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_4_autogen.h: 9 // Defines the Desktop GL 4.x entry points. 10 11 #ifndef LIBGLESV2_ENTRY_POINTS_GL_4_AUTOGEN_H_ 12 #define LIBGLESV2_ENTRY_POINTS_GL_4_AUTOGEN_H_ 13 14 #include <export.h> 15 #include "angle_gl.h" 16 17 extern "C" { 18 19 // GL 4.0 20 ANGLE_EXPORT void GL_APIENTRY GL_BeginQueryIndexed(GLenum target, GLuint index, GLuint id); 21 ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedback(GLenum mode, GLuint id); 22 ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream); 23 ANGLE_EXPORT void GL_APIENTRY GL_EndQueryIndexed(GLenum target, GLuint index); 24 ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineName(GLuint program, 25 GLenum shadertype, 26 GLuint index, 27 GLsizei bufSize, 28 GLsizei *length, 29 GLchar *name); 30 ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineUniformName(GLuint program, 31 GLenum shadertype, 32 GLuint index, 33 GLsizei bufSize, 34 GLsizei *length, 35 GLchar *name); 36 ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineUniformiv(GLuint program, 37 GLenum shadertype, 38 GLuint index, 39 GLenum pname, 40 GLint *values); 41 ANGLE_EXPORT void GL_APIENTRY GL_GetProgramStageiv(GLuint program, 42 GLenum shadertype, 43 GLenum pname, 44 GLint *values); 45 ANGLE_EXPORT void GL_APIENTRY GL_GetQueryIndexediv(GLenum target, 46 GLuint index, 47 GLenum pname, 48 GLint *params); 49 ANGLE_EXPORT GLuint GL_APIENTRY GL_GetSubroutineIndex(GLuint program, 50 GLenum shadertype, 51 const GLchar *name); 52 ANGLE_EXPORT GLint GL_APIENTRY GL_GetSubroutineUniformLocation(GLuint program, 53 GLenum shadertype, 54 const GLchar *name); 55 ANGLE_EXPORT void GL_APIENTRY GL_GetUniformSubroutineuiv(GLenum shadertype, 56 GLint location, 57 GLuint *params); 58 ANGLE_EXPORT void GL_APIENTRY GL_GetUniformdv(GLuint program, GLint location, GLdouble *params); 59 ANGLE_EXPORT void GL_APIENTRY GL_PatchParameterfv(GLenum pname, const GLfloat *values); 60 ANGLE_EXPORT void GL_APIENTRY GL_Uniform1d(GLint location, GLdouble x); 61 ANGLE_EXPORT void GL_APIENTRY GL_Uniform1dv(GLint location, GLsizei count, const GLdouble *value); 62 ANGLE_EXPORT void GL_APIENTRY GL_Uniform2d(GLint location, GLdouble x, GLdouble y); 63 ANGLE_EXPORT void GL_APIENTRY GL_Uniform2dv(GLint location, GLsizei count, const GLdouble *value); 64 ANGLE_EXPORT void GL_APIENTRY GL_Uniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z); 65 ANGLE_EXPORT void GL_APIENTRY GL_Uniform3dv(GLint location, GLsizei count, const GLdouble *value); 66 ANGLE_EXPORT void GL_APIENTRY 67 GL_Uniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); 68 ANGLE_EXPORT void GL_APIENTRY GL_Uniform4dv(GLint location, GLsizei count, const GLdouble *value); 69 ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2dv(GLint location, 70 GLsizei count, 71 GLboolean transpose, 72 const GLdouble *value); 73 ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x3dv(GLint location, 74 GLsizei count, 75 GLboolean transpose, 76 const GLdouble *value); 77 ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x4dv(GLint location, 78 GLsizei count, 79 GLboolean transpose, 80 const GLdouble *value); 81 ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3dv(GLint location, 82 GLsizei count, 83 GLboolean transpose, 84 const GLdouble *value); 85 ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x2dv(GLint location, 86 GLsizei count, 87 GLboolean transpose, 88 const GLdouble *value); 89 ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x4dv(GLint location, 90 GLsizei count, 91 GLboolean transpose, 92 const GLdouble *value); 93 ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4dv(GLint location, 94 GLsizei count, 95 GLboolean transpose, 96 const GLdouble *value); 97 ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x2dv(GLint