#ifndef GPU_COMMAND_BUFFER_CLIENT_GLES2_CMD_HELPER_AUTOGEN_H_
#define GPU_COMMAND_BUFFER_CLIENT_GLES2_CMD_HELPER_AUTOGEN_H_
void ActiveTexture(GLenum texture) { … }
void AttachShader(GLuint program, GLuint shader) { … }
void BindAttribLocationBucket(GLuint program,
GLuint index,
uint32_t name_bucket_id) { … }
void BindBuffer(GLenum target, GLuint buffer) { … }
void BindBufferBase(GLenum target, GLuint index, GLuint buffer) { … }
void BindBufferRange(GLenum target,
GLuint index,
GLuint buffer,
GLintptr offset,
GLsizeiptr size) { … }
void BindFramebuffer(GLenum target, GLuint framebuffer) { … }
void BindRenderbuffer(GLenum target, GLuint renderbuffer) { … }
void BindSampler(GLuint unit, GLuint sampler) { … }
void BindTexture(GLenum target, GLuint texture) { … }
void BindTransformFeedback(GLenum target, GLuint transformfeedback) { … }
void BlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { … }
void BlendEquation(GLenum mode) { … }
void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { … }
void BlendFunc(GLenum sfactor, GLenum dfactor) { … }
void BlendFuncSeparate(GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha) { … }
void BufferData(GLenum target,
GLsizeiptr size,
uint32_t data_shm_id,
uint32_t data_shm_offset,
GLenum usage) { … }
void BufferSubData(GLenum target,
GLintptr offset,
GLsizeiptr size,
uint32_t data_shm_id,
uint32_t data_shm_offset) { … }
void CheckFramebufferStatus(GLenum target,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void Clear(GLbitfield mask) { … }
void ClearBufferfi(GLenum buffer,
GLint drawbuffers,
GLfloat depth,
GLint stencil) { … }
void ClearBufferfvImmediate(GLenum buffer,
GLint drawbuffers,
const GLfloat* value) { … }
void ClearBufferivImmediate(GLenum buffer,
GLint drawbuffers,
const GLint* value) { … }
void ClearBufferuivImmediate(GLenum buffer,
GLint drawbuffers,
const GLuint* value) { … }
void ClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { … }
void ClearDepthf(GLclampf depth) { … }
void ClearStencil(GLint s) { … }
void ClientWaitSync(GLuint sync,
GLbitfield flags,
GLuint64 timeout,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void ColorMask(GLboolean red,
GLboolean green,
GLboolean blue,
GLboolean alpha) { … }
void CompileShader(GLuint shader) { … }
void CompressedTexImage2DBucket(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLuint bucket_id) { … }
void CompressedTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei imageSize,
uint32_t data_shm_id,
uint32_t data_shm_offset) { … }
void CompressedTexSubImage2DBucket(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLuint bucket_id) { … }
void CompressedTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
uint32_t data_shm_id,
uint32_t data_shm_offset) { … }
void CompressedTexImage3DBucket(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLuint bucket_id) { … }
void CompressedTexImage3D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLsizei imageSize,
uint32_t data_shm_id,
uint32_t data_shm_offset) { … }
void CompressedTexSubImage3DBucket(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLuint bucket_id) { … }
void CompressedTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
uint32_t data_shm_id,
uint32_t data_shm_offset) { … }
void CopyBufferSubData(GLenum readtarget,
GLenum writetarget,
GLintptr readoffset,
GLintptr writeoffset,
GLsizeiptr size) { … }
void CopyTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height) { … }
void CopyTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height) { … }
void CopyTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height) { … }
void CreateProgram(uint32_t client_id) { … }
void CreateShader(GLenum type, uint32_t client_id) { … }
