Path: blob/main_old/src/libGL/entry_points_gl_4_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_4_autogen.h:8// Defines the Desktop GL 4.x entry points.910#ifndef LIBGL_ENTRY_POINTS_GL_4_AUTOGEN_H_11#define LIBGL_ENTRY_POINTS_GL_4_AUTOGEN_H_1213#include <export.h>14#include "angle_gl.h"1516extern "C" {1718// GL 4.019ANGLE_EXPORT void GL_APIENTRY GL_BeginQueryIndexed(GLenum target, GLuint index, GLuint id);20ANGLE_EXPORT void GL_APIENTRY GL_BindTransformFeedback(GLenum target, GLuint id);21ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparatei(GLuint buf,22GLenum modeRGB,23GLenum modeAlpha);24ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationi(GLuint buf, GLenum mode);25ANGLE_EXPORT void GL_APIENTRY26GL_BlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);27ANGLE_EXPORT void GL_APIENTRY GL_BlendFunci(GLuint buf, GLenum src, GLenum dst);28ANGLE_EXPORT void GL_APIENTRY GL_DeleteTransformFeedbacks(GLsizei n, const GLuint *ids);29ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysIndirect(GLenum mode, const void *indirect);30ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsIndirect(GLenum mode,31GLenum type,32const void *indirect);33ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedback(GLenum mode, GLuint id);34ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream);35ANGLE_EXPORT void GL_APIENTRY GL_EndQueryIndexed(GLenum target, GLuint index);36ANGLE_EXPORT void GL_APIENTRY GL_GenTransformFeedbacks(GLsizei n, GLuint *ids);37ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineName(GLuint program,38GLenum shadertype,39GLuint index,40GLsizei bufsize,41GLsizei *length,42GLchar *name);43ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineUniformName(GLuint program,44GLenum shadertype,45GLuint index,46GLsizei bufsize,47GLsizei *length,48GLchar *name);49ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineUniformiv(GLuint program,50GLenum shadertype,51GLuint index,52GLenum pname,53GLint *values);54ANGLE_EXPORT void GL_APIENTRY GL_GetProgramStageiv(GLuint program,55GLenum shadertype,56GLenum pname,57GLint *values);58ANGLE_EXPORT void GL_APIENTRY GL_GetQueryIndexediv(GLenum target,59GLuint index,60GLenum pname,61GLint *params);62ANGLE_EXPORT GLuint GL_APIENTRY GL_GetSubroutineIndex(GLuint program,63GLenum shadertype,64const GLchar *name);65ANGLE_EXPORT GLint GL_APIENTRY GL_GetSubroutineUniformLocation(GLuint program,66GLenum shadertype,67const GLchar *name);68ANGLE_EXPORT void GL_APIENTRY GL_GetUniformSubroutineuiv(GLenum shadertype,69GLint location,70GLuint *params);71ANGLE_EXPORT void GL_APIENTRY GL_GetUniformdv(GLuint program, GLint location, GLdouble *params);72ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsTransformFeedback(GLuint id);73ANGLE_EXPORT void GL_APIENTRY GL_MinSampleShading(GLfloat value);74ANGLE_EXPORT void GL_APIENTRY GL_PatchParameterfv(GLenum pname, const GLfloat *values);75ANGLE_EXPORT void GL_APIENTRY GL_PatchParameteri(GLenum pname, GLint value);76ANGLE_EXPORT void GL_APIENTRY GL_PauseTransformFeedback();77ANGLE_EXPORT void GL_APIENTRY GL_ResumeTransformFeedback();78ANGLE_EXPORT void GL_APIENTRY GL_Uniform1d(GLint location, GLdouble x);79ANGLE_EXPORT void GL_APIENTRY GL_Uniform1dv(GLint location, GLsizei count, const GLdouble *value);80ANGLE_EXPORT void GL_APIENTRY GL_Uniform2d(GLint location, GLdouble x, GLdouble y);81ANGLE_EXPORT void GL_APIENTRY GL_Uniform2dv(GLint location, GLsizei count, const GLdouble *value);82ANGLE_EXPORT void GL_APIENTRY GL_Uniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z);83ANGLE_EXPORT void GL_APIENTRY GL_Uniform3dv(GLint location, GLsizei count, const GLdouble *value);84ANGLE_EXPORT void GL_APIENTRY85GL_Uniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);86ANGLE_EXPORT void GL_APIENTRY GL_Uniform4dv(GLint location, GLsizei count, const GLdouble *value);87ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2dv(GLint location,88GLsizei count,89GLboolean transpose,90const GLdouble *value);91ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x3dv(GLint location,92GLsizei count,93GLboolean transpose,94const GLdouble *value);95ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x4dv(GLint location,96GLsizei count,97GLboolean transpose,98const GLdouble *value);99ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3dv(GLint location,100GLsizei count,101GLboolean transpose,102const GLdouble *value);103ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x2dv(GLint location,104GLsizei count,105GLboolean transpose,106const GLdouble *value);107ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x4dv(GLint location,108GLsizei count,109GLboolean transpose,110const GLdouble *value);111ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4dv(GLint location,112GLsizei count,113GLboolean transpose,114const GLdouble *value);115ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x2dv(GLint location,116GLsizei count,117GLboolean transpose,118const GLdouble *value);119ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x3dv(GLint location,120GLsizei count,121GLboolean transpose,122const GLdouble *value);123ANGLE_EXPORT void GL_APIENTRY GL_UniformSubroutinesuiv(GLenum shadertype,124GLsizei count,125const GLuint *indices);126127// GL 