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kc3-lang/angle/src/libGL/entry_points_gl_3_autogen.h

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  • Author : Geoff Lang
    Date : 2021-01-14 15:09:41
    Hash : b5424bb4
    Message : Generate internal gl entry point functions as C functions. Some internal GL functions are exported to our libGLESv1_CM library and to properly export them, they must be C functions. Bug: angleproject:5534 Change-Id: I37280312f73fd5e55166e4fa36659267d657a50b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2628139 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>

  • src/libGL/entry_points_gl_3_autogen.h
  • // 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_gl_3_autogen.h:
    //   Defines the Desktop GL 3.x entry points.
    
    #ifndef LIBGL_ENTRY_POINTS_GL_3_AUTOGEN_H_
    #define LIBGL_ENTRY_POINTS_GL_3_AUTOGEN_H_
    
    #include <export.h>
    #include "angle_gl.h"
    
    extern "C" {
    
    // GL 3.0
    ANGLE_EXPORT void GL_APIENTRY GL_BeginConditionalRender(GLuint id, GLenum mode);
    ANGLE_EXPORT void GL_APIENTRY GL_BeginTransformFeedback(GLenum primitiveMode);
    ANGLE_EXPORT void GL_APIENTRY GL_BindBufferBase(GLenum target, GLuint index, GLuint buffer);
    ANGLE_EXPORT void GL_APIENTRY
    GL_BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
    ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocation(GLuint program,
                                                          GLuint color,
                                                          const GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GL_BindFramebuffer(GLenum target, GLuint framebuffer);
    ANGLE_EXPORT void GL_APIENTRY GL_BindRenderbuffer(GLenum target, GLuint renderbuffer);
    ANGLE_EXPORT void GL_APIENTRY GL_BindVertexArray(GLuint array);
    ANGLE_EXPORT 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);
    ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckFramebufferStatus(GLenum target);
    ANGLE_EXPORT void GL_APIENTRY GL_ClampColor(GLenum target, GLenum clamp);
    ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferfi(GLenum buffer,
                                                   GLint drawbuffer,
                                                   GLfloat depth,
                                                   GLint stencil);
    ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferfv(GLenum buffer,
                                                   GLint drawbuffer,
                                                   const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferuiv(GLenum buffer,
                                                    GLint drawbuffer,
                                                    const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY
    GL_ColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteVertexArrays(GLsizei n, const GLuint *arrays);
    ANGLE_EXPORT void GL_APIENTRY GL_Disablei(GLenum target, GLuint index);
    ANGLE_EXPORT void GL_APIENTRY GL_Enablei(GLenum target, GLuint index);
    ANGLE_EXPORT void GL_APIENTRY GL_EndConditionalRender();
    ANGLE_EXPORT void GL_APIENTRY GL_EndTransformFeedback();
    ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedBufferRange(GLenum target,
                                                            GLintptr offset,
                                                            GLsizeiptr length);
    ANGLE_EXPORT void GL_APIENTRY GL_FramebufferRenderbuffer(GLenum target,
                                                             GLenum attachment,
                                                             GLenum renderbuffertarget,
                                                             GLuint renderbuffer);
    ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture1D(GLenum target,
                                                          GLenum attachment,
                                                          GLenum textarget,
                                                          GLuint texture,
                                                          GLint level);
    ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2D(GLenum target,
                                                          GLenum attachment,
                                                          GLenum textarget,
                                                          GLuint texture,
                                                          GLint level);
    ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture3D(GLenum target,
                                                          GLenum attachment,
                                                          GLenum textarget,
                                                          GLuint texture,
                                                          GLint level,
                                                          GLint zoffset);
    ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureLayer(GLenum target,
                                                             GLenum attachment,
                                                             GLuint texture,
                                                             GLint level,
                                                             GLint layer);
    ANGLE_EXPORT void GL_APIENTRY GL_GenFramebuffers(GLsizei n, GLuint *framebuffers);
    ANGLE_EXPORT void GL_APIENTRY GL_GenRenderbuffers(GLsizei n, GLuint *renderbuffers);
    ANGLE_EXPORT void GL_APIENTRY GL_GenVertexArrays(GLsizei n, GLuint *arrays);
    ANGLE_EXPORT void GL_APIENTRY GL_GenerateMipmap(GLenum target);
    ANGLE_EXPORT void GL_APIENTRY GL_GetBooleani_v(GLenum target, GLuint index, GLboolean *data);
    ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataLocation(GLuint program, const GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferAttachmentParameteriv(GLenum target,
                                                                         GLenum attachment,
                                                                         GLenum pname,
                                                                         GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetIntegeri_v(GLenum target, GLuint index, GLint *data);
    ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameteriv(GLenum target,
                                                                GLenum pname,
                                                                GLint *params);
    ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetStringi(GLenum name, GLuint index);
    ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIiv(GLenum target, GLenum pname, GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbackVarying(GLuint program,
                                                                 GLuint index,
                                                                 GLsizei bufSize,
                                                                 GLsizei *length,
                                                                 GLsizei *size,
                                                                 GLenum *type,
                                                                 GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GL_GetUniformuiv(GLuint program, GLint location, GLuint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnabledi(GLenum target, GLuint index);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFramebuffer(GLuint framebuffer);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsRenderbuffer(GLuint renderbuffer);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsVertexArray(GLuint array);
    ANGLE_EXPORT void *GL_APIENTRY GL_MapBufferRange(GLenum target,
                                                     GLintptr offset,
                                                     GLsizeiptr length,
                                                     GLbitfield access);
    ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorage(GLenum target,
                                                         GLenum internalformat,
                                                         GLsizei width,
                                                         GLsizei height);
    ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorageMultisample(GLenum target,
                                                                    GLsizei samples,
                                                                    GLenum internalformat,
                                                                    GLsizei width,
                                                                    GLsizei height);
    ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIiv(GLenum target, GLenum pname, const GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_TexParameterIuiv(GLenum target,
                                                      GLenum pname,
                                                      const GLuint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_TransformFeedbackVaryings(GLuint program,
                                                               GLsizei count,
                                                               const GLchar *const *varyings,
                                                               GLenum bufferMode);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform1ui(GLint location, GLuint v0);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform1uiv(GLint location, GLsizei count, const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform2ui(GLint location, GLuint v0, GLuint v1);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform2uiv(GLint location, GLsizei count, const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform3uiv(GLint location, GLsizei count, const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY
    GL_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform4uiv(GLint location, GLsizei count, const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1i(GLuint index, GLint x);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1iv(GLuint index, const GLint *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1ui(GLuint index, GLuint x);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI1uiv(GLuint index, const GLuint *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2i(GLuint index, GLint x, GLint y);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2iv(GLuint index, const GLint *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2ui(GLuint index, GLuint x, GLuint y);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI2uiv(GLuint index, const GLuint *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3iv(GLuint index, const GLint *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI3uiv(GLuint index, const GLuint *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4bv(GLuint index, const GLbyte *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4iv(GLuint index, const GLint *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4sv(GLuint index, const GLshort *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4ubv(GLuint index, const GLubyte *v);
    ANGLE_EXPORT void GL_APIENTRY
    GL_VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4uiv(GLuint index, const GLuint *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4usv(GLuint index, const GLushort *v);
    ANGLE_EXPORT void GL_APIENTRY
    GL_VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
    
