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320 lines
15 KiB
320 lines
15 KiB
/* WARNING: This is auto-generated file. Do not modify, since changes will
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* be lost! Modify the generating script instead.
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*
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* Generated from Khronos GL API description (gl.xml) revision 9d534f9312e56c72df763207e449c6719576fd54.
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*/
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gl->activeShaderProgram = &glActiveShaderProgram;
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gl->activeTexture = &glActiveTexture;
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gl->attachShader = &glAttachShader;
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gl->beginQuery = &glBeginQuery;
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gl->beginTransformFeedback = &glBeginTransformFeedback;
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gl->bindAttribLocation = &glBindAttribLocation;
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gl->bindBuffer = &glBindBuffer;
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gl->bindBufferBase = &glBindBufferBase;
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gl->bindBufferRange = &glBindBufferRange;
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gl->bindFramebuffer = &glBindFramebuffer;
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gl->bindImageTexture = &glBindImageTexture;
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gl->bindProgramPipeline = &glBindProgramPipeline;
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gl->bindRenderbuffer = &glBindRenderbuffer;
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gl->bindSampler = &glBindSampler;
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gl->bindTexture = &glBindTexture;
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gl->bindTransformFeedback = &glBindTransformFeedback;
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gl->bindVertexArray = &glBindVertexArray;
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gl->bindVertexBuffer = &glBindVertexBuffer;
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gl->blendColor = &glBlendColor;
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gl->blendEquation = &glBlendEquation;
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gl->blendEquationSeparate = &glBlendEquationSeparate;
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gl->blendFunc = &glBlendFunc;
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gl->blendFuncSeparate = &glBlendFuncSeparate;
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gl->blitFramebuffer = &glBlitFramebuffer;
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gl->bufferData = &glBufferData;
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gl->bufferSubData = &glBufferSubData;
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gl->checkFramebufferStatus = &glCheckFramebufferStatus;
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gl->clear = &glClear;
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gl->clearBufferfi = &glClearBufferfi;
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gl->clearBufferfv = &glClearBufferfv;
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gl->clearBufferiv = &glClearBufferiv;
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gl->clearBufferuiv = &glClearBufferuiv;
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gl->clearColor = &glClearColor;
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gl->clearDepthf = &glClearDepthf;
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gl->clearStencil = &glClearStencil;
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gl->clientWaitSync = &glClientWaitSync;
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gl->colorMask = &glColorMask;
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gl->compileShader = &glCompileShader;
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gl->compressedTexImage2D = &glCompressedTexImage2D;
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gl->compressedTexImage3D = &glCompressedTexImage3D;
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gl->compressedTexSubImage2D = &glCompressedTexSubImage2D;
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gl->compressedTexSubImage3D = &glCompressedTexSubImage3D;
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gl->copyBufferSubData = &glCopyBufferSubData;
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gl->copyTexImage2D = &glCopyTexImage2D;
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gl->copyTexSubImage2D = &glCopyTexSubImage2D;
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gl->copyTexSubImage3D = &glCopyTexSubImage3D;
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gl->createProgram = &glCreateProgram;
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gl->createShader = &glCreateShader;
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gl->createShaderProgramv = &glCreateShaderProgramv;
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gl->cullFace = &glCullFace;
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gl->deleteBuffers = &glDeleteBuffers;
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gl->deleteFramebuffers = &glDeleteFramebuffers;
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gl->deleteProgram = &glDeleteProgram;
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gl->deleteProgramPipelines = &glDeleteProgramPipelines;
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gl->deleteQueries = &glDeleteQueries;
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gl->deleteRenderbuffers = &glDeleteRenderbuffers;
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gl->deleteSamplers = &glDeleteSamplers;
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gl->deleteShader = &glDeleteShader;
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gl->deleteSync = &glDeleteSync;
