// GENERATED FILE - DO NOT EDIT. // Generated by generate_entry_points.py using data from gl.xml. // // Copyright 2020 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // entry_points_gl_3_autogen.h: // Defines the Desktop GL 3.x entry points. #ifndef LIBGL_ENTRY_POINTS_GL_3_AUTOGEN_H_ #define LIBGL_ENTRY_POINTS_GL_3_AUTOGEN_H_ #include #include "angle_gl.h" extern "C" { // GL 3.0 ANGLE_EXPORT void GL_APIENTRY GL_BeginConditionalRender(GLuint id, GLenum mode); ANGLE_EXPORT void GL_APIENTRY GL_BeginTransformFeedback(GLenum primitiveMode); ANGLE_EXPORT void GL_APIENTRY GL_BindBufferBase(GLenum target, GLuint index, GLuint buffer); ANGLE_EXPORT void GL_APIENTRY GL_BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocation(GLuint program, GLuint color, const GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_BindFramebuffer(GLenum target, GLuint framebuffer); ANGLE_EXPORT void GL_APIENTRY GL_BindRenderbuffer(GLenum target, GLuint renderbuffer); ANGLE_EXPORT void GL_APIENTRY GL_BindVertexArray(GLuint array); ANGLE_EXPORT void GL_APIENTRY GL_BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckFramebufferStatus(GLenum target); ANGLE_EXPORT void GL_APIENTRY GL_ClampColor(GLenum target, GLenum clamp); ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value); ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_ColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); ANGLE_EXPORT void GL_APIENTRY GL_DeleteFramebuffers(GLsizei n, const GLuint *framebuffers); ANGLE_EXPORT void GL_APIENTRY GL_DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers); ANGLE_EXPORT void GL_APIENTRY GL_DeleteVertexArrays(GLsizei n, const GLuint *arrays); ANGLE_EXPORT void GL_APIENTRY GL_Disablei(GLenum target, GLuint index); ANGLE_EXPORT void GL_APIENTRY GL_Enablei(GLenum target, GLuint index); ANGLE_EXPORT void GL_APIENTRY GL_EndConditionalRender(); ANGLE_EXPORT void GL_APIENTRY GL_EndTransformFeedback(); ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length); ANGLE_EXPORT void GL_APIENTRY GL_FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); ANGLE_EXPORT void GL_APIENTRY GL_GenFramebuffers(GLsizei n, GLuint *framebuffers); ANGLE_EXPORT void GL_APIENTRY GL_GenRenderbuffers(GLsizei n, GLuint *renderbuffers); ANGLE_EXPORT void GL_APIENTRY GL_GenVertexArrays(GLsizei n, GLuint *arrays); ANGLE_EXPORT void GL_APIENTRY GL_GenerateMipmap(GLenum target); ANGLE_EXPORT void GL_APIENTRY GL_GetBooleani_v(GLenum target, GLuint index, GLboolean *data); ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataLocation(GLuint program, const GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetIntegeri_v(GLenum target, GLuint index, GLint *data); ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params); ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetStringi(GLenum name, GLuint index); ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIiv(GLenum target, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_GetUniformuiv(GLuint program, GLint location, GLuint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIiv(GLuint index, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params); ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnabledi(GLenum target, GLuint index); ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFramebuffer(GLuint framebuffer); ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsRenderbuffer(GLuint renderbuffer); ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsVertexArray(GLuint array); ANGLE_EXPORT void *GL_APIENTRY GL_MapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIiv(GLenum target, GLenum pname, const GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIuiv(GLenum target, GLenum pname, const GLuint *params); ANGLE_EXPORT void GL_APIENTRY GL_TransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode); ANGLE_EXPORT void GL_APIENTRY GL_Uniform1ui(GLint location, GLuint v0); ANGLE_EXPORT void GL_APIENTRY GL_Uniform1uiv(GLint location, GLsizei count, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform2ui(GLint location, GLuint v0, GLuint v1); ANGLE_EXPORT void GL_APIENTRY GL_Uniform2uiv(GLint location, GLsizei count, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2); ANGLE_EXPORT void GL_APIENTRY GL_Uniform3uiv(GLint location, GLsizei count, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); ANGLE_EXPORT void GL_APIENTRY GL_Uniform4uiv(GLint location, GLsizei count, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1i(GLuint index, GLint x); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1iv(GLuint index, const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1ui(GLuint index, GLuint x); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1uiv(GLuint index, const GLuint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2i(GLuint index, GLint x, GLint y); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2iv(GLuint index, const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2ui(GLuint index, GLuint x, GLuint y); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2uiv(GLuint index, const GLuint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3i(GLuint index, GLint x, GLint y, GLint z); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3iv(GLuint index, const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3uiv(GLuint index, const GLuint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4bv(GLuint