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GitHub Repository: PojavLauncherTeam/angle
Path: blob/main_old/src/libGLESv2/entry_points_gles_2_0_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_gles_2_0_autogen.h:
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// Defines the GLES 2.0 entry points.
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#ifndef LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_
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#define LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_
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#include <GLES2/gl2.h>
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#include <export.h>
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extern "C" {
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ANGLE_EXPORT void GL_APIENTRY GL_ActiveTexture(GLenum texture);
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ANGLE_EXPORT void GL_APIENTRY GL_AttachShader(GLuint program, GLuint shader);
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ANGLE_EXPORT void GL_APIENTRY GL_BindAttribLocation(GLuint program,
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GLuint index,
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const GLchar *name);
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ANGLE_EXPORT void GL_APIENTRY GL_BindBuffer(GLenum target, GLuint buffer);
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ANGLE_EXPORT void GL_APIENTRY GL_BindFramebuffer(GLenum target, GLuint framebuffer);
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ANGLE_EXPORT void GL_APIENTRY GL_BindRenderbuffer(GLenum target, GLuint renderbuffer);
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ANGLE_EXPORT void GL_APIENTRY GL_BindTexture(GLenum target, GLuint texture);
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ANGLE_EXPORT void GL_APIENTRY GL_BlendColor(GLfloat red,
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GLfloat green,
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GLfloat blue,
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GLfloat alpha);
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ANGLE_EXPORT void GL_APIENTRY GL_BlendEquation(GLenum mode);
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ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
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ANGLE_EXPORT void GL_APIENTRY GL_BlendFunc(GLenum sfactor, GLenum dfactor);
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ANGLE_EXPORT void GL_APIENTRY GL_BlendFuncSeparate(GLenum sfactorRGB,
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GLenum dfactorRGB,
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GLenum sfactorAlpha,
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GLenum dfactorAlpha);
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ANGLE_EXPORT void GL_APIENTRY GL_BufferData(GLenum target,
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GLsizeiptr size,
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const void *data,
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GLenum usage);
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ANGLE_EXPORT void GL_APIENTRY GL_BufferSubData(GLenum target,
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GLintptr offset,
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GLsizeiptr size,
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const void *data);
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ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckFramebufferStatus(GLenum target);
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ANGLE_EXPORT void GL_APIENTRY GL_Clear(GLbitfield mask);
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ANGLE_EXPORT void GL_APIENTRY GL_ClearColor(GLfloat red,
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GLfloat green,
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GLfloat blue,
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GLfloat alpha);
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ANGLE_EXPORT void GL_APIENTRY GL_ClearDepthf(GLfloat d);
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ANGLE_EXPORT void GL_APIENTRY GL_ClearStencil(GLint s);
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ANGLE_EXPORT void GL_APIENTRY GL_ColorMask(GLboolean red,
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GLboolean green,
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GLboolean blue,
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GLboolean alpha);
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ANGLE_EXPORT void GL_APIENTRY GL_CompileShader(GLuint shader);
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ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage2D(GLenum target,
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GLint level,
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GLenum internalformat,
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GLsizei width,
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GLsizei height,
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GLint border,
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GLsizei imageSize,
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const void *data);
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ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage2D(GLenum target,
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GLint level,
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GLint xoffset,
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GLint yoffset,
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GLsizei width,
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GLsizei height,
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GLenum format,
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GLsizei imageSize,
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const void *data);
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ANGLE_EXPORT void GL_APIENTRY GL_CopyTexImage2D(GLenum target,
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GLint level,
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GLenum internalformat,
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GLint x,
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GLint y,
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GLsizei width,
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GLsizei height,
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GLint border);
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ANGLE_EXPORT void GL_APIENTRY GL_CopyTexSubImage2D(GLenum target,
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GLint level,
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GLint xoffset,
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GLint yoffset,
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GLint x,
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GLint y,
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GLsizei width,
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GLsizei height);
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ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateProgram();
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ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShader(GLenum type);
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ANGLE_EXPORT void GL_APIENTRY GL_CullFace(GLenum mode);
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ANGLE_EXPORT void GL_APIENTRY GL_DeleteBuffers(GLsizei n, const GLuint *buffers);
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ANGLE_EXPORT void GL_APIENTRY GL_DeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
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ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgram(GLuint program);
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ANGLE_EXPORT void GL_APIENTRY GL_DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
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ANGLE_EXPORT void GL_APIENTRY GL_DeleteShader(GLuint shader);
