// 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_2_autogen.h: // Defines the Desktop GL 2.x entry points. #ifndef LIBGL_ENTRY_POINTS_GL_2_AUTOGEN_H_ #define LIBGL_ENTRY_POINTS_GL_2_AUTOGEN_H_ #include #include "angle_gl.h" extern "C" { // GL 2.0 ANGLE_EXPORT void GL_APIENTRY GL_AttachShader(GLuint program, GLuint shader); ANGLE_EXPORT void GL_APIENTRY GL_BindAttribLocation(GLuint program, GLuint index, const GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); ANGLE_EXPORT void GL_APIENTRY GL_CompileShader(GLuint shader); ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateProgram(); ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShader(GLenum type); ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgram(GLuint program); ANGLE_EXPORT void GL_APIENTRY GL_DeleteShader(GLuint shader); ANGLE_EXPORT void GL_APIENTRY GL_DetachShader(GLuint program, GLuint shader); ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexAttribArray(GLuint index); ANGLE_EXPORT void GL_APIENTRY GL_DrawBuffers(GLsizei n, const GLenum *bufs); ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexAttribArray(GLuint index); ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); ANGLE_EXPORT GLint GL_APIENTRY GL_GetAttribLocation(GLuint program, const GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); ANGLE_EXPORT void GL_APIENTRY GL_GetProgramiv(GLuint program, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); ANGLE_EXPORT void GL_APIENTRY GL_GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); ANGLE_EXPORT void GL_APIENTRY GL_GetShaderiv(GLuint shader, GLenum pname, GLint *params); ANGLE_EXPORT GLint GL_APIENTRY GL_GetUniformLocation(GLuint program, const GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_GetUniformfv(GLuint program, GLint location, GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_GetUniformiv(GLuint program, GLint location, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer); ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params); ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribiv(GLuint index, GLenum pname, GLint *params); ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgram(GLuint program); ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsShader(GLuint shader); ANGLE_EXPORT void GL_APIENTRY GL_LinkProgram(GLuint program); ANGLE_EXPORT void GL_APIENTRY GL_ShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length); ANGLE_EXPORT void GL_APIENTRY GL_StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); ANGLE_EXPORT void GL_APIENTRY GL_StencilMaskSeparate(GLenum face, GLuint mask); ANGLE_EXPORT void GL_APIENTRY GL_StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); ANGLE_EXPORT void GL_APIENTRY GL_Uniform1f(GLint location, GLfloat v0); ANGLE_EXPORT void GL_APIENTRY GL_Uniform1fv(GLint location, GLsizei count, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform1i(GLint location, GLint v0); ANGLE_EXPORT void GL_APIENTRY GL_Uniform1iv(GLint location, GLsizei count, const GLint *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform2f(GLint location, GLfloat v0, GLfloat v1); ANGLE_EXPORT void GL_APIENTRY GL_Uniform2fv(GLint location, GLsizei count, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform2i(GLint location, GLint v0, GLint v1); ANGLE_EXPORT void GL_APIENTRY GL_Uniform2iv(GLint location, GLsizei count, const GLint *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); ANGLE_EXPORT void GL_APIENTRY GL_Uniform3fv(GLint location, GLsizei count, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2); ANGLE_EXPORT void GL_APIENTRY GL_Uniform3iv(GLint location, GLsizei count, const GLint *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); ANGLE_EXPORT void GL_APIENTRY GL_Uniform4fv(GLint location, GLsizei count, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); ANGLE_EXPORT void GL_APIENTRY GL_Uniform4iv(GLint location, GLsizei count, const GLint *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_UseProgram(GLuint program); ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgram(GLuint program); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1d(GLuint index, GLdouble x); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1dv(GLuint index, const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1f(GLuint index, GLfloat x); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1fv(GLuint index, const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1s(GLuint index, GLshort x); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1sv(GLuint index, const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2d(GLuint index, GLdouble x, GLdouble y); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2dv(GLuint index, const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2fv(GLuint index, const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2s(GLuint index, GLshort x, GLshort y); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2sv(GLuint index, const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3dv(GLuint index, const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3fv(GLuint index, const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3sv(GLuint index, const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nbv(GLuint index, const GLbyte *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Niv(GLuint index, const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nsv(GLuint index, const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nubv(GLuint index, const GLubyte *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nuiv(GLuint index, const GLuint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nusv(GLuint index, const GLushort *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4bv(GLuint index, const GLbyte *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4dv(GLuint index, const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4fv(GLuint index, const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4iv(GLuint index, const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4sv(GLuint index, const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4ubv(GLuint index, const GLubyte *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4uiv(GLuint index, const GLuint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4usv(GLuint index, const GLushort *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); // GL 2.1 ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); } // extern "C" #endif // LIBGL_ENTRY_POINTS_GL_2_AUTOGEN_H_