chromium/gpu/command_buffer/client/gles2_c_lib_autogen.h

// Copyright 2014 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

// This file is auto-generated from
// gpu/command_buffer/build_gles2_cmd_buffer.py
// It's formatted by clang-format using chromium coding style:
//    clang-format -i -style=chromium filename
// DO NOT EDIT!

// These functions emulate GLES2 over command buffers.
#ifndef GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_
#define GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_

void GL_APIENTRY GLES2ActiveTexture(GLenum texture) {}
void GL_APIENTRY GLES2AttachShader(GLuint program, GLuint shader) {}
void GL_APIENTRY GLES2BindAttribLocation(GLuint program,
                                         GLuint index,
                                         const char* name) {}
void GL_APIENTRY GLES2BindBuffer(GLenum target, GLuint buffer) {}
void GL_APIENTRY GLES2BindBufferBase(GLenum target,
                                     GLuint index,
                                     GLuint buffer) {}
void GL_APIENTRY GLES2BindBufferRange(GLenum target,
                                      GLuint index,
                                      GLuint buffer,
                                      GLintptr offset,
                                      GLsizeiptr size) {}
void GL_APIENTRY GLES2BindFramebuffer(GLenum target, GLuint framebuffer) {}
void GL_APIENTRY GLES2BindRenderbuffer(GLenum target, GLuint renderbuffer) {}
void GL_APIENTRY GLES2BindSampler(GLuint unit, GLuint sampler) {}
void GL_APIENTRY GLES2BindTexture(GLenum target, GLuint texture) {}
void GL_APIENTRY GLES2BindTransformFeedback(GLenum target,
                                            GLuint transformfeedback) {}
void GL_APIENTRY GLES2BlendColor(GLclampf red,
                                 GLclampf green,
                                 GLclampf blue,
                                 GLclampf alpha) {}
void GL_APIENTRY GLES2BlendEquation(GLenum mode) {}
void GL_APIENTRY GLES2BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {}
void GL_APIENTRY GLES2BlendFunc(GLenum sfactor, GLenum dfactor) {}
void GL_APIENTRY GLES2BlendFuncSeparate(GLenum srcRGB,
                                        GLenum dstRGB,
                                        GLenum srcAlpha,
                                        GLenum dstAlpha) {}
void GL_APIENTRY GLES2BufferData(GLenum target,
                                 GLsizeiptr size,
                                 const void* data,
                                 GLenum usage) {}
void GL_APIENTRY GLES2BufferSubData(GLenum target,
                                    GLintptr offset,
                                    GLsizeiptr size,
                                    const void* data) {}
GLenum GL_APIENTRY GLES2CheckFramebufferStatus(GLenum target) {}
void GL_APIENTRY GLES2Clear(GLbitfield mask) {}
void GL_APIENTRY GLES2ClearBufferfi(GLenum buffer,
                                    GLint drawbuffers,
                                    GLfloat depth,
                                    GLint stencil) {}
void GL_APIENTRY GLES2ClearBufferfv(GLenum buffer,
                                    GLint drawbuffers,
                                    const GLfloat* value) {}
void GL_APIENTRY GLES2ClearBufferiv(GLenum buffer,
                                    GLint drawbuffers,
                                    const GLint* value) {}
void GL_APIENTRY GLES2ClearBufferuiv(GLenum buffer,
                                     GLint drawbuffers,
                                     const GLuint* value) {}
void GL_APIENTRY GLES2ClearColor(GLclampf red,
                                 GLclampf green,
                                 GLclampf blue,
                                 GLclampf alpha) {}
void GL_APIENTRY GLES2ClearDepthf(GLclampf depth) {}
void GL_APIENTRY GLES2ClearStencil(GLint s) {}
GLenum GL_APIENTRY GLES2ClientWaitSync(GLsync sync,
                                       GLbitfield flags,
                                       GLuint64 timeout) {}
void GL_APIENTRY GLES2ColorMask(GLboolean red,
                                GLboolean green,
                                GLboolean blue,
                                GLboolean alpha) {}
void GL_APIENTRY GLES2CompileShader(GLuint shader) {}
void GL_APIENTRY GLES2CompressedTexImage2D(GLenum target,
                                           GLint level,
                                           GLenum internalformat,
                                           GLsizei width,
                                           GLsizei height,
                                           GLint border,
                                           GLsizei imageSize,
                                           const void* data) {}
void GL_APIENTRY GLES2CompressedTexSubImage2D(GLenum target,
                                              GLint level,
                                              GLint xoffset,
                                              GLint yoffset,
                                              GLsizei width,
                                              GLsizei height,
                                              GLenum format,
                                              GLsizei imageSize,
                                              const void* data) {}
void GL_APIENTRY GLES2CompressedTexImage3D(GLenum target,
                                           GLint level,
                                           GLenum internalformat,
                                           GLsizei width,
                                           GLsizei height,
                                           GLsizei depth,
                                           GLint border,
                                           GLsizei imageSize,
                                           const void* data) {}
void GL_APIENTRY GLES2CompressedTexSubImage3D(GLenum target,
                                              GLint level,
                                              GLint xoffset,
                                              GLint yoffset,
                                              GLint zoffset,
                                              GLsizei width,
                                              GLsizei height,
                                              GLsizei depth,
                                              GLenum format,
                                              GLsizei imageSize,
                                              const void* data) {}
void GL_APIENTRY GLES2CopyBufferSubData(GLenum readtarget,
                                        GLenum writetarget,
                                        GLintptr readoffset,
                                        GLintptr writeoffset,
                                        GLsizeiptr size) {}
void GL_APIENTRY GLES2CopyTexImage2D(GLenum target,
                                     GLint level,
                                     GLenum internalformat,
                                     GLint x,
                                     GLint y,
                                     GLsizei width,
                                     GLsizei height,
                                     GLint border) {}
void GL_APIENTRY GLES2CopyTexSubImage2D(GLenum target,
                                        GLint level,
                                        GLint xoffset,
                                        GLint yoffset,
                                        GLint x,
                                        GLint y,
