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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