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ANGLE_EXPORT void GL_APIENTRY GL_DeleteTextures(GLsizei n, const GLuint *textures);
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ANGLE_EXPORT void GL_APIENTRY GL_DepthFunc(GLenum func);
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ANGLE_EXPORT void GL_APIENTRY GL_DepthMask(GLboolean flag);
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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_DetachShader(GLuint program, GLuint shader);
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ANGLE_EXPORT void GL_APIENTRY GL_Disable(GLenum cap);
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ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexAttribArray(GLuint index);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawArrays(GLenum mode, GLint first, GLsizei count);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawElements(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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ANGLE_EXPORT void GL_APIENTRY GL_Enable(GLenum cap);
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ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexAttribArray(GLuint index);
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ANGLE_EXPORT void GL_APIENTRY GL_Finish();
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ANGLE_EXPORT void GL_APIENTRY GL_Flush();
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ANGLE_EXPORT void GL_APIENTRY GL_FramebufferRenderbuffer(GLenum target,
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GLenum attachment,
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GLenum renderbuffertarget,
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GLuint renderbuffer);
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ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2D(GLenum target,
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GLenum attachment,
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GLenum textarget,
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GLuint texture,
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GLint level);
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ANGLE_EXPORT void GL_APIENTRY GL_FrontFace(GLenum mode);
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ANGLE_EXPORT void GL_APIENTRY GL_GenBuffers(GLsizei n, GLuint *buffers);
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ANGLE_EXPORT void GL_APIENTRY GL_GenFramebuffers(GLsizei n, GLuint *framebuffers);
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ANGLE_EXPORT void GL_APIENTRY GL_GenRenderbuffers(GLsizei n, GLuint *renderbuffers);
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ANGLE_EXPORT void GL_APIENTRY GL_GenTextures(GLsizei n, GLuint *textures);
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ANGLE_EXPORT void GL_APIENTRY GL_GenerateMipmap(GLenum target);
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ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAttrib(GLuint program,
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GLuint index,
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GLsizei bufSize,
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GLsizei *length,
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GLint *size,
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GLenum *type,
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GLchar *name);
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ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniform(GLuint program,
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GLuint index,
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GLsizei bufSize,
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GLsizei *length,
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GLint *size,
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GLenum *type,
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GLchar *name);
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ANGLE_EXPORT void GL_APIENTRY GL_GetAttachedShaders(GLuint program,
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GLsizei maxCount,
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GLsizei *count,
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GLuint *shaders);
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ANGLE_EXPORT GLint GL_APIENTRY GL_GetAttribLocation(GLuint program, const GLchar *name);
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ANGLE_EXPORT void GL_APIENTRY GL_GetBooleanv(GLenum pname, GLboolean *data);
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ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
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ANGLE_EXPORT GLenum GL_APIENTRY GL_GetError();
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ANGLE_EXPORT void GL_APIENTRY GL_GetFloatv(GLenum pname, GLfloat *data);
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ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferAttachmentParameteriv(GLenum target,
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GLenum attachment,
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GLenum pname,
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GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetIntegerv(GLenum pname, GLint *data);
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ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInfoLog(GLuint program,
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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_GetProgramiv(GLuint program, GLenum pname, GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameteriv(GLenum target,
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GLenum pname,
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GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetShaderInfoLog(GLuint shader,
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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_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_GetShaderSource(GLuint shader,
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GLsizei bufSize,
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GLsizei *length,
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GLchar *source);
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ANGLE_EXPORT void GL_APIENTRY GL_GetShaderiv(GLuint shader, GLenum pname, GLint *params);
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ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetString(GLenum name);
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ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameteriv(GLenum target, GLenum pname, GLint *params);
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ANGLE_EXPORT GLint GL_APIENTRY GL_GetUniformLocation(GLuint program, const GLchar *name);
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ANGLE_EXPORT void GL_APIENTRY GL_GetUniformfv(GLuint program, GLint location, GLfloat *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetUniformiv(GLuint program, GLint location, GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribPointerv(GLuint index,
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GLenum pname,
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void **pointer);
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ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_Hint(GLenum target, GLenum mode);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsBuffer(GLuint buffer);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnabled(GLenum cap);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFramebuffer(GLuint framebuffer);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgram(GLuint program);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsRenderbuffer(GLuint renderbuffer);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsShader(GLuint shader);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsTexture(GLuint texture);
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ANGLE_EXPORT void GL_APIENTRY GL_LineWidth(GLfloat width);
