blob: b72c6cd51aeebcde08b2df6304e1e4dbf4cc691b [file] [log] [blame]
// 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_