// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.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.
//
// libGLESv2_autogen.cpp: Implements the exported OpenGL ES functions.
#include "angle_gl.h"
#include "libGLESv2/entry_points_gles_1_0_autogen.h"
#include "libGLESv2/entry_points_gles_2_0_autogen.h"
#include "libGLESv2/entry_points_gles_3_0_autogen.h"
#include "libGLESv2/entry_points_gles_3_1_autogen.h"
#include "libGLESv2/entry_points_gles_3_2_autogen.h"
#include "libGLESv2/entry_points_gles_ext_autogen.h"
#if defined (ANGLE_ENABLE_GL_DESKTOP_FRONTEND)
# include "libGLESv2/entry_points_gl_1_autogen.h"
# include "libGLESv2/entry_points_gl_2_autogen.h"
# include "libGLESv2/entry_points_gl_3_autogen.h"
# include "libGLESv2/entry_points_gl_4_autogen.h"
#endif
#include "common/event_tracer.h"
extern "C" {
// OpenGL ES 2.0
void GL_APIENTRY glActiveTexture(GLenum texture)
{
return GL_ActiveTexture(texture);
}
void GL_APIENTRY glAttachShader(GLuint program, GLuint shader)
{
return GL_AttachShader(program, shader);
}
void GL_APIENTRY glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
{
return GL_BindAttribLocation(program, index, name);
}
void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer)
{
return GL_BindBuffer(target, buffer);
}
void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer)
{
return GL_BindFramebuffer(target, framebuffer);
}
void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer)
{
return GL_BindRenderbuffer(target, renderbuffer);
}
void GL_APIENTRY glBindTexture(GLenum target, GLuint texture)
{
return GL_BindTexture(target, texture);
}
void GL_APIENTRY glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
return GL_BlendColor(red, green, blue, alpha);
}
void GL_APIENTRY glBlendEquation(GLenum mode)
{
return GL_BlendEquation(mode);
}
void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{
return GL_BlendEquationSeparate(modeRGB, modeAlpha);
}
void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor)
{
return GL_BlendFunc(sfactor, dfactor);
}
void GL_APIENTRY glBlendFuncSeparate(GLenum sfactorRGB,
GLenum dfactorRGB,
GLenum sfactorAlpha,
GLenum dfactorAlpha)
{
return GL_BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
}
void GL_APIENTRY glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage)
{
return GL_BufferData(target, size, data, usage);
}
void GL_APIENTRY glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data)
{
return GL_BufferSubData(target, offset, size, data);
}
GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target)
{
return GL_CheckFramebufferStatus(target);
}
void GL_APIENTRY glClear(GLbitfield mask)
{
return GL_Clear(mask);
}
void GL_APIENTRY glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
return GL_ClearColor(red, green, blue, alpha);
}
void GL_APIENTRY glClearDepthf(GLfloat d)
{
return GL_ClearDepthf(d);
}
void GL_APIENTRY glClearStencil(GLint s)
{
return GL_ClearStencil(s);
}
void GL_APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
return GL_ColorMask(red, green, blue, alpha);
}
void GL_APIENTRY glCompileShader(GLuint shader)
{
return GL_CompileShader(shader);
}
void GL_APIENTRY glCompressedTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void *data)
{
return GL_CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize,
data);
}
void GL_APIENTRY glCompressedTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data)
{
return GL_CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format,
imageSize, data);
}
void GL_APIENTRY glCopyTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border)
{
return GL_CopyTexImage2D(target, level, internalformat, x, y, width, height, border);
}
void GL_APIENTRY glCopyTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
return GL_CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}
GLuint GL_APIENTRY glCreateProgram()
{
return GL_CreateProgram();
}
GLuint GL_APIENTRY glCreateShader(GLenum type)
{
return GL_CreateShader(type);
}
void GL_APIENTRY glCullFace(GLenum mode)
{
return GL_CullFace(mode);
}
void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint *buffers)
{
return GL_DeleteBuffers(n, buffers);
}
void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
{
return GL_DeleteFramebuffers(n, framebuffers);
}
void GL_APIENTRY glDeleteProgram(GLuint program)
{
return GL_DeleteProgram(program);
}
void GL_APIENTRY glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
{
return GL_DeleteRenderbuffers(n, renderbuffers);
}
void GL_APIENTRY glDeleteShader(GLuint shader)
{
return GL_DeleteShader(shader);
}
void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint *textures)
{
return GL_DeleteTextures(n, textures);
}
void GL_APIENTRY glDepthFunc(GLenum func)
{
return GL_DepthFunc(func);
}
void GL_APIENTRY glDepthMask(GLboolean flag)
{
return GL_DepthMask(flag);
}
void GL_APIENTRY glDepthRangef(GLfloat n, GLfloat f)
{
return GL_DepthRangef(n, f);
}
void GL_APIENTRY glDetachShader(GLuint program, GLuint shader)
{
return GL_DetachShader(program, shader);
}
void GL_APIENTRY glDisable(GLenum cap)
{
return GL_Disable(cap);
}
void GL_APIENTRY glDisableVertexAttribArray(GLuint index)
{
return GL_DisableVertexAttribArray(index);
}
void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count)
{
return GL_DrawArrays(mode, first, count);
}
