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_autogen.h: 9 // Defines the Desktop GL 3.x entry points. 10 11 #ifndef LIBGLESV2_ENTRY_POINTS_GL_3_AUTOGEN_H_ 12 #define LIBGLESV2_ENTRY_POINTS_GL_3_AUTOGEN_H_ 13 14 #include <export.h> 15 #include "angle_gl.h" 16 17 extern "C" { 18 19 // GL 3.0 20 ANGLE_EXPORT void GL_APIENTRY GL_BeginConditionalRender(GLuint id, GLenum mode); 21 ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocation(GLuint program, 22 GLuint color, 23 const GLchar *name); 24 ANGLE_EXPORT void GL_APIENTRY GL_ClampColor(GLenum target, GLenum clamp); 25 ANGLE_EXPORT void GL_APIENTRY GL_EndConditionalRender(); 26 ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture1D(GLenum target, 27 GLenum attachment, 28 GLenum textarget, 29 GLuint texture, 30 GLint level); 31 ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture3D(GLenum target, 32 GLenum attachment, 33 GLenum textarget, 34 GLuint texture, 35 GLint level, 36 GLint zoffset); 37 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1i(GLuint index, GLint x); 38 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1iv(GLuint index, const GLint *v); 39 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1ui(GLuint index, GLuint x); 40 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1uiv(GLuint index, const GLuint *v); 41 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2i(GLuint index, GLint x, GLint y); 42 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2iv(GLuint index, const GLint *v); 43 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2ui(GLuint index, GLuint x, GLuint y); 44 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2uiv(GLuint index, const GLuint *v); 45 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3i(GLuint index, GLint x, GLint y, GLint z); 46 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3iv(GLuint index, const GLint *v); 47 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z); 48 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3uiv(GLuint index, const GLuint *v); 49 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4bv(GLuint index, const GLbyte *v); 50 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4sv(GLuint index, const GLshort *v); 51 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4ubv(GLuint index, const GLubyte *v); 52 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4usv(GLuint index, const GLushort *v); 53 54 // GL 3.1 55 ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformName(GLuint program, 56 GLuint uniformIndex, 57 GLsizei bufSize, 58 GLsizei *length, 59 GLchar *uniformName); 60 ANGLE_EXPORT void GL_APIENTRY GL_PrimitiveRestartIndex(GLuint index); 61 62 // GL 3.2 63 ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsBaseVertex(GLenum mode, 64 const GLsizei *count, 65 GLenum type, 66 const void *const *indices, 67 GLsizei drawcount, 68 const GLint *basevertex); 69 ANGLE_EXPORT void GL_APIENTRY GL_ProvokingVertex(GLenum mode); 70 ANGLE_EXPORT void GL_APIENTRY GL_TexImage2DMultisample(GLenum target, 71 GLsizei samples, 72 GLenum internalformat, 73 GLsizei width, 74 GLsizei height, 75 GLboolean fixedsamplelocations); 76 ANGLE_EXPORT void GL_APIENTRY GL_TexImage3DMultisample(GLenum target, 77 GLsizei samples, 78 GLenum internalformat, 79 GLsizei width, 80 GLsizei height, 81 GLsizei depth, 82 GLboolean fixedsamplelocations); 83 84 // GL 3.3 85 ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocationIndexed(GLuint program, 86 GLuint colorNumber, 87 GLuint index, 88 const GLchar *name); 89 ANGLE_EXPORT void GL_APIENTRY GL_ColorP3ui(GLenum type, GLuint color); 90 ANGLE_EXPORT void GL_APIENTRY GL_ColorP3uiv(GLenum type, const GLuint *color); 91 ANGLE_EXPORT void GL_APIENTRY GL_ColorP4ui(GLenum type, GLuint color); 92 ANGLE_EXPORT void GL_APIENTRY GL_ColorP4uiv(GLenum type, const GLuint *color); 93 ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataIndex(GLuint program, const GLchar *name); 94 ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params); 95 ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params); 96 ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords); 97 ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP1uiv(GLenum texture, 98 GLenum type, 99 const GLuint *coords); 100 ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords); 101 ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP2uiv(GLenum texture, 102 GLenum type, 103 const GLuint *coords); 104 ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords); 105 ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP3uiv(GLenum texture, 106 GLenum type, 107 const GLuint *coords); 108 ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords); 109 ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP4uiv(GLenum texture, 110 GLenum type, 111 const GLuint *coords); 112 ANGLE_EXPORT void GL_APIENTRY GL_NormalP3ui(GLenum type, GLuint coords); 113 ANGLE_EXPORT void GL_APIENTRY GL_NormalP3uiv(GLenum type, const GLuint *coords); 114 ANGLE_EXPORT void GL_APIENTRY GL_QueryCounter(GLuint id, GLenum target); 115 ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColorP3ui(GLenum type, GLuint color); 116 ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColorP3uiv(GLenum type, const GLuint *color); 117 ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP1ui(GLenum type, GLuint coords); 118 ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP1uiv(GLenum type, const GLuint *coords); 119 ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP2ui(GLenum type, GLuint coords); 120 ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP2uiv(GLenum type, const GLuint *coords); 121 ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP3ui(GLenum type, GLuint coords); 122 ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP3uiv(GLenum type, const GLuint *coords); 123 ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP4ui(GLenum type, GLuint coords); 124 ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP4uiv(GLenum type, const GLuint *coords); 125 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP1ui(GLuint index, 126 GLenum type, 127 GLboolean normalized, 128 GLuint value); 129 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP1uiv(GLuint index, 130 GLenum type, 131 GLboolean normalized, 132 const GLuint *value); 133 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP2ui(GLuint index, 134 GLenum type, 135 GLboolean normalized, 136 GLuint value); 137 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP2uiv(GLuint index, 138 GLenum type, 139 GLboolean normalized, 140 const GLuint *value); 141 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP3ui(GLuint index, 142 GLenum type, 143 GLboolean normalized, 144 GLuint value); 145 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP3uiv(GLuint index, 146 GLenum type, 147 GLboolean normalized, 148 const GLuint *value); 149 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP4ui(GLuint index, 150 GLenum type, 151 GLboolean normalized, 152 GLuint value); 153 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP4uiv(GLuint index, 154 GLenum type, 155 GLboolean normalized, 156 const GLuint *value); 157 ANGLE_EXPORT void GL_APIENTRY GL_VertexP2ui(GLenum type, GLuint value); 158 ANGLE_EXPORT void GL_APIENTRY GL_VertexP2uiv(GLenum type, const GLuint *value); 159 ANGLE_EXPORT void GL_APIENTRY GL_VertexP3ui(GLenum type, GLuint value); 160 ANGLE_EXPORT void GL_APIENTRY GL_VertexP3uiv(GLenum type, const GLuint *value); 161 ANGLE_EXPORT void GL_APIENTRY GL_VertexP4ui(GLenum type, GLuint value); 162 ANGLE_EXPORT void GL_APIENTRY GL_VertexP4uiv(GLenum type, const GLuint *value); 163 } // extern "C" 164 165 #endif // LIBGLESV2_ENTRY_POINTS_GL_3_AUTOGEN_H_ 166