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// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2019 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_gl_4_5_autogen.h:
// Defines the GL 4.5 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_4_5_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_4_5_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY BindTextureUnit(GLuint unit, GLuint texture);
ANGLE_EXPORT void GL_APIENTRY BlitNamedFramebuffer(GLuint readFramebuffer,
GLuint drawFramebuffer,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
ANGLE_EXPORT GLenum GL_APIENTRY CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target);
ANGLE_EXPORT void GL_APIENTRY ClearNamedBufferData(GLuint buffer,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data);
ANGLE_EXPORT void GL_APIENTRY ClearNamedBufferSubData(GLuint buffer,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data);
ANGLE_EXPORT void GL_APIENTRY ClearNamedFramebufferfi(GLuint framebuffer,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil);
ANGLE_EXPORT void GL_APIENTRY ClearNamedFramebufferfv(GLuint framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ClearNamedFramebufferiv(GLuint framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY ClearNamedFramebufferuiv(GLuint framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY ClipControl(GLenum origin, GLenum depth);
ANGLE_EXPORT void GL_APIENTRY CompressedTextureSubImage1D(GLuint texture,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTextureSubImage2D(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTextureSubImage3D(GLuint texture,
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 CopyNamedBufferSubData(GLuint readBuffer,
GLuint writeBuffer,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY
CopyTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
ANGLE_EXPORT void GL_APIENTRY CopyTextureSubImage2D(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY CopyTextureSubImage3D(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY CreateBuffers(GLsizei n, GLuint *buffers);
ANGLE_EXPORT void GL_APIENTRY CreateFramebuffers(GLsizei n, GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY CreateProgramPipelines(GLsizei n, GLuint *pipelines);
ANGLE_EXPORT void GL_APIENTRY CreateQueries(GLenum target, GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY CreateRenderbuffers(GLsizei n, GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY CreateSamplers(GLsizei n, GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY CreateTextures(GLenum target, GLsizei n, GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY CreateTransformFeedbacks(GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY CreateVertexArrays(GLsizei n, GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY DisableVertexArrayAttrib(GLuint vaobj, GLuint index);
ANGLE_EXPORT void GL_APIENTRY EnableVertexArrayAttrib(GLuint vaobj, GLuint index);
ANGLE_EXPORT void GL_APIENTRY FlushMappedNamedBufferRange(GLuint buffer,
GLintptr offset,
GLsizeiptr length);
ANGLE_EXPORT void GL_APIENTRY GenerateTextureMipmap(GLuint texture);
ANGLE_EXPORT void GL_APIENTRY GetCompressedTextureImage(GLuint texture,
GLint level,
GLsizei bufSize,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY GetCompressedTextureSubImage(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLsizei bufSize,
void *pixels);
ANGLE_EXPORT GLenum GL_APIENTRY GetGraphicsResetStatus();
ANGLE_EXPORT void GL_APIENTRY GetNamedBufferParameteri64v(GLuint buffer,
GLenum pname,
GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetNamedBufferParameteriv(GLuint buffer, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetNamedBufferPointerv(GLuint buffer, GLenum pname, void **params);
ANGLE_EXPORT void GL_APIENTRY GetNamedBufferSubData(GLuint buffer,
GLintptr offset,
GLsizeiptr size,
void *data);
ANGLE_EXPORT void GL_APIENTRY GetNamedFramebufferAttachmentParameteriv(GLuint framebuffer,
GLenum attachment,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetNamedFramebufferParameteriv(GLuint framebuffer,
GLenum pname,
GLint *param);
ANGLE_EXPORT void GL_APIENTRY GetNamedRenderbufferParameteriv(GLuint renderbuffer,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryBufferObjecti64v(GLuint id,
GLuint buffer,