void CullFace(GLenum mode) { … }
void DeleteBuffersImmediate(GLsizei n, const GLuint* buffers) { … }
void DeleteFramebuffersImmediate(GLsizei n, const GLuint* framebuffers) { … }
void DeleteProgram(GLuint program) { … }
void DeleteRenderbuffersImmediate(GLsizei n, const GLuint* renderbuffers) { … }
void DeleteSamplersImmediate(GLsizei n, const GLuint* samplers) { … }
void DeleteSync(GLuint sync) { … }
void DeleteShader(GLuint shader) { … }
void DeleteTexturesImmediate(GLsizei n, const GLuint* textures) { … }
void DeleteTransformFeedbacksImmediate(GLsizei n, const GLuint* ids) { … }
void DepthFunc(GLenum func) { … }
void DepthMask(GLboolean flag) { … }
void DepthRangef(GLclampf zNear, GLclampf zFar) { … }
void DetachShader(GLuint program, GLuint shader) { … }
void Disable(GLenum cap) { … }
void DisableVertexAttribArray(GLuint index) { … }
void DrawArrays(GLenum mode, GLint first, GLsizei count) { … }
void DrawElements(GLenum mode,
GLsizei count,
GLenum type,
GLuint index_offset) { … }
void Enable(GLenum cap) { … }
void EnableVertexAttribArray(GLuint index) { … }
void FenceSync(uint32_t client_id) { … }
void Finish() { … }
void Flush() { … }
void FramebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer) { … }
void FramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level) { … }
void FramebufferTextureLayer(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint layer) { … }
void FrontFace(GLenum mode) { … }
void GenBuffersImmediate(GLsizei n, GLuint* buffers) { … }
void GenerateMipmap(GLenum target) { … }
void GenFramebuffersImmediate(GLsizei n, GLuint* framebuffers) { … }
void GenRenderbuffersImmediate(GLsizei n, GLuint* renderbuffers) { … }
void GenSamplersImmediate(GLsizei n, GLuint* samplers) { … }
void GenTexturesImmediate(GLsizei n, GLuint* textures) { … }
void GenTransformFeedbacksImmediate(GLsizei n, GLuint* ids) { … }
void GetActiveAttrib(GLuint program,
GLuint index,
uint32_t name_bucket_id,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void GetActiveUniform(GLuint program,
GLuint index,
uint32_t name_bucket_id,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void GetActiveUniformBlockiv(GLuint program,
GLuint index,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetActiveUniformBlockName(GLuint program,
GLuint index,
uint32_t name_bucket_id,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void GetActiveUniformsiv(GLuint program,
uint32_t indices_bucket_id,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetAttachedShaders(GLuint program,
uint32_t result_shm_id,
uint32_t result_shm_offset,
uint32_t result_size) { … }
void GetAttribLocation(GLuint program,
uint32_t name_bucket_id,
uint32_t location_shm_id,
uint32_t location_shm_offset) { … }
void GetBooleanv(GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetBooleani_v(GLenum pname,
GLuint index,
uint32_t data_shm_id,
uint32_t data_shm_offset) { … }
void GetBufferParameteri64v(GLenum target,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetBufferParameteriv(GLenum target,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetError(uint32_t result_shm_id, uint32_t result_shm_offset) { … }
void GetFloatv(GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetFragDataLocation(GLuint program,
uint32_t name_bucket_id,
uint32_t location_shm_id,
uint32_t location_shm_offset) { … }
void GetFramebufferAttachmentParameteriv(GLenum target,
GLenum attachment,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetInteger64v(GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetIntegeri_v(GLenum pname,
GLuint index,
uint32_t data_shm_id,
uint32_t data_shm_offset) { … }
void GetInteger64i_v(GLenum pname,
GLuint index,
uint32_t data_shm_id,
uint32_t data_shm_offset) { … }
