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GitHub Repository: PojavLauncherTeam/angle
Path: blob/main_old/src/libGL/entry_points_gl_4_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_4_autogen.h:
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// Defines the Desktop GL 4.x entry points.
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#ifndef LIBGL_ENTRY_POINTS_GL_4_AUTOGEN_H_
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#define LIBGL_ENTRY_POINTS_GL_4_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 4.0
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ANGLE_EXPORT void GL_APIENTRY GL_BeginQueryIndexed(GLenum target, GLuint index, GLuint id);
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ANGLE_EXPORT void GL_APIENTRY GL_BindTransformFeedback(GLenum target, GLuint id);
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ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparatei(GLuint buf,
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GLenum modeRGB,
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GLenum modeAlpha);
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ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationi(GLuint buf, GLenum mode);
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ANGLE_EXPORT void GL_APIENTRY
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GL_BlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
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ANGLE_EXPORT void GL_APIENTRY GL_BlendFunci(GLuint buf, GLenum src, GLenum dst);
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ANGLE_EXPORT void GL_APIENTRY GL_DeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysIndirect(GLenum mode, const void *indirect);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsIndirect(GLenum mode,
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GLenum type,
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const void *indirect);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedback(GLenum mode, GLuint id);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream);
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ANGLE_EXPORT void GL_APIENTRY GL_EndQueryIndexed(GLenum target, GLuint index);
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ANGLE_EXPORT void GL_APIENTRY GL_GenTransformFeedbacks(GLsizei n, GLuint *ids);
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ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineName(GLuint program,
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GLenum shadertype,
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GLuint index,
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GLsizei bufsize,
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GLsizei *length,
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GLchar *name);
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ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineUniformName(GLuint program,
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GLenum shadertype,
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GLuint index,
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GLsizei bufsize,
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GLsizei *length,
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GLchar *name);
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ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineUniformiv(GLuint program,
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GLenum shadertype,
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GLuint index,
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GLenum pname,
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GLint *values);
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ANGLE_EXPORT void GL_APIENTRY GL_GetProgramStageiv(GLuint program,
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GLenum shadertype,
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GLenum pname,
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GLint *values);
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ANGLE_EXPORT void GL_APIENTRY GL_GetQueryIndexediv(GLenum target,
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GLuint index,
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GLenum pname,
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GLint *params);
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ANGLE_EXPORT GLuint GL_APIENTRY GL_GetSubroutineIndex(GLuint program,
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GLenum shadertype,
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const GLchar *name);
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ANGLE_EXPORT GLint GL_APIENTRY GL_GetSubroutineUniformLocation(GLuint program,
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GLenum shadertype,
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const GLchar *name);
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ANGLE_EXPORT void GL_APIENTRY GL_GetUniformSubroutineuiv(GLenum shadertype,
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GLint location,
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GLuint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetUniformdv(GLuint program, GLint location, GLdouble *params);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsTransformFeedback(GLuint id);
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ANGLE_EXPORT void GL_APIENTRY GL_MinSampleShading(GLfloat value);
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ANGLE_EXPORT void GL_APIENTRY GL_PatchParameterfv(GLenum pname, const GLfloat *values);
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ANGLE_EXPORT void GL_APIENTRY GL_PatchParameteri(GLenum pname, GLint value);
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ANGLE_EXPORT void GL_APIENTRY GL_PauseTransformFeedback();
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ANGLE_EXPORT void GL_APIENTRY GL_ResumeTransformFeedback();
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform1d(GLint location, GLdouble x);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform1dv(GLint location, GLsizei count, const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform2d(GLint location, GLdouble x, GLdouble y);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform2dv(GLint location, GLsizei count, const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform3dv(GLint location, GLsizei count, const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY
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GL_Uniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform4dv(GLint location, GLsizei count, const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2dv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x3dv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x4dv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3dv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x2dv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x4dv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4dv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x2dv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x3dv(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_UniformSubroutinesuiv(GLenum shadertype,
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GLsizei count,
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const GLuint *indices);
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// GL 4.1
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ANGLE_EXPORT void GL_APIENTRY GL_ActiveShaderProgram(GLuint pipeline, GLuint program);
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ANGLE_EXPORT void GL_APIENTRY GL_BindProgramPipeline(GLuint pipeline);
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ANGLE_EXPORT void GL_APIENTRY GL_ClearDepthf(GLfloat d);
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ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShaderProgramv(GLenum type,
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GLsizei count,
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const GLchar *const *strings);
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ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgramPipelines(GLsizei n, const GLuint *pipelines);
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ANGLE_EXPORT void GL_APIENTRY GL_DepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v);
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ANGLE_EXPORT void GL_APIENTRY GL_DepthRangeIndexed(GLuint index, GLdouble n, GLdouble f);
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ANGLE_EXPORT void GL_APIENTRY GL_DepthRangef(GLfloat n, GLfloat f);
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ANGLE_EXPORT void GL_APIENTRY GL_GenProgramPipelines(GLsizei n, GLuint *pipelines);
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ANGLE_EXPORT void GL_APIENTRY GL_GetDoublei_v(GLenum target, GLuint index, GLdouble *data);
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ANGLE_EXPORT void GL_APIENTRY GL_GetFloati_v(GLenum target, GLuint index, GLfloat *data);
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ANGLE_EXPORT void GL_APIENTRY GL_GetProgramBinary(GLuint program,
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GLsizei bufSize,
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GLsizei *length,
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GLenum *binaryFormat,
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void *binary);
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ANGLE_EXPORT void GL_APIENTRY GL_GetProgramPipelineInfoLog(GLuint pipeline,
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GLsizei bufSize,
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GLsizei *length,
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GLchar *infoLog);
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ANGLE_EXPORT void GL_APIENTRY GL_GetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetShaderPrecisionFormat(GLenum shadertype,
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GLenum precisiontype,
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GLint *range,
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GLint *precision);
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ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgramPipeline(GLuint pipeline);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramBinary(GLuint program,
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GLenum binaryFormat,
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const void *binary,
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GLsizei length);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramParameteri(GLuint program, GLenum pname, GLint value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1d(GLuint program, GLint location, GLdouble v0);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1dv(GLuint program,
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GLint location,
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GLsizei count,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1f(GLuint program, GLint location, GLfloat v0);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1fv(GLuint program,
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GLint location,
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GLsizei count,
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const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1i(GLuint program, GLint location, GLint v0);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1iv(GLuint program,
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GLint location,
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GLsizei count,
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const GLint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1ui(GLuint program, GLint location, GLuint v0);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1uiv(GLuint program,
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GLint location,
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GLsizei count,
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const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2d(GLuint program,
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GLint location,
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GLdouble v0,
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GLdouble v1);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2dv(GLuint program,
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GLint location,
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GLsizei count,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2f(GLuint program,
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GLint location,
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GLfloat v0,
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GLfloat v1);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2fv(GLuint program,
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GLint location,
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GLsizei count,
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const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2i(GLuint program,