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gl->deleteTextures = &glDeleteTextures;
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gl->deleteTransformFeedbacks = &glDeleteTransformFeedbacks;
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gl->deleteVertexArrays = &glDeleteVertexArrays;
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gl->depthFunc = &glDepthFunc;
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gl->depthMask = &glDepthMask;
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gl->depthRangef = &glDepthRangef;
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gl->detachShader = &glDetachShader;
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gl->disable = &glDisable;
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gl->disableVertexAttribArray = &glDisableVertexAttribArray;
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gl->dispatchCompute = &glDispatchCompute;
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gl->dispatchComputeIndirect = &glDispatchComputeIndirect;
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gl->drawArrays = &glDrawArrays;
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gl->drawArraysIndirect = &glDrawArraysIndirect;
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gl->drawArraysInstanced = &glDrawArraysInstanced;
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gl->drawBuffers = &glDrawBuffers;
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gl->drawElements = &glDrawElements;
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gl->drawElementsIndirect = &glDrawElementsIndirect;
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gl->drawElementsInstanced = &glDrawElementsInstanced;
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gl->drawRangeElements = &glDrawRangeElements;
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gl->enable = &glEnable;
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gl->enableVertexAttribArray = &glEnableVertexAttribArray;
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gl->endQuery = &glEndQuery;
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gl->endTransformFeedback = &glEndTransformFeedback;
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gl->fenceSync = &glFenceSync;
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gl->finish = &glFinish;
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gl->flush = &glFlush;
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gl->flushMappedBufferRange = &glFlushMappedBufferRange;
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gl->framebufferParameteri = &glFramebufferParameteri;
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gl->framebufferRenderbuffer = &glFramebufferRenderbuffer;
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gl->framebufferTexture2D = &glFramebufferTexture2D;
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gl->framebufferTextureLayer = &glFramebufferTextureLayer;
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gl->frontFace = &glFrontFace;
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gl->genBuffers = &glGenBuffers;
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gl->genFramebuffers = &glGenFramebuffers;
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gl->genProgramPipelines = &glGenProgramPipelines;
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gl->genQueries = &glGenQueries;
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gl->genRenderbuffers = &glGenRenderbuffers;
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gl->genSamplers = &glGenSamplers;
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gl->genTextures = &glGenTextures;
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gl->genTransformFeedbacks = &glGenTransformFeedbacks;
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gl->genVertexArrays = &glGenVertexArrays;
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gl->generateMipmap = &glGenerateMipmap;
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gl->getActiveAttrib = &glGetActiveAttrib;
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gl->getActiveUniform = &glGetActiveUniform;
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gl->getActiveUniformBlockName = &glGetActiveUniformBlockName;
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gl->getActiveUniformBlockiv = &glGetActiveUniformBlockiv;
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gl->getActiveUniformsiv = &glGetActiveUniformsiv;
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gl->getAttachedShaders = &glGetAttachedShaders;
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gl->getAttribLocation = &glGetAttribLocation;
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gl->getBooleani_v = &glGetBooleani_v;
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gl->getBooleanv = &glGetBooleanv;
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gl->getBufferParameteri64v = &glGetBufferParameteri64v;
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gl->getBufferParameteriv = &glGetBufferParameteriv;
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gl->getBufferPointerv = &glGetBufferPointerv;
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gl->getError = &glGetError;
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gl->getFloatv = &glGetFloatv;
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gl->getFragDataLocation = &glGetFragDataLocation;
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gl->getFramebufferAttachmentParameteriv = &glGetFramebufferAttachmentParameteriv;
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gl->getFramebufferParameteriv = &glGetFramebufferParameteriv;
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gl->getInteger64i_v = &glGetInteger64i_v;
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gl->getInteger64v = &glGetInteger64v;
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gl->getIntegeri_v = &glGetIntegeri_v;
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gl->getIntegerv = &glGetIntegerv;
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gl->getInternalformativ = &glGetInternalformativ;