void GL_APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
{
return GL_DrawElements(mode, count, type, indices);
}
void GL_APIENTRY glEnable(GLenum cap)
{
return GL_Enable(cap);
}
void GL_APIENTRY glEnableVertexAttribArray(GLuint index)
{
return GL_EnableVertexAttribArray(index);
}
void GL_APIENTRY glFinish()
{
return GL_Finish();
}
void GL_APIENTRY glFlush()
{
return GL_Flush();
}
void GL_APIENTRY glFramebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer)
{
return GL_FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
}
void GL_APIENTRY glFramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level)
{
return GL_FramebufferTexture2D(target, attachment, textarget, texture, level);
}
void GL_APIENTRY glFrontFace(GLenum mode)
{
return GL_FrontFace(mode);
}
void GL_APIENTRY glGenBuffers(GLsizei n, GLuint *buffers)
{
return GL_GenBuffers(n, buffers);
}
void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint *framebuffers)
{
return GL_GenFramebuffers(n, framebuffers);
}
void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
{
return GL_GenRenderbuffers(n, renderbuffers);
}
void GL_APIENTRY glGenTextures(GLsizei n, GLuint *textures)
{
return GL_GenTextures(n, textures);
}
void GL_APIENTRY glGenerateMipmap(GLenum target)
{
return GL_GenerateMipmap(target);
}
void GL_APIENTRY glGetActiveAttrib(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name)
{
return GL_GetActiveAttrib(program, index, bufSize, length, size, type, name);
}
void GL_APIENTRY glGetActiveUniform(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name)
{
return GL_GetActiveUniform(program, index, bufSize, length, size, type, name);
}
void GL_APIENTRY glGetAttachedShaders(GLuint program,
GLsizei maxCount,
GLsizei *count,
GLuint *shaders)
{
return GL_GetAttachedShaders(program, maxCount, count, shaders);
}
GLint GL_APIENTRY glGetAttribLocation(GLuint program, const GLchar *name)
{
return GL_GetAttribLocation(program, name);
}
void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean *data)
{
return GL_GetBooleanv(pname, data);
}
void GL_APIENTRY glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
return GL_GetBufferParameteriv(target, pname, params);
}
GLenum GL_APIENTRY glGetError()
{
return GL_GetError();
}
void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat *data)
{
return GL_GetFloatv(pname, data);
}
void GL_APIENTRY glGetFramebufferAttachmentParameteriv(GLenum target,
GLenum attachment,
GLenum pname,
GLint *params)
{
return GL_GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
}
void GL_APIENTRY glGetIntegerv(GLenum pname, GLint *data)
{
return GL_GetIntegerv(pname, data);
}
void GL_APIENTRY glGetProgramInfoLog(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog)
{
return GL_GetProgramInfoLog(program, bufSize, length, infoLog);
}
void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint *params)
{
return GL_GetProgramiv(program, pname, params);
}
void GL_APIENTRY glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
return GL_GetRenderbufferParameteriv(target, pname, params);
}
void GL_APIENTRY glGetShaderInfoLog(GLuint shader,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog)
{
return GL_GetShaderInfoLog(shader, bufSize, length, infoLog);
}
void GL_APIENTRY glGetShaderPrecisionFormat(GLenum shadertype,
GLenum precisiontype,
GLint *range,
GLint *precision)
{
return GL_GetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
}
void GL_APIENTRY glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
{
return GL_GetShaderSource(shader, bufSize, length, source);
}
void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
{
return GL_GetShaderiv(shader, pname, params);
}
const GLubyte *GL_APIENTRY glGetString(GLenum name)
{
return GL_GetString(name);
}
void GL_APIENTRY glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
{
return GL_GetTexParameterfv(target, pname, params);
}
void GL_APIENTRY glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
{
return GL_GetTexParameteriv(target, pname, params);
}
GLint GL_APIENTRY glGetUniformLocation(GLuint program, const GLchar *name)
{
return GL_GetUniformLocation(program, name);
}
void GL_APIENTRY glGetUniformfv(GLuint program, GLint location, GLfloat *params)
{
return GL_GetUniformfv(program, location, params);
}
void GL_APIENTRY glGetUniformiv(GLuint program, GLint location, GLint *params)
{
return GL_GetUniformiv(program, location, params);
}
void GL_APIENTRY glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer)
{
return GL_GetVertexAttribPointerv(index, pname, pointer);
}
void GL_APIENTRY glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
{
return GL_GetVertexAttribfv(index, pname, params);
}
void GL_APIENTRY glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
{
return GL_GetVertexAttribiv(index, pname, params);
}
void GL_APIENTRY glHint(GLenum target, GLenum mode)
{
return GL_Hint(target, mode);
}
GLboolean GL_APIENTRY glIsBuffer(GLuint buffer)
{
return GL_IsBuffer(buffer);
}
GLboolean GL_APIENTRY glIsEnabled(GLenum cap)
{
return GL_IsEnabled(cap);
}
GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer)
{
return GL_IsFramebuffer(framebuffer);
}
GLboolean GL_APIENTRY glIsProgram(GLuint program)
{
return GL_IsProgram(program);
}
GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer)
{
