| // Copyright 2018 The SwiftShader Authors. All Rights Reserved. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #ifndef LIBGLESV2_ENTRY_POINTS_H_ |
| #define LIBGLESV2_ENTRY_POINTS_H_ |
| |
| #include <GLES2/gl2.h> |
| #include <GLES2/gl2ext.h> |
| #include <GLES3/gl3.h> |
| |
| namespace gl |
| { |
| void ActiveTexture(GLenum texture); |
| void AttachShader(GLuint program, GLuint shader); |
| void BeginQueryEXT(GLenum target, GLuint name); |
| void BindAttribLocation(GLuint program, GLuint index, const GLchar* name); |
| void BindBuffer(GLenum target, GLuint buffer); |
| void BindFramebuffer(GLenum target, GLuint framebuffer); |
| void BindRenderbuffer(GLenum target, GLuint renderbuffer); |
| void BindTexture(GLenum target, GLuint texture); |
| void BlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); |
| void BlendEquation(GLenum mode); |
| void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); |
| void BlendFunc(GLenum sfactor, GLenum dfactor); |
| void BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); |
| void BufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage); |
| void BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data); |
| GLenum CheckFramebufferStatus(GLenum target); |
| void Clear(GLbitfield mask); |
| void ClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); |
| void ClearDepthf(GLclampf depth); |
| void ClearStencil(GLint s); |
| void ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); |
| void CompileShader(GLuint shader); |
| void CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, |
| GLint border, GLsizei imageSize, const GLvoid* data); |
| void CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, |
| GLenum format, GLsizei imageSize, const GLvoid* data); |
| void CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); |
| void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); |
| GLuint CreateProgram(void); |
| GLuint CreateShader(GLenum type); |
| void CullFace(GLenum mode); |
| void DeleteBuffers(GLsizei n, const GLuint* buffers); |
| void DeleteFencesNV(GLsizei n, const GLuint* fences); |
| void DeleteFramebuffers(GLsizei n, const GLuint* framebuffers); |
| void DeleteProgram(GLuint program); |
| void DeleteQueriesEXT(GLsizei n, const GLuint *ids); |
| void DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers); |
| void DeleteShader(GLuint shader); |
| void DeleteTextures(GLsizei n, const GLuint* textures); |
| void DepthFunc(GLenum func); |
| void DepthMask(GLboolean flag); |
| void DepthRangef(GLclampf zNear, GLclampf zFar); |
| void DetachShader(GLuint program, GLuint shader); |
| void Disable(GLenum cap); |
| void DisableVertexAttribArray(GLuint index); |
| void DrawArrays(GLenum mode, GLint first, GLsizei count); |
| void DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices); |
| void DrawArraysInstancedEXT(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount); |
| void DrawElementsInstancedEXT(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount); |
| void VertexAttribDivisorEXT(GLuint index, GLuint divisor); |
| void DrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount); |
| void DrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount); |
| void VertexAttribDivisorANGLE(GLuint index, GLuint divisor); |
| void Enable(GLenum cap); |
| void EnableVertexAttribArray(GLuint index); |
| void EndQueryEXT(GLenum target); |
| void FinishFenceNV(GLuint fence); |
| void Finish(void); |
| void Flush(void); |
| void FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); |
| void FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); |
| void FrontFace(GLenum mode); |
| void GenBuffers(GLsizei n, GLuint* buffers); |
| void GenerateMipmap(GLenum target); |
| void GenFencesNV(GLsizei n, GLuint* fences); |
| void GenFramebuffers(GLsizei n, GLuint* framebuffers); |
| void GenQueriesEXT(GLsizei n, GLuint* ids); |
| void GenRenderbuffers(GLsizei n, GLuint* renderbuffers); |
| void GenTextures(GLsizei n, GLuint* textures); |
| void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); |
| void GetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); |
| void GetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); |
| int GetAttribLocation(GLuint program, const GLchar* name); |
| void GetBooleanv(GLenum pname, GLboolean* params); |
| void GetBufferParameteriv(GLenum target, GLenum pname, GLint* params); |
| GLenum GetError(void); |
| void GetFenceivNV(GLuint fence, GLenum pname, GLint *params); |
| void GetFloatv(GLenum pname, GLfloat* params); |
| void GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params); |
| GLenum GetGraphicsResetStatusEXT(void); |
| void GetIntegerv(GLenum pname, GLint* params); |
| void GetProgramiv(GLuint program, GLenum pname, GLint* params); |
