chromium/third_party/angle/src/libGLESv2/entry_points_gles_3_0_autogen.cpp

// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// entry_points_gles_3_0_autogen.cpp:
//   Defines the GLES 3.0 entry points.

#include "libGLESv2/entry_points_gles_3_0_autogen.h"

#include "common/entry_points_enum_autogen.h"
#include "common/gl_enum_utils.h"
#include "libANGLE/Context.h"
#include "libANGLE/Context.inl.h"
#include "libANGLE/capture/capture_gles_3_0_autogen.h"
#include "libANGLE/context_private_call_gles_autogen.h"
#include "libANGLE/entry_points_utils.h"
#include "libANGLE/validationES3.h"
#include "libGLESv2/global_state.h"

usingnamespacegl;

extern "C" {
void GL_APIENTRY GL_BeginQuery(GLenum target, GLuint id)
{}

void GL_APIENTRY GL_BeginTransformFeedback(GLenum primitiveMode)
{}

void GL_APIENTRY GL_BindBufferBase(GLenum target, GLuint index, GLuint buffer)
{}

void GL_APIENTRY
GL_BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
{}

void GL_APIENTRY GL_BindSampler(GLuint unit, GLuint sampler)
{}

void GL_APIENTRY GL_BindTransformFeedback(GLenum target, GLuint id)
{}

void GL_APIENTRY GL_BindVertexArray(GLuint array)
{}

void GL_APIENTRY GL_BlitFramebuffer(GLint srcX0,
                                    GLint srcY0,
                                    GLint srcX1,
                                    GLint srcY1,
                                    GLint dstX0,
                                    GLint dstY0,
                                    GLint dstX1,
                                    GLint dstY1,
                                    GLbitfield mask,
                                    GLenum filter)
{}

void GL_APIENTRY GL_ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
{}

void GL_APIENTRY GL_ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
{}

void GL_APIENTRY GL_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
{}

void GL_APIENTRY GL_ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
{}

GLenum GL_APIENTRY GL_ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{}

void GL_APIENTRY GL_CompressedTexImage3D(GLenum target,
                                         GLint level,
                                         GLenum internalformat,
                                         GLsizei width,
                                         GLsizei height,
                                         GLsizei depth,
                                         GLint border,
                                         GLsizei imageSize,
                                         const void *data)
{}

void GL_APIENTRY GL_CompressedTexSubImage3D(GLenum target,
                                            GLint level,
                                            GLint xoffset,
                                            GLint yoffset,
                                            GLint zoffset,
                                            GLsizei width,
                                            GLsizei height,
                                            GLsizei depth,
                                            GLenum format,
                                            GLsizei imageSize,
                                            const void *data)
{}

void GL_APIENTRY GL_CopyBufferSubData(GLenum readTarget,
                                      GLenum writeTarget,
                                      GLintptr readOffset,
                                      GLintptr writeOffset,
                                      GLsizeiptr size)
{}

void GL_APIENTRY GL_CopyTexSubImage3D(GLenum target,
                                      GLint level,
                                      GLint xoffset,
                                      GLint yoffset,
                                      GLint zoffset,
                                      GLint x,
                                      GLint y,
                                      GLsizei width,
                                      GLsizei height)
{}

void GL_APIENTRY GL_DeleteQueries(GLsizei n, const GLuint *ids)
{}

void GL_APIENTRY GL_DeleteSamplers(GLsizei count, const GLuint *samplers)
{}

void GL_APIENTRY GL_DeleteSync(GLsync sync)
{}

void GL_APIENTRY GL_DeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
{}

void GL_APIENTRY GL_DeleteVertexArrays(GLsizei n, const GLuint *arrays)
{}

void GL_APIENTRY GL_DrawArraysInstanced(GLenum mode,
                                        GLint first,
                                        GLsizei count,
                                        GLsizei instancecount)
{}

void GL_APIENTRY GL_DrawBuffers(GLsizei n, const GLenum *bufs)
{}

void GL_APIENTRY GL_DrawElementsInstanced(GLenum mode,
                                          GLsizei count,
                                          GLenum type,
                                          const void *indices,
                                          GLsizei instancecount)
{}

void GL_APIENTRY GL_DrawRangeElements(GLenum mode,
                                      GLuint start,
                                      GLuint end,
                                      GLsizei count,
                                      GLenum type,
                                      const void *indices)
{}

void GL_APIENTRY GL_EndQuery(GLenum target)
{}

void GL_APIENTRY GL_EndTransformFeedback()
{}

GLsync GL_APIENTRY GL_FenceSync(GLenum condition, GLbitfield flags)
{}

void GL_APIENTRY GL_FlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
{}

void GL_APIENTRY GL_FramebufferTextureLayer(GLenum target,
                                            GLenum attachment,
                                            GLuint texture,
                                            GLint level,
                                            GLint layer)
{}