return GL_IsRenderbuffer(renderbuffer);
}
GLboolean GL_APIENTRY glIsShader(GLuint shader)
{
return GL_IsShader(shader);
}
GLboolean GL_APIENTRY glIsTexture(GLuint texture)
{
return GL_IsTexture(texture);
}
void GL_APIENTRY glLineWidth(GLfloat width)
{
return GL_LineWidth(width);
}
void GL_APIENTRY glLinkProgram(GLuint program)
{
return GL_LinkProgram(program);
}
void GL_APIENTRY glPixelStorei(GLenum pname, GLint param)
{
return GL_PixelStorei(pname, param);
}
void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units)
{
return GL_PolygonOffset(factor, units);
}
void GL_APIENTRY glReadPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
void *pixels)
{
return GL_ReadPixels(x, y, width, height, format, type, pixels);
}
void GL_APIENTRY glReleaseShaderCompiler()
{
return GL_ReleaseShaderCompiler();
}
void GL_APIENTRY glRenderbufferStorage(GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
return GL_RenderbufferStorage(target, internalformat, width, height);
}
void GL_APIENTRY glSampleCoverage(GLfloat value, GLboolean invert)
{
return GL_SampleCoverage(value, invert);
}
void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
return GL_Scissor(x, y, width, height);
}
void GL_APIENTRY glShaderBinary(GLsizei count,
const GLuint *shaders,
GLenum binaryFormat,
const void *binary,
GLsizei length)
{
return GL_ShaderBinary(count, shaders, binaryFormat, binary, length);
}
void GL_APIENTRY glShaderSource(GLuint shader,
GLsizei count,
const GLchar *const *string,
const GLint *length)
{
return GL_ShaderSource(shader, count, string, length);
}
void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask)
{
return GL_StencilFunc(func, ref, mask);
}
void GL_APIENTRY glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
return GL_StencilFuncSeparate(face, func, ref, mask);
}
void GL_APIENTRY glStencilMask(GLuint mask)
{
return GL_StencilMask(mask);
}
void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask)
{
return GL_StencilMaskSeparate(face, mask);
}
void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
return GL_StencilOp(fail, zfail, zpass);
}
void GL_APIENTRY glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
{
return GL_StencilOpSeparate(face, sfail, dpfail, dppass);
}
void GL_APIENTRY glTexImage2D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const void *pixels)
{
return GL_TexImage2D(target, level, internalformat, width, height, border, format, type,
pixels);
}
void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param)
{
return GL_TexParameterf(target, pname, param);
}
void GL_APIENTRY glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
{
return GL_TexParameterfv(target, pname, params);
}
void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param)
{
return GL_TexParameteri(target, pname, param);
}
void GL_APIENTRY glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
{
return GL_TexParameteriv(target, pname, params);
}
void GL_APIENTRY glTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels)
{
return GL_TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}
void GL_APIENTRY glUniform1f(GLint location, GLfloat v0)
{
return GL_Uniform1f(location, v0);
}
void GL_APIENTRY glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
{
return GL_Uniform1fv(location, count, value);
}
void GL_APIENTRY glUniform1i(GLint location, GLint v0)
{
return GL_Uniform1i(location, v0);
}
void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint *value)
{
return GL_Uniform1iv(location, count, value);
}
void GL_APIENTRY glUniform2f(GLint location, GLfloat v0, GLfloat v1)
{
return GL_Uniform2f(location, v0, v1);
}
void GL_APIENTRY glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
{
return GL_Uniform2fv(location, count, value);
}
void GL_APIENTRY glUniform2i(GLint location, GLint v0, GLint v1)
{
return GL_Uniform2i(location, v0, v1);
}
void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint *value)
{
return GL_Uniform2iv(location, count, value);
}
void GL_APIENTRY glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
return GL_Uniform3f(location, v0, v1, v2);
}
void GL_APIENTRY glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
{
return GL_Uniform3fv(location, count, value);
}
void GL_APIENTRY glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
{
return GL_Uniform3i(location, v0, v1, v2);
}
void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint *value)
{
return GL_Uniform3iv(location, count, value);
}
void GL_APIENTRY glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
return GL_Uniform4f(location, v0, v1, v2, v3);
}
void GL_APIENTRY glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
{
return GL_Uniform4fv(location, count, value);
}
void GL_APIENTRY glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
return GL_Uniform4i(location, v0, v1, v2, v3);
}
void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint *value)
{
return GL_Uniform4iv(location, count, value);
}
void GL_APIENTRY glUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_UniformMatrix2fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_UniformMatrix3fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_UniformMatrix4fv(location, count, transpose, value);
}
void GL_APIENTRY glUseProgram(GLuint program)
{
return GL_UseProgram(program);
}
