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Unified Diff: ui/gl/gl_bindings_autogen_gl.h

Issue 862133002: Update from https://crrev.com/312398 (Closed) Base URL: git@github.com:domokit/mojo.git@master
Patch Set: Created 5 years, 11 months ago
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Index: ui/gl/gl_bindings_autogen_gl.h
diff --git a/ui/gl/gl_bindings_autogen_gl.h b/ui/gl/gl_bindings_autogen_gl.h
new file mode 100644
index 0000000000000000000000000000000000000000..eb66b4a4534bbf735370e49eb478bc8d5e3f28a4
--- /dev/null
+++ b/ui/gl/gl_bindings_autogen_gl.h
@@ -0,0 +1,2380 @@
+// Copyright 2014 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+// This file is auto-generated from
+// ui/gl/generate_bindings.py
+// It's formatted by clang-format using chromium coding style:
+// clang-format -i -style=chromium filename
+// DO NOT EDIT!
+
+#ifndef UI_GFX_GL_GL_BINDINGS_AUTOGEN_GL_H_
+#define UI_GFX_GL_GL_BINDINGS_AUTOGEN_GL_H_
+
+namespace gfx {
+
+class GLContext;
+
+typedef void(GL_BINDING_CALL* glActiveTextureProc)(GLenum texture);
+typedef void(GL_BINDING_CALL* glAttachShaderProc)(GLuint program,
+ GLuint shader);
+typedef void(GL_BINDING_CALL* glBeginQueryProc)(GLenum target, GLuint id);
+typedef void(GL_BINDING_CALL* glBeginQueryARBProc)(GLenum target, GLuint id);
+typedef void(GL_BINDING_CALL* glBeginTransformFeedbackProc)(
+ GLenum primitiveMode);
+typedef void(GL_BINDING_CALL* glBindAttribLocationProc)(GLuint program,
+ GLuint index,
+ const char* name);
+typedef void(GL_BINDING_CALL* glBindBufferProc)(GLenum target, GLuint buffer);
+typedef void(GL_BINDING_CALL* glBindBufferBaseProc)(GLenum target,
+ GLuint index,
+ GLuint buffer);
+typedef void(GL_BINDING_CALL* glBindBufferRangeProc)(GLenum target,
+ GLuint index,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size);
+typedef void(GL_BINDING_CALL* glBindFragDataLocationProc)(GLuint program,
+ GLuint colorNumber,
+ const char* name);
+typedef void(GL_BINDING_CALL* glBindFragDataLocationIndexedProc)(
+ GLuint program,
+ GLuint colorNumber,
+ GLuint index,
+ const char* name);
+typedef void(GL_BINDING_CALL* glBindFramebufferEXTProc)(GLenum target,
+ GLuint framebuffer);
+typedef void(GL_BINDING_CALL* glBindRenderbufferEXTProc)(GLenum target,
+ GLuint renderbuffer);
+typedef void(GL_BINDING_CALL* glBindSamplerProc)(GLuint unit, GLuint sampler);
+typedef void(GL_BINDING_CALL* glBindTextureProc)(GLenum target, GLuint texture);
+typedef void(GL_BINDING_CALL* glBindTransformFeedbackProc)(GLenum target,
+ GLuint id);
+typedef void(GL_BINDING_CALL* glBindVertexArrayOESProc)(GLuint array);
+typedef void(GL_BINDING_CALL* glBlendBarrierKHRProc)(void);
+typedef void(GL_BINDING_CALL* glBlendColorProc)(GLclampf red,
+ GLclampf green,
+ GLclampf blue,
+ GLclampf alpha);
+typedef void(GL_BINDING_CALL* glBlendEquationProc)(GLenum mode);
+typedef void(GL_BINDING_CALL* glBlendEquationSeparateProc)(GLenum modeRGB,
+ GLenum modeAlpha);
+typedef void(GL_BINDING_CALL* glBlendFuncProc)(GLenum sfactor, GLenum dfactor);
+typedef void(GL_BINDING_CALL* glBlendFuncSeparateProc)(GLenum srcRGB,
+ GLenum dstRGB,
+ GLenum srcAlpha,
+ GLenum dstAlpha);
+typedef void(GL_BINDING_CALL* glBlitFramebufferProc)(GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter);
+typedef void(GL_BINDING_CALL* glBlitFramebufferANGLEProc)(GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter);
+typedef void(GL_BINDING_CALL* glBlitFramebufferEXTProc)(GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter);
+typedef void(GL_BINDING_CALL* glBufferDataProc)(GLenum target,
+ GLsizeiptr size,
+ const void* data,
+ GLenum usage);
+typedef void(GL_BINDING_CALL* glBufferSubDataProc)(GLenum target,
+ GLintptr offset,
+ GLsizeiptr size,
+ const void* data);
+typedef GLenum(GL_BINDING_CALL* glCheckFramebufferStatusEXTProc)(GLenum target);
+typedef void(GL_BINDING_CALL* glClearProc)(GLbitfield mask);
+typedef void(GL_BINDING_CALL* glClearBufferfiProc)(GLenum buffer,
+ GLint drawbuffer,
+ const GLfloat depth,
+ GLint stencil);
+typedef void(GL_BINDING_CALL* glClearBufferfvProc)(GLenum buffer,
+ GLint drawbuffer,
+ const GLfloat* value);
+typedef void(GL_BINDING_CALL* glClearBufferivProc)(GLenum buffer,
+ GLint drawbuffer,
+ const GLint* value);
+typedef void(GL_BINDING_CALL* glClearBufferuivProc)(GLenum buffer,
+ GLint drawbuffer,
+ const GLuint* value);
+typedef void(GL_BINDING_CALL* glClearColorProc)(GLclampf red,
+ GLclampf green,
+ GLclampf blue,
+ GLclampf alpha);
+typedef void(GL_BINDING_CALL* glClearDepthProc)(GLclampd depth);
+typedef void(GL_BINDING_CALL* glClearDepthfProc)(GLclampf depth);
+typedef void(GL_BINDING_CALL* glClearStencilProc)(GLint s);
+typedef GLenum(GL_BINDING_CALL* glClientWaitSyncProc)(GLsync sync,
+ GLbitfield flags,
+ GLuint64 timeout);
+typedef void(GL_BINDING_CALL* glColorMaskProc)(GLboolean red,
+ GLboolean green,
+ GLboolean blue,
+ GLboolean alpha);
+typedef void(GL_BINDING_CALL* glCompileShaderProc)(GLuint shader);
+typedef void(GL_BINDING_CALL* glCompressedTexImage2DProc)(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLsizei imageSize,
+ const void* data);
+typedef void(GL_BINDING_CALL* glCompressedTexImage3DProc)(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLsizei imageSize,
+ const void* data);
+typedef void(GL_BINDING_CALL* glCompressedTexSubImage2DProc)(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLsizei imageSize,
+ const void* data);
+typedef void(GL_BINDING_CALL* glCopyBufferSubDataProc)(GLenum readTarget,
+ GLenum writeTarget,
+ GLintptr readOffset,
+ GLintptr writeOffset,
+ GLsizeiptr size);
+typedef void(GL_BINDING_CALL* glCopyTexImage2DProc)(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLint border);
+typedef void(GL_BINDING_CALL* glCopyTexSubImage2DProc)(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+typedef void(GL_BINDING_CALL* glCopyTexSubImage3DProc)(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+typedef GLuint(GL_BINDING_CALL* glCreateProgramProc)(void);
+typedef GLuint(GL_BINDING_CALL* glCreateShaderProc)(GLenum type);
+typedef void(GL_BINDING_CALL* glCullFaceProc)(GLenum mode);
+typedef void(GL_BINDING_CALL* glDeleteBuffersARBProc)(GLsizei n,
+ const GLuint* buffers);
+typedef void(GL_BINDING_CALL* glDeleteFencesAPPLEProc)(GLsizei n,
+ const GLuint* fences);
+typedef void(GL_BINDING_CALL* glDeleteFencesNVProc)(GLsizei n,
+ const GLuint* fences);
+typedef void(GL_BINDING_CALL* glDeleteFramebuffersEXTProc)(
+ GLsizei n,
+ const GLuint* framebuffers);
+typedef void(GL_BINDING_CALL* glDeleteProgramProc)(GLuint program);
+typedef void(GL_BINDING_CALL* glDeleteQueriesProc)(GLsizei n,
+ const GLuint* ids);
+typedef void(GL_BINDING_CALL* glDeleteQueriesARBProc)(GLsizei n,
+ const GLuint* ids);
+typedef void(GL_BINDING_CALL* glDeleteRenderbuffersEXTProc)(
+ GLsizei n,
+ const GLuint* renderbuffers);
+typedef void(GL_BINDING_CALL* glDeleteSamplersProc)(GLsizei n,
+ const GLuint* samplers);
+typedef void(GL_BINDING_CALL* glDeleteShaderProc)(GLuint shader);
+typedef void(GL_BINDING_CALL* glDeleteSyncProc)(GLsync sync);
+typedef void(GL_BINDING_CALL* glDeleteTexturesProc)(GLsizei n,
+ const GLuint* textures);
+typedef void(GL_BINDING_CALL* glDeleteTransformFeedbacksProc)(
+ GLsizei n,
+ const GLuint* ids);
+typedef void(GL_BINDING_CALL* glDeleteVertexArraysOESProc)(
+ GLsizei n,
+ const GLuint* arrays);
+typedef void(GL_BINDING_CALL* glDepthFuncProc)(GLenum func);
+typedef void(GL_BINDING_CALL* glDepthMaskProc)(GLboolean flag);
+typedef void(GL_BINDING_CALL* glDepthRangeProc)(GLclampd zNear, GLclampd zFar);
+typedef void(GL_BINDING_CALL* glDepthRangefProc)(GLclampf zNear, GLclampf zFar);
+typedef void(GL_BINDING_CALL* glDetachShaderProc)(GLuint program,
+ GLuint shader);
+typedef void(GL_BINDING_CALL* glDisableProc)(GLenum cap);
+typedef void(GL_BINDING_CALL* glDisableVertexAttribArrayProc)(GLuint index);
+typedef void(GL_BINDING_CALL* glDiscardFramebufferEXTProc)(
+ GLenum target,
+ GLsizei numAttachments,
+ const GLenum* attachments);
+typedef void(GL_BINDING_CALL* glDrawArraysProc)(GLenum mode,
+ GLint first,
+ GLsizei count);
+typedef void(GL_BINDING_CALL* glDrawArraysInstancedANGLEProc)(
+ GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei primcount);
+typedef void(GL_BINDING_CALL* glDrawBufferProc)(GLenum mode);
+typedef void(GL_BINDING_CALL* glDrawBuffersARBProc)(GLsizei n,
+ const GLenum* bufs);
+typedef void(GL_BINDING_CALL* glDrawElementsProc)(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void* indices);
+typedef void(GL_BINDING_CALL* glDrawElementsInstancedANGLEProc)(
+ GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void* indices,
+ GLsizei primcount);
+typedef void(GL_BINDING_CALL* glDrawRangeElementsProc)(GLenum mode,
+ GLuint start,
+ GLuint end,
+ GLsizei count,
+ GLenum type,
+ const void* indices);
+typedef void(GL_BINDING_CALL* glEGLImageTargetRenderbufferStorageOESProc)(
+ GLenum target,
+ GLeglImageOES image);
+typedef void(GL_BINDING_CALL* glEGLImageTargetTexture2DOESProc)(
+ GLenum target,
+ GLeglImageOES image);
+typedef void(GL_BINDING_CALL* glEnableProc)(GLenum cap);
+typedef void(GL_BINDING_CALL* glEnableVertexAttribArrayProc)(GLuint index);
+typedef void(GL_BINDING_CALL* glEndQueryProc)(GLenum target);
+typedef void(GL_BINDING_CALL* glEndQueryARBProc)(GLenum target);
+typedef void(GL_BINDING_CALL* glEndTransformFeedbackProc)(void);
+typedef GLsync(GL_BINDING_CALL* glFenceSyncProc)(GLenum condition,
+ GLbitfield flags);
+typedef void(GL_BINDING_CALL* glFinishProc)(void);
+typedef void(GL_BINDING_CALL* glFinishFenceAPPLEProc)(GLuint fence);
+typedef void(GL_BINDING_CALL* glFinishFenceNVProc)(GLuint fence);
+typedef void(GL_BINDING_CALL* glFlushProc)(void);
+typedef void(GL_BINDING_CALL* glFlushMappedBufferRangeProc)(GLenum target,
+ GLintptr offset,
+ GLsizeiptr length);
+typedef void(GL_BINDING_CALL* glFramebufferRenderbufferEXTProc)(
+ GLenum target,
+ GLenum attachment,
+ GLenum renderbuffertarget,
+ GLuint renderbuffer);
+typedef void(GL_BINDING_CALL* glFramebufferTexture2DEXTProc)(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level);
+typedef void(GL_BINDING_CALL* glFramebufferTexture2DMultisampleEXTProc)(
+ GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level,
+ GLsizei samples);
+typedef void(GL_BINDING_CALL* glFramebufferTexture2DMultisampleIMGProc)(
+ GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level,
+ GLsizei samples);
+typedef void(GL_BINDING_CALL* glFramebufferTextureLayerProc)(GLenum target,
+ GLenum attachment,
+ GLuint texture,
+ GLint level,
+ GLint layer);
+typedef void(GL_BINDING_CALL* glFrontFaceProc)(GLenum mode);
+typedef void(GL_BINDING_CALL* glGenBuffersARBProc)(GLsizei n, GLuint* buffers);
+typedef void(GL_BINDING_CALL* glGenerateMipmapEXTProc)(GLenum target);
+typedef void(GL_BINDING_CALL* glGenFencesAPPLEProc)(GLsizei n, GLuint* fences);
+typedef void(GL_BINDING_CALL* glGenFencesNVProc)(GLsizei n, GLuint* fences);
+typedef void(GL_BINDING_CALL* glGenFramebuffersEXTProc)(GLsizei n,
+ GLuint* framebuffers);
+typedef void(GL_BINDING_CALL* glGenQueriesProc)(GLsizei n, GLuint* ids);
+typedef void(GL_BINDING_CALL* glGenQueriesARBProc)(GLsizei n, GLuint* ids);
+typedef void(GL_BINDING_CALL* glGenRenderbuffersEXTProc)(GLsizei n,
+ GLuint* renderbuffers);
+typedef void(GL_BINDING_CALL* glGenSamplersProc)(GLsizei n, GLuint* samplers);
+typedef void(GL_BINDING_CALL* glGenTexturesProc)(GLsizei n, GLuint* textures);
+typedef void(GL_BINDING_CALL* glGenTransformFeedbacksProc)(GLsizei n,
+ GLuint* ids);
+typedef void(GL_BINDING_CALL* glGenVertexArraysOESProc)(GLsizei n,
