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 namespace gl 18 { 19 ANGLE_EXPORT void GL_APIENTRY ActiveTexture(GLenum texture); 20 ANGLE_EXPORT void GL_APIENTRY AttachShader(GLuint program, GLuint shader); 21 ANGLE_EXPORT void GL_APIENTRY BindAttribLocation(GLuint program, GLuint index, const GLchar *name); 22 ANGLE_EXPORT void GL_APIENTRY BindBuffer(GLenum target, GLuint buffer); 23 ANGLE_EXPORT void GL_APIENTRY BindFramebuffer(GLenum target, GLuint framebuffer); 24 ANGLE_EXPORT void GL_APIENTRY BindRenderbuffer(GLenum target, GLuint renderbuffer); 25 ANGLE_EXPORT void GL_APIENTRY BindTexture(GLenum target, GLuint texture); 26 ANGLE_EXPORT void GL_APIENTRY BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); 27 ANGLE_EXPORT void GL_APIENTRY BlendEquation(GLenum mode); 28 ANGLE_EXPORT void GL_APIENTRY BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); 29 ANGLE_EXPORT void GL_APIENTRY BlendFunc(GLenum sfactor, GLenum dfactor); 30 ANGLE_EXPORT void GL_APIENTRY BlendFuncSeparate(GLenum sfactorRGB, 31 GLenum dfactorRGB, 32 GLenum sfactorAlpha, 33 GLenum dfactorAlpha); 34 ANGLE_EXPORT void GL_APIENTRY BufferData(GLenum target, 35 GLsizeiptr size, 36 const void *data, 37 GLenum usage); 38 ANGLE_EXPORT void GL_APIENTRY BufferSubData(GLenum target, 39 GLintptr offset, 40 GLsizeiptr size, 41 const void *data); 42 ANGLE_EXPORT GLenum GL_APIENTRY CheckFramebufferStatus(GLenum target); 43 ANGLE_EXPORT void GL_APIENTRY Clear(GLbitfield mask); 44 ANGLE_EXPORT void GL_APIENTRY ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); 45 ANGLE_EXPORT void GL_APIENTRY ClearDepthf(GLfloat d); 46 ANGLE_EXPORT void GL_APIENTRY ClearStencil(GLint s); 47 ANGLE_EXPORT void GL_APIENTRY ColorMask(GLboolean red, 48 GLboolean green, 49 GLboolean blue, 50 GLboolean alpha); 51 ANGLE_EXPORT void GL_APIENTRY CompileShader(GLuint shader); 52 ANGLE_EXPORT void GL_APIENTRY CompressedTexImage2D(GLenum target, 53 GLint level, 54 GLenum internalformat, 55 GLsizei width, 56 GLsizei height, 57 GLint border, 58 GLsizei imageSize, 59 const void *data); 60 ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage2D(GLenum target, 61 GLint level, 62 GLint xoffset, 63 GLint yoffset, 64 GLsizei width, 65 GLsizei height, 66 GLenum format, 67 GLsizei imageSize, 68 const void *data); 69 ANGLE_EXPORT void GL_APIENTRY CopyTexImage2D(GLenum target, 70 GLint level, 71 GLenum internalformat, 72 GLint x, 73 GLint y, 74 GLsizei width, 75 GLsizei height, 76 GLint border); 77 ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage2D(GLenum target, 78 GLint level, 79 GLint xoffset, 80 GLint yoffset, 81 GLint x, 82 GLint y, 83 GLsizei width, 84 GLsizei height); 85 ANGLE_EXPORT GLuint GL_APIENTRY CreateProgram(); 86 ANGLE_EXPORT GLuint GL_APIENTRY CreateShader(GLenum type); 87 ANGLE_EXPORT void GL_APIENTRY CullFace(GLenum mode); 88 ANGLE_EXPORT void GL_APIENTRY DeleteBuffers(GLsizei n, const GLuint *buffers); 89 ANGLE_EXPORT void GL_APIENTRY DeleteFramebuffers(GLsizei n, const GLuint *framebuffers); 90 ANGLE_EXPORT void GL_APIENTRY DeleteProgram(GLuint program); 91 ANGLE_EXPORT void GL_APIENTRY DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers); 92 ANGLE_EXPORT void GL_APIENTRY DeleteShader(GLuint shader); 93 ANGLE_EXPORT void GL_APIENTRY DeleteTextures(GLsizei n, const GLuint *textures); 94 ANGLE_EXPORT void GL_APIENTRY DepthFunc(GLenum func); 95 ANGLE_EXPORT void