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// 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_gles_2_0_autogen.h:
// Defines the GLES 2.0 entry points.
#ifndef LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_
#define LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_
#include <GLES2/gl2.h>
#include <export.h>
extern "C" {
ANGLE_EXPORT void GL_APIENTRY GL_ActiveTexture(GLenum texture);
ANGLE_EXPORT void GL_APIENTRY GL_AttachShader(GLuint program, GLuint shader);
ANGLE_EXPORT void GL_APIENTRY GL_BindAttribLocation(GLuint program,
GLuint index,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_BindBuffer(GLenum target, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY GL_BindFramebuffer(GLenum target, GLuint framebuffer);
ANGLE_EXPORT void GL_APIENTRY GL_BindRenderbuffer(GLenum target, GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY GL_BindTexture(GLenum target, GLuint texture);
ANGLE_EXPORT void GL_APIENTRY GL_BlendColor(GLfloat red,
GLfloat green,
GLfloat blue,
GLfloat alpha);
ANGLE_EXPORT void GL_APIENTRY GL_BlendEquation(GLenum mode);
ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_BlendFunc(GLenum sfactor, GLenum dfactor);
ANGLE_EXPORT void GL_APIENTRY GL_BlendFuncSeparate(GLenum sfactorRGB,
GLenum dfactorRGB,
GLenum sfactorAlpha,
GLenum dfactorAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_BufferData(GLenum target,
GLsizeiptr size,
const void *data,
GLenum usage);
ANGLE_EXPORT void GL_APIENTRY GL_BufferSubData(GLenum target,
GLintptr offset,
GLsizeiptr size,
const void *data);
ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckFramebufferStatus(GLenum target);
ANGLE_EXPORT void GL_APIENTRY GL_Clear(GLbitfield mask);
ANGLE_EXPORT void GL_APIENTRY GL_ClearColor(GLfloat red,
GLfloat green,
GLfloat blue,
GLfloat alpha);
ANGLE_EXPORT void GL_APIENTRY GL_ClearDepthf(GLfloat d);
ANGLE_EXPORT void GL_APIENTRY GL_ClearStencil(GLint s);
ANGLE_EXPORT void GL_APIENTRY GL_ColorMask(GLboolean red,
GLboolean green,
GLboolean blue,
GLboolean alpha);
ANGLE_EXPORT void GL_APIENTRY GL_CompileShader(GLuint shader);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY GL_CopyTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border);
ANGLE_EXPORT void GL_APIENTRY GL_CopyTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateProgram();
ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShader(GLenum type);
ANGLE_EXPORT void GL_APIENTRY GL_CullFace(GLenum mode);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteBuffers(GLsizei n, const GLuint *buffers);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgram(GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteShader(GLuint shader);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteTextures(GLsizei n, const GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY GL_DepthFunc(GLenum func);
ANGLE_EXPORT void GL_APIENTRY GL_DepthMask(GLboolean flag);
ANGLE_EXPORT void GL_APIENTRY GL_DepthRangef(GLfloat n, GLfloat f);
ANGLE_EXPORT void GL_APIENTRY GL_DetachShader(GLuint program, GLuint shader);
ANGLE_EXPORT void GL_APIENTRY GL_Disable(GLenum cap);
ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexAttribArray(GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_DrawArrays(GLenum mode, GLint first, GLsizei count);
ANGLE_EXPORT void GL_APIENTRY GL_DrawElements(GLenum mode,
GLsizei count,
GLenum type,
const void *indices);
ANGLE_EXPORT void GL_APIENTRY GL_Enable(GLenum cap);
ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexAttribArray(GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_Finish();
ANGLE_EXPORT void GL_APIENTRY GL_Flush();
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY GL_FrontFace(GLenum mode);
ANGLE_EXPORT void GL_APIENTRY GL_GenBuffers(GLsizei n, GLuint *buffers);
ANGLE_EXPORT void GL_APIENTRY GL_GenFramebuffers(GLsizei n, GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY GL_GenRenderbuffers(GLsizei n, GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY GL_GenTextures(GLsizei n, GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY GL_GenerateMipmap(GLenum target);
ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAttrib(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniform(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetAttachedShaders(GLuint program,
GLsizei maxCount,
GLsizei *count,
GLuint *shaders);
ANGLE_EXPORT GLint GL_APIENTRY GL_GetAttribLocation(GLuint program, const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetBooleanv(GLenum pname, GLboolean *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
ANGLE_EXPORT GLenum GL_APIENTRY GL_GetError();
ANGLE_EXPORT void GL_APIENTRY GL_GetFloatv(GLenum pname, GLfloat *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferAttachmentParameteriv(GLenum target,
GLenum attachment,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetIntegerv(GLenum pname, GLint *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInfoLog(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramiv(GLuint program, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameteriv(GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetShaderInfoLog(GLuint shader,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
ANGLE_EXPORT void GL_APIENTRY GL_GetShaderPrecisionFormat(GLenum shadertype,
