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diff --git a/gpu/GLES2/gl2.h b/gpu/GLES2/gl2.h
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+++ b/gpu/GLES2/gl2.h
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+#ifndef __gl2_h_
+#define __gl2_h_
+
+/* $Revision: 8784 $ on $Date:: 2009-09-02 09:49:17 -0700 #$ */
+
+/*
+ * This document is licensed under the SGI Free Software B License Version
+ * 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
+ */
+
+#include <GLES2/gl2types.h>
+
+// Note: If your program is written in C++ you can define
+// GLES2_INLINE_OPTIMIZATION to get an inline version of the OpenGL ES 2.0
+// code for your program. The advantage is a program compiled with high
+// optimization settings can generate very efficient code for issuing OpenGL ES
+// commands. The disadvantage is there is a small possibility of conflicts with
+// your code as we need to include lots of class definitions and a few
+// macros.
+
+#if defined(__cplusplus) && defined(GLES2_INLINE_OPTIMIZATION)
+#include "../command_buffer/client/gles2_lib.h"
+#define GLES2_USE_CPP_BINDINGS
+#endif
+
+#if defined(GLES2_USE_CPP_BINDINGS)
+#define GLES2_GET_FUN(name) gles2::GetGLContext()->name
+#else
+#define GLES2_GET_FUN(name) GLES2 ## name
+#endif
+
+/*-------------------------------------------------------------------------
+ * GL core functions.
+ *-----------------------------------------------------------------------*/
+#undef GL_APICALL
+#define GL_APICALL
+#undef GL_APIENTRY
+#define GL_APIENTRY
+
+#define glActiveTexture GLES2_GET_FUN(ActiveTexture)
+#define glAttachShader GLES2_GET_FUN(AttachShader)
+#define glBindAttribLocation GLES2_GET_FUN(BindAttribLocation)
+#define glBindBuffer GLES2_GET_FUN(BindBuffer)
+#define glBindFramebuffer GLES2_GET_FUN(BindFramebuffer)
+#define glBindRenderbuffer GLES2_GET_FUN(BindRenderbuffer)
+#define glBindTexture GLES2_GET_FUN(BindTexture)
+#define glBlendColor GLES2_GET_FUN(BlendColor)
+#define glBlendEquation GLES2_GET_FUN(BlendEquation)
+#define glBlendEquationSeparate GLES2_GET_FUN(BlendEquationSeparate)
+#define glBlendFunc GLES2_GET_FUN(BlendFunc)
+#define glBlendFuncSeparate GLES2_GET_FUN(BlendFuncSeparate)
+#define glBufferData GLES2_GET_FUN(BufferData)
+#define glBufferSubData GLES2_GET_FUN(BufferSubData)
+#define glCheckFramebufferStatus GLES2_GET_FUN(CheckFramebufferStatus)
+#define glClear GLES2_GET_FUN(Clear)
+#define glClearColor GLES2_GET_FUN(ClearColor)
+#define glClearDepthf GLES2_GET_FUN(ClearDepthf)
+#define glClearStencil GLES2_GET_FUN(ClearStencil)
+#define glColorMask GLES2_GET_FUN(ColorMask)
+#define glCompileShader GLES2_GET_FUN(CompileShader)
+#define glCompressedTexImage2D GLES2_GET_FUN(CompressedTexImage2D)
+#define glCompressedTexSubImage2D GLES2_GET_FUN(CompressedTexSubImage2D)
+#define glCopyTexImage2D GLES2_GET_FUN(CopyTexImage2D)
+#define glCopyTexSubImage2D GLES2_GET_FUN(CopyTexSubImage2D)
+#define glCreateProgram GLES2_GET_FUN(CreateProgram)
+#define glCreateShader GLES2_GET_FUN(CreateShader)
+#define glCullFace GLES2_GET_FUN(CullFace)
+#define glDeleteBuffers GLES2_GET_FUN(DeleteBuffers)
+#define glDeleteFramebuffers GLES2_GET_FUN(DeleteFramebuffers)
+#define glDeleteProgram GLES2_GET_FUN(DeleteProgram)
+#define glDeleteRenderbuffers GLES2_GET_FUN(DeleteRenderbuffers)
+#define glDeleteShader GLES2_GET_FUN(DeleteShader)
+#define glDeleteTextures GLES2_GET_FUN(DeleteTextures)
+#define glDepthFunc GLES2_GET_FUN(DepthFunc)
+#define glDepthMask GLES2_GET_FUN(DepthMask)
+#define glDepthRangef GLES2_GET_FUN(DepthRangef)
+#define glDetachShader GLES2_GET_FUN(DetachShader)
+#define glDisable GLES2_GET_FUN(Disable)
+#define glDisableVertexAttribArray GLES2_GET_FUN(DisableVertexAttribArray)
+#define glDrawArrays GLES2_GET_FUN(DrawArrays)
+#define glDrawElements GLES2_GET_FUN(DrawElements)
+#define glEnable GLES2_GET_FUN(Enable)
+#define glEnableVertexAttribArray GLES2_GET_FUN(EnableVertexAttribArray)
+#define glFinish GLES2_GET_FUN(Finish)
+#define glFlush GLES2_GET_FUN(Flush)
+#define glFramebufferRenderbuffer GLES2_GET_FUN(FramebufferRenderbuffer)
+#define glFramebufferTexture2D GLES2_GET_FUN(FramebufferTexture2D)