                                        GLsizei width,
                                        GLsizei height) {}
void GL_APIENTRY GLES2CopyTexSubImage3D(GLenum target,
                                        GLint level,
                                        GLint xoffset,
                                        GLint yoffset,
                                        GLint zoffset,
                                        GLint x,
                                        GLint y,
                                        GLsizei width,
                                        GLsizei height) {}
GLuint GL_APIENTRY GLES2CreateProgram() {}
GLuint GL_APIENTRY GLES2CreateShader(GLenum type) {}
void GL_APIENTRY GLES2CullFace(GLenum mode) {}
void GL_APIENTRY GLES2DeleteBuffers(GLsizei n, const GLuint* buffers) {}
void GL_APIENTRY GLES2DeleteFramebuffers(GLsizei n,
                                         const GLuint* framebuffers) {}
void GL_APIENTRY GLES2DeleteProgram(GLuint program) {}
void GL_APIENTRY GLES2DeleteRenderbuffers(GLsizei n,
                                          const GLuint* renderbuffers) {}
void GL_APIENTRY GLES2DeleteSamplers(GLsizei n, const GLuint* samplers) {}
void GL_APIENTRY GLES2DeleteSync(GLsync sync) {}
void GL_APIENTRY GLES2DeleteShader(GLuint shader) {}
void GL_APIENTRY GLES2DeleteTextures(GLsizei n, const GLuint* textures) {}
void GL_APIENTRY GLES2DeleteTransformFeedbacks(GLsizei n, const GLuint* ids) {}
void GL_APIENTRY GLES2DepthFunc(GLenum func) {}
void GL_APIENTRY GLES2DepthMask(GLboolean flag) {}
void GL_APIENTRY GLES2DepthRangef(GLclampf zNear, GLclampf zFar) {}
void GL_APIENTRY GLES2DetachShader(GLuint program, GLuint shader) {}
void GL_APIENTRY GLES2Disable(GLenum cap) {}
void GL_APIENTRY GLES2DisableVertexAttribArray(GLuint index) {}
void GL_APIENTRY GLES2DrawArrays(GLenum mode, GLint first, GLsizei count) {}
void GL_APIENTRY GLES2DrawElements(GLenum mode,
                                   GLsizei count,
                                   GLenum type,
                                   const void* indices) {}
void GL_APIENTRY GLES2DrawRangeElements(GLenum mode,
                                        GLuint start,
                                        GLuint end,
                                        GLsizei count,
                                        GLenum type,
                                        const void* indices) {}
void GL_APIENTRY GLES2Enable(GLenum cap) {}
void GL_APIENTRY GLES2EnableVertexAttribArray(GLuint index) {}
GLsync GL_APIENTRY GLES2FenceSync(GLenum condition, GLbitfield flags) {}
void GL_APIENTRY GLES2Finish() {}
void GL_APIENTRY GLES2Flush() {}
void GL_APIENTRY GLES2FramebufferRenderbuffer(GLenum target,
                                              GLenum attachment,
                                              GLenum renderbuffertarget,
                                              GLuint renderbuffer) {}
void GL_APIENTRY GLES2FramebufferTexture2D(GLenum target,
                                           GLenum attachment,
                                           GLenum textarget,
                                           GLuint texture,
                                           GLint level) {}
void GL_APIENTRY GLES2FramebufferTextureLayer(GLenum target,
                                              GLenum attachment,
                                              GLuint texture,
                                              GLint level,
                                              GLint layer) {}
void GL_APIENTRY GLES2FrontFace(GLenum mode) {}
void GL_APIENTRY GLES2GenBuffers(GLsizei n, GLuint* buffers) {}
void GL_APIENTRY GLES2GenerateMipmap(GLenum target) {}
void GL_APIENTRY GLES2GenFramebuffers(GLsizei n, GLuint* framebuffers) {}
void GL_APIENTRY GLES2GenRenderbuffers(GLsizei n, GLuint* renderbuffers) {}
void GL_APIENTRY GLES2GenSamplers(GLsizei n, GLuint* samplers) {}
void GL_APIENTRY GLES2GenTextures(GLsizei n, GLuint* textures) {}
void GL_APIENTRY GLES2GenTransformFeedbacks(GLsizei n, GLuint* ids) {}
void GL_APIENTRY GLES2GetActiveAttrib(GLuint program,
                                      GLuint index,
                                      GLsizei bufsize,
                                      GLsizei* length,
                                      GLint* size,
                                      GLenum* type,
                                      char* name) {}
void GL_APIENTRY GLES2GetActiveUniform(GLuint program,
                                       GLuint index,
                                       GLsizei bufsize,
                                       GLsizei* length,
                                       GLint* size,
                                       GLenum* type,
                                       char* name) {}
void GL_APIENTRY GLES2GetActiveUniformBlockiv(GLuint program,
                                              GLuint index,
                                              GLenum pname,
                                              GLint* params) {}
void GL_APIENTRY GLES2GetActiveUniformBlockName(GLuint program,
                                                GLuint index,
                                                GLsizei bufsize,
                                                GLsizei* length,
                                                char* name) {}
void GL_APIENTRY GLES2GetActiveUniformsiv(GLuint program,
                                          GLsizei count,
                                          const GLuint* indices,
                                          GLenum pname,
                                          GLint* params) {}
void GL_APIENTRY GLES2GetAttachedShaders(GLuint program,
                                         GLsizei maxcount,
                                         GLsizei* count,
                                         GLuint* shaders) {}
GLint GL_APIENTRY GLES2GetAttribLocation(GLuint program, const char* name) {}
void GL_APIENTRY GLES2GetBooleanv(GLenum pname, GLboolean* params) {}
void GL_APIENTRY GLES2GetBooleani_v(GLenum pname,
                                    GLuint index,
                                    GLboolean* data) {}
void GL_APIENTRY GLES2GetBufferParameteri64v(GLenum target,
                                             GLenum pname,
                                             GLint64* params) {}
void GL_APIENTRY GLES2GetBufferParameteriv(GLenum target,
                                           GLenum pname,
                                           GLint* params) {}
GLenum GL_APIENTRY GLES2GetError() {}
void GL_APIENTRY GLES2GetFloatv(GLenum pname, GLfloat* params) {}
GLint GL_APIENTRY GLES2GetFragDataLocation(GLuint program, const char* name) {}
void GL_APIENTRY GLES2GetFramebufferAttachmentParameteriv(GLenum target,
                                                          GLenum attachment,
                                                          GLenum pname,
                                                          GLint* params) {}
void GL_APIENTRY GLES2GetInteger64v(GLenum pname, GLint64* params) {}
void GL_APIENTRY GLES2GetIntegeri_v(GLenum pname, GLuint index, GLint* data) {}
void GL_APIENTRY GLES2GetInteger64i_v(GLenum pname,
                                      GLuint index,
                                      GLint64* data) {}
void GL_APIENTRY GLES2GetIntegerv(GLenum pname, GLint* params) {}
void GL_APIENTRY GLES2GetInternalformativ(GLenum target,
                                          GLenum format,
                                          GLenum pname,
