,
+ GLsizei uniformCount,
+ const GLuint *uniformIndices,
+ GLenum pname,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteri64v(GLenum target,
+ GLenum pname,
+ GLint64 *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetBufferPointerv(GLenum target, GLenum pname, void **params);
+ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataLocation(GLuint program, const GLchar *name);
+ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
+ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64v(GLenum pname, GLint64 *data);
+ANGLE_EXPORT void GL_APIENTRY GL_GetIntegeri_v(GLenum target, GLuint index, GLint *data);
+ANGLE_EXPORT void GL_APIENTRY GL_GetInternalformativ(GLenum target,
+ GLenum internalformat,
+ GLenum pname,
+ GLsizei count,
+ GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetProgramBinary(GLuint program,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLenum *binaryFormat,
+ void *binary);
+ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetQueryiv(GLenum target, GLenum pname, GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterfv(GLuint sampler,
+ GLenum pname,
+ GLfloat *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
+ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetStringi(GLenum name, GLuint index);
+ANGLE_EXPORT void GL_APIENTRY
+GL_GetSynciv(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values);
+ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbackVarying(GLuint program,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLsizei *size,
+ GLenum *type,
+ GLchar *name);
+ANGLE_EXPORT GLuint GL_APIENTRY GL_GetUniformBlockIndex(GLuint program,
+ const GLchar *uniformBlockName);
+ANGLE_EXPORT void GL_APIENTRY GL_GetUniformIndices(GLuint program,
+ GLsizei uniformCount,
+ const GLchar *const *uniformNames,
+ GLuint *uniformIndices);
+ANGLE_EXPORT void GL_APIENTRY GL_GetUniformuiv(GLuint program, GLint location, GLuint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
+ANGLE_EXPORT void GL_APIENTRY GL_InvalidateFramebuffer(GLenum target,
+ GLsizei numAttachments,
+ const GLenum *attachments);
+ANGLE_EXPORT void GL_APIENTRY GL_InvalidateSubFramebuffer(GLenum target,
+ GLsizei numAttachments,
+ const GLenum *attachments,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsQuery(GLuint id);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSampler(GLuint sampler);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSync(GLsync sync);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsTransformFeedback(GLuint id);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsVertexArray(GLuint array);
+ANGLE_EXPORT void *GL_APIENTRY GL_MapBufferRange(GLenum target,
+ GLintptr offset,
+ GLsizeiptr length,
+ GLbitfield access);
+ANGLE_EXPORT void GL_APIENTRY GL_PauseTransformFeedback();
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramBinary(GLuint program,
+ GLenum binaryFormat,
+ const void *binary,
+ GLsizei length);
+ANGLE_EXPORT void GL_APIENTRY GL_ProgramParameteri(GLuint program, GLenum pname, GLint value);
+ANGLE_EXPORT void GL_APIENTRY GL_ReadBuffer(GLenum src);
+ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorageMultisample(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+ANGLE_EXPORT void GL_APIENTRY GL_ResumeTransformFeedback();
+ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
+ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterfv(GLuint sampler,
+ GLenum pname,
+ const GLfloat *param);
+ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameteri(GLuint sampler, GLenum pname, GLint param);
+ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameteriv(GLuint sampler,
+ GLenum pname,
+ const GLint *param);
+ANGLE_EXPORT void GL_APIENTRY GL_TexImage3D(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void *pixels);
+ANGLE_EXPORT void GL_APIENTRY GL_TexStorage2D(GLenum target,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+ANGLE_EXPORT void GL_APIENTRY GL_TexStorage3D(GLenum target,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth);
+ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage3D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLenum type,
+ const void *pixels);
+ANGLE_EXPORT void GL_APIENTRY GL_TransformFeedbackVaryings(GLuint program,
+ GLsizei count,
+ const GLchar *const *varyings,
+ GLenum bufferMode);
+ANGLE_EXPORT void GL_APIENTRY GL_Uniform1ui(GLint location, GLuint v0);
+ANGLE_EXPORT void GL_APIENTRY GL_Uniform1uiv(GLint location, GLsizei count, const GLuint *value);
+ANGLE_EXPORT void GL_APIENTRY GL_Uniform2ui(GLint location, GLuint v0, GLuint v1);
+ANGLE_EXPORT void GL_APIENTRY GL_Uniform2uiv(GLint location, GLsizei count, const GLuint *value);
+ANGLE_EXPORT void GL_APIENTRY GL_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
+ANGLE_EXPORT void GL_APIENTRY GL_Uniform3uiv(GLint location, GLsizei count, const GLuint *value);
+ANGLE_EXPORT void GL_APIENTRY
+GL_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+ANGLE_EXPORT void GL_APIENTRY GL_Uniform4uiv(GLint location, GLsizei count, const GLuint *value);
+ANGLE_EXPORT void GL_APIENTRY GL_UniformBlockBinding(GLuint program,
+ GLuint uniformBlockIndex,
+ GLuint uniformBlockBinding);
+ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+ANGLE_EXPORT GLboolean GL_APIENTRY GL_UnmapBuffer(GLenum target);
+ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribDivisor(GLuint index, GLuint divisor);
+ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
+ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4iv(GLuint index, const GLint *v);
+ANGLE_EXPORT void GL_APIENTRY
+GL_VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
+ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4uiv(GLuint index, const GLuint *v);
+ANGLE_EXPORT void GL_APIENTRY
+GL_VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
+ANGLE_EXPORT void GL_APIENTRY GL_WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
+} // extern "C"
+
+#endif // LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_