#ifdef UNSAFE_BUFFERS_BUILD
#pragma allow_unsafe_buffers
#endif
#ifndef GPU_COMMAND_BUFFER_CLIENT_GLES2_IMPLEMENTATION_IMPL_AUTOGEN_H_
#define GPU_COMMAND_BUFFER_CLIENT_GLES2_IMPLEMENTATION_IMPL_AUTOGEN_H_
void GLES2Implementation::AttachShader(GLuint program, GLuint shader) { … }
void GLES2Implementation::BindBuffer(GLenum target, GLuint buffer) { … }
void GLES2Implementation::BindBufferBase(GLenum target,
GLuint index,
GLuint buffer) { … }
void GLES2Implementation::BindBufferRange(GLenum target,
GLuint index,
GLuint buffer,
GLintptr offset,
GLsizeiptr size) { … }
void GLES2Implementation::BindFramebuffer(GLenum target, GLuint framebuffer) { … }
void GLES2Implementation::BindRenderbuffer(GLenum target, GLuint renderbuffer) { … }
void GLES2Implementation::BindSampler(GLuint unit, GLuint sampler) { … }
void GLES2Implementation::BindTexture(GLenum target, GLuint texture) { … }
void GLES2Implementation::BindTransformFeedback(GLenum target,
GLuint transformfeedback) { … }
void GLES2Implementation::BlendColor(GLclampf red,
GLclampf green,
GLclampf blue,
GLclampf alpha) { … }
void GLES2Implementation::BlendEquation(GLenum mode) { … }
void GLES2Implementation::BlendEquationSeparate(GLenum modeRGB,
GLenum modeAlpha) { … }
void GLES2Implementation::BlendFunc(GLenum sfactor, GLenum dfactor) { … }
void GLES2Implementation::BlendFuncSeparate(GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha) { … }
GLenum GLES2Implementation::CheckFramebufferStatus(GLenum target) { … }
void GLES2Implementation::Clear(GLbitfield mask) { … }
void GLES2Implementation::ClearBufferfi(GLenum buffer,
GLint drawbuffers,
GLfloat depth,
GLint stencil) { … }
void GLES2Implementation::ClearBufferfv(GLenum buffer,
GLint drawbuffers,
const GLfloat* value) { … }
void GLES2Implementation::ClearBufferiv(GLenum buffer,
GLint drawbuffers,
const GLint* value) { … }
void GLES2Implementation::ClearBufferuiv(GLenum buffer,
GLint drawbuffers,
const GLuint* value) { … }
void GLES2Implementation::ClearColor(GLclampf red,
GLclampf green,
GLclampf blue,
GLclampf alpha) { … }
void GLES2Implementation::ClearDepthf(GLclampf depth) { … }
void GLES2Implementation::ClearStencil(GLint s) { … }
void GLES2Implementation::ColorMask(GLboolean red,
GLboolean green,
GLboolean blue,
GLboolean alpha) { … }
void GLES2Implementation::CompileShader(GLuint shader) { … }
void GLES2Implementation::CopyTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border) { … }
void GLES2Implementation::CopyTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height) { … }
void GLES2Implementation::CopyTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height) { … }
GLuint GLES2Implementation::CreateProgram() { … }
GLuint GLES2Implementation::CreateShader(GLenum type) { … }
void GLES2Implementation::CullFace(GLenum mode) { … }
void GLES2Implementation::DeleteBuffers(GLsizei n, const GLuint* buffers) { … }
void GLES2Implementation::DeleteFramebuffers(GLsizei n,
const GLuint* framebuffers) { … }
void GLES2Implementation::DeleteProgram(GLuint program) { … }
void GLES2Implementation::DeleteRenderbuffers(GLsizei n,
const GLuint* renderbuffers) { … }
void GLES2Implementation::DeleteSamplers(GLsizei n, const GLuint* samplers) { … }
void GLES2Implementation::DeleteSync(GLsync sync) { … }
void GLES2Implementation::DeleteShader(GLuint shader) { … }
void GLES2Implementation::DeleteTextures(GLsizei n, const GLuint* textures) { … }