4.1128ANGLE_EXPORT void GL_APIENTRY GL_ActiveShaderProgram(GLuint pipeline, GLuint program);129ANGLE_EXPORT void GL_APIENTRY GL_BindProgramPipeline(GLuint pipeline);130ANGLE_EXPORT void GL_APIENTRY GL_ClearDepthf(GLfloat d);131ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShaderProgramv(GLenum type,132GLsizei count,133const GLchar *const *strings);134ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgramPipelines(GLsizei n, const GLuint *pipelines);135ANGLE_EXPORT void GL_APIENTRY GL_DepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v);136ANGLE_EXPORT void GL_APIENTRY GL_DepthRangeIndexed(GLuint index, GLdouble n, GLdouble f);137ANGLE_EXPORT void GL_APIENTRY GL_DepthRangef(GLfloat n, GLfloat f);138ANGLE_EXPORT void GL_APIENTRY GL_GenProgramPipelines(GLsizei n, GLuint *pipelines);139ANGLE_EXPORT void GL_APIENTRY GL_GetDoublei_v(GLenum target, GLuint index, GLdouble *data);140ANGLE_EXPORT void GL_APIENTRY GL_GetFloati_v(GLenum target, GLuint index, GLfloat *data);141ANGLE_EXPORT void GL_APIENTRY GL_GetProgramBinary(GLuint program,142GLsizei bufSize,143GLsizei *length,144GLenum *binaryFormat,145void *binary);146ANGLE_EXPORT void GL_APIENTRY GL_GetProgramPipelineInfoLog(GLuint pipeline,147GLsizei bufSize,148GLsizei *length,149GLchar *infoLog);150ANGLE_EXPORT void GL_APIENTRY GL_GetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params);151ANGLE_EXPORT void GL_APIENTRY GL_GetShaderPrecisionFormat(GLenum shadertype,152GLenum precisiontype,153GLint *range,154GLint *precision);155ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params);156ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgramPipeline(GLuint pipeline);157ANGLE_EXPORT void GL_APIENTRY GL_ProgramBinary(GLuint program,158GLenum binaryFormat,159const void *binary,160GLsizei length);161ANGLE_EXPORT void GL_APIENTRY GL_ProgramParameteri(GLuint program, GLenum pname, GLint value);162ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1d(GLuint program, GLint location, GLdouble v0);163ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1dv(GLuint program,164GLint location,165GLsizei count,166const GLdouble *value);167ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1f(GLuint program, GLint location, GLfloat v0);168ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1fv(GLuint program,169GLint location,170GLsizei count,171const GLfloat *value);172ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1i(GLuint program, GLint location, GLint v0);173ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1iv(GLuint program,174GLint location,175GLsizei count,176const GLint *value);177ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1ui(GLuint program, GLint location, GLuint v0);178ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1uiv(GLuint program,179GLint location,180GLsizei count,181const GLuint *value);182ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2d(GLuint program,183GLint location,184GLdouble v0,185GLdouble v1);186ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2dv(GLuint program,187GLint location,188GLsizei count,189const GLdouble *value);190ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2f(GLuint program,191GLint location,192GLfloat v0,193GLfloat v1);194ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2fv(GLuint program,195GLint location,196GLsizei count,197const GLfloat *value);198ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2i(GLuint program,199GLint location,200GLint v0,201GLint v1);202ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2iv(GLuint program,203GLint location,204GLsizei count,205const GLint *value);206ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2ui(GLuint program,207GLint location,208GLuint v0,209GLuint v1);210ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2uiv(GLuint program,211GLint location,212GLsizei count,213const GLuint *value);214ANGLE_EXPORT void GL_APIENTRY215GL_ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);216ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3dv(GLuint program,217GLint location,218GLsizei count,219const GLdouble *value);220ANGLE_EXPORT void GL_APIENTRY221GL_ProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);222ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3fv(GLuint program,223GLint location,224GLsizei count,225const GLfloat *value);226ANGLE_EXPORT void GL_APIENTRY227GL_ProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);228ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3iv(GLuint program,229GLint location,230GLsizei count,231const GLint *value);232ANGLE_EXPORT void GL_APIENTRY233GL_ProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);234ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3uiv(GLuint program,235GLint location,236GLsizei count,237const GLuint *value);238ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4d(GLuint program,239GLint location,240GLdouble v0,241GLdouble v1,242GLdouble v2,243GLdouble v3);244ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4dv(GLuint program,245GLint location,246GLsizei count,247const GLdouble *value);248ANGLE_EXPORT void GL_APIENTRY249GL_ProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);250ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4fv(GLuint program,251GLint