void GetIntegerv(GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetInternalformativ(GLenum target,
GLenum format,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetProgramiv(GLuint program,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetProgramInfoLog(GLuint program, uint32_t bucket_id) { … }
void GetRenderbufferParameteriv(GLenum target,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetSamplerParameterfv(GLuint sampler,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetSamplerParameteriv(GLuint sampler,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetShaderiv(GLuint shader,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetShaderInfoLog(GLuint shader, uint32_t bucket_id) { … }
void GetShaderPrecisionFormat(GLenum shadertype,
GLenum precisiontype,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void GetShaderSource(GLuint shader, uint32_t bucket_id) { … }
void GetString(GLenum name, uint32_t bucket_id) { … }
void GetSynciv(GLuint sync,
GLenum pname,
uint32_t values_shm_id,
uint32_t values_shm_offset) { … }
void GetTexParameterfv(GLenum target,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetTexParameteriv(GLenum target,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetTransformFeedbackVarying(GLuint program,
GLuint index,
uint32_t name_bucket_id,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void GetUniformBlockIndex(GLuint program,
uint32_t name_bucket_id,
uint32_t index_shm_id,
uint32_t index_shm_offset) { … }
void GetUniformfv(GLuint program,
GLint location,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetUniformiv(GLuint program,
GLint location,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetUniformuiv(GLuint program,
GLint location,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetUniformIndices(GLuint program,
uint32_t names_bucket_id,
uint32_t indices_shm_id,
uint32_t indices_shm_offset) { … }
void GetUniformLocation(GLuint program,
uint32_t name_bucket_id,
uint32_t location_shm_id,
uint32_t location_shm_offset) { … }
void GetVertexAttribfv(GLuint index,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetVertexAttribiv(GLuint index,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetVertexAttribIiv(GLuint index,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetVertexAttribIuiv(GLuint index,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetVertexAttribPointerv(GLuint index,
GLenum pname,
uint32_t pointer_shm_id,
uint32_t pointer_shm_offset) { … }
void Hint(GLenum target, GLenum mode) { … }
void InvalidateFramebufferImmediate(GLenum target,
GLsizei count,
const GLenum* attachments) { … }
void InvalidateSubFramebufferImmediate(GLenum target,
GLsizei count,
const GLenum* attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height) { … }
void IsBuffer(GLuint buffer,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void IsEnabled(GLenum cap, uint32_t result_shm_id, uint32_t result_shm_offset) { … }
void IsFramebuffer(GLuint framebuffer,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void IsProgram(GLuint program,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void IsRenderbuffer(GLuint renderbuffer,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void IsSampler(GLuint sampler,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void IsShader(GLuint shader,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void IsSync(GLuint sync, uint32_t result_shm_id, uint32_t result_shm_offset) { … }
void IsTexture(GLuint texture,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void IsTransformFeedback(GLuint transformfeedback,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void LineWidth(GLfloat width) { … }
void LinkProgram(GLuint program) { … }