void GLES2Implementation::DeleteTransformFeedbacks(GLsizei n,
const GLuint* ids) { … }
void GLES2Implementation::DepthFunc(GLenum func) { … }
void GLES2Implementation::DepthMask(GLboolean flag) { … }
void GLES2Implementation::DepthRangef(GLclampf zNear, GLclampf zFar) { … }
void GLES2Implementation::DetachShader(GLuint program, GLuint shader) { … }
GLsync GLES2Implementation::FenceSync(GLenum condition, GLbitfield flags) { … }
void GLES2Implementation::FramebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer) { … }
void GLES2Implementation::FramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level) { … }
void GLES2Implementation::FramebufferTextureLayer(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint layer) { … }
void GLES2Implementation::FrontFace(GLenum mode) { … }
void GLES2Implementation::GenBuffers(GLsizei n, GLuint* buffers) { … }
void GLES2Implementation::GenerateMipmap(GLenum target) { … }
void GLES2Implementation::GenFramebuffers(GLsizei n, GLuint* framebuffers) { … }
void GLES2Implementation::GenRenderbuffers(GLsizei n, GLuint* renderbuffers) { … }
void GLES2Implementation::GenSamplers(GLsizei n, GLuint* samplers) { … }
void GLES2Implementation::GenTextures(GLsizei n, GLuint* textures) { … }
void GLES2Implementation::GenTransformFeedbacks(GLsizei n, GLuint* ids) { … }
void GLES2Implementation::GetBooleanv(GLenum pname, GLboolean* params) { … }
void GLES2Implementation::GetBooleani_v(GLenum pname,
GLuint index,
GLboolean* data) { … }
void GLES2Implementation::GetBufferParameteri64v(GLenum target,
GLenum pname,
GLint64* params) { … }
void GLES2Implementation::GetBufferParameteriv(GLenum target,
GLenum pname,
GLint* params) { … }
void GLES2Implementation::GetFloatv(GLenum pname, GLfloat* params) { … }
void GLES2Implementation::GetFramebufferAttachmentParameteriv(GLenum target,
GLenum attachment,
GLenum pname,
GLint* params) { … }
void GLES2Implementation::GetInteger64v(GLenum pname, GLint64* params) { … }
void GLES2Implementation::GetIntegeri_v(GLenum pname,
GLuint index,
GLint* data) { … }
void GLES2Implementation::GetInteger64i_v(GLenum pname,
GLuint index,
GLint64* data) { … }
void GLES2Implementation::GetIntegerv(GLenum pname, GLint* params) { … }
void GLES2Implementation::GetProgramiv(GLuint program,
GLenum pname,
GLint* params) { … }
void GLES2Implementation::GetProgramInfoLog(GLuint program,
GLsizei bufsize,
GLsizei* length,
char* infolog) { … }
void GLES2Implementation::GetRenderbufferParameteriv(GLenum target,
GLenum pname,
GLint* params) { … }
void GLES2Implementation::GetSamplerParameterfv(GLuint sampler,
GLenum pname,
GLfloat* params) { … }
void GLES2Implementation::GetSamplerParameteriv(GLuint sampler,
GLenum pname,
GLint* params) { … }
void GLES2Implementation::GetShaderiv(GLuint shader,
GLenum pname,
GLint* params) { … }
void GLES2Implementation::GetShaderInfoLog(GLuint shader,
GLsizei bufsize,
GLsizei* length,
char* infolog) { … }
void GLES2Implementation::GetShaderSource(GLuint shader,
GLsizei bufsize,
GLsizei* length,
char* source) { … }
void GLES2Implementation::GetSynciv(GLsync sync,
GLenum pname,
GLsizei bufsize,
GLsizei* length,
GLint* values) { … }
void GLES2Implementation::GetTexParameterfv(GLenum target,
GLenum pname,
GLfloat* params) { … }
void GLES2Implementation::GetTexParameteriv(GLenum target,
GLenum pname,
GLint* params) { … }
void GLES2Implementation::Hint(GLenum target, GLenum mode) { … }