+ GLuint* arrays);
+typedef void(GL_BINDING_CALL* glGetActiveAttribProc)(GLuint program,
+ GLuint index,
+ GLsizei bufsize,
+ GLsizei* length,
+ GLint* size,
+ GLenum* type,
+ char* name);
+typedef void(GL_BINDING_CALL* glGetActiveUniformProc)(GLuint program,
+ GLuint index,
+ GLsizei bufsize,
+ GLsizei* length,
+ GLint* size,
+ GLenum* type,
+ char* name);
+typedef void(GL_BINDING_CALL* glGetActiveUniformBlockivProc)(
+ GLuint program,
+ GLuint uniformBlockIndex,
+ GLenum pname,
+ GLint* params);
+typedef void(GL_BINDING_CALL* glGetActiveUniformBlockNameProc)(
+ GLuint program,
+ GLuint uniformBlockIndex,
+ GLsizei bufSize,
+ GLsizei* length,
+ char* uniformBlockName);
+typedef void(GL_BINDING_CALL* glGetActiveUniformsivProc)(
+ GLuint program,
+ GLsizei uniformCount,
+ const GLuint* uniformIndices,
+ GLenum pname,
+ GLint* params);
+typedef void(GL_BINDING_CALL* glGetAttachedShadersProc)(GLuint program,
+ GLsizei maxcount,
+ GLsizei* count,
+ GLuint* shaders);
+typedef GLint(GL_BINDING_CALL* glGetAttribLocationProc)(GLuint program,
+ const char* name);
+typedef void(GL_BINDING_CALL* glGetBooleanvProc)(GLenum pname,
+ GLboolean* params);
+typedef void(GL_BINDING_CALL* glGetBufferParameterivProc)(GLenum target,
+ GLenum pname,
+ GLint* params);
+typedef GLenum(GL_BINDING_CALL* glGetErrorProc)(void);
+typedef void(GL_BINDING_CALL* glGetFenceivNVProc)(GLuint fence,
+ GLenum pname,
+ GLint* params);
+typedef void(GL_BINDING_CALL* glGetFloatvProc)(GLenum pname, GLfloat* params);
+typedef GLint(GL_BINDING_CALL* glGetFragDataLocationProc)(GLuint program,
+ const char* name);
+typedef void(GL_BINDING_CALL* glGetFramebufferAttachmentParameterivEXTProc)(
+ GLenum target,
+ GLenum attachment,
+ GLenum pname,
+ GLint* params);
+typedef GLenum(GL_BINDING_CALL* glGetGraphicsResetStatusARBProc)(void);
+typedef void(GL_BINDING_CALL* glGetInteger64i_vProc)(GLenum target,
+ GLuint index,
+ GLint64* data);
+typedef void(GL_BINDING_CALL* glGetInteger64vProc)(GLenum pname,
+ GLint64* params);
+typedef void(GL_BINDING_CALL* glGetIntegeri_vProc)(GLenum target,
+ GLuint index,
+ GLint* data);
+typedef void(GL_BINDING_CALL* glGetIntegervProc)(GLenum pname, GLint* params);
+typedef void(GL_BINDING_CALL* glGetInternalformativProc)(GLenum target,
+ GLenum internalformat,
+ GLenum pname,
+ GLsizei bufSize,
+ GLint* params);
+typedef void(GL_BINDING_CALL* glGetProgramBinaryProc)(GLuint program,
+ GLsizei bufSize,
+ GLsizei* length,
+ GLenum* binaryFormat,
+ GLvoid* binary);
+typedef void(GL_BINDING_CALL* glGetProgramInfoLogProc)(GLuint program,
+ GLsizei bufsize,
+ GLsizei* length,
+ char* infolog);
+typedef void(GL_BINDING_CALL* glGetProgramivProc)(GLuint program,
+ GLenum pname,
+ GLint* params);
+typedef void(GL_BINDING_CALL* glGetQueryivProc)(GLenum target,
+ GLenum pname,
+ GLint* params);
+typedef void(GL_BINDING_CALL* glGetQueryivARBProc)(GLenum target,
+ GLenum pname,
+ GLint* params);
+typedef void(GL_BINDING_CALL* glGetQueryObjecti64vProc)(GLuint id,
+ GLenum pname,
+ GLint64* params);
+typedef void(GL_BINDING_CALL* glGetQueryObjectivProc)(GLuint id,
+ GLenum pname,
+ GLint* params);
+typedef void(GL_BINDING_CALL* glGetQueryObjectivARBProc)(GLuint id,
+ GLenum pname,
+ GLint* params);
+typedef void(GL_BINDING_CALL* glGetQueryObjectui64vProc)(GLuint id,
+ GLenum pname,
+ GLuint64* params);
+typedef void(GL_BINDING_CALL* glGetQueryObjectuivProc)(GLuint id,
+ GLenum pname,
+ GLuint* params);
+typedef void(GL_BINDING_CALL* glGetQueryObjectuivARBProc)(GLuint id,
+ GLenum pname,
+ GLuint* params);
+typedef void(GL_BINDING_CALL* glGetRenderbufferParameterivEXTProc)(
+ GLenum target,
+ GLenum pname,
+ GLint* params);
+typedef void(GL_BINDING_CALL* glGetSamplerParameterfvProc)(GLuint sampler,
+ GLenum pname,
+ GLfloat* params);
+typedef void(GL_BINDING_CALL* glGetSamplerParameterivProc)(GLuint sampler,
+ GLenum pname,
+ GLint* params);
+typedef void(GL_BINDING_CALL* glGetShaderInfoLogProc)(GLuint shader,
+ GLsizei bufsize,
+ GLsizei* length,
+ char* infolog);
+typedef void(GL_BINDING_CALL* glGetShaderivProc)(GLuint shader,
+ GLenum pname,
+ GLint* params);
+typedef void(GL_BINDING_CALL* glGetShaderPrecisionFormatProc)(
+ GLenum shadertype,
+ GLenum precisiontype,
+ GLint* range,
+ GLint* precision);
+typedef void(GL_BINDING_CALL* glGetShaderSourceProc)(GLuint shader,
+ GLsizei bufsize,
+ GLsizei* length,
+ char* source);
+typedef const GLubyte*(GL_BINDING_CALL* glGetStringProc)(GLenum name);
+typedef void(GL_BINDING_CALL* glGetSyncivProc)(GLsync sync,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei* length,
+ GLint* values);
+typedef void(GL_BINDING_CALL* glGetTexLevelParameterfvProc)(GLenum target,
+ GLint level,
+ GLenum pname,
+ GLfloat* params);
+typedef void(GL_BINDING_CALL* glGetTexLevelParameterivProc)(GLenum target,
+ GLint level,
+ GLenum pname,
+ GLint* params);
+typedef void(GL_BINDING_CALL* glGetTexParameterfvProc)(GLenum target,
+ GLenum pname,
+ GLfloat* params);
+typedef void(GL_BINDING_CALL* glGetTexParameterivProc)(GLenum target,
+ GLenum pname,
+ GLint* params);
+typedef void(GL_BINDING_CALL* glGetTransformFeedbackVaryingProc)(
+ GLuint program,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei* length,
+ GLenum* type,
+ char* name);
+typedef void(GL_BINDING_CALL* glGetTranslatedShaderSourceANGLEProc)(
+ GLuint shader,
+ GLsizei bufsize,
+ GLsizei* length,
+ char* source);
+typedef GLuint(GL_BINDING_CALL* glGetUniformBlockIndexProc)(
+ GLuint program,
+ const char* uniformBlockName);
+typedef void(GL_BINDING_CALL* glGetUniformfvProc)(GLuint program,
+ GLint location,
+ GLfloat* params);
+typedef void(GL_BINDING_CALL* glGetUniformIndicesProc)(
+ GLuint program,
+ GLsizei uniformCount,
+ const char* const* uniformNames,
+ GLuint* uniformIndices);
+typedef void(GL_BINDING_CALL* glGetUniformivProc)(GLuint program,
+ GLint location,
+ GLint* params);
+typedef GLint(GL_BINDING_CALL* glGetUniformLocationProc)(GLuint program,
+ const char* name);
+typedef void(GL_BINDING_CALL* glGetVertexAttribfvProc)(GLuint index,
+ GLenum pname,
+ GLfloat* params);
+typedef void(GL_BINDING_CALL* glGetVertexAttribivProc)(GLuint index,
+ GLenum pname,
+ GLint* params);
+typedef void(GL_BINDING_CALL* glGetVertexAttribPointervProc)(GLuint index,
+ GLenum pname,
+ void** pointer);
+typedef void(GL_BINDING_CALL* glHintProc)(GLenum target, GLenum mode);
+typedef void(GL_BINDING_CALL* glInsertEventMarkerEXTProc)(GLsizei length,
+ const char* marker);
+typedef void(GL_BINDING_CALL* glInvalidateFramebufferProc)(
+ GLenum target,
+ GLsizei numAttachments,
+ const GLenum* attachments);
+typedef void(GL_BINDING_CALL* glInvalidateSubFramebufferProc)(
+ GLenum target,
+ GLsizei numAttachments,
+ const GLenum* attachments,
+ GLint x,
+ GLint y,
+ GLint width,
+ GLint height);
+typedef GLboolean(GL_BINDING_CALL* glIsBufferProc)(GLuint buffer);
+typedef GLboolean(GL_BINDING_CALL* glIsEnabledProc)(GLenum cap);
+typedef GLboolean(GL_BINDING_CALL* glIsFenceAPPLEProc)(GLuint fence);
+typedef GLboolean(GL_BINDING_CALL* glIsFenceNVProc)(GLuint fence);
+typedef GLboolean(GL_BINDING_CALL* glIsFramebufferEXTProc)(GLuint framebuffer);
+typedef GLboolean(GL_BINDING_CALL* glIsProgramProc)(GLuint program);
+typedef GLboolean(GL_BINDING_CALL* glIsQueryProc)(GLuint query);
+typedef GLboolean(GL_BINDING_CALL* glIsQueryARBProc)(GLuint query);
+typedef GLboolean(GL_BINDING_CALL* glIsRenderbufferEXTProc)(
+ GLuint renderbuffer);
+typedef GLboolean(GL_BINDING_CALL* glIsSamplerProc)(GLuint sampler);
+typedef GLboolean(GL_BINDING_CALL* glIsShaderProc)(GLuint shader);
+typedef GLboolean(GL_BINDING_CALL* glIsSyncProc)(GLsync sync);
+typedef GLboolean(GL_BINDING_CALL* glIsTextureProc)(GLuint texture);
+typedef GLboolean(GL_BINDING_CALL* glIsTransformFeedbackProc)(GLuint id);
+typedef GLboolean(GL_BINDING_CALL* glIsVertexArrayOESProc)(GLuint array);
+typedef void(GL_BINDING_CALL* glLineWidthProc)(GLfloat width);
+typedef void(GL_BINDING_CALL* glLinkProgramProc)(GLuint program);
+typedef void*(GL_BINDING_CALL* glMapBufferProc)(GLenum target, GLenum access);
+typedef void*(GL_BINDING_CALL* glMapBufferRangeProc)(GLenum target,
+ GLintptr offset,
+ GLsizeiptr length,
+ GLbitfield access);
+typedef void(GL_BINDING_CALL* glMatrixLoadfEXTProc)(GLenum matrixMode,
+ const GLfloat* m);
+typedef void(GL_BINDING_CALL* glMatrixLoadIdentityEXTProc)(GLenum matrixMode);
+typedef void(GL_BINDING_CALL* glPauseTransformFeedbackProc)(void);
+typedef void(GL_BINDING_CALL* glPixelStoreiProc)(GLenum pname, GLint param);
+typedef void(GL_BINDING_CALL* glPointParameteriProc)(GLenum pname, GLint param);
+typedef void(GL_BINDING_CALL* glPolygonOffsetProc)(GLfloat factor,
+ GLfloat units);
+typedef void(GL_BINDING_CALL* glPopGroupMarkerEXTProc)(void);
+typedef void(GL_BINDING_CALL* glProgramBinaryProc)(GLuint program,
+ GLenum binaryFormat,
+ const GLvoid* binary,
+ GLsizei length);
+typedef void(GL_BINDING_CALL* glProgramParameteriProc)(GLuint program,
+ GLenum pname,
+ GLint value);
+typedef void(GL_BINDING_CALL* glPushGroupMarkerEXTProc)(GLsizei length,
+ const char* marker);
+typedef void(GL_BINDING_CALL* glQueryCounterProc)(GLuint id, GLenum target);
+typedef void(GL_BINDING_CALL* glReadBufferProc)(GLenum src);
+typedef void(GL_BINDING_CALL* glReadPixelsProc)(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ void* pixels);
+typedef void(GL_BINDING_CALL* glReleaseShaderCompilerProc)(void);
+typedef void(GL_BINDING_CALL* glRenderbufferStorageEXTProc)(
+ GLenum target,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+typedef void(GL_BINDING_CALL* glRenderbufferStorageMultisampleProc)(
+ GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+typedef void(GL_BINDING_CALL* glRenderbufferStorageMultisampleANGLEProc)(
+ GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+typedef void(GL_BINDING_CALL* glRenderbufferStorageMultisampleEXTProc)(
+ GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+typedef void(GL_BINDING_CALL* glRenderbufferStorageMultisampleIMGProc)(
+ GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+typedef void(GL_BINDING_CALL* glResumeTransformFeedbackProc)(void);
+typedef void(GL_BINDING_CALL* glSampleCoverageProc)(GLclampf value,
+ GLboolean invert);
+typedef void(GL_BINDING_CALL* glSamplerParameterfProc)(GLuint sampler,
+ GLenum pname,
+ GLfloat param);
+typedef void(GL_BINDING_CALL* glSamplerParameterfvProc)(GLuint sampler,
+ GLenum pname,
+ const GLfloat* params);
+typedef void(GL_BINDING_CALL* glSamplerParameteriProc)(GLuint sampler,
+ GLenum pname,
+ GLint param);
+typedef void(GL_BINDING_CALL* glSamplerParameterivProc)(GLuint sampler,
+ GLenum pname,
+ const GLint* params);
+typedef void(GL_BINDING_CALL* glScissorProc)(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+typedef void(GL_BINDING_CALL* glSetFenceAPPLEProc)(GLuint fence);
+typedef void(GL_BINDING_CALL* glSetFenceNVProc)(GLuint fence, GLenum condition);
+typedef void(GL_BINDING_CALL* glShaderBinaryProc)(GLsizei n,
+ const GLuint* shaders,
+ GLenum binaryformat,
+ const void* binary,
+ GLsizei length);
+typedef void(GL_BINDING_CALL* glShaderSourceProc)(GLuint shader,
+ GLsizei count,
+ const char* const* str,
+ const GLint* length);
+typedef void(GL_BINDING_CALL* glStencilFuncProc)(GLenum func,
+ GLint ref,
+ GLuint mask);
+typedef void(GL_BINDING_CALL* glStencilFuncSeparateProc)(GLenum face,
+ GLenum func,
+ GLint ref,
+ GLuint mask);
+typedef void(GL_BINDING_CALL* glStencilMaskProc)(GLuint mask);
+typedef void(GL_BINDING_CALL* glStencilMaskSeparateProc)(GLenum face,
+ GLuint mask);