    // GL 3.1
    ANGLE_EXPORT void GL_APIENTRY GL_CopyBufferSubData(GLenum readTarget,
                                                       GLenum writeTarget,
                                                       GLintptr readOffset,
                                                       GLintptr writeOffset,
                                                       GLsizeiptr size);
    ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstanced(GLenum mode,
                                                         GLint first,
                                                         GLsizei count,
                                                         GLsizei instancecount);
    ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstanced(GLenum mode,
                                                           GLsizei count,
                                                           GLenum type,
                                                           const void *indices,
                                                           GLsizei instancecount);
    ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockName(GLuint program,
                                                               GLuint uniformBlockIndex,
                                                               GLsizei bufSize,
                                                               GLsizei *length,
                                                               GLchar *uniformBlockName);
    ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockiv(GLuint program,
                                                             GLuint uniformBlockIndex,
                                                             GLenum pname,
                                                             GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformName(GLuint program,
                                                          GLuint uniformIndex,
                                                          GLsizei bufSize,
                                                          GLsizei *length,
                                                          GLchar *uniformName);
    ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformsiv(GLuint program,
                                                         GLsizei uniformCount,
                                                         const GLuint *uniformIndices,
                                                         GLenum pname,
                                                         GLint *params);
    ANGLE_EXPORT GLuint GL_APIENTRY GL_GetUniformBlockIndex(GLuint program,
                                                            const GLchar *uniformBlockName);
    ANGLE_EXPORT void GL_APIENTRY GL_GetUniformIndices(GLuint program,
                                                       GLsizei uniformCount,
                                                       const GLchar *const *uniformNames,
                                                       GLuint *uniformIndices);
    ANGLE_EXPORT void GL_APIENTRY GL_PrimitiveRestartIndex(GLuint index);
    ANGLE_EXPORT void GL_APIENTRY GL_TexBuffer(GLenum target, GLenum internalformat, GLuint buffer);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformBlockBinding(GLuint program,
                                                         GLuint uniformBlockIndex,
                                                         GLuint uniformBlockBinding);
    
