// 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_1_autogen.h: // Defines the Desktop GL 1.x entry points. #ifndef LIBGLESV2_ENTRY_POINTS_GL_1_AUTOGEN_H_ #define LIBGLESV2_ENTRY_POINTS_GL_1_AUTOGEN_H_ #include #include "angle_gl.h" extern "C" { // GL 1.0 ANGLE_EXPORT void GL_APIENTRY GL_Accum(GLenum op, GLfloat value); ANGLE_EXPORT void GL_APIENTRY GL_Begin(GLenum mode); ANGLE_EXPORT void GL_APIENTRY GL_Bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap); ANGLE_EXPORT void GL_APIENTRY GL_CallList(GLuint list); ANGLE_EXPORT void GL_APIENTRY GL_CallLists(GLsizei n, GLenum type, const void *lists); ANGLE_EXPORT void GL_APIENTRY GL_ClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); ANGLE_EXPORT void GL_APIENTRY GL_ClearDepth(GLdouble depth); ANGLE_EXPORT void GL_APIENTRY GL_ClearIndex(GLfloat c); ANGLE_EXPORT void GL_APIENTRY GL_ClipPlane(GLenum plane, const GLdouble *equation); ANGLE_EXPORT void GL_APIENTRY GL_Color3b(GLbyte red, GLbyte green, GLbyte blue); ANGLE_EXPORT void GL_APIENTRY GL_Color3bv(const GLbyte *v); ANGLE_EXPORT void GL_APIENTRY GL_Color3d(GLdouble red, GLdouble green, GLdouble blue); ANGLE_EXPORT void GL_APIENTRY GL_Color3dv(const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_Color3f(GLfloat red, GLfloat green, GLfloat blue); ANGLE_EXPORT void GL_APIENTRY GL_Color3fv(const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_Color3i(GLint red, GLint green, GLint blue); ANGLE_EXPORT void GL_APIENTRY GL_Color3iv(const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_Color3s(GLshort red, GLshort green, GLshort blue); ANGLE_EXPORT void GL_APIENTRY GL_Color3sv(const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_Color3ub(GLubyte red, GLubyte green, GLubyte blue); ANGLE_EXPORT void GL_APIENTRY GL_Color3ubv(const GLubyte *v); ANGLE_EXPORT void GL_APIENTRY GL_Color3ui(GLuint red, GLuint green, GLuint blue); ANGLE_EXPORT void GL_APIENTRY GL_Color3uiv(const GLuint *v); ANGLE_EXPORT void GL_APIENTRY GL_Color3us(GLushort red, GLushort green, GLushort blue); ANGLE_EXPORT void GL_APIENTRY GL_Color3usv(const GLushort *v); ANGLE_EXPORT void GL_APIENTRY GL_Color4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); ANGLE_EXPORT void GL_APIENTRY GL_Color4bv(const GLbyte *v); ANGLE_EXPORT void GL_APIENTRY GL_Color4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); ANGLE_EXPORT void GL_APIENTRY GL_Color4dv(const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_Color4fv(const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_Color4i(GLint red, GLint green, GLint blue, GLint alpha); ANGLE_EXPORT void GL_APIENTRY GL_Color4iv(const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_Color4s(GLshort red, GLshort green, GLshort blue, GLshort alpha); ANGLE_EXPORT void GL_APIENTRY GL_Color4sv(const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_Color4ubv(const GLubyte *v); ANGLE_EXPORT void GL_APIENTRY GL_Color4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha); ANGLE_EXPORT void GL_APIENTRY GL_Color4uiv(const GLuint *v); ANGLE_EXPORT void GL_APIENTRY GL_Color4us(GLushort red, GLushort green, GLushort blue, GLushort alpha); ANGLE_EXPORT void GL_APIENTRY GL_Color4usv(const GLushort *v); ANGLE_EXPORT void GL_APIENTRY GL_ColorMaterial(GLenum face, GLenum mode); ANGLE_EXPORT void GL_APIENTRY GL_CopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); ANGLE_EXPORT void GL_APIENTRY GL_DeleteLists(GLuint list, GLsizei range); ANGLE_EXPORT void GL_APIENTRY GL_DepthRange(GLdouble n, GLdouble f); ANGLE_EXPORT void GL_APIENTRY GL_DrawBuffer(GLenum buf); ANGLE_EXPORT void GL_APIENTRY GL_DrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); ANGLE_EXPORT void GL_APIENTRY GL_EdgeFlag(GLboolean flag); ANGLE_EXPORT void GL_APIENTRY GL_EdgeFlagv(const GLboolean *flag); ANGLE_EXPORT void GL_APIENTRY GL_End(); ANGLE_EXPORT void GL_APIENTRY GL_EndList(); ANGLE_EXPORT void GL_APIENTRY GL_EvalCoord1d(GLdouble u); ANGLE_EXPORT void GL_APIENTRY GL_EvalCoord1dv(const GLdouble *u); ANGLE_EXPORT void