Path: blob/main_old/src/libGLESv2/entry_points_gles_2_0_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_gles_2_0_autogen.h:8// Defines the GLES 2.0 entry points.910#ifndef LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_11#define LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_1213#include <GLES2/gl2.h>14#include <export.h>1516extern "C" {17ANGLE_EXPORT void GL_APIENTRY GL_ActiveTexture(GLenum texture);18ANGLE_EXPORT void GL_APIENTRY GL_AttachShader(GLuint program, GLuint shader);19ANGLE_EXPORT void GL_APIENTRY GL_BindAttribLocation(GLuint program,20GLuint index,21const GLchar *name);22ANGLE_EXPORT void GL_APIENTRY GL_BindBuffer(GLenum target, GLuint buffer);23ANGLE_EXPORT void GL_APIENTRY GL_BindFramebuffer(GLenum target, GLuint framebuffer);24ANGLE_EXPORT void GL_APIENTRY GL_BindRenderbuffer(GLenum target, GLuint renderbuffer);25ANGLE_EXPORT void GL_APIENTRY GL_BindTexture(GLenum target, GLuint texture);26ANGLE_EXPORT void GL_APIENTRY GL_BlendColor(GLfloat red,27GLfloat green,28GLfloat blue,29GLfloat alpha);30ANGLE_EXPORT void GL_APIENTRY GL_BlendEquation(GLenum mode);31ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);32ANGLE_EXPORT void GL_APIENTRY GL_BlendFunc(GLenum sfactor, GLenum dfactor);33ANGLE_EXPORT void GL_APIENTRY GL_BlendFuncSeparate(GLenum sfactorRGB,34GLenum dfactorRGB,35GLenum sfactorAlpha,36GLenum dfactorAlpha);37ANGLE_EXPORT void GL_APIENTRY GL_BufferData(GLenum target,38GLsizeiptr size,39const void *data,40GLenum usage);41ANGLE_EXPORT void GL_APIENTRY GL_BufferSubData(GLenum target,42GLintptr offset,43GLsizeiptr size,44const void *data);45ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckFramebufferStatus(GLenum target);46ANGLE_EXPORT void GL_APIENTRY GL_Clear(GLbitfield mask);47ANGLE_EXPORT void GL_APIENTRY GL_ClearColor(GLfloat red,48GLfloat green,49GLfloat blue,50GLfloat alpha);51ANGLE_EXPORT void GL_APIENTRY GL_ClearDepthf(GLfloat d);52ANGLE_EXPORT void GL_APIENTRY GL_ClearStencil(GLint s);53ANGLE_EXPORT void GL_APIENTRY GL_ColorMask(GLboolean red,54GLboolean green,55GLboolean blue,56GLboolean alpha);57ANGLE_EXPORT void GL_APIENTRY GL_CompileShader(GLuint shader);58ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage2D(GLenum target,59GLint level,60GLenum internalformat,61GLsizei width,62GLsizei height,63GLint border,64GLsizei imageSize,65const void *data);66ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage2D(GLenum target,67GLint level,68GLint xoffset,69GLint yoffset,70GLsizei width,71GLsizei height,72GLenum format,73GLsizei imageSize,74const void *data);75ANGLE_EXPORT void GL_APIENTRY GL_CopyTexImage2D(GLenum target,76GLint level,77GLenum internalformat,78GLint x,79GLint y,80GLsizei width,81GLsizei height,82GLint border);83ANGLE_EXPORT void GL_APIENTRY GL_CopyTexSubImage2D(GLenum target,84GLint level,85GLint xoffset,86GLint yoffset,87GLint x,88GLint y,89GLsizei width,90GLsizei height);91ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateProgram();92ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShader(GLenum type);93ANGLE_EXPORT void GL_APIENTRY GL_CullFace(GLenum mode);94ANGLE_EXPORT void GL_APIENTRY GL_DeleteBuffers(GLsizei n, const GLuint *buffers);95ANGLE_EXPORT void GL_APIENTRY GL_DeleteFramebuffers(GLsizei n, const GLuint *framebuffers);96ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgram(GLuint program);97ANGLE_EXPORT void GL_APIENTRY GL_DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);98ANGLE_EXPORT void GL_APIENTRY GL_DeleteShader(GLuint shader);99ANGLE_EXPORT