blob: 27273f19035c7d9be5069f70f98cff46d46b191b [file] [log] [blame]
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.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.
//
// libGLESv2.cpp: Implements the exported OpenGL ES functions.
#include "angle_gl.h"
#include "libGLESv2/entry_points_gles_1_0_autogen.h"
#include "libGLESv2/entry_points_gles_2_0_autogen.h"
#include "libGLESv2/entry_points_gles_3_0_autogen.h"
#include "libGLESv2/entry_points_gles_3_1_autogen.h"
#include "libGLESv2/entry_points_gles_3_2_autogen.h"
#include "libGLESv2/entry_points_gles_ext_autogen.h"
#include "common/event_tracer.h"
extern "C" {
// OpenGL ES 2.0
void GL_APIENTRY glActiveTexture(GLenum texture)
{
return gl::ActiveTexture(texture);
}
void GL_APIENTRY glAttachShader(GLuint program, GLuint shader)
{
return gl::AttachShader(program, shader);
}
void GL_APIENTRY glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
{
return gl::BindAttribLocation(program, index, name);
}
void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer)
{
return gl::BindBuffer(target, buffer);
}
void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer)
{
return gl::BindFramebuffer(target, framebuffer);
}
void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer)
{
return gl::BindRenderbuffer(target, renderbuffer);
}
void GL_APIENTRY glBindTexture(GLenum target, GLuint texture)
{
return gl::BindTexture(target, texture);
}
void GL_APIENTRY glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
return gl::BlendColor(red, green, blue, alpha);
}
void GL_APIENTRY glBlendEquation(GLenum mode)
{
return gl::BlendEquation(mode);
}
void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{
return gl::BlendEquationSeparate(modeRGB, modeAlpha);
}
void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor)
{
return gl::BlendFunc(sfactor, dfactor);
}
void GL_APIENTRY glBlendFuncSeparate(GLenum sfactorRGB,
GLenum dfactorRGB,
GLenum sfactorAlpha,
GLenum dfactorAlpha)
{
return gl::BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
}
void GL_APIENTRY glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage)
{
return gl::BufferData(target, size, data, usage);
}
void GL_APIENTRY glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data)
{
return gl::BufferSubData(target, offset, size, data);
}
GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target)
{
return gl::CheckFramebufferStatus(target);
}
void GL_APIENTRY glClear(GLbitfield mask)
{
return gl::Clear(mask);
}
void GL_APIENTRY glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
return gl::ClearColor(red, green, blue, alpha);
}
void GL_APIENTRY glClearDepthf(GLfloat d)
{
return gl::ClearDepthf(d);
}
void GL_APIENTRY glClearStencil(GLint s)
{
return gl::ClearStencil(s);
}
void GL_APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
return gl::ColorMask(red, green, blue, alpha);
}
void GL_APIENTRY glCompileShader(GLuint shader)
{
return gl::CompileShader(shader);
}
void GL_APIENTRY glCompressedTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void *data)
{
return gl::CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize,
data);
}
void GL_APIENTRY glCompressedTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data)
{
return gl::CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format,
imageSize, data);
}
void GL_APIENTRY glCopyTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border)
{
return gl::CopyTexImage2D(target, level, internalformat, x, y, width, height, border);
}
void GL_APIENTRY glCopyTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
return gl::CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}
GLuint GL_APIENTRY glCreateProgram()
{
return gl::CreateProgram();
}
GLuint GL_APIENTRY glCreateShader(GLenum type)
{
return gl::CreateShader(type);
}
void GL_APIENTRY glCullFace(GLenum mode)
{
return gl::CullFace(mode);
}
void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint *buffers)
{
return gl::DeleteBuffers(n, buffers);
}
void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
{
return gl::DeleteFramebuffers(n, framebuffers);
}
void GL_APIENTRY glDeleteProgram(GLuint program)
{
return gl::DeleteProgram(program);
}
void GL_APIENTRY glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
{
return gl::DeleteRenderbuffers(n, renderbuffers);
}
void GL_APIENTRY glDeleteShader(GLuint shader)
{
return gl::DeleteShader(shader);
}
void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint *textures)
{
return gl::DeleteTextures(n, textures);
}
void GL_APIENTRY glDepthFunc(GLenum func)
{
return gl::DepthFunc(func);
}
void GL_APIENTRY glDepthMask(GLboolean flag)
{
return gl::DepthMask(flag);
}
void GL_APIENTRY glDepthRangef(GLfloat n, GLfloat f)
{
return gl::DepthRangef(n, f);
}
void GL_APIENTRY glDetachShader(GLuint program, GLuint shader)
{
return gl::DetachShader(program, shader);
}
void GL_APIENTRY glDisable(GLenum cap)
{
return gl::Disable(cap);
}
void GL_APIENTRY glDisableVertexAttribArray(GLuint index)
{
return gl::DisableVertexAttribArray(index);
}
void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count)
{
return gl::DrawArrays(mode, first, count);
}
void GL_APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
{
return gl::DrawElements(mode, count, type, indices);
}
void GL_APIENTRY glEnable(GLenum cap)
{
return gl::Enable(cap);
}
void GL_APIENTRY glEnableVertexAttribArray(GLuint index)
{
return gl::EnableVertexAttribArray(index);
}
void GL_APIENTRY glFinish()
{
return gl::Finish();
}
void GL_APIENTRY glFlush()
{
return gl::Flush();
}
void GL_APIENTRY glFramebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer)
{
return gl::FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
}
void GL_APIENTRY glFramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level)
{
return gl::FramebufferTexture2D(target, attachment, textarget, texture, level);
}
void GL_APIENTRY glFrontFace(GLenum mode)
{
return gl::FrontFace(mode);
}
void GL_APIENTRY glGenBuffers(GLsizei n, GLuint *buffers)
{
return gl::GenBuffers(n, buffers);
}
void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint *framebuffers)
{
return gl::GenFramebuffers(n, framebuffers);
}
void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
{
return gl::GenRenderbuffers(n, renderbuffers);
}
void GL_APIENTRY glGenTextures(GLsizei n, GLuint *textures)
{
return gl::GenTextures(n, textures);
}
void GL_APIENTRY glGenerateMipmap(GLenum target)
{
return gl::GenerateMipmap(target);
}
void GL_APIENTRY glGetActiveAttrib(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name)
{
return gl::GetActiveAttrib(program, index, bufSize, length, size, type, name);
}
void GL_APIENTRY glGetActiveUniform(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name)
{
return gl::GetActiveUniform(program, index, bufSize, length, size, type, name);
}
void GL_APIENTRY glGetAttachedShaders(GLuint program,
GLsizei maxCount,
GLsizei *count,
GLuint *shaders)
{
return gl::GetAttachedShaders(program, maxCount, count, shaders);
}
GLint GL_APIENTRY glGetAttribLocation(GLuint program, const GLchar *name)
{
return gl::GetAttribLocation(program, name);
}
void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean *data)
{
return gl::GetBooleanv(pname, data);
}
void GL_APIENTRY glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
return gl::GetBufferParameteriv(target, pname, params);
}
GLenum GL_APIENTRY glGetError()
{
return gl::GetError();
}
void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat *data)
{
return gl::GetFloatv(pname, data);
}
void GL_APIENTRY glGetFramebufferAttachmentParameteriv(GLenum target,
GLenum attachment,
GLenum pname,
GLint *params)
{
return gl::GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
}
void GL_APIENTRY glGetIntegerv(GLenum pname, GLint *data)
{
return gl::GetIntegerv(pname, data);
}
void GL_APIENTRY glGetProgramInfoLog(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog)
{
