blob: ffd78a2ac0146d117bbaa49b0f05f16abdac8099 [file] [log] [blame]
//
// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// libGLESv2.cpp: Implements the exported OpenGL ES 2.0 functions.
#include "libGLESv2/entry_points_gles_2_0_autogen.h"
#include "libGLESv2/entry_points_gles_2_0_ext.h"
#include "libGLESv2/entry_points_gles_3_0_autogen.h"
#include "libGLESv2/entry_points_gles_3_1_autogen.h"
#include "common/event_tracer.h"
extern "C" {
void GL_APIENTRY glActiveTexture(GLenum texture)
{
return gl::ActiveTexture(texture);
}
void GL_APIENTRY glAttachShader(GLuint program, GLuint shader)
{
return gl::AttachShader(program, shader);
}
void GL_APIENTRY glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
{
return gl::BindAttribLocation(program, index, name);
}
void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer)
{
return gl::BindBuffer(target, buffer);
}
void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer)
{
return gl::BindFramebuffer(target, framebuffer);
}
void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer)
{
return gl::BindRenderbuffer(target, renderbuffer);
}
void GL_APIENTRY glBindTexture(GLenum target, GLuint texture)
{
return gl::BindTexture(target, texture);
}
void GL_APIENTRY glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
return gl::BlendColor(red, green, blue, alpha);
}
void GL_APIENTRY glBlendEquation(GLenum mode)
{
return gl::BlendEquation(mode);
}
void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{
return gl::BlendEquationSeparate(modeRGB, modeAlpha);
}
void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor)
{
return gl::BlendFunc(sfactor, dfactor);
}
void GL_APIENTRY glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
{
return gl::BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void GL_APIENTRY glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage)
{
return gl::BufferData(target, size, data, usage);
}
void GL_APIENTRY glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data)
{
return gl::BufferSubData(target, offset, size, data);
}
GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target)
{
return gl::CheckFramebufferStatus(target);
}
void GL_APIENTRY glClear(GLbitfield mask)
{
return gl::Clear(mask);
}
void GL_APIENTRY glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
return gl::ClearColor(red, green, blue, alpha);
}
void GL_APIENTRY glClearDepthf(GLfloat depth)
{
return gl::ClearDepthf(depth);
}
void GL_APIENTRY glClearStencil(GLint s)
{
return gl::ClearStencil(s);
}
void GL_APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
return gl::ColorMask(red, green, blue, alpha);
}
void GL_APIENTRY glCompileShader(GLuint shader)
{
return gl::CompileShader(shader);
}
void GL_APIENTRY glCompressedTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void *data)
{
return gl::CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize,
data);
}
void GL_APIENTRY glCompressedTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data)
{
return gl::CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format,
imageSize, data);
}
void GL_APIENTRY glCopyTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border)
{
return gl::CopyTexImage2D(target, level, internalformat, x, y, width, height, border);
}
void GL_APIENTRY glCopyTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
return gl::CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}
GLuint GL_APIENTRY glCreateProgram(void)
{
return gl::CreateProgram();
}
GLuint GL_APIENTRY glCreateShader(GLenum type)
{
return gl::CreateShader(type);
}
void GL_APIENTRY glCullFace(GLenum mode)
{
return gl::CullFace(mode);
}
void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint *buffers)
{
return gl::DeleteBuffers(n, buffers);
}
void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
{
return gl::DeleteFramebuffers(n, framebuffers);
}
void GL_APIENTRY glDeleteProgram(GLuint program)
{
return gl::DeleteProgram(program);
}
void GL_APIENTRY glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
{
return gl::DeleteRenderbuffers(n, renderbuffers);
}
void GL_APIENTRY glDeleteShader(GLuint shader)
{
return gl::DeleteShader(shader);
}
void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint *textures)
{
return gl::DeleteTextures(n, textures);
}
void GL_APIENTRY glDepthFunc(GLenum func)
{
return gl::DepthFunc(func);
}
void GL_APIENTRY glDepthMask(GLboolean flag)
{
return gl::DepthMask(flag);
}
void GL_APIENTRY glDepthRangef(GLfloat n, GLfloat f)
{
return gl::DepthRangef(n, f);
}
void GL_APIENTRY glDetachShader(GLuint program, GLuint shader)
{
return gl::DetachShader(program, shader);
}
void GL_APIENTRY glDisable(GLenum cap)
{
return gl::Disable(cap);
}
void GL_APIENTRY glDisableVertexAttribArray(GLuint index)
{
return gl::DisableVertexAttribArray(index);
}
void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count)
{
return gl::DrawArrays(mode, first, count);
}
void GL_APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
{
return gl::DrawElements(mode, count, type, indices);
}
void GL_APIENTRY glEnable(GLenum cap)
{
return gl::Enable(cap);
}
void GL_APIENTRY glEnableVertexAttribArray(GLuint index)
{
return gl::EnableVertexAttribArray(index);
}
void GL_APIENTRY glFinish(void)
{
return gl::Finish();
}
void GL_APIENTRY glFlush(void)
{
return gl::Flush();
}
void GL_APIENTRY glFramebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer)
{
return gl::FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
}
void GL_APIENTRY glFramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level)
{
return gl::FramebufferTexture2D(target, attachment, textarget, texture, level);
}
void GL_APIENTRY glFrontFace(GLenum mode)
{
return gl::FrontFace(mode);
}
void GL_APIENTRY glGenBuffers(GLsizei n, GLuint *buffers)
{
return gl::GenBuffers(n, buffers);
}
void GL_APIENTRY glGenerateMipmap(GLenum target)
{
return gl::GenerateMipmap(target);
}
void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint *framebuffers)
{
return gl::GenFramebuffers(n, framebuffers);
}
void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
{
return gl::GenRenderbuffers(n, renderbuffers);
}
void GL_APIENTRY glGenTextures(GLsizei n, GLuint *textures)
{
return gl::GenTextures(n, textures);
}
void GL_APIENTRY glGetActiveAttrib(GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name)
{
return gl::GetActiveAttrib(program, index, bufsize, length, size, type, name);
}
void GL_APIENTRY glGetActiveUniform(GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name)
{
return gl::GetActiveUniform(program, index, bufsize, length, size, type, name);
}
void GL_APIENTRY glGetAttachedShaders(GLuint program,
GLsizei maxcount,
GLsizei *count,
GLuint *shaders)
{
return gl::GetAttachedShaders(program, maxcount, count, shaders);