+#define glFrontFace GLES2_GET_FUN(FrontFace)
+#define glGenBuffers GLES2_GET_FUN(GenBuffers)
+#define glGenerateMipmap GLES2_GET_FUN(GenerateMipmap)
+#define glGenFramebuffers GLES2_GET_FUN(GenFramebuffers)
+#define glGenRenderbuffers GLES2_GET_FUN(GenRenderbuffers)
+#define glGenTextures GLES2_GET_FUN(GenTextures)
+#define glGetActiveAttrib GLES2_GET_FUN(GetActiveAttrib)
+#define glGetActiveUniform GLES2_GET_FUN(GetActiveUniform)
+#define glGetAttachedShaders GLES2_GET_FUN(GetAttachedShaders)
+#define glGetAttribLocation GLES2_GET_FUN(GetAttribLocation)
+#define glGetBooleanv GLES2_GET_FUN(GetBooleanv)
+#define glGetBufferParameteriv GLES2_GET_FUN(GetBufferParameteriv)
+#define glGetError GLES2_GET_FUN(GetError)
+#define glGetFloatv GLES2_GET_FUN(GetFloatv)
+#define glGetFramebufferAttachmentParameteriv GLES2_GET_FUN(GetFramebufferAttachmentParameteriv)
+#define glGetIntegerv GLES2_GET_FUN(GetIntegerv)
+#define glGetProgramiv GLES2_GET_FUN(GetProgramiv)
+#define glGetProgramInfoLog GLES2_GET_FUN(GetProgramInfoLog)
+#define glGetRenderbufferParameteriv GLES2_GET_FUN(GetRenderbufferParameteriv)
+#define glGetShaderiv GLES2_GET_FUN(GetShaderiv)
+#define glGetShaderInfoLog GLES2_GET_FUN(GetShaderInfoLog)
+#define glGetShaderPrecisionFormat GLES2_GET_FUN(GetShaderPrecisionFormat)
+#define glGetShaderSource GLES2_GET_FUN(GetShaderSource)
+#define glGetString GLES2_GET_FUN(GetString)
+#define glGetTexParameterfv GLES2_GET_FUN(GetTexParameterfv)
+#define glGetTexParameteriv GLES2_GET_FUN(GetTexParameteriv)
+#define glGetUniformfv GLES2_GET_FUN(GetUniformfv)
+#define glGetUniformiv GLES2_GET_FUN(GetUniformiv)
+#define glGetUniformLocation GLES2_GET_FUN(GetUniformLocation)
+#define glGetVertexAttribfv GLES2_GET_FUN(GetVertexAttribfv)
+#define glGetVertexAttribiv GLES2_GET_FUN(GetVertexAttribiv)
+#define glGetVertexAttribPointerv GLES2_GET_FUN(GetVertexAttribPointerv)
+#define glHint GLES2_GET_FUN(Hint)
+#define glIsBuffer GLES2_GET_FUN(IsBuffer)
+#define glIsEnabled GLES2_GET_FUN(IsEnabled)
+#define glIsFramebuffer GLES2_GET_FUN(IsFramebuffer)
+#define glIsProgram GLES2_GET_FUN(IsProgram)
+#define glIsRenderbuffer GLES2_GET_FUN(IsRenderbuffer)
+#define glIsShader GLES2_GET_FUN(IsShader)
+#define glIsTexture GLES2_GET_FUN(IsTexture)
+#define glLineWidth GLES2_GET_FUN(LineWidth)
+#define glLinkProgram GLES2_GET_FUN(LinkProgram)
+#define glPixelStorei GLES2_GET_FUN(PixelStorei)
+#define glPolygonOffset GLES2_GET_FUN(PolygonOffset)
+#define glReadPixels GLES2_GET_FUN(ReadPixels)
+#define glReleaseShaderCompiler GLES2_GET_FUN(ReleaseShaderCompiler)
+#define glRenderbufferStorage GLES2_GET_FUN(RenderbufferStorage)
+#define glSampleCoverage GLES2_GET_FUN(SampleCoverage)
+#define glScissor GLES2_GET_FUN(Scissor)
+#define glShaderBinary GLES2_GET_FUN(ShaderBinary)
+#define glShaderSource GLES2_GET_FUN(ShaderSource)
+#define glStencilFunc GLES2_GET_FUN(StencilFunc)
+#define glStencilFuncSeparate GLES2_GET_FUN(StencilFuncSeparate)
+#define glStencilMask GLES2_GET_FUN(StencilMask)
+#define glStencilMaskSeparate GLES2_GET_FUN(StencilMaskSeparate)
+#define glStencilOp GLES2_GET_FUN(StencilOp)
+#define glStencilOpSeparate GLES2_GET_FUN(StencilOpSeparate)
+#define glTexImage2D GLES2_GET_FUN(TexImage2D)
+#define glTexParameterf GLES2_GET_FUN(TexParameterf)
+#define glTexParameterfv GLES2_GET_FUN(TexParameterfv)
+#define glTexParameteri GLES2_GET_FUN(TexParameteri)
+#define glTexParameteriv GLES2_GET_FUN(TexParameteriv)
+#define glTexSubImage2D GLES2_GET_FUN(TexSubImage2D)
+#define glUniform1f GLES2_GET_FUN(Uniform1f)
+#define glUniform1fv GLES2_GET_FUN(Uniform1fv)
+#define glUniform1i GLES2_GET_FUN(Uniform1i)
+#define glUniform1iv GLES2_GET_FUN(Uniform1iv)
+#define glUniform2f GLES2_GET_FUN(Uniform2f)
+#define glUniform2fv GLES2_GET_FUN(Uniform2fv)
+#define glUniform2i GLES2_GET_FUN(Uniform2i)
+#define glUniform2iv GLES2_GET_FUN(Uniform2iv)
+#define glUniform3f GLES2_GET_FUN(Uniform3f)
+#define glUniform3fv GLES2_GET_FUN(Uniform3fv)
+#define glUniform3i GLES2_GET_FUN(Uniform3i)
+#define glUniform3iv GLES2_GET_FUN(Uniform3iv)
+#define glUniform4f GLES2_GET_FUN(Uniform4f)
+#define glUniform4fv GLES2_GET_FUN(Uniform4fv)
