Path: blob/main_old/src/libGL/entry_points_gl_2_autogen.h
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// GENERATED FILE - DO NOT EDIT.1// Generated by generate_entry_points.py using data from gl.xml.2//3// Copyright 2020 The ANGLE Project Authors. All rights reserved.4// Use of this source code is governed by a BSD-style license that can be5// found in the LICENSE file.6//7// entry_points_gl_2_autogen.h:8// Defines the Desktop GL 2.x entry points.910#ifndef LIBGL_ENTRY_POINTS_GL_2_AUTOGEN_H_11#define LIBGL_ENTRY_POINTS_GL_2_AUTOGEN_H_1213#include <export.h>14#include "angle_gl.h"1516extern "C" {1718// GL 2.019ANGLE_EXPORT void GL_APIENTRY GL_AttachShader(GLuint program, GLuint shader);20ANGLE_EXPORT void GL_APIENTRY GL_BindAttribLocation(GLuint program,21GLuint index,22const GLchar *name);23ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);24ANGLE_EXPORT void GL_APIENTRY GL_CompileShader(GLuint shader);25ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateProgram();26ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShader(GLenum type);27ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgram(GLuint program);28ANGLE_EXPORT void GL_APIENTRY GL_DeleteShader(GLuint shader);29ANGLE_EXPORT void GL_APIENTRY GL_DetachShader(GLuint program, GLuint shader);30ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexAttribArray(GLuint index);31ANGLE_EXPORT void GL_APIENTRY GL_DrawBuffers(GLsizei n, const GLenum *bufs);32ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexAttribArray(GLuint index);33ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAttrib(GLuint program,34GLuint index,35GLsizei bufSize,36GLsizei *length,37GLint *size,38GLenum *type,39GLchar *name);40ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniform(GLuint program,41GLuint index,42GLsizei bufSize,43GLsizei *length,44GLint *size,45GLenum *type,46GLchar *name);47ANGLE_EXPORT void GL_APIENTRY GL_GetAttachedShaders(GLuint program,48GLsizei maxCount,49GLsizei *count,50GLuint *shaders);51ANGLE_EXPORT GLint GL_APIENTRY GL_GetAttribLocation(GLuint program, const GLchar *name);52ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInfoLog(GLuint program,53GLsizei bufSize,54GLsizei *length,55GLchar *infoLog);56ANGLE_EXPORT void GL_APIENTRY GL_GetProgramiv(GLuint program, GLenum pname, GLint *params);57ANGLE_EXPORT void GL_APIENTRY GL_GetShaderInfoLog(GLuint shader,58GLsizei bufSize,59GLsizei *length,60GLchar *infoLog);61ANGLE_EXPORT void GL_APIENTRY GL_GetShaderSource(GLuint shader,62GLsizei bufSize,63GLsizei *length,64GLchar *source);65ANGLE_EXPORT void GL_APIENTRY GL_GetShaderiv(GLuint shader, GLenum pname, GLint *params);66ANGLE_EXPORT GLint GL_APIENTRY GL_GetUniformLocation(GLuint program, const GLchar *name);67ANGLE_EXPORT void GL_APIENTRY GL_GetUniformfv(GLuint program, GLint location, GLfloat *params);68ANGLE_EXPORT void GL_APIENTRY GL_GetUniformiv(GLuint program, GLint location, GLint *params);69ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribPointerv(GLuint index,70GLenum pname,71void **pointer);72ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params);73ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);74ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribiv(GLuint index, GLenum pname, GLint *params);75ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgram(GLuint program);76ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsShader(GLuint shader);77ANGLE_EXPORT void GL_APIENTRY GL_LinkProgram(GLuint program);78ANGLE_EXPORT void GL_APIENTRY GL_ShaderSource(GLuint shader,79GLsizei count,80const GLchar *const *string,81const GLint *length);82ANGLE_EXPORT void GL_APIENTRY GL_StencilFuncSeparate(GLenum face,83GLenum func,84GLint ref,85GLuint mask);86ANGLE_EXPORT void GL_APIENTRY GL_StencilMaskSeparate(GLenum face, GLuint mask);87ANGLE_EXPORT void GL_APIENTRY GL_StencilOpSeparate(GLenum face,88GLenum sfail,89GLenum dpfail,90GLenum dppass);91ANGLE_EXPORT void GL_APIENTRY GL_Uniform1f(GLint location, GLfloat v0);92ANGLE_EXPORT void GL_APIENTRY GL_Uniform1fv(GLint location, GLsizei count, const GLfloat *value);93ANGLE_EXPORT void GL_APIENTRY GL_Uniform1i(GLint location, GLint v0);94ANGLE_EXPORT void GL_APIENTRY GL_Uniform1iv(GLint location, GLsizei count, const GLint *value);95ANGLE_EXPORT void GL_APIENTRY GL_Uniform2f(GLint location, GLfloat v0, GLfloat v1);96ANGLE_EXPORT void GL_APIENTRY GL_Uniform2fv(GLint location, GLsizei count, const GLfloat *value);97ANGLE_EXPORT void GL_APIENTRY GL_Uniform2i(GLint location, GLint v0, GLint v1);98ANGLE_EXPORT void GL_APIENTRY GL_Uniform2iv(GLint location, GLsizei count, const GLint *value);99ANGLE_EXPORT void GL_APIENTRY GL_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);100ANGLE_EXPORT void GL_APIENTRY GL_Uniform3fv(GLint location, GLsizei count, const GLfloat *value);101ANGLE_EXPORT void GL_APIENTRY GL_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);102ANGLE_EXPORT void GL_APIENTRY GL_Uniform3iv(GLint location, GLsizei count, const GLint *value);103ANGLE_EXPORT void GL_APIENTRY104GL_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);105ANGLE_EXPORT void