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// Copyright (c) 2012 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
// gpu/command_buffer/build_gles2_cmd_buffer.py
// DO NOT EDIT!

// These functions emulate GLES2 over command buffers.
#ifndef GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_
#define GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_

void GLES2ActiveTexture(GLenum texture) {
  gles2::GetGLContext()->ActiveTexture(texture);
}
void GLES2AttachShader(GLuint program, GLuint shader) {
  gles2::GetGLContext()->AttachShader(program, shader);
}
void GLES2BindAttribLocation(GLuint program, GLuint index, const char* name) {
  gles2::GetGLContext()->BindAttribLocation(program, index, name);
}
void GLES2BindBuffer(GLenum target, GLuint buffer) {
  gles2::GetGLContext()->BindBuffer(target, buffer);
}
void GLES2BindFramebuffer(GLenum target, GLuint framebuffer) {
  gles2::GetGLContext()->BindFramebuffer(target, framebuffer);
}
void GLES2BindRenderbuffer(GLenum target, GLuint renderbuffer) {
  gles2::GetGLContext()->BindRenderbuffer(target, renderbuffer);
}
void GLES2BindTexture(GLenum target, GLuint texture) {
  gles2::GetGLContext()->BindTexture(target, texture);
}
void GLES2BlendColor(
    GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
  gles2::GetGLContext()->BlendColor(red, green, blue, alpha);
}
void GLES2BlendEquation(GLenum mode) {
  gles2::GetGLContext()->BlendEquation(mode);
}
void GLES2BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
  gles2::GetGLContext()->BlendEquationSeparate(modeRGB, modeAlpha);
}
void GLES2BlendFunc(GLenum sfactor, GLenum dfactor) {
  gles2::GetGLContext()->BlendFunc(sfactor, dfactor);
}
void GLES2BlendFuncSeparate(
    GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) {
  gles2::GetGLContext()->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void GLES2BufferData(
    GLenum target, GLsizeiptr size, const void* data, GLenum usage) {
  gles2::GetGLContext()->BufferData(target, size, data, usage);
}
void GLES2BufferSubData(
    GLenum target, GLintptr offset, GLsizeiptr size, const void* data) {
  gles2::GetGLContext()->BufferSubData(target, offset, size, data);
}
GLenum GLES2CheckFramebufferStatus(GLenum target) {
  return gles2::GetGLContext()->CheckFramebufferStatus(target);
}
void GLES2Clear(GLbitfield mask) {
  gles2::GetGLContext()->Clear(mask);
}
void GLES2ClearColor(
    GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
  gles2::GetGLContext()->ClearColor(red, green, blue, alpha);
}
void GLES2ClearDepthf(GLclampf depth) {
  gles2::GetGLContext()->ClearDepthf(depth);
}
void GLES2ClearStencil(GLint s) {
  gles2::GetGLContext()->ClearStencil(s);
}
void GLES2ColorMask(
    GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {
  gles2::GetGLContext()->ColorMask(red, green, blue, alpha);
}
void GLES2CompileShader(GLuint shader) {
  gles2::GetGLContext()->CompileShader(shader);
}
void GLES2CompressedTexImage2D(
    GLenum target, GLint level, GLenum internalformat, GLsizei width,
    GLsizei height, GLint border, GLsizei imageSize, const void* data) {
  gles2::GetGLContext()->CompressedTexImage2D(
      target, level, internalformat, width, height, border, imageSize, data);
}
void GLES2CompressedTexSubImage2D(
    GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
    GLsizei height, GLenum format, GLsizei imageSize, const void* data) {
  gles2::GetGLContext()->CompressedTexSubImage2D(
      target, level, xoffset, yoffset, width, height, format, imageSize, data);
}
void GLES2CopyTexImage2D(
    GLenum target, GLint level, GLenum internalformat, GLint x, GLint y,
    GLsizei width, GLsizei height, GLint border) {
  gles2::GetGLContext()->CopyTexImage2D(
      target, level, internalformat, x, y, width, height, border);
}
void GLES2CopyTexSubImage2D(
    GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y,
    GLsizei width, GLsizei height) {
  gles2::GetGLContext()->CopyTexSubImage2D(
      target, level, xoffset, yoffset, x, y, width, height);
}
GLuint GLES2CreateProgram() {
  return gles2::GetGLContext()->CreateProgram();
}
GLuint GLES2CreateShader(GLenum type) {
  return gles2::GetGLContext()->CreateShader(type);
}
void GLES2CullFace(GLenum mode) {
  gles2::GetGLContext()->CullFace(mode);
}
void GLES2DeleteBuffers(GLsizei n, const GLuint* buffers) {
  gles2::GetGLContext()->DeleteBuffers(n, buffers);
}
void GLES2DeleteFramebuffers(GLsizei n, const GLuint* framebuffers) {
  gles2::GetGLContext()->DeleteFramebuffers(n, framebuffers);
}
void GLES2DeleteProgram(GLuint program) {
  gles2::GetGLContext()->DeleteProgram(program);
}
void GLES2DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) {
  gles2::GetGLContext()->DeleteRenderbuffers(n, renderbuffers);
}
void GLES2DeleteShader(GLuint shader) {
  gles2::GetGLContext()->DeleteShader(shader);
}
void GLES2DeleteTextures(GLsizei n, const GLuint* textures) {
  gles2::GetGLContext()->DeleteTextures(n, textures);
}
void GLES2DepthFunc(GLenum func) {
  gles2::GetGLContext()->DepthFunc(func);
}
void GLES2DepthMask(GLboolean flag) {
  gles2::GetGLContext()->DepthMask(flag);
}
void GLES2DepthRangef(GLclampf zNear, GLclampf zFar) {
  gles2::GetGLContext()->DepthRangef(zNear, zFar);
}
void GLES2DetachShader(GLuint program, GLuint shader) {
  gles2::GetGLContext()->DetachShader(program, shader);
}
void GLES2Disable(GLenum cap) {
  gles2::GetGLContext()->Disable(cap);
}
void GLES2DisableVertexAttribArray(GLuint index) {
  gles2::GetGLContext()->DisableVertexAttribArray(index);
}
void GLES2DrawArrays(GLenum mode, GLint first, GLsizei count) {
  gles2::GetGLContext()->DrawArrays(mode, first, count);
}
void GLES2DrawElements(
    GLenum mode, GLsizei count, GLenum type, const void* indices) {
  gles2::GetGLContext()->DrawElements(mode, count, type, indices);
