// 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_4_autogen.h: // Defines the Desktop GL 4.x entry points. #ifndef LIBGLESV2_ENTRY_POINTS_GL_4_AUTOGEN_H_ #define LIBGLESV2_ENTRY_POINTS_GL_4_AUTOGEN_H_ #include #include "angle_gl.h" extern "C" { // GL 4.0 ANGLE_EXPORT void GL_APIENTRY GL_BeginQueryIndexed(GLenum target, GLuint index, GLuint id); ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedback(GLenum mode, GLuint id); ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream); ANGLE_EXPORT void GL_APIENTRY GL_EndQueryIndexed(GLenum target, GLuint index); ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); ANGLE_EXPORT void GL_APIENTRY GL_GetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values); ANGLE_EXPORT void GL_APIENTRY GL_GetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params); ANGLE_EXPORT GLuint GL_APIENTRY GL_GetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name); ANGLE_EXPORT GLint GL_APIENTRY GL_GetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_GetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetUniformdv(GLuint program, GLint location, GLdouble *params); ANGLE_EXPORT void GL_APIENTRY GL_PatchParameterfv(GLenum pname, const GLfloat *values); ANGLE_EXPORT void GL_APIENTRY GL_Uniform1d(GLint location, GLdouble x); ANGLE_EXPORT void GL_APIENTRY GL_Uniform1dv(GLint location, GLsizei count, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform2d(GLint location, GLdouble x, GLdouble y); ANGLE_EXPORT void GL_APIENTRY GL_Uniform2dv(GLint location, GLsizei count, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z); ANGLE_EXPORT void GL_APIENTRY GL_Uniform3dv(GLint location, GLsizei count, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_Uniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); ANGLE_EXPORT void GL_APIENTRY GL_Uniform4dv(GLint location, GLsizei count, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_UniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices); // GL 4.1 ANGLE_EXPORT void GL_APIENTRY GL_DepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_DepthRangeIndexed(GLuint index, GLdouble n, GLdouble f); ANGLE_EXPORT void GL_APIENTRY GL_GetDoublei_v(GLenum target, GLuint index, GLdouble *data); ANGLE_EXPORT void GL_APIENTRY GL_GetFloati_v(GLenum target, GLuint index, GLfloat *data); ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params); ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1d(GLuint program, GLint location, GLdouble v0); ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1); ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); ANGLE_EXPORT void GL_APIENTRY GL_ScissorArrayv(GLuint first, GLsizei count, const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_ScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); ANGLE_EXPORT void GL_APIENTRY GL_ScissorIndexedv(GLuint index, const GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL1d(GLuint index, GLdouble x); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL1dv(GLuint index, const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL2d(GLuint index, GLdouble x, GLdouble y); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL2dv(GLuint index, const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL3dv(GLuint index, const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL4dv(GLuint index, const GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); ANGLE_EXPORT void GL_APIENTRY GL_ViewportArrayv(GLuint first, GLsizei count, const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_ViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); ANGLE_EXPORT void GL_APIENTRY GL_ViewportIndexedfv(GLuint index, const GLfloat *v); // GL 4.2 ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount); ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount); ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_TexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); // GL 4.3 ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); ANGLE_EXPORT void GL_APIENTRY GL_GetInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint64 *params); ANGLE_EXPORT GLint GL_APIENTRY GL_GetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar *name); ANGLE_EXPORT void GL_APIENTRY GL_InvalidateBufferData(GLuint buffer); ANGLE_EXPORT void GL_APIENTRY GL_InvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length); ANGLE_EXPORT void GL_APIENTRY GL_InvalidateTexImage(GLuint texture, GLint level); ANGLE_EXPORT void GL_APIENTRY GL_InvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); ANGLE_EXPORT void GL_APIENTRY GL_ShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); ANGLE_EXPORT void GL_APIENTRY GL_TextureView(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); // GL 4.4 ANGLE_EXPORT void GL_APIENTRY GL_BindBuffersBase(GLenum target, GLuint first, GLsizei count, const GLuint *buffers); ANGLE_EXPORT void GL_APIENTRY GL_BindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes); ANGLE_EXPORT void GL_APIENTRY GL_BindImageTextures(GLuint first, GLsizei count, const GLuint *textures); ANGLE_EXPORT