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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_gl_3_0_autogen.h:
9 //   Defines the GL 3.0 entry points.
10 
11 #ifndef LIBGL_ENTRY_POINTS_GL_3_0_AUTOGEN_H_
12 #define LIBGL_ENTRY_POINTS_GL_3_0_AUTOGEN_H_
13 
14 #include <export.h>
15 #include "angle_gl.h"
16 
17 namespace gl
18 {
19 ANGLE_EXPORT void GL_APIENTRY BeginConditionalRender(GLuint id, GLenum mode);
20 ANGLE_EXPORT void GL_APIENTRY BeginTransformFeedback(GLenum primitiveMode);
21 ANGLE_EXPORT void GL_APIENTRY BindBufferBase(GLenum target, GLuint index, GLuint buffer);
22 ANGLE_EXPORT void GL_APIENTRY
23 BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
24 ANGLE_EXPORT void GL_APIENTRY BindFragDataLocation(GLuint program,
25                                                    GLuint color,
26                                                    const GLchar *name);
27 ANGLE_EXPORT void GL_APIENTRY BindFramebuffer(GLenum target, GLuint framebuffer);
28 ANGLE_EXPORT void GL_APIENTRY BindRenderbuffer(GLenum target, GLuint renderbuffer);
29 ANGLE_EXPORT void GL_APIENTRY BindVertexArray(GLuint array);
30 ANGLE_EXPORT void GL_APIENTRY BlitFramebuffer(GLint srcX0,
31                                               GLint srcY0,
32                                               GLint srcX1,
33                                               GLint srcY1,
34                                               GLint dstX0,
35                                               GLint dstY0,
36                                               GLint dstX1,
37                                               GLint dstY1,
38                                               GLbitfield mask,
39                                               GLenum filter);
40 ANGLE_EXPORT GLenum GL_APIENTRY CheckFramebufferStatus(GLenum target);
41 ANGLE_EXPORT void GL_APIENTRY ClampColor(GLenum target, GLenum clamp);
42 ANGLE_EXPORT void GL_APIENTRY ClearBufferfi(GLenum buffer,
43                                             GLint drawbuffer,
44                                             GLfloat depth,
45                                             GLint stencil);
46 ANGLE_EXPORT void GL_APIENTRY ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);
47 ANGLE_EXPORT void GL_APIENTRY ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
48 ANGLE_EXPORT void GL_APIENTRY ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);
49 ANGLE_EXPORT void GL_APIENTRY
50 ColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
51 ANGLE_EXPORT void GL_APIENTRY DeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
52 ANGLE_EXPORT void GL_APIENTRY DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
53 ANGLE_EXPORT void GL_APIENTRY DeleteVertexArrays(GLsizei n, const GLuint *arrays);
54 ANGLE_EXPORT void GL_APIENTRY Disablei(GLenum target, GLuint index);
55 ANGLE_EXPORT void GL_APIENTRY Enablei(GLenum target, GLuint index);
56 ANGLE_EXPORT void GL_APIENTRY EndConditionalRender();
57 ANGLE_EXPORT void GL_APIENTRY EndTransformFeedback();
58 ANGLE_EXPORT void GL_APIENTRY FlushMappedBufferRange(GLenum target,
59                                                      GLintptr offset,
60                                                      GLsizeiptr length);
61 ANGLE_EXPORT void GL_APIENTRY FramebufferRenderbuffer(GLenum target,
62                                                       GLenum attachment,
63                                                       GLenum renderbuffertarget,
64                                                       GLuint renderbuffer);
65 ANGLE_EXPORT void GL_APIENTRY FramebufferTexture1D(GLenum target,
66                                                    GLenum attachment,
67                                                    GLenum textarget,
68                                                    GLuint texture,
69                                                    GLint level);
70 ANGLE_EXPORT void GL_APIENTRY FramebufferTexture2D(GLenum target,
71                                                    GLenum attachment,
72                                                    GLenum textarget,
73                                                    GLuint texture,
74                                                    GLint level);
75 ANGLE_EXPORT void GL_APIENTRY FramebufferTexture3D(GLenum target,
76                                                    GLenum attachment,
77                                                    GLenum textarget,
78                                                    GLuint texture,
79                                                    GLint level,
80                                                    GLint zoffset);
81 ANGLE_EXPORT void GL_APIENTRY
82 FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
83 ANGLE_EXPORT void GL_APIENTRY GenFramebuffers(GLsizei n, GLuint *framebuffers);
84 ANGLE_EXPORT void GL_APIENTRY GenRenderbuffers(GLsizei n, GLuint *renderbuffers);
85 ANGLE_EXPORT void GL_APIENTRY GenVertexArrays(GLsizei n, GLuint *arrays);
86 ANGLE_EXPORT void GL_APIENTRY GenerateMipmap(GLenum target);
87 ANGLE_EXPORT void GL_APIENTRY GetBooleani_v(GLenum target, GLuint index, GLboolean *data);
88 ANGLE_EXPORT GLint GL_APIENTRY GetFragDataLocation(GLuint program, const GLchar *name);
89 ANGLE_EXPORT void GL_APIENTRY GetFramebufferAttachmentParameteriv(GLenum target,
90                                                                   GLenum attachment,
91                                                                   GLenum pname,
92                                                                   GLint *params);
93 ANGLE_EXPORT void GL_APIENTRY GetIntegeri_v(GLenum target, GLuint index, GLint *data);