location, 98 GLsizei count, 99 GLboolean transpose, 100 const GLdouble *value); 101 ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x3dv(GLint location, 102 GLsizei count, 103 GLboolean transpose, 104 const GLdouble *value); 105 ANGLE_EXPORT void GL_APIENTRY GL_UniformSubroutinesuiv(GLenum shadertype, 106 GLsizei count, 107 const GLuint *indices); 108 109 // GL 4.1 110 ANGLE_EXPORT void GL_APIENTRY GL_DepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v); 111 ANGLE_EXPORT void GL_APIENTRY GL_DepthRangeIndexed(GLuint index, GLdouble n, GLdouble f); 112 ANGLE_EXPORT void GL_APIENTRY GL_GetDoublei_v(GLenum target, GLuint index, GLdouble *data); 113 ANGLE_EXPORT void GL_APIENTRY GL_GetFloati_v(GLenum target, GLuint index, GLfloat *data); 114 ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params); 115 ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1d(GLuint program, GLint location, GLdouble v0); 116 ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1dv(GLuint program, 117 GLint location, 118 GLsizei count, 119 const GLdouble *value); 120 ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2d(GLuint program, 121 GLint location, 122 GLdouble v0, 123 GLdouble v1); 124 ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2dv(GLuint program, 125 GLint location, 126 GLsizei count, 127 const GLdouble *value); 128 ANGLE_EXPORT void GL_APIENTRY 129 GL_ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); 130 ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3dv(GLuint program, 131 GLint location, 132 GLsizei count, 133 const GLdouble *value); 134 ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4d(GLuint program, 135 GLint location, 136 GLdouble v0, 137 GLdouble v1, 138 GLdouble v2, 139 GLdouble v3); 140 ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4dv(GLuint program, 141 GLint location, 142 GLsizei count, 143 const GLdouble *value); 144 ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2dv(GLuint program, 145 GLint location, 146 GLsizei count, 147 GLboolean transpose, 148 const GLdouble *value); 149 ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x3dv(GLuint program, 150 GLint location, 151 GLsizei count, 152 GLboolean transpose, 153 const GLdouble *value); 154 ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x4dv(GLuint program, 155 GLint location, 156 GLsizei count, 157 GLboolean transpose, 158 const GLdouble *value); 159 ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3dv(GLuint program, 160 GLint location, 161 GLsizei count, 162 GLboolean transpose, 163 const GLdouble *value); 164 ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x2dv(GLuint program, 165 GLint location, 166 GLsizei count, 167 GLboolean transpose, 168 const GLdouble *value); 169 ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x4dv(GLuint program, 170 GLint location, 171 GLsizei count, 172 GLboolean transpose, 173 const GLdouble *value); 174 ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4dv(GLuint program, 175 GLint location, 176 GLsizei count, 177 GLboolean transpose, 178 const GLdouble *value); 179 ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x2dv(GLuint program, 180 GLint location, 181 GLsizei count, 182 GLboolean transpose, 183 const GLdouble *value); 184 ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x3dv(GLuint program, 185 GLint location, 186 GLsizei count, 187 GLboolean transpose, 188 const GLdouble *value); 189 ANGLE_EXPORT void GL_APIENTRY GL_ScissorArrayv(GLuint first, GLsizei count, const GLint *v); 190 ANGLE_EXPORT void GL_APIENTRY 191 GL_ScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); 192 ANGLE_EXPORT void GL_APIENTRY GL_ScissorIndexedv(GLuint index, const GLint *v); 193 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL1d(GLuint