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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_3_0_autogen.h:
// Defines the GLES 3.0 entry points.
#ifndef LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_
#define LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_
#include <GLES3/gl3.h>
#include <export.h>
extern "C" {
ANGLE_EXPORT void GL_APIENTRY GL_BeginQuery(GLenum target, GLuint id);
ANGLE_EXPORT void GL_APIENTRY GL_BeginTransformFeedback(GLenum primitiveMode);
ANGLE_EXPORT void GL_APIENTRY GL_BindBufferBase(GLenum target, GLuint index, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY
GL_BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY GL_BindSampler(GLuint unit, GLuint sampler);
ANGLE_EXPORT void GL_APIENTRY GL_BindTransformFeedback(GLenum target, GLuint id);
ANGLE_EXPORT void GL_APIENTRY GL_BindVertexArray(GLuint array);
ANGLE_EXPORT void GL_APIENTRY GL_BlitFramebuffer(GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferfi(GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil);
ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferfv(GLenum buffer,
GLint drawbuffer,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferuiv(GLenum buffer,
GLint drawbuffer,
const GLuint *value);
ANGLE_EXPORT GLenum GL_APIENTRY GL_ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage3D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage3D(GLenum target,
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_CopyBufferSubData(GLenum readTarget,
GLenum writeTarget,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY GL_CopyTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteQueries(GLsizei n, const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteSamplers(GLsizei count, const GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteSync(GLsync sync);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteVertexArrays(GLsizei n, const GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstanced(GLenum mode,
GLint first,
GLsizei count,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY GL_DrawBuffers(GLsizei n, const GLenum *bufs);
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstanced(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY GL_DrawRangeElements(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices);
ANGLE_EXPORT void GL_APIENTRY GL_EndQuery(GLenum target);
ANGLE_EXPORT void GL_APIENTRY GL_EndTransformFeedback();
ANGLE_EXPORT GLsync GL_APIENTRY GL_FenceSync(GLenum condition, GLbitfield flags);
ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedBufferRange(GLenum target,
GLintptr offset,
GLsizeiptr length);
ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureLayer(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint layer);
ANGLE_EXPORT void GL_APIENTRY GL_GenQueries(GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GL_GenSamplers(GLsizei count, GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY GL_GenTransformFeedbacks(GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GL_GenVertexArrays(GLsizei n, GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockName(GLuint program,
GLuint uniformBlockIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformBlockName);
ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockiv(GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformsiv(GLuint program,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteri64v(GLenum target,
GLenum pname,
GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetBufferPointerv(GLenum target, GLenum pname, void **params);
ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataLocation(GLuint program, const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64v(GLenum pname, GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetIntegeri_v(GLenum target, GLuint index, GLint *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetInternalformativ(GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei count,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramBinary(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryiv(GLenum target, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterfv(GLuint sampler,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetStringi(GLenum name, GLuint index);
ANGLE_EXPORT void GL_APIENTRY
GL_GetSynciv(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values);
ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbackVarying(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name);
ANGLE_EXPORT GLuint GL_APIENTRY GL_GetUniformBlockIndex(GLuint program,
const GLchar *uniformBlockName);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformIndices(GLuint program,
GLsizei uniformCount,
const GLchar *const *uniformNames,
GLuint *uniformIndices);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformuiv(GLuint program, GLint location, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments);
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateSubFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsQuery(GLuint id);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSampler(GLuint sampler);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSync(GLsync sync);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsTransformFeedback(GLuint id);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsVertexArray(GLuint array);
ANGLE_EXPORT void *GL_APIENTRY GL_MapBufferRange(GLenum target,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
ANGLE_EXPORT void GL_APIENTRY GL_PauseTransformFeedback();
ANGLE_EXPORT void GL_APIENTRY GL_ProgramBinary(GLuint program,
GLenum binaryFormat,
const void *binary,
GLsizei length);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramParameteri(GLuint program, GLenum pname, GLint value);
ANGLE_EXPORT void GL_APIENTRY GL_ReadBuffer(GLenum src);
ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorageMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_ResumeTransformFeedback();
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterfv(GLuint sampler,
GLenum pname,
const GLfloat *param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameteri(GLuint sampler, GLenum pname, GLint param);
ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameteriv(GLuint sampler,
GLenum pname,
const GLint *param);
ANGLE_EXPORT void GL_APIENTRY GL_TexImage3D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorage2D(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorage3D(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage3D(GLenum target,
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_TransformFeedbackVaryings(GLuint program,
GLsizei count,
const GLchar *const *varyings,
GLenum bufferMode);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1ui(GLint location, GLuint v0);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1uiv(GLint location, GLsizei count, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2ui(GLint location, GLuint v0, GLuint v1);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2uiv(GLint location, GLsizei count, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform3uiv(GLint location, GLsizei count, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY
GL_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform4uiv(GLint location, GLsizei count, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformBlockBinding(GLuint program,
GLuint uniformBlockIndex,
GLuint uniformBlockBinding);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_UnmapBuffer(GLenum target);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribDivisor(GLuint index, GLuint divisor);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4iv(GLuint index, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY
GL_VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4uiv(GLuint index, const GLuint *v);
ANGLE_EXPORT void GL_APIENTRY
GL_VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
ANGLE_EXPORT void GL_APIENTRY GL_WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
} // extern "C"
#endif // LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_