diff options
Diffstat (limited to 'gpu/command_buffer/client/gles2_c_lib_autogen.h')
-rw-r--r-- | gpu/command_buffer/client/gles2_c_lib_autogen.h | 1624 |
1 files changed, 869 insertions, 755 deletions
diff --git a/gpu/command_buffer/client/gles2_c_lib_autogen.h b/gpu/command_buffer/client/gles2_c_lib_autogen.h index 09ed1ee..20a745a 100644 --- a/gpu/command_buffer/client/gles2_c_lib_autogen.h +++ b/gpu/command_buffer/client/gles2_c_lib_autogen.h @@ -12,1470 +12,1584 @@ #ifndef GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_ #define GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_ -void GLES2ActiveTexture(GLenum texture) { +void GL_APIENTRY GLES2ActiveTexture(GLenum texture) { gles2::GetGLContext()->ActiveTexture(texture); } -void GLES2AttachShader(GLuint program, GLuint shader) { +void GL_APIENTRY GLES2AttachShader(GLuint program, GLuint shader) { gles2::GetGLContext()->AttachShader(program, shader); } -void GLES2BindAttribLocation(GLuint program, GLuint index, const char* name) { +void GL_APIENTRY GLES2BindAttribLocation(GLuint program, + GLuint index, + const char* name) { gles2::GetGLContext()->BindAttribLocation(program, index, name); } -void GLES2BindBuffer(GLenum target, GLuint buffer) { +void GL_APIENTRY GLES2BindBuffer(GLenum target, GLuint buffer) { gles2::GetGLContext()->BindBuffer(target, buffer); } -void GLES2BindBufferBase(GLenum target, GLuint index, GLuint buffer) { +void GL_APIENTRY GLES2BindBufferBase(GLenum target, + GLuint index, + GLuint buffer) { gles2::GetGLContext()->BindBufferBase(target, index, buffer); } -void GLES2BindBufferRange(GLenum target, - GLuint index, - GLuint buffer, - GLintptr offset, - GLsizeiptr size) { +void GL_APIENTRY GLES2BindBufferRange(GLenum target, + GLuint index, + GLuint buffer, + GLintptr offset, + GLsizeiptr size) { gles2::GetGLContext()->BindBufferRange(target, index, buffer, offset, size); } -void GLES2BindFramebuffer(GLenum target, GLuint framebuffer) { +void GL_APIENTRY GLES2BindFramebuffer(GLenum target, GLuint framebuffer) { gles2::GetGLContext()->BindFramebuffer(target, framebuffer); } -void GLES2BindRenderbuffer(GLenum target, GLuint renderbuffer) { +void GL_APIENTRY GLES2BindRenderbuffer(GLenum target, GLuint renderbuffer) { gles2::GetGLContext()->BindRenderbuffer(target, renderbuffer); } -void GLES2BindSampler(GLuint unit, GLuint sampler) { +void GL_APIENTRY GLES2BindSampler(GLuint unit, GLuint sampler) { gles2::GetGLContext()->BindSampler(unit, sampler); } -void GLES2BindTexture(GLenum target, GLuint texture) { +void GL_APIENTRY GLES2BindTexture(GLenum target, GLuint texture) { gles2::GetGLContext()->BindTexture(target, texture); } -void GLES2BindTransformFeedback(GLenum target, GLuint transformfeedback) { +void GL_APIENTRY GLES2BindTransformFeedback(GLenum target, + GLuint transformfeedback) { gles2::GetGLContext()->BindTransformFeedback(target, transformfeedback); } -void GLES2BlendColor(GLclampf red, - GLclampf green, - GLclampf blue, - GLclampf alpha) { +void GL_APIENTRY GLES2BlendColor(GLclampf red, + GLclampf green, + GLclampf blue, + GLclampf alpha) { gles2::GetGLContext()->BlendColor(red, green, blue, alpha); } -void GLES2BlendEquation(GLenum mode) { +void GL_APIENTRY GLES2BlendEquation(GLenum mode) { gles2::GetGLContext()->BlendEquation(mode); } -void GLES2BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { +void GL_APIENTRY GLES2BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { gles2::GetGLContext()->BlendEquationSeparate(modeRGB, modeAlpha); } -void GLES2BlendFunc(GLenum sfactor, GLenum dfactor) { +void GL_APIENTRY GLES2BlendFunc(GLenum sfactor, GLenum dfactor) { gles2::GetGLContext()->BlendFunc(sfactor, dfactor); } -void GLES2BlendFuncSeparate(GLenum srcRGB, - GLenum dstRGB, - GLenum srcAlpha, - GLenum dstAlpha) { +void GL_APIENTRY GLES2BlendFuncSeparate(GLenum srcRGB, + GLenum dstRGB, + GLenum srcAlpha, + GLenum dstAlpha) { gles2::GetGLContext()->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } -void GLES2BufferData(GLenum target, - GLsizeiptr size, - const void* data, - GLenum usage) { +void GL_APIENTRY GLES2BufferData(GLenum target, + GLsizeiptr size, + const void* data, + GLenum usage) { gles2::GetGLContext()->BufferData(target, size, data, usage); } -void GLES2BufferSubData(GLenum target, - GLintptr offset, - GLsizeiptr size, - const void* data) { +void GL_APIENTRY GLES2BufferSubData(GLenum target, + GLintptr offset, + GLsizeiptr size, + const void* data) { gles2::GetGLContext()->BufferSubData(target, offset, size, data); } -GLenum GLES2CheckFramebufferStatus(GLenum target) { +GLenum GL_APIENTRY GLES2CheckFramebufferStatus(GLenum target) { return gles2::GetGLContext()->CheckFramebufferStatus(target); } -void GLES2Clear(GLbitfield mask) { +void GL_APIENTRY GLES2Clear(GLbitfield mask) { gles2::GetGLContext()->Clear(mask); } -void GLES2ClearBufferfi(GLenum buffer, - GLint drawbuffers, - GLfloat depth, - GLint stencil) { +void GL_APIENTRY GLES2ClearBufferfi(GLenum buffer, + GLint drawbuffers, + GLfloat depth, + GLint stencil) { gles2::GetGLContext()->ClearBufferfi(buffer, drawbuffers, depth, stencil); } -void GLES2ClearBufferfv(GLenum buffer, - GLint drawbuffers, - const GLfloat* value) { +void GL_APIENTRY GLES2ClearBufferfv(GLenum buffer, + GLint drawbuffers, + const GLfloat* value) { gles2::GetGLContext()->ClearBufferfv(buffer, drawbuffers, value); } -void GLES2ClearBufferiv(GLenum buffer, GLint drawbuffers, const GLint* value) { +void GL_APIENTRY GLES2ClearBufferiv(GLenum buffer, + GLint drawbuffers, + const GLint* value) { gles2::GetGLContext()->ClearBufferiv(buffer, drawbuffers, value); } -void GLES2ClearBufferuiv(GLenum buffer, - GLint drawbuffers, - const GLuint* value) { +void GL_APIENTRY GLES2ClearBufferuiv(GLenum buffer, + GLint drawbuffers, + const GLuint* value) { gles2::GetGLContext()->ClearBufferuiv(buffer, drawbuffers, value); } -void GLES2ClearColor(GLclampf red, - GLclampf green, - GLclampf blue, - GLclampf alpha) { +void GL_APIENTRY GLES2ClearColor(GLclampf red, + GLclampf green, + GLclampf blue, + GLclampf alpha) { gles2::GetGLContext()->ClearColor(red, green, blue, alpha); } -void GLES2ClearDepthf(GLclampf depth) { +void GL_APIENTRY GLES2ClearDepthf(GLclampf depth) { gles2::GetGLContext()->ClearDepthf(depth); } -void GLES2ClearStencil(GLint s) { +void GL_APIENTRY GLES2ClearStencil(GLint s) { gles2::GetGLContext()->ClearStencil(s); } -GLenum GLES2ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { +GLenum GL_APIENTRY GLES2ClientWaitSync(GLsync sync, + GLbitfield flags, + GLuint64 timeout) { return gles2::GetGLContext()->ClientWaitSync(sync, flags, timeout); } -void GLES2ColorMask(GLboolean red, - GLboolean green, - GLboolean blue, - GLboolean alpha) { +void GL_APIENTRY GLES2ColorMask(GLboolean red, + GLboolean green, + GLboolean blue, + GLboolean alpha) { gles2::GetGLContext()->ColorMask(red, green, blue, alpha); } -void GLES2CompileShader(GLuint shader) { +void GL_APIENTRY GLES2CompileShader(GLuint shader) { gles2::GetGLContext()->CompileShader(shader); } -void GLES2CompressedTexImage2D(GLenum target, - GLint level, - GLenum internalformat, - GLsizei width, - GLsizei height, - GLint border, - GLsizei imageSize, - const void* data) { +void GL_APIENTRY GLES2CompressedTexImage2D(GLenum target, + GLint level, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLint border, + GLsizei imageSize, + const void* data) { gles2::GetGLContext()->CompressedTexImage2D( target, level, internalformat, width, height, border, imageSize, data); } -void GLES2CompressedTexSubImage2D(GLenum target, - GLint level, - GLint xoffset, - GLint yoffset, - GLsizei width, - GLsizei height, - GLenum format, - GLsizei imageSize, - const void* data) { +void GL_APIENTRY GLES2CompressedTexSubImage2D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLsizei imageSize, + const void* data) { gles2::GetGLContext()->CompressedTexSubImage2D( target, level, xoffset, yoffset, width, height, format, imageSize, data); } -void GLES2CompressedTexImage3D(GLenum target, - GLint level, - GLenum internalformat, - GLsizei width, - GLsizei height, - GLsizei depth, - GLint border, - GLsizei imageSize, - const void* data) { +void GL_APIENTRY GLES2CompressedTexImage3D(GLenum target, + GLint level, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLsizei depth, + GLint border, + GLsizei imageSize, + const void* data) { gles2::GetGLContext()->CompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data); } -void GLES2CompressedTexSubImage3D(GLenum target, - GLint level, - GLint xoffset, - GLint yoffset, - GLint zoffset, - GLsizei width, - GLsizei height, - GLsizei depth, - GLenum format, - GLsizei imageSize, - const void* data) { +void GL_APIENTRY GLES2CompressedTexSubImage3D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLenum format, + GLsizei imageSize, + const void* data) { gles2::GetGLContext()->CompressedTexSubImage3D( target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data); } -void GLES2CopyBufferSubData(GLenum readtarget, - GLenum writetarget, - GLintptr readoffset, - GLintptr writeoffset, - GLsizeiptr size) { +void GL_APIENTRY GLES2CopyBufferSubData(GLenum readtarget, + GLenum writetarget, + GLintptr readoffset, + GLintptr writeoffset, + GLsizeiptr size) { gles2::GetGLContext()->CopyBufferSubData(readtarget, writetarget, readoffset, writeoffset, size); } -void GLES2CopyTexImage2D(GLenum target, - GLint level, - GLenum internalformat, - GLint x, - GLint y, - GLsizei width, - GLsizei height, - GLint border) { +void GL_APIENTRY GLES2CopyTexImage2D(GLenum target, + GLint level, + GLenum internalformat, + GLint x, + GLint y, + GLsizei width, + GLsizei height, + GLint border) { gles2::GetGLContext()->CopyTexImage2D(target, level, internalformat, x, y, width, height, border); } -void