}
GLint GL_APIENTRY glGetAttribLocation(GLuint program, const GLchar *name)
{
return gl::GetAttribLocation(program, name);
}
void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean *params)
{
return gl::GetBooleanv(pname, params);
}
void GL_APIENTRY glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
return gl::GetBufferParameteriv(target, pname, params);
}
GLenum GL_APIENTRY glGetError(void)
{
return gl::GetError();
}
void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat *params)
{
return gl::GetFloatv(pname, params);
}
void GL_APIENTRY glGetFramebufferAttachmentParameteriv(GLenum target,
GLenum attachment,
GLenum pname,
GLint *params)
{
return gl::GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
}
void GL_APIENTRY glGetIntegerv(GLenum pname, GLint *params)
{
return gl::GetIntegerv(pname, params);
}
void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint *params)
{
return gl::GetProgramiv(program, pname, params);
}
void GL_APIENTRY glGetProgramInfoLog(GLuint program,
GLsizei bufsize,
GLsizei *length,
GLchar *infolog)
{
return gl::GetProgramInfoLog(program, bufsize, length, infolog);
}
void GL_APIENTRY glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
return gl::GetRenderbufferParameteriv(target, pname, params);
}
void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
{
return gl::GetShaderiv(shader, pname, params);
}
void GL_APIENTRY glGetShaderInfoLog(GLuint shader,
GLsizei bufsize,
GLsizei *length,
GLchar *infolog)
{
return gl::GetShaderInfoLog(shader, bufsize, length, infolog);
}
void GL_APIENTRY glGetShaderPrecisionFormat(GLenum shadertype,
GLenum precisiontype,
GLint *range,
GLint *precision)
{
return gl::GetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
}
void GL_APIENTRY glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei *length, GLchar *source)
{
return gl::GetShaderSource(shader, bufsize, length, source);
}
const GLubyte *GL_APIENTRY glGetString(GLenum name)
{
return gl::GetString(name);
}
void GL_APIENTRY glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
{
return gl::GetTexParameterfv(target, pname, params);
}
void GL_APIENTRY glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
{
return gl::GetTexParameteriv(target, pname, params);
}
void GL_APIENTRY glGetUniformfv(GLuint program, GLint location, GLfloat *params)
{
return gl::GetUniformfv(program, location, params);
}
void GL_APIENTRY glGetUniformiv(GLuint program, GLint location, GLint *params)
{
return gl::GetUniformiv(program, location, params);
}
GLint GL_APIENTRY glGetUniformLocation(GLuint program, const GLchar *name)
{
return gl::GetUniformLocation(program, name);
}
void GL_APIENTRY glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
{
return gl::GetVertexAttribfv(index, pname, params);
}
void GL_APIENTRY glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
{
return gl::GetVertexAttribiv(index, pname, params);
}
void GL_APIENTRY glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer)
{
return gl::GetVertexAttribPointerv(index, pname, pointer);
}
void GL_APIENTRY glHint(GLenum target, GLenum mode)
{
return gl::Hint(target, mode);
}
GLboolean GL_APIENTRY glIsBuffer(GLuint buffer)
{
return gl::IsBuffer(buffer);
}
GLboolean GL_APIENTRY glIsEnabled(GLenum cap)
{
return gl::IsEnabled(cap);
}
GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer)
{
return gl::IsFramebuffer(framebuffer);
}
GLboolean GL_APIENTRY glIsProgram(GLuint program)
{
return gl::IsProgram(program);
}
GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer)
{
return gl::IsRenderbuffer(renderbuffer);
}
GLboolean GL_APIENTRY glIsShader(GLuint shader)
{
return gl::IsShader(shader);
}
GLboolean GL_APIENTRY glIsTexture(GLuint texture)
{
return gl::IsTexture(texture);
}
void GL_APIENTRY glLineWidth(GLfloat width)
{
return gl::LineWidth(width);
}
void GL_APIENTRY glLinkProgram(GLuint program)
{
return gl::LinkProgram(program);
}
void GL_APIENTRY glPixelStorei(GLenum pname, GLint param)
{
return gl::PixelStorei(pname, param);
}
void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units)
{
return gl::PolygonOffset(factor, units);
}
void GL_APIENTRY glReadPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
void *pixels)
{
return gl::ReadPixels(x, y, width, height, format, type, pixels);
}
void GL_APIENTRY glReleaseShaderCompiler(void)
{
return gl::ReleaseShaderCompiler();
}
void GL_APIENTRY glRenderbufferStorage(GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
return gl::RenderbufferStorage(target, internalformat, width, height);
}
void GL_APIENTRY glSampleCoverage(GLfloat value, GLboolean invert)
{
return gl::SampleCoverage(value, invert);
}
void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
return gl::Scissor(x, y, width, height);
}
void GL_APIENTRY glShaderBinary(GLsizei n,
const GLuint *shaders,
GLenum binaryformat,
const void *binary,
GLsizei length)
{
return gl::ShaderBinary(n, shaders, binaryformat, binary, length);
}
void GL_APIENTRY glShaderSource(GLuint shader,
GLsizei count,
const GLchar *const *string,
const GLint *length)
{
return gl::ShaderSource(shader, count, string, length);
}
void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask)
{
return gl::StencilFunc(func, ref, mask);
}
void GL_APIENTRY glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
return gl::StencilFuncSeparate(face, func, ref, mask);
}
void GL_APIENTRY glStencilMask(GLuint mask)
{
return gl::StencilMask(mask);
}
void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask)
{
return gl::StencilMaskSeparate(face, mask);
}
void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
return gl::StencilOp(fail, zfail, zpass);
}
void GL_APIENTRY glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
{
return gl::StencilOpSeparate(face, fail, zfail, zpass);
}
void GL_APIENTRY glTexImage2D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const void *pixels)
{
return gl::TexImage2D(target, level, internalformat, width, height, border, format, type,
pixels);
}
void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param)
{
return gl::TexParameterf(target, pname, param);
}
void GL_APIENTRY glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
{
return gl::TexParameterfv(target, pname, params);
}
void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param)
{
return gl::TexParameteri(target, pname, param);
}
void GL_APIENTRY glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
{
return gl::TexParameteriv(target, pname, params);
}
void GL_APIENTRY glTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels)
{
return gl::TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}
void GL_APIENTRY glUniform1f(GLint location, GLfloat x)
{
