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GitHub Repository: PojavLauncherTeam/angle
Path: blob/main_old/src/libGL/entry_points_gl_3_autogen.h
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// GENERATED FILE - DO NOT EDIT.
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// Generated by generate_entry_points.py using data from gl.xml.
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//
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// Copyright 2020 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// entry_points_gl_3_autogen.h:
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// Defines the Desktop GL 3.x entry points.
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#ifndef LIBGL_ENTRY_POINTS_GL_3_AUTOGEN_H_
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#define LIBGL_ENTRY_POINTS_GL_3_AUTOGEN_H_
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#include <export.h>
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#include "angle_gl.h"
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extern "C" {
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// GL 3.0
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ANGLE_EXPORT void GL_APIENTRY GL_BeginConditionalRender(GLuint id, GLenum mode);
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ANGLE_EXPORT void GL_APIENTRY GL_BeginTransformFeedback(GLenum primitiveMode);
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ANGLE_EXPORT void GL_APIENTRY GL_BindBufferBase(GLenum target, GLuint index, GLuint buffer);
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ANGLE_EXPORT void GL_APIENTRY
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GL_BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
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ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocation(GLuint program,
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GLuint color,
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const GLchar *name);
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ANGLE_EXPORT void GL_APIENTRY GL_BindFramebuffer(GLenum target, GLuint framebuffer);
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ANGLE_EXPORT void GL_APIENTRY GL_BindRenderbuffer(GLenum target, GLuint renderbuffer);
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ANGLE_EXPORT void GL_APIENTRY GL_BindVertexArray(GLuint array);
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ANGLE_EXPORT void GL_APIENTRY GL_BlitFramebuffer(GLint srcX0,
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GLint srcY0,
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GLint srcX1,
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GLint srcY1,
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GLint dstX0,
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GLint dstY0,
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GLint dstX1,
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GLint dstY1,
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GLbitfield mask,
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GLenum filter);
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ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckFramebufferStatus(GLenum target);
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ANGLE_EXPORT void GL_APIENTRY GL_ClampColor(GLenum target, GLenum clamp);
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ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferfi(GLenum buffer,
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GLint drawbuffer,
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GLfloat depth,
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GLint stencil);
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ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferfv(GLenum buffer,
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GLint drawbuffer,
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const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferuiv(GLenum buffer,
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GLint drawbuffer,
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const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY
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GL_ColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
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ANGLE_EXPORT void GL_APIENTRY GL_DeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
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ANGLE_EXPORT void GL_APIENTRY GL_DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
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ANGLE_EXPORT void GL_APIENTRY GL_DeleteVertexArrays(GLsizei n, const GLuint *arrays);
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ANGLE_EXPORT void GL_APIENTRY GL_Disablei(GLenum target, GLuint index);
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ANGLE_EXPORT void GL_APIENTRY GL_Enablei(GLenum target, GLuint index);
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ANGLE_EXPORT void GL_APIENTRY GL_EndConditionalRender();
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ANGLE_EXPORT void GL_APIENTRY GL_EndTransformFeedback();
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ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedBufferRange(GLenum target,
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GLintptr offset,
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GLsizeiptr length);
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ANGLE_EXPORT void GL_APIENTRY GL_FramebufferRenderbuffer(GLenum target,
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GLenum attachment,
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GLenum renderbuffertarget,
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GLuint renderbuffer);
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ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture1D(GLenum target,
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GLenum attachment,
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GLenum textarget,
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GLuint texture,
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GLint level);
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ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2D(GLenum target,
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GLenum attachment,
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GLenum textarget,
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GLuint texture,
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GLint level);
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ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture3D(GLenum target,
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GLenum attachment,
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GLenum textarget,
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GLuint texture,
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GLint level,
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GLint zoffset);
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ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureLayer(GLenum target,
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GLenum attachment,
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GLuint texture,
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GLint level,
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GLint layer);
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ANGLE_EXPORT void GL_APIENTRY GL_GenFramebuffers(GLsizei n, GLuint *framebuffers);
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ANGLE_EXPORT void GL_APIENTRY GL_GenRenderbuffers(GLsizei n, GLuint *renderbuffers);
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ANGLE_EXPORT void GL_APIENTRY GL_GenVertexArrays(GLsizei n, GLuint *arrays);
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ANGLE_EXPORT void GL_APIENTRY GL_GenerateMipmap(GLenum target);
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ANGLE_EXPORT void GL_APIENTRY GL_GetBooleani_v(GLenum target, GLuint index, GLboolean *data);