}
void GLES2Enable(GLenum cap) {
  gles2::GetGLContext()->Enable(cap);
}
void GLES2EnableVertexAttribArray(GLuint index) {
  gles2::GetGLContext()->EnableVertexAttribArray(index);
}
void GLES2Finish() {
  gles2::GetGLContext()->Finish();
}
void GLES2Flush() {
  gles2::GetGLContext()->Flush();
}
void GLES2ShallowFlushCHROMIUM() {
  gles2::GetGLContext()->ShallowFlushCHROMIUM();
}
void GLES2FramebufferRenderbuffer(
    GLenum target, GLenum attachment, GLenum renderbuffertarget,
    GLuint renderbuffer) {
  gles2::GetGLContext()->FramebufferRenderbuffer(
      target, attachment, renderbuffertarget, renderbuffer);
}
void GLES2FramebufferTexture2D(
    GLenum target, GLenum attachment, GLenum textarget, GLuint texture,
    GLint level) {
  gles2::GetGLContext()->FramebufferTexture2D(
      target, attachment, textarget, texture, level);
}
void GLES2FrontFace(GLenum mode) {
  gles2::GetGLContext()->FrontFace(mode);
}
void GLES2GenBuffers(GLsizei n, GLuint* buffers) {
  gles2::GetGLContext()->GenBuffers(n, buffers);
}
void GLES2GenerateMipmap(GLenum target) {
  gles2::GetGLContext()->GenerateMipmap(target);
}
void GLES2GenFramebuffers(GLsizei n, GLuint* framebuffers) {
  gles2::GetGLContext()->GenFramebuffers(n, framebuffers);
}
void GLES2GenRenderbuffers(GLsizei n, GLuint* renderbuffers) {
  gles2::GetGLContext()->GenRenderbuffers(n, renderbuffers);
}
void GLES2GenTextures(GLsizei n, GLuint* textures) {
  gles2::GetGLContext()->GenTextures(n, textures);
}
void GLES2GetActiveAttrib(
    GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size,
    GLenum* type, char* name) {
  gles2::GetGLContext()->GetActiveAttrib(
      program, index, bufsize, length, size, type, name);
}
void GLES2GetActiveUniform(
    GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size,
    GLenum* type, char* name) {
  gles2::GetGLContext()->GetActiveUniform(
      program, index, bufsize, length, size, type, name);
}
void GLES2GetAttachedShaders(
    GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) {
  gles2::GetGLContext()->GetAttachedShaders(program, maxcount, count, shaders);
}
GLint GLES2GetAttribLocation(GLuint program, const char* name) {
  return gles2::GetGLContext()->GetAttribLocation(program, name);
}
void GLES2GetBooleanv(GLenum pname, GLboolean* params) {
  gles2::GetGLContext()->GetBooleanv(pname, params);
}
void GLES2GetBufferParameteriv(GLenum target, GLenum pname, GLint* params) {
  gles2::GetGLContext()->GetBufferParameteriv(target, pname, params);
}
GLenum GLES2GetError() {
  return gles2::GetGLContext()->GetError();
}
void GLES2GetFloatv(GLenum pname, GLfloat* params) {
  gles2::GetGLContext()->GetFloatv(pname, params);
}
void GLES2GetFramebufferAttachmentParameteriv(
    GLenum target, GLenum attachment, GLenum pname, GLint* params) {
  gles2::GetGLContext()->GetFramebufferAttachmentParameteriv(
      target, attachment, pname, params);
}
void GLES2GetIntegerv(GLenum pname, GLint* params) {
  gles2::GetGLContext()->GetIntegerv(pname, params);
}
void GLES2GetProgramiv(GLuint program, GLenum pname, GLint* params) {
  gles2::GetGLContext()->GetProgramiv(program, pname, params);
}
void GLES2GetProgramInfoLog(
    GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) {
  gles2::GetGLContext()->GetProgramInfoLog(program, bufsize, length, infolog);
}
void GLES2GetRenderbufferParameteriv(
    GLenum target, GLenum pname, GLint* params) {
  gles2::GetGLContext()->GetRenderbufferParameteriv(target, pname, params);
}
void GLES2GetShaderiv(GLuint shader, GLenum pname, GLint* params) {
  gles2::GetGLContext()->GetShaderiv(shader, pname, params);
}
void GLES2GetShaderInfoLog(
    GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) {
  gles2::GetGLContext()->GetShaderInfoLog(shader, bufsize, length, infolog);
}
void GLES2GetShaderPrecisionFormat(
    GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) {
  gles2::GetGLContext()->GetShaderPrecisionFormat(
      shadertype, precisiontype, range, precision);
}
void GLES2GetShaderSource(
    GLuint shader, GLsizei bufsize, GLsizei* length, char* source) {
  gles2::GetGLContext()->GetShaderSource(shader, bufsize, length, source);
}
const GLubyte* GLES2GetString(GLenum name) {
  return gles2::GetGLContext()->GetString(name);
}
void GLES2GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) {
  gles2::GetGLContext()->GetTexParameterfv(target, pname, params);
}
void GLES2GetTexParameteriv(GLenum target, GLenum pname, GLint* params) {
  gles2::GetGLContext()->GetTexParameteriv(target, pname, params);
}
void GLES2GetUniformfv(GLuint program, GLint location, GLfloat* params) {
  gles2::GetGLContext()->GetUniformfv(program, location, params);
}
void GLES2GetUniformiv(GLuint program, GLint location, GLint* params) {
  gles2::GetGLContext()->GetUniformiv(program, location, params);
}
GLint GLES2GetUniformLocation(GLuint program, const char* name) {
  return gles2::GetGLContext()->GetUniformLocation(program, name);
}
void GLES2GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) {
  gles2::GetGLContext()->GetVertexAttribfv(index, pname, params);
}
void GLES2GetVertexAttribiv(GLuint index, GLenum pname, GLint* params) {
  gles2::GetGLContext()->GetVertexAttribiv(index, pname, params);
}
void GLES2GetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer) {
  gles2::GetGLContext()->GetVertexAttribPointerv(index, pname, pointer);
}
void GLES2Hint(GLenum target, GLenum mode) {
  gles2::GetGLContext()->Hint(target, mode);
}
GLboolean GLES2IsBuffer(GLuint buffer) {
  return gles2::GetGLContext()->IsBuffer(buffer);
}
GLboolean GLES2IsEnabled(GLenum cap) {
  return gles2::GetGLContext()->IsEnabled(cap);
}
GLboolean GLES2IsFramebuffer(GLuint framebuffer) {
  return gles2::GetGLContext()->IsFramebuffer(framebuffer);
}
GLboolean GLES2IsProgram(GLuint program) {
