blob: 0b3775b31a3174a003e34cb2624ed192a0efe014 [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.
//
// entry_points_gles_ext_autogen.h:
// Defines the GLES extension entry points.
#ifndef LIBGLESV2_ENTRY_POINTS_GLES_EXT_AUTOGEN_H_
#define LIBGLESV2_ENTRY_POINTS_GLES_EXT_AUTOGEN_H_
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <GLES3/gl32.h>
#include <export.h>
namespace gl
{
// GL_ANGLE_base_vertex_base_instance
ANGLE_EXPORT void GL_APIENTRY DrawArraysInstancedBaseInstanceANGLE(GLenum mode,
GLint first,
GLsizei count,
GLsizei instanceCount,
GLuint baseInstance);
ANGLE_EXPORT void GL_APIENTRY
DrawElementsInstancedBaseVertexBaseInstanceANGLE(GLenum mode,
GLsizei count,
GLenum type,
const GLvoid *indices,
GLsizei instanceCounts,
GLint baseVertex,
GLuint baseInstance);
ANGLE_EXPORT void GL_APIENTRY
MultiDrawArraysInstancedBaseInstanceANGLE(GLenum mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
const GLuint *baseInstances,
GLsizei drawcount);
ANGLE_EXPORT void GL_APIENTRY
MultiDrawElementsInstancedBaseVertexBaseInstanceANGLE(GLenum mode,
const GLsizei *counts,
GLenum type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
const GLint *baseVertices,
const GLuint *baseInstances,
GLsizei drawcount);
// GL_ANGLE_copy_texture_3d
ANGLE_EXPORT void GL_APIENTRY CopyTexture3DANGLE(GLuint sourceId,
GLint sourceLevel,
GLenum destTarget,
GLuint destId,
GLint destLevel,
GLint internalFormat,
GLenum destType,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
ANGLE_EXPORT void GL_APIENTRY CopySubTexture3DANGLE(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);
// GL_ANGLE_framebuffer_blit
ANGLE_EXPORT void GL_APIENTRY BlitFramebufferANGLE(GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
// GL_ANGLE_framebuffer_multisample
ANGLE_EXPORT void GL_APIENTRY RenderbufferStorageMultisampleANGLE(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
// GL_ANGLE_get_image
ANGLE_EXPORT void GL_APIENTRY
GetTexImageANGLE(GLenum target, GLint level, GLenum format, GLenum type, void *pixels);
ANGLE_EXPORT void GL_APIENTRY GetRenderbufferImageANGLE(GLenum target,
GLenum format,
GLenum type,
void *pixels);
// GL_ANGLE_instanced_arrays
ANGLE_EXPORT void GL_APIENTRY DrawArraysInstancedANGLE(GLenum mode,
GLint first,
GLsizei count,
GLsizei primcount);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstancedANGLE(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei primcount);
ANGLE_EXPORT void GL_APIENTRY VertexAttribDivisorANGLE(GLuint index, GLuint divisor);
// GL_ANGLE_multi_draw
ANGLE_EXPORT void GL_APIENTRY MultiDrawArraysANGLE(GLenum mode,
const GLint *firsts,
const GLsizei *counts,
GLsizei drawcount);
ANGLE_EXPORT void GL_APIENTRY MultiDrawArraysInstancedANGLE(GLenum mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
GLsizei drawcount);
ANGLE_EXPORT void GL_APIENTRY MultiDrawElementsANGLE(GLenum mode,
const GLsizei *counts,
GLenum type,
const GLvoid *const *indices,
GLsizei drawcount);
ANGLE_EXPORT void GL_APIENTRY MultiDrawElementsInstancedANGLE(GLenum mode,
const GLsizei *counts,
GLenum type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
GLsizei drawcount);
// GL_ANGLE_program_binary
// GL_ANGLE_provoking_vertex
ANGLE_EXPORT void GL_APIENTRY ProvokingVertexANGLE(GLenum mode);
// GL_ANGLE_request_extension
ANGLE_EXPORT void GL_APIENTRY RequestExtensionANGLE(const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY DisableExtensionANGLE(const GLchar *name);
// GL_ANGLE_robust_client_memory
ANGLE_EXPORT void GL_APIENTRY GetBooleanvRobustANGLE(GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLboolean *params);
ANGLE_EXPORT void GL_APIENTRY GetBufferParameterivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetFloatvRobustANGLE(GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetFramebufferAttachmentParameterivRobustANGLE(GLenum target,
GLenum attachment,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetIntegervRobustANGLE(GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *data);
ANGLE_EXPORT void GL_APIENTRY GetProgramivRobustANGLE(GLuint program,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetRenderbufferParameterivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetShaderivRobustANGLE(GLuint shader,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTexParameterfvRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetTexParameterivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetUniformfvRobustANGLE(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetUniformivRobustANGLE(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribfvRobustANGLE(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribivRobustANGLE(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribPointervRobustANGLE(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **pointer);
ANGLE_EXPORT void GL_APIENTRY ReadPixelsRobustANGLE(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
GLsizei *length,
GLsizei *columns,
GLsizei *rows,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY TexImage2DRobustANGLE(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY TexParameterfvRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY TexParameterivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY TexSubImage2DRobustANGLE(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY TexImage3DRobustANGLE(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY TexSubImage3DRobustANGLE(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY CompressedTexImage2DRobustANGLE(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage2DRobustANGLE(GLenum target,
GLint level,
GLsizei xoffset,
GLsizei yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTexImage3DRobustANGLE(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage3DRobustANGLE(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
ANGLE_EXPORT void GL_APIENTRY
GetQueryivRobustANGLE(GLenum target, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjectuivRobustANGLE(GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetBufferPointervRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **params);
ANGLE_EXPORT void GL_APIENTRY GetIntegeri_vRobustANGLE(GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *data);
ANGLE_EXPORT void GL_APIENTRY GetInternalformativRobustANGLE(GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribIivRobustANGLE(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribIuivRobustANGLE(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetUniformuivRobustANGLE(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformBlockivRobustANGLE(GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetInteger64vRobustANGLE(GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GetInteger64i_vRobustANGLE(GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GetBufferParameteri64vRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY SamplerParameterivRobustANGLE(GLuint sampler,
GLuint pname,
GLsizei bufSize,
const GLint *param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameterfvRobustANGLE(GLuint sampler,
GLenum pname,
GLsizei bufSize,
const GLfloat *param);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterivRobustANGLE(GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterfvRobustANGLE(GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetFramebufferParameterivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetProgramInterfaceivRobustANGLE(GLuint program,
GLenum programInterface,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetBooleani_vRobustANGLE(GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLboolean *data);
ANGLE_EXPORT void GL_APIENTRY GetMultisamplefvRobustANGLE(GLenum pname,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLfloat *val);
ANGLE_EXPORT void GL_APIENTRY GetTexLevelParameterivRobustANGLE(GLenum target,
GLint level,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTexLevelParameterfvRobustANGLE(GLenum target,
GLint level,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetPointervRobustANGLERobustANGLE(GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **params);
ANGLE_EXPORT void GL_APIENTRY ReadnPixelsRobustANGLE(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
GLsizei *length,
GLsizei *columns,
GLsizei *rows,
void *data);
ANGLE_EXPORT void GL_APIENTRY GetnUniformfvRobustANGLE(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetnUniformivRobustANGLE(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetnUniformuivRobustANGLE(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY TexParameterIivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY TexParameterIuivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
const GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetTexParameterIivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTexParameterIuivRobustANGLE(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY SamplerParameterIivRobustANGLE(GLuint sampler,
