// 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_3_autogen.h: // Defines the Desktop GL 3.x entry points. #ifndef LIBGLESV2_ENTRY_POINTS_GL_3_AUTOGEN_H_ #define LIBGLESV2_ENTRY_POINTS_GL_3_AUTOGEN_H_ #include #include "angle_gl.h" extern "C" { // GL 3.0 ANGLE_EXPORT void GL_APIENTRY GL_BeginConditionalRender(GLuint id, GLenum mode); ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocation(GLuint program, GLuint color, const GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_ClampColor(GLenum target, GLenum clamp); ANGLE_EXPORT void GL_APIENTRY GL_EndConditionalRender(); ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1i(GLuint index, GLint x); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1iv(GLuint index, const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1ui(GLuint index, GLuint x); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1uiv(GLuint index, const GLuint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2i(GLuint index, GLint x, GLint y); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2iv(GLuint index, const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2ui(GLuint index, GLuint x, GLuint y); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2uiv(GLuint index, const GLuint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3i(GLuint index, GLint x, GLint y, GLint z); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3iv(GLuint index, const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3uiv(GLuint index, const GLuint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4bv(GLuint index, const GLbyte *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4sv(GLuint index, const GLshort *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4ubv(GLuint index, const GLubyte *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4usv(GLuint index, const GLushort *v); // GL 3.1 ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); ANGLE_EXPORT void GL_APIENTRY GL_PrimitiveRestartIndex(GLuint index); // GL 3.2 ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount, const GLint *basevertex); ANGLE_EXPORT void GL_APIENTRY GL_ProvokingVertex(GLenum mode); ANGLE_EXPORT void GL_APIENTRY GL_TexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); ANGLE_EXPORT void GL_APIENTRY GL_TexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); // GL 3.3 ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_ColorP3ui(GLenum type, GLuint color); ANGLE_EXPORT void GL_APIENTRY GL_ColorP3uiv(GLenum type, const GLuint *color); ANGLE_EXPORT void GL_APIENTRY GL_ColorP4ui(GLenum type, GLuint color); ANGLE_EXPORT void GL_APIENTRY GL_ColorP4uiv(GLenum type, const GLuint *color); ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataIndex(GLuint program, const GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params); ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_NormalP3ui(GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_NormalP3uiv(GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_QueryCounter(GLuint id, GLenum target); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColorP3ui(GLenum type, GLuint color); ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColorP3uiv(GLenum type, const GLuint *color); ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP1ui(GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP1uiv(GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP2ui(GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP2uiv(GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP3ui(GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP3uiv(GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP4ui(GLenum type, GLuint coords); ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP4uiv(GLenum type, const GLuint *coords); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_VertexP2ui(GLenum type, GLuint value); ANGLE_EXPORT void GL_APIENTRY GL_VertexP2uiv(GLenum type, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_VertexP3ui(GLenum type, GLuint value); ANGLE_EXPORT void GL_APIENTRY GL_VertexP3uiv(GLenum type, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_VertexP4ui(GLenum type, GLuint value); ANGLE_EXPORT void GL_APIENTRY GL_VertexP4uiv(GLenum type, const GLuint *value); } // extern "C" #endif // LIBGLESV2_ENTRY_POINTS_GL_3_AUTOGEN_H_