+typedef void(GL_BINDING_CALL* glStencilOpProc)(GLenum fail,
+ GLenum zfail,
+ GLenum zpass);
+typedef void(GL_BINDING_CALL* glStencilOpSeparateProc)(GLenum face,
+ GLenum fail,
+ GLenum zfail,
+ GLenum zpass);
+typedef GLboolean(GL_BINDING_CALL* glTestFenceAPPLEProc)(GLuint fence);
+typedef GLboolean(GL_BINDING_CALL* glTestFenceNVProc)(GLuint fence);
+typedef void(GL_BINDING_CALL* glTexImage2DProc)(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void* pixels);
+typedef void(GL_BINDING_CALL* glTexImage3DProc)(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void* pixels);
+typedef void(GL_BINDING_CALL* glTexParameterfProc)(GLenum target,
+ GLenum pname,
+ GLfloat param);
+typedef void(GL_BINDING_CALL* glTexParameterfvProc)(GLenum target,
+ GLenum pname,
+ const GLfloat* params);
+typedef void(GL_BINDING_CALL* glTexParameteriProc)(GLenum target,
+ GLenum pname,
+ GLint param);
+typedef void(GL_BINDING_CALL* glTexParameterivProc)(GLenum target,
+ GLenum pname,
+ const GLint* params);
+typedef void(GL_BINDING_CALL* glTexStorage2DEXTProc)(GLenum target,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+typedef void(GL_BINDING_CALL* glTexStorage3DProc)(GLenum target,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth);
+typedef void(GL_BINDING_CALL* glTexSubImage2DProc)(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ const void* pixels);
+typedef void(GL_BINDING_CALL* glTransformFeedbackVaryingsProc)(
+ GLuint program,
+ GLsizei count,
+ const char* const* varyings,
+ GLenum bufferMode);
+typedef void(GL_BINDING_CALL* glUniform1fProc)(GLint location, GLfloat x);
+typedef void(GL_BINDING_CALL* glUniform1fvProc)(GLint location,
+ GLsizei count,
+ const GLfloat* v);
+typedef void(GL_BINDING_CALL* glUniform1iProc)(GLint location, GLint x);
+typedef void(GL_BINDING_CALL* glUniform1ivProc)(GLint location,
+ GLsizei count,
+ const GLint* v);
+typedef void(GL_BINDING_CALL* glUniform1uiProc)(GLint location, GLuint v0);
+typedef void(GL_BINDING_CALL* glUniform1uivProc)(GLint location,
+ GLsizei count,
+ const GLuint* v);
+typedef void(GL_BINDING_CALL* glUniform2fProc)(GLint location,
+ GLfloat x,
+ GLfloat y);
+typedef void(GL_BINDING_CALL* glUniform2fvProc)(GLint location,
+ GLsizei count,
+ const GLfloat* v);
+typedef void(GL_BINDING_CALL* glUniform2iProc)(GLint location,
+ GLint x,
+ GLint y);
+typedef void(GL_BINDING_CALL* glUniform2ivProc)(GLint location,
+ GLsizei count,
+ const GLint* v);
+typedef void(GL_BINDING_CALL* glUniform2uiProc)(GLint location,
+ GLuint v0,
+ GLuint v1);
+typedef void(GL_BINDING_CALL* glUniform2uivProc)(GLint location,
+ GLsizei count,
+ const GLuint* v);
+typedef void(GL_BINDING_CALL* glUniform3fProc)(GLint location,
+ GLfloat x,
+ GLfloat y,
+ GLfloat z);
+typedef void(GL_BINDING_CALL* glUniform3fvProc)(GLint location,
+ GLsizei count,
+ const GLfloat* v);
+typedef void(GL_BINDING_CALL* glUniform3iProc)(GLint location,
+ GLint x,
+ GLint y,
+ GLint z);
+typedef void(GL_BINDING_CALL* glUniform3ivProc)(GLint location,
+ GLsizei count,
+ const GLint* v);
+typedef void(GL_BINDING_CALL* glUniform3uiProc)(GLint location,
+ GLuint v0,
+ GLuint v1,
+ GLuint v2);
+typedef void(GL_BINDING_CALL* glUniform3uivProc)(GLint location,
+ GLsizei count,
+ const GLuint* v);
+typedef void(GL_BINDING_CALL* glUniform4fProc)(GLint location,
+ GLfloat x,
+ GLfloat y,
+ GLfloat z,
+ GLfloat w);
+typedef void(GL_BINDING_CALL* glUniform4fvProc)(GLint location,
+ GLsizei count,
+ const GLfloat* v);
+typedef void(GL_BINDING_CALL* glUniform4iProc)(GLint location,
+ GLint x,
+ GLint y,
+ GLint z,
+ GLint w);
+typedef void(GL_BINDING_CALL* glUniform4ivProc)(GLint location,
+ GLsizei count,
+ const GLint* v);
+typedef void(GL_BINDING_CALL* glUniform4uiProc)(GLint location,
+ GLuint v0,
+ GLuint v1,
+ GLuint v2,
+ GLuint v3);
+typedef void(GL_BINDING_CALL* glUniform4uivProc)(GLint location,
+ GLsizei count,
+ const GLuint* v);
+typedef void(GL_BINDING_CALL* glUniformBlockBindingProc)(
+ GLuint program,
+ GLuint uniformBlockIndex,
+ GLuint uniformBlockBinding);
+typedef void(GL_BINDING_CALL* glUniformMatrix2fvProc)(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value);
+typedef void(GL_BINDING_CALL* glUniformMatrix2x3fvProc)(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value);
+typedef void(GL_BINDING_CALL* glUniformMatrix2x4fvProc)(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value);
+typedef void(GL_BINDING_CALL* glUniformMatrix3fvProc)(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value);
+typedef void(GL_BINDING_CALL* glUniformMatrix3x2fvProc)(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value);
+typedef void(GL_BINDING_CALL* glUniformMatrix3x4fvProc)(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value);
+typedef void(GL_BINDING_CALL* glUniformMatrix4fvProc)(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value);
+typedef void(GL_BINDING_CALL* glUniformMatrix4x2fvProc)(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value);
+typedef void(GL_BINDING_CALL* glUniformMatrix4x3fvProc)(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value);
+typedef GLboolean(GL_BINDING_CALL* glUnmapBufferProc)(GLenum target);
+typedef void(GL_BINDING_CALL* glUseProgramProc)(GLuint program);
+typedef void(GL_BINDING_CALL* glValidateProgramProc)(GLuint program);
+typedef void(GL_BINDING_CALL* glVertexAttrib1fProc)(GLuint indx, GLfloat x);
+typedef void(GL_BINDING_CALL* glVertexAttrib1fvProc)(GLuint indx,
+ const GLfloat* values);
+typedef void(GL_BINDING_CALL* glVertexAttrib2fProc)(GLuint indx,
+ GLfloat x,
+ GLfloat y);
+typedef void(GL_BINDING_CALL* glVertexAttrib2fvProc)(GLuint indx,
+ const GLfloat* values);
+typedef void(GL_BINDING_CALL* glVertexAttrib3fProc)(GLuint indx,
+ GLfloat x,
+ GLfloat y,
+ GLfloat z);
+typedef void(GL_BINDING_CALL* glVertexAttrib3fvProc)(GLuint indx,
+ const GLfloat* values);
+typedef void(GL_BINDING_CALL* glVertexAttrib4fProc)(GLuint indx,
+ GLfloat x,
+ GLfloat y,
+ GLfloat z,
+ GLfloat w);
+typedef void(GL_BINDING_CALL* glVertexAttrib4fvProc)(GLuint indx,
+ const GLfloat* values);
+typedef void(GL_BINDING_CALL* glVertexAttribDivisorANGLEProc)(GLuint index,
+ GLuint divisor);
+typedef void(GL_BINDING_CALL* glVertexAttribI4iProc)(GLuint indx,
+ GLint x,
+ GLint y,
+ GLint z,
+ GLint w);
+typedef void(GL_BINDING_CALL* glVertexAttribI4ivProc)(GLuint indx,
+ const GLint* values);
+typedef void(GL_BINDING_CALL* glVertexAttribI4uiProc)(GLuint indx,
+ GLuint x,
+ GLuint y,
+ GLuint z,
+ GLuint w);
+typedef void(GL_BINDING_CALL* glVertexAttribI4uivProc)(GLuint indx,
+ const GLuint* values);
+typedef void(GL_BINDING_CALL* glVertexAttribIPointerProc)(GLuint indx,
+ GLint size,
+ GLenum type,
+ GLsizei stride,
+ const void* ptr);
+typedef void(GL_BINDING_CALL* glVertexAttribPointerProc)(GLuint indx,
+ GLint size,
+ GLenum type,
+ GLboolean normalized,
+ GLsizei stride,
+ const void* ptr);
+typedef void(GL_BINDING_CALL* glViewportProc)(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+typedef GLenum(GL_BINDING_CALL* glWaitSyncProc)(GLsync sync,
+ GLbitfield flags,
+ GLuint64 timeout);
+
+struct ExtensionsGL {
+ bool b_GL_ANGLE_framebuffer_blit;
+ bool b_GL_ANGLE_framebuffer_multisample;
+ bool b_GL_ANGLE_instanced_arrays;
+ bool b_GL_ANGLE_translated_shader_source;
+ bool b_GL_APPLE_fence;
+ bool b_GL_APPLE_vertex_array_object;
+ bool b_GL_ARB_ES2_compatibility;
+ bool b_GL_ARB_blend_func_extended;
+ bool b_GL_ARB_copy_buffer;
+ bool b_GL_ARB_draw_buffers;
+ bool b_GL_ARB_draw_instanced;
+ bool b_GL_ARB_framebuffer_object;
+ bool b_GL_ARB_get_program_binary;
+ bool b_GL_ARB_instanced_arrays;
+ bool b_GL_ARB_internalformat_query;
+ bool b_GL_ARB_invalidate_subdata;
+ bool b_GL_ARB_map_buffer_range;
+ bool b_GL_ARB_occlusion_query;
+ bool b_GL_ARB_robustness;
+ bool b_GL_ARB_sampler_objects;
+ bool b_GL_ARB_sync;
+ bool b_GL_ARB_texture_storage;
+ bool b_GL_ARB_timer_query;
+ bool b_GL_ARB_transform_feedback2;
+ bool b_GL_ARB_uniform_buffer_object;
+ bool b_GL_ARB_vertex_array_object;
+ bool b_GL_ARB_vertex_buffer_object;
+ bool b_GL_EXT_debug_marker;
+ bool b_GL_EXT_direct_state_access;
+ bool b_GL_EXT_discard_framebuffer;
+ bool b_GL_EXT_disjoint_timer_query;
+ bool b_GL_EXT_draw_buffers;
+ bool b_GL_EXT_framebuffer_blit;
+ bool b_GL_EXT_framebuffer_multisample;
+ bool b_GL_EXT_framebuffer_object;
+ bool b_GL_EXT_map_buffer_range;
+ bool b_GL_EXT_multisampled_render_to_texture;
+ bool b_GL_EXT_robustness;
+ bool b_GL_EXT_texture_storage;
+ bool b_GL_EXT_timer_query;
+ bool b_GL_IMG_multisampled_render_to_texture;
+ bool b_GL_KHR_blend_equation_advanced;
+ bool b_GL_KHR_robustness;
+ bool b_GL_NV_blend_equation_advanced;
+ bool b_GL_NV_fence;
+ bool b_GL_NV_path_rendering;
+ bool b_GL_OES_EGL_image;
+ bool b_GL_OES_get_program_binary;
+ bool b_GL_OES_mapbuffer;
+ bool b_GL_OES_vertex_array_object;
+};
+
+struct ProcsGL {
+ glActiveTextureProc glActiveTextureFn;
+ glAttachShaderProc glAttachShaderFn;
+ glBeginQueryProc glBeginQueryFn;
+ glBeginQueryARBProc glBeginQueryARBFn;
+ glBeginTransformFeedbackProc glBeginTransformFeedbackFn;
+ glBindAttribLocationProc glBindAttribLocationFn;
+ glBindBufferProc glBindBufferFn;
+ glBindBufferBaseProc glBindBufferBaseFn;
+ glBindBufferRangeProc glBindBufferRangeFn;
+ glBindFragDataLocationProc glBindFragDataLocationFn;
+ glBindFragDataLocationIndexedProc glBindFragDataLocationIndexedFn;
+ glBindFramebufferEXTProc glBindFramebufferEXTFn;
+ glBindRenderbufferEXTProc glBindRenderbufferEXTFn;
+ glBindSamplerProc glBindSamplerFn;
+ glBindTextureProc glBindTextureFn;
+ glBindTransformFeedbackProc glBindTransformFeedbackFn;
+ glBindVertexArrayOESProc glBindVertexArrayOESFn;
+ glBlendBarrierKHRProc glBlendBarrierKHRFn;
+ glBlendColorProc glBlendColorFn;
+ glBlendEquationProc glBlendEquationFn;
+ glBlendEquationSeparateProc glBlendEquationSeparateFn;
+ glBlendFuncProc glBlendFuncFn;
+ glBlendFuncSeparateProc glBlendFuncSeparateFn;
+ glBlitFramebufferProc glBlitFramebufferFn;
+ glBlitFramebufferANGLEProc glBlitFramebufferANGLEFn;
+ glBlitFramebufferEXTProc glBlitFramebufferEXTFn;
+ glBufferDataProc glBufferDataFn;
+ glBufferSubDataProc glBufferSubDataFn;
+ glCheckFramebufferStatusEXTProc glCheckFramebufferStatusEXTFn;
+ glClearProc glClearFn;
+ glClearBufferfiProc glClearBufferfiFn;
+ glClearBufferfvProc glClearBufferfvFn;
+ glClearBufferivProc glClearBufferivFn;
+ glClearBufferuivProc glClearBufferuivFn;
+ glClearColorProc glClearColorFn;
+ glClearDepthProc glClearDepthFn;
+ glClearDepthfProc glClearDepthfFn;
+ glClearStencilProc glClearStencilFn;
+ glClientWaitSyncProc glClientWaitSyncFn;
+ glColorMaskProc glColorMaskFn;
+ glCompileShaderProc glCompileShaderFn;
+ glCompressedTexImage2DProc glCompressedTexImage2DFn;
+ glCompressedTexImage3DProc glCompressedTexImage3DFn;
+ glCompressedTexSubImage2DProc glCompressedTexSubImage2DFn;
+ glCopyBufferSubDataProc glCopyBufferSubDataFn;
+ glCopyTexImage2DProc glCopyTexImage2DFn;
+ glCopyTexSubImage2DProc glCopyTexSubImage2DFn;
+ glCopyTexSubImage3DProc glCopyTexSubImage3DFn;
+ glCreateProgramProc glCreateProgramFn;
+ glCreateShaderProc glCreateShaderFn;
+ glCullFaceProc glCullFaceFn;
+ glDeleteBuffersARBProc glDeleteBuffersARBFn;
+ glDeleteFencesAPPLEProc glDeleteFencesAPPLEFn;
+ glDeleteFencesNVProc glDeleteFencesNVFn;
+ glDeleteFramebuffersEXTProc glDeleteFramebuffersEXTFn;
+ glDeleteProgramProc glDeleteProgramFn;
+ glDeleteQueriesProc glDeleteQueriesFn;
+ glDeleteQueriesARBProc glDeleteQueriesARBFn;
+ glDeleteRenderbuffersEXTProc glDeleteRenderbuffersEXTFn;
+ glDeleteSamplersProc glDeleteSamplersFn;
+ glDeleteShaderProc glDeleteShaderFn;