GLenum pname,
GLsizei bufSize,
const GLint *param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameterIuivRobustANGLE(GLuint sampler,
GLenum pname,
GLsizei bufSize,
const GLuint *param);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterIivRobustANGLE(GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterIuivRobustANGLE(GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjectivRobustANGLE(GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjecti64vRobustANGLE(GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjectui64vRobustANGLE(GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint64 *params);
// GL_ANGLE_texture_external_update
ANGLE_EXPORT void GL_APIENTRY TexImage2DExternalANGLE(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type);
ANGLE_EXPORT void GL_APIENTRY InvalidateTextureANGLE(GLenum target);
// GL_ANGLE_texture_multisample
ANGLE_EXPORT void GL_APIENTRY TexStorage2DMultisampleANGLE(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY GetTexLevelParameterivANGLE(GLenum target,
GLint level,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTexLevelParameterfvANGLE(GLenum target,
GLint level,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetMultisamplefvANGLE(GLenum pname, GLuint index, GLfloat *val);
ANGLE_EXPORT void GL_APIENTRY SampleMaskiANGLE(GLuint maskNumber, GLbitfield mask);
// GL_ANGLE_translated_shader_source
ANGLE_EXPORT void GL_APIENTRY GetTranslatedShaderSourceANGLE(GLuint shader,
GLsizei bufsize,
GLsizei *length,
GLchar *source);
// GL_CHROMIUM_bind_uniform_location
ANGLE_EXPORT void GL_APIENTRY BindUniformLocationCHROMIUM(GLuint program,
GLint location,
const GLchar *name);
// GL_CHROMIUM_copy_compressed_texture
ANGLE_EXPORT void GL_APIENTRY CompressedCopyTextureCHROMIUM(GLuint sourceId, GLuint destId);
// GL_CHROMIUM_copy_texture
ANGLE_EXPORT void GL_APIENTRY CopyTextureCHROMIUM(GLuint sourceId,
GLint sourceLevel,
GLenum destTarget,
GLuint destId,
GLint destLevel,
GLint internalFormat,
GLenum destType,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
ANGLE_EXPORT void GL_APIENTRY CopySubTextureCHROMIUM(GLuint sourceId,
GLint sourceLevel,
GLenum destTarget,
GLuint destId,
GLint destLevel,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLint width,
GLint height,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
// GL_CHROMIUM_framebuffer_mixed_samples
ANGLE_EXPORT void GL_APIENTRY CoverageModulationCHROMIUM(GLenum components);
ANGLE_EXPORT void GL_APIENTRY MatrixLoadfCHROMIUM(GLenum matrixMode, const GLfloat *matrix);
ANGLE_EXPORT void GL_APIENTRY MatrixLoadIdentityCHROMIUM(GLenum matrixMode);
// GL_CHROMIUM_lose_context
ANGLE_EXPORT void GL_APIENTRY LoseContextCHROMIUM(GLenum current, GLenum other);
// GL_CHROMIUM_path_rendering
ANGLE_EXPORT GLuint GL_APIENTRY GenPathsCHROMIUM(GLsizei range);
ANGLE_EXPORT void GL_APIENTRY DeletePathsCHROMIUM(GLuint first, GLsizei range);
ANGLE_EXPORT GLboolean GL_APIENTRY IsPathCHROMIUM(GLuint path);
ANGLE_EXPORT void GL_APIENTRY PathCommandsCHROMIUM(GLuint path,
GLsizei numCommands,
const GLubyte *commands,
GLsizei numCoords,
GLenum coordType,
const void *coords);
ANGLE_EXPORT void GL_APIENTRY PathParameterfCHROMIUM(GLuint path, GLenum pname, GLfloat value);
ANGLE_EXPORT void GL_APIENTRY PathParameteriCHROMIUM(GLuint path, GLenum pname, GLint value);
ANGLE_EXPORT void GL_APIENTRY GetPathParameterfvCHROMIUM(GLuint path, GLenum pname, GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GetPathParameterivCHROMIUM(GLuint path, GLenum pname, GLint *value);
ANGLE_EXPORT void GL_APIENTRY PathStencilFuncCHROMIUM(GLenum func, GLint ref, GLuint mask);
ANGLE_EXPORT void GL_APIENTRY StencilFillPathCHROMIUM(GLuint path, GLenum fillMode, GLuint mask);
ANGLE_EXPORT void GL_APIENTRY StencilStrokePathCHROMIUM(GLuint path, GLint reference, GLuint mask);
ANGLE_EXPORT void GL_APIENTRY CoverFillPathCHROMIUM(GLuint path, GLenum coverMode);
ANGLE_EXPORT void GL_APIENTRY CoverStrokePathCHROMIUM(GLuint path, GLenum coverMode);
ANGLE_EXPORT void GL_APIENTRY StencilThenCoverFillPathCHROMIUM(GLuint path,
GLenum fillMode,
GLuint mask,
GLenum coverMode);
ANGLE_EXPORT void GL_APIENTRY StencilThenCoverStrokePathCHROMIUM(GLuint path,
GLint reference,
GLuint mask,
GLenum coverMode);
ANGLE_EXPORT void GL_APIENTRY CoverFillPathInstancedCHROMIUM(GLsizei numPath,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
ANGLE_EXPORT void GL_APIENTRY CoverStrokePathInstancedCHROMIUM(GLsizei numPath,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
ANGLE_EXPORT void GL_APIENTRY StencilStrokePathInstancedCHROMIUM(GLsizei numPath,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLint reference,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues);
ANGLE_EXPORT void GL_APIENTRY StencilFillPathInstancedCHROMIUM(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum fillMode,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues);
ANGLE_EXPORT void GL_APIENTRY
StencilThenCoverFillPathInstancedCHROMIUM(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum fillMode,
GLuint mask,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
ANGLE_EXPORT void GL_APIENTRY
StencilThenCoverStrokePathInstancedCHROMIUM(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLint reference,
GLuint mask,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
ANGLE_EXPORT void GL_APIENTRY BindFragmentInputLocationCHROMIUM(GLuint programs,
GLint location,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY ProgramPathFragmentInputGenCHROMIUM(GLuint program,
GLint location,
GLenum genMode,
GLint components,
const GLfloat *coeffs);
// GL_EXT_blend_func_extended
ANGLE_EXPORT void GL_APIENTRY BindFragDataLocationEXT(GLuint program,
GLuint color,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY BindFragDataLocationIndexedEXT(GLuint program,
GLuint colorNumber,
GLuint index,
const GLchar *name);
ANGLE_EXPORT GLint GL_APIENTRY GetFragDataIndexEXT(GLuint program, const GLchar *name);
ANGLE_EXPORT GLint GL_APIENTRY GetProgramResourceLocationIndexEXT(GLuint program,
GLenum programInterface,
const GLchar *name);
// GL_EXT_debug_marker
ANGLE_EXPORT void GL_APIENTRY InsertEventMarkerEXT(GLsizei length, const GLchar *marker);
ANGLE_EXPORT void GL_APIENTRY PopGroupMarkerEXT();
ANGLE_EXPORT void GL_APIENTRY PushGroupMarkerEXT(GLsizei length, const GLchar *marker);
// GL_EXT_discard_framebuffer
ANGLE_EXPORT void GL_APIENTRY DiscardFramebufferEXT(GLenum target,
GLsizei numAttachments,
const GLenum *attachments);
// GL_EXT_disjoint_timer_query
ANGLE_EXPORT void GL_APIENTRY BeginQueryEXT(GLenum target, GLuint id);
ANGLE_EXPORT void GL_APIENTRY DeleteQueriesEXT(GLsizei n, const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY EndQueryEXT(GLenum target);
ANGLE_EXPORT void GL_APIENTRY GenQueriesEXT(GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjecti64vEXT(GLuint id, GLenum pname, GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjectivEXT(GLuint id, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjectui64vEXT(GLuint id, GLenum pname, GLuint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjectuivEXT(GLuint id, GLenum pname, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryivEXT(GLenum target, GLenum pname, GLint *params);
ANGLE_EXPORT GLboolean GL_APIENTRY IsQueryEXT(GLuint id);
ANGLE_EXPORT void GL_APIENTRY QueryCounterEXT(GLuint id, GLenum target);
// GL_EXT_draw_buffers
ANGLE_EXPORT void GL_APIENTRY DrawBuffersEXT(GLsizei n, const GLenum *bufs);
// GL_EXT_draw_elements_base_vertex
ANGLE_EXPORT void GL_APIENTRY DrawElementsBaseVertexEXT(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstancedBaseVertexEXT(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY DrawRangeElementsBaseVertexEXT(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY MultiDrawElementsBaseVertexEXT(GLenum mode,
const GLsizei *count,
GLenum type,
const void *const *indices,
GLsizei primcount,
const GLint *basevertex);
// GL_EXT_geometry_shader
ANGLE_EXPORT void GL_APIENTRY FramebufferTextureEXT(GLenum target,
GLenum attachment,
GLuint texture,
GLint level);
// GL_EXT_instanced_arrays
ANGLE_EXPORT void GL_APIENTRY DrawArraysInstancedEXT(GLenum mode,
GLint start,
GLsizei count,
GLsizei primcount);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstancedEXT(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei primcount);
ANGLE_EXPORT void GL_APIENTRY VertexAttribDivisorEXT(GLuint index, GLuint divisor);
// GL_EXT_map_buffer_range
ANGLE_EXPORT void GL_APIENTRY FlushMappedBufferRangeEXT(GLenum target,
GLintptr offset,
GLsizeiptr length);
ANGLE_EXPORT void *GL_APIENTRY MapBufferRangeEXT(GLenum target,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
// GL_EXT_memory_object
ANGLE_EXPORT void GL_APIENTRY BufferStorageMemEXT(GLenum target,