                                          GLsizei bufSize,
                                          GLint* params) {}
void GL_APIENTRY GLES2GetProgramiv(GLuint program,
                                   GLenum pname,
                                   GLint* params) {}
void GL_APIENTRY GLES2GetProgramInfoLog(GLuint program,
                                        GLsizei bufsize,
                                        GLsizei* length,
                                        char* infolog) {}
void GL_APIENTRY GLES2GetRenderbufferParameteriv(GLenum target,
                                                 GLenum pname,
                                                 GLint* params) {}
void GL_APIENTRY GLES2GetSamplerParameterfv(GLuint sampler,
                                            GLenum pname,
                                            GLfloat* params) {}
void GL_APIENTRY GLES2GetSamplerParameteriv(GLuint sampler,
                                            GLenum pname,
                                            GLint* params) {}
void GL_APIENTRY GLES2GetShaderiv(GLuint shader, GLenum pname, GLint* params) {}
void GL_APIENTRY GLES2GetShaderInfoLog(GLuint shader,
                                       GLsizei bufsize,
                                       GLsizei* length,
                                       char* infolog) {}
void GL_APIENTRY GLES2GetShaderPrecisionFormat(GLenum shadertype,
                                               GLenum precisiontype,
                                               GLint* range,
                                               GLint* precision) {}
void GL_APIENTRY GLES2GetShaderSource(GLuint shader,
                                      GLsizei bufsize,
                                      GLsizei* length,
                                      char* source) {}
const GLubyte* GL_APIENTRY GLES2GetString(GLenum name) {}
const GLubyte* GL_APIENTRY GLES2GetStringi(GLenum name, GLuint index) {}
void GL_APIENTRY GLES2GetSynciv(GLsync sync,
                                GLenum pname,
                                GLsizei bufsize,
                                GLsizei* length,
                                GLint* values) {}
void GL_APIENTRY GLES2GetTexParameterfv(GLenum target,
                                        GLenum pname,
                                        GLfloat* params) {}
void GL_APIENTRY GLES2GetTexParameteriv(GLenum target,
                                        GLenum pname,
                                        GLint* params) {}
void GL_APIENTRY GLES2GetTransformFeedbackVarying(GLuint program,
                                                  GLuint index,
                                                  GLsizei bufsize,
                                                  GLsizei* length,
                                                  GLsizei* size,
                                                  GLenum* type,
                                                  char* name) {}
GLuint GL_APIENTRY GLES2GetUniformBlockIndex(GLuint program, const char* name) {}
void GL_APIENTRY GLES2GetUniformfv(GLuint program,
                                   GLint location,
                                   GLfloat* params) {}
void GL_APIENTRY GLES2GetUniformiv(GLuint program,
                                   GLint location,
                                   GLint* params) {}
void GL_APIENTRY GLES2GetUniformuiv(GLuint program,
                                    GLint location,
                                    GLuint* params) {}
void GL_APIENTRY GLES2GetUniformIndices(GLuint program,
                                        GLsizei count,
                                        const char* const* names,
                                        GLuint* indices) {}
GLint GL_APIENTRY GLES2GetUniformLocation(GLuint program, const char* name) {}
void GL_APIENTRY GLES2GetVertexAttribfv(GLuint index,
                                        GLenum pname,
                                        GLfloat* params) {}
void GL_APIENTRY GLES2GetVertexAttribiv(GLuint index,
                                        GLenum pname,
                                        GLint* params) {}
void GL_APIENTRY GLES2GetVertexAttribIiv(GLuint index,
                                         GLenum pname,
                                         GLint* params) {}
void GL_APIENTRY GLES2GetVertexAttribIuiv(GLuint index,
                                          GLenum pname,
                                          GLuint* params) {}
void GL_APIENTRY GLES2GetVertexAttribPointerv(GLuint index,
                                              GLenum pname,
                                              void** pointer) {}
void GL_APIENTRY GLES2Hint(GLenum target, GLenum mode) {}
void GL_APIENTRY GLES2InvalidateFramebuffer(GLenum target,
                                            GLsizei count,
                                            const GLenum* attachments) {}
void GL_APIENTRY GLES2InvalidateSubFramebuffer(GLenum target,
                                               GLsizei count,
                                               const GLenum* attachments,
                                               GLint x,
                                               GLint y,
                                               GLsizei width,
                                               GLsizei height) {}
GLboolean GL_APIENTRY GLES2IsBuffer(GLuint buffer) {}
GLboolean GL_APIENTRY GLES2IsEnabled(GLenum cap) {}
GLboolean GL_APIENTRY GLES2IsFramebuffer(GLuint framebuffer) {}
GLboolean GL_APIENTRY GLES2IsProgram(GLuint program) {}
GLboolean GL_APIENTRY GLES2IsRenderbuffer(GLuint renderbuffer) {}
GLboolean GL_APIENTRY GLES2IsSampler(GLuint sampler) {}
GLboolean GL_APIENTRY GLES2IsShader(GLuint shader) {}
GLboolean GL_APIENTRY GLES2IsSync(GLsync sync) {}
GLboolean GL_APIENTRY GLES2IsTexture(GLuint texture) {}
GLboolean GL_APIENTRY GLES2IsTransformFeedback(GLuint transformfeedback) {}
void GL_APIENTRY GLES2LineWidth(GLfloat width) {}
void GL_APIENTRY GLES2LinkProgram(GLuint program) {}
void GL_APIENTRY GLES2PauseTransformFeedback() {}
void GL_APIENTRY GLES2PixelStorei(GLenum pname, GLint param) {}
void GL_APIENTRY GLES2PolygonOffset(GLfloat factor, GLfloat units) {}
void GL_APIENTRY GLES2ReadBuffer(GLenum src) {}
void GL_APIENTRY GLES2ReadPixels(GLint x,
                                 GLint y,
                                 GLsizei width,
                                 GLsizei height,
                                 GLenum format,
                                 GLenum type,
                                 void* pixels) {}
void GL_APIENTRY GLES2ReleaseShaderCompiler() {}
void GL_APIENTRY GLES2RenderbufferStorage(GLenum target,
                                          GLenum internalformat,
                                          GLsizei width,
                                          GLsizei height) {}
void GL_APIENTRY GLES2ResumeTransformFeedback() {}
void GL_APIENTRY GLES2SampleCoverage(GLclampf value, GLboolean invert) {}
void GL_APIENTRY GLES2SamplerParameterf(GLuint sampler,
                                        GLenum pname,
                                        GLfloat param) {}
void GL_APIENTRY GLES2SamplerParameterfv(GLuint sampler,
                                         GLenum pname,
                                         const GLfloat* params) {}
void GL_APIENTRY GLES2SamplerParameteri(GLuint sampler,
                                        GLenum pname,
                                        GLint param) {}