void GL_APIENTRY glValidateProgram(GLuint program)
{
return GL_ValidateProgram(program);
}
void GL_APIENTRY glVertexAttrib1f(GLuint index, GLfloat x)
{
return GL_VertexAttrib1f(index, x);
}
void GL_APIENTRY glVertexAttrib1fv(GLuint index, const GLfloat *v)
{
return GL_VertexAttrib1fv(index, v);
}
void GL_APIENTRY glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
{
return GL_VertexAttrib2f(index, x, y);
}
void GL_APIENTRY glVertexAttrib2fv(GLuint index, const GLfloat *v)
{
return GL_VertexAttrib2fv(index, v);
}
void GL_APIENTRY glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
{
return GL_VertexAttrib3f(index, x, y, z);
}
void GL_APIENTRY glVertexAttrib3fv(GLuint index, const GLfloat *v)
{
return GL_VertexAttrib3fv(index, v);
}
void GL_APIENTRY glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
return GL_VertexAttrib4f(index, x, y, z, w);
}
void GL_APIENTRY glVertexAttrib4fv(GLuint index, const GLfloat *v)
{
return GL_VertexAttrib4fv(index, v);
}
void GL_APIENTRY glVertexAttribPointer(GLuint index,
GLint size,
GLenum type,
GLboolean normalized,
GLsizei stride,
const void *pointer)
{
return GL_VertexAttribPointer(index, size, type, normalized, stride, pointer);
}
void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
return GL_Viewport(x, y, width, height);
}
// OpenGL ES 3.0
void GL_APIENTRY glBeginQuery(GLenum target, GLuint id)
{
return GL_BeginQuery(target, id);
}
void GL_APIENTRY glBeginTransformFeedback(GLenum primitiveMode)
{
return GL_BeginTransformFeedback(primitiveMode);
}
void GL_APIENTRY glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
{
return GL_BindBufferBase(target, index, buffer);
}
void GL_APIENTRY
glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
{
return GL_BindBufferRange(target, index, buffer, offset, size);
}
void GL_APIENTRY glBindSampler(GLuint unit, GLuint sampler)
{
return GL_BindSampler(unit, sampler);
}
void GL_APIENTRY glBindTransformFeedback(GLenum target, GLuint id)
{
return GL_BindTransformFeedback(target, id);
}
void GL_APIENTRY glBindVertexArray(GLuint array)
{
return GL_BindVertexArray(array);
}
void GL_APIENTRY glBlitFramebuffer(GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter)
{
return GL_BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
void GL_APIENTRY glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
{
return GL_ClearBufferfi(buffer, drawbuffer, depth, stencil);
}
void GL_APIENTRY glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
{
return GL_ClearBufferfv(buffer, drawbuffer, value);
}
void GL_APIENTRY glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
{
return GL_ClearBufferiv(buffer, drawbuffer, value);
}
void GL_APIENTRY glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
{
return GL_ClearBufferuiv(buffer, drawbuffer, value);
}
GLenum GL_APIENTRY glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
return GL_ClientWaitSync(sync, flags, timeout);
}
void GL_APIENTRY glCompressedTexImage3D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data)
{
return GL_CompressedTexImage3D(target, level, internalformat, width, height, depth, border,
imageSize, data);
}
void GL_APIENTRY glCompressedTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data)
{
return GL_CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height,
depth, format, imageSize, data);
}
void GL_APIENTRY glCopyBufferSubData(GLenum readTarget,
GLenum writeTarget,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size)
{
return GL_CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
}
void GL_APIENTRY glCopyTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
return GL_CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
}
void GL_APIENTRY glDeleteQueries(GLsizei n, const GLuint *ids)
{
return GL_DeleteQueries(n, ids);
}
void GL_APIENTRY glDeleteSamplers(GLsizei count, const GLuint *samplers)
{
return GL_DeleteSamplers(count, samplers);
}
void GL_APIENTRY glDeleteSync(GLsync sync)
{
return GL_DeleteSync(sync);
}
void GL_APIENTRY glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
{
return GL_DeleteTransformFeedbacks(n, ids);
}
void GL_APIENTRY glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
{
return GL_DeleteVertexArrays(n, arrays);
}
void GL_APIENTRY glDrawArraysInstanced(GLenum mode,
GLint first,
GLsizei count,
GLsizei instancecount)
{
return GL_DrawArraysInstanced(mode, first, count, instancecount);
}
void GL_APIENTRY glDrawBuffers(GLsizei n, const GLenum *bufs)
{
return GL_DrawBuffers(n, bufs);
}
void GL_APIENTRY glDrawElementsInstanced(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount)
{
return GL_DrawElementsInstanced(mode, count, type, indices, instancecount);
}
void GL_APIENTRY glDrawRangeElements(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices)
{
return GL_DrawRangeElements(mode, start, end, count, type, indices);
}
void GL_APIENTRY glEndQuery(GLenum target)
{
return GL_EndQuery(target);
}
void GL_APIENTRY glEndTransformFeedback()
{
return GL_EndTransformFeedback();
}
GLsync GL_APIENTRY glFenceSync(GLenum condition, GLbitfield flags)
{
return GL_FenceSync(condition, flags);
}
void GL_APIENTRY glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
{
return GL_FlushMappedBufferRange(target, offset, length);
}
void GL_APIENTRY glFramebufferTextureLayer(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint layer)
