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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_gles_3_0_autogen.h:
// Defines the GLES 3.0 entry points.
#ifndef LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_
#define LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_
#include <GLES3/gl3.h>
#include <export.h>
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY BeginQuery(GLenum target, GLuint id);
ANGLE_EXPORT void GL_APIENTRY BeginTransformFeedback(GLenum primitiveMode);
ANGLE_EXPORT void GL_APIENTRY BindBufferBase(GLenum target, GLuint index, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY
BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY BindSampler(GLuint unit, GLuint sampler);
ANGLE_EXPORT void GL_APIENTRY BindTransformFeedback(GLenum target, GLuint id);
ANGLE_EXPORT void GL_APIENTRY BindVertexArray(GLuint array);
ANGLE_EXPORT void GL_APIENTRY 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 ClearBufferfi(GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil);
ANGLE_EXPORT void GL_APIENTRY ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
ANGLE_EXPORT void GL_APIENTRY ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);
ANGLE_EXPORT GLenum GL_APIENTRY ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
ANGLE_EXPORT void GL_APIENTRY 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 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 CopyBufferSubData(GLenum readTarget,
GLenum writeTarget,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY DeleteQueries(GLsizei n, const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY DeleteSamplers(GLsizei count, const GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY DeleteSync(GLsync sync);
ANGLE_EXPORT void GL_APIENTRY DeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY DeleteVertexArrays(GLsizei n, const GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY DrawArraysInstanced(GLenum mode,
GLint first,
GLsizei count,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY DrawBuffers(GLsizei n, const GLenum *bufs);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstanced(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY DrawRangeElements(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices);
ANGLE_EXPORT void GL_APIENTRY EndQuery(GLenum target);
ANGLE_EXPORT void GL_APIENTRY EndTransformFeedback();
ANGLE_EXPORT GLsync GL_APIENTRY FenceSync(GLenum condition, GLbitfield flags);
ANGLE_EXPORT void GL_APIENTRY FlushMappedBufferRange(GLenum target,
GLintptr offset,
GLsizeiptr length);
ANGLE_EXPORT void GL_APIENTRY
FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
ANGLE_EXPORT void GL_APIENTRY GenQueries(GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GenSamplers(GLsizei count, GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY GenTransformFeedbacks(GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GenVertexArrays(GLsizei n, GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformBlockName(GLuint program,
GLuint uniformBlockIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformBlockName);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformBlockiv(GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformsiv(GLuint program,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetBufferPointerv(GLenum target, GLenum pname, void **params);
ANGLE_EXPORT GLint GL_APIENTRY GetFragDataLocation(GLuint program, const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GetInteger64v(GLenum pname, GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GetIntegeri_v(GLenum target, GLuint index, GLint *data);
ANGLE_EXPORT void GL_APIENTRY GetInternalformativ(GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetProgramBinary(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryiv(GLenum target, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
ANGLE_EXPORT const GLubyte *GL_APIENTRY GetStringi(GLenum name, GLuint index);
ANGLE_EXPORT void GL_APIENTRY
GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
ANGLE_EXPORT void GL_APIENTRY GetTransformFeedbackVarying(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name);
ANGLE_EXPORT GLuint GL_APIENTRY GetUniformBlockIndex(GLuint program,
const GLchar *uniformBlockName);
ANGLE_EXPORT void GL_APIENTRY GetUniformIndices(GLuint program,
GLsizei uniformCount,
const GLchar *const *uniformNames,
GLuint *uniformIndices);
ANGLE_EXPORT void GL_APIENTRY GetUniformuiv(GLuint program, GLint location, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY InvalidateFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments);
ANGLE_EXPORT void GL_APIENTRY InvalidateSubFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT GLboolean GL_APIENTRY IsQuery(GLuint id);
ANGLE_EXPORT GLboolean GL_APIENTRY IsSampler(GLuint sampler);
ANGLE_EXPORT GLboolean GL_APIENTRY IsSync(GLsync sync);
ANGLE_EXPORT GLboolean GL_APIENTRY IsTransformFeedback(GLuint id);
ANGLE_EXPORT GLboolean GL_APIENTRY IsVertexArray(GLuint array);
ANGLE_EXPORT void *GL_APIENTRY MapBufferRange(GLenum target,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
ANGLE_EXPORT void GL_APIENTRY PauseTransformFeedback();
ANGLE_EXPORT void GL_APIENTRY ProgramBinary(GLuint program,
GLenum binaryFormat,
const void *binary,
GLsizei length);
ANGLE_EXPORT void GL_APIENTRY ProgramParameteri(GLuint program, GLenum pname, GLint value);
ANGLE_EXPORT void GL_APIENTRY ReadBuffer(GLenum src);
ANGLE_EXPORT void GL_APIENTRY RenderbufferStorageMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY ResumeTransformFeedback();
ANGLE_EXPORT void GL_APIENTRY SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameterfv(GLuint sampler,
GLenum pname,
const GLfloat *param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameteri(GLuint sampler, GLenum pname, GLint param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param);
ANGLE_EXPORT void GL_APIENTRY 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
TexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
ANGLE_EXPORT void GL_APIENTRY TexStorage3D(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
ANGLE_EXPORT void GL_APIENTRY 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 TransformFeedbackVaryings(GLuint program,
GLsizei count,
const GLchar *const *varyings,
GLenum bufferMode);
ANGLE_EXPORT void GL_APIENTRY Uniform1ui(GLint location, GLuint v0);
ANGLE_EXPORT void GL_APIENTRY Uniform1uiv(GLint location, GLsizei count, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY Uniform2ui(GLint location, GLuint v0, GLuint v1);
ANGLE_EXPORT void GL_APIENTRY Uniform2uiv(GLint location, GLsizei count, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
ANGLE_EXPORT void GL_APIENTRY Uniform3uiv(GLint location, GLsizei count, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY
Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
ANGLE_EXPORT void GL_APIENTRY Uniform4uiv(GLint location, GLsizei count, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY UniformBlockBinding(GLuint program,
GLuint uniformBlockIndex,
GLuint uniformBlockBinding);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT GLboolean GL_APIENTRY UnmapBuffer(GLenum target);
ANGLE_EXPORT void GL_APIENTRY VertexAttribDivisor(GLuint index, GLuint divisor);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI4iv(GLuint index, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY
VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI4uiv(GLuint index, const GLuint *v);
ANGLE_EXPORT void GL_APIENTRY
VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
ANGLE_EXPORT void GL_APIENTRY WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
} // namespace gl
#endif // LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_