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gl->getMultisamplefv = &glGetMultisamplefv;
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gl->getProgramBinary = &glGetProgramBinary;
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gl->getProgramInfoLog = &glGetProgramInfoLog;
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gl->getProgramInterfaceiv = &glGetProgramInterfaceiv;
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gl->getProgramPipelineInfoLog = &glGetProgramPipelineInfoLog;
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gl->getProgramPipelineiv = &glGetProgramPipelineiv;
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gl->getProgramResourceIndex = &glGetProgramResourceIndex;
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gl->getProgramResourceLocation = &glGetProgramResourceLocation;
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gl->getProgramResourceName = &glGetProgramResourceName;
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gl->getProgramResourceiv = &glGetProgramResourceiv;
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gl->getProgramiv = &glGetProgramiv;
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gl->getQueryObjectuiv = &glGetQueryObjectuiv;
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gl->getQueryiv = &glGetQueryiv;
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gl->getRenderbufferParameteriv = &glGetRenderbufferParameteriv;
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gl->getSamplerParameterfv = &glGetSamplerParameterfv;
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gl->getSamplerParameteriv = &glGetSamplerParameteriv;
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gl->getShaderInfoLog = &glGetShaderInfoLog;
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gl->getShaderPrecisionFormat = &glGetShaderPrecisionFormat;
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gl->getShaderSource = &glGetShaderSource;
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gl->getShaderiv = &glGetShaderiv;
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gl->getString = &glGetString;
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gl->getStringi = &glGetStringi;
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gl->getSynciv = &glGetSynciv;
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gl->getTexLevelParameterfv = &glGetTexLevelParameterfv;
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gl->getTexLevelParameteriv = &glGetTexLevelParameteriv;
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gl->getTexParameterfv = &glGetTexParameterfv;
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gl->getTexParameteriv = &glGetTexParameteriv;
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gl->getTransformFeedbackVarying = &glGetTransformFeedbackVarying;
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gl->getUniformBlockIndex = &glGetUniformBlockIndex;
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gl->getUniformIndices = &glGetUniformIndices;
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gl->getUniformLocation = &glGetUniformLocation;
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gl->getUniformfv = &glGetUniformfv;
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gl->getUniformiv = &glGetUniformiv;
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gl->getUniformuiv = &glGetUniformuiv;
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gl->getVertexAttribIiv = &glGetVertexAttribIiv;
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gl->getVertexAttribIuiv = &glGetVertexAttribIuiv;
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gl->getVertexAttribPointerv = &glGetVertexAttribPointerv;
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gl->getVertexAttribfv = &glGetVertexAttribfv;
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gl->getVertexAttribiv = &glGetVertexAttribiv;
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gl->hint = &glHint;
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gl->invalidateFramebuffer = &glInvalidateFramebuffer;
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gl->invalidateSubFramebuffer = &glInvalidateSubFramebuffer;
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gl->isBuffer = &glIsBuffer;
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gl->isEnabled = &glIsEnabled;
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gl->isFramebuffer = &glIsFramebuffer;
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gl->isProgram = &glIsProgram;
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gl->isProgramPipeline = &glIsProgramPipeline;
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gl->isQuery = &glIsQuery;
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gl->isRenderbuffer = &glIsRenderbuffer;
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gl->isSampler = &glIsSampler;
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gl->isShader = &glIsShader;
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gl->isSync = &glIsSync;
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gl->isTexture = &glIsTexture;
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gl->isTransformFeedback = &glIsTransformFeedback;
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gl->isVertexArray = &glIsVertexArray;
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gl->lineWidth = &glLineWidth;
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gl->linkProgram = &glLinkProgram;
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gl->mapBufferRange = &glMapBufferRange;
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gl->memoryBarrier = &glMemoryBarrier;
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gl->memoryBarrierByRegion = &glMemoryBarrierByRegion;
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gl->pauseTransformFeedback = &glPauseTransformFeedback;
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gl->pixelStorei = &glPixelStorei;
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gl->polygonOffset = &glPolygonOffset;
