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entry_points_gles_2_0_autogen.h (20888B)


      1 // GENERATED FILE - DO NOT EDIT.
      2 // Generated by generate_entry_points.py using data from gl.xml.
      3 //
      4 // Copyright 2020 The ANGLE Project Authors. All rights reserved.
      5 // Use of this source code is governed by a BSD-style license that can be
      6 // found in the LICENSE file.
      7 //
      8 // entry_points_gles_2_0_autogen.h:
      9 //   Defines the GLES 2.0 entry points.
     10 
     11 #ifndef LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_
     12 #define LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_
     13 
     14 #include <GLES2/gl2.h>
     15 #include <export.h>
     16 
     17 extern "C" {
     18 ANGLE_EXPORT void GL_APIENTRY GL_ActiveTexture(GLenum texture);
     19 ANGLE_EXPORT void GL_APIENTRY GL_AttachShader(GLuint program, GLuint shader);
     20 ANGLE_EXPORT void GL_APIENTRY GL_BindAttribLocation(GLuint program,
     21                                                    GLuint index,
     22                                                    const GLchar *name);
     23 ANGLE_EXPORT void GL_APIENTRY GL_BindBuffer(GLenum target, GLuint buffer);
     24 ANGLE_EXPORT void GL_APIENTRY GL_BindFramebuffer(GLenum target, GLuint framebuffer);
     25 ANGLE_EXPORT void GL_APIENTRY GL_BindRenderbuffer(GLenum target, GLuint renderbuffer);
     26 ANGLE_EXPORT void GL_APIENTRY GL_BindTexture(GLenum target, GLuint texture);
     27 ANGLE_EXPORT void GL_APIENTRY GL_BlendColor(GLfloat red,
     28                                            GLfloat green,
     29                                            GLfloat blue,
     30                                            GLfloat alpha);
     31 ANGLE_EXPORT void GL_APIENTRY GL_BlendEquation(GLenum mode);
     32 ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
     33 ANGLE_EXPORT void GL_APIENTRY GL_BlendFunc(GLenum sfactor, GLenum dfactor);
     34 ANGLE_EXPORT void GL_APIENTRY GL_BlendFuncSeparate(GLenum sfactorRGB,
     35                                                   GLenum dfactorRGB,
     36                                                   GLenum sfactorAlpha,
     37                                                   GLenum dfactorAlpha);
     38 ANGLE_EXPORT void GL_APIENTRY GL_BufferData(GLenum target,
     39                                            GLsizeiptr size,
     40                                            const void *data,
     41                                            GLenum usage);
     42 ANGLE_EXPORT void GL_APIENTRY GL_BufferSubData(GLenum target,
     43                                               GLintptr offset,
     44                                               GLsizeiptr size,
     45                                               const void *data);
     46 ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckFramebufferStatus(GLenum target);
     47 ANGLE_EXPORT void GL_APIENTRY GL_Clear(GLbitfield mask);
     48 ANGLE_EXPORT void GL_APIENTRY GL_ClearColor(GLfloat red,
     49                                            GLfloat green,
     50                                            GLfloat blue,
     51                                            GLfloat alpha);
     52 ANGLE_EXPORT void GL_APIENTRY GL_ClearDepthf(GLfloat d);
     53 ANGLE_EXPORT void GL_APIENTRY GL_ClearStencil(GLint s);
     54 ANGLE_EXPORT void GL_APIENTRY GL_ColorMask(GLboolean red,
     55                                           GLboolean green,
     56                                           GLboolean blue,
     57                                           GLboolean alpha);
     58 ANGLE_EXPORT void GL_APIENTRY GL_CompileShader(GLuint shader);
     59 ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage2D(GLenum target,
     60                                                      GLint level,
     61                                                      GLenum internalformat,
     62                                                      GLsizei width,
     63                                                      GLsizei height,
     64                                                      GLint border,
     65                                                      GLsizei imageSize,
     66                                                      const void *data);
     67 ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage2D(GLenum target,
     68                                                         GLint level,
     69                                                         GLint xoffset,
     70                                                         GLint yoffset,
     71                                                         GLsizei width,
     72                                                         GLsizei height,
     73                                                         GLenum format,
     74                                                         GLsizei imageSize,
     75                                                         const void *data);
     76 ANGLE_EXPORT void GL_APIENTRY GL_CopyTexImage2D(GLenum target,
     77                                                GLint level,
     78                                                GLenum internalformat,
     79                                                GLint x,
     80                                                GLint y,
     81                                                GLsizei width,
     82                                                GLsizei height,
     83                                                GLint border);
     84 ANGLE_EXPORT void GL_APIENTRY GL_CopyTexSubImage2D(GLenum target,
     85                                                   GLint level,