GLES2CopyTexSubImage2D(GLenum target, - GLint level, - GLint xoffset, - GLint yoffset, - GLint x, - GLint y, - GLsizei width, - GLsizei height) { +void GL_APIENTRY GLES2CopyTexSubImage2D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLint x, + GLint y, + GLsizei width, + GLsizei height) { gles2::GetGLContext()->CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } -void GLES2CopyTexSubImage3D(GLenum target, - GLint level, - GLint xoffset, - GLint yoffset, - GLint zoffset, - GLint x, - GLint y, - GLsizei width, - GLsizei height) { +void GL_APIENTRY GLES2CopyTexSubImage3D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLint x, + GLint y, + GLsizei width, + GLsizei height) { gles2::GetGLContext()->CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height); } -GLuint GLES2CreateProgram() { +GLuint GL_APIENTRY GLES2CreateProgram() { return gles2::GetGLContext()->CreateProgram(); } -GLuint GLES2CreateShader(GLenum type) { +GLuint GL_APIENTRY GLES2CreateShader(GLenum type) { return gles2::GetGLContext()->CreateShader(type); } -void GLES2CullFace(GLenum mode) { +void GL_APIENTRY GLES2CullFace(GLenum mode) { gles2::GetGLContext()->CullFace(mode); } -void GLES2DeleteBuffers(GLsizei n, const GLuint* buffers) { +void GL_APIENTRY GLES2DeleteBuffers(GLsizei n, const GLuint* buffers) { gles2::GetGLContext()->DeleteBuffers(n, buffers); } -void GLES2DeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { +void GL_APIENTRY GLES2DeleteFramebuffers(GLsizei n, + const GLuint* framebuffers) { gles2::GetGLContext()->DeleteFramebuffers(n, framebuffers); } -void GLES2DeleteProgram(GLuint program) { +void GL_APIENTRY GLES2DeleteProgram(GLuint program) { gles2::GetGLContext()->DeleteProgram(program); } -void GLES2DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) { +void GL_APIENTRY GLES2DeleteRenderbuffers(GLsizei n, + const GLuint* renderbuffers) { gles2::GetGLContext()->DeleteRenderbuffers(n, renderbuffers); } -void GLES2DeleteSamplers(GLsizei n, const GLuint* samplers) { +void GL_APIENTRY GLES2DeleteSamplers(GLsizei n, const GLuint* samplers) { gles2::GetGLContext()->DeleteSamplers(n, samplers); } -void GLES2DeleteSync(GLsync sync) { +void GL_APIENTRY GLES2DeleteSync(GLsync sync) { gles2::GetGLContext()->DeleteSync(sync); } -void GLES2DeleteShader(GLuint shader) { +void GL_APIENTRY GLES2DeleteShader(GLuint shader) { gles2::GetGLContext()->DeleteShader(shader); } -void GLES2DeleteTextures(GLsizei n, const GLuint* textures) { +void GL_APIENTRY GLES2DeleteTextures(GLsizei n, const GLuint* textures) { gles2::GetGLContext()->DeleteTextures(n, textures); } -void GLES2DeleteTransformFeedbacks(GLsizei n, const GLuint* ids) { +void GL_APIENTRY GLES2DeleteTransformFeedbacks(GLsizei n, const GLuint* ids) { gles2::GetGLContext()->DeleteTransformFeedbacks(n, ids); } -void GLES2DepthFunc(GLenum func) { +void GL_APIENTRY GLES2DepthFunc(GLenum func) { gles2::GetGLContext()->DepthFunc(func); } -void GLES2DepthMask(GLboolean flag) { +void GL_APIENTRY GLES2DepthMask(GLboolean flag) { gles2::GetGLContext()->DepthMask(flag); } -void GLES2DepthRangef(GLclampf zNear, GLclampf zFar) { +void GL_APIENTRY GLES2DepthRangef(GLclampf zNear, GLclampf zFar) { gles2::GetGLContext()->DepthRangef(zNear, zFar); } -void GLES2DetachShader(GLuint program, GLuint shader) { +void GL_APIENTRY GLES2DetachShader(GLuint program, GLuint shader) { gles2::GetGLContext()->DetachShader(program, shader); } -void GLES2Disable(GLenum cap) { +void GL_APIENTRY GLES2Disable(GLenum cap) { gles2::GetGLContext()->Disable(cap); } -void GLES2DisableVertexAttribArray(GLuint index) { +void GL_APIENTRY GLES2DisableVertexAttribArray(GLuint index) { gles2::GetGLContext()->DisableVertexAttribArray(index); } -void GLES2DrawArrays(GLenum mode, GLint first, GLsizei count) { +void GL_APIENTRY GLES2DrawArrays(GLenum mode, GLint first, GLsizei count) { gles2::GetGLContext()->DrawArrays(mode, first, count); } -void GLES2DrawElements(GLenum mode, - GLsizei count, - GLenum type, - const void* indices) { +void GL_APIENTRY GLES2DrawElements(GLenum mode, + GLsizei count, + GLenum type, + const void* indices) { gles2::GetGLContext()->DrawElements(mode, count, type, indices); } -void GLES2DrawRangeElements(GLenum mode, - GLuint start, - GLuint end, - GLsizei count, - GLenum type, - const void* indices) { +void GL_APIENTRY GLES2DrawRangeElements(GLenum mode, + GLuint start, + GLuint end, + GLsizei count, + GLenum type, + const void* indices) { gles2::GetGLContext()->DrawRangeElements(mode, start, end, count, type, indices); } -void GLES2Enable(GLenum cap) { +void GL_APIENTRY GLES2Enable(GLenum cap) { gles2::GetGLContext()->Enable(cap); } -void GLES2EnableVertexAttribArray(GLuint index) { +void GL_APIENTRY GLES2EnableVertexAttribArray(GLuint index) { gles2::GetGLContext()->EnableVertexAttribArray(index); } -GLsync GLES2FenceSync(GLenum condition, GLbitfield flags) { +GLsync GL_APIENTRY GLES2FenceSync(GLenum condition, GLbitfield flags) { return gles2::GetGLContext()->FenceSync(condition, flags); } -void GLES2Finish() { +void GL_APIENTRY GLES2Finish() { gles2::GetGLContext()->Finish(); } -void GLES2Flush() { +void GL_APIENTRY GLES2Flush() { gles2::GetGLContext()->Flush(); } -void GLES2FramebufferRenderbuffer(GLenum target, - GLenum attachment, - GLenum renderbuffertarget, - GLuint renderbuffer) { +void GL_APIENTRY GLES2FramebufferRenderbuffer(GLenum target, + GLenum attachment, + GLenum renderbuffertarget, + GLuint renderbuffer) { gles2::GetGLContext()->FramebufferRenderbuffer( target, attachment, renderbuffertarget, renderbuffer); } -void GLES2FramebufferTexture2D(GLenum target, - GLenum attachment, - GLenum textarget, - GLuint texture, - GLint level) { +void GL_APIENTRY GLES2FramebufferTexture2D(GLenum target, + GLenum attachment, + GLenum textarget, + GLuint texture, + GLint level) { gles2::GetGLContext()->FramebufferTexture2D(target, attachment, textarget, texture, level); } -void GLES2FramebufferTextureLayer(GLenum target, - GLenum attachment, - GLuint texture, - GLint level, - GLint layer) { +void GL_APIENTRY GLES2FramebufferTextureLayer(GLenum target, + GLenum attachment, + GLuint texture, + GLint level, + GLint layer) { gles2::GetGLContext()->FramebufferTextureLayer(target, attachment, texture, level, layer); } -void GLES2FrontFace(GLenum mode) { +void GL_APIENTRY GLES2FrontFace(GLenum mode) { gles2::GetGLContext()->FrontFace(mode); } -void GLES2GenBuffers(GLsizei n, GLuint* buffers) { +void GL_APIENTRY GLES2GenBuffers(GLsizei n, GLuint* buffers) { gles2::GetGLContext()->GenBuffers(n, buffers); } -void GLES2GenerateMipmap(GLenum target) { +void GL_APIENTRY GLES2GenerateMipmap(GLenum target) { gles2::GetGLContext()->GenerateMipmap(target); } -void GLES2GenFramebuffers(GLsizei n, GLuint* framebuffers) { +void GL_APIENTRY GLES2GenFramebuffers(GLsizei n, GLuint* framebuffers) { gles2::GetGLContext()->GenFramebuffers(n, framebuffers); } -void GLES2GenRenderbuffers(GLsizei n, GLuint* renderbuffers) { +void GL_APIENTRY GLES2GenRenderbuffers(GLsizei n, GLuint* renderbuffers) { gles2::GetGLContext()->GenRenderbuffers(n, renderbuffers); } -void GLES2GenSamplers(GLsizei n, GLuint* samplers) { +void GL_APIENTRY GLES2GenSamplers(GLsizei n, GLuint* samplers) { gles2::GetGLContext()->GenSamplers(n, samplers); } -void GLES2GenTextures(GLsizei n, GLuint* textures) { +void GL_APIENTRY GLES2GenTextures(GLsizei n, GLuint* textures) { gles2::GetGLContext()->GenTextures(n, textures); } -void GLES2GenTransformFeedbacks(GLsizei n, GLuint* ids) { +void GL_APIENTRY GLES2GenTransformFeedbacks(GLsizei n, GLuint* ids) { gles2::GetGLContext()->GenTransformFeedbacks(n, ids); } -void GLES2GetActiveAttrib(GLuint program, - GLuint index, - GLsizei bufsize, - GLsizei* length, - GLint* size, - GLenum* type, - char* name) { +void GL_APIENTRY GLES2GetActiveAttrib(GLuint program, + GLuint index, + GLsizei bufsize, + GLsizei* length, + GLint* size, + GLenum* type, + char* name) { gles2::GetGLContext()->GetActiveAttrib(program, index, bufsize, length, size, type, name); } -void GLES2GetActiveUniform(GLuint program, - GLuint index, - GLsizei bufsize, - GLsizei* length, - GLint* size, - GLenum* type, - char* name) { +void GL_APIENTRY GLES2GetActiveUniform(GLuint program, + GLuint index, + GLsizei bufsize, + GLsizei* length, + GLint* size, + GLenum* type, + char* name) { gles2::GetGLContext()->GetActiveUniform(program, index, bufsize, length, size, type, name); } -void GLES2GetActiveUniformBlockiv(GLuint program, - GLuint index, - GLenum pname, - GLint* params) { +void GL_APIENTRY GLES2GetActiveUniformBlockiv(GLuint program, + GLuint index, + GLenum pname, + GLint* params) { gles2::GetGLContext()->GetActiveUniformBlockiv(program, index, pname, params); } -void GLES2GetActiveUniformBlockName(GLuint program, - GLuint index, - GLsizei bufsize, - GLsizei* length, - char* name) { +void GL_APIENTRY GLES2GetActiveUniformBlockName(GLuint program, + GLuint index, + GLsizei bufsize, + GLsizei* length, + char* name) { gles2::GetGLContext()->GetActiveUniformBlockName(program, index, bufsize, length, name); } -void GLES2GetActiveUniformsiv(GLuint program, - GLsizei count, - const GLuint* indices, - GLenum pname, - GLint* params) { +void GL_APIENTRY GLES2GetActiveUniformsiv(GLuint program, + GLsizei count, + const GLuint* indices, + GLenum pname, + GLint* params) { gles2::GetGLContext()->GetActiveUniformsiv(program, count, indices, pname, params); } -void GLES2GetAttachedShaders(GLuint program, - GLsizei maxcount, - GLsizei* count, - GLuint* shaders) { +void GL_APIENTRY GLES2GetAttachedShaders(GLuint program, + GLsizei maxcount, + GLsizei* count, + GLuint* shaders) { gles2::GetGLContext()->GetAttachedShaders(program, maxcount, count, shaders); } -GLint