| // 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_2_0_autogen.h: |
| // Defines the GL 2.0 entry points. |
| |
| #ifndef LIBGL_ENTRY_POINTS_GL_2_0_AUTOGEN_H_ |
| #define LIBGL_ENTRY_POINTS_GL_2_0_AUTOGEN_H_ |
| |
| #include <export.h> |
| #include "angle_gl.h" |
| |
| namespace gl |
| { |
| ANGLE_EXPORT void GL_APIENTRY AttachShader(GLuint program, GLuint shader); |
| ANGLE_EXPORT void GL_APIENTRY BindAttribLocation(GLuint program, GLuint index, const GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); |
| ANGLE_EXPORT void GL_APIENTRY CompileShader(GLuint shader); |
| ANGLE_EXPORT GLuint GL_APIENTRY CreateProgram(); |
| ANGLE_EXPORT GLuint GL_APIENTRY CreateShader(GLenum type); |
| ANGLE_EXPORT void GL_APIENTRY DeleteProgram(GLuint program); |
| ANGLE_EXPORT void GL_APIENTRY DeleteShader(GLuint shader); |
| ANGLE_EXPORT void GL_APIENTRY DetachShader(GLuint program, GLuint shader); |
| ANGLE_EXPORT void GL_APIENTRY DisableVertexAttribArray(GLuint index); |
| ANGLE_EXPORT void GL_APIENTRY DrawBuffers(GLsizei n, const GLenum *bufs); |
| ANGLE_EXPORT void GL_APIENTRY EnableVertexAttribArray(GLuint index); |
| ANGLE_EXPORT void GL_APIENTRY GetActiveAttrib(GLuint program, |
| GLuint index, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLint *size, |
| GLenum *type, |
| GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GetActiveUniform(GLuint program, |
| GLuint index, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLint *size, |
| GLenum *type, |
| GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GetAttachedShaders(GLuint program, |
| GLsizei maxCount, |
| GLsizei *count, |
| GLuint *shaders); |
| ANGLE_EXPORT GLint GL_APIENTRY GetAttribLocation(GLuint program, const GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GetProgramInfoLog(GLuint program, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *infoLog); |
| ANGLE_EXPORT void GL_APIENTRY GetProgramiv(GLuint program, GLenum pname, GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GetShaderInfoLog(GLuint shader, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *infoLog); |
| ANGLE_EXPORT void GL_APIENTRY GetShaderSource(GLuint shader, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *source); |
| ANGLE_EXPORT void GL_APIENTRY GetShaderiv(GLuint shader, GLenum pname, GLint *params); |
| ANGLE_EXPORT GLint GL_APIENTRY GetUniformLocation(GLuint program, const GLchar *name); |
| ANGLE_EXPORT void GL_APIENTRY GetUniformfv(GLuint program, GLint location, GLfloat *params); |
| ANGLE_EXPORT void GL_APIENTRY GetUniformiv(GLuint program, GLint location, GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer); |
| ANGLE_EXPORT void GL_APIENTRY GetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params); |
| ANGLE_EXPORT void GL_APIENTRY GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); |
| ANGLE_EXPORT void GL_APIENTRY GetVertexAttribiv(GLuint index, GLenum pname, GLint *params); |
| ANGLE_EXPORT GLboolean GL_APIENTRY IsProgram(GLuint program); |
| ANGLE_EXPORT GLboolean GL_APIENTRY IsShader(GLuint shader); |
| ANGLE_EXPORT void GL_APIENTRY LinkProgram(GLuint program); |
| ANGLE_EXPORT void GL_APIENTRY ShaderSource(GLuint shader, |
| GLsizei count, |
| const GLchar *const *string, |
| const GLint *length); |
| ANGLE_EXPORT void GL_APIENTRY StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); |
| ANGLE_EXPORT void GL_APIENTRY StencilMaskSeparate(GLenum face, GLuint mask); |
| ANGLE_EXPORT void GL_APIENTRY StencilOpSeparate(GLenum face, |
| GLenum sfail, |
| GLenum dpfail, |
| GLenum dppass); |
| ANGLE_EXPORT void GL_APIENTRY Uniform1f(GLint location, GLfloat v0); |
| ANGLE_EXPORT void GL_APIENTRY Uniform1fv(GLint location, GLsizei count, const GLfloat *value); |
| ANGLE_EXPORT void GL_APIENTRY Uniform1i(GLint location, GLint v0); |
| ANGLE_EXPORT void GL_APIENTRY Uniform1iv(GLint location, GLsizei count, const GLint *value); |
| ANGLE_EXPORT void GL_APIENTRY Uniform2f(GLint location, GLfloat v0, GLfloat v1); |
| ANGLE_EXPORT void GL_APIENTRY Uniform2fv(GLint location, GLsizei count, const GLfloat *value); |
| ANGLE_EXPORT void GL_APIENTRY Uniform2i(GLint location, GLint v0, GLint v1); |
| ANGLE_EXPORT void GL_APIENTRY Uniform2iv(GLint location, GLsizei count, const GLint *value); |