  return gles2::GetGLContext()->IsProgram(program);
}
GLboolean GLES2IsRenderbuffer(GLuint renderbuffer) {
  return gles2::GetGLContext()->IsRenderbuffer(renderbuffer);
}
GLboolean GLES2IsShader(GLuint shader) {
  return gles2::GetGLContext()->IsShader(shader);
}
GLboolean GLES2IsTexture(GLuint texture) {
  return gles2::GetGLContext()->IsTexture(texture);
}
void GLES2LineWidth(GLfloat width) {
  gles2::GetGLContext()->LineWidth(width);
}
void GLES2LinkProgram(GLuint program) {
  gles2::GetGLContext()->LinkProgram(program);
}
void GLES2PixelStorei(GLenum pname, GLint param) {
  gles2::GetGLContext()->PixelStorei(pname, param);
}
void GLES2PolygonOffset(GLfloat factor, GLfloat units) {
  gles2::GetGLContext()->PolygonOffset(factor, units);
}
void GLES2ReadPixels(
    GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
    void* pixels) {
  gles2::GetGLContext()->ReadPixels(x, y, width, height, format, type, pixels);
}
void GLES2ReleaseShaderCompiler() {
  gles2::GetGLContext()->ReleaseShaderCompiler();
}
void GLES2RenderbufferStorage(
    GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {
  gles2::GetGLContext()->RenderbufferStorage(
      target, internalformat, width, height);
}
void GLES2SampleCoverage(GLclampf value, GLboolean invert) {
  gles2::GetGLContext()->SampleCoverage(value, invert);
}
void GLES2Scissor(GLint x, GLint y, GLsizei width, GLsizei height) {
  gles2::GetGLContext()->Scissor(x, y, width, height);
}
void GLES2ShaderBinary(
    GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary,
    GLsizei length) {
  gles2::GetGLContext()->ShaderBinary(
      n, shaders, binaryformat, binary, length);
}
void GLES2ShaderSource(
    GLuint shader, GLsizei count, const char** str, const GLint* length) {
  gles2::GetGLContext()->ShaderSource(shader, count, str, length);
}
void GLES2StencilFunc(GLenum func, GLint ref, GLuint mask) {
  gles2::GetGLContext()->StencilFunc(func, ref, mask);
}
void GLES2StencilFuncSeparate(
    GLenum face, GLenum func, GLint ref, GLuint mask) {
  gles2::GetGLContext()->StencilFuncSeparate(face, func, ref, mask);
}
void GLES2StencilMask(GLuint mask) {
  gles2::GetGLContext()->StencilMask(mask);
}
void GLES2StencilMaskSeparate(GLenum face, GLuint mask) {
  gles2::GetGLContext()->StencilMaskSeparate(face, mask);
}
void GLES2StencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
  gles2::GetGLContext()->StencilOp(fail, zfail, zpass);
}
void GLES2StencilOpSeparate(
    GLenum face, GLenum fail, GLenum zfail, GLenum zpass) {
  gles2::GetGLContext()->StencilOpSeparate(face, fail, zfail, zpass);
}
void GLES2TexImage2D(
    GLenum target, GLint level, GLint internalformat, GLsizei width,
    GLsizei height, GLint border, GLenum format, GLenum type,
    const void* pixels) {
  gles2::GetGLContext()->TexImage2D(
      target, level, internalformat, width, height, border, format, type,
      pixels);
}
void GLES2TexParameterf(GLenum target, GLenum pname, GLfloat param) {
  gles2::GetGLContext()->TexParameterf(target, pname, param);
}
void GLES2TexParameterfv(GLenum target, GLenum pname, const GLfloat* params) {
  gles2::GetGLContext()->TexParameterfv(target, pname, params);
}
void GLES2TexParameteri(GLenum target, GLenum pname, GLint param) {
  gles2::GetGLContext()->TexParameteri(target, pname, param);
}
void GLES2TexParameteriv(GLenum target, GLenum pname, const GLint* params) {
  gles2::GetGLContext()->TexParameteriv(target, pname, params);
}
void GLES2TexSubImage2D(
    GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
    GLsizei height, GLenum format, GLenum type, const void* pixels) {
  gles2::GetGLContext()->TexSubImage2D(
      target, level, xoffset, yoffset, width, height, format, type, pixels);
}
void GLES2Uniform1f(GLint location, GLfloat x) {
  gles2::GetGLContext()->Uniform1f(location, x);
}
void GLES2Uniform1fv(GLint location, GLsizei count, const GLfloat* v) {
  gles2::GetGLContext()->Uniform1fv(location, count, v);
}
void GLES2Uniform1i(GLint location, GLint x) {
  gles2::GetGLContext()->Uniform1i(location, x);
}
void GLES2Uniform1iv(GLint location, GLsizei count, const GLint* v) {
  gles2::GetGLContext()->Uniform1iv(location, count, v);
}
void GLES2Uniform2f(GLint location, GLfloat x, GLfloat y) {
  gles2::GetGLContext()->Uniform2f(location, x, y);
}
void GLES2Uniform2fv(GLint location, GLsizei count, const GLfloat* v) {
  gles2::GetGLContext()->Uniform2fv(location, count, v);
}
void GLES2Uniform2i(GLint location, GLint x, GLint y) {
  gles2::GetGLContext()->Uniform2i(location, x, y);
}
void GLES2Uniform2iv(GLint location, GLsizei count, const GLint* v) {
  gles2::GetGLContext()->Uniform2iv(location, count, v);
}
void GLES2Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) {
  gles2::GetGLContext()->Uniform3f(location, x, y, z);
}
void GLES2Uniform3fv(GLint location, GLsizei count, const GLfloat* v) {
  gles2::GetGLContext()->Uniform3fv(location, count, v);
}
void GLES2Uniform3i(GLint location, GLint x, GLint y, GLint z) {
  gles2::GetGLContext()->Uniform3i(location, x, y, z);
}
void GLES2Uniform3iv(GLint location, GLsizei count, const GLint* v) {
  gles2::GetGLContext()->Uniform3iv(location, count, v);
}
void GLES2Uniform4f(
    GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
  gles2::GetGLContext()->Uniform4f(location, x, y, z, w);
}
void GLES2Uniform4fv(GLint location, GLsizei count, const GLfloat* v) {
  gles2::GetGLContext()->Uniform4fv(location, count, v);
}
void GLES2Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) {
  gles2::GetGLContext()->Uniform4i(location, x, y, z, w);
}
void GLES2Uniform4iv(GLint location, GLsizei count, const GLint* v) {
  gles2::GetGLContext()->Uniform4iv(location, count, v);
}
void GLES2UniformMatrix2fv(
    GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