GLES2GetAttribLocation(GLuint program, const char* name) { +GLint GL_APIENTRY GLES2GetAttribLocation(GLuint program, const char* name) { return gles2::GetGLContext()->GetAttribLocation(program, name); } -void GLES2GetBooleanv(GLenum pname, GLboolean* params) { +void GL_APIENTRY GLES2GetBooleanv(GLenum pname, GLboolean* params) { gles2::GetGLContext()->GetBooleanv(pname, params); } -void GLES2GetBufferParameteri64v(GLenum target, GLenum pname, GLint64* params) { +void GL_APIENTRY GLES2GetBufferParameteri64v(GLenum target, + GLenum pname, + GLint64* params) { gles2::GetGLContext()->GetBufferParameteri64v(target, pname, params); } -void GLES2GetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { +void GL_APIENTRY GLES2GetBufferParameteriv(GLenum target, + GLenum pname, + GLint* params) { gles2::GetGLContext()->GetBufferParameteriv(target, pname, params); } -GLenum GLES2GetError() { +GLenum GL_APIENTRY GLES2GetError() { return gles2::GetGLContext()->GetError(); } -void GLES2GetFloatv(GLenum pname, GLfloat* params) { +void GL_APIENTRY GLES2GetFloatv(GLenum pname, GLfloat* params) { gles2::GetGLContext()->GetFloatv(pname, params); } -GLint GLES2GetFragDataLocation(GLuint program, const char* name) { +GLint GL_APIENTRY GLES2GetFragDataLocation(GLuint program, const char* name) { return gles2::GetGLContext()->GetFragDataLocation(program, name); } -void GLES2GetFramebufferAttachmentParameteriv(GLenum target, - GLenum attachment, - GLenum pname, - GLint* params) { +void GL_APIENTRY GLES2GetFramebufferAttachmentParameteriv(GLenum target, + GLenum attachment, + GLenum pname, + GLint* params) { gles2::GetGLContext()->GetFramebufferAttachmentParameteriv(target, attachment, pname, params); } -void GLES2GetInteger64v(GLenum pname, GLint64* params) { +void GL_APIENTRY GLES2GetInteger64v(GLenum pname, GLint64* params) { gles2::GetGLContext()->GetInteger64v(pname, params); } -void GLES2GetIntegeri_v(GLenum pname, GLuint index, GLint* data) { +void GL_APIENTRY GLES2GetIntegeri_v(GLenum pname, GLuint index, GLint* data) { gles2::GetGLContext()->GetIntegeri_v(pname, index, data); } -void GLES2GetInteger64i_v(GLenum pname, GLuint index, GLint64* data) { +void GL_APIENTRY GLES2GetInteger64i_v(GLenum pname, + GLuint index, + GLint64* data) { gles2::GetGLContext()->GetInteger64i_v(pname, index, data); } -void GLES2GetIntegerv(GLenum pname, GLint* params) { +void GL_APIENTRY GLES2GetIntegerv(GLenum pname, GLint* params) { gles2::GetGLContext()->GetIntegerv(pname, params); } -void GLES2GetInternalformativ(GLenum target, - GLenum format, - GLenum pname, - GLsizei bufSize, - GLint* params) { +void GL_APIENTRY GLES2GetInternalformativ(GLenum target, + GLenum format, + GLenum pname, + GLsizei bufSize, + GLint* params) { gles2::GetGLContext()->GetInternalformativ(target, format, pname, bufSize, params); } -void GLES2GetProgramiv(GLuint program, GLenum pname, GLint* params) { +void GL_APIENTRY GLES2GetProgramiv(GLuint program, + GLenum pname, + GLint* params) { gles2::GetGLContext()->GetProgramiv(program, pname, params); } -void GLES2GetProgramInfoLog(GLuint program, - GLsizei bufsize, - GLsizei* length, - char* infolog) { +void GL_APIENTRY GLES2GetProgramInfoLog(GLuint program, + GLsizei bufsize, + GLsizei* length, + char* infolog) { gles2::GetGLContext()->GetProgramInfoLog(program, bufsize, length, infolog); } -void GLES2GetRenderbufferParameteriv(GLenum target, - GLenum pname, - GLint* params) { +void GL_APIENTRY GLES2GetRenderbufferParameteriv(GLenum target, + GLenum pname, + GLint* params) { gles2::GetGLContext()->GetRenderbufferParameteriv(target, pname, params); } -void GLES2GetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat* params) { +void GL_APIENTRY GLES2GetSamplerParameterfv(GLuint sampler, + GLenum pname, + GLfloat* params) { gles2::GetGLContext()->GetSamplerParameterfv(sampler, pname, params); } -void GLES2GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint* params) { +void GL_APIENTRY GLES2GetSamplerParameteriv(GLuint sampler, + GLenum pname, + GLint* params) { gles2::GetGLContext()->GetSamplerParameteriv(sampler, pname, params); } -void GLES2GetShaderiv(GLuint shader, GLenum pname, GLint* params) { +void GL_APIENTRY GLES2GetShaderiv(GLuint shader, GLenum pname, GLint* params) { gles2::GetGLContext()->GetShaderiv(shader, pname, params); } -void GLES2GetShaderInfoLog(GLuint shader, - GLsizei bufsize, - GLsizei* length, - char* infolog) { +void GL_APIENTRY GLES2GetShaderInfoLog(GLuint shader, + GLsizei bufsize, + GLsizei* length, + char* infolog) { gles2::GetGLContext()->GetShaderInfoLog(shader, bufsize, length, infolog); } -void GLES2GetShaderPrecisionFormat(GLenum shadertype, - GLenum precisiontype, - GLint* range, - GLint* precision) { +void GL_APIENTRY GLES2GetShaderPrecisionFormat(GLenum shadertype, + GLenum precisiontype, + GLint* range, + GLint* precision) { gles2::GetGLContext()->GetShaderPrecisionFormat(shadertype, precisiontype, range, precision); } -void GLES2GetShaderSource(GLuint shader, - GLsizei bufsize, - GLsizei* length, - char* source) { +void GL_APIENTRY GLES2GetShaderSource(GLuint shader, + GLsizei bufsize, + GLsizei* length, + char* source) { gles2::GetGLContext()->GetShaderSource(shader, bufsize, length, source); } -const GLubyte* GLES2GetString(GLenum name) { +const GLubyte* GL_APIENTRY GLES2GetString(GLenum name) { return gles2::GetGLContext()->GetString(name); } -void GLES2GetSynciv(GLsync sync, - GLenum pname, - GLsizei bufsize, - GLsizei* length, - GLint* values) { +void GL_APIENTRY GLES2GetSynciv(GLsync sync, + GLenum pname, + GLsizei bufsize, + GLsizei* length, + GLint* values) { gles2::GetGLContext()->GetSynciv(sync, pname, bufsize, length, values); } -void GLES2GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) { +void GL_APIENTRY GLES2GetTexParameterfv(GLenum target, + GLenum pname, + GLfloat* params) { gles2::GetGLContext()->GetTexParameterfv(target, pname, params); } -void GLES2GetTexParameteriv(GLenum target, GLenum pname, GLint* params) { +void GL_APIENTRY GLES2GetTexParameteriv(GLenum target, + GLenum pname, + GLint* params) { gles2::GetGLContext()->GetTexParameteriv(target, pname, params); } -void GLES2GetTransformFeedbackVarying(GLuint program, - GLuint index, - GLsizei bufsize, - GLsizei* length, - GLsizei* size, - GLenum* type, - char* name) { +void GL_APIENTRY GLES2GetTransformFeedbackVarying(GLuint program, + GLuint index, + GLsizei bufsize, + GLsizei* length, + GLsizei* size, + GLenum* type, + char* name) { gles2::GetGLContext()->GetTransformFeedbackVarying(program, index, bufsize, length, size, type, name); } -GLuint GLES2GetUniformBlockIndex(GLuint program, const char* name) { +GLuint GL_APIENTRY GLES2GetUniformBlockIndex(GLuint program, const char* name) { return gles2::GetGLContext()->GetUniformBlockIndex(program, name); } -void GLES2GetUniformfv(GLuint program, GLint location, GLfloat* params) { +void GL_APIENTRY GLES2GetUniformfv(GLuint program, + GLint location, + GLfloat* params) { gles2::GetGLContext()->GetUniformfv(program, location, params); } -void GLES2GetUniformiv(GLuint program, GLint location, GLint* params) { +void GL_APIENTRY GLES2GetUniformiv(GLuint program, + GLint location, + GLint* params) { gles2::GetGLContext()->GetUniformiv(program, location, params); } -void GLES2GetUniformuiv(GLuint program, GLint location, GLuint* params) { +void GL_APIENTRY GLES2GetUniformuiv(GLuint program, + GLint location, + GLuint* params) { gles2::GetGLContext()->GetUniformuiv(program, location, params); } -void GLES2GetUniformIndices(GLuint program, - GLsizei count, - const char* const* names, - GLuint* indices) { +void GL_APIENTRY GLES2GetUniformIndices(GLuint program, + GLsizei count, + const char* const* names, + GLuint* indices) { gles2::GetGLContext()->GetUniformIndices(program, count, names, indices); } -GLint GLES2GetUniformLocation(GLuint program, const char* name) { +GLint GL_APIENTRY GLES2GetUniformLocation(GLuint program, const char* name) { return gles2::GetGLContext()->GetUniformLocation(program, name); } -void GLES2GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) { +void GL_APIENTRY GLES2GetVertexAttribfv(GLuint index, + GLenum pname, + GLfloat* params) { gles2::GetGLContext()->GetVertexAttribfv(index, pname, params); } -void GLES2GetVertexAttribiv(GLuint index, GLenum pname, GLint* params) { +void GL_APIENTRY GLES2GetVertexAttribiv(GLuint index, + GLenum pname, + GLint* params) { gles2::GetGLContext()->GetVertexAttribiv(index, pname, params); } -void GLES2GetVertexAttribIiv(GLuint index, GLenum pname, GLint* params) { +void GL_APIENTRY GLES2GetVertexAttribIiv(GLuint index, + GLenum pname, + GLint* params) { gles2::GetGLContext()->GetVertexAttribIiv(index, pname, params); } -void GLES2GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint* params) { +void GL_APIENTRY GLES2GetVertexAttribIuiv(GLuint index, + GLenum pname, + GLuint* params) { gles2::GetGLContext()->GetVertexAttribIuiv(index, pname, params); } -void GLES2GetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer) { +void GL_APIENTRY GLES2GetVertexAttribPointerv(GLuint index, + GLenum pname, + void** pointer) { gles2::GetGLContext()->GetVertexAttribPointerv(index, pname, pointer); } -void GLES2Hint(GLenum target, GLenum mode) { +void GL_APIENTRY GLES2Hint(GLenum target, GLenum mode) { gles2::GetGLContext()->Hint(target, mode); } -void GLES2InvalidateFramebuffer(GLenum target, - GLsizei count, - const GLenum* attachments) { +void GL_APIENTRY GLES2InvalidateFramebuffer(GLenum target, + GLsizei count, + const GLenum* attachments) { gles2::GetGLContext()->InvalidateFramebuffer(target, count, attachments); } -void GLES2InvalidateSubFramebuffer(GLenum