replicant-frameworks_native/opengl/libs/GLES2/gl2_api.in
Alistair Strachan edfe72ed67 Fix EGL shim extension injection for GL ES 3 drivers.
The Android EGL shim injects GL_EXT_debug_marker into the ES driver
EXTENSIONS string for the OpenGL ES 1.x and 2.0/3.0/3.1 drivers if
the extension is not already provided. This feature is used by
GLES_trace.

In Open GL ES 3.0 it became possible to query an indexed version of
the EXTENSIONS string via GetStringi(). NUM_EXTENSIONS Gets were
also added to the specification (taken from Open GL).

If the shim does not have to inject the extension, then there is no
problem, as glGetString() and glGetStringi() / NUM_EXTENSIONS will
be consistent. However, if the Android EGL shim injects the
extension, NUM_EXTENSIONS and GetStringi() will report one less
extension than is really available.

Consistency between these methods is tested by the dEQP framework
with the dEQP-GLES3.functional.state_query.string.extensions test.
If the driver does not provide GL_EXT_debug_marker, this test
fails.

This change wraps all of the affected entry points so that the
wrapped driver extensions are never visible directly to dEQP,
eliminating the inconsistency.
2015-05-22 14:10:09 -07:00

943 lines
47 KiB
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void API_ENTRY(glActiveTexture)(GLenum texture) {
CALL_GL_API(glActiveTexture, texture);
}
void API_ENTRY(glAttachShader)(GLuint program, GLuint shader) {
CALL_GL_API(glAttachShader, program, shader);
}
void API_ENTRY(glBindAttribLocation)(GLuint program, GLuint index, const GLchar * name) {
CALL_GL_API(glBindAttribLocation, program, index, name);
}
void API_ENTRY(glBindBuffer)(GLenum target, GLuint buffer) {
CALL_GL_API(glBindBuffer, target, buffer);
}
void API_ENTRY(glBindFramebuffer)(GLenum target, GLuint framebuffer) {
CALL_GL_API(glBindFramebuffer, target, framebuffer);
}
void API_ENTRY(glBindRenderbuffer)(GLenum target, GLuint renderbuffer) {
CALL_GL_API(glBindRenderbuffer, target, renderbuffer);
}
void API_ENTRY(glBindTexture)(GLenum target, GLuint texture) {
CALL_GL_API(glBindTexture, target, texture);
}
void API_ENTRY(glBlendColor)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
CALL_GL_API(glBlendColor, red, green, blue, alpha);
}
void API_ENTRY(glBlendEquation)(GLenum mode) {
CALL_GL_API(glBlendEquation, mode);
}
void API_ENTRY(glBlendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha) {
CALL_GL_API(glBlendEquationSeparate, modeRGB, modeAlpha);
}
void API_ENTRY(glBlendFunc)(GLenum sfactor, GLenum dfactor) {
CALL_GL_API(glBlendFunc, sfactor, dfactor);
}
void API_ENTRY(glBlendFuncSeparate)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) {
CALL_GL_API(glBlendFuncSeparate, sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
}
void API_ENTRY(glBufferData)(GLenum target, GLsizeiptr size, const void * data, GLenum usage) {
CALL_GL_API(glBufferData, target, size, data, usage);
}
void API_ENTRY(glBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, const void * data) {
CALL_GL_API(glBufferSubData, target, offset, size, data);
}
GLenum API_ENTRY(glCheckFramebufferStatus)(GLenum target) {
CALL_GL_API_RETURN(glCheckFramebufferStatus, target);
}
void API_ENTRY(glClear)(GLbitfield mask) {
CALL_GL_API(glClear, mask);
}
void API_ENTRY(glClearColor)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
CALL_GL_API(glClearColor, red, green, blue, alpha);
}
void API_ENTRY(glClearDepthf)(GLfloat d) {
CALL_GL_API(glClearDepthf, d);
}
void API_ENTRY(glClearStencil)(GLint s) {
CALL_GL_API(glClearStencil, s);
}
void API_ENTRY(glColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {
CALL_GL_API(glColorMask, red, green, blue, alpha);
}
void API_ENTRY(glCompileShader)(GLuint shader) {
CALL_GL_API(glCompileShader, shader);
}
void API_ENTRY(glCompressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data) {
CALL_GL_API(glCompressedTexImage2D, target, level, internalformat, width, height, border, imageSize, data);
}
void API_ENTRY(glCompressedTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data) {
CALL_GL_API(glCompressedTexSubImage2D, target, level, xoffset, yoffset, width, height, format, imageSize, data);
}
void API_ENTRY(glCopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {
CALL_GL_API(glCopyTexImage2D, target, level, internalformat, x, y, width, height, border);
}
void API_ENTRY(glCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {
CALL_GL_API(glCopyTexSubImage2D, target, level, xoffset, yoffset, x, y, width, height);
}
GLuint API_ENTRY(glCreateProgram)(void) {
CALL_GL_API_RETURN(glCreateProgram);
}
GLuint API_ENTRY(glCreateShader)(GLenum type) {
CALL_GL_API_RETURN(glCreateShader, type);
}
void API_ENTRY(glCullFace)(GLenum mode) {
CALL_GL_API(glCullFace, mode);
}
void API_ENTRY(glDeleteBuffers)(GLsizei n, const GLuint * buffers) {
CALL_GL_API(glDeleteBuffers, n, buffers);
}
void API_ENTRY(glDeleteFramebuffers)(GLsizei n, const GLuint * framebuffers) {
CALL_GL_API(glDeleteFramebuffers, n, framebuffers);
}
void API_ENTRY(glDeleteProgram)(GLuint program) {
CALL_GL_API(glDeleteProgram, program);
}
void API_ENTRY(glDeleteRenderbuffers)(GLsizei n, const GLuint * renderbuffers) {
CALL_GL_API(glDeleteRenderbuffers, n, renderbuffers);
}
void API_ENTRY(glDeleteShader)(GLuint shader) {
CALL_GL_API(glDeleteShader, shader);
}
void API_ENTRY(glDeleteTextures)(GLsizei n, const GLuint * textures) {
CALL_GL_API(glDeleteTextures, n, textures);
}
void API_ENTRY(glDepthFunc)(GLenum func) {
CALL_GL_API(glDepthFunc, func);
}
void API_ENTRY(glDepthMask)(GLboolean flag) {
CALL_GL_API(glDepthMask, flag);
}