GL_APIENTRY DepthMask(GLboolean flag); 96 ANGLE_EXPORT void GL_APIENTRY DepthRangef(GLfloat n, GLfloat f); 97 ANGLE_EXPORT void GL_APIENTRY DetachShader(GLuint program, GLuint shader); 98 ANGLE_EXPORT void GL_APIENTRY Disable(GLenum cap); 99 ANGLE_EXPORT void GL_APIENTRY DisableVertexAttribArray(GLuint index); 100 ANGLE_EXPORT void GL_APIENTRY DrawArrays(GLenum mode, GLint first, GLsizei count); 101 ANGLE_EXPORT void GL_APIENTRY DrawElements(GLenum mode, 102 GLsizei count, 103 GLenum type, 104 const void *indices); 105 ANGLE_EXPORT void GL_APIENTRY Enable(GLenum cap); 106 ANGLE_EXPORT void GL_APIENTRY EnableVertexAttribArray(GLuint index); 107 ANGLE_EXPORT void GL_APIENTRY Finish(); 108 ANGLE_EXPORT void GL_APIENTRY Flush(); 109 ANGLE_EXPORT void GL_APIENTRY FramebufferRenderbuffer(GLenum target, 110 GLenum attachment, 111 GLenum renderbuffertarget, 112 GLuint renderbuffer); 113 ANGLE_EXPORT void GL_APIENTRY FramebufferTexture2D(GLenum target, 114 GLenum attachment, 115 GLenum textarget, 116 GLuint texture, 117 GLint level); 118 ANGLE_EXPORT void GL_APIENTRY FrontFace(GLenum mode); 119 ANGLE_EXPORT void GL_APIENTRY GenBuffers(GLsizei n, GLuint *buffers); 120 ANGLE_EXPORT void GL_APIENTRY GenFramebuffers(GLsizei n, GLuint *framebuffers); 121 ANGLE_EXPORT void GL_APIENTRY GenRenderbuffers(GLsizei n, GLuint *renderbuffers); 122 ANGLE_EXPORT void GL_APIENTRY GenTextures(GLsizei n, GLuint *textures); 123 ANGLE_EXPORT void GL_APIENTRY GenerateMipmap(GLenum target); 124 ANGLE_EXPORT void GL_APIENTRY GetActiveAttrib(GLuint program, 125 GLuint index, 126 GLsizei bufSize, 127 GLsizei *length, 128 GLint *size, 129 GLenum *type, 130 GLchar *name); 131 ANGLE_EXPORT void GL_APIENTRY GetActiveUniform(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 GetAttachedShaders(GLuint program, 139 GLsizei maxCount, 140 GLsizei *count, 141 GLuint *shaders); 142 ANGLE_EXPORT GLint GL_APIENTRY GetAttribLocation(GLuint program, const GLchar *name); 143 ANGLE_EXPORT void GL_APIENTRY GetBooleanv(GLenum pname, GLboolean *data); 144 ANGLE_EXPORT void GL_APIENTRY GetBufferParameteriv(GLenum target, GLenum pname, GLint *params); 145 ANGLE_EXPORT GLenum GL_APIENTRY GetError(); 146 ANGLE_EXPORT void GL_APIENTRY GetFloatv(GLenum pname, GLfloat *data); 147 ANGLE_EXPORT void GL_APIENTRY GetFramebufferAttachmentParameteriv(GLenum target, 148 GLenum attachment, 149 GLenum pname, 150 GLint *params); 151 ANGLE_EXPORT void GL_APIENTRY GetIntegerv(GLenum pname, GLint *data); 152 ANGLE_EXPORT void GL_APIENTRY GetProgramInfoLog(GLuint program, 153 GLsizei bufSize, 154 GLsizei *length, 155 GLchar *infoLog); 156 ANGLE_EXPORT void GL_APIENTRY GetProgramiv(GLuint program, GLenum pname, GLint *params); 157 ANGLE_EXPORT void GL_APIENTRY GetRenderbufferParameteriv(GLenum target, 158 GLenum pname, 159 GLint *params); 160 ANGLE_EXPORT void GL_APIENTRY GetShaderInfoLog(GLuint shader, 161 GLsizei bufSize, 162 GLsizei *length, 163 GLchar *infoLog); 164 ANGLE_EXPORT void GL_APIENTRY GetShaderPrecisionFormat(GLenum shadertype, 165 GLenum precisiontype, 166 GLint *range, 167 GLint *precision); 168 ANGLE_EXPORT void GL_APIENTRY GetShaderSource(GLuint shader, 169 GLsizei bufSize, 170 GLsizei *length, 171 GLchar *source); 172 ANGLE_EXPORT void GL_APIENTRY GetShaderiv(GLuint shader, GLenum pname, GLint *params); 173 ANGLE_EXPORT const GLubyte *GL_APIENTRY GetString(GLenum name); 174 ANGLE_EXPORT