target, - GLsizei count, - const GLenum* attachments, - GLint x, - GLint y, - GLsizei width, - GLsizei height) { +void GL_APIENTRY GLES2InvalidateSubFramebuffer(GLenum target, + GLsizei count, + const GLenum* attachments, + GLint x, + GLint y, + GLsizei width, + GLsizei height) { gles2::GetGLContext()->InvalidateSubFramebuffer(target, count, attachments, x, y, width, height); } -GLboolean GLES2IsBuffer(GLuint buffer) { +GLboolean GL_APIENTRY GLES2IsBuffer(GLuint buffer) { return gles2::GetGLContext()->IsBuffer(buffer); } -GLboolean GLES2IsEnabled(GLenum cap) { +GLboolean GL_APIENTRY GLES2IsEnabled(GLenum cap) { return gles2::GetGLContext()->IsEnabled(cap); } -GLboolean GLES2IsFramebuffer(GLuint framebuffer) { +GLboolean GL_APIENTRY GLES2IsFramebuffer(GLuint framebuffer) { return gles2::GetGLContext()->IsFramebuffer(framebuffer); } -GLboolean GLES2IsProgram(GLuint program) { +GLboolean GL_APIENTRY GLES2IsProgram(GLuint program) { return gles2::GetGLContext()->IsProgram(program); } -GLboolean GLES2IsRenderbuffer(GLuint renderbuffer) { +GLboolean GL_APIENTRY GLES2IsRenderbuffer(GLuint renderbuffer) { return gles2::GetGLContext()->IsRenderbuffer(renderbuffer); } -GLboolean GLES2IsSampler(GLuint sampler) { +GLboolean GL_APIENTRY GLES2IsSampler(GLuint sampler) { return gles2::GetGLContext()->IsSampler(sampler); } -GLboolean GLES2IsShader(GLuint shader) { +GLboolean GL_APIENTRY GLES2IsShader(GLuint shader) { return gles2::GetGLContext()->IsShader(shader); } -GLboolean GLES2IsSync(GLsync sync) { +GLboolean GL_APIENTRY GLES2IsSync(GLsync sync) { return gles2::GetGLContext()->IsSync(sync); } -GLboolean GLES2IsTexture(GLuint texture) { +GLboolean GL_APIENTRY GLES2IsTexture(GLuint texture) { return gles2::GetGLContext()->IsTexture(texture); } -GLboolean GLES2IsTransformFeedback(GLuint transformfeedback) { +GLboolean GL_APIENTRY GLES2IsTransformFeedback(GLuint transformfeedback) { return gles2::GetGLContext()->IsTransformFeedback(transformfeedback); } -void GLES2LineWidth(GLfloat width) { +void GL_APIENTRY GLES2LineWidth(GLfloat width) { gles2::GetGLContext()->LineWidth(width); } -void GLES2LinkProgram(GLuint program) { +void GL_APIENTRY GLES2LinkProgram(GLuint program) { gles2::GetGLContext()->LinkProgram(program); } -void GLES2PauseTransformFeedback() { +void GL_APIENTRY GLES2PauseTransformFeedback() { gles2::GetGLContext()->PauseTransformFeedback(); } -void GLES2PixelStorei(GLenum pname, GLint param) { +void GL_APIENTRY GLES2PixelStorei(GLenum pname, GLint param) { gles2::GetGLContext()->PixelStorei(pname, param); } -void GLES2PolygonOffset(GLfloat factor, GLfloat units) { +void GL_APIENTRY GLES2PolygonOffset(GLfloat factor, GLfloat units) { gles2::GetGLContext()->PolygonOffset(factor, units); } -void GLES2ReadBuffer(GLenum src) { +void GL_APIENTRY GLES2ReadBuffer(GLenum src) { gles2::GetGLContext()->ReadBuffer(src); } -void GLES2ReadPixels(GLint x, - GLint y, - GLsizei width, - GLsizei height, - GLenum format, - GLenum type, - void* pixels) { +void GL_APIENTRY GLES2ReadPixels(GLint x, + GLint y, + GLsizei width, + GLsizei height, + GLenum format, + GLenum type, + void* pixels) { gles2::GetGLContext()->ReadPixels(x, y, width, height, format, type, pixels); } -void GLES2ReleaseShaderCompiler() { +void GL_APIENTRY GLES2ReleaseShaderCompiler() { gles2::GetGLContext()->ReleaseShaderCompiler(); } -void GLES2RenderbufferStorage(GLenum target, - GLenum internalformat, - GLsizei width, - GLsizei height) { +void GL_APIENTRY GLES2RenderbufferStorage(GLenum target, + GLenum internalformat, + GLsizei width, + GLsizei height) { gles2::GetGLContext()->RenderbufferStorage(target, internalformat, width, height); } -void GLES2ResumeTransformFeedback() { +void GL_APIENTRY GLES2ResumeTransformFeedback() { gles2::GetGLContext()->ResumeTransformFeedback(); } -void GLES2SampleCoverage(GLclampf value, GLboolean invert) { +void GL_APIENTRY GLES2SampleCoverage(GLclampf value, GLboolean invert) { gles2::GetGLContext()->SampleCoverage(value, invert); } -void GLES2SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param) { +void GL_APIENTRY GLES2SamplerParameterf(GLuint sampler, + GLenum pname, + GLfloat param) { gles2::GetGLContext()->SamplerParameterf(sampler, pname, param); } -void GLES2SamplerParameterfv(GLuint sampler, - GLenum pname, - const GLfloat* params) { +void GL_APIENTRY GLES2SamplerParameterfv(GLuint sampler, + GLenum pname, + const GLfloat* params) { gles2::GetGLContext()->SamplerParameterfv(sampler, pname, params); } -void GLES2SamplerParameteri(GLuint sampler, GLenum pname, GLint param) { +void GL_APIENTRY GLES2SamplerParameteri(GLuint sampler, + GLenum pname, + GLint param) { gles2::GetGLContext()->SamplerParameteri(sampler, pname, param); } -void GLES2SamplerParameteriv(GLuint sampler, - GLenum pname, - const GLint* params) { +void GL_APIENTRY GLES2SamplerParameteriv(GLuint sampler, + GLenum pname, + const GLint* params) { gles2::GetGLContext()->SamplerParameteriv(sampler, pname, params); } -void GLES2Scissor(GLint x, GLint y, GLsizei width, GLsizei height) { +void GL_APIENTRY GLES2Scissor(GLint x, GLint y, GLsizei width, GLsizei height) { gles2::GetGLContext()->Scissor(x, y, width, height); } -void GLES2ShaderBinary(GLsizei n, - const GLuint* shaders, - GLenum binaryformat, - const void* binary, - GLsizei length) { +void GL_APIENTRY GLES2ShaderBinary(GLsizei n, + const GLuint* shaders, + GLenum binaryformat, + const void* binary, + GLsizei length) { gles2::GetGLContext()->ShaderBinary(n, shaders, binaryformat, binary, length); } -void GLES2ShaderSource(GLuint shader, - GLsizei count, - const GLchar* const* str, - const GLint* length) { +void GL_APIENTRY GLES2ShaderSource(GLuint shader, + GLsizei count, + const GLchar* const* str, + const GLint* length) { gles2::GetGLContext()->ShaderSource(shader, count, str, length); } -void GLES2ShallowFinishCHROMIUM() { +void GL_APIENTRY GLES2ShallowFinishCHROMIUM() { gles2::GetGLContext()->ShallowFinishCHROMIUM(); } -void GLES2ShallowFlushCHROMIUM() { +void GL_APIENTRY GLES2ShallowFlushCHROMIUM() { gles2::GetGLContext()->ShallowFlushCHROMIUM(); } -void GLES2OrderingBarrierCHROMIUM() { +void GL_APIENTRY GLES2OrderingBarrierCHROMIUM() { gles2::GetGLContext()->OrderingBarrierCHROMIUM(); } -void GLES2StencilFunc(GLenum func, GLint ref, GLuint mask) { +void GL_APIENTRY GLES2StencilFunc(GLenum func, GLint ref, GLuint mask) { gles2::GetGLContext()->StencilFunc(func, ref, mask); } -void GLES2StencilFuncSeparate(GLenum face, - GLenum func, - GLint ref, - GLuint mask) { +void GL_APIENTRY GLES2StencilFuncSeparate(GLenum face, + GLenum func, + GLint ref, + GLuint mask) { gles2::GetGLContext()->StencilFuncSeparate(face, func, ref, mask); } -void GLES2StencilMask(GLuint mask) { +void GL_APIENTRY GLES2StencilMask(GLuint mask) { gles2::GetGLContext()->StencilMask(mask); } -void GLES2StencilMaskSeparate(GLenum face, GLuint mask) { +void GL_APIENTRY GLES2StencilMaskSeparate(GLenum face, GLuint mask) { gles2::GetGLContext()->StencilMaskSeparate(face, mask); } -void GLES2StencilOp(GLenum fail, GLenum zfail, GLenum zpass) { +void GL_APIENTRY GLES2StencilOp(GLenum fail, GLenum zfail, GLenum zpass) { gles2::GetGLContext()->StencilOp(fail, zfail, zpass); } -void GLES2StencilOpSeparate(GLenum face, - GLenum fail, - GLenum zfail, - GLenum zpass) { +void GL_APIENTRY GLES2StencilOpSeparate(GLenum face, + GLenum fail, + GLenum zfail, + GLenum zpass) { gles2::GetGLContext()->StencilOpSeparate(face, fail, zfail, zpass); } -void GLES2TexImage2D(GLenum target, - GLint level, - GLint internalformat, - GLsizei width, - GLsizei height, - GLint border, - GLenum format, - GLenum type, - const void* pixels) { +void GL_APIENTRY GLES2TexImage2D(GLenum target, + GLint level, + GLint internalformat, + GLsizei width, + GLsizei height, + GLint border, + GLenum format, + GLenum type, + const void* pixels) { gles2::GetGLContext()->TexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } -void GLES2TexImage3D(GLenum target, - GLint level, - GLint internalformat, - GLsizei width, - GLsizei height, - GLsizei depth, - GLint border, - GLenum format, - GLenum type, - const void* pixels) { +void GL_APIENTRY GLES2TexImage3D(GLenum target, + GLint level, + GLint internalformat, + GLsizei width, + GLsizei height, + GLsizei depth, + GLint border, + GLenum format, + GLenum type, + const void* pixels) { gles2::GetGLContext()->TexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels); } -void GLES2TexParameterf(GLenum target, GLenum pname, GLfloat param) { +void GL_APIENTRY GLES2TexParameterf(GLenum target, + GLenum pname, + GLfloat param) { gles2::GetGLContext()->TexParameterf(target, pname, param); } -void GLES2TexParameterfv(GLenum target, GLenum pname, const GLfloat* params) { +void GL_APIENTRY GLES2TexParameterfv(GLenum target, + GLenum pname, + const GLfloat* params) { gles2::GetGLContext()->TexParameterfv(target, pname, params); } -void GLES2TexParameteri(GLenum target, GLenum pname, GLint param) { +void GL_APIENTRY GLES2TexParameteri(GLenum target, GLenum pname, GLint param) { gles2::GetGLContext()->TexParameteri(target, pname, param); } -void GLES2TexParameteriv(GLenum target, GLenum pname, const GLint* params) { +void GL_APIENTRY GLES2TexParameteriv(GLenum target, + GLenum pname, + const GLint* params) { gles2::GetGLContext()->TexParameteriv(target, pname, params); } -void GLES2TexStorage3D(GLenum target, - GLsizei levels, - GLenum internalFormat, - GLsizei width, - GLsizei height, - GLsizei depth) { +void GL_APIENTRY GLES2TexStorage3D(GLenum target, + GLsizei levels, + GLenum internalFormat, + GLsizei width, + GLsizei height, + GLsizei depth) { gles2::GetGLContext()->TexStorage3D(target, levels, internalFormat, width, height, depth); } -void GLES2TexSubImage2D(GLenum