void GL_APIENTRY GL_GenQueries(GLsizei n, GLuint *ids)
{}

void GL_APIENTRY GL_GenSamplers(GLsizei count, GLuint *samplers)
{}

void GL_APIENTRY GL_GenTransformFeedbacks(GLsizei n, GLuint *ids)
{}

void GL_APIENTRY GL_GenVertexArrays(GLsizei n, GLuint *arrays)
{}

void GL_APIENTRY GL_GetActiveUniformBlockName(GLuint program,
                                              GLuint uniformBlockIndex,
                                              GLsizei bufSize,
                                              GLsizei *length,
                                              GLchar *uniformBlockName)
{}

void GL_APIENTRY GL_GetActiveUniformBlockiv(GLuint program,
                                            GLuint uniformBlockIndex,
                                            GLenum pname,
                                            GLint *params)
{}

void GL_APIENTRY GL_GetActiveUniformsiv(GLuint program,
                                        GLsizei uniformCount,
                                        const GLuint *uniformIndices,
                                        GLenum pname,
                                        GLint *params)
{}

void GL_APIENTRY GL_GetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
{}

void GL_APIENTRY GL_GetBufferPointerv(GLenum target, GLenum pname, void **params)
{}

GLint GL_APIENTRY GL_GetFragDataLocation(GLuint program, const GLchar *name)
{}

void GL_APIENTRY GL_GetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
{}

void GL_APIENTRY GL_GetInteger64v(GLenum pname, GLint64 *data)
{}

void GL_APIENTRY GL_GetIntegeri_v(GLenum target, GLuint index, GLint *data)
{}

void GL_APIENTRY GL_GetInternalformativ(GLenum target,
                                        GLenum internalformat,
                                        GLenum pname,
                                        GLsizei count,
                                        GLint *params)
{}

void GL_APIENTRY GL_GetProgramBinary(GLuint program,
                                     GLsizei bufSize,
                                     GLsizei *length,
                                     GLenum *binaryFormat,
                                     void *binary)
{}

void GL_APIENTRY GL_GetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
{}

void GL_APIENTRY GL_GetQueryiv(GLenum target, GLenum pname, GLint *params)
{}

void GL_APIENTRY GL_GetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
{}

void GL_APIENTRY GL_GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
{}

const GLubyte *GL_APIENTRY GL_GetStringi(GLenum name, GLuint index)
{}

void GL_APIENTRY
GL_GetSynciv(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values)
{}

void GL_APIENTRY GL_GetTransformFeedbackVarying(GLuint program,
                                                GLuint index,
                                                GLsizei bufSize,
                                                GLsizei *length,
                                                GLsizei *size,
                                                GLenum *type,
                                                GLchar *name)
{}

GLuint GL_APIENTRY GL_GetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
{}

void GL_APIENTRY GL_GetUniformIndices(GLuint program,
                                      GLsizei uniformCount,
                                      const GLchar *const *uniformNames,
                                      GLuint *uniformIndices)
{}

void GL_APIENTRY GL_GetUniformuiv(GLuint program, GLint location, GLuint *params)
{}

void GL_APIENTRY GL_GetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
{}

void GL_APIENTRY GL_GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
{}

void GL_APIENTRY GL_InvalidateFramebuffer(GLenum target,
                                          GLsizei numAttachments,
                                          const GLenum *attachments)
{}

void GL_APIENTRY GL_InvalidateSubFramebuffer(GLenum target,
                                             GLsizei numAttachments,
                                             const GLenum *attachments,
                                             GLint x,
                                             GLint y,
                                             GLsizei width,
                                             GLsizei height)
{}

GLboolean GL_APIENTRY GL_IsQuery(GLuint id)
{}

GLboolean GL_APIENTRY GL_IsSampler(GLuint sampler)
{}

GLboolean GL_APIENTRY GL_IsSync(GLsync sync)
{}

GLboolean GL_APIENTRY GL_IsTransformFeedback(GLuint id)
{}

GLboolean GL_APIENTRY GL_IsVertexArray(GLuint array)
{}

void *GL_APIENTRY GL_MapBufferRange(GLenum target,
                                    GLintptr offset,
                                    GLsizeiptr length,
                                    GLbitfield access)
{}

void GL_APIENTRY GL_PauseTransformFeedback()
{}

void GL_APIENTRY GL_ProgramBinary(GLuint program,
                                  GLenum binaryFormat,
                                  const void *binary,
                                  GLsizei length)
{}