void PauseTransformFeedback() { … }
void PixelStorei(GLenum pname, GLint param) { … }
void PolygonOffset(GLfloat factor, GLfloat units) { … }
void ReadBuffer(GLenum src) { … }
void ReadPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
uint32_t pixels_shm_id,
uint32_t pixels_shm_offset,
uint32_t result_shm_id,
uint32_t result_shm_offset,
GLboolean async) { … }
void ReleaseShaderCompiler() { … }
void RenderbufferStorage(GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height) { … }
void ResumeTransformFeedback() { … }
void SampleCoverage(GLclampf value, GLboolean invert) { … }
void SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param) { … }
void SamplerParameterfvImmediate(GLuint sampler,
GLenum pname,
const GLfloat* params) { … }
void SamplerParameteri(GLuint sampler, GLenum pname, GLint param) { … }
void SamplerParameterivImmediate(GLuint sampler,
GLenum pname,
const GLint* params) { … }
void Scissor(GLint x, GLint y, GLsizei width, GLsizei height) { … }
void ShaderBinary(GLsizei n,
uint32_t shaders_shm_id,
uint32_t shaders_shm_offset,
GLenum binaryformat,
uint32_t binary_shm_id,
uint32_t binary_shm_offset,
GLsizei length) { … }
void ShaderSourceBucket(GLuint shader, uint32_t str_bucket_id) { … }
void MultiDrawBeginCHROMIUM(GLsizei drawcount) { … }
void MultiDrawEndCHROMIUM() { … }
void MultiDrawArraysCHROMIUM(GLenum mode,
uint32_t firsts_shm_id,
uint32_t firsts_shm_offset,
uint32_t counts_shm_id,
uint32_t counts_shm_offset,
GLsizei drawcount) { … }
void MultiDrawArraysInstancedCHROMIUM(GLenum mode,
uint32_t firsts_shm_id,
uint32_t firsts_shm_offset,
uint32_t counts_shm_id,
uint32_t counts_shm_offset,
uint32_t instance_counts_shm_id,
uint32_t instance_counts_shm_offset,
GLsizei drawcount) { … }
void MultiDrawArraysInstancedBaseInstanceCHROMIUM(
GLenum mode,
uint32_t firsts_shm_id,
uint32_t firsts_shm_offset,
uint32_t counts_shm_id,
uint32_t counts_shm_offset,
uint32_t instance_counts_shm_id,
uint32_t instance_counts_shm_offset,
uint32_t baseinstances_shm_id,
uint32_t baseinstances_shm_offset,
GLsizei drawcount) { … }
void MultiDrawElementsCHROMIUM(GLenum mode,
uint32_t counts_shm_id,
uint32_t counts_shm_offset,
GLenum type,
uint32_t offsets_shm_id,
uint32_t offsets_shm_offset,
GLsizei drawcount) { … }
void MultiDrawElementsInstancedCHROMIUM(GLenum mode,
uint32_t counts_shm_id,
uint32_t counts_shm_offset,
GLenum type,
uint32_t offsets_shm_id,
uint32_t offsets_shm_offset,
uint32_t instance_counts_shm_id,
uint32_t instance_counts_shm_offset,
GLsizei drawcount) { … }
void MultiDrawElementsInstancedBaseVertexBaseInstanceCHROMIUM(
GLenum mode,
uint32_t counts_shm_id,
uint32_t counts_shm_offset,
GLenum type,
uint32_t offsets_shm_id,
uint32_t offsets_shm_offset,
uint32_t instance_counts_shm_id,
uint32_t instance_counts_shm_offset,
uint32_t basevertices_shm_id,
uint32_t basevertices_shm_offset,
uint32_t baseinstances_shm_id,
uint32_t baseinstances_shm_offset,
GLsizei drawcount) { … }
void StencilFunc(GLenum func, GLint ref, GLuint mask) { … }
void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { … }
void StencilMask(GLuint mask) { … }
void StencilMaskSeparate(GLenum face, GLuint mask) { … }
void StencilOp(GLenum fail, GLenum zfail, GLenum zpass) { … }
void StencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { … }
void TexImage2D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
uint32_t pixels_shm_id,
uint32_t pixels_shm_offset) { … }
void TexImage3D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
uint32_t pixels_shm_id,
uint32_t pixels_shm_offset) { … }
void TexParameterf(GLenum target, GLenum pname, GLfloat param) { … }
void TexParameterfvImmediate(GLenum target,
GLenum pname,
const GLfloat* params) { … }
