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// 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_android.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_draw_buffers;
bool b_GL_ARB_draw_instanced;
bool b_GL_ARB_get_program_binary;
bool b_GL_ARB_instanced_arrays;
bool b_GL_ARB_map_buffer_range;
bool b_GL_ARB_occlusion_query;
bool b_GL_ARB_robustness;
bool b_GL_ARB_sync;
bool b_GL_ARB_texture_storage;
bool b_GL_ARB_timer_query;
bool b_GL_ARB_vertex_array_object;
bool b_GL_CHROMIUM_gles_depth_binding_hack;
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_occlusion_query_boolean;
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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