GL_APIENTRY GL_EvalCoord1f(GLfloat u); ANGLE_EXPORT void GL_APIENTRY GL_EvalCoord1fv(const GLfloat *u); ANGLE_EXPORT void GL_APIENTRY GL_EvalCoord2d(GLdouble u, GLdouble v); ANGLE_EXPORT void GL_APIENTRY GL_EvalCoord2dv(const GLdouble *u); ANGLE_EXPORT void GL_APIENTRY GL_EvalCoord2f(GLfloat u, GLfloat v); ANGLE_EXPORT void GL_APIENTRY GL_EvalCoord2fv(const GLfloat *u); ANGLE_EXPORT void GL_APIENTRY GL_EvalMesh1(GLenum mode, GLint i1, GLint i2); ANGLE_EXPORT void GL_APIENTRY GL_EvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); ANGLE_EXPORT void GL_APIENTRY GL_EvalPoint1(GLint i); ANGLE_EXPORT void GL_APIENTRY GL_EvalPoint2(GLint i, GLint j); ANGLE_EXPORT void GL_APIENTRY GL_FeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer); ANGLE_EXPORT void GL_APIENTRY GL_Fogi(GLenum pname, GLint param); ANGLE_EXPORT void GL_APIENTRY GL_Fogiv(GLenum pname, const GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_Frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); ANGLE_EXPORT GLuint GL_APIENTRY GL_GenLists(GLsizei range); ANGLE_EXPORT void GL_APIENTRY GL_GetClipPlane(GLenum plane, GLdouble *equation); ANGLE_EXPORT void GL_APIENTRY GL_GetDoublev(GLenum pname, GLdouble *data); ANGLE_EXPORT void GL_APIENTRY GL_GetLightiv(GLenum light, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetMapdv(GLenum target, GLenum query, GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_GetMapfv(GLenum target, GLenum query, GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_GetMapiv(GLenum target, GLenum query, GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_GetMaterialiv(GLenum face, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetPixelMapfv(GLenum map, GLfloat *values); ANGLE_EXPORT void GL_APIENTRY GL_GetPixelMapuiv(GLenum map, GLuint *values); ANGLE_EXPORT void GL_APIENTRY GL_GetPixelMapusv(GLenum map, GLushort *values); ANGLE_EXPORT void GL_APIENTRY GL_GetPolygonStipple(GLubyte *mask); ANGLE_EXPORT void GL_APIENTRY GL_GetTexGendv(GLenum coord, GLenum pname, GLdouble *params); ANGLE_EXPORT void GL_APIENTRY GL_GetTexGenfv(GLenum coord, GLenum pname, GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_GetTexGeniv(GLenum coord, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void *pixels); ANGLE_EXPORT void GL_APIENTRY GL_IndexMask(GLuint mask); ANGLE_EXPORT void GL_APIENTRY GL_Indexd(GLdouble c); ANGLE_EXPORT void GL_APIENTRY GL_Indexdv(const GLdouble *c); ANGLE_EXPORT void GL_APIENTRY GL_Indexf(GLfloat c); ANGLE_EXPORT void GL_APIENTRY GL_Indexfv(const GLfloat *c); ANGLE_EXPORT void GL_APIENTRY GL_Indexi(GLint c); ANGLE_EXPORT void GL_APIENTRY GL_Indexiv(const GLint *c); ANGLE_EXPORT void GL_APIENTRY GL_Indexs(GLshort c); ANGLE_EXPORT void GL_APIENTRY GL_Indexsv(const GLshort *c); ANGLE_EXPORT void GL_APIENTRY GL_InitNames(); ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsList(GLuint list); ANGLE_EXPORT void GL_APIENTRY GL_LightModeli(GLenum pname, GLint param); ANGLE_EXPORT void GL_APIENTRY GL_LightModeliv(GLenum pname, const GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_Lighti(GLenum light, GLenum pname, GLint param); ANGLE_EXPORT void GL_APIENTRY GL_Lightiv(GLenum light, GLenum pname, const GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_LineStipple(GLint factor, GLushort pattern); ANGLE_EXPORT void GL_APIENTRY GL_ListBase(GLuint base); ANGLE_EXPORT void GL_APIENTRY GL_LoadMatrixd(const GLdouble *m); ANGLE_EXPORT void GL_APIENTRY GL_LoadName(GLuint name); ANGLE_EXPORT void GL_APIENTRY GL_Map1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); ANGLE_EXPORT void GL_APIENTRY GL_Map1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); ANGLE_EXPORT void GL_APIENTRY GL_Map2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); ANGLE_EXPORT void GL_APIENTRY GL_Map2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); ANGLE_EXPORT void GL_APIENTRY GL_MapGrid1d(GLint un, GLdouble u1, GLdouble u2); ANGLE_EXPORT void GL_APIENTRY GL_MapGrid1f(GLint un, GLfloat u1, GLfloat