void GL_APIENTRY GL_BindSamplers(GLuint first, GLsizei count, const GLuint *samplers); ANGLE_EXPORT void GL_APIENTRY GL_BindTextures(GLuint first, GLsizei count, const GLuint *textures); ANGLE_EXPORT void GL_APIENTRY GL_BindVertexBuffers(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); ANGLE_EXPORT void GL_APIENTRY GL_BufferStorage(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); ANGLE_EXPORT void GL_APIENTRY GL_ClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data); ANGLE_EXPORT void GL_APIENTRY GL_ClearTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); // GL 4.5 ANGLE_EXPORT void GL_APIENTRY GL_BindTextureUnit(GLuint unit, GLuint texture); ANGLE_EXPORT void GL_APIENTRY GL_BlitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target); ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedBufferData(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedBufferSubData(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferfi(GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value); ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value); ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value); ANGLE_EXPORT void GL_APIENTRY GL_ClipControl(GLenum origin, GLenum depth); ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); ANGLE_EXPORT void GL_APIENTRY GL_CopyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); ANGLE_EXPORT void GL_APIENTRY GL_CreateBuffers(GLsizei n, GLuint *buffers); ANGLE_EXPORT void GL_APIENTRY GL_CreateFramebuffers(GLsizei n, GLuint *framebuffers); ANGLE_EXPORT void GL_APIENTRY GL_CreateProgramPipelines(GLsizei n, GLuint *pipelines); ANGLE_EXPORT void GL_APIENTRY GL_CreateQueries(GLenum target, GLsizei n, GLuint *ids); ANGLE_EXPORT void GL_APIENTRY GL_CreateRenderbuffers(GLsizei n, GLuint *renderbuffers); ANGLE_EXPORT void GL_APIENTRY GL_CreateSamplers(GLsizei n, GLuint *samplers); ANGLE_EXPORT void GL_APIENTRY GL_CreateTextures(GLenum target, GLsizei n, GLuint *textures); ANGLE_EXPORT void GL_APIENTRY GL_CreateTransformFeedbacks(GLsizei n, GLuint *ids); ANGLE_EXPORT void GL_APIENTRY GL_CreateVertexArrays(GLsizei n, GLuint *arrays); ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexArrayAttrib(GLuint vaobj, GLuint index); ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexArrayAttrib(GLuint vaobj, GLuint index); ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedNamedBufferRange(GLuint buffer, GLintptr offset, GLsizeiptr length); ANGLE_EXPORT void GL_APIENTRY GL_GenerateTextureMipmap(GLuint texture); ANGLE_EXPORT void GL_APIENTRY GL_GetCompressedTextureImage(GLuint texture, GLint level, GLsizei bufSize, void *pixels); ANGLE_EXPORT void GL_APIENTRY GL_GetCompressedTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels); ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferParameteri64v(GLuint buffer, GLenum pname, GLint64 *params); ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferParameteriv(GLuint buffer, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferPointerv(GLuint buffer, GLenum pname, void **params); ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); ANGLE_EXPORT void GL_APIENTRY GL_GetNamedFramebufferAttachmentParameteriv(GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetNamedFramebufferParameteriv(GLuint framebuffer, GLenum pname, GLint *param); ANGLE_EXPORT void GL_APIENTRY GL_GetNamedRenderbufferParameteriv(GLuint renderbuffer, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjecti64v(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectiv(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectui64v(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectuiv(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); ANGLE_EXPORT void GL_APIENTRY GL_GetTextureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); ANGLE_EXPORT void GL_APIENTRY GL_GetTextureLevelParameterfv(GLuint texture, GLint level, GLenum pname, GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_GetTextureLevelParameteriv(GLuint texture, GLint level, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterIiv(GLuint texture, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterIuiv(GLuint texture, GLenum pname, GLuint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterfv(GLuint texture, GLenum pname, GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameteriv(GLuint texture, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels); ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param); ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param); ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param); ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayIndexed64iv(GLuint vaobj, GLuint index, GLenum pname, GLint64 *param); ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayIndexediv(GLuint vaobj, GLuint index, GLenum pname, GLint *param); ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param); ANGLE_EXPORT void GL_APIENTRY GL_GetnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); ANGLE_EXPORT void GL_APIENTRY GL_GetnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels); ANGLE_EXPORT