return gl::GetProgramInfoLog(program, bufSize, length, infoLog);
}
void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint *params)
{
return gl::GetProgramiv(program, pname, params);
}
void GL_APIENTRY glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
return gl::GetRenderbufferParameteriv(target, pname, params);
}
void GL_APIENTRY glGetShaderInfoLog(GLuint shader,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog)
{
return gl::GetShaderInfoLog(shader, bufSize, length, infoLog);
}
void GL_APIENTRY glGetShaderPrecisionFormat(GLenum shadertype,
GLenum precisiontype,
GLint *range,
GLint *precision)
{
return gl::GetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
}
void GL_APIENTRY glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
{
return gl::GetShaderSource(shader, bufSize, length, source);
}
void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
{
return gl::GetShaderiv(shader, pname, params);
}
const GLubyte *GL_APIENTRY glGetString(GLenum name)
{
return gl::GetString(name);
}
void GL_APIENTRY glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
{
return gl::GetTexParameterfv(target, pname, params);
}
void GL_APIENTRY glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
{
return gl::GetTexParameteriv(target, pname, params);
}
GLint GL_APIENTRY glGetUniformLocation(GLuint program, const GLchar *name)
{
return gl::GetUniformLocation(program, name);
}
void GL_APIENTRY glGetUniformfv(GLuint program, GLint location, GLfloat *params)
{
return gl::GetUniformfv(program, location, params);
}
void GL_APIENTRY glGetUniformiv(GLuint program, GLint location, GLint *params)
{
return gl::GetUniformiv(program, location, params);
}
void GL_APIENTRY glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer)
{
return gl::GetVertexAttribPointerv(index, pname, pointer);
}
void GL_APIENTRY glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
{
return gl::GetVertexAttribfv(index, pname, params);
}
void GL_APIENTRY glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
{
return gl::GetVertexAttribiv(index, pname, params);
}
void GL_APIENTRY glHint(GLenum target, GLenum mode)
{
return gl::Hint(target, mode);
}
GLboolean GL_APIENTRY glIsBuffer(GLuint buffer)
{
return gl::IsBuffer(buffer);
}
GLboolean GL_APIENTRY glIsEnabled(GLenum cap)
{
return gl::IsEnabled(cap);
}
GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer)
{
return gl::IsFramebuffer(framebuffer);
}
GLboolean GL_APIENTRY glIsProgram(GLuint program)
{
return gl::IsProgram(program);
}
GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer)
{
return gl::IsRenderbuffer(renderbuffer);
}
GLboolean GL_APIENTRY glIsShader(GLuint shader)
{
return gl::IsShader(shader);
}
GLboolean GL_APIENTRY glIsTexture(GLuint texture)
{
return gl::IsTexture(texture);
}
void GL_APIENTRY glLineWidth(GLfloat width)
{
return gl::LineWidth(width);
}
void GL_APIENTRY glLinkProgram(GLuint program)
{
return gl::LinkProgram(program);
}
void GL_APIENTRY glPixelStorei(GLenum pname, GLint param)
{
return gl::PixelStorei(pname, param);
}
void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units)
{
return gl::PolygonOffset(factor, units);
}
void GL_APIENTRY glReadPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
void *pixels)
{
return gl::ReadPixels(x, y, width, height, format, type, pixels);
}
void GL_APIENTRY glReleaseShaderCompiler()
{
return gl::ReleaseShaderCompiler();
}
void GL_APIENTRY glRenderbufferStorage(GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
return gl::RenderbufferStorage(target, internalformat, width, height);
}
void GL_APIENTRY glSampleCoverage(GLfloat value, GLboolean invert)
{
return gl::SampleCoverage(value, invert);
}
void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
return gl::Scissor(x, y, width, height);
}
void GL_APIENTRY glShaderBinary(GLsizei count,
const GLuint *shaders,
GLenum binaryformat,
const void *binary,
GLsizei length)
{
return gl::ShaderBinary(count, shaders, binaryformat, binary, length);
}
void GL_APIENTRY glShaderSource(GLuint shader,
GLsizei count,
const GLchar *const *string,
const GLint *length)
{
return gl::ShaderSource(shader, count, string, length);
}
void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask)
{
return gl::StencilFunc(func, ref, mask);
}
void GL_APIENTRY glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
return gl::StencilFuncSeparate(face, func, ref, mask);
}
void GL_APIENTRY glStencilMask(GLuint mask)
{
return gl::StencilMask(mask);
}
void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask)
{
return gl::StencilMaskSeparate(face, mask);
}
void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
return gl::StencilOp(fail, zfail, zpass);
}
void GL_APIENTRY glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
{
return gl::StencilOpSeparate(face, sfail, dpfail, dppass);
}
void GL_APIENTRY glTexImage2D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const void *pixels)
{
return gl::TexImage2D(target, level, internalformat, width, height, border, format, type,
pixels);
}
void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param)
{
return gl::TexParameterf(target, pname, param);
}
void GL_APIENTRY glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
{
return gl::TexParameterfv(target, pname, params);
}
void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param)
{
return gl::TexParameteri(target, pname, param);
}
void GL_APIENTRY glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
{
return gl::TexParameteriv(target, pname, params);
}
void GL_APIENTRY glTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels)
{
return gl::TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}
void GL_APIENTRY glUniform1f(GLint location, GLfloat v0)
{
return gl::Uniform1f(location, v0);
}
void GL_APIENTRY glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
{
return gl::Uniform1fv(location, count, value);
}
void GL_APIENTRY glUniform1i(GLint location, GLint v0)
{
return gl::Uniform1i(location, v0);
}
void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint *value)
{
return gl::Uniform1iv(location, count, value);
}
void GL_APIENTRY glUniform2f(GLint location, GLfloat v0, GLfloat v1)
{
return gl::Uniform2f(location, v0, v1);
}
void GL_APIENTRY glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
{
return gl::Uniform2fv(location, count, value);
}
void GL_APIENTRY glUniform2i(GLint location, GLint v0, GLint v1)
{
return gl::Uniform2i(location, v0, v1);
}
void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint *value)
{
return gl::Uniform2iv(location, count, value);
}
void GL_APIENTRY glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
return gl::Uniform3f(location, v0, v1, v2);
}
void GL_APIENTRY glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
{
return gl::Uniform3fv(location, count, value);
}
void GL_APIENTRY glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
{
return gl::Uniform3i(location, v0, v1, v2);
}
void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint *value)
{
return gl::Uniform3iv(location, count, value);
}
void GL_APIENTRY glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
return gl::Uniform4f(location, v0, v1, v2, v3);
}
void GL_APIENTRY glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
{
return gl::Uniform4fv(location, count, value);
}
void GL_APIENTRY glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
return gl::Uniform4i(location, v0, v1, v2, v3);
}
void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint *value)
{
return gl::Uniform4iv(location, count, value);
}
void GL_APIENTRY glUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix2fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix3fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix4fv(location, count, transpose, value);
}
void GL_APIENTRY glUseProgram(GLuint program)
{
return gl::UseProgram(program);
}
void GL_APIENTRY glValidateProgram(GLuint program)
{