GL_APIENTRY GL_Uniform4fv(GLint location, GLsizei count, const GLfloat *value);106ANGLE_EXPORT void GL_APIENTRY GL_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);107ANGLE_EXPORT void GL_APIENTRY GL_Uniform4iv(GLint location, GLsizei count, const GLint *value);108ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2fv(GLint location,109GLsizei count,110GLboolean transpose,111const GLfloat *value);112ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3fv(GLint location,113GLsizei count,114GLboolean transpose,115const GLfloat *value);116ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4fv(GLint location,117GLsizei count,118GLboolean transpose,119const GLfloat *value);120ANGLE_EXPORT void GL_APIENTRY GL_UseProgram(GLuint program);121ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgram(GLuint program);122ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1d(GLuint index, GLdouble x);123ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1dv(GLuint index, const GLdouble *v);124ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1f(GLuint index, GLfloat x);125ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1fv(GLuint index, const GLfloat *v);126ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1s(GLuint index, GLshort x);127ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1sv(GLuint index, const GLshort *v);128ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2d(GLuint index, GLdouble x, GLdouble y);129ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2dv(GLuint index, const GLdouble *v);130ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y);131ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2fv(GLuint index, const GLfloat *v);132ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2s(GLuint index, GLshort x, GLshort y);133ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2sv(GLuint index, const GLshort *v);134ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);135ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3dv(GLuint index, const GLdouble *v);136ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);137ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3fv(GLuint index, const GLfloat *v);138ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z);139ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3sv(GLuint index, const GLshort *v);140ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nbv(GLuint index, const GLbyte *v);141ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Niv(GLuint index, const GLint *v);142ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nsv(GLuint index, const GLshort *v);143ANGLE_EXPORT void GL_APIENTRY144GL_VertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);145ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nubv(GLuint index, const GLubyte *v);146ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nuiv(GLuint index, const GLuint *v);147ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nusv(GLuint index, const GLushort *v);148ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4bv(GLuint index, const GLbyte *v);149ANGLE_EXPORT void GL_APIENTRY150GL_VertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);151ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4dv(GLuint index, const GLdouble *v);152ANGLE_EXPORT void GL_APIENTRY153GL_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);154ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4fv(GLuint index, const GLfloat *v);155ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4iv(GLuint index, const GLint *v);156ANGLE_EXPORT void GL_APIENTRY157GL_VertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);158ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4sv(GLuint index, const GLshort *v);159ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4ubv(GLuint index, const GLubyte *v);160ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4uiv(GLuint index, const GLuint *v);161ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4usv(GLuint index, const GLushort *v);162ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribPointer(GLuint index,163GLint size,164GLenum type,165GLboolean normalized,166GLsizei stride,167const void *pointer);168169// GL 2.1170ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x3fv(GLint location,171GLsizei count,172GLboolean transpose,173const GLfloat *value);174ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x4fv(GLint location,175GLsizei count,176GLboolean transpose,177const GLfloat *value);178ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x2fv(GLint location,179GLsizei count,180GLboolean transpose,181const GLfloat *value);182ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x4fv(GLint location,183GLsizei count,184GLboolean transpose,185const GLfloat *value);186ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x2fv(GLint location,187GLsizei count,188GLboolean transpose,189const GLfloat *value);190ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x3fv(GLint location,191GLsizei count,192GLboolean transpose,193const GLfloat *value);194} // extern "C"195196#endif // LIBGL_ENTRY_POINTS_GL_2_AUTOGEN_H_197198199