void TexParameteri(GLenum target, GLenum pname, GLint param) { … }
void TexParameterivImmediate(GLenum target, GLenum pname, const GLint* params) { … }
void TexStorage3D(GLenum target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth) { … }
void TexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
uint32_t pixels_shm_id,
uint32_t pixels_shm_offset,
GLboolean internal) { … }
void TexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
uint32_t pixels_shm_id,
uint32_t pixels_shm_offset,
GLboolean internal) { … }
void TransformFeedbackVaryingsBucket(GLuint program,
uint32_t varyings_bucket_id,
GLenum buffermode) { … }
void Uniform1f(GLint location, GLfloat x) { … }
void Uniform1fvImmediate(GLint location, GLsizei count, const GLfloat* v) { … }
void Uniform1i(GLint location, GLint x) { … }
void Uniform1ivImmediate(GLint location, GLsizei count, const GLint* v) { … }
void Uniform1ui(GLint location, GLuint x) { … }
void Uniform1uivImmediate(GLint location, GLsizei count, const GLuint* v) { … }
void Uniform2f(GLint location, GLfloat x, GLfloat y) { … }
void Uniform2fvImmediate(GLint location, GLsizei count, const GLfloat* v) { … }
void Uniform2i(GLint location, GLint x, GLint y) { … }
void Uniform2ivImmediate(GLint location, GLsizei count, const GLint* v) { … }
void Uniform2ui(GLint location, GLuint x, GLuint y) { … }
void Uniform2uivImmediate(GLint location, GLsizei count, const GLuint* v) { … }
void Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { … }
void Uniform3fvImmediate(GLint location, GLsizei count, const GLfloat* v) { … }
void Uniform3i(GLint location, GLint x, GLint y, GLint z) { … }
void Uniform3ivImmediate(GLint location, GLsizei count, const GLint* v) { … }
void Uniform3ui(GLint location, GLuint x, GLuint y, GLuint z) { … }
void Uniform3uivImmediate(GLint location, GLsizei count, const GLuint* v) { … }
void Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { … }
void Uniform4fvImmediate(GLint location, GLsizei count, const GLfloat* v) { … }
void Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) { … }
void Uniform4ivImmediate(GLint location, GLsizei count, const GLint* v) { … }
void Uniform4ui(GLint location, GLuint x, GLuint y, GLuint z, GLuint w) { … }
void Uniform4uivImmediate(GLint location, GLsizei count, const GLuint* v) { … }
void UniformBlockBinding(GLuint program, GLuint index, GLuint binding) { … }
void UniformMatrix2fvImmediate(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void UniformMatrix2x3fvImmediate(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void UniformMatrix2x4fvImmediate(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void UniformMatrix3fvImmediate(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void UniformMatrix3x2fvImmediate(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void UniformMatrix3x4fvImmediate(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void UniformMatrix4fvImmediate(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void UniformMatrix4x2fvImmediate(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void UniformMatrix4x3fvImmediate(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void UseProgram(GLuint program) { … }
void ValidateProgram(GLuint program) { … }
void VertexAttrib1f(GLuint indx, GLfloat x) { … }
void VertexAttrib1fvImmediate(GLuint indx, const GLfloat* values) { … }
void VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { … }
void VertexAttrib2fvImmediate(GLuint indx, const GLfloat* values) { … }
void VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) { … }
void VertexAttrib3fvImmediate(GLuint indx, const GLfloat* values) { … }
void VertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { … }
void VertexAttrib4fvImmediate(GLuint indx, const GLfloat* values) { … }
void VertexAttribI4i(GLuint indx, GLint x, GLint y, GLint z, GLint w) { … }
void VertexAttribI4ivImmediate(GLuint indx, const GLint* values) { … }
void VertexAttribI4ui(GLuint indx, GLuint x, GLuint y, GLuint z, GLuint w) { … }
void VertexAttribI4uivImmediate(GLuint indx, const GLuint* values) { … }
void VertexAttribIPointer(GLuint indx,
GLint size,
GLenum type,
GLsizei stride,
GLuint offset) { … }
void VertexAttribPointer(GLuint indx,
GLint size,
GLenum type,
GLboolean normalized,
GLsizei stride,
GLuint offset) { … }
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height) { … }
void WaitSync(GLuint sync, GLbitfield flags, GLuint64 timeout) { … }
void BlitFramebufferCHROMIUM(GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter) { … }
void RenderbufferStorageMultisampleCHROMIUM(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height) { … }
void RenderbufferStorageMultisampleAdvancedAMD(GLenum target,
GLsizei samples,
GLsizei storageSamples,
GLenum internalformat,
GLsizei width,
GLsizei height) { … }
void RenderbufferStorageMultisampleEXT(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height) { … }
void FramebufferTexture2DMultisampleEXT(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level,
GLsizei samples) { … }
void TexStorage2DEXT(GLenum target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height) { … }
void GenQueriesEXTImmediate(GLsizei n, GLuint* queries) { … }
void DeleteQueriesEXTImmediate(GLsizei n, const GLuint* queries) { … }
void QueryCounterEXT(GLuint id,
GLenum target,
uint32_t sync_data_shm_id,
uint32_t sync_data_shm_offset,
GLuint submit_count) { … }
void BeginQueryEXT(GLenum target,
GLuint id,
uint32_t sync_data_shm_id,
uint32_t sync_data_shm_offset) { … }
void BeginTransformFeedback(GLenum primitivemode) { … }
void EndQueryEXT(GLenum target, GLuint submit_count) { … }
void EndTransformFeedback() { … }
void SetDisjointValueSyncCHROMIUM(uint32_t sync_data_shm_id,
uint32_t sync_data_shm_offset) { … }
void InsertEventMarkerEXT(GLuint bucket_id) { … }
void PushGroupMarkerEXT(GLuint bucket_id) { … }
void PopGroupMarkerEXT() { … }
void GenVertexArraysOESImmediate(GLsizei n, GLuint* arrays) { … }
void DeleteVertexArraysOESImmediate(GLsizei n, const GLuint* arrays) { … }
void IsVertexArrayOES(GLuint array,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void BindVertexArrayOES(GLuint array) { … }
void FramebufferParameteri(GLenum target, GLenum pname, GLint param) { … }
void BindImageTexture(GLuint unit,
GLuint texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format) { … }
void DispatchCompute(GLuint num_groups_x,
GLuint num_groups_y,
GLuint num_groups_z) { … }
void DispatchComputeIndirect(GLintptr offset) { … }
void DrawArraysIndirect(GLenum mode, GLuint offset) { … }
void DrawElementsIndirect(GLenum mode, GLenum type, GLuint offset) { … }
void GetProgramInterfaceiv(GLuint program,
GLenum program_interface,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetProgramResourceIndex(GLuint program,
GLenum program_interface,
uint32_t name_bucket_id,
uint32_t index_shm_id,
uint32_t index_shm_offset) { … }
void GetProgramResourceName(GLuint program,
GLenum program_interface,
GLuint index,
uint32_t name_bucket_id,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void GetProgramResourceiv(GLuint program,
GLenum program_interface,
GLuint index,
uint32_t props_bucket_id,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetProgramResourceLocation(GLuint program,
GLenum program_interface,
uint32_t name_bucket_id,
uint32_t location_shm_id,
uint32_t location_shm_offset) { … }
void MemoryBarrierEXT(GLbitfield barriers) { … }
