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GitHub Repository: PojavLauncherTeam/angle
Path: blob/main_old/src/libGLESv2/entry_points_gles_3_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_3_0_autogen.h:
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// Defines the GLES 3.0 entry points.
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#ifndef LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_
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#define LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_
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#include <GLES3/gl3.h>
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#include <export.h>
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extern "C" {
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ANGLE_EXPORT void GL_APIENTRY GL_BeginQuery(GLenum target, GLuint id);
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ANGLE_EXPORT void GL_APIENTRY GL_BeginTransformFeedback(GLenum primitiveMode);
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ANGLE_EXPORT void GL_APIENTRY GL_BindBufferBase(GLenum target, GLuint index, GLuint buffer);
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ANGLE_EXPORT void GL_APIENTRY
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GL_BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
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ANGLE_EXPORT void GL_APIENTRY GL_BindSampler(GLuint unit, GLuint sampler);
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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_BindVertexArray(GLuint array);
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ANGLE_EXPORT void GL_APIENTRY GL_BlitFramebuffer(GLint srcX0,
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GLint srcY0,
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GLint srcX1,
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GLint srcY1,
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GLint dstX0,
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GLint dstY0,
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GLint dstX1,
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GLint dstY1,
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GLbitfield mask,
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GLenum filter);
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ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferfi(GLenum buffer,
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GLint drawbuffer,
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GLfloat depth,
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GLint stencil);
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ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferfv(GLenum buffer,
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GLint drawbuffer,
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const GLfloat *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferuiv(GLenum buffer,
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GLint drawbuffer,
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const GLuint *value);
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ANGLE_EXPORT GLenum GL_APIENTRY GL_ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
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ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage3D(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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GLsizei depth,
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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_CompressedTexSubImage3D(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 zoffset,
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GLsizei width,
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GLsizei height,
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GLsizei depth,
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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_CopyBufferSubData(GLenum readTarget,
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GLenum writeTarget,
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GLintptr readOffset,
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GLintptr writeOffset,
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GLsizeiptr size);
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ANGLE_EXPORT void GL_APIENTRY GL_CopyTexSubImage3D(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 zoffset,
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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 void GL_APIENTRY GL_DeleteQueries(GLsizei n, const GLuint *ids);
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ANGLE_EXPORT void GL_APIENTRY GL_DeleteSamplers(GLsizei count, const GLuint *samplers);
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ANGLE_EXPORT void GL_APIENTRY GL_DeleteSync(GLsync sync);
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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_DeleteVertexArrays(GLsizei n, const GLuint *arrays);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstanced(GLenum mode,
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GLint first,
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GLsizei count,
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GLsizei instancecount);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawBuffers(GLsizei n, const GLenum *bufs);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstanced(GLenum mode,
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GLsizei count,
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GLenum type,
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const void *indices,
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GLsizei instancecount);
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ANGLE_EXPORT void GL_APIENTRY GL_DrawRangeElements(GLenum mode,
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GLuint start,
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GLuint end,
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GLsizei count,
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GLenum type,
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const void *indices);
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ANGLE_EXPORT void GL_APIENTRY GL_EndQuery(GLenum target);
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ANGLE_EXPORT void GL_APIENTRY GL_EndTransformFeedback();
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ANGLE_EXPORT GLsync GL_APIENTRY GL_FenceSync(GLenum condition, GLbitfield flags);
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ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedBufferRange(GLenum target,
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GLintptr offset,
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GLsizeiptr length);
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ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureLayer(GLenum target,
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GLenum attachment,
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GLuint texture,
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GLint level,
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GLint layer);
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ANGLE_EXPORT void GL_APIENTRY GL_GenQueries(GLsizei n, GLuint *ids);
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ANGLE_EXPORT void GL_APIENTRY GL_GenSamplers(GLsizei count, GLuint *samplers);
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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_GenVertexArrays(GLsizei n, GLuint *arrays);
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ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockName(GLuint program,
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GLuint uniformBlockIndex,
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GLsizei bufSize,
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GLsizei *length,
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GLchar *uniformBlockName);
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ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockiv(GLuint program,
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GLuint uniformBlockIndex,
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GLenum pname,
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GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformsiv(GLuint program,
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GLsizei uniformCount,
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const GLuint *uniformIndices,
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GLenum pname,
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GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteri64v(GLenum target,
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GLenum pname,
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GLint64 *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetBufferPointerv(GLenum target, GLenum pname, void **params);
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ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataLocation(GLuint program, const GLchar *name);
