// Copyright 2014 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 from // ui/gl/generate_bindings.py // It's formatted by clang-format using chromium coding style: // clang-format -i -style=chromium filename // DO NOT EDIT! #ifndef UI_GFX_GL_GL_BINDINGS_AUTOGEN_GL_H_ #define UI_GFX_GL_GL_BINDINGS_AUTOGEN_GL_H_ namespace gfx { class GLContext; typedef void(GL_BINDING_CALL* glActiveTextureProc)(GLenum texture); typedef void(GL_BINDING_CALL* glApplyFramebufferAttachmentCMAAINTELProc)(void); typedef void(GL_BINDING_CALL* glAttachShaderProc)(GLuint program, GLuint shader); typedef void(GL_BINDING_CALL* glBeginQueryProc)(GLenum target, GLuint id); typedef void(GL_BINDING_CALL* glBeginTransformFeedbackProc)( GLenum primitiveMode); typedef void(GL_BINDING_CALL* glBindAttribLocationProc)(GLuint program, GLuint index, const char* name); typedef void(GL_BINDING_CALL* glBindBufferProc)(GLenum target, GLuint buffer); typedef void(GL_BINDING_CALL* glBindBufferBaseProc)(GLenum target, GLuint index, GLuint buffer); typedef void(GL_BINDING_CALL* glBindBufferRangeProc)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); typedef void(GL_BINDING_CALL* glBindFragDataLocationProc)(GLuint program, GLuint colorNumber, const char* name); typedef void(GL_BINDING_CALL* glBindFragDataLocationIndexedProc)( GLuint program, GLuint colorNumber, GLuint index, const char* name); typedef void(GL_BINDING_CALL* glBindFramebufferEXTProc)(GLenum target, GLuint framebuffer); typedef void(GL_BINDING_CALL* glBindRenderbufferEXTProc)(GLenum target, GLuint renderbuffer); typedef void(GL_BINDING_CALL* glBindSamplerProc)(GLuint unit, GLuint sampler); typedef void(GL_BINDING_CALL* glBindTextureProc)(GLenum target, GLuint texture); typedef void(GL_BINDING_CALL* glBindTransformFeedbackProc)(GLenum target, GLuint id); typedef void(GL_BINDING_CALL* glBindVertexArrayOESProc)(GLuint array); typedef void(GL_BINDING_CALL* glBlendBarrierKHRProc)(void); typedef void(GL_BINDING_CALL* glBlendColorProc)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); typedef void(GL_BINDING_CALL* glBlendEquationProc)(GLenum mode); typedef void(GL_BINDING_CALL* glBlendEquationSeparateProc)(GLenum modeRGB, GLenum modeAlpha); typedef void(GL_BINDING_CALL* glBlendFuncProc)(GLenum sfactor, GLenum dfactor); typedef void(GL_BINDING_CALL* glBlendFuncSeparateProc)(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); typedef void(GL_BINDING_CALL* glBlitFramebufferProc)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); typedef void(GL_BINDING_CALL* glBlitFramebufferANGLEProc)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); typedef void(GL_BINDING_CALL* glBlitFramebufferEXTProc)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); typedef void(GL_BINDING_CALL* glBufferDataProc)(GLenum target, GLsizeiptr size, const void* data, GLenum usage); typedef void(GL_BINDING_CALL* glBufferSubDataProc)(GLenum target, GLintptr offset, GLsizeiptr size, const void* data); typedef GLenum(GL_BINDING_CALL* glCheckFramebufferStatusEXTProc)(GLenum target); typedef void(GL_BINDING_CALL* glClearProc)(GLbitfield mask); typedef void(GL_BINDING_CALL* glClearBufferfiProc)(GLenum buffer, GLint drawbuffer, const GLfloat depth, GLint stencil); typedef void(GL_BINDING_CALL* glClearBufferfvProc)(GLenum buffer, GLint drawbuffer, const GLfloat* value); typedef void(GL_BINDING_CALL* glClearBufferivProc)(GLenum buffer, GLint drawbuffer, const GLint* value); typedef void(GL_BINDING_CALL* glClearBufferuivProc)(GLenum buffer, GLint drawbuffer, const GLuint* value); typedef void(GL_BINDING_CALL* glClearColorProc)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); typedef void(GL_BINDING_CALL* glClearDepthProc)(GLclampd depth); typedef void(GL_BINDING_CALL* glClearDepthfProc)(GLclampf depth); typedef void(GL_BINDING_CALL* glClearStencilProc)(GLint s); typedef GLenum(GL_BINDING_CALL* glClientWaitSyncProc)(GLsync sync, GLbitfield flags, GLuint64 timeout); typedef void(GL_BINDING_CALL* glColorMaskProc)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); typedef void(GL_BINDING_CALL* glCompileShaderProc)(GLuint shader); typedef void(GL_BINDING_CALL* glCompressedTexImage2DProc)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data); typedef void(GL_BINDING_CALL* glCompressedTexImage3DProc)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void* data); typedef void(GL_BINDING_CALL* glCompressedTexSubImage2DProc)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data); typedef void(GL_BINDING_CALL* glCompressedTexSubImage3DProc)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data); typedef void(GL_BINDING_CALL* glCopyBufferSubDataProc)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); typedef void(GL_BINDING_CALL* glCopyTexImage2DProc)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); typedef void(GL_BINDING_CALL* glCopyTexSubImage2DProc)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); typedef void(GL_BINDING_CALL* glCopyTexSubImage3DProc)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); typedef void(GL_BINDING_CALL* glCoverFillPathNVProc)(GLuint path, GLenum coverMode); typedef void(GL_BINDING_CALL* glCoverStrokePathNVProc)(GLuint name, GLenum coverMode); typedef GLuint(GL_BINDING_CALL* glCreateProgramProc)(void); typedef GLuint(GL_BINDING_CALL* glCreateShaderProc)(GLenum type); typedef void(GL_BINDING_CALL* glCullFaceProc)(GLenum mode); typedef void(GL_BINDING_CALL* glDeleteBuffersARBProc)(GLsizei n, const GLuint* buffers); typedef void(GL_BINDING_CALL* glDeleteFencesAPPLEProc)(GLsizei n, const GLuint* fences); typedef void(GL_BINDING_CALL* glDeleteFencesNVProc)(GLsizei n, const GLuint* fences); typedef void(GL_BINDING_CALL* glDeleteFramebuffersEXTProc)( GLsizei n, const GLuint* framebuffers); typedef void(GL_BINDING_CALL* glDeletePathsNVProc)(GLuint path, GLsizei range); typedef void(GL_BINDING_CALL* glDeleteProgramProc)(GLuint program); typedef void(GL_BINDING_CALL* glDeleteQueriesProc)(GLsizei n, const GLuint* ids); typedef void(GL_BINDING_CALL* glDeleteRenderbuffersEXTProc)( GLsizei n, const GLuint* renderbuffers); typedef void(GL_BINDING_CALL* glDeleteSamplersProc)(GLsizei n, const GLuint* samplers); typedef void(GL_BINDING_CALL* glDeleteShaderProc)(GLuint shader); typedef void(GL_BINDING_CALL* glDeleteSyncProc)(GLsync sync); typedef void(GL_BINDING_CALL* glDeleteTexturesProc)(GLsizei n, const GLuint* textures); typedef void(GL_BINDING_CALL* glDeleteTransformFeedbacksProc)( GLsizei n, const GLuint* ids); typedef void(GL_BINDING_CALL* glDeleteVertexArraysOESProc)( GLsizei n, const GLuint* arrays); typedef void(GL_BINDING_CALL* glDepthFuncProc)(GLenum func); typedef void(GL_BINDING_CALL* glDepthMaskProc)(GLboolean flag); typedef void(GL_BINDING_CALL* glDepthRangeProc)(GLclampd zNear, GLclampd zFar); typedef void(GL_BINDING_CALL* glDepthRangefProc)(GLclampf zNear, GLclampf zFar); typedef void(GL_BINDING_CALL* glDetachShaderProc)(GLuint program, GLuint shader); typedef void(GL_BINDING_CALL* glDisableProc)(GLenum cap); typedef void(GL_BINDING_CALL* glDisableVertexAttribArrayProc)(GLuint index); typedef void(GL_BINDING_CALL* glDiscardFramebufferEXTProc)( GLenum target, GLsizei numAttachments, const GLenum* attachments); typedef void(GL_BINDING_CALL* glDrawArraysProc)(GLenum mode, GLint first, GLsizei count); typedef void(GL_BINDING_CALL* glDrawArraysInstancedANGLEProc)( GLenum mode, GLint first, GLsizei count, GLsizei primcount); typedef void(GL_BINDING_CALL* glDrawBufferProc)(GLenum mode); typedef void(GL_BINDING_CALL* glDrawBuffersARBProc)(GLsizei n, const GLenum* bufs); typedef void(GL_BINDING_CALL* glDrawElementsProc)(GLenum mode, GLsizei count, GLenum type, const void* indices); typedef void(GL_BINDING_CALL* glDrawElementsInstancedANGLEProc)( GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount); typedef void(GL_BINDING_CALL* glDrawRangeElementsProc)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void* indices); typedef void(GL_BINDING_CALL* glEGLImageTargetRenderbufferStorageOESProc)( GLenum target, GLeglImageOES image); typedef void(GL_BINDING_CALL* glEGLImageTargetTexture2DOESProc)( GLenum target, GLeglImageOES image); typedef void(GL_BINDING_CALL* glEnableProc)(GLenum cap); typedef void(GL_BINDING_CALL* glEnableVertexAttribArrayProc)(GLuint index); typedef void(GL_BINDING_CALL* glEndQueryProc)(GLenum target); typedef void(GL_BINDING_CALL* glEndTransformFeedbackProc)(void); typedef GLsync(GL_BINDING_CALL* glFenceSyncProc)(GLenum condition, GLbitfield flags); typedef void(GL_BINDING_CALL* glFinishProc)(void); typedef void(GL_BINDING_CALL* glFinishFenceAPPLEProc)(GLuint fence); typedef void(GL_BINDING_CALL* glFinishFenceNVProc)(GLuint fence); typedef void(GL_BINDING_CALL* glFlushProc)(void); typedef void(GL_BINDING_CALL* glFlushMappedBufferRangeProc)(GLenum target, GLintptr offset, GLsizeiptr length); typedef void(GL_BINDING_CALL* glFramebufferRenderbufferEXTProc)( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); typedef void(GL_BINDING_CALL* glFramebufferTexture2DEXTProc)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); typedef void(GL_BINDING_CALL* glFramebufferTexture2DMultisampleEXTProc)( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); typedef void(GL_BINDING_CALL* glFramebufferTexture2DMultisampleIMGProc)( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); typedef void(GL_BINDING_CALL* glFramebufferTextureLayerProc)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); typedef void(GL_BINDING_CALL* glFrontFaceProc)(GLenum mode); typedef void(GL_BINDING_CALL* glGenBuffersARBProc)(GLsizei n, GLuint* buffers); typedef void(GL_BINDING_CALL* glGenerateMipmapEXTProc)(GLenum target); typedef void(GL_BINDING_CALL* glGenFencesAPPLEProc)(GLsizei n, GLuint* fences); typedef void(GL_BINDING_CALL* glGenFencesNVProc)(GLsizei n, GLuint* fences); typedef void(GL_BINDING_CALL* glGenFramebuffersEXTProc)(GLsizei n, GLuint* framebuffers); typedef GLuint(GL_BINDING_CALL* glGenPathsNVProc)(GLsizei range); typedef void(GL_BINDING_CALL* glGenQueriesProc)(GLsizei n, GLuint* ids); typedef void(GL_BINDING_CALL* glGenRenderbuffersEXTProc)(GLsizei n, GLuint* renderbuffers); typedef void(GL_BINDING_CALL* glGenSamplersProc)(GLsizei n, GLuint* samplers); typedef void(GL_BINDING_CALL* glGenTexturesProc)(GLsizei n, GLuint* textures); typedef void(GL_BINDING_CALL* glGenTransformFeedbacksProc)(GLsizei n, GLuint* ids); typedef void(GL_BINDING_CALL* glGenVertexArraysOESProc)(GLsizei n, GLuint* arrays); typedef void(GL_BINDING_CALL* glGetActiveAttribProc)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); typedef void(GL_BINDING_CALL* glGetActiveUniformProc)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); typedef void(GL_BINDING_CALL* glGetActiveUniformBlockivProc)( GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params); typedef void(GL_BINDING_CALL* glGetActiveUniformBlockNameProc)( GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, char* uniformBlockName); typedef void(GL_BINDING_CALL* glGetActiveUniformsivProc)( GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params); typedef void(GL_BINDING_CALL* glGetAttachedShadersProc)(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); typedef GLint(GL_BINDING_CALL* glGetAttribLocationProc)(GLuint program, const