void API_ENTRY(glDepthRangef)(GLfloat n, GLfloat f) {
CALL_GL_API(glDepthRangef, n, f);
}
void API_ENTRY(glDetachShader)(GLuint program, GLuint shader) {
CALL_GL_API(glDetachShader, program, shader);
}
void API_ENTRY(glDisable)(GLenum cap) {
CALL_GL_API(glDisable, cap);
}
void API_ENTRY(glDisableVertexAttribArray)(GLuint index) {
CALL_GL_API(glDisableVertexAttribArray, index);
}
void API_ENTRY(glDrawArrays)(GLenum mode, GLint first, GLsizei count) {
CALL_GL_API(glDrawArrays, mode, first, count);
}
void API_ENTRY(glDrawElements)(GLenum mode, GLsizei count, GLenum type, const void * indices) {
CALL_GL_API(glDrawElements, mode, count, type, indices);
}
void API_ENTRY(glEnable)(GLenum cap) {
CALL_GL_API(glEnable, cap);
}
void API_ENTRY(glEnableVertexAttribArray)(GLuint index) {
CALL_GL_API(glEnableVertexAttribArray, index);
}
void API_ENTRY(glFinish)(void) {
CALL_GL_API(glFinish);
}
void API_ENTRY(glFlush)(void) {
CALL_GL_API(glFlush);
}
void API_ENTRY(glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {
CALL_GL_API(glFramebufferRenderbuffer, target, attachment, renderbuffertarget, renderbuffer);
}
void API_ENTRY(glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {
CALL_GL_API(glFramebufferTexture2D, target, attachment, textarget, texture, level);
}
void API_ENTRY(glFrontFace)(GLenum mode) {
CALL_GL_API(glFrontFace, mode);
}
void API_ENTRY(glGenBuffers)(GLsizei n, GLuint * buffers) {
CALL_GL_API(glGenBuffers, n, buffers);
}
void API_ENTRY(glGenerateMipmap)(GLenum target) {
CALL_GL_API(glGenerateMipmap, target);
}
void API_ENTRY(glGenFramebuffers)(GLsizei n, GLuint * framebuffers) {
CALL_GL_API(glGenFramebuffers, n, framebuffers);
}
void API_ENTRY(glGenRenderbuffers)(GLsizei n, GLuint * renderbuffers) {
CALL_GL_API(glGenRenderbuffers, n, renderbuffers);
}
void API_ENTRY(glGenTextures)(GLsizei n, GLuint * textures) {
CALL_GL_API(glGenTextures, n, textures);
}
void API_ENTRY(glGetActiveAttrib)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name) {
CALL_GL_API(glGetActiveAttrib, program, index, bufSize, length, size, type, name);
}
void API_ENTRY(glGetActiveUniform)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name) {
CALL_GL_API(glGetActiveUniform, program, index, bufSize, length, size, type, name);
}
void API_ENTRY(glGetAttachedShaders)(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders) {
CALL_GL_API(glGetAttachedShaders, program, maxCount, count, shaders);
}
GLint API_ENTRY(glGetAttribLocation)(GLuint program, const GLchar * name) {
CALL_GL_API_RETURN(glGetAttribLocation, program, name);
}
void API_ENTRY(__glGetBooleanv)(GLenum pname, GLboolean * data) {
CALL_GL_API(glGetBooleanv, pname, data);
}
void API_ENTRY(glGetBufferParameteriv)(GLenum target, GLenum pname, GLint * params) {
CALL_GL_API(glGetBufferParameteriv, target, pname, params);
}
GLenum API_ENTRY(glGetError)(void) {
CALL_GL_API_RETURN(glGetError);
}
void API_ENTRY(__glGetFloatv)(GLenum pname, GLfloat * data) {
CALL_GL_API(glGetFloatv, pname, data);
}
void API_ENTRY(glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint * params) {
CALL_GL_API(glGetFramebufferAttachmentParameteriv, target, attachment, pname, params);
}
void API_ENTRY(__glGetIntegerv)(GLenum pname, GLint * data) {
CALL_GL_API(glGetIntegerv, pname, data);
}
void API_ENTRY(glGetProgramiv)(GLuint program, GLenum pname, GLint * params) {
CALL_GL_API(glGetProgramiv, program, pname, params);
}
void API_ENTRY(glGetProgramInfoLog)(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog) {
CALL_GL_API(glGetProgramInfoLog, program, bufSize, length, infoLog);
}
void API_ENTRY(glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint * params) {
CALL_GL_API(glGetRenderbufferParameteriv, target, pname, params);
}
void API_ENTRY(glGetShaderiv)(GLuint shader, GLenum pname, GLint * params) {
CALL_GL_API(glGetShaderiv, shader, pname, params);
}
void API_ENTRY(glGetShaderInfoLog)(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog) {
CALL_GL_API(glGetShaderInfoLog, shader, bufSize, length, infoLog);
}
void API_ENTRY(glGetShaderPrecisionFormat)(GLenum shadertype, GLenum precisiontype, GLint * range, GLint * precision) {
CALL_GL_API(glGetShaderPrecisionFormat, shadertype, precisiontype, range, precision);
}
void API_ENTRY(glGetShaderSource)(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source) {
CALL_GL_API(glGetShaderSource, shader, bufSize, length, source);
}
const GLubyte * API_ENTRY(__glGetString)(GLenum name) {
CALL_GL_API_RETURN(glGetString, name);
}
void API_ENTRY(glGetTexParameterfv)(GLenum target, GLenum pname, GLfloat * params) {
CALL_GL_API(glGetTexParameterfv, target, pname, params);
}
void API_ENTRY(glGetTexParameteriv)(GLenum target, GLenum pname, GLint * params) {
CALL_GL_API(glGetTexParameteriv, target, pname, params);
}
void API_ENTRY(glGetUniformfv)(GLuint program, GLint location, GLfloat * params) {
CALL_GL_API(glGetUniformfv, program, location, params);
}
void API_ENTRY(glGetUniformiv)(GLuint program, GLint location, GLint * params) {
CALL_GL_API(glGetUniformiv, program, location, params);
}
GLint API_ENTRY(glGetUniformLocation)(GLuint program, const GLchar * name) {
CALL_GL_API_RETURN(glGetUniformLocation, program, name);
}
void API_ENTRY(glGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat * params) {
CALL_GL_API(glGetVertexAttribfv, index, pname, params);
}
void API_ENTRY(glGetVertexAttribiv)(GLuint index, GLenum pname, GLint * params) {
CALL_GL_API(glGetVertexAttribiv, index, pname, params);
}
void API_ENTRY(glGetVertexAttribPointerv)(GLuint index, GLenum pname, void ** pointer) {
CALL_GL_API(glGetVertexAttribPointerv, index, pname, pointer);
