#include "libGLESv2/entry_points_gles_2_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_2_0_autogen.h"
#include "libANGLE/context_private_call_gles_autogen.h"
#include "libANGLE/entry_points_utils.h"
#include "libANGLE/validationES2.h"
#include "libGLESv2/global_state.h"
usingnamespacegl;
extern "C" {
void GL_APIENTRY GL_ActiveTexture(GLenum texture)
{ … }
void GL_APIENTRY GL_AttachShader(GLuint program, GLuint shader)
{ … }
void GL_APIENTRY GL_BindAttribLocation(GLuint program, GLuint index, const GLchar *name)
{ … }
void GL_APIENTRY GL_BindBuffer(GLenum target, GLuint buffer)
{ … }
void GL_APIENTRY GL_BindFramebuffer(GLenum target, GLuint framebuffer)
{ … }
void GL_APIENTRY GL_BindRenderbuffer(GLenum target, GLuint renderbuffer)
{ … }
void GL_APIENTRY GL_BindTexture(GLenum target, GLuint texture)
{ … }
void GL_APIENTRY GL_BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{ … }
void GL_APIENTRY GL_BlendEquation(GLenum mode)
{ … }
void GL_APIENTRY GL_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{ … }
void GL_APIENTRY GL_BlendFunc(GLenum sfactor, GLenum dfactor)
{ … }
void GL_APIENTRY GL_BlendFuncSeparate(GLenum sfactorRGB,
GLenum dfactorRGB,
GLenum sfactorAlpha,
GLenum dfactorAlpha)
{ … }
void GL_APIENTRY GL_BufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage)
{ … }
void GL_APIENTRY GL_BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data)
{ … }
GLenum GL_APIENTRY GL_CheckFramebufferStatus(GLenum target)
{ … }
void GL_APIENTRY GL_Clear(GLbitfield mask)
{ … }
void GL_APIENTRY GL_ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{ … }
void GL_APIENTRY GL_ClearDepthf(GLfloat d)
{ … }
void GL_APIENTRY GL_ClearStencil(GLint s)
{ … }
void GL_APIENTRY GL_ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{ … }
void GL_APIENTRY GL_CompileShader(GLuint shader)
{ … }
void GL_APIENTRY GL_CompressedTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void *data)
{ … }
void GL_APIENTRY GL_CompressedTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data)
{ … }
void GL_APIENTRY GL_CopyTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border)
{ … }
void GL_APIENTRY GL_CopyTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{ … }
GLuint GL_APIENTRY GL_CreateProgram()
{ … }
GLuint GL_APIENTRY GL_CreateShader(GLenum type)
{ … }
void GL_APIENTRY GL_CullFace(GLenum mode)
{ … }
void GL_APIENTRY GL_DeleteBuffers(GLsizei n, const GLuint *buffers)
{ … }
void GL_APIENTRY GL_DeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
{ … }
void GL_APIENTRY GL_DeleteProgram(GLuint program)
{ … }
void GL_APIENTRY GL_DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
{ … }
void GL_APIENTRY GL_DeleteShader(GLuint shader)
{ … }
void GL_APIENTRY GL_DeleteTextures(GLsizei n, const GLuint *textures)
{ … }
void GL_APIENTRY GL_DepthFunc(GLenum func)
{ … }
void GL_APIENTRY GL_DepthMask(GLboolean flag)
{ … }
void GL_APIENTRY GL_DepthRangef(GLfloat n, GLfloat f)
{ … }
void GL_APIENTRY GL_DetachShader(GLuint program, GLuint shader)
{ … }
void GL_APIENTRY GL_Disable(GLenum cap)
{ … }
void GL_APIENTRY GL_DisableVertexAttribArray(GLuint index)
{ … }
void GL_APIENTRY GL_DrawArrays(GLenum mode, GLint first, GLsizei count)
{ … }
void GL_APIENTRY GL_DrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
{ … }
void GL_APIENTRY GL_Enable(GLenum cap)
{ … }
void GL_APIENTRY GL_EnableVertexAttribArray(GLuint index)
{ … }
void GL_APIENTRY GL_Finish()
{ … }
void GL_APIENTRY GL_Flush()
{ … }
void GL_APIENTRY GL_FramebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer)
{ … }
void GL_APIENTRY GL_FramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level)
{ … }
void GL_APIENTRY GL_FrontFace(GLenum mode)
{ … }
