// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// entry_points_gles_3_0_autogen.h:
//   Defines the GLES 3.0 entry points.

#ifndef LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_
#define LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_

#include <GLES3/gl3.h>
#include <export.h>

namespace gl
{
ANGLE_EXPORT void GL_APIENTRY BeginQuery(GLenum target, GLuint id);
ANGLE_EXPORT void GL_APIENTRY BeginTransformFeedback(GLenum primitiveMode);
ANGLE_EXPORT void GL_APIENTRY BindBufferBase(GLenum target, GLuint index, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY
BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY BindSampler(GLuint unit, GLuint sampler);
ANGLE_EXPORT void GL_APIENTRY BindTransformFeedback(GLenum target, GLuint id);
ANGLE_EXPORT void GL_APIENTRY BindVertexArray(GLuint array);
ANGLE_EXPORT void GL_APIENTRY BlitFramebuffer(GLint srcX0,
                                              GLint srcY0,
                                              GLint srcX1,
                                              GLint srcY1,
                                              GLint dstX0,
                                              GLint dstY0,
                                              GLint dstX1,
                                              GLint dstY1,
                                              GLbitfield mask,
                                              GLenum filter);
ANGLE_EXPORT void GL_APIENTRY ClearBufferfi(GLenum buffer,
                                            GLint drawbuffer,
                                            GLfloat depth,
                                            GLint stencil);
ANGLE_EXPORT void GL_APIENTRY ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
ANGLE_EXPORT void GL_APIENTRY ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);
ANGLE_EXPORT GLenum GL_APIENTRY ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
ANGLE_EXPORT void GL_APIENTRY CompressedTexImage3D(GLenum target,
                                                   GLint level,
                                                   GLenum internalformat,
                                                   GLsizei width,
                                                   GLsizei height,
                                                   GLsizei depth,
                                                   GLint border,
                                                   GLsizei imageSize,
                                                   const void *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage3D(GLenum target,
                                                      GLint level,
                                                      GLint xoffset,
                                                      GLint yoffset,
                                                      GLint zoffset,
                                                      GLsizei width,
                                                      GLsizei height,
                                                      GLsizei depth,
                                                      GLenum format,
                                                      GLsizei imageSize,
                                                      const void *data);
ANGLE_EXPORT void GL_APIENTRY CopyBufferSubData(GLenum readTarget,
                                                GLenum writeTarget,
                                                GLintptr readOffset,
                                                GLintptr writeOffset,
                                                GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage3D(GLenum target,
                                                GLint level,
                                                GLint xoffset,
                                                GLint yoffset,
                                                GLint zoffset,
                                                GLint x,
                                                GLint y,
                                                GLsizei width,
                                                GLsizei height);
ANGLE_EXPORT void GL_APIENTRY DeleteQueries(GLsizei n, const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY DeleteSamplers(GLsizei count, const GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY DeleteSync(GLsync sync);
ANGLE_EXPORT void GL_APIENTRY DeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY DeleteVertexArrays(GLsizei n, const GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY DrawArraysInstanced(GLenum mode,
                                                  GLint first,
                                                  GLsizei count,
                                                  GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY DrawBuffers(GLsizei n, const GLenum *bufs);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstanced(GLenum mode,
                                                    GLsizei count,
                                                    GLenum type,
                                                    const void *indices,
                                                    GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY DrawRangeElements(GLenum mode,
                                                GLuint start,
                                                GLuint end,
                                                GLsizei count,
                                                GLenum type,
                                                const void *indices);
ANGLE_EXPORT void GL_APIENTRY EndQuery(GLenum target);
ANGLE_EXPORT void GL_APIENTRY EndTransformFeedback();
ANGLE_EXPORT GLsync GL_APIENTRY FenceSync(GLenum condition, GLbitfield flags);
