diff options
Diffstat (limited to 'ppapi/lib/gl/gles2/gles2.c')
-rw-r--r-- | ppapi/lib/gl/gles2/gles2.c | 516 |
1 files changed, 516 insertions, 0 deletions
diff --git a/ppapi/lib/gl/gles2/gles2.c b/ppapi/lib/gl/gles2/gles2.c new file mode 100644 index 0000000..69c4de8 --- /dev/null +++ b/ppapi/lib/gl/gles2/gles2.c @@ -0,0 +1,516 @@ +// Copyright (c) 2010 The Chromium Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. + +// This file is auto-generated. DO NOT EDIT! + +#include <GLES2/gl2.h> + +void GL_APIENTRY glActiveTexture(GLenum texture) { +} + +void GL_APIENTRY glAttachShader(GLuint program, GLuint shader) { +} + +void GL_APIENTRY glBindAttribLocation( + GLuint program, GLuint index, const char* name) { +} + +void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer) { +} + +void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer) { +} + +void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer) { +} + +void GL_APIENTRY glBindTexture(GLenum target, GLuint texture) { +} + +void GL_APIENTRY glBlendColor( + GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { +} + +void GL_APIENTRY glBlendEquation(GLenum mode) { +} + +void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { +} + +void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor) { +} + +void GL_APIENTRY glBlendFuncSeparate( + GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { +} + +void GL_APIENTRY glBufferData( + GLenum target, GLsizeiptr size, const void* data, GLenum usage) { +} + +void GL_APIENTRY glBufferSubData( + GLenum target, GLintptr offset, GLsizeiptr size, const void* data) { +} + +GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target) { + return 0; +} + +void GL_APIENTRY glClear(GLbitfield mask) { +} + +void GL_APIENTRY glClearColor( + GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { +} + +void GL_APIENTRY glClearDepthf(GLclampf depth) { +} + +void GL_APIENTRY glClearStencil(GLint s) { +} + +void GL_APIENTRY glColorMask( + GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { +} + +void GL_APIENTRY glCompileShader(GLuint shader) { +} + +void GL_APIENTRY glCompressedTexImage2D( + GLenum target, GLint level, GLenum internalformat, GLsizei width, + GLsizei height, GLint border, GLsizei imageSize, const void* data) { +} + +void GL_APIENTRY glCompressedTexSubImage2D( + GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, + GLsizei height, GLenum format, GLsizei imageSize, const void* data) { +} + +void GL_APIENTRY glCopyTexImage2D( + GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, + GLsizei width, GLsizei height, GLint border) { +} + +void GL_APIENTRY glCopyTexSubImage2D( + GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, + GLsizei width, GLsizei height) { +} + +GLuint GL_APIENTRY glCreateProgram() { + return 0; +} + +GLuint GL_APIENTRY glCreateShader(GLenum type) { + return 0; +} + +void GL_APIENTRY glCullFace(GLenum mode) { +} + +void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint* buffers) { +} + +void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { +} + +void GL_APIENTRY glDeleteProgram(GLuint program) { +} + +void GL_APIENTRY glDeleteRenderbuffers( + GLsizei n, const GLuint* renderbuffers) { +} + +void GL_APIENTRY glDeleteShader(GLuint shader) { +} + +void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint* textures) { +} + +void GL_APIENTRY glDepthFunc(GLenum func) { +} + +void GL_APIENTRY glDepthMask(GLboolean flag) { +} + +void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar) { +} + +void GL_APIENTRY glDetachShader(GLuint program, GLuint shader) { +} + +void GL_APIENTRY glDisable(GLenum cap) { +} + +void GL_APIENTRY glDisableVertexAttribArray(GLuint index) { +} + +void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count) { +} + +void GL_APIENTRY glDrawElements( + GLenum mode, GLsizei count, GLenum type, const void* indices) { +} + +void GL_APIENTRY glEnable(GLenum cap) { +} + +void GL_APIENTRY glEnableVertexAttribArray(GLuint index) { +} + +void GL_APIENTRY glFinish() { +} + +void GL_APIENTRY glFlush() { +} + +void GL_APIENTRY glFramebufferRenderbuffer( + GLenum