void MemoryBarrierByRegion(GLbitfield barriers) { … }
void SwapBuffers(GLuint64 swap_id, GLbitfield flags) { … }
void GetMaxValueInBufferCHROMIUM(GLuint buffer_id,
GLsizei count,
GLenum type,
GLuint offset,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void EnableFeatureCHROMIUM(GLuint bucket_id,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void MapBufferRange(GLenum target,
GLintptr offset,
GLsizeiptr size,
GLbitfield access,
uint32_t data_shm_id,
uint32_t data_shm_offset,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void UnmapBuffer(GLenum target) { … }
void FlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr size) { … }
void ResizeCHROMIUM(GLint width,
GLint height,
GLfloat scale_factor,
GLboolean alpha,
GLuint shm_id,
GLuint shm_offset,
GLsizei color_space_size) { … }
void GetRequestableExtensionsCHROMIUM(uint32_t bucket_id) { … }
void RequestExtensionCHROMIUM(uint32_t bucket_id) { … }
void GetProgramInfoCHROMIUM(GLuint program, uint32_t bucket_id) { … }
void GetUniformBlocksCHROMIUM(GLuint program, uint32_t bucket_id) { … }
void GetTransformFeedbackVaryingsCHROMIUM(GLuint program, uint32_t bucket_id) { … }
void GetUniformsES3CHROMIUM(GLuint program, uint32_t bucket_id) { … }
void DescheduleUntilFinishedCHROMIUM() { … }
void GetTranslatedShaderSourceANGLE(GLuint shader, uint32_t bucket_id) { … }
void CopyTextureCHROMIUM(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 CopySubTextureCHROMIUM(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 DrawArraysInstancedANGLE(GLenum mode,
GLint first,
GLsizei count,
GLsizei primcount) { … }
void DrawArraysInstancedBaseInstanceANGLE(GLenum mode,
GLint first,
GLsizei count,
GLsizei primcount,
GLuint baseinstance) { … }
void DrawElementsInstancedANGLE(GLenum mode,
GLsizei count,
GLenum type,
GLuint index_offset,
GLsizei primcount) { … }
void DrawElementsInstancedBaseVertexBaseInstanceANGLE(GLenum mode,
GLsizei count,
GLenum type,
GLuint index_offset,
GLsizei primcount,
GLint basevertex,
GLuint baseinstance) { … }
void VertexAttribDivisorANGLE(GLuint index, GLuint divisor) { … }
void BindUniformLocationCHROMIUMBucket(GLuint program,
GLint location,
uint32_t name_bucket_id) { … }
void TraceBeginCHROMIUM(GLuint category_bucket_id, GLuint name_bucket_id) { … }
void TraceEndCHROMIUM() { … }
void DiscardFramebufferEXTImmediate(GLenum target,
GLsizei count,
const GLenum* attachments) { … }
void LoseContextCHROMIUM(GLenum current, GLenum other) { … }
void DrawBuffersEXTImmediate(GLsizei count, const GLenum* bufs) { … }
void FlushDriverCachesCHROMIUM() { … }
void SetActiveURLCHROMIUM(GLuint url_bucket_id) { … }
void ContextVisibilityHintCHROMIUM(GLboolean visibility) { … }
void BlendBarrierKHR() { … }
void BindFragDataLocationIndexedEXTBucket(GLuint program,
GLuint colorNumber,
GLuint index,
uint32_t name_bucket_id) { … }
void BindFragDataLocationEXTBucket(GLuint program,
GLuint colorNumber,
uint32_t name_bucket_id) { … }
void GetFragDataIndexEXT(GLuint program,
uint32_t name_bucket_id,
uint32_t index_shm_id,
uint32_t index_shm_offset) { … }
void InitializeDiscardableTextureCHROMIUM(GLuint texture_id,
uint32_t shm_id,
uint32_t shm_offset) { … }
void UnlockDiscardableTextureCHROMIUM(GLuint texture_id) { … }
void LockDiscardableTextureCHROMIUM(GLuint texture_id) { … }
void WindowRectanglesEXTImmediate(GLenum mode,
GLsizei count,
const GLint* box) { … }
void CreateGpuFenceINTERNAL(GLuint gpu_fence_id) { … }
void WaitGpuFenceCHROMIUM(GLuint gpu_fence_id) { … }
void DestroyGpuFenceCHROMIUM(GLuint gpu_fence_id) { … }
void SetReadbackBufferShadowAllocationINTERNAL(GLuint buffer_id,
GLint shm_id,
GLuint shm_offset,
GLuint size) { … }
void FramebufferTextureMultiviewOVR(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint baseViewIndex,