+ glDeleteSyncProc glDeleteSyncFn;
+ glDeleteTexturesProc glDeleteTexturesFn;
+ glDeleteTransformFeedbacksProc glDeleteTransformFeedbacksFn;
+ glDeleteVertexArraysOESProc glDeleteVertexArraysOESFn;
+ glDepthFuncProc glDepthFuncFn;
+ glDepthMaskProc glDepthMaskFn;
+ glDepthRangeProc glDepthRangeFn;
+ glDepthRangefProc glDepthRangefFn;
+ glDetachShaderProc glDetachShaderFn;
+ glDisableProc glDisableFn;
+ glDisableVertexAttribArrayProc glDisableVertexAttribArrayFn;
+ glDiscardFramebufferEXTProc glDiscardFramebufferEXTFn;
+ glDrawArraysProc glDrawArraysFn;
+ glDrawArraysInstancedANGLEProc glDrawArraysInstancedANGLEFn;
+ glDrawBufferProc glDrawBufferFn;
+ glDrawBuffersARBProc glDrawBuffersARBFn;
+ glDrawElementsProc glDrawElementsFn;
+ glDrawElementsInstancedANGLEProc glDrawElementsInstancedANGLEFn;
+ glDrawRangeElementsProc glDrawRangeElementsFn;
+ glEGLImageTargetRenderbufferStorageOESProc
+ glEGLImageTargetRenderbufferStorageOESFn;
+ glEGLImageTargetTexture2DOESProc glEGLImageTargetTexture2DOESFn;
+ glEnableProc glEnableFn;
+ glEnableVertexAttribArrayProc glEnableVertexAttribArrayFn;
+ glEndQueryProc glEndQueryFn;
+ glEndQueryARBProc glEndQueryARBFn;
+ glEndTransformFeedbackProc glEndTransformFeedbackFn;
+ glFenceSyncProc glFenceSyncFn;
+ glFinishProc glFinishFn;
+ glFinishFenceAPPLEProc glFinishFenceAPPLEFn;
+ glFinishFenceNVProc glFinishFenceNVFn;
+ glFlushProc glFlushFn;
+ glFlushMappedBufferRangeProc glFlushMappedBufferRangeFn;
+ glFramebufferRenderbufferEXTProc glFramebufferRenderbufferEXTFn;
+ glFramebufferTexture2DEXTProc glFramebufferTexture2DEXTFn;
+ glFramebufferTexture2DMultisampleEXTProc
+ glFramebufferTexture2DMultisampleEXTFn;
+ glFramebufferTexture2DMultisampleIMGProc
+ glFramebufferTexture2DMultisampleIMGFn;
+ glFramebufferTextureLayerProc glFramebufferTextureLayerFn;
+ glFrontFaceProc glFrontFaceFn;
+ glGenBuffersARBProc glGenBuffersARBFn;
+ glGenerateMipmapEXTProc glGenerateMipmapEXTFn;
+ glGenFencesAPPLEProc glGenFencesAPPLEFn;
+ glGenFencesNVProc glGenFencesNVFn;
+ glGenFramebuffersEXTProc glGenFramebuffersEXTFn;
+ glGenQueriesProc glGenQueriesFn;
+ glGenQueriesARBProc glGenQueriesARBFn;
+ glGenRenderbuffersEXTProc glGenRenderbuffersEXTFn;
+ glGenSamplersProc glGenSamplersFn;
+ glGenTexturesProc glGenTexturesFn;
+ glGenTransformFeedbacksProc glGenTransformFeedbacksFn;
+ glGenVertexArraysOESProc glGenVertexArraysOESFn;
+ glGetActiveAttribProc glGetActiveAttribFn;
+ glGetActiveUniformProc glGetActiveUniformFn;
+ glGetActiveUniformBlockivProc glGetActiveUniformBlockivFn;
+ glGetActiveUniformBlockNameProc glGetActiveUniformBlockNameFn;
+ glGetActiveUniformsivProc glGetActiveUniformsivFn;
+ glGetAttachedShadersProc glGetAttachedShadersFn;
+ glGetAttribLocationProc glGetAttribLocationFn;
+ glGetBooleanvProc glGetBooleanvFn;
+ glGetBufferParameterivProc glGetBufferParameterivFn;
+ glGetErrorProc glGetErrorFn;
+ glGetFenceivNVProc glGetFenceivNVFn;
+ glGetFloatvProc glGetFloatvFn;
+ glGetFragDataLocationProc glGetFragDataLocationFn;
+ glGetFramebufferAttachmentParameterivEXTProc
+ glGetFramebufferAttachmentParameterivEXTFn;
+ glGetGraphicsResetStatusARBProc glGetGraphicsResetStatusARBFn;
+ glGetInteger64i_vProc glGetInteger64i_vFn;
+ glGetInteger64vProc glGetInteger64vFn;
+ glGetIntegeri_vProc glGetIntegeri_vFn;
+ glGetIntegervProc glGetIntegervFn;
+ glGetInternalformativProc glGetInternalformativFn;
+ glGetProgramBinaryProc glGetProgramBinaryFn;
+ glGetProgramInfoLogProc glGetProgramInfoLogFn;
+ glGetProgramivProc glGetProgramivFn;
+ glGetQueryivProc glGetQueryivFn;
+ glGetQueryivARBProc glGetQueryivARBFn;
+ glGetQueryObjecti64vProc glGetQueryObjecti64vFn;
+ glGetQueryObjectivProc glGetQueryObjectivFn;
+ glGetQueryObjectivARBProc glGetQueryObjectivARBFn;
+ glGetQueryObjectui64vProc glGetQueryObjectui64vFn;
+ glGetQueryObjectuivProc glGetQueryObjectuivFn;
+ glGetQueryObjectuivARBProc glGetQueryObjectuivARBFn;
+ glGetRenderbufferParameterivEXTProc glGetRenderbufferParameterivEXTFn;
+ glGetSamplerParameterfvProc glGetSamplerParameterfvFn;
+ glGetSamplerParameterivProc glGetSamplerParameterivFn;
+ glGetShaderInfoLogProc glGetShaderInfoLogFn;
+ glGetShaderivProc glGetShaderivFn;
+ glGetShaderPrecisionFormatProc glGetShaderPrecisionFormatFn;
+ glGetShaderSourceProc glGetShaderSourceFn;
+ glGetStringProc glGetStringFn;
+ glGetSyncivProc glGetSyncivFn;
+ glGetTexLevelParameterfvProc glGetTexLevelParameterfvFn;
+ glGetTexLevelParameterivProc glGetTexLevelParameterivFn;
+ glGetTexParameterfvProc glGetTexParameterfvFn;
+ glGetTexParameterivProc glGetTexParameterivFn;
+ glGetTransformFeedbackVaryingProc glGetTransformFeedbackVaryingFn;
+ glGetTranslatedShaderSourceANGLEProc glGetTranslatedShaderSourceANGLEFn;
+ glGetUniformBlockIndexProc glGetUniformBlockIndexFn;
+ glGetUniformfvProc glGetUniformfvFn;
+ glGetUniformIndicesProc glGetUniformIndicesFn;
+ glGetUniformivProc glGetUniformivFn;
+ glGetUniformLocationProc glGetUniformLocationFn;
+ glGetVertexAttribfvProc glGetVertexAttribfvFn;
+ glGetVertexAttribivProc glGetVertexAttribivFn;
+ glGetVertexAttribPointervProc glGetVertexAttribPointervFn;
+ glHintProc glHintFn;
+ glInsertEventMarkerEXTProc glInsertEventMarkerEXTFn;
+ glInvalidateFramebufferProc glInvalidateFramebufferFn;
+ glInvalidateSubFramebufferProc glInvalidateSubFramebufferFn;
+ glIsBufferProc glIsBufferFn;
+ glIsEnabledProc glIsEnabledFn;
+ glIsFenceAPPLEProc glIsFenceAPPLEFn;
+ glIsFenceNVProc glIsFenceNVFn;
+ glIsFramebufferEXTProc glIsFramebufferEXTFn;
+ glIsProgramProc glIsProgramFn;
+ glIsQueryProc glIsQueryFn;
+ glIsQueryARBProc glIsQueryARBFn;
+ glIsRenderbufferEXTProc glIsRenderbufferEXTFn;
+ glIsSamplerProc glIsSamplerFn;
+ glIsShaderProc glIsShaderFn;
+ glIsSyncProc glIsSyncFn;
+ glIsTextureProc glIsTextureFn;
+ glIsTransformFeedbackProc glIsTransformFeedbackFn;
+ glIsVertexArrayOESProc glIsVertexArrayOESFn;
+ glLineWidthProc glLineWidthFn;
+ glLinkProgramProc glLinkProgramFn;
+ glMapBufferProc glMapBufferFn;
+ glMapBufferRangeProc glMapBufferRangeFn;
+ glMatrixLoadfEXTProc glMatrixLoadfEXTFn;
+ glMatrixLoadIdentityEXTProc glMatrixLoadIdentityEXTFn;
+ glPauseTransformFeedbackProc glPauseTransformFeedbackFn;
+ glPixelStoreiProc glPixelStoreiFn;
+ glPointParameteriProc glPointParameteriFn;
+ glPolygonOffsetProc glPolygonOffsetFn;
+ glPopGroupMarkerEXTProc glPopGroupMarkerEXTFn;
+ glProgramBinaryProc glProgramBinaryFn;
+ glProgramParameteriProc glProgramParameteriFn;
+ glPushGroupMarkerEXTProc glPushGroupMarkerEXTFn;
+ glQueryCounterProc glQueryCounterFn;
+ glReadBufferProc glReadBufferFn;
+ glReadPixelsProc glReadPixelsFn;
+ glReleaseShaderCompilerProc glReleaseShaderCompilerFn;
+ glRenderbufferStorageEXTProc glRenderbufferStorageEXTFn;
+ glRenderbufferStorageMultisampleProc glRenderbufferStorageMultisampleFn;
+ glRenderbufferStorageMultisampleANGLEProc
+ glRenderbufferStorageMultisampleANGLEFn;
+ glRenderbufferStorageMultisampleEXTProc glRenderbufferStorageMultisampleEXTFn;
+ glRenderbufferStorageMultisampleIMGProc glRenderbufferStorageMultisampleIMGFn;
+ glResumeTransformFeedbackProc glResumeTransformFeedbackFn;
+ glSampleCoverageProc glSampleCoverageFn;
+ glSamplerParameterfProc glSamplerParameterfFn;
+ glSamplerParameterfvProc glSamplerParameterfvFn;
+ glSamplerParameteriProc glSamplerParameteriFn;
+ glSamplerParameterivProc glSamplerParameterivFn;
+ glScissorProc glScissorFn;
+ glSetFenceAPPLEProc glSetFenceAPPLEFn;
+ glSetFenceNVProc glSetFenceNVFn;
+ glShaderBinaryProc glShaderBinaryFn;
+ glShaderSourceProc glShaderSourceFn;
+ glStencilFuncProc glStencilFuncFn;
+ glStencilFuncSeparateProc glStencilFuncSeparateFn;
+ glStencilMaskProc glStencilMaskFn;
+ glStencilMaskSeparateProc glStencilMaskSeparateFn;
+ glStencilOpProc glStencilOpFn;
+ glStencilOpSeparateProc glStencilOpSeparateFn;
+ glTestFenceAPPLEProc glTestFenceAPPLEFn;
+ glTestFenceNVProc glTestFenceNVFn;
+ glTexImage2DProc glTexImage2DFn;
+ glTexImage3DProc glTexImage3DFn;
+ glTexParameterfProc glTexParameterfFn;
+ glTexParameterfvProc glTexParameterfvFn;
+ glTexParameteriProc glTexParameteriFn;
+ glTexParameterivProc glTexParameterivFn;
+ glTexStorage2DEXTProc glTexStorage2DEXTFn;
+ glTexStorage3DProc glTexStorage3DFn;
+ glTexSubImage2DProc glTexSubImage2DFn;
+ glTransformFeedbackVaryingsProc glTransformFeedbackVaryingsFn;
+ glUniform1fProc glUniform1fFn;
+ glUniform1fvProc glUniform1fvFn;
+ glUniform1iProc glUniform1iFn;
+ glUniform1ivProc glUniform1ivFn;
+ glUniform1uiProc glUniform1uiFn;
+ glUniform1uivProc glUniform1uivFn;
+ glUniform2fProc glUniform2fFn;
+ glUniform2fvProc glUniform2fvFn;
+ glUniform2iProc glUniform2iFn;
+ glUniform2ivProc glUniform2ivFn;
+ glUniform2uiProc glUniform2uiFn;
+ glUniform2uivProc glUniform2uivFn;
+ glUniform3fProc glUniform3fFn;
+ glUniform3fvProc glUniform3fvFn;
+ glUniform3iProc glUniform3iFn;
+ glUniform3ivProc glUniform3ivFn;
+ glUniform3uiProc glUniform3uiFn;
+ glUniform3uivProc glUniform3uivFn;
+ glUniform4fProc glUniform4fFn;
+ glUniform4fvProc glUniform4fvFn;
+ glUniform4iProc glUniform4iFn;
+ glUniform4ivProc glUniform4ivFn;
+ glUniform4uiProc glUniform4uiFn;
+ glUniform4uivProc glUniform4uivFn;
+ glUniformBlockBindingProc glUniformBlockBindingFn;
+ glUniformMatrix2fvProc glUniformMatrix2fvFn;
+ glUniformMatrix2x3fvProc glUniformMatrix2x3fvFn;
+ glUniformMatrix2x4fvProc glUniformMatrix2x4fvFn;
+ glUniformMatrix3fvProc glUniformMatrix3fvFn;
+ glUniformMatrix3x2fvProc glUniformMatrix3x2fvFn;
+ glUniformMatrix3x4fvProc glUniformMatrix3x4fvFn;
+ glUniformMatrix4fvProc glUniformMatrix4fvFn;
+ glUniformMatrix4x2fvProc glUniformMatrix4x2fvFn;
+ glUniformMatrix4x3fvProc glUniformMatrix4x3fvFn;
+ glUnmapBufferProc glUnmapBufferFn;
+ glUseProgramProc glUseProgramFn;
+ glValidateProgramProc glValidateProgramFn;
+ glVertexAttrib1fProc glVertexAttrib1fFn;
+ glVertexAttrib1fvProc glVertexAttrib1fvFn;
+ glVertexAttrib2fProc glVertexAttrib2fFn;
+ glVertexAttrib2fvProc glVertexAttrib2fvFn;
+ glVertexAttrib3fProc glVertexAttrib3fFn;
+ glVertexAttrib3fvProc glVertexAttrib3fvFn;
+ glVertexAttrib4fProc glVertexAttrib4fFn;
+ glVertexAttrib4fvProc glVertexAttrib4fvFn;
+ glVertexAttribDivisorANGLEProc glVertexAttribDivisorANGLEFn;
+ glVertexAttribI4iProc glVertexAttribI4iFn;
+ glVertexAttribI4ivProc glVertexAttribI4ivFn;
+ glVertexAttribI4uiProc glVertexAttribI4uiFn;
+ glVertexAttribI4uivProc glVertexAttribI4uivFn;
+ glVertexAttribIPointerProc glVertexAttribIPointerFn;
+ glVertexAttribPointerProc glVertexAttribPointerFn;
+ glViewportProc glViewportFn;
+ glWaitSyncProc glWaitSyncFn;
+};
+
+class GL_EXPORT GLApi {
+ public:
+ GLApi();
+ virtual ~GLApi();
+
+ virtual void glActiveTextureFn(GLenum texture) = 0;
+ virtual void glAttachShaderFn(GLuint program, GLuint shader) = 0;
+ virtual void glBeginQueryFn(GLenum target, GLuint id) = 0;
+ virtual void glBeginQueryARBFn(GLenum target, GLuint id) = 0;
+ virtual void glBeginTransformFeedbackFn(GLenum primitiveMode) = 0;
+ virtual void glBindAttribLocationFn(GLuint program,
+ GLuint index,
+ const char* name) = 0;
+ virtual void glBindBufferFn(GLenum target, GLuint buffer) = 0;
+ virtual void glBindBufferBaseFn(GLenum target,
+ GLuint index,
+ GLuint buffer) = 0;
+ virtual void glBindBufferRangeFn(GLenum target,
+ GLuint index,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size) = 0;
+ virtual void glBindFragDataLocationFn(GLuint program,
+ GLuint colorNumber,
+ const char* name) = 0;
+ virtual void glBindFragDataLocationIndexedFn(GLuint program,
+ GLuint colorNumber,
+ GLuint index,
+ const char* name) = 0;
+ virtual void glBindFramebufferEXTFn(GLenum target, GLuint framebuffer) = 0;
