| // 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_ |