void GL_APIENTRY GetTexParameterfv(GLenum target, GLenum pname, GLfloat *params); 175 ANGLE_EXPORT void GL_APIENTRY GetTexParameteriv(GLenum target, GLenum pname, GLint *params); 176 ANGLE_EXPORT GLint GL_APIENTRY GetUniformLocation(GLuint program, const GLchar *name); 177 ANGLE_EXPORT void GL_APIENTRY GetUniformfv(GLuint program, GLint location, GLfloat *params); 178 ANGLE_EXPORT void GL_APIENTRY GetUniformiv(GLuint program, GLint location, GLint *params); 179 ANGLE_EXPORT void GL_APIENTRY GetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer); 180 ANGLE_EXPORT void GL_APIENTRY GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); 181 ANGLE_EXPORT void GL_APIENTRY GetVertexAttribiv(GLuint index, GLenum pname, GLint *params); 182 ANGLE_EXPORT void GL_APIENTRY Hint(GLenum target, GLenum mode); 183 ANGLE_EXPORT GLboolean GL_APIENTRY IsBuffer(GLuint buffer); 184 ANGLE_EXPORT GLboolean GL_APIENTRY IsEnabled(GLenum cap); 185 ANGLE_EXPORT GLboolean GL_APIENTRY IsFramebuffer(GLuint framebuffer); 186 ANGLE_EXPORT GLboolean GL_APIENTRY IsProgram(GLuint program); 187 ANGLE_EXPORT GLboolean GL_APIENTRY IsRenderbuffer(GLuint renderbuffer); 188 ANGLE_EXPORT GLboolean GL_APIENTRY IsShader(GLuint shader); 189 ANGLE_EXPORT GLboolean GL_APIENTRY IsTexture(GLuint texture); 190 ANGLE_EXPORT void GL_APIENTRY LineWidth(GLfloat width); 191 ANGLE_EXPORT void GL_APIENTRY LinkProgram(GLuint program); 192 ANGLE_EXPORT void GL_APIENTRY PixelStorei(GLenum pname, GLint param); 193 ANGLE_EXPORT void GL_APIENTRY PolygonOffset(GLfloat factor, GLfloat units); 194 ANGLE_EXPORT void GL_APIENTRY ReadPixels(GLint x, 195 GLint y, 196 GLsizei width, 197 GLsizei height, 198 GLenum format, 199 GLenum type, 200 void *pixels); 201 ANGLE_EXPORT void GL_APIENTRY ReleaseShaderCompiler(); 202 ANGLE_EXPORT void GL_APIENTRY RenderbufferStorage(GLenum target, 203 GLenum internalformat, 204 GLsizei width, 205 GLsizei height); 206 ANGLE_EXPORT void GL_APIENTRY SampleCoverage(GLfloat value, GLboolean invert); 207 ANGLE_EXPORT void GL_APIENTRY Scissor(GLint x, GLint y, GLsizei width, GLsizei height); 208 ANGLE_EXPORT void GL_APIENTRY ShaderBinary(GLsizei count, 209 const GLuint *shaders, 210 GLenum binaryformat, 211 const void *binary, 212 GLsizei length); 213 ANGLE_EXPORT void GL_APIENTRY ShaderSource(GLuint shader, 214 GLsizei count, 215 const GLchar *const *string, 216 const GLint *length); 217 ANGLE_EXPORT void GL_APIENTRY StencilFunc(GLenum func, GLint ref, GLuint mask); 218 ANGLE_EXPORT void GL_APIENTRY StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); 219 ANGLE_EXPORT void GL_APIENTRY StencilMask(GLuint mask); 220 ANGLE_EXPORT void GL_APIENTRY StencilMaskSeparate(GLenum face, GLuint mask); 221 ANGLE_EXPORT void GL_APIENTRY StencilOp(GLenum fail, GLenum zfail, GLenum zpass); 222 ANGLE_EXPORT void GL_APIENTRY StencilOpSeparate(GLenum face, 223 GLenum sfail, 224 GLenum dpfail, 225 GLenum dppass); 226 ANGLE_EXPORT void GL_APIENTRY TexImage2D(GLenum target, 227 GLint level, 228 GLint internalformat, 229 GLsizei width, 230 GLsizei height, 231 GLint border, 232 GLenum format, 233 GLenum type, 234 const void *pixels); 235 ANGLE_EXPORT void GL_APIENTRY TexParameterf(GLenum target, GLenum pname, GLfloat param); 236 ANGLE_EXPORT void GL_APIENTRY TexParameterfv(GLenum target, GLenum pname, const GLfloat *params); 237 ANGLE_EXPORT void GL_APIENTRY TexParameteri(GLenum