| ANGLE_EXPORT void GL_APIENTRY Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); |
| ANGLE_EXPORT void GL_APIENTRY Uniform3fv(GLint location, GLsizei count, const GLfloat *value); |
| ANGLE_EXPORT void GL_APIENTRY Uniform3i(GLint location, GLint v0, GLint v1, GLint v2); |
| ANGLE_EXPORT void GL_APIENTRY Uniform3iv(GLint location, GLsizei count, const GLint *value); |
| ANGLE_EXPORT void GL_APIENTRY |
| Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); |
| ANGLE_EXPORT void GL_APIENTRY Uniform4fv(GLint location, GLsizei count, const GLfloat *value); |
| ANGLE_EXPORT void GL_APIENTRY Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); |
| ANGLE_EXPORT void GL_APIENTRY Uniform4iv(GLint location, GLsizei count, const GLint *value); |
| ANGLE_EXPORT void GL_APIENTRY UniformMatrix2fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| ANGLE_EXPORT void GL_APIENTRY UniformMatrix3fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| ANGLE_EXPORT void GL_APIENTRY UniformMatrix4fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| ANGLE_EXPORT void GL_APIENTRY UseProgram(GLuint program); |
| ANGLE_EXPORT void GL_APIENTRY ValidateProgram(GLuint program); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib1d(GLuint index, GLdouble x); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib1dv(GLuint index, const GLdouble *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib1f(GLuint index, GLfloat x); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib1fv(GLuint index, const GLfloat *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib1s(GLuint index, GLshort x); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib1sv(GLuint index, const GLshort *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib2d(GLuint index, GLdouble x, GLdouble y); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib2dv(GLuint index, const GLdouble *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib2f(GLuint index, GLfloat x, GLfloat y); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib2fv(GLuint index, const GLfloat *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib2s(GLuint index, GLshort x, GLshort y); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib2sv(GLuint index, const GLshort *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib3dv(GLuint index, const GLdouble *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib3fv(GLuint index, const GLfloat *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib3sv(GLuint index, const GLshort *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib4Nbv(GLuint index, const GLbyte *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib4Niv(GLuint index, const GLint *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib4Nsv(GLuint index, const GLshort *v); |
| ANGLE_EXPORT void GL_APIENTRY |
| VertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib4Nubv(GLuint index, const GLubyte *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib4Nuiv(GLuint index, const GLuint *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib4Nusv(GLuint index, const GLushort *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib4bv(GLuint index, const GLbyte *v); |
| ANGLE_EXPORT void GL_APIENTRY |
| VertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib4dv(GLuint index, const GLdouble *v); |
| ANGLE_EXPORT void GL_APIENTRY |
| VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib4fv(GLuint index, const GLfloat *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib4iv(GLuint index, const GLint *v); |
| ANGLE_EXPORT void GL_APIENTRY |
| VertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib4sv(GLuint index, const GLshort *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib4ubv(GLuint index, const GLubyte *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib4uiv(GLuint index, const GLuint *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib4usv(GLuint index, const GLushort *v); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttribPointer(GLuint index, |
| GLint size, |
| GLenum type, |
| GLboolean normalized, |
| GLsizei stride, |
| const void *pointer); |
| } // namespace gl |
| |
| #endif // LIBGL_ENTRY_POINTS_GL_2_0_AUTOGEN_H_ |