void GL_APIENTRY GL_GenBuffers(GLsizei n, GLuint *buffers)
{ … }
void GL_APIENTRY GL_GenFramebuffers(GLsizei n, GLuint *framebuffers)
{ … }
void GL_APIENTRY GL_GenRenderbuffers(GLsizei n, GLuint *renderbuffers)
{ … }
void GL_APIENTRY GL_GenTextures(GLsizei n, GLuint *textures)
{ … }
void GL_APIENTRY GL_GenerateMipmap(GLenum target)
{ … }
void GL_APIENTRY GL_GetActiveAttrib(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name)
{ … }
void GL_APIENTRY GL_GetActiveUniform(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name)
{ … }
void GL_APIENTRY GL_GetAttachedShaders(GLuint program,
GLsizei maxCount,
GLsizei *count,
GLuint *shaders)
{ … }
GLint GL_APIENTRY GL_GetAttribLocation(GLuint program, const GLchar *name)
{ … }
void GL_APIENTRY GL_GetBooleanv(GLenum pname, GLboolean *data)
{ … }
void GL_APIENTRY GL_GetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
{ … }
GLenum GL_APIENTRY GL_GetError()
{ … }
void GL_APIENTRY GL_GetFloatv(GLenum pname, GLfloat *data)
{ … }
void GL_APIENTRY GL_GetFramebufferAttachmentParameteriv(GLenum target,
GLenum attachment,
GLenum pname,
GLint *params)
{ … }
void GL_APIENTRY GL_GetIntegerv(GLenum pname, GLint *data)
{ … }
void GL_APIENTRY GL_GetProgramInfoLog(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog)
{ … }
void GL_APIENTRY GL_GetProgramiv(GLuint program, GLenum pname, GLint *params)
{ … }
void GL_APIENTRY GL_GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
{ … }
void GL_APIENTRY GL_GetShaderInfoLog(GLuint shader,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog)
{ … }
void GL_APIENTRY GL_GetShaderPrecisionFormat(GLenum shadertype,
GLenum precisiontype,
GLint *range,
GLint *precision)
{ … }
void GL_APIENTRY GL_GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
{ … }
void GL_APIENTRY GL_GetShaderiv(GLuint shader, GLenum pname, GLint *params)
{ … }
const GLubyte *GL_APIENTRY GL_GetString(GLenum name)
{ … }
void GL_APIENTRY GL_GetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
{ … }
void GL_APIENTRY GL_GetTexParameteriv(GLenum target, GLenum pname, GLint *params)
{ … }
GLint GL_APIENTRY GL_GetUniformLocation(GLuint program, const GLchar *name)
{ … }
void GL_APIENTRY GL_GetUniformfv(GLuint program, GLint location, GLfloat *params)
{ … }
void GL_APIENTRY GL_GetUniformiv(GLuint program, GLint location, GLint *params)
{ … }
void GL_APIENTRY GL_GetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer)
{ … }
void GL_APIENTRY GL_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
{ … }
void GL_APIENTRY GL_GetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
{ … }
void GL_APIENTRY GL_Hint(GLenum target, GLenum mode)
{ … }
GLboolean GL_APIENTRY GL_IsBuffer(GLuint buffer)
{ … }
GLboolean GL_APIENTRY GL_IsEnabled(GLenum cap)
{ … }
GLboolean GL_APIENTRY GL_IsFramebuffer(GLuint framebuffer)
{ … }
GLboolean GL_APIENTRY GL_IsProgram(GLuint program)
{ … }
GLboolean GL_APIENTRY GL_IsRenderbuffer(GLuint renderbuffer)
{ … }
GLboolean GL_APIENTRY GL_IsShader(GLuint shader)
{ … }
GLboolean GL_APIENTRY GL_IsTexture(GLuint texture)
{ … }
void GL_APIENTRY GL_LineWidth(GLfloat width)
{ … }
void GL_APIENTRY GL_LinkProgram(GLuint program)
{ … }
void GL_APIENTRY GL_PixelStorei(GLenum pname, GLint param)
{ … }
void GL_APIENTRY GL_PolygonOffset(GLfloat factor, GLfloat units)
{ … }
void GL_APIENTRY GL_ReadPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
void *pixels)
{ … }
void GL_APIENTRY GL_ReleaseShaderCompiler()
{ … }
void GL_APIENTRY GL_RenderbufferStorage(GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height)
{ … }
void GL_APIENTRY GL_SampleCoverage(GLfloat value, GLboolean invert)
{ … }
void GL_APIENTRY GL_Scissor(GLint x, GLint y, GLsizei width, GLsizei height)
{ … }
