| // 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_2_0_autogen.h: |
| // Defines the GLES 2.0 entry points. |
| |
| #ifndef LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_ |
| #define LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_ |
| |
| #include <GLES2/gl2.h> |
| #include <export.h> |
| |
| namespace gl |
| { |
| ANGLE_EXPORT void GL_APIENTRY ActiveTexture(GLenum texture); |
| 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 BindBuffer(GLenum target, GLuint buffer); |
| ANGLE_EXPORT void GL_APIENTRY BindFramebuffer(GLenum target, GLuint framebuffer); |
| ANGLE_EXPORT void GL_APIENTRY BindRenderbuffer(GLenum target, GLuint renderbuffer); |
| ANGLE_EXPORT void GL_APIENTRY BindTexture(GLenum target, GLuint texture); |
| ANGLE_EXPORT void GL_APIENTRY BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); |
| ANGLE_EXPORT void GL_APIENTRY BlendEquation(GLenum mode); |
| ANGLE_EXPORT void GL_APIENTRY BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); |
| ANGLE_EXPORT void GL_APIENTRY BlendFunc(GLenum sfactor, GLenum dfactor); |
| ANGLE_EXPORT void GL_APIENTRY BlendFuncSeparate(GLenum sfactorRGB, |
| GLenum dfactorRGB, |
| GLenum sfactorAlpha, |
| GLenum dfactorAlpha); |
| ANGLE_EXPORT void GL_APIENTRY BufferData(GLenum target, |
| GLsizeiptr size, |
| const void *data, |
| GLenum usage); |
| ANGLE_EXPORT void GL_APIENTRY BufferSubData(GLenum target, |
| GLintptr offset, |
| GLsizeiptr size, |
| const void *data); |
| ANGLE_EXPORT GLenum GL_APIENTRY CheckFramebufferStatus(GLenum target); |
| ANGLE_EXPORT void GL_APIENTRY Clear(GLbitfield mask); |
| ANGLE_EXPORT void GL_APIENTRY ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); |
| ANGLE_EXPORT void GL_APIENTRY ClearDepthf(GLfloat d); |
| ANGLE_EXPORT void GL_APIENTRY ClearStencil(GLint s); |
| ANGLE_EXPORT void GL_APIENTRY ColorMask(GLboolean red, |
| GLboolean green, |
| GLboolean blue, |
| GLboolean alpha); |
| ANGLE_EXPORT void GL_APIENTRY CompileShader(GLuint shader); |
| ANGLE_EXPORT void GL_APIENTRY CompressedTexImage2D(GLenum target, |
| GLint level, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height, |
| GLint border, |
| GLsizei imageSize, |
| const void *data); |
| ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage2D(GLenum target, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLsizei width, |
| GLsizei height, |
| GLenum format, |
| GLsizei imageSize, |
| const void *data); |
| ANGLE_EXPORT void GL_APIENTRY CopyTexImage2D(GLenum target, |
| GLint level, |
| GLenum internalformat, |
| GLint x, |
| GLint y, |
| GLsizei width, |
| GLsizei height, |
| GLint border); |
| ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage2D(GLenum target, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLint x, |
| GLint y, |
| GLsizei width, |
| GLsizei height); |
| ANGLE_EXPORT GLuint GL_APIENTRY CreateProgram(); |
| ANGLE_EXPORT GLuint GL_APIENTRY CreateShader(GLenum type); |
| ANGLE_EXPORT void GL_APIENTRY CullFace(GLenum mode); |
| ANGLE_EXPORT void GL_APIENTRY DeleteBuffers(GLsizei n, const GLuint *buffers); |
| ANGLE_EXPORT void GL_APIENTRY DeleteFramebuffers(GLsizei n, const GLuint *framebuffers); |
| ANGLE_EXPORT void GL_APIENTRY DeleteProgram(GLuint program); |
| ANGLE_EXPORT void GL_APIENTRY DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers); |
| ANGLE_EXPORT void GL_APIENTRY DeleteShader(GLuint shader); |