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GLint location,
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GLint v0,
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GLint v1);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2iv(GLuint program,
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GLint location,
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GLsizei count,
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const GLint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2ui(GLuint program,
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GLint location,
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GLuint v0,
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GLuint v1);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2uiv(GLuint program,
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GLint location,
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GLsizei count,
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const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY
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GL_ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3dv(GLuint program,
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GLint location,
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GLsizei count,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY
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GL_ProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3fv(GLuint program,
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GLint location,
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GLsizei count,
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const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY
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GL_ProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3iv(GLuint program,
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GLint location,
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GLsizei count,
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const GLint *value);
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ANGLE_EXPORT void GL_APIENTRY
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GL_ProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3uiv(GLuint program,
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GLint location,
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GLsizei count,
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const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4d(GLuint program,
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GLint location,
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GLdouble v0,
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GLdouble v1,
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GLdouble v2,
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GLdouble v3);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4dv(GLuint program,
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GLint location,
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GLsizei count,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY
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GL_ProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4fv(GLuint program,
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GLint location,
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GLsizei count,
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const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY
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GL_ProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4iv(GLuint program,
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GLint location,
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GLsizei count,
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const GLint *value);
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ANGLE_EXPORT void GL_APIENTRY
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GL_ProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4uiv(GLuint program,
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GLint location,
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GLsizei count,
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const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2dv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2fv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x3dv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x3fv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x4dv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x4fv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3dv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3fv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x2dv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x2fv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x4dv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x4fv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4dv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4fv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x2dv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x2fv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x3dv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x3fv(GLuint program,
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GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ReleaseShaderCompiler();
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ANGLE_EXPORT void GL_APIENTRY GL_ScissorArrayv(GLuint first, GLsizei count, const GLint *v);
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ANGLE_EXPORT void GL_APIENTRY
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GL_ScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
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ANGLE_EXPORT void GL_APIENTRY GL_ScissorIndexedv(GLuint index, const GLint *v);
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ANGLE_EXPORT void GL_APIENTRY GL_ShaderBinary(GLsizei count,
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const GLuint *shaders,
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GLenum binaryformat,
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const void *binary,
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GLsizei length);
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ANGLE_EXPORT void GL_APIENTRY GL_UseProgramStages(GLuint pipeline,
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GLbitfield stages,
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GLuint program);