  gles2::GetGLContext()->UniformMatrix2fv(location, count, transpose, value);
}
void GLES2UniformMatrix3fv(
    GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
  gles2::GetGLContext()->UniformMatrix3fv(location, count, transpose, value);
}
void GLES2UniformMatrix4fv(
    GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
  gles2::GetGLContext()->UniformMatrix4fv(location, count, transpose, value);
}
void GLES2UseProgram(GLuint program) {
  gles2::GetGLContext()->UseProgram(program);
}
void GLES2ValidateProgram(GLuint program) {
  gles2::GetGLContext()->ValidateProgram(program);
}
void GLES2VertexAttrib1f(GLuint indx, GLfloat x) {
  gles2::GetGLContext()->VertexAttrib1f(indx, x);
}
void GLES2VertexAttrib1fv(GLuint indx, const GLfloat* values) {
  gles2::GetGLContext()->VertexAttrib1fv(indx, values);
}
void GLES2VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) {
  gles2::GetGLContext()->VertexAttrib2f(indx, x, y);
}
void GLES2VertexAttrib2fv(GLuint indx, const GLfloat* values) {
  gles2::GetGLContext()->VertexAttrib2fv(indx, values);
}
void GLES2VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) {
  gles2::GetGLContext()->VertexAttrib3f(indx, x, y, z);
}
void GLES2VertexAttrib3fv(GLuint indx, const GLfloat* values) {
  gles2::GetGLContext()->VertexAttrib3fv(indx, values);
}
void GLES2VertexAttrib4f(
    GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
  gles2::GetGLContext()->VertexAttrib4f(indx, x, y, z, w);
}
void GLES2VertexAttrib4fv(GLuint indx, const GLfloat* values) {
  gles2::GetGLContext()->VertexAttrib4fv(indx, values);
}
void GLES2VertexAttribPointer(
    GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride,
    const void* ptr) {
  gles2::GetGLContext()->VertexAttribPointer(
      indx, size, type, normalized, stride, ptr);
}
void GLES2Viewport(GLint x, GLint y, GLsizei width, GLsizei height) {
  gles2::GetGLContext()->Viewport(x, y, width, height);
}
void GLES2BlitFramebufferEXT(
    GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0,
    GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) {
  gles2::GetGLContext()->BlitFramebufferEXT(
      srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
void GLES2RenderbufferStorageMultisampleEXT(
    GLenum target, GLsizei samples, GLenum internalformat, GLsizei width,
    GLsizei height) {
  gles2::GetGLContext()->RenderbufferStorageMultisampleEXT(
      target, samples, internalformat, width, height);
}
void GLES2TexStorage2DEXT(
    GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width,
    GLsizei height) {
  gles2::GetGLContext()->TexStorage2DEXT(
      target, levels, internalFormat, width, height);
}
void GLES2GenQueriesEXT(GLsizei n, GLuint* queries) {
  gles2::GetGLContext()->GenQueriesEXT(n, queries);
}
void GLES2DeleteQueriesEXT(GLsizei n, const GLuint* queries) {
  gles2::GetGLContext()->DeleteQueriesEXT(n, queries);
}
GLboolean GLES2IsQueryEXT(GLuint id) {
  return gles2::GetGLContext()->IsQueryEXT(id);
}
void GLES2BeginQueryEXT(GLenum target, GLuint id) {
  gles2::GetGLContext()->BeginQueryEXT(target, id);
}
void GLES2EndQueryEXT(GLenum target) {
  gles2::GetGLContext()->EndQueryEXT(target);
}
void GLES2GetQueryivEXT(GLenum target, GLenum pname, GLint* params) {
  gles2::GetGLContext()->GetQueryivEXT(target, pname, params);
}
void GLES2GetQueryObjectuivEXT(GLuint id, GLenum pname, GLuint* params) {
  gles2::GetGLContext()->GetQueryObjectuivEXT(id, pname, params);
}
void GLES2InsertEventMarkerEXT(GLsizei length, const GLchar* marker) {
  gles2::GetGLContext()->InsertEventMarkerEXT(length, marker);
}
void GLES2PushGroupMarkerEXT(GLsizei length, const GLchar* marker) {
  gles2::GetGLContext()->PushGroupMarkerEXT(length, marker);
}
void GLES2PopGroupMarkerEXT() {
  gles2::GetGLContext()->PopGroupMarkerEXT();
}
void GLES2GenVertexArraysOES(GLsizei n, GLuint* arrays) {
  gles2::GetGLContext()->GenVertexArraysOES(n, arrays);
}
void GLES2DeleteVertexArraysOES(GLsizei n, const GLuint* arrays) {
  gles2::GetGLContext()->DeleteVertexArraysOES(n, arrays);
}
GLboolean GLES2IsVertexArrayOES(GLuint array) {
  return gles2::GetGLContext()->IsVertexArrayOES(array);
}
void GLES2BindVertexArrayOES(GLuint array) {
  gles2::GetGLContext()->BindVertexArrayOES(array);
}
void GLES2SwapBuffers() {
  gles2::GetGLContext()->SwapBuffers();
}
GLuint GLES2GetMaxValueInBufferCHROMIUM(
    GLuint buffer_id, GLsizei count, GLenum type, GLuint offset) {
  return gles2::GetGLContext()->GetMaxValueInBufferCHROMIUM(
      buffer_id, count, type, offset);
}
void GLES2GenSharedIdsCHROMIUM(
    GLuint namespace_id, GLuint id_offset, GLsizei n, GLuint* ids) {
  gles2::GetGLContext()->GenSharedIdsCHROMIUM(namespace_id, id_offset, n, ids);
}
void GLES2DeleteSharedIdsCHROMIUM(
    GLuint namespace_id, GLsizei n, const GLuint* ids) {
  gles2::GetGLContext()->DeleteSharedIdsCHROMIUM(namespace_id, n, ids);
}
void GLES2RegisterSharedIdsCHROMIUM(
    GLuint namespace_id, GLsizei n, const GLuint* ids) {
  gles2::GetGLContext()->RegisterSharedIdsCHROMIUM(namespace_id, n, ids);
}
GLboolean GLES2EnableFeatureCHROMIUM(const char* feature) {
  return gles2::GetGLContext()->EnableFeatureCHROMIUM(feature);
}
void* GLES2MapBufferCHROMIUM(GLuint target, GLenum access) {
  return gles2::GetGLContext()->MapBufferCHROMIUM(target, access);
}
GLboolean GLES2UnmapBufferCHROMIUM(GLuint target) {
  return gles2::GetGLContext()->UnmapBufferCHROMIUM(target);
}
void* GLES2MapBufferSubDataCHROMIUM(
    GLuint target, GLintptr offset, GLsizeiptr size, GLenum access) {
  return gles2::GetGLContext()->MapBufferSubDataCHROMIUM(
      target, offset, size, access);
}
void GLES2UnmapBufferSubDataCHROMIUM(const void* mem) {
  gles2::GetGLContext()->UnmapBufferSubDataCHROMIUM(mem);
}
void* GLES2MapTexSubImage2DCHROMIUM(
    GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
    GLsizei height, GLenum format, GLenum type, GLenum access) {
  return gles2::GetGLContext()->MapTexSubImage2DCHROMIUM(
      target, level, xoffset, yoffset, width, height, format, type, access);
}
void GLES2UnmapTexSubImage2DCHROMIUM(const void* mem) {
  gles2::GetGLContext()->UnmapTexSubImage2DCHROMIUM(mem);
}
void GLES2ResizeCHROMIUM(GLuint width, GLuint height) {
  gles2::GetGLContext()->ResizeCHROMIUM(width, height);
}
const GLchar* GLES2GetRequestableExtensionsCHROMIUM() {
  return gles2::GetGLContext()->GetRequestableExtensionsCHROMIUM();
}
void GLES2RequestExtensionCHROMIUM(const char* extension) {
  gles2::GetGLContext()->RequestExtensionCHROMIUM(extension);
}
void GLES2RateLimitOffscreenContextCHROMIUM() {
  gles2::GetGLContext()->RateLimitOffscreenContextCHROMIUM();
}
void GLES2GetMultipleIntegervCHROMIUM(
    const GLenum* pnames, GLuint count, GLint* results, GLsizeiptr size) {
  gles2::GetGLContext()->GetMultipleIntegervCHROMIUM(
      pnames, count, results, size);
}
void GLES2GetProgramInfoCHROMIUM(
    GLuint program, GLsizei bufsize, GLsizei* size, void* info) {
  gles2::GetGLContext()->GetProgramInfoCHROMIUM(program, bufsize, size, info);
}
GLuint GLES2CreateStreamTextureCHROMIUM(GLuint texture) {
  return gles2::GetGLContext()->CreateStreamTextureCHROMIUM(texture);
}
void GLES2DestroyStreamTextureCHROMIUM(GLuint texture) {
  gles2::GetGLContext()->DestroyStreamTextureCHROMIUM(texture);
}
void GLES2GetTranslatedShaderSourceANGLE(
    GLuint shader, GLsizei bufsize, GLsizei* length, char* source) {
  gles2::GetGLContext()->GetTranslatedShaderSourceANGLE(
      shader, bufsize, length, source);
}
void GLES2PostSubBufferCHROMIUM(GLint x, GLint y, GLint width, GLint height) {
  gles2::GetGLContext()->PostSubBufferCHROMIUM(x, y, width, height);
}
void GLES2TexImageIOSurface2DCHROMIUM(
    GLenum target, GLsizei width, GLsizei height, GLuint ioSurfaceId,
    GLuint plane) {
  gles2::GetGLContext()->TexImageIOSurface2DCHROMIUM(
      target, width, height, ioSurfaceId, plane);
}
void GLES2CopyTextureCHROMIUM(
    GLenum target, GLenum source_id, GLenum dest_id, GLint level,
    GLint internalformat) {
  gles2::GetGLContext()->CopyTextureCHROMIUM(
      target, source_id, dest_id, level, internalformat);
}
void GLES2DrawArraysInstancedANGLE(
    GLenum mode, GLint first, GLsizei count, GLsizei primcount) {
  gles2::GetGLContext()->DrawArraysInstancedANGLE(
      mode, first, count, primcount);
}
void GLES2DrawElementsInstancedANGLE(
    GLenum mode, GLsizei count, GLenum type, const void* indices,
    GLsizei primcount) {
  gles2::GetGLContext()->DrawElementsInstancedANGLE(
      mode, count, type, indices, primcount);
}
void GLES2VertexAttribDivisorANGLE(GLuint index, GLuint divisor) {
  gles2::GetGLContext()->VertexAttribDivisorANGLE(index, divisor);
}
void GLES2GenMailboxCHROMIUM(GLbyte* mailbox) {
  gles2::GetGLContext()->GenMailboxCHROMIUM(mailbox);
}
void GLES2ProduceTextureCHROMIUM(GLenum target, const GLbyte* mailbox) {
  gles2::GetGLContext()->ProduceTextureCHROMIUM(target, mailbox);
}
void GLES2ConsumeTextureCHROMIUM(GLenum target, const GLbyte* mailbox) {
  gles2::GetGLContext()->ConsumeTextureCHROMIUM(target, mailbox);
}
void GLES2BindUniformLocationCHROMIUM(
    GLuint program, GLint location, const char* name) {
  gles2::GetGLContext()->BindUniformLocationCHROMIUM(program, location, name);
}
void GLES2BindTexImage2DCHROMIUM(GLenum target, GLint imageId) {
  gles2::GetGLContext()->BindTexImage2DCHROMIUM(target, imageId);
}
void GLES2ReleaseTexImage2DCHROMIUM(GLenum target, GLint imageId) {
  gles2::GetGLContext()->ReleaseTexImage2DCHROMIUM(target, imageId);
}
void GLES2TraceBeginCHROMIUM(const char* name) {
  gles2::GetGLContext()->TraceBeginCHROMIUM(name);
}
void GLES2TraceEndCHROMIUM() {
  gles2::GetGLContext()->TraceEndCHROMIUM();
}
void GLES2AsyncTexSubImage2DCHROMIUM(
    GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
    GLsizei height, GLenum format, GLenum type, const void* data) {
  gles2::GetGLContext()->AsyncTexSubImage2DCHROMIUM(
      target, level, xoffset, yoffset, width, height, format, type, data);
}
void GLES2AsyncTexImage2DCHROMIUM(
    GLenum target, GLint level, GLint internalformat, GLsizei width,
    GLsizei height, GLint border, GLenum format, GLenum type,
    const void* pixels) {
  gles2::GetGLContext()->AsyncTexImage2DCHROMIUM(
      target, level, internalformat, width, height, border, format, type,
      pixels);
}
void GLES2DiscardFramebufferEXT(
    GLenum target, GLsizei count, const GLenum* attachments) {
  gles2::GetGLContext()->DiscardFramebufferEXT(target, count, attachments);
}

namespace gles2 {

NameToFunc g_gles2_function_table[] = {
  { "glActiveTexture", reinterpret_cast<GLES2FunctionPointer>(
      glActiveTexture), },
  { "glAttachShader", reinterpret_cast<GLES2FunctionPointer>(
      glAttachShader), },
  { "glBindAttribLocation", reinterpret_cast<GLES2FunctionPointer>(
      glBindAttribLocation), },
  { "glBindBuffer", reinterpret_cast<GLES2FunctionPointer>(glBindBuffer), },
  { "glBindFramebuffer", reinterpret_cast<GLES2FunctionPointer>(
      glBindFramebuffer), },
  { "glBindRenderbuffer", reinterpret_cast<GLES2FunctionPointer>(
      glBindRenderbuffer), },
  { "glBindTexture", reinterpret_cast<GLES2FunctionPointer>(glBindTexture), },
  { "glBlendColor", reinterpret_cast<GLES2FunctionPointer>(glBlendColor), },
  { "glBlendEquation", reinterpret_cast<GLES2FunctionPointer>(
      glBlendEquation), },
  { "glBlendEquationSeparate", reinterpret_cast<GLES2FunctionPointer>(
      glBlendEquationSeparate), },
  { "glBlendFunc", reinterpret_cast<GLES2FunctionPointer>(glBlendFunc), },
  { "glBlendFuncSeparate", reinterpret_cast<GLES2FunctionPointer>(
      glBlendFuncSeparate), },
