Hash :
64f41972
Author :
Date :
2022-08-25T11:16:23
Use canonical gl.xml and update enum to string function. This replaces our copy of gl.xml with the upstream canonical copy. Note that one patch is required before we can remove ANGLE's copy: https://github.com/KhronosGroup/OpenGL-Registry/pull/538 Because the upstream version uses a new method of enum groups, we also update our enum-to-string generator to use the new groups. This new code includes many more enums and groups in the mapping. Bug: angleproject:6461 Change-Id: I1c0ab44c36afce8db04c9661b377bbe5762c913e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3856649 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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// 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_4_autogen.h:
// Defines the Desktop GL 4.x entry points.
#ifndef LIBGLESV2_ENTRY_POINTS_GL_4_AUTOGEN_H_
#define LIBGLESV2_ENTRY_POINTS_GL_4_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
extern "C" {
// GL 4.0
ANGLE_EXPORT void GL_APIENTRY GL_BeginQueryIndexed(GLenum target, GLuint index, GLuint id);
ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedback(GLenum mode, GLuint id);
ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream);
ANGLE_EXPORT void GL_APIENTRY GL_EndQueryIndexed(GLenum target, GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineName(GLuint program,
GLenum shadertype,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineUniformName(GLuint program,
GLenum shadertype,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetActiveSubroutineUniformiv(GLuint program,
GLenum shadertype,
GLuint index,
GLenum pname,
GLint *values);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramStageiv(GLuint program,
GLenum shadertype,
GLenum pname,
GLint *values);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryIndexediv(GLenum target,
GLuint index,
GLenum pname,
GLint *params);
ANGLE_EXPORT GLuint GL_APIENTRY GL_GetSubroutineIndex(GLuint program,
GLenum shadertype,
const GLchar *name);
ANGLE_EXPORT GLint GL_APIENTRY GL_GetSubroutineUniformLocation(GLuint program,
GLenum shadertype,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformSubroutineuiv(GLenum shadertype,
GLint location,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformdv(GLuint program, GLint location, GLdouble *params);
ANGLE_EXPORT void GL_APIENTRY GL_PatchParameterfv(GLenum pname, const GLfloat *values);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1d(GLint location, GLdouble x);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1dv(GLint location, GLsizei count, const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2d(GLint location, GLdouble x, GLdouble y);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2dv(GLint location, GLsizei count, const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform3dv(GLint location, GLsizei count, const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY
GL_Uniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform4dv(GLint location, GLsizei count, const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x3dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x4dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x2dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x4dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x2dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x3dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformSubroutinesuiv(GLenum shadertype,
GLsizei count,
const GLuint *indices);
// GL 4.1
ANGLE_EXPORT void GL_APIENTRY GL_DepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY GL_DepthRangeIndexed(GLuint index, GLdouble n, GLdouble f);
ANGLE_EXPORT void GL_APIENTRY GL_GetDoublei_v(GLenum target, GLuint index, GLdouble *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetFloati_v(GLenum target, GLuint index, GLfloat *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1d(GLuint program, GLint location, GLdouble v0);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform1dv(GLuint program,
GLint location,
GLsizei count,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2d(GLuint program,
GLint location,
GLdouble v0,
GLdouble v1);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform2dv(GLuint program,
GLint location,
GLsizei count,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY
GL_ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform3dv(GLuint program,
GLint location,
GLsizei count,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4d(GLuint program,
GLint location,
GLdouble v0,
GLdouble v1,
GLdouble v2,
GLdouble v3);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniform4dv(GLuint program,
GLint location,
GLsizei count,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x3dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix2x4dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x2dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix3x4dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x2dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_ProgramUniformMatrix4x3dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY GL_ScissorArrayv(GLuint first, GLsizei count, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY
GL_ScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_ScissorIndexedv(GLuint index, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL1d(GLuint index, GLdouble x);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL1dv(GLuint index, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL2d(GLuint index, GLdouble x, GLdouble y);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL2dv(GLuint index, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL3dv(GLuint index, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY
GL_VertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribL4dv(GLuint index, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY
GL_VertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
ANGLE_EXPORT void GL_APIENTRY GL_ViewportArrayv(GLuint first, GLsizei count, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY
GL_ViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
ANGLE_EXPORT void GL_APIENTRY GL_ViewportIndexedfv(GLuint index, const GLfloat *v);
// GL 4.2
ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstancedBaseInstance(GLenum mode,
GLint first,
GLsizei count,
GLsizei instancecount,
GLuint baseinstance);
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseInstance(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLuint baseinstance);
ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstancedBaseVertexBaseInstance(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex,
GLuint baseinstance);
ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackInstanced(GLenum mode,
GLuint id,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY GL_DrawTransformFeedbackStreamInstanced(GLenum mode,
GLuint id,
GLuint stream,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAtomicCounterBufferiv(GLuint program,
GLuint bufferIndex,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TexStorage1D(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width);
// GL 4.3
ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferData(GLenum target,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data);
ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferSubData(GLenum target,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetInternalformati64v(GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei count,
GLint64 *params);
ANGLE_EXPORT GLint GL_APIENTRY GL_GetProgramResourceLocationIndex(GLuint program,
GLenum programInterface,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateBufferData(GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateBufferSubData(GLuint buffer,
GLintptr offset,
GLsizeiptr length);
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateTexImage(GLuint texture, GLint level);
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateTexSubImage(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth);
ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysIndirect(GLenum mode,
const void *indirect,
GLsizei drawcount,
GLsizei stride);
ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsIndirect(GLenum mode,
GLenum type,
const void *indirect,
GLsizei drawcount,
GLsizei stride);
ANGLE_EXPORT void GL_APIENTRY GL_ShaderStorageBlockBinding(GLuint program,
GLuint storageBlockIndex,
GLuint storageBlockBinding);
ANGLE_EXPORT void GL_APIENTRY GL_TextureView(GLuint texture,
GLenum target,
GLuint origtexture,
GLenum internalformat,
GLuint minlevel,
GLuint numlevels,
GLuint minlayer,
GLuint numlayers);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribLFormat(GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
// GL 4.4
ANGLE_EXPORT void GL_APIENTRY GL_BindBuffersBase(GLenum target,
GLuint first,
GLsizei count,
const GLuint *buffers);
ANGLE_EXPORT void GL_APIENTRY GL_BindBuffersRange(GLenum target,
GLuint first,
GLsizei count,
const GLuint *buffers,
const GLintptr *offsets,
const GLsizeiptr *sizes);
ANGLE_EXPORT void GL_APIENTRY GL_BindImageTextures(GLuint first,
GLsizei count,
const GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY GL_BindSamplers(GLuint first, GLsizei count, const GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY GL_BindTextures(GLuint first, GLsizei count, const GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY GL_BindVertexBuffers(GLuint first,
GLsizei count,
const GLuint *buffers,
const GLintptr *offsets,
const GLsizei *strides);
ANGLE_EXPORT void GL_APIENTRY GL_BufferStorage(GLenum target,
GLsizeiptr size,
const void *data,
GLbitfield flags);
ANGLE_EXPORT void GL_APIENTRY
GL_ClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data);
ANGLE_EXPORT void GL_APIENTRY GL_ClearTexSubImage(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *data);
// GL 4.5
ANGLE_EXPORT void GL_APIENTRY GL_BindTextureUnit(GLuint unit, GLuint texture);
ANGLE_EXPORT void GL_APIENTRY GL_BlitNamedFramebuffer(GLuint readFramebuffer,
GLuint drawFramebuffer,
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_CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target);
ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedBufferData(GLuint buffer,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data);
ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedBufferSubData(GLuint buffer,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data);
ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferfi(GLuint framebuffer,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil);
ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferfv(GLuint framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferiv(GLuint framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ClearNamedFramebufferuiv(GLuint framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY GL_ClipControl(GLenum origin, GLenum depth);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage1D(GLuint texture,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage2D(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY GL_CompressedTextureSubImage3D(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY GL_CopyNamedBufferSubData(GLuint readBuffer,