}
void API_ENTRY(glHint)(GLenum target, GLenum mode) {
CALL_GL_API(glHint, target, mode);
}
GLboolean API_ENTRY(glIsBuffer)(GLuint buffer) {
CALL_GL_API_RETURN(glIsBuffer, buffer);
}
GLboolean API_ENTRY(glIsEnabled)(GLenum cap) {
CALL_GL_API_RETURN(glIsEnabled, cap);
}
GLboolean API_ENTRY(glIsFramebuffer)(GLuint framebuffer) {
CALL_GL_API_RETURN(glIsFramebuffer, framebuffer);
}
GLboolean API_ENTRY(glIsProgram)(GLuint program) {
CALL_GL_API_RETURN(glIsProgram, program);
}
GLboolean API_ENTRY(glIsRenderbuffer)(GLuint renderbuffer) {
CALL_GL_API_RETURN(glIsRenderbuffer, renderbuffer);
}
GLboolean API_ENTRY(glIsShader)(GLuint shader) {
CALL_GL_API_RETURN(glIsShader, shader);
}
GLboolean API_ENTRY(glIsTexture)(GLuint texture) {
CALL_GL_API_RETURN(glIsTexture, texture);
}
void API_ENTRY(glLineWidth)(GLfloat width) {
CALL_GL_API(glLineWidth, width);
}
void API_ENTRY(glLinkProgram)(GLuint program) {
CALL_GL_API(glLinkProgram, program);
}
void API_ENTRY(glPixelStorei)(GLenum pname, GLint param) {
CALL_GL_API(glPixelStorei, pname, param);
}
void API_ENTRY(glPolygonOffset)(GLfloat factor, GLfloat units) {
CALL_GL_API(glPolygonOffset, factor, units);
}
void API_ENTRY(glReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void * pixels) {
CALL_GL_API(glReadPixels, x, y, width, height, format, type, pixels);
}
void API_ENTRY(glReleaseShaderCompiler)(void) {
CALL_GL_API(glReleaseShaderCompiler);
}
void API_ENTRY(glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {
CALL_GL_API(glRenderbufferStorage, target, internalformat, width, height);
}
void API_ENTRY(glSampleCoverage)(GLfloat value, GLboolean invert) {
CALL_GL_API(glSampleCoverage, value, invert);
}
void API_ENTRY(glScissor)(GLint x, GLint y, GLsizei width, GLsizei height) {
CALL_GL_API(glScissor, x, y, width, height);
}
void API_ENTRY(glShaderBinary)(GLsizei count, const GLuint * shaders, GLenum binaryformat, const void * binary, GLsizei length) {
CALL_GL_API(glShaderBinary, count, shaders, binaryformat, binary, length);
}
void API_ENTRY(glShaderSource)(GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length) {
CALL_GL_API(glShaderSource, shader, count, string, length);
}
void API_ENTRY(glStencilFunc)(GLenum func, GLint ref, GLuint mask) {
CALL_GL_API(glStencilFunc, func, ref, mask);
}
void API_ENTRY(glStencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask) {
CALL_GL_API(glStencilFuncSeparate, face, func, ref, mask);
}
void API_ENTRY(glStencilMask)(GLuint mask) {
CALL_GL_API(glStencilMask, mask);
}
void API_ENTRY(glStencilMaskSeparate)(GLenum face, GLuint mask) {
CALL_GL_API(glStencilMaskSeparate, face, mask);
}
void API_ENTRY(glStencilOp)(GLenum fail, GLenum zfail, GLenum zpass) {
CALL_GL_API(glStencilOp, fail, zfail, zpass);
}
void API_ENTRY(glStencilOpSeparate)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) {
CALL_GL_API(glStencilOpSeparate, face, sfail, dpfail, dppass);
}
void API_ENTRY(glTexImage2D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * pixels) {
CALL_GL_API(glTexImage2D, target, level, internalformat, width, height, border, format, type, pixels);
}
void API_ENTRY(glTexParameterf)(GLenum target, GLenum pname, GLfloat param) {
CALL_GL_API(glTexParameterf, target, pname, param);
}
void API_ENTRY(glTexParameterfv)(GLenum target, GLenum pname, const GLfloat * params) {
CALL_GL_API(glTexParameterfv, target, pname, params);
}
void API_ENTRY(glTexParameteri)(GLenum target, GLenum pname, GLint param) {
CALL_GL_API(glTexParameteri, target, pname, param);
}
void API_ENTRY(glTexParameteriv)(GLenum target, GLenum pname, const GLint * params) {
CALL_GL_API(glTexParameteriv, target, pname, params);
}
void API_ENTRY(glTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels) {
CALL_GL_API(glTexSubImage2D, target, level, xoffset, yoffset, width, height, format, type, pixels);
}
void API_ENTRY(glUniform1f)(GLint location, GLfloat v0) {
CALL_GL_API(glUniform1f, location, v0);
}
void API_ENTRY(glUniform1fv)(GLint location, GLsizei count, const GLfloat * value) {
CALL_GL_API(glUniform1fv, location, count, value);
}
void API_ENTRY(glUniform1i)(GLint location, GLint v0) {
CALL_GL_API(glUniform1i, location, v0);
}
void API_ENTRY(glUniform1iv)(GLint location, GLsizei count, const GLint * value) {
CALL_GL_API(glUniform1iv, location, count, value);
}
void API_ENTRY(glUniform2f)(GLint location, GLfloat v0, GLfloat v1) {
CALL_GL_API(glUniform2f, location, v0, v1);
}
void API_ENTRY(glUniform2fv)(GLint location, GLsizei count, const GLfloat * value) {
CALL_GL_API(glUniform2fv, location, count, value);
}
void API_ENTRY(glUniform2i)(GLint location, GLint v0, GLint v1) {
CALL_GL_API(glUniform2i, location, v0, v1);
}
void API_ENTRY(glUniform2iv)(GLint location, GLsizei count, const GLint * value) {
CALL_GL_API(glUniform2iv, location, count, value);
}
void API_ENTRY(glUniform3f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
CALL_GL_API(glUniform3f, location, v0, v1, v2);
}
void API_ENTRY(glUniform3fv)(GLint location, GLsizei count, const GLfloat * value) {
CALL_GL_API(glUniform3fv, location, count, value);
}
void API_ENTRY(glUniform3i)(GLint location, GLint v0, GLint v1, GLint v2) {
CALL_GL_API(glUniform3i, location, v0, v1, v2);
}
void API_ENTRY(glUniform3iv)(GLint location, GLsizei count, const GLint * value) {
CALL_GL_API(glUniform3iv, location, count, value);
}
void API_ENTRY(glUniform4f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {
CALL_GL_API(glUniform4f, location, v0, v1, v2, v3);
}
void API_ENTRY(glUniform4fv)(GLint location, GLsizei count, const GLfloat * value) {
CALL_GL_API(glUniform4fv, location, count, value);