  { "glBufferData", reinterpret_cast<GLES2FunctionPointer>(glBufferData), },
  { "glBufferSubData", reinterpret_cast<GLES2FunctionPointer>(
      glBufferSubData), },
  { "glCheckFramebufferStatus", reinterpret_cast<GLES2FunctionPointer>(
      glCheckFramebufferStatus), },
  { "glClear", reinterpret_cast<GLES2FunctionPointer>(glClear), },
  { "glClearColor", reinterpret_cast<GLES2FunctionPointer>(glClearColor), },
  { "glClearDepthf", reinterpret_cast<GLES2FunctionPointer>(glClearDepthf), },
  { "glClearStencil", reinterpret_cast<GLES2FunctionPointer>(
      glClearStencil), },
  { "glColorMask", reinterpret_cast<GLES2FunctionPointer>(glColorMask), },
  { "glCompileShader", reinterpret_cast<GLES2FunctionPointer>(
      glCompileShader), },
  { "glCompressedTexImage2D", reinterpret_cast<GLES2FunctionPointer>(
      glCompressedTexImage2D), },
  { "glCompressedTexSubImage2D", reinterpret_cast<GLES2FunctionPointer>(
      glCompressedTexSubImage2D), },
  { "glCopyTexImage2D", reinterpret_cast<GLES2FunctionPointer>(
      glCopyTexImage2D), },
  { "glCopyTexSubImage2D", reinterpret_cast<GLES2FunctionPointer>(
      glCopyTexSubImage2D), },
  { "glCreateProgram", reinterpret_cast<GLES2FunctionPointer>(
      glCreateProgram), },
  { "glCreateShader", reinterpret_cast<GLES2FunctionPointer>(
      glCreateShader), },
  { "glCullFace", reinterpret_cast<GLES2FunctionPointer>(glCullFace), },
  { "glDeleteBuffers", reinterpret_cast<GLES2FunctionPointer>(
      glDeleteBuffers), },
  { "glDeleteFramebuffers", reinterpret_cast<GLES2FunctionPointer>(
      glDeleteFramebuffers), },
  { "glDeleteProgram", reinterpret_cast<GLES2FunctionPointer>(
      glDeleteProgram), },
  { "glDeleteRenderbuffers", reinterpret_cast<GLES2FunctionPointer>(
      glDeleteRenderbuffers), },
  { "glDeleteShader", reinterpret_cast<GLES2FunctionPointer>(
      glDeleteShader), },
  { "glDeleteTextures", reinterpret_cast<GLES2FunctionPointer>(
      glDeleteTextures), },
  { "glDepthFunc", reinterpret_cast<GLES2FunctionPointer>(glDepthFunc), },
  { "glDepthMask", reinterpret_cast<GLES2FunctionPointer>(glDepthMask), },
  { "glDepthRangef", reinterpret_cast<GLES2FunctionPointer>(glDepthRangef), },
  { "glDetachShader", reinterpret_cast<GLES2FunctionPointer>(
      glDetachShader), },
  { "glDisable", reinterpret_cast<GLES2FunctionPointer>(glDisable), },
  { "glDisableVertexAttribArray", reinterpret_cast<GLES2FunctionPointer>(
      glDisableVertexAttribArray), },
  { "glDrawArrays", reinterpret_cast<GLES2FunctionPointer>(glDrawArrays), },
  { "glDrawElements", reinterpret_cast<GLES2FunctionPointer>(
      glDrawElements), },
  { "glEnable", reinterpret_cast<GLES2FunctionPointer>(glEnable), },
  { "glEnableVertexAttribArray", reinterpret_cast<GLES2FunctionPointer>(
      glEnableVertexAttribArray), },
  { "glFinish", reinterpret_cast<GLES2FunctionPointer>(glFinish), },
  { "glFlush", reinterpret_cast<GLES2FunctionPointer>(glFlush), },
  { "glShallowFlushCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glShallowFlushCHROMIUM), },
  { "glFramebufferRenderbuffer", reinterpret_cast<GLES2FunctionPointer>(
      glFramebufferRenderbuffer), },
  { "glFramebufferTexture2D", reinterpret_cast<GLES2FunctionPointer>(
      glFramebufferTexture2D), },
  { "glFrontFace", reinterpret_cast<GLES2FunctionPointer>(glFrontFace), },
  { "glGenBuffers", reinterpret_cast<GLES2FunctionPointer>(glGenBuffers), },
  { "glGenerateMipmap", reinterpret_cast<GLES2FunctionPointer>(
      glGenerateMipmap), },
  { "glGenFramebuffers", reinterpret_cast<GLES2FunctionPointer>(
      glGenFramebuffers), },
  { "glGenRenderbuffers", reinterpret_cast<GLES2FunctionPointer>(
      glGenRenderbuffers), },
  { "glGenTextures", reinterpret_cast<GLES2FunctionPointer>(glGenTextures), },
  { "glGetActiveAttrib", reinterpret_cast<GLES2FunctionPointer>(
      glGetActiveAttrib), },
  { "glGetActiveUniform", reinterpret_cast<GLES2FunctionPointer>(
      glGetActiveUniform), },
  { "glGetAttachedShaders", reinterpret_cast<GLES2FunctionPointer>(
      glGetAttachedShaders), },
  { "glGetAttribLocation", reinterpret_cast<GLES2FunctionPointer>(
      glGetAttribLocation), },
  { "glGetBooleanv", reinterpret_cast<GLES2FunctionPointer>(glGetBooleanv), },
  { "glGetBufferParameteriv", reinterpret_cast<GLES2FunctionPointer>(
      glGetBufferParameteriv), },
  { "glGetError", reinterpret_cast<GLES2FunctionPointer>(glGetError), },
  { "glGetFloatv", reinterpret_cast<GLES2FunctionPointer>(glGetFloatv), },
  { "glGetFramebufferAttachmentParameteriv", reinterpret_cast<GLES2FunctionPointer>(glGetFramebufferAttachmentParameteriv), },  // NOLINT
  { "glGetIntegerv", reinterpret_cast<GLES2FunctionPointer>(glGetIntegerv), },
  { "glGetProgramiv", reinterpret_cast<GLES2FunctionPointer>(
      glGetProgramiv), },
  { "glGetProgramInfoLog", reinterpret_cast<GLES2FunctionPointer>(
      glGetProgramInfoLog), },
  { "glGetRenderbufferParameteriv", reinterpret_cast<GLES2FunctionPointer>(
      glGetRenderbufferParameteriv), },
  { "glGetShaderiv", reinterpret_cast<GLES2FunctionPointer>(glGetShaderiv), },
  { "glGetShaderInfoLog", reinterpret_cast<GLES2FunctionPointer>(
      glGetShaderInfoLog), },
  { "glGetShaderPrecisionFormat", reinterpret_cast<GLES2FunctionPointer>(
      glGetShaderPrecisionFormat), },
  { "glGetShaderSource", reinterpret_cast<GLES2FunctionPointer>(
      glGetShaderSource), },
  { "glGetString", reinterpret_cast<GLES2FunctionPointer>(glGetString), },
  { "glGetTexParameterfv", reinterpret_cast<GLES2FunctionPointer>(
      glGetTexParameterfv), },
  { "glGetTexParameteriv", reinterpret_cast<GLES2FunctionPointer>(
      glGetTexParameteriv), },
  { "glGetUniformfv", reinterpret_cast<GLES2FunctionPointer>(
      glGetUniformfv), },