target, - GLint level, - GLint xoffset, - GLint yoffset, - GLsizei width, - GLsizei height, - GLenum format, - GLenum type, - const void* pixels) { +void GL_APIENTRY GLES2TexSubImage2D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLenum type, + const void* pixels) { gles2::GetGLContext()->TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } -void GLES2TexSubImage3D(GLenum target, - GLint level, - GLint xoffset, - GLint yoffset, - GLint zoffset, - GLsizei width, - GLsizei height, - GLsizei depth, - GLenum format, - GLenum type, - const void* pixels) { +void GL_APIENTRY GLES2TexSubImage3D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLenum format, + GLenum type, + const void* pixels) { gles2::GetGLContext()->TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels); } -void GLES2TransformFeedbackVaryings(GLuint program, - GLsizei count, - const char* const* varyings, - GLenum buffermode) { +void GL_APIENTRY GLES2TransformFeedbackVaryings(GLuint program, + GLsizei count, + const char* const* varyings, + GLenum buffermode) { gles2::GetGLContext()->TransformFeedbackVaryings(program, count, varyings, buffermode); } -void GLES2Uniform1f(GLint location, GLfloat x) { +void GL_APIENTRY GLES2Uniform1f(GLint location, GLfloat x) { gles2::GetGLContext()->Uniform1f(location, x); } -void GLES2Uniform1fv(GLint location, GLsizei count, const GLfloat* v) { +void GL_APIENTRY GLES2Uniform1fv(GLint location, + GLsizei count, + const GLfloat* v) { gles2::GetGLContext()->Uniform1fv(location, count, v); } -void GLES2Uniform1i(GLint location, GLint x) { +void GL_APIENTRY GLES2Uniform1i(GLint location, GLint x) { gles2::GetGLContext()->Uniform1i(location, x); } -void GLES2Uniform1iv(GLint location, GLsizei count, const GLint* v) { +void GL_APIENTRY GLES2Uniform1iv(GLint location, + GLsizei count, + const GLint* v) { gles2::GetGLContext()->Uniform1iv(location, count, v); } -void GLES2Uniform1ui(GLint location, GLuint x) { +void GL_APIENTRY GLES2Uniform1ui(GLint location, GLuint x) { gles2::GetGLContext()->Uniform1ui(location, x); } -void GLES2Uniform1uiv(GLint location, GLsizei count, const GLuint* v) { +void GL_APIENTRY GLES2Uniform1uiv(GLint location, + GLsizei count, + const GLuint* v) { gles2::GetGLContext()->Uniform1uiv(location, count, v); } -void GLES2Uniform2f(GLint location, GLfloat x, GLfloat y) { +void GL_APIENTRY GLES2Uniform2f(GLint location, GLfloat x, GLfloat y) { gles2::GetGLContext()->Uniform2f(location, x, y); } -void GLES2Uniform2fv(GLint location, GLsizei count, const GLfloat* v) { +void GL_APIENTRY GLES2Uniform2fv(GLint location, + GLsizei count, + const GLfloat* v) { gles2::GetGLContext()->Uniform2fv(location, count, v); } -void GLES2Uniform2i(GLint location, GLint x, GLint y) { +void GL_APIENTRY GLES2Uniform2i(GLint location, GLint x, GLint y) { gles2::GetGLContext()->Uniform2i(location, x, y); } -void GLES2Uniform2iv(GLint location, GLsizei count, const GLint* v) { +void GL_APIENTRY GLES2Uniform2iv(GLint location, + GLsizei count, + const GLint* v) { gles2::GetGLContext()->Uniform2iv(location, count, v); } -void GLES2Uniform2ui(GLint location, GLuint x, GLuint y) { +void GL_APIENTRY GLES2Uniform2ui(GLint location, GLuint x, GLuint y) { gles2::GetGLContext()->Uniform2ui(location, x, y); } -void GLES2Uniform2uiv(GLint location, GLsizei count, const GLuint* v) { +void GL_APIENTRY GLES2Uniform2uiv(GLint location, + GLsizei count, + const GLuint* v) { gles2::GetGLContext()->Uniform2uiv(location, count, v); } -void GLES2Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { +void GL_APIENTRY GLES2Uniform3f(GLint location, + GLfloat x, + GLfloat y, + GLfloat z) { gles2::GetGLContext()->Uniform3f(location, x, y, z); } -void GLES2Uniform3fv(GLint location, GLsizei count, const GLfloat* v) { +void GL_APIENTRY GLES2Uniform3fv(GLint location, + GLsizei count, + const GLfloat* v) { gles2::GetGLContext()->Uniform3fv(location, count, v); } -void GLES2Uniform3i(GLint location, GLint x, GLint y, GLint z) { +void GL_APIENTRY GLES2Uniform3i(GLint location, GLint x, GLint y, GLint z) { gles2::GetGLContext()->Uniform3i(location, x, y, z); } -void GLES2Uniform3iv(GLint location, GLsizei count, const GLint* v) { +void GL_APIENTRY GLES2Uniform3iv(GLint location, + GLsizei count, + const GLint* v) { gles2::GetGLContext()->Uniform3iv(location, count, v); } -void GLES2Uniform3ui(GLint location, GLuint x, GLuint y, GLuint z) { +void GL_APIENTRY GLES2Uniform3ui(GLint location, GLuint x, GLuint y, GLuint z) { gles2::GetGLContext()->Uniform3ui(location, x, y, z); } -void GLES2Uniform3uiv(GLint location, GLsizei count, const GLuint* v) { +void GL_APIENTRY GLES2Uniform3uiv(GLint location, + GLsizei count, + const GLuint* v) { gles2::GetGLContext()->Uniform3uiv(location, count, v); } -void GLES2Uniform4f(GLint location, - GLfloat x, - GLfloat y, - GLfloat z, - GLfloat w) { +void GL_APIENTRY +GLES2Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { gles2::GetGLContext()->Uniform4f(location, x, y, z, w); } -void GLES2Uniform4fv(GLint location, GLsizei count, const GLfloat* v) { +void GL_APIENTRY GLES2Uniform4fv(GLint location, + GLsizei count, + const GLfloat* v) { gles2::GetGLContext()->Uniform4fv(location, count, v); } -void GLES2Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) { +void GL_APIENTRY +GLES2Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) { gles2::GetGLContext()->Uniform4i(location, x, y, z, w); } -void GLES2Uniform4iv(GLint location, GLsizei count, const GLint* v) { +void GL_APIENTRY GLES2Uniform4iv(GLint location, + GLsizei count, + const GLint* v) { gles2::GetGLContext()->Uniform4iv(location, count, v); } -void GLES2Uniform4ui(GLint location, GLuint x, GLuint y, GLuint z, GLuint w) { +void GL_APIENTRY +GLES2Uniform4ui(GLint location, GLuint x, GLuint y, GLuint z, GLuint w) { gles2::GetGLContext()->Uniform4ui(location, x, y, z, w); } -void GLES2Uniform4uiv(GLint location, GLsizei count, const GLuint* v) { +void GL_APIENTRY GLES2Uniform4uiv(GLint location, + GLsizei count, + const GLuint* v) { gles2::GetGLContext()->Uniform4uiv(location, count, v); } -void GLES2UniformBlockBinding(GLuint program, GLuint index, GLuint binding) { +void GL_APIENTRY GLES2UniformBlockBinding(GLuint program, + GLuint index, + GLuint binding) { gles2::GetGLContext()->UniformBlockBinding(program, index, binding); } -void GLES2UniformMatrix2fv(GLint location, - GLsizei count, - GLboolean transpose, - const GLfloat* value) { +void GL_APIENTRY GLES2UniformMatrix2fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat* value) { gles2::GetGLContext()->UniformMatrix2fv(location, count, transpose, value); } -void GLES2UniformMatrix2x3fv(GLint location, - GLsizei count, - GLboolean transpose, - const GLfloat* value) { +void GL_APIENTRY GLES2UniformMatrix2x3fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat* value) { gles2::GetGLContext()->UniformMatrix2x3fv(location, count, transpose, value); } -void GLES2UniformMatrix2x4fv(GLint location, - GLsizei count, - GLboolean transpose, - const GLfloat* value) { +void GL_APIENTRY GLES2UniformMatrix2x4fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat* value) { gles2::GetGLContext()->UniformMatrix2x4fv(location, count, transpose, value); } -void GLES2UniformMatrix3fv(GLint location, - GLsizei count, - GLboolean transpose, - const GLfloat* value) { +void GL_APIENTRY GLES2UniformMatrix3fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat* value) { gles2::GetGLContext()->UniformMatrix3fv(location, count, transpose, value); } -void GLES2UniformMatrix3x2fv(GLint location, - GLsizei count, - GLboolean transpose, - const GLfloat* value) { +void GL_APIENTRY GLES2UniformMatrix3x2fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat* value) { gles2::GetGLContext()->UniformMatrix3x2fv(location, count, transpose, value); } -void GLES2UniformMatrix3x4fv(GLint location, - GLsizei count, - GLboolean transpose, - const GLfloat* value) { +void GL_APIENTRY GLES2UniformMatrix3x4fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat* value) { gles2::GetGLContext()->UniformMatrix3x4fv(location, count, transpose, value); } -void GLES2UniformMatrix4fv(GLint location, - GLsizei count, - GLboolean transpose, - const GLfloat* value) { +void GL_APIENTRY GLES2UniformMatrix4fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat* value) { gles2::GetGLContext()->UniformMatrix4fv(location, count, transpose, value); } -void GLES2UniformMatrix4x2fv(GLint location, - GLsizei count, - GLboolean transpose, - const GLfloat* value) { +void GL_APIENTRY GLES2UniformMatrix4x2fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat* value) { gles2::GetGLContext()->UniformMatrix4x2fv(location, count, transpose, value); } -void GLES2UniformMatrix4x3fv(GLint location, - GLsizei count, - GLboolean transpose, - const GLfloat* value) { +void GL_APIENTRY GLES2UniformMatrix4x3fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat* value) { gles2::GetGLContext()->UniformMatrix4x3fv(location, count, transpose, value); } -void GLES2UseProgram(GLuint program) { +void GL_APIENTRY GLES2UseProgram(GLuint program) { gles2::GetGLContext()->UseProgram(program); } -void GLES2ValidateProgram(GLuint program) { +void GL_APIENTRY GLES2ValidateProgram(GLuint program) { gles2::GetGLContext()->ValidateProgram(program); } -void GLES2VertexAttrib1f(GLuint indx, GLfloat x) { +void GL_APIENTRY GLES2VertexAttrib1f(GLuint indx, GLfloat x) { gles2::GetGLContext()->VertexAttrib1f(indx, x); } -void GLES2VertexAttrib1fv(GLuint indx, const GLfloat* values) { +void GL_APIENTRY GLES2VertexAttrib1fv(GLuint indx, const GLfloat* values) { gles2::GetGLContext()->VertexAttrib1fv(indx, values); } -void GLES2VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { +void GL_APIENTRY GLES2VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { gles2::GetGLContext()->VertexAttrib2f(indx, x, y); } -void GLES2VertexAttrib2fv(GLuint indx, const GLfloat* values) { +void GL_APIENTRY GLES2VertexAttrib2fv(GLuint indx, const GLfloat* values) { gles2::GetGLContext()->VertexAttrib2fv(indx, values); } -void GLES2VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) { +void GL_APIENTRY GLES2VertexAttrib3f(GLuint indx, + GLfloat x, + GLfloat y, + GLfloat z) { gles2::GetGLContext()->VertexAttrib3f(indx, x, y, z); } -void GLES2VertexAttrib3fv(GLuint indx, const GLfloat* values) { +void GL_APIENTRY GLES2VertexAttrib3fv(GLuint indx, const GLfloat* values) { gles2::GetGLContext()->VertexAttrib3fv(indx, values); } -void GLES2VertexAttrib4f(GLuint indx, - GLfloat x, - GLfloat y, - GLfloat z, - GLfloat w) { +void GL_APIENTRY +GLES2VertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { gles2::GetGLContext()->VertexAttrib4f(indx, x, y, z, w); } -void GLES2VertexAttrib4fv(GLuint indx, const GLfloat* values) { +void GL_APIENTRY GLES2VertexAttrib4fv(GLuint indx, const GLfloat* values) { gles2::GetGLContext()->VertexAttrib4fv(indx, values); } -void GLES2VertexAttribI4i(GLuint indx, GLint x, GLint y, GLint z, GLint w) { +void GL_APIENTRY +GLES2VertexAttribI4i(GLuint indx, GLint x, GLint y, GLint z, GLint w) { gles2::GetGLContext()->VertexAttribI4i(indx, x, y, z, w); } -void GLES2VertexAttribI4iv(GLuint indx, const GLint* values) { +void GL_APIENTRY GLES2VertexAttribI4iv(GLuint indx, const GLint* values) { gles2::GetGLContext()->VertexAttribI4iv(indx, values); } -void GLES2VertexAttribI4ui(GLuint indx, - GLuint x, - GLuint y, - GLuint z, - GLuint w) { +void GL_APIENTRY +GLES2VertexAttribI4ui(GLuint indx, GLuint x, GLuint y, GLuint z, GLuint w) { gles2::GetGLContext()->VertexAttribI4ui(indx, x, y, z, w); } -void GLES2VertexAttribI4uiv(GLuint indx, const GLuint* values) { +void GL_APIENTRY GLES2VertexAttribI4uiv(GLuint indx, const GLuint* values) { gles2::GetGLContext()->VertexAttribI4uiv(indx, values); } -void GLES2VertexAttribIPointer(GLuint indx, - GLint size, - GLenum type, - GLsizei stride, - const void* ptr) { +void GL_APIENTRY GLES2VertexAttribIPointer(GLuint indx, + GLint size, + GLenum type, + GLsizei stride, + const void* ptr) { gles2::GetGLContext()->VertexAttribIPointer(indx, size, type, stride, ptr); } -void GLES2VertexAttribPointer(GLuint indx, - GLint size, - GLenum type, - GLboolean normalized, - GLsizei stride, - const void* ptr) { +void GL_APIENTRY GLES2VertexAttribPointer(GLuint indx, + GLint size, + GLenum type, + GLboolean normalized, + GLsizei stride, + const void* ptr) { gles2::GetGLContext()->VertexAttribPointer(indx, size, type, normalized, stride, ptr); } -void GLES2Viewport(GLint x, GLint y, GLsizei width, GLsizei height) { +void GL_APIENTRY GLES2Viewport(GLint x, + GLint y, + GLsizei width, + GLsizei height) { gles2::GetGLContext()->Viewport(x, y, width, height); } -void GLES2WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { +void GL_APIENTRY GLES2WaitSync(GLsync sync, + GLbitfield flags, + GLuint64 timeout) { gles2::GetGLContext()->WaitSync(sync, flags, timeout); } -void GLES2BlitFramebufferCHROMIUM(GLint srcX0, - GLint srcY0, - GLint srcX1, - GLint srcY1, - GLint dstX0, - GLint dstY0, - GLint dstX1, - GLint dstY1, - GLbitfield mask, - GLenum filter) { +void GL_APIENTRY GLES2BlitFramebufferCHROMIUM(GLint srcX0, + GLint srcY0, + GLint srcX1, + GLint srcY1, + GLint dstX0, + GLint dstY0, + GLint dstX1, + GLint dstY1, + GLbitfield mask, + GLenum filter) { gles2::GetGLContext()->BlitFramebufferCHROMIUM( srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } -void GLES2RenderbufferStorageMultisampleCHROMIUM(GLenum target, - GLsizei samples, - GLenum internalformat, - GLsizei width, - GLsizei height) { - gles2::GetGLContext()->RenderbufferStorageMultisampleCHROMIUM( - target, samples, internalformat, width, height); -} -void GLES2RenderbufferStorageMultisampleEXT(GLenum target, +void GL_APIENTRY +GLES2RenderbufferStorageMultisampleCHROMIUM(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { + gles2::GetGLContext()->RenderbufferStorageMultisampleCHROMIUM( + target, samples, internalformat, width, height); +} +void GL_APIENTRY GLES2RenderbufferStorageMultisampleEXT(GLenum target, + GLsizei samples, + GLenum internalformat, + GLsizei width, + GLsizei height) { gles2::GetGLContext()->RenderbufferStorageMultisampleEXT( target, samples, internalformat, width, height); } -void GLES2FramebufferTexture2DMultisampleEXT(GLenum target, - GLenum attachment, - GLenum textarget, - GLuint texture, - GLint level, - GLsizei samples) { +void GL_APIENTRY GLES2FramebufferTexture2DMultisampleEXT(GLenum target, + GLenum attachment, + GLenum textarget, + GLuint texture, + GLint level, + GLsizei samples) { gles2::GetGLContext()->FramebufferTexture2DMultisampleEXT( target, attachment, textarget, texture, level, samples); } -void GLES2TexStorage2DEXT(GLenum target, - GLsizei levels, - GLenum internalFormat, - GLsizei width, - GLsizei height) { +void GL_APIENTRY GLES2TexStorage2DEXT(GLenum target, + GLsizei levels, + GLenum internalFormat, + GLsizei width, + GLsizei height) { gles2::GetGLContext()->TexStorage2DEXT(target, levels, internalFormat, width, height); } -void GLES2GenQueriesEXT(GLsizei n, GLuint* queries) { +void GL_APIENTRY GLES2GenQueriesEXT(GLsizei n, GLuint* queries) { gles2::GetGLContext()->GenQueriesEXT(n, queries); } -void GLES2DeleteQueriesEXT(GLsizei n, const GLuint* queries) { +void GL_APIENTRY GLES2DeleteQueriesEXT(GLsizei n, const GLuint* queries) { gles2::GetGLContext()->DeleteQueriesEXT(n, queries); } -void GLES2QueryCounterEXT(GLuint id, GLenum target) { +void GL_APIENTRY GLES2QueryCounterEXT(GLuint id, GLenum target) { gles2::GetGLContext()->QueryCounterEXT(id, target); } -GLboolean GLES2IsQueryEXT(GLuint id) { +GLboolean GL_APIENTRY GLES2IsQueryEXT(GLuint id) { return gles2::GetGLContext()->IsQueryEXT(id); } -void GLES2BeginQueryEXT(GLenum target, GLuint id) { +void GL_APIENTRY GLES2BeginQueryEXT(GLenum target, GLuint id) { gles2::GetGLContext()->BeginQueryEXT(target, id); } -void GLES2BeginTransformFeedback(GLenum primitivemode) { +void GL_APIENTRY GLES2BeginTransformFeedback(GLenum primitivemode) { gles2::GetGLContext()->BeginTransformFeedback(primitivemode); } -void GLES2EndQueryEXT(GLenum target) { +void GL_APIENTRY GLES2EndQueryEXT(GLenum target) { gles2::GetGLContext()->EndQueryEXT(target); } -void GLES2EndTransformFeedback() { +void GL_APIENTRY GLES2EndTransformFeedback() { gles2::GetGLContext()->EndTransformFeedback(); } -void GLES2GetQueryivEXT(GLenum target, GLenum pname, GLint* params) { +void GL_APIENTRY GLES2GetQueryivEXT(GLenum target, + GLenum pname, + GLint* params) { gles2::GetGLContext()->GetQueryivEXT(target, pname, params); } -void GLES2GetQueryObjectuivEXT(GLuint id, GLenum pname, GLuint* params) { +void GL_APIENTRY GLES2GetQueryObjectuivEXT(GLuint id, + GLenum pname, + GLuint* params) { gles2::GetGLContext()->GetQueryObjectuivEXT(id, pname, params); } -void GLES2GetQueryObjectui64vEXT(GLuint id, GLenum pname, GLuint64* params) { +void GL_APIENTRY GLES2GetQueryObjectui64vEXT(GLuint id, + GLenum pname, + GLuint64* params) { gles2::GetGLContext()->GetQueryObjectui64vEXT(id, pname, params); } -void GLES2InsertEventMarkerEXT(GLsizei length, const GLchar* marker) { +void GL_APIENTRY GLES2InsertEventMarkerEXT(GLsizei length, + const GLchar* marker) { gles2::GetGLContext()->InsertEventMarkerEXT(length, marker); } -void GLES2PushGroupMarkerEXT(GLsizei length, const GLchar* marker) { +void GL_APIENTRY GLES2PushGroupMarkerEXT(GLsizei length, const GLchar* marker) { gles2::GetGLContext()->PushGroupMarkerEXT(length, marker); } -void GLES2PopGroupMarkerEXT() { +void GL_APIENTRY GLES2PopGroupMarkerEXT() { gles2::GetGLContext()->PopGroupMarkerEXT(); } -void GLES2GenVertexArraysOES(GLsizei n, GLuint* arrays) { +void GL_APIENTRY GLES2GenVertexArraysOES(GLsizei n, GLuint* arrays) { gles2::GetGLContext()->GenVertexArraysOES(n, arrays); } -void GLES2DeleteVertexArraysOES(GLsizei n, const GLuint* arrays) { +void GL_APIENTRY GLES2DeleteVertexArraysOES(GLsizei n, const GLuint* arrays) { gles2::GetGLContext()->DeleteVertexArraysOES(n, arrays); } -GLboolean GLES2IsVertexArrayOES(GLuint array) { +GLboolean GL_APIENTRY GLES2IsVertexArrayOES(GLuint array) { return gles2::GetGLContext()->IsVertexArrayOES(array); } -void GLES2BindVertexArrayOES(GLuint array) { +void GL_APIENTRY GLES2BindVertexArrayOES(GLuint array) { gles2::GetGLContext()->BindVertexArrayOES(array); } -void GLES2SwapBuffers() { +void GL_APIENTRY GLES2SwapBuffers() { gles2::GetGLContext()->SwapBuffers(); } -GLuint GLES2GetMaxValueInBufferCHROMIUM(GLuint buffer_id, - GLsizei count, - GLenum type, - GLuint offset) { +GLuint GL_APIENTRY GLES2GetMaxValueInBufferCHROMIUM(GLuint buffer_id, + GLsizei count, + GLenum type, + GLuint offset) { return gles2::GetGLContext()->GetMaxValueInBufferCHROMIUM(buffer_id, count, type, offset); } -GLboolean GLES2EnableFeatureCHROMIUM(const char* feature) { +GLboolean GL_APIENTRY GLES2EnableFeatureCHROMIUM(const char* feature) { return gles2::GetGLContext()->EnableFeatureCHROMIUM(feature); } -void* GLES2MapBufferCHROMIUM(GLuint target, GLenum access) { +void* GL_APIENTRY GLES2MapBufferCHROMIUM(GLuint target, GLenum access) { return gles2::GetGLContext()->MapBufferCHROMIUM(target, access); } -GLboolean GLES2UnmapBufferCHROMIUM(GLuint target) { +GLboolean GL_APIENTRY GLES2UnmapBufferCHROMIUM(GLuint target) { return gles2::GetGLContext()->UnmapBufferCHROMIUM(target); } -void* GLES2MapBufferSubDataCHROMIUM(GLuint target, - GLintptr offset, - GLsizeiptr size, - GLenum access) { +void* GL_APIENTRY