GLuint writeBuffer,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage1D(GLuint texture,
GLint level,
GLint xoffset,
GLint x,
GLint y,
GLsizei width);
ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage2D(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_CopyTextureSubImage3D(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_CreateBuffers(GLsizei n, GLuint *buffers);
ANGLE_EXPORT void GL_APIENTRY GL_CreateFramebuffers(GLsizei n, GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY GL_CreateProgramPipelines(GLsizei n, GLuint *pipelines);
ANGLE_EXPORT void GL_APIENTRY GL_CreateQueries(GLenum target, GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GL_CreateRenderbuffers(GLsizei n, GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY GL_CreateSamplers(GLsizei n, GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY GL_CreateTextures(GLenum target, GLsizei n, GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY GL_CreateTransformFeedbacks(GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GL_CreateVertexArrays(GLsizei n, GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexArrayAttrib(GLuint vaobj, GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexArrayAttrib(GLuint vaobj, GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedNamedBufferRange(GLuint buffer,
GLintptr offset,
GLsizeiptr length);
ANGLE_EXPORT void GL_APIENTRY GL_GenerateTextureMipmap(GLuint texture);
ANGLE_EXPORT void GL_APIENTRY GL_GetCompressedTextureImage(GLuint texture,
GLint level,
GLsizei bufSize,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_GetCompressedTextureSubImage(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLsizei bufSize,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferParameteri64v(GLuint buffer,
GLenum pname,
GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferParameteriv(GLuint buffer,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferPointerv(GLuint buffer, GLenum pname, void **params);
ANGLE_EXPORT void GL_APIENTRY GL_GetNamedBufferSubData(GLuint buffer,
GLintptr offset,
GLsizeiptr size,
void *data);
ANGLE_EXPORT void GL_APIENTRY GL_GetNamedFramebufferAttachmentParameteriv(GLuint framebuffer,
GLenum attachment,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetNamedFramebufferParameteriv(GLuint framebuffer,
GLenum pname,
GLint *param);
ANGLE_EXPORT void GL_APIENTRY GL_GetNamedRenderbufferParameteriv(GLuint renderbuffer,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjecti64v(GLuint id,
GLuint buffer,
GLenum pname,
GLintptr offset);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectiv(GLuint id,
GLuint buffer,
GLenum pname,
GLintptr offset);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectui64v(GLuint id,
GLuint buffer,
GLenum pname,
GLintptr offset);
ANGLE_EXPORT void GL_APIENTRY GL_GetQueryBufferObjectuiv(GLuint id,
GLuint buffer,
GLenum pname,
GLintptr offset);
ANGLE_EXPORT void GL_APIENTRY GL_GetTextureImage(GLuint texture,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_GetTextureLevelParameterfv(GLuint texture,
GLint level,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTextureLevelParameteriv(GLuint texture,
GLint level,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterIiv(GLuint texture,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterIuiv(GLuint texture,
GLenum pname,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameterfv(GLuint texture,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTextureParameteriv(GLuint texture, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetTextureSubImage(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbacki64_v(GLuint xfb,
GLenum pname,
GLuint index,
GLint64 *param);
ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbacki_v(GLuint xfb,
GLenum pname,
GLuint index,
GLint *param);
ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayIndexed64iv(GLuint vaobj,
GLuint index,
GLenum pname,
GLint64 *param);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayIndexediv(GLuint vaobj,
GLuint index,
GLenum pname,
GLint *param);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param);
ANGLE_EXPORT void GL_APIENTRY
GL_GetnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table);
ANGLE_EXPORT void GL_APIENTRY GL_GetnCompressedTexImage(GLenum target,
GLint lod,
GLsizei bufSize,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY
GL_GetnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image);
ANGLE_EXPORT void GL_APIENTRY GL_GetnHistogram(GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values);
ANGLE_EXPORT void GL_APIENTRY GL_GetnMapdv(GLenum target,
GLenum query,
GLsizei bufSize,
GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY GL_GetnMapfv(GLenum target,
GLenum query,
GLsizei bufSize,
GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY GL_GetnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v);
ANGLE_EXPORT void GL_APIENTRY GL_GetnMinmax(GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values);
ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values);
ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values);
ANGLE_EXPORT void GL_APIENTRY GL_GetnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values);
ANGLE_EXPORT void GL_APIENTRY GL_GetnPolygonStipple(GLsizei bufSize, GLubyte *pattern);
ANGLE_EXPORT void GL_APIENTRY GL_GetnSeparableFilter(GLenum target,