}
void API_ENTRY(glUniform4i)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {
CALL_GL_API(glUniform4i, location, v0, v1, v2, v3);
}
void API_ENTRY(glUniform4iv)(GLint location, GLsizei count, const GLint * value) {
CALL_GL_API(glUniform4iv, location, count, value);
}
void API_ENTRY(glUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glUniformMatrix2fv, location, count, transpose, value);
}
void API_ENTRY(glUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glUniformMatrix3fv, location, count, transpose, value);
}
void API_ENTRY(glUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glUniformMatrix4fv, location, count, transpose, value);
}
void API_ENTRY(glUseProgram)(GLuint program) {
CALL_GL_API(glUseProgram, program);
}
void API_ENTRY(glValidateProgram)(GLuint program) {
CALL_GL_API(glValidateProgram, program);
}
void API_ENTRY(glVertexAttrib1f)(GLuint index, GLfloat x) {
CALL_GL_API(glVertexAttrib1f, index, x);
}
void API_ENTRY(glVertexAttrib1fv)(GLuint index, const GLfloat * v) {
CALL_GL_API(glVertexAttrib1fv, index, v);
}
void API_ENTRY(glVertexAttrib2f)(GLuint index, GLfloat x, GLfloat y) {
CALL_GL_API(glVertexAttrib2f, index, x, y);
}
void API_ENTRY(glVertexAttrib2fv)(GLuint index, const GLfloat * v) {
CALL_GL_API(glVertexAttrib2fv, index, v);
}
void API_ENTRY(glVertexAttrib3f)(GLuint index, GLfloat x, GLfloat y, GLfloat z) {
CALL_GL_API(glVertexAttrib3f, index, x, y, z);
}
void API_ENTRY(glVertexAttrib3fv)(GLuint index, const GLfloat * v) {
CALL_GL_API(glVertexAttrib3fv, index, v);
}
void API_ENTRY(glVertexAttrib4f)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
CALL_GL_API(glVertexAttrib4f, index, x, y, z, w);
}
void API_ENTRY(glVertexAttrib4fv)(GLuint index, const GLfloat * v) {
CALL_GL_API(glVertexAttrib4fv, index, v);
}
void API_ENTRY(glVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * pointer) {
CALL_GL_API(glVertexAttribPointer, index, size, type, normalized, stride, pointer);
}
void API_ENTRY(glViewport)(GLint x, GLint y, GLsizei width, GLsizei height) {
CALL_GL_API(glViewport, x, y, width, height);
}
void API_ENTRY(glReadBuffer)(GLenum mode) {
CALL_GL_API(glReadBuffer, mode);
}
void API_ENTRY(glDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices) {
CALL_GL_API(glDrawRangeElements, mode, start, end, count, type, indices);
}
void API_ENTRY(glTexImage3D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void * pixels) {
CALL_GL_API(glTexImage3D, target, level, internalformat, width, height, depth, border, format, type, pixels);
}
void API_ENTRY(glTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels) {
CALL_GL_API(glTexSubImage3D, target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
}
void API_ENTRY(glCopyTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) {
CALL_GL_API(glCopyTexSubImage3D, target, level, xoffset, yoffset, zoffset, x, y, width, height);
}
void API_ENTRY(glCompressedTexImage3D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void * data) {
CALL_GL_API(glCompressedTexImage3D, target, level, internalformat, width, height, depth, border, imageSize, data);
}
void API_ENTRY(glCompressedTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void * data) {
CALL_GL_API(glCompressedTexSubImage3D, target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
}
void API_ENTRY(glGenQueries)(GLsizei n, GLuint * ids) {
CALL_GL_API(glGenQueries, n, ids);
}
void API_ENTRY(glDeleteQueries)(GLsizei n, const GLuint * ids) {
CALL_GL_API(glDeleteQueries, n, ids);
}
GLboolean API_ENTRY(glIsQuery)(GLuint id) {
CALL_GL_API_RETURN(glIsQuery, id);
}
void API_ENTRY(glBeginQuery)(GLenum target, GLuint id) {
CALL_GL_API(glBeginQuery, target, id);
}
void API_ENTRY(glEndQuery)(GLenum target) {
CALL_GL_API(glEndQuery, target);
}
void API_ENTRY(glGetQueryiv)(GLenum target, GLenum pname, GLint * params) {
CALL_GL_API(glGetQueryiv, target, pname, params);
}
void API_ENTRY(glGetQueryObjectuiv)(GLuint id, GLenum pname, GLuint * params) {
CALL_GL_API(glGetQueryObjectuiv, id, pname, params);
}
GLboolean API_ENTRY(glUnmapBuffer)(GLenum target) {
CALL_GL_API_RETURN(glUnmapBuffer, target);
}
void API_ENTRY(glGetBufferPointerv)(GLenum target, GLenum pname, void ** params) {
CALL_GL_API(glGetBufferPointerv, target, pname, params);
}
void API_ENTRY(glDrawBuffers)(GLsizei n, const GLenum * bufs) {
CALL_GL_API(glDrawBuffers, n, bufs);
}
void API_ENTRY(glUniformMatrix2x3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glUniformMatrix2x3fv, location, count, transpose, value);
}
void API_ENTRY(glUniformMatrix3x2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glUniformMatrix3x2fv, location, count, transpose, value);
}
void API_ENTRY(glUniformMatrix2x4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glUniformMatrix2x4fv, location, count, transpose, value);
}
void API_ENTRY(glUniformMatrix4x2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glUniformMatrix4x2fv, location, count, transpose, value);
}
void API_ENTRY(glUniformMatrix3x4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glUniformMatrix3x4fv, location, count, transpose, value);
}
void API_ENTRY(glUniformMatrix4x3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glUniformMatrix4x3fv, location, count, transpose, value);
}
void API_ENTRY(glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) {
CALL_GL_API(glBlitFramebuffer, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
void API_ENTRY(glRenderbufferStorageMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) {
CALL_GL_API(glRenderbufferStorageMultisample, target, samples, internalformat, width, height);
}