GLES2MapBufferSubDataCHROMIUM(GLuint target, + GLintptr offset, + GLsizeiptr size, + GLenum access) { return gles2::GetGLContext()->MapBufferSubDataCHROMIUM(target, offset, size, access); } -void GLES2UnmapBufferSubDataCHROMIUM(const void* mem) { +void GL_APIENTRY GLES2UnmapBufferSubDataCHROMIUM(const void* mem) { gles2::GetGLContext()->UnmapBufferSubDataCHROMIUM(mem); } -void* GLES2MapBufferRange(GLenum target, - GLintptr offset, - GLsizeiptr size, - GLbitfield access) { +void* GL_APIENTRY GLES2MapBufferRange(GLenum target, + GLintptr offset, + GLsizeiptr size, + GLbitfield access) { return gles2::GetGLContext()->MapBufferRange(target, offset, size, access); } -GLboolean GLES2UnmapBuffer(GLenum target) { +GLboolean GL_APIENTRY GLES2UnmapBuffer(GLenum target) { return gles2::GetGLContext()->UnmapBuffer(target); } -void* GLES2MapTexSubImage2DCHROMIUM(GLenum target, - GLint level, - GLint xoffset, - GLint yoffset, - GLsizei width, - GLsizei height, - GLenum format, - GLenum type, - GLenum access) { +void* GL_APIENTRY GLES2MapTexSubImage2DCHROMIUM(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLenum type, + GLenum access) { return gles2::GetGLContext()->MapTexSubImage2DCHROMIUM( target, level, xoffset, yoffset, width, height, format, type, access); } -void GLES2UnmapTexSubImage2DCHROMIUM(const void* mem) { +void GL_APIENTRY GLES2UnmapTexSubImage2DCHROMIUM(const void* mem) { gles2::GetGLContext()->UnmapTexSubImage2DCHROMIUM(mem); } -void GLES2ResizeCHROMIUM(GLuint width, GLuint height, GLfloat scale_factor) { +void GL_APIENTRY GLES2ResizeCHROMIUM(GLuint width, + GLuint height, + GLfloat scale_factor) { gles2::GetGLContext()->ResizeCHROMIUM(width, height, scale_factor); } -const GLchar* GLES2GetRequestableExtensionsCHROMIUM() { +const GLchar* GL_APIENTRY GLES2GetRequestableExtensionsCHROMIUM() { return gles2::GetGLContext()->GetRequestableExtensionsCHROMIUM(); } -void GLES2RequestExtensionCHROMIUM(const char* extension) { +void GL_APIENTRY GLES2RequestExtensionCHROMIUM(const char* extension) { gles2::GetGLContext()->RequestExtensionCHROMIUM(extension); } -void GLES2RateLimitOffscreenContextCHROMIUM() { +void GL_APIENTRY GLES2RateLimitOffscreenContextCHROMIUM() { gles2::GetGLContext()->RateLimitOffscreenContextCHROMIUM(); } -void GLES2GetProgramInfoCHROMIUM(GLuint program, - GLsizei bufsize, - GLsizei* size, - void* info) { +void GL_APIENTRY GLES2GetProgramInfoCHROMIUM(GLuint program, + GLsizei bufsize, + GLsizei* size, + void* info) { gles2::GetGLContext()->GetProgramInfoCHROMIUM(program, bufsize, size, info); } -void GLES2GetUniformBlocksCHROMIUM(GLuint program, - GLsizei bufsize, - GLsizei* size, - void* info) { - gles2::GetGLContext()->GetUniformBlocksCHROMIUM(program, bufsize, size, info); -} -void GLES2GetTransformFeedbackVaryingsCHROMIUM(GLuint program, +void GL_APIENTRY GLES2GetUniformBlocksCHROMIUM(GLuint program, GLsizei bufsize, GLsizei* size, void* info) { + gles2::GetGLContext()->GetUniformBlocksCHROMIUM(program, bufsize, size, info); +} +void GL_APIENTRY GLES2GetTransformFeedbackVaryingsCHROMIUM(GLuint program, + GLsizei bufsize, + GLsizei* size, + void* info) { gles2::GetGLContext()->GetTransformFeedbackVaryingsCHROMIUM(program, bufsize, size, info); } -void GLES2GetUniformsES3CHROMIUM(GLuint program, - GLsizei bufsize, - GLsizei* size, - void* info) { +void GL_APIENTRY GLES2GetUniformsES3CHROMIUM(GLuint program, + GLsizei bufsize, + GLsizei* size, + void* info) { gles2::GetGLContext()->GetUniformsES3CHROMIUM(program, bufsize, size, info); } -GLuint GLES2CreateStreamTextureCHROMIUM(GLuint texture) { +GLuint GL_APIENTRY GLES2CreateStreamTextureCHROMIUM(GLuint texture) { return gles2::GetGLContext()->CreateStreamTextureCHROMIUM(texture); } -GLuint GLES2CreateImageCHROMIUM(ClientBuffer buffer, - GLsizei width, - GLsizei height, - GLenum internalformat) { +GLuint GL_APIENTRY GLES2CreateImageCHROMIUM(ClientBuffer buffer, + GLsizei width, + GLsizei height, + GLenum internalformat) { return gles2::GetGLContext()->CreateImageCHROMIUM(buffer, width, height, internalformat); } -void GLES2DestroyImageCHROMIUM(GLuint image_id) { +void GL_APIENTRY GLES2DestroyImageCHROMIUM(GLuint image_id) { gles2::GetGLContext()->DestroyImageCHROMIUM(image_id); } -GLuint GLES2CreateGpuMemoryBufferImageCHROMIUM(GLsizei width, - GLsizei height, - GLenum internalformat, - GLenum usage) { +GLuint GL_APIENTRY +GLES2CreateGpuMemoryBufferImageCHROMIUM(GLsizei width, + GLsizei height, + GLenum internalformat, + GLenum usage) { return gles2::GetGLContext()->CreateGpuMemoryBufferImageCHROMIUM( width, height, internalformat, usage); } -void GLES2GetTranslatedShaderSourceANGLE(GLuint shader, - GLsizei bufsize, - GLsizei* length, - char* source) { +void GL_APIENTRY GLES2GetTranslatedShaderSourceANGLE(GLuint shader, + GLsizei bufsize, + GLsizei* length, + char* source) { gles2::GetGLContext()->GetTranslatedShaderSourceANGLE(shader, bufsize, length, source); } -void GLES2PostSubBufferCHROMIUM(GLint x, GLint y, GLint width, GLint height) { +void GL_APIENTRY GLES2PostSubBufferCHROMIUM(GLint x, + GLint y, + GLint width, + GLint height) { gles2::GetGLContext()->PostSubBufferCHROMIUM(x, y, width, height); } -void GLES2TexImageIOSurface2DCHROMIUM(GLenum target, - GLsizei width, - GLsizei height, - GLuint ioSurfaceId, - GLuint plane) { +void GL_APIENTRY GLES2TexImageIOSurface2DCHROMIUM(GLenum target, + GLsizei width, + GLsizei height, + GLuint ioSurfaceId, + GLuint plane) { gles2::GetGLContext()->TexImageIOSurface2DCHROMIUM(target, width, height, ioSurfaceId, plane); } -void GLES2CopyTextureCHROMIUM(GLenum target, - GLenum source_id, - GLenum dest_id, - GLint internalformat, - GLenum dest_type, - GLboolean unpack_flip_y, - GLboolean unpack_premultiply_alpha, - GLboolean unpack_unmultiply_alpha) { +void GL_APIENTRY GLES2CopyTextureCHROMIUM(GLenum target, + GLenum source_id, + GLenum dest_id, + GLint internalformat, + GLenum dest_type, + GLboolean unpack_flip_y, + GLboolean unpack_premultiply_alpha, + GLboolean unpack_unmultiply_alpha) { gles2::GetGLContext()->CopyTextureCHROMIUM( target, source_id, dest_id, internalformat, dest_type, unpack_flip_y, unpack_premultiply_alpha, unpack_unmultiply_alpha); } -void GLES2CopySubTextureCHROMIUM(GLenum target, - GLenum source_id, - GLenum dest_id, - GLint xoffset, - GLint yoffset, - GLint x, - GLint y, - GLsizei width, - GLsizei height, - GLboolean unpack_flip_y, - GLboolean unpack_premultiply_alpha, - GLboolean unpack_unmultiply_alpha) { +void GL_APIENTRY +GLES2CopySubTextureCHROMIUM(GLenum target, + GLenum source_id, + GLenum dest_id, + GLint xoffset, + GLint yoffset, + GLint x, + GLint y, + GLsizei width, + GLsizei height, + GLboolean unpack_flip_y, + GLboolean unpack_premultiply_alpha, + GLboolean unpack_unmultiply_alpha) { gles2::GetGLContext()->CopySubTextureCHROMIUM( target, source_id, dest_id, xoffset, yoffset, x, y, width, height, unpack_flip_y, unpack_premultiply_alpha, unpack_unmultiply_alpha); } -void GLES2CompressedCopyTextureCHROMIUM(GLenum target, - GLenum source_id, - GLenum dest_id) { +void GL_APIENTRY GLES2CompressedCopyTextureCHROMIUM(GLenum target, + GLenum source_id, + GLenum dest_id) { gles2::GetGLContext()->CompressedCopyTextureCHROMIUM(target, source_id, dest_id); } -void GLES2DrawArraysInstancedANGLE(GLenum mode, - GLint first, - GLsizei count, - GLsizei primcount) { +void GL_APIENTRY GLES2DrawArraysInstancedANGLE(GLenum mode, + GLint first, + GLsizei count, + GLsizei primcount) { gles2::GetGLContext()->DrawArraysInstancedANGLE(mode, first, count, primcount); } -void GLES2DrawElementsInstancedANGLE(GLenum mode, - GLsizei count, - GLenum type, - const void* indices, - GLsizei primcount) { +void GL_APIENTRY GLES2DrawElementsInstancedANGLE(GLenum mode, + GLsizei count, + GLenum type, + const void* indices, + GLsizei primcount) { gles2::GetGLContext()->DrawElementsInstancedANGLE(mode, count, type, indices, primcount); } -void GLES2VertexAttribDivisorANGLE(GLuint index, GLuint divisor) { +void GL_APIENTRY GLES2VertexAttribDivisorANGLE(GLuint index, GLuint divisor) { gles2::GetGLContext()->VertexAttribDivisorANGLE(index, divisor); } -void GLES2GenMailboxCHROMIUM(GLbyte* mailbox) { +void GL_APIENTRY GLES2GenMailboxCHROMIUM(GLbyte* mailbox) { gles2::GetGLContext()->GenMailboxCHROMIUM(mailbox); } -void GLES2ProduceTextureCHROMIUM(GLenum target, const GLbyte* mailbox) { +void GL_APIENTRY GLES2ProduceTextureCHROMIUM(GLenum target, + const GLbyte* mailbox) { gles2::GetGLContext()->ProduceTextureCHROMIUM(target, mailbox); } -void GLES2ProduceTextureDirectCHROMIUM(GLuint texture, - GLenum target, - const GLbyte* mailbox) { +void GL_APIENTRY GLES2ProduceTextureDirectCHROMIUM(GLuint texture, + GLenum target, + const GLbyte* mailbox) { gles2::GetGLContext()->ProduceTextureDirectCHROMIUM(texture, target, mailbox); } -void GLES2ConsumeTextureCHROMIUM(GLenum target, const GLbyte* mailbox) { +void GL_APIENTRY GLES2ConsumeTextureCHROMIUM(GLenum target, + const GLbyte* mailbox) { gles2::GetGLContext()->ConsumeTextureCHROMIUM(target, mailbox); } -GLuint GLES2CreateAndConsumeTextureCHROMIUM(GLenum target, - const GLbyte* mailbox) { +GLuint GL_APIENTRY GLES2CreateAndConsumeTextureCHROMIUM(GLenum target, + const GLbyte* mailbox) { return gles2::GetGLContext()->CreateAndConsumeTextureCHROMIUM(target, mailbox); } -void GLES2BindUniformLocationCHROMIUM(GLuint program, - GLint location, - const char* name) { +void GL_APIENTRY GLES2BindUniformLocationCHROMIUM(GLuint program, + GLint location, + const char* name) { gles2::GetGLContext()->BindUniformLocationCHROMIUM(program, location, name); } -void GLES2GenValuebuffersCHROMIUM(GLsizei n, GLuint* buffers) { +void GL_APIENTRY GLES2GenValuebuffersCHROMIUM(GLsizei