index, const GLbyte *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4iv(GLuint index, const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4sv(GLuint index, const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4ubv(GLuint index, const GLubyte *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4uiv(GLuint index, const GLuint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4usv(GLuint index, const GLushort *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); // GL 3.1 ANGLE_EXPORT void GL_APIENTRY GL_CopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount); ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount); ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); ANGLE_EXPORT GLuint GL_APIENTRY GL_GetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName); ANGLE_EXPORT void GL_APIENTRY GL_GetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices); ANGLE_EXPORT void GL_APIENTRY GL_PrimitiveRestartIndex(GLuint index); ANGLE_EXPORT void GL_APIENTRY GL_TexBuffer(GLenum target, GLenum internalformat, GLuint buffer); ANGLE_EXPORT void GL_APIENTRY GL_UniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); // GL 3.2 ANGLE_EXPORT GLenum GL_APIENTRY GL_ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); ANGLE_EXPORT void GL_APIENTRY GL_DeleteSync(GLsync sync); ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); ANGLE_EXPORT void GL_APIENTRY GL_DrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); ANGLE_EXPORT GLsync GL_APIENTRY GL_FenceSync(GLenum condition, GLbitfield flags); ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level); ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params); ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64i_v(GLenum target, GLuint index, GLint64 *data); ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64v(GLenum pname, GLint64 *data); ANGLE_EXPORT void GL_APIENTRY GL_GetMultisamplefv(GLenum pname, GLuint index, GLfloat *val); ANGLE_EXPORT void GL_APIENTRY GL_GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSync(GLsync sync); ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount, const GLint *basevertex); ANGLE_EXPORT void GL_APIENTRY GL_ProvokingVertex(GLenum mode); ANGLE_EXPORT void GL_APIENTRY GL_SampleMaski(GLuint maskNumber, GLbitfield mask); ANGLE_EXPORT void GL_APIENTRY GL_TexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); ANGLE_EXPORT void GL_APIENTRY GL_TexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); ANGLE_EXPORT void GL_APIENTRY GL_WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); // GL 3.3 ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_BindSampler(GLuint unit, GLuint sampler); ANGLE_EXPORT void GL_APIENTRY GL_ColorP3ui(GLenum type, GLuint color); ANGLE_EXPORT void GL_APIENTRY GL_ColorP3uiv(GLenum type, const GLuint *color); ANGLE_EXPORT void GL_APIENTRY GL_ColorP4ui(GLenum type, GLuint color); ANGLE_EXPORT void GL_APIENTRY GL_ColorP4uiv(GLenum type, const GLuint *color); ANGLE_EXPORT void GL_APIENTRY GL_DeleteSamplers(GLsizei count, const GLuint *samplers); ANGLE_EXPORT void GL_APIENTRY GL_GenSamplers(GLsizei count, GLuint *samplers); ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataIndex(GLuint program, const GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params); ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params); ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params); ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSampler(GLuint sampler); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_NormalP3ui(GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_NormalP3uiv(GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_QueryCounter(GLuint id, GLenum target); ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param); ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param); ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param); ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param); ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameteri(GLuint sampler, GLenum pname, GLint param); ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColorP3ui(GLenum type, GLuint color); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColorP3uiv(GLenum type, const GLuint *color); ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP1ui(GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP1uiv(GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP2ui(GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP2uiv(GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP3ui(GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP3uiv(GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP4ui(GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP4uiv(GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribDivisor(GLuint index, GLuint divisor); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_VertexP2ui(GLenum type, GLuint value); ANGLE_EXPORT void GL_APIENTRY GL_VertexP2uiv(GLenum type, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_VertexP3ui(GLenum type, GLuint value); ANGLE_EXPORT void GL_APIENTRY GL_VertexP3uiv(GLenum type, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_VertexP4ui(GLenum type, GLuint value); ANGLE_EXPORT void GL_APIENTRY GL_VertexP4uiv(GLenum type, const GLuint *value); } // extern "C" #endif // LIBGL_ENTRY_POINTS_GL_3_AUTOGEN_H_