{
return GL_FramebufferTextureLayer(target, attachment, texture, level, layer);
}
void GL_APIENTRY glGenQueries(GLsizei n, GLuint *ids)
{
return GL_GenQueries(n, ids);
}
void GL_APIENTRY glGenSamplers(GLsizei count, GLuint *samplers)
{
return GL_GenSamplers(count, samplers);
}
void GL_APIENTRY glGenTransformFeedbacks(GLsizei n, GLuint *ids)
{
return GL_GenTransformFeedbacks(n, ids);
}
void GL_APIENTRY glGenVertexArrays(GLsizei n, GLuint *arrays)
{
return GL_GenVertexArrays(n, arrays);
}
void GL_APIENTRY glGetActiveUniformBlockName(GLuint program,
GLuint uniformBlockIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformBlockName)
{
return GL_GetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length,
uniformBlockName);
}
void GL_APIENTRY glGetActiveUniformBlockiv(GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLint *params)
{
return GL_GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
}
void GL_APIENTRY glGetActiveUniformsiv(GLuint program,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params)
{
return GL_GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);
}
void GL_APIENTRY glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
{
return GL_GetBufferParameteri64v(target, pname, params);
}
void GL_APIENTRY glGetBufferPointerv(GLenum target, GLenum pname, void **params)
{
return GL_GetBufferPointerv(target, pname, params);
}
GLint GL_APIENTRY glGetFragDataLocation(GLuint program, const GLchar *name)
{
return GL_GetFragDataLocation(program, name);
}
void GL_APIENTRY glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
{
return GL_GetInteger64i_v(target, index, data);
}
void GL_APIENTRY glGetInteger64v(GLenum pname, GLint64 *data)
{
return GL_GetInteger64v(pname, data);
}
void GL_APIENTRY glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
{
return GL_GetIntegeri_v(target, index, data);
}
void GL_APIENTRY glGetInternalformativ(GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei count,
GLint *params)
{
return GL_GetInternalformativ(target, internalformat, pname, count, params);
}
void GL_APIENTRY glGetProgramBinary(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary)
{
return GL_GetProgramBinary(program, bufSize, length, binaryFormat, binary);
}
void GL_APIENTRY glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
{
return GL_GetQueryObjectuiv(id, pname, params);
}
void GL_APIENTRY glGetQueryiv(GLenum target, GLenum pname, GLint *params)
{
return GL_GetQueryiv(target, pname, params);
}
void GL_APIENTRY glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
{
return GL_GetSamplerParameterfv(sampler, pname, params);
}
void GL_APIENTRY glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
{
return GL_GetSamplerParameteriv(sampler, pname, params);
}
const GLubyte *GL_APIENTRY glGetStringi(GLenum name, GLuint index)
{
return GL_GetStringi(name, index);
}
void GL_APIENTRY
glGetSynciv(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values)
{
return GL_GetSynciv(sync, pname, count, length, values);
}
void GL_APIENTRY glGetTransformFeedbackVarying(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name)
{
return GL_GetTransformFeedbackVarying(program, index, bufSize, length, size, type, name);
}
GLuint GL_APIENTRY glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
{
return GL_GetUniformBlockIndex(program, uniformBlockName);
}
void GL_APIENTRY glGetUniformIndices(GLuint program,
GLsizei uniformCount,
const GLchar *const *uniformNames,
GLuint *uniformIndices)
{
return GL_GetUniformIndices(program, uniformCount, uniformNames, uniformIndices);
}
void GL_APIENTRY glGetUniformuiv(GLuint program, GLint location, GLuint *params)
{
return GL_GetUniformuiv(program, location, params);
}
void GL_APIENTRY glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
{
return GL_GetVertexAttribIiv(index, pname, params);
}
void GL_APIENTRY glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
{
return GL_GetVertexAttribIuiv(index, pname, params);
}
void GL_APIENTRY glInvalidateFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments)
{
return GL_InvalidateFramebuffer(target, numAttachments, attachments);
}
void GL_APIENTRY glInvalidateSubFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
return GL_InvalidateSubFramebuffer(target, numAttachments, attachments, x, y, width, height);
}
GLboolean GL_APIENTRY glIsQuery(GLuint id)
{
return GL_IsQuery(id);
}
GLboolean GL_APIENTRY glIsSampler(GLuint sampler)
{
return GL_IsSampler(sampler);
}
GLboolean GL_APIENTRY glIsSync(GLsync sync)
{
return GL_IsSync(sync);
}
GLboolean GL_APIENTRY glIsTransformFeedback(GLuint id)
{
return GL_IsTransformFeedback(id);
}
GLboolean GL_APIENTRY glIsVertexArray(GLuint array)
{
return GL_IsVertexArray(array);
}
void *GL_APIENTRY glMapBufferRange(GLenum target,
GLintptr offset,
GLsizeiptr length,
GLbitfield access)
{
return GL_MapBufferRange(target, offset, length, access);
}
void GL_APIENTRY glPauseTransformFeedback()
{
return GL_PauseTransformFeedback();
}
void GL_APIENTRY glProgramBinary(GLuint program,
GLenum binaryFormat,
const void *binary,
GLsizei length)
{
return GL_ProgramBinary(program, binaryFormat, binary, length);
}
void GL_APIENTRY glProgramParameteri(GLuint program, GLenum pname, GLint value)
{