index, GLdouble x); 194 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL1dv(GLuint index, const GLdouble *v); 195 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL2d(GLuint index, GLdouble x, GLdouble y); 196 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL2dv(GLuint index, const GLdouble *v); 197 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); 198 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL3dv(GLuint index, const GLdouble *v); 199 ANGLE_EXPORT void GL_APIENTRY 200 GL_VertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); 201 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL4dv(GLuint index, const GLdouble *v); 202 ANGLE_EXPORT void GL_APIENTRY 203 GL_VertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); 204 ANGLE_EXPORT void GL_APIENTRY GL_ViewportArrayv(GLuint first, GLsizei count, const GLfloat *v); 205 ANGLE_EXPORT void GL_APIENTRY 206 GL_ViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); 207 ANGLE_EXPORT void GL_APIENTRY GL_ViewportIndexedfv(GLuint index, const GLfloat *v); 208 209 // GL 4.2 210 ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstancedBaseInstance(GLenum mode, 211 GLint first, 212 GLsizei count, 213 GLsizei instancecount, 214 GLuint baseinstance); 215 ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseInstance(GLenum mode, 216 GLsizei count, 217 GLenum type, 218 const void *indices, 219 GLsizei instancecount, 220 GLuint baseinstance); 221 ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseVertexBaseInstance(GLenum mode, 222 GLsizei count, 223 GLenum type, 224 const void *indices, 225 GLsizei instancecount, 226 GLint basevertex, 227 GLuint baseinstance); 228 ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackInstanced(GLenum mode, 229 GLuint id, 230 GLsizei instancecount); 231 ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackStreamInstanced(GLenum mode, 232 GLuint id, 233 GLuint stream, 234 GLsizei instancecount); 235 ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAtomicCounterBufferiv(GLuint program, 236 GLuint bufferIndex, 237 GLenum pname, 238 GLint *params); 239 ANGLE_EXPORT void GL_APIENTRY GL_TexStorage1D(GLenum target, 240 GLsizei levels, 241 GLenum internalformat, 242 GLsizei width); 243 244 // GL 4.3 245 ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferData(GLenum target, 246 GLenum internalformat, 247 GLenum format, 248 GLenum type, 249 const void *data); 250 ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferSubData(GLenum target, 251 GLenum internalformat, 252 GLintptr offset, 253 GLsizeiptr size, 254 GLenum format, 255 GLenum type, 256 const void *data); 257 ANGLE_EXPORT void GL_APIENTRY GL_GetInternalformati64v(GLenum target, 258 GLenum internalformat, 259 GLenum pname, 260 GLsizei count, 261 GLint64 *params); 262 ANGLE_EXPORT GLint GL_APIENTRY GL_GetProgramResourceLocationIndex(GLuint program, 263 GLenum programInterface, 264 const GLchar *name); 265 ANGLE_EXPORT void GL_APIENTRY GL_InvalidateBufferData(GLuint buffer); 266 ANGLE_EXPORT void GL_APIENTRY GL_InvalidateBufferSubData(GLuint buffer, 267 GLintptr offset, 268 GLsizeiptr length); 269 ANGLE_EXPORT void GL_APIENTRY GL_InvalidateTexImage(GLuint texture, GLint level); 270 ANGLE_EXPORT void GL_APIENTRY GL_InvalidateTexSubImage(GLuint texture, 271 GLint level, 272 GLint xoffset, 273 GLint yoffset, 274 GLint zoffset, 275 GLsizei width, 276 GLsizei height, 277 GLsizei depth); 278 ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysIndirect(GLenum mode, 279 const void *indirect, 280 GLsizei drawcount, 281 GLsizei stride); 282 ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsIndirect(GLenum mode, 283 GLenum type, 284 const void *indirect, 285 GLsizei drawcount, 286 GLsizei stride); 287 ANGLE_EXPORT void