void GLES2Implementation::InvalidateFramebuffer(GLenum target,
GLsizei count,
const GLenum* attachments) { … }
void GLES2Implementation::InvalidateSubFramebuffer(GLenum target,
GLsizei count,
const GLenum* attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height) { … }
GLboolean GLES2Implementation::IsBuffer(GLuint buffer) { … }
GLboolean GLES2Implementation::IsFramebuffer(GLuint framebuffer) { … }
GLboolean GLES2Implementation::IsProgram(GLuint program) { … }
GLboolean GLES2Implementation::IsRenderbuffer(GLuint renderbuffer) { … }
GLboolean GLES2Implementation::IsSampler(GLuint sampler) { … }
GLboolean GLES2Implementation::IsShader(GLuint shader) { … }
GLboolean GLES2Implementation::IsSync(GLsync sync) { … }
GLboolean GLES2Implementation::IsTexture(GLuint texture) { … }
GLboolean GLES2Implementation::IsTransformFeedback(GLuint transformfeedback) { … }
void GLES2Implementation::LineWidth(GLfloat width) { … }
void GLES2Implementation::PauseTransformFeedback() { … }
void GLES2Implementation::PolygonOffset(GLfloat factor, GLfloat units) { … }
void GLES2Implementation::ReadBuffer(GLenum src) { … }
void GLES2Implementation::ReleaseShaderCompiler() { … }
void GLES2Implementation::RenderbufferStorage(GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height) { … }
void GLES2Implementation::ResumeTransformFeedback() { … }
void GLES2Implementation::SampleCoverage(GLclampf value, GLboolean invert) { … }
void GLES2Implementation::SamplerParameterf(GLuint sampler,
GLenum pname,
GLfloat param) { … }
void GLES2Implementation::SamplerParameterfv(GLuint sampler,
GLenum pname,
const GLfloat* params) { … }
void GLES2Implementation::SamplerParameteri(GLuint sampler,
GLenum pname,
GLint param) { … }
void GLES2Implementation::SamplerParameteriv(GLuint sampler,
GLenum pname,
const GLint* params) { … }
void GLES2Implementation::Scissor(GLint x,
GLint y,
GLsizei width,
GLsizei height) { … }
void GLES2Implementation::ShaderSource(GLuint shader,
GLsizei count,
const GLchar* const* str,
const GLint* length) { … }
void GLES2Implementation::StencilFunc(GLenum func, GLint ref, GLuint mask) { … }
void GLES2Implementation::StencilFuncSeparate(GLenum face,
GLenum func,
GLint ref,
GLuint mask) { … }
void GLES2Implementation::StencilMask(GLuint mask) { … }
void GLES2Implementation::StencilMaskSeparate(GLenum face, GLuint mask) { … }
void GLES2Implementation::StencilOp(GLenum fail, GLenum zfail, GLenum zpass) { … }
void GLES2Implementation::StencilOpSeparate(GLenum face,
GLenum fail,
GLenum zfail,
GLenum zpass) { … }
void GLES2Implementation::TexParameterf(GLenum target,
GLenum pname,
GLfloat param) { … }
void GLES2Implementation::TexParameterfv(GLenum target,
GLenum pname,
const GLfloat* params) { … }
void GLES2Implementation::TexParameteri(GLenum target,
GLenum pname,
GLint param) { … }
void GLES2Implementation::TexParameteriv(GLenum target,
GLenum pname,
const GLint* params) { … }
void GLES2Implementation::TexStorage3D(GLenum target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth) { … }
void GLES2Implementation::TransformFeedbackVaryings(GLuint program,
GLsizei count,
const char* const* varyings,
GLenum buffermode) { … }
void GLES2Implementation::Uniform1f(GLint location, GLfloat x) { … }
void GLES2Implementation::Uniform1fv(GLint location,
GLsizei count,
const GLfloat* v) { … }
void GLES2Implementation::Uniform1i(GLint location, GLint x) { … }
void GLES2Implementation::Uniform1iv(GLint location,