void API_ENTRY(glFramebufferTextureLayer)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) {
CALL_GL_API(glFramebufferTextureLayer, target, attachment, texture, level, layer);
}
void * API_ENTRY(glMapBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) {
CALL_GL_API_RETURN(glMapBufferRange, target, offset, length, access);
}
void API_ENTRY(glFlushMappedBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length) {
CALL_GL_API(glFlushMappedBufferRange, target, offset, length);
}
void API_ENTRY(glBindVertexArray)(GLuint array) {
CALL_GL_API(glBindVertexArray, array);
}
void API_ENTRY(glDeleteVertexArrays)(GLsizei n, const GLuint * arrays) {
CALL_GL_API(glDeleteVertexArrays, n, arrays);
}
void API_ENTRY(glGenVertexArrays)(GLsizei n, GLuint * arrays) {
CALL_GL_API(glGenVertexArrays, n, arrays);
}
GLboolean API_ENTRY(glIsVertexArray)(GLuint array) {
CALL_GL_API_RETURN(glIsVertexArray, array);
}
void API_ENTRY(glGetIntegeri_v)(GLenum target, GLuint index, GLint * data) {
CALL_GL_API(glGetIntegeri_v, target, index, data);
}
void API_ENTRY(glBeginTransformFeedback)(GLenum primitiveMode) {
CALL_GL_API(glBeginTransformFeedback, primitiveMode);
}
void API_ENTRY(glEndTransformFeedback)(void) {
CALL_GL_API(glEndTransformFeedback);
}
void API_ENTRY(glBindBufferRange)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) {
CALL_GL_API(glBindBufferRange, target, index, buffer, offset, size);
}
void API_ENTRY(glBindBufferBase)(GLenum target, GLuint index, GLuint buffer) {
CALL_GL_API(glBindBufferBase, target, index, buffer);
}
void API_ENTRY(glTransformFeedbackVaryings)(GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode) {
CALL_GL_API(glTransformFeedbackVaryings, program, count, varyings, bufferMode);
}
void API_ENTRY(glGetTransformFeedbackVarying)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name) {
CALL_GL_API(glGetTransformFeedbackVarying, program, index, bufSize, length, size, type, name);
}
void API_ENTRY(glVertexAttribIPointer)(GLuint index, GLint size, GLenum type, GLsizei stride, const void * pointer) {
CALL_GL_API(glVertexAttribIPointer, index, size, type, stride, pointer);
}
void API_ENTRY(glGetVertexAttribIiv)(GLuint index, GLenum pname, GLint * params) {
CALL_GL_API(glGetVertexAttribIiv, index, pname, params);
}
void API_ENTRY(glGetVertexAttribIuiv)(GLuint index, GLenum pname, GLuint * params) {
CALL_GL_API(glGetVertexAttribIuiv, index, pname, params);
}
void API_ENTRY(glVertexAttribI4i)(GLuint index, GLint x, GLint y, GLint z, GLint w) {
CALL_GL_API(glVertexAttribI4i, index, x, y, z, w);
}
void API_ENTRY(glVertexAttribI4ui)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w) {
CALL_GL_API(glVertexAttribI4ui, index, x, y, z, w);
}
void API_ENTRY(glVertexAttribI4iv)(GLuint index, const GLint * v) {
CALL_GL_API(glVertexAttribI4iv, index, v);
}
void API_ENTRY(glVertexAttribI4uiv)(GLuint index, const GLuint * v) {
CALL_GL_API(glVertexAttribI4uiv, index, v);
}
void API_ENTRY(glGetUniformuiv)(GLuint program, GLint location, GLuint * params) {
CALL_GL_API(glGetUniformuiv, program, location, params);
}
GLint API_ENTRY(glGetFragDataLocation)(GLuint program, const GLchar * name) {
CALL_GL_API_RETURN(glGetFragDataLocation, program, name);
}
void API_ENTRY(glUniform1ui)(GLint location, GLuint v0) {
CALL_GL_API(glUniform1ui, location, v0);
}
void API_ENTRY(glUniform2ui)(GLint location, GLuint v0, GLuint v1) {
CALL_GL_API(glUniform2ui, location, v0, v1);
}
void API_ENTRY(glUniform3ui)(GLint location, GLuint v0, GLuint v1, GLuint v2) {
CALL_GL_API(glUniform3ui, location, v0, v1, v2);
}
void API_ENTRY(glUniform4ui)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) {
CALL_GL_API(glUniform4ui, location, v0, v1, v2, v3);
}
void API_ENTRY(glUniform1uiv)(GLint location, GLsizei count, const GLuint * value) {
CALL_GL_API(glUniform1uiv, location, count, value);
}
void API_ENTRY(glUniform2uiv)(GLint location, GLsizei count, const GLuint * value) {
CALL_GL_API(glUniform2uiv, location, count, value);
}
void API_ENTRY(glUniform3uiv)(GLint location, GLsizei count, const GLuint * value) {
CALL_GL_API(glUniform3uiv, location, count, value);
}
void API_ENTRY(glUniform4uiv)(GLint location, GLsizei count, const GLuint * value) {
CALL_GL_API(glUniform4uiv, location, count, value);
}
void API_ENTRY(glClearBufferiv)(GLenum buffer, GLint drawbuffer, const GLint * value) {
CALL_GL_API(glClearBufferiv, buffer, drawbuffer, value);
}
void API_ENTRY(glClearBufferuiv)(GLenum buffer, GLint drawbuffer, const GLuint * value) {
CALL_GL_API(glClearBufferuiv, buffer, drawbuffer, value);
}
void API_ENTRY(glClearBufferfv)(GLenum buffer, GLint drawbuffer, const GLfloat * value) {
CALL_GL_API(glClearBufferfv, buffer, drawbuffer, value);
}
void API_ENTRY(glClearBufferfi)(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) {
CALL_GL_API(glClearBufferfi, buffer, drawbuffer, depth, stencil);
}
const GLubyte * API_ENTRY(__glGetStringi)(GLenum name, GLuint index) {
CALL_GL_API_RETURN(glGetStringi, name, index);
}
void API_ENTRY(glCopyBufferSubData)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) {
CALL_GL_API(glCopyBufferSubData, readTarget, writeTarget, readOffset, writeOffset, size);
}
void API_ENTRY(glGetUniformIndices)(GLuint program, GLsizei uniformCount, const GLchar *const* uniformNames, GLuint * uniformIndices) {
CALL_GL_API(glGetUniformIndices, program, uniformCount, uniformNames, uniformIndices);
}
void API_ENTRY(glGetActiveUniformsiv)(GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params) {
CALL_GL_API(glGetActiveUniformsiv, program, uniformCount, uniformIndices, pname, params);
}