location,252GLsizei count,253const GLfloat *value);254ANGLE_EXPORT void GL_APIENTRY255GL_ProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);256ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4iv(GLuint program,257GLint location,258GLsizei count,259const GLint *value);260ANGLE_EXPORT void GL_APIENTRY261GL_ProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);262ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4uiv(GLuint program,263GLint location,264GLsizei count,265const GLuint *value);266ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2dv(GLuint program,267GLint location,268GLsizei count,269GLboolean transpose,270const GLdouble *value);271ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2fv(GLuint program,272GLint location,273GLsizei count,274GLboolean transpose,275const GLfloat *value);276ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x3dv(GLuint program,277GLint location,278GLsizei count,279GLboolean transpose,280const GLdouble *value);281ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x3fv(GLuint program,282GLint location,283GLsizei count,284GLboolean transpose,285const GLfloat *value);286ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x4dv(GLuint program,287GLint location,288GLsizei count,289GLboolean transpose,290const GLdouble *value);291ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x4fv(GLuint program,292GLint location,293GLsizei count,294GLboolean transpose,295const GLfloat *value);296ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3dv(GLuint program,297GLint location,298GLsizei count,299GLboolean transpose,300const GLdouble *value);301ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3fv(GLuint program,302GLint location,303GLsizei count,304GLboolean transpose,305const GLfloat *value);306ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x2dv(GLuint program,307GLint location,308GLsizei count,309GLboolean transpose,310const GLdouble *value);311ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x2fv(GLuint program,312GLint location,313GLsizei count,314GLboolean transpose,315const GLfloat *value);316ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x4dv(GLuint program,317GLint location,318GLsizei count,319GLboolean transpose,320const GLdouble *value);321ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x4fv(GLuint program,322GLint location,323GLsizei count,324GLboolean transpose,325const GLfloat *value);326ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4dv(GLuint program,327GLint location,328GLsizei count,329GLboolean transpose,330const GLdouble *value);331ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4fv(GLuint program,332GLint location,333GLsizei count,334GLboolean transpose,335const GLfloat *value);336ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x2dv(GLuint program,337GLint location,338GLsizei count,339GLboolean transpose,340const GLdouble *value);341ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x2fv(GLuint program,342GLint location,343GLsizei count,344GLboolean transpose,345const GLfloat *value);346ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x3dv(GLuint program,347GLint location,348GLsizei count,349GLboolean transpose,350const GLdouble *value);351ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x3fv(GLuint program,352GLint location,353GLsizei count,354GLboolean transpose,355const GLfloat *value);356ANGLE_EXPORT void GL_APIENTRY GL_ReleaseShaderCompiler();357ANGLE_EXPORT void GL_APIENTRY GL_ScissorArrayv(GLuint first, GLsizei count, const GLint *v);358ANGLE_EXPORT void GL_APIENTRY359GL_ScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);360ANGLE_EXPORT void GL_APIENTRY GL_ScissorIndexedv(GLuint index, const GLint *v);361ANGLE_EXPORT void GL_APIENTRY GL_ShaderBinary(GLsizei count,362const GLuint *shaders,363GLenum binaryformat,364const void *binary,365GLsizei length);366ANGLE_EXPORT void GL_APIENTRY GL_UseProgramStages(GLuint pipeline,367GLbitfield stages,368GLuint program);369ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgramPipeline(GLuint pipeline);370ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL1d(GLuint index, GLdouble x);371ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL1dv(GLuint index, const GLdouble *v);372ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL2d(GLuint index, GLdouble x, GLdouble y);373ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL2dv(GLuint index, const GLdouble *v);374ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);375ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL3dv(GLuint index, const GLdouble *v);376ANGLE_EXPORT void GL_APIENTRY377GL_VertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);378ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL4dv(GLuint index, const GLdouble *v);379ANGLE_EXPORT void GL_APIENTRY380GL_VertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);381ANGLE_EXPORT void GL_APIENTRY GL_ViewportArrayv(GLuint first, GLsizei count, const GLfloat *v);382ANGLE_EXPORT void GL_APIENTRY383GL_ViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);384ANGLE_EXPORT void GL_APIENTRY GL_ViewportIndexedfv(GLuint index, const GLfloat *v);385386// GL 4.2387ANGLE_EXPORT void GL_APIENTRY GL_BindImageTexture(GLuint unit,388GLuint