| void GetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); |
| void GetQueryivEXT(GLenum target, GLenum pname, GLint *params); |
| void GetQueryObjectuivEXT(GLuint name, GLenum pname, GLuint *params); |
| void GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params); |
| void GetShaderiv(GLuint shader, GLenum pname, GLint* params); |
| void GetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); |
| void GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); |
| void GetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); |
| const GLubyte* GetString(GLenum name); |
| void GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params); |
| void GetTexParameteriv(GLenum target, GLenum pname, GLint* params); |
| void GetnUniformfvEXT(GLuint program, GLint location, GLsizei bufSize, GLfloat* params); |
| void GetUniformfv(GLuint program, GLint location, GLfloat* params); |
| void GetnUniformivEXT(GLuint program, GLint location, GLsizei bufSize, GLint* params); |
| void GetUniformiv(GLuint program, GLint location, GLint* params); |
| int GetUniformLocation(GLuint program, const GLchar* name); |
| void GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params); |
| void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params); |
| void GetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer); |
| void Hint(GLenum target, GLenum mode); |
| GLboolean IsBuffer(GLuint buffer); |
| GLboolean IsEnabled(GLenum cap); |
| GLboolean IsFenceNV(GLuint fence); |
| GLboolean IsFramebuffer(GLuint framebuffer); |
| GLboolean IsProgram(GLuint program); |
| GLboolean IsQueryEXT(GLuint name); |
| GLboolean IsRenderbuffer(GLuint renderbuffer); |
| GLboolean IsShader(GLuint shader); |
| GLboolean IsTexture(GLuint texture); |
| void LineWidth(GLfloat width); |
| void LinkProgram(GLuint program); |
| void PixelStorei(GLenum pname, GLint param); |
| void PolygonOffset(GLfloat factor, GLfloat units); |
| void ReadnPixelsEXT(GLint x, GLint y, GLsizei width, GLsizei height, |
| GLenum format, GLenum type, GLsizei bufSize, GLvoid *data); |
| void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels); |
| void ReleaseShaderCompiler(void); |
| void RenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); |
| void RenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); |
| void RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); |
| void SampleCoverage(GLclampf value, GLboolean invert); |
| void SetFenceNV(GLuint fence, GLenum condition); |
| void Scissor(GLint x, GLint y, GLsizei width, GLsizei height); |
| void ShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length); |
| void ShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length); |
| void StencilFunc(GLenum func, GLint ref, GLuint mask); |
| void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); |
| void StencilMask(GLuint mask); |
| void StencilMaskSeparate(GLenum face, GLuint mask); |
| void StencilOp(GLenum fail, GLenum zfail, GLenum zpass); |
| void StencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); |
| GLboolean TestFenceNV(GLuint fence); |
| void TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, |
| GLint border, GLenum format, GLenum type, const GLvoid* pixels); |
| void TexParameterf(GLenum target, GLenum pname, GLfloat param); |
| void TexParameterfv(GLenum target, GLenum pname, const GLfloat* params); |
| void TexParameteri(GLenum target, GLenum pname, GLint param); |
| void TexParameteriv(GLenum target, GLenum pname, const GLint* params); |
| void TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, |
| GLenum format, GLenum type, const GLvoid* pixels); |
| void Uniform1f(GLint location, GLfloat x); |
| void Uniform1fv(GLint location, GLsizei count, const GLfloat* v); |
| void Uniform1i(GLint location, GLint x); |
| void Uniform1iv(GLint location, GLsizei count, const GLint* v); |
| void Uniform2f(GLint location, GLfloat x, GLfloat y); |
| void Uniform2fv(GLint location, GLsizei count, const GLfloat* v); |
| void Uniform2i(GLint location, GLint x, GLint y); |
| void Uniform2iv(GLint location, GLsizei count, const GLint* v); |
| void Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z); |
| void Uniform3fv(GLint location, GLsizei count, const GLfloat* v); |
| void Uniform3i(GLint location, GLint x, GLint y, GLint z); |
| void Uniform3iv(GLint location, GLsizei count, const GLint* v); |
| void Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); |
| void Uniform4fv(GLint location, GLsizei count, const GLfloat* v); |
| void Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w); |
| void Uniform4iv(GLint location, GLsizei count, const GLint* v); |
| void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); |