     86                                                   GLint xoffset,
     87                                                   GLint yoffset,
     88                                                   GLint x,
     89                                                   GLint y,
     90                                                   GLsizei width,
     91                                                   GLsizei height);
     92 ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateProgram();
     93 ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShader(GLenum type);
     94 ANGLE_EXPORT void GL_APIENTRY GL_CullFace(GLenum mode);
     95 ANGLE_EXPORT void GL_APIENTRY GL_DeleteBuffers(GLsizei n, const GLuint *buffers);
     96 ANGLE_EXPORT void GL_APIENTRY GL_DeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
     97 ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgram(GLuint program);
     98 ANGLE_EXPORT void GL_APIENTRY GL_DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
     99 ANGLE_EXPORT void GL_APIENTRY GL_DeleteShader(GLuint shader);
    100 ANGLE_EXPORT void GL_APIENTRY GL_DeleteTextures(GLsizei n, const GLuint *textures);
    101 ANGLE_EXPORT void GL_APIENTRY GL_DepthFunc(GLenum func);
    102 ANGLE_EXPORT void GL_APIENTRY GL_DepthMask(GLboolean flag);
    103 ANGLE_EXPORT void GL_APIENTRY GL_DepthRangef(GLfloat n, GLfloat f);
    104 ANGLE_EXPORT void GL_APIENTRY GL_DetachShader(GLuint program, GLuint shader);
    105 ANGLE_EXPORT void GL_APIENTRY GL_Disable(GLenum cap);
    106 ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexAttribArray(GLuint index);
    107 ANGLE_EXPORT void GL_APIENTRY GL_DrawArrays(GLenum mode, GLint first, GLsizei count);
    108 ANGLE_EXPORT void GL_APIENTRY GL_DrawElements(GLenum mode,
    109                                              GLsizei count,
    110                                              GLenum type,
    111                                              const void *indices);
    112 ANGLE_EXPORT void GL_APIENTRY GL_Enable(GLenum cap);
    113 ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexAttribArray(GLuint index);
    114 ANGLE_EXPORT void GL_APIENTRY GL_Finish();
    115 ANGLE_EXPORT void GL_APIENTRY GL_Flush();
    116 ANGLE_EXPORT void GL_APIENTRY GL_FramebufferRenderbuffer(GLenum target,
    117                                                         GLenum attachment,
    118                                                         GLenum renderbuffertarget,
    119                                                         GLuint renderbuffer);
    120 ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2D(GLenum target,
    121                                                      GLenum attachment,
    122                                                      GLenum textarget,
    123                                                      GLuint texture,
    124                                                      GLint level);
    125 ANGLE_EXPORT void GL_APIENTRY GL_FrontFace(GLenum mode);
    126 ANGLE_EXPORT void GL_APIENTRY GL_GenBuffers(GLsizei n, GLuint *buffers);
    127 ANGLE_EXPORT void GL_APIENTRY GL_GenFramebuffers(GLsizei n, GLuint *framebuffers);
    128 ANGLE_EXPORT void GL_APIENTRY GL_GenRenderbuffers(GLsizei n, GLuint *renderbuffers);
    129 ANGLE_EXPORT void GL_APIENTRY GL_GenTextures(GLsizei n, GLuint *textures);
    130 ANGLE_EXPORT void GL_APIENTRY GL_GenerateMipmap(GLenum target);
    131 ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAttrib(GLuint program,
    132                                                 GLuint index,
    133                                                 GLsizei bufSize,
    134                                                 GLsizei *length,
    135                                                 GLint *size,
    136                                                 GLenum *type,
    137                                                 GLchar *name);
    138 ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniform(GLuint program,
    139                                                  GLuint index,
    140                                                  GLsizei bufSize,
    141                                                  GLsizei *length,
    142                                                  GLint *size,
    143                                                  GLenum *type,
    144                                                  GLchar *name);
    145 ANGLE_EXPORT void GL_APIENTRY GL_GetAttachedShaders(GLuint program,
    146                                                    GLsizei maxCount,
    147                                                    GLsizei *count,
    148                                                    GLuint *shaders);
    149 ANGLE_EXPORT GLint GL_APIENTRY GL_GetAttribLocation(GLuint program, const GLchar *name);
    150 ANGLE_EXPORT void GL_APIENTRY GL_GetBooleanv(GLenum pname, GLboolean *data);
    151 ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
    152 ANGLE_EXPORT GLenum GL_APIENTRY GL_GetError();
    153 ANGLE_EXPORT void GL_APIENTRY GL_GetFloatv(GLenum pname, GLfloat *data);
    154 ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferAttachmentParameteriv(GLenum target,
    155                                                                     GLenum attachment,
    156                                                                     GLenum pname,
    157                                                                     GLint *params);
    158 ANGLE_EXPORT void GL_APIENTRY GL_GetIntegerv(GLenum pname, GLint *data);
    159 ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInfoLog(GLuint program,
    160                                                   GLsizei bufSize,
    161                                                   GLsizei *length,