n, GLuint* buffers) { gles2::GetGLContext()->GenValuebuffersCHROMIUM(n, buffers); } -void GLES2DeleteValuebuffersCHROMIUM(GLsizei n, const GLuint* valuebuffers) { +void GL_APIENTRY GLES2DeleteValuebuffersCHROMIUM(GLsizei n, + const GLuint* valuebuffers) { gles2::GetGLContext()->DeleteValuebuffersCHROMIUM(n, valuebuffers); } -GLboolean GLES2IsValuebufferCHROMIUM(GLuint valuebuffer) { +GLboolean GL_APIENTRY GLES2IsValuebufferCHROMIUM(GLuint valuebuffer) { return gles2::GetGLContext()->IsValuebufferCHROMIUM(valuebuffer); } -void GLES2BindValuebufferCHROMIUM(GLenum target, GLuint valuebuffer) { +void GL_APIENTRY GLES2BindValuebufferCHROMIUM(GLenum target, + GLuint valuebuffer) { gles2::GetGLContext()->BindValuebufferCHROMIUM(target, valuebuffer); } -void GLES2SubscribeValueCHROMIUM(GLenum target, GLenum subscription) { +void GL_APIENTRY GLES2SubscribeValueCHROMIUM(GLenum target, + GLenum subscription) { gles2::GetGLContext()->SubscribeValueCHROMIUM(target, subscription); } -void GLES2PopulateSubscribedValuesCHROMIUM(GLenum target) { +void GL_APIENTRY GLES2PopulateSubscribedValuesCHROMIUM(GLenum target) { gles2::GetGLContext()->PopulateSubscribedValuesCHROMIUM(target); } -void GLES2UniformValuebufferCHROMIUM(GLint location, - GLenum target, - GLenum subscription) { +void GL_APIENTRY GLES2UniformValuebufferCHROMIUM(GLint location, + GLenum target, + GLenum subscription) { gles2::GetGLContext()->UniformValuebufferCHROMIUM(location, target, subscription); } -void GLES2BindTexImage2DCHROMIUM(GLenum target, GLint imageId) { +void GL_APIENTRY GLES2BindTexImage2DCHROMIUM(GLenum target, GLint imageId) { gles2::GetGLContext()->BindTexImage2DCHROMIUM(target, imageId); } -void GLES2ReleaseTexImage2DCHROMIUM(GLenum target, GLint imageId) { +void GL_APIENTRY GLES2ReleaseTexImage2DCHROMIUM(GLenum target, GLint imageId) { gles2::GetGLContext()->ReleaseTexImage2DCHROMIUM(target, imageId); } -void GLES2TraceBeginCHROMIUM(const char* category_name, - const char* trace_name) { +void GL_APIENTRY GLES2TraceBeginCHROMIUM(const char* category_name, + const char* trace_name) { gles2::GetGLContext()->TraceBeginCHROMIUM(category_name, trace_name); } -void GLES2TraceEndCHROMIUM() { +void GL_APIENTRY GLES2TraceEndCHROMIUM() { gles2::GetGLContext()->TraceEndCHROMIUM(); } -void GLES2AsyncTexSubImage2DCHROMIUM(GLenum target, - GLint level, - GLint xoffset, - GLint yoffset, - GLsizei width, - GLsizei height, - GLenum format, - GLenum type, - const void* data) { +void GL_APIENTRY GLES2AsyncTexSubImage2DCHROMIUM(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLenum type, + const void* data) { gles2::GetGLContext()->AsyncTexSubImage2DCHROMIUM( target, level, xoffset, yoffset, width, height, format, type, data); } -void GLES2AsyncTexImage2DCHROMIUM(GLenum target, - GLint level, - GLenum internalformat, - GLsizei width, - GLsizei height, - GLint border, - GLenum format, - GLenum type, - const void* pixels) { +void GL_APIENTRY GLES2AsyncTexImage2DCHROMIUM(GLenum target, + GLint level, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLint border, + GLenum format, + GLenum type, + const void* pixels) { gles2::GetGLContext()->AsyncTexImage2DCHROMIUM(target, level, internalformat, width, height, border, format, type, pixels); } -void GLES2WaitAsyncTexImage2DCHROMIUM(GLenum target) { +void GL_APIENTRY GLES2WaitAsyncTexImage2DCHROMIUM(GLenum target) { gles2::GetGLContext()->WaitAsyncTexImage2DCHROMIUM(target); } -void GLES2WaitAllAsyncTexImage2DCHROMIUM() { +void GL_APIENTRY GLES2WaitAllAsyncTexImage2DCHROMIUM() { gles2::GetGLContext()->WaitAllAsyncTexImage2DCHROMIUM(); } -void GLES2DiscardFramebufferEXT(GLenum target, - GLsizei count, - const GLenum* attachments) { +void GL_APIENTRY GLES2DiscardFramebufferEXT(GLenum target, + GLsizei count, + const GLenum* attachments) { gles2::GetGLContext()->DiscardFramebufferEXT(target, count, attachments); } -void GLES2LoseContextCHROMIUM(GLenum current, GLenum other) { +void GL_APIENTRY GLES2LoseContextCHROMIUM(GLenum current, GLenum other) { gles2::GetGLContext()->LoseContextCHROMIUM(current, other); } -GLuint GLES2InsertSyncPointCHROMIUM() { +GLuint GL_APIENTRY GLES2InsertSyncPointCHROMIUM() { return gles2::GetGLContext()->InsertSyncPointCHROMIUM(); } -void GLES2WaitSyncPointCHROMIUM(GLuint sync_point) { +void GL_APIENTRY GLES2WaitSyncPointCHROMIUM(GLuint sync_point) { gles2::GetGLContext()->WaitSyncPointCHROMIUM(sync_point); } -void GLES2DrawBuffersEXT(GLsizei count, const GLenum* bufs) { +void GL_APIENTRY GLES2DrawBuffersEXT(GLsizei count, const GLenum* bufs) { gles2::GetGLContext()->DrawBuffersEXT(count, bufs); } -void GLES2DiscardBackbufferCHROMIUM() { +void GL_APIENTRY GLES2DiscardBackbufferCHROMIUM() { gles2::GetGLContext()->DiscardBackbufferCHROMIUM(); } -void GLES2ScheduleOverlayPlaneCHROMIUM(GLint plane_z_order, - GLenum plane_transform, - GLuint overlay_texture_id, - GLint bounds_x, - GLint bounds_y, - GLint bounds_width, - GLint bounds_height, - GLfloat uv_x, - GLfloat uv_y, - GLfloat uv_width, - GLfloat uv_height) { +void GL_APIENTRY GLES2ScheduleOverlayPlaneCHROMIUM(GLint plane_z_order, + GLenum plane_transform, + GLuint overlay_texture_id, + GLint bounds_x, + GLint bounds_y, + GLint bounds_width, + GLint bounds_height, + GLfloat uv_x, + GLfloat uv_y, + GLfloat uv_width, + GLfloat uv_height) { gles2::GetGLContext()->ScheduleOverlayPlaneCHROMIUM( plane_z_order, plane_transform, overlay_texture_id, bounds_x, bounds_y, bounds_width, bounds_height, uv_x, uv_y, uv_width, uv_height); } -void GLES2SwapInterval(GLint interval) { +void GL_APIENTRY GLES2SwapInterval(GLint interval) { gles2::GetGLContext()->SwapInterval(interval); } -void GLES2FlushDriverCachesCHROMIUM() { +void GL_APIENTRY GLES2FlushDriverCachesCHROMIUM() { gles2::GetGLContext()->FlushDriverCachesCHROMIUM(); } -void GLES2MatrixLoadfCHROMIUM(GLenum matrixMode, const GLfloat* m) { +void GL_APIENTRY GLES2MatrixLoadfCHROMIUM(GLenum matrixMode, const GLfloat* m) { gles2::GetGLContext()->MatrixLoadfCHROMIUM(matrixMode, m); } -void GLES2MatrixLoadIdentityCHROMIUM(GLenum matrixMode) { +void GL_APIENTRY GLES2MatrixLoadIdentityCHROMIUM(GLenum matrixMode) { gles2::GetGLContext()->MatrixLoadIdentityCHROMIUM(matrixMode); } -GLuint GLES2GenPathsCHROMIUM(GLsizei range) { +GLuint GL_APIENTRY GLES2GenPathsCHROMIUM(GLsizei range) { return gles2::GetGLContext()->GenPathsCHROMIUM(range); } -void GLES2DeletePathsCHROMIUM(GLuint path, GLsizei range) { +void GL_APIENTRY GLES2DeletePathsCHROMIUM(GLuint path, GLsizei range) { gles2::GetGLContext()->DeletePathsCHROMIUM(path, range); } -GLboolean GLES2IsPathCHROMIUM(GLuint path) { +GLboolean GL_APIENTRY GLES2IsPathCHROMIUM(GLuint path) { return gles2::GetGLContext()->IsPathCHROMIUM(path); } -void GLES2PathCommandsCHROMIUM(GLuint path, - GLsizei numCommands, - const GLubyte* commands, - GLsizei numCoords, - GLenum coordType, - const GLvoid* coords) { +void GL_APIENTRY GLES2PathCommandsCHROMIUM(GLuint path, + GLsizei numCommands, + const GLubyte* commands, + GLsizei numCoords, + GLenum coordType, + const GLvoid* coords) { gles2::GetGLContext()->PathCommandsCHROMIUM(path, numCommands, commands, numCoords, coordType, coords); } -void GLES2PathParameterfCHROMIUM(GLuint path, GLenum pname, GLfloat value) { +void GL_APIENTRY GLES2PathParameterfCHROMIUM(GLuint path, + GLenum pname, + GLfloat value) { gles2::GetGLContext()->PathParameterfCHROMIUM(path, pname, value); } -void GLES2PathParameteriCHROMIUM(GLuint path, GLenum pname, GLint value) { +void GL_APIENTRY GLES2PathParameteriCHROMIUM(GLuint path, + GLenum pname, + GLint value) { gles2::GetGLContext()->PathParameteriCHROMIUM(path, pname, value); } -void GLES2PathStencilFuncCHROMIUM(GLenum func, GLint ref, GLuint mask) { +void GL_APIENTRY GLES2PathStencilFuncCHROMIUM(GLenum func, + GLint ref, + GLuint mask) { gles2::GetGLContext()->PathStencilFuncCHROMIUM(func, ref, mask); } -void GLES2StencilFillPathCHROMIUM(GLuint path, GLenum fillMode, GLuint mask) { +void GL_APIENTRY GLES2StencilFillPathCHROMIUM(GLuint path, + GLenum fillMode, + GLuint mask) { gles2::GetGLContext()->StencilFillPathCHROMIUM(path, fillMode, mask); } -void GLES2StencilStrokePathCHROMIUM(GLuint path, GLint reference, GLuint mask) { +void GL_APIENTRY GLES2StencilStrokePathCHROMIUM(GLuint path, + GLint reference, + GLuint mask) { gles2::GetGLContext()->StencilStrokePathCHROMIUM(path, reference, mask); } -void GLES2CoverFillPathCHROMIUM(GLuint path, GLenum coverMode) { +void GL_APIENTRY GLES2CoverFillPathCHROMIUM(GLuint path, GLenum coverMode) { gles2::GetGLContext()->CoverFillPathCHROMIUM(path, coverMode); } -void GLES2CoverStrokePathCHROMIUM(GLuint path, GLenum coverMode) { +void GL_APIENTRY GLES2CoverStrokePathCHROMIUM(GLuint path, GLenum coverMode) { gles2::GetGLContext()->CoverStrokePathCHROMIUM(path, coverMode); } -void GLES2StencilThenCoverFillPathCHROMIUM(GLuint path, - GLenum fillMode, - GLuint mask, - GLenum coverMode) { +void GL_APIENTRY GLES2StencilThenCoverFillPathCHROMIUM(GLuint path, + GLenum fillMode, + GLuint mask, + GLenum coverMode) { gles2::GetGLContext()->StencilThenCoverFillPathCHROMIUM(path, fillMode, mask, coverMode); } -void GLES2StencilThenCoverStrokePathCHROMIUM(GLuint path, - GLint reference, - GLuint mask, - GLenum coverMode) { +void GL_APIENTRY GLES2StencilThenCoverStrokePathCHROMIUM(GLuint path, + GLint reference, + GLuint mask, + GLenum coverMode) { gles2::GetGLContext()->StencilThenCoverStrokePathCHROMIUM(path, reference, mask, coverMode); } -GLenum GLES2GetGraphicsResetStatusKHR() { +GLenum GL_APIENTRY GLES2GetGraphicsResetStatusKHR() { return gles2::GetGLContext()->GetGraphicsResetStatusKHR(); } -void GLES2BlendBarrierKHR() { +void GL_APIENTRY GLES2BlendBarrierKHR() { gles2::GetGLContext()->BlendBarrierKHR(); } |