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ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataLocation(GLuint program, const GLchar *name);
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ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferAttachmentParameteriv(GLenum target,
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GLenum attachment,
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GLenum pname,
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GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetIntegeri_v(GLenum target, GLuint index, GLint *data);
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ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameteriv(GLenum target,
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GLenum pname,
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GLint *params);
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ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetStringi(GLenum name, GLuint index);
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ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIiv(GLenum target, GLenum pname, GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbackVarying(GLuint program,
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GLuint index,
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GLsizei bufSize,
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GLsizei *length,
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GLsizei *size,
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GLenum *type,
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GLchar *name);
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ANGLE_EXPORT void GL_APIENTRY GL_GetUniformuiv(GLuint program, GLint location, GLuint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnabledi(GLenum target, GLuint index);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFramebuffer(GLuint framebuffer);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsRenderbuffer(GLuint renderbuffer);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsVertexArray(GLuint array);
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ANGLE_EXPORT void *GL_APIENTRY GL_MapBufferRange(GLenum target,
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GLintptr offset,
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GLsizeiptr length,
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GLbitfield access);
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ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorage(GLenum target,
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GLenum internalformat,
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GLsizei width,
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GLsizei height);
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ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorageMultisample(GLenum target,
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GLsizei samples,
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GLenum internalformat,
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GLsizei width,
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GLsizei height);
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ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIiv(GLenum target, GLenum pname, const GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIuiv(GLenum target,
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GLenum pname,
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const GLuint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_TransformFeedbackVaryings(GLuint program,
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GLsizei count,
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const GLchar *const *varyings,
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GLenum bufferMode);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform1ui(GLint location, GLuint v0);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform1uiv(GLint location, GLsizei count, const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform2ui(GLint location, GLuint v0, GLuint v1);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform2uiv(GLint location, GLsizei count, const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform3uiv(GLint location, GLsizei count, const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY
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GL_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform4uiv(GLint location, GLsizei count, const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1i(GLuint index, GLint x);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1iv(GLuint index, const GLint *v);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1ui(GLuint index, GLuint x);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1uiv(GLuint index, const GLuint *v);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2i(GLuint index, GLint x, GLint y);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2iv(GLuint index, const GLint *v);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2ui(GLuint index, GLuint x, GLuint y);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2uiv(GLuint index, const GLuint *v);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3iv(GLuint index, const GLint *v);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3uiv(GLuint index, const GLuint *v);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4bv(GLuint index, const GLbyte *v);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4iv(GLuint index, const GLint *v);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4sv(GLuint index, const GLshort *v);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4ubv(GLuint index, const GLubyte *v);
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ANGLE_EXPORT void GL_APIENTRY
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GL_VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4uiv(GLuint index, const GLuint *v);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4usv(GLuint index, const GLushort *v);
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ANGLE_EXPORT void GL_APIENTRY
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GL_VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
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// GL 3.1
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ANGLE_EXPORT void GL_APIENTRY GL_CopyBufferSubData(GLenum readTarget,
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GLenum writeTarget,
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GLintptr readOffset,
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GLintptr writeOffset,
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GLsizeiptr size);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstanced(GLenum mode,
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GLint first,
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GLsizei count,
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GLsizei instancecount);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstanced(GLenum mode,
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GLsizei count,
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GLenum type,
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const void *indices,
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GLsizei instancecount);
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ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockName(GLuint program,
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GLuint uniformBlockIndex,
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GLsizei bufSize,
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GLsizei *length,
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GLchar *uniformBlockName);
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ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockiv(GLuint program,
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GLuint uniformBlockIndex,
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GLenum pname,
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GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformName(GLuint program,
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GLuint uniformIndex,