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ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
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ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64v(GLenum pname, GLint64 *data);
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ANGLE_EXPORT void GL_APIENTRY GL_GetIntegeri_v(GLenum target, GLuint index, GLint *data);
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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_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_GetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetQueryiv(GLenum target, GLenum pname, GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterfv(GLuint sampler,
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GLenum pname,
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GLfloat *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
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ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetStringi(GLenum name, GLuint index);
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ANGLE_EXPORT void GL_APIENTRY
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GL_GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
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ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbackVarying(GLuint program,
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GLuint index,
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GLsizei bufSize,
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GLsizei *length,
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GLsizei *size,
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GLenum *type,
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GLchar *name);
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ANGLE_EXPORT GLuint GL_APIENTRY GL_GetUniformBlockIndex(GLuint program,
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const GLchar *uniformBlockName);
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ANGLE_EXPORT void GL_APIENTRY GL_GetUniformIndices(GLuint program,
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GLsizei uniformCount,
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const GLchar *const *uniformNames,
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GLuint *uniformIndices);
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ANGLE_EXPORT void GL_APIENTRY GL_GetUniformuiv(GLuint program, GLint location, GLuint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
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ANGLE_EXPORT void GL_APIENTRY GL_InvalidateFramebuffer(GLenum target,
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GLsizei numAttachments,
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const GLenum *attachments);
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ANGLE_EXPORT void GL_APIENTRY GL_InvalidateSubFramebuffer(GLenum target,
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GLsizei numAttachments,
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const GLenum *attachments,
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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 GLboolean GL_APIENTRY GL_IsQuery(GLuint id);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSampler(GLuint sampler);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSync(GLsync sync);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsTransformFeedback(GLuint id);
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ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsVertexArray(GLuint array);
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ANGLE_EXPORT void *GL_APIENTRY GL_MapBufferRange(GLenum target,
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GLintptr offset,
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GLsizeiptr length,
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GLbitfield access);
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ANGLE_EXPORT void GL_APIENTRY GL_PauseTransformFeedback();
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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_ReadBuffer(GLenum src);
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ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorageMultisample(GLenum target,
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GLsizei samples,
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GLenum internalformat,
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GLsizei width,
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GLsizei height);
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ANGLE_EXPORT void GL_APIENTRY GL_ResumeTransformFeedback();
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ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
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ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterfv(GLuint sampler,
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GLenum pname,
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const GLfloat *param);
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ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameteri(GLuint sampler, GLenum pname, GLint param);
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ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameteriv(GLuint sampler,
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GLenum pname,
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const GLint *param);
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ANGLE_EXPORT void GL_APIENTRY GL_TexImage3D(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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GLsizei depth,
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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_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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ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage3D(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 zoffset,
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GLsizei width,
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GLsizei height,
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GLsizei depth,
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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_TransformFeedbackVaryings(GLuint program,
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GLsizei count,
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const GLchar *const *varyings,
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GLenum bufferMode);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform1ui(GLint location, GLuint v0);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform1uiv(GLint location, GLsizei count, const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform2ui(GLint location, GLuint v0, GLuint v1);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform2uiv(GLint location, GLsizei count, const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform3uiv(GLint location, GLsizei count, const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY
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GL_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
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ANGLE_EXPORT void GL_APIENTRY GL_Uniform4uiv(GLint location, GLsizei count, const GLuint *value);
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ANGLE_EXPORT void GL_APIENTRY GL_UniformBlockBinding(GLuint program,
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GLuint uniformBlockIndex,
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GLuint uniformBlockBinding);
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ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x3fv(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_UniformMatrix2x4fv(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_UniformMatrix3x2fv(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_UniformMatrix3x4fv(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_UniformMatrix4x2fv(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_UniformMatrix4x3fv(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 GLboolean GL_APIENTRY GL_UnmapBuffer(GLenum target);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribDivisor(GLuint index, GLuint divisor);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4iv(GLuint index, const GLint *v);
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ANGLE_EXPORT void GL_APIENTRY
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GL_VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
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ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4uiv(GLuint index, const GLuint *v);
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ANGLE_EXPORT void GL_APIENTRY
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GL_VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
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ANGLE_EXPORT void GL_APIENTRY GL_WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
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} // extern "C"
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#endif // LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_
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