return gl::ValidateProgram(program);
}
void GL_APIENTRY glVertexAttrib1f(GLuint index, GLfloat x)
{
return gl::VertexAttrib1f(index, x);
}
void GL_APIENTRY glVertexAttrib1fv(GLuint index, const GLfloat *v)
{
return gl::VertexAttrib1fv(index, v);
}
void GL_APIENTRY glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
{
return gl::VertexAttrib2f(index, x, y);
}
void GL_APIENTRY glVertexAttrib2fv(GLuint index, const GLfloat *v)
{
return gl::VertexAttrib2fv(index, v);
}
void GL_APIENTRY glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
{
return gl::VertexAttrib3f(index, x, y, z);
}
void GL_APIENTRY glVertexAttrib3fv(GLuint index, const GLfloat *v)
{
return gl::VertexAttrib3fv(index, v);
}
void GL_APIENTRY glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
return gl::VertexAttrib4f(index, x, y, z, w);
}
void GL_APIENTRY glVertexAttrib4fv(GLuint index, const GLfloat *v)
{
return gl::VertexAttrib4fv(index, v);
}
void GL_APIENTRY glVertexAttribPointer(GLuint index,
GLint size,
GLenum type,
GLboolean normalized,
GLsizei stride,
const void *pointer)
{
return gl::VertexAttribPointer(index, size, type, normalized, stride, pointer);
}
void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
return gl::Viewport(x, y, width, height);
}
// OpenGL ES 3.0
void GL_APIENTRY glBeginQuery(GLenum target, GLuint id)
{
return gl::BeginQuery(target, id);
}
void GL_APIENTRY glBeginTransformFeedback(GLenum primitiveMode)
{
return gl::BeginTransformFeedback(primitiveMode);
}
void GL_APIENTRY glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
{
return gl::BindBufferBase(target, index, buffer);
}
void GL_APIENTRY
glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
{
return gl::BindBufferRange(target, index, buffer, offset, size);
}
void GL_APIENTRY glBindSampler(GLuint unit, GLuint sampler)
{
return gl::BindSampler(unit, sampler);
}
void GL_APIENTRY glBindTransformFeedback(GLenum target, GLuint id)
{
return gl::BindTransformFeedback(target, id);
}
void GL_APIENTRY glBindVertexArray(GLuint array)
{
return gl::BindVertexArray(array);
}
void GL_APIENTRY glBlitFramebuffer(GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter)
{
return gl::BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask,
filter);
}
void GL_APIENTRY glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
{
return gl::ClearBufferfi(buffer, drawbuffer, depth, stencil);
}
void GL_APIENTRY glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
{
return gl::ClearBufferfv(buffer, drawbuffer, value);
}
void GL_APIENTRY glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
{
return gl::ClearBufferiv(buffer, drawbuffer, value);
}
void GL_APIENTRY glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
{
return gl::ClearBufferuiv(buffer, drawbuffer, value);
}
GLenum GL_APIENTRY glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
return gl::ClientWaitSync(sync, flags, timeout);
}
void GL_APIENTRY glCompressedTexImage3D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data)
{
return gl::CompressedTexImage3D(target, level, internalformat, width, height, depth, border,
imageSize, data);
}
void GL_APIENTRY glCompressedTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data)
{
return gl::CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height,
depth, format, imageSize, data);
}
void GL_APIENTRY glCopyBufferSubData(GLenum readTarget,
GLenum writeTarget,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size)
{
return gl::CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
}
void GL_APIENTRY glCopyTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
return gl::CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
}
void GL_APIENTRY glDeleteQueries(GLsizei n, const GLuint *ids)
{
return gl::DeleteQueries(n, ids);
}
void GL_APIENTRY glDeleteSamplers(GLsizei count, const GLuint *samplers)
{
return gl::DeleteSamplers(count, samplers);
}
void GL_APIENTRY glDeleteSync(GLsync sync)
{
return gl::DeleteSync(sync);
}
void GL_APIENTRY glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
{
return gl::DeleteTransformFeedbacks(n, ids);
}
void GL_APIENTRY glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
{
return gl::DeleteVertexArrays(n, arrays);
}
void GL_APIENTRY glDrawArraysInstanced(GLenum mode,
GLint first,
GLsizei count,
GLsizei instancecount)
{
return gl::DrawArraysInstanced(mode, first, count, instancecount);
}
void GL_APIENTRY glDrawBuffers(GLsizei n, const GLenum *bufs)
{
return gl::DrawBuffers(n, bufs);
}
void GL_APIENTRY glDrawElementsInstanced(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount)
{
return gl::DrawElementsInstanced(mode, count, type, indices, instancecount);
}
void GL_APIENTRY glDrawRangeElements(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices)
{
return gl::DrawRangeElements(mode, start, end, count, type, indices);
}
void GL_APIENTRY glEndQuery(GLenum target)
{
return gl::EndQuery(target);
}
void GL_APIENTRY glEndTransformFeedback()
{
return gl::EndTransformFeedback();
}
GLsync GL_APIENTRY glFenceSync(GLenum condition, GLbitfield flags)
{
return gl::FenceSync(condition, flags);
}
void GL_APIENTRY glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
{
return gl::FlushMappedBufferRange(target, offset, length);
}
void GL_APIENTRY glFramebufferTextureLayer(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint layer)
{
return gl::FramebufferTextureLayer(target, attachment, texture, level, layer);
}
void GL_APIENTRY glGenQueries(GLsizei n, GLuint *ids)
{
return gl::GenQueries(n, ids);
}
void GL_APIENTRY glGenSamplers(GLsizei count, GLuint *samplers)
{
return gl::GenSamplers(count, samplers);
}
void GL_APIENTRY glGenTransformFeedbacks(GLsizei n, GLuint *ids)
{
return gl::GenTransformFeedbacks(n, ids);
}
void GL_APIENTRY glGenVertexArrays(GLsizei n, GLuint *arrays)
{
return gl::GenVertexArrays(n, arrays);
}
void GL_APIENTRY glGetActiveUniformBlockName(GLuint program,
GLuint uniformBlockIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformBlockName)
{
return gl::GetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length,
uniformBlockName);
}
void GL_APIENTRY glGetActiveUniformBlockiv(GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLint *params)
{
return gl::GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
}
void GL_APIENTRY glGetActiveUniformsiv(GLuint program,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params)
{
return gl::GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);
}
void GL_APIENTRY glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
{
return gl::GetBufferParameteri64v(target, pname, params);
}
void GL_APIENTRY glGetBufferPointerv(GLenum target, GLenum pname, void **params)
{
return gl::GetBufferPointerv(target, pname, params);
}
GLint GL_APIENTRY glGetFragDataLocation(GLuint program, const GLchar *name)
{
return gl::GetFragDataLocation(program, name);
}
void GL_APIENTRY glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
{
return gl::GetInteger64i_v(target, index, data);
}
void GL_APIENTRY glGetInteger64v(GLenum pname, GLint64 *data)
{
return gl::GetInteger64v(pname, data);
}
void GL_APIENTRY glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
{
return gl::GetIntegeri_v(target, index, data);
}
void GL_APIENTRY glGetInternalformativ(GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLint *params)
{
return gl::GetInternalformativ(target, internalformat, pname, bufSize, params);
}
void GL_APIENTRY glGetProgramBinary(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary)
{
return gl::GetProgramBinary(program, bufSize, length, binaryFormat, binary);
}
void GL_APIENTRY glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
{
return gl::GetQueryObjectuiv(id, pname, params);
}
void GL_APIENTRY glGetQueryiv(GLenum target, GLenum pname, GLint *params)
{
return gl::GetQueryiv(target, pname, params);
}
void GL_APIENTRY glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