    162                                                   GLchar *infoLog);
    163 ANGLE_EXPORT void GL_APIENTRY GL_GetProgramiv(GLuint program, GLenum pname, GLint *params);
    164 ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameteriv(GLenum target,
    165                                                            GLenum pname,
    166                                                            GLint *params);
    167 ANGLE_EXPORT void GL_APIENTRY GL_GetShaderInfoLog(GLuint shader,
    168                                                  GLsizei bufSize,
    169                                                  GLsizei *length,
    170                                                  GLchar *infoLog);
    171 ANGLE_EXPORT void GL_APIENTRY GL_GetShaderPrecisionFormat(GLenum shadertype,
    172                                                          GLenum precisiontype,
    173                                                          GLint *range,
    174                                                          GLint *precision);
    175 ANGLE_EXPORT void GL_APIENTRY GL_GetShaderSource(GLuint shader,
    176                                                 GLsizei bufSize,
    177                                                 GLsizei *length,
    178                                                 GLchar *source);
    179 ANGLE_EXPORT void GL_APIENTRY GL_GetShaderiv(GLuint shader, GLenum pname, GLint *params);
    180 ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetString(GLenum name);
    181 ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
    182 ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameteriv(GLenum target, GLenum pname, GLint *params);
    183 ANGLE_EXPORT GLint GL_APIENTRY GL_GetUniformLocation(GLuint program, const GLchar *name);
    184 ANGLE_EXPORT void GL_APIENTRY GL_GetUniformfv(GLuint program, GLint location, GLfloat *params);
    185 ANGLE_EXPORT void GL_APIENTRY GL_GetUniformiv(GLuint program, GLint location, GLint *params);
    186 ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribPointerv(GLuint index,
    187                                                         GLenum pname,
    188                                                         void **pointer);
    189 ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
    190 ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
    191 ANGLE_EXPORT void GL_APIENTRY GL_Hint(GLenum target, GLenum mode);
    192 ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsBuffer(GLuint buffer);
    193 ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnabled(GLenum cap);
    194 ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFramebuffer(GLuint framebuffer);
    195 ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgram(GLuint program);
    196 ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsRenderbuffer(GLuint renderbuffer);
    197 ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsShader(GLuint shader);
    198 ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsTexture(GLuint texture);
    199 ANGLE_EXPORT void GL_APIENTRY GL_LineWidth(GLfloat width);
    200 ANGLE_EXPORT void GL_APIENTRY GL_LinkProgram(GLuint program);
    201 ANGLE_EXPORT void GL_APIENTRY GL_PixelStorei(GLenum pname, GLint param);
    202 ANGLE_EXPORT void GL_APIENTRY GL_PolygonOffset(GLfloat factor, GLfloat units);
    203 ANGLE_EXPORT void GL_APIENTRY GL_ReadPixels(GLint x,
    204                                            GLint y,
    205                                            GLsizei width,
    206                                            GLsizei height,
    207                                            GLenum format,
    208                                            GLenum type,
    209                                            void *pixels);
    210 ANGLE_EXPORT void GL_APIENTRY GL_ReleaseShaderCompiler();
    211 ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorage(GLenum target,
    212                                                     GLenum internalformat,
    213                                                     GLsizei width,
    214                                                     GLsizei height);
    215 ANGLE_EXPORT void GL_APIENTRY GL_SampleCoverage(GLfloat value, GLboolean invert);
    216 ANGLE_EXPORT void GL_APIENTRY GL_Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
    217 ANGLE_EXPORT void GL_APIENTRY GL_ShaderBinary(GLsizei count,
    218                                              const GLuint *shaders,
    219                                              GLenum binaryFormat,
    220                                              const void *binary,
    221                                              GLsizei length);
    222 ANGLE_EXPORT void GL_APIENTRY GL_ShaderSource(GLuint shader,
    223                                              GLsizei count,
    224                                              const GLchar *const *string,
    225                                              const GLint *length);
    226 ANGLE_EXPORT void GL_APIENTRY GL_StencilFunc(GLenum func, GLint ref, GLuint mask);
    227 ANGLE_EXPORT void GL_APIENTRY GL_StencilFuncSeparate(GLenum face,
    228                                                     GLenum func,
    229                                                     GLint ref,
    230                                                     GLuint mask);
    231 ANGLE_EXPORT void GL_APIENTRY GL_StencilMask(GLuint mask);
    232 ANGLE_EXPORT void GL_APIENTRY GL_StencilMaskSeparate(GLenum face, GLuint mask);
    233 ANGLE_EXPORT void GL_APIENTRY GL_StencilOp(GLenum fail, GLenum zfail, GLenum zpass);
    234 ANGLE_EXPORT void GL_APIENTRY GL_StencilOpSeparate(GLenum face,
    235                                                   GLenum sfail,