char* name); typedef void(GL_BINDING_CALL* glGetBooleanvProc)(GLenum pname, GLboolean* params); typedef void(GL_BINDING_CALL* glGetBufferParameterivProc)(GLenum target, GLenum pname, GLint* params); typedef GLenum(GL_BINDING_CALL* glGetErrorProc)(void); typedef void(GL_BINDING_CALL* glGetFenceivNVProc)(GLuint fence, GLenum pname, GLint* params); typedef void(GL_BINDING_CALL* glGetFloatvProc)(GLenum pname, GLfloat* params); typedef GLint(GL_BINDING_CALL* glGetFragDataLocationProc)(GLuint program, const char* name); typedef void(GL_BINDING_CALL* glGetFramebufferAttachmentParameterivEXTProc)( GLenum target, GLenum attachment, GLenum pname, GLint* params); typedef GLenum(GL_BINDING_CALL* glGetGraphicsResetStatusARBProc)(void); typedef void(GL_BINDING_CALL* glGetInteger64i_vProc)(GLenum target, GLuint index, GLint64* data); typedef void(GL_BINDING_CALL* glGetInteger64vProc)(GLenum pname, GLint64* params); typedef void(GL_BINDING_CALL* glGetIntegeri_vProc)(GLenum target, GLuint index, GLint* data); typedef void(GL_BINDING_CALL* glGetIntegervProc)(GLenum pname, GLint* params); typedef void(GL_BINDING_CALL* glGetInternalformativProc)(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params); typedef void(GL_BINDING_CALL* glGetProgramBinaryProc)(GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary); typedef void(GL_BINDING_CALL* glGetProgramInfoLogProc)(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog); typedef void(GL_BINDING_CALL* glGetProgramivProc)(GLuint program, GLenum pname, GLint* params); typedef GLint(GL_BINDING_CALL* glGetProgramResourceLocationProc)( GLuint program, GLenum programInterface, const char* name); typedef void(GL_BINDING_CALL* glGetQueryivProc)(GLenum target, GLenum pname, GLint* params); typedef void(GL_BINDING_CALL* glGetQueryObjecti64vProc)(GLuint id, GLenum pname, GLint64* params); typedef void(GL_BINDING_CALL* glGetQueryObjectivProc)(GLuint id, GLenum pname, GLint* params); typedef void(GL_BINDING_CALL* glGetQueryObjectui64vProc)(GLuint id, GLenum pname, GLuint64* params); typedef void(GL_BINDING_CALL* glGetQueryObjectuivProc)(GLuint id, GLenum pname, GLuint* params); typedef void(GL_BINDING_CALL* glGetRenderbufferParameterivEXTProc)( GLenum target, GLenum pname, GLint* params); typedef void(GL_BINDING_CALL* glGetSamplerParameterfvProc)(GLuint sampler, GLenum pname, GLfloat* params); typedef void(GL_BINDING_CALL* glGetSamplerParameterivProc)(GLuint sampler, GLenum pname, GLint* params); typedef void(GL_BINDING_CALL* glGetShaderInfoLogProc)(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog); typedef void(GL_BINDING_CALL* glGetShaderivProc)(GLuint shader, GLenum pname, GLint* params); typedef void(GL_BINDING_CALL* glGetShaderPrecisionFormatProc)( GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); typedef void(GL_BINDING_CALL* glGetShaderSourceProc)(GLuint shader, GLsizei bufsize, GLsizei* length, char* source); typedef const GLubyte*(GL_BINDING_CALL* glGetStringProc)(GLenum name); typedef const GLubyte*(GL_BINDING_CALL* glGetStringiProc)(GLenum name, GLuint index); typedef void(GL_BINDING_CALL* glGetSyncivProc)(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values); typedef void(GL_BINDING_CALL* glGetTexLevelParameterfvProc)(GLenum target, GLint level, GLenum pname, GLfloat* params); typedef void(GL_BINDING_CALL* glGetTexLevelParameterivProc)(GLenum target, GLint level, GLenum pname, GLint* params); typedef void(GL_BINDING_CALL* glGetTexParameterfvProc)(GLenum target, GLenum pname, GLfloat* params); typedef void(GL_BINDING_CALL* glGetTexParameterivProc)(GLenum target, GLenum pname, GLint* params); typedef void(GL_BINDING_CALL* glGetTransformFeedbackVaryingProc)( GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* type, char* name); typedef void(GL_BINDING_CALL* glGetTranslatedShaderSourceANGLEProc)( GLuint shader, GLsizei bufsize, GLsizei* length, char* source); typedef GLuint(GL_BINDING_CALL* glGetUniformBlockIndexProc)( GLuint program, const char* uniformBlockName); typedef void(GL_BINDING_CALL* glGetUniformfvProc)(GLuint program, GLint location, GLfloat* params); typedef void(GL_BINDING_CALL* glGetUniformIndicesProc)( GLuint program, GLsizei uniformCount, const char* const* uniformNames, GLuint* uniformIndices); typedef void(GL_BINDING_CALL* glGetUniformivProc)(GLuint program, GLint location, GLint* params); typedef GLint(GL_BINDING_CALL* glGetUniformLocationProc)(GLuint program, const char* name); typedef void(GL_BINDING_CALL* glGetUniformuivProc)(GLuint program, GLint location, GLuint* params); typedef void(GL_BINDING_CALL* glGetVertexAttribfvProc)(GLuint index, GLenum pname, GLfloat* params); typedef void(GL_BINDING_CALL* glGetVertexAttribivProc)(GLuint index, GLenum pname, GLint* params); typedef void(GL_BINDING_CALL* glGetVertexAttribPointervProc)(GLuint index, GLenum pname, void** pointer); typedef void(GL_BINDING_CALL* glHintProc)(GLenum target, GLenum mode); typedef void(GL_BINDING_CALL* glInsertEventMarkerEXTProc)(GLsizei length, const char* marker); typedef void(GL_BINDING_CALL* glInvalidateFramebufferProc)( GLenum target, GLsizei numAttachments, const GLenum* attachments); typedef void(GL_BINDING_CALL* glInvalidateSubFramebufferProc)( GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLint width, GLint height); typedef GLboolean(GL_BINDING_CALL* glIsBufferProc)(GLuint buffer); typedef GLboolean(GL_BINDING_CALL* glIsEnabledProc)(GLenum cap); typedef GLboolean(GL_BINDING_CALL* glIsFenceAPPLEProc)(GLuint fence); typedef GLboolean(GL_BINDING_CALL* glIsFenceNVProc)(GLuint fence); typedef GLboolean(GL_BINDING_CALL* glIsFramebufferEXTProc)(GLuint framebuffer); typedef GLboolean(GL_BINDING_CALL* glIsPathNVProc)(GLuint path); typedef GLboolean(GL_BINDING_CALL* glIsProgramProc)(GLuint program); typedef GLboolean(GL_BINDING_CALL* glIsQueryProc)(GLuint query); typedef GLboolean(GL_BINDING_CALL* glIsRenderbufferEXTProc)( GLuint renderbuffer); typedef GLboolean(GL_BINDING_CALL* glIsSamplerProc)(GLuint sampler); typedef GLboolean(GL_BINDING_CALL* glIsShaderProc)(GLuint shader); typedef GLboolean(GL_BINDING_CALL* glIsSyncProc)(GLsync sync); typedef GLboolean(GL_BINDING_CALL* glIsTextureProc)(GLuint texture); typedef GLboolean(GL_BINDING_CALL* glIsTransformFeedbackProc)(GLuint id); typedef GLboolean(GL_BINDING_CALL* glIsVertexArrayOESProc)(GLuint array); typedef void(GL_BINDING_CALL* glLineWidthProc)(GLfloat width); typedef void(GL_BINDING_CALL* glLinkProgramProc)(GLuint program); typedef void*(GL_BINDING_CALL* glMapBufferProc)(GLenum target, GLenum access); typedef void*(GL_BINDING_CALL* glMapBufferRangeProc)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); typedef void(GL_BINDING_CALL* glMatrixLoadfEXTProc)(GLenum matrixMode, const GLfloat* m); typedef void(GL_BINDING_CALL* glMatrixLoadIdentityEXTProc)(GLenum matrixMode); typedef void(GL_BINDING_CALL* glPathCommandsNVProc)(GLuint path, GLsizei numCommands, const GLubyte* commands, GLsizei numCoords, GLenum coordType, const GLvoid* coords); typedef void(GL_BINDING_CALL* glPathParameterfNVProc)(GLuint path, GLenum pname, GLfloat value); typedef void(GL_BINDING_CALL* glPathParameteriNVProc)(GLuint path, GLenum pname, GLint value); typedef void(GL_BINDING_CALL* glPathStencilFuncNVProc)(GLenum func, GLint ref, GLuint mask); typedef void(GL_BINDING_CALL* glPauseTransformFeedbackProc)(void); typedef void(GL_BINDING_CALL* glPixelStoreiProc)(GLenum pname, GLint param); typedef void(GL_BINDING_CALL* glPointParameteriProc)(GLenum pname, GLint param); typedef void(GL_BINDING_CALL* glPolygonOffsetProc)(GLfloat factor, GLfloat units); typedef void(GL_BINDING_CALL* glPopGroupMarkerEXTProc)(void); typedef void(GL_BINDING_CALL* glProgramBinaryProc)(GLuint program, GLenum binaryFormat, const GLvoid* binary, GLsizei length); typedef void(GL_BINDING_CALL* glProgramParameteriProc)(GLuint program, GLenum pname, GLint value); typedef void(GL_BINDING_CALL* glPushGroupMarkerEXTProc)(GLsizei length, const char* marker); typedef void(GL_BINDING_CALL* glQueryCounterProc)(GLuint id, GLenum target); typedef void(GL_BINDING_CALL* glReadBufferProc)(GLenum src); typedef void(GL_BINDING_CALL* glReadPixelsProc)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels); typedef void(GL_BINDING_CALL* glReleaseShaderCompilerProc)(void); typedef void(GL_BINDING_CALL* glRenderbufferStorageEXTProc)( GLenum target, GLenum internalformat, GLsizei width, GLsizei height); typedef void(GL_BINDING_CALL* glRenderbufferStorageMultisampleProc)( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); typedef void(GL_BINDING_CALL* glRenderbufferStorageMultisampleANGLEProc)( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); typedef void(GL_BINDING_CALL* glRenderbufferStorageMultisampleEXTProc)( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); typedef void(GL_BINDING_CALL* glRenderbufferStorageMultisampleIMGProc)( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); typedef void(GL_BINDING_CALL* glResumeTransformFeedbackProc)(void); typedef void(GL_BINDING_CALL* glSampleCoverageProc)(GLclampf value, GLboolean invert); typedef void(GL_BINDING_CALL* glSamplerParameterfProc)(GLuint sampler, GLenum pname, GLfloat param); typedef void(GL_BINDING_CALL* glSamplerParameterfvProc)(GLuint sampler, GLenum pname, const GLfloat* params); typedef void(GL_BINDING_CALL* glSamplerParameteriProc)(GLuint sampler, GLenum pname, GLint param); typedef void(GL_BINDING_CALL* glSamplerParameterivProc)(GLuint sampler, GLenum pname, const GLint* params); typedef void(GL_BINDING_CALL* glScissorProc)(GLint x, GLint y, GLsizei width, GLsizei height); typedef void(GL_BINDING_CALL* glSetFenceAPPLEProc)(GLuint fence); typedef void(GL_BINDING_CALL* glSetFenceNVProc)(GLuint fence, GLenum condition); typedef void(GL_BINDING_CALL* glShaderBinaryProc)(GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length); typedef void(GL_BINDING_CALL* glShaderSourceProc)(GLuint shader, GLsizei count, const char* const* str, const GLint* length); typedef void(GL_BINDING_CALL* glStencilFillPathNVProc)(GLuint path, GLenum fillMode, GLuint mask); typedef void(GL_BINDING_CALL* glStencilFuncProc)(GLenum func, GLint ref, GLuint mask); typedef void(GL_BINDING_CALL* glStencilFuncSeparateProc)(GLenum face, GLenum func, GLint ref, GLuint mask); typedef void(GL_BINDING_CALL* glStencilMaskProc)(GLuint mask); typedef void(GL_BINDING_CALL* glStencilMaskSeparateProc)(GLenum face, GLuint mask); typedef void(GL_BINDING_CALL* glStencilOpProc)(GLenum fail, GLenum zfail, GLenum zpass); typedef void(GL_BINDING_CALL* glStencilOpSeparateProc)(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); typedef void(GL_BINDING_CALL* glStencilStrokePathNVProc)(GLuint path, GLint reference, GLuint mask); typedef void(GL_BINDING_CALL* glStencilThenCoverFillPathNVProc)( GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); typedef void(GL_BINDING_CALL* glStencilThenCoverStrokePathNVProc)( GLuint path, GLint reference, GLuint mask, GLenum coverMode); typedef GLboolean(GL_BINDING_CALL* glTestFenceAPPLEProc)(GLuint fence); typedef GLboolean(GL_BINDING_CALL* glTestFenceNVProc)(GLuint fence); typedef void(GL_BINDING_CALL* glTexImage2DProc)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels); typedef void(GL_BINDING_CALL* glTexImage3DProc)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels); typedef