{
return gl::GetSamplerParameterfv(sampler, pname, params);
}
void GL_APIENTRY glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
{
return gl::GetSamplerParameteriv(sampler, pname, params);
}
const GLubyte *GL_APIENTRY glGetStringi(GLenum name, GLuint index)
{
return gl::GetStringi(name, index);
}
void GL_APIENTRY
glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
{
return gl::GetSynciv(sync, pname, bufSize, length, values);
}
void GL_APIENTRY glGetTransformFeedbackVarying(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name)
{
return gl::GetTransformFeedbackVarying(program, index, bufSize, length, size, type, name);
}
GLuint GL_APIENTRY glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
{
return gl::GetUniformBlockIndex(program, uniformBlockName);
}
void GL_APIENTRY glGetUniformIndices(GLuint program,
GLsizei uniformCount,
const GLchar *const *uniformNames,
GLuint *uniformIndices)
{
return gl::GetUniformIndices(program, uniformCount, uniformNames, uniformIndices);
}
void GL_APIENTRY glGetUniformuiv(GLuint program, GLint location, GLuint *params)
{
return gl::GetUniformuiv(program, location, params);
}
void GL_APIENTRY glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
{
return gl::GetVertexAttribIiv(index, pname, params);
}
void GL_APIENTRY glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
{
return gl::GetVertexAttribIuiv(index, pname, params);
}
void GL_APIENTRY glInvalidateFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments)
{
return gl::InvalidateFramebuffer(target, numAttachments, attachments);
}
void GL_APIENTRY glInvalidateSubFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
return gl::InvalidateSubFramebuffer(target, numAttachments, attachments, x, y, width, height);
}
GLboolean GL_APIENTRY glIsQuery(GLuint id)
{
return gl::IsQuery(id);
}
GLboolean GL_APIENTRY glIsSampler(GLuint sampler)
{
return gl::IsSampler(sampler);
}
GLboolean GL_APIENTRY glIsSync(GLsync sync)
{
return gl::IsSync(sync);
}
GLboolean GL_APIENTRY glIsTransformFeedback(GLuint id)
{
return gl::IsTransformFeedback(id);
}
GLboolean GL_APIENTRY glIsVertexArray(GLuint array)
{
return gl::IsVertexArray(array);
}
void *GL_APIENTRY glMapBufferRange(GLenum target,
GLintptr offset,
GLsizeiptr length,
GLbitfield access)
{
return gl::MapBufferRange(target, offset, length, access);
}
void GL_APIENTRY glPauseTransformFeedback()
{
return gl::PauseTransformFeedback();
}
void GL_APIENTRY glProgramBinary(GLuint program,
GLenum binaryFormat,
const void *binary,
GLsizei length)
{
return gl::ProgramBinary(program, binaryFormat, binary, length);
}
void GL_APIENTRY glProgramParameteri(GLuint program, GLenum pname, GLint value)
{
return gl::ProgramParameteri(program, pname, value);
}
void GL_APIENTRY glReadBuffer(GLenum src)
{
return gl::ReadBuffer(src);
}
void GL_APIENTRY glRenderbufferStorageMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
return gl::RenderbufferStorageMultisample(target, samples, internalformat, width, height);
}
void GL_APIENTRY glResumeTransformFeedback()
{
return gl::ResumeTransformFeedback();
}
void GL_APIENTRY glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
{
return gl::SamplerParameterf(sampler, pname, param);
}
void GL_APIENTRY glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
{
return gl::SamplerParameterfv(sampler, pname, param);
}
void GL_APIENTRY glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
{
return gl::SamplerParameteri(sampler, pname, param);
}
void GL_APIENTRY glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
{
return gl::SamplerParameteriv(sampler, pname, param);
}
void GL_APIENTRY glTexImage3D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void *pixels)
{
return gl::TexImage3D(target, level, internalformat, width, height, depth, border, format, type,
pixels);
}
void GL_APIENTRY
glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
{
return gl::TexStorage2D(target, levels, internalformat, width, height);
}
void GL_APIENTRY glTexStorage3D(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth)
{
return gl::TexStorage3D(target, levels, internalformat, width, height, depth);
}
void GL_APIENTRY glTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels)
{
return gl::TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format,
type, pixels);
}
void GL_APIENTRY glTransformFeedbackVaryings(GLuint program,
GLsizei count,
const GLchar *const *varyings,
GLenum bufferMode)
{
return gl::TransformFeedbackVaryings(program, count, varyings, bufferMode);
}
void GL_APIENTRY glUniform1ui(GLint location, GLuint v0)
{
return gl::Uniform1ui(location, v0);
}
void GL_APIENTRY glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
{
return gl::Uniform1uiv(location, count, value);
}
void GL_APIENTRY glUniform2ui(GLint location, GLuint v0, GLuint v1)
{
return gl::Uniform2ui(location, v0, v1);
}
void GL_APIENTRY glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
{
return gl::Uniform2uiv(location, count, value);
}
void GL_APIENTRY glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
{
return gl::Uniform3ui(location, v0, v1, v2);
}
void GL_APIENTRY glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
{
return gl::Uniform3uiv(location, count, value);
}
void GL_APIENTRY glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
return gl::Uniform4ui(location, v0, v1, v2, v3);
}
void GL_APIENTRY glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
{
return gl::Uniform4uiv(location, count, value);
}
void GL_APIENTRY glUniformBlockBinding(GLuint program,
GLuint uniformBlockIndex,
GLuint uniformBlockBinding)
{
return gl::UniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
}
void GL_APIENTRY glUniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix2x3fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix2x4fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix3x2fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix3x4fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix4x2fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix4x3fv(location, count, transpose, value);
}
GLboolean GL_APIENTRY glUnmapBuffer(GLenum target)
{
return gl::UnmapBuffer(target);
}
void GL_APIENTRY glVertexAttribDivisor(GLuint index, GLuint divisor)
{
return gl::VertexAttribDivisor(index, divisor);
}
void GL_APIENTRY glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
{
return gl::VertexAttribI4i(index, x, y, z, w);
}
void GL_APIENTRY glVertexAttribI4iv(GLuint index, const GLint *v)
{
return gl::VertexAttribI4iv(index, v);
}
void GL_APIENTRY glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
{
return gl::VertexAttribI4ui(index, x, y, z, w);
}
void GL_APIENTRY glVertexAttribI4uiv(GLuint index, const GLuint *v)
{
return gl::VertexAttribI4uiv(index, v);
}
void GL_APIENTRY
glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
{
return gl::VertexAttribIPointer(index, size, type, stride, pointer);
}
void GL_APIENTRY glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
return gl::WaitSync(sync, flags, timeout);
}
// OpenGL ES 3.1
void GL_APIENTRY glActiveShaderProgram(GLuint pipeline, GLuint program)
{
return gl::ActiveShaderProgram(pipeline, program);
}
void GL_APIENTRY glBindImageTexture(GLuint unit,
GLuint texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format)
{
return gl::BindImageTexture(unit, texture, level, layered, layer, access, format);
}
void GL_APIENTRY glBindProgramPipeline(GLuint pipeline)
{
return gl::BindProgramPipeline(pipeline);
}
void GL_APIENTRY glBindVertexBuffer(GLuint bindingindex,
GLuint buffer,
GLintptr offset,
GLsizei stride)
{
return gl::BindVertexBuffer(bindingindex, buffer, offset, stride);
}
GLuint GL_APIENTRY glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
{
return gl::CreateShaderProgramv(type, count, strings);
}
void GL_APIENTRY glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
{
return gl::DeleteProgramPipelines(n, pipelines);