target, GLenum attachment, GLenum renderbuffertarget, + GLuint renderbuffer) { +} + +void GL_APIENTRY glFramebufferTexture2D( + GLenum target, GLenum attachment, GLenum textarget, GLuint texture, + GLint level) { +} + +void GL_APIENTRY glFrontFace(GLenum mode) { +} + +void GL_APIENTRY glGenBuffers(GLsizei n, GLuint* buffers) { +} + +void GL_APIENTRY glGenerateMipmap(GLenum target) { +} + +void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint* framebuffers) { +} + +void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) { +} + +void GL_APIENTRY glGenTextures(GLsizei n, GLuint* textures) { +} + +void GL_APIENTRY glGetActiveAttrib( + GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, + GLenum* type, char* name) { +} + +void GL_APIENTRY glGetActiveUniform( + GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, + GLenum* type, char* name) { +} + +void GL_APIENTRY glGetAttachedShaders( + GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { +} + +GLint GL_APIENTRY glGetAttribLocation(GLuint program, const char* name) { + return 0; +} + +void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean* params) { +} + +void GL_APIENTRY glGetBufferParameteriv( + GLenum target, GLenum pname, GLint* params) { +} + +GLenum GL_APIENTRY glGetError() { + return 0; +} + +void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat* params) { +} + +void GL_APIENTRY glGetFramebufferAttachmentParameteriv( + GLenum target, GLenum attachment, GLenum pname, GLint* params) { +} + +void GL_APIENTRY glGetIntegerv(GLenum pname, GLint* params) { +} + +void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint* params) { +} + +void GL_APIENTRY glGetProgramInfoLog( + GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) { +} + +void GL_APIENTRY glGetRenderbufferParameteriv( + GLenum target, GLenum pname, GLint* params) { +} + +void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint* params) { +} + +void GL_APIENTRY glGetShaderInfoLog( + GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) { +} + +void GL_APIENTRY glGetShaderPrecisionFormat( + GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { +} + +void GL_APIENTRY glGetShaderSource( + GLuint shader, GLsizei bufsize, GLsizei* length, char* source) { +} + +const GLubyte* GL_APIENTRY glGetString(GLenum name) { + return 0; +} + +void GL_APIENTRY glGetTexParameterfv( + GLenum target, GLenum pname, GLfloat* params) { +} + +void GL_APIENTRY glGetTexParameteriv( + GLenum target, GLenum pname, GLint* params) { +} + +void GL_APIENTRY glGetUniformfv( + GLuint program, GLint location, GLfloat* params) { +} + +void GL_APIENTRY glGetUniformiv( + GLuint program, GLint location, GLint* params) { +} + +GLint GL_APIENTRY glGetUniformLocation(GLuint program, const char* name) { + return 0; +} + +void GL_APIENTRY glGetVertexAttribfv( + GLuint index, GLenum pname, GLfloat* params) { +} + +void GL_APIENTRY glGetVertexAttribiv( + GLuint index, GLenum pname, GLint* params) { +} + +void GL_APIENTRY glGetVertexAttribPointerv( + GLuint index, GLenum pname, void** pointer) { +} + +void GL_APIENTRY glHint(GLenum target, GLenum mode) { +} + +GLboolean GL_APIENTRY glIsBuffer(GLuint buffer) { + return 0; +} + +GLboolean GL_APIENTRY glIsEnabled(GLenum cap) { + return 0; +} + +GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer) { + return 0; +} + +GLboolean GL_APIENTRY glIsProgram(GLuint program) { + return 0; +} + +GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer) { + return 0; +} + +GLboolean GL_APIENTRY glIsShader(GLuint shader) { + return 0; +} + +GLboolean GL_APIENTRY glIsTexture(GLuint texture) { + return 0; +} + +void GL_APIENTRY glLineWidth(GLfloat width) { +} + +void GL_APIENTRY glLinkProgram(GLuint program) { +} + +void GL_APIENTRY glPixelStorei(GLenum pname, GLint param) { +} + +void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units) { +} + +void GL_APIENTRY glReadPixels( + GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, + void* pixels) { +} + +void GL_APIENTRY glReleaseShaderCompiler() { +} + +void GL_APIENTRY