void GL_APIENTRY GLES2SamplerParameteriv(GLuint sampler,
                                         GLenum pname,
                                         const GLint* params) {}
void GL_APIENTRY GLES2Scissor(GLint x, GLint y, GLsizei width, GLsizei height) {}
void GL_APIENTRY GLES2ShaderBinary(GLsizei n,
                                   const GLuint* shaders,
                                   GLenum binaryformat,
                                   const void* binary,
                                   GLsizei length) {}
void GL_APIENTRY GLES2ShaderSource(GLuint shader,
                                   GLsizei count,
                                   const GLchar* const* str,
                                   const GLint* length) {}
void GL_APIENTRY GLES2ShallowFinishCHROMIUM() {}
void GL_APIENTRY GLES2OrderingBarrierCHROMIUM() {}
void GL_APIENTRY GLES2MultiDrawArraysWEBGL(GLenum mode,
                                           const GLint* firsts,
                                           const GLsizei* counts,
                                           GLsizei drawcount) {}
void GL_APIENTRY
GLES2MultiDrawArraysInstancedWEBGL(GLenum mode,
                                   const GLint* firsts,
                                   const GLsizei* counts,
                                   const GLsizei* instance_counts,
                                   GLsizei drawcount) {}
void GL_APIENTRY
GLES2MultiDrawArraysInstancedBaseInstanceWEBGL(GLenum mode,
                                               const GLint* firsts,
                                               const GLsizei* counts,
                                               const GLsizei* instance_counts,
                                               const GLuint* baseinstances,
                                               GLsizei drawcount) {}
void GL_APIENTRY GLES2MultiDrawElementsWEBGL(GLenum mode,
                                             const GLsizei* counts,
                                             GLenum type,
                                             const GLsizei* offsets,
                                             GLsizei drawcount) {}
void GL_APIENTRY
GLES2MultiDrawElementsInstancedWEBGL(GLenum mode,
                                     const GLsizei* counts,
                                     GLenum type,
                                     const GLsizei* offsets,
                                     const GLsizei* instance_counts,
                                     GLsizei drawcount) {}
void GL_APIENTRY GLES2MultiDrawElementsInstancedBaseVertexBaseInstanceWEBGL(
    GLenum mode,
    const GLsizei* counts,
    GLenum type,
    const GLsizei* offsets,
    const GLsizei* instance_counts,
    const GLint* basevertices,
    const GLuint* baseinstances,
    GLsizei drawcount) {}
void GL_APIENTRY GLES2StencilFunc(GLenum func, GLint ref, GLuint mask) {}
void GL_APIENTRY GLES2StencilFuncSeparate(GLenum face,
                                          GLenum func,
                                          GLint ref,
                                          GLuint mask) {}
void GL_APIENTRY GLES2StencilMask(GLuint mask) {}
void GL_APIENTRY GLES2StencilMaskSeparate(GLenum face, GLuint mask) {}
void GL_APIENTRY GLES2StencilOp(GLenum fail, GLenum zfail, GLenum zpass) {}
void GL_APIENTRY GLES2StencilOpSeparate(GLenum face,
                                        GLenum fail,
                                        GLenum zfail,
                                        GLenum zpass) {}
void GL_APIENTRY GLES2TexImage2D(GLenum target,
                                 GLint level,
                                 GLint internalformat,
                                 GLsizei width,
                                 GLsizei height,
                                 GLint border,
                                 GLenum format,
                                 GLenum type,
                                 const void* pixels) {}
void GL_APIENTRY GLES2TexImage3D(GLenum target,
                                 GLint level,
                                 GLint internalformat,
                                 GLsizei width,
                                 GLsizei height,
                                 GLsizei depth,
                                 GLint border,
                                 GLenum format,
                                 GLenum type,
                                 const void* pixels) {}
void GL_APIENTRY GLES2TexParameterf(GLenum target,
                                    GLenum pname,
                                    GLfloat param) {}
void GL_APIENTRY GLES2TexParameterfv(GLenum target,
                                     GLenum pname,
                                     const GLfloat* params) {}
void GL_APIENTRY GLES2TexParameteri(GLenum target, GLenum pname, GLint param) {}
void GL_APIENTRY GLES2TexParameteriv(GLenum target,
                                     GLenum pname,
                                     const GLint* params) {}
void GL_APIENTRY GLES2TexStorage3D(GLenum target,
                                   GLsizei levels,
                                   GLenum internalFormat,
                                   GLsizei width,
                                   GLsizei height,
                                   GLsizei depth) {}
void GL_APIENTRY GLES2TexSubImage2D(GLenum target,
                                    GLint level,
                                    GLint xoffset,
                                    GLint yoffset,
                                    GLsizei width,
                                    GLsizei height,
                                    GLenum format,
                                    GLenum type,
                                    const void* pixels) {}
void GL_APIENTRY GLES2TexSubImage3D(GLenum target,
                                    GLint level,
                                    GLint xoffset,
                                    GLint yoffset,
                                    GLint zoffset,
                                    GLsizei width,
                                    GLsizei height,
                                    GLsizei depth,
                                    GLenum format,
                                    GLenum type,
                                    const void* pixels) {}
void GL_APIENTRY GLES2TransformFeedbackVaryings(GLuint program,
                                                GLsizei count,
                                                const char* const* varyings,
                                                GLenum buffermode) {}
void GL_APIENTRY GLES2Uniform1f(GLint location, GLfloat x) {}
void GL_APIENTRY GLES2Uniform1fv(GLint location,
                                 GLsizei count,
                                 const GLfloat* v) {}
void GL_APIENTRY GLES2Uniform1i(GLint location, GLint x) {}
void GL_APIENTRY GLES2Uniform1iv(GLint location,
                                 GLsizei count,
                                 const GLint* v) {}
void GL_APIENTRY GLES2Uniform1ui(GLint location, GLuint x) {}
void GL_APIENTRY GLES2Uniform1uiv(GLint location,
                                  GLsizei count,
                                  const GLuint* v) {}
void GL_APIENTRY GLES2Uniform2f(GLint location, GLfloat x, GLfloat y) {}
void GL_APIENTRY GLES2Uniform2fv(GLint location,
                                 GLsizei count,
                                 const GLfloat* v) {}
void GL_APIENTRY GLES2Uniform2i(GLint location, GLint x, GLint y) {}
