blob: bcfbfa7527d87c959c5afa2d1fb49509b3dc034b [file] [log] [blame]
/* WARNING: This is auto-generated file. Do not modify, since changes will
* be lost! Modify the generating script instead.
*
* Generated from Khronos GL API description (gl.xml) revision 9d534f9312e56c72df763207e449c6719576fd54.
*/
gl->activeShaderProgram = &glActiveShaderProgram;
gl->activeTexture = &glActiveTexture;
gl->attachShader = &glAttachShader;
gl->beginQuery = &glBeginQuery;
gl->beginTransformFeedback = &glBeginTransformFeedback;
gl->bindAttribLocation = &glBindAttribLocation;
gl->bindBuffer = &glBindBuffer;
gl->bindBufferBase = &glBindBufferBase;
gl->bindBufferRange = &glBindBufferRange;
gl->bindFramebuffer = &glBindFramebuffer;
gl->bindImageTexture = &glBindImageTexture;
gl->bindProgramPipeline = &glBindProgramPipeline;
gl->bindRenderbuffer = &glBindRenderbuffer;
gl->bindSampler = &glBindSampler;
gl->bindTexture = &glBindTexture;
gl->bindTransformFeedback = &glBindTransformFeedback;
gl->bindVertexArray = &glBindVertexArray;
gl->bindVertexBuffer = &glBindVertexBuffer;
gl->blendColor = &glBlendColor;
gl->blendEquation = &glBlendEquation;
gl->blendEquationSeparate = &glBlendEquationSeparate;
gl->blendFunc = &glBlendFunc;
gl->blendFuncSeparate = &glBlendFuncSeparate;
gl->blitFramebuffer = &glBlitFramebuffer;
gl->bufferData = &glBufferData;
gl->bufferSubData = &glBufferSubData;
gl->checkFramebufferStatus = &glCheckFramebufferStatus;
gl->clear = &glClear;
gl->clearBufferfi = &glClearBufferfi;
gl->clearBufferfv = &glClearBufferfv;
gl->clearBufferiv = &glClearBufferiv;
gl->clearBufferuiv = &glClearBufferuiv;
gl->clearColor = &glClearColor;
gl->clearDepthf = &glClearDepthf;
gl->clearStencil = &glClearStencil;
gl->clientWaitSync = &glClientWaitSync;
gl->colorMask = &glColorMask;
gl->compileShader = &glCompileShader;
gl->compressedTexImage2D = &glCompressedTexImage2D;
gl->compressedTexImage3D = &glCompressedTexImage3D;
gl->compressedTexSubImage2D = &glCompressedTexSubImage2D;
gl->compressedTexSubImage3D = &glCompressedTexSubImage3D;
gl->copyBufferSubData = &glCopyBufferSubData;
gl->copyTexImage2D = &glCopyTexImage2D;
gl->copyTexSubImage2D = &glCopyTexSubImage2D;
gl->copyTexSubImage3D = &glCopyTexSubImage3D;
gl->createProgram = &glCreateProgram;
gl->createShader = &glCreateShader;
gl->createShaderProgramv = &glCreateShaderProgramv;
gl->cullFace = &glCullFace;
gl->deleteBuffers = &glDeleteBuffers;
gl->deleteFramebuffers = &glDeleteFramebuffers;
gl->deleteProgram = &glDeleteProgram;
gl->deleteProgramPipelines = &glDeleteProgramPipelines;
gl->deleteQueries = &glDeleteQueries;
gl->deleteRenderbuffers = &glDeleteRenderbuffers;
gl->deleteSamplers = &glDeleteSamplers;
gl->deleteShader = &glDeleteShader;
gl->deleteSync = &glDeleteSync;
gl->deleteTextures = &glDeleteTextures;
gl->deleteTransformFeedbacks = &glDeleteTransformFeedbacks;
gl->deleteVertexArrays = &glDeleteVertexArrays;
gl->depthFunc = &glDepthFunc;
gl->depthMask = &glDepthMask;
gl->depthRangef = &glDepthRangef;
gl->detachShader = &glDetachShader;
gl->disable = &glDisable;
gl->disableVertexAttribArray = &glDisableVertexAttribArray;
gl->dispatchCompute = &glDispatchCompute;
gl->dispatchComputeIndirect = &glDispatchComputeIndirect;
gl->drawArrays = &glDrawArrays;
gl->drawArraysIndirect = &glDrawArraysIndirect;
gl->drawArraysInstanced = &glDrawArraysInstanced;
gl->drawBuffers = &glDrawBuffers;
gl->drawElements = &glDrawElements;
gl->drawElementsIndirect = &glDrawElementsIndirect;