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gl->programBinary = &glProgramBinary;
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gl->programParameteri = &glProgramParameteri;
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gl->programUniform1f = &glProgramUniform1f;
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gl->programUniform1fv = &glProgramUniform1fv;
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gl->programUniform1i = &glProgramUniform1i;
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gl->programUniform1iv = &glProgramUniform1iv;
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gl->programUniform1ui = &glProgramUniform1ui;
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gl->programUniform1uiv = &glProgramUniform1uiv;
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gl->programUniform2f = &glProgramUniform2f;
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gl->programUniform2fv = &glProgramUniform2fv;
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gl->programUniform2i = &glProgramUniform2i;
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gl->programUniform2iv = &glProgramUniform2iv;
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gl->programUniform2ui = &glProgramUniform2ui;
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gl->programUniform2uiv = &glProgramUniform2uiv;
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gl->programUniform3f = &glProgramUniform3f;
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gl->programUniform3fv = &glProgramUniform3fv;
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gl->programUniform3i = &glProgramUniform3i;
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gl->programUniform3iv = &glProgramUniform3iv;
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gl->programUniform3ui = &glProgramUniform3ui;
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gl->programUniform3uiv = &glProgramUniform3uiv;
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gl->programUniform4f = &glProgramUniform4f;
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gl->programUniform4fv = &glProgramUniform4fv;
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gl->programUniform4i = &glProgramUniform4i;
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gl->programUniform4iv = &glProgramUniform4iv;
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gl->programUniform4ui = &glProgramUniform4ui;
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gl->programUniform4uiv = &glProgramUniform4uiv;
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gl->programUniformMatrix2fv = &glProgramUniformMatrix2fv;
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gl->programUniformMatrix2x3fv = &glProgramUniformMatrix2x3fv;
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gl->programUniformMatrix2x4fv = &glProgramUniformMatrix2x4fv;
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gl->programUniformMatrix3fv = &glProgramUniformMatrix3fv;
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gl->programUniformMatrix3x2fv = &glProgramUniformMatrix3x2fv;
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gl->programUniformMatrix3x4fv = &glProgramUniformMatrix3x4fv;
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gl->programUniformMatrix4fv = &glProgramUniformMatrix4fv;
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gl->programUniformMatrix4x2fv = &glProgramUniformMatrix4x2fv;
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gl->programUniformMatrix4x3fv = &glProgramUniformMatrix4x3fv;
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gl->readBuffer = &glReadBuffer;
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gl->readPixels = &glReadPixels;
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gl->releaseShaderCompiler = &glReleaseShaderCompiler;
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gl->renderbufferStorage = &glRenderbufferStorage;
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gl->renderbufferStorageMultisample = &glRenderbufferStorageMultisample;
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gl->resumeTransformFeedback = &glResumeTransformFeedback;
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gl->sampleCoverage = &glSampleCoverage;
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gl->sampleMaski = &glSampleMaski;
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gl->samplerParameterf = &glSamplerParameterf;
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gl->samplerParameterfv = &glSamplerParameterfv;
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gl->samplerParameteri = &glSamplerParameteri;
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gl->samplerParameteriv = &glSamplerParameteriv;
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gl->scissor = &glScissor;
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gl->shaderBinary = &glShaderBinary;
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gl->shaderSource = (glShaderSourceFunc)&glShaderSource;
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gl->stencilFunc = &glStencilFunc;
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gl->stencilFuncSeparate = &glStencilFuncSeparate;
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gl->stencilMask = &glStencilMask;
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gl->stencilMaskSeparate = &glStencilMaskSeparate;
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gl->stencilOp = &glStencilOp;
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gl->stencilOpSeparate = &glStencilOpSeparate;
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gl->texImage2D = &glTexImage2D;
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gl->texImage3D = &glTexImage3D;
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gl->texParameterf = &glTexParameterf;
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gl->texParameterfv = &glTexParameterfv;
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gl->texParameteri = &glTexParameteri;
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gl->texParameteriv = &glTexParameteriv;
