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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 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_
310