void(GL_BINDING_CALL* glTexParameterfProc)(GLenum target, GLenum pname, GLfloat param); typedef void(GL_BINDING_CALL* glTexParameterfvProc)(GLenum target, GLenum pname, const GLfloat* params); typedef void(GL_BINDING_CALL* glTexParameteriProc)(GLenum target, GLenum pname, GLint param); typedef void(GL_BINDING_CALL* glTexParameterivProc)(GLenum target, GLenum pname, const GLint* params); typedef void(GL_BINDING_CALL* glTexStorage2DEXTProc)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); typedef void(GL_BINDING_CALL* glTexStorage3DProc)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); typedef void(GL_BINDING_CALL* glTexSubImage2DProc)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels); typedef void(GL_BINDING_CALL* glTexSubImage3DProc)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels); typedef void(GL_BINDING_CALL* glTransformFeedbackVaryingsProc)( GLuint program, GLsizei count, const char* const* varyings, GLenum bufferMode); typedef void(GL_BINDING_CALL* glUniform1fProc)(GLint location, GLfloat x); typedef void(GL_BINDING_CALL* glUniform1fvProc)(GLint location, GLsizei count, const GLfloat* v); typedef void(GL_BINDING_CALL* glUniform1iProc)(GLint location, GLint x); typedef void(GL_BINDING_CALL* glUniform1ivProc)(GLint location, GLsizei count, const GLint* v); typedef void(GL_BINDING_CALL* glUniform1uiProc)(GLint location, GLuint v0); typedef void(GL_BINDING_CALL* glUniform1uivProc)(GLint location, GLsizei count, const GLuint* v); typedef void(GL_BINDING_CALL* glUniform2fProc)(GLint location, GLfloat x, GLfloat y); typedef void(GL_BINDING_CALL* glUniform2fvProc)(GLint location, GLsizei count, const GLfloat* v); typedef void(GL_BINDING_CALL* glUniform2iProc)(GLint location, GLint x, GLint y); typedef void(GL_BINDING_CALL* glUniform2ivProc)(GLint location, GLsizei count, const GLint* v); typedef void(GL_BINDING_CALL* glUniform2uiProc)(GLint location, GLuint v0, GLuint v1); typedef void(GL_BINDING_CALL* glUniform2uivProc)(GLint location, GLsizei count, const GLuint* v); typedef void(GL_BINDING_CALL* glUniform3fProc)(GLint location, GLfloat x, GLfloat y, GLfloat z); typedef void(GL_BINDING_CALL* glUniform3fvProc)(GLint location, GLsizei count, const GLfloat* v); typedef void(GL_BINDING_CALL* glUniform3iProc)(GLint location, GLint x, GLint y, GLint z); typedef void(GL_BINDING_CALL* glUniform3ivProc)(GLint location, GLsizei count, const GLint* v); typedef void(GL_BINDING_CALL* glUniform3uiProc)(GLint location, GLuint v0, GLuint v1, GLuint v2); typedef void(GL_BINDING_CALL* glUniform3uivProc)(GLint location, GLsizei count, const GLuint* v); typedef void(GL_BINDING_CALL* glUniform4fProc)(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void(GL_BINDING_CALL* glUniform4fvProc)(GLint location, GLsizei count, const GLfloat* v); typedef void(GL_BINDING_CALL* glUniform4iProc)(GLint location, GLint x, GLint y, GLint z, GLint w); typedef void(GL_BINDING_CALL* glUniform4ivProc)(GLint location, GLsizei count, const GLint* v); typedef void(GL_BINDING_CALL* glUniform4uiProc)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); typedef void(GL_BINDING_CALL* glUniform4uivProc)(GLint location, GLsizei count, const GLuint* v); typedef void(GL_BINDING_CALL* glUniformBlockBindingProc)( GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); typedef void(GL_BINDING_CALL* glUniformMatrix2fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); typedef void(GL_BINDING_CALL* glUniformMatrix2x3fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); typedef void(GL_BINDING_CALL* glUniformMatrix2x4fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); typedef void(GL_BINDING_CALL* glUniformMatrix3fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); typedef void(GL_BINDING_CALL* glUniformMatrix3x2fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); typedef void(GL_BINDING_CALL* glUniformMatrix3x4fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); typedef void(GL_BINDING_CALL* glUniformMatrix4fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); typedef void(GL_BINDING_CALL* glUniformMatrix4x2fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); typedef void(GL_BINDING_CALL* glUniformMatrix4x3fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); typedef GLboolean(GL_BINDING_CALL* glUnmapBufferProc)(GLenum target); typedef void(GL_BINDING_CALL* glUseProgramProc)(GLuint program); typedef void(GL_BINDING_CALL* glValidateProgramProc)(GLuint program); typedef void(GL_BINDING_CALL* glVertexAttrib1fProc)(GLuint indx, GLfloat x); typedef void(GL_BINDING_CALL* glVertexAttrib1fvProc)(GLuint indx, const GLfloat* values); typedef void(GL_BINDING_CALL* glVertexAttrib2fProc)(GLuint indx, GLfloat x, GLfloat y); typedef void(GL_BINDING_CALL* glVertexAttrib2fvProc)(GLuint indx, const GLfloat* values); typedef void(GL_BINDING_CALL* glVertexAttrib3fProc)(GLuint indx, GLfloat x, GLfloat y, GLfloat z); typedef void(GL_BINDING_CALL* glVertexAttrib3fvProc)(GLuint indx, const GLfloat* values); typedef void(GL_BINDING_CALL* glVertexAttrib4fProc)(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void(GL_BINDING_CALL* glVertexAttrib4fvProc)(GLuint indx, const GLfloat* values); typedef void(GL_BINDING_CALL* glVertexAttribDivisorANGLEProc)(GLuint index, GLuint divisor); typedef void(GL_BINDING_CALL* glVertexAttribI4iProc)(GLuint indx, GLint x, GLint y, GLint z, GLint w); typedef void(GL_BINDING_CALL* glVertexAttribI4ivProc)(GLuint indx, const GLint* values); typedef void(GL_BINDING_CALL* glVertexAttribI4uiProc)(GLuint indx, GLuint x, GLuint y, GLuint z, GLuint w); typedef void(GL_BINDING_CALL* glVertexAttribI4uivProc)(GLuint indx, const GLuint* values); typedef void(GL_BINDING_CALL* glVertexAttribIPointerProc)(GLuint indx, GLint size, GLenum type, GLsizei stride, const void* ptr); typedef void(GL_BINDING_CALL* glVertexAttribPointerProc)(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr); typedef void(GL_BINDING_CALL* glViewportProc)(GLint x, GLint y, GLsizei width, GLsizei height); typedef GLenum(GL_BINDING_CALL* glWaitSyncProc)(GLsync sync, GLbitfield flags, GLuint64 timeout); struct ExtensionsGL { bool b_GL_ANGLE_framebuffer_blit; bool b_GL_ANGLE_framebuffer_multisample; bool b_GL_ANGLE_instanced_arrays; bool b_GL_ANGLE_translated_shader_source; bool b_GL_APPLE_fence; bool b_GL_APPLE_vertex_array_object; bool b_GL_ARB_draw_buffers; bool b_GL_ARB_draw_instanced; bool b_GL_ARB_get_program_binary; bool b_GL_ARB_instanced_arrays; bool b_GL_ARB_map_buffer_range; bool b_GL_ARB_occlusion_query; bool b_GL_ARB_robustness; bool b_GL_ARB_sync; bool b_GL_ARB_texture_storage; bool b_GL_ARB_timer_query; bool b_GL_ARB_vertex_array_object; bool b_GL_CHROMIUM_gles_depth_binding_hack; bool b_GL_CHROMIUM_glgetstringi_hack; bool b_GL_EXT_debug_marker; bool b_GL_EXT_direct_state_access; bool b_GL_EXT_discard_framebuffer; bool b_GL_EXT_disjoint_timer_query; bool b_GL_EXT_draw_buffers; bool b_GL_EXT_framebuffer_blit; bool b_GL_EXT_framebuffer_multisample; bool b_GL_EXT_framebuffer_object; bool b_GL_EXT_map_buffer_range; bool b_GL_EXT_multisampled_render_to_texture; bool b_GL_EXT_occlusion_query_boolean; bool b_GL_EXT_robustness; bool b_GL_EXT_texture_storage; bool b_GL_EXT_timer_query; bool b_GL_IMG_multisampled_render_to_texture; bool b_GL_INTEL_framebuffer_CMAA; bool b_GL_KHR_blend_equation_advanced; bool b_GL_KHR_robustness; bool b_GL_NV_blend_equation_advanced; bool b_GL_NV_fence; bool b_GL_NV_path_rendering; bool b_GL_OES_EGL_image; bool b_GL_OES_get_program_binary; bool b_GL_OES_mapbuffer; bool b_GL_OES_vertex_array_object; }; struct ProcsGL { glActiveTextureProc glActiveTextureFn; glApplyFramebufferAttachmentCMAAINTELProc glApplyFramebufferAttachmentCMAAINTELFn; glAttachShaderProc glAttachShaderFn; glBeginQueryProc glBeginQueryFn; glBeginTransformFeedbackProc glBeginTransformFeedbackFn; glBindAttribLocationProc glBindAttribLocationFn; glBindBufferProc glBindBufferFn; glBindBufferBaseProc glBindBufferBaseFn; glBindBufferRangeProc glBindBufferRangeFn; glBindFragDataLocationProc glBindFragDataLocationFn; glBindFragDataLocationIndexedProc glBindFragDataLocationIndexedFn; glBindFramebufferEXTProc glBindFramebufferEXTFn; glBindRenderbufferEXTProc glBindRenderbufferEXTFn; glBindSamplerProc glBindSamplerFn; glBindTextureProc glBindTextureFn; glBindTransformFeedbackProc glBindTransformFeedbackFn; glBindVertexArrayOESProc glBindVertexArrayOESFn; glBlendBarrierKHRProc glBlendBarrierKHRFn; glBlendColorProc glBlendColorFn; glBlendEquationProc glBlendEquationFn; glBlendEquationSeparateProc glBlendEquationSeparateFn; glBlendFuncProc glBlendFuncFn; glBlendFuncSeparateProc glBlendFuncSeparateFn; glBlitFramebufferProc glBlitFramebufferFn; glBlitFramebufferANGLEProc glBlitFramebufferANGLEFn; glBlitFramebufferEXTProc glBlitFramebufferEXTFn; glBufferDataProc glBufferDataFn; glBufferSubDataProc glBufferSubDataFn; glCheckFramebufferStatusEXTProc glCheckFramebufferStatusEXTFn; glClearProc glClearFn; glClearBufferfiProc glClearBufferfiFn; glClearBufferfvProc glClearBufferfvFn; glClearBufferivProc glClearBufferivFn; glClearBufferuivProc glClearBufferuivFn; glClearColorProc glClearColorFn; glClearDepthProc glClearDepthFn; glClearDepthfProc glClearDepthfFn; glClearStencilProc glClearStencilFn; glClientWaitSyncProc glClientWaitSyncFn; glColorMaskProc glColorMaskFn; glCompileShaderProc glCompileShaderFn; glCompressedTexImage2DProc glCompressedTexImage2DFn; glCompressedTexImage3DProc glCompressedTexImage3DFn; glCompressedTexSubImage2DProc glCompressedTexSubImage2DFn; glCompressedTexSubImage3DProc glCompressedTexSubImage3DFn; glCopyBufferSubDataProc glCopyBufferSubDataFn; glCopyTexImage2DProc glCopyTexImage2DFn; glCopyTexSubImage2DProc glCopyTexSubImage2DFn; glCopyTexSubImage3DProc glCopyTexSubImage3DFn; glCoverFillPathNVProc glCoverFillPathNVFn; glCoverStrokePathNVProc glCoverStrokePathNVFn; glCreateProgramProc glCreateProgramFn; glCreateShaderProc glCreateShaderFn; glCullFaceProc glCullFaceFn; glDeleteBuffersARBProc glDeleteBuffersARBFn; glDeleteFencesAPPLEProc glDeleteFencesAPPLEFn; glDeleteFencesNVProc glDeleteFencesNVFn; glDeleteFramebuffersEXTProc glDeleteFramebuffersEXTFn; glDeletePathsNVProc glDeletePathsNVFn; glDeleteProgramProc glDeleteProgramFn; glDeleteQueriesProc glDeleteQueriesFn; glDeleteRenderbuffersEXTProc glDeleteRenderbuffersEXTFn; glDeleteSamplersProc glDeleteSamplersFn; glDeleteShaderProc glDeleteShaderFn; glDeleteSyncProc glDeleteSyncFn; glDeleteTexturesProc glDeleteTexturesFn; glDeleteTransformFeedbacksProc glDeleteTransformFeedbacksFn; glDeleteVertexArraysOESProc glDeleteVertexArraysOESFn; glDepthFuncProc glDepthFuncFn; glDepthMaskProc glDepthMaskFn; glDepthRangeProc glDepthRangeFn; glDepthRangefProc glDepthRangefFn; glDetachShaderProc glDetachShaderFn; glDisableProc glDisableFn; glDisableVertexAttribArrayProc glDisableVertexAttribArrayFn; glDiscardFramebufferEXTProc glDiscardFramebufferEXTFn; glDrawArraysProc glDrawArraysFn; glDrawArraysInstancedANGLEProc glDrawArraysInstancedANGLEFn; glDrawBufferProc glDrawBufferFn; glDrawBuffersARBProc glDrawBuffersARBFn; glDrawElementsProc glDrawElementsFn; glDrawElementsInstancedANGLEProc glDrawElementsInstancedANGLEFn; glDrawRangeElementsProc