+ virtual void glBindRenderbufferEXTFn(GLenum target, GLuint renderbuffer) = 0;
+ virtual void glBindSamplerFn(GLuint unit, GLuint sampler) = 0;
+ virtual void glBindTextureFn(GLenum target, GLuint texture) = 0;
+ virtual void glBindTransformFeedbackFn(GLenum target, GLuint id) = 0;
+ virtual void glBindVertexArrayOESFn(GLuint array) = 0;
+ virtual void glBlendBarrierKHRFn(void) = 0;
+ virtual void glBlendColorFn(GLclampf red,
+ GLclampf green,
+ GLclampf blue,
+ GLclampf alpha) = 0;
+ virtual void glBlendEquationFn(GLenum mode) = 0;
+ virtual void glBlendEquationSeparateFn(GLenum modeRGB, GLenum modeAlpha) = 0;
+ virtual void glBlendFuncFn(GLenum sfactor, GLenum dfactor) = 0;
+ virtual void glBlendFuncSeparateFn(GLenum srcRGB,
+ GLenum dstRGB,
+ GLenum srcAlpha,
+ GLenum dstAlpha) = 0;
+ virtual void glBlitFramebufferFn(GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter) = 0;
+ virtual void glBlitFramebufferANGLEFn(GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter) = 0;
+ virtual void glBlitFramebufferEXTFn(GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter) = 0;
+ virtual void glBufferDataFn(GLenum target,
+ GLsizeiptr size,
+ const void* data,
+ GLenum usage) = 0;
+ virtual void glBufferSubDataFn(GLenum target,
+ GLintptr offset,
+ GLsizeiptr size,
+ const void* data) = 0;
+ virtual GLenum glCheckFramebufferStatusEXTFn(GLenum target) = 0;
+ virtual void glClearFn(GLbitfield mask) = 0;
+ virtual void glClearBufferfiFn(GLenum buffer,
+ GLint drawbuffer,
+ const GLfloat depth,
+ GLint stencil) = 0;
+ virtual void glClearBufferfvFn(GLenum buffer,
+ GLint drawbuffer,
+ const GLfloat* value) = 0;
+ virtual void glClearBufferivFn(GLenum buffer,
+ GLint drawbuffer,
+ const GLint* value) = 0;
+ virtual void glClearBufferuivFn(GLenum buffer,
+ GLint drawbuffer,
+ const GLuint* value) = 0;
+ virtual void glClearColorFn(GLclampf red,
+ GLclampf green,
+ GLclampf blue,
+ GLclampf alpha) = 0;
+ virtual void glClearDepthFn(GLclampd depth) = 0;
+ virtual void glClearDepthfFn(GLclampf depth) = 0;
+ virtual void glClearStencilFn(GLint s) = 0;
+ virtual GLenum glClientWaitSyncFn(GLsync sync,
+ GLbitfield flags,
+ GLuint64 timeout) = 0;
+ virtual void glColorMaskFn(GLboolean red,
+ GLboolean green,
+ GLboolean blue,
+ GLboolean alpha) = 0;
+ virtual void glCompileShaderFn(GLuint shader) = 0;
+ virtual void glCompressedTexImage2DFn(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLsizei imageSize,
+ const void* data) = 0;
+ virtual void glCompressedTexImage3DFn(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLsizei imageSize,
+ const void* data) = 0;
+ virtual void glCompressedTexSubImage2DFn(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLsizei imageSize,
+ const void* data) = 0;
+ virtual void glCopyBufferSubDataFn(GLenum readTarget,
+ GLenum writeTarget,
+ GLintptr readOffset,
+ GLintptr writeOffset,
+ GLsizeiptr size) = 0;
+ virtual void glCopyTexImage2DFn(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLint border) = 0;
+ virtual void glCopyTexSubImage2DFn(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height) = 0;
+ virtual void glCopyTexSubImage3DFn(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height) = 0;
+ virtual GLuint glCreateProgramFn(void) = 0;
+ virtual GLuint glCreateShaderFn(GLenum type) = 0;
+ virtual void glCullFaceFn(GLenum mode) = 0;
+ virtual void glDeleteBuffersARBFn(GLsizei n, const GLuint* buffers) = 0;
+ virtual void glDeleteFencesAPPLEFn(GLsizei n, const GLuint* fences) = 0;
+ virtual void glDeleteFencesNVFn(GLsizei n, const GLuint* fences) = 0;
+ virtual void glDeleteFramebuffersEXTFn(GLsizei n,
+ const GLuint* framebuffers) = 0;
+ virtual void glDeleteProgramFn(GLuint program) = 0;
+ virtual void glDeleteQueriesFn(GLsizei n, const GLuint* ids) = 0;
+ virtual void glDeleteQueriesARBFn(GLsizei n, const GLuint* ids) = 0;
+ virtual void glDeleteRenderbuffersEXTFn(GLsizei n,
+ const GLuint* renderbuffers) = 0;
+ virtual void glDeleteSamplersFn(GLsizei n, const GLuint* samplers) = 0;
+ virtual void glDeleteShaderFn(GLuint shader) = 0;
+ virtual void glDeleteSyncFn(GLsync sync) = 0;
+ virtual void glDeleteTexturesFn(GLsizei n, const GLuint* textures) = 0;
+ virtual void glDeleteTransformFeedbacksFn(GLsizei n, const GLuint* ids) = 0;
+ virtual void glDeleteVertexArraysOESFn(GLsizei n, const GLuint* arrays) = 0;
+ virtual void glDepthFuncFn(GLenum func) = 0;
+ virtual void glDepthMaskFn(GLboolean flag) = 0;
+ virtual void glDepthRangeFn(GLclampd zNear, GLclampd zFar) = 0;
+ virtual void glDepthRangefFn(GLclampf zNear, GLclampf zFar) = 0;
+ virtual void glDetachShaderFn(GLuint program, GLuint shader) = 0;
+ virtual void glDisableFn(GLenum cap) = 0;
+ virtual void glDisableVertexAttribArrayFn(GLuint index) = 0;
+ virtual void glDiscardFramebufferEXTFn(GLenum target,
+ GLsizei numAttachments,
+ const GLenum* attachments) = 0;
+ virtual void glDrawArraysFn(GLenum mode, GLint first, GLsizei count) = 0;
+ virtual void glDrawArraysInstancedANGLEFn(GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei primcount) = 0;
+ virtual void glDrawBufferFn(GLenum mode) = 0;
+ virtual void glDrawBuffersARBFn(GLsizei n, const GLenum* bufs) = 0;
+ virtual void glDrawElementsFn(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void* indices) = 0;
+ virtual void glDrawElementsInstancedANGLEFn(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void* indices,
+ GLsizei primcount) = 0;
+ virtual void glDrawRangeElementsFn(GLenum mode,
+ GLuint start,
+ GLuint end,
+ GLsizei count,
+ GLenum type,
+ const void* indices) = 0;
+ virtual void glEGLImageTargetRenderbufferStorageOESFn(
+ GLenum target,
+ GLeglImageOES image) = 0;
+ virtual void glEGLImageTargetTexture2DOESFn(GLenum target,
+ GLeglImageOES image) = 0;
+ virtual void glEnableFn(GLenum cap) = 0;
+ virtual void glEnableVertexAttribArrayFn(GLuint index) = 0;
+ virtual void glEndQueryFn(GLenum target) = 0;
+ virtual void glEndQueryARBFn(GLenum target) = 0;
+ virtual void glEndTransformFeedbackFn(void) = 0;
+ virtual GLsync glFenceSyncFn(GLenum condition, GLbitfield flags) = 0;
+ virtual void glFinishFn(void) = 0;
+ virtual void glFinishFenceAPPLEFn(GLuint fence) = 0;
+ virtual void glFinishFenceNVFn(GLuint fence) = 0;
+ virtual void glFlushFn(void) = 0;
+ virtual void glFlushMappedBufferRangeFn(GLenum target,
+ GLintptr offset,
+ GLsizeiptr length) = 0;
+ virtual void glFramebufferRenderbufferEXTFn(GLenum target,
+ GLenum attachment,
+ GLenum renderbuffertarget,
+ GLuint renderbuffer) = 0;
+ virtual void glFramebufferTexture2DEXTFn(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level) = 0;
+ virtual void glFramebufferTexture2DMultisampleEXTFn(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level,
+ GLsizei samples) = 0;
+ virtual void glFramebufferTexture2DMultisampleIMGFn(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level,
+ GLsizei samples) = 0;
+ virtual void glFramebufferTextureLayerFn(GLenum target,
+ GLenum attachment,
+ GLuint texture,
+ GLint level,
+ GLint layer) = 0;
+ virtual void glFrontFaceFn(GLenum mode) = 0;
+ virtual void glGenBuffersARBFn(GLsizei n, GLuint* buffers) = 0;
+ virtual void glGenerateMipmapEXTFn(GLenum target) = 0;
+ virtual void glGenFencesAPPLEFn(GLsizei n, GLuint* fences) = 0;
+ virtual void glGenFencesNVFn(GLsizei n, GLuint* fences) = 0;
+ virtual void glGenFramebuffersEXTFn(GLsizei n, GLuint* framebuffers) = 0;
+ virtual void glGenQueriesFn(GLsizei n, GLuint* ids) = 0;
+ virtual void glGenQueriesARBFn(GLsizei n, GLuint* ids) = 0;
+ virtual void glGenRenderbuffersEXTFn(GLsizei n, GLuint* renderbuffers) = 0;
+ virtual void glGenSamplersFn(GLsizei n, GLuint* samplers) = 0;
+ virtual void glGenTexturesFn(GLsizei n, GLuint* textures) = 0;
+ virtual void glGenTransformFeedbacksFn(GLsizei n, GLuint* ids) = 0;
+ virtual void glGenVertexArraysOESFn(GLsizei n, GLuint* arrays) = 0;
+ virtual void glGetActiveAttribFn(GLuint program,
+ GLuint index,
+ GLsizei bufsize,
+ GLsizei* length,
+ GLint* size,
+ GLenum* type,
+ char* name) = 0;
+ virtual void glGetActiveUniformFn(GLuint program,
+ GLuint index,
+ GLsizei bufsize,
+ GLsizei* length,
+ GLint* size,
+ GLenum* type,
+ char* name) = 0;
+ virtual void glGetActiveUniformBlockivFn(GLuint program,
+ GLuint uniformBlockIndex,
+ GLenum pname,
+ GLint* params) = 0;
+ virtual void glGetActiveUniformBlockNameFn(GLuint program,
+ GLuint uniformBlockIndex,
+ GLsizei bufSize,
+ GLsizei* length,
+ char* uniformBlockName) = 0;
+ virtual void glGetActiveUniformsivFn(GLuint program,
+ GLsizei uniformCount,
+ const GLuint* uniformIndices,
+ GLenum pname,
+ GLint* params) = 0;
+ virtual void glGetAttachedShadersFn(GLuint program,
+ GLsizei maxcount,
+ GLsizei* count,
+ GLuint* shaders) = 0;
+ virtual GLint glGetAttribLocationFn(GLuint program, const char* name) = 0;
+ virtual void glGetBooleanvFn(GLenum pname, GLboolean* params) = 0;
+ virtual void glGetBufferParameterivFn(GLenum target,
+ GLenum pname,
+ GLint* params) = 0;
+ virtual GLenum glGetErrorFn(void) = 0;
+ virtual void glGetFenceivNVFn(GLuint fence, GLenum pname, GLint* params) = 0;
+ virtual void glGetFloatvFn(GLenum pname, GLfloat* params) = 0;
+ virtual GLint glGetFragDataLocationFn(GLuint program, const char* name) = 0;
+ virtual void glGetFramebufferAttachmentParameterivEXTFn(GLenum target,
+ GLenum attachment,
+ GLenum pname,
+ GLint* params) = 0;
+ virtual GLenum glGetGraphicsResetStatusARBFn(void) = 0;
+ virtual void glGetInteger64i_vFn(GLenum target,
+ GLuint index,
+ GLint64* data) = 0;
+ virtual void glGetInteger64vFn(GLenum pname, GLint64* params) = 0;
+ virtual void glGetIntegeri_vFn(GLenum target, GLuint index, GLint* data) = 0;
+ virtual void glGetIntegervFn(GLenum pname, GLint* params) = 0;
+ virtual void glGetInternalformativFn(GLenum target,
+ GLenum internalformat,
+ GLenum pname,
+ GLsizei bufSize,
+ GLint* params) = 0;
+ virtual void glGetProgramBinaryFn(GLuint program,
+ GLsizei bufSize,
+ GLsizei* length,
+ GLenum* binaryFormat,
+ GLvoid* binary) = 0;
+ virtual void glGetProgramInfoLogFn(GLuint program,
+ GLsizei bufsize,
+ GLsizei* length,
+ char* infolog) = 0;
+ virtual void glGetProgramivFn(GLuint program,
+ GLenum pname,
+ GLint* params) = 0;
+ virtual void glGetQueryivFn(GLenum target, GLenum pname, GLint* params) = 0;
+ virtual void glGetQueryivARBFn(GLenum target,
+ GLenum pname,
+ GLint* params) = 0;
+ virtual void glGetQueryObjecti64vFn(GLuint id,
+ GLenum pname,
+ GLint64* params) = 0;
+ virtual void glGetQueryObjectivFn(GLuint id, GLenum pname, GLint* params) = 0;
+ virtual void glGetQueryObjectivARBFn(GLuint id,
+ GLenum pname,
+ GLint* params) = 0;
+ virtual void glGetQueryObjectui64vFn(GLuint id,
+ GLenum pname,
+ GLuint64* params) = 0;
+ virtual void glGetQueryObjectuivFn(GLuint id,
+ GLenum pname,
+ GLuint* params) = 0;
+ virtual void glGetQueryObjectuivARBFn(GLuint id,
+ GLenum pname,
+ GLuint* params) = 0;
+ virtual void glGetRenderbufferParameterivEXTFn(GLenum target,
+ GLenum pname,
+ GLint* params) = 0;
+ virtual void glGetSamplerParameterfvFn(GLuint sampler,
+ GLenum pname,
+ GLfloat* params) = 0;
+ virtual void glGetSamplerParameterivFn(GLuint sampler,
+ GLenum pname,
+ GLint* params) = 0;
+ virtual void glGetShaderInfoLogFn(GLuint shader,
+ GLsizei bufsize,
+ GLsizei* length,
+ char* infolog) = 0;
+ virtual void glGetShaderivFn(GLuint shader, GLenum pname, GLint* params) = 0;
+ virtual void glGetShaderPrecisionFormatFn(GLenum shadertype,
+ GLenum precisiontype,
+ GLint* range,
+ GLint* precision) = 0;
+ virtual void glGetShaderSourceFn(GLuint shader,
+ GLsizei bufsize,