texture,389GLint level,390GLboolean layered,391GLint layer,392GLenum access,393GLenum format);394ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstancedBaseInstance(GLenum mode,395GLint first,396GLsizei count,397GLsizei instancecount,398GLuint baseinstance);399ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseInstance(GLenum mode,400GLsizei count,401GLenum type,402const void *indices,403GLsizei instancecount,404GLuint baseinstance);405ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseVertexBaseInstance(GLenum mode,406GLsizei count,407GLenum type,408const void *indices,409GLsizei instancecount,410GLint basevertex,411GLuint baseinstance);412ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackInstanced(GLenum mode,413GLuint id,414GLsizei instancecount);415ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackStreamInstanced(GLenum mode,416GLuint id,417GLuint stream,418GLsizei instancecount);419ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAtomicCounterBufferiv(GLuint program,420GLuint bufferIndex,421GLenum pname,422GLint *params);423ANGLE_EXPORT void GL_APIENTRY GL_GetInternalformativ(GLenum target,424GLenum internalformat,425GLenum pname,426GLsizei bufSize,427GLint *params);428ANGLE_EXPORT void GL_APIENTRY GL_MemoryBarrier(GLbitfield barriers);429ANGLE_EXPORT void GL_APIENTRY GL_TexStorage1D(GLenum target,430GLsizei levels,431GLenum internalformat,432GLsizei width);433ANGLE_EXPORT void GL_APIENTRY GL_TexStorage2D(GLenum target,434GLsizei levels,435GLenum internalformat,436GLsizei width,437GLsizei height);438ANGLE_EXPORT void GL_APIENTRY GL_TexStorage3D(GLenum target,439GLsizei levels,440GLenum internalformat,441GLsizei width,442GLsizei height,443GLsizei depth);444445// GL 4.3446ANGLE_EXPORT void GL_APIENTRY GL_BindVertexBuffer(GLuint bindingindex,447GLuint buffer,448GLintptr offset,449GLsizei stride);450ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferData(GLenum target,451GLenum internalformat,452GLenum format,453GLenum type,454const void *data);455ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferSubData(GLenum target,456GLenum internalformat,457GLintptr offset,458GLsizeiptr size,459GLenum format,460GLenum type,461const void *data);462ANGLE_EXPORT void GL_APIENTRY GL_CopyImageSubData(GLuint srcName,463GLenum srcTarget,464GLint srcLevel,465GLint srcX,466GLint srcY,467GLint srcZ,468GLuint dstName,469GLenum dstTarget,470GLint dstLevel,471GLint dstX,472GLint dstY,473GLint dstZ,474GLsizei srcWidth,475GLsizei srcHeight,476GLsizei srcDepth);477ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageCallback(GLDEBUGPROC callback, const void *userParam);478ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageControl(GLenum source,479GLenum type,480GLenum severity,481GLsizei count,482const GLuint *ids,483GLboolean enabled);484ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageInsert(GLenum source,485GLenum type,486GLuint id,487GLenum severity,488GLsizei length,489const GLchar *buf);490ANGLE_EXPORT void GL_APIENTRY GL_DispatchCompute(GLuint num_groups_x,491GLuint num_groups_y,492GLuint num_groups_z);493ANGLE_EXPORT void GL_APIENTRY GL_DispatchComputeIndirect(GLintptr indirect);494ANGLE_EXPORT void GL_APIENTRY GL_FramebufferParameteri(GLenum target, GLenum pname, GLint param);495ANGLE_EXPORT GLuint GL_APIENTRY GL_GetDebugMessageLog(GLuint count,496GLsizei bufSize,497GLenum *sources,498GLenum *types,499GLuint *ids,500GLenum *severities,501GLsizei *lengths,502GLchar *messageLog);503ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferParameteriv(GLenum target,504GLenum pname,505GLint *params);506ANGLE_EXPORT void GL_APIENTRY GL_GetInternalformati64v(GLenum target,507GLenum internalformat,508GLenum pname,509GLsizei bufSize,510GLint64 *params);511ANGLE_EXPORT void GL_APIENTRY512GL_GetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label);513ANGLE_EXPORT void GL_APIENTRY GL_GetObjectPtrLabel(const void *ptr,514GLsizei bufSize,515GLsizei *length,516GLchar *label);517ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInterfaceiv(GLuint program,518GLenum programInterface,519GLenum pname,520GLint *params);521ANGLE_EXPORT GLuint GL_APIENTRY GL_GetProgramResourceIndex(GLuint program,522GLenum programInterface,523const GLchar *name);524ANGLE_EXPORT GLint GL_APIENTRY GL_GetProgramResourceLocation(GLuint program,525GLenum programInterface,526const GLchar *name);527ANGLE_EXPORT GLint GL_APIENTRY GL_GetProgramResourceLocationIndex(GLuint program,528GLenum programInterface,529const GLchar *name);530ANGLE_EXPORT void GL_APIENTRY GL_GetProgramResourceName(GLuint program,531GLenum programInterface,532GLuint index,533GLsizei bufSize,534GLsizei *length,535GLchar *name);536ANGLE_EXPORT void GL_APIENTRY GL_GetProgramResourceiv(GLuint program,537GLenum programInterface,538GLuint index,539GLsizei propCount,540const GLenum *props,541GLsizei bufSize,542GLsizei *length,543GLint *params);544ANGLE_EXPORT void GL_APIENTRY GL_InvalidateBufferData(GLuint buffer);545ANGLE_EXPORT void GL_APIENTRY GL_InvalidateBufferSubData(GLuint buffer,546GLintptr offset,547GLsizeiptr length);548ANGLE_EXPORT void GL_APIENTRY GL_InvalidateFramebuffer(GLenum target,549GLsizei numAttachments,550const GLenum *attachments);551ANGLE_EXPORT void GL_APIENTRY