// Copyright 2018 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #ifndef LIBGLESV2_ENTRY_POINTS_H_ #define LIBGLESV2_ENTRY_POINTS_H_ #include #include #include namespace gl { void ActiveTexture(GLenum texture); void AttachShader(GLuint program, GLuint shader); void BeginQueryEXT(GLenum target, GLuint name); void BindAttribLocation(GLuint program, GLuint index, const GLchar* name); void BindBuffer(GLenum target, GLuint buffer); void BindFramebuffer(GLenum target, GLuint framebuffer); void BindRenderbuffer(GLenum target, GLuint renderbuffer); void BindTexture(GLenum target, GLuint texture); void BlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void BlendEquation(GLenum mode); void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); void BlendFunc(GLenum sfactor, GLenum dfactor); void BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); void BufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage); void BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data); GLenum CheckFramebufferStatus(GLenum target); void Clear(GLbitfield mask); void ClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void ClearDepthf(GLclampf depth); void ClearStencil(GLint s); void ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void CompileShader(GLuint shader); void CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data); void CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data); void CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLuint CreateProgram(void); GLuint CreateShader(GLenum type); void CullFace(GLenum mode); void DeleteBuffers(GLsizei n, const GLuint* buffers); void DeleteFencesNV(GLsizei n, const GLuint* fences); void DeleteFramebuffers(GLsizei n, const GLuint* framebuffers); void DeleteProgram(GLuint program); void DeleteQueriesEXT(GLsizei n, const GLuint *ids); void DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers); void DeleteShader(GLuint shader); void DeleteTextures(GLsizei n, const GLuint* textures); void DepthFunc(GLenum func); void DepthMask(GLboolean flag); void DepthRangef(GLclampf zNear, GLclampf zFar); void DetachShader(GLuint program, GLuint shader); void Disable(GLenum cap); void DisableVertexAttribArray(GLuint index); void DrawArrays(GLenum mode, GLint first, GLsizei count); void DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices); void DrawArraysInstancedEXT(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount); void DrawElementsInstancedEXT(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount); void VertexAttribDivisorEXT(GLuint index, GLuint divisor); void DrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount); void DrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount); void VertexAttribDivisorANGLE(GLuint index, GLuint divisor); void Enable(GLenum cap); void EnableVertexAttribArray(GLuint index); void EndQueryEXT(GLenum target); void FinishFenceNV(GLuint fence); void Finish(void); void Flush(void); void FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void FrontFace(GLenum mode); void GenBuffers(GLsizei n, GLuint* buffers); void GenerateMipmap(GLenum target); void GenFencesNV(GLsizei n, GLuint* fences); void GenFramebuffers(GLsizei n, GLuint* framebuffers); void GenQueriesEXT(GLsizei n, GLuint* ids); void GenRenderbuffers(GLsizei n, GLuint* renderbuffers); void GenTextures(GLsizei n, GLuint* textures); void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); void GetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); void GetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); int GetAttribLocation(GLuint program, const GLchar* name); void GetBooleanv(GLenum pname, GLboolean* params); void GetBufferParameteriv(GLenum target, GLenum pname, GLint* params); GLenum GetError(void); void GetFenceivNV(GLuint fence, GLenum pname, GLint *params); void GetFloatv(GLenum pname, GLfloat* params); void GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params); GLenum GetGraphicsResetStatusEXT(void); void GetIntegerv(GLenum pname, GLint* params); void GetProgramiv(GLuint program, GLenum pname, GLint* params); void GetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); void GetQueryivEXT(GLenum target, GLenum pname, GLint *params); void GetQueryObjectuivEXT(GLuint name, GLenum pname, GLuint *params); void GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params); void GetShaderiv(GLuint shader, GLenum pname, GLint* params); void GetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); void GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); void GetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); const GLubyte* GetString(GLenum name); void GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params); void GetTexParameteriv(GLenum target, GLenum pname, GLint* params); void GetnUniformfvEXT(GLuint program, GLint location, GLsizei bufSize, GLfloat* params); void GetUniformfv(GLuint program, GLint location, GLfloat* params); void GetnUniformivEXT(GLuint program, GLint location, GLsizei bufSize, GLint* params); void GetUniformiv(GLuint program, GLint location, GLint* params); int GetUniformLocation(GLuint program, const GLchar* name); void GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params); void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params); void GetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer); void Hint(GLenum target, GLenum mode); GLboolean IsBuffer(GLuint buffer); GLboolean IsEnabled(GLenum cap); GLboolean IsFenceNV(GLuint fence); GLboolean IsFramebuffer(GLuint framebuffer); GLboolean