return gl::Uniform1f(location, x);
}
void GL_APIENTRY glUniform1fv(GLint location, GLsizei count, const GLfloat *v)
{
return gl::Uniform1fv(location, count, v);
}
void GL_APIENTRY glUniform1i(GLint location, GLint x)
{
return gl::Uniform1i(location, x);
}
void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint *v)
{
return gl::Uniform1iv(location, count, v);
}
void GL_APIENTRY glUniform2f(GLint location, GLfloat x, GLfloat y)
{
return gl::Uniform2f(location, x, y);
}
void GL_APIENTRY glUniform2fv(GLint location, GLsizei count, const GLfloat *v)
{
return gl::Uniform2fv(location, count, v);
}
void GL_APIENTRY glUniform2i(GLint location, GLint x, GLint y)
{
return gl::Uniform2i(location, x, y);
}
void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint *v)
{
return gl::Uniform2iv(location, count, v);
}
void GL_APIENTRY glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
{
return gl::Uniform3f(location, x, y, z);
}
void GL_APIENTRY glUniform3fv(GLint location, GLsizei count, const GLfloat *v)
{
return gl::Uniform3fv(location, count, v);
}
void GL_APIENTRY glUniform3i(GLint location, GLint x, GLint y, GLint z)
{
return gl::Uniform3i(location, x, y, z);
}
void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint *v)
{
return gl::Uniform3iv(location, count, v);
}
void GL_APIENTRY glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
return gl::Uniform4f(location, x, y, z, w);
}
void GL_APIENTRY glUniform4fv(GLint location, GLsizei count, const GLfloat *v)
{
return gl::Uniform4fv(location, count, v);
}
void GL_APIENTRY glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
{
return gl::Uniform4i(location, x, y, z, w);
}
void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint *v)
{
return gl::Uniform4iv(location, count, v);
}
void GL_APIENTRY glUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix2fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix3fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix4fv(location, count, transpose, value);
}
void GL_APIENTRY glUseProgram(GLuint program)
{
return gl::UseProgram(program);
}
void GL_APIENTRY glValidateProgram(GLuint program)
{
return gl::ValidateProgram(program);
}
void GL_APIENTRY glVertexAttrib1f(GLuint indx, GLfloat x)
{
return gl::VertexAttrib1f(indx, x);
}
void GL_APIENTRY glVertexAttrib1fv(GLuint indx, const GLfloat *values)
{
return gl::VertexAttrib1fv(indx, values);
}
void GL_APIENTRY glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y)
{
return gl::VertexAttrib2f(indx, x, y);
}
void GL_APIENTRY glVertexAttrib2fv(GLuint indx, const GLfloat *values)
{
return gl::VertexAttrib2fv(indx, values);
}
void GL_APIENTRY glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z)
{
return gl::VertexAttrib3f(indx, x, y, z);
}
void GL_APIENTRY glVertexAttrib3fv(GLuint indx, const GLfloat *values)
{
return gl::VertexAttrib3fv(indx, values);
}
void GL_APIENTRY glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
return gl::VertexAttrib4f(indx, x, y, z, w);
}
void GL_APIENTRY glVertexAttrib4fv(GLuint indx, const GLfloat *values)
{
return gl::VertexAttrib4fv(indx, values);
}
void GL_APIENTRY glVertexAttribPointer(GLuint indx,
GLint size,
GLenum type,
GLboolean normalized,
GLsizei stride,
const void *ptr)
{
return gl::VertexAttribPointer(indx, size, type, normalized, stride, ptr);
}
void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
return gl::Viewport(x, y, width, height);
}
void GL_APIENTRY glReadBuffer(GLenum mode)
{
return gl::ReadBuffer(mode);
}
void GL_APIENTRY glDrawRangeElements(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices)
{
return gl::DrawRangeElements(mode, start, end, count, type, indices);
}
void GL_APIENTRY glTexImage3D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void *pixels)
{
return gl::TexImage3D(target, level, internalformat, width, height, depth, border, format, type,
pixels);
}
void GL_APIENTRY glTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels)
{
return gl::TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format,
type, pixels);
}
void GL_APIENTRY glCopyTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
return gl::CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
}
void GL_APIENTRY glCompressedTexImage3D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data)
{
return gl::CompressedTexImage3D(target, level, internalformat, width, height, depth, border,
imageSize, data);
}
void GL_APIENTRY glCompressedTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data)
{
return gl::CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height,
depth, format, imageSize, data);
}
void GL_APIENTRY glGenQueries(GLsizei n, GLuint *ids)
{
return gl::GenQueries(n, ids);
}
void GL_APIENTRY glDeleteQueries(GLsizei n, const GLuint *ids)
{
return gl::DeleteQueries(n, ids);
}
GLboolean GL_APIENTRY glIsQuery(GLuint id)
{
return gl::IsQuery(id);
}
void GL_APIENTRY glBeginQuery(GLenum target, GLuint id)
{
return gl::BeginQuery(target, id);
}
void GL_APIENTRY glEndQuery(GLenum target)
{
return gl::EndQuery(target);
}
void GL_APIENTRY glGetQueryiv(GLenum target, GLenum pname, GLint *params)
{
return gl::GetQueryiv(target, pname, params);
}
void GL_APIENTRY glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
{
return gl::GetQueryObjectuiv(id, pname, params);
}
GLboolean GL_APIENTRY glUnmapBuffer(GLenum target)
{
return gl::UnmapBuffer(target);
}
void GL_APIENTRY glGetBufferPointerv(GLenum target, GLenum pname, void **params)
{
return gl::GetBufferPointerv(target, pname, params);
}
void GL_APIENTRY glDrawBuffers(GLsizei n, const GLenum *bufs)
{
return gl::DrawBuffers(n, bufs);
}
void GL_APIENTRY glUniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix2x3fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix3x2fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix2x4fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix4x2fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix3x4fv(location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return gl::UniformMatrix4x3fv(location, count, transpose, value);
}
void GL_APIENTRY glBlitFramebuffer(GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter)
{
return gl::BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask,
filter);
}
void GL_APIENTRY glRenderbufferStorageMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
return gl::RenderbufferStorageMultisample(target, samples, internalformat, width, height);
}
void GL_APIENTRY glFramebufferTextureLayer(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint layer)
{
return gl::FramebufferTextureLayer(target, attachment, texture, level, layer);
}
void *GL_APIENTRY glMapBufferRange(GLenum target,
GLintptr offset,
GLsizeiptr length,
GLbitfield access)