void GL_APIENTRY GL_DeleteTextures(GLsizei n, const GLuint *textures);100ANGLE_EXPORT void GL_APIENTRY GL_DepthFunc(GLenum func);101ANGLE_EXPORT void GL_APIENTRY GL_DepthMask(GLboolean flag);102ANGLE_EXPORT void GL_APIENTRY GL_DepthRangef(GLfloat n, GLfloat f);103ANGLE_EXPORT void GL_APIENTRY GL_DetachShader(GLuint program, GLuint shader);104ANGLE_EXPORT void GL_APIENTRY GL_Disable(GLenum cap);105ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexAttribArray(GLuint index);106ANGLE_EXPORT void GL_APIENTRY GL_DrawArrays(GLenum mode, GLint first, GLsizei count);107ANGLE_EXPORT void GL_APIENTRY GL_DrawElements(GLenum mode,108GLsizei count,109GLenum type,110const void *indices);111ANGLE_EXPORT void GL_APIENTRY GL_Enable(GLenum cap);112ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexAttribArray(GLuint index);113ANGLE_EXPORT void GL_APIENTRY GL_Finish();114ANGLE_EXPORT void GL_APIENTRY GL_Flush();115ANGLE_EXPORT void GL_APIENTRY GL_FramebufferRenderbuffer(GLenum target,116GLenum attachment,117GLenum renderbuffertarget,118GLuint renderbuffer);119ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2D(GLenum target,120GLenum attachment,121GLenum textarget,122GLuint texture,123GLint level);124ANGLE_EXPORT void GL_APIENTRY GL_FrontFace(GLenum mode);125ANGLE_EXPORT void GL_APIENTRY GL_GenBuffers(GLsizei n, GLuint *buffers);126ANGLE_EXPORT void GL_APIENTRY GL_GenFramebuffers(GLsizei n, GLuint *framebuffers);127ANGLE_EXPORT void GL_APIENTRY GL_GenRenderbuffers(GLsizei n, GLuint *renderbuffers);128ANGLE_EXPORT void GL_APIENTRY GL_GenTextures(GLsizei n, GLuint *textures);129ANGLE_EXPORT void GL_APIENTRY GL_GenerateMipmap(GLenum target);130ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAttrib(GLuint program,131GLuint index,132GLsizei bufSize,133GLsizei *length,134GLint *size,135GLenum *type,136GLchar *name);137ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniform(GLuint program,138GLuint index,139GLsizei bufSize,140GLsizei *length,141GLint *size,142GLenum *type,143GLchar *name);144ANGLE_EXPORT void GL_APIENTRY GL_GetAttachedShaders(GLuint program,145GLsizei maxCount,146GLsizei *count,147GLuint *shaders);148ANGLE_EXPORT GLint GL_APIENTRY GL_GetAttribLocation(GLuint program, const GLchar *name);149ANGLE_EXPORT void GL_APIENTRY GL_GetBooleanv(GLenum pname, GLboolean *data);150ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteriv(GLenum target, GLenum pname, GLint *params);151ANGLE_EXPORT GLenum GL_APIENTRY GL_GetError();152ANGLE_EXPORT void GL_APIENTRY GL_GetFloatv(GLenum pname, GLfloat *data);153ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferAttachmentParameteriv(GLenum target,154GLenum attachment,155GLenum pname,156GLint *params);157ANGLE_EXPORT void GL_APIENTRY GL_GetIntegerv(GLenum pname, GLint *data);158ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInfoLog(GLuint program,159GLsizei bufSize,160GLsizei *length,161GLchar *infoLog);162ANGLE_EXPORT void GL_APIENTRY GL_GetProgramiv(GLuint program, GLenum pname, GLint *params);163ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameteriv(GLenum target,164GLenum pname,165GLint *params);166ANGLE_EXPORT void GL_APIENTRY GL_GetShaderInfoLog(GLuint shader,167GLsizei bufSize,168GLsizei *length,169GLchar *infoLog);170ANGLE_EXPORT void GL_APIENTRY GL_GetShaderPrecisionFormat(GLenum shadertype,171GLenum precisiontype,172GLint *range,173GLint *precision);174ANGLE_EXPORT void GL_APIENTRY GL_GetShaderSource(GLuint shader,175GLsizei bufSize,176GLsizei *length,177GLchar *source);178ANGLE_EXPORT