| void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); |
| void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); |
| void UseProgram(GLuint program); |
| void ValidateProgram(GLuint program); |
| void VertexAttrib1f(GLuint index, GLfloat x); |
| void VertexAttrib1fv(GLuint index, const GLfloat* values); |
| void VertexAttrib2f(GLuint index, GLfloat x, GLfloat y); |
| void VertexAttrib2fv(GLuint index, const GLfloat* values); |
| void VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); |
| void VertexAttrib3fv(GLuint index, const GLfloat* values); |
| void VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); |
| void VertexAttrib4fv(GLuint index, const GLfloat* values); |
| void VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr); |
| void Viewport(GLint x, GLint y, GLsizei width, GLsizei height); |
| void BlitFramebufferNV(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); |
| void BlitFramebufferANGLE(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, |
| GLbitfield mask, GLenum filter); |
| void TexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, |
| GLint border, GLenum format, GLenum type, const GLvoid* pixels); |
| void TexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); |
| void CopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); |
| void CompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); |
| void CompressedTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); |
| void FramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); |
| void EGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image); |
| void EGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image); |
| GLboolean IsRenderbufferOES(GLuint renderbuffer); |
| void BindRenderbufferOES(GLenum target, GLuint renderbuffer); |
| void DeleteRenderbuffersOES(GLsizei n, const GLuint* renderbuffers); |
| void GenRenderbuffersOES(GLsizei n, GLuint* renderbuffers); |
| void RenderbufferStorageOES(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); |
| void GetRenderbufferParameterivOES(GLenum target, GLenum pname, GLint* params); |
| GLboolean IsFramebufferOES(GLuint framebuffer); |
| void BindFramebufferOES(GLenum target, GLuint framebuffer); |
| void DeleteFramebuffersOES(GLsizei n, const GLuint* framebuffers); |
| void GenFramebuffersOES(GLsizei n, GLuint* framebuffers); |
| GLenum CheckFramebufferStatusOES(GLenum target); |
| void FramebufferRenderbufferOES(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); |
| void FramebufferTexture2DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); |
| void GetFramebufferAttachmentParameterivOES(GLenum target, GLenum attachment, GLenum pname, GLint* params); |
| void GenerateMipmapOES(GLenum target); |
| void DrawBuffersEXT(GLsizei n, const GLenum *bufs); |
| void ReadBuffer(GLenum src); |
| void DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); |
| void TexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *data); |
| void TexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); |
| void CopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); |
| void CompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); |
| void 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 GenQueries(GLsizei n, GLuint *ids); |
| void DeleteQueries(GLsizei n, const GLuint *ids); |
| GLboolean IsQuery(GLuint id); |
| void BeginQuery(GLenum target, GLuint id); |
| void EndQuery(GLenum target); |
| void GetQueryiv(GLenum target, GLenum pname, GLint *params); |
| void GetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params); |
| GLboolean UnmapBuffer(GLenum target); |
| void GetBufferPointerv(GLenum target, GLenum pname, void **params); |
| void DrawBuffers(GLsizei n, const GLenum *bufs); |
| void UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); |
| void UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); |
| void UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); |
| void UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); |
| void UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); |
| void UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); |
| void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); |
| void FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); |
| void *MapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); |
| void FlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length); |
| void BindVertexArray(GLuint array); |
| void BindVertexArrayOES(GLuint array); |
| void DeleteVertexArrays(GLsizei n, const GLuint *arrays); |
| void DeleteVertexArraysOES(GLsizei n, const GLuint *arrays); |
| void GenVertexArrays(GLsizei n, GLuint *arrays); |
| void GenVertexArraysOES(GLsizei n, GLuint *arrays); |