{
return gl::MapBufferRange(target, offset, length, access);
}
void GL_APIENTRY glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
{
return gl::FlushMappedBufferRange(target, offset, length);
}
void GL_APIENTRY glBindVertexArray(GLuint array)
{
return gl::BindVertexArray(array);
}
void GL_APIENTRY glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
{
return gl::DeleteVertexArrays(n, arrays);
}
void GL_APIENTRY glGenVertexArrays(GLsizei n, GLuint *arrays)
{
return gl::GenVertexArrays(n, arrays);
}
GLboolean GL_APIENTRY glIsVertexArray(GLuint array)
{
return gl::IsVertexArray(array);
}
void GL_APIENTRY glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
{
return gl::GetIntegeri_v(target, index, data);
}
void GL_APIENTRY glBeginTransformFeedback(GLenum primitiveMode)
{
return gl::BeginTransformFeedback(primitiveMode);
}
void GL_APIENTRY glEndTransformFeedback(void)
{
return gl::EndTransformFeedback();
}
void GL_APIENTRY
glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
{
return gl::BindBufferRange(target, index, buffer, offset, size);
}
void GL_APIENTRY glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
{
return gl::BindBufferBase(target, index, buffer);
}
void GL_APIENTRY glTransformFeedbackVaryings(GLuint program,
GLsizei count,
const GLchar *const *varyings,
GLenum bufferMode)
{
return gl::TransformFeedbackVaryings(program, count, varyings, bufferMode);
}
void GL_APIENTRY glGetTransformFeedbackVarying(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name)
{
return gl::GetTransformFeedbackVarying(program, index, bufSize, length, size, type, name);
}
void GL_APIENTRY
glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
{
return gl::VertexAttribIPointer(index, size, type, stride, pointer);
}
void GL_APIENTRY glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
{
return gl::GetVertexAttribIiv(index, pname, params);
}
void GL_APIENTRY glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
{
return gl::GetVertexAttribIuiv(index, pname, params);
}
void GL_APIENTRY glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
{
return gl::VertexAttribI4i(index, x, y, z, w);
}
void GL_APIENTRY glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
{
return gl::VertexAttribI4ui(index, x, y, z, w);
}
void GL_APIENTRY glVertexAttribI4iv(GLuint index, const GLint *v)
{
return gl::VertexAttribI4iv(index, v);
}
void GL_APIENTRY glVertexAttribI4uiv(GLuint index, const GLuint *v)
{
return gl::VertexAttribI4uiv(index, v);
}
void GL_APIENTRY glGetUniformuiv(GLuint program, GLint location, GLuint *params)
{
return gl::GetUniformuiv(program, location, params);
}
GLint GL_APIENTRY glGetFragDataLocation(GLuint program, const GLchar *name)
{
return gl::GetFragDataLocation(program, name);
}
void GL_APIENTRY glUniform1ui(GLint location, GLuint v0)
{
return gl::Uniform1ui(location, v0);
}
void GL_APIENTRY glUniform2ui(GLint location, GLuint v0, GLuint v1)
{
return gl::Uniform2ui(location, v0, v1);
}
void GL_APIENTRY glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
{
return gl::Uniform3ui(location, v0, v1, v2);
}
void GL_APIENTRY glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
return gl::Uniform4ui(location, v0, v1, v2, v3);
}
void GL_APIENTRY glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
{
return gl::Uniform1uiv(location, count, value);
}
void GL_APIENTRY glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
{
return gl::Uniform2uiv(location, count, value);
}
void GL_APIENTRY glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
{
return gl::Uniform3uiv(location, count, value);
}
void GL_APIENTRY glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
{
return gl::Uniform4uiv(location, count, value);
}
void GL_APIENTRY glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
{
return gl::ClearBufferiv(buffer, drawbuffer, value);
}
void GL_APIENTRY glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
{
return gl::ClearBufferuiv(buffer, drawbuffer, value);
}
void GL_APIENTRY glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
{
return gl::ClearBufferfv(buffer, drawbuffer, value);
}
void GL_APIENTRY glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
{
return gl::ClearBufferfi(buffer, drawbuffer, depth, stencil);
}
const GLubyte *GL_APIENTRY glGetStringi(GLenum name, GLuint index)
{
return gl::GetStringi(name, index);
}
void GL_APIENTRY glCopyBufferSubData(GLenum readTarget,
GLenum writeTarget,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size)
{
return gl::CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
}
void GL_APIENTRY glGetUniformIndices(GLuint program,
GLsizei uniformCount,
const GLchar *const *uniformNames,
GLuint *uniformIndices)
{
return gl::GetUniformIndices(program, uniformCount, uniformNames, uniformIndices);
}
void GL_APIENTRY glGetActiveUniformsiv(GLuint program,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params)
{
return gl::GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);
}
GLuint GL_APIENTRY glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
{
return gl::GetUniformBlockIndex(program, uniformBlockName);
}
void GL_APIENTRY glGetActiveUniformBlockiv(GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLint *params)
{
return gl::GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
}
void GL_APIENTRY glGetActiveUniformBlockName(GLuint program,
GLuint uniformBlockIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformBlockName)
{
return gl::GetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length,
uniformBlockName);
}
void GL_APIENTRY glUniformBlockBinding(GLuint program,
GLuint uniformBlockIndex,
GLuint uniformBlockBinding)
{
return gl::UniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
}
void GL_APIENTRY glDrawArraysInstanced(GLenum mode,
GLint first,
GLsizei count,
GLsizei instanceCount)
{
return gl::DrawArraysInstanced(mode, first, count, instanceCount);
}
void GL_APIENTRY glDrawElementsInstanced(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instanceCount)
{
return gl::DrawElementsInstanced(mode, count, type, indices, instanceCount);
}
GLsync GL_APIENTRY glFenceSync(GLenum condition, GLbitfield flags)
{
return gl::FenceSync(condition, flags);
}
GLboolean GL_APIENTRY glIsSync(GLsync sync)
{
return gl::IsSync(sync);
}
void GL_APIENTRY glDeleteSync(GLsync sync)
{
return gl::DeleteSync(sync);
}
GLenum GL_APIENTRY glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
return gl::ClientWaitSync(sync, flags, timeout);
}
void GL_APIENTRY glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
return gl::WaitSync(sync, flags, timeout);
}
void GL_APIENTRY glGetInteger64v(GLenum pname, GLint64 *params)
{
return gl::GetInteger64v(pname, params);
}
void GL_APIENTRY
glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
{
return gl::GetSynciv(sync, pname, bufSize, length, values);
}
void GL_APIENTRY glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
{
return gl::GetInteger64i_v(target, index, data);
}
void GL_APIENTRY glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
{
return gl::GetBufferParameteri64v(target, pname, params);
}
void GL_APIENTRY glGenSamplers(GLsizei count, GLuint *samplers)
{
return gl::GenSamplers(count, samplers);
}
void GL_APIENTRY glDeleteSamplers(GLsizei count, const GLuint *samplers)
{
return gl::DeleteSamplers(count, samplers);
}
GLboolean GL_APIENTRY glIsSampler(GLuint sampler)
{
return gl::IsSampler(sampler);
}
void GL_APIENTRY glBindSampler(GLuint unit, GLuint sampler)
{
return gl::BindSampler(unit, sampler);
}
void GL_APIENTRY glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
{
return gl::SamplerParameteri(sampler, pname, param);
}
void GL_APIENTRY glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
{
return gl::SamplerParameteriv(sampler, pname, param);
}
void GL_APIENTRY glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
{
return gl::SamplerParameterf(sampler, pname, param);
}
void GL_APIENTRY glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
{
return gl::SamplerParameterfv(sampler, pname, param);
}
void GL_APIENTRY glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
{
return gl::GetSamplerParameteriv(sampler, pname, params);
}
void GL_APIENTRY glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
{
return gl::GetSamplerParameterfv(sampler, pname, params);
}
void GL_APIENTRY glVertexAttribDivisor(GLuint index, GLuint divisor)
{
return gl::VertexAttribDivisor(index, divisor);
}
void GL_APIENTRY glBindTransformFeedback(GLenum target, GLuint id)
{
return gl::BindTransformFeedback(target, id);
}
void GL_APIENTRY glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
{
return gl::DeleteTransformFeedbacks(n, ids);
}
void GL_APIENTRY glGenTransformFeedbacks(GLsizei n, GLuint *ids)
{
return gl::GenTransformFeedbacks(n, ids);
}
GLboolean GL_APIENTRY glIsTransformFeedback(GLuint id)
{
return gl::IsTransformFeedback(id);
}
void GL_APIENTRY glPauseTransformFeedback(void)
{
return gl::PauseTransformFeedback();
}
void GL_APIENTRY glResumeTransformFeedback(void)
{
return gl::ResumeTransformFeedback();
}
void GL_APIENTRY glGetProgramBinary(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary)
{
return gl::GetProgramBinary(program, bufSize, length, binaryFormat, binary);
}
void GL_APIENTRY glProgramBinary(GLuint program,
GLenum binaryFormat,
const void *binary,
GLsizei length)
{
return gl::ProgramBinary(program, binaryFormat, binary, length);
}
void GL_APIENTRY glProgramParameteri(GLuint program, GLenum pname, GLint value)
{
return gl::ProgramParameteri(program, pname, value);
}
void GL_APIENTRY glInvalidateFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments)
{
return gl::InvalidateFramebuffer(target, numAttachments, attachments);
}
void GL_APIENTRY glInvalidateSubFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
return gl::InvalidateSubFramebuffer(target, numAttachments, attachments, x, y, width, height);
}
void GL_APIENTRY
glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
{
return gl::TexStorage2D(target, levels, internalformat, width, height);
}
void GL_APIENTRY glTexStorage3D(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth)
{
return gl::TexStorage3D(target, levels, internalformat, width, height, depth);
}
void GL_APIENTRY glGetInternalformativ(GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLint *params)
{
return gl::GetInternalformativ(target, internalformat, pname, bufSize, params);
}
void GL_APIENTRY glBlitFramebufferANGLE(GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter)
{
return gl::BlitFramebufferANGLE(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask,
filter);
}
void GL_APIENTRY glRenderbufferStorageMultisampleANGLE(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
return gl::RenderbufferStorageMultisampleANGLE(target, samples, internalformat, width, height);
}
void GL_APIENTRY glDiscardFramebufferEXT(GLenum target,
GLsizei numAttachments,
const GLenum *attachments)
{
return gl::DiscardFramebufferEXT(target, numAttachments, attachments);
}
void GL_APIENTRY glDeleteFencesNV(GLsizei n, const GLuint *fences)
{
return gl::DeleteFencesNV(n, fences);
}
void GL_APIENTRY glGenFencesNV(GLsizei n, GLuint *fences)
{
return gl::GenFencesNV(n, fences);
}
GLboolean GL_APIENTRY glIsFenceNV(GLuint fence)
{
return gl::IsFenceNV(fence);
}
GLboolean GL_APIENTRY glTestFenceNV(GLuint fence)
{
return gl::TestFenceNV(fence);
}
void GL_APIENTRY glGetFenceivNV(GLuint fence, GLenum pname, GLint *params)
{
return gl::GetFenceivNV(fence, pname, params);
}
void GL_APIENTRY glFinishFenceNV(GLuint fence)
{
return gl::FinishFenceNV(fence);
}
void GL_APIENTRY glSetFenceNV(GLuint fence, GLenum condition)
{
return gl::SetFenceNV(fence, condition);
}
void GL_APIENTRY glGetTranslatedShaderSourceANGLE(GLuint shader,
GLsizei bufsize,
GLsizei *length,
GLchar *source)
{
return gl::GetTranslatedShaderSourceANGLE(shader, bufsize, length, source);
}
void GL_APIENTRY glTexStorage2DEXT(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
return gl::TexStorage2DEXT(target, levels, internalformat, width, height);
}
GLenum GL_APIENTRY glGetGraphicsResetStatusEXT(void)
{
return gl::GetGraphicsResetStatusEXT();
}
void GL_APIENTRY glReadnPixelsEXT(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
void *data)
{
return gl::ReadnPixelsEXT(x, y, width, height, format, type, bufSize, data);
}
void GL_APIENTRY glGetnUniformfvEXT(GLuint program, GLint location, GLsizei bufSize, float *params)
{
return gl::GetnUniformfvEXT(program, location, bufSize, params);
}
void GL_APIENTRY glGetnUniformivEXT(GLuint program, GLint location, GLsizei bufSize, GLint *params)
{
return gl::GetnUniformivEXT(program, location, bufSize, params);
}
void GL_APIENTRY glGenQueriesEXT(GLsizei n, GLuint *ids)
{
return gl::GenQueriesEXT(n, ids);
}
void GL_APIENTRY glDeleteQueriesEXT(GLsizei n, const GLuint *ids)
{
return gl::DeleteQueriesEXT(n, ids);
}
GLboolean GL_APIENTRY glIsQueryEXT(GLuint id)
{
return gl::IsQueryEXT(id);
}
void GL_APIENTRY glBeginQueryEXT(GLenum target, GLuint id)
{
return gl::BeginQueryEXT(target, id);
}
void GL_APIENTRY glEndQueryEXT(GLenum target)
{
return gl::EndQueryEXT(target);
}
void GL_APIENTRY glQueryCounterEXT(GLuint id, GLenum target)
{
return gl::QueryCounterEXT(id, target);
}
void GL_APIENTRY glGetQueryivEXT(GLenum target, GLenum pname, GLint *params)
{
return gl::GetQueryivEXT(target, pname, params);
}
void GL_APIENTRY glGetQueryObjectivEXT(GLuint id, GLenum pname, GLint *params)