+ GLsizei* length,
+ char* source) = 0;
+ virtual const GLubyte* glGetStringFn(GLenum name) = 0;
+ virtual void glGetSyncivFn(GLsync sync,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei* length,
+ GLint* values) = 0;
+ virtual void glGetTexLevelParameterfvFn(GLenum target,
+ GLint level,
+ GLenum pname,
+ GLfloat* params) = 0;
+ virtual void glGetTexLevelParameterivFn(GLenum target,
+ GLint level,
+ GLenum pname,
+ GLint* params) = 0;
+ virtual void glGetTexParameterfvFn(GLenum target,
+ GLenum pname,
+ GLfloat* params) = 0;
+ virtual void glGetTexParameterivFn(GLenum target,
+ GLenum pname,
+ GLint* params) = 0;
+ virtual void glGetTransformFeedbackVaryingFn(GLuint program,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei* length,
+ GLenum* type,
+ char* name) = 0;
+ virtual void glGetTranslatedShaderSourceANGLEFn(GLuint shader,
+ GLsizei bufsize,
+ GLsizei* length,
+ char* source) = 0;
+ virtual GLuint glGetUniformBlockIndexFn(GLuint program,
+ const char* uniformBlockName) = 0;
+ virtual void glGetUniformfvFn(GLuint program,
+ GLint location,
+ GLfloat* params) = 0;
+ virtual void glGetUniformIndicesFn(GLuint program,
+ GLsizei uniformCount,
+ const char* const* uniformNames,
+ GLuint* uniformIndices) = 0;
+ virtual void glGetUniformivFn(GLuint program,
+ GLint location,
+ GLint* params) = 0;
+ virtual GLint glGetUniformLocationFn(GLuint program, const char* name) = 0;
+ virtual void glGetVertexAttribfvFn(GLuint index,
+ GLenum pname,
+ GLfloat* params) = 0;
+ virtual void glGetVertexAttribivFn(GLuint index,
+ GLenum pname,
+ GLint* params) = 0;
+ virtual void glGetVertexAttribPointervFn(GLuint index,
+ GLenum pname,
+ void** pointer) = 0;
+ virtual void glHintFn(GLenum target, GLenum mode) = 0;
+ virtual void glInsertEventMarkerEXTFn(GLsizei length, const char* marker) = 0;
+ virtual void glInvalidateFramebufferFn(GLenum target,
+ GLsizei numAttachments,
+ const GLenum* attachments) = 0;
+ virtual void glInvalidateSubFramebufferFn(GLenum target,
+ GLsizei numAttachments,
+ const GLenum* attachments,
+ GLint x,
+ GLint y,
+ GLint width,
+ GLint height) = 0;
+ virtual GLboolean glIsBufferFn(GLuint buffer) = 0;
+ virtual GLboolean glIsEnabledFn(GLenum cap) = 0;
+ virtual GLboolean glIsFenceAPPLEFn(GLuint fence) = 0;
+ virtual GLboolean glIsFenceNVFn(GLuint fence) = 0;
+ virtual GLboolean glIsFramebufferEXTFn(GLuint framebuffer) = 0;
+ virtual GLboolean glIsProgramFn(GLuint program) = 0;
+ virtual GLboolean glIsQueryFn(GLuint query) = 0;
+ virtual GLboolean glIsQueryARBFn(GLuint query) = 0;
+ virtual GLboolean glIsRenderbufferEXTFn(GLuint renderbuffer) = 0;
+ virtual GLboolean glIsSamplerFn(GLuint sampler) = 0;
+ virtual GLboolean glIsShaderFn(GLuint shader) = 0;
+ virtual GLboolean glIsSyncFn(GLsync sync) = 0;
+ virtual GLboolean glIsTextureFn(GLuint texture) = 0;
+ virtual GLboolean glIsTransformFeedbackFn(GLuint id) = 0;
+ virtual GLboolean glIsVertexArrayOESFn(GLuint array) = 0;
+ virtual void glLineWidthFn(GLfloat width) = 0;
+ virtual void glLinkProgramFn(GLuint program) = 0;
+ virtual void* glMapBufferFn(GLenum target, GLenum access) = 0;
+ virtual void* glMapBufferRangeFn(GLenum target,
+ GLintptr offset,
+ GLsizeiptr length,
+ GLbitfield access) = 0;
+ virtual void glMatrixLoadfEXTFn(GLenum matrixMode, const GLfloat* m) = 0;
+ virtual void glMatrixLoadIdentityEXTFn(GLenum matrixMode) = 0;
+ virtual void glPauseTransformFeedbackFn(void) = 0;
+ virtual void glPixelStoreiFn(GLenum pname, GLint param) = 0;
+ virtual void glPointParameteriFn(GLenum pname, GLint param) = 0;
+ virtual void glPolygonOffsetFn(GLfloat factor, GLfloat units) = 0;
+ virtual void glPopGroupMarkerEXTFn(void) = 0;
+ virtual void glProgramBinaryFn(GLuint program,
+ GLenum binaryFormat,
+ const GLvoid* binary,
+ GLsizei length) = 0;
+ virtual void glProgramParameteriFn(GLuint program,
+ GLenum pname,
+ GLint value) = 0;
+ virtual void glPushGroupMarkerEXTFn(GLsizei length, const char* marker) = 0;
+ virtual void glQueryCounterFn(GLuint id, GLenum target) = 0;
+ virtual void glReadBufferFn(GLenum src) = 0;
+ virtual void glReadPixelsFn(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ void* pixels) = 0;
+ virtual void glReleaseShaderCompilerFn(void) = 0;
+ virtual void glRenderbufferStorageEXTFn(GLenum target,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height) = 0;
+ virtual void glRenderbufferStorageMultisampleFn(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height) = 0;
+ virtual void glRenderbufferStorageMultisampleANGLEFn(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height) = 0;
+ virtual void glRenderbufferStorageMultisampleEXTFn(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height) = 0;
+ virtual void glRenderbufferStorageMultisampleIMGFn(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height) = 0;
+ virtual void glResumeTransformFeedbackFn(void) = 0;
+ virtual void glSampleCoverageFn(GLclampf value, GLboolean invert) = 0;
+ virtual void glSamplerParameterfFn(GLuint sampler,
+ GLenum pname,
+ GLfloat param) = 0;
+ virtual void glSamplerParameterfvFn(GLuint sampler,
+ GLenum pname,
+ const GLfloat* params) = 0;
+ virtual void glSamplerParameteriFn(GLuint sampler,
+ GLenum pname,
+ GLint param) = 0;
+ virtual void glSamplerParameterivFn(GLuint sampler,
+ GLenum pname,
+ const GLint* params) = 0;
+ virtual void glScissorFn(GLint x, GLint y, GLsizei width, GLsizei height) = 0;
+ virtual void glSetFenceAPPLEFn(GLuint fence) = 0;
+ virtual void glSetFenceNVFn(GLuint fence, GLenum condition) = 0;
+ virtual void glShaderBinaryFn(GLsizei n,
+ const GLuint* shaders,
+ GLenum binaryformat,
+ const void* binary,
+ GLsizei length) = 0;
+ virtual void glShaderSourceFn(GLuint shader,
+ GLsizei count,
+ const char* const* str,
+ const GLint* length) = 0;
+ virtual void glStencilFuncFn(GLenum func, GLint ref, GLuint mask) = 0;
+ virtual void glStencilFuncSeparateFn(GLenum face,
+ GLenum func,
+ GLint ref,
+ GLuint mask) = 0;
+ virtual void glStencilMaskFn(GLuint mask) = 0;
+ virtual void glStencilMaskSeparateFn(GLenum face, GLuint mask) = 0;
+ virtual void glStencilOpFn(GLenum fail, GLenum zfail, GLenum zpass) = 0;
+ virtual void glStencilOpSeparateFn(GLenum face,
+ GLenum fail,
+ GLenum zfail,
+ GLenum zpass) = 0;
+ virtual GLboolean glTestFenceAPPLEFn(GLuint fence) = 0;
+ virtual GLboolean glTestFenceNVFn(GLuint fence) = 0;
+ virtual void glTexImage2DFn(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void* pixels) = 0;
+ virtual void glTexImage3DFn(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void* pixels) = 0;
+ virtual void glTexParameterfFn(GLenum target,
+ GLenum pname,
+ GLfloat param) = 0;
+ virtual void glTexParameterfvFn(GLenum target,
+ GLenum pname,
+ const GLfloat* params) = 0;
+ virtual void glTexParameteriFn(GLenum target, GLenum pname, GLint param) = 0;
+ virtual void glTexParameterivFn(GLenum target,
+ GLenum pname,
+ const GLint* params) = 0;
+ virtual void glTexStorage2DEXTFn(GLenum target,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height) = 0;
+ virtual void glTexStorage3DFn(GLenum target,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth) = 0;
+ virtual void glTexSubImage2DFn(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ const void* pixels) = 0;
+ virtual void glTransformFeedbackVaryingsFn(GLuint program,
+ GLsizei count,
+ const char* const* varyings,
+ GLenum bufferMode) = 0;
+ virtual void glUniform1fFn(GLint location, GLfloat x) = 0;
+ virtual void glUniform1fvFn(GLint location,
+ GLsizei count,
+ const GLfloat* v) = 0;
+ virtual void glUniform1iFn(GLint location, GLint x) = 0;
+ virtual void glUniform1ivFn(GLint location,
+ GLsizei count,
+ const GLint* v) = 0;
+ virtual void glUniform1uiFn(GLint location, GLuint v0) = 0;
+ virtual void glUniform1uivFn(GLint location,
+ GLsizei count,
+ const GLuint* v) = 0;
+ virtual void glUniform2fFn(GLint location, GLfloat x, GLfloat y) = 0;
+ virtual void glUniform2fvFn(GLint location,
+ GLsizei count,
+ const GLfloat* v) = 0;
+ virtual void glUniform2iFn(GLint location, GLint x, GLint y) = 0;
+ virtual void glUniform2ivFn(GLint location,
+ GLsizei count,
+ const GLint* v) = 0;
+ virtual void glUniform2uiFn(GLint location, GLuint v0, GLuint v1) = 0;
+ virtual void glUniform2uivFn(GLint location,
+ GLsizei count,
+ const GLuint* v) = 0;
+ virtual void glUniform3fFn(GLint location,
+ GLfloat x,
+ GLfloat y,
+ GLfloat z) = 0;
+ virtual void glUniform3fvFn(GLint location,
+ GLsizei count,
+ const GLfloat* v) = 0;
+ virtual void glUniform3iFn(GLint location, GLint x, GLint y, GLint z) = 0;
+ virtual void glUniform3ivFn(GLint location,
+ GLsizei count,
+ const GLint* v) = 0;
+ virtual void glUniform3uiFn(GLint location,
+ GLuint v0,
+ GLuint v1,
+ GLuint v2) = 0;
+ virtual void glUniform3uivFn(GLint location,
+ GLsizei count,
+ const GLuint* v) = 0;
+ virtual void glUniform4fFn(GLint location,
+ GLfloat x,
+ GLfloat y,
+ GLfloat z,
+ GLfloat w) = 0;
+ virtual void glUniform4fvFn(GLint location,
+ GLsizei count,
+ const GLfloat* v) = 0;
+ virtual void glUniform4iFn(GLint location,
+ GLint x,
+ GLint y,
+ GLint z,
+ GLint w) = 0;
+ virtual void glUniform4ivFn(GLint location,
+ GLsizei count,
+ const GLint* v) = 0;
+ virtual void glUniform4uiFn(GLint location,
+ GLuint v0,
+ GLuint v1,
+ GLuint v2,
+ GLuint v3) = 0;
+ virtual void glUniform4uivFn(GLint location,
+ GLsizei count,
+ const GLuint* v) = 0;
+ virtual void glUniformBlockBindingFn(GLuint program,
+ GLuint uniformBlockIndex,
+ GLuint uniformBlockBinding) = 0;
+ virtual void glUniformMatrix2fvFn(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) = 0;
+ virtual void glUniformMatrix2x3fvFn(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) = 0;
+ virtual void glUniformMatrix2x4fvFn(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) = 0;
+ virtual void glUniformMatrix3fvFn(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) = 0;
+ virtual void glUniformMatrix3x2fvFn(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) = 0;
+ virtual void glUniformMatrix3x4fvFn(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) = 0;
+ virtual void glUniformMatrix4fvFn(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) = 0;
+ virtual void glUniformMatrix4x2fvFn(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) = 0;
+ virtual void glUniformMatrix4x3fvFn(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) = 0;
+ virtual GLboolean glUnmapBufferFn(GLenum target) = 0;
+ virtual void glUseProgramFn(GLuint program) = 0;
+ virtual void glValidateProgramFn(GLuint program) = 0;
+ virtual void glVertexAttrib1fFn(GLuint indx, GLfloat x) = 0;
+ virtual void glVertexAttrib1fvFn(GLuint indx, const GLfloat* values) = 0;
+ virtual void glVertexAttrib2fFn(GLuint indx, GLfloat x, GLfloat y) = 0;
+ virtual void glVertexAttrib2fvFn(GLuint indx, const GLfloat* values) = 0;
+ virtual void glVertexAttrib3fFn(GLuint indx,
+ GLfloat x,
+ GLfloat y,
+ GLfloat z) = 0;
+ virtual void glVertexAttrib3fvFn(GLuint indx, const GLfloat* values) = 0;
+ virtual void glVertexAttrib4fFn(GLuint indx,
+ GLfloat x,
+ GLfloat y,
+ GLfloat z,
+ GLfloat w) = 0;
+ virtual void glVertexAttrib4fvFn(GLuint indx, const GLfloat* values) = 0;
+ virtual void glVertexAttribDivisorANGLEFn(GLuint index, GLuint divisor) = 0;
+ virtual void glVertexAttribI4iFn(GLuint indx,
+ GLint x,
+ GLint y,
+ GLint z,
+ GLint w) = 0;
+ virtual void glVertexAttribI4ivFn(GLuint indx, const GLint* values) = 0;
+ virtual void glVertexAttribI4uiFn(GLuint indx,
+ GLuint x,
+ GLuint y,
+ GLuint z,
+ GLuint w) = 0;