return GL_ProgramParameteri(program, pname, value);
}
void GL_APIENTRY glReadBuffer(GLenum src)
{
return GL_ReadBuffer(src);
}
void GL_APIENTRY glRenderbufferStorageMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
return GL_RenderbufferStorageMultisample(target, samples, internalformat, width, height);
}
void GL_APIENTRY glResumeTransformFeedback()
{
return GL_ResumeTransformFeedback();
}
void GL_APIENTRY glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
{
return GL_SamplerParameterf(sampler, pname, param);
}
void GL_APIENTRY glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
{
return GL_SamplerParameterfv(sampler, pname, param);
}
void GL_APIENTRY glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
{
return GL_SamplerParameteri(sampler, pname, param);
}
void GL_APIENTRY glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
{
return GL_SamplerParameteriv(sampler, pname, param);
}
void GL_APIENTRY glTexImage3D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void *pixels)
{
return GL_TexImage3D(target, level, internalformat, width, height, depth, border, format, type,
pixels);
}
void GL_APIENTRY
glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
{
return GL_TexStorage2D(target, levels, internalformat, width, height);
}
void GL_APIENTRY glTexStorage3D(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth)
{
return GL_TexStorage3D(target, levels, internalformat, width, height, depth);
}
void GL_APIENTRY glTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels)
{
return GL_TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format,
type, pixels);
}
void GL_APIENTRY glTransformFeedbackVaryings(GLuint program,
GLsizei count,
const GLchar *const *varyings,
GLenum bufferMode)
{
return GL_TransformFeedbackVaryings(program, count, varyings, bufferMode);
}
void GL_APIENTRY glUniform1ui(GLint location, GLuint v0)
{
return GL_Uniform1ui(location, v0);
}
void GL_APIENTRY glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
{
return GL_Uniform1uiv(location, count, value);
}
void GL_APIENTRY glUniform2ui(GLint location, GLuint v0, GLuint v1)
{
return GL_Uniform2ui(location, v0, v1);
}
void GL_APIENTRY glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
{
return GL_Uniform2uiv(location, count, value);
}
void GL_APIENTRY glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
{
return GL_Uniform3ui(location, v0, v1, v2);
}
void GL_APIENTRY glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
{
return GL_Uniform3uiv(location, count, value);
}
void GL_APIENTRY glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
return GL_Uniform4ui(location, v0, v1, v2, v3);
}
void GL_APIENTRY glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
{
return GL_Uniform4uiv(location, count, value);
}
void GL_APIENTRY glUniformBlockBinding(GLuint program,
GLuint uniformBlockIndex,
GLuint uniformBlockBinding)
{
return GL_UniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
}
void GL_APIENTRY glUniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_UniformMatrix2x3fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_UniformMatrix2x4fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_UniformMatrix3x2fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_UniformMatrix3x4fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_UniformMatrix4x2fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_UniformMatrix4x3fv(location, count, transpose, value);
}
GLboolean GL_APIENTRY glUnmapBuffer(GLenum target)
{
return GL_UnmapBuffer(target);
}
void GL_APIENTRY glVertexAttribDivisor(GLuint index, GLuint divisor)
{
return GL_VertexAttribDivisor(index, divisor);
}
void GL_APIENTRY glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
{
return GL_VertexAttribI4i(index, x, y, z, w);
}
void GL_APIENTRY glVertexAttribI4iv(GLuint index, const GLint *v)
{
return GL_VertexAttribI4iv(index, v);
}
void GL_APIENTRY glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
{
return GL_VertexAttribI4ui(index, x, y, z, w);
}
void GL_APIENTRY glVertexAttribI4uiv(GLuint index, const GLuint *v)
{
return GL_VertexAttribI4uiv(index, v);
}
void GL_APIENTRY
glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
{
return GL_VertexAttribIPointer(index, size, type, stride, pointer);
}
void GL_APIENTRY glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
return GL_WaitSync(sync, flags, timeout);
}
// OpenGL ES 3.1
void GL_APIENTRY glActiveShaderProgram(GLuint pipeline, GLuint program)
{
return GL_ActiveShaderProgram(pipeline, program);
}
void GL_APIENTRY glBindImageTexture(GLuint unit,
GLuint texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format)
{
return GL_BindImageTexture(unit, texture, level, layered, layer, access, format);
}
void GL_APIENTRY glBindProgramPipeline(GLuint pipeline)
{
return GL_BindProgramPipeline(pipeline);
}
void GL_APIENTRY glBindVertexBuffer(GLuint bindingindex,
GLuint buffer,
GLintptr offset,
GLsizei stride)
{
return GL_BindVertexBuffer(bindingindex, buffer, offset, stride);
}
GLuint GL_APIENTRY glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
{
return GL_CreateShaderProgramv(type, count, strings);
}
void GL_APIENTRY glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
{
return GL_DeleteProgramPipelines(n, pipelines);
}
void GL_APIENTRY glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z)