GL_InvalidateSubFramebuffer(GLenum target,552GLsizei numAttachments,553const GLenum *attachments,554GLint x,555GLint y,556GLsizei width,557GLsizei height);558ANGLE_EXPORT void GL_APIENTRY GL_InvalidateTexImage(GLuint texture, GLint level);559ANGLE_EXPORT void GL_APIENTRY GL_InvalidateTexSubImage(GLuint texture,560GLint level,561GLint xoffset,562GLint yoffset,563GLint zoffset,564GLsizei width,565GLsizei height,566GLsizei depth);567ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysIndirect(GLenum mode,568const void *indirect,569GLsizei drawcount,570GLsizei stride);571ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsIndirect(GLenum mode,572GLenum type,573const void *indirect,574GLsizei drawcount,575GLsizei stride);576ANGLE_EXPORT void GL_APIENTRY GL_ObjectLabel(GLenum identifier,577GLuint name,578GLsizei length,579const GLchar *label);580ANGLE_EXPORT void GL_APIENTRY GL_ObjectPtrLabel(const void *ptr,581GLsizei length,582const GLchar *label);583ANGLE_EXPORT void GL_APIENTRY GL_PopDebugGroup();584ANGLE_EXPORT void GL_APIENTRY GL_PushDebugGroup(GLenum source,585GLuint id,586GLsizei length,587const GLchar *message);588ANGLE_EXPORT void GL_APIENTRY GL_ShaderStorageBlockBinding(GLuint program,589GLuint storageBlockIndex,590GLuint storageBlockBinding);591ANGLE_EXPORT void GL_APIENTRY GL_TexBufferRange(GLenum target,592GLenum internalformat,593GLuint buffer,594GLintptr offset,595GLsizeiptr size);596ANGLE_EXPORT void GL_APIENTRY GL_TexStorage2DMultisample(GLenum target,597GLsizei samples,598GLenum internalformat,599GLsizei width,600GLsizei height,601GLboolean fixedsamplelocations);602ANGLE_EXPORT void GL_APIENTRY GL_TexStorage3DMultisample(GLenum target,603GLsizei samples,604GLenum internalformat,605GLsizei width,606GLsizei height,607GLsizei depth,608GLboolean fixedsamplelocations);609ANGLE_EXPORT void GL_APIENTRY GL_TextureView(GLuint texture,610GLenum target,611GLuint origtexture,612GLenum internalformat,613GLuint minlevel,614GLuint numlevels,615GLuint minlayer,616GLuint numlayers);617ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribBinding(GLuint attribindex, GLuint bindingindex);618ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribFormat(GLuint attribindex,619GLint size,620GLenum type,621GLboolean normalized,622GLuint relativeoffset);623ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribIFormat(GLuint attribindex,624GLint size,625GLenum type,626GLuint relativeoffset);627ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribLFormat(GLuint attribindex,628GLint size,629GLenum type,630GLuint relativeoffset);631ANGLE_EXPORT void GL_APIENTRY GL_VertexBindingDivisor(GLuint bindingindex, GLuint divisor);632633// GL 4.4634ANGLE_EXPORT void GL_APIENTRY GL_BindBuffersBase(GLenum target,635GLuint first,636GLsizei count,637const GLuint *buffers);638ANGLE_EXPORT void GL_APIENTRY GL_BindBuffersRange(GLenum target,639GLuint first,640GLsizei count,641const GLuint *buffers,642const GLintptr *offsets,643const GLsizeiptr *sizes);644ANGLE_EXPORT void GL_APIENTRY GL_BindImageTextures(GLuint first,645GLsizei count,646const GLuint *textures);647ANGLE_EXPORT void GL_APIENTRY GL_BindSamplers(GLuint first, GLsizei count, const GLuint *samplers);648ANGLE_EXPORT void GL_APIENTRY GL_BindTextures(GLuint first, GLsizei count, const GLuint *textures);649ANGLE_EXPORT void GL_APIENTRY GL_BindVertexBuffers(GLuint first,650GLsizei count,651const GLuint *buffers,652const GLintptr *offsets,653const GLsizei *strides);654ANGLE_EXPORT void GL_APIENTRY GL_BufferStorage(GLenum target,655GLsizeiptr size,656const void *data,657GLbitfield flags);658ANGLE_EXPORT void GL_APIENTRY659GL_ClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data);660ANGLE_EXPORT void GL_APIENTRY GL_ClearTexSubImage(GLuint texture,661GLint level,662GLint xoffset,663GLint yoffset,664GLint zoffset,665GLsizei width,666GLsizei height,667GLsizei depth,668GLenum format,669GLenum type,670const void *data);671672// GL 4.5673ANGLE_EXPORT void GL_APIENTRY GL_BindTextureUnit(GLuint unit, GLuint texture);674ANGLE_EXPORT void GL_APIENTRY GL_BlitNamedFramebuffer(GLuint readFramebuffer,675GLuint drawFramebuffer,676GLint srcX0,677GLint srcY0,678GLint srcX1,679GLint srcY1,680GLint dstX0,681GLint dstY0,682GLint dstX1,683GLint dstY1,684GLbitfield mask,685GLenum filter);686ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target);687ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedBufferData(GLuint buffer,688GLenum internalformat,689GLenum format,690GLenum type,691const void *data);692ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedBufferSubData(GLuint buffer,693GLenum internalformat,694GLintptr offset,695GLsizeiptr size,696GLenum format,697GLenum type,698const void *data);699ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferfi(GLuint framebuffer,700GLenum buffer,701GLint drawbuffer,702GLfloat depth,703GLint stencil);704ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferfv(GLuint framebuffer,705GLenum buffer,706GLint drawbuffer,707const GLfloat *value);708ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferiv(GLuint framebuffer,709GLenum buffer,710GLint drawbuffer,711const GLint *value);712ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferuiv(GLuint framebuffer,713GLenum