gl->drawElementsInstanced = &glDrawElementsInstanced;
gl->drawRangeElements = &glDrawRangeElements;
gl->enable = &glEnable;
gl->enableVertexAttribArray = &glEnableVertexAttribArray;
gl->endQuery = &glEndQuery;
gl->endTransformFeedback = &glEndTransformFeedback;
gl->fenceSync = &glFenceSync;
gl->finish = &glFinish;
gl->flush = &glFlush;
gl->flushMappedBufferRange = &glFlushMappedBufferRange;
gl->framebufferParameteri = &glFramebufferParameteri;
gl->framebufferRenderbuffer = &glFramebufferRenderbuffer;
gl->framebufferTexture2D = &glFramebufferTexture2D;
gl->framebufferTextureLayer = &glFramebufferTextureLayer;
gl->frontFace = &glFrontFace;
gl->genBuffers = &glGenBuffers;
gl->genFramebuffers = &glGenFramebuffers;
gl->genProgramPipelines = &glGenProgramPipelines;
gl->genQueries = &glGenQueries;
gl->genRenderbuffers = &glGenRenderbuffers;
gl->genSamplers = &glGenSamplers;
gl->genTextures = &glGenTextures;
gl->genTransformFeedbacks = &glGenTransformFeedbacks;
gl->genVertexArrays = &glGenVertexArrays;
gl->generateMipmap = &glGenerateMipmap;
gl->getActiveAttrib = &glGetActiveAttrib;
gl->getActiveUniform = &glGetActiveUniform;
gl->getActiveUniformBlockName = &glGetActiveUniformBlockName;
gl->getActiveUniformBlockiv = &glGetActiveUniformBlockiv;
gl->getActiveUniformsiv = &glGetActiveUniformsiv;
gl->getAttachedShaders = &glGetAttachedShaders;
gl->getAttribLocation = &glGetAttribLocation;
gl->getBooleani_v = &glGetBooleani_v;
gl->getBooleanv = &glGetBooleanv;
gl->getBufferParameteri64v = &glGetBufferParameteri64v;
gl->getBufferParameteriv = &glGetBufferParameteriv;
gl->getBufferPointerv = &glGetBufferPointerv;
gl->getError = &glGetError;
gl->getFloatv = &glGetFloatv;
gl->getFragDataLocation = &glGetFragDataLocation;
gl->getFramebufferAttachmentParameteriv = &glGetFramebufferAttachmentParameteriv;
gl->getFramebufferParameteriv = &glGetFramebufferParameteriv;
gl->getInteger64i_v = &glGetInteger64i_v;
gl->getInteger64v = &glGetInteger64v;
gl->getIntegeri_v = &glGetIntegeri_v;
gl->getIntegerv = &glGetIntegerv;
gl->getInternalformativ = &glGetInternalformativ;
gl->getMultisamplefv = &glGetMultisamplefv;
gl->getProgramBinary = &glGetProgramBinary;
gl->getProgramInfoLog = &glGetProgramInfoLog;
gl->getProgramInterfaceiv = &glGetProgramInterfaceiv;
gl->getProgramPipelineInfoLog = &glGetProgramPipelineInfoLog;
gl->getProgramPipelineiv = &glGetProgramPipelineiv;
gl->getProgramResourceIndex = &glGetProgramResourceIndex;
gl->getProgramResourceLocation = &glGetProgramResourceLocation;
gl->getProgramResourceName = &glGetProgramResourceName;
gl->getProgramResourceiv = &glGetProgramResourceiv;
gl->getProgramiv = &glGetProgramiv;
gl->getQueryObjectuiv = &glGetQueryObjectuiv;
gl->getQueryiv = &glGetQueryiv;
gl->getRenderbufferParameteriv = &glGetRenderbufferParameteriv;
gl->getSamplerParameterfv = &glGetSamplerParameterfv;
gl->getSamplerParameteriv = &glGetSamplerParameteriv;
gl->getShaderInfoLog = &glGetShaderInfoLog;
gl->getShaderPrecisionFormat = &glGetShaderPrecisionFormat;
gl->getShaderSource = &glGetShaderSource;
gl->getShaderiv = &glGetShaderiv;
gl->getString = &glGetString;
gl->getStringi = &glGetStringi;
gl->getSynciv = &glGetSynciv;
gl->getTexLevelParameterfv = &glGetTexLevelParameterfv;
gl->getTexLevelParameteriv = &glGetTexLevelParameteriv;
gl->getTexParameterfv = &glGetTexParameterfv;
gl->getTexParameteriv = &glGetTexParameteriv;
gl->getTransformFeedbackVarying = &glGetTransformFeedbackVarying;