GLsizeiptr size,
GLuint memory,
GLuint64 offset);
ANGLE_EXPORT void GL_APIENTRY CreateMemoryObjectsEXT(GLsizei n, GLuint *memoryObjects);
ANGLE_EXPORT void GL_APIENTRY DeleteMemoryObjectsEXT(GLsizei n, const GLuint *memoryObjects);
ANGLE_EXPORT void GL_APIENTRY GetMemoryObjectParameterivEXT(GLuint memoryObject,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetUnsignedBytevEXT(GLenum pname, GLubyte *data);
ANGLE_EXPORT void GL_APIENTRY GetUnsignedBytei_vEXT(GLenum target, GLuint index, GLubyte *data);
ANGLE_EXPORT GLboolean GL_APIENTRY IsMemoryObjectEXT(GLuint memoryObject);
ANGLE_EXPORT void GL_APIENTRY MemoryObjectParameterivEXT(GLuint memoryObject,
GLenum pname,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY TexStorageMem2DEXT(GLenum target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLuint memory,
GLuint64 offset);
ANGLE_EXPORT void GL_APIENTRY TexStorageMem2DMultisampleEXT(GLenum target,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLboolean fixedSampleLocations,
GLuint memory,
GLuint64 offset);
ANGLE_EXPORT void GL_APIENTRY TexStorageMem3DEXT(GLenum target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLuint memory,
GLuint64 offset);
ANGLE_EXPORT void GL_APIENTRY TexStorageMem3DMultisampleEXT(GLenum target,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedSampleLocations,
GLuint memory,
GLuint64 offset);
// GL_EXT_memory_object_fd
ANGLE_EXPORT void GL_APIENTRY ImportMemoryFdEXT(GLuint memory,
GLuint64 size,
GLenum handleType,
GLint fd);
// GL_EXT_multisampled_render_to_texture
ANGLE_EXPORT void GL_APIENTRY FramebufferTexture2DMultisampleEXT(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level,
GLsizei samples);
ANGLE_EXPORT void GL_APIENTRY RenderbufferStorageMultisampleEXT(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
// GL_EXT_occlusion_query_boolean
// GL_EXT_robustness
ANGLE_EXPORT GLenum GL_APIENTRY GetGraphicsResetStatusEXT();
ANGLE_EXPORT void GL_APIENTRY GetnUniformfvEXT(GLuint program,
GLint location,
GLsizei bufSize,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetnUniformivEXT(GLuint program,
GLint location,
GLsizei bufSize,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY ReadnPixelsEXT(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
void *data);
// GL_EXT_semaphore
ANGLE_EXPORT void GL_APIENTRY DeleteSemaphoresEXT(GLsizei n, const GLuint *semaphores);
ANGLE_EXPORT void GL_APIENTRY GenSemaphoresEXT(GLsizei n, GLuint *semaphores);
ANGLE_EXPORT void GL_APIENTRY GetSemaphoreParameterui64vEXT(GLuint semaphore,
GLenum pname,
GLuint64 *params);
ANGLE_EXPORT GLboolean GL_APIENTRY IsSemaphoreEXT(GLuint semaphore);
ANGLE_EXPORT void GL_APIENTRY SemaphoreParameterui64vEXT(GLuint semaphore,
GLenum pname,
const GLuint64 *params);
ANGLE_EXPORT void GL_APIENTRY SignalSemaphoreEXT(GLuint semaphore,
GLuint numBufferBarriers,
const GLuint *buffers,
GLuint numTextureBarriers,
const GLuint *textures,
const GLenum *dstLayouts);
ANGLE_EXPORT void GL_APIENTRY WaitSemaphoreEXT(GLuint semaphore,
GLuint numBufferBarriers,
const GLuint *buffers,
GLuint numTextureBarriers,
const GLuint *textures,
const GLenum *srcLayouts);
// GL_EXT_semaphore_fd
ANGLE_EXPORT void GL_APIENTRY ImportSemaphoreFdEXT(GLuint semaphore, GLenum handleType, GLint fd);
// GL_EXT_texture_filter_anisotropic
// GL_EXT_texture_storage
ANGLE_EXPORT void GL_APIENTRY TexStorage1DEXT(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width);
ANGLE_EXPORT void GL_APIENTRY TexStorage2DEXT(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY TexStorage3DEXT(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
// GL_KHR_debug
ANGLE_EXPORT void GL_APIENTRY DebugMessageCallbackKHR(GLDEBUGPROCKHR callback,
const void *userParam);
ANGLE_EXPORT void GL_APIENTRY DebugMessageControlKHR(GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids,
GLboolean enabled);
ANGLE_EXPORT void GL_APIENTRY DebugMessageInsertKHR(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf);
ANGLE_EXPORT GLuint GL_APIENTRY GetDebugMessageLogKHR(GLuint count,
GLsizei bufSize,
GLenum *sources,
GLenum *types,
GLuint *ids,
GLenum *severities,
GLsizei *lengths,
GLchar *messageLog);
ANGLE_EXPORT void GL_APIENTRY
GetObjectLabelKHR(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GetObjectPtrLabelKHR(const void *ptr,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GetPointervKHR(GLenum pname, void **params);
ANGLE_EXPORT void GL_APIENTRY ObjectLabelKHR(GLenum identifier,
GLuint name,
GLsizei length,
const GLchar *label);
ANGLE_EXPORT void GL_APIENTRY ObjectPtrLabelKHR(const void *ptr,
GLsizei length,
const GLchar *label);
ANGLE_EXPORT void GL_APIENTRY PopDebugGroupKHR();
ANGLE_EXPORT void GL_APIENTRY PushDebugGroupKHR(GLenum source,
GLuint id,
GLsizei length,
const GLchar *message);
// GL_KHR_parallel_shader_compile
ANGLE_EXPORT void GL_APIENTRY MaxShaderCompilerThreadsKHR(GLuint count);
// GL_NV_fence
ANGLE_EXPORT void GL_APIENTRY DeleteFencesNV(GLsizei n, const GLuint *fences);
ANGLE_EXPORT void GL_APIENTRY FinishFenceNV(GLuint fence);
ANGLE_EXPORT void GL_APIENTRY GenFencesNV(GLsizei n, GLuint *fences);
ANGLE_EXPORT void GL_APIENTRY GetFenceivNV(GLuint fence, GLenum pname, GLint *params);
ANGLE_EXPORT GLboolean GL_APIENTRY IsFenceNV(GLuint fence);
ANGLE_EXPORT void GL_APIENTRY SetFenceNV(GLuint fence, GLenum condition);
ANGLE_EXPORT GLboolean GL_APIENTRY TestFenceNV(GLuint fence);
// GL_OES_EGL_image
ANGLE_EXPORT void GL_APIENTRY EGLImageTargetRenderbufferStorageOES(GLenum target,
GLeglImageOES image);
ANGLE_EXPORT void GL_APIENTRY EGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image);
// GL_OES_draw_elements_base_vertex
ANGLE_EXPORT void GL_APIENTRY DrawElementsBaseVertexOES(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstancedBaseVertexOES(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY DrawRangeElementsBaseVertexOES(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
// GL_OES_draw_texture
ANGLE_EXPORT void GL_APIENTRY
DrawTexfOES(GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height);
ANGLE_EXPORT void GL_APIENTRY DrawTexfvOES(const GLfloat *coords);
ANGLE_EXPORT void GL_APIENTRY DrawTexiOES(GLint x, GLint y, GLint z, GLint width, GLint height);
ANGLE_EXPORT void GL_APIENTRY DrawTexivOES(const GLint *coords);
ANGLE_EXPORT void GL_APIENTRY
DrawTexsOES(GLshort x, GLshort y, GLshort z, GLshort width, GLshort height);
ANGLE_EXPORT void GL_APIENTRY DrawTexsvOES(const GLshort *coords);
ANGLE_EXPORT void GL_APIENTRY
DrawTexxOES(GLfixed x, GLfixed y, GLfixed z, GLfixed width, GLfixed height);
ANGLE_EXPORT void GL_APIENTRY DrawTexxvOES(const GLfixed *coords);
// GL_OES_framebuffer_object
ANGLE_EXPORT void GL_APIENTRY BindFramebufferOES(GLenum target, GLuint framebuffer);
ANGLE_EXPORT void GL_APIENTRY BindRenderbufferOES(GLenum target, GLuint renderbuffer);
ANGLE_EXPORT GLenum GL_APIENTRY CheckFramebufferStatusOES(GLenum target);
ANGLE_EXPORT void GL_APIENTRY DeleteFramebuffersOES(GLsizei n, const GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY DeleteRenderbuffersOES(GLsizei n, const GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY FramebufferRenderbufferOES(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY FramebufferTexture2DOES(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY GenFramebuffersOES(GLsizei n, GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY GenRenderbuffersOES(GLsizei n, GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY GenerateMipmapOES(GLenum target);
ANGLE_EXPORT void GL_APIENTRY GetFramebufferAttachmentParameterivOES(GLenum target,
GLenum attachment,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetRenderbufferParameterivOES(GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT GLboolean GL_APIENTRY IsFramebufferOES(GLuint framebuffer);
ANGLE_EXPORT GLboolean GL_APIENTRY IsRenderbufferOES(GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY RenderbufferStorageOES(GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height);
// GL_OES_get_program_binary
ANGLE_EXPORT void GL_APIENTRY GetProgramBinaryOES(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary);
ANGLE_EXPORT void GL_APIENTRY ProgramBinaryOES(GLuint program,
GLenum binaryFormat,
const void *binary,
GLint length);
// GL_OES_mapbuffer
ANGLE_EXPORT void GL_APIENTRY GetBufferPointervOES(GLenum target, GLenum pname, void **params);
ANGLE_EXPORT void *GL_APIENTRY MapBufferOES(GLenum target, GLenum access);
ANGLE_EXPORT GLboolean GL_APIENTRY UnmapBufferOES(GLenum target);
// GL_OES_matrix_palette
ANGLE_EXPORT void GL_APIENTRY CurrentPaletteMatrixOES(GLuint matrixpaletteindex);
ANGLE_EXPORT void GL_APIENTRY LoadPaletteFromModelViewMatrixOES();
ANGLE_EXPORT void GL_APIENTRY MatrixIndexPointerOES(GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
ANGLE_EXPORT void GL_APIENTRY WeightPointerOES(GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