void GL_APIENTRY GL_ShaderBinary(GLsizei count,
const GLuint *shaders,
GLenum binaryFormat,
const void *binary,
GLsizei length)
{ … }
void GL_APIENTRY GL_ShaderSource(GLuint shader,
GLsizei count,
const GLchar *const *string,
const GLint *length)
{ … }
void GL_APIENTRY GL_StencilFunc(GLenum func, GLint ref, GLuint mask)
{ … }
void GL_APIENTRY GL_StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{ … }
void GL_APIENTRY GL_StencilMask(GLuint mask)
{ … }
void GL_APIENTRY GL_StencilMaskSeparate(GLenum face, GLuint mask)
{ … }
void GL_APIENTRY GL_StencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{ … }
void GL_APIENTRY GL_StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
{ … }
void GL_APIENTRY GL_TexImage2D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const void *pixels)
{ … }
void GL_APIENTRY GL_TexParameterf(GLenum target, GLenum pname, GLfloat param)
{ … }
void GL_APIENTRY GL_TexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
{ … }
void GL_APIENTRY GL_TexParameteri(GLenum target, GLenum pname, GLint param)
{ … }
void GL_APIENTRY GL_TexParameteriv(GLenum target, GLenum pname, const GLint *params)
{ … }
void GL_APIENTRY GL_TexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels)
{ … }
void GL_APIENTRY GL_Uniform1f(GLint location, GLfloat v0)
{ … }
void GL_APIENTRY GL_Uniform1fv(GLint location, GLsizei count, const GLfloat *value)
{ … }
void GL_APIENTRY GL_Uniform1i(GLint location, GLint v0)
{ … }
void GL_APIENTRY GL_Uniform1iv(GLint location, GLsizei count, const GLint *value)
{ … }
void GL_APIENTRY GL_Uniform2f(GLint location, GLfloat v0, GLfloat v1)
{ … }
void GL_APIENTRY GL_Uniform2fv(GLint location, GLsizei count, const GLfloat *value)
{ … }
void GL_APIENTRY GL_Uniform2i(GLint location, GLint v0, GLint v1)
{ … }
void GL_APIENTRY GL_Uniform2iv(GLint location, GLsizei count, const GLint *value)
{ … }
void GL_APIENTRY GL_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{ … }
void GL_APIENTRY GL_Uniform3fv(GLint location, GLsizei count, const GLfloat *value)
{ … }
void GL_APIENTRY GL_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2)
{ … }
void GL_APIENTRY GL_Uniform3iv(GLint location, GLsizei count, const GLint *value)
{ … }
void GL_APIENTRY GL_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{ … }
void GL_APIENTRY GL_Uniform4fv(GLint location, GLsizei count, const GLfloat *value)
{ … }
void GL_APIENTRY GL_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{ … }
void GL_APIENTRY GL_Uniform4iv(GLint location, GLsizei count, const GLint *value)
{ … }
void GL_APIENTRY GL_UniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
void GL_APIENTRY GL_UniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
void GL_APIENTRY GL_UniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
void GL_APIENTRY GL_UseProgram(GLuint program)
{ … }
void GL_APIENTRY GL_ValidateProgram(GLuint program)
{ … }
void GL_APIENTRY GL_VertexAttrib1f(GLuint index, GLfloat x)
{ … }
void GL_APIENTRY GL_VertexAttrib1fv(GLuint index, const GLfloat *v)
{ … }
void GL_APIENTRY GL_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
{ … }
void GL_APIENTRY GL_VertexAttrib2fv(GLuint index, const GLfloat *v)
{ … }
void GL_APIENTRY GL_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
{ … }
void GL_APIENTRY GL_VertexAttrib3fv(GLuint index, const GLfloat *v)
{ … }
void GL_APIENTRY GL_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{ … }
void GL_APIENTRY GL_VertexAttrib4fv(GLuint index, const GLfloat *v)
{ … }
void GL_APIENTRY GL_VertexAttribPointer(GLuint index,
GLint size,
GLenum type,
GLboolean normalized,
GLsizei stride,
const void *pointer)
{ … }
void GL_APIENTRY GL_Viewport(GLint x, GLint y, GLsizei width, GLsizei height)
{ … }
}