void GL_APIENTRY GLES2Uniform2iv(GLint location,
                                 GLsizei count,
                                 const GLint* v) {}
void GL_APIENTRY GLES2Uniform2ui(GLint location, GLuint x, GLuint y) {}
void GL_APIENTRY GLES2Uniform2uiv(GLint location,
                                  GLsizei count,
                                  const GLuint* v) {}
void GL_APIENTRY GLES2Uniform3f(GLint location,
                                GLfloat x,
                                GLfloat y,
                                GLfloat z) {}
void GL_APIENTRY GLES2Uniform3fv(GLint location,
                                 GLsizei count,
                                 const GLfloat* v) {}
void GL_APIENTRY GLES2Uniform3i(GLint location, GLint x, GLint y, GLint z) {}
void GL_APIENTRY GLES2Uniform3iv(GLint location,
                                 GLsizei count,
                                 const GLint* v) {}
void GL_APIENTRY GLES2Uniform3ui(GLint location, GLuint x, GLuint y, GLuint z) {}
void GL_APIENTRY GLES2Uniform3uiv(GLint location,
                                  GLsizei count,
                                  const GLuint* v) {}
void GL_APIENTRY
GLES2Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {}
void GL_APIENTRY GLES2Uniform4fv(GLint location,
                                 GLsizei count,
                                 const GLfloat* v) {}
void GL_APIENTRY
GLES2Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) {}
void GL_APIENTRY GLES2Uniform4iv(GLint location,
                                 GLsizei count,
                                 const GLint* v) {}
void GL_APIENTRY
GLES2Uniform4ui(GLint location, GLuint x, GLuint y, GLuint z, GLuint w) {}
void GL_APIENTRY GLES2Uniform4uiv(GLint location,
                                  GLsizei count,
                                  const GLuint* v) {}
void GL_APIENTRY GLES2UniformBlockBinding(GLuint program,
                                          GLuint index,
                                          GLuint binding) {}
void GL_APIENTRY GLES2UniformMatrix2fv(GLint location,
                                       GLsizei count,
                                       GLboolean transpose,
                                       const GLfloat* value) {}
void GL_APIENTRY GLES2UniformMatrix2x3fv(GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat* value) {}
void GL_APIENTRY GLES2UniformMatrix2x4fv(GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat* value) {}
void GL_APIENTRY GLES2UniformMatrix3fv(GLint location,
                                       GLsizei count,
                                       GLboolean transpose,
                                       const GLfloat* value) {}
void GL_APIENTRY GLES2UniformMatrix3x2fv(GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat* value) {}
void GL_APIENTRY GLES2UniformMatrix3x4fv(GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat* value) {}
void GL_APIENTRY GLES2UniformMatrix4fv(GLint location,
                                       GLsizei count,
                                       GLboolean transpose,
                                       const GLfloat* value) {}
void GL_APIENTRY GLES2UniformMatrix4x2fv(GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat* value) {}
void GL_APIENTRY GLES2UniformMatrix4x3fv(GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat* value) {}
void GL_APIENTRY GLES2UseProgram(GLuint program) {}
void GL_APIENTRY GLES2ValidateProgram(GLuint program) {}
void GL_APIENTRY GLES2VertexAttrib1f(GLuint indx, GLfloat x) {}
void GL_APIENTRY GLES2VertexAttrib1fv(GLuint indx, const GLfloat* values) {}
void GL_APIENTRY GLES2VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) {}
void GL_APIENTRY GLES2VertexAttrib2fv(GLuint indx, const GLfloat* values) {}
void GL_APIENTRY GLES2VertexAttrib3f(GLuint indx,
                                     GLfloat x,
                                     GLfloat y,
                                     GLfloat z) {}
void GL_APIENTRY GLES2VertexAttrib3fv(GLuint indx, const GLfloat* values) {}
void GL_APIENTRY
GLES2VertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {}
void GL_APIENTRY GLES2VertexAttrib4fv(GLuint indx, const GLfloat* values) {}
void GL_APIENTRY
GLES2VertexAttribI4i(GLuint indx, GLint x, GLint y, GLint z, GLint w) {}
void GL_APIENTRY GLES2VertexAttribI4iv(GLuint indx, const GLint* values) {}
void GL_APIENTRY
GLES2VertexAttribI4ui(GLuint indx, GLuint x, GLuint y, GLuint z, GLuint w) {}
void GL_APIENTRY GLES2VertexAttribI4uiv(GLuint indx, const GLuint* values) {}
void GL_APIENTRY GLES2VertexAttribIPointer(GLuint indx,
                                           GLint size,
                                           GLenum type,
                                           GLsizei stride,
                                           const void* ptr) {}
void GL_APIENTRY GLES2VertexAttribPointer(GLuint indx,
                                          GLint size,
                                          GLenum type,
                                          GLboolean normalized,
                                          GLsizei stride,
                                          const void* ptr) {}
void GL_APIENTRY GLES2Viewport(GLint x,
                               GLint y,
                               GLsizei width,
                               GLsizei height) {}
void GL_APIENTRY GLES2WaitSync(GLsync sync,
                               GLbitfield flags,
                               GLuint64 timeout) {}
void GL_APIENTRY GLES2BlitFramebufferCHROMIUM(GLint srcX0,
                                              GLint srcY0,
                                              GLint srcX1,
                                              GLint srcY1,
                                              GLint dstX0,
                                              GLint dstY0,
                                              GLint dstX1,
                                              GLint dstY1,
                                              GLbitfield mask,
                                              GLenum filter) {}
void GL_APIENTRY
GLES2RenderbufferStorageMultisampleCHROMIUM(GLenum target,
                                            GLsizei samples,
                                            GLenum internalformat,
                                            GLsizei width,
                                            GLsizei height) {}
void GL_APIENTRY
GLES2RenderbufferStorageMultisampleAdvancedAMD(GLenum target,
                                               GLsizei samples,
                                               GLsizei storageSamples,
                                               GLenum internalformat,
                                               GLsizei width,
                                               GLsizei height) {}
void GL_APIENTRY GLES2RenderbufferStorageMultisampleEXT(GLenum target,
                                                        GLsizei samples,
                                                        GLenum internalformat,
                                                        GLsizei width,
                                                        GLsizei height) {}
void GL_APIENTRY GLES2FramebufferTexture2DMultisampleEXT(GLenum target,
                                                         GLenum attachment,
                                                         GLenum textarget,
                                                         GLuint texture,
                                                         GLint level,