// GL_OES_point_size_array
ANGLE_EXPORT void GL_APIENTRY PointSizePointerOES(GLenum type, GLsizei stride, const void *pointer);
// GL_OES_query_matrix
ANGLE_EXPORT GLbitfield GL_APIENTRY QueryMatrixxOES(GLfixed *mantissa, GLint *exponent);
// GL_OES_texture_3D
ANGLE_EXPORT void GL_APIENTRY CompressedTexImage3DOES(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage3DOES(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 CopyTexSubImage3DOES(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY FramebufferTexture3DOES(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level,
GLint zoffset);
ANGLE_EXPORT void GL_APIENTRY TexImage3DOES(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY TexSubImage3DOES(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels);
// GL_OES_texture_border_clamp
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterIivOES(GLuint sampler,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterIuivOES(GLuint sampler,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetTexParameterIivOES(GLenum target, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTexParameterIuivOES(GLenum target, GLenum pname, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY SamplerParameterIivOES(GLuint sampler,
GLenum pname,
const GLint *param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameterIuivOES(GLuint sampler,
GLenum pname,
const GLuint *param);
ANGLE_EXPORT void GL_APIENTRY TexParameterIivOES(GLenum target, GLenum pname, const GLint *params);
ANGLE_EXPORT void GL_APIENTRY TexParameterIuivOES(GLenum target,
GLenum pname,
const GLuint *params);
// GL_OES_texture_cube_map
ANGLE_EXPORT void GL_APIENTRY GetTexGenfvOES(GLenum coord, GLenum pname, GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetTexGenivOES(GLenum coord, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTexGenxvOES(GLenum coord, GLenum pname, GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY TexGenfOES(GLenum coord, GLenum pname, GLfloat param);
ANGLE_EXPORT void GL_APIENTRY TexGenfvOES(GLenum coord, GLenum pname, const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY TexGeniOES(GLenum coord, GLenum pname, GLint param);
ANGLE_EXPORT void GL_APIENTRY TexGenivOES(GLenum coord, GLenum pname, const GLint *params);
ANGLE_EXPORT void GL_APIENTRY TexGenxOES(GLenum coord, GLenum pname, GLfixed param);
ANGLE_EXPORT void GL_APIENTRY TexGenxvOES(GLenum coord, GLenum pname, const GLfixed *params);
// GL_OES_texture_storage_multisample_2d_array
ANGLE_EXPORT void GL_APIENTRY TexStorage3DMultisampleOES(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
// GL_OES_vertex_array_object
ANGLE_EXPORT void GL_APIENTRY BindVertexArrayOES(GLuint array);
ANGLE_EXPORT void GL_APIENTRY DeleteVertexArraysOES(GLsizei n, const GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY GenVertexArraysOES(GLsizei n, GLuint *arrays);
ANGLE_EXPORT GLboolean GL_APIENTRY IsVertexArrayOES(GLuint array);
// GL_OVR_multiview
ANGLE_EXPORT void GL_APIENTRY FramebufferTextureMultiviewOVR(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint baseViewIndex,
GLsizei numViews);
// GL_OVR_multiview2
// EGL_ANGLE_explicit_context
ANGLE_EXPORT void GL_APIENTRY ActiveShaderProgramContextANGLE(GLeglContext ctx,
GLuint pipeline,
GLuint program);
ANGLE_EXPORT void GL_APIENTRY ActiveTextureContextANGLE(GLeglContext ctx, GLenum texture);
ANGLE_EXPORT void GL_APIENTRY AlphaFuncContextANGLE(GLeglContext ctx, GLenum func, GLfloat ref);
ANGLE_EXPORT void GL_APIENTRY AlphaFuncxContextANGLE(GLeglContext ctx, GLenum func, GLfixed ref);
ANGLE_EXPORT void GL_APIENTRY AttachShaderContextANGLE(GLeglContext ctx,
GLuint program,
GLuint shader);
ANGLE_EXPORT void GL_APIENTRY BeginQueryContextANGLE(GLeglContext ctx, GLenum target, GLuint id);
ANGLE_EXPORT void GL_APIENTRY BeginQueryEXTContextANGLE(GLeglContext ctx, GLenum target, GLuint id);
ANGLE_EXPORT void GL_APIENTRY BeginTransformFeedbackContextANGLE(GLeglContext ctx,
GLenum primitiveMode);
ANGLE_EXPORT void GL_APIENTRY BindAttribLocationContextANGLE(GLeglContext ctx,
GLuint program,
GLuint index,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY BindBufferContextANGLE(GLeglContext ctx,
GLenum target,
GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY BindBufferBaseContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index,
GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY BindBufferRangeContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY BindFragDataLocationEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLuint color,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY BindFragDataLocationIndexedEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLuint colorNumber,
GLuint index,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY BindFramebufferContextANGLE(GLeglContext ctx,
GLenum target,
GLuint framebuffer);
ANGLE_EXPORT void GL_APIENTRY BindFramebufferOESContextANGLE(GLeglContext ctx,
GLenum target,
GLuint framebuffer);
ANGLE_EXPORT void GL_APIENTRY BindImageTextureContextANGLE(GLeglContext ctx,
GLuint unit,
GLuint texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format);
ANGLE_EXPORT void GL_APIENTRY BindProgramPipelineContextANGLE(GLeglContext ctx, GLuint pipeline);
ANGLE_EXPORT void GL_APIENTRY BindRenderbufferContextANGLE(GLeglContext ctx,
GLenum target,
GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY BindRenderbufferOESContextANGLE(GLeglContext ctx,
GLenum target,
GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY BindSamplerContextANGLE(GLeglContext ctx,
GLuint unit,
GLuint sampler);
ANGLE_EXPORT void GL_APIENTRY BindTextureContextANGLE(GLeglContext ctx,
GLenum target,
GLuint texture);
ANGLE_EXPORT void GL_APIENTRY BindTransformFeedbackContextANGLE(GLeglContext ctx,
GLenum target,
GLuint id);
ANGLE_EXPORT void GL_APIENTRY BindVertexArrayContextANGLE(GLeglContext ctx, GLuint array);
ANGLE_EXPORT void GL_APIENTRY BindVertexArrayOESContextANGLE(GLeglContext ctx, GLuint array);
ANGLE_EXPORT void GL_APIENTRY BindVertexBufferContextANGLE(GLeglContext ctx,
GLuint bindingindex,
GLuint buffer,
GLintptr offset,
GLsizei stride);
ANGLE_EXPORT void GL_APIENTRY BlendBarrierContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY
BlendColorContextANGLE(GLeglContext ctx, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
ANGLE_EXPORT void GL_APIENTRY BlendEquationContextANGLE(GLeglContext ctx, GLenum mode);
ANGLE_EXPORT void GL_APIENTRY BlendEquationSeparateContextANGLE(GLeglContext ctx,
GLenum modeRGB,
GLenum modeAlpha);
ANGLE_EXPORT void GL_APIENTRY BlendEquationSeparateiContextANGLE(GLeglContext ctx,
GLuint buf,
GLenum modeRGB,
GLenum modeAlpha);
ANGLE_EXPORT void GL_APIENTRY BlendEquationiContextANGLE(GLeglContext ctx, GLuint buf, GLenum mode);
ANGLE_EXPORT void GL_APIENTRY BlendFuncContextANGLE(GLeglContext ctx,
GLenum sfactor,
GLenum dfactor);
ANGLE_EXPORT void GL_APIENTRY BlendFuncSeparateContextANGLE(GLeglContext ctx,
GLenum sfactorRGB,
GLenum dfactorRGB,
GLenum sfactorAlpha,
GLenum dfactorAlpha);
ANGLE_EXPORT void GL_APIENTRY BlendFuncSeparateiContextANGLE(GLeglContext ctx,
GLuint buf,
GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha);
ANGLE_EXPORT void GL_APIENTRY BlendFunciContextANGLE(GLeglContext ctx,
GLuint buf,
GLenum src,
GLenum dst);
ANGLE_EXPORT void GL_APIENTRY BlitFramebufferContextANGLE(GLeglContext ctx,
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 BlitFramebufferANGLEContextANGLE(GLeglContext ctx,
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 BufferDataContextANGLE(GLeglContext ctx,
GLenum target,
GLsizeiptr size,
const void *data,
GLenum usage);
ANGLE_EXPORT void GL_APIENTRY BufferStorageMemEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLsizeiptr size,
GLuint memory,
GLuint64 offset);
ANGLE_EXPORT void GL_APIENTRY BufferSubDataContextANGLE(GLeglContext ctx,
GLenum target,
GLintptr offset,
GLsizeiptr size,
const void *data);
ANGLE_EXPORT GLenum GL_APIENTRY CheckFramebufferStatusContextANGLE(GLeglContext ctx, GLenum target);
ANGLE_EXPORT GLenum GL_APIENTRY CheckFramebufferStatusOESContextANGLE(GLeglContext ctx,
GLenum target);
ANGLE_EXPORT void GL_APIENTRY ClearContextANGLE(GLeglContext ctx, GLbitfield mask);
ANGLE_EXPORT void GL_APIENTRY ClearBufferfiContextANGLE(GLeglContext ctx,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil);
ANGLE_EXPORT void GL_APIENTRY ClearBufferfvContextANGLE(GLeglContext ctx,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ClearBufferivContextANGLE(GLeglContext ctx,
GLenum buffer,
GLint drawbuffer,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY ClearBufferuivContextANGLE(GLeglContext ctx,
GLenum buffer,
GLint drawbuffer,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY
ClearColorContextANGLE(GLeglContext ctx, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