gl->getUniformBlockIndex = &glGetUniformBlockIndex;
gl->getUniformIndices = &glGetUniformIndices;
gl->getUniformLocation = &glGetUniformLocation;
gl->getUniformfv = &glGetUniformfv;
gl->getUniformiv = &glGetUniformiv;
gl->getUniformuiv = &glGetUniformuiv;
gl->getVertexAttribIiv = &glGetVertexAttribIiv;
gl->getVertexAttribIuiv = &glGetVertexAttribIuiv;
gl->getVertexAttribPointerv = &glGetVertexAttribPointerv;
gl->getVertexAttribfv = &glGetVertexAttribfv;
gl->getVertexAttribiv = &glGetVertexAttribiv;
gl->hint = &glHint;
gl->invalidateFramebuffer = &glInvalidateFramebuffer;
gl->invalidateSubFramebuffer = &glInvalidateSubFramebuffer;
gl->isBuffer = &glIsBuffer;
gl->isEnabled = &glIsEnabled;
gl->isFramebuffer = &glIsFramebuffer;
gl->isProgram = &glIsProgram;
gl->isProgramPipeline = &glIsProgramPipeline;
gl->isQuery = &glIsQuery;
gl->isRenderbuffer = &glIsRenderbuffer;
gl->isSampler = &glIsSampler;
gl->isShader = &glIsShader;
gl->isSync = &glIsSync;
gl->isTexture = &glIsTexture;
gl->isTransformFeedback = &glIsTransformFeedback;
gl->isVertexArray = &glIsVertexArray;
gl->lineWidth = &glLineWidth;
gl->linkProgram = &glLinkProgram;
gl->mapBufferRange = &glMapBufferRange;
gl->memoryBarrier = &glMemoryBarrier;
gl->memoryBarrierByRegion = &glMemoryBarrierByRegion;
gl->pauseTransformFeedback = &glPauseTransformFeedback;
gl->pixelStorei = &glPixelStorei;
gl->polygonOffset = &glPolygonOffset;
gl->programBinary = &glProgramBinary;
gl->programParameteri = &glProgramParameteri;
gl->programUniform1f = &glProgramUniform1f;
gl->programUniform1fv = &glProgramUniform1fv;
gl->programUniform1i = &glProgramUniform1i;
gl->programUniform1iv = &glProgramUniform1iv;
gl->programUniform1ui = &glProgramUniform1ui;
gl->programUniform1uiv = &glProgramUniform1uiv;
gl->programUniform2f = &glProgramUniform2f;
gl->programUniform2fv = &glProgramUniform2fv;
gl->programUniform2i = &glProgramUniform2i;
gl->programUniform2iv = &glProgramUniform2iv;
gl->programUniform2ui = &glProgramUniform2ui;
gl->programUniform2uiv = &glProgramUniform2uiv;
gl->programUniform3f = &glProgramUniform3f;
gl->programUniform3fv = &glProgramUniform3fv;
gl->programUniform3i = &glProgramUniform3i;
gl->programUniform3iv = &glProgramUniform3iv;
gl->programUniform3ui = &glProgramUniform3ui;
gl->programUniform3uiv = &glProgramUniform3uiv;
gl->programUniform4f = &glProgramUniform4f;
gl->programUniform4fv = &glProgramUniform4fv;
gl->programUniform4i = &glProgramUniform4i;
gl->programUniform4iv = &glProgramUniform4iv;
gl->programUniform4ui = &glProgramUniform4ui;
gl->programUniform4uiv = &glProgramUniform4uiv;
gl->programUniformMatrix2fv = &glProgramUniformMatrix2fv;
gl->programUniformMatrix2x3fv = &glProgramUniformMatrix2x3fv;
gl->programUniformMatrix2x4fv = &glProgramUniformMatrix2x4fv;
gl->programUniformMatrix3fv = &glProgramUniformMatrix3fv;
gl->programUniformMatrix3x2fv = &glProgramUniformMatrix3x2fv;
gl->programUniformMatrix3x4fv = &glProgramUniformMatrix3x4fv;
gl->programUniformMatrix4fv = &glProgramUniformMatrix4fv;
gl->programUniformMatrix4x2fv = &glProgramUniformMatrix4x2fv;
gl->programUniformMatrix4x3fv = &glProgramUniformMatrix4x3fv;
gl->readBuffer = &glReadBuffer;
gl->readPixels = &glReadPixels;
gl->releaseShaderCompiler = &glReleaseShaderCompiler;
gl->renderbufferStorage = &glRenderbufferStorage;
gl->renderbufferStorageMultisample = &glRenderbufferStorageMultisample;
gl->resumeTransformFeedback = &glResumeTransformFeedback;