u2); ANGLE_EXPORT void GL_APIENTRY GL_MapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); ANGLE_EXPORT void GL_APIENTRY GL_MapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); ANGLE_EXPORT void GL_APIENTRY GL_Materiali(GLenum face, GLenum pname, GLint param); ANGLE_EXPORT void GL_APIENTRY GL_Materialiv(GLenum face, GLenum pname, const GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_MultMatrixd(const GLdouble *m); ANGLE_EXPORT void GL_APIENTRY GL_NewList(GLuint list, GLenum mode); ANGLE_EXPORT void GL_APIENTRY GL_Normal3b(GLbyte nx, GLbyte ny, GLbyte nz); ANGLE_EXPORT void GL_APIENTRY GL_Normal3bv(const GLbyte *v); ANGLE_EXPORT void GL_APIENTRY GL_Normal3d(GLdouble nx, GLdouble ny, GLdouble nz); ANGLE_EXPORT void GL_APIENTRY GL_Normal3dv(const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_Normal3fv(const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_Normal3i(GLint nx, GLint ny, GLint nz); ANGLE_EXPORT void GL_APIENTRY GL_Normal3iv(const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_Normal3s(GLshort nx, GLshort ny, GLshort nz); ANGLE_EXPORT void GL_APIENTRY GL_Normal3sv(const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_Ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); ANGLE_EXPORT void GL_APIENTRY GL_PassThrough(GLfloat token); ANGLE_EXPORT void GL_APIENTRY GL_PixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values); ANGLE_EXPORT void GL_APIENTRY GL_PixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values); ANGLE_EXPORT void GL_APIENTRY GL_PixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values); ANGLE_EXPORT void GL_APIENTRY GL_PixelStoref(GLenum pname, GLfloat param); ANGLE_EXPORT void GL_APIENTRY GL_PixelTransferf(GLenum pname, GLfloat param); ANGLE_EXPORT void GL_APIENTRY GL_PixelTransferi(GLenum pname, GLint param); ANGLE_EXPORT void GL_APIENTRY GL_PixelZoom(GLfloat xfactor, GLfloat yfactor); ANGLE_EXPORT void GL_APIENTRY GL_PolygonMode(GLenum face, GLenum mode); ANGLE_EXPORT void GL_APIENTRY GL_PolygonStipple(const GLubyte *mask); ANGLE_EXPORT void GL_APIENTRY GL_PopAttrib(); ANGLE_EXPORT void GL_APIENTRY GL_PopName(); ANGLE_EXPORT void GL_APIENTRY GL_PushAttrib(GLbitfield mask); ANGLE_EXPORT void GL_APIENTRY GL_PushName(GLuint name); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos2d(GLdouble x, GLdouble y); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos2dv(const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos2f(GLfloat x, GLfloat y); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos2fv(const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos2i(GLint x, GLint y); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos2iv(const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos2s(GLshort x, GLshort y); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos2sv(const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos3d(GLdouble x, GLdouble y, GLdouble z); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos3dv(const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos3f(GLfloat x, GLfloat y, GLfloat z); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos3fv(const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos3i(GLint x, GLint y, GLint z); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos3iv(const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos3s(GLshort x, GLshort y, GLshort z); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos3sv(const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos4dv(const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos4fv(const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos4i(GLint x, GLint y, GLint z, GLint w); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos4iv(const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w); ANGLE_EXPORT void GL_APIENTRY GL_RasterPos4sv(const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); ANGLE_EXPORT void GL_APIENTRY GL_Rectdv(const GLdouble *v1, const GLdouble *v2); ANGLE_EXPORT void GL_APIENTRY