    // GL 3.2
    ANGLE_EXPORT GLenum GL_APIENTRY GL_ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteSync(GLsync sync);
    ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsBaseVertex(GLenum mode,
                                                            GLsizei count,
                                                            GLenum type,
                                                            const void *indices,
                                                            GLint basevertex);
    ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseVertex(GLenum mode,
                                                                     GLsizei count,
                                                                     GLenum type,
                                                                     const void *indices,
                                                                     GLsizei instancecount,
                                                                     GLint basevertex);
    ANGLE_EXPORT void GL_APIENTRY GL_DrawRangeElementsBaseVertex(GLenum mode,
                                                                 GLuint start,
                                                                 GLuint end,
                                                                 GLsizei count,
                                                                 GLenum type,
                                                                 const void *indices,
                                                                 GLint basevertex);
    ANGLE_EXPORT GLsync GL_APIENTRY GL_FenceSync(GLenum condition, GLbitfield flags);
    ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture(GLenum target,
                                                        GLenum attachment,
                                                        GLuint texture,
                                                        GLint level);
    ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteri64v(GLenum target,
                                                            GLenum pname,
                                                            GLint64 *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
    ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64v(GLenum pname, GLint64 *data);
    ANGLE_EXPORT void GL_APIENTRY GL_GetMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
    ANGLE_EXPORT void GL_APIENTRY
    GL_GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSync(GLsync sync);
    ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsBaseVertex(GLenum mode,
                                                                 const GLsizei *count,
                                                                 GLenum type,
                                                                 const void *const *indices,
                                                                 GLsizei drawcount,
                                                                 const GLint *basevertex);
    ANGLE_EXPORT void GL_APIENTRY GL_ProvokingVertex(GLenum mode);
    ANGLE_EXPORT void GL_APIENTRY GL_SampleMaski(GLuint maskNumber, GLbitfield mask);
    ANGLE_EXPORT void GL_APIENTRY GL_TexImage2DMultisample(GLenum target,
                                                           GLsizei samples,
                                                           GLenum internalformat,
                                                           GLsizei width,
                                                           GLsizei height,
                                                           GLboolean fixedsamplelocations);
    ANGLE_EXPORT void GL_APIENTRY GL_TexImage3DMultisample(GLenum target,
                                                           GLsizei samples,
                                                           GLenum internalformat,
                                                           GLsizei width,
                                                           GLsizei height,
                                                           GLsizei depth,
                                                           GLboolean fixedsamplelocations);
    ANGLE_EXPORT void GL_APIENTRY GL_WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
    