target, GLenum pname, GLint param); 238 ANGLE_EXPORT void GL_APIENTRY TexParameteriv(GLenum target, GLenum pname, const GLint *params); 239 ANGLE_EXPORT void GL_APIENTRY TexSubImage2D(GLenum target, 240 GLint level, 241 GLint xoffset, 242 GLint yoffset, 243 GLsizei width, 244 GLsizei height, 245 GLenum format, 246 GLenum type, 247 const void *pixels); 248 ANGLE_EXPORT void GL_APIENTRY Uniform1f(GLint location, GLfloat v0); 249 ANGLE_EXPORT void GL_APIENTRY Uniform1fv(GLint location, GLsizei count, const GLfloat *value); 250 ANGLE_EXPORT void GL_APIENTRY Uniform1i(GLint location, GLint v0); 251 ANGLE_EXPORT void GL_APIENTRY Uniform1iv(GLint location, GLsizei count, const GLint *value); 252 ANGLE_EXPORT void GL_APIENTRY Uniform2f(GLint location, GLfloat v0, GLfloat v1); 253 ANGLE_EXPORT void GL_APIENTRY Uniform2fv(GLint location, GLsizei count, const GLfloat *value); 254 ANGLE_EXPORT void GL_APIENTRY Uniform2i(GLint location, GLint v0, GLint v1); 255 ANGLE_EXPORT void GL_APIENTRY Uniform2iv(GLint location, GLsizei count, const GLint *value); 256 ANGLE_EXPORT void GL_APIENTRY Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); 257 ANGLE_EXPORT void GL_APIENTRY Uniform3fv(GLint location, GLsizei count, const GLfloat *value); 258 ANGLE_EXPORT void GL_APIENTRY Uniform3i(GLint location, GLint v0, GLint v1, GLint v2); 259 ANGLE_EXPORT void GL_APIENTRY Uniform3iv(GLint location, GLsizei count, const GLint *value); 260 ANGLE_EXPORT void GL_APIENTRY 261 Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); 262 ANGLE_EXPORT void GL_APIENTRY Uniform4fv(GLint location, GLsizei count, const GLfloat *value); 263 ANGLE_EXPORT void GL_APIENTRY Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); 264 ANGLE_EXPORT void GL_APIENTRY Uniform4iv(GLint location, GLsizei count, const GLint *value); 265 ANGLE_EXPORT void GL_APIENTRY UniformMatrix2fv(GLint location, 266 GLsizei count, 267 GLboolean transpose, 268 const GLfloat *value); 269 ANGLE_EXPORT void GL_APIENTRY UniformMatrix3fv(GLint location, 270 GLsizei count, 271 GLboolean transpose, 272 const GLfloat *value); 273 ANGLE_EXPORT void GL_APIENTRY UniformMatrix4fv(GLint location, 274 GLsizei count, 275 GLboolean transpose, 276 const GLfloat *value); 277 ANGLE_EXPORT void GL_APIENTRY UseProgram(GLuint program); 278 ANGLE_EXPORT void GL_APIENTRY ValidateProgram(GLuint program); 279 ANGLE_EXPORT void GL_APIENTRY VertexAttrib1f(GLuint index, GLfloat x); 280 ANGLE_EXPORT void GL_APIENTRY VertexAttrib1fv(GLuint index, const GLfloat *v); 281 ANGLE_EXPORT void GL_APIENTRY VertexAttrib2f(GLuint index, GLfloat x, GLfloat y); 282 ANGLE_EXPORT void GL_APIENTRY VertexAttrib2fv(GLuint index, const GLfloat *v); 283 ANGLE_EXPORT void GL_APIENTRY VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); 284 ANGLE_EXPORT void GL_APIENTRY VertexAttrib3fv(GLuint index, const GLfloat *v); 285 ANGLE_EXPORT void GL_APIENTRY 286 VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); 287 ANGLE_EXPORT void GL_APIENTRY VertexAttrib4fv(GLuint index, const GLfloat *v); 288 ANGLE_EXPORT void GL_APIENTRY VertexAttribPointer(GLuint index, 289 GLint size, 290 GLenum type, 291 GLboolean normalized, 292 GLsizei stride, 293 const void *pointer); 294 ANGLE_EXPORT void GL_APIENTRY Viewport(GLint x, GLint y, GLsizei width, GLsizei height); 295 } // namespace gl 296 297 #endif // LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_ 298