gl->sampleCoverage = &glSampleCoverage;
gl->sampleMaski = &glSampleMaski;
gl->samplerParameterf = &glSamplerParameterf;
gl->samplerParameterfv = &glSamplerParameterfv;
gl->samplerParameteri = &glSamplerParameteri;
gl->samplerParameteriv = &glSamplerParameteriv;
gl->scissor = &glScissor;
gl->shaderBinary = &glShaderBinary;
gl->shaderSource = (glShaderSourceFunc)&glShaderSource;
gl->stencilFunc = &glStencilFunc;
gl->stencilFuncSeparate = &glStencilFuncSeparate;
gl->stencilMask = &glStencilMask;
gl->stencilMaskSeparate = &glStencilMaskSeparate;
gl->stencilOp = &glStencilOp;
gl->stencilOpSeparate = &glStencilOpSeparate;
gl->texImage2D = &glTexImage2D;
gl->texImage3D = &glTexImage3D;
gl->texParameterf = &glTexParameterf;
gl->texParameterfv = &glTexParameterfv;
gl->texParameteri = &glTexParameteri;
gl->texParameteriv = &glTexParameteriv;
gl->texStorage2D = &glTexStorage2D;
gl->texStorage2DMultisample = &glTexStorage2DMultisample;
gl->texStorage3D = &glTexStorage3D;
gl->texSubImage2D = &glTexSubImage2D;
gl->texSubImage3D = &glTexSubImage3D;
gl->transformFeedbackVaryings = &glTransformFeedbackVaryings;
gl->uniform1f = &glUniform1f;
gl->uniform1fv = &glUniform1fv;
gl->uniform1i = &glUniform1i;
gl->uniform1iv = &glUniform1iv;
gl->uniform1ui = &glUniform1ui;
gl->uniform1uiv = &glUniform1uiv;
gl->uniform2f = &glUniform2f;
gl->uniform2fv = &glUniform2fv;
gl->uniform2i = &glUniform2i;
gl->uniform2iv = &glUniform2iv;
gl->uniform2ui = &glUniform2ui;
gl->uniform2uiv = &glUniform2uiv;
gl->uniform3f = &glUniform3f;
gl->uniform3fv = &glUniform3fv;
gl->uniform3i = &glUniform3i;
gl->uniform3iv = &glUniform3iv;
gl->uniform3ui = &glUniform3ui;
gl->uniform3uiv = &glUniform3uiv;
gl->uniform4f = &glUniform4f;
gl->uniform4fv = &glUniform4fv;
gl->uniform4i = &glUniform4i;
gl->uniform4iv = &glUniform4iv;
gl->uniform4ui = &glUniform4ui;
gl->uniform4uiv = &glUniform4uiv;
gl->uniformBlockBinding = &glUniformBlockBinding;
gl->uniformMatrix2fv = &glUniformMatrix2fv;
gl->uniformMatrix2x3fv = &glUniformMatrix2x3fv;
gl->uniformMatrix2x4fv = &glUniformMatrix2x4fv;
gl->uniformMatrix3fv = &glUniformMatrix3fv;
gl->uniformMatrix3x2fv = &glUniformMatrix3x2fv;
gl->uniformMatrix3x4fv = &glUniformMatrix3x4fv;
gl->uniformMatrix4fv = &glUniformMatrix4fv;
gl->uniformMatrix4x2fv = &glUniformMatrix4x2fv;
gl->uniformMatrix4x3fv = &glUniformMatrix4x3fv;
gl->unmapBuffer = &glUnmapBuffer;
gl->useProgram = &glUseProgram;
gl->useProgramStages = &glUseProgramStages;
gl->validateProgram = &glValidateProgram;
gl->validateProgramPipeline = &glValidateProgramPipeline;
gl->vertexAttrib1f = &glVertexAttrib1f;
gl->vertexAttrib1fv = &glVertexAttrib1fv;
gl->vertexAttrib2f = &glVertexAttrib2f;
gl->vertexAttrib2fv = &glVertexAttrib2fv;
gl->vertexAttrib3f = &glVertexAttrib3f;
gl->vertexAttrib3fv = &glVertexAttrib3fv;
gl->vertexAttrib4f = &glVertexAttrib4f;
gl->vertexAttrib4fv = &glVertexAttrib4fv;
gl->vertexAttribBinding = &glVertexAttribBinding;
gl->vertexAttribDivisor = &glVertexAttribDivisor;
gl->vertexAttribFormat = &glVertexAttribFormat;
gl->vertexAttribI4i = &glVertexAttribI4i;
gl->vertexAttribI4iv = &glVertexAttribI4iv;
gl->vertexAttribI4ui = &glVertexAttribI4ui;
gl->vertexAttribI4uiv = &glVertexAttribI4uiv;
gl->vertexAttribIFormat = &glVertexAttribIFormat;
gl->vertexAttribIPointer = &glVertexAttribIPointer;
gl->vertexAttribPointer = &glVertexAttribPointer;
gl->vertexBindingDivisor = &glVertexBindingDivisor;
gl->viewport = &glViewport;
gl->waitSync = &glWaitSync;