GL_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); ANGLE_EXPORT void GL_APIENTRY GL_Rectfv(const GLfloat *v1, const GLfloat *v2); ANGLE_EXPORT void GL_APIENTRY GL_Recti(GLint x1, GLint y1, GLint x2, GLint y2); ANGLE_EXPORT void GL_APIENTRY GL_Rectiv(const GLint *v1, const GLint *v2); ANGLE_EXPORT void GL_APIENTRY GL_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2); ANGLE_EXPORT void GL_APIENTRY GL_Rectsv(const GLshort *v1, const GLshort *v2); ANGLE_EXPORT GLint GL_APIENTRY GL_RenderMode(GLenum mode); ANGLE_EXPORT void GL_APIENTRY GL_Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); ANGLE_EXPORT void GL_APIENTRY GL_Scaled(GLdouble x, GLdouble y, GLdouble z); ANGLE_EXPORT void GL_APIENTRY GL_SelectBuffer(GLsizei size, GLuint *buffer); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord1d(GLdouble s); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord1dv(const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord1f(GLfloat s); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord1fv(const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord1i(GLint s); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord1iv(const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord1s(GLshort s); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord1sv(const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord2d(GLdouble s, GLdouble t); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord2dv(const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord2f(GLfloat s, GLfloat t); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord2fv(const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord2i(GLint s, GLint t); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord2iv(const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord2s(GLshort s, GLshort t); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord2sv(const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord3d(GLdouble s, GLdouble t, GLdouble r); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord3dv(const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord3f(GLfloat s, GLfloat t, GLfloat r); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord3fv(const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord3i(GLint s, GLint t, GLint r); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord3iv(const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord3s(GLshort s, GLshort t, GLshort r); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord3sv(const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord4dv(const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord4fv(const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord4i(GLint s, GLint t, GLint r, GLint q); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord4iv(const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q); ANGLE_EXPORT void GL_APIENTRY GL_TexCoord4sv(const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_TexGend(GLenum coord, GLenum pname, GLdouble param); ANGLE_EXPORT void GL_APIENTRY GL_TexGendv(GLenum coord, GLenum pname, const GLdouble *params); ANGLE_EXPORT void GL_APIENTRY GL_TexGenf(GLenum coord, GLenum pname, GLfloat param); ANGLE_EXPORT void GL_APIENTRY GL_TexGenfv(GLenum coord, GLenum pname, const GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_TexGeni(GLenum coord, GLenum pname, GLint param); ANGLE_EXPORT void GL_APIENTRY GL_TexGeniv(GLenum coord, GLenum pname, const GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_TexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); ANGLE_EXPORT void GL_APIENTRY GL_Translated(GLdouble x, GLdouble y, GLdouble z); ANGLE_EXPORT void GL_APIENTRY GL_Vertex2d(GLdouble x, GLdouble y); ANGLE_EXPORT void GL_APIENTRY GL_Vertex2dv(const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_Vertex2f(GLfloat x, GLfloat y); ANGLE_EXPORT void GL_APIENTRY GL_Vertex2fv(const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_Vertex2i(GLint x, GLint y); ANGLE_EXPORT void GL_APIENTRY