| ANGLE_EXPORT void GL_APIENTRY DeleteTextures(GLsizei n, const GLuint *textures); |
| ANGLE_EXPORT void GL_APIENTRY DepthFunc(GLenum func); |
| ANGLE_EXPORT void GL_APIENTRY DepthMask(GLboolean flag); |
| ANGLE_EXPORT void GL_APIENTRY DepthRangef(GLfloat n, GLfloat f); |
| ANGLE_EXPORT void GL_APIENTRY DetachShader(GLuint program, GLuint shader); |
| ANGLE_EXPORT void GL_APIENTRY Disable(GLenum cap); |
| ANGLE_EXPORT void GL_APIENTRY DisableVertexAttribArray(GLuint index); |
| ANGLE_EXPORT void GL_APIENTRY DrawArrays(GLenum mode, GLint first, GLsizei count); |
| ANGLE_EXPORT void GL_APIENTRY DrawElements(GLenum mode, |
| GLsizei count, |
| GLenum type, |
| const void *indices); |
| ANGLE_EXPORT void GL_APIENTRY Enable(GLenum cap); |
| ANGLE_EXPORT void GL_APIENTRY EnableVertexAttribArray(GLuint index); |
| ANGLE_EXPORT void GL_APIENTRY Finish(); |
| ANGLE_EXPORT void GL_APIENTRY Flush(); |
| ANGLE_EXPORT void GL_APIENTRY FramebufferRenderbuffer(GLenum target, |
| GLenum attachment, |
| GLenum renderbuffertarget, |
| GLuint renderbuffer); |
| ANGLE_EXPORT void GL_APIENTRY FramebufferTexture2D(GLenum target, |
| GLenum attachment, |
| GLenum textarget, |
| GLuint texture, |
| GLint level); |
| ANGLE_EXPORT void GL_APIENTRY FrontFace(GLenum mode); |
| ANGLE_EXPORT void GL_APIENTRY GenBuffers(GLsizei n, GLuint *buffers); |
| ANGLE_EXPORT void GL_APIENTRY GenFramebuffers(GLsizei n, GLuint *framebuffers); |
| ANGLE_EXPORT void GL_APIENTRY GenRenderbuffers(GLsizei n, GLuint *renderbuffers); |
| ANGLE_EXPORT void GL_APIENTRY GenTextures(GLsizei n, GLuint *textures); |
| ANGLE_EXPORT void GL_APIENTRY GenerateMipmap(GLenum target); |
| 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 GetBooleanv(GLenum pname, GLboolean *data); |
| ANGLE_EXPORT void GL_APIENTRY GetBufferParameteriv(GLenum target, GLenum pname, GLint *params); |
| ANGLE_EXPORT GLenum GL_APIENTRY GetError(); |
| ANGLE_EXPORT void GL_APIENTRY GetFloatv(GLenum pname, GLfloat *data); |
| ANGLE_EXPORT void GL_APIENTRY GetFramebufferAttachmentParameteriv(GLenum target, |
| GLenum attachment, |
| GLenum pname, |
| GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GetIntegerv(GLenum pname, GLint *data); |
| 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 GetRenderbufferParameteriv(GLenum target, |
| GLenum pname, |
| GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY GetShaderInfoLog(GLuint shader, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *infoLog); |
| ANGLE_EXPORT void GL_APIENTRY GetShaderPrecisionFormat(GLenum shadertype, |
| GLenum precisiontype, |
| GLint *range, |
| GLint *precision); |
| 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 const GLubyte *GL_APIENTRY GetString(GLenum name); |
| ANGLE_EXPORT void GL_APIENTRY GetTexParameterfv(GLenum target, GLenum pname, GLfloat *params); |
| ANGLE_EXPORT void GL_APIENTRY GetTexParameteriv(GLenum target, 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 GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); |
| ANGLE_EXPORT void GL_APIENTRY GetVertexAttribiv(GLuint index, GLenum pname, GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY Hint(GLenum target, GLenum mode); |
| ANGLE_EXPORT GLboolean GL_APIENTRY IsBuffer(GLuint buffer); |
| ANGLE_EXPORT GLboolean GL_APIENTRY IsEnabled(GLenum cap); |
| ANGLE_EXPORT GLboolean GL_APIENTRY IsFramebuffer(GLuint framebuffer); |