GLsizei count,
const GLint* v) { … }
void GLES2Implementation::Uniform1ui(GLint location, GLuint x) { … }
void GLES2Implementation::Uniform1uiv(GLint location,
GLsizei count,
const GLuint* v) { … }
void GLES2Implementation::Uniform2f(GLint location, GLfloat x, GLfloat y) { … }
void GLES2Implementation::Uniform2fv(GLint location,
GLsizei count,
const GLfloat* v) { … }
void GLES2Implementation::Uniform2i(GLint location, GLint x, GLint y) { … }
void GLES2Implementation::Uniform2iv(GLint location,
GLsizei count,
const GLint* v) { … }
void GLES2Implementation::Uniform2ui(GLint location, GLuint x, GLuint y) { … }
void GLES2Implementation::Uniform2uiv(GLint location,
GLsizei count,
const GLuint* v) { … }
void GLES2Implementation::Uniform3f(GLint location,
GLfloat x,
GLfloat y,
GLfloat z) { … }
void GLES2Implementation::Uniform3fv(GLint location,
GLsizei count,
const GLfloat* v) { … }
void GLES2Implementation::Uniform3i(GLint location, GLint x, GLint y, GLint z) { … }
void GLES2Implementation::Uniform3iv(GLint location,
GLsizei count,
const GLint* v) { … }
void GLES2Implementation::Uniform3ui(GLint location,
GLuint x,
GLuint y,
GLuint z) { … }
void GLES2Implementation::Uniform3uiv(GLint location,
GLsizei count,
const GLuint* v) { … }
void GLES2Implementation::Uniform4f(GLint location,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w) { … }
void GLES2Implementation::Uniform4fv(GLint location,
GLsizei count,
const GLfloat* v) { … }
void GLES2Implementation::Uniform4i(GLint location,
GLint x,
GLint y,
GLint z,
GLint w) { … }
void GLES2Implementation::Uniform4iv(GLint location,
GLsizei count,
const GLint* v) { … }
void GLES2Implementation::Uniform4ui(GLint location,
GLuint x,
GLuint y,
GLuint z,
GLuint w) { … }
void GLES2Implementation::Uniform4uiv(GLint location,
GLsizei count,
const GLuint* v) { … }
void GLES2Implementation::UniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void GLES2Implementation::UniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void GLES2Implementation::UniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void GLES2Implementation::UniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void GLES2Implementation::UniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void GLES2Implementation::UniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void GLES2Implementation::UniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void GLES2Implementation::UniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void GLES2Implementation::UniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) { … }
void GLES2Implementation::UseProgram(GLuint program) { … }
void GLES2Implementation::ValidateProgram(GLuint program) { … }
void GLES2Implementation::VertexAttrib1f(GLuint indx, GLfloat x) { … }
void GLES2Implementation::VertexAttrib1fv(GLuint indx, const GLfloat* values) { … }
void GLES2Implementation::VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { … }
void GLES2Implementation::VertexAttrib2fv(GLuint indx, const GLfloat* values) { … }
void GLES2Implementation::VertexAttrib3f(GLuint indx,
GLfloat x,
GLfloat y,
GLfloat z) { … }
void GLES2Implementation::VertexAttrib3fv(GLuint indx, const GLfloat* values) { … }
void GLES2Implementation::VertexAttrib4f(GLuint indx,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w) { … }
void GLES2Implementation::VertexAttrib4fv(GLuint indx, const GLfloat* values) { … }