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ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgramPipeline(GLuint pipeline);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL1d(GLuint index, GLdouble x);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL1dv(GLuint index, const GLdouble *v);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL2d(GLuint index, GLdouble x, GLdouble y);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL2dv(GLuint index, const GLdouble *v);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL3dv(GLuint index, const GLdouble *v);
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ANGLE_EXPORT void GL_APIENTRY
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GL_VertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL4dv(GLuint index, const GLdouble *v);
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ANGLE_EXPORT void GL_APIENTRY
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GL_VertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
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ANGLE_EXPORT void GL_APIENTRY GL_ViewportArrayv(GLuint first, GLsizei count, const GLfloat *v);
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ANGLE_EXPORT void GL_APIENTRY
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GL_ViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
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ANGLE_EXPORT void GL_APIENTRY GL_ViewportIndexedfv(GLuint index, const GLfloat *v);
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// GL 4.2
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ANGLE_EXPORT void GL_APIENTRY GL_BindImageTexture(GLuint unit,
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GLuint texture,
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GLint level,
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GLboolean layered,
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GLint layer,
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GLenum access,
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GLenum format);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstancedBaseInstance(GLenum mode,
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GLint first,
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GLsizei count,
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GLsizei instancecount,
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GLuint baseinstance);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseInstance(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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GLuint baseinstance);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseVertexBaseInstance(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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GLuint baseinstance);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackInstanced(GLenum mode,
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GLuint id,
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GLsizei instancecount);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackStreamInstanced(GLenum mode,
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GLuint id,
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GLuint stream,
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GLsizei instancecount);
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ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAtomicCounterBufferiv(GLuint program,
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GLuint bufferIndex,
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GLenum pname,
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GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetInternalformativ(GLenum target,
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GLenum internalformat,
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GLenum pname,
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GLsizei bufSize,
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GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_MemoryBarrier(GLbitfield barriers);
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ANGLE_EXPORT void GL_APIENTRY GL_TexStorage1D(GLenum target,
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GLsizei levels,
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GLenum internalformat,
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GLsizei width);
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ANGLE_EXPORT void GL_APIENTRY GL_TexStorage2D(GLenum target,
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GLsizei levels,
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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_TexStorage3D(GLenum target,
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GLsizei levels,
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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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// GL 4.3
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ANGLE_EXPORT void GL_APIENTRY GL_BindVertexBuffer(GLuint bindingindex,
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GLuint buffer,
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GLintptr offset,
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GLsizei stride);
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ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferData(GLenum target,
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GLenum internalformat,
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GLenum format,
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GLenum type,
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const void *data);
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ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferSubData(GLenum target,
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GLenum internalformat,
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GLintptr offset,
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GLsizeiptr size,
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GLenum format,
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GLenum type,
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const void *data);
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ANGLE_EXPORT void GL_APIENTRY GL_CopyImageSubData(GLuint srcName,
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GLenum srcTarget,
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GLint srcLevel,
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GLint srcX,
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GLint srcY,
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GLint srcZ,