94 ANGLE_EXPORT void GL_APIENTRY GetRenderbufferParameteriv(GLenum target,
95                                                          GLenum pname,
96                                                          GLint *params);
97 ANGLE_EXPORT const GLubyte *GL_APIENTRY GetStringi(GLenum name, GLuint index);
98 ANGLE_EXPORT void GL_APIENTRY GetTexParameterIiv(GLenum target, GLenum pname, GLint *params);
99 ANGLE_EXPORT void GL_APIENTRY GetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params);
100 ANGLE_EXPORT void GL_APIENTRY GetTransformFeedbackVarying(GLuint program,
101                                                           GLuint index,
102                                                           GLsizei bufSize,
103                                                           GLsizei *length,
104                                                           GLsizei *size,
105                                                           GLenum *type,
106                                                           GLchar *name);
107 ANGLE_EXPORT void GL_APIENTRY GetUniformuiv(GLuint program, GLint location, GLuint *params);
108 ANGLE_EXPORT void GL_APIENTRY GetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
109 ANGLE_EXPORT void GL_APIENTRY GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
110 ANGLE_EXPORT GLboolean GL_APIENTRY IsEnabledi(GLenum target, GLuint index);
111 ANGLE_EXPORT GLboolean GL_APIENTRY IsFramebuffer(GLuint framebuffer);
112 ANGLE_EXPORT GLboolean GL_APIENTRY IsRenderbuffer(GLuint renderbuffer);
113 ANGLE_EXPORT GLboolean GL_APIENTRY IsVertexArray(GLuint array);
114 ANGLE_EXPORT void *GL_APIENTRY MapBufferRange(GLenum target,
115                                               GLintptr offset,
116                                               GLsizeiptr length,
117                                               GLbitfield access);
118 ANGLE_EXPORT void GL_APIENTRY RenderbufferStorage(GLenum target,
119                                                   GLenum internalformat,
120                                                   GLsizei width,
121                                                   GLsizei height);
122 ANGLE_EXPORT void GL_APIENTRY RenderbufferStorageMultisample(GLenum target,
123                                                              GLsizei samples,
124                                                              GLenum internalformat,
125                                                              GLsizei width,
126                                                              GLsizei height);
127 ANGLE_EXPORT void GL_APIENTRY TexParameterIiv(GLenum target, GLenum pname, const GLint *params);
128 ANGLE_EXPORT void GL_APIENTRY TexParameterIuiv(GLenum target, GLenum pname, const GLuint *params);
129 ANGLE_EXPORT void GL_APIENTRY TransformFeedbackVaryings(GLuint program,
130                                                         GLsizei count,
131                                                         const GLchar *const *varyings,
132                                                         GLenum bufferMode);
133 ANGLE_EXPORT void GL_APIENTRY Uniform1ui(GLint location, GLuint v0);
134 ANGLE_EXPORT void GL_APIENTRY Uniform1uiv(GLint location, GLsizei count, const GLuint *value);
135 ANGLE_EXPORT void GL_APIENTRY Uniform2ui(GLint location, GLuint v0, GLuint v1);
136 ANGLE_EXPORT void GL_APIENTRY Uniform2uiv(GLint location, GLsizei count, const GLuint *value);
137 ANGLE_EXPORT void GL_APIENTRY Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
138 ANGLE_EXPORT void GL_APIENTRY Uniform3uiv(GLint location, GLsizei count, const GLuint *value);
139 ANGLE_EXPORT void GL_APIENTRY
140 Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
141 ANGLE_EXPORT void GL_APIENTRY Uniform4uiv(GLint location, GLsizei count, const GLuint *value);
142 ANGLE_EXPORT void GL_APIENTRY VertexAttribI1i(GLuint index, GLint x);
143 ANGLE_EXPORT void GL_APIENTRY VertexAttribI1iv(GLuint index, const GLint *v);
144 ANGLE_EXPORT void GL_APIENTRY VertexAttribI1ui(GLuint index, GLuint x);
145 ANGLE_EXPORT void GL_APIENTRY VertexAttribI1uiv(GLuint index, const GLuint *v);
146 ANGLE_EXPORT void GL_APIENTRY VertexAttribI2i(GLuint index, GLint x, GLint y);
147 ANGLE_EXPORT void GL_APIENTRY VertexAttribI2iv(GLuint index, const GLint *v);
148 ANGLE_EXPORT void GL_APIENTRY VertexAttribI2ui(GLuint index, GLuint x, GLuint y);
149 ANGLE_EXPORT void GL_APIENTRY VertexAttribI2uiv(GLuint index, const GLuint *v);
150 ANGLE_EXPORT void GL_APIENTRY VertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);
151 ANGLE_EXPORT void GL_APIENTRY VertexAttribI3iv(GLuint index, const GLint *v);
152 ANGLE_EXPORT void GL_APIENTRY VertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);
153 ANGLE_EXPORT void GL_APIENTRY VertexAttribI3uiv(GLuint index, const GLuint *v);
154 ANGLE_EXPORT void GL_APIENTRY VertexAttribI4bv(GLuint index, const GLbyte *v);
155 ANGLE_EXPORT void GL_APIENTRY VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
156 ANGLE_EXPORT void GL_APIENTRY VertexAttribI4iv(GLuint index, const GLint *v);
157 ANGLE_EXPORT void GL_APIENTRY VertexAttribI4sv(GLuint index, const GLshort *v);
158 ANGLE_EXPORT void GL_APIENTRY VertexAttribI4ubv(GLuint index, const GLubyte *v);
159 ANGLE_EXPORT void GL_APIENTRY
160 VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
161 ANGLE_EXPORT void GL_APIENTRY VertexAttribI4uiv(GLuint index, const GLuint *v);
162 ANGLE_EXPORT void GL_APIENTRY VertexAttribI4usv(GLuint index, const GLushort *v);
163 ANGLE_EXPORT void GL_APIENTRY
164 VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
165 }  // namespace gl
166 
167 #endif  // LIBGL_ENTRY_POINTS_GL_3_0_AUTOGEN_H_
168