ANGLE_EXPORT void GL_APIENTRY
ClearColorxContextANGLE(GLeglContext ctx, GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha);
ANGLE_EXPORT void GL_APIENTRY ClearDepthfContextANGLE(GLeglContext ctx, GLfloat d);
ANGLE_EXPORT void GL_APIENTRY ClearDepthxContextANGLE(GLeglContext ctx, GLfixed depth);
ANGLE_EXPORT void GL_APIENTRY ClearStencilContextANGLE(GLeglContext ctx, GLint s);
ANGLE_EXPORT void GL_APIENTRY ClientActiveTextureContextANGLE(GLeglContext ctx, GLenum texture);
ANGLE_EXPORT GLenum GL_APIENTRY ClientWaitSyncContextANGLE(GLeglContext ctx,
GLsync sync,
GLbitfield flags,
GLuint64 timeout);
ANGLE_EXPORT void GL_APIENTRY ClipPlanefContextANGLE(GLeglContext ctx,
GLenum p,
const GLfloat *eqn);
ANGLE_EXPORT void GL_APIENTRY ClipPlanexContextANGLE(GLeglContext ctx,
GLenum plane,
const GLfixed *equation);
ANGLE_EXPORT void GL_APIENTRY
Color4fContextANGLE(GLeglContext ctx, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
ANGLE_EXPORT void GL_APIENTRY
Color4ubContextANGLE(GLeglContext ctx, GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
ANGLE_EXPORT void GL_APIENTRY
Color4xContextANGLE(GLeglContext ctx, GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha);
ANGLE_EXPORT void GL_APIENTRY ColorMaskContextANGLE(GLeglContext ctx,
GLboolean red,
GLboolean green,
GLboolean blue,
GLboolean alpha);
ANGLE_EXPORT void GL_APIENTRY ColorMaskiContextANGLE(GLeglContext ctx,
GLuint index,
GLboolean r,
GLboolean g,
GLboolean b,
GLboolean a);
ANGLE_EXPORT void GL_APIENTRY ColorPointerContextANGLE(GLeglContext ctx,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
ANGLE_EXPORT void GL_APIENTRY CompileShaderContextANGLE(GLeglContext ctx, GLuint shader);
ANGLE_EXPORT void GL_APIENTRY CompressedTexImage2DContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTexImage3DContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTexImage3DOESContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage2DContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage3DContextANGLE(GLeglContext ctx,
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 CompressedTexSubImage3DOESContextANGLE(GLeglContext ctx,
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 CopyBufferSubDataContextANGLE(GLeglContext ctx,
GLenum readTarget,
GLenum writeTarget,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY CopyImageSubDataContextANGLE(GLeglContext ctx,
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);
ANGLE_EXPORT void GL_APIENTRY CopyTexImage2DContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border);
ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage2DContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage3DContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage3DOESContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY CreateMemoryObjectsEXTContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *memoryObjects);
ANGLE_EXPORT GLuint GL_APIENTRY CreateProgramContextANGLE(GLeglContext ctx);
ANGLE_EXPORT GLuint GL_APIENTRY CreateShaderContextANGLE(GLeglContext ctx, GLenum type);
ANGLE_EXPORT GLuint GL_APIENTRY CreateShaderProgramvContextANGLE(GLeglContext ctx,
GLenum type,
GLsizei count,
const GLchar *const *strings);
ANGLE_EXPORT void GL_APIENTRY CullFaceContextANGLE(GLeglContext ctx, GLenum mode);
ANGLE_EXPORT void GL_APIENTRY CurrentPaletteMatrixOESContextANGLE(GLeglContext ctx,
GLuint matrixpaletteindex);
ANGLE_EXPORT void GL_APIENTRY DebugMessageCallbackContextANGLE(GLeglContext ctx,
GLDEBUGPROC callback,
const void *userParam);
ANGLE_EXPORT void GL_APIENTRY DebugMessageCallbackKHRContextANGLE(GLeglContext ctx,
GLDEBUGPROCKHR callback,
const void *userParam);
ANGLE_EXPORT void GL_APIENTRY DebugMessageControlContextANGLE(GLeglContext ctx,
GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids,
GLboolean enabled);
ANGLE_EXPORT void GL_APIENTRY DebugMessageControlKHRContextANGLE(GLeglContext ctx,
GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids,
GLboolean enabled);
ANGLE_EXPORT void GL_APIENTRY DebugMessageInsertContextANGLE(GLeglContext ctx,
GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf);
ANGLE_EXPORT void GL_APIENTRY DebugMessageInsertKHRContextANGLE(GLeglContext ctx,
GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf);
ANGLE_EXPORT void GL_APIENTRY DeleteBuffersContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *buffers);
ANGLE_EXPORT void GL_APIENTRY DeleteFencesNVContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *fences);
ANGLE_EXPORT void GL_APIENTRY DeleteFramebuffersContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY DeleteFramebuffersOESContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY DeleteMemoryObjectsEXTContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *memoryObjects);
ANGLE_EXPORT void GL_APIENTRY DeleteProgramContextANGLE(GLeglContext ctx, GLuint program);
ANGLE_EXPORT void GL_APIENTRY DeleteProgramPipelinesContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *pipelines);
ANGLE_EXPORT void GL_APIENTRY DeleteQueriesContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY DeleteQueriesEXTContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY DeleteRenderbuffersContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY DeleteRenderbuffersOESContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY DeleteSamplersContextANGLE(GLeglContext ctx,
GLsizei count,
const GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY DeleteSemaphoresEXTContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *semaphores);
ANGLE_EXPORT void GL_APIENTRY DeleteShaderContextANGLE(GLeglContext ctx, GLuint shader);
ANGLE_EXPORT void GL_APIENTRY DeleteSyncContextANGLE(GLeglContext ctx, GLsync sync);
ANGLE_EXPORT void GL_APIENTRY DeleteTexturesContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY DeleteTransformFeedbacksContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY DeleteVertexArraysContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY DeleteVertexArraysOESContextANGLE(GLeglContext ctx,
GLsizei n,
const GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY DepthFuncContextANGLE(GLeglContext ctx, GLenum func);
ANGLE_EXPORT void GL_APIENTRY DepthMaskContextANGLE(GLeglContext ctx, GLboolean flag);
ANGLE_EXPORT void GL_APIENTRY DepthRangefContextANGLE(GLeglContext ctx, GLfloat n, GLfloat f);
ANGLE_EXPORT void GL_APIENTRY DepthRangexContextANGLE(GLeglContext ctx, GLfixed n, GLfixed f);
ANGLE_EXPORT void GL_APIENTRY DetachShaderContextANGLE(GLeglContext ctx,
GLuint program,
GLuint shader);
ANGLE_EXPORT void GL_APIENTRY DisableContextANGLE(GLeglContext ctx, GLenum cap);
ANGLE_EXPORT void GL_APIENTRY DisableClientStateContextANGLE(GLeglContext ctx, GLenum array);
ANGLE_EXPORT void GL_APIENTRY DisableVertexAttribArrayContextANGLE(GLeglContext ctx, GLuint index);
ANGLE_EXPORT void GL_APIENTRY DisableiContextANGLE(GLeglContext ctx, GLenum target, GLuint index);
ANGLE_EXPORT void GL_APIENTRY DiscardFramebufferEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei numAttachments,
const GLenum *attachments);
ANGLE_EXPORT void GL_APIENTRY DispatchComputeContextANGLE(GLeglContext ctx,
GLuint num_groups_x,
GLuint num_groups_y,
GLuint num_groups_z);
ANGLE_EXPORT void GL_APIENTRY DispatchComputeIndirectContextANGLE(GLeglContext ctx,
GLintptr indirect);
ANGLE_EXPORT void GL_APIENTRY DrawArraysContextANGLE(GLeglContext ctx,
GLenum mode,
GLint first,
GLsizei count);
ANGLE_EXPORT void GL_APIENTRY DrawArraysIndirectContextANGLE(GLeglContext ctx,
GLenum mode,
const void *indirect);
ANGLE_EXPORT void GL_APIENTRY DrawArraysInstancedContextANGLE(GLeglContext ctx,
GLenum mode,
GLint first,
GLsizei count,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY DrawArraysInstancedANGLEContextANGLE(GLeglContext ctx,
GLenum mode,
GLint first,
GLsizei count,
GLsizei primcount);
ANGLE_EXPORT void GL_APIENTRY DrawArraysInstancedEXTContextANGLE(GLeglContext ctx,
GLenum mode,
GLint start,
GLsizei count,
GLsizei primcount);
ANGLE_EXPORT void GL_APIENTRY DrawBuffersContextANGLE(GLeglContext ctx,
GLsizei n,
const GLenum *bufs);
ANGLE_EXPORT void GL_APIENTRY DrawBuffersEXTContextANGLE(GLeglContext ctx,
GLsizei n,
const GLenum *bufs);
ANGLE_EXPORT void GL_APIENTRY DrawElementsContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices);
ANGLE_EXPORT void GL_APIENTRY DrawElementsBaseVertexContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY DrawElementsBaseVertexEXTContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY DrawElementsBaseVertexOESContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY DrawElementsIndirectContextANGLE(GLeglContext ctx,
GLenum mode,
GLenum type,