IsProgram(GLuint program); GLboolean IsQueryEXT(GLuint name); GLboolean IsRenderbuffer(GLuint renderbuffer); GLboolean IsShader(GLuint shader); GLboolean IsTexture(GLuint texture); void LineWidth(GLfloat width); void LinkProgram(GLuint program); void PixelStorei(GLenum pname, GLint param); void PolygonOffset(GLfloat factor, GLfloat units); void ReadnPixelsEXT(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, GLvoid *data); void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels); void ReleaseShaderCompiler(void); void RenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); void RenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); void RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void SampleCoverage(GLclampf value, GLboolean invert); void SetFenceNV(GLuint fence, GLenum condition); void Scissor(GLint x, GLint y, GLsizei width, GLsizei height); void ShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length); void ShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length); void StencilFunc(GLenum func, GLint ref, GLuint mask); void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); void StencilMask(GLuint mask); void StencilMaskSeparate(GLenum face, GLuint mask); void StencilOp(GLenum fail, GLenum zfail, GLenum zpass); void StencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); GLboolean TestFenceNV(GLuint fence); void TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels); void TexParameterf(GLenum target, GLenum pname, GLfloat param); void TexParameterfv(GLenum target, GLenum pname, const GLfloat* params); void TexParameteri(GLenum target, GLenum pname, GLint param); void TexParameteriv(GLenum target, GLenum pname, const GLint* params); void TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels); void Uniform1f(GLint location, GLfloat x); void Uniform1fv(GLint location, GLsizei count, const GLfloat* v); void Uniform1i(GLint location, GLint x); void Uniform1iv(GLint location, GLsizei count, const GLint* v); void Uniform2f(GLint location, GLfloat x, GLfloat y); void Uniform2fv(GLint location, GLsizei count, const GLfloat* v); void Uniform2i(GLint location, GLint x, GLint y); void Uniform2iv(GLint location, GLsizei count, const GLint* v); void Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z); void Uniform3fv(GLint location, GLsizei count, const GLfloat* v); void Uniform3i(GLint location, GLint x, GLint y, GLint z); void Uniform3iv(GLint location, GLsizei count, const GLint* v); void Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void Uniform4fv(GLint location, GLsizei count, const GLfloat* v); void Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w); void Uniform4iv(GLint location, GLsizei count, const GLint* v); void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void UseProgram(GLuint program); void ValidateProgram(GLuint program); void VertexAttrib1f(GLuint index, GLfloat x); void VertexAttrib1fv(GLuint index, const GLfloat* values); void VertexAttrib2f(GLuint index, GLfloat x, GLfloat y); void VertexAttrib2fv(GLuint index, const GLfloat* values); void VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); void VertexAttrib3fv(GLuint index, const GLfloat* values); void VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void VertexAttrib4fv(GLuint index, const GLfloat* values); void VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr); void Viewport(GLint x, GLint y, GLsizei width, GLsizei height); void BlitFramebufferNV(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); void BlitFramebufferANGLE(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); void TexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels); void TexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); void CopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); void CompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); void CompressedTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); void FramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); void EGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image); void EGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image); GLboolean IsRenderbufferOES(GLuint renderbuffer); void BindRenderbufferOES(GLenum target, GLuint renderbuffer); void DeleteRenderbuffersOES(GLsizei n, const GLuint* renderbuffers); void GenRenderbuffersOES(GLsizei n, GLuint* renderbuffers); void RenderbufferStorageOES(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void GetRenderbufferParameterivOES(GLenum target, GLenum pname, GLint* params); GLboolean IsFramebufferOES(GLuint framebuffer); void BindFramebufferOES(GLenum target, GLuint framebuffer); void DeleteFramebuffersOES(GLsizei n, const GLuint* framebuffers); void GenFramebuffersOES(GLsizei n, GLuint* framebuffers); GLenum CheckFramebufferStatusOES(GLenum target); void FramebufferRenderbufferOES(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void FramebufferTexture2DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void GetFramebufferAttachmentParameterivOES(GLenum target, GLenum attachment, GLenum pname, GLint* params); void GenerateMipmapOES(GLenum target); void DrawBuffersEXT(GLsizei n, const GLenum *bufs); void ReadBuffer(GLenum src); void DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); void TexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *data); void TexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); void CopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); void CompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); void CompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); void GenQueries(GLsizei n, GLuint *ids); void DeleteQueries(GLsizei n, const GLuint *ids); GLboolean IsQuery(GLuint id); void BeginQuery(GLenum target, GLuint id); void EndQuery(GLenum target); void GetQueryiv(GLenum target, GLenum pname, GLint *params); void GetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params); GLboolean UnmapBuffer(GLenum target); void GetBufferPointerv(GLenum target, GLenum pname, void **params); void DrawBuffers(GLsizei n, const GLenum *bufs); void UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); void FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); void *MapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); void FlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length); void BindVertexArray(GLuint array); void BindVertexArrayOES(GLuint array); void DeleteVertexArrays(GLsizei n, const GLuint *arrays); void DeleteVertexArraysOES(GLsizei n, const GLuint *arrays); void GenVertexArrays(GLsizei n, GLuint *arrays); void GenVertexArraysOES(GLsizei n, GLuint *arrays); GLboolean IsVertexArray(GLuint array); GLboolean IsVertexArrayOES(GLuint array); void GetIntegeri_v(GLenum target, GLuint index, GLint *data); void BeginTransformFeedback(GLenum primitiveMode); void EndTransformFeedback(void); void BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); void BindBufferBase(GLenum target, GLuint index, GLuint buffer); void TransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); void GetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); void VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); void GetVertexAttribIiv(GLuint index, GLenum pname, GLint *params); void GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params); void VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); void VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); void VertexAttribI4iv(GLuint index, const GLint *v); void VertexAttribI4uiv(GLuint index, const GLuint *v); void GetUniformuiv(GLuint program, GLint location, GLuint *params); GLint GetFragDataLocation(GLuint program, const GLchar *name); void Uniform1ui(GLint location, GLuint v0); void Uniform2ui(GLint location, GLuint v0, GLuint v1); void Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2); void Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); void Uniform1uiv(GLint location, GLsizei count, const GLuint *value); void Uniform2uiv(GLint location, GLsizei count, const GLuint *value); void Uniform3uiv(GLint location, GLsizei count, const GLuint *value); void Uniform4uiv(GLint location, GLsizei count, const GLuint *value); void ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value); void ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value); void ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value); void ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); const GLubyte *GetStringi(GLenum name, GLuint index); void CopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); void GetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices); void GetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); GLuint GetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName); void GetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); void GetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); void UniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); void DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount); void DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount); GLsync FenceSync(GLenum condition, GLbitfield flags); GLboolean IsSync(GLsync sync); void DeleteSync(GLsync sync); GLenum ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); void WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); void GetInteger64v(GLenum pname, GLint64 *data); void GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); void GetInteger64i_v(GLenum target, GLuint index, GLint64 *data); void GetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params); void GenSamplers(GLsizei count, GLuint *samplers); void DeleteSamplers(GLsizei count, const GLuint *samplers); GLboolean IsSampler(GLuint sampler); void BindSampler(GLuint unit, GLuint sampler); void SamplerParameteri(GLuint sampler, GLenum pname, GLint param); void SamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param); void SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param); void SamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param); void GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params); void GetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params); void VertexAttribDivisor(GLuint index, GLuint divisor); void BindTransformFeedback(GLenum target, GLuint id); void DeleteTransformFeedbacks(GLsizei n, const GLuint *ids); void GenTransformFeedbacks(GLsizei n, GLuint *ids); GLboolean IsTransformFeedback(GLuint id); void PauseTransformFeedback(void); void ResumeTransformFeedback(void); void GetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); void ProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); void ProgramParameteri(GLuint program, GLenum pname, GLint value); void InvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments); void InvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); void TexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); void TexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); void GetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params); } #endif // LIBGLESV2_ENTRY_POINTS_H_