GLenum pname,
GLintptr offset);
ANGLE_EXPORT void GL_APIENTRY GetQueryBufferObjectiv(GLuint id,
GLuint buffer,
GLenum pname,
GLintptr offset);
ANGLE_EXPORT void GL_APIENTRY GetQueryBufferObjectui64v(GLuint id,
GLuint buffer,
GLenum pname,
GLintptr offset);
ANGLE_EXPORT void GL_APIENTRY GetQueryBufferObjectuiv(GLuint id,
GLuint buffer,
GLenum pname,
GLintptr offset);
ANGLE_EXPORT void GL_APIENTRY GetTextureImage(GLuint texture,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY GetTextureLevelParameterfv(GLuint texture,
GLint level,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetTextureLevelParameteriv(GLuint texture,
GLint level,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTextureParameterIiv(GLuint texture, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTextureParameterIuiv(GLuint texture, GLenum pname, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetTextureParameterfv(GLuint texture, GLenum pname, GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetTextureParameteriv(GLuint texture, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTextureSubImage(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY GetTransformFeedbacki64_v(GLuint xfb,
GLenum pname,
GLuint index,
GLint64 *param);
ANGLE_EXPORT void GL_APIENTRY GetTransformFeedbacki_v(GLuint xfb,
GLenum pname,
GLuint index,
GLint *param);
ANGLE_EXPORT void GL_APIENTRY GetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param);
ANGLE_EXPORT void GL_APIENTRY GetVertexArrayIndexed64iv(GLuint vaobj,
GLuint index,
GLenum pname,
GLint64 *param);
ANGLE_EXPORT void GL_APIENTRY GetVertexArrayIndexediv(GLuint vaobj,
GLuint index,
GLenum pname,
GLint *param);
ANGLE_EXPORT void GL_APIENTRY GetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param);
ANGLE_EXPORT void GL_APIENTRY
GetnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table);
ANGLE_EXPORT void GL_APIENTRY GetnCompressedTexImage(GLenum target,
GLint lod,
GLsizei bufSize,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY
GetnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image);
ANGLE_EXPORT void GL_APIENTRY GetnHistogram(GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values);
ANGLE_EXPORT void GL_APIENTRY GetnMapdv(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY GetnMapfv(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY GetnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v);
ANGLE_EXPORT void GL_APIENTRY GetnMinmax(GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values);
ANGLE_EXPORT void GL_APIENTRY GetnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values);
ANGLE_EXPORT void GL_APIENTRY GetnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values);
ANGLE_EXPORT void GL_APIENTRY GetnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values);
ANGLE_EXPORT void GL_APIENTRY GetnPolygonStipple(GLsizei bufSize, GLubyte *pattern);
ANGLE_EXPORT void GL_APIENTRY GetnSeparableFilter(GLenum target,
GLenum format,
GLenum type,
GLsizei rowBufSize,
void *row,
GLsizei columnBufSize,
void *column,
void *span);
ANGLE_EXPORT void GL_APIENTRY
GetnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels);
ANGLE_EXPORT void GL_APIENTRY GetnUniformdv(GLuint program,
GLint location,
GLsizei bufSize,
GLdouble *params);
ANGLE_EXPORT void GL_APIENTRY GetnUniformfv(GLuint program,
GLint location,
GLsizei bufSize,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetnUniformiv(GLuint program,
GLint location,
GLsizei bufSize,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetnUniformuiv(GLuint program,
GLint location,
GLsizei bufSize,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY InvalidateNamedFramebufferData(GLuint framebuffer,
GLsizei numAttachments,
const GLenum *attachments);
ANGLE_EXPORT void GL_APIENTRY InvalidateNamedFramebufferSubData(GLuint framebuffer,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void *GL_APIENTRY MapNamedBuffer(GLuint buffer, GLenum access);
ANGLE_EXPORT void *GL_APIENTRY MapNamedBufferRange(GLuint buffer,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
ANGLE_EXPORT void GL_APIENTRY MemoryBarrierByRegion(GLbitfield barriers);
ANGLE_EXPORT void GL_APIENTRY NamedBufferData(GLuint buffer,
GLsizeiptr size,
const void *data,
GLenum usage);