                                                         GLsizei samples) {}
void GL_APIENTRY GLES2TexStorage2DEXT(GLenum target,
                                      GLsizei levels,
                                      GLenum internalFormat,
                                      GLsizei width,
                                      GLsizei height) {}
void GL_APIENTRY GLES2GenQueriesEXT(GLsizei n, GLuint* queries) {}
void GL_APIENTRY GLES2DeleteQueriesEXT(GLsizei n, const GLuint* queries) {}
void GL_APIENTRY GLES2QueryCounterEXT(GLuint id, GLenum target) {}
GLboolean GL_APIENTRY GLES2IsQueryEXT(GLuint id) {}
void GL_APIENTRY GLES2BeginQueryEXT(GLenum target, GLuint id) {}
void GL_APIENTRY GLES2BeginTransformFeedback(GLenum primitivemode) {}
void GL_APIENTRY GLES2EndQueryEXT(GLenum target) {}
void GL_APIENTRY GLES2EndTransformFeedback() {}
void GL_APIENTRY GLES2GetQueryivEXT(GLenum target,
                                    GLenum pname,
                                    GLint* params) {}
void GL_APIENTRY GLES2GetQueryObjectivEXT(GLuint id,
                                          GLenum pname,
                                          GLint* params) {}
void GL_APIENTRY GLES2GetQueryObjectuivEXT(GLuint id,
                                           GLenum pname,
                                           GLuint* params) {}
void GL_APIENTRY GLES2GetQueryObjecti64vEXT(GLuint id,
                                            GLenum pname,
                                            GLint64* params) {}
void GL_APIENTRY GLES2GetQueryObjectui64vEXT(GLuint id,
                                             GLenum pname,
                                             GLuint64* params) {}
void GL_APIENTRY GLES2SetDisjointValueSyncCHROMIUM() {}
void GL_APIENTRY GLES2InsertEventMarkerEXT(GLsizei length,
                                           const GLchar* marker) {}
void GL_APIENTRY GLES2PushGroupMarkerEXT(GLsizei length, const GLchar* marker) {}
void GL_APIENTRY GLES2PopGroupMarkerEXT() {}
void GL_APIENTRY GLES2GenVertexArraysOES(GLsizei n, GLuint* arrays) {}
void GL_APIENTRY GLES2DeleteVertexArraysOES(GLsizei n, const GLuint* arrays) {}
GLboolean GL_APIENTRY GLES2IsVertexArrayOES(GLuint array) {}
void GL_APIENTRY GLES2BindVertexArrayOES(GLuint array) {}
void GL_APIENTRY GLES2FramebufferParameteri(GLenum target,
                                            GLenum pname,
                                            GLint param) {}
void GL_APIENTRY GLES2BindImageTexture(GLuint unit,
                                       GLuint texture,
                                       GLint level,
                                       GLboolean layered,
                                       GLint layer,
                                       GLenum access,
                                       GLenum format) {}
void GL_APIENTRY GLES2DispatchCompute(GLuint num_groups_x,
                                      GLuint num_groups_y,
                                      GLuint num_groups_z) {}
void GL_APIENTRY GLES2DispatchComputeIndirect(GLintptr offset) {}
void GL_APIENTRY GLES2DrawArraysIndirect(GLenum mode, const void* offset) {}
void GL_APIENTRY GLES2DrawElementsIndirect(GLenum mode,
                                           GLenum type,
                                           const void* offset) {}
void GL_APIENTRY GLES2GetProgramInterfaceiv(GLuint program,
                                            GLenum program_interface,
                                            GLenum pname,
                                            GLint* params) {}
GLuint GL_APIENTRY GLES2GetProgramResourceIndex(GLuint program,
                                                GLenum program_interface,
                                                const char* name) {}
void GL_APIENTRY GLES2GetProgramResourceName(GLuint program,
                                             GLenum program_interface,
                                             GLuint index,
                                             GLsizei bufsize,
                                             GLsizei* length,
                                             char* name) {}
void GL_APIENTRY GLES2GetProgramResourceiv(GLuint program,
                                           GLenum program_interface,
                                           GLuint index,
                                           GLsizei prop_count,
                                           const GLenum* props,
                                           GLsizei bufsize,
                                           GLsizei* length,
                                           GLint* params) {}
GLint GL_APIENTRY GLES2GetProgramResourceLocation(GLuint program,
                                                  GLenum program_interface,
                                                  const char* name) {}
void GL_APIENTRY GLES2MemoryBarrierEXT(GLbitfield barriers) {}
void GL_APIENTRY GLES2MemoryBarrierByRegion(GLbitfield barriers) {}
void GL_APIENTRY GLES2SwapBuffers(GLuint64 swap_id, GLbitfield flags) {}
GLuint GL_APIENTRY GLES2GetMaxValueInBufferCHROMIUM(GLuint buffer_id,
                                                    GLsizei count,
                                                    GLenum type,
                                                    GLuint offset) {}
GLboolean GL_APIENTRY GLES2EnableFeatureCHROMIUM(const char* feature) {}
void* GL_APIENTRY GLES2MapBufferCHROMIUM(GLuint target, GLenum access) {}
GLboolean GL_APIENTRY GLES2UnmapBufferCHROMIUM(GLuint target) {}
void* GL_APIENTRY GLES2MapBufferSubDataCHROMIUM(GLuint target,
                                                GLintptr offset,
                                                GLsizeiptr size,
                                                GLenum access) {}
void GL_APIENTRY GLES2UnmapBufferSubDataCHROMIUM(const void* mem) {}
void* GL_APIENTRY GLES2MapBufferRange(GLenum target,
                                      GLintptr offset,
                                      GLsizeiptr size,
                                      GLbitfield access) {}
GLboolean GL_APIENTRY GLES2UnmapBuffer(GLenum target) {}
void GL_APIENTRY GLES2FlushMappedBufferRange(GLenum target,
                                             GLintptr offset,
                                             GLsizeiptr size) {}
void* GL_APIENTRY GLES2MapTexSubImage2DCHROMIUM(GLenum target,
                                                GLint level,
                                                GLint xoffset,
                                                GLint yoffset,
                                                GLsizei width,
                                                GLsizei height,
                                                GLenum format,
                                                GLenum type,
                                                GLenum access) {}
void GL_APIENTRY GLES2UnmapTexSubImage2DCHROMIUM(const void* mem) {}
void GL_APIENTRY GLES2ResizeCHROMIUM(GLuint width,
                                     GLuint height,
                                     GLfloat scale_factor,
                                     GLcolorSpace color_space,
                                     GLboolean alpha) {}
const GLchar* GL_APIENTRY GLES2GetRequestableExtensionsCHROMIUM() {}
void GL_APIENTRY GLES2RequestExtensionCHROMIUM(const char* extension) {}
void GL_APIENTRY GLES2GetProgramInfoCHROMIUM(GLuint program,
                                             GLsizei bufsize,
                                             GLsizei* size,