| ANGLE_EXPORT GLboolean GL_APIENTRY IsProgram(GLuint program); |
| ANGLE_EXPORT GLboolean GL_APIENTRY IsRenderbuffer(GLuint renderbuffer); |
| ANGLE_EXPORT GLboolean GL_APIENTRY IsShader(GLuint shader); |
| ANGLE_EXPORT GLboolean GL_APIENTRY IsTexture(GLuint texture); |
| ANGLE_EXPORT void GL_APIENTRY LineWidth(GLfloat width); |
| ANGLE_EXPORT void GL_APIENTRY LinkProgram(GLuint program); |
| ANGLE_EXPORT void GL_APIENTRY PixelStorei(GLenum pname, GLint param); |
| ANGLE_EXPORT void GL_APIENTRY PolygonOffset(GLfloat factor, GLfloat units); |
| ANGLE_EXPORT void GL_APIENTRY ReadPixels(GLint x, |
| GLint y, |
| GLsizei width, |
| GLsizei height, |
| GLenum format, |
| GLenum type, |
| void *pixels); |
| ANGLE_EXPORT void GL_APIENTRY ReleaseShaderCompiler(); |
| ANGLE_EXPORT void GL_APIENTRY RenderbufferStorage(GLenum target, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height); |
| ANGLE_EXPORT void GL_APIENTRY SampleCoverage(GLfloat value, GLboolean invert); |
| ANGLE_EXPORT void GL_APIENTRY Scissor(GLint x, GLint y, GLsizei width, GLsizei height); |
| ANGLE_EXPORT void GL_APIENTRY ShaderBinary(GLsizei count, |
| const GLuint *shaders, |
| GLenum binaryformat, |
| const void *binary, |
| GLsizei length); |
| ANGLE_EXPORT void GL_APIENTRY ShaderSource(GLuint shader, |
| GLsizei count, |
| const GLchar *const *string, |
| const GLint *length); |
| ANGLE_EXPORT void GL_APIENTRY StencilFunc(GLenum func, GLint ref, GLuint mask); |
| ANGLE_EXPORT void GL_APIENTRY StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); |
| ANGLE_EXPORT void GL_APIENTRY StencilMask(GLuint mask); |
| ANGLE_EXPORT void GL_APIENTRY StencilMaskSeparate(GLenum face, GLuint mask); |
| ANGLE_EXPORT void GL_APIENTRY StencilOp(GLenum fail, GLenum zfail, GLenum zpass); |
| ANGLE_EXPORT void GL_APIENTRY StencilOpSeparate(GLenum face, |
| GLenum sfail, |
| GLenum dpfail, |
| GLenum dppass); |
| ANGLE_EXPORT void GL_APIENTRY TexImage2D(GLenum target, |
| GLint level, |
| GLint internalformat, |
| GLsizei width, |
| GLsizei height, |
| GLint border, |
| GLenum format, |
| GLenum type, |
| const void *pixels); |
| ANGLE_EXPORT void GL_APIENTRY TexParameterf(GLenum target, GLenum pname, GLfloat param); |
| ANGLE_EXPORT void GL_APIENTRY TexParameterfv(GLenum target, GLenum pname, const GLfloat *params); |
| ANGLE_EXPORT void GL_APIENTRY TexParameteri(GLenum target, GLenum pname, GLint param); |
| ANGLE_EXPORT void GL_APIENTRY TexParameteriv(GLenum target, GLenum pname, const GLint *params); |
| ANGLE_EXPORT void GL_APIENTRY TexSubImage2D(GLenum target, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLsizei width, |
| GLsizei height, |
| GLenum format, |
| GLenum type, |
| const void *pixels); |
| 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 VertexAttrib1f(GLuint index, GLfloat x); |
| ANGLE_EXPORT void GL_APIENTRY VertexAttrib1fv(GLuint index, const GLfloat *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 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 |
| 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 VertexAttribPointer(GLuint index, |
| GLint size, |
| GLenum type, |
| GLboolean normalized, |
| GLsizei stride, |
| const void *pointer); |
| ANGLE_EXPORT void GL_APIENTRY Viewport(GLint x, GLint y, GLsizei width, GLsizei height); |
| } // namespace gl |
| |
| #endif // LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_ |