summaryrefslogtreecommitdiff
path: root/host/libs/virglrenderer/OpenGLESDispatch/gles2_core.entries
blob: 6cab5f8fa1d26598ba4a2150ac0903e7b990b63a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
!gles2_core

%#include <GLES3/gl31.h>

void glActiveTexture(GLenum texture);
void glAttachShader(GLuint program, GLuint shader);
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
void glBindBuffer(GLenum target, GLuint buffer);
void glBindFramebuffer(GLenum target, GLuint framebuffer);
void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
void glBindTexture(GLenum target, GLuint texture);
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void glBlendEquation(GLenum mode);
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
void glBlendFunc(GLenum sfactor, GLenum dfactor);
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage);
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
GLenum glCheckFramebufferStatus(GLenum target);
void glClear(GLbitfield mask);
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void glClearDepthf(GLfloat d);
void glClearStencil(GLint s);
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void glCompileShader(GLuint shader);
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GLuint glCreateProgram(void);
GLuint glCreateShader(GLenum type);
void glCullFace(GLenum mode);
void glDeleteBuffers(GLsizei n, const GLuint *buffers);
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
void glDeleteProgram(GLuint program);
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
void glDeleteShader(GLuint shader);
void glDeleteTextures(GLsizei n, const GLuint *textures);
void glDepthFunc(GLenum func);
void glDepthMask(GLboolean flag);
void glDepthRangef(GLfloat n, GLfloat f);
void glDetachShader(GLuint program, GLuint shader);
void glDisable(GLenum cap);
void glDisableVertexAttribArray(GLuint index);
void glDrawArrays(GLenum mode, GLint first, GLsizei count);
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices);
void glEnable(GLenum cap);
void glEnableVertexAttribArray(GLuint index);
void glFinish(void);
void glFlush(void);
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void glFrontFace(GLenum mode);
void glGenBuffers(GLsizei n, GLuint *buffers);
void glGenerateMipmap(GLenum target);
void glGenFramebuffers(GLsizei n, GLuint *framebuffers);
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
void glGenTextures(GLsizei n, GLuint *textures);
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
GLint glGetAttribLocation(GLuint program, const GLchar *name);
void glGetBooleanv(GLenum pname, GLboolean *data);
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
GLenum glGetError(void);
void glGetFloatv(GLenum pname, GLfloat *data);
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params);
void glGetIntegerv(GLenum pname, GLint *data);
void glGetProgramiv(GLuint program, GLenum pname, GLint *params);
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params);
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
const GLubyte *glGetString(GLenum name);
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params);
void glGetUniformfv(GLuint program, GLint location, GLfloat *params);
void glGetUniformiv(GLuint program, GLint location, GLint *params);
GLint glGetUniformLocation(GLuint program, const GLchar *name);
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
void glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer);
void glHint(GLenum target, GLenum mode);
GLboolean glIsBuffer(GLuint buffer);
GLboolean glIsEnabled(GLenum cap);
GLboolean glIsFramebuffer(GLuint framebuffer);
GLboolean glIsProgram(GLuint program);
GLboolean glIsRenderbuffer(GLuint renderbuffer);
GLboolean glIsShader(GLuint shader);
GLboolean glIsTexture(GLuint texture);
void glLineWidth(GLfloat width);
void glLinkProgram(GLuint program);
void glPixelStorei(GLenum pname, GLint param);
void glPolygonOffset(GLfloat factor, GLfloat units);
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
void glReleaseShaderCompiler(void);
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void glSampleCoverage(GLfloat value, GLboolean invert);
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length);
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
void glStencilFunc(GLenum func, GLint ref, GLuint mask);
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void glStencilMask(GLuint mask);
void glStencilMaskSeparate(GLenum face, GLuint mask);
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
void glTexParameteri(GLenum target, GLenum pname, GLint param);
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params);
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
void glUniform1f(GLint location, GLfloat v0);
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform1i(GLint location, GLint v0);
void glUniform1iv(GLint location, GLsizei count, const GLint *value);
void glUniform2f(GLint location, GLfloat v0, GLfloat v1);
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform2i(GLint location, GLint v0, GLint v1);
void glUniform2iv(GLint location, GLsizei count, const GLint *value);
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
void glUniform3iv(GLint location, GLsizei count, const GLint *value);
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
void glUniform4iv(GLint location, GLsizei count, const GLint *value);
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUseProgram(GLuint program);
void glValidateProgram(GLuint program);
void glVertexAttrib1f(GLuint index, GLfloat x);
void glVertexAttrib1fv(GLuint index, const GLfloat *v);
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
void glVertexAttrib2fv(GLuint index, const GLfloat *v);
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
void glVertexAttrib3fv(GLuint index, const GLfloat *v);
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glVertexAttrib4fv(GLuint index, const GLfloat *v);
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);