{
return gl::GetQueryObjectivEXT(id, pname, params);
}
void GL_APIENTRY glGetQueryObjectuivEXT(GLuint id, GLenum pname, GLuint *params)
{
return gl::GetQueryObjectuivEXT(id, pname, params);
}
void GL_APIENTRY glGetQueryObjecti64vEXT(GLuint id, GLenum pname, GLint64 *params)
{
return gl::GetQueryObjecti64vEXT(id, pname, params);
}
void GL_APIENTRY glGetQueryObjectui64vEXT(GLuint id, GLenum pname, GLuint64 *params)
{
return gl::GetQueryObjectui64vEXT(id, pname, params);
}
void GL_APIENTRY glDrawBuffersEXT(GLsizei n, const GLenum *bufs)
{
return gl::DrawBuffersEXT(n, bufs);
}
void GL_APIENTRY glDrawArraysInstancedANGLE(GLenum mode,
GLint first,
GLsizei count,
GLsizei primcount)
{
return gl::DrawArraysInstancedANGLE(mode, first, count, primcount);
}
void GL_APIENTRY glDrawElementsInstancedANGLE(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei primcount)
{
return gl::DrawElementsInstancedANGLE(mode, count, type, indices, primcount);
}
void GL_APIENTRY glVertexAttribDivisorANGLE(GLuint index, GLuint divisor)
{
return gl::VertexAttribDivisorANGLE(index, divisor);
}
void GL_APIENTRY glGetProgramBinaryOES(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary)
{
return gl::GetProgramBinaryOES(program, bufSize, length, binaryFormat, binary);
}
void GL_APIENTRY glProgramBinaryOES(GLuint program,
GLenum binaryFormat,
const void *binary,
GLint length)
{
return gl::ProgramBinaryOES(program, binaryFormat, binary, length);
}
void *GL_APIENTRY glMapBufferOES(GLenum target, GLenum access)
{
return gl::MapBufferOES(target, access);
}
GLboolean GL_APIENTRY glUnmapBufferOES(GLenum target)
{
return gl::UnmapBufferOES(target);
}
void GL_APIENTRY glGetBufferPointervOES(GLenum target, GLenum pname, void **params)
{
return gl::GetBufferPointervOES(target, pname, params);
}
void *GL_APIENTRY glMapBufferRangeEXT(GLenum target,
GLintptr offset,
GLsizeiptr length,
GLbitfield access)
{
return gl::MapBufferRangeEXT(target, offset, length, access);
}
void GL_APIENTRY glFlushMappedBufferRangeEXT(GLenum target, GLintptr offset, GLsizeiptr length)
{
return gl::FlushMappedBufferRangeEXT(target, offset, length);
}
void GL_APIENTRY glInsertEventMarkerEXT(GLsizei length, const char *marker)
{
return gl::InsertEventMarkerEXT(length, marker);
}
void GL_APIENTRY glPushGroupMarkerEXT(GLsizei length, const char *marker)
{
return gl::PushGroupMarkerEXT(length, marker);
}
void GL_APIENTRY glPopGroupMarkerEXT()
{
return gl::PopGroupMarkerEXT();
}
void GL_APIENTRY glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image)
{
return gl::EGLImageTargetTexture2DOES(target, image);
}
void GL_APIENTRY glEGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image)
{
return gl::EGLImageTargetRenderbufferStorageOES(target, image);
}
void GL_APIENTRY glBindVertexArrayOES(GLuint array)
{
return gl::BindVertexArrayOES(array);
}
void GL_APIENTRY glDeleteVertexArraysOES(GLsizei n, const GLuint *arrays)
{
return gl::DeleteVertexArraysOES(n, arrays);
}
void GL_APIENTRY glGenVertexArraysOES(GLsizei n, GLuint *arrays)
{
return gl::GenVertexArraysOES(n, arrays);
}
GLboolean GL_APIENTRY glIsVertexArrayOES(GLuint array)
{
return gl::IsVertexArrayOES(array);
}
void GL_APIENTRY glDebugMessageControlKHR(GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids,
GLboolean enabled)
{
return gl::DebugMessageControlKHR(source, type, severity, count, ids, enabled);
}
void GL_APIENTRY glDebugMessageInsertKHR(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf)
{
return gl::DebugMessageInsertKHR(source, type, id, severity, length, buf);
}
void GL_APIENTRY glDebugMessageCallbackKHR(GLDEBUGPROCKHR callback, const void *userParam)
{
return gl::DebugMessageCallbackKHR(callback, userParam);
}
GLuint GL_APIENTRY glGetDebugMessageLogKHR(GLuint count,
GLsizei bufSize,
GLenum *sources,
GLenum *types,
GLuint *ids,
GLenum *severities,
GLsizei *lengths,
GLchar *messageLog)
{
return gl::GetDebugMessageLogKHR(count, bufSize, sources, types, ids, severities, lengths,
messageLog);
}
void GL_APIENTRY glPushDebugGroupKHR(GLenum source,
GLuint id,
GLsizei length,
const GLchar *message)
{
return gl::PushDebugGroupKHR(source, id, length, message);
}
void GL_APIENTRY glPopDebugGroupKHR(void)
{
return gl::PopDebugGroupKHR();
}
void GL_APIENTRY glObjectLabelKHR(GLenum identifier,
GLuint name,
GLsizei length,
const GLchar *label)
{
return gl::ObjectLabelKHR(identifier, name, length, label);
}
void GL_APIENTRY
glGetObjectLabelKHR(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label)
{
return gl::GetObjectLabelKHR(identifier, name, bufSize, length, label);
}
void GL_APIENTRY glObjectPtrLabelKHR(const void *ptr, GLsizei length, const GLchar *label)
{
return gl::ObjectPtrLabelKHR(ptr, length, label);
}
void GL_APIENTRY glGetObjectPtrLabelKHR(const void *ptr,
GLsizei bufSize,
GLsizei *length,
GLchar *label)
{
return gl::GetObjectPtrLabelKHR(ptr, bufSize, length, label);
}
void GL_APIENTRY glGetPointervKHR(GLenum pname, void **params)
{
return gl::GetPointervKHR(pname, params);
}
void GL_APIENTRY glBindUniformLocationCHROMIUM(GLuint program, GLint location, const GLchar *name)
{
return gl::BindUniformLocationCHROMIUM(program, location, name);
}
void GL_APIENTRY glCoverageModulationCHROMIUM(GLenum components)
{
return gl::CoverageModulationCHROMIUM(components);
}
// CHROMIUM_path_rendendering
void GL_APIENTRY glMatrixLoadfCHROMIUM(GLenum matrixMode, const GLfloat *matrix)
{
gl::MatrixLoadfCHROMIUM(matrixMode, matrix);
}
void GL_APIENTRY glMatrixLoadIdentityCHROMIUM(GLenum matrixMode)
{
gl::MatrixLoadIdentityCHROMIUM(matrixMode);
}
GLuint GL_APIENTRY glGenPathsCHROMIUM(GLsizei range)
{
return gl::GenPathsCHROMIUM(range);
}
void GL_APIENTRY glDeletePathsCHROMIUM(GLuint first, GLsizei range)
{
gl::DeletePathsCHROMIUM(first, range);
}
GLboolean GL_APIENTRY glIsPathCHROMIUM(GLuint path)
{
return gl::IsPathCHROMIUM(path);
}
void GL_APIENTRY glPathCommandsCHROMIUM(GLuint path,
GLsizei numCommands,
const GLubyte *commands,
GLsizei numCoords,
GLenum coordType,
const void *coords)
{
gl::PathCommandsCHROMIUM(path, numCommands, commands, numCoords, coordType, coords);
}
void GL_APIENTRY glPathParameterfCHROMIUM(GLuint path, GLenum pname, GLfloat value)
{
gl::PathParameterfCHROMIUM(path, pname, value);
}
void GL_APIENTRY glPathParameteriCHROMIUM(GLuint path, GLenum pname, GLint value)
{
gl::PathParameteriCHROMIUM(path, pname, value);
}
void GL_APIENTRY glGetPathParameterfvCHROMIUM(GLuint path, GLenum pname, GLfloat *value)
{
gl::GetPathParameterfCHROMIUM(path, pname, value);
}
void GL_APIENTRY glGetPathParameterivCHROMIUM(GLuint path, GLenum pname, GLint *value)
{
gl::GetPathParameteriCHROMIUM(path, pname, value);
}