}
void GL_APIENTRY glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z)
{
return gl::DispatchCompute(num_groups_x, num_groups_y, num_groups_z);
}
void GL_APIENTRY glDispatchComputeIndirect(GLintptr indirect)
{
return gl::DispatchComputeIndirect(indirect);
}
void GL_APIENTRY glDrawArraysIndirect(GLenum mode, const void *indirect)
{
return gl::DrawArraysIndirect(mode, indirect);
}
void GL_APIENTRY glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect)
{
return gl::DrawElementsIndirect(mode, type, indirect);
}
void GL_APIENTRY glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
{
return gl::FramebufferParameteri(target, pname, param);
}
void GL_APIENTRY glGenProgramPipelines(GLsizei n, GLuint *pipelines)
{
return gl::GenProgramPipelines(n, pipelines);
}
void GL_APIENTRY glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
{
return gl::GetBooleani_v(target, index, data);
}
void GL_APIENTRY glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
return gl::GetFramebufferParameteriv(target, pname, params);
}
void GL_APIENTRY glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
{
return gl::GetMultisamplefv(pname, index, val);
}
void GL_APIENTRY glGetProgramInterfaceiv(GLuint program,
GLenum programInterface,
GLenum pname,
GLint *params)
{
return gl::GetProgramInterfaceiv(program, programInterface, pname, params);
}
void GL_APIENTRY glGetProgramPipelineInfoLog(GLuint pipeline,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog)
{
return gl::GetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog);
}
void GL_APIENTRY glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
{
return gl::GetProgramPipelineiv(pipeline, pname, params);
}
GLuint GL_APIENTRY glGetProgramResourceIndex(GLuint program,
GLenum programInterface,
const GLchar *name)
{
return gl::GetProgramResourceIndex(program, programInterface, name);
}
GLint GL_APIENTRY glGetProgramResourceLocation(GLuint program,
GLenum programInterface,
const GLchar *name)
{
return gl::GetProgramResourceLocation(program, programInterface, name);
}
void GL_APIENTRY glGetProgramResourceName(GLuint program,
GLenum programInterface,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name)
{
return gl::GetProgramResourceName(program, programInterface, index, bufSize, length, name);
}
void GL_APIENTRY glGetProgramResourceiv(GLuint program,
GLenum programInterface,
GLuint index,
GLsizei propCount,
const GLenum *props,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
return gl::GetProgramResourceiv(program, programInterface, index, propCount, props, bufSize,
length, params);
}
void GL_APIENTRY glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
{
return gl::GetTexLevelParameterfv(target, level, pname, params);
}
void GL_APIENTRY glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
{
return gl::GetTexLevelParameteriv(target, level, pname, params);
}
GLboolean GL_APIENTRY glIsProgramPipeline(GLuint pipeline)
{
return gl::IsProgramPipeline(pipeline);
}
void GL_APIENTRY glMemoryBarrier(GLbitfield barriers)
{
return gl::MemoryBarrier(barriers);
}
void GL_APIENTRY glMemoryBarrierByRegion(GLbitfield barriers)
{
return gl::MemoryBarrierByRegion(barriers);
}
void GL_APIENTRY glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
{
return gl::ProgramUniform1f(program, location, v0);
}
void GL_APIENTRY glProgramUniform1fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value)
{
return gl::ProgramUniform1fv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform1i(GLuint program, GLint location, GLint v0)
{
return gl::ProgramUniform1i(program, location, v0);
}
void GL_APIENTRY glProgramUniform1iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value)
{
return gl::ProgramUniform1iv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
{
return gl::ProgramUniform1ui(program, location, v0);
}
void GL_APIENTRY glProgramUniform1uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value)
{
return gl::ProgramUniform1uiv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
{
return gl::ProgramUniform2f(program, location, v0, v1);
}
void GL_APIENTRY glProgramUniform2fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value)
{
return gl::ProgramUniform2fv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
{
return gl::ProgramUniform2i(program, location, v0, v1);
}
void GL_APIENTRY glProgramUniform2iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value)
{
return gl::ProgramUniform2iv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
{
return gl::ProgramUniform2ui(program, location, v0, v1);
}
void GL_APIENTRY glProgramUniform2uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value)
{
return gl::ProgramUniform2uiv(program, location, count, value);
}
void GL_APIENTRY
glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
return gl::ProgramUniform3f(program, location, v0, v1, v2);
}
void GL_APIENTRY glProgramUniform3fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value)
{
return gl::ProgramUniform3fv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
{
return gl::ProgramUniform3i(program, location, v0, v1, v2);
}
void GL_APIENTRY glProgramUniform3iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value)
{
return gl::ProgramUniform3iv(program, location, count, value);
}
void GL_APIENTRY
glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
{
return gl::ProgramUniform3ui(program, location, v0, v1, v2);
}
void GL_APIENTRY glProgramUniform3uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value)
{
return gl::ProgramUniform3uiv(program, location, count, value);
}
void GL_APIENTRY
glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
return gl::ProgramUniform4f(program, location, v0, v1, v2, v3);
}
void GL_APIENTRY glProgramUniform4fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value)
{
return gl::ProgramUniform4fv(program, location, count, value);
}
void GL_APIENTRY
glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
return gl::ProgramUniform4i(program, location, v0, v1, v2, v3);
}
void GL_APIENTRY glProgramUniform4iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value)
{
return gl::ProgramUniform4iv(program, location, count, value);
}
void GL_APIENTRY
glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
return gl::ProgramUniform4ui(program, location, v0, v1, v2, v3);
}
void GL_APIENTRY glProgramUniform4uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value)
{
return gl::ProgramUniform4uiv(program, location, count, value);
}
void GL_APIENTRY glProgramUniformMatrix2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::ProgramUniformMatrix2fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix2x3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::ProgramUniformMatrix2x3fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix2x4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::ProgramUniformMatrix2x4fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::ProgramUniformMatrix3fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix3x2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::ProgramUniformMatrix3x2fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix3x4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::ProgramUniformMatrix3x4fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::ProgramUniformMatrix4fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix4x2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::ProgramUniformMatrix4x2fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix4x3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::ProgramUniformMatrix4x3fv(program, location, count, transpose, value);
}
void GL_APIENTRY glSampleMaski(GLuint maskNumber, GLbitfield mask)
{
return gl::SampleMaski(maskNumber, mask);
}
void GL_APIENTRY glTexStorage2DMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations)
{
return gl::TexStorage2DMultisample(target, samples, internalformat, width, height,