const void *indirect);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstancedContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstancedANGLEContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei primcount);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstancedBaseVertexContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstancedBaseVertexEXTContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstancedBaseVertexOESContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstancedEXTContextANGLE(GLeglContext ctx,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei primcount);
ANGLE_EXPORT void GL_APIENTRY DrawRangeElementsContextANGLE(GLeglContext ctx,
GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices);
ANGLE_EXPORT void GL_APIENTRY DrawRangeElementsBaseVertexContextANGLE(GLeglContext ctx,
GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY DrawRangeElementsBaseVertexEXTContextANGLE(GLeglContext ctx,
GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY DrawRangeElementsBaseVertexOESContextANGLE(GLeglContext ctx,
GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY DrawTexfOESContextANGLE(GLeglContext ctx,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat width,
GLfloat height);
ANGLE_EXPORT void GL_APIENTRY DrawTexfvOESContextANGLE(GLeglContext ctx, const GLfloat *coords);
ANGLE_EXPORT void GL_APIENTRY
DrawTexiOESContextANGLE(GLeglContext ctx, GLint x, GLint y, GLint z, GLint width, GLint height);
ANGLE_EXPORT void GL_APIENTRY DrawTexivOESContextANGLE(GLeglContext ctx, const GLint *coords);
ANGLE_EXPORT void GL_APIENTRY DrawTexsOESContextANGLE(GLeglContext ctx,
GLshort x,
GLshort y,
GLshort z,
GLshort width,
GLshort height);
ANGLE_EXPORT void GL_APIENTRY DrawTexsvOESContextANGLE(GLeglContext ctx, const GLshort *coords);
ANGLE_EXPORT void GL_APIENTRY DrawTexxOESContextANGLE(GLeglContext ctx,
GLfixed x,
GLfixed y,
GLfixed z,
GLfixed width,
GLfixed height);
ANGLE_EXPORT void GL_APIENTRY DrawTexxvOESContextANGLE(GLeglContext ctx, const GLfixed *coords);
ANGLE_EXPORT void GL_APIENTRY EGLImageTargetRenderbufferStorageOESContextANGLE(GLeglContext ctx,
GLenum target,
GLeglImageOES image);
ANGLE_EXPORT void GL_APIENTRY EGLImageTargetTexture2DOESContextANGLE(GLeglContext ctx,
GLenum target,
GLeglImageOES image);
ANGLE_EXPORT void GL_APIENTRY EnableContextANGLE(GLeglContext ctx, GLenum cap);
ANGLE_EXPORT void GL_APIENTRY EnableClientStateContextANGLE(GLeglContext ctx, GLenum array);
ANGLE_EXPORT void GL_APIENTRY EnableVertexAttribArrayContextANGLE(GLeglContext ctx, GLuint index);
ANGLE_EXPORT void GL_APIENTRY EnableiContextANGLE(GLeglContext ctx, GLenum target, GLuint index);
ANGLE_EXPORT void GL_APIENTRY EndQueryContextANGLE(GLeglContext ctx, GLenum target);
ANGLE_EXPORT void GL_APIENTRY EndQueryEXTContextANGLE(GLeglContext ctx, GLenum target);
ANGLE_EXPORT void GL_APIENTRY EndTransformFeedbackContextANGLE(GLeglContext ctx);
ANGLE_EXPORT GLsync GL_APIENTRY FenceSyncContextANGLE(GLeglContext ctx,
GLenum condition,
GLbitfield flags);
ANGLE_EXPORT void GL_APIENTRY FinishContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY FinishFenceNVContextANGLE(GLeglContext ctx, GLuint fence);
ANGLE_EXPORT void GL_APIENTRY FlushContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY FlushMappedBufferRangeContextANGLE(GLeglContext ctx,
GLenum target,
GLintptr offset,
GLsizeiptr length);
ANGLE_EXPORT void GL_APIENTRY FlushMappedBufferRangeEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLintptr offset,
GLsizeiptr length);
ANGLE_EXPORT void GL_APIENTRY FogfContextANGLE(GLeglContext ctx, GLenum pname, GLfloat param);
ANGLE_EXPORT void GL_APIENTRY FogfvContextANGLE(GLeglContext ctx,
GLenum pname,
const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY FogxContextANGLE(GLeglContext ctx, GLenum pname, GLfixed param);
ANGLE_EXPORT void GL_APIENTRY FogxvContextANGLE(GLeglContext ctx,
GLenum pname,
const GLfixed *param);
ANGLE_EXPORT void GL_APIENTRY FramebufferParameteriContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint param);
ANGLE_EXPORT void GL_APIENTRY FramebufferRenderbufferContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY FramebufferRenderbufferOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY FramebufferTextureContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY FramebufferTexture2DContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY FramebufferTexture2DMultisampleEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level,
GLsizei samples);
ANGLE_EXPORT void GL_APIENTRY FramebufferTexture2DOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY FramebufferTexture3DOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level,
GLint zoffset);
ANGLE_EXPORT void GL_APIENTRY FramebufferTextureEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY FramebufferTextureLayerContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint layer);
ANGLE_EXPORT void GL_APIENTRY FramebufferTextureMultiviewOVRContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint baseViewIndex,
GLsizei numViews);
ANGLE_EXPORT void GL_APIENTRY FrontFaceContextANGLE(GLeglContext ctx, GLenum mode);
ANGLE_EXPORT void GL_APIENTRY FrustumfContextANGLE(GLeglContext ctx,
GLfloat l,
GLfloat r,
GLfloat b,
GLfloat t,
GLfloat n,
GLfloat f);
ANGLE_EXPORT void GL_APIENTRY FrustumxContextANGLE(GLeglContext ctx,
GLfixed l,
GLfixed r,
GLfixed b,
GLfixed t,
GLfixed n,
GLfixed f);
ANGLE_EXPORT void GL_APIENTRY GenBuffersContextANGLE(GLeglContext ctx, GLsizei n, GLuint *buffers);
ANGLE_EXPORT void GL_APIENTRY GenFencesNVContextANGLE(GLeglContext ctx, GLsizei n, GLuint *fences);
ANGLE_EXPORT void GL_APIENTRY GenFramebuffersContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY GenFramebuffersOESContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY GenProgramPipelinesContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *pipelines);
ANGLE_EXPORT void GL_APIENTRY GenQueriesContextANGLE(GLeglContext ctx, GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GenQueriesEXTContextANGLE(GLeglContext ctx, GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GenRenderbuffersContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY GenRenderbuffersOESContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY GenSamplersContextANGLE(GLeglContext ctx,
GLsizei count,
GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY GenSemaphoresEXTContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *semaphores);
ANGLE_EXPORT void GL_APIENTRY GenTexturesContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY GenTransformFeedbacksContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GenVertexArraysContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY GenVertexArraysOESContextANGLE(GLeglContext ctx,
GLsizei n,
GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY GenerateMipmapContextANGLE(GLeglContext ctx, GLenum target);
ANGLE_EXPORT void GL_APIENTRY GenerateMipmapOESContextANGLE(GLeglContext ctx, GLenum target);
ANGLE_EXPORT void GL_APIENTRY GetActiveAttribContextANGLE(GLeglContext ctx,
GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformContextANGLE(GLeglContext ctx,
GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformBlockNameContextANGLE(GLeglContext ctx,
GLuint program,
GLuint uniformBlockIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformBlockName);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformBlockivContextANGLE(GLeglContext ctx,
GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformsivContextANGLE(GLeglContext ctx,
GLuint program,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetAttachedShadersContextANGLE(GLeglContext ctx,
GLuint program,
GLsizei maxCount,
GLsizei *count,
GLuint *shaders);
ANGLE_EXPORT GLint GL_APIENTRY GetAttribLocationContextANGLE(GLeglContext ctx,
GLuint program,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetBooleani_vContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index,
GLboolean *data);
ANGLE_EXPORT void GL_APIENTRY GetBooleanvContextANGLE(GLeglContext ctx,
GLenum pname,
GLboolean *data);
ANGLE_EXPORT void GL_APIENTRY GetBufferParameteri64vContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetBufferParameterivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetBufferPointervContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
void **params);
ANGLE_EXPORT void GL_APIENTRY GetBufferPointervOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
void **params);
ANGLE_EXPORT void GL_APIENTRY GetClipPlanefContextANGLE(GLeglContext ctx,
GLenum plane,
GLfloat *equation);
ANGLE_EXPORT void GL_APIENTRY GetClipPlanexContextANGLE(GLeglContext ctx,
GLenum plane,
GLfixed *equation);
ANGLE_EXPORT GLuint GL_APIENTRY GetDebugMessageLogContextANGLE(GLeglContext ctx,
GLuint count,
GLsizei bufSize,
GLenum *sources,
GLenum *types,
GLuint *ids,
GLenum *severities,
GLsizei *lengths,
GLchar *messageLog);
ANGLE_EXPORT GLuint GL_APIENTRY GetDebugMessageLogKHRContextANGLE(GLeglContext ctx,
GLuint count,
GLsizei bufSize,
GLenum *sources,
GLenum *types,