void GL_APIENTRY glPathStencilFuncCHROMIUM(GLenum func, GLint ref, GLuint mask)
{
gl::PathStencilFuncCHROMIUM(func, ref, mask);
}
void GL_APIENTRY glStencilFillPathCHROMIUM(GLuint path, GLenum fillMode, GLuint mask)
{
gl::StencilFillPathCHROMIUM(path, fillMode, mask);
}
void GL_APIENTRY glStencilStrokePathCHROMIUM(GLuint path, GLint reference, GLuint mask)
{
gl::StencilStrokePathCHROMIUM(path, reference, mask);
}
void GL_APIENTRY glCoverFillPathCHROMIUM(GLuint path, GLenum coverMode)
{
gl::CoverFillPathCHROMIUM(path, coverMode);
}
void GL_APIENTRY glCoverStrokePathCHROMIUM(GLuint path, GLenum coverMode)
{
gl::CoverStrokePathCHROMIUM(path, coverMode);
}
void GL_APIENTRY glStencilThenCoverFillPathCHROMIUM(GLuint path,
GLenum fillMode,
GLuint mask,
GLenum coverMode)
{
gl::StencilThenCoverFillPathCHROMIUM(path, fillMode, mask, coverMode);
}
void GL_APIENTRY glStencilThenCoverStrokePathCHROMIUM(GLuint path,
GLint reference,
GLuint mask,
GLenum coverMode)
{
gl::StencilThenCoverStrokePathCHROMIUM(path, reference, mask, coverMode);
}
void GL_APIENTRY glCoverFillPathInstancedCHROMIUM(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues)
{
gl::CoverFillPathInstancedCHROMIUM(numPaths, pathNameType, paths, pathBase, coverMode,
transformType, transformValues);
}
void GL_APIENTRY glCoverStrokePathInstancedCHROMIUM(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues)
{
gl::CoverStrokePathInstancedCHROMIUM(numPaths, pathNameType, paths, pathBase, coverMode,
transformType, transformValues);
}
void GL_APIENTRY glStencilFillPathInstancedCHROMIUM(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum fillMode,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues)
{
gl::StencilFillPathInstancedCHROMIUM(numPaths, pathNameType, paths, pathBase, fillMode, mask,
transformType, transformValues);
}
void GL_APIENTRY glStencilStrokePathInstancedCHROMIUM(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLint reference,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues)
{
gl::StencilStrokePathInstancedCHROMIUM(numPaths, pathNameType, paths, pathBase, reference, mask,
transformType, transformValues);
}
void GL_APIENTRY glStencilThenCoverFillPathInstancedCHROMIUM(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum fillMode,
GLuint mask,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues)
{
gl::StencilThenCoverFillPathInstancedCHROMIUM(numPaths, pathNameType, paths, pathBase, fillMode,
mask, coverMode, transformType, transformValues);
}
void GL_APIENTRY glStencilThenCoverStrokePathInstancedCHROMIUM(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLint reference,
GLuint mask,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues)
{
gl::StencilThenCoverStrokePathInstancedCHROMIUM(numPaths, pathNameType, paths, pathBase,
reference, mask, coverMode, transformType,
transformValues);
}
void GL_APIENTRY glBindFragmentInputLocationCHROMIUM(GLuint program,
GLint location,
const GLchar *name)
{
gl::BindFragmentInputLocationCHROMIUM(program, location, name);
}
void GL_APIENTRY glProgramPathFragmentInputGenCHROMIUM(GLuint program,
GLint location,
GLenum genMode,
GLint components,
const GLfloat *coeffs)
{
gl::ProgramPathFragmentInputGenCHROMIUM(program, location, genMode, components, coeffs);
}
// GLES 3.1
void GL_APIENTRY glDispatchCompute(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ)
{
gl::DispatchCompute(numGroupsX, numGroupsY, numGroupsZ);
}
void GL_APIENTRY glDispatchComputeIndirect(GLintptr indirect)
{
gl::DispatchComputeIndirect(indirect);
}
void GL_APIENTRY glDrawArraysIndirect(GLenum mode, const void *indirect)
{
gl::DrawArraysIndirect(mode, indirect);
}
void GL_APIENTRY glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect)
{
gl::DrawElementsIndirect(mode, type, indirect);
}
void GL_APIENTRY glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
{
gl::FramebufferParameteri(target, pname, param);
}
void GL_APIENTRY glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
gl::GetFramebufferParameteriv(target, pname, params);
}
void GL_APIENTRY glGetProgramInterfaceiv(GLuint program,
GLenum programInterface,
GLenum pname,
GLint *params)
{
gl::GetProgramInterfaceiv(program, programInterface, pname, params);
}
GLuint GL_APIENTRY glGetProgramResourceIndex(GLuint program,
GLenum programInterface,
const GLchar *name)
{
return gl::GetProgramResourceIndex(program, programInterface, name);
}
void GL_APIENTRY glGetProgramResourceName(GLuint program,
GLenum programInterface,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name)
{
gl::GetProgramResourceName(program, programInterface, index, bufSize, length, name);
}
void GL_APIENTRY glGetProgramResourceiv(GLuint program,
GLenum programInterface,
GLuint index,
GLsizei propCount,
const GLenum *props,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
gl::GetProgramResourceiv(program, programInterface, index, propCount, props, bufSize, length,
params);
}
GLint GL_APIENTRY glGetProgramResourceLocation(GLuint program,
GLenum programInterface,
const GLchar *name)
{
return gl::GetProgramResourceLocation(program, programInterface, name);
}
void GL_APIENTRY glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
{
gl::UseProgramStages(pipeline, stages, program);
}
void GL_APIENTRY glActiveShaderProgram(GLuint pipeline, GLuint program)
{
gl::ActiveShaderProgram(pipeline, program);
}
GLuint GL_APIENTRY glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
{
return gl::CreateShaderProgramv(type, count, strings);
}
void GL_APIENTRY glBindProgramPipeline(GLuint pipeline)
{
gl::BindProgramPipeline(pipeline);
}
void GL_APIENTRY glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
{
gl::DeleteProgramPipelines(n, pipelines);
}
void GL_APIENTRY glGenProgramPipelines(GLsizei n, GLuint *pipelines)
{
gl::GenProgramPipelines(n, pipelines);
}
GLboolean GL_APIENTRY glIsProgramPipeline(GLuint pipeline)
{
return gl::IsProgramPipeline(pipeline);
}
void GL_APIENTRY glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
{
gl::GetProgramPipelineiv(pipeline, pname, params);
}
void GL_APIENTRY glProgramUniform1i(GLuint program, GLint location, GLint v0)
{
gl::ProgramUniform1i(program, location, v0);
}
void GL_APIENTRY glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
{
gl::ProgramUniform2i(program, location, v0, v1);
}
void GL_APIENTRY glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
{
gl::ProgramUniform3i(program, location, v0, v1, v2);
}
void GL_APIENTRY
glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
gl::ProgramUniform4i(program, location, v0, v1, v2, v3);
}
void GL_APIENTRY glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
{
gl::ProgramUniform1ui(program, location, v0);
}
void GL_APIENTRY glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