| GLboolean IsVertexArray(GLuint array); |
| GLboolean IsVertexArrayOES(GLuint array); |
| void GetIntegeri_v(GLenum target, GLuint index, GLint *data); |
| void BeginTransformFeedback(GLenum primitiveMode); |
| void EndTransformFeedback(void); |
| void BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); |
| void BindBufferBase(GLenum target, GLuint index, GLuint buffer); |
| void TransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); |
| void GetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); |
| void VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); |
| void GetVertexAttribIiv(GLuint index, GLenum pname, GLint *params); |
| void GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params); |
| void VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); |
| void VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); |
| void VertexAttribI4iv(GLuint index, const GLint *v); |
| void VertexAttribI4uiv(GLuint index, const GLuint *v); |
| void GetUniformuiv(GLuint program, GLint location, GLuint *params); |
| GLint GetFragDataLocation(GLuint program, const GLchar *name); |
| void Uniform1ui(GLint location, GLuint v0); |
| void Uniform2ui(GLint location, GLuint v0, GLuint v1); |
| void Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2); |
| void Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); |
| void Uniform1uiv(GLint location, GLsizei count, const GLuint *value); |
| void Uniform2uiv(GLint location, GLsizei count, const GLuint *value); |
| void Uniform3uiv(GLint location, GLsizei count, const GLuint *value); |
| void Uniform4uiv(GLint location, GLsizei count, const GLuint *value); |
| void ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value); |
| void ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value); |
| void ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value); |
| void ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); |
| const GLubyte *GetStringi(GLenum name, GLuint index); |
| void CopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); |
| void GetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices); |
| void GetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); |
| GLuint GetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName); |
| void GetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); |
| void GetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); |
| void UniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); |
| void DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount); |
| void DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount); |
| GLsync FenceSync(GLenum condition, GLbitfield flags); |
| GLboolean IsSync(GLsync sync); |
| void DeleteSync(GLsync sync); |
| GLenum ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); |
| void WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); |
| void GetInteger64v(GLenum pname, GLint64 *data); |
| void GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); |
| void GetInteger64i_v(GLenum target, GLuint index, GLint64 *data); |
| void GetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params); |
| void GenSamplers(GLsizei count, GLuint *samplers); |
| void DeleteSamplers(GLsizei count, const GLuint *samplers); |
| GLboolean IsSampler(GLuint sampler); |
| void BindSampler(GLuint unit, GLuint sampler); |
| void SamplerParameteri(GLuint sampler, GLenum pname, GLint param); |
| void SamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param); |
| void SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param); |
| void SamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param); |
| void GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params); |
| void GetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params); |
| void VertexAttribDivisor(GLuint index, GLuint divisor); |
| void BindTransformFeedback(GLenum target, GLuint id); |
| void DeleteTransformFeedbacks(GLsizei n, const GLuint *ids); |
| void GenTransformFeedbacks(GLsizei n, GLuint *ids); |
| GLboolean IsTransformFeedback(GLuint id); |
| void PauseTransformFeedback(void); |
| void ResumeTransformFeedback(void); |
| void GetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); |
| void ProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); |
| void ProgramParameteri(GLuint program, GLenum pname, GLint value); |
| void InvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments); |
| void InvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); |
| void TexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); |
| void TexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); |
| void GetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params); |
| } |
| |
| #endif // LIBGLESV2_ENTRY_POINTS_H_ |