+ virtual void glVertexAttribI4uivFn(GLuint indx, const GLuint* values) = 0;
+ virtual void glVertexAttribIPointerFn(GLuint indx,
+ GLint size,
+ GLenum type,
+ GLsizei stride,
+ const void* ptr) = 0;
+ virtual void glVertexAttribPointerFn(GLuint indx,
+ GLint size,
+ GLenum type,
+ GLboolean normalized,
+ GLsizei stride,
+ const void* ptr) = 0;
+ virtual void glViewportFn(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height) = 0;
+ virtual GLenum glWaitSyncFn(GLsync sync,
+ GLbitfield flags,
+ GLuint64 timeout) = 0;
+};
+
+} // namespace gfx
+
+#define glActiveTexture ::gfx::g_current_gl_context->glActiveTextureFn
+#define glAttachShader ::gfx::g_current_gl_context->glAttachShaderFn
+#define glBeginQuery ::gfx::g_current_gl_context->glBeginQueryFn
+#define glBeginQueryARB ::gfx::g_current_gl_context->glBeginQueryARBFn
+#define glBeginTransformFeedback \
+ ::gfx::g_current_gl_context->glBeginTransformFeedbackFn
+#define glBindAttribLocation ::gfx::g_current_gl_context->glBindAttribLocationFn
+#define glBindBuffer ::gfx::g_current_gl_context->glBindBufferFn
+#define glBindBufferBase ::gfx::g_current_gl_context->glBindBufferBaseFn
+#define glBindBufferRange ::gfx::g_current_gl_context->glBindBufferRangeFn
+#define glBindFragDataLocation \
+ ::gfx::g_current_gl_context->glBindFragDataLocationFn
+#define glBindFragDataLocationIndexed \
+ ::gfx::g_current_gl_context->glBindFragDataLocationIndexedFn
+#define glBindFramebufferEXT ::gfx::g_current_gl_context->glBindFramebufferEXTFn
+#define glBindRenderbufferEXT \
+ ::gfx::g_current_gl_context->glBindRenderbufferEXTFn
+#define glBindSampler ::gfx::g_current_gl_context->glBindSamplerFn
+#define glBindTexture ::gfx::g_current_gl_context->glBindTextureFn
+#define glBindTransformFeedback \
+ ::gfx::g_current_gl_context->glBindTransformFeedbackFn
+#define glBindVertexArrayOES ::gfx::g_current_gl_context->glBindVertexArrayOESFn
+#define glBlendBarrierKHR ::gfx::g_current_gl_context->glBlendBarrierKHRFn
+#define glBlendColor ::gfx::g_current_gl_context->glBlendColorFn
+#define glBlendEquation ::gfx::g_current_gl_context->glBlendEquationFn
+#define glBlendEquationSeparate \
+ ::gfx::g_current_gl_context->glBlendEquationSeparateFn
+#define glBlendFunc ::gfx::g_current_gl_context->glBlendFuncFn
+#define glBlendFuncSeparate ::gfx::g_current_gl_context->glBlendFuncSeparateFn
+#define glBlitFramebuffer ::gfx::g_current_gl_context->glBlitFramebufferFn
+#define glBlitFramebufferANGLE \
+ ::gfx::g_current_gl_context->glBlitFramebufferANGLEFn
+#define glBlitFramebufferEXT ::gfx::g_current_gl_context->glBlitFramebufferEXTFn
+#define glBufferData ::gfx::g_current_gl_context->glBufferDataFn
+#define glBufferSubData ::gfx::g_current_gl_context->glBufferSubDataFn
+#define glCheckFramebufferStatusEXT \
+ ::gfx::g_current_gl_context->glCheckFramebufferStatusEXTFn
+#define glClear ::gfx::g_current_gl_context->glClearFn
+#define glClearBufferfi ::gfx::g_current_gl_context->glClearBufferfiFn
+#define glClearBufferfv ::gfx::g_current_gl_context->glClearBufferfvFn
+#define glClearBufferiv ::gfx::g_current_gl_context->glClearBufferivFn
+#define glClearBufferuiv ::gfx::g_current_gl_context->glClearBufferuivFn
+#define glClearColor ::gfx::g_current_gl_context->glClearColorFn
+#define glClearDepth ::gfx::g_current_gl_context->glClearDepthFn
+#define glClearDepthf ::gfx::g_current_gl_context->glClearDepthfFn
+#define glClearStencil ::gfx::g_current_gl_context->glClearStencilFn
+#define glClientWaitSync ::gfx::g_current_gl_context->glClientWaitSyncFn
+#define glColorMask ::gfx::g_current_gl_context->glColorMaskFn
+#define glCompileShader ::gfx::g_current_gl_context->glCompileShaderFn
+#define glCompressedTexImage2D \
+ ::gfx::g_current_gl_context->glCompressedTexImage2DFn
+#define glCompressedTexImage3D \
+ ::gfx::g_current_gl_context->glCompressedTexImage3DFn
+#define glCompressedTexSubImage2D \
+ ::gfx::g_current_gl_context->glCompressedTexSubImage2DFn
+#define glCopyBufferSubData ::gfx::g_current_gl_context->glCopyBufferSubDataFn
+#define glCopyTexImage2D ::gfx::g_current_gl_context->glCopyTexImage2DFn
+#define glCopyTexSubImage2D ::gfx::g_current_gl_context->glCopyTexSubImage2DFn
+#define glCopyTexSubImage3D ::gfx::g_current_gl_context->glCopyTexSubImage3DFn
+#define glCreateProgram ::gfx::g_current_gl_context->glCreateProgramFn
+#define glCreateShader ::gfx::g_current_gl_context->glCreateShaderFn
+#define glCullFace ::gfx::g_current_gl_context->glCullFaceFn
+#define glDeleteBuffersARB ::gfx::g_current_gl_context->glDeleteBuffersARBFn
+#define glDeleteFencesAPPLE ::gfx::g_current_gl_context->glDeleteFencesAPPLEFn
+#define glDeleteFencesNV ::gfx::g_current_gl_context->glDeleteFencesNVFn
+#define glDeleteFramebuffersEXT \
+ ::gfx::g_current_gl_context->glDeleteFramebuffersEXTFn
+#define glDeleteProgram ::gfx::g_current_gl_context->glDeleteProgramFn
+#define glDeleteQueries ::gfx::g_current_gl_context->glDeleteQueriesFn
+#define glDeleteQueriesARB ::gfx::g_current_gl_context->glDeleteQueriesARBFn
+#define glDeleteRenderbuffersEXT \
+ ::gfx::g_current_gl_context->glDeleteRenderbuffersEXTFn
+#define glDeleteSamplers ::gfx::g_current_gl_context->glDeleteSamplersFn
+#define glDeleteShader ::gfx::g_current_gl_context->glDeleteShaderFn
+#define glDeleteSync ::gfx::g_current_gl_context->glDeleteSyncFn
+#define glDeleteTextures ::gfx::g_current_gl_context->glDeleteTexturesFn
+#define glDeleteTransformFeedbacks \
+ ::gfx::g_current_gl_context->glDeleteTransformFeedbacksFn
+#define glDeleteVertexArraysOES \
+ ::gfx::g_current_gl_context->glDeleteVertexArraysOESFn
+#define glDepthFunc ::gfx::g_current_gl_context->glDepthFuncFn
+#define glDepthMask ::gfx::g_current_gl_context->glDepthMaskFn
+#define glDepthRange ::gfx::g_current_gl_context->glDepthRangeFn
+#define glDepthRangef ::gfx::g_current_gl_context->glDepthRangefFn
+#define glDetachShader ::gfx::g_current_gl_context->glDetachShaderFn
+#define glDisable ::gfx::g_current_gl_context->glDisableFn
+#define glDisableVertexAttribArray \
+ ::gfx::g_current_gl_context->glDisableVertexAttribArrayFn
+#define glDiscardFramebufferEXT \
+ ::gfx::g_current_gl_context->glDiscardFramebufferEXTFn
+#define glDrawArrays ::gfx::g_current_gl_context->glDrawArraysFn
+#define glDrawArraysInstancedANGLE \
+ ::gfx::g_current_gl_context->glDrawArraysInstancedANGLEFn
+#define glDrawBuffer ::gfx::g_current_gl_context->glDrawBufferFn
+#define glDrawBuffersARB ::gfx::g_current_gl_context->glDrawBuffersARBFn
+#define glDrawElements ::gfx::g_current_gl_context->glDrawElementsFn
+#define glDrawElementsInstancedANGLE \
+ ::gfx::g_current_gl_context->glDrawElementsInstancedANGLEFn
+#define glDrawRangeElements ::gfx::g_current_gl_context->glDrawRangeElementsFn
+#define glEGLImageTargetRenderbufferStorageOES \
+ ::gfx::g_current_gl_context->glEGLImageTargetRenderbufferStorageOESFn
+#define glEGLImageTargetTexture2DOES \
+ ::gfx::g_current_gl_context->glEGLImageTargetTexture2DOESFn
+#define glEnable ::gfx::g_current_gl_context->glEnableFn
+#define glEnableVertexAttribArray \
+ ::gfx::g_current_gl_context->glEnableVertexAttribArrayFn
+#define glEndQuery ::gfx::g_current_gl_context->glEndQueryFn
+#define glEndQueryARB ::gfx::g_current_gl_context->glEndQueryARBFn
+#define glEndTransformFeedback \
+ ::gfx::g_current_gl_context->glEndTransformFeedbackFn
+#define glFenceSync ::gfx::g_current_gl_context->glFenceSyncFn
+#define glFinish ::gfx::g_current_gl_context->glFinishFn
+#define glFinishFenceAPPLE ::gfx::g_current_gl_context->glFinishFenceAPPLEFn
+#define glFinishFenceNV ::gfx::g_current_gl_context->glFinishFenceNVFn
+#define glFlush ::gfx::g_current_gl_context->glFlushFn
+#define glFlushMappedBufferRange \
+ ::gfx::g_current_gl_context->glFlushMappedBufferRangeFn
+#define glFramebufferRenderbufferEXT \
+ ::gfx::g_current_gl_context->glFramebufferRenderbufferEXTFn
+#define glFramebufferTexture2DEXT \
+ ::gfx::g_current_gl_context->glFramebufferTexture2DEXTFn
+#define glFramebufferTexture2DMultisampleEXT \
+ ::gfx::g_current_gl_context->glFramebufferTexture2DMultisampleEXTFn
+#define glFramebufferTexture2DMultisampleIMG \
+ ::gfx::g_current_gl_context->glFramebufferTexture2DMultisampleIMGFn
+#define glFramebufferTextureLayer \
+ ::gfx::g_current_gl_context->glFramebufferTextureLayerFn
+#define glFrontFace ::gfx::g_current_gl_context->glFrontFaceFn
+#define glGenBuffersARB ::gfx::g_current_gl_context->glGenBuffersARBFn
+#define glGenerateMipmapEXT ::gfx::g_current_gl_context->glGenerateMipmapEXTFn
+#define glGenFencesAPPLE ::gfx::g_current_gl_context->glGenFencesAPPLEFn
+#define glGenFencesNV ::gfx::g_current_gl_context->glGenFencesNVFn
+#define glGenFramebuffersEXT ::gfx::g_current_gl_context->glGenFramebuffersEXTFn
+#define glGenQueries ::gfx::g_current_gl_context->glGenQueriesFn
+#define glGenQueriesARB ::gfx::g_current_gl_context->glGenQueriesARBFn
+#define glGenRenderbuffersEXT \
+ ::gfx::g_current_gl_context->glGenRenderbuffersEXTFn
+#define glGenSamplers ::gfx::g_current_gl_context->glGenSamplersFn
+#define glGenTextures ::gfx::g_current_gl_context->glGenTexturesFn
+#define glGenTransformFeedbacks \
+ ::gfx::g_current_gl_context->glGenTransformFeedbacksFn
+#define glGenVertexArraysOES ::gfx::g_current_gl_context->glGenVertexArraysOESFn
+#define glGetActiveAttrib ::gfx::g_current_gl_context->glGetActiveAttribFn
+#define glGetActiveUniform ::gfx::g_current_gl_context->glGetActiveUniformFn
+#define glGetActiveUniformBlockiv \
+ ::gfx::g_current_gl_context->glGetActiveUniformBlockivFn
+#define glGetActiveUniformBlockName \
+ ::gfx::g_current_gl_context->glGetActiveUniformBlockNameFn
+#define glGetActiveUniformsiv \
+ ::gfx::g_current_gl_context->glGetActiveUniformsivFn
+#define glGetAttachedShaders ::gfx::g_current_gl_context->glGetAttachedShadersFn
+#define glGetAttribLocation ::gfx::g_current_gl_context->glGetAttribLocationFn
+#define glGetBooleanv ::gfx::g_current_gl_context->glGetBooleanvFn
+#define glGetBufferParameteriv \
+ ::gfx::g_current_gl_context->glGetBufferParameterivFn
+#define glGetError ::gfx::g_current_gl_context->glGetErrorFn
+#define glGetFenceivNV ::gfx::g_current_gl_context->glGetFenceivNVFn
+#define glGetFloatv ::gfx::g_current_gl_context->glGetFloatvFn
+#define glGetFragDataLocation \
+ ::gfx::g_current_gl_context->glGetFragDataLocationFn
+#define glGetFramebufferAttachmentParameterivEXT \
+ ::gfx::g_current_gl_context->glGetFramebufferAttachmentParameterivEXTFn
+#define glGetGraphicsResetStatusARB \
+ ::gfx::g_current_gl_context->glGetGraphicsResetStatusARBFn
+#define glGetInteger64i_v ::gfx::g_current_gl_context->glGetInteger64i_vFn
+#define glGetInteger64v ::gfx::g_current_gl_context->glGetInteger64vFn
+#define glGetIntegeri_v ::gfx::g_current_gl_context->glGetIntegeri_vFn
+#define glGetIntegerv ::gfx::g_current_gl_context->glGetIntegervFn
+#define glGetInternalformativ \
+ ::gfx::g_current_gl_context->glGetInternalformativFn
+#define glGetProgramBinary ::gfx::g_current_gl_context->glGetProgramBinaryFn
+#define glGetProgramInfoLog ::gfx::g_current_gl_context->glGetProgramInfoLogFn
+#define glGetProgramiv ::gfx::g_current_gl_context->glGetProgramivFn
+#define glGetQueryiv ::gfx::g_current_gl_context->glGetQueryivFn
+#define glGetQueryivARB ::gfx::g_current_gl_context->glGetQueryivARBFn
+#define glGetQueryObjecti64v ::gfx::g_current_gl_context->glGetQueryObjecti64vFn
+#define glGetQueryObjectiv ::gfx::g_current_gl_context->glGetQueryObjectivFn
+#define glGetQueryObjectivARB \
+ ::gfx::g_current_gl_context->glGetQueryObjectivARBFn
+#define glGetQueryObjectui64v \
+ ::gfx::g_current_gl_context->glGetQueryObjectui64vFn