fixedsamplelocations);
}
void GL_APIENTRY glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
{
return gl::UseProgramStages(pipeline, stages, program);
}
void GL_APIENTRY glValidateProgramPipeline(GLuint pipeline)
{
return gl::ValidateProgramPipeline(pipeline);
}
void GL_APIENTRY glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
{
return gl::VertexAttribBinding(attribindex, bindingindex);
}
void GL_APIENTRY glVertexAttribFormat(GLuint attribindex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeoffset)
{
return gl::VertexAttribFormat(attribindex, size, type, normalized, relativeoffset);
}
void GL_APIENTRY glVertexAttribIFormat(GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset)
{
return gl::VertexAttribIFormat(attribindex, size, type, relativeoffset);
}
void GL_APIENTRY glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
{
return gl::VertexBindingDivisor(bindingindex, divisor);
}
// OpenGL ES 3.2
void GL_APIENTRY glBlendBarrier()
{
return gl::BlendBarrier();
}
void GL_APIENTRY glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
{
return gl::BlendEquationSeparatei(buf, modeRGB, modeAlpha);
}
void GL_APIENTRY glBlendEquationi(GLuint buf, GLenum mode)
{
return gl::BlendEquationi(buf, mode);
}
void GL_APIENTRY
glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
{
return gl::BlendFuncSeparatei(buf, srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void GL_APIENTRY glBlendFunci(GLuint buf, GLenum src, GLenum dst)
{
return gl::BlendFunci(buf, src, dst);
}
void GL_APIENTRY glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
{
return gl::ColorMaski(index, r, g, b, a);
}
void GL_APIENTRY glCopyImageSubData(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)
{
return gl::CopyImageSubData(srcName, srcTarget, srcLevel, srcX, srcY, srcZ, dstName, dstTarget,
dstLevel, dstX, dstY, dstZ, srcWidth, srcHeight, srcDepth);
}
void GL_APIENTRY glDebugMessageCallback(GLDEBUGPROC callback, const void *userParam)
{
return gl::DebugMessageCallback(callback, userParam);
}
void GL_APIENTRY glDebugMessageControl(GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids,
GLboolean enabled)
{
return gl::DebugMessageControl(source, type, severity, count, ids, enabled);
}
void GL_APIENTRY glDebugMessageInsert(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf)
{
return gl::DebugMessageInsert(source, type, id, severity, length, buf);
}
void GL_APIENTRY glDisablei(GLenum target, GLuint index)
{
return gl::Disablei(target, index);
}
void GL_APIENTRY glDrawElementsBaseVertex(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex)
{
return gl::DrawElementsBaseVertex(mode, count, type, indices, basevertex);
}
void GL_APIENTRY glDrawElementsInstancedBaseVertex(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex)
{
return gl::DrawElementsInstancedBaseVertex(mode, count, type, indices, instancecount,
basevertex);
}
void GL_APIENTRY glDrawRangeElementsBaseVertex(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex)
{
return gl::DrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex);
}
void GL_APIENTRY glEnablei(GLenum target, GLuint index)
{
return gl::Enablei(target, index);
}
void GL_APIENTRY glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
{
return gl::FramebufferTexture(target, attachment, texture, level);
}
GLuint GL_APIENTRY glGetDebugMessageLog(GLuint count,
GLsizei bufSize,
GLenum *sources,
GLenum *types,
GLuint *ids,
GLenum *severities,
GLsizei *lengths,
GLchar *messageLog)
{
return gl::GetDebugMessageLog(count, bufSize, sources, types, ids, severities, lengths,
messageLog);
}
GLenum GL_APIENTRY glGetGraphicsResetStatus()
{
return gl::GetGraphicsResetStatus();
}
void GL_APIENTRY
glGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label)
{
return gl::GetObjectLabel(identifier, name, bufSize, length, label);
}
void GL_APIENTRY glGetObjectPtrLabel(const void *ptr,
GLsizei bufSize,
GLsizei *length,
GLchar *label)
{
return gl::GetObjectPtrLabel(ptr, bufSize, length, label);
}
void GL_APIENTRY glGetPointerv(GLenum pname, void **params)
{
return gl::GetPointerv(pname, params);
}
void GL_APIENTRY glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
{
return gl::GetSamplerParameterIiv(sampler, pname, params);
}
void GL_APIENTRY glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
{
return gl::GetSamplerParameterIuiv(sampler, pname, params);
}
void GL_APIENTRY glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
{
return gl::GetTexParameterIiv(target, pname, params);
}
void GL_APIENTRY glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
{
return gl::GetTexParameterIuiv(target, pname, params);
}
void GL_APIENTRY glGetnUniformfv(GLuint program, GLint location, GLsizei bufSize, GLfloat *params)
{
return gl::GetnUniformfv(program, location, bufSize, params);
}
void GL_APIENTRY glGetnUniformiv(GLuint program, GLint location, GLsizei bufSize, GLint *params)
{
return gl::GetnUniformiv(program, location, bufSize, params);
}
void GL_APIENTRY glGetnUniformuiv(GLuint program, GLint location, GLsizei bufSize, GLuint *params)
{
return gl::GetnUniformuiv(program, location, bufSize, params);
}
GLboolean GL_APIENTRY glIsEnabledi(GLenum target, GLuint index)
{
return gl::IsEnabledi(target, index);
}
void GL_APIENTRY glMinSampleShading(GLfloat value)
{
return gl::MinSampleShading(value);
}
void GL_APIENTRY glObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label)
{
return gl::ObjectLabel(identifier, name, length, label);
}
void GL_APIENTRY glObjectPtrLabel(const void *ptr, GLsizei length, const GLchar *label)
{
return gl::ObjectPtrLabel(ptr, length, label);
}
void GL_APIENTRY glPatchParameteri(GLenum pname, GLint value)
{
return gl::PatchParameteri(pname, value);
}
void GL_APIENTRY glPopDebugGroup()
{
return gl::PopDebugGroup();
}
void GL_APIENTRY glPrimitiveBoundingBox(GLfloat minX,
GLfloat minY,
GLfloat minZ,
GLfloat minW,
GLfloat maxX,
GLfloat maxY,
GLfloat maxZ,
GLfloat maxW)
{
return gl::PrimitiveBoundingBox(minX, minY, minZ, minW, maxX, maxY, maxZ, maxW);
}
void GL_APIENTRY glPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message)
{
return gl::PushDebugGroup(source, id, length, message);
}
void GL_APIENTRY glReadnPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
void *data)
{
return gl::ReadnPixels(x, y, width, height, format, type, bufSize, data);
}
void GL_APIENTRY glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
{
return gl::SamplerParameterIiv(sampler, pname, param);
}
void GL_APIENTRY glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
{
return gl::SamplerParameterIuiv(sampler, pname, param);
}
void GL_APIENTRY glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
{
return gl::TexBuffer(target, internalformat, buffer);
}
void GL_APIENTRY glTexBufferRange(GLenum target,
GLenum internalformat,
GLuint buffer,
GLintptr offset,
GLsizeiptr size)
{
return gl::TexBufferRange(target, internalformat, buffer, offset, size);
}
void GL_APIENTRY glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
{
return gl::TexParameterIiv(target, pname, params);
}
void GL_APIENTRY glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
{
return gl::TexParameterIuiv(target, pname, params);
}
void GL_APIENTRY glTexStorage3DMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations)
{
return gl::TexStorage3DMultisample(target, samples, internalformat, width, height, depth,
fixedsamplelocations);
}
// OpenGL ES 1.0
void GL_APIENTRY glAlphaFunc(GLenum func, GLfloat ref)
{
return gl::AlphaFunc(func, ref);
}
void GL_APIENTRY glAlphaFuncx(GLenum func, GLfixed ref)
{
return gl::AlphaFuncx(func, ref);
}
void GL_APIENTRY glClearColorx(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha)
{
return gl::ClearColorx(red, green, blue, alpha);
}
void GL_APIENTRY glClearDepthx(GLfixed depth)
{
return gl::ClearDepthx(depth);
}
void GL_APIENTRY glClientActiveTexture(GLenum texture)
{