    236                                                   GLenum dpfail,
    237                                                   GLenum dppass);
    238 ANGLE_EXPORT void GL_APIENTRY GL_TexImage2D(GLenum target,
    239                                            GLint level,
    240                                            GLint internalformat,
    241                                            GLsizei width,
    242                                            GLsizei height,
    243                                            GLint border,
    244                                            GLenum format,
    245                                            GLenum type,
    246                                            const void *pixels);
    247 ANGLE_EXPORT void GL_APIENTRY GL_TexParameterf(GLenum target, GLenum pname, GLfloat param);
    248 ANGLE_EXPORT void GL_APIENTRY GL_TexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
    249 ANGLE_EXPORT void GL_APIENTRY GL_TexParameteri(GLenum target, GLenum pname, GLint param);
    250 ANGLE_EXPORT void GL_APIENTRY GL_TexParameteriv(GLenum target, GLenum pname, const GLint *params);
    251 ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage2D(GLenum target,
    252                                               GLint level,
    253                                               GLint xoffset,
    254                                               GLint yoffset,
    255                                               GLsizei width,
    256                                               GLsizei height,
    257                                               GLenum format,
    258                                               GLenum type,
    259                                               const void *pixels);
    260 ANGLE_EXPORT void GL_APIENTRY GL_Uniform1f(GLint location, GLfloat v0);
    261 ANGLE_EXPORT void GL_APIENTRY GL_Uniform1fv(GLint location, GLsizei count, const GLfloat *value);
    262 ANGLE_EXPORT void GL_APIENTRY GL_Uniform1i(GLint location, GLint v0);
    263 ANGLE_EXPORT void GL_APIENTRY GL_Uniform1iv(GLint location, GLsizei count, const GLint *value);
    264 ANGLE_EXPORT void GL_APIENTRY GL_Uniform2f(GLint location, GLfloat v0, GLfloat v1);
    265 ANGLE_EXPORT void GL_APIENTRY GL_Uniform2fv(GLint location, GLsizei count, const GLfloat *value);
    266 ANGLE_EXPORT void GL_APIENTRY GL_Uniform2i(GLint location, GLint v0, GLint v1);
    267 ANGLE_EXPORT void GL_APIENTRY GL_Uniform2iv(GLint location, GLsizei count, const GLint *value);
    268 ANGLE_EXPORT void GL_APIENTRY GL_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
    269 ANGLE_EXPORT void GL_APIENTRY GL_Uniform3fv(GLint location, GLsizei count, const GLfloat *value);
    270 ANGLE_EXPORT void GL_APIENTRY GL_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);
    271 ANGLE_EXPORT void GL_APIENTRY GL_Uniform3iv(GLint location, GLsizei count, const GLint *value);
    272 ANGLE_EXPORT void GL_APIENTRY
    273 GL_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
    274 ANGLE_EXPORT void GL_APIENTRY GL_Uniform4fv(GLint location, GLsizei count, const GLfloat *value);
    275 ANGLE_EXPORT void GL_APIENTRY GL_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
    276 ANGLE_EXPORT void GL_APIENTRY GL_Uniform4iv(GLint location, GLsizei count, const GLint *value);
    277 ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2fv(GLint location,
    278                                                  GLsizei count,
    279                                                  GLboolean transpose,
    280                                                  const GLfloat *value);
    281 ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3fv(GLint location,
    282                                                  GLsizei count,
    283                                                  GLboolean transpose,
    284                                                  const GLfloat *value);
    285 ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4fv(GLint location,
    286                                                  GLsizei count,
    287                                                  GLboolean transpose,
    288                                                  const GLfloat *value);
    289 ANGLE_EXPORT void GL_APIENTRY GL_UseProgram(GLuint program);
    290 ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgram(GLuint program);
    291 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1f(GLuint index, GLfloat x);
    292 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1fv(GLuint index, const GLfloat *v);
    293 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
    294 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2fv(GLuint index, const GLfloat *v);
    295 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
    296 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3fv(GLuint index, const GLfloat *v);
    297 ANGLE_EXPORT void GL_APIENTRY
    298 GL_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
    299 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4fv(GLuint index, const GLfloat *v);
    300 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribPointer(GLuint index,
    301                                                     GLint size,
    302                                                     GLenum type,
    303                                                     GLboolean normalized,
    304                                                     GLsizei stride,
    305                                                     const void *pointer);
    306 ANGLE_EXPORT void GL_APIENTRY GL_Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
    307 }  // extern "C"
    308 
    309 #endif  // LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_