#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[] = …;
}
#endif