#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)
{ … }
}