void GL_APIENTRY GL_GetnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); ANGLE_EXPORT void GL_APIENTRY GL_GetnHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); ANGLE_EXPORT void GL_APIENTRY GL_GetnMapdv(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); ANGLE_EXPORT void GL_APIENTRY GL_GetnMapfv(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); ANGLE_EXPORT void GL_APIENTRY GL_GetnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v); ANGLE_EXPORT void GL_APIENTRY GL_GetnMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values); ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values); ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values); ANGLE_EXPORT void GL_APIENTRY GL_GetnPolygonStipple(GLsizei bufSize, GLubyte *pattern); ANGLE_EXPORT void GL_APIENTRY GL_GetnSeparableFilter(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); ANGLE_EXPORT void GL_APIENTRY GL_GetnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformdv(GLuint program, GLint location, GLsizei bufSize, GLdouble *params); ANGLE_EXPORT void GL_APIENTRY GL_InvalidateNamedFramebufferData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments); ANGLE_EXPORT void GL_APIENTRY GL_InvalidateNamedFramebufferSubData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); ANGLE_EXPORT void *GL_APIENTRY GL_MapNamedBuffer(GLuint buffer, GLenum access); ANGLE_EXPORT void *GL_APIENTRY GL_MapNamedBufferRange(GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferData(GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferStorage(GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf); ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferDrawBuffers(GLuint framebuffer, GLsizei n, const GLenum *bufs); ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferParameteri(GLuint framebuffer, GLenum pname, GLint param); ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferReadBuffer(GLuint framebuffer, GLenum src); ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferRenderbuffer(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferTexture(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferTextureLayer(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); ANGLE_EXPORT void GL_APIENTRY GL_NamedRenderbufferStorage(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); ANGLE_EXPORT void GL_APIENTRY GL_NamedRenderbufferStorageMultisample(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); ANGLE_EXPORT void GL_APIENTRY GL_TextureBarrier(); ANGLE_EXPORT void GL_APIENTRY GL_TextureBuffer(GLuint texture, GLenum internalformat, GLuint buffer); ANGLE_EXPORT void GL_APIENTRY GL_TextureBufferRange(GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterIiv(GLuint texture, GLenum pname, const GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterIuiv(GLuint texture, GLenum pname, const GLuint *params); ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterf(GLuint texture, GLenum pname, GLfloat param); ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterfv(GLuint texture, GLenum pname, const GLfloat *param); ANGLE_EXPORT void GL_APIENTRY GL_TextureParameteri(GLuint texture, GLenum pname, GLint param); ANGLE_EXPORT void GL_APIENTRY GL_TextureParameteriv(GLuint texture, GLenum pname, const GLint *param); ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage1D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage2D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage2DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage3D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage3DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); ANGLE_EXPORT void GL_APIENTRY GL_TransformFeedbackBufferBase(GLuint xfb, GLuint index, GLuint buffer); ANGLE_EXPORT void GL_APIENTRY GL_TransformFeedbackBufferRange(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); ANGLE_EXPORT GLboolean GL_APIENTRY GL_UnmapNamedBuffer(GLuint buffer); ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribBinding(GLuint vaobj, GLuint attribindex, GLuint bindingindex); ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribIFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribLFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayBindingDivisor(GLuint vaobj, GLuint bindingindex, GLuint divisor); ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayElementBuffer(GLuint vaobj, GLuint buffer); ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayVertexBuffer(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayVertexBuffers(GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); // GL 4.6 ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysIndirectCount(GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsIndirectCount(GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); ANGLE_EXPORT void GL_APIENTRY GL_PolygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp); ANGLE_EXPORT void GL_APIENTRY GL_SpecializeShader(GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); } // extern "C" #endif // LIBGLESV2_ENTRY_POINTS_GL_4_AUTOGEN_H_