{
return GL_DispatchCompute(num_groups_x, num_groups_y, num_groups_z);
}
void GL_APIENTRY glDispatchComputeIndirect(GLintptr indirect)
{
return GL_DispatchComputeIndirect(indirect);
}
void GL_APIENTRY glDrawArraysIndirect(GLenum mode, const void *indirect)
{
return GL_DrawArraysIndirect(mode, indirect);
}
void GL_APIENTRY glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect)
{
return GL_DrawElementsIndirect(mode, type, indirect);
}
void GL_APIENTRY glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
{
return GL_FramebufferParameteri(target, pname, param);
}
void GL_APIENTRY glGenProgramPipelines(GLsizei n, GLuint *pipelines)
{
return GL_GenProgramPipelines(n, pipelines);
}
void GL_APIENTRY glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
{
return GL_GetBooleani_v(target, index, data);
}
void GL_APIENTRY glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
return GL_GetFramebufferParameteriv(target, pname, params);
}
void GL_APIENTRY glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
{
return GL_GetMultisamplefv(pname, index, val);
}
void GL_APIENTRY glGetProgramInterfaceiv(GLuint program,
GLenum programInterface,
GLenum pname,
GLint *params)
{
return GL_GetProgramInterfaceiv(program, programInterface, pname, params);
}
void GL_APIENTRY glGetProgramPipelineInfoLog(GLuint pipeline,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog)
{
return GL_GetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog);
}
void GL_APIENTRY glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
{
return GL_GetProgramPipelineiv(pipeline, pname, params);
}
GLuint GL_APIENTRY glGetProgramResourceIndex(GLuint program,
GLenum programInterface,
const GLchar *name)
{
return GL_GetProgramResourceIndex(program, programInterface, name);
}
GLint GL_APIENTRY glGetProgramResourceLocation(GLuint program,
GLenum programInterface,
const GLchar *name)
{
return GL_GetProgramResourceLocation(program, programInterface, name);
}
void GL_APIENTRY glGetProgramResourceName(GLuint program,
GLenum programInterface,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name)
{
return GL_GetProgramResourceName(program, programInterface, index, bufSize, length, name);
}
void GL_APIENTRY glGetProgramResourceiv(GLuint program,
GLenum programInterface,
GLuint index,
GLsizei propCount,
const GLenum *props,
GLsizei count,
GLsizei *length,
GLint *params)
{
return GL_GetProgramResourceiv(program, programInterface, index, propCount, props, count,
length, params);
}
void GL_APIENTRY glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
{
return GL_GetTexLevelParameterfv(target, level, pname, params);
}
void GL_APIENTRY glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
{
return GL_GetTexLevelParameteriv(target, level, pname, params);
}
GLboolean GL_APIENTRY glIsProgramPipeline(GLuint pipeline)
{
return GL_IsProgramPipeline(pipeline);
}
void GL_APIENTRY glMemoryBarrier(GLbitfield barriers)
{
return GL_MemoryBarrier(barriers);
}
void GL_APIENTRY glMemoryBarrierByRegion(GLbitfield barriers)
{
return GL_MemoryBarrierByRegion(barriers);
}
void GL_APIENTRY glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
{
return GL_ProgramUniform1f(program, location, v0);
}
void GL_APIENTRY glProgramUniform1fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value)
{
return GL_ProgramUniform1fv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform1i(GLuint program, GLint location, GLint v0)
{
return GL_ProgramUniform1i(program, location, v0);
}
void GL_APIENTRY glProgramUniform1iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value)
{
return GL_ProgramUniform1iv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
{
return GL_ProgramUniform1ui(program, location, v0);
}
void GL_APIENTRY glProgramUniform1uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value)
{
return GL_ProgramUniform1uiv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
{
return GL_ProgramUniform2f(program, location, v0, v1);
}
void GL_APIENTRY glProgramUniform2fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value)
{
return GL_ProgramUniform2fv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
{
return GL_ProgramUniform2i(program, location, v0, v1);
}
void GL_APIENTRY glProgramUniform2iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value)
{
return GL_ProgramUniform2iv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
{
return GL_ProgramUniform2ui(program, location, v0, v1);
}
void GL_APIENTRY glProgramUniform2uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value)
{
return GL_ProgramUniform2uiv(program, location, count, value);
}
void GL_APIENTRY
glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
return GL_ProgramUniform3f(program, location, v0, v1, v2);
}
void GL_APIENTRY glProgramUniform3fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value)
{
return GL_ProgramUniform3fv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
{
return GL_ProgramUniform3i(program, location, v0, v1, v2);
}
void GL_APIENTRY glProgramUniform3iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value)
{
return GL_ProgramUniform3iv(program, location, count, value);
}
void GL_APIENTRY
glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
{
return GL_ProgramUniform3ui(program, location, v0, v1, v2);