glRenderbufferStorage( + GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { +} + +void GL_APIENTRY glSampleCoverage(GLclampf value, GLboolean invert) { +} + +void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { +} + +void GL_APIENTRY glShaderBinary( + GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, + GLsizei length) { +} + +void GL_APIENTRY glShaderSource( + GLuint shader, GLsizei count, const char** str, const GLint* length) { +} + +void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask) { +} + +void GL_APIENTRY glStencilFuncSeparate( + GLenum face, GLenum func, GLint ref, GLuint mask) { +} + +void GL_APIENTRY glStencilMask(GLuint mask) { +} + +void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask) { +} + +void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { +} + +void GL_APIENTRY glStencilOpSeparate( + GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { +} + +void GL_APIENTRY glTexImage2D( + GLenum target, GLint level, GLint internalformat, GLsizei width, + GLsizei height, GLint border, GLenum format, GLenum type, + const void* pixels) { +} + +void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param) { +} + +void GL_APIENTRY glTexParameterfv( + GLenum target, GLenum pname, const GLfloat* params) { +} + +void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param) { +} + +void GL_APIENTRY glTexParameteriv( + GLenum target, GLenum pname, const GLint* params) { +} + +void GL_APIENTRY glTexSubImage2D( + GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, + GLsizei height, GLenum format, GLenum type, const void* pixels) { +} + +void GL_APIENTRY glUniform1f(GLint location, GLfloat x) { +} + +void GL_APIENTRY glUniform1fv( + GLint location, GLsizei count, const GLfloat* v) { +} + +void GL_APIENTRY glUniform1i(GLint location, GLint x) { +} + +void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint* v) { +} + +void GL_APIENTRY glUniform2f(GLint location, GLfloat x, GLfloat y) { +} + +void GL_APIENTRY glUniform2fv( + GLint location, GLsizei count, const GLfloat* v) { +} + +void GL_APIENTRY glUniform2i(GLint location, GLint x, GLint y) { +} + +void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint* v) { +} + +void GL_APIENTRY glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { +} + +void GL_APIENTRY glUniform3fv( + GLint location, GLsizei count, const GLfloat* v) { +} + +void GL_APIENTRY glUniform3i(GLint location, GLint x, GLint y, GLint z) { +} + +void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint* v) { +} + +void GL_APIENTRY glUniform4f( + GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { +} + +void GL_APIENTRY glUniform4fv( + GLint location, GLsizei count, const GLfloat* v) { +} + +void GL_APIENTRY glUniform4i( + GLint location, GLint x, GLint y, GLint z, GLint w) { +} + +void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint* v) { +} + +void GL_APIENTRY glUniformMatrix2fv( + GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { +} + +void GL_APIENTRY glUniformMatrix3fv( + GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { +} + +void GL_APIENTRY glUniformMatrix4fv( + GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { +} + +void GL_APIENTRY glUseProgram(GLuint program) { +} + +void GL_APIENTRY glValidateProgram(GLuint program) { +} + +void GL_APIENTRY glVertexAttrib1f(GLuint indx, GLfloat x) { +} + +void GL_APIENTRY glVertexAttrib1fv(GLuint indx, const GLfloat* values) { +} + +void GL_APIENTRY glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { +} + +void GL_APIENTRY glVertexAttrib2fv(GLuint indx, const GLfloat* values) { +} + +void GL_APIENTRY glVertexAttrib3f( + GLuint indx, GLfloat x, GLfloat y, GLfloat z) { +} + +void GL_APIENTRY glVertexAttrib3fv(GLuint indx, const GLfloat* values) { +} + +void GL_APIENTRY glVertexAttrib4f( + GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { +} + +void GL_APIENTRY glVertexAttrib4fv(GLuint indx, const GLfloat* values) { +} + +void GL_APIENTRY glVertexAttribPointer( + GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, + const void* ptr) { +} + +void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { +} + |