// 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 #include 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_