                                             void* info) {}
void GL_APIENTRY GLES2GetUniformBlocksCHROMIUM(GLuint program,
                                               GLsizei bufsize,
                                               GLsizei* size,
                                               void* info) {}
void GL_APIENTRY GLES2GetTransformFeedbackVaryingsCHROMIUM(GLuint program,
                                                           GLsizei bufsize,
                                                           GLsizei* size,
                                                           void* info) {}
void GL_APIENTRY GLES2GetUniformsES3CHROMIUM(GLuint program,
                                             GLsizei bufsize,
                                             GLsizei* size,
                                             void* info) {}
void GL_APIENTRY GLES2DescheduleUntilFinishedCHROMIUM() {}
void GL_APIENTRY GLES2GetTranslatedShaderSourceANGLE(GLuint shader,
                                                     GLsizei bufsize,
                                                     GLsizei* length,
                                                     char* source) {}
void GL_APIENTRY GLES2CopyTextureCHROMIUM(GLuint source_id,
                                          GLint source_level,
                                          GLenum dest_target,
                                          GLuint dest_id,
                                          GLint dest_level,
                                          GLint internalformat,
                                          GLenum dest_type,
                                          GLboolean unpack_flip_y,
                                          GLboolean unpack_premultiply_alpha,
                                          GLboolean unpack_unmultiply_alpha) {}
void GL_APIENTRY
GLES2CopySubTextureCHROMIUM(GLuint source_id,
                            GLint source_level,
                            GLenum dest_target,
                            GLuint dest_id,
                            GLint dest_level,
                            GLint xoffset,
                            GLint yoffset,
                            GLint x,
                            GLint y,
                            GLsizei width,
                            GLsizei height,
                            GLboolean unpack_flip_y,
                            GLboolean unpack_premultiply_alpha,
                            GLboolean unpack_unmultiply_alpha) {}
void GL_APIENTRY GLES2DrawArraysInstancedANGLE(GLenum mode,
                                               GLint first,
                                               GLsizei count,
                                               GLsizei primcount) {}
void GL_APIENTRY
GLES2DrawArraysInstancedBaseInstanceANGLE(GLenum mode,
                                          GLint first,
                                          GLsizei count,
                                          GLsizei primcount,
                                          GLuint baseinstance) {}
void GL_APIENTRY GLES2DrawElementsInstancedANGLE(GLenum mode,
                                                 GLsizei count,
                                                 GLenum type,
                                                 const void* indices,
                                                 GLsizei primcount) {}
void GL_APIENTRY
GLES2DrawElementsInstancedBaseVertexBaseInstanceANGLE(GLenum mode,
                                                      GLsizei count,
                                                      GLenum type,
                                                      const void* indices,
                                                      GLsizei primcount,
                                                      GLint basevertex,
                                                      GLuint baseinstance) {}
void GL_APIENTRY GLES2VertexAttribDivisorANGLE(GLuint index, GLuint divisor) {}
void GL_APIENTRY GLES2BindUniformLocationCHROMIUM(GLuint program,
                                                  GLint location,
                                                  const char* name) {}
void GL_APIENTRY GLES2TraceBeginCHROMIUM(const char* category_name,
                                         const char* trace_name) {}
void GL_APIENTRY GLES2TraceEndCHROMIUM() {}
void GL_APIENTRY GLES2DiscardFramebufferEXT(GLenum target,
                                            GLsizei count,
                                            const GLenum* attachments) {}
void GL_APIENTRY GLES2LoseContextCHROMIUM(GLenum current, GLenum other) {}
void GL_APIENTRY GLES2DrawBuffersEXT(GLsizei count, const GLenum* bufs) {}
void GL_APIENTRY GLES2FlushDriverCachesCHROMIUM() {}
GLuint GL_APIENTRY GLES2GetLastFlushIdCHROMIUM() {}
void GL_APIENTRY GLES2SetActiveURLCHROMIUM(const char* url) {}
void GL_APIENTRY GLES2ContextVisibilityHintCHROMIUM(GLboolean visibility) {}
GLenum GL_APIENTRY GLES2GetGraphicsResetStatusKHR() {}
void GL_APIENTRY GLES2BlendBarrierKHR() {}
void GL_APIENTRY GLES2BindFragDataLocationIndexedEXT(GLuint program,
                                                     GLuint colorNumber,
                                                     GLuint index,
                                                     const char* name) {}
void GL_APIENTRY GLES2BindFragDataLocationEXT(GLuint program,
                                              GLuint colorNumber,
                                              const char* name) {}
GLint GL_APIENTRY GLES2GetFragDataIndexEXT(GLuint program, const char* name) {}
void GL_APIENTRY GLES2InitializeDiscardableTextureCHROMIUM(GLuint texture_id) {}
void GL_APIENTRY GLES2UnlockDiscardableTextureCHROMIUM(GLuint texture_id) {}
bool GL_APIENTRY GLES2LockDiscardableTextureCHROMIUM(GLuint texture_id) {}
void GL_APIENTRY GLES2WindowRectanglesEXT(GLenum mode,
                                          GLsizei count,
                                          const GLint* box) {}
GLuint GL_APIENTRY GLES2CreateGpuFenceCHROMIUM() {}
GLuint GL_APIENTRY GLES2CreateClientGpuFenceCHROMIUM(ClientGpuFence source) {}
void GL_APIENTRY GLES2WaitGpuFenceCHROMIUM(GLuint gpu_fence_id) {}
void GL_APIENTRY GLES2DestroyGpuFenceCHROMIUM(GLuint gpu_fence_id) {}
void GL_APIENTRY
GLES2InvalidateReadbackBufferShadowDataCHROMIUM(GLuint buffer_id) {}
void GL_APIENTRY GLES2FramebufferTextureMultiviewOVR(GLenum target,
                                                     GLenum attachment,
                                                     GLuint texture,
                                                     GLint level,
                                                     GLint baseViewIndex,
                                                     GLsizei numViews) {}
void GL_APIENTRY GLES2MaxShaderCompilerThreadsKHR(GLuint count) {}
GLuint GL_APIENTRY
GLES2CreateAndTexStorage2DSharedImageCHROMIUM(const GLbyte* mailbox) {}
void GL_APIENTRY GLES2BeginSharedImageAccessDirectCHROMIUM(GLuint texture,
                                                           GLenum mode) {}
void GL_APIENTRY GLES2EndSharedImageAccessDirectCHROMIUM(GLuint texture) {}
void GL_APIENTRY
GLES2ConvertRGBAToYUVAMailboxesINTERNAL(GLenum planes_yuv_color_space,
                                        GLenum plane_config,
                                        GLenum subsampling,
                                        const GLbyte* mailboxes) {}
void GL_APIENTRY
GLES2ConvertYUVAMailboxesToRGBINTERNAL(GLint src_x,