GL_Vertex2iv(const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_Vertex2s(GLshort x, GLshort y); ANGLE_EXPORT void GL_APIENTRY GL_Vertex2sv(const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_Vertex3d(GLdouble x, GLdouble y, GLdouble z); ANGLE_EXPORT void GL_APIENTRY GL_Vertex3dv(const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_Vertex3f(GLfloat x, GLfloat y, GLfloat z); ANGLE_EXPORT void GL_APIENTRY GL_Vertex3fv(const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_Vertex3i(GLint x, GLint y, GLint z); ANGLE_EXPORT void GL_APIENTRY GL_Vertex3iv(const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_Vertex3s(GLshort x, GLshort y, GLshort z); ANGLE_EXPORT void GL_APIENTRY GL_Vertex3sv(const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_Vertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w); ANGLE_EXPORT void GL_APIENTRY GL_Vertex4dv(const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_Vertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w); ANGLE_EXPORT void GL_APIENTRY GL_Vertex4fv(const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_Vertex4i(GLint x, GLint y, GLint z, GLint w); ANGLE_EXPORT void GL_APIENTRY GL_Vertex4iv(const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_Vertex4s(GLshort x, GLshort y, GLshort z, GLshort w); ANGLE_EXPORT void GL_APIENTRY GL_Vertex4sv(const GLshort *v); // GL 1.1 ANGLE_EXPORT GLboolean GL_APIENTRY GL_AreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences); ANGLE_EXPORT void GL_APIENTRY GL_ArrayElement(GLint i); ANGLE_EXPORT void GL_APIENTRY GL_CopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); ANGLE_EXPORT void GL_APIENTRY GL_CopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); ANGLE_EXPORT void GL_APIENTRY GL_EdgeFlagPointer(GLsizei stride, const void *pointer); ANGLE_EXPORT void GL_APIENTRY GL_IndexPointer(GLenum type, GLsizei stride, const void *pointer); ANGLE_EXPORT void GL_APIENTRY GL_Indexub(GLubyte c); ANGLE_EXPORT void GL_APIENTRY GL_Indexubv(const GLubyte *c); ANGLE_EXPORT void GL_APIENTRY GL_InterleavedArrays(GLenum format, GLsizei stride, const void *pointer); ANGLE_EXPORT void GL_APIENTRY GL_PopClientAttrib(); ANGLE_EXPORT void GL_APIENTRY GL_PrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities); ANGLE_EXPORT void GL_APIENTRY GL_PushClientAttrib(GLbitfield mask); ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); // GL 1.2 // GL 1.3 ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); ANGLE_EXPORT void GL_APIENTRY GL_GetCompressedTexImage(GLenum target, GLint level, void *img); ANGLE_EXPORT void GL_APIENTRY GL_LoadTransposeMatrixd(const GLdouble *m); ANGLE_EXPORT void GL_APIENTRY GL_LoadTransposeMatrixf(const GLfloat *m); ANGLE_EXPORT void GL_APIENTRY GL_MultTransposeMatrixd(const GLdouble *m); ANGLE_EXPORT void GL_APIENTRY GL_MultTransposeMatrixf(const GLfloat *m); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord1d(GLenum target, GLdouble s); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord1dv(GLenum target, const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord1f(GLenum target, GLfloat s); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord1fv(GLenum target, const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord1i(GLenum target, GLint s); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord1iv(GLenum target, const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord1s(GLenum target, GLshort s); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord1sv(GLenum target, const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord2d(GLenum target, GLdouble s, GLdouble t); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord2dv(GLenum target, const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord2f(GLenum target, GLfloat s, GLfloat t); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord2fv(GLenum target, const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord2i(GLenum target, GLint s, GLint t); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord2iv(GLenum target, const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord2s(GLenum target, GLshort s, GLshort t); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord2sv(GLenum target, const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord3dv(GLenum target, const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord3fv(GLenum target, const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord3iv(GLenum target, const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord3sv(GLenum target, const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord4dv(GLenum target, const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord4fv(GLenum target, const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord4iv(GLenum target, const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord4sv(GLenum target, const GLshort *v); // GL 1.4 ANGLE_EXPORT void GL_APIENTRY GL_FogCoordPointer(GLenum type, GLsizei stride, const void *pointer); ANGLE_EXPORT void GL_APIENTRY GL_FogCoordd(GLdouble coord); ANGLE_EXPORT void GL_APIENTRY GL_FogCoorddv(const GLdouble *coord); ANGLE_EXPORT void GL_APIENTRY GL_FogCoordf(GLfloat coord); ANGLE_EXPORT void GL_APIENTRY GL_FogCoordfv(const GLfloat *coord); ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount); ANGLE_EXPORT void GL_APIENTRY GL_PointParameteri(GLenum pname, GLint param); ANGLE_EXPORT void GL_APIENTRY GL_PointParameteriv(GLenum pname, const GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColor3bv(const GLbyte *v); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColor3dv(const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColor3fv(const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColor3i(GLint red, GLint green, GLint blue); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColor3iv(const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColor3s(GLshort red, GLshort green, GLshort blue); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColor3sv(const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColor3ubv(const GLubyte *v); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColor3ui(GLuint red, GLuint green, GLuint blue); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColor3uiv(const GLuint *v); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColor3us(GLushort red, GLushort green, GLushort blue); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColor3usv(const GLushort *v); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); ANGLE_EXPORT void GL_APIENTRY GL_WindowPos2d(GLdouble x, GLdouble y); ANGLE_EXPORT void GL_APIENTRY GL_WindowPos2dv(const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_WindowPos2f(GLfloat x, GLfloat y); ANGLE_EXPORT void GL_APIENTRY GL_WindowPos2fv(const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_WindowPos2i(GLint x, GLint y); ANGLE_EXPORT void GL_APIENTRY GL_WindowPos2iv(const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_WindowPos2s(GLshort x, GLshort y); ANGLE_EXPORT void GL_APIENTRY GL_WindowPos2sv(const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_WindowPos3d(GLdouble x, GLdouble y, GLdouble z); ANGLE_EXPORT void GL_APIENTRY GL_WindowPos3dv(const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_WindowPos3f(GLfloat x, GLfloat y, GLfloat z); ANGLE_EXPORT void GL_APIENTRY GL_WindowPos3fv(const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_WindowPos3i(GLint x, GLint y, GLint z); ANGLE_EXPORT void GL_APIENTRY GL_WindowPos3iv(const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_WindowPos3s(GLshort x, GLshort y, GLshort z); ANGLE_EXPORT void GL_APIENTRY GL_WindowPos3sv(const GLshort *v); // GL 1.5 ANGLE_EXPORT void GL_APIENTRY GL_GetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data); ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectiv(GLuint id, GLenum pname, GLint *params); ANGLE_EXPORT void *GL_APIENTRY GL_MapBuffer(GLenum target, GLenum access); } // extern "C" #endif // LIBGLESV2_ENTRY_POINTS_GL_1_AUTOGEN_H_