glDrawRangeElementsFn; glEGLImageTargetRenderbufferStorageOESProc glEGLImageTargetRenderbufferStorageOESFn; glEGLImageTargetTexture2DOESProc glEGLImageTargetTexture2DOESFn; glEnableProc glEnableFn; glEnableVertexAttribArrayProc glEnableVertexAttribArrayFn; glEndQueryProc glEndQueryFn; glEndTransformFeedbackProc glEndTransformFeedbackFn; glFenceSyncProc glFenceSyncFn; glFinishProc glFinishFn; glFinishFenceAPPLEProc glFinishFenceAPPLEFn; glFinishFenceNVProc glFinishFenceNVFn; glFlushProc glFlushFn; glFlushMappedBufferRangeProc glFlushMappedBufferRangeFn; glFramebufferRenderbufferEXTProc glFramebufferRenderbufferEXTFn; glFramebufferTexture2DEXTProc glFramebufferTexture2DEXTFn; glFramebufferTexture2DMultisampleEXTProc glFramebufferTexture2DMultisampleEXTFn; glFramebufferTexture2DMultisampleIMGProc glFramebufferTexture2DMultisampleIMGFn; glFramebufferTextureLayerProc glFramebufferTextureLayerFn; glFrontFaceProc glFrontFaceFn; glGenBuffersARBProc glGenBuffersARBFn; glGenerateMipmapEXTProc glGenerateMipmapEXTFn; glGenFencesAPPLEProc glGenFencesAPPLEFn; glGenFencesNVProc glGenFencesNVFn; glGenFramebuffersEXTProc glGenFramebuffersEXTFn; glGenPathsNVProc glGenPathsNVFn; glGenQueriesProc glGenQueriesFn; glGenRenderbuffersEXTProc glGenRenderbuffersEXTFn; glGenSamplersProc glGenSamplersFn; glGenTexturesProc glGenTexturesFn; glGenTransformFeedbacksProc glGenTransformFeedbacksFn; glGenVertexArraysOESProc glGenVertexArraysOESFn; glGetActiveAttribProc glGetActiveAttribFn; glGetActiveUniformProc glGetActiveUniformFn; glGetActiveUniformBlockivProc glGetActiveUniformBlockivFn; glGetActiveUniformBlockNameProc glGetActiveUniformBlockNameFn; glGetActiveUniformsivProc glGetActiveUniformsivFn; glGetAttachedShadersProc glGetAttachedShadersFn; glGetAttribLocationProc glGetAttribLocationFn; glGetBooleanvProc glGetBooleanvFn; glGetBufferParameterivProc glGetBufferParameterivFn; glGetErrorProc glGetErrorFn; glGetFenceivNVProc glGetFenceivNVFn; glGetFloatvProc glGetFloatvFn; glGetFragDataLocationProc glGetFragDataLocationFn; glGetFramebufferAttachmentParameterivEXTProc glGetFramebufferAttachmentParameterivEXTFn; glGetGraphicsResetStatusARBProc glGetGraphicsResetStatusARBFn; glGetInteger64i_vProc glGetInteger64i_vFn; glGetInteger64vProc glGetInteger64vFn; glGetIntegeri_vProc glGetIntegeri_vFn; glGetIntegervProc glGetIntegervFn; glGetInternalformativProc glGetInternalformativFn; glGetProgramBinaryProc glGetProgramBinaryFn; glGetProgramInfoLogProc glGetProgramInfoLogFn; glGetProgramivProc glGetProgramivFn; glGetProgramResourceLocationProc glGetProgramResourceLocationFn; glGetQueryivProc glGetQueryivFn; glGetQueryObjecti64vProc glGetQueryObjecti64vFn; glGetQueryObjectivProc glGetQueryObjectivFn; glGetQueryObjectui64vProc glGetQueryObjectui64vFn; glGetQueryObjectuivProc glGetQueryObjectuivFn; glGetRenderbufferParameterivEXTProc glGetRenderbufferParameterivEXTFn; glGetSamplerParameterfvProc glGetSamplerParameterfvFn; glGetSamplerParameterivProc glGetSamplerParameterivFn; glGetShaderInfoLogProc glGetShaderInfoLogFn; glGetShaderivProc glGetShaderivFn; glGetShaderPrecisionFormatProc glGetShaderPrecisionFormatFn; glGetShaderSourceProc glGetShaderSourceFn; glGetStringProc glGetStringFn; glGetStringiProc glGetStringiFn; glGetSyncivProc glGetSyncivFn; glGetTexLevelParameterfvProc glGetTexLevelParameterfvFn; glGetTexLevelParameterivProc glGetTexLevelParameterivFn; glGetTexParameterfvProc glGetTexParameterfvFn; glGetTexParameterivProc glGetTexParameterivFn; glGetTransformFeedbackVaryingProc glGetTransformFeedbackVaryingFn; glGetTranslatedShaderSourceANGLEProc glGetTranslatedShaderSourceANGLEFn; glGetUniformBlockIndexProc glGetUniformBlockIndexFn; glGetUniformfvProc glGetUniformfvFn; glGetUniformIndicesProc glGetUniformIndicesFn; glGetUniformivProc glGetUniformivFn; glGetUniformLocationProc glGetUniformLocationFn; glGetUniformuivProc glGetUniformuivFn; glGetVertexAttribfvProc glGetVertexAttribfvFn; glGetVertexAttribivProc glGetVertexAttribivFn; glGetVertexAttribPointervProc glGetVertexAttribPointervFn; glHintProc glHintFn; glInsertEventMarkerEXTProc glInsertEventMarkerEXTFn; glInvalidateFramebufferProc glInvalidateFramebufferFn; glInvalidateSubFramebufferProc glInvalidateSubFramebufferFn; glIsBufferProc glIsBufferFn; glIsEnabledProc glIsEnabledFn; glIsFenceAPPLEProc glIsFenceAPPLEFn; glIsFenceNVProc glIsFenceNVFn; glIsFramebufferEXTProc glIsFramebufferEXTFn; glIsPathNVProc glIsPathNVFn; glIsProgramProc glIsProgramFn; glIsQueryProc glIsQueryFn; glIsRenderbufferEXTProc glIsRenderbufferEXTFn; glIsSamplerProc glIsSamplerFn; glIsShaderProc glIsShaderFn; glIsSyncProc glIsSyncFn; glIsTextureProc glIsTextureFn; glIsTransformFeedbackProc glIsTransformFeedbackFn; glIsVertexArrayOESProc glIsVertexArrayOESFn; glLineWidthProc glLineWidthFn; glLinkProgramProc glLinkProgramFn; glMapBufferProc glMapBufferFn; glMapBufferRangeProc glMapBufferRangeFn; glMatrixLoadfEXTProc glMatrixLoadfEXTFn; glMatrixLoadIdentityEXTProc glMatrixLoadIdentityEXTFn; glPathCommandsNVProc glPathCommandsNVFn; glPathParameterfNVProc glPathParameterfNVFn; glPathParameteriNVProc glPathParameteriNVFn; glPathStencilFuncNVProc glPathStencilFuncNVFn; glPauseTransformFeedbackProc glPauseTransformFeedbackFn; glPixelStoreiProc glPixelStoreiFn; glPointParameteriProc glPointParameteriFn; glPolygonOffsetProc glPolygonOffsetFn; glPopGroupMarkerEXTProc glPopGroupMarkerEXTFn; glProgramBinaryProc glProgramBinaryFn; glProgramParameteriProc glProgramParameteriFn; glPushGroupMarkerEXTProc glPushGroupMarkerEXTFn; glQueryCounterProc glQueryCounterFn; glReadBufferProc glReadBufferFn; glReadPixelsProc glReadPixelsFn; glReleaseShaderCompilerProc glReleaseShaderCompilerFn; glRenderbufferStorageEXTProc glRenderbufferStorageEXTFn; glRenderbufferStorageMultisampleProc glRenderbufferStorageMultisampleFn; glRenderbufferStorageMultisampleANGLEProc glRenderbufferStorageMultisampleANGLEFn; glRenderbufferStorageMultisampleEXTProc glRenderbufferStorageMultisampleEXTFn; glRenderbufferStorageMultisampleIMGProc glRenderbufferStorageMultisampleIMGFn; glResumeTransformFeedbackProc glResumeTransformFeedbackFn; glSampleCoverageProc glSampleCoverageFn; glSamplerParameterfProc glSamplerParameterfFn; glSamplerParameterfvProc glSamplerParameterfvFn; glSamplerParameteriProc glSamplerParameteriFn; glSamplerParameterivProc glSamplerParameterivFn; glScissorProc glScissorFn; glSetFenceAPPLEProc glSetFenceAPPLEFn; glSetFenceNVProc glSetFenceNVFn; glShaderBinaryProc glShaderBinaryFn; glShaderSourceProc glShaderSourceFn; glStencilFillPathNVProc glStencilFillPathNVFn; glStencilFuncProc glStencilFuncFn; glStencilFuncSeparateProc glStencilFuncSeparateFn; glStencilMaskProc glStencilMaskFn; glStencilMaskSeparateProc glStencilMaskSeparateFn; glStencilOpProc glStencilOpFn; glStencilOpSeparateProc glStencilOpSeparateFn; glStencilStrokePathNVProc glStencilStrokePathNVFn; glStencilThenCoverFillPathNVProc glStencilThenCoverFillPathNVFn; glStencilThenCoverStrokePathNVProc glStencilThenCoverStrokePathNVFn; glTestFenceAPPLEProc glTestFenceAPPLEFn; glTestFenceNVProc glTestFenceNVFn; glTexImage2DProc glTexImage2DFn; glTexImage3DProc glTexImage3DFn; glTexParameterfProc glTexParameterfFn; glTexParameterfvProc glTexParameterfvFn; glTexParameteriProc glTexParameteriFn; glTexParameterivProc glTexParameterivFn; glTexStorage2DEXTProc glTexStorage2DEXTFn; glTexStorage3DProc glTexStorage3DFn; glTexSubImage2DProc glTexSubImage2DFn; glTexSubImage3DProc glTexSubImage3DFn; glTransformFeedbackVaryingsProc glTransformFeedbackVaryingsFn; glUniform1fProc glUniform1fFn; glUniform1fvProc glUniform1fvFn; glUniform1iProc glUniform1iFn; glUniform1ivProc glUniform1ivFn; glUniform1uiProc glUniform1uiFn; glUniform1uivProc glUniform1uivFn; glUniform2fProc glUniform2fFn; glUniform2fvProc glUniform2fvFn; glUniform2iProc glUniform2iFn; glUniform2ivProc glUniform2ivFn; glUniform2uiProc glUniform2uiFn; glUniform2uivProc glUniform2uivFn; glUniform3fProc glUniform3fFn; glUniform3fvProc glUniform3fvFn; glUniform3iProc glUniform3iFn; glUniform3ivProc glUniform3ivFn; glUniform3uiProc glUniform3uiFn; glUniform3uivProc glUniform3uivFn; glUniform4fProc glUniform4fFn; glUniform4fvProc glUniform4fvFn; glUniform4iProc glUniform4iFn; glUniform4ivProc glUniform4ivFn; glUniform4uiProc glUniform4uiFn; glUniform4uivProc glUniform4uivFn; glUniformBlockBindingProc glUniformBlockBindingFn; glUniformMatrix2fvProc glUniformMatrix2fvFn; glUniformMatrix2x3fvProc glUniformMatrix2x3fvFn; glUniformMatrix2x4fvProc glUniformMatrix2x4fvFn; glUniformMatrix3fvProc glUniformMatrix3fvFn; glUniformMatrix3x2fvProc glUniformMatrix3x2fvFn; glUniformMatrix3x4fvProc glUniformMatrix3x4fvFn; glUniformMatrix4fvProc glUniformMatrix4fvFn; glUniformMatrix4x2fvProc glUniformMatrix4x2fvFn; glUniformMatrix4x3fvProc glUniformMatrix4x3fvFn; glUnmapBufferProc glUnmapBufferFn; glUseProgramProc glUseProgramFn; glValidateProgramProc glValidateProgramFn; glVertexAttrib1fProc glVertexAttrib1fFn; glVertexAttrib1fvProc glVertexAttrib1fvFn; glVertexAttrib2fProc glVertexAttrib2fFn; glVertexAttrib2fvProc glVertexAttrib2fvFn; glVertexAttrib3fProc glVertexAttrib3fFn; glVertexAttrib3fvProc glVertexAttrib3fvFn; glVertexAttrib4fProc glVertexAttrib4fFn; glVertexAttrib4fvProc glVertexAttrib4fvFn; glVertexAttribDivisorANGLEProc glVertexAttribDivisorANGLEFn; glVertexAttribI4iProc glVertexAttribI4iFn; glVertexAttribI4ivProc glVertexAttribI4ivFn; glVertexAttribI4uiProc glVertexAttribI4uiFn; glVertexAttribI4uivProc glVertexAttribI4uivFn; glVertexAttribIPointerProc glVertexAttribIPointerFn; glVertexAttribPointerProc glVertexAttribPointerFn; glViewportProc glViewportFn; glWaitSyncProc glWaitSyncFn; }; class GL_EXPORT GLApi { public: GLApi(); virtual ~GLApi(); virtual void glActiveTextureFn(GLenum texture) = 0; virtual void glApplyFramebufferAttachmentCMAAINTELFn(void) = 0; virtual void glAttachShaderFn(GLuint program, GLuint shader) = 0; virtual void glBeginQueryFn(GLenum target, GLuint id) = 0; virtual void glBeginTransformFeedbackFn(GLenum primitiveMode) = 0; virtual void glBindAttribLocationFn(GLuint program, GLuint index, const char* name) = 0; virtual void glBindBufferFn(GLenum target, GLuint buffer) = 0; virtual void glBindBufferBaseFn(GLenum target, GLuint index, GLuint buffer) = 0; virtual void glBindBufferRangeFn(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) = 0; virtual void glBindFragDataLocationFn(GLuint program, GLuint colorNumber, const char* name) = 0; virtual void glBindFragDataLocationIndexedFn(GLuint program, GLuint colorNumber, GLuint index, const char* name) = 0; virtual void glBindFramebufferEXTFn(GLenum target, GLuint framebuffer) = 0; virtual void glBindRenderbufferEXTFn(GLenum target, GLuint renderbuffer) = 0; virtual void glBindSamplerFn(GLuint unit, GLuint sampler) = 0; virtual void glBindTextureFn(GLenum target, GLuint texture) = 0; virtual void glBindTransformFeedbackFn(GLenum target, GLuint id) = 0; virtual void glBindVertexArrayOESFn(GLuint array) = 0; virtual void glBlendBarrierKHRFn(void) = 0; virtual void glBlendColorFn(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) = 0; virtual void glBlendEquationFn(GLenum mode) = 0; virtual void glBlendEquationSeparateFn(GLenum modeRGB, GLenum modeAlpha) = 0; virtual void glBlendFuncFn(GLenum sfactor, GLenum dfactor) = 0; virtual void