void GL_APIENTRY GL_GetShaderiv(GLuint shader, GLenum pname, GLint *params);179ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetString(GLenum name);180ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);181ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameteriv(GLenum target, GLenum pname, GLint *params);182ANGLE_EXPORT GLint GL_APIENTRY GL_GetUniformLocation(GLuint program, const GLchar *name);183ANGLE_EXPORT void GL_APIENTRY GL_GetUniformfv(GLuint program, GLint location, GLfloat *params);184ANGLE_EXPORT void GL_APIENTRY GL_GetUniformiv(GLuint program, GLint location, GLint *params);185ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribPointerv(GLuint index,186GLenum pname,187void **pointer);188ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);189ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribiv(GLuint index, GLenum pname, GLint *params);190ANGLE_EXPORT void GL_APIENTRY GL_Hint(GLenum target, GLenum mode);191ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsBuffer(GLuint buffer);192ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnabled(GLenum cap);193ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFramebuffer(GLuint framebuffer);194ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgram(GLuint program);195ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsRenderbuffer(GLuint renderbuffer);196ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsShader(GLuint shader);197ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsTexture(GLuint texture);198ANGLE_EXPORT void GL_APIENTRY GL_LineWidth(GLfloat width);199ANGLE_EXPORT void GL_APIENTRY GL_LinkProgram(GLuint program);200ANGLE_EXPORT void GL_APIENTRY GL_PixelStorei(GLenum pname, GLint param);201ANGLE_EXPORT void GL_APIENTRY GL_PolygonOffset(GLfloat factor, GLfloat units);202ANGLE_EXPORT void GL_APIENTRY GL_ReadPixels(GLint x,203GLint y,204GLsizei width,205GLsizei height,206GLenum format,207GLenum type,208void *pixels);209ANGLE_EXPORT void GL_APIENTRY GL_ReleaseShaderCompiler();210ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorage(GLenum target,211GLenum internalformat,212GLsizei width,213GLsizei height);214ANGLE_EXPORT void GL_APIENTRY GL_SampleCoverage(GLfloat value, GLboolean invert);215ANGLE_EXPORT void GL_APIENTRY GL_Scissor(GLint x, GLint y, GLsizei width, GLsizei height);216ANGLE_EXPORT void GL_APIENTRY GL_ShaderBinary(GLsizei count,217const GLuint *shaders,218GLenum binaryformat,219const void *binary,220GLsizei length);221ANGLE_EXPORT void GL_APIENTRY GL_ShaderSource(GLuint shader,222GLsizei count,223const GLchar *const *string,224const GLint *length);225ANGLE_EXPORT void GL_APIENTRY GL_StencilFunc(GLenum func, GLint ref, GLuint mask);226ANGLE_EXPORT void GL_APIENTRY GL_StencilFuncSeparate(GLenum face,227GLenum func,228GLint ref,229GLuint mask);230ANGLE_EXPORT void GL_APIENTRY GL_StencilMask(GLuint mask);231ANGLE_EXPORT void GL_APIENTRY GL_StencilMaskSeparate(GLenum face, GLuint mask);232ANGLE_EXPORT void GL_APIENTRY GL_StencilOp(GLenum fail, GLenum zfail, GLenum zpass);233ANGLE_EXPORT void GL_APIENTRY GL_StencilOpSeparate(GLenum face,234GLenum sfail,235GLenum dpfail,236GLenum dppass);237ANGLE_EXPORT void GL_APIENTRY GL_TexImage2D(GLenum target,238GLint level,239GLint internalformat,240GLsizei width,241GLsizei height,242GLint border,243GLenum format,244GLenum type,245const void *pixels);246ANGLE_EXPORT void GL_APIENTRY GL_TexParameterf(GLenum target, GLenum pname, GLfloat param);247ANGLE_EXPORT void GL_APIENTRY GL_TexParameterfv(GLenum