GLenum precisiontype,
GLint *range,
GLint *precision);
ANGLE_EXPORT void GL_APIENTRY GL_GetShaderSource(GLuint shader,
GLsizei bufSize,
GLsizei *length,
GLchar *source);
ANGLE_EXPORT void GL_APIENTRY GL_GetShaderiv(GLuint shader, GLenum pname, GLint *params);
ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetString(GLenum name);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameteriv(GLenum target, GLenum pname, GLint *params);
ANGLE_EXPORT GLint GL_APIENTRY GL_GetUniformLocation(GLuint program, const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformfv(GLuint program, GLint location, GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformiv(GLuint program, GLint location, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribPointerv(GLuint index,
GLenum pname,
void **pointer);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_Hint(GLenum target, GLenum mode);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsBuffer(GLuint buffer);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnabled(GLenum cap);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFramebuffer(GLuint framebuffer);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgram(GLuint program);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsRenderbuffer(GLuint renderbuffer);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsShader(GLuint shader);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsTexture(GLuint texture);
ANGLE_EXPORT void GL_APIENTRY GL_LineWidth(GLfloat width);
ANGLE_EXPORT void GL_APIENTRY GL_LinkProgram(GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_PixelStorei(GLenum pname, GLint param);
ANGLE_EXPORT void GL_APIENTRY GL_PolygonOffset(GLfloat factor, GLfloat units);
ANGLE_EXPORT void GL_APIENTRY GL_ReadPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_ReleaseShaderCompiler();
ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorage(GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_SampleCoverage(GLfloat value, GLboolean invert);
ANGLE_EXPORT void GL_APIENTRY GL_Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_ShaderBinary(GLsizei count,
const GLuint *shaders,
GLenum binaryFormat,
const void *binary,
GLsizei length);
ANGLE_EXPORT void GL_APIENTRY GL_ShaderSource(GLuint shader,
GLsizei count,
const GLchar *const *string,
const GLint *length);
ANGLE_EXPORT void GL_APIENTRY GL_StencilFunc(GLenum func, GLint ref, GLuint mask);
ANGLE_EXPORT void GL_APIENTRY GL_StencilFuncSeparate(GLenum face,
GLenum func,
GLint ref,
GLuint mask);
ANGLE_EXPORT void GL_APIENTRY GL_StencilMask(GLuint mask);
ANGLE_EXPORT void GL_APIENTRY GL_StencilMaskSeparate(GLenum face, GLuint mask);
ANGLE_EXPORT void GL_APIENTRY GL_StencilOp(GLenum fail, GLenum zfail, GLenum zpass);
ANGLE_EXPORT void GL_APIENTRY GL_StencilOpSeparate(GLenum face,
GLenum sfail,
GLenum dpfail,
GLenum dppass);
ANGLE_EXPORT void GL_APIENTRY GL_TexImage2D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterf(GLenum target, GLenum pname, GLfloat param);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameteri(GLenum target, GLenum pname, GLint param);
ANGLE_EXPORT void GL_APIENTRY GL_TexParameteriv(GLenum target, GLenum pname, const GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1f(GLint location, GLfloat v0);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1fv(GLint location, GLsizei count, const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1i(GLint location, GLint v0);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1iv(GLint location, GLsizei count, const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2f(GLint location, GLfloat v0, GLfloat v1);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2fv(GLint location, GLsizei count, const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2i(GLint location, GLint v0, GLint v1);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2iv(GLint location, GLsizei count, const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform3fv(GLint location, GLsizei count, const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform3iv(GLint location, GLsizei count, const GLint *value);
ANGLE_EXPORT void GL_APIENTRY
GL_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform4fv(GLint location, GLsizei count, const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform4iv(GLint location, GLsizei count, const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UseProgram(GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgram(GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1f(GLuint index, GLfloat x);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1fv(GLuint index, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2fv(GLuint index, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3fv(GLuint index, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY
GL_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4fv(GLuint index, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribPointer(GLuint index,
GLint size,
GLenum type,
GLboolean normalized,
GLsizei stride,
const void *pointer);
ANGLE_EXPORT void GL_APIENTRY GL_Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
} // extern "C"
#endif // LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_