    // GL 3.3
    ANGLE_EXPORT void GL_APIENTRY GL_BindFragDataLocationIndexed(GLuint program,
                                                                 GLuint colorNumber,
                                                                 GLuint index,
                                                                 const GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GL_BindSampler(GLuint unit, GLuint sampler);
    ANGLE_EXPORT void GL_APIENTRY GL_ColorP3ui(GLenum type, GLuint color);
    ANGLE_EXPORT void GL_APIENTRY GL_ColorP3uiv(GLenum type, const GLuint *color);
    ANGLE_EXPORT void GL_APIENTRY GL_ColorP4ui(GLenum type, GLuint color);
    ANGLE_EXPORT void GL_APIENTRY GL_ColorP4uiv(GLenum type, const GLuint *color);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteSamplers(GLsizei count, const GLuint *samplers);
    ANGLE_EXPORT void GL_APIENTRY GL_GenSamplers(GLsizei count, GLuint *samplers);
    ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataIndex(GLuint program, const GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIiv(GLuint sampler,
                                                            GLenum pname,
                                                            GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterIuiv(GLuint sampler,
                                                             GLenum pname,
                                                             GLuint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterfv(GLuint sampler,
                                                           GLenum pname,
                                                           GLfloat *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSampler(GLuint sampler);
    ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords);
    ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP1uiv(GLenum texture,
                                                        GLenum type,
                                                        const GLuint *coords);
    ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords);
    ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP2uiv(GLenum texture,
                                                        GLenum type,
                                                        const GLuint *coords);
    ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords);
    ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP3uiv(GLenum texture,
                                                        GLenum type,
                                                        const GLuint *coords);
    ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords);
    ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoordP4uiv(GLenum texture,
                                                        GLenum type,
                                                        const GLuint *coords);
    ANGLE_EXPORT void GL_APIENTRY GL_NormalP3ui(GLenum type, GLuint coords);
    ANGLE_EXPORT void GL_APIENTRY GL_NormalP3uiv(GLenum type, const GLuint *coords);
    ANGLE_EXPORT void GL_APIENTRY GL_QueryCounter(GLuint id, GLenum target);
    ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIiv(GLuint sampler,
                                                         GLenum pname,
                                                         const GLint *param);
    ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterIuiv(GLuint sampler,
                                                          GLenum pname,
                                                          const GLuint *param);
    ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
    ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterfv(GLuint sampler,
                                                        GLenum pname,
                                                        const GLfloat *param);
    ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameteri(GLuint sampler, GLenum pname, GLint param);
    ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameteriv(GLuint sampler,
                                                        GLenum pname,
                                                        const GLint *param);
    ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColorP3ui(GLenum type, GLuint color);
    ANGLE_EXPORT void GL_APIENTRY GL_SecondaryColorP3uiv(GLenum type, const GLuint *color);
    ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP1ui(GLenum type, GLuint coords);
    ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP1uiv(GLenum type, const GLuint *coords);
    ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP2ui(GLenum type, GLuint coords);
    ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP2uiv(GLenum type, const GLuint *coords);
    ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP3ui(GLenum type, GLuint coords);
    ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP3uiv(GLenum type, const GLuint *coords);
    ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP4ui(GLenum type, GLuint coords);
    ANGLE_EXPORT void GL_APIENTRY GL_TexCoordP4uiv(GLenum type, const GLuint *coords);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribDivisor(GLuint index, GLuint divisor);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP1ui(GLuint index,
                                                      GLenum type,
                                                      GLboolean normalized,
                                                      GLuint value);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP1uiv(GLuint index,
                                                       GLenum type,
                                                       GLboolean normalized,
                                                       const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP2ui(GLuint index,
                                                      GLenum type,
                                                      GLboolean normalized,
                                                      GLuint value);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP2uiv(GLuint index,
                                                       GLenum type,
                                                       GLboolean normalized,
                                                       const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP3ui(GLuint index,
                                                      GLenum type,
                                                      GLboolean normalized,
                                                      GLuint value);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP3uiv(GLuint index,
                                                       GLenum type,
                                                       GLboolean normalized,
                                                       const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP4ui(GLuint index,
                                                      GLenum type,
                                                      GLboolean normalized,
                                                      GLuint value);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribP4uiv(GLuint index,
                                                       GLenum type,
                                                       GLboolean normalized,
                                                       const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexP2ui(GLenum type, GLuint value);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexP2uiv(GLenum type, const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexP3ui(GLenum type, GLuint value);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexP3uiv(GLenum type, const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexP4ui(GLenum type, GLuint value);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexP4uiv(GLenum type, const GLuint *value);
    }  // extern "C"
    
    #endif  // LIBGL_ENTRY_POINTS_GL_3_AUTOGEN_H_