target, GLenum pname, const GLfloat *params);248ANGLE_EXPORT void GL_APIENTRY GL_TexParameteri(GLenum target, GLenum pname, GLint param);249ANGLE_EXPORT void GL_APIENTRY GL_TexParameteriv(GLenum target, GLenum pname, const GLint *params);250ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage2D(GLenum target,251GLint level,252GLint xoffset,253GLint yoffset,254GLsizei width,255GLsizei height,256GLenum format,257GLenum type,258const void *pixels);259ANGLE_EXPORT void GL_APIENTRY GL_Uniform1f(GLint location, GLfloat v0);260ANGLE_EXPORT void GL_APIENTRY GL_Uniform1fv(GLint location, GLsizei count, const GLfloat *value);261ANGLE_EXPORT void GL_APIENTRY GL_Uniform1i(GLint location, GLint v0);262ANGLE_EXPORT void GL_APIENTRY GL_Uniform1iv(GLint location, GLsizei count, const GLint *value);263ANGLE_EXPORT void GL_APIENTRY GL_Uniform2f(GLint location, GLfloat v0, GLfloat v1);264ANGLE_EXPORT void GL_APIENTRY GL_Uniform2fv(GLint location, GLsizei count, const GLfloat *value);265ANGLE_EXPORT void GL_APIENTRY GL_Uniform2i(GLint location, GLint v0, GLint v1);266ANGLE_EXPORT void GL_APIENTRY GL_Uniform2iv(GLint location, GLsizei count, const GLint *value);267ANGLE_EXPORT void GL_APIENTRY GL_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);268ANGLE_EXPORT void GL_APIENTRY GL_Uniform3fv(GLint location, GLsizei count, const GLfloat *value);269ANGLE_EXPORT void GL_APIENTRY GL_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);270ANGLE_EXPORT void GL_APIENTRY GL_Uniform3iv(GLint location, GLsizei count, const GLint *value);271ANGLE_EXPORT void GL_APIENTRY272GL_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);273ANGLE_EXPORT void GL_APIENTRY GL_Uniform4fv(GLint location, GLsizei count, const GLfloat *value);274ANGLE_EXPORT void GL_APIENTRY GL_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);275ANGLE_EXPORT void GL_APIENTRY GL_Uniform4iv(GLint location, GLsizei count, const GLint *value);276ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2fv(GLint location,277GLsizei count,278GLboolean transpose,279const GLfloat *value);280ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3fv(GLint location,281GLsizei count,282GLboolean transpose,283const GLfloat *value);284ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4fv(GLint location,285GLsizei count,286GLboolean transpose,287const GLfloat *value);288ANGLE_EXPORT void GL_APIENTRY GL_UseProgram(GLuint program);289ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgram(GLuint program);290ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1f(GLuint index, GLfloat x);291ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1fv(GLuint index, const GLfloat *v);292ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y);293ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2fv(GLuint index, const GLfloat *v);294ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);295ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3fv(GLuint index, const GLfloat *v);296ANGLE_EXPORT void GL_APIENTRY297GL_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);298ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4fv(GLuint index, const GLfloat *v);299ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribPointer(GLuint index,300GLint size,301GLenum type,302GLboolean normalized,303GLsizei stride,304const void *pointer);305ANGLE_EXPORT void GL_APIENTRY GL_Viewport(GLint x, GLint y, GLsizei width, GLsizei height);306} // extern "C"307308#endif // LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_309310311