GLuint API_ENTRY(glGetUniformBlockIndex)(GLuint program, const GLchar * uniformBlockName) {
CALL_GL_API_RETURN(glGetUniformBlockIndex, program, uniformBlockName);
}
void API_ENTRY(glGetActiveUniformBlockiv)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint * params) {
CALL_GL_API(glGetActiveUniformBlockiv, program, uniformBlockIndex, pname, params);
}
void API_ENTRY(glGetActiveUniformBlockName)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformBlockName) {
CALL_GL_API(glGetActiveUniformBlockName, program, uniformBlockIndex, bufSize, length, uniformBlockName);
}
void API_ENTRY(glUniformBlockBinding)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) {
CALL_GL_API(glUniformBlockBinding, program, uniformBlockIndex, uniformBlockBinding);
}
void API_ENTRY(glDrawArraysInstanced)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount) {
CALL_GL_API(glDrawArraysInstanced, mode, first, count, instancecount);
}
void API_ENTRY(glDrawElementsInstanced)(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount) {
CALL_GL_API(glDrawElementsInstanced, mode, count, type, indices, instancecount);
}
GLsync API_ENTRY(glFenceSync)(GLenum condition, GLbitfield flags) {
CALL_GL_API_RETURN(glFenceSync, condition, flags);
}
GLboolean API_ENTRY(glIsSync)(GLsync sync) {
CALL_GL_API_RETURN(glIsSync, sync);
}
void API_ENTRY(glDeleteSync)(GLsync sync) {
CALL_GL_API(glDeleteSync, sync);
}
GLenum API_ENTRY(glClientWaitSync)(GLsync sync, GLbitfield flags, GLuint64 timeout) {
CALL_GL_API_RETURN(glClientWaitSync, sync, flags, timeout);
}
void API_ENTRY(glWaitSync)(GLsync sync, GLbitfield flags, GLuint64 timeout) {
CALL_GL_API(glWaitSync, sync, flags, timeout);
}
void API_ENTRY(__glGetInteger64v)(GLenum pname, GLint64 * data) {
CALL_GL_API(glGetInteger64v, pname, data);
}
void API_ENTRY(glGetSynciv)(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei * length, GLint * values) {
CALL_GL_API(glGetSynciv, sync, pname, bufSize, length, values);
}
void API_ENTRY(glGetInteger64i_v)(GLenum target, GLuint index, GLint64 * data) {
CALL_GL_API(glGetInteger64i_v, target, index, data);
}
void API_ENTRY(glGetBufferParameteri64v)(GLenum target, GLenum pname, GLint64 * params) {
CALL_GL_API(glGetBufferParameteri64v, target, pname, params);
}
void API_ENTRY(glGenSamplers)(GLsizei count, GLuint * samplers) {
CALL_GL_API(glGenSamplers, count, samplers);
}
void API_ENTRY(glDeleteSamplers)(GLsizei count, const GLuint * samplers) {
CALL_GL_API(glDeleteSamplers, count, samplers);
}
GLboolean API_ENTRY(glIsSampler)(GLuint sampler) {
CALL_GL_API_RETURN(glIsSampler, sampler);
}
void API_ENTRY(glBindSampler)(GLuint unit, GLuint sampler) {
CALL_GL_API(glBindSampler, unit, sampler);
}
void API_ENTRY(glSamplerParameteri)(GLuint sampler, GLenum pname, GLint param) {
CALL_GL_API(glSamplerParameteri, sampler, pname, param);
}
void API_ENTRY(glSamplerParameteriv)(GLuint sampler, GLenum pname, const GLint * param) {
CALL_GL_API(glSamplerParameteriv, sampler, pname, param);
}
void API_ENTRY(glSamplerParameterf)(GLuint sampler, GLenum pname, GLfloat param) {
CALL_GL_API(glSamplerParameterf, sampler, pname, param);
}
void API_ENTRY(glSamplerParameterfv)(GLuint sampler, GLenum pname, const GLfloat * param) {
CALL_GL_API(glSamplerParameterfv, sampler, pname, param);
}
void API_ENTRY(glGetSamplerParameteriv)(GLuint sampler, GLenum pname, GLint * params) {
CALL_GL_API(glGetSamplerParameteriv, sampler, pname, params);
}
void API_ENTRY(glGetSamplerParameterfv)(GLuint sampler, GLenum pname, GLfloat * params) {
CALL_GL_API(glGetSamplerParameterfv, sampler, pname, params);
}
void API_ENTRY(glVertexAttribDivisor)(GLuint index, GLuint divisor) {
CALL_GL_API(glVertexAttribDivisor, index, divisor);
}
void API_ENTRY(glBindTransformFeedback)(GLenum target, GLuint id) {
CALL_GL_API(glBindTransformFeedback, target, id);
}
void API_ENTRY(glDeleteTransformFeedbacks)(GLsizei n, const GLuint * ids) {
CALL_GL_API(glDeleteTransformFeedbacks, n, ids);
}
void API_ENTRY(glGenTransformFeedbacks)(GLsizei n, GLuint * ids) {
CALL_GL_API(glGenTransformFeedbacks, n, ids);
}
GLboolean API_ENTRY(glIsTransformFeedback)(GLuint id) {
CALL_GL_API_RETURN(glIsTransformFeedback, id);
}
void API_ENTRY(glPauseTransformFeedback)(void) {
CALL_GL_API(glPauseTransformFeedback);
}
void API_ENTRY(glResumeTransformFeedback)(void) {
CALL_GL_API(glResumeTransformFeedback);
}
void API_ENTRY(glGetProgramBinary)(GLuint program, GLsizei bufSize, GLsizei * length, GLenum * binaryFormat, void * binary) {
CALL_GL_API(glGetProgramBinary, program, bufSize, length, binaryFormat, binary);
}
void API_ENTRY(glProgramBinary)(GLuint program, GLenum binaryFormat, const void * binary, GLsizei length) {
CALL_GL_API(glProgramBinary, program, binaryFormat, binary, length);
}
void API_ENTRY(glProgramParameteri)(GLuint program, GLenum pname, GLint value) {
CALL_GL_API(glProgramParameteri, program, pname, value);
}
void API_ENTRY(glInvalidateFramebuffer)(GLenum target, GLsizei numAttachments, const GLenum * attachments) {
CALL_GL_API(glInvalidateFramebuffer, target, numAttachments, attachments);
}
void API_ENTRY(glInvalidateSubFramebuffer)(GLenum target, GLsizei numAttachments, const GLenum * attachments, GLint x, GLint y, GLsizei width, GLsizei height) {
CALL_GL_API(glInvalidateSubFramebuffer, target, numAttachments, attachments, x, y, width, height);
}
void API_ENTRY(glTexStorage2D)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) {
CALL_GL_API(glTexStorage2D, target, levels, internalformat, width, height);
}
void API_ENTRY(glTexStorage3D)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) {