  { "glGetUniformiv", reinterpret_cast<GLES2FunctionPointer>(
      glGetUniformiv), },
  { "glGetUniformLocation", reinterpret_cast<GLES2FunctionPointer>(
      glGetUniformLocation), },
  { "glGetVertexAttribfv", reinterpret_cast<GLES2FunctionPointer>(
      glGetVertexAttribfv), },
  { "glGetVertexAttribiv", reinterpret_cast<GLES2FunctionPointer>(
      glGetVertexAttribiv), },
  { "glGetVertexAttribPointerv", reinterpret_cast<GLES2FunctionPointer>(
      glGetVertexAttribPointerv), },
  { "glHint", reinterpret_cast<GLES2FunctionPointer>(glHint), },
  { "glIsBuffer", reinterpret_cast<GLES2FunctionPointer>(glIsBuffer), },
  { "glIsEnabled", reinterpret_cast<GLES2FunctionPointer>(glIsEnabled), },
  { "glIsFramebuffer", reinterpret_cast<GLES2FunctionPointer>(
      glIsFramebuffer), },
  { "glIsProgram", reinterpret_cast<GLES2FunctionPointer>(glIsProgram), },
  { "glIsRenderbuffer", reinterpret_cast<GLES2FunctionPointer>(
      glIsRenderbuffer), },
  { "glIsShader", reinterpret_cast<GLES2FunctionPointer>(glIsShader), },
  { "glIsTexture", reinterpret_cast<GLES2FunctionPointer>(glIsTexture), },
  { "glLineWidth", reinterpret_cast<GLES2FunctionPointer>(glLineWidth), },
  { "glLinkProgram", reinterpret_cast<GLES2FunctionPointer>(glLinkProgram), },
  { "glPixelStorei", reinterpret_cast<GLES2FunctionPointer>(glPixelStorei), },
  { "glPolygonOffset", reinterpret_cast<GLES2FunctionPointer>(
      glPolygonOffset), },
  { "glReadPixels", reinterpret_cast<GLES2FunctionPointer>(glReadPixels), },
  { "glReleaseShaderCompiler", reinterpret_cast<GLES2FunctionPointer>(
      glReleaseShaderCompiler), },
  { "glRenderbufferStorage", reinterpret_cast<GLES2FunctionPointer>(
      glRenderbufferStorage), },
  { "glSampleCoverage", reinterpret_cast<GLES2FunctionPointer>(
      glSampleCoverage), },
  { "glScissor", reinterpret_cast<GLES2FunctionPointer>(glScissor), },
  { "glShaderBinary", reinterpret_cast<GLES2FunctionPointer>(
      glShaderBinary), },
  { "glShaderSource", reinterpret_cast<GLES2FunctionPointer>(
      glShaderSource), },
  { "glStencilFunc", reinterpret_cast<GLES2FunctionPointer>(glStencilFunc), },
  { "glStencilFuncSeparate", reinterpret_cast<GLES2FunctionPointer>(
      glStencilFuncSeparate), },
  { "glStencilMask", reinterpret_cast<GLES2FunctionPointer>(glStencilMask), },
  { "glStencilMaskSeparate", reinterpret_cast<GLES2FunctionPointer>(
      glStencilMaskSeparate), },
  { "glStencilOp", reinterpret_cast<GLES2FunctionPointer>(glStencilOp), },
  { "glStencilOpSeparate", reinterpret_cast<GLES2FunctionPointer>(
      glStencilOpSeparate), },
  { "glTexImage2D", reinterpret_cast<GLES2FunctionPointer>(glTexImage2D), },
  { "glTexParameterf", reinterpret_cast<GLES2FunctionPointer>(
      glTexParameterf), },
  { "glTexParameterfv", reinterpret_cast<GLES2FunctionPointer>(
      glTexParameterfv), },
  { "glTexParameteri", reinterpret_cast<GLES2FunctionPointer>(
      glTexParameteri), },
  { "glTexParameteriv", reinterpret_cast<GLES2FunctionPointer>(
      glTexParameteriv), },
  { "glTexSubImage2D", reinterpret_cast<GLES2FunctionPointer>(
      glTexSubImage2D), },
  { "glUniform1f", reinterpret_cast<GLES2FunctionPointer>(glUniform1f), },
  { "glUniform1fv", reinterpret_cast<GLES2FunctionPointer>(glUniform1fv), },
  { "glUniform1i", reinterpret_cast<GLES2FunctionPointer>(glUniform1i), },
  { "glUniform1iv", reinterpret_cast<GLES2FunctionPointer>(glUniform1iv), },
  { "glUniform2f", reinterpret_cast<GLES2FunctionPointer>(glUniform2f), },
  { "glUniform2fv", reinterpret_cast<GLES2FunctionPointer>(glUniform2fv), },
  { "glUniform2i", reinterpret_cast<GLES2FunctionPointer>(glUniform2i), },
  { "glUniform2iv", reinterpret_cast<GLES2FunctionPointer>(glUniform2iv), },
  { "glUniform3f", reinterpret_cast<GLES2FunctionPointer>(glUniform3f), },
  { "glUniform3fv", reinterpret_cast<GLES2FunctionPointer>(glUniform3fv), },
  { "glUniform3i", reinterpret_cast<GLES2FunctionPointer>(glUniform3i), },
  { "glUniform3iv", reinterpret_cast<GLES2FunctionPointer>(glUniform3iv), },
  { "glUniform4f", reinterpret_cast<GLES2FunctionPointer>(glUniform4f), },
  { "glUniform4fv", reinterpret_cast<GLES2FunctionPointer>(glUniform4fv), },
  { "glUniform4i", reinterpret_cast<GLES2FunctionPointer>(glUniform4i), },
  { "glUniform4iv", reinterpret_cast<GLES2FunctionPointer>(glUniform4iv), },
  { "glUniformMatrix2fv", reinterpret_cast<GLES2FunctionPointer>(
      glUniformMatrix2fv), },
  { "glUniformMatrix3fv", reinterpret_cast<GLES2FunctionPointer>(
      glUniformMatrix3fv), },
  { "glUniformMatrix4fv", reinterpret_cast<GLES2FunctionPointer>(
      glUniformMatrix4fv), },
  { "glUseProgram", reinterpret_cast<GLES2FunctionPointer>(glUseProgram), },
  { "glValidateProgram", reinterpret_cast<GLES2FunctionPointer>(
      glValidateProgram), },
  { "glVertexAttrib1f", reinterpret_cast<GLES2FunctionPointer>(
      glVertexAttrib1f), },
  { "glVertexAttrib1fv", reinterpret_cast<GLES2FunctionPointer>(
      glVertexAttrib1fv), },
  { "glVertexAttrib2f", reinterpret_cast<GLES2FunctionPointer>(
      glVertexAttrib2f), },
  { "glVertexAttrib2fv", reinterpret_cast<GLES2FunctionPointer>(
      glVertexAttrib2fv), },
  { "glVertexAttrib3f", reinterpret_cast<GLES2FunctionPointer>(
      glVertexAttrib3f), },
  { "glVertexAttrib3fv", reinterpret_cast<GLES2FunctionPointer>(
      glVertexAttrib3fv), },
  { "glVertexAttrib4f", reinterpret_cast<GLES2FunctionPointer>(
      glVertexAttrib4f), },
  { "glVertexAttrib4fv", reinterpret_cast<GLES2FunctionPointer>(
      glVertexAttrib4fv), },
  { "glVertexAttribPointer", reinterpret_cast<GLES2FunctionPointer>(
      glVertexAttribPointer), },
  { "glViewport", reinterpret_cast<GLES2FunctionPointer>(glViewport), },
  { "glBlitFramebufferEXT", reinterpret_cast<GLES2FunctionPointer>(
      glBlitFramebufferEXT), },
