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// Auto-generated with: android/scripts/gen-entries.py --mode=static_translator_namespaced_header stream-servers/gl/OpenGLESDispatch/gles2_only.entries --output=include/OpenGLESDispatch/gles2_only_static_translator_namespaced_header.h
// DO NOT EDIT THIS FILE
#pragma once
namespace translator {
namespace gles2 {
GL_APICALL void GL_APIENTRY glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
GL_APICALL void GL_APIENTRY glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
GL_APICALL GLboolean GL_APIENTRY glIsProgram(GLuint program);
GL_APICALL GLboolean GL_APIENTRY glIsShader(GLuint shader);
GL_APICALL void GL_APIENTRY glVertexAttrib1f(GLuint indx, GLfloat x);
GL_APICALL void GL_APIENTRY glVertexAttrib1fv(GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
GL_APICALL void GL_APIENTRY glVertexAttrib2fv(GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
GL_APICALL void GL_APIENTRY glVertexAttrib3fv(GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_APICALL void GL_APIENTRY glVertexAttrib4fv(GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
GL_APICALL void GL_APIENTRY glDisableVertexAttribArray(GLuint index);
GL_APICALL void GL_APIENTRY glEnableVertexAttribArray(GLuint index);
GL_APICALL void GL_APIENTRY glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer);
GL_APICALL void GL_APIENTRY glUniform1f(GLint location, GLfloat x);
GL_APICALL void GL_APIENTRY glUniform1fv(GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform1i(GLint location, GLint x);
GL_APICALL void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform2f(GLint location, GLfloat x, GLfloat y);
GL_APICALL void GL_APIENTRY glUniform2fv(GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform2i(GLint location, GLint x, GLint y);
GL_APICALL void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z);
GL_APICALL void GL_APIENTRY glUniform3fv(GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform3i(GLint location, GLint x, GLint y, GLint z);
GL_APICALL void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_APICALL void GL_APIENTRY glUniform4fv(GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w);
GL_APICALL void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void GL_APIENTRY glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void GL_APIENTRY glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void GL_APIENTRY glAttachShader(GLuint program, GLuint shader);
GL_APICALL void GL_APIENTRY glBindAttribLocation(GLuint program, GLuint index, const GLchar* name);
GL_APICALL void GL_APIENTRY glCompileShader(GLuint shader);
GL_APICALL GLuint GL_APIENTRY glCreateProgram();
GL_APICALL GLuint GL_APIENTRY glCreateShader(GLenum type);
GL_APICALL void GL_APIENTRY glDeleteProgram(GLuint program);
GL_APICALL void GL_APIENTRY glDeleteShader(GLuint shader);
GL_APICALL void GL_APIENTRY glDetachShader(GLuint program, GLuint shader);
GL_APICALL void GL_APIENTRY glLinkProgram(GLuint program);
GL_APICALL void GL_APIENTRY glUseProgram(GLuint program);
GL_APICALL void GL_APIENTRY glValidateProgram(GLuint program);
GL_APICALL void GL_APIENTRY glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
GL_APICALL void GL_APIENTRY glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
GL_APICALL void GL_APIENTRY glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
GL_APICALL int GL_APIENTRY glGetAttribLocation(GLuint program, const GLchar* name);
GL_APICALL void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
GL_APICALL void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
GL_APICALL void GL_APIENTRY glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
GL_APICALL void GL_APIENTRY glGetUniformfv(GLuint program, GLint location, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetUniformiv(GLuint program, GLint location, GLint* params);
GL_APICALL int GL_APIENTRY glGetUniformLocation(GLuint program, const GLchar* name);
GL_APICALL void GL_APIENTRY glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
GL_APICALL void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer);
GL_APICALL void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint* framebuffers);
GL_APICALL void GL_APIENTRY glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target);
GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer);
GL_APICALL void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers);
GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer);
GL_APICALL void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer);
GL_APICALL void GL_APIENTRY glDeleteRenderbuffers(GLsizei n, const GLuint * renderbuffers);
GL_APICALL void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint * renderbuffers);
GL_APICALL void GL_APIENTRY glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint * params);
GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint * params);
GL_APICALL void GL_APIENTRY glGenerateMipmap(GLenum target);
} // namespace translator
} // namespace gles2