+#define glGetQueryObjectuiv ::gfx::g_current_gl_context->glGetQueryObjectuivFn
+#define glGetQueryObjectuivARB \
+ ::gfx::g_current_gl_context->glGetQueryObjectuivARBFn
+#define glGetRenderbufferParameterivEXT \
+ ::gfx::g_current_gl_context->glGetRenderbufferParameterivEXTFn
+#define glGetSamplerParameterfv \
+ ::gfx::g_current_gl_context->glGetSamplerParameterfvFn
+#define glGetSamplerParameteriv \
+ ::gfx::g_current_gl_context->glGetSamplerParameterivFn
+#define glGetShaderInfoLog ::gfx::g_current_gl_context->glGetShaderInfoLogFn
+#define glGetShaderiv ::gfx::g_current_gl_context->glGetShaderivFn
+#define glGetShaderPrecisionFormat \
+ ::gfx::g_current_gl_context->glGetShaderPrecisionFormatFn
+#define glGetShaderSource ::gfx::g_current_gl_context->glGetShaderSourceFn
+#define glGetString ::gfx::g_current_gl_context->glGetStringFn
+#define glGetSynciv ::gfx::g_current_gl_context->glGetSyncivFn
+#define glGetTexLevelParameterfv \
+ ::gfx::g_current_gl_context->glGetTexLevelParameterfvFn
+#define glGetTexLevelParameteriv \
+ ::gfx::g_current_gl_context->glGetTexLevelParameterivFn
+#define glGetTexParameterfv ::gfx::g_current_gl_context->glGetTexParameterfvFn
+#define glGetTexParameteriv ::gfx::g_current_gl_context->glGetTexParameterivFn
+#define glGetTransformFeedbackVarying \
+ ::gfx::g_current_gl_context->glGetTransformFeedbackVaryingFn
+#define glGetTranslatedShaderSourceANGLE \
+ ::gfx::g_current_gl_context->glGetTranslatedShaderSourceANGLEFn
+#define glGetUniformBlockIndex \
+ ::gfx::g_current_gl_context->glGetUniformBlockIndexFn
+#define glGetUniformfv ::gfx::g_current_gl_context->glGetUniformfvFn
+#define glGetUniformIndices ::gfx::g_current_gl_context->glGetUniformIndicesFn
+#define glGetUniformiv ::gfx::g_current_gl_context->glGetUniformivFn
+#define glGetUniformLocation ::gfx::g_current_gl_context->glGetUniformLocationFn
+#define glGetVertexAttribfv ::gfx::g_current_gl_context->glGetVertexAttribfvFn
+#define glGetVertexAttribiv ::gfx::g_current_gl_context->glGetVertexAttribivFn
+#define glGetVertexAttribPointerv \
+ ::gfx::g_current_gl_context->glGetVertexAttribPointervFn
+#define glHint ::gfx::g_current_gl_context->glHintFn
+#define glInsertEventMarkerEXT \
+ ::gfx::g_current_gl_context->glInsertEventMarkerEXTFn
+#define glInvalidateFramebuffer \
+ ::gfx::g_current_gl_context->glInvalidateFramebufferFn
+#define glInvalidateSubFramebuffer \
+ ::gfx::g_current_gl_context->glInvalidateSubFramebufferFn
+#define glIsBuffer ::gfx::g_current_gl_context->glIsBufferFn
+#define glIsEnabled ::gfx::g_current_gl_context->glIsEnabledFn
+#define glIsFenceAPPLE ::gfx::g_current_gl_context->glIsFenceAPPLEFn
+#define glIsFenceNV ::gfx::g_current_gl_context->glIsFenceNVFn
+#define glIsFramebufferEXT ::gfx::g_current_gl_context->glIsFramebufferEXTFn
+#define glIsProgram ::gfx::g_current_gl_context->glIsProgramFn
+#define glIsQuery ::gfx::g_current_gl_context->glIsQueryFn
+#define glIsQueryARB ::gfx::g_current_gl_context->glIsQueryARBFn
+#define glIsRenderbufferEXT ::gfx::g_current_gl_context->glIsRenderbufferEXTFn
+#define glIsSampler ::gfx::g_current_gl_context->glIsSamplerFn
+#define glIsShader ::gfx::g_current_gl_context->glIsShaderFn
+#define glIsSync ::gfx::g_current_gl_context->glIsSyncFn
+#define glIsTexture ::gfx::g_current_gl_context->glIsTextureFn
+#define glIsTransformFeedback \
+ ::gfx::g_current_gl_context->glIsTransformFeedbackFn
+#define glIsVertexArrayOES ::gfx::g_current_gl_context->glIsVertexArrayOESFn
+#define glLineWidth ::gfx::g_current_gl_context->glLineWidthFn
+#define glLinkProgram ::gfx::g_current_gl_context->glLinkProgramFn
+#define glMapBuffer ::gfx::g_current_gl_context->glMapBufferFn
+#define glMapBufferRange ::gfx::g_current_gl_context->glMapBufferRangeFn
+#define glMatrixLoadfEXT ::gfx::g_current_gl_context->glMatrixLoadfEXTFn
+#define glMatrixLoadIdentityEXT \
+ ::gfx::g_current_gl_context->glMatrixLoadIdentityEXTFn
+#define glPauseTransformFeedback \
+ ::gfx::g_current_gl_context->glPauseTransformFeedbackFn
+#define glPixelStorei ::gfx::g_current_gl_context->glPixelStoreiFn
+#define glPointParameteri ::gfx::g_current_gl_context->glPointParameteriFn
+#define glPolygonOffset ::gfx::g_current_gl_context->glPolygonOffsetFn
+#define glPopGroupMarkerEXT ::gfx::g_current_gl_context->glPopGroupMarkerEXTFn
+#define glProgramBinary ::gfx::g_current_gl_context->glProgramBinaryFn
+#define glProgramParameteri ::gfx::g_current_gl_context->glProgramParameteriFn
+#define glPushGroupMarkerEXT ::gfx::g_current_gl_context->glPushGroupMarkerEXTFn
+#define glQueryCounter ::gfx::g_current_gl_context->glQueryCounterFn
+#define glReadBuffer ::gfx::g_current_gl_context->glReadBufferFn
+#define glReadPixels ::gfx::g_current_gl_context->glReadPixelsFn
+#define glReleaseShaderCompiler \
+ ::gfx::g_current_gl_context->glReleaseShaderCompilerFn
+#define glRenderbufferStorageEXT \
+ ::gfx::g_current_gl_context->glRenderbufferStorageEXTFn
+#define glRenderbufferStorageMultisample \
+ ::gfx::g_current_gl_context->glRenderbufferStorageMultisampleFn
+#define glRenderbufferStorageMultisampleANGLE \
+ ::gfx::g_current_gl_context->glRenderbufferStorageMultisampleANGLEFn
+#define glRenderbufferStorageMultisampleEXT \
+ ::gfx::g_current_gl_context->glRenderbufferStorageMultisampleEXTFn
+#define glRenderbufferStorageMultisampleIMG \
+ ::gfx::g_current_gl_context->glRenderbufferStorageMultisampleIMGFn
+#define glResumeTransformFeedback \
+ ::gfx::g_current_gl_context->glResumeTransformFeedbackFn
+#define glSampleCoverage ::gfx::g_current_gl_context->glSampleCoverageFn
+#define glSamplerParameterf ::gfx::g_current_gl_context->glSamplerParameterfFn
+#define glSamplerParameterfv ::gfx::g_current_gl_context->glSamplerParameterfvFn
+#define glSamplerParameteri ::gfx::g_current_gl_context->glSamplerParameteriFn
+#define glSamplerParameteriv ::gfx::g_current_gl_context->glSamplerParameterivFn
+#define glScissor ::gfx::g_current_gl_context->glScissorFn
+#define glSetFenceAPPLE ::gfx::g_current_gl_context->glSetFenceAPPLEFn
+#define glSetFenceNV ::gfx::g_current_gl_context->glSetFenceNVFn
+#define glShaderBinary ::gfx::g_current_gl_context->glShaderBinaryFn
+#define glShaderSource ::gfx::g_current_gl_context->glShaderSourceFn
+#define glStencilFunc ::gfx::g_current_gl_context->glStencilFuncFn
+#define glStencilFuncSeparate \
+ ::gfx::g_current_gl_context->glStencilFuncSeparateFn
+#define glStencilMask ::gfx::g_current_gl_context->glStencilMaskFn
+#define glStencilMaskSeparate \
+ ::gfx::g_current_gl_context->glStencilMaskSeparateFn
+#define glStencilOp ::gfx::g_current_gl_context->glStencilOpFn
+#define glStencilOpSeparate ::gfx::g_current_gl_context->glStencilOpSeparateFn
+#define glTestFenceAPPLE ::gfx::g_current_gl_context->glTestFenceAPPLEFn
+#define glTestFenceNV ::gfx::g_current_gl_context->glTestFenceNVFn
+#define glTexImage2D ::gfx::g_current_gl_context->glTexImage2DFn
+#define glTexImage3D ::gfx::g_current_gl_context->glTexImage3DFn
+#define glTexParameterf ::gfx::g_current_gl_context->glTexParameterfFn
+#define glTexParameterfv ::gfx::g_current_gl_context->glTexParameterfvFn
+#define glTexParameteri ::gfx::g_current_gl_context->glTexParameteriFn
+#define glTexParameteriv ::gfx::g_current_gl_context->glTexParameterivFn
+#define glTexStorage2DEXT ::gfx::g_current_gl_context->glTexStorage2DEXTFn
+#define glTexStorage3D ::gfx::g_current_gl_context->glTexStorage3DFn
+#define glTexSubImage2D ::gfx::g_current_gl_context->glTexSubImage2DFn
+#define glTransformFeedbackVaryings \
+ ::gfx::g_current_gl_context->glTransformFeedbackVaryingsFn
+#define glUniform1f ::gfx::g_current_gl_context->glUniform1fFn
+#define glUniform1fv ::gfx::g_current_gl_context->glUniform1fvFn
+#define glUniform1i ::gfx::g_current_gl_context->glUniform1iFn
+#define glUniform1iv ::gfx::g_current_gl_context->glUniform1ivFn
+#define glUniform1ui ::gfx::g_current_gl_context->glUniform1uiFn
+#define glUniform1uiv ::gfx::g_current_gl_context->glUniform1uivFn
+#define glUniform2f ::gfx::g_current_gl_context->glUniform2fFn
+#define glUniform2fv ::gfx::g_current_gl_context->glUniform2fvFn
+#define glUniform2i ::gfx::g_current_gl_context->glUniform2iFn
+#define glUniform2iv ::gfx::g_current_gl_context->glUniform2ivFn
+#define glUniform2ui ::gfx::g_current_gl_context->glUniform2uiFn
+#define glUniform2uiv ::gfx::g_current_gl_context->glUniform2uivFn
+#define glUniform3f ::gfx::g_current_gl_context->glUniform3fFn
+#define glUniform3fv ::gfx::g_current_gl_context->glUniform3fvFn
+#define glUniform3i ::gfx::g_current_gl_context->glUniform3iFn
+#define glUniform3iv ::gfx::g_current_gl_context->glUniform3ivFn
+#define glUniform3ui ::gfx::g_current_gl_context->glUniform3uiFn
+#define glUniform3uiv ::gfx::g_current_gl_context->glUniform3uivFn
+#define glUniform4f ::gfx::g_current_gl_context->glUniform4fFn
+#define glUniform4fv ::gfx::g_current_gl_context->glUniform4fvFn
+#define glUniform4i ::gfx::g_current_gl_context->glUniform4iFn
+#define glUniform4iv ::gfx::g_current_gl_context->glUniform4ivFn
+#define glUniform4ui ::gfx::g_current_gl_context->glUniform4uiFn
+#define glUniform4uiv ::gfx::g_current_gl_context->glUniform4uivFn
+#define glUniformBlockBinding \
+ ::gfx::g_current_gl_context->glUniformBlockBindingFn
+#define glUniformMatrix2fv ::gfx::g_current_gl_context->glUniformMatrix2fvFn
+#define glUniformMatrix2x3fv ::gfx::g_current_gl_context->glUniformMatrix2x3fvFn
+#define glUniformMatrix2x4fv ::gfx::g_current_gl_context->glUniformMatrix2x4fvFn
+#define glUniformMatrix3fv ::gfx::g_current_gl_context->glUniformMatrix3fvFn
+#define glUniformMatrix3x2fv ::gfx::g_current_gl_context->glUniformMatrix3x2fvFn
+#define glUniformMatrix3x4fv ::gfx::g_current_gl_context->glUniformMatrix3x4fvFn
+#define glUniformMatrix4fv ::gfx::g_current_gl_context->glUniformMatrix4fvFn
+#define glUniformMatrix4x2fv ::gfx::g_current_gl_context->glUniformMatrix4x2fvFn
+#define glUniformMatrix4x3fv ::gfx::g_current_gl_context->glUniformMatrix4x3fvFn
+#define glUnmapBuffer ::gfx::g_current_gl_context->glUnmapBufferFn
+#define glUseProgram ::gfx::g_current_gl_context->glUseProgramFn
+#define glValidateProgram ::gfx::g_current_gl_context->glValidateProgramFn
+#define glVertexAttrib1f ::gfx::g_current_gl_context->glVertexAttrib1fFn
+#define glVertexAttrib1fv ::gfx::g_current_gl_context->glVertexAttrib1fvFn
+#define glVertexAttrib2f ::gfx::g_current_gl_context->glVertexAttrib2fFn
+#define glVertexAttrib2fv ::gfx::g_current_gl_context->glVertexAttrib2fvFn
+#define glVertexAttrib3f ::gfx::g_current_gl_context->glVertexAttrib3fFn
+#define glVertexAttrib3fv ::gfx::g_current_gl_context->glVertexAttrib3fvFn
+#define glVertexAttrib4f ::gfx::g_current_gl_context->glVertexAttrib4fFn
+#define glVertexAttrib4fv ::gfx::g_current_gl_context->glVertexAttrib4fvFn
+#define glVertexAttribDivisorANGLE \
+ ::gfx::g_current_gl_context->glVertexAttribDivisorANGLEFn
+#define glVertexAttribI4i ::gfx::g_current_gl_context->glVertexAttribI4iFn
+#define glVertexAttribI4iv ::gfx::g_current_gl_context->glVertexAttribI4ivFn
+#define glVertexAttribI4ui ::gfx::g_current_gl_context->glVertexAttribI4uiFn
+#define glVertexAttribI4uiv ::gfx::g_current_gl_context->glVertexAttribI4uivFn
+#define glVertexAttribIPointer \
+ ::gfx::g_current_gl_context->glVertexAttribIPointerFn
+#define glVertexAttribPointer \
+ ::gfx::g_current_gl_context->glVertexAttribPointerFn
+#define glViewport ::gfx::g_current_gl_context->glViewportFn
+#define glWaitSync ::gfx::g_current_gl_context->glWaitSyncFn
+
+#endif // UI_GFX_GL_GL_BINDINGS_AUTOGEN_GL_H_

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