CALL_GL_API(glTexStorage3D, target, levels, internalformat, width, height, depth);
}
void API_ENTRY(glGetInternalformativ)(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint * params) {
CALL_GL_API(glGetInternalformativ, target, internalformat, pname, bufSize, params);
}
void API_ENTRY(glDispatchCompute)(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z) {
CALL_GL_API(glDispatchCompute, num_groups_x, num_groups_y, num_groups_z);
}
void API_ENTRY(glDispatchComputeIndirect)(GLintptr indirect) {
CALL_GL_API(glDispatchComputeIndirect, indirect);
}
void API_ENTRY(glDrawArraysIndirect)(GLenum mode, const void * indirect) {
CALL_GL_API(glDrawArraysIndirect, mode, indirect);
}
void API_ENTRY(glDrawElementsIndirect)(GLenum mode, GLenum type, const void * indirect) {
CALL_GL_API(glDrawElementsIndirect, mode, type, indirect);
}
void API_ENTRY(glFramebufferParameteri)(GLenum target, GLenum pname, GLint param) {
CALL_GL_API(glFramebufferParameteri, target, pname, param);
}
void API_ENTRY(glGetFramebufferParameteriv)(GLenum target, GLenum pname, GLint * params) {
CALL_GL_API(glGetFramebufferParameteriv, target, pname, params);
}
void API_ENTRY(glGetProgramInterfaceiv)(GLuint program, GLenum programInterface, GLenum pname, GLint * params) {
CALL_GL_API(glGetProgramInterfaceiv, program, programInterface, pname, params);
}
GLuint API_ENTRY(glGetProgramResourceIndex)(GLuint program, GLenum programInterface, const GLchar * name) {
CALL_GL_API_RETURN(glGetProgramResourceIndex, program, programInterface, name);
}
void API_ENTRY(glGetProgramResourceName)(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei * length, GLchar * name) {
CALL_GL_API(glGetProgramResourceName, program, programInterface, index, bufSize, length, name);
}
void API_ENTRY(glGetProgramResourceiv)(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum * props, GLsizei bufSize, GLsizei * length, GLint * params) {
CALL_GL_API(glGetProgramResourceiv, program, programInterface, index, propCount, props, bufSize, length, params);
}
GLint API_ENTRY(glGetProgramResourceLocation)(GLuint program, GLenum programInterface, const GLchar * name) {
CALL_GL_API_RETURN(glGetProgramResourceLocation, program, programInterface, name);
}
void API_ENTRY(glUseProgramStages)(GLuint pipeline, GLbitfield stages, GLuint program) {
CALL_GL_API(glUseProgramStages, pipeline, stages, program);
}
void API_ENTRY(glActiveShaderProgram)(GLuint pipeline, GLuint program) {
CALL_GL_API(glActiveShaderProgram, pipeline, program);
}
GLuint API_ENTRY(glCreateShaderProgramv)(GLenum type, GLsizei count, const GLchar *const* strings) {
CALL_GL_API_RETURN(glCreateShaderProgramv, type, count, strings);
}
void API_ENTRY(glBindProgramPipeline)(GLuint pipeline) {
CALL_GL_API(glBindProgramPipeline, pipeline);
}
void API_ENTRY(glDeleteProgramPipelines)(GLsizei n, const GLuint * pipelines) {
CALL_GL_API(glDeleteProgramPipelines, n, pipelines);
}
void API_ENTRY(glGenProgramPipelines)(GLsizei n, GLuint * pipelines) {
CALL_GL_API(glGenProgramPipelines, n, pipelines);
}
GLboolean API_ENTRY(glIsProgramPipeline)(GLuint pipeline) {
CALL_GL_API_RETURN(glIsProgramPipeline, pipeline);
}
void API_ENTRY(glGetProgramPipelineiv)(GLuint pipeline, GLenum pname, GLint * params) {
CALL_GL_API(glGetProgramPipelineiv, pipeline, pname, params);
}
void API_ENTRY(glProgramUniform1i)(GLuint program, GLint location, GLint v0) {
CALL_GL_API(glProgramUniform1i, program, location, v0);
}
void API_ENTRY(glProgramUniform2i)(GLuint program, GLint location, GLint v0, GLint v1) {
CALL_GL_API(glProgramUniform2i, program, location, v0, v1);
}
void API_ENTRY(glProgramUniform3i)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2) {
CALL_GL_API(glProgramUniform3i, program, location, v0, v1, v2);
}
void API_ENTRY(glProgramUniform4i)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {
CALL_GL_API(glProgramUniform4i, program, location, v0, v1, v2, v3);
}
void API_ENTRY(glProgramUniform1ui)(GLuint program, GLint location, GLuint v0) {
CALL_GL_API(glProgramUniform1ui, program, location, v0);
}
void API_ENTRY(glProgramUniform2ui)(GLuint program, GLint location, GLuint v0, GLuint v1) {
CALL_GL_API(glProgramUniform2ui, program, location, v0, v1);
}
void API_ENTRY(glProgramUniform3ui)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2) {
CALL_GL_API(glProgramUniform3ui, program, location, v0, v1, v2);
}
void API_ENTRY(glProgramUniform4ui)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) {
CALL_GL_API(glProgramUniform4ui, program, location, v0, v1, v2, v3);
}
void API_ENTRY(glProgramUniform1f)(GLuint program, GLint location, GLfloat v0) {
CALL_GL_API(glProgramUniform1f, program, location, v0);
}
void API_ENTRY(glProgramUniform2f)(GLuint program, GLint location, GLfloat v0, GLfloat v1) {
CALL_GL_API(glProgramUniform2f, program, location, v0, v1);
}
void API_ENTRY(glProgramUniform3f)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
CALL_GL_API(glProgramUniform3f, program, location, v0, v1, v2);
}
void API_ENTRY(glProgramUniform4f)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {
CALL_GL_API(glProgramUniform4f, program, location, v0, v1, v2, v3);
}
void API_ENTRY(glProgramUniform1iv)(GLuint program, GLint location, GLsizei count, const GLint * value) {
CALL_GL_API(glProgramUniform1iv, program, location, count, value);
}
void API_ENTRY(glProgramUniform2iv)(GLuint program, GLint location, GLsizei count, const GLint * value) {
CALL_GL_API(glProgramUniform2iv, program, location, count, value);
}
void API_ENTRY(glProgramUniform3iv)(GLuint program, GLint location, GLsizei count, const GLint * value) {
CALL_GL_API(glProgramUniform3iv, program, location, count, value);