GLuint *ids,
GLenum *severities,
GLsizei *lengths,
GLchar *messageLog);
ANGLE_EXPORT GLenum GL_APIENTRY GetErrorContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GetFenceivNVContextANGLE(GLeglContext ctx,
GLuint fence,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetFixedvContextANGLE(GLeglContext ctx,
GLenum pname,
GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GetFloatvContextANGLE(GLeglContext ctx, GLenum pname, GLfloat *data);
ANGLE_EXPORT GLint GL_APIENTRY GetFragDataIndexEXTContextANGLE(GLeglContext ctx,
GLuint program,
const GLchar *name);
ANGLE_EXPORT GLint GL_APIENTRY GetFragDataLocationContextANGLE(GLeglContext ctx,
GLuint program,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetFramebufferAttachmentParameterivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetFramebufferAttachmentParameterivOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum attachment,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetFramebufferParameterivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT GLenum GL_APIENTRY GetGraphicsResetStatusContextANGLE(GLeglContext ctx);
ANGLE_EXPORT GLenum GL_APIENTRY GetGraphicsResetStatusEXTContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY GetInteger64i_vContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index,
GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GetInteger64vContextANGLE(GLeglContext ctx,
GLenum pname,
GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GetIntegeri_vContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index,
GLint *data);
ANGLE_EXPORT void GL_APIENTRY GetIntegervContextANGLE(GLeglContext ctx, GLenum pname, GLint *data);
ANGLE_EXPORT void GL_APIENTRY GetInternalformativContextANGLE(GLeglContext ctx,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetLightfvContextANGLE(GLeglContext ctx,
GLenum light,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetLightxvContextANGLE(GLeglContext ctx,
GLenum light,
GLenum pname,
GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GetMaterialfvContextANGLE(GLeglContext ctx,
GLenum face,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetMaterialxvContextANGLE(GLeglContext ctx,
GLenum face,
GLenum pname,
GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GetMemoryObjectParameterivEXTContextANGLE(GLeglContext ctx,
GLuint memoryObject,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetMultisamplefvContextANGLE(GLeglContext ctx,
GLenum pname,
GLuint index,
GLfloat *val);
ANGLE_EXPORT void GL_APIENTRY GetObjectLabelContextANGLE(GLeglContext ctx,
GLenum identifier,
GLuint name,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GetObjectLabelKHRContextANGLE(GLeglContext ctx,
GLenum identifier,
GLuint name,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GetObjectPtrLabelContextANGLE(GLeglContext ctx,
const void *ptr,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GetObjectPtrLabelKHRContextANGLE(GLeglContext ctx,
const void *ptr,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GetPointervContextANGLE(GLeglContext ctx,
GLenum pname,
void **params);
ANGLE_EXPORT void GL_APIENTRY GetPointervKHRContextANGLE(GLeglContext ctx,
GLenum pname,
void **params);
ANGLE_EXPORT void GL_APIENTRY GetProgramBinaryContextANGLE(GLeglContext ctx,
GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary);
ANGLE_EXPORT void GL_APIENTRY GetProgramBinaryOESContextANGLE(GLeglContext ctx,
GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary);
ANGLE_EXPORT void GL_APIENTRY GetProgramInfoLogContextANGLE(GLeglContext ctx,
GLuint program,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
ANGLE_EXPORT void GL_APIENTRY GetProgramInterfaceivContextANGLE(GLeglContext ctx,
GLuint program,
GLenum programInterface,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetProgramPipelineInfoLogContextANGLE(GLeglContext ctx,
GLuint pipeline,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
ANGLE_EXPORT void GL_APIENTRY GetProgramPipelineivContextANGLE(GLeglContext ctx,
GLuint pipeline,
GLenum pname,
GLint *params);
ANGLE_EXPORT GLuint GL_APIENTRY GetProgramResourceIndexContextANGLE(GLeglContext ctx,
GLuint program,
GLenum programInterface,
const GLchar *name);
ANGLE_EXPORT GLint GL_APIENTRY GetProgramResourceLocationContextANGLE(GLeglContext ctx,
GLuint program,
GLenum programInterface,
const GLchar *name);
ANGLE_EXPORT GLint GL_APIENTRY
GetProgramResourceLocationIndexEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLenum programInterface,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetProgramResourceNameContextANGLE(GLeglContext ctx,
GLuint program,
GLenum programInterface,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetProgramResourceivContextANGLE(GLeglContext ctx,
GLuint program,
GLenum programInterface,
GLuint index,
GLsizei propCount,
const GLenum *props,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetProgramivContextANGLE(GLeglContext ctx,
GLuint program,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjecti64vEXTContextANGLE(GLeglContext ctx,
GLuint id,
GLenum pname,
GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjectivEXTContextANGLE(GLeglContext ctx,
GLuint id,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjectui64vEXTContextANGLE(GLeglContext ctx,
GLuint id,
GLenum pname,
GLuint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjectuivContextANGLE(GLeglContext ctx,
GLuint id,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjectuivEXTContextANGLE(GLeglContext ctx,
GLuint id,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryivEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetRenderbufferParameterivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetRenderbufferParameterivOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterIivContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterIivOESContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterIuivContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterIuivOESContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterfvContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterivContextANGLE(GLeglContext ctx,
GLuint sampler,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetSemaphoreParameterui64vEXTContextANGLE(GLeglContext ctx,
GLuint semaphore,
GLenum pname,
GLuint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetShaderInfoLogContextANGLE(GLeglContext ctx,
GLuint shader,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
ANGLE_EXPORT void GL_APIENTRY GetShaderPrecisionFormatContextANGLE(GLeglContext ctx,
GLenum shadertype,
GLenum precisiontype,
GLint *range,
GLint *precision);
ANGLE_EXPORT void GL_APIENTRY GetShaderSourceContextANGLE(GLeglContext ctx,
GLuint shader,
GLsizei bufSize,
GLsizei *length,
GLchar *source);
ANGLE_EXPORT void GL_APIENTRY GetShaderivContextANGLE(GLeglContext ctx,
GLuint shader,
GLenum pname,
GLint *params);
ANGLE_EXPORT const GLubyte *GL_APIENTRY GetStringContextANGLE(GLeglContext ctx, GLenum name);
ANGLE_EXPORT const GLubyte *GL_APIENTRY GetStringiContextANGLE(GLeglContext ctx,
GLenum name,
GLuint index);
ANGLE_EXPORT void GL_APIENTRY GetSyncivContextANGLE(GLeglContext ctx,
GLsync sync,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *values);
ANGLE_EXPORT void GL_APIENTRY GetTexEnvfvContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetTexEnvivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTexEnvxvContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GetTexGenfvOESContextANGLE(GLeglContext ctx,
GLenum coord,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetTexGenivOESContextANGLE(GLeglContext ctx,
GLenum coord,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTexGenxvOESContextANGLE(GLeglContext ctx,
GLenum coord,
GLenum pname,
GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GetTexLevelParameterfvContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetTexLevelParameterivContextANGLE(GLeglContext ctx,
GLenum target,
GLint level,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTexParameterIivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTexParameterIivOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTexParameterIuivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetTexParameterIuivOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetTexParameterfvContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetTexParameterivContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTexParameterxvContextANGLE(GLeglContext ctx,
GLenum target,
GLenum pname,
GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY GetTransformFeedbackVaryingContextANGLE(GLeglContext ctx,
GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetTranslatedShaderSourceANGLEContextANGLE(GLeglContext ctx,
GLuint shader,
GLsizei bufsize,
GLsizei *length,
GLchar *source);
ANGLE_EXPORT GLuint GL_APIENTRY GetUniformBlockIndexContextANGLE(GLeglContext ctx,