GLsizei numViews) { … }
void MaxShaderCompilerThreadsKHR(GLuint count) { … }
void CreateAndTexStorage2DSharedImageINTERNALImmediate(GLuint texture,
const GLbyte* mailbox) { … }
void BeginSharedImageAccessDirectCHROMIUM(GLuint texture, GLenum mode) { … }
void EndSharedImageAccessDirectCHROMIUM(GLuint texture) { … }
void ConvertRGBAToYUVAMailboxesINTERNALImmediate(GLenum planes_yuv_color_space,
GLenum plane_config,
GLenum subsampling,
const GLbyte* mailboxes) { … }
void ConvertYUVAMailboxesToRGBINTERNALImmediate(GLint src_x,
GLint src_y,
GLsizei width,
GLsizei height,
GLenum planes_yuv_color_space,
GLenum plane_config,
GLenum subsampling,
const GLbyte* mailboxes) { … }
void ConvertYUVAMailboxesToTextureINTERNALImmediate(
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 CopySharedImageINTERNALImmediate(GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLboolean unpack_flip_y,
const GLbyte* mailboxes) { … }
void CopySharedImageToTextureINTERNALImmediate(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) { … }
void ReadbackARGBImagePixelsINTERNAL(GLint src_x,
GLint src_y,
GLint plane_index,
GLuint dst_width,
GLuint dst_height,
GLuint row_bytes,
GLuint dst_sk_color_type,
GLuint dst_sk_alpha_type,
GLint shm_id,
GLuint shm_offset,
GLuint color_space_offset,
GLuint pixels_offset,
GLuint mailbox_offset) { … }
void WritePixelsYUVINTERNAL(GLuint src_width,
GLuint src_height,
GLuint src_row_bytes_plane1,
GLuint src_row_bytes_plane2,
GLuint src_row_bytes_plane3,
GLuint src_row_bytes_plane4,
GLuint src_yuv_plane_config,
GLuint src_yuv_subsampling,
GLuint src_yuv_datatype,
GLint shm_id,
GLuint shm_offset,
GLuint pixels_offset_plane1,
GLuint pixels_offset_plane2,
GLuint pixels_offset_plane3,
GLuint pixels_offset_plane4) { … }
void EnableiOES(GLenum target, GLuint index) { … }
void DisableiOES(GLenum target, GLuint index) { … }
void BlendEquationiOES(GLuint buf, GLenum mode) { … }
void BlendEquationSeparateiOES(GLuint buf, GLenum modeRGB, GLenum modeAlpha) { … }
void BlendFunciOES(GLuint buf, GLenum src, GLenum dst) { … }
void BlendFuncSeparateiOES(GLuint buf,
GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha) { … }
void ColorMaskiOES(GLuint buf,
GLboolean r,
GLboolean g,
GLboolean b,
GLboolean a) { … }
void IsEnablediOES(GLenum target,
GLuint index,
uint32_t result_shm_id,
uint32_t result_shm_offset) { … }
void ProvokingVertexANGLE(GLenum provokeMode) { … }
void FramebufferMemorylessPixelLocalStorageANGLE(GLint plane,
GLenum internalformat) { … }
void FramebufferTexturePixelLocalStorageANGLE(GLint plane,
GLuint backingtexture,
GLint level,
GLint layer) { … }
void FramebufferPixelLocalClearValuefvANGLEImmediate(GLint plane,
const GLfloat* value) { … }
void FramebufferPixelLocalClearValueivANGLEImmediate(GLint plane,
const GLint* value) { … }
void FramebufferPixelLocalClearValueuivANGLEImmediate(GLint plane,
const GLuint* value) { … }
void BeginPixelLocalStorageANGLEImmediate(GLsizei count,
const GLenum* loadops) { … }
void EndPixelLocalStorageANGLEImmediate(GLsizei count, const GLenum* storeops) { … }
void PixelLocalStorageBarrierANGLE() { … }
void FramebufferPixelLocalStorageInterruptANGLE() { … }
void FramebufferPixelLocalStorageRestoreANGLE() { … }
void GetFramebufferPixelLocalStorageParameterfvANGLE(
GLint plane,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void GetFramebufferPixelLocalStorageParameterivANGLE(
GLint plane,
GLenum pname,
uint32_t params_shm_id,
uint32_t params_shm_offset) { … }
void ClipControlEXT(GLenum origin, GLenum depth) { … }
void PolygonModeANGLE(GLenum face, GLenum mode) { … }
void PolygonOffsetClampEXT(GLfloat factor, GLfloat units, GLfloat clamp) { … }
#endif