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GLsizei bufSize,
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GLsizei *length,
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GLchar *uniformName);
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ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformsiv(GLuint program,
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GLsizei uniformCount,
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const GLuint *uniformIndices,
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GLenum pname,
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GLint *params);
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ANGLE_EXPORT GLuint GL_APIENTRY GL_GetUniformBlockIndex(GLuint program,
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const GLchar *uniformBlockName);
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ANGLE_EXPORT void GL_APIENTRY GL_GetUniformIndices(GLuint program,
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GLsizei uniformCount,
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const GLchar *const *uniformNames,
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GLuint *uniformIndices);
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ANGLE_EXPORT void GL_APIENTRY GL_PrimitiveRestartIndex(GLuint index);
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ANGLE_EXPORT void GL_APIENTRY GL_TexBuffer(GLenum target, GLenum internalformat, GLuint buffer);
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ANGLE_EXPORT void GL_APIENTRY GL_UniformBlockBinding(GLuint program,
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GLuint uniformBlockIndex,
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GLuint uniformBlockBinding);
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// GL 3.2
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ANGLE_EXPORT GLenum GL_APIENTRY GL_ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
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ANGLE_EXPORT void GL_APIENTRY GL_DeleteSync(GLsync sync);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsBaseVertex(GLenum mode,
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GLsizei count,
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GLenum type,
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const void *indices,
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GLint basevertex);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseVertex(GLenum mode,
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GLsizei count,
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GLenum type,
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const void *indices,
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GLsizei instancecount,
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GLint basevertex);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawRangeElementsBaseVertex(GLenum mode,
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GLuint start,
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GLuint end,
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GLsizei count,
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GLenum type,
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const void *indices,
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GLint basevertex);
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ANGLE_EXPORT GLsync GL_APIENTRY GL_FenceSync(GLenum condition, GLbitfield flags);
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ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture(GLenum target,
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GLenum attachment,
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GLuint texture,
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GLint level);
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ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteri64v(GLenum target,
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GLenum pname,
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GLint64 *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
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ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64v(GLenum pname, GLint64 *data);
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ANGLE_EXPORT void GL_APIENTRY GL_GetMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
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ANGLE_EXPORT void GL_APIENTRY
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GL_GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSync(GLsync sync);
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ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsBaseVertex(GLenum mode,
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const GLsizei *count,
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GLenum type,
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const void *const *indices,
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GLsizei drawcount,
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const GLint *basevertex);
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ANGLE_EXPORT void GL_APIENTRY GL_ProvokingVertex(GLenum mode);
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ANGLE_EXPORT void GL_APIENTRY GL_SampleMaski(GLuint maskNumber, GLbitfield mask);
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ANGLE_EXPORT void GL_APIENTRY GL_TexImage2DMultisample(GLenum target,
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GLsizei samples,
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GLenum internalformat,
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GLsizei width,
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GLsizei height,
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GLboolean fixedsamplelocations);
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ANGLE_EXPORT void GL_APIENTRY GL_TexImage3DMultisample(GLenum target,
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GLsizei samples,
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GLenum internalformat,
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GLsizei width,
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GLsizei height,
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GLsizei depth,
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GLboolean fixedsamplelocations);
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ANGLE_EXPORT void GL_APIENTRY GL_WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
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// GL 3.3
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ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocationIndexed(GLuint program,
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GLuint colorNumber,
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GLuint index,
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const GLchar *name);
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ANGLE_EXPORT void GL_APIENTRY GL_BindSampler(GLuint unit, GLuint sampler);
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ANGLE_EXPORT void GL_APIENTRY GL_ColorP3ui(GLenum type, GLuint color);
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ANGLE_EXPORT void GL_APIENTRY GL_ColorP3uiv(GLenum type, const GLuint *color);
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ANGLE_EXPORT void GL_APIENTRY GL_ColorP4ui(GLenum type, GLuint color);
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ANGLE_EXPORT void GL_APIENTRY GL_ColorP4uiv(GLenum type, const GLuint *color);
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ANGLE_EXPORT void GL_APIENTRY GL_DeleteSamplers(GLsizei count, const GLuint *samplers);
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ANGLE_EXPORT void GL_APIENTRY GL_GenSamplers(GLsizei count, GLuint *samplers);
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ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataIndex(GLuint program, const GLchar *name);
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ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIiv(GLuint sampler,
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GLenum pname,