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gl->texStorage2D = &glTexStorage2D;
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gl->texStorage2DMultisample = &glTexStorage2DMultisample;
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gl->texStorage3D = &glTexStorage3D;
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gl->texSubImage2D = &glTexSubImage2D;
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gl->texSubImage3D = &glTexSubImage3D;
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gl->transformFeedbackVaryings = &glTransformFeedbackVaryings;
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gl->uniform1f = &glUniform1f;
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gl->uniform1fv = &glUniform1fv;
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gl->uniform1i = &glUniform1i;
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gl->uniform1iv = &glUniform1iv;
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gl->uniform1ui = &glUniform1ui;
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gl->uniform1uiv = &glUniform1uiv;
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gl->uniform2f = &glUniform2f;
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gl->uniform2fv = &glUniform2fv;
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gl->uniform2i = &glUniform2i;
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gl->uniform2iv = &glUniform2iv;
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gl->uniform2ui = &glUniform2ui;
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gl->uniform2uiv = &glUniform2uiv;
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gl->uniform3f = &glUniform3f;
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gl->uniform3fv = &glUniform3fv;
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gl->uniform3i = &glUniform3i;
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gl->uniform3iv = &glUniform3iv;
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gl->uniform3ui = &glUniform3ui;
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gl->uniform3uiv = &glUniform3uiv;
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gl->uniform4f = &glUniform4f;
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gl->uniform4fv = &glUniform4fv;
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gl->uniform4i = &glUniform4i;
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gl->uniform4iv = &glUniform4iv;
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gl->uniform4ui = &glUniform4ui;
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gl->uniform4uiv = &glUniform4uiv;
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gl->uniformBlockBinding = &glUniformBlockBinding;
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gl->uniformMatrix2fv = &glUniformMatrix2fv;
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gl->uniformMatrix2x3fv = &glUniformMatrix2x3fv;
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gl->uniformMatrix2x4fv = &glUniformMatrix2x4fv;
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gl->uniformMatrix3fv = &glUniformMatrix3fv;
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gl->uniformMatrix3x2fv = &glUniformMatrix3x2fv;
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gl->uniformMatrix3x4fv = &glUniformMatrix3x4fv;
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gl->uniformMatrix4fv = &glUniformMatrix4fv;
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gl->uniformMatrix4x2fv = &glUniformMatrix4x2fv;
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gl->uniformMatrix4x3fv = &glUniformMatrix4x3fv;
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gl->unmapBuffer = &glUnmapBuffer;
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gl->useProgram = &glUseProgram;
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gl->useProgramStages = &glUseProgramStages;
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gl->validateProgram = &glValidateProgram;
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gl->validateProgramPipeline = &glValidateProgramPipeline;
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gl->vertexAttrib1f = &glVertexAttrib1f;
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gl->vertexAttrib1fv = &glVertexAttrib1fv;
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gl->vertexAttrib2f = &glVertexAttrib2f;
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gl->vertexAttrib2fv = &glVertexAttrib2fv;
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gl->vertexAttrib3f = &glVertexAttrib3f;
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gl->vertexAttrib3fv = &glVertexAttrib3fv;
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gl->vertexAttrib4f = &glVertexAttrib4f;
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gl->vertexAttrib4fv = &glVertexAttrib4fv;
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gl->vertexAttribBinding = &glVertexAttribBinding;
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gl->vertexAttribDivisor = &glVertexAttribDivisor;
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gl->vertexAttribFormat = &glVertexAttribFormat;
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gl->vertexAttribI4i = &glVertexAttribI4i;
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gl->vertexAttribI4iv = &glVertexAttribI4iv;
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gl->vertexAttribI4ui = &glVertexAttribI4ui;
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gl->vertexAttribI4uiv = &glVertexAttribI4uiv;
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gl->vertexAttribIFormat = &glVertexAttribIFormat;
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gl->vertexAttribIPointer = &glVertexAttribIPointer;
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gl->vertexAttribPointer = &glVertexAttribPointer;
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gl->vertexBindingDivisor = &glVertexBindingDivisor;
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gl->viewport = &glViewport;
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gl->waitSync = &glWaitSync;
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