GLenum format,
GLenum type,
GLsizei rowBufSize,
void *row,
GLsizei columnBufSize,
void *column,
void *span);
ANGLE_EXPORT void GL_APIENTRY GL_GetnTexImage(GLenum target,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_GetnUniformdv(GLuint program,
GLint location,
GLsizei bufSize,
GLdouble *params);
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateNamedFramebufferData(GLuint framebuffer,
GLsizei numAttachments,
const GLenum *attachments);
ANGLE_EXPORT void GL_APIENTRY GL_InvalidateNamedFramebufferSubData(GLuint framebuffer,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void *GL_APIENTRY GL_MapNamedBuffer(GLuint buffer, GLenum access);
ANGLE_EXPORT void *GL_APIENTRY GL_MapNamedBufferRange(GLuint buffer,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferData(GLuint buffer,
GLsizeiptr size,
const void *data,
GLenum usage);
ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferStorage(GLuint buffer,
GLsizeiptr size,
const void *data,
GLbitfield flags);
ANGLE_EXPORT void GL_APIENTRY GL_NamedBufferSubData(GLuint buffer,
GLintptr offset,
GLsizeiptr size,
const void *data);
ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf);
ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferDrawBuffers(GLuint framebuffer,
GLsizei n,
const GLenum *bufs);
ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferParameteri(GLuint framebuffer,
GLenum pname,
GLint param);
ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferReadBuffer(GLuint framebuffer, GLenum src);
ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferRenderbuffer(GLuint framebuffer,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferTexture(GLuint framebuffer,
GLenum attachment,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY GL_NamedFramebufferTextureLayer(GLuint framebuffer,
GLenum attachment,
GLuint texture,
GLint level,
GLint layer);
ANGLE_EXPORT void GL_APIENTRY GL_NamedRenderbufferStorage(GLuint renderbuffer,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_NamedRenderbufferStorageMultisample(GLuint renderbuffer,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_TextureBarrier();
ANGLE_EXPORT void GL_APIENTRY GL_TextureBuffer(GLuint texture,
GLenum internalformat,
GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY GL_TextureBufferRange(GLuint texture,
GLenum internalformat,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterIiv(GLuint texture,
GLenum pname,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterIuiv(GLuint texture,
GLenum pname,
const GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterf(GLuint texture, GLenum pname, GLfloat param);
ANGLE_EXPORT void GL_APIENTRY GL_TextureParameterfv(GLuint texture,
GLenum pname,
const GLfloat *param);
ANGLE_EXPORT void GL_APIENTRY GL_TextureParameteri(GLuint texture, GLenum pname, GLint param);
ANGLE_EXPORT void GL_APIENTRY GL_TextureParameteriv(GLuint texture,
GLenum pname,
const GLint *param);
ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage1D(GLuint texture,
GLsizei levels,
GLenum internalformat,
GLsizei width);
ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage2D(GLuint texture,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage2DMultisample(GLuint texture,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage3D(GLuint texture,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
ANGLE_EXPORT void GL_APIENTRY GL_TextureStorage3DMultisample(GLuint texture,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage1D(GLuint texture,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage2D(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TextureSubImage3D(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY GL_TransformFeedbackBufferBase(GLuint xfb,
GLuint index,
GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY GL_TransformFeedbackBufferRange(GLuint xfb,
GLuint index,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_UnmapNamedBuffer(GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribBinding(GLuint vaobj,
GLuint attribindex,
GLuint bindingindex);
ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribFormat(GLuint vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeoffset);
ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribIFormat(GLuint vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayAttribLFormat(GLuint vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayBindingDivisor(GLuint vaobj,
GLuint bindingindex,
GLuint divisor);
ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayElementBuffer(GLuint vaobj, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayVertexBuffer(GLuint vaobj,
GLuint bindingindex,
GLuint buffer,
GLintptr offset,
GLsizei stride);
ANGLE_EXPORT void GL_APIENTRY GL_VertexArrayVertexBuffers(GLuint vaobj,
GLuint first,
GLsizei count,
const GLuint *buffers,
const GLintptr *offsets,
const GLsizei *strides);
// GL 4.6
ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawArraysIndirectCount(GLenum mode,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride);
ANGLE_EXPORT void GL_APIENTRY GL_MultiDrawElementsIndirectCount(GLenum mode,
GLenum type,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride);
ANGLE_EXPORT void GL_APIENTRY GL_PolygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp);
ANGLE_EXPORT void GL_APIENTRY GL_SpecializeShader(GLuint shader,
const GLchar *pEntryPoint,
GLuint numSpecializationConstants,
const GLuint *pConstantIndex,
const GLuint *pConstantValue);
} // extern "C"
#endif // LIBGLESV2_ENTRY_POINTS_GL_4_AUTOGEN_H_