GLuint program,
const GLchar *uniformBlockName);
ANGLE_EXPORT void GL_APIENTRY GetUniformIndicesContextANGLE(GLeglContext ctx,
GLuint program,
GLsizei uniformCount,
const GLchar *const *uniformNames,
GLuint *uniformIndices);
ANGLE_EXPORT GLint GL_APIENTRY GetUniformLocationContextANGLE(GLeglContext ctx,
GLuint program,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetUniformfvContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetUniformivContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetUniformuivContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetUnsignedBytevEXTContextANGLE(GLeglContext ctx,
GLenum pname,
GLubyte *data);
ANGLE_EXPORT void GL_APIENTRY GetUnsignedBytei_vEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index,
GLubyte *data);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribIivContextANGLE(GLeglContext ctx,
GLuint index,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribIuivContextANGLE(GLeglContext ctx,
GLuint index,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribPointervContextANGLE(GLeglContext ctx,
GLuint index,
GLenum pname,
void **pointer);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribfvContextANGLE(GLeglContext ctx,
GLuint index,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribivContextANGLE(GLeglContext ctx,
GLuint index,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetnUniformfvContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei bufSize,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetnUniformfvEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei bufSize,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetnUniformivContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei bufSize,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetnUniformivEXTContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei bufSize,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetnUniformuivContextANGLE(GLeglContext ctx,
GLuint program,
GLint location,
GLsizei bufSize,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY HintContextANGLE(GLeglContext ctx, GLenum target, GLenum mode);
ANGLE_EXPORT void GL_APIENTRY ImportMemoryFdEXTContextANGLE(GLeglContext ctx,
GLuint memory,
GLuint64 size,
GLenum handleType,
GLint fd);
ANGLE_EXPORT void GL_APIENTRY ImportSemaphoreFdEXTContextANGLE(GLeglContext ctx,
GLuint semaphore,
GLenum handleType,
GLint fd);
ANGLE_EXPORT void GL_APIENTRY InsertEventMarkerEXTContextANGLE(GLeglContext ctx,
GLsizei length,
const GLchar *marker);
ANGLE_EXPORT void GL_APIENTRY InvalidateFramebufferContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei numAttachments,
const GLenum *attachments);
ANGLE_EXPORT void GL_APIENTRY InvalidateSubFramebufferContextANGLE(GLeglContext ctx,
GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT GLboolean GL_APIENTRY IsBufferContextANGLE(GLeglContext ctx, GLuint buffer);
ANGLE_EXPORT GLboolean GL_APIENTRY IsEnabledContextANGLE(GLeglContext ctx, GLenum cap);
ANGLE_EXPORT GLboolean GL_APIENTRY IsEnablediContextANGLE(GLeglContext ctx,
GLenum target,
GLuint index);
ANGLE_EXPORT GLboolean GL_APIENTRY IsFenceNVContextANGLE(GLeglContext ctx, GLuint fence);
ANGLE_EXPORT GLboolean GL_APIENTRY IsFramebufferContextANGLE(GLeglContext ctx, GLuint framebuffer);
ANGLE_EXPORT GLboolean GL_APIENTRY IsFramebufferOESContextANGLE(GLeglContext ctx,
GLuint framebuffer);
ANGLE_EXPORT GLboolean GL_APIENTRY IsMemoryObjectEXTContextANGLE(GLeglContext ctx,
GLuint memoryObject);
ANGLE_EXPORT GLboolean GL_APIENTRY IsProgramContextANGLE(GLeglContext ctx, GLuint program);
ANGLE_EXPORT GLboolean GL_APIENTRY IsProgramPipelineContextANGLE(GLeglContext ctx, GLuint pipeline);
ANGLE_EXPORT GLboolean GL_APIENTRY IsQueryContextANGLE(GLeglContext ctx, GLuint id);
ANGLE_EXPORT GLboolean GL_APIENTRY IsQueryEXTContextANGLE(GLeglContext ctx, GLuint id);
ANGLE_EXPORT GLboolean GL_APIENTRY IsRenderbufferContextANGLE(GLeglContext ctx,
GLuint renderbuffer);
ANGLE_EXPORT GLboolean GL_APIENTRY IsRenderbufferOESContextANGLE(GLeglContext ctx,
GLuint renderbuffer);
ANGLE_EXPORT GLboolean GL_APIENTRY IsSemaphoreEXTContextANGLE(GLeglContext ctx, GLuint semaphore);
ANGLE_EXPORT GLboolean GL_APIENTRY IsSamplerContextANGLE(GLeglContext ctx, GLuint sampler);
ANGLE_EXPORT GLboolean GL_APIENTRY IsShaderContextANGLE(GLeglContext ctx, GLuint shader);
ANGLE_EXPORT GLboolean GL_APIENTRY IsSyncContextANGLE(GLeglContext ctx, GLsync sync);
ANGLE_EXPORT GLboolean GL_APIENTRY IsTextureContextANGLE(GLeglContext ctx, GLuint texture);
ANGLE_EXPORT GLboolean GL_APIENTRY IsTransformFeedbackContextANGLE(GLeglContext ctx, GLuint id);
ANGLE_EXPORT GLboolean GL_APIENTRY IsVertexArrayContextANGLE(GLeglContext ctx, GLuint array);
ANGLE_EXPORT GLboolean GL_APIENTRY IsVertexArrayOESContextANGLE(GLeglContext ctx, GLuint array);
ANGLE_EXPORT void GL_APIENTRY LightModelfContextANGLE(GLeglContext ctx,
GLenum pname,
GLfloat param);
ANGLE_EXPORT void GL_APIENTRY LightModelfvContextANGLE(GLeglContext ctx,
GLenum pname,
const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY LightModelxContextANGLE(GLeglContext ctx,
GLenum pname,
GLfixed param);
ANGLE_EXPORT void GL_APIENTRY LightModelxvContextANGLE(GLeglContext ctx,
GLenum pname,
const GLfixed *param);
ANGLE_EXPORT void GL_APIENTRY LightfContextANGLE(GLeglContext ctx,
GLenum light,
GLenum pname,
GLfloat param);
ANGLE_EXPORT void GL_APIENTRY LightfvContextANGLE(GLeglContext ctx,
GLenum light,
GLenum pname,
const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY LightxContextANGLE(GLeglContext ctx,
GLenum light,
GLenum pname,
GLfixed param);
ANGLE_EXPORT void GL_APIENTRY LightxvContextANGLE(GLeglContext ctx,
GLenum light,
GLenum pname,
const GLfixed *params);
ANGLE_EXPORT void GL_APIENTRY LineWidthContextANGLE(GLeglContext ctx, GLfloat width);
ANGLE_EXPORT void GL_APIENTRY LineWidthxContextANGLE(GLeglContext ctx, GLfixed width);
ANGLE_EXPORT void GL_APIENTRY LinkProgramContextANGLE(GLeglContext ctx, GLuint program);
ANGLE_EXPORT void GL_APIENTRY LoadIdentityContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY LoadMatrixfContextANGLE(GLeglContext ctx, const GLfloat *m);
ANGLE_EXPORT void GL_APIENTRY LoadMatrixxContextANGLE(GLeglContext ctx, const GLfixed *m);
ANGLE_EXPORT void GL_APIENTRY LoadPaletteFromModelViewMatrixOESContextANGLE(GLeglContext ctx);
ANGLE_EXPORT void GL_APIENTRY LogicOpContextANGLE(GLeglContext ctx, GLenum opcode);
ANGLE_EXPORT void *GL_APIENTRY MapBufferOESContextANGLE(GLeglContext ctx,
GLenum target,
GLenum access);
ANGLE_EXPORT void *GL_APIENTRY MapBufferRangeContextANGLE(GLeglContext ctx,
GLenum target,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
ANGLE_EXPORT void *GL_APIENTRY MapBufferRangeEXTContextANGLE(GLeglContext ctx,
GLenum target,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
ANGLE_EXPORT void GL_APIENTRY MaterialfContextANGLE(GLeglContext ctx,
GLenum face,
GLenum pname,
GLfloat param);
ANGLE_EXPORT void GL_APIENTRY MaterialfvContextANGLE(GLeglContext ctx,
GLenum face,
GLenum pname,
const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY MaterialxContextANGLE(GLeglContext ctx,
GLenum face,
GLenum pname,
GLfixed param);
ANGLE_EXPORT void GL_APIENTRY MaterialxvContextANGLE(GLeglContext ctx,
GLenum face,
GLenum pname,
const GLfixed *param);
ANGLE_EXPORT void GL_APIENTRY MatrixIndexPointerOESContextANGLE(GLeglContext ctx,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
ANGLE_EXPORT void GL_APIENTRY MatrixModeContextANGLE(GLeglContext ctx, GLenum mode);
ANGLE_EXPORT void GL_APIENTRY MaxShaderCompilerThreadsKHRContextANGLE(GLeglContext ctx,
GLuint count);
ANGLE_EXPORT void GL_APIENTRY MemoryBarrierContextANGLE(GLeglContext ctx, GLbitfield barriers);
ANGLE_EXPORT void GL_APIENTRY MemoryBarrierByRegionContextANGLE(GLeglContext ctx,
GLbitfield barriers);
ANGLE_EXPORT void GL_APIENTRY MemoryObjectParameterivEXTContextANGLE(GLeglContext ctx,
GLuint memoryObject,
GLenum pname,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY MinSampleShadingContextANGLE(GLeglContext ctx, GLfloat value);
ANGLE_EXPORT void GL_APIENTRY MultMatrixfContextANGLE(GLeglContext ctx, const GLfloat *m);
ANGLE_EXPORT void GL_APIENTRY MultMatrixxContextANGLE(GLeglContext ctx, const GLfixed *m);
ANGLE_EXPORT void GL_APIENTRY MultiDrawElementsBaseVertexEXTContextANGLE(GLeglContext ctx,
GLenum mode,
const GLsizei *count,
GLenum type,
const void *const *indices,
GLsizei primcount,
const GLint *basevertex);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord4fContextANGLE(GLeglContext ctx,
GLenum target,
GLfloat s,
GLfloat t,
GLfloat r,
GLfloat q);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord4xContextANGLE(GLeglContext ctx,
GLenum texture,
GLfixed s,
GLfixed t,
GLfixed r,
GLfixed q);
ANGLE_EXPORT void GL_APIENTRY Normal3fContextANGLE(GLeglContext ctx,
GLfloat nx,