GL_APIENTRY GL_ShaderStorageBlockBinding(GLuint program, 288 GLuint storageBlockIndex, 289 GLuint storageBlockBinding); 290 ANGLE_EXPORT void GL_APIENTRY GL_TextureView(GLuint texture, 291 GLenum target, 292 GLuint origtexture, 293 GLenum internalformat, 294 GLuint minlevel, 295 GLuint numlevels, 296 GLuint minlayer, 297 GLuint numlayers); 298 ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribLFormat(GLuint attribindex, 299 GLint size, 300 GLenum type, 301 GLuint relativeoffset); 302 303 // GL 4.4 304 ANGLE_EXPORT void GL_APIENTRY GL_BindBuffersBase(GLenum target, 305 GLuint first, 306 GLsizei count, 307 const GLuint *buffers); 308 ANGLE_EXPORT void GL_APIENTRY GL_BindBuffersRange(GLenum target, 309 GLuint first, 310 GLsizei count, 311 const GLuint *buffers, 312 const GLintptr *offsets, 313 const GLsizeiptr *sizes); 314 ANGLE_EXPORT void GL_APIENTRY GL_BindImageTextures(GLuint first, 315 GLsizei count, 316 const GLuint *textures); 317 ANGLE_EXPORT void GL_APIENTRY GL_BindSamplers(GLuint first, GLsizei count, const GLuint *samplers); 318 ANGLE_EXPORT void GL_APIENTRY GL_BindTextures(GLuint first, GLsizei count, const GLuint *textures); 319 ANGLE_EXPORT void GL_APIENTRY GL_BindVertexBuffers(GLuint first, 320 GLsizei count, 321 const GLuint *buffers, 322 const GLintptr *offsets, 323 const GLsizei *strides); 324 ANGLE_EXPORT void GL_APIENTRY GL_BufferStorage(GLenum target, 325 GLsizeiptr size, 326 const void *data, 327 GLbitfield flags); 328 ANGLE_EXPORT void GL_APIENTRY 329 GL_ClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data); 330 ANGLE_EXPORT void GL_APIENTRY GL_ClearTexSubImage(GLuint texture, 331 GLint level, 332 GLint xoffset, 333 GLint yoffset, 334 GLint zoffset, 335 GLsizei width, 336 GLsizei height, 337 GLsizei depth, 338 GLenum format, 339 GLenum type, 340 const void *data); 341 342 // GL 4.5 343 ANGLE_EXPORT void GL_APIENTRY GL_BindTextureUnit(GLuint unit, GLuint texture); 344 ANGLE_EXPORT void GL_APIENTRY GL_BlitNamedFramebuffer(GLuint readFramebuffer, 345 GLuint drawFramebuffer, 346 GLint srcX0, 347 GLint srcY0, 348 GLint srcX1, 349 GLint srcY1, 350 GLint dstX0, 351 GLint dstY0, 352 GLint dstX1, 353 GLint dstY1, 354 GLbitfield mask, 355 GLenum filter); 356 ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target); 357 ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedBufferData(GLuint buffer, 358 GLenum internalformat, 359 GLenum format, 360 GLenum type, 361 const void *data); 362 ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedBufferSubData(GLuint buffer, 363 GLenum internalformat, 364 GLintptr offset, 365 GLsizeiptr size, 366 GLenum format, 367 GLenum type, 368 const void *data); 369 ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferfi(GLuint framebuffer, 370 GLenum buffer, 371 GLint drawbuffer, 372 GLfloat depth, 373 GLint stencil); 374 ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferfv(GLuint framebuffer, 375 GLenum buffer, 376 GLint drawbuffer, 377 const GLfloat *value); 378 ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferiv(GLuint framebuffer, 379 GLenum buffer, 380 GLint drawbuffer, 381 const GLint *value); 382 ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferuiv(GLuint framebuffer, 383 GLenum buffer, 384 GLint drawbuffer, 385 const GLuint *value); 386 ANGLE_EXPORT void GL_APIENTRY GL_ClipControl(GLenum origin, GLenum depth); 387 ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage1D(GLuint texture, 388 GLint level, 389 GLint xoffset, 390 GLsizei width, 391 GLenum format, 392 GLsizei imageSize, 393 const void *data); 394 ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage2D(GLuint texture, 395 GLint level, 396 GLint xoffset, 397 GLint yoffset, 398 GLsizei width, 399 GLsizei height, 400 GLenum format, 401 GLsizei imageSize, 402 