glBlendFuncSeparateFn(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) = 0; virtual void glBlitFramebufferFn(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) = 0; virtual void glBlitFramebufferANGLEFn(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) = 0; virtual void glBlitFramebufferEXTFn(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) = 0; virtual void glBufferDataFn(GLenum target, GLsizeiptr size, const void* data, GLenum usage) = 0; virtual void glBufferSubDataFn(GLenum target, GLintptr offset, GLsizeiptr size, const void* data) = 0; virtual GLenum glCheckFramebufferStatusEXTFn(GLenum target) = 0; virtual void glClearFn(GLbitfield mask) = 0; virtual void glClearBufferfiFn(GLenum buffer, GLint drawbuffer, const GLfloat depth, GLint stencil) = 0; virtual void glClearBufferfvFn(GLenum buffer, GLint drawbuffer, const GLfloat* value) = 0; virtual void glClearBufferivFn(GLenum buffer, GLint drawbuffer, const GLint* value) = 0; virtual void glClearBufferuivFn(GLenum buffer, GLint drawbuffer, const GLuint* value) = 0; virtual void glClearColorFn(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) = 0; virtual void glClearDepthFn(GLclampd depth) = 0; virtual void glClearDepthfFn(GLclampf depth) = 0; virtual void glClearStencilFn(GLint s) = 0; virtual GLenum glClientWaitSyncFn(GLsync sync, GLbitfield flags, GLuint64 timeout) = 0; virtual void glColorMaskFn(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) = 0; virtual void glCompileShaderFn(GLuint shader) = 0; virtual void glCompressedTexImage2DFn(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data) = 0; virtual void glCompressedTexImage3DFn(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void* data) = 0; virtual void glCompressedTexSubImage2DFn(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) = 0; virtual void glCompressedTexSubImage3DFn(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data) = 0; virtual void glCopyBufferSubDataFn(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) = 0; virtual void glCopyTexImage2DFn(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) = 0; virtual void glCopyTexSubImage2DFn(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) = 0; virtual void glCopyTexSubImage3DFn(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) = 0; virtual void glCoverFillPathNVFn(GLuint path, GLenum coverMode) = 0; virtual void glCoverStrokePathNVFn(GLuint name, GLenum coverMode) = 0; virtual GLuint glCreateProgramFn(void) = 0; virtual GLuint glCreateShaderFn(GLenum type) = 0; virtual void glCullFaceFn(GLenum mode) = 0; virtual void glDeleteBuffersARBFn(GLsizei n, const GLuint* buffers) = 0; virtual void glDeleteFencesAPPLEFn(GLsizei n, const GLuint* fences) = 0; virtual void glDeleteFencesNVFn(GLsizei n, const GLuint* fences) = 0; virtual void glDeleteFramebuffersEXTFn(GLsizei n, const GLuint* framebuffers) = 0; virtual void glDeletePathsNVFn(GLuint path, GLsizei range) = 0; virtual void glDeleteProgramFn(GLuint program) = 0; virtual void glDeleteQueriesFn(GLsizei n, const GLuint* ids) = 0; virtual void glDeleteRenderbuffersEXTFn(GLsizei n, const GLuint* renderbuffers) = 0; virtual void glDeleteSamplersFn(GLsizei n, const GLuint* samplers) = 0; virtual void glDeleteShaderFn(GLuint shader) = 0; virtual void glDeleteSyncFn(GLsync sync) = 0; virtual void glDeleteTexturesFn(GLsizei n, const GLuint* textures) = 0; virtual void glDeleteTransformFeedbacksFn(GLsizei n, const GLuint* ids) = 0; virtual void glDeleteVertexArraysOESFn(GLsizei n, const GLuint* arrays) = 0; virtual void glDepthFuncFn(GLenum func) = 0; virtual void glDepthMaskFn(GLboolean flag) = 0; virtual void glDepthRangeFn(GLclampd zNear, GLclampd zFar) = 0; virtual void glDepthRangefFn(GLclampf zNear, GLclampf zFar) = 0; virtual void glDetachShaderFn(GLuint program, GLuint shader) = 0; virtual void glDisableFn(GLenum cap) = 0; virtual void glDisableVertexAttribArrayFn(GLuint index) = 0; virtual void glDiscardFramebufferEXTFn(GLenum target, GLsizei numAttachments, const GLenum* attachments) = 0; virtual void glDrawArraysFn(GLenum mode, GLint first, GLsizei count) = 0; virtual void glDrawArraysInstancedANGLEFn(GLenum mode, GLint first, GLsizei count, GLsizei primcount) = 0; virtual void glDrawBufferFn(GLenum mode) = 0; virtual void glDrawBuffersARBFn(GLsizei n, const GLenum* bufs) = 0; virtual void glDrawElementsFn(GLenum mode, GLsizei count, GLenum type, const void* indices) = 0; virtual void glDrawElementsInstancedANGLEFn(GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount) = 0; virtual void glDrawRangeElementsFn(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void* indices) = 0; virtual void glEGLImageTargetRenderbufferStorageOESFn( GLenum target, GLeglImageOES image) = 0; virtual void glEGLImageTargetTexture2DOESFn(GLenum target, GLeglImageOES image) = 0; virtual void glEnableFn(GLenum cap) = 0; virtual void glEnableVertexAttribArrayFn(GLuint index) = 0; virtual void glEndQueryFn(GLenum target) = 0; virtual void glEndTransformFeedbackFn(void) = 0; virtual GLsync glFenceSyncFn(GLenum condition, GLbitfield flags) = 0; virtual void glFinishFn(void) = 0; virtual void glFinishFenceAPPLEFn(GLuint fence) = 0; virtual void glFinishFenceNVFn(GLuint fence) = 0; virtual void glFlushFn(void) = 0; virtual void glFlushMappedBufferRangeFn(GLenum target, GLintptr offset, GLsizeiptr length) = 0; virtual void glFramebufferRenderbufferEXTFn(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) = 0; virtual void glFramebufferTexture2DEXTFn(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) = 0; virtual void glFramebufferTexture2DMultisampleEXTFn(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples) = 0; virtual void glFramebufferTexture2DMultisampleIMGFn(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples) = 0; virtual void glFramebufferTextureLayerFn(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) = 0; virtual void glFrontFaceFn(GLenum mode) = 0; virtual void glGenBuffersARBFn(GLsizei n, GLuint* buffers) = 0; virtual void glGenerateMipmapEXTFn(GLenum target) = 0; virtual void glGenFencesAPPLEFn(GLsizei n, GLuint* fences) = 0; virtual void glGenFencesNVFn(GLsizei n, GLuint* fences) = 0; virtual void glGenFramebuffersEXTFn(GLsizei n, GLuint* framebuffers) = 0; virtual GLuint glGenPathsNVFn(GLsizei range) = 0; virtual void glGenQueriesFn(GLsizei n, GLuint* ids) = 0; virtual void glGenRenderbuffersEXTFn(GLsizei n, GLuint* renderbuffers) = 0; virtual void glGenSamplersFn(GLsizei n, GLuint* samplers) = 0; virtual void glGenTexturesFn(GLsizei n, GLuint* textures) = 0; virtual void glGenTransformFeedbacksFn(GLsizei n, GLuint* ids) = 0; virtual void glGenVertexArraysOESFn(GLsizei n, GLuint* arrays) = 0; virtual void glGetActiveAttribFn(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) = 0; virtual void glGetActiveUniformFn(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) = 0; virtual void glGetActiveUniformBlockivFn(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params) = 0; virtual void glGetActiveUniformBlockNameFn(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, char* uniformBlockName) = 0; virtual void glGetActiveUniformsivFn(GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params) = 0; virtual void glGetAttachedShadersFn(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) = 0; virtual GLint glGetAttribLocationFn(GLuint program, const char* name) = 0; virtual void glGetBooleanvFn(GLenum pname, GLboolean* params) = 0; virtual void glGetBufferParameterivFn(GLenum target, GLenum pname, GLint* params) = 0; virtual GLenum glGetErrorFn(void) = 0; virtual void glGetFenceivNVFn(GLuint fence, GLenum pname, GLint* params) = 0; virtual void glGetFloatvFn(GLenum pname, GLfloat* params) = 0; virtual GLint glGetFragDataLocationFn(GLuint program, const char* name) = 0; virtual void glGetFramebufferAttachmentParameterivEXTFn(GLenum target, GLenum attachment, GLenum pname, GLint* params) = 0; virtual GLenum glGetGraphicsResetStatusARBFn(void) = 0; virtual void glGetInteger64i_vFn(GLenum target, GLuint index, GLint64* data) = 0; virtual void glGetInteger64vFn(GLenum pname, GLint64* params) = 0; virtual void glGetIntegeri_vFn(GLenum target, GLuint index, GLint* data) = 0; virtual void glGetIntegervFn(GLenum pname, GLint* params) = 0; virtual void glGetInternalformativFn(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params) = 0; virtual void glGetProgramBinaryFn(GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary) = 0; virtual void glGetProgramInfoLogFn(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) = 0; virtual void glGetProgramivFn(GLuint program, GLenum pname, GLint* params) = 0; virtual GLint glGetProgramResourceLocationFn(GLuint program, GLenum programInterface, const char* name) = 0; virtual void glGetQueryivFn(GLenum target, GLenum pname, GLint* params) = 0; virtual void glGetQueryObjecti64vFn(GLuint id, GLenum pname, GLint64* params) = 0; virtual void glGetQueryObjectivFn(GLuint id, GLenum pname, GLint* params) = 0; virtual void glGetQueryObjectui64vFn(GLuint id, GLenum pname, GLuint64* params) = 0; virtual void glGetQueryObjectuivFn(GLuint id, GLenum pname, GLuint* params) = 0; virtual void glGetRenderbufferParameterivEXTFn(GLenum target, GLenum pname, GLint* params) = 0; virtual void glGetSamplerParameterfvFn(GLuint sampler, GLenum pname, GLfloat* params) = 0; virtual void glGetSamplerParameterivFn(GLuint sampler, GLenum pname, GLint* params) = 0; virtual void glGetShaderInfoLogFn(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) = 0; virtual void glGetShaderivFn(GLuint shader, GLenum pname, GLint* params) = 0; virtual void glGetShaderPrecisionFormatFn(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) = 0; virtual void glGetShaderSourceFn(GLuint shader, GLsizei bufsize, GLsizei* length, char* source) = 0; virtual const GLubyte* glGetStringFn(GLenum name) = 0; virtual const GLubyte* glGetStringiFn(GLenum name, GLuint index) = 0; virtual void glGetSyncivFn(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values) = 0; virtual void glGetTexLevelParameterfvFn(GLenum target, GLint level, GLenum pname, GLfloat* params) = 0; virtual void glGetTexLevelParameterivFn(GLenum target, GLint level, GLenum pname, GLint* params) = 0; virtual void glGetTexParameterfvFn(GLenum target, GLenum pname, GLfloat* params) = 0; virtual void glGetTexParameterivFn(GLenum target, GLenum pname, GLint* params) = 0; virtual void glGetTransformFeedbackVaryingFn(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* type, char* name) = 0; virtual void glGetTranslatedShaderSourceANGLEFn(GLuint shader, GLsizei bufsize, GLsizei* length, char* source) = 0; virtual GLuint glGetUniformBlockIndexFn(GLuint program, const char* uniformBlockName) = 0; virtual void glGetUniformfvFn(GLuint program, GLint location, GLfloat* params) = 0; virtual void glGetUniformIndicesFn(GLuint program, GLsizei uniformCount, const char* const* uniformNames, GLuint* uniformIndices) = 0; virtual void glGetUniformivFn(GLuint program, GLint location, GLint* params) = 0; virtual GLint glGetUniformLocationFn(GLuint program, const char* name) = 0; virtual void glGetUniformuivFn(GLuint program, GLint location, GLuint* params) = 0; virtual void glGetVertexAttribfvFn(GLuint index, GLenum