ANGLE_EXPORT void GL_APIENTRY FlushMappedBufferRange(GLenum target,
                                                     GLintptr offset,
                                                     GLsizeiptr length);
ANGLE_EXPORT void GL_APIENTRY
FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
ANGLE_EXPORT void GL_APIENTRY GenQueries(GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GenSamplers(GLsizei count, GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY GenTransformFeedbacks(GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GenVertexArrays(GLsizei n, GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformBlockName(GLuint program,
                                                        GLuint uniformBlockIndex,
                                                        GLsizei bufSize,
                                                        GLsizei *length,
                                                        GLchar *uniformBlockName);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformBlockiv(GLuint program,
                                                      GLuint uniformBlockIndex,
                                                      GLenum pname,
                                                      GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformsiv(GLuint program,
                                                  GLsizei uniformCount,
                                                  const GLuint *uniformIndices,
                                                  GLenum pname,
                                                  GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetBufferPointerv(GLenum target, GLenum pname, void **params);
ANGLE_EXPORT GLint GL_APIENTRY GetFragDataLocation(GLuint program, const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GetInteger64v(GLenum pname, GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GetIntegeri_v(GLenum target, GLuint index, GLint *data);
ANGLE_EXPORT void GL_APIENTRY GetInternalformativ(GLenum target,
                                                  GLenum internalformat,
                                                  GLenum pname,
                                                  GLsizei bufSize,
                                                  GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetProgramBinary(GLuint program,
                                               GLsizei bufSize,
                                               GLsizei *length,
                                               GLenum *binaryFormat,
                                               void *binary);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryiv(GLenum target, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
ANGLE_EXPORT const GLubyte *GL_APIENTRY GetStringi(GLenum name, GLuint index);
ANGLE_EXPORT void GL_APIENTRY
GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
ANGLE_EXPORT void GL_APIENTRY GetTransformFeedbackVarying(GLuint program,
                                                          GLuint index,
                                                          GLsizei bufSize,
                                                          GLsizei *length,
                                                          GLsizei *size,
                                                          GLenum *type,
                                                          GLchar *name);
ANGLE_EXPORT GLuint GL_APIENTRY GetUniformBlockIndex(GLuint program,
                                                     const GLchar *uniformBlockName);
ANGLE_EXPORT void GL_APIENTRY GetUniformIndices(GLuint program,
                                                GLsizei uniformCount,
                                                const GLchar *const *uniformNames,
                                                GLuint *uniformIndices);
ANGLE_EXPORT void GL_APIENTRY GetUniformuiv(GLuint program, GLint location, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY InvalidateFramebuffer(GLenum target,
                                                    GLsizei numAttachments,
                                                    const GLenum *attachments);
ANGLE_EXPORT void GL_APIENTRY InvalidateSubFramebuffer(GLenum target,
                                                       GLsizei numAttachments,
                                                       const GLenum *attachments,
                                                       GLint x,
                                                       GLint y,
                                                       GLsizei width,
                                                       GLsizei height);
ANGLE_EXPORT GLboolean GL_APIENTRY IsQuery(GLuint id);
ANGLE_EXPORT GLboolean GL_APIENTRY IsSampler(GLuint sampler);
ANGLE_EXPORT GLboolean GL_APIENTRY IsSync(GLsync sync);
ANGLE_EXPORT GLboolean GL_APIENTRY IsTransformFeedback(GLuint id);
ANGLE_EXPORT GLboolean GL_APIENTRY IsVertexArray(GLuint array);
ANGLE_EXPORT void *GL_APIENTRY MapBufferRange(GLenum target,
                                              GLintptr offset,
                                              GLsizeiptr length,
                                              GLbitfield access);
ANGLE_EXPORT void GL_APIENTRY PauseTransformFeedback();
ANGLE_EXPORT void GL_APIENTRY ProgramBinary(GLuint program,
                                            GLenum binaryFormat,
                                            const void *binary,
                                            GLsizei length);
ANGLE_EXPORT void GL_APIENTRY ProgramParameteri(GLuint program, GLenum pname, GLint value);
ANGLE_EXPORT void GL_APIENTRY ReadBuffer(GLenum src);
ANGLE_EXPORT void GL_APIENTRY RenderbufferStorageMultisample(GLenum target,