buffer,714GLint drawbuffer,715const GLuint *value);716ANGLE_EXPORT void GL_APIENTRY GL_ClipControl(GLenum origin, GLenum depth);717ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage1D(GLuint texture,718GLint level,719GLint xoffset,720GLsizei width,721GLenum format,722GLsizei imageSize,723const void *data);724ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage2D(GLuint texture,725GLint level,726GLint xoffset,727GLint yoffset,728GLsizei width,729GLsizei height,730GLenum format,731GLsizei imageSize,732const void *data);733ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage3D(GLuint texture,734GLint level,735GLint xoffset,736GLint yoffset,737GLint zoffset,738GLsizei width,739GLsizei height,740GLsizei depth,741GLenum format,742GLsizei imageSize,743const void *data);744ANGLE_EXPORT void GL_APIENTRY GL_CopyNamedBufferSubData(GLuint readBuffer,745GLuint writeBuffer,746GLintptr readOffset,747GLintptr writeOffset,748GLsizeiptr size);749ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage1D(GLuint texture,750GLint level,751GLint xoffset,752GLint x,753GLint y,754GLsizei width);755ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage2D(GLuint texture,756GLint level,757GLint xoffset,758GLint yoffset,759GLint x,760GLint y,761GLsizei width,762GLsizei height);763ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage3D(GLuint texture,764GLint level,765GLint xoffset,766GLint yoffset,767GLint zoffset,768GLint x,769GLint y,770GLsizei width,771GLsizei height);772ANGLE_EXPORT void GL_APIENTRY GL_CreateBuffers(GLsizei n, GLuint *buffers);773ANGLE_EXPORT void GL_APIENTRY GL_CreateFramebuffers(GLsizei n, GLuint *framebuffers);774ANGLE_EXPORT void GL_APIENTRY GL_CreateProgramPipelines(GLsizei n, GLuint *pipelines);775ANGLE_EXPORT void GL_APIENTRY GL_CreateQueries(GLenum target, GLsizei n, GLuint *ids);776ANGLE_EXPORT void GL_APIENTRY GL_CreateRenderbuffers(GLsizei n, GLuint *renderbuffers);777ANGLE_EXPORT void GL_APIENTRY GL_CreateSamplers(GLsizei n, GLuint *samplers);778ANGLE_EXPORT void GL_APIENTRY GL_CreateTextures(GLenum target, GLsizei n, GLuint *textures);779ANGLE_EXPORT void GL_APIENTRY GL_CreateTransformFeedbacks(GLsizei n, GLuint *ids);780ANGLE_EXPORT void GL_APIENTRY GL_CreateVertexArrays(GLsizei n, GLuint *arrays);781ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexArrayAttrib(GLuint vaobj, GLuint index);782ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexArrayAttrib(GLuint vaobj, GLuint index);783ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedNamedBufferRange(GLuint buffer,784GLintptr offset,785GLsizeiptr length);786ANGLE_EXPORT void GL_APIENTRY GL_GenerateTextureMipmap(GLuint texture);787ANGLE_EXPORT void GL_APIENTRY GL_GetCompressedTextureImage(GLuint texture,788GLint level,789GLsizei bufSize,790void *pixels);791ANGLE_EXPORT void GL_APIENTRY GL_GetCompressedTextureSubImage(GLuint texture,792GLint level,793GLint xoffset,794GLint yoffset,795GLint zoffset,796GLsizei width,797GLsizei height,798GLsizei depth,799GLsizei bufSize,800void *pixels);801ANGLE_EXPORT GLenum GL_APIENTRY GL_GetGraphicsResetStatus();802ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferParameteri64v(GLuint buffer,803GLenum pname,804GLint64 *params);805ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferParameteriv(GLuint buffer,806GLenum pname,807GLint *params);808ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferPointerv(GLuint buffer, GLenum pname, void **params);809ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferSubData(GLuint buffer,810GLintptr offset,811GLsizeiptr size,812void *data);813ANGLE_EXPORT void GL_APIENTRY GL_GetNamedFramebufferAttachmentParameteriv(GLuint framebuffer,814GLenum attachment,815GLenum pname,816GLint *params);817ANGLE_EXPORT void GL_APIENTRY GL_GetNamedFramebufferParameteriv(GLuint framebuffer,818GLenum pname,819GLint *param);820ANGLE_EXPORT void GL_APIENTRY GL_GetNamedRenderbufferParameteriv(GLuint renderbuffer,821GLenum pname,822GLint *params);823ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjecti64v(GLuint id,824GLuint buffer,825GLenum pname,826GLintptr offset);827ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectiv(GLuint id,828GLuint buffer,829GLenum pname,830GLintptr offset);831ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectui64v(GLuint id,832GLuint buffer,833GLenum pname,834GLintptr offset);835ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectuiv(GLuint id,836GLuint buffer,837GLenum pname,838GLintptr offset);839ANGLE_EXPORT void GL_APIENTRY GL_GetTextureImage(GLuint texture,840GLint level,841GLenum format,842GLenum type,843GLsizei bufSize,844void *pixels);845ANGLE_EXPORT void GL_APIENTRY GL_GetTextureLevelParameterfv(GLuint texture,846GLint level,847GLenum pname,848GLfloat *params);849ANGLE_EXPORT void GL_APIENTRY GL_GetTextureLevelParameteriv(GLuint texture,850GLint level,851GLenum pname,852GLint *params);853ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterIiv(GLuint texture,854GLenum pname,855GLint *params);856ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterIuiv(GLuint texture,857GLenum pname,858GLuint *params);859ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterfv(GLuint texture,860GLenum pname,861GLfloat *params);862ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameteriv(GLuint texture, GLenum pname, GLint *params);863ANGLE_EXPORT void GL_APIENTRY GL_GetTextureSubImage(GLuint texture,864GLint level,865GLint xoffset,866GLint yoffset,867GLint zoffset,868GLsizei width,869GLsizei height,870GLsizei depth,871GLenum format,872GLenum type,873GLsizei bufSize,874void *pixels);875ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbacki64_v(GLuint xfb,876GLenum pname,877GLuint index,878GLint64 *param);879ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbacki_v(GLuint xfb,880GLenum pname,881GLuint index,882GLint *param);883ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param);884ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayIndexed64iv(GLuint vaobj,885GLuint index,886GLenum pname,887GLint64 *param);888ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayIndexediv(GLuint vaobj,889GLuint index,890GLenum pname,891GLint *param);892ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param);893ANGLE_EXPORT void GL_APIENTRY894GL_GetnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table);895ANGLE_EXPORT void GL_APIENTRY GL_GetnCompressedTexImage(GLenum target,896GLint lod,897GLsizei bufSize,898void *pixels);899ANGLE_EXPORT void GL_APIENTRY900GL_GetnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image);901ANGLE_EXPORT void GL_APIENTRY GL_GetnHistogram(GLenum target,902GLboolean reset,903GLenum format,904GLenum type,905GLsizei bufSize,906void *values);907ANGLE_EXPORT void GL_APIENTRY GL_GetnMapdv(GLenum target,908GLenum query,909GLsizei bufSize,910GLdouble *v);911ANGLE_EXPORT void GL_APIENTRY GL_GetnMapfv(GLenum target,912GLenum query,913GLsizei bufSize,914GLfloat *v);915ANGLE_EXPORT void GL_APIENTRY GL_GetnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v);916ANGLE_EXPORT void GL_APIENTRY GL_GetnMinmax(GLenum target,917GLboolean reset,918GLenum format,919GLenum type,920GLsizei bufSize,921void *values);922ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values);923ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values);924ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values);925ANGLE_EXPORT void GL_APIENTRY GL_GetnPolygonStipple(GLsizei bufSize, GLubyte *pattern);926ANGLE_EXPORT void GL_APIENTRY GL_GetnSeparableFilter(GLenum target,927GLenum format,928GLenum type,929GLsizei rowBufSize,930void *row,931GLsizei columnBufSize,932void *column,933void *span);934ANGLE_EXPORT void GL_APIENTRY GL_GetnTexImage(GLenum target,935GLint level,936GLenum format,937GLenum type,938GLsizei bufSize,939void *pixels);940ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformdv(GLuint program,941GLint location,942GLsizei bufSize,943GLdouble *params);944ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformfv(GLuint program,945GLint location,946GLsizei bufSize,947GLfloat *params);948ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformiv(GLuint program,949GLint location,950GLsizei bufSize,951GLint *params);952ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformuiv(GLuint program,953GLint location,954GLsizei bufSize,955GLuint *params);956ANGLE_EXPORT void GL_APIENTRY GL_InvalidateNamedFramebufferData(GLuint framebuffer,957GLsizei numAttachments,958const GLenum *attachments);959ANGLE_EXPORT void GL_APIENTRY GL_InvalidateNamedFramebufferSubData(GLuint framebuffer,960GLsizei numAttachments,961const GLenum *attachments,962GLint x,963GLint y,964GLsizei width,965GLsizei height);966ANGLE_EXPORT void *GL_APIENTRY GL_MapNamedBuffer(GLuint buffer, GLenum access);967ANGLE_EXPORT void *GL_APIENTRY GL_MapNamedBufferRange(GLuint buffer,968GLintptr offset,969GLsizeiptr length,970GLbitfield access);971ANGLE_EXPORT void GL_APIENTRY GL_MemoryBarrierByRegion(GLbitfield barriers);972ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferData(GLuint buffer,973GLsizeiptr size,974const void *data,975GLenum usage);976ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferStorage(GLuint buffer,977GLsizeiptr size,978const void *data,979GLbitfield flags);980ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferSubData(GLuint buffer,981GLintptr offset,982GLsizeiptr size,983const void *data);984ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf);985ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferDrawBuffers(GLuint framebuffer,986GLsizei n,987const GLenum *bufs);988ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferParameteri(GLuint framebuffer,989GLenum pname,990GLint param);991ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferReadBuffer(GLuint framebuffer, GLenum src);992ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferRenderbuffer(GLuint framebuffer,993GLenum attachment,994GLenum renderbuffertarget,995GLuint renderbuffer);996ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferTexture(GLuint framebuffer,997GLenum attachment,998GLuint texture,999GLint level);1000ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferTextureLayer(GLuint framebuffer,1001GLenum attachment,1002GLuint texture,1003GLint level,1004GLint layer);1005ANGLE_EXPORT void GL_APIENTRY GL_NamedRenderbufferStorage(GLuint renderbuffer,1006GLenum internalformat,1007GLsizei width,1008GLsizei height);1009ANGLE_EXPORT void GL_APIENTRY GL_NamedRenderbufferStorageMultisample(GLuint