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