void GL_APIENTRY GL_ProgramParameteri(GLuint program, GLenum pname, GLint value)
{}

void GL_APIENTRY GL_ReadBuffer(GLenum src)
{}

void GL_APIENTRY GL_RenderbufferStorageMultisample(GLenum target,
                                                   GLsizei samples,
                                                   GLenum internalformat,
                                                   GLsizei width,
                                                   GLsizei height)
{}

void GL_APIENTRY GL_ResumeTransformFeedback()
{}

void GL_APIENTRY GL_SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
{}

void GL_APIENTRY GL_SamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
{}

void GL_APIENTRY GL_SamplerParameteri(GLuint sampler, GLenum pname, GLint param)
{}

void GL_APIENTRY GL_SamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
{}

void GL_APIENTRY GL_TexImage3D(GLenum target,
                               GLint level,
                               GLint internalformat,
                               GLsizei width,
                               GLsizei height,
                               GLsizei depth,
                               GLint border,
                               GLenum format,
                               GLenum type,
                               const void *pixels)
{}

void GL_APIENTRY
GL_TexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
{}

void GL_APIENTRY GL_TexStorage3D(GLenum target,
                                 GLsizei levels,
                                 GLenum internalformat,
                                 GLsizei width,
                                 GLsizei height,
                                 GLsizei depth)
{}

void GL_APIENTRY GL_TexSubImage3D(GLenum target,
                                  GLint level,
                                  GLint xoffset,
                                  GLint yoffset,
                                  GLint zoffset,
                                  GLsizei width,
                                  GLsizei height,
                                  GLsizei depth,
                                  GLenum format,
                                  GLenum type,
                                  const void *pixels)
{}

void GL_APIENTRY GL_TransformFeedbackVaryings(GLuint program,
                                              GLsizei count,
                                              const GLchar *const *varyings,
                                              GLenum bufferMode)
{}

void GL_APIENTRY GL_Uniform1ui(GLint location, GLuint v0)
{}

void GL_APIENTRY GL_Uniform1uiv(GLint location, GLsizei count, const GLuint *value)
{}

void GL_APIENTRY GL_Uniform2ui(GLint location, GLuint v0, GLuint v1)
{}

void GL_APIENTRY GL_Uniform2uiv(GLint location, GLsizei count, const GLuint *value)
{}

void GL_APIENTRY GL_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
{}

void GL_APIENTRY GL_Uniform3uiv(GLint location, GLsizei count, const GLuint *value)
{}

void GL_APIENTRY GL_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{}

void GL_APIENTRY GL_Uniform4uiv(GLint location, GLsizei count, const GLuint *value)
{}

void GL_APIENTRY GL_UniformBlockBinding(GLuint program,
                                        GLuint uniformBlockIndex,
                                        GLuint uniformBlockBinding)
{}

void GL_APIENTRY GL_UniformMatrix2x3fv(GLint location,
                                       GLsizei count,
                                       GLboolean transpose,
                                       const GLfloat *value)
{}

void GL_APIENTRY GL_UniformMatrix2x4fv(GLint location,
                                       GLsizei count,
                                       GLboolean transpose,
                                       const GLfloat *value)
{}

void GL_APIENTRY GL_UniformMatrix3x2fv(GLint location,
                                       GLsizei count,
                                       GLboolean transpose,
                                       const GLfloat *value)
{}

void GL_APIENTRY GL_UniformMatrix3x4fv(GLint location,
                                       GLsizei count,
                                       GLboolean transpose,
                                       const GLfloat *value)
{}

void GL_APIENTRY GL_UniformMatrix4x2fv(GLint location,
                                       GLsizei count,
                                       GLboolean transpose,
                                       const GLfloat *value)
{}

void GL_APIENTRY GL_UniformMatrix4x3fv(GLint location,
                                       GLsizei count,
                                       GLboolean transpose,
                                       const GLfloat *value)
{}

GLboolean GL_APIENTRY GL_UnmapBuffer(GLenum target)
{}

void GL_APIENTRY GL_VertexAttribDivisor(GLuint index, GLuint divisor)
{}

void GL_APIENTRY GL_VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
{}

void GL_APIENTRY GL_VertexAttribI4iv(GLuint index, const GLint *v)
{}

void GL_APIENTRY GL_VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
{}

void GL_APIENTRY GL_VertexAttribI4uiv(GLuint index, const GLuint *v)
{}

void GL_APIENTRY
GL_VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
{}

void GL_APIENTRY GL_WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{}

}  // extern "C"