{
gl::ProgramUniform2ui(program, location, v0, v1);
}
void GL_APIENTRY
glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
{
gl::ProgramUniform3ui(program, location, v0, v1, v2);
}
void GL_APIENTRY
glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
gl::ProgramUniform4ui(program, location, v0, v1, v2, v3);
}
void GL_APIENTRY glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
{
gl::ProgramUniform1f(program, location, v0);
}
void GL_APIENTRY glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
{
gl::ProgramUniform2f(program, location, v0, v1);
}
void GL_APIENTRY
glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
gl::ProgramUniform3f(program, location, v0, v1, v2);
}
void GL_APIENTRY
glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
gl::ProgramUniform4f(program, location, v0, v1, v2, v3);
}
void GL_APIENTRY glProgramUniform1iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value)
{
gl::ProgramUniform1iv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform2iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value)
{
gl::ProgramUniform2iv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform3iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value)
{
gl::ProgramUniform3iv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform4iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value)
{
gl::ProgramUniform4iv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform1uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value)
{
gl::ProgramUniform1uiv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform2uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value)
{
gl::ProgramUniform2uiv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform3uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value)
{
gl::ProgramUniform3uiv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform4uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value)
{
gl::ProgramUniform4uiv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform1fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value)
{
gl::ProgramUniform1fv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform2fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value)
{
gl::ProgramUniform2fv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform3fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value)
{
gl::ProgramUniform3fv(program, location, count, value);
}
void GL_APIENTRY glProgramUniform4fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value)
{
gl::ProgramUniform4fv(program, location, count, value);
}
void GL_APIENTRY glProgramUniformMatrix2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
gl::ProgramUniformMatrix2fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
gl::ProgramUniformMatrix3fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
gl::ProgramUniformMatrix4fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix2x3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
gl::ProgramUniformMatrix2x3fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix3x2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
gl::ProgramUniformMatrix3x2fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix2x4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
gl::ProgramUniformMatrix2x4fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix4x2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
gl::ProgramUniformMatrix4x2fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix3x4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
gl::ProgramUniformMatrix3x4fv(program, location, count, transpose, value);
}
void GL_APIENTRY glProgramUniformMatrix4x3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
gl::ProgramUniformMatrix4x3fv(program, location, count, transpose, value);
}
void GL_APIENTRY glValidateProgramPipeline(GLuint pipeline)
{
gl::ValidateProgramPipeline(pipeline);
}
void GL_APIENTRY glGetProgramPipelineInfoLog(GLuint pipeline,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog)
{
gl::GetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog);
}
void GL_APIENTRY glBindImageTexture(GLuint unit,
GLuint texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format)
{
gl::BindImageTexture(unit, texture, level, layered, layer, access, format);
}
void GL_APIENTRY glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
{
gl::GetBooleani_v(target, index, data);
}
void GL_APIENTRY glMemoryBarrier(GLbitfield barriers)
{
gl::MemoryBarrier(barriers);
}
void GL_APIENTRY glMemoryBarrierByRegion(GLbitfield barriers)
{
gl::MemoryBarrierByRegion(barriers);
}
void GL_APIENTRY glTexStorage2DMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations)
{
gl::TexStorage2DMultisample(target, samples, internalformat, width, height,
fixedsamplelocations);
}
void GL_APIENTRY glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
{
gl::GetMultisamplefv(pname, index, val);
}
void GL_APIENTRY glSampleMaski(GLuint maskNumber, GLbitfield mask)
{
gl::SampleMaski(maskNumber, mask);
}
void GL_APIENTRY glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
{
gl::GetTexLevelParameteriv(target, level, pname, params);
}
void GL_APIENTRY glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
{
gl::GetTexLevelParameterfv(target, level, pname, params);
}
void GL_APIENTRY glBindVertexBuffer(GLuint bindingindex,
GLuint buffer,
GLintptr offset,
GLsizei stride)
{
gl::BindVertexBuffer(bindingindex, buffer, offset, stride);
}
void GL_APIENTRY glVertexAttribFormat(GLuint attribindex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeoffset)
{
gl::VertexAttribFormat(attribindex, size, type, normalized, relativeoffset);
}
void GL_APIENTRY glVertexAttribIFormat(GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset)
{
gl::VertexAttribIFormat(attribindex, size, type, relativeoffset);
}
void GL_APIENTRY glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
{
gl::VertexAttribBinding(attribindex, bindingindex);
}
void GL_APIENTRY glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
{
gl::VertexBindingDivisor(bindingindex, divisor);
}
void GL_APIENTRY glFramebufferTextureMultiviewLayeredANGLE(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint baseViewIndex,
GLsizei numViews)
{
gl::FramebufferTextureMultiviewLayeredANGLE(target, attachment, texture, level, baseViewIndex,
numViews);
}
void GL_APIENTRY glFramebufferTextureMultiviewSideBySideANGLE(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLsizei numViews,
const GLint *viewportOffsets)
{
gl::FramebufferTextureMultiviewSideBySideANGLE(target, attachment, texture, level, numViews,
viewportOffsets);
}
void GL_APIENTRY glRequestExtensionANGLE(const GLchar *name)
{
gl::RequestExtensionANGLE(name);
}
} // extern "C"