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GLuint dstName,
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GLenum dstTarget,
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GLint dstLevel,
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GLint dstX,
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GLint dstY,
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GLint dstZ,
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GLsizei srcWidth,
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GLsizei srcHeight,
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GLsizei srcDepth);
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ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageCallback(GLDEBUGPROC callback, const void *userParam);
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ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageControl(GLenum source,
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GLenum type,
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GLenum severity,
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GLsizei count,
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const GLuint *ids,
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GLboolean enabled);
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ANGLE_EXPORT void GL_APIENTRY GL_DebugMessageInsert(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const GLchar *buf);
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ANGLE_EXPORT void GL_APIENTRY GL_DispatchCompute(GLuint num_groups_x,
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GLuint num_groups_y,
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GLuint num_groups_z);
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ANGLE_EXPORT void GL_APIENTRY GL_DispatchComputeIndirect(GLintptr indirect);
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ANGLE_EXPORT void GL_APIENTRY GL_FramebufferParameteri(GLenum target, GLenum pname, GLint param);
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ANGLE_EXPORT GLuint GL_APIENTRY GL_GetDebugMessageLog(GLuint count,
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GLsizei bufSize,
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GLenum *sources,
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GLenum *types,
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GLuint *ids,
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GLenum *severities,
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GLsizei *lengths,
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GLchar *messageLog);
504
ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferParameteriv(GLenum target,
505
GLenum pname,
506
GLint *params);
507
ANGLE_EXPORT void GL_APIENTRY GL_GetInternalformati64v(GLenum target,
508
GLenum internalformat,
509
GLenum pname,
510
GLsizei bufSize,
511
GLint64 *params);
512
ANGLE_EXPORT void GL_APIENTRY
513
GL_GetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label);
514
ANGLE_EXPORT void GL_APIENTRY GL_GetObjectPtrLabel(const void *ptr,
515
GLsizei bufSize,
516
GLsizei *length,
517
GLchar *label);
518
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInterfaceiv(GLuint program,
519
GLenum programInterface,
520
GLenum pname,
521
GLint *params);
522
ANGLE_EXPORT GLuint GL_APIENTRY GL_GetProgramResourceIndex(GLuint program,
523
GLenum programInterface,
524
const GLchar *name);
525
ANGLE_EXPORT GLint GL_APIENTRY GL_GetProgramResourceLocation(GLuint program,
526
GLenum programInterface,
527
const GLchar *name);
528
ANGLE_EXPORT GLint GL_APIENTRY GL_GetProgramResourceLocationIndex(GLuint program,
529
GLenum programInterface,
530
const GLchar *name);
531
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramResourceName(GLuint program,
532
GLenum programInterface,
533
GLuint index,
534
GLsizei bufSize,
535
GLsizei *length,
536
GLchar *name);
537
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramResourceiv(GLuint program,
538
GLenum programInterface,
539
GLuint index,
540
GLsizei propCount,
541
const GLenum *props,
542
GLsizei bufSize,
543
GLsizei *length,
544
GLint *params);
545
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateBufferData(GLuint buffer);
546
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateBufferSubData(GLuint buffer,
547
GLintptr offset,
548
GLsizeiptr length);
549
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateFramebuffer(GLenum target,
550
GLsizei numAttachments,
551
const GLenum *attachments);
552
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateSubFramebuffer(GLenum target,
553
GLsizei numAttachments,
554
const GLenum *attachments,
555
GLint x,
556
GLint y,
557
GLsizei width,
558
GLsizei height);
559
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateTexImage(GLuint texture, GLint level);
560
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateTexSubImage(GLuint texture,
561
GLint level,
562
GLint xoffset,
563
GLint yoffset,
564
GLint zoffset,
565
GLsizei width,
566
GLsizei height,
567
GLsizei depth);
568
ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysIndirect(GLenum mode,
569
const void *indirect,
570
GLsizei drawcount,
571
GLsizei stride);
572
ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsIndirect(GLenum mode,
573
GLenum type,
574
const void *indirect,
575
GLsizei drawcount,
576
GLsizei stride);
577
ANGLE_EXPORT void GL_APIENTRY GL_ObjectLabel(GLenum identifier,
578
GLuint name,
579
GLsizei length,
580
const GLchar *label);
581
ANGLE_EXPORT void GL_APIENTRY GL_ObjectPtrLabel(const void *ptr,
582
GLsizei length,
583
const GLchar *label);
584
ANGLE_EXPORT void GL_APIENTRY GL_PopDebugGroup();
585
ANGLE_EXPORT void GL_APIENTRY GL_PushDebugGroup(GLenum source,
586
GLuint id,
587
GLsizei length,
588
const GLchar *message);
589
ANGLE_EXPORT void GL_APIENTRY GL_ShaderStorageBlockBinding(GLuint program,
590
GLuint storageBlockIndex,
591
GLuint storageBlockBinding);
592
ANGLE_EXPORT void GL_APIENTRY GL_TexBufferRange(GLenum target,
593
GLenum internalformat,
594
GLuint buffer,
595
GLintptr offset,
596
GLsizeiptr size);
597
ANGLE_EXPORT void GL_APIENTRY GL_TexStorage2DMultisample(GLenum target,
598
GLsizei samples,
599
GLenum internalformat,
600
GLsizei width,
601
GLsizei height,
602
GLboolean fixedsamplelocations);
603
ANGLE_EXPORT void GL_APIENTRY GL_TexStorage3DMultisample(GLenum target,
604
GLsizei samples,
605
GLenum internalformat,
606
GLsizei width,
607
GLsizei height,
608
GLsizei depth,
609
GLboolean fixedsamplelocations);
610
ANGLE_EXPORT void GL_APIENTRY GL_TextureView(GLuint texture,
611
GLenum target,
612
GLuint origtexture,
613
GLenum internalformat,
614
GLuint minlevel,
615
GLuint numlevels,
616