                                                             GLsizei samples,
                                                             GLenum internalformat,
                                                             GLsizei width,
                                                             GLsizei height);
ANGLE_EXPORT void GL_APIENTRY ResumeTransformFeedback();
ANGLE_EXPORT void GL_APIENTRY SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameterfv(GLuint sampler,
                                                 GLenum pname,
                                                 const GLfloat *param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameteri(GLuint sampler, GLenum pname, GLint param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param);
ANGLE_EXPORT void GL_APIENTRY TexImage3D(GLenum target,
                                         GLint level,
                                         GLint internalformat,
                                         GLsizei width,
                                         GLsizei height,
                                         GLsizei depth,
                                         GLint border,
                                         GLenum format,
                                         GLenum type,
                                         const void *pixels);
ANGLE_EXPORT void GL_APIENTRY
TexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
ANGLE_EXPORT void GL_APIENTRY TexStorage3D(GLenum target,
                                           GLsizei levels,
                                           GLenum internalformat,
                                           GLsizei width,
                                           GLsizei height,
                                           GLsizei depth);
ANGLE_EXPORT void GL_APIENTRY TexSubImage3D(GLenum target,
                                            GLint level,
                                            GLint xoffset,
                                            GLint yoffset,
                                            GLint zoffset,
                                            GLsizei width,
                                            GLsizei height,
                                            GLsizei depth,
                                            GLenum format,
                                            GLenum type,
                                            const void *pixels);
ANGLE_EXPORT void GL_APIENTRY TransformFeedbackVaryings(GLuint program,
                                                        GLsizei count,
                                                        const GLchar *const *varyings,
                                                        GLenum bufferMode);
ANGLE_EXPORT void GL_APIENTRY Uniform1ui(GLint location, GLuint v0);
ANGLE_EXPORT void GL_APIENTRY Uniform1uiv(GLint location, GLsizei count, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY Uniform2ui(GLint location, GLuint v0, GLuint v1);
ANGLE_EXPORT void GL_APIENTRY Uniform2uiv(GLint location, GLsizei count, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
ANGLE_EXPORT void GL_APIENTRY Uniform3uiv(GLint location, GLsizei count, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY
Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
ANGLE_EXPORT void GL_APIENTRY Uniform4uiv(GLint location, GLsizei count, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY UniformBlockBinding(GLuint program,
                                                  GLuint uniformBlockIndex,
                                                  GLuint uniformBlockBinding);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x3fv(GLint location,
                                                 GLsizei count,
                                                 GLboolean transpose,
                                                 const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x4fv(GLint location,
                                                 GLsizei count,
                                                 GLboolean transpose,
                                                 const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x2fv(GLint location,
                                                 GLsizei count,
                                                 GLboolean transpose,
                                                 const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x4fv(GLint location,
                                                 GLsizei count,
                                                 GLboolean transpose,
                                                 const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x2fv(GLint location,
                                                 GLsizei count,
                                                 GLboolean transpose,
                                                 const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x3fv(GLint location,
                                                 GLsizei count,
                                                 GLboolean transpose,
                                                 const GLfloat *value);
ANGLE_EXPORT GLboolean GL_APIENTRY UnmapBuffer(GLenum target);
ANGLE_EXPORT void GL_APIENTRY VertexAttribDivisor(GLuint index, GLuint divisor);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI4iv(GLuint index, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY
VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI4uiv(GLuint index, const GLuint *v);
ANGLE_EXPORT void GL_APIENTRY
VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
ANGLE_EXPORT void GL_APIENTRY WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
}  // namespace gl

#endif  // LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_