pname, GLfloat* params) = 0; virtual void glGetVertexAttribivFn(GLuint index, GLenum pname, GLint* params) = 0; virtual void glGetVertexAttribPointervFn(GLuint index, GLenum pname, void** pointer) = 0; virtual void glHintFn(GLenum target, GLenum mode) = 0; virtual void glInsertEventMarkerEXTFn(GLsizei length, const char* marker) = 0; virtual void glInvalidateFramebufferFn(GLenum target, GLsizei numAttachments, const GLenum* attachments) = 0; virtual void glInvalidateSubFramebufferFn(GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLint width, GLint height) = 0; virtual GLboolean glIsBufferFn(GLuint buffer) = 0; virtual GLboolean glIsEnabledFn(GLenum cap) = 0; virtual GLboolean glIsFenceAPPLEFn(GLuint fence) = 0; virtual GLboolean glIsFenceNVFn(GLuint fence) = 0; virtual GLboolean glIsFramebufferEXTFn(GLuint framebuffer) = 0; virtual GLboolean glIsPathNVFn(GLuint path) = 0; virtual GLboolean glIsProgramFn(GLuint program) = 0; virtual GLboolean glIsQueryFn(GLuint query) = 0; virtual GLboolean glIsRenderbufferEXTFn(GLuint renderbuffer) = 0; virtual GLboolean glIsSamplerFn(GLuint sampler) = 0; virtual GLboolean glIsShaderFn(GLuint shader) = 0; virtual GLboolean glIsSyncFn(GLsync sync) = 0; virtual GLboolean glIsTextureFn(GLuint texture) = 0; virtual GLboolean glIsTransformFeedbackFn(GLuint id) = 0; virtual GLboolean glIsVertexArrayOESFn(GLuint array) = 0; virtual void glLineWidthFn(GLfloat width) = 0; virtual void glLinkProgramFn(GLuint program) = 0; virtual void* glMapBufferFn(GLenum target, GLenum access) = 0; virtual void* glMapBufferRangeFn(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) = 0; virtual void glMatrixLoadfEXTFn(GLenum matrixMode, const GLfloat* m) = 0; virtual void glMatrixLoadIdentityEXTFn(GLenum matrixMode) = 0; virtual void glPathCommandsNVFn(GLuint path, GLsizei numCommands, const GLubyte* commands, GLsizei numCoords, GLenum coordType, const GLvoid* coords) = 0; virtual void glPathParameterfNVFn(GLuint path, GLenum pname, GLfloat value) = 0; virtual void glPathParameteriNVFn(GLuint path, GLenum pname, GLint value) = 0; virtual void glPathStencilFuncNVFn(GLenum func, GLint ref, GLuint mask) = 0; virtual void glPauseTransformFeedbackFn(void) = 0; virtual void glPixelStoreiFn(GLenum pname, GLint param) = 0; virtual void glPointParameteriFn(GLenum pname, GLint param) = 0; virtual void glPolygonOffsetFn(GLfloat factor, GLfloat units) = 0; virtual void glPopGroupMarkerEXTFn(void) = 0; virtual void glProgramBinaryFn(GLuint program, GLenum binaryFormat, const GLvoid* binary, GLsizei length) = 0; virtual void glProgramParameteriFn(GLuint program, GLenum pname, GLint value) = 0; virtual void glPushGroupMarkerEXTFn(GLsizei length, const char* marker) = 0; virtual void glQueryCounterFn(GLuint id, GLenum target) = 0; virtual void glReadBufferFn(GLenum src) = 0; virtual void glReadPixelsFn(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) = 0; virtual void glReleaseShaderCompilerFn(void) = 0; virtual void glRenderbufferStorageEXTFn(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) = 0; virtual void glRenderbufferStorageMultisampleFn(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) = 0; virtual void glRenderbufferStorageMultisampleANGLEFn(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) = 0; virtual void glRenderbufferStorageMultisampleEXTFn(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) = 0; virtual void glRenderbufferStorageMultisampleIMGFn(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) = 0; virtual void glResumeTransformFeedbackFn(void) = 0; virtual void glSampleCoverageFn(GLclampf value, GLboolean invert) = 0; virtual void glSamplerParameterfFn(GLuint sampler, GLenum pname, GLfloat param) = 0; virtual void glSamplerParameterfvFn(GLuint sampler, GLenum pname, const GLfloat* params) = 0; virtual void glSamplerParameteriFn(GLuint sampler, GLenum pname, GLint param) = 0; virtual void glSamplerParameterivFn(GLuint sampler, GLenum pname, const GLint* params) = 0; virtual void glScissorFn(GLint x, GLint y, GLsizei width, GLsizei height) = 0; virtual void glSetFenceAPPLEFn(GLuint fence) = 0; virtual void glSetFenceNVFn(GLuint fence, GLenum condition) = 0; virtual void glShaderBinaryFn(GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length) = 0; virtual void glShaderSourceFn(GLuint shader, GLsizei count, const char* const* str, const GLint* length) = 0; virtual void glStencilFillPathNVFn(GLuint path, GLenum fillMode, GLuint mask) = 0; virtual void glStencilFuncFn(GLenum func, GLint ref, GLuint mask) = 0; virtual void glStencilFuncSeparateFn(GLenum face, GLenum func, GLint ref, GLuint mask) = 0; virtual void glStencilMaskFn(GLuint mask) = 0; virtual void glStencilMaskSeparateFn(GLenum face, GLuint mask) = 0; virtual void glStencilOpFn(GLenum fail, GLenum zfail, GLenum zpass) = 0; virtual void glStencilOpSeparateFn(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) = 0; virtual void glStencilStrokePathNVFn(GLuint path, GLint reference, GLuint mask) = 0; virtual void glStencilThenCoverFillPathNVFn(GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode) = 0; virtual void glStencilThenCoverStrokePathNVFn(GLuint path, GLint reference, GLuint mask, GLenum coverMode) = 0; virtual GLboolean glTestFenceAPPLEFn(GLuint fence) = 0; virtual GLboolean glTestFenceNVFn(GLuint fence) = 0; virtual void glTexImage2DFn(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels) = 0; virtual void glTexImage3DFn(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels) = 0; virtual void glTexParameterfFn(GLenum target, GLenum pname, GLfloat param) = 0; virtual void glTexParameterfvFn(GLenum target, GLenum pname, const GLfloat* params) = 0; virtual void glTexParameteriFn(GLenum target, GLenum pname, GLint param) = 0; virtual void glTexParameterivFn(GLenum target, GLenum pname, const GLint* params) = 0; virtual void glTexStorage2DEXTFn(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) = 0; virtual void glTexStorage3DFn(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) = 0; virtual void glTexSubImage2DFn(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels) = 0; virtual void glTexSubImage3DFn(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels) = 0; virtual void glTransformFeedbackVaryingsFn(GLuint program, GLsizei count, const char* const* varyings, GLenum bufferMode) = 0; virtual void glUniform1fFn(GLint location, GLfloat x) = 0; virtual void glUniform1fvFn(GLint location, GLsizei count, const GLfloat* v) = 0; virtual void glUniform1iFn(GLint location, GLint x) = 0; virtual void glUniform1ivFn(GLint location, GLsizei count, const GLint* v) = 0; virtual void glUniform1uiFn(GLint location, GLuint v0) = 0; virtual void glUniform1uivFn(GLint location, GLsizei count, const GLuint* v) = 0; virtual void glUniform2fFn(GLint location, GLfloat x, GLfloat y) = 0; virtual void glUniform2fvFn(GLint location, GLsizei count, const GLfloat* v) = 0; virtual void glUniform2iFn(GLint location, GLint x, GLint y) = 0; virtual void glUniform2ivFn(GLint location, GLsizei count, const GLint* v) = 0; virtual void glUniform2uiFn(GLint location, GLuint v0, GLuint v1) = 0; virtual void glUniform2uivFn(GLint location, GLsizei count, const GLuint* v) = 0; virtual void glUniform3fFn(GLint location, GLfloat x, GLfloat y, GLfloat z) = 0; virtual void glUniform3fvFn(GLint location, GLsizei count, const GLfloat* v) = 0; virtual void glUniform3iFn(GLint location, GLint x, GLint y, GLint z) = 0; virtual void glUniform3ivFn(GLint location, GLsizei count, const GLint* v) = 0; virtual void glUniform3uiFn(GLint location, GLuint v0, GLuint v1, GLuint v2) = 0; virtual void glUniform3uivFn(GLint location, GLsizei count, const GLuint* v) = 0; virtual void glUniform4fFn(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) = 0; virtual void glUniform4fvFn(GLint location, GLsizei count, const GLfloat* v) = 0; virtual void glUniform4iFn(GLint location, GLint x, GLint y, GLint z, GLint w) = 0; virtual void glUniform4ivFn(GLint location, GLsizei count, const GLint* v) = 0; virtual void glUniform4uiFn(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) = 0; virtual void glUniform4uivFn(GLint location, GLsizei count, const GLuint* v) = 0; virtual void glUniformBlockBindingFn(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) = 0; virtual void glUniformMatrix2fvFn(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) = 0; virtual void glUniformMatrix2x3fvFn(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) = 0; virtual void glUniformMatrix2x4fvFn(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) = 0; virtual void glUniformMatrix3fvFn(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) = 0; virtual void glUniformMatrix3x2fvFn(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) = 0; virtual void glUniformMatrix3x4fvFn(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) = 0; virtual void glUniformMatrix4fvFn(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) = 0; virtual void glUniformMatrix4x2fvFn(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) = 0; virtual void glUniformMatrix4x3fvFn(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) = 0; virtual GLboolean glUnmapBufferFn(GLenum target) = 0; virtual void glUseProgramFn(GLuint program) = 0; virtual void glValidateProgramFn(GLuint program) = 0; virtual void glVertexAttrib1fFn(GLuint indx, GLfloat x) = 0; virtual void glVertexAttrib1fvFn(GLuint indx, const GLfloat* values) = 0; virtual void glVertexAttrib2fFn(GLuint indx, GLfloat x, GLfloat y) = 0; virtual void glVertexAttrib2fvFn(GLuint indx, const GLfloat* values) = 0; virtual void glVertexAttrib3fFn(GLuint indx, GLfloat x, GLfloat y, GLfloat z) = 0; virtual void glVertexAttrib3fvFn(GLuint indx, const GLfloat* values) = 0; virtual void glVertexAttrib4fFn(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) = 0; virtual void glVertexAttrib4fvFn(GLuint indx, const GLfloat* values) = 0; virtual void glVertexAttribDivisorANGLEFn(GLuint index, GLuint divisor) = 0; virtual void glVertexAttribI4iFn(GLuint indx, GLint x, GLint y, GLint z, GLint w) = 0; virtual void glVertexAttribI4ivFn(GLuint indx, const GLint* values) = 0; virtual void glVertexAttribI4uiFn(GLuint indx, GLuint x, GLuint y, GLuint z, GLuint w) = 0; virtual void glVertexAttribI4uivFn(GLuint indx, const GLuint* values) = 0; virtual void glVertexAttribIPointerFn(GLuint indx, GLint size, GLenum type, GLsizei stride, const void* ptr) = 0; virtual void glVertexAttribPointerFn(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr) = 0; virtual void glViewportFn(GLint x, GLint y, GLsizei width, GLsizei height) = 0; virtual GLenum glWaitSyncFn(GLsync sync, GLbitfield flags, GLuint64 timeout) = 0; }; } // namespace gfx #define glActiveTexture ::gfx::g_current_gl_context->glActiveTextureFn #define glApplyFramebufferAttachmentCMAAINTEL \ ::gfx::g_current_gl_context->glApplyFramebufferAttachmentCMAAINTELFn #define glAttachShader ::gfx::g_current_gl_context->glAttachShaderFn #define glBeginQuery ::gfx::g_current_gl_context->glBeginQueryFn #define glBeginTransformFeedback \ ::gfx::g_current_gl_context->glBeginTransformFeedbackFn #define glBindAttribLocation ::gfx::g_current_gl_context->glBindAttribLocationFn #define glBindBuffer ::gfx::g_current_gl_context->glBindBufferFn #define glBindBufferBase ::gfx::g_current_gl_context->glBindBufferBaseFn #define glBindBufferRange ::gfx::g_current_gl_context->glBindBufferRangeFn #define glBindFragDataLocation \ ::gfx::g_current_gl_context->glBindFragDataLocationFn #define glBindFragDataLocationIndexed \ ::gfx::g_current_gl_context->glBindFragDataLocationIndexedFn #define glBindFramebufferEXT ::gfx::g_current_gl_context->glBindFramebufferEXTFn #define glBindRenderbufferEXT \ ::gfx::g_current_gl_context->glBindRenderbufferEXTFn #define glBindSampler ::gfx::g_current_gl_context->glBindSamplerFn #define glBindTexture ::gfx::g_current_gl_context->glBindTextureFn #define glBindTransformFeedback \ ::gfx::g_current_gl_context->glBindTransformFeedbackFn #define glBindVertexArrayOES ::gfx::g_current_gl_context->glBindVertexArrayOESFn #define glBlendBarrierKHR ::gfx::g_current_gl_context->glBlendBarrierKHRFn #define glBlendColor ::gfx::g_current_gl_context->glBlendColorFn #define glBlendEquation ::gfx::g_current_gl_context->glBlendEquationFn #define glBlendEquationSeparate \ ::gfx::g_current_gl_context->glBlendEquationSeparateFn #define glBlendFunc ::gfx::g_current_gl_context->glBlendFuncFn #define glBlendFuncSeparate ::gfx::g_current_gl_context->glBlendFuncSeparateFn #define glBlitFramebuffer ::gfx::g_current_gl_context->glBlitFramebufferFn #define glBlitFramebufferANGLE \ ::gfx::g_current_gl_context->glBlitFramebufferANGLEFn #define glBlitFramebufferEXT ::gfx::g_current_gl_context->glBlitFramebufferEXTFn #define glBufferData ::gfx::g_current_gl_context->glBufferDataFn #define glBufferSubData ::gfx::g_current_gl_context->glBufferSubDataFn #define glCheckFramebufferStatusEXT \ ::gfx::g_current_gl_context->glCheckFramebufferStatusEXTFn #define glClear ::gfx::g_current_gl_context->glClearFn #define glClearBufferfi ::gfx::g_current_gl_context->glClearBufferfiFn #define glClearBufferfv ::gfx::g_current_gl_context->glClearBufferfvFn #define glClearBufferiv ::gfx::g_current_gl_context->glClearBufferivFn #define glClearBufferuiv ::gfx::g_current_gl_context->glClearBufferuivFn #define glClearColor ::gfx::g_current_gl_context->glClearColorFn #define glClearDepth ::gfx::g_current_gl_context->glClearDepthFn #define glClearDepthf ::gfx::g_current_gl_context->glClearDepthfFn #define glClearStencil ::gfx::g_current_gl_context->glClearStencilFn #define glClientWaitSync ::gfx::g_current_gl_context->glClientWaitSyncFn #define glColorMask ::gfx::g_current_gl_context->glColorMaskFn #define glCompileShader ::gfx::g_current_gl_context->glCompileShaderFn #define glCompressedTexImage2D \ ::gfx::g_current_gl_context->glCompressedTexImage2DFn #define glCompressedTexImage3D \ ::gfx::g_current_gl_context->glCompressedTexImage3DFn #define glCompressedTexSubImage2D \ ::gfx::g_current_gl_context->glCompressedTexSubImage2DFn #define glCompressedTexSubImage3D \ ::gfx::g_current_gl_context->glCompressedTexSubImage3DFn #define glCopyBufferSubData ::gfx::g_current_gl_context->glCopyBufferSubDataFn #define glCopyTexImage2D ::gfx::g_current_gl_context->glCopyTexImage2DFn #define glCopyTexSubImage2D ::gfx::g_current_gl_context->glCopyTexSubImage2DFn #define glCopyTexSubImage3D ::gfx::g_current_gl_context->glCopyTexSubImage3DFn #define glCoverFillPathNV ::gfx::g_current_gl_context->glCoverFillPathNVFn #define glCoverStrokePathNV ::gfx::g_current_gl_context->glCoverStrokePathNVFn #define glCreateProgram ::gfx::g_current_gl_context->glCreateProgramFn #define glCreateShader ::gfx::g_current_gl_context->glCreateShaderFn #define glCullFace ::gfx::g_current_gl_context->glCullFaceFn #define glDeleteBuffersARB ::gfx::g_current_gl_context->glDeleteBuffersARBFn #define glDeleteFencesAPPLE ::gfx::g_current_gl_context->glDeleteFencesAPPLEFn #define glDeleteFencesNV ::gfx::g_current_gl_context->glDeleteFencesNVFn #define glDeleteFramebuffersEXT \ ::gfx::g_current_gl_context->glDeleteFramebuffersEXTFn #define glDeletePathsNV ::gfx::g_current_gl_context->glDeletePathsNVFn #define glDeleteProgram ::gfx::g_current_gl_context->glDeleteProgramFn #define glDeleteQueries ::gfx::g_current_gl_context->glDeleteQueriesFn #define glDeleteRenderbuffersEXT \ ::gfx::g_current_gl_context->glDeleteRenderbuffersEXTFn #define glDeleteSamplers ::gfx::g_current_gl_context->glDeleteSamplersFn #define glDeleteShader ::gfx::g_current_gl_context->glDeleteShaderFn #define glDeleteSync ::gfx::g_current_gl_context->glDeleteSyncFn #define glDeleteTextures ::gfx::g_current_gl_context->glDeleteTexturesFn #define glDeleteTransformFeedbacks \ ::gfx::g_current_gl_context->glDeleteTransformFeedbacksFn #define glDeleteVertexArraysOES \ ::gfx::g_current_gl_context->glDeleteVertexArraysOESFn #define glDepthFunc ::gfx::g_current_gl_context->glDepthFuncFn #define glDepthMask ::gfx::g_current_gl_context->glDepthMaskFn #define glDepthRange ::gfx::g_current_gl_context->glDepthRangeFn #define glDepthRangef ::gfx::g_current_gl_context->glDepthRangefFn #define glDetachShader ::gfx::g_current_gl_context->glDetachShaderFn #define glDisable ::gfx::g_current_gl_context->glDisableFn #define glDisableVertexAttribArray \ ::gfx::g_current_gl_context->glDisableVertexAttribArrayFn #define glDiscardFramebufferEXT \ ::gfx::g_current_gl_context->glDiscardFramebufferEXTFn #define glDrawArrays ::gfx::g_current_gl_context->glDrawArraysFn #define glDrawArraysInstancedANGLE \ ::gfx::g_current_gl_context->glDrawArraysInstancedANGLEFn #define glDrawBuffer ::gfx::g_current_gl_context->glDrawBufferFn #define glDrawBuffersARB ::gfx::g_current_gl_context->glDrawBuffersARBFn #define glDrawElements ::gfx::g_current_gl_context->glDrawElementsFn #define glDrawElementsInstancedANGLE \ ::gfx::g_current_gl_context->glDrawElementsInstancedANGLEFn #define glDrawRangeElements ::gfx::g_current_gl_context->glDrawRangeElementsFn #define glEGLImageTargetRenderbufferStorageOES \ ::gfx::g_current_gl_context->glEGLImageTargetRenderbufferStorageOESFn #define glEGLImageTargetTexture2DOES \ ::gfx::g_current_gl_context->glEGLImageTargetTexture2DOESFn #define glEnable ::gfx::g_current_gl_context->glEnableFn #define glEnableVertexAttribArray \ ::gfx::g_current_gl_context->glEnableVertexAttribArrayFn #define glEndQuery ::gfx::g_current_gl_context->glEndQueryFn #define glEndTransformFeedback \ ::gfx::g_current_gl_context->glEndTransformFeedbackFn #define glFenceSync ::gfx::g_current_gl_context->glFenceSyncFn #define glFinish ::gfx::g_current_gl_context->glFinishFn #define glFinishFenceAPPLE ::gfx::g_current_gl_context->glFinishFenceAPPLEFn #define glFinishFenceNV ::gfx::g_current_gl_context->glFinishFenceNVFn #define glFlush ::gfx::g_current_gl_context->glFlushFn #define glFlushMappedBufferRange \ ::gfx::g_current_gl_context->glFlushMappedBufferRangeFn #define glFramebufferRenderbufferEXT \ ::gfx::g_current_gl_context->glFramebufferRenderbufferEXTFn #define glFramebufferTexture2DEXT \ ::gfx::g_current_gl_context->glFramebufferTexture2DEXTFn #define glFramebufferTexture2DMultisampleEXT \ ::gfx::g_current_gl_context->glFramebufferTexture2DMultisampleEXTFn #define glFramebufferTexture2DMultisampleIMG \ ::gfx::g_current_gl_context->glFramebufferTexture2DMultisampleIMGFn #define glFramebufferTextureLayer \ ::gfx::g_current_gl_context->glFramebufferTextureLayerFn #define glFrontFace ::gfx::g_current_gl_context->glFrontFaceFn #define glGenBuffersARB ::gfx::g_current_gl_context->glGenBuffersARBFn #define glGenerateMipmapEXT ::gfx::g_current_gl_context->glGenerateMipmapEXTFn #define glGenFencesAPPLE ::gfx::g_current_gl_context->glGenFencesAPPLEFn #define glGenFencesNV ::gfx::g_current_gl_context->glGenFencesNVFn #define glGenFramebuffersEXT ::gfx::g_current_gl_context->glGenFramebuffersEXTFn #define glGenPathsNV ::gfx::g_current_gl_context->glGenPathsNVFn #define glGenQueries ::gfx::g_current_gl_context->glGenQueriesFn #define glGenRenderbuffersEXT \ ::gfx::g_current_gl_context->glGenRenderbuffersEXTFn #define glGenSamplers ::gfx::g_current_gl_context->glGenSamplersFn #define glGenTextures ::gfx::g_current_gl_context->glGenTexturesFn #define glGenTransformFeedbacks \ ::gfx::g_current_gl_context->glGenTransformFeedbacksFn #define glGenVertexArraysOES ::gfx::g_current_gl_context->glGenVertexArraysOESFn #define glGetActiveAttrib ::gfx::g_current_gl_context->glGetActiveAttribFn #define glGetActiveUniform ::gfx::g_current_gl_context->glGetActiveUniformFn #define glGetActiveUniformBlockiv \ ::gfx::g_current_gl_context->glGetActiveUniformBlockivFn #define glGetActiveUniformBlockName \ ::gfx::g_current_gl_context->glGetActiveUniformBlockNameFn #define glGetActiveUniformsiv \ ::gfx::g_current_gl_context->glGetActiveUniformsivFn #define glGetAttachedShaders ::gfx::g_current_gl_context->glGetAttachedShadersFn #define glGetAttribLocation ::gfx::g_current_gl_context->glGetAttribLocationFn #define glGetBooleanv ::gfx::g_current_gl_context->glGetBooleanvFn #define glGetBufferParameteriv \ ::gfx::g_current_gl_context->glGetBufferParameterivFn #define glGetError ::gfx::g_current_gl_context->glGetErrorFn #define glGetFenceivNV ::gfx::g_current_gl_context->glGetFenceivNVFn #define glGetFloatv ::gfx::g_current_gl_context->glGetFloatvFn #define glGetFragDataLocation \ ::gfx::g_current_gl_context->glGetFragDataLocationFn #define glGetFramebufferAttachmentParameterivEXT \ ::gfx::g_current_gl_context->glGetFramebufferAttachmentParameterivEXTFn #define glGetGraphicsResetStatusARB \ ::gfx::g_current_gl_context->glGetGraphicsResetStatusARBFn #define glGetInteger64i_v ::gfx::g_current_gl_context->glGetInteger64i_vFn #define glGetInteger64v ::gfx::g_current_gl_context->glGetInteger64vFn #define glGetIntegeri_v ::gfx::g_current_gl_context->glGetIntegeri_vFn #define glGetIntegerv ::gfx::g_current_gl_context->glGetIntegervFn #define glGetInternalformativ \ ::gfx::g_current_gl_context->glGetInternalformativFn #define glGetProgramBinary ::gfx::g_current_gl_context->glGetProgramBinaryFn #define glGetProgramInfoLog ::gfx::g_current_gl_context->glGetProgramInfoLogFn #define glGetProgramiv ::gfx::g_current_gl_context->glGetProgramivFn #define glGetProgramResourceLocation \ ::gfx::g_current_gl_context->glGetProgramResourceLocationFn #define glGetQueryiv ::gfx::g_current_gl_context->glGetQueryivFn #define glGetQueryObjecti64v ::gfx::g_current_gl_context->glGetQueryObjecti64vFn #define glGetQueryObjectiv ::gfx::g_current_gl_context->glGetQueryObjectivFn #define glGetQueryObjectui64v \ ::gfx::g_current_gl_context->glGetQueryObjectui64vFn #define glGetQueryObjectuiv ::gfx::g_current_gl_context->glGetQueryObjectuivFn #define glGetRenderbufferParameterivEXT \ ::gfx::g_current_gl_context->glGetRenderbufferParameterivEXTFn #define glGetSamplerParameterfv \ ::gfx::g_current_gl_context->glGetSamplerParameterfvFn #define glGetSamplerParameteriv \ ::gfx::g_current_gl_context->glGetSamplerParameterivFn #define glGetShaderInfoLog ::gfx::g_current_gl_context->glGetShaderInfoLogFn #define glGetShaderiv ::gfx::g_current_gl_context->glGetShaderivFn #define glGetShaderPrecisionFormat \ ::gfx::g_current_gl_context->glGetShaderPrecisionFormatFn #define glGetShaderSource ::gfx::g_current_gl_context->glGetShaderSourceFn #define glGetString ::gfx::g_current_gl_context->glGetStringFn #define glGetStringi ::gfx::g_current_gl_context->glGetStringiFn #define glGetSynciv ::gfx::g_current_gl_context->glGetSyncivFn #define glGetTexLevelParameterfv \ ::gfx::g_current_gl_context->glGetTexLevelParameterfvFn #define glGetTexLevelParameteriv \ ::gfx::g_current_gl_context->glGetTexLevelParameterivFn #define glGetTexParameterfv ::gfx::g_current_gl_context->glGetTexParameterfvFn #define glGetTexParameteriv ::gfx::g_current_gl_context->glGetTexParameterivFn #define glGetTransformFeedbackVarying \ ::gfx::g_current_gl_context->glGetTransformFeedbackVaryingFn #define glGetTranslatedShaderSourceANGLE \ ::gfx::g_current_gl_context->glGetTranslatedShaderSourceANGLEFn #define glGetUniformBlockIndex \ ::gfx::g_current_gl_context->glGetUniformBlockIndexFn #define glGetUniformfv ::gfx::g_current_gl_context->glGetUniformfvFn #define glGetUniformIndices ::gfx::g_current_gl_context->glGetUniformIndicesFn #define glGetUniformiv ::gfx::g_current_gl_context->glGetUniformivFn #define glGetUniformLocation ::gfx::g_current_gl_context->glGetUniformLocationFn #define glGetUniformuiv ::gfx::g_current_gl_context->glGetUniformuivFn #define glGetVertexAttribfv ::gfx::g_current_gl_context->glGetVertexAttribfvFn #define glGetVertexAttribiv ::gfx::g_current_gl_context->glGetVertexAttribivFn #define glGetVertexAttribPointerv \ ::gfx::g_current_gl_context->glGetVertexAttribPointervFn #define glHint ::gfx::g_current_gl_context->glHintFn #define glInsertEventMarkerEXT \ ::gfx::g_current_gl_context->glInsertEventMarkerEXTFn #define glInvalidateFramebuffer \ ::gfx::g_current_gl_context->glInvalidateFramebufferFn #define glInvalidateSubFramebuffer \ ::gfx::g_current_gl_context->glInvalidateSubFramebufferFn #define glIsBuffer ::gfx::g_current_gl_context->glIsBufferFn #define glIsEnabled ::gfx::g_current_gl_context->glIsEnabledFn #define glIsFenceAPPLE ::gfx::g_current_gl_context->glIsFenceAPPLEFn #define glIsFenceNV ::gfx::g_current_gl_context->glIsFenceNVFn #define glIsFramebufferEXT ::gfx::g_current_gl_context->glIsFramebufferEXTFn #define glIsPathNV ::gfx::g_current_gl_context->glIsPathNVFn #define glIsProgram ::gfx::g_current_gl_context->glIsProgramFn #define glIsQuery ::gfx::g_current_gl_context->glIsQueryFn #define glIsRenderbufferEXT ::gfx::g_current_gl_context->glIsRenderbufferEXTFn #define glIsSampler ::gfx::g_current_gl_context->glIsSamplerFn #define glIsShader ::gfx::g_current_gl_context->glIsShaderFn #define glIsSync ::gfx::g_current_gl_context->glIsSyncFn #define glIsTexture ::gfx::g_current_gl_context->glIsTextureFn #define glIsTransformFeedback \ ::gfx::g_current_gl_context->glIsTransformFeedbackFn #define glIsVertexArrayOES ::gfx::g_current_gl_context->glIsVertexArrayOESFn #define glLineWidth ::gfx::g_current_gl_context->glLineWidthFn #define glLinkProgram ::gfx::g_current_gl_context->glLinkProgramFn #define glMapBuffer ::gfx::g_current_gl_context->glMapBufferFn #define glMapBufferRange ::gfx::g_current_gl_context->glMapBufferRangeFn #define glMatrixLoadfEXT ::gfx::g_current_gl_context->glMatrixLoadfEXTFn #define glMatrixLoadIdentityEXT \ ::gfx::g_current_gl_context->glMatrixLoadIdentityEXTFn #define glPathCommandsNV ::gfx::g_current_gl_context->glPathCommandsNVFn #define glPathParameterfNV ::gfx::g_current_gl_context->glPathParameterfNVFn #define glPathParameteriNV ::gfx::g_current_gl_context->glPathParameteriNVFn #define glPathStencilFuncNV ::gfx::g_current_gl_context->glPathStencilFuncNVFn #define glPauseTransformFeedback \ ::gfx::g_current_gl_context->glPauseTransformFeedbackFn #define glPixelStorei ::gfx::g_current_gl_context->glPixelStoreiFn #define glPointParameteri ::gfx::g_current_gl_context->glPointParameteriFn #define glPolygonOffset ::gfx::g_current_gl_context->glPolygonOffsetFn #define glPopGroupMarkerEXT ::gfx::g_current_gl_context->glPopGroupMarkerEXTFn #define glProgramBinary ::gfx::g_current_gl_context->glProgramBinaryFn #define glProgramParameteri ::gfx::g_current_gl_context->glProgramParameteriFn #define glPushGroupMarkerEXT ::gfx::g_current_gl_context->glPushGroupMarkerEXTFn #define glQueryCounter ::gfx::g_current_gl_context->glQueryCounterFn #define glReadBuffer ::gfx::g_current_gl_context->glReadBufferFn #define glReadPixels ::gfx::g_current_gl_context->glReadPixelsFn #define glReleaseShaderCompiler \ ::gfx::g_current_gl_context->glReleaseShaderCompilerFn #define glRenderbufferStorageEXT \ ::gfx::g_current_gl_context->glRenderbufferStorageEXTFn #define glRenderbufferStorageMultisample \ ::gfx::g_current_gl_context->glRenderbufferStorageMultisampleFn #define glRenderbufferStorageMultisampleANGLE \ ::gfx::g_current_gl_context->glRenderbufferStorageMultisampleANGLEFn #define glRenderbufferStorageMultisampleEXT \ ::gfx::g_current_gl_context->glRenderbufferStorageMultisampleEXTFn #define glRenderbufferStorageMultisampleIMG \ ::gfx::g_current_gl_context->glRenderbufferStorageMultisampleIMGFn #define glResumeTransformFeedback \ ::gfx::g_current_gl_context->glResumeTransformFeedbackFn #define glSampleCoverage ::gfx::g_current_gl_context->glSampleCoverageFn #define glSamplerParameterf ::gfx::g_current_gl_context->glSamplerParameterfFn #define glSamplerParameterfv ::gfx::g_current_gl_context->glSamplerParameterfvFn #define glSamplerParameteri ::gfx::g_current_gl_context->glSamplerParameteriFn #define glSamplerParameteriv ::gfx::g_current_gl_context->glSamplerParameterivFn #define glScissor ::gfx::g_current_gl_context->glScissorFn #define glSetFenceAPPLE ::gfx::g_current_gl_context->glSetFenceAPPLEFn #define glSetFenceNV ::gfx::g_current_gl_context->glSetFenceNVFn #define glShaderBinary ::gfx::g_current_gl_context->glShaderBinaryFn #define glShaderSource ::gfx::g_current_gl_context->glShaderSourceFn #define glStencilFillPathNV ::gfx::g_current_gl_context->glStencilFillPathNVFn #define glStencilFunc ::gfx::g_current_gl_context->glStencilFuncFn #define glStencilFuncSeparate \ ::gfx::g_current_gl_context->glStencilFuncSeparateFn #define glStencilMask ::gfx::g_current_gl_context->glStencilMaskFn #define glStencilMaskSeparate \ ::gfx::g_current_gl_context->glStencilMaskSeparateFn #define glStencilOp ::gfx::g_current_gl_context->glStencilOpFn #define glStencilOpSeparate ::gfx::g_current_gl_context->glStencilOpSeparateFn #define glStencilStrokePathNV \ ::gfx::g_current_gl_context->glStencilStrokePathNVFn #define glStencilThenCoverFillPathNV \ ::gfx::g_current_gl_context->glStencilThenCoverFillPathNVFn #define glStencilThenCoverStrokePathNV \ ::gfx::g_current_gl_context->glStencilThenCoverStrokePathNVFn #define glTestFenceAPPLE ::gfx::g_current_gl_context->glTestFenceAPPLEFn #define glTestFenceNV ::gfx::g_current_gl_context->glTestFenceNVFn #define glTexImage2D ::gfx::g_current_gl_context->glTexImage2DFn #define glTexImage3D ::gfx::g_current_gl_context->glTexImage3DFn #define glTexParameterf ::gfx::g_current_gl_context->glTexParameterfFn #define glTexParameterfv ::gfx::g_current_gl_context->glTexParameterfvFn #define glTexParameteri ::gfx::g_current_gl_context->glTexParameteriFn #define glTexParameteriv ::gfx::g_current_gl_context->glTexParameterivFn #define glTexStorage2DEXT ::gfx::g_current_gl_context->glTexStorage2DEXTFn #define glTexStorage3D ::gfx::g_current_gl_context->glTexStorage3DFn #define glTexSubImage2D ::gfx::g_current_gl_context->glTexSubImage2DFn #define glTexSubImage3D ::gfx::g_current_gl_context->glTexSubImage3DFn #define glTransformFeedbackVaryings \ ::gfx::g_current_gl_context->glTransformFeedbackVaryingsFn #define glUniform1f ::gfx::g_current_gl_context->glUniform1fFn #define glUniform1fv ::gfx::g_current_gl_context->glUniform1fvFn #define glUniform1i ::gfx::g_current_gl_context->glUniform1iFn #define glUniform1iv ::gfx::g_current_gl_context->glUniform1ivFn #define glUniform1ui ::gfx::g_current_gl_context->glUniform1uiFn #define glUniform1uiv ::gfx::g_current_gl_context->glUniform1uivFn #define glUniform2f ::gfx::g_current_gl_context->glUniform2fFn #define glUniform2fv ::gfx::g_current_gl_context->glUniform2fvFn #define glUniform2i ::gfx::g_current_gl_context->glUniform2iFn #define glUniform2iv ::gfx::g_current_gl_context->glUniform2ivFn #define glUniform2ui ::gfx::g_current_gl_context->glUniform2uiFn #define glUniform2uiv ::gfx::g_current_gl_context->glUniform2uivFn #define glUniform3f ::gfx::g_current_gl_context->glUniform3fFn #define glUniform3fv ::gfx::g_current_gl_context->glUniform3fvFn #define glUniform3i ::gfx::g_current_gl_context->glUniform3iFn #define glUniform3iv ::gfx::g_current_gl_context->glUniform3ivFn #define glUniform3ui ::gfx::g_current_gl_context->glUniform3uiFn #define glUniform3uiv ::gfx::g_current_gl_context->glUniform3uivFn #define glUniform4f ::gfx::g_current_gl_context->glUniform4fFn #define glUniform4fv ::gfx::g_current_gl_context->glUniform4fvFn #define glUniform4i ::gfx::g_current_gl_context->glUniform4iFn #define glUniform4iv ::gfx::g_current_gl_context->glUniform4ivFn #define glUniform4ui ::gfx::g_current_gl_context->glUniform4uiFn #define glUniform4uiv ::gfx::g_current_gl_context->glUniform4uivFn #define glUniformBlockBinding \ ::gfx::g_current_gl_context->glUniformBlockBindingFn #define glUniformMatrix2fv ::gfx::g_current_gl_context->glUniformMatrix2fvFn #define glUniformMatrix2x3fv ::gfx::g_current_gl_context->glUniformMatrix2x3fvFn #define glUniformMatrix2x4fv ::gfx::g_current_gl_context->glUniformMatrix2x4fvFn #define glUniformMatrix3fv ::gfx::g_current_gl_context->glUniformMatrix3fvFn #define glUniformMatrix3x2fv ::gfx::g_current_gl_context->glUniformMatrix3x2fvFn #define glUniformMatrix3x4fv ::gfx::g_current_gl_context->glUniformMatrix3x4fvFn #define glUniformMatrix4fv ::gfx::g_current_gl_context->glUniformMatrix4fvFn #define glUniformMatrix4x2fv ::gfx::g_current_gl_context->glUniformMatrix4x2fvFn #define glUniformMatrix4x3fv ::gfx::g_current_gl_context->glUniformMatrix4x3fvFn #define glUnmapBuffer ::gfx::g_current_gl_context->glUnmapBufferFn #define glUseProgram ::gfx::g_current_gl_context->glUseProgramFn #define glValidateProgram ::gfx::g_current_gl_context->glValidateProgramFn #define glVertexAttrib1f ::gfx::g_current_gl_context->glVertexAttrib1fFn #define glVertexAttrib1fv ::gfx::g_current_gl_context->glVertexAttrib1fvFn #define glVertexAttrib2f ::gfx::g_current_gl_context->glVertexAttrib2fFn #define glVertexAttrib2fv ::gfx::g_current_gl_context->glVertexAttrib2fvFn #define glVertexAttrib3f ::gfx::g_current_gl_context->glVertexAttrib3fFn #define glVertexAttrib3fv ::gfx::g_current_gl_context->glVertexAttrib3fvFn #define glVertexAttrib4f ::gfx::g_current_gl_context->glVertexAttrib4fFn #define glVertexAttrib4fv ::gfx::g_current_gl_context->glVertexAttrib4fvFn #define glVertexAttribDivisorANGLE \ ::gfx::g_current_gl_context->glVertexAttribDivisorANGLEFn #define glVertexAttribI4i ::gfx::g_current_gl_context->glVertexAttribI4iFn #define glVertexAttribI4iv ::gfx::g_current_gl_context->glVertexAttribI4ivFn #define glVertexAttribI4ui ::gfx::g_current_gl_context->glVertexAttribI4uiFn #define glVertexAttribI4uiv ::gfx::g_current_gl_context->glVertexAttribI4uivFn #define glVertexAttribIPointer \ ::gfx::g_current_gl_context->glVertexAttribIPointerFn #define glVertexAttribPointer \ ::gfx::g_current_gl_context->glVertexAttribPointerFn #define glViewport ::gfx::g_current_gl_context->glViewportFn #define glWaitSync ::gfx::g_current_gl_context->glWaitSyncFn #endif // UI_GFX_GL_GL_BINDINGS_AUTOGEN_GL_H_