  { "glRenderbufferStorageMultisampleEXT", reinterpret_cast<GLES2FunctionPointer>(glRenderbufferStorageMultisampleEXT), },  // NOLINT
  { "glTexStorage2DEXT", reinterpret_cast<GLES2FunctionPointer>(
      glTexStorage2DEXT), },
  { "glGenQueriesEXT", reinterpret_cast<GLES2FunctionPointer>(
      glGenQueriesEXT), },
  { "glDeleteQueriesEXT", reinterpret_cast<GLES2FunctionPointer>(
      glDeleteQueriesEXT), },
  { "glIsQueryEXT", reinterpret_cast<GLES2FunctionPointer>(glIsQueryEXT), },
  { "glBeginQueryEXT", reinterpret_cast<GLES2FunctionPointer>(
      glBeginQueryEXT), },
  { "glEndQueryEXT", reinterpret_cast<GLES2FunctionPointer>(glEndQueryEXT), },
  { "glGetQueryivEXT", reinterpret_cast<GLES2FunctionPointer>(
      glGetQueryivEXT), },
  { "glGetQueryObjectuivEXT", reinterpret_cast<GLES2FunctionPointer>(
      glGetQueryObjectuivEXT), },
  { "glInsertEventMarkerEXT", reinterpret_cast<GLES2FunctionPointer>(
      glInsertEventMarkerEXT), },
  { "glPushGroupMarkerEXT", reinterpret_cast<GLES2FunctionPointer>(
      glPushGroupMarkerEXT), },
  { "glPopGroupMarkerEXT", reinterpret_cast<GLES2FunctionPointer>(
      glPopGroupMarkerEXT), },
  { "glGenVertexArraysOES", reinterpret_cast<GLES2FunctionPointer>(
      glGenVertexArraysOES), },
  { "glDeleteVertexArraysOES", reinterpret_cast<GLES2FunctionPointer>(
      glDeleteVertexArraysOES), },
  { "glIsVertexArrayOES", reinterpret_cast<GLES2FunctionPointer>(
      glIsVertexArrayOES), },
  { "glBindVertexArrayOES", reinterpret_cast<GLES2FunctionPointer>(
      glBindVertexArrayOES), },
  { "glSwapBuffers", reinterpret_cast<GLES2FunctionPointer>(glSwapBuffers), },
  { "glGetMaxValueInBufferCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glGetMaxValueInBufferCHROMIUM), },
  { "glGenSharedIdsCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glGenSharedIdsCHROMIUM), },
  { "glDeleteSharedIdsCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glDeleteSharedIdsCHROMIUM), },
  { "glRegisterSharedIdsCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glRegisterSharedIdsCHROMIUM), },
  { "glEnableFeatureCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glEnableFeatureCHROMIUM), },
  { "glMapBufferCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glMapBufferCHROMIUM), },
  { "glUnmapBufferCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glUnmapBufferCHROMIUM), },
  { "glMapBufferSubDataCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glMapBufferSubDataCHROMIUM), },
  { "glUnmapBufferSubDataCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glUnmapBufferSubDataCHROMIUM), },
  { "glMapTexSubImage2DCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glMapTexSubImage2DCHROMIUM), },
  { "glUnmapTexSubImage2DCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glUnmapTexSubImage2DCHROMIUM), },
  { "glResizeCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glResizeCHROMIUM), },
  { "glGetRequestableExtensionsCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(glGetRequestableExtensionsCHROMIUM), },  // NOLINT
  { "glRequestExtensionCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glRequestExtensionCHROMIUM), },
  { "glRateLimitOffscreenContextCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(glRateLimitOffscreenContextCHROMIUM), },  // NOLINT
  { "glGetMultipleIntegervCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glGetMultipleIntegervCHROMIUM), },
  { "glGetProgramInfoCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glGetProgramInfoCHROMIUM), },
  { "glCreateStreamTextureCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glCreateStreamTextureCHROMIUM), },
  { "glDestroyStreamTextureCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glDestroyStreamTextureCHROMIUM), },
  { "glGetTranslatedShaderSourceANGLE", reinterpret_cast<GLES2FunctionPointer>(
      glGetTranslatedShaderSourceANGLE), },
  { "glPostSubBufferCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glPostSubBufferCHROMIUM), },
  { "glTexImageIOSurface2DCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glTexImageIOSurface2DCHROMIUM), },
  { "glCopyTextureCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glCopyTextureCHROMIUM), },
  { "glDrawArraysInstancedANGLE", reinterpret_cast<GLES2FunctionPointer>(
      glDrawArraysInstancedANGLE), },
  { "glDrawElementsInstancedANGLE", reinterpret_cast<GLES2FunctionPointer>(
      glDrawElementsInstancedANGLE), },
  { "glVertexAttribDivisorANGLE", reinterpret_cast<GLES2FunctionPointer>(
      glVertexAttribDivisorANGLE), },
  { "glGenMailboxCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glGenMailboxCHROMIUM), },
  { "glProduceTextureCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glProduceTextureCHROMIUM), },
  { "glConsumeTextureCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glConsumeTextureCHROMIUM), },
  { "glBindUniformLocationCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glBindUniformLocationCHROMIUM), },
  { "glBindTexImage2DCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glBindTexImage2DCHROMIUM), },
  { "glReleaseTexImage2DCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glReleaseTexImage2DCHROMIUM), },
  { "glTraceBeginCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glTraceBeginCHROMIUM), },
  { "glTraceEndCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glTraceEndCHROMIUM), },
  { "glAsyncTexSubImage2DCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glAsyncTexSubImage2DCHROMIUM), },
  { "glAsyncTexImage2DCHROMIUM", reinterpret_cast<GLES2FunctionPointer>(
      glAsyncTexImage2DCHROMIUM), },
  { "glDiscardFramebufferEXT", reinterpret_cast<GLES2FunctionPointer>(
      glDiscardFramebufferEXT), },
  { NULL, NULL, },
};

}  // namespace gles2
#endif  // GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_