                                       GLint src_y,
                                       GLsizei width,
                                       GLsizei height,
                                       GLenum planes_yuv_color_space,
                                       GLenum plane_config,
                                       GLenum subsampling,
                                       const GLbyte* mailboxes) {}
void GL_APIENTRY
GLES2ConvertYUVAMailboxesToTextureINTERNAL(GLuint texture,
                                           GLenum target,
                                           GLuint internal_format,
                                           GLenum type,
                                           GLint src_x,
                                           GLint src_y,
                                           GLsizei width,
                                           GLsizei height,
                                           GLboolean flip_y,
                                           GLenum planes_yuv_color_space,
                                           GLenum plane_config,
                                           GLenum subsampling,
                                           const GLbyte* mailboxes) {}
void GL_APIENTRY GLES2CopySharedImageINTERNAL(GLint xoffset,
                                              GLint yoffset,
                                              GLint x,
                                              GLint y,
                                              GLsizei width,
                                              GLsizei height,
                                              GLboolean unpack_flip_y,
                                              const GLbyte* mailboxes) {}
void GL_APIENTRY
GLES2CopySharedImageToTextureINTERNAL(GLuint texture,
                                      GLenum target,
                                      GLuint internal_format,
                                      GLenum type,
                                      GLint src_x,
                                      GLint src_y,
                                      GLsizei width,
                                      GLsizei height,
                                      GLboolean flip_y,
                                      const GLbyte* src_mailbox) {}
GLboolean GL_APIENTRY
GLES2ReadbackARGBImagePixelsINTERNAL(const GLbyte* mailbox,
                                     const void* dst_color_space,
                                     GLuint dst_color_space_size,
                                     GLuint dst_size,
                                     GLuint dst_width,
                                     GLuint dst_height,
                                     GLuint dst_color_type,
                                     GLuint dst_alpha_type,
                                     GLuint dst_row_bytes,
                                     GLint src_x,
                                     GLint src_y,
                                     GLint plane_index,
                                     void* pixels) {}
void GL_APIENTRY GLES2WritePixelsYUVINTERNAL(const GLbyte* mailbox,
                                             GLuint src_size_plane1,
                                             GLuint src_size_plane2,
                                             GLuint src_size_plane3,
                                             GLuint src_size_plane4,
                                             GLuint src_width,
                                             GLuint src_height,
                                             GLuint src_plane_config,
                                             GLuint src_subsampling,
                                             GLuint src_datatype,
                                             GLuint src_row_bytes_plane1,
                                             GLuint src_row_bytes_plane2,
                                             GLuint src_row_bytes_plane3,
                                             GLuint src_row_bytes_plane4,
                                             const void* src_pixels_plane1,
                                             const void* src_pixels_plane2,
                                             const void* src_pixels_plane3,
                                             const void* src_pixels_plane4) {}
void GL_APIENTRY GLES2EnableiOES(GLenum target, GLuint index) {}
void GL_APIENTRY GLES2DisableiOES(GLenum target, GLuint index) {}
void GL_APIENTRY GLES2BlendEquationiOES(GLuint buf, GLenum mode) {}
void GL_APIENTRY GLES2BlendEquationSeparateiOES(GLuint buf,
                                                GLenum modeRGB,
                                                GLenum modeAlpha) {}
void GL_APIENTRY GLES2BlendFunciOES(GLuint buf, GLenum src, GLenum dst) {}
void GL_APIENTRY GLES2BlendFuncSeparateiOES(GLuint buf,
                                            GLenum srcRGB,
                                            GLenum dstRGB,
                                            GLenum srcAlpha,
                                            GLenum dstAlpha) {}
void GL_APIENTRY GLES2ColorMaskiOES(GLuint buf,
                                    GLboolean r,
                                    GLboolean g,
                                    GLboolean b,
                                    GLboolean a) {}
GLboolean GL_APIENTRY GLES2IsEnablediOES(GLenum target, GLuint index) {}
void GL_APIENTRY GLES2ProvokingVertexANGLE(GLenum provokeMode) {}
void GL_APIENTRY
GLES2FramebufferMemorylessPixelLocalStorageANGLE(GLint plane,
                                                 GLenum internalformat) {}
void GL_APIENTRY
GLES2FramebufferTexturePixelLocalStorageANGLE(GLint plane,
                                              GLuint backingtexture,
                                              GLint level,
                                              GLint layer) {}
void GL_APIENTRY
GLES2FramebufferPixelLocalClearValuefvANGLE(GLint plane, const GLfloat* value) {}
void GL_APIENTRY
GLES2FramebufferPixelLocalClearValueivANGLE(GLint plane, const GLint* value) {}
void GL_APIENTRY
GLES2FramebufferPixelLocalClearValueuivANGLE(GLint plane, const GLuint* value) {}
void GL_APIENTRY GLES2BeginPixelLocalStorageANGLE(GLsizei count,
                                                  const GLenum* loadops) {}
void GL_APIENTRY GLES2EndPixelLocalStorageANGLE(GLsizei count,
                                                const GLenum* storeops) {}
void GL_APIENTRY GLES2PixelLocalStorageBarrierANGLE() {}
void GL_APIENTRY GLES2FramebufferPixelLocalStorageInterruptANGLE() {}
void GL_APIENTRY GLES2FramebufferPixelLocalStorageRestoreANGLE() {}
void GL_APIENTRY
GLES2GetFramebufferPixelLocalStorageParameterfvANGLE(GLint plane,
                                                     GLenum pname,
                                                     GLfloat* params) {}
void GL_APIENTRY
GLES2GetFramebufferPixelLocalStorageParameterivANGLE(GLint plane,
                                                     GLenum pname,
                                                     GLint* params) {}
void GL_APIENTRY GLES2ClipControlEXT(GLenum origin, GLenum depth) {}
void GL_APIENTRY GLES2PolygonModeANGLE(GLenum face, GLenum mode) {}
void GL_APIENTRY GLES2PolygonOffsetClampEXT(GLfloat factor,
                                            GLfloat units,
                                            GLfloat clamp) {}

namespace gles2 {

extern const NameToFunc g_gles2_function_table[] =;

}  // namespace gles2
#endif  // GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_