+#define glUniform4i GLES2_GET_FUN(Uniform4i)
+#define glUniform4iv GLES2_GET_FUN(Uniform4iv)
+#define glUniformMatrix2fv GLES2_GET_FUN(UniformMatrix2fv)
+#define glUniformMatrix3fv GLES2_GET_FUN(UniformMatrix3fv)
+#define glUniformMatrix4fv GLES2_GET_FUN(UniformMatrix4fv)
+#define glUseProgram GLES2_GET_FUN(UseProgram)
+#define glValidateProgram GLES2_GET_FUN(ValidateProgram)
+#define glVertexAttrib1f GLES2_GET_FUN(VertexAttrib1f)
+#define glVertexAttrib1fv GLES2_GET_FUN(VertexAttrib1fv)
+#define glVertexAttrib2f GLES2_GET_FUN(VertexAttrib2f)
+#define glVertexAttrib2fv GLES2_GET_FUN(VertexAttrib2fv)
+#define glVertexAttrib3f GLES2_GET_FUN(VertexAttrib3f)
+#define glVertexAttrib3fv GLES2_GET_FUN(VertexAttrib3fv)
+#define glVertexAttrib4f GLES2_GET_FUN(VertexAttrib4f)
+#define glVertexAttrib4fv GLES2_GET_FUN(VertexAttrib4fv)
+#define glVertexAttribPointer GLES2_GET_FUN(VertexAttribPointer)
+#define glViewport GLES2_GET_FUN(Viewport)
+
+#if !defined(GLES2_USE_CPP_BINDINGS)
+
+#if defined(__cplusplus)
+extern "C" {
+#endif
+
+GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture);
+GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader);
+GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const char* name);
+GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer);
+GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);
+GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);
+GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture);
+GL_APICALL void GL_APIENTRY glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+GL_APICALL void GL_APIENTRY glBlendEquation ( GLenum mode );
+GL_APICALL void GL_APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
+GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);
+GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void* data, GLenum usage);
+GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void* data);
+GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target);
+GL_APICALL void GL_APIENTRY glClear (GLbitfield mask);
+GL_APICALL void GL_APIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+GL_APICALL void GL_APIENTRY glClearDepthf (GLclampf depth);
+GL_APICALL void GL_APIENTRY glClearStencil (GLint s);
+GL_APICALL void GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+GL_APICALL void GL_APIENTRY glCompileShader (GLuint shader);
+GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data);
+GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data);
+GL_APICALL void GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+GL_APICALL void GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+GL_APICALL GLuint GL_APIENTRY glCreateProgram (void);
+GL_APICALL GLuint GL_APIENTRY glCreateShader (GLenum type);
+GL_APICALL void GL_APIENTRY glCullFace (GLenum mode);
+GL_APICALL void GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint* buffers);
+GL_APICALL void GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint* framebuffers);
+GL_APICALL void GL_APIENTRY glDeleteProgram (GLuint program);
+GL_APICALL void GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint* renderbuffers);
+GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader);
+GL_APICALL void GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint* textures);
+GL_APICALL void GL_APIENTRY glDepthFunc (GLenum func);
+GL_APICALL void GL_APIENTRY glDepthMask (GLboolean flag);
+GL_APICALL void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar);
+GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader);
+GL_APICALL void GL_APIENTRY glDisable (GLenum cap);
+GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index);
+GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);
+GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void* indices);
+GL_APICALL void GL_APIENTRY glEnable (GLenum cap);
+GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index);
+GL_APICALL void GL_APIENTRY glFinish (void);
+GL_APICALL void GL_APIENTRY glFlush (void);
+GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+GL_APICALL void GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+GL_APICALL void GL_APIENTRY glFrontFace (GLenum mode);
+GL_APICALL void GL_APIENTRY glGenBuffers (GLsizei n, GLuint* buffers);
+GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target);
+GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint* framebuffers);
+GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint* renderbuffers);
+GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint* textures);
+GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
+GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
+GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
+GL_APICALL int GL_APIENTRY glGetAttribLocation (GLuint program, const char* name);
+GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean* params);
+GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint* params);
+GL_APICALL GLenum GL_APIENTRY glGetError (void);
+GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat* params);
+GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint* params);
+GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint* params);
+GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint* params);
+GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, char* infolog);
+GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint* params);
+GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint* params);
+GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog);
+GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
+GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, char* source);
+GL_APICALL const GLubyte* GL_APIENTRY glGetString (GLenum name);
+GL_APICALL void GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat* params);
+GL_APICALL void GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint* params);
+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 char* name);
+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, void** pointer);
+GL_APICALL void GL_APIENTRY glHint (GLenum target, GLenum mode);
+GL_APICALL GLboolean GL_APIENTRY glIsBuffer (GLuint buffer);
+GL_APICALL GLboolean GL_APIENTRY glIsEnabled (GLenum cap);
+GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer (GLuint framebuffer);
+GL_APICALL GLboolean GL_APIENTRY glIsProgram (GLuint program);
+GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer);
+GL_APICALL GLboolean GL_APIENTRY glIsShader (GLuint shader);
+GL_APICALL GLboolean GL_APIENTRY glIsTexture (GLuint texture);
+GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width);
+GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program);
+GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param);
+GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units);
+GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);
+GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void);
+GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+GL_APICALL void GL_APIENTRY glSampleCoverage (GLclampf value, GLboolean invert);
+GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
+GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length);
+GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const char** string, const GLint* length);
+GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);
+GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask);
+GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask);
+GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask);
+GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);
+GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
+GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels);
+GL_APICALL void GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);
+GL_APICALL void GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat* params);
+GL_APICALL void GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
+GL_APICALL void GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint* params);
+GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels);
+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 glUseProgram (GLuint program);
+GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program);
+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 void* ptr);
+GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // !GLES2_USE_CPP_BINDINGS
+
+#endif /* __gl2_h_ */
+