GLuint minlayer,
617
GLuint numlayers);
618
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribBinding(GLuint attribindex, GLuint bindingindex);
619
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribFormat(GLuint attribindex,
620
GLint size,
621
GLenum type,
622
GLboolean normalized,
623
GLuint relativeoffset);
624
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribIFormat(GLuint attribindex,
625
GLint size,
626
GLenum type,
627
GLuint relativeoffset);
628
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribLFormat(GLuint attribindex,
629
GLint size,
630
GLenum type,
631
GLuint relativeoffset);
632
ANGLE_EXPORT void GL_APIENTRY GL_VertexBindingDivisor(GLuint bindingindex, GLuint divisor);
633
634
// GL 4.4
635
ANGLE_EXPORT void GL_APIENTRY GL_BindBuffersBase(GLenum target,
636
GLuint first,
637
GLsizei count,
638
const GLuint *buffers);
639
ANGLE_EXPORT void GL_APIENTRY GL_BindBuffersRange(GLenum target,
640
GLuint first,
641
GLsizei count,
642
const GLuint *buffers,
643
const GLintptr *offsets,
644
const GLsizeiptr *sizes);
645
ANGLE_EXPORT void GL_APIENTRY GL_BindImageTextures(GLuint first,
646
GLsizei count,
647
const GLuint *textures);
648
ANGLE_EXPORT void GL_APIENTRY GL_BindSamplers(GLuint first, GLsizei count, const GLuint *samplers);
649
ANGLE_EXPORT void GL_APIENTRY GL_BindTextures(GLuint first, GLsizei count, const GLuint *textures);
650
ANGLE_EXPORT void GL_APIENTRY GL_BindVertexBuffers(GLuint first,
651
GLsizei count,
652
const GLuint *buffers,
653
const GLintptr *offsets,
654
const GLsizei *strides);
655
ANGLE_EXPORT void GL_APIENTRY GL_BufferStorage(GLenum target,
656
GLsizeiptr size,
657
const void *data,
658
GLbitfield flags);
659
ANGLE_EXPORT void GL_APIENTRY
660
GL_ClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data);
661
ANGLE_EXPORT void GL_APIENTRY GL_ClearTexSubImage(GLuint texture,
662
GLint level,
663
GLint xoffset,
664
GLint yoffset,
665
GLint zoffset,
666
GLsizei width,
667
GLsizei height,
668
GLsizei depth,
669
GLenum format,
670
GLenum type,
671
const void *data);
672
673
// GL 4.5
674
ANGLE_EXPORT void GL_APIENTRY GL_BindTextureUnit(GLuint unit, GLuint texture);
675
ANGLE_EXPORT void GL_APIENTRY GL_BlitNamedFramebuffer(GLuint readFramebuffer,
676
GLuint drawFramebuffer,
677
GLint srcX0,
678
GLint srcY0,
679
GLint srcX1,
680
GLint srcY1,
681
GLint dstX0,
682
GLint dstY0,
683
GLint dstX1,
684
GLint dstY1,
685
GLbitfield mask,
686
GLenum filter);
687
ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target);
688
ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedBufferData(GLuint buffer,
689
GLenum internalformat,
690
GLenum format,
691
GLenum type,
692
const void *data);
693
ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedBufferSubData(GLuint buffer,
694
GLenum internalformat,
695
GLintptr offset,
696
GLsizeiptr size,
697
GLenum format,
698
GLenum type,
699
const void *data);
700
ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferfi(GLuint framebuffer,
701
GLenum buffer,
702
GLint drawbuffer,
703
GLfloat depth,
704
GLint stencil);
705
ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferfv(GLuint framebuffer,
706
GLenum buffer,
707
GLint drawbuffer,
708
const GLfloat *value);
709
ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferiv(GLuint framebuffer,
710
GLenum buffer,
711
GLint drawbuffer,
712
const GLint *value);
713
ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferuiv(GLuint framebuffer,
714
GLenum buffer,
715
GLint drawbuffer,
716
const GLuint *value);
717
ANGLE_EXPORT void GL_APIENTRY GL_ClipControl(GLenum origin, GLenum depth);
718
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage1D(GLuint texture,
719
GLint level,
720
GLint xoffset,
721
GLsizei width,
722
GLenum format,
723
GLsizei imageSize,
724
const void *data);
725
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage2D(GLuint texture,
726
GLint level,
727
GLint xoffset,
728
GLint yoffset,
729
GLsizei width,
730
GLsizei height,
731
GLenum format,
732
GLsizei imageSize,
733
const void *data);
734
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage3D(GLuint texture,
735
GLint level,
736
GLint xoffset,
737
GLint yoffset,
738
GLint zoffset,
739
GLsizei width,
740
GLsizei height,
741
GLsizei depth,
742
GLenum format,
743
GLsizei imageSize,
744
const void *data);
745
ANGLE_EXPORT void GL_APIENTRY GL_CopyNamedBufferSubData(GLuint readBuffer,
746
GLuint writeBuffer,
747
GLintptr readOffset,
748
GLintptr writeOffset,
749
GLsizeiptr size);
750
ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage1D(GLuint texture,
751
GLint level,
752
GLint xoffset,
753
GLint x,
754
GLint y,
755
GLsizei width);
756
ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage2D(GLuint texture,
757
GLint level,
758
GLint xoffset,
759
GLint yoffset,
760
GLint x,
761
GLint y,
762
GLsizei width,
763
GLsizei height);
764
ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage3D(GLuint texture,
765
GLint level,
766
GLint xoffset,
767
GLint yoffset,
768
GLint zoffset,
769
GLint x,
770
GLint y,
771
GLsizei width,
772
GLsizei height);
773
ANGLE_EXPORT void GL_APIENTRY GL_CreateBuffers(GLsizei n, GLuint *buffers);
774
ANGLE_EXPORT void GL_APIENTRY GL_CreateFramebuffers(GLsizei n, GLuint *framebuffers);
775
ANGLE_EXPORT void GL_APIENTRY GL_CreateProgramPipelines(GLsizei n, GLuint *pipelines);
776
ANGLE_EXPORT void GL_APIENTRY GL_CreateQueries(GLenum target, GLsizei n, GLuint *ids);
777
ANGLE_EXPORT void GL_APIENTRY GL_CreateRenderbuffers(GLsizei n, GLuint *renderbuffers);
778
ANGLE_EXPORT void GL_APIENTRY GL_CreateSamplers(GLsizei n, GLuint *samplers);
779
ANGLE_EXPORT void GL_APIENTRY GL_CreateTextures(GLenum target, GLsizei n, GLuint *textures);
780
ANGLE_EXPORT void GL_APIENTRY GL_CreateTransformFeedbacks(GLsizei n, GLuint *ids);
781
ANGLE_EXPORT void GL_APIENTRY GL_CreateVertexArrays(GLsizei n, GLuint *arrays);
782
ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexArrayAttrib(GLuint vaobj, GLuint index);
783
ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexArrayAttrib(GLuint vaobj, GLuint index);
784
ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedNamedBufferRange(GLuint buffer,
785
GLintptr offset,
786
GLsizeiptr length);
787
ANGLE_EXPORT void GL_APIENTRY GL_GenerateTextureMipmap(GLuint texture);
788
ANGLE_EXPORT void GL_APIENTRY GL_GetCompressedTextureImage(GLuint texture,
789
GLint level,
790
GLsizei bufSize,
791
void *pixels);
792
ANGLE_EXPORT void GL_APIENTRY GL_GetCompressedTextureSubImage(GLuint texture,
793
GLint level,
794
GLint xoffset,
795
GLint yoffset,
796
GLint zoffset,
797
GLsizei width,
798
GLsizei height,
799
GLsizei depth,
800
GLsizei bufSize,
801
void *pixels);
802
ANGLE_EXPORT GLenum GL_APIENTRY GL_GetGraphicsResetStatus();