ANGLE_EXPORT void GL_APIENTRY NamedBufferStorage(GLuint buffer,
GLsizeiptr size,
const void *data,
GLbitfield flags);
ANGLE_EXPORT void GL_APIENTRY NamedBufferSubData(GLuint buffer,
GLintptr offset,
GLsizeiptr size,
const void *data);
ANGLE_EXPORT void GL_APIENTRY NamedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf);
ANGLE_EXPORT void GL_APIENTRY NamedFramebufferDrawBuffers(GLuint framebuffer,
GLsizei n,
const GLenum *bufs);
ANGLE_EXPORT void GL_APIENTRY NamedFramebufferParameteri(GLuint framebuffer,
GLenum pname,
GLint param);
ANGLE_EXPORT void GL_APIENTRY NamedFramebufferReadBuffer(GLuint framebuffer, GLenum src);
ANGLE_EXPORT void GL_APIENTRY NamedFramebufferRenderbuffer(GLuint framebuffer,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY NamedFramebufferTexture(GLuint framebuffer,
GLenum attachment,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY NamedFramebufferTextureLayer(GLuint framebuffer,
GLenum attachment,
GLuint texture,
GLint level,
GLint layer);
ANGLE_EXPORT void GL_APIENTRY NamedRenderbufferStorage(GLuint renderbuffer,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY NamedRenderbufferStorageMultisample(GLuint renderbuffer,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY ReadnPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
void *data);
ANGLE_EXPORT void GL_APIENTRY TextureBarrier();
ANGLE_EXPORT void GL_APIENTRY TextureBuffer(GLuint texture, GLenum internalformat, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY TextureBufferRange(GLuint texture,
GLenum internalformat,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY TextureParameterIiv(GLuint texture,
GLenum pname,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY TextureParameterIuiv(GLuint texture,
GLenum pname,
const GLuint *params);
ANGLE_EXPORT void GL_APIENTRY TextureParameterf(GLuint texture, GLenum pname, GLfloat param);
ANGLE_EXPORT void GL_APIENTRY TextureParameterfv(GLuint texture,
GLenum pname,
const GLfloat *param);
ANGLE_EXPORT void GL_APIENTRY TextureParameteri(GLuint texture, GLenum pname, GLint param);
ANGLE_EXPORT void GL_APIENTRY TextureParameteriv(GLuint texture, GLenum pname, const GLint *param);
ANGLE_EXPORT void GL_APIENTRY TextureStorage1D(GLuint texture,
GLsizei levels,
GLenum internalformat,
GLsizei width);
ANGLE_EXPORT void GL_APIENTRY TextureStorage2D(GLuint texture,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY TextureStorage2DMultisample(GLuint texture,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY TextureStorage3D(GLuint texture,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
ANGLE_EXPORT void GL_APIENTRY TextureStorage3DMultisample(GLuint texture,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY TextureSubImage1D(GLuint texture,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY TextureSubImage2D(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY TextureSubImage3D(GLuint texture,
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 TransformFeedbackBufferBase(GLuint xfb, GLuint index, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY TransformFeedbackBufferRange(GLuint xfb,
GLuint index,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
ANGLE_EXPORT GLboolean GL_APIENTRY UnmapNamedBuffer(GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY VertexArrayAttribBinding(GLuint vaobj,
GLuint attribindex,
GLuint bindingindex);
ANGLE_EXPORT void GL_APIENTRY VertexArrayAttribFormat(GLuint vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeoffset);
ANGLE_EXPORT void GL_APIENTRY VertexArrayAttribIFormat(GLuint vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
ANGLE_EXPORT void GL_APIENTRY VertexArrayAttribLFormat(GLuint vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
ANGLE_EXPORT void GL_APIENTRY VertexArrayBindingDivisor(GLuint vaobj,
GLuint bindingindex,
GLuint divisor);
ANGLE_EXPORT void GL_APIENTRY VertexArrayElementBuffer(GLuint vaobj, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY VertexArrayVertexBuffer(GLuint vaobj,
GLuint bindingindex,
GLuint buffer,
GLintptr offset,
GLsizei stride);
ANGLE_EXPORT void GL_APIENTRY VertexArrayVertexBuffers(GLuint vaobj,
GLuint first,
GLsizei count,
const GLuint *buffers,
const GLintptr *offsets,
const GLsizei *strides);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_4_5_AUTOGEN_H_