return gl::ClientActiveTexture(texture);
}
void GL_APIENTRY glClipPlanef(GLenum p, const GLfloat *eqn)
{
return gl::ClipPlanef(p, eqn);
}
void GL_APIENTRY glClipPlanex(GLenum plane, const GLfixed *equation)
{
return gl::ClipPlanex(plane, equation);
}
void GL_APIENTRY glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
return gl::Color4f(red, green, blue, alpha);
}
void GL_APIENTRY glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
{
return gl::Color4ub(red, green, blue, alpha);
}
void GL_APIENTRY glColor4x(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha)
{
return gl::Color4x(red, green, blue, alpha);
}
void GL_APIENTRY glColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
{
return gl::ColorPointer(size, type, stride, pointer);
}
void GL_APIENTRY glDepthRangex(GLfixed n, GLfixed f)
{
return gl::DepthRangex(n, f);
}
void GL_APIENTRY glDisableClientState(GLenum array)
{
return gl::DisableClientState(array);
}
void GL_APIENTRY glEnableClientState(GLenum array)
{
return gl::EnableClientState(array);
}
void GL_APIENTRY glFogf(GLenum pname, GLfloat param)
{
return gl::Fogf(pname, param);
}
void GL_APIENTRY glFogfv(GLenum pname, const GLfloat *params)
{
return gl::Fogfv(pname, params);
}
void GL_APIENTRY glFogx(GLenum pname, GLfixed param)
{
return gl::Fogx(pname, param);
}
void GL_APIENTRY glFogxv(GLenum pname, const GLfixed *param)
{
return gl::Fogxv(pname, param);
}
void GL_APIENTRY glFrustumf(GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f)
{
return gl::Frustumf(l, r, b, t, n, f);
}
void GL_APIENTRY glFrustumx(GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f)
{
return gl::Frustumx(l, r, b, t, n, f);
}
void GL_APIENTRY glGetClipPlanef(GLenum plane, GLfloat *equation)
{
return gl::GetClipPlanef(plane, equation);
}
void GL_APIENTRY glGetClipPlanex(GLenum plane, GLfixed *equation)
{
return gl::GetClipPlanex(plane, equation);
}
void GL_APIENTRY glGetFixedv(GLenum pname, GLfixed *params)
{
return gl::GetFixedv(pname, params);
}
void GL_APIENTRY glGetLightfv(GLenum light, GLenum pname, GLfloat *params)
{
return gl::GetLightfv(light, pname, params);
}
void GL_APIENTRY glGetLightxv(GLenum light, GLenum pname, GLfixed *params)
{
return gl::GetLightxv(light, pname, params);
}
void GL_APIENTRY glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params)
{
return gl::GetMaterialfv(face, pname, params);
}
void GL_APIENTRY glGetMaterialxv(GLenum face, GLenum pname, GLfixed *params)
{
return gl::GetMaterialxv(face, pname, params);
}
void GL_APIENTRY glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params)
{
return gl::GetTexEnvfv(target, pname, params);
}
void GL_APIENTRY glGetTexEnviv(GLenum target, GLenum pname, GLint *params)
{
return gl::GetTexEnviv(target, pname, params);
}
void GL_APIENTRY glGetTexEnvxv(GLenum target, GLenum pname, GLfixed *params)
{
return gl::GetTexEnvxv(target, pname, params);
}
void GL_APIENTRY glGetTexParameterxv(GLenum target, GLenum pname, GLfixed *params)
{
return gl::GetTexParameterxv(target, pname, params);
}
void GL_APIENTRY glLightModelf(GLenum pname, GLfloat param)
{
return gl::LightModelf(pname, param);
}
void GL_APIENTRY glLightModelfv(GLenum pname, const GLfloat *params)
{
return gl::LightModelfv(pname, params);
}
void GL_APIENTRY glLightModelx(GLenum pname, GLfixed param)
{
return gl::LightModelx(pname, param);
}
void GL_APIENTRY glLightModelxv(GLenum pname, const GLfixed *param)
{
return gl::LightModelxv(pname, param);
}
void GL_APIENTRY glLightf(GLenum light, GLenum pname, GLfloat param)
{
return gl::Lightf(light, pname, param);
}
void GL_APIENTRY glLightfv(GLenum light, GLenum pname, const GLfloat *params)
{
return gl::Lightfv(light, pname, params);
}
void GL_APIENTRY glLightx(GLenum light, GLenum pname, GLfixed param)
{
return gl::Lightx(light, pname, param);
}
void GL_APIENTRY glLightxv(GLenum light, GLenum pname, const GLfixed *params)
{
return gl::Lightxv(light, pname, params);
}
void GL_APIENTRY glLineWidthx(GLfixed width)
{
return gl::LineWidthx(width);
}
void GL_APIENTRY glLoadIdentity()
{
return gl::LoadIdentity();
}
void GL_APIENTRY glLoadMatrixf(const GLfloat *m)
{
return gl::LoadMatrixf(m);
}
void GL_APIENTRY glLoadMatrixx(const GLfixed *m)
{
return gl::LoadMatrixx(m);
}
void GL_APIENTRY glLogicOp(GLenum opcode)
{
return gl::LogicOp(opcode);
}
void GL_APIENTRY glMaterialf(GLenum face, GLenum pname, GLfloat param)
{
return gl::Materialf(face, pname, param);
}
void GL_APIENTRY glMaterialfv(GLenum face, GLenum pname, const GLfloat *params)
{
return gl::Materialfv(face, pname, params);
}
void GL_APIENTRY glMaterialx(GLenum face, GLenum pname, GLfixed param)
{
return gl::Materialx(face, pname, param);
}
void GL_APIENTRY glMaterialxv(GLenum face, GLenum pname, const GLfixed *param)
{
return gl::Materialxv(face, pname, param);
}
void GL_APIENTRY glMatrixMode(GLenum mode)
{
return gl::MatrixMode(mode);
}
void GL_APIENTRY glMultMatrixf(const GLfloat *m)
{
return gl::MultMatrixf(m);
}
void GL_APIENTRY glMultMatrixx(const GLfixed *m)
{
return gl::MultMatrixx(m);
}
void GL_APIENTRY glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
{
return gl::MultiTexCoord4f(target, s, t, r, q);
}
void GL_APIENTRY glMultiTexCoord4x(GLenum texture, GLfixed s, GLfixed t, GLfixed r, GLfixed q)
{
return gl::MultiTexCoord4x(texture, s, t, r, q);
}
void GL_APIENTRY glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
{
return gl::Normal3f(nx, ny, nz);
}
void GL_APIENTRY glNormal3x(GLfixed nx, GLfixed ny, GLfixed nz)
{
return gl::Normal3x(nx, ny, nz);
}
void GL_APIENTRY glNormalPointer(GLenum type, GLsizei stride, const void *pointer)
{
return gl::NormalPointer(type, stride, pointer);
}
void GL_APIENTRY glOrthof(GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f)
{
return gl::Orthof(l, r, b, t, n, f);
}
void GL_APIENTRY glOrthox(GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f)
{
return gl::Orthox(l, r, b, t, n, f);
}
void GL_APIENTRY glPointParameterf(GLenum pname, GLfloat param)
{
return gl::PointParameterf(pname, param);
}
void GL_APIENTRY glPointParameterfv(GLenum pname, const GLfloat *params)
{
return gl::PointParameterfv(pname, params);
}
void GL_APIENTRY glPointParameterx(GLenum pname, GLfixed param)
{
return gl::PointParameterx(pname, param);
}
void GL_APIENTRY glPointParameterxv(GLenum pname, const GLfixed *params)
{
return gl::PointParameterxv(pname, params);
}
void GL_APIENTRY glPointSize(GLfloat size)
{
return gl::PointSize(size);
}
void GL_APIENTRY glPointSizex(GLfixed size)
{
return gl::PointSizex(size);
}
void GL_APIENTRY glPolygonOffsetx(GLfixed factor, GLfixed units)
{
return gl::PolygonOffsetx(factor, units);
}
void GL_APIENTRY glPopMatrix()
{
return gl::PopMatrix();
}
void GL_APIENTRY glPushMatrix()
{
return gl::PushMatrix();
}
void GL_APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
return gl::Rotatef(angle, x, y, z);
}
void GL_APIENTRY glRotatex(GLfixed angle, GLfixed x, GLfixed y, GLfixed z)
{
return gl::Rotatex(angle, x, y, z);
}
void GL_APIENTRY glSampleCoveragex(GLclampx value, GLboolean invert)
{
return gl::SampleCoveragex(value, invert);
}
void GL_APIENTRY glScalef(GLfloat x, GLfloat y, GLfloat z)
{
return gl::Scalef(x, y, z);
}
void GL_APIENTRY glScalex(GLfixed x, GLfixed y, GLfixed z)
{
return gl::Scalex(x, y, z);
}
void GL_APIENTRY glShadeModel(GLenum mode)
{
return gl::ShadeModel(mode);
}
void GL_APIENTRY glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
{
return gl::TexCoordPointer(size, type, stride, pointer);
}
void GL_APIENTRY glTexEnvf(GLenum target, GLenum pname, GLfloat param)
{
return gl::TexEnvf(target, pname, param);
}
void GL_APIENTRY glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params)
{
return gl::TexEnvfv(target, pname, params);
}
void GL_APIENTRY glTexEnvi(GLenum target, GLenum pname, GLint param)
{
return gl::TexEnvi(target, pname, param);
}
void GL_APIENTRY glTexEnviv(GLenum target, GLenum pname, const GLint *params)