803
ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferParameteri64v(GLuint buffer,
804
GLenum pname,
805
GLint64 *params);
806
ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferParameteriv(GLuint buffer,
807
GLenum pname,
808
GLint *params);
809
ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferPointerv(GLuint buffer, GLenum pname, void **params);
810
ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferSubData(GLuint buffer,
811
GLintptr offset,
812
GLsizeiptr size,
813
void *data);
814
ANGLE_EXPORT void GL_APIENTRY GL_GetNamedFramebufferAttachmentParameteriv(GLuint framebuffer,
815
GLenum attachment,
816
GLenum pname,
817
GLint *params);
818
ANGLE_EXPORT void GL_APIENTRY GL_GetNamedFramebufferParameteriv(GLuint framebuffer,
819
GLenum pname,
820
GLint *param);
821
ANGLE_EXPORT void GL_APIENTRY GL_GetNamedRenderbufferParameteriv(GLuint renderbuffer,
822
GLenum pname,
823
GLint *params);
824
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjecti64v(GLuint id,
825
GLuint buffer,
826
GLenum pname,
827
GLintptr offset);
828
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectiv(GLuint id,
829
GLuint buffer,
830
GLenum pname,
831
GLintptr offset);
832
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectui64v(GLuint id,
833
GLuint buffer,
834
GLenum pname,
835
GLintptr offset);
836
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectuiv(GLuint id,
837
GLuint buffer,
838
GLenum pname,
839
GLintptr offset);
840
ANGLE_EXPORT void GL_APIENTRY GL_GetTextureImage(GLuint texture,
841
GLint level,
842
GLenum format,
843
GLenum type,
844
GLsizei bufSize,
845
void *pixels);
846
ANGLE_EXPORT void GL_APIENTRY GL_GetTextureLevelParameterfv(GLuint texture,
847
GLint level,
848
GLenum pname,
849
GLfloat *params);
850
ANGLE_EXPORT void GL_APIENTRY GL_GetTextureLevelParameteriv(GLuint texture,
851
GLint level,
852
GLenum pname,
853
GLint *params);
854
ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterIiv(GLuint texture,
855
GLenum pname,
856
GLint *params);
857
ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterIuiv(GLuint texture,
858
GLenum pname,
859
GLuint *params);
860
ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterfv(GLuint texture,
861
GLenum pname,
862
GLfloat *params);
863
ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameteriv(GLuint texture, GLenum pname, GLint *params);
864
ANGLE_EXPORT void GL_APIENTRY GL_GetTextureSubImage(GLuint texture,
865
GLint level,
866
GLint xoffset,
867
GLint yoffset,
868
GLint zoffset,
869
GLsizei width,
870
GLsizei height,
871
GLsizei depth,
872
GLenum format,
873
GLenum type,
874
GLsizei bufSize,
875
void *pixels);
876
ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbacki64_v(GLuint xfb,
877
GLenum pname,
878
GLuint index,
879
GLint64 *param);
880
ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbacki_v(GLuint xfb,
881
GLenum pname,
882
GLuint index,
883
GLint *param);
884
ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param);
885
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayIndexed64iv(GLuint vaobj,
886
GLuint index,
887
GLenum pname,
888
GLint64 *param);
889
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayIndexediv(GLuint vaobj,
890
GLuint index,
891
GLenum pname,
892
GLint *param);
893
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param);
894
ANGLE_EXPORT void GL_APIENTRY
895
GL_GetnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table);
896
ANGLE_EXPORT void GL_APIENTRY GL_GetnCompressedTexImage(GLenum target,
897
GLint lod,
898
GLsizei bufSize,
899
void *pixels);
900
ANGLE_EXPORT void GL_APIENTRY
901
GL_GetnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image);
902
ANGLE_EXPORT void GL_APIENTRY GL_GetnHistogram(GLenum target,
903
GLboolean reset,
904
GLenum format,
905
GLenum type,
906
GLsizei bufSize,
907
void *values);
908
ANGLE_EXPORT void GL_APIENTRY GL_GetnMapdv(GLenum target,
909
GLenum query,
910
GLsizei bufSize,
911
GLdouble *v);
912
ANGLE_EXPORT void GL_APIENTRY GL_GetnMapfv(GLenum target,
913
GLenum query,
914
GLsizei bufSize,
915
GLfloat *v);
916
ANGLE_EXPORT void GL_APIENTRY GL_GetnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v);
917
ANGLE_EXPORT void GL_APIENTRY GL_GetnMinmax(GLenum target,
918
GLboolean reset,
919
GLenum format,
920
GLenum type,
921
GLsizei bufSize,
922
void *values);
923
ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values);
924
ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values);
925
ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values);
926
ANGLE_EXPORT void GL_APIENTRY GL_GetnPolygonStipple(GLsizei bufSize, GLubyte *pattern);
927
ANGLE_EXPORT void GL_APIENTRY GL_GetnSeparableFilter(GLenum target,
928
GLenum format,
929
GLenum type,
930
GLsizei rowBufSize,
931
void *row,
932
GLsizei columnBufSize,
933
void *column,
934
void *span);
935
ANGLE_EXPORT void GL_APIENTRY GL_GetnTexImage(GLenum target,
936
GLint level,
937
GLenum format,
938
GLenum type,
939
GLsizei bufSize,
940
void *pixels);
941
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformdv(GLuint program,
942
GLint location,
943
GLsizei bufSize,
944
GLdouble *params);
945
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformfv(GLuint program,
946
GLint location,
947
GLsizei bufSize,
948
GLfloat *params);
949
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformiv(GLuint program,
950
GLint location,
951
GLsizei bufSize,
952
GLint *params);
953
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformuiv(GLuint program,
954
GLint location,
955
GLsizei bufSize,
956
GLuint *params);
957
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateNamedFramebufferData(GLuint framebuffer,
958
GLsizei numAttachments,
959
const GLenum *attachments);
960
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateNamedFramebufferSubData(GLuint framebuffer,
961
GLsizei numAttachments,
962
const GLenum *attachments,
963
GLint x,
964
GLint y,
965
GLsizei width,
966
GLsizei height);
967
ANGLE_EXPORT void *GL_APIENTRY GL_MapNamedBuffer(GLuint buffer, GLenum access);
968
ANGLE_EXPORT void *GL_APIENTRY GL_MapNamedBufferRange(GLuint buffer,
969
GLintptr offset,
970
GLsizeiptr length,
971
GLbitfield access);
972
ANGLE_EXPORT void GL_APIENTRY GL_MemoryBarrierByRegion(GLbitfield barriers);
973
ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferData(GLuint buffer,
974
GLsizeiptr size,
975
const void *data,
976
GLenum usage);
977
ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferStorage(GLuint buffer,
978
GLsizeiptr size,
979
const void *data,
980
GLbitfield flags);
981
ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferSubData(GLuint buffer,
982
GLintptr offset,
983
GLsizeiptr size,
984