}
void GL_APIENTRY glProgramUniform3uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value)
{
return GL_ProgramUniform3uiv(program, location, count, value);
}
void GL_APIENTRY
glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
return GL_ProgramUniform4f(program, location, v0, v1, v2, v3);
}
void GL_APIENTRY glProgramUniform4fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value)
{
return GL_ProgramUniform4fv(program, location, count, value);
}
void GL_APIENTRY
glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
return GL_ProgramUniform4i(program, location, v0, v1, v2, v3);
}
void GL_APIENTRY glProgramUniform4iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value)
{
return GL_ProgramUniform4iv(program, location, count, value);
}
void GL_APIENTRY
glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
return GL_ProgramUniform4ui(program, location, v0, v1, v2, v3);
}
void GL_APIENTRY glProgramUniform4uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value)
{
return GL_ProgramUniform4uiv(program, location, count, value);
}
void GL_APIENTRY glProgramUniformMatrix2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_ProgramUniformMatrix2fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix2x3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_ProgramUniformMatrix2x3fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix2x4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_ProgramUniformMatrix2x4fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_ProgramUniformMatrix3fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix3x2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_ProgramUniformMatrix3x2fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix3x4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_ProgramUniformMatrix3x4fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_ProgramUniformMatrix4fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix4x2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_ProgramUniformMatrix4x2fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix4x3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return GL_ProgramUniformMatrix4x3fv(program, location, count, transpose, value);
}
void GL_APIENTRY glSampleMaski(GLuint maskNumber, GLbitfield mask)
{
return GL_SampleMaski(maskNumber, mask);
}
void GL_APIENTRY glTexStorage2DMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations)
{
return GL_TexStorage2DMultisample(target, samples, internalformat, width, height,
fixedsamplelocations);
}
void GL_APIENTRY glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
{
return GL_UseProgramStages(pipeline, stages, program);
}
void GL_APIENTRY glValidateProgramPipeline(GLuint pipeline)
{
return GL_ValidateProgramPipeline(pipeline);
}
void GL_APIENTRY glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
{
return GL_VertexAttribBinding(attribindex, bindingindex);
}
void GL_APIENTRY glVertexAttribFormat(GLuint attribindex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeoffset)
{
return GL_VertexAttribFormat(attribindex, size, type, normalized, relativeoffset);
}
void GL_APIENTRY glVertexAttribIFormat(GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset)
{
return GL_VertexAttribIFormat(attribindex, size, type, relativeoffset);
}
void GL_APIENTRY glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
{
return GL_VertexBindingDivisor(bindingindex, divisor);
}
// OpenGL ES 3.2
void GL_APIENTRY glBlendBarrier()
{
return GL_BlendBarrier();
}
void GL_APIENTRY glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
{
return GL_BlendEquationSeparatei(buf, modeRGB, modeAlpha);
}
void GL_APIENTRY glBlendEquationi(GLuint buf, GLenum mode)
{
return GL_BlendEquationi(buf, mode);
}
void GL_APIENTRY
glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
{
return GL_BlendFuncSeparatei(buf, srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void GL_APIENTRY glBlendFunci(GLuint buf, GLenum src, GLenum dst)
{
return GL_BlendFunci(buf, src, dst);
}
void GL_APIENTRY glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
{
return GL_ColorMaski(index, r, g, b, a);
}
void GL_APIENTRY glCopyImageSubData(GLuint srcName,
GLenum srcTarget,
GLint srcLevel,
GLint srcX,
GLint srcY,
GLint srcZ,
GLuint dstName,
GLenum dstTarget,
GLint dstLevel,
GLint dstX,
GLint dstY,
GLint dstZ,
GLsizei srcWidth,
GLsizei srcHeight,
GLsizei srcDepth)
{
return GL_CopyImageSubData(srcName, srcTarget, srcLevel, srcX, srcY, srcZ, dstName, dstTarget,
dstLevel, dstX, dstY, dstZ, srcWidth, srcHeight, srcDepth);
}
void GL_APIENTRY glDebugMessageCallback(GLDEBUGPROC callback, const void *userParam)
{
return GL_DebugMessageCallback(callback, userParam);
}
void GL_APIENTRY glDebugMessageControl(GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids,
GLboolean enabled)
{
return GL_DebugMessageControl(source, type, severity, count, ids, enabled);
}
void GL_APIENTRY glDebugMessageInsert(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf)
{
return GL_DebugMessageInsert(source, type, id, severity, length, buf);
}
void GL_APIENTRY glDisablei(GLenum target, GLuint index)
{
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Messung V0.5 C=100 H=100 G=100
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*© Formatika GbR, Deutschland