{
return gl::TexEnviv(target, pname, params);
}
void GL_APIENTRY glTexEnvx(GLenum target, GLenum pname, GLfixed param)
{
return gl::TexEnvx(target, pname, param);
}
void GL_APIENTRY glTexEnvxv(GLenum target, GLenum pname, const GLfixed *params)
{
return gl::TexEnvxv(target, pname, params);
}
void GL_APIENTRY glTexParameterx(GLenum target, GLenum pname, GLfixed param)
{
return gl::TexParameterx(target, pname, param);
}
void GL_APIENTRY glTexParameterxv(GLenum target, GLenum pname, const GLfixed *params)
{
return gl::TexParameterxv(target, pname, params);
}
void GL_APIENTRY glTranslatef(GLfloat x, GLfloat y, GLfloat z)
{
return gl::Translatef(x, y, z);
}
void GL_APIENTRY glTranslatex(GLfixed x, GLfixed y, GLfixed z)
{
return gl::Translatex(x, y, z);
}
void GL_APIENTRY glVertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
{
return gl::VertexPointer(size, type, stride, pointer);
}
// GL_ANGLE_base_vertex_base_instance
void GL_APIENTRY glDrawArraysInstancedBaseInstanceANGLE(GLenum mode,
GLint first,
GLsizei count,
GLsizei instanceCount,
GLuint baseInstance)
{
return gl::DrawArraysInstancedBaseInstanceANGLE(mode, first, count, instanceCount,
baseInstance);
}
void GL_APIENTRY glDrawElementsInstancedBaseVertexBaseInstanceANGLE(GLenum mode,
GLsizei count,
GLenum type,
const GLvoid *indices,
GLsizei instanceCounts,
GLint baseVertex,
GLuint baseInstance)
{
return gl::DrawElementsInstancedBaseVertexBaseInstanceANGLE(
mode, count, type, indices, instanceCounts, baseVertex, baseInstance);
}
void GL_APIENTRY glMultiDrawArraysInstancedBaseInstanceANGLE(GLenum mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
const GLuint *baseInstances,
GLsizei drawcount)
{
return gl::MultiDrawArraysInstancedBaseInstanceANGLE(mode, firsts, counts, instanceCounts,
baseInstances, drawcount);
}
void GL_APIENTRY
glMultiDrawElementsInstancedBaseVertexBaseInstanceANGLE(GLenum mode,
const GLsizei *counts,
GLenum type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
const GLint *baseVertices,
const GLuint *baseInstances,
GLsizei drawcount)
{
return gl::MultiDrawElementsInstancedBaseVertexBaseInstanceANGLE(
mode, counts, type, indices, instanceCounts, baseVertices, baseInstances, drawcount);
}
// GL_ANGLE_copy_texture_3d
void GL_APIENTRY glCopyTexture3DANGLE(GLuint sourceId,
GLint sourceLevel,
GLenum destTarget,
GLuint destId,
GLint destLevel,
GLint internalFormat,
GLenum destType,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha)
{
return gl::CopyTexture3DANGLE(sourceId, sourceLevel, destTarget, destId, destLevel,
internalFormat, destType, unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha);
}
void GL_APIENTRY glCopySubTexture3DANGLE(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)
{
return gl::CopySubTexture3DANGLE(sourceId, sourceLevel, destTarget, destId, destLevel, xoffset,
yoffset, zoffset, x, y, z, width, height, depth, unpackFlipY,
unpackPremultiplyAlpha, unpackUnmultiplyAlpha);
}
// GL_ANGLE_framebuffer_blit
void GL_APIENTRY glBlitFramebufferANGLE(GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter)
{
return gl::BlitFramebufferANGLE(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask,
filter);
}
// GL_ANGLE_framebuffer_multisample
void GL_APIENTRY glRenderbufferStorageMultisampleANGLE(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
return gl::RenderbufferStorageMultisampleANGLE(target, samples, internalformat, width, height);
}
// GL_ANGLE_get_image
void GL_APIENTRY
glGetTexImageANGLE(GLenum target, GLint level, GLenum format, GLenum type, void *pixels)
{
return gl::GetTexImageANGLE(target, level, format, type, pixels);
}
void GL_APIENTRY glGetRenderbufferImageANGLE(GLenum target,
GLenum format,
GLenum type,
void *pixels)
{
return gl::GetRenderbufferImageANGLE(target, format, type, pixels);
}
// GL_ANGLE_instanced_arrays
void GL_APIENTRY glDrawArraysInstancedANGLE(GLenum mode,
GLint first,
GLsizei count,
GLsizei primcount)
{
return gl::DrawArraysInstancedANGLE(mode, first, count, primcount);
}
void GL_APIENTRY glDrawElementsInstancedANGLE(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei primcount)
{
return gl::DrawElementsInstancedANGLE(mode, count, type, indices, primcount);
}
void GL_APIENTRY glVertexAttribDivisorANGLE(GLuint index, GLuint divisor)
{
return gl::VertexAttribDivisorANGLE(index, divisor);
}
// GL_ANGLE_multi_draw
void GL_APIENTRY glMultiDrawArraysANGLE(GLenum mode,
const GLint *firsts,
const GLsizei *counts,
GLsizei drawcount)
{
return gl::MultiDrawArraysANGLE(mode, firsts, counts, drawcount);
}
void GL_APIENTRY glMultiDrawArraysInstancedANGLE(GLenum mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
GLsizei drawcount)
{
return gl::MultiDrawArraysInstancedANGLE(mode, firsts, counts, instanceCounts, drawcount);
}
void GL_APIENTRY glMultiDrawElementsANGLE(GLenum mode,
const GLsizei *counts,
GLenum type,
const GLvoid *const *indices,
GLsizei drawcount)
{
return gl::MultiDrawElementsANGLE(mode, counts, type, indices, drawcount);
}
void GL_APIENTRY glMultiDrawElementsInstancedANGLE(GLenum mode,
const GLsizei *counts,
GLenum type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
GLsizei drawcount)
{
return gl::MultiDrawElementsInstancedANGLE(mode, counts, type, indices, instanceCounts,
drawcount);
}
// GL_ANGLE_program_binary
// GL_ANGLE_provoking_vertex
void GL_APIENTRY glProvokingVertexANGLE(GLenum mode)
{
return gl::ProvokingVertexANGLE(mode);
}
// GL_ANGLE_request_extension
void GL_APIENTRY glRequestExtensionANGLE(const GLchar *name)
{
return gl::RequestExtensionANGLE(name);
}
void GL_APIENTRY glDisableExtensionANGLE(const GLchar *name)
{
return gl::DisableExtensionANGLE(name);
}
// GL_ANGLE_robust_client_memory
void GL_APIENTRY glGetBooleanvRobustANGLE(GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLboolean *params)
{
return gl::GetBooleanvRobustANGLE(pname, bufSize, length, params);
}
void GL_APIENTRY glGetBufferParameterivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
return gl::GetBufferParameterivRobustANGLE(target, pname, bufSize, length, params);
}
void GL_APIENTRY glGetFloatvRobustANGLE(GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params)
{
return gl::GetFloatvRobustANGLE(pname, bufSize, length, params);
}
void GL_APIENTRY glGetFramebufferAttachmentParameterivRobustANGLE(GLenum target,
GLenum attachment,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
return gl::GetFramebufferAttachmentParameterivRobustANGLE(target, attachment, pname, bufSize,
length, params);
}
void GL_APIENTRY glGetIntegervRobustANGLE(GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *data)
{
return gl::GetIntegervRobustANGLE(pname, bufSize, length, data);
}
void GL_APIENTRY glGetProgramivRobustANGLE(GLuint program,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
return gl::GetProgramivRobustANGLE(program, pname, bufSize, length, params);
}
void GL_APIENTRY glGetRenderbufferParameterivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
return gl::GetRenderbufferParameterivRobustANGLE(target, pname, bufSize, length, params);
}
void GL_APIENTRY glGetShaderivRobustANGLE(GLuint shader,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
return gl::GetShaderivRobustANGLE(shader, pname, bufSize, length, params);
}
void GL_APIENTRY glGetTexParameterfvRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params)
{
return gl::GetTexParameterfvRobustANGLE(target, pname, bufSize, length, params);
}
void GL_APIENTRY glGetTexParameterivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
return gl::GetTexParameterivRobustANGLE(target, pname, bufSize, length, params);
}
void GL_APIENTRY glGetUniformfvRobustANGLE(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLfloat *params)
{
return gl::GetUniformfvRobustANGLE(program, location, bufSize, length, params);
}
void GL_APIENTRY glGetUniformivRobustANGLE(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,