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GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIuiv(GLuint sampler,
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GLenum pname,
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GLuint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterfv(GLuint sampler,
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GLenum pname,
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GLfloat *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSampler(GLuint sampler);
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ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords);
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ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP1uiv(GLenum texture,
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GLenum type,
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const GLuint *coords);
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ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords);
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ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP2uiv(GLenum texture,
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GLenum type,
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const GLuint *coords);
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ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords);
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ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP3uiv(GLenum texture,
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GLenum type,
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const GLuint *coords);
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ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords);
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ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP4uiv(GLenum texture,
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GLenum type,
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const GLuint *coords);
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ANGLE_EXPORT void GL_APIENTRY GL_NormalP3ui(GLenum type, GLuint coords);
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ANGLE_EXPORT void GL_APIENTRY GL_NormalP3uiv(GLenum type, const GLuint *coords);
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ANGLE_EXPORT void GL_APIENTRY GL_QueryCounter(GLuint id, GLenum target);
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ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIiv(GLuint sampler,
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GLenum pname,
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const GLint *param);
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ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIuiv(GLuint sampler,
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GLenum pname,
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const GLuint *param);
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ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
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ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterfv(GLuint sampler,
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GLenum pname,
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const GLfloat *param);
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ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameteri(GLuint sampler, GLenum pname, GLint param);
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ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameteriv(GLuint sampler,
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GLenum pname,
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const GLint *param);
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ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColorP3ui(GLenum type, GLuint color);
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ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColorP3uiv(GLenum type, const GLuint *color);
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ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP1ui(GLenum type, GLuint coords);
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ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP1uiv(GLenum type, const GLuint *coords);
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ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP2ui(GLenum type, GLuint coords);
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ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP2uiv(GLenum type, const GLuint *coords);
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ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP3ui(GLenum type, GLuint coords);
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ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP3uiv(GLenum type, const GLuint *coords);
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ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP4ui(GLenum type, GLuint coords);
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ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP4uiv(GLenum type, const GLuint *coords);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribDivisor(GLuint index, GLuint divisor);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP1ui(GLuint index,
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GLenum type,
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GLboolean normalized,
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GLuint value);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP1uiv(GLuint index,
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GLenum type,
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GLboolean normalized,
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const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP2ui(GLuint index,
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GLenum type,
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GLboolean normalized,
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GLuint value);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP2uiv(GLuint index,
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GLenum type,
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GLboolean normalized,
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const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP3ui(GLuint index,
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GLenum type,
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GLboolean normalized,
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GLuint value);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP3uiv(GLuint index,
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GLenum type,
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GLboolean normalized,
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const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP4ui(GLuint index,
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GLenum type,
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GLboolean normalized,
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GLuint value);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP4uiv(GLuint index,
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GLenum type,
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GLboolean normalized,
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const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexP2ui(GLenum type, GLuint value);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexP2uiv(GLenum type, const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexP3ui(GLenum type, GLuint value);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexP3uiv(GLenum type, const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexP4ui(GLenum type, GLuint value);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexP4uiv(GLenum type, const GLuint *value);
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} // extern "C"
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#endif // LIBGL_ENTRY_POINTS_GL_3_AUTOGEN_H_
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