}
void API_ENTRY(glProgramUniform4iv)(GLuint program, GLint location, GLsizei count, const GLint * value) {
CALL_GL_API(glProgramUniform4iv, program, location, count, value);
}
void API_ENTRY(glProgramUniform1uiv)(GLuint program, GLint location, GLsizei count, const GLuint * value) {
CALL_GL_API(glProgramUniform1uiv, program, location, count, value);
}
void API_ENTRY(glProgramUniform2uiv)(GLuint program, GLint location, GLsizei count, const GLuint * value) {
CALL_GL_API(glProgramUniform2uiv, program, location, count, value);
}
void API_ENTRY(glProgramUniform3uiv)(GLuint program, GLint location, GLsizei count, const GLuint * value) {
CALL_GL_API(glProgramUniform3uiv, program, location, count, value);
}
void API_ENTRY(glProgramUniform4uiv)(GLuint program, GLint location, GLsizei count, const GLuint * value) {
CALL_GL_API(glProgramUniform4uiv, program, location, count, value);
}
void API_ENTRY(glProgramUniform1fv)(GLuint program, GLint location, GLsizei count, const GLfloat * value) {
CALL_GL_API(glProgramUniform1fv, program, location, count, value);
}
void API_ENTRY(glProgramUniform2fv)(GLuint program, GLint location, GLsizei count, const GLfloat * value) {
CALL_GL_API(glProgramUniform2fv, program, location, count, value);
}
void API_ENTRY(glProgramUniform3fv)(GLuint program, GLint location, GLsizei count, const GLfloat * value) {
CALL_GL_API(glProgramUniform3fv, program, location, count, value);
}
void API_ENTRY(glProgramUniform4fv)(GLuint program, GLint location, GLsizei count, const GLfloat * value) {
CALL_GL_API(glProgramUniform4fv, program, location, count, value);
}
void API_ENTRY(glProgramUniformMatrix2fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glProgramUniformMatrix2fv, program, location, count, transpose, value);
}
void API_ENTRY(glProgramUniformMatrix3fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glProgramUniformMatrix3fv, program, location, count, transpose, value);
}
void API_ENTRY(glProgramUniformMatrix4fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glProgramUniformMatrix4fv, program, location, count, transpose, value);
}
void API_ENTRY(glProgramUniformMatrix2x3fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glProgramUniformMatrix2x3fv, program, location, count, transpose, value);
}
void API_ENTRY(glProgramUniformMatrix3x2fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glProgramUniformMatrix3x2fv, program, location, count, transpose, value);
}
void API_ENTRY(glProgramUniformMatrix2x4fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glProgramUniformMatrix2x4fv, program, location, count, transpose, value);
}
void API_ENTRY(glProgramUniformMatrix4x2fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glProgramUniformMatrix4x2fv, program, location, count, transpose, value);
}
void API_ENTRY(glProgramUniformMatrix3x4fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glProgramUniformMatrix3x4fv, program, location, count, transpose, value);
}
void API_ENTRY(glProgramUniformMatrix4x3fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) {
CALL_GL_API(glProgramUniformMatrix4x3fv, program, location, count, transpose, value);
}
void API_ENTRY(glValidateProgramPipeline)(GLuint pipeline) {
CALL_GL_API(glValidateProgramPipeline, pipeline);
}
void API_ENTRY(glGetProgramPipelineInfoLog)(GLuint pipeline, GLsizei bufSize, GLsizei * length, GLchar * infoLog) {
CALL_GL_API(glGetProgramPipelineInfoLog, pipeline, bufSize, length, infoLog);
}
void API_ENTRY(glBindImageTexture)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format) {
CALL_GL_API(glBindImageTexture, unit, texture, level, layered, layer, access, format);
}
void API_ENTRY(glGetBooleani_v)(GLenum target, GLuint index, GLboolean * data) {
CALL_GL_API(glGetBooleani_v, target, index, data);
}
void API_ENTRY(glMemoryBarrier)(GLbitfield barriers) {
CALL_GL_API(glMemoryBarrier, barriers);
}
void API_ENTRY(glMemoryBarrierByRegion)(GLbitfield barriers) {
CALL_GL_API(glMemoryBarrierByRegion, barriers);
}
void API_ENTRY(glTexStorage2DMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) {
CALL_GL_API(glTexStorage2DMultisample, target, samples, internalformat, width, height, fixedsamplelocations);
}
void API_ENTRY(glGetMultisamplefv)(GLenum pname, GLuint index, GLfloat * val) {
CALL_GL_API(glGetMultisamplefv, pname, index, val);
}
void API_ENTRY(glSampleMaski)(GLuint maskNumber, GLbitfield mask) {
CALL_GL_API(glSampleMaski, maskNumber, mask);
}
void API_ENTRY(glGetTexLevelParameteriv)(GLenum target, GLint level, GLenum pname, GLint * params) {
CALL_GL_API(glGetTexLevelParameteriv, target, level, pname, params);
}
void API_ENTRY(glGetTexLevelParameterfv)(GLenum target, GLint level, GLenum pname, GLfloat * params) {
CALL_GL_API(glGetTexLevelParameterfv, target, level, pname, params);
}
void API_ENTRY(glBindVertexBuffer)(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride) {
CALL_GL_API(glBindVertexBuffer, bindingindex, buffer, offset, stride);
}
void API_ENTRY(glVertexAttribFormat)(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset) {
CALL_GL_API(glVertexAttribFormat, attribindex, size, type, normalized, relativeoffset);
}
void API_ENTRY(glVertexAttribIFormat)(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) {
CALL_GL_API(glVertexAttribIFormat, attribindex, size, type, relativeoffset);
}
void API_ENTRY(glVertexAttribBinding)(GLuint attribindex, GLuint bindingindex) {
CALL_GL_API(glVertexAttribBinding, attribindex, bindingindex);
}
void API_ENTRY(glVertexBindingDivisor)(GLuint bindingindex, GLuint divisor) {
CALL_GL_API(glVertexBindingDivisor, bindingindex, divisor);
}