const void *data);
985
ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf);
986
ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferDrawBuffers(GLuint framebuffer,
987
GLsizei n,
988
const GLenum *bufs);
989
ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferParameteri(GLuint framebuffer,
990
GLenum pname,
991
GLint param);
992
ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferReadBuffer(GLuint framebuffer, GLenum src);
993
ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferRenderbuffer(GLuint framebuffer,
994
GLenum attachment,
995
GLenum renderbuffertarget,
996
GLuint renderbuffer);
997
ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferTexture(GLuint framebuffer,
998
GLenum attachment,
999
GLuint texture,
1000
GLint level);
1001
ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferTextureLayer(GLuint framebuffer,
1002
GLenum attachment,
1003
GLuint texture,
1004
GLint level,
1005
GLint layer);
1006
ANGLE_EXPORT void GL_APIENTRY GL_NamedRenderbufferStorage(GLuint renderbuffer,
1007
GLenum internalformat,
1008
GLsizei width,
1009
GLsizei height);
1010
ANGLE_EXPORT void GL_APIENTRY GL_NamedRenderbufferStorageMultisample(GLuint renderbuffer,
1011
GLsizei samples,
1012
GLenum internalformat,
1013
GLsizei width,
1014
GLsizei height);
1015
ANGLE_EXPORT void GL_APIENTRY GL_ReadnPixels(GLint x,
1016
GLint y,
1017
GLsizei width,
1018
GLsizei height,
1019
GLenum format,
1020
GLenum type,
1021
GLsizei bufSize,
1022
void *data);
1023
ANGLE_EXPORT void GL_APIENTRY GL_TextureBarrier();
1024
ANGLE_EXPORT void GL_APIENTRY GL_TextureBuffer(GLuint texture,
1025
GLenum internalformat,
1026
GLuint buffer);
1027
ANGLE_EXPORT void GL_APIENTRY GL_TextureBufferRange(GLuint texture,
1028
GLenum internalformat,
1029
GLuint buffer,
1030
GLintptr offset,
1031
GLsizeiptr size);
1032
ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterIiv(GLuint texture,
1033
GLenum pname,
1034
const GLint *params);
1035
ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterIuiv(GLuint texture,
1036
GLenum pname,
1037
const GLuint *params);
1038
ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterf(GLuint texture, GLenum pname, GLfloat param);
1039
ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterfv(GLuint texture,
1040
GLenum pname,
1041
const GLfloat *param);
1042
ANGLE_EXPORT void GL_APIENTRY GL_TextureParameteri(GLuint texture, GLenum pname, GLint param);
1043
ANGLE_EXPORT void GL_APIENTRY GL_TextureParameteriv(GLuint texture,
1044
GLenum pname,
1045
const GLint *param);
1046
ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage1D(GLuint texture,
1047
GLsizei levels,
1048
GLenum internalformat,
1049
GLsizei width);
1050
ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage2D(GLuint texture,
1051
GLsizei levels,
1052
GLenum internalformat,
1053
GLsizei width,
1054
GLsizei height);
1055
ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage2DMultisample(GLuint texture,
1056
GLsizei samples,
1057
GLenum internalformat,
1058
GLsizei width,
1059
GLsizei height,
1060
GLboolean fixedsamplelocations);
1061
ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage3D(GLuint texture,
1062
GLsizei levels,
1063
GLenum internalformat,
1064
GLsizei width,
1065
GLsizei height,
1066
GLsizei depth);
1067
ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage3DMultisample(GLuint texture,
1068
GLsizei samples,
1069
GLenum internalformat,
1070
GLsizei width,
1071
GLsizei height,
1072
GLsizei depth,
1073
GLboolean fixedsamplelocations);
1074
ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage1D(GLuint texture,
1075
GLint level,
1076
GLint xoffset,
1077
GLsizei width,
1078
GLenum format,
1079
GLenum type,
1080
const void *pixels);
1081
ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage2D(GLuint texture,
1082
GLint level,
1083
GLint xoffset,
1084
GLint yoffset,
1085
GLsizei width,
1086
GLsizei height,
1087
GLenum format,
1088
GLenum type,
1089
const void *pixels);
1090
ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage3D(GLuint texture,
1091
GLint level,
1092
GLint xoffset,
1093
GLint yoffset,
1094
GLint zoffset,
1095
GLsizei width,
1096
GLsizei height,
1097
GLsizei depth,
1098
GLenum format,
1099
GLenum type,
1100
const void *pixels);
1101
ANGLE_EXPORT void GL_APIENTRY GL_TransformFeedbackBufferBase(GLuint xfb,
1102
GLuint index,
1103
GLuint buffer);
1104
ANGLE_EXPORT void GL_APIENTRY GL_TransformFeedbackBufferRange(GLuint xfb,
1105
GLuint index,
1106
GLuint buffer,
1107
GLintptr offset,
1108
GLsizeiptr size);
1109
ANGLE_EXPORT GLboolean GL_APIENTRY GL_UnmapNamedBuffer(GLuint buffer);
1110
ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribBinding(GLuint vaobj,
1111
GLuint attribindex,
1112
GLuint bindingindex);
1113
ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribFormat(GLuint vaobj,
1114
GLuint attribindex,
1115
GLint size,
1116
GLenum type,
1117
GLboolean normalized,
1118
GLuint relativeoffset);
1119
ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribIFormat(GLuint vaobj,
1120
GLuint attribindex,
1121
GLint size,
1122
GLenum type,
1123
GLuint relativeoffset);
1124
ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribLFormat(GLuint vaobj,
1125
GLuint attribindex,
1126
GLint size,
1127
GLenum type,
1128
GLuint relativeoffset);
1129
ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayBindingDivisor(GLuint vaobj,
1130
GLuint bindingindex,
1131
GLuint divisor);
1132
ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayElementBuffer(GLuint vaobj, GLuint buffer);
1133
ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayVertexBuffer(GLuint vaobj,
1134
GLuint bindingindex,
1135
GLuint buffer,
1136
GLintptr offset,
1137
GLsizei stride);
1138
ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayVertexBuffers(GLuint vaobj,
1139
GLuint first,
1140
GLsizei count,
1141
const GLuint *buffers,
1142
const GLintptr *offsets,
1143
const GLsizei *strides);
1144
1145
// GL 4.6
1146
ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysIndirectCount(GLenum mode,
1147
const void *indirect,
1148
GLintptr drawcount,
1149
GLsizei maxdrawcount,
1150
GLsizei stride);
1151
ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsIndirectCount(GLenum mode,
1152
GLenum type,
1153
const void *indirect,
1154
GLintptr drawcount,
1155
GLsizei maxdrawcount,
1156
GLsizei stride);
1157
ANGLE_EXPORT void GL_APIENTRY GL_PolygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp);
1158
ANGLE_EXPORT void GL_APIENTRY GL_SpecializeShader(GLuint shader,
1159
const GLchar *pEntryPoint,
1160
GLuint numSpecializationConstants,
1161
const GLuint *pConstantIndex,
1162
const GLuint *pConstantValue);
1163
} // extern "C"
1164
1165
#endif // LIBGL_ENTRY_POINTS_GL_4_AUTOGEN_H_
1166
1167