renderbuffer,1010GLsizei samples,1011GLenum internalformat,1012GLsizei width,1013GLsizei height);1014ANGLE_EXPORT void GL_APIENTRY GL_ReadnPixels(GLint x,1015GLint y,1016GLsizei width,1017GLsizei height,1018GLenum format,1019GLenum type,1020GLsizei bufSize,1021void *data);1022ANGLE_EXPORT void GL_APIENTRY GL_TextureBarrier();1023ANGLE_EXPORT void GL_APIENTRY GL_TextureBuffer(GLuint texture,1024GLenum internalformat,1025GLuint buffer);1026ANGLE_EXPORT void GL_APIENTRY GL_TextureBufferRange(GLuint texture,1027GLenum internalformat,1028GLuint buffer,1029GLintptr offset,1030GLsizeiptr size);1031ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterIiv(GLuint texture,1032GLenum pname,1033const GLint *params);1034ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterIuiv(GLuint texture,1035GLenum pname,1036const GLuint *params);1037ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterf(GLuint texture, GLenum pname, GLfloat param);1038ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterfv(GLuint texture,1039GLenum pname,1040const GLfloat *param);1041ANGLE_EXPORT void GL_APIENTRY GL_TextureParameteri(GLuint texture, GLenum pname, GLint param);1042ANGLE_EXPORT void GL_APIENTRY GL_TextureParameteriv(GLuint texture,1043GLenum pname,1044const GLint *param);1045ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage1D(GLuint texture,1046GLsizei levels,1047GLenum internalformat,1048GLsizei width);1049ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage2D(GLuint texture,1050GLsizei levels,1051GLenum internalformat,1052GLsizei width,1053GLsizei height);1054ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage2DMultisample(GLuint texture,1055GLsizei samples,1056GLenum internalformat,1057GLsizei width,1058GLsizei height,1059GLboolean fixedsamplelocations);1060ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage3D(GLuint texture,1061GLsizei levels,1062GLenum internalformat,1063GLsizei width,1064GLsizei height,1065GLsizei depth);1066ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage3DMultisample(GLuint texture,1067GLsizei samples,1068GLenum internalformat,1069GLsizei width,1070GLsizei height,1071GLsizei depth,1072GLboolean fixedsamplelocations);1073ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage1D(GLuint texture,1074GLint level,1075GLint xoffset,1076GLsizei width,1077GLenum format,1078GLenum type,1079const void *pixels);1080ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage2D(GLuint texture,1081GLint level,1082GLint xoffset,1083GLint yoffset,1084GLsizei width,1085GLsizei height,1086GLenum format,1087GLenum type,1088const void *pixels);1089ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage3D(GLuint texture,1090GLint level,1091GLint xoffset,1092GLint yoffset,1093GLint zoffset,1094GLsizei width,1095GLsizei height,1096GLsizei depth,1097GLenum format,1098GLenum type,1099const void *pixels);1100ANGLE_EXPORT void GL_APIENTRY GL_TransformFeedbackBufferBase(GLuint xfb,1101GLuint index,1102GLuint buffer);1103ANGLE_EXPORT void GL_APIENTRY GL_TransformFeedbackBufferRange(GLuint xfb,1104GLuint index,1105GLuint buffer,1106GLintptr offset,1107GLsizeiptr size);1108ANGLE_EXPORT GLboolean GL_APIENTRY GL_UnmapNamedBuffer(GLuint buffer);1109ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribBinding(GLuint vaobj,1110GLuint attribindex,1111GLuint bindingindex);1112ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribFormat(GLuint vaobj,1113GLuint attribindex,1114GLint size,1115GLenum type,1116GLboolean normalized,1117GLuint relativeoffset);1118ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribIFormat(GLuint vaobj,1119GLuint attribindex,1120GLint size,1121GLenum type,1122GLuint relativeoffset);1123ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribLFormat(GLuint vaobj,1124GLuint attribindex,1125GLint size,1126GLenum type,1127GLuint relativeoffset);1128ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayBindingDivisor(GLuint vaobj,1129GLuint bindingindex,1130GLuint divisor);1131ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayElementBuffer(GLuint vaobj, GLuint buffer);1132ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayVertexBuffer(GLuint vaobj,1133GLuint bindingindex,1134GLuint buffer,1135GLintptr offset,1136GLsizei stride);1137ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayVertexBuffers(GLuint vaobj,1138GLuint first,1139GLsizei count,1140const GLuint *buffers,1141const GLintptr *offsets,1142const GLsizei *strides);11431144// GL 4.61145ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysIndirectCount(GLenum mode,1146const void *indirect,1147GLintptr drawcount,1148GLsizei maxdrawcount,1149GLsizei stride);1150ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsIndirectCount(GLenum mode,1151GLenum type,1152const void *indirect,1153GLintptr drawcount,1154GLsizei maxdrawcount,1155GLsizei stride);1156ANGLE_EXPORT void GL_APIENTRY GL_PolygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp);1157ANGLE_EXPORT void GL_APIENTRY GL_SpecializeShader(GLuint shader,1158const GLchar *pEntryPoint,1159GLuint numSpecializationConstants,1160const GLuint *pConstantIndex,1161const GLuint *pConstantValue);1162} // extern "C"11631164#endif // LIBGL_ENTRY_POINTS_GL_4_AUTOGEN_H_116511661167