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ANGLE_EXPORT void GL_APIENTRY GL_LinkProgram(GLuint program);
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ANGLE_EXPORT void GL_APIENTRY GL_PixelStorei(GLenum pname, GLint param);
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ANGLE_EXPORT void GL_APIENTRY GL_PolygonOffset(GLfloat factor, GLfloat units);
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ANGLE_EXPORT void GL_APIENTRY GL_ReadPixels(GLint x,
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GLint y,
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GLsizei width,
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GLsizei height,
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GLenum format,
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GLenum type,
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void *pixels);
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ANGLE_EXPORT void GL_APIENTRY GL_ReleaseShaderCompiler();
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ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorage(GLenum target,
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GLenum internalformat,
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GLsizei width,
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GLsizei height);
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ANGLE_EXPORT void GL_APIENTRY GL_SampleCoverage(GLfloat value, GLboolean invert);
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ANGLE_EXPORT void GL_APIENTRY GL_Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
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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_ShaderSource(GLuint shader,
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GLsizei count,
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const GLchar *const *string,
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const GLint *length);
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ANGLE_EXPORT void GL_APIENTRY GL_StencilFunc(GLenum func, GLint ref, GLuint mask);
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ANGLE_EXPORT void GL_APIENTRY GL_StencilFuncSeparate(GLenum face,
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GLenum func,
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GLint ref,
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GLuint mask);
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ANGLE_EXPORT void GL_APIENTRY GL_StencilMask(GLuint mask);
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ANGLE_EXPORT void GL_APIENTRY GL_StencilMaskSeparate(GLenum face, GLuint mask);
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ANGLE_EXPORT void GL_APIENTRY GL_StencilOp(GLenum fail, GLenum zfail, GLenum zpass);
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ANGLE_EXPORT void GL_APIENTRY GL_StencilOpSeparate(GLenum face,
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GLenum sfail,
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GLenum dpfail,
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GLenum dppass);
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ANGLE_EXPORT void GL_APIENTRY GL_TexImage2D(GLenum target,
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GLint level,
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GLint internalformat,
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GLsizei width,
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GLsizei height,
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GLint border,
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GLenum format,
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GLenum type,
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const void *pixels);
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ANGLE_EXPORT void GL_APIENTRY GL_TexParameterf(GLenum target, GLenum pname, GLfloat param);
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ANGLE_EXPORT void GL_APIENTRY GL_TexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
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ANGLE_EXPORT void GL_APIENTRY GL_TexParameteri(GLenum target, GLenum pname, GLint param);
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ANGLE_EXPORT void GL_APIENTRY GL_TexParameteriv(GLenum target, GLenum pname, const GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage2D(GLenum target,
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GLint level,
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GLint xoffset,
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GLint yoffset,
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GLsizei width,
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GLsizei height,
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GLenum format,
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GLenum type,
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const void *pixels);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform1f(GLint location, GLfloat v0);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform1fv(GLint location, GLsizei count, const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform1i(GLint location, GLint v0);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform1iv(GLint location, GLsizei count, const GLint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform2f(GLint location, GLfloat v0, GLfloat v1);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform2fv(GLint location, GLsizei count, const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform2i(GLint location, GLint v0, GLint v1);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform2iv(GLint location, GLsizei count, const GLint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform3fv(GLint location, GLsizei count, const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform3iv(GLint location, GLsizei count, const GLint *value);
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ANGLE_EXPORT void GL_APIENTRY
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GL_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform4fv(GLint location, GLsizei count, const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform4iv(GLint location, GLsizei count, const GLint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2fv(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_UniformMatrix3fv(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_UniformMatrix4fv(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_UseProgram(GLuint program);
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ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgram(GLuint program);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1f(GLuint index, GLfloat x);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1fv(GLuint index, const GLfloat *v);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2fv(GLuint index, const GLfloat *v);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3fv(GLuint index, const GLfloat *v);
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ANGLE_EXPORT void GL_APIENTRY
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GL_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4fv(GLuint index, const GLfloat *v);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribPointer(GLuint index,
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GLint size,
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GLenum type,
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GLboolean normalized,
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GLsizei stride,
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const void *pointer);
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ANGLE_EXPORT void GL_APIENTRY GL_Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
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} // extern "C"
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#endif // LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_
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