const void *data); 403 ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage3D(GLuint texture, 404 GLint level, 405 GLint xoffset, 406 GLint yoffset, 407 GLint zoffset, 408 GLsizei width, 409 GLsizei height, 410 GLsizei depth, 411 GLenum format, 412 GLsizei imageSize, 413 const void *data); 414 ANGLE_EXPORT void GL_APIENTRY GL_CopyNamedBufferSubData(GLuint readBuffer, 415 GLuint writeBuffer, 416 GLintptr readOffset, 417 GLintptr writeOffset, 418 GLsizeiptr size); 419 ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage1D(GLuint texture, 420 GLint level, 421 GLint xoffset, 422 GLint x, 423 GLint y, 424 GLsizei width); 425 ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage2D(GLuint texture, 426 GLint level, 427 GLint xoffset, 428 GLint yoffset, 429 GLint x, 430 GLint y, 431 GLsizei width, 432 GLsizei height); 433 ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage3D(GLuint texture, 434 GLint level, 435 GLint xoffset, 436 GLint yoffset, 437 GLint zoffset, 438 GLint x, 439 GLint y, 440 GLsizei width, 441 GLsizei height); 442 ANGLE_EXPORT void GL_APIENTRY GL_CreateBuffers(GLsizei n, GLuint *buffers); 443 ANGLE_EXPORT void GL_APIENTRY GL_CreateFramebuffers(GLsizei n, GLuint *framebuffers); 444 ANGLE_EXPORT void GL_APIENTRY GL_CreateProgramPipelines(GLsizei n, GLuint *pipelines); 445 ANGLE_EXPORT void GL_APIENTRY GL_CreateQueries(GLenum target, GLsizei n, GLuint *ids); 446 ANGLE_EXPORT void GL_APIENTRY GL_CreateRenderbuffers(GLsizei n, GLuint *renderbuffers); 447 ANGLE_EXPORT void GL_APIENTRY GL_CreateSamplers(GLsizei n, GLuint *samplers); 448 ANGLE_EXPORT void GL_APIENTRY GL_CreateTextures(GLenum target, GLsizei n, GLuint *textures); 449 ANGLE_EXPORT void GL_APIENTRY GL_CreateTransformFeedbacks(GLsizei n, GLuint *ids); 450 ANGLE_EXPORT void GL_APIENTRY GL_CreateVertexArrays(GLsizei n, GLuint *arrays); 451 ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexArrayAttrib(GLuint vaobj, GLuint index); 452 ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexArrayAttrib(GLuint vaobj, GLuint index); 453 ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedNamedBufferRange(GLuint buffer, 454 GLintptr offset, 455 GLsizeiptr length); 456 ANGLE_EXPORT void GL_APIENTRY GL_GenerateTextureMipmap(GLuint texture); 457 ANGLE_EXPORT void GL_APIENTRY GL_GetCompressedTextureImage(GLuint texture, 458 GLint level, 459 GLsizei bufSize, 460 void *pixels); 461 ANGLE_EXPORT void GL_APIENTRY GL_GetCompressedTextureSubImage(GLuint texture, 462 GLint level, 463 GLint xoffset, 464 GLint yoffset, 465 GLint zoffset, 466 GLsizei width, 467 GLsizei height, 468 GLsizei depth, 469 GLsizei bufSize, 470 void *pixels); 471 ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferParameteri64v(GLuint buffer, 472 GLenum pname, 473 GLint64 *params); 474 ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferParameteriv(GLuint buffer, 475 GLenum pname, 476 GLint *params); 477 ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferPointerv(GLuint buffer, GLenum pname, void **params); 478 ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferSubData(GLuint buffer, 479 GLintptr offset, 480 GLsizeiptr size, 481 void *data); 482 ANGLE_EXPORT void GL_APIENTRY GL_GetNamedFramebufferAttachmentParameteriv(GLuint framebuffer, 483 GLenum attachment, 484 GLenum pname, 485 GLint *params); 486 ANGLE_EXPORT void GL_APIENTRY GL_GetNamedFramebufferParameteriv(GLuint framebuffer, 487 GLenum pname, 488 GLint *param); 489 ANGLE_EXPORT void GL_APIENTRY GL_GetNamedRenderbufferParameteriv(GLuint renderbuffer, 490 GLenum pname, 491 GLint *params); 492 ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjecti64v(GLuint id, 493 GLuint buffer, 494 GLenum pname, 495 GLintptr offset); 496 ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectiv(GLuint id, 497 GLuint buffer, 498 GLenum pname, 499 GLintptr offset); 500 ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectui64v(GLuint id, 501 GLuint buffer, 502 GLenum pname, 503 GLintptr offset); 504 ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectuiv(GLuint id, 505 GLuint buffer, 506 GLenum pname, 507 GLintptr offset); 508 ANGLE_EXPORT void GL_APIENTRY GL_GetTextureImage(GLuint texture, 509 GLint level, 510 GLenum format, 511 GLenum type, 512 GLsizei bufSize, 513 void *pixels); 514 ANGLE_EXPORT void GL_APIENTRY GL_GetTextureLevelParameterfv(GLuint texture, 515 GLint level, 516 GLenum pname, 517 GLfloat *params); 518 ANGLE_EXPORT void GL_APIENTRY GL_GetTextureLevelParameteriv(GLuint texture, 519 GLint level, 520 GLenum pname, 521 GLint *params); 522 ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterIiv(GLuint texture, 523 GLenum pname, 524 GLint *params); 525 ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterIuiv(GLuint texture, 526 GLenum pname, 527 GLuint *params); 528 ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterfv(GLuint texture, 529 GLenum pname, 530 GLfloat *params); 531 ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameteriv(GLuint texture, GLenum pname, GLint *params); 532 ANGLE_EXPORT void GL_APIENTRY GL_GetTextureSubImage(GLuint texture, 533 GLint level, 534 GLint xoffset, 535 GLint yoffset, 536 GLint zoffset, 537 GLsizei width, 538 GLsizei height, 539 GLsizei depth, 540 GLenum format, 541 GLenum type, 542 GLsizei bufSize, 543 void *pixels); 544 ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbacki64_v(GLuint xfb, 545 GLenum pname, 546 GLuint index, 547 GLint64 *param); 548 ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbacki_v(GLuint xfb, 549 GLenum pname, 550 GLuint index, 551 GLint *param); 552 ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param); 553 ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayIndexed64iv(GLuint vaobj, 554 GLuint index, 555 GLenum pname, 556 GLint64 *param); 557 ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayIndexediv(GLuint vaobj, 558 GLuint index, 559 GLenum pname, 560 GLint *param); 561 ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param); 562 ANGLE_EXPORT void GL_APIENTRY 563 GL_GetnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); 564 ANGLE_EXPORT void GL_APIENTRY GL_GetnCompressedTexImage(GLenum target, 565 GLint lod, 566 GLsizei bufSize, 567 void *pixels); 568 ANGLE_EXPORT void GL_APIENTRY 569 GL_GetnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); 570 ANGLE_EXPORT void GL_APIENTRY GL_GetnHistogram(GLenum target, 571 GLboolean reset, 572 GLenum format, 573 GLenum type, 574 GLsizei bufSize, 575 void *values); 576 ANGLE_EXPORT void GL_APIENTRY GL_GetnMapdv(GLenum target, 577 GLenum query, 578 GLsizei bufSize, 579 GLdouble *v); 580 ANGLE_EXPORT void GL_APIENTRY GL_GetnMapfv(GLenum target, 581 GLenum query, 582 GLsizei bufSize, 583 GLfloat *v); 584 ANGLE_EXPORT void GL_APIENTRY GL_GetnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v); 585 ANGLE_EXPORT void GL_APIENTRY GL_GetnMinmax(GLenum target, 586 GLboolean reset, 587 GLenum format, 588 GLenum type, 589 GLsizei bufSize, 590 void *values); 591 ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values); 592 ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values); 593 ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values); 594 ANGLE_EXPORT void GL_APIENTRY GL_GetnPolygonStipple(GLsizei bufSize, GLubyte *pattern); 595 ANGLE_EXPORT void GL_APIENTRY GL_GetnSeparableFilter(GLenum target, 596 GLenum format, 597 GLenum type, 598 GLsizei rowBufSize, 599 void *row, 600 GLsizei columnBufSize, 601 void *column, 602 void *span); 603 ANGLE_EXPORT void GL_APIENTRY GL_GetnTexImage(GLenum target, 604 GLint level, 605 GLenum format, 606 GLenum type, 607 GLsizei bufSize, 608 void *pixels); 609 ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformdv(GLuint program, 610 GLint location, 611 GLsizei bufSize, 612 GLdouble *params); 613 ANGLE_EXPORT void GL_APIENTRY GL_InvalidateNamedFramebufferData(GLuint framebuffer, 614 GLsizei numAttachments, 615 const GLenum *attachments); 616 ANGLE_EXPORT void GL_APIENTRY GL_InvalidateNamedFramebufferSubData(GLuint framebuffer, 617 GLsizei numAttachments, 618 const GLenum *attachments, 619 GLint x, 620 GLint y, 621 GLsizei width, 622 GLsizei height); 623 ANGLE_EXPORT void *GL_APIENTRY GL_MapNamedBuffer(GLuint buffer, GLenum access); 624 ANGLE_EXPORT void *GL_APIENTRY GL_MapNamedBufferRange(GLuint buffer, 625 GLintptr offset, 626 GLsizeiptr length, 627 GLbitfield access); 628 ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferData(GLuint buffer, 629 GLsizeiptr size, 630 const void *data, 631 GLenum usage); 632 ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferStorage(GLuint buffer, 633 GLsizeiptr size, 634 const void *data, 635 GLbitfield flags); 636 ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferSubData(GLuint buffer, 637 GLintptr offset, 638 GLsizeiptr size, 639 const void *data); 640 ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf); 641 ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferDrawBuffers(GLuint framebuffer, 642 GLsizei n, 643 const GLenum *bufs); 644 ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferParameteri(GLuint framebuffer, 645 GLenum pname, 646 GLint param); 647 ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferReadBuffer(GLuint framebuffer, GLenum src); 648 ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferRenderbuffer(GLuint framebuffer, 649 GLenum attachment, 650 GLenum renderbuffertarget, 651 GLuint renderbuffer); 652 ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferTexture(GLuint framebuffer, 653 GLenum attachment, 654 GLuint texture, 655 GLint level); 656 ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferTextureLayer(GLuint framebuffer, 657 GLenum attachment, 658 GLuint texture, 659 GLint level, 660 GLint layer); 661 ANGLE_EXPORT void GL_APIENTRY GL_NamedRenderbufferStorage(GLuint renderbuffer, 662 GLenum internalformat, 663 GLsizei width, 664 GLsizei height); 665 ANGLE_EXPORT void GL_APIENTRY GL_NamedRenderbufferStorageMultisample(GLuint renderbuffer, 666 GLsizei samples, 667 GLenum internalformat, 668 GLsizei width, 669 GLsizei height); 670 ANGLE_EXPORT void GL_APIENTRY GL_TextureBarrier(); 671 ANGLE_EXPORT void GL_APIENTRY GL_TextureBuffer(GLuint texture, 672 GLenum internalformat, 673 GLuint buffer); 674 ANGLE_EXPORT void GL_APIENTRY GL_TextureBufferRange(GLuint texture, 675 GLenum internalformat, 676 GLuint buffer, 677 GLintptr offset, 678 GLsizeiptr size); 679 ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterIiv(GLuint texture, 680 GLenum pname, 681 const GLint *params); 682 ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterIuiv(GLuint texture, 683 GLenum pname, 684 const GLuint *params); 685 ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterf(GLuint texture, GLenum pname, GLfloat param); 686 ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterfv(GLuint texture, 687 GLenum pname, 688 const GLfloat *param); 689 ANGLE_EXPORT void GL_APIENTRY GL_TextureParameteri(GLuint texture, GLenum pname, GLint param); 690 ANGLE_EXPORT void GL_APIENTRY GL_TextureParameteriv(GLuint texture, 691 GLenum pname, 692 const GLint *param); 693 ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage1D(GLuint texture, 694 GLsizei levels, 695 GLenum internalformat, 696 GLsizei width); 697 ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage2D(GLuint texture, 698 GLsizei levels, 699 GLenum internalformat, 700 GLsizei width, 701 GLsizei height); 702 ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage2DMultisample(GLuint texture, 703 GLsizei samples, 704 GLenum internalformat, 705 GLsizei width, 706 GLsizei height, 707 GLboolean fixedsamplelocations); 708 ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage3D(GLuint texture, 709 GLsizei levels, 710 GLenum internalformat, 711 GLsizei width, 712 GLsizei height, 713 GLsizei depth); 714 ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage3DMultisample(GLuint texture, 715 GLsizei samples, 716 GLenum internalformat, 717 GLsizei width, 718 GLsizei height, 719 GLsizei depth, 720 GLboolean fixedsamplelocations); 721 ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage1D(GLuint texture, 722 GLint level, 723 GLint xoffset, 724 GLsizei width, 725 GLenum format, 726 GLenum type, 727 const void *pixels); 728 ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage2D(GLuint texture, 729 GLint level, 730 GLint xoffset, 731 GLint yoffset, 732 GLsizei width, 733 GLsizei height, 734 GLenum format, 735 GLenum type, 736 const void *pixels); 737 ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage3D(GLuint texture, 738 GLint level, 739 GLint xoffset, 740 GLint yoffset, 741 GLint zoffset, 742 GLsizei width, 743 GLsizei height, 744 GLsizei depth, 745 GLenum format, 746 GLenum type, 747 const void *pixels); 748 ANGLE_EXPORT void GL_APIENTRY GL_TransformFeedbackBufferBase(GLuint xfb, 749 GLuint index, 750 GLuint buffer); 751 ANGLE_EXPORT void GL_APIENTRY GL_TransformFeedbackBufferRange(GLuint xfb, 752 GLuint index, 753 GLuint buffer, 754 GLintptr offset, 755 GLsizeiptr size); 756 ANGLE_EXPORT GLboolean GL_APIENTRY GL_UnmapNamedBuffer(GLuint buffer); 757 ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribBinding(GLuint vaobj, 758 GLuint attribindex, 759 GLuint bindingindex); 760 ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribFormat(GLuint vaobj, 761 GLuint attribindex, 762 GLint size, 763 GLenum type, 764 GLboolean normalized, 765 GLuint relativeoffset); 766 ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribIFormat(GLuint vaobj, 767 GLuint attribindex, 768 GLint size, 769 GLenum type, 770 GLuint relativeoffset); 771 ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribLFormat(GLuint vaobj, 772 GLuint attribindex, 773 GLint size, 774 GLenum type, 775 GLuint relativeoffset); 776 ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayBindingDivisor(GLuint vaobj, 777 GLuint bindingindex, 778 GLuint divisor); 779 ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayElementBuffer(GLuint vaobj, GLuint buffer); 780 ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayVertexBuffer(GLuint vaobj, 781 GLuint bindingindex, 782 GLuint buffer, 783 GLintptr offset, 784 GLsizei stride); 785 ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayVertexBuffers(GLuint vaobj, 786 GLuint first, 787 GLsizei count, 788 const GLuint *buffers, 789 const GLintptr *offsets, 790 const GLsizei *strides); 791 792 // GL 4.6 793 ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysIndirectCount(GLenum mode, 794 const void *indirect, 795 GLintptr drawcount, 796 GLsizei maxdrawcount, 797 GLsizei stride); 798 ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsIndirectCount(GLenum mode, 799 GLenum type, 800 const void *indirect, 801 GLintptr drawcount, 802 GLsizei maxdrawcount, 803 GLsizei stride); 804 ANGLE_EXPORT void GL_APIENTRY GL_PolygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp); 805 ANGLE_EXPORT void GL_APIENTRY GL_SpecializeShader(GLuint shader, 806 const GLchar *pEntryPoint, 807 GLuint numSpecializationConstants, 808 const GLuint *pConstantIndex, 809 const GLuint *pConstantValue); 810 } // extern "C" 811 812 #endif // LIBGLESV2_ENTRY_POINTS_GL_4_AUTOGEN_H_ 813