void GLES2Implementation::VertexAttribI4i(GLuint indx,
GLint x,
GLint y,
GLint z,
GLint w) { … }
void GLES2Implementation::VertexAttribI4iv(GLuint indx, const GLint* values) { … }
void GLES2Implementation::VertexAttribI4ui(GLuint indx,
GLuint x,
GLuint y,
GLuint z,
GLuint w) { … }
void GLES2Implementation::VertexAttribI4uiv(GLuint indx, const GLuint* values) { … }
void GLES2Implementation::BlitFramebufferCHROMIUM(GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter) { … }
void GLES2Implementation::RenderbufferStorageMultisampleCHROMIUM(
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height) { … }
void GLES2Implementation::RenderbufferStorageMultisampleAdvancedAMD(
GLenum target,
GLsizei samples,
GLsizei storageSamples,
GLenum internalformat,
GLsizei width,
GLsizei height) { … }
void GLES2Implementation::RenderbufferStorageMultisampleEXT(
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height) { … }
void GLES2Implementation::FramebufferTexture2DMultisampleEXT(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level,
GLsizei samples) { … }
void GLES2Implementation::TexStorage2DEXT(GLenum target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height) { … }
void GLES2Implementation::GenQueriesEXT(GLsizei n, GLuint* queries) { … }
void GLES2Implementation::DeleteQueriesEXT(GLsizei n, const GLuint* queries) { … }
void GLES2Implementation::BeginTransformFeedback(GLenum primitivemode) { … }
void GLES2Implementation::EndTransformFeedback() { … }
void GLES2Implementation::GenVertexArraysOES(GLsizei n, GLuint* arrays) { … }
void GLES2Implementation::DeleteVertexArraysOES(GLsizei n,
const GLuint* arrays) { … }
GLboolean GLES2Implementation::IsVertexArrayOES(GLuint array) { … }
void GLES2Implementation::BindVertexArrayOES(GLuint array) { … }
void GLES2Implementation::FramebufferParameteri(GLenum target,
GLenum pname,
GLint param) { … }
void GLES2Implementation::BindImageTexture(GLuint unit,
GLuint texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format) { … }
void GLES2Implementation::DispatchCompute(GLuint num_groups_x,
GLuint num_groups_y,
GLuint num_groups_z) { … }
void GLES2Implementation::DispatchComputeIndirect(GLintptr offset) { … }
void GLES2Implementation::GetProgramInterfaceiv(GLuint program,
GLenum program_interface,
GLenum pname,
GLint* params) { … }
void GLES2Implementation::MemoryBarrierEXT(GLbitfield barriers) { … }
void GLES2Implementation::MemoryBarrierByRegion(GLbitfield barriers) { … }
void GLES2Implementation::FlushMappedBufferRange(GLenum target,
GLintptr offset,
GLsizeiptr size) { … }
void GLES2Implementation::DescheduleUntilFinishedCHROMIUM() { … }
void GLES2Implementation::GetTranslatedShaderSourceANGLE(GLuint shader,
GLsizei bufsize,
GLsizei* length,
char* source) { … }
void GLES2Implementation::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 GLES2Implementation::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 GLES2Implementation::DiscardFramebufferEXT(GLenum target,
GLsizei count,
const GLenum* attachments) { … }
void GLES2Implementation::LoseContextCHROMIUM(GLenum current, GLenum other) { … }
void GLES2Implementation::DrawBuffersEXT(GLsizei count, const GLenum* bufs) { … }
void GLES2Implementation::FlushDriverCachesCHROMIUM() { … }
void GLES2Implementation::ContextVisibilityHintCHROMIUM(GLboolean visibility) { … }
void GLES2Implementation::BlendBarrierKHR() { … }
void GLES2Implementation::WindowRectanglesEXT(GLenum mode,
GLsizei count,
const GLint* box) { … }
void GLES2Implementation::WaitGpuFenceCHROMIUM(GLuint gpu_fence_id) { … }
void GLES2Implementation::DestroyGpuFenceCHROMIUM(GLuint gpu_fence_id) { … }
void GLES2Implementation::FramebufferTextureMultiviewOVR(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint baseViewIndex,
GLsizei numViews) { … }
void GLES2Implementation::MaxShaderCompilerThreadsKHR(GLuint count) { … }
void GLES2Implementation::BeginSharedImageAccessDirectCHROMIUM(GLuint texture,
GLenum mode) { … }
void GLES2Implementation::EndSharedImageAccessDirectCHROMIUM(GLuint texture) { … }
void GLES2Implementation::ConvertRGBAToYUVAMailboxesINTERNAL(
GLenum planes_yuv_color_space,
GLenum plane_config,
GLenum subsampling,
const GLbyte* mailboxes) { … }
void GLES2Implementation::ConvertYUVAMailboxesToRGBINTERNAL(
GLint src_x,
GLint src_y,
GLsizei width,
GLsizei height,
GLenum planes_yuv_color_space,
GLenum plane_config,
GLenum subsampling,
const GLbyte* mailboxes) { … }
void GLES2Implementation::ConvertYUVAMailboxesToTextureINTERNAL(
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 GLES2Implementation::CopySharedImageINTERNAL(GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLboolean unpack_flip_y,
const GLbyte* mailboxes) { … }
void GLES2Implementation::CopySharedImageToTextureINTERNAL(
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 GLES2Implementation::BlendEquationiOES(GLuint buf, GLenum mode) { … }
void GLES2Implementation::BlendEquationSeparateiOES(GLuint buf,
GLenum modeRGB,
GLenum modeAlpha) { … }
void GLES2Implementation::BlendFunciOES(GLuint buf, GLenum src, GLenum dst) { … }
void GLES2Implementation::BlendFuncSeparateiOES(GLuint buf,
GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha) { … }
void GLES2Implementation::ColorMaskiOES(GLuint buf,
GLboolean r,
GLboolean g,
GLboolean b,
GLboolean a) { … }
void GLES2Implementation::ProvokingVertexANGLE(GLenum provokeMode) { … }
void GLES2Implementation::FramebufferMemorylessPixelLocalStorageANGLE(
GLint plane,
GLenum internalformat) { … }
void GLES2Implementation::FramebufferTexturePixelLocalStorageANGLE(
GLint plane,
GLuint backingtexture,
GLint level,
GLint layer) { … }
void GLES2Implementation::FramebufferPixelLocalClearValuefvANGLE(
GLint plane,
const GLfloat* value) { … }
void GLES2Implementation::FramebufferPixelLocalClearValueivANGLE(
GLint plane,
const GLint* value) { … }
void GLES2Implementation::FramebufferPixelLocalClearValueuivANGLE(
GLint plane,
const GLuint* value) { … }
void GLES2Implementation::BeginPixelLocalStorageANGLE(GLsizei count,
const GLenum* loadops) { … }
void GLES2Implementation::EndPixelLocalStorageANGLE(GLsizei count,
const GLenum* storeops) { … }
void GLES2Implementation::PixelLocalStorageBarrierANGLE() { … }
void GLES2Implementation::FramebufferPixelLocalStorageInterruptANGLE() { … }
void GLES2Implementation::FramebufferPixelLocalStorageRestoreANGLE() { … }
void GLES2Implementation::GetFramebufferPixelLocalStorageParameterfvANGLE(
GLint plane,
GLenum pname,
GLfloat* params) { … }
void GLES2Implementation::GetFramebufferPixelLocalStorageParameterivANGLE(
GLint plane,
GLenum pname,
GLint* params) { … }
void GLES2Implementation::ClipControlEXT(GLenum origin, GLenum depth) { … }
void GLES2Implementation::PolygonModeANGLE(GLenum face, GLenum mode) { … }
void GLES2Implementation::PolygonOffsetClampEXT(GLfloat factor,
GLfloat units,
GLfloat clamp) { … }
#endif