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// GENERATED FILE - DO NOT EDIT.
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// Generated by generate_entry_points.py using data from gl.xml.
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// Copyright 2020 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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// entry_points_gl_4_0_autogen.h:
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// Defines the GL 4.0 entry points.
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#ifndef LIBGL_ENTRY_POINTS_GL_4_0_AUTOGEN_H_
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#define LIBGL_ENTRY_POINTS_GL_4_0_AUTOGEN_H_
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ANGLE_EXPORT void GL_APIENTRY BeginQueryIndexed(GLenum target, GLuint index, GLuint id);
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ANGLE_EXPORT void GL_APIENTRY BindTransformFeedback(GLenum target, GLuint id);
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ANGLE_EXPORT void GL_APIENTRY BlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha);
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ANGLE_EXPORT void GL_APIENTRY BlendEquationi(GLuint buf, GLenum mode);
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ANGLE_EXPORT void GL_APIENTRY
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BlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
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ANGLE_EXPORT void GL_APIENTRY BlendFunci(GLuint buf, GLenum src, GLenum dst);
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ANGLE_EXPORT void GL_APIENTRY DeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
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ANGLE_EXPORT void GL_APIENTRY DrawArraysIndirect(GLenum mode, const void *indirect);
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ANGLE_EXPORT void GL_APIENTRY DrawElementsIndirect(GLenum mode, GLenum type, const void *indirect);
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ANGLE_EXPORT void GL_APIENTRY DrawTransformFeedback(GLenum mode, GLuint id);
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ANGLE_EXPORT void GL_APIENTRY DrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream);
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ANGLE_EXPORT void GL_APIENTRY EndQueryIndexed(GLenum target, GLuint index);
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ANGLE_EXPORT void GL_APIENTRY GenTransformFeedbacks(GLsizei n, GLuint *ids);
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ANGLE_EXPORT void GL_APIENTRY GetActiveSubroutineName(GLuint program,
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ANGLE_EXPORT void GL_APIENTRY GetActiveSubroutineUniformName(GLuint program,
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ANGLE_EXPORT void GL_APIENTRY GetActiveSubroutineUniformiv(GLuint program,
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ANGLE_EXPORT void GL_APIENTRY GetProgramStageiv(GLuint program,
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ANGLE_EXPORT void GL_APIENTRY GetQueryIndexediv(GLenum target,
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ANGLE_EXPORT GLuint GL_APIENTRY GetSubroutineIndex(GLuint program,
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ANGLE_EXPORT GLint GL_APIENTRY GetSubroutineUniformLocation(GLuint program,
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ANGLE_EXPORT void GL_APIENTRY GetUniformSubroutineuiv(GLenum shadertype,
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ANGLE_EXPORT void GL_APIENTRY GetUniformdv(GLuint program, GLint location, GLdouble *params);
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ANGLE_EXPORT GLboolean GL_APIENTRY IsTransformFeedback(GLuint id);
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ANGLE_EXPORT void GL_APIENTRY MinSampleShading(GLfloat value);
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ANGLE_EXPORT void GL_APIENTRY PatchParameterfv(GLenum pname, const GLfloat *values);
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ANGