1 // Auto-generated with: android/scripts/gen-entries.py --mode=funcargs stream-servers/gl/OpenGLESDispatch/gles2_only.entries --output=include/OpenGLESDispatch/gles2_only_functions.h 2 // DO NOT EDIT THIS FILE 3 4 #ifndef GLES2_ONLY_FUNCTIONS_H 5 #define GLES2_ONLY_FUNCTIONS_H 6 7 #define LIST_GLES2_ONLY_FUNCTIONS(X) \ 8 X(void, glBlendColor, (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha), (red, green, blue, alpha)) \ 9 X(void, glStencilFuncSeparate, (GLenum face, GLenum func, GLint ref, GLuint mask), (face, func, ref, mask)) \ 10 X(void, glStencilMaskSeparate, (GLenum face, GLuint mask), (face, mask)) \ 11 X(void, glStencilOpSeparate, (GLenum face, GLenum fail, GLenum zfail, GLenum zpass), (face, fail, zfail, zpass)) \ 12 X(GLboolean, glIsProgram, (GLuint program), (program)) \ 13 X(GLboolean, glIsShader, (GLuint shader), (shader)) \ 14 X(void, glVertexAttrib1f, (GLuint indx, GLfloat x), (indx, x)) \ 15 X(void, glVertexAttrib1fv, (GLuint indx, const GLfloat* values), (indx, values)) \ 16 X(void, glVertexAttrib2f, (GLuint indx, GLfloat x, GLfloat y), (indx, x, y)) \ 17 X(void, glVertexAttrib2fv, (GLuint indx, const GLfloat* values), (indx, values)) \ 18 X(void, glVertexAttrib3f, (GLuint indx, GLfloat x, GLfloat y, GLfloat z), (indx, x, y, z)) \ 19 X(void, glVertexAttrib3fv, (GLuint indx, const GLfloat* values), (indx, values)) \ 20 X(void, glVertexAttrib4f, (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w), (indx, x, y, z, w)) \ 21 X(void, glVertexAttrib4fv, (GLuint indx, const GLfloat* values), (indx, values)) \ 22 X(void, glVertexAttribPointer, (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr), (indx, size, type, normalized, stride, ptr)) \ 23 X(void, glDisableVertexAttribArray, (GLuint index), (index)) \ 24 X(void, glEnableVertexAttribArray, (GLuint index), (index)) \ 25 X(void, glGetVertexAttribfv, (GLuint index, GLenum pname, GLfloat* params), (index, pname, params)) \ 26 X(void, glGetVertexAttribiv, (GLuint index, GLenum pname, GLint* params), (index, pname, params)) \ 27 X(void, glGetVertexAttribPointerv, (GLuint index, GLenum pname, GLvoid** pointer), (index, pname, pointer)) \ 28 X(void, glUniform1f, (GLint location, GLfloat x), (location, x)) \ 29 X(void, glUniform1fv, (GLint location, GLsizei count, const GLfloat* v), (location, count, v)) \ 30 X(void, glUniform1i, (GLint location, GLint x), (location, x)) \ 31 X(void, glUniform1iv, (GLint location, GLsizei count, const GLint* v), (location, count, v)) \ 32 X(void, glUniform2f, (GLint location, GLfloat x, GLfloat y), (location, x, y)) \ 33 X(void, glUniform2fv, (GLint location, GLsizei count, const GLfloat* v), (location, count, v)) \ 34 X(void, glUniform2i, (GLint location, GLint x, GLint y), (location, x, y)) \ 35 X(void, glUniform2iv, (GLint location, GLsizei count, const GLint* v), (location, count, v)) \ 36 X(void, glUniform3f, (GLint location, GLfloat x, GLfloat y, GLfloat z), (location, x, y, z)) \ 37 X(void, glUniform3fv, (GLint location, GLsizei count, const GLfloat* v), (location, count, v)) \ 38 X(void, glUniform3i, (GLint location, GLint x, GLint y, GLint z), (location, x, y, z)) \ 39 X(void, glUniform3iv, (GLint location, GLsizei count, const GLint* v), (location, count, v)) \ 40 X(void, glUniform4f, (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w), (location, x, y, z, w)) \ 41 X(void, glUniform4fv, (GLint location, GLsizei count, const GLfloat* v), (location, count, v)) \ 42 X(void, glUniform4i, (GLint location, GLint x, GLint y, GLint z, GLint w), (location, x, y, z, w)) \ 43 X(void, glUniform4iv, (GLint location, GLsizei count, const GLint* v), (location, count, v)) \ 44 X(void, glUniformMatrix2fv, (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value), (location, count, transpose, value)) \ 45 X(void, glUniformMatrix3fv, (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value), (location, count, transpose, value)) \ 46 X(void, glUniformMatrix4fv, (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value), (location, count, transpose, value)) \ 47 X(void, glAttachShader, (GLuint program, GLuint shader), (program, shader)) \ 48 X(void, glBindAttribLocation, (GLuint program, GLuint index, const GLchar* name), (program, index, name)) \ 49 X(void, glCompileShader, (GLuint shader), (shader)) \ 50 X(GLuint, glCreateProgram, (), ()) \ 51 X(GLuint, glCreateShader, (GLenum type), (type)) \ 52 X(void, glDeleteProgram, (GLuint program), (program)) \ 53 X(void, glDeleteShader, (GLuint shader), (shader)) \ 54 X(void, glDetachShader, (GLuint program, GLuint shader), (program, shader)) \ 55 X(void, glLinkProgram, (GLuint program), (program)) \ 56 X(void, glUseProgram, (GLuint program), (program)) \ 57 X(void, glValidateProgram, (GLuint program), (program)) \ 58 X(void, glGetActiveAttrib, (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name), (program, index, bufsize, length, size, type, name)) \ 59 X(void, glGetActiveUniform, (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name), (program, index, bufsize, length, size, type, name)) \ 60 X(void, glGetAttachedShaders, (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders), (program, maxcount, count, shaders)) \ 61 X(int, glGetAttribLocation, (GLuint program, const GLchar* name), (program, name)) \ 62 X(void, glGetProgramiv, (GLuint program, GLenum pname, GLint* params), (program, pname, params)) \ 63 X(void, glGetProgramInfoLog, (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog), (program, bufsize, length, infolog)) \ 64 X(void, glGetShaderiv, (GLuint shader, GLenum pname, GLint* params), (shader, pname, params)) \ 65 X(void, glGetShaderInfoLog, (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog), (shader, bufsize, length, infolog)) \ 66 X(void, glGetShaderSource, (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source), (shader, bufsize, length, source)) \ 67 X(void, glGetUniformfv, (GLuint program, GLint location, GLfloat* params), (program, location, params)) \ 68 X(void, glGetUniformiv, (GLuint program, GLint location, GLint* params), (program, location, params)) \ 69 X(int, glGetUniformLocation, (GLuint program, const GLchar* name), (program, name)) \ 70 X(void, glShaderSource, (GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length), (shader, count, string, length)) \ 71 X(void, glBindFramebuffer, (GLenum target, GLuint framebuffer), (target, framebuffer)) \ 72 X(void, glGenFramebuffers, (GLsizei n, GLuint* framebuffers), (n, framebuffers)) \ 73 X(void, glFramebufferTexture2D, (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level), (target, attachment, textarget, texture, level)) \ 74 X(GLenum, glCheckFramebufferStatus, (GLenum target), (target)) \ 75 X(GLboolean, glIsFramebuffer, (GLuint framebuffer), (framebuffer)) \ 76 X(void, glDeleteFramebuffers, (GLsizei n, const GLuint* framebuffers), (n, framebuffers)) \ 77 X(GLboolean, glIsRenderbuffer, (GLuint renderbuffer), (renderbuffer)) \ 78 X(void, glBindRenderbuffer, (GLenum target, GLuint renderbuffer), (target, renderbuffer)) \ 79 X(void, glDeleteRenderbuffers, (GLsizei n, const GLuint * renderbuffers), (n, renderbuffers)) \ 80 X(void, glGenRenderbuffers, (GLsizei n, GLuint * renderbuffers), (n, renderbuffers)) \ 81 X(void, glRenderbufferStorage, (GLenum target, GLenum internalformat, GLsizei width, GLsizei height), (target, internalformat, width, height)) \ 82 X(void, glGetRenderbufferParameteriv, (GLenum target, GLenum pname, GLint * params), (target, pname, params)) \ 83 X(void, glFramebufferRenderbuffer, (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer), (target, attachment, renderbuffertarget, renderbuffer)) \ 84 X(void, glGetFramebufferAttachmentParameteriv, (GLenum target, GLenum attachment, GLenum pname, GLint * params), (target, attachment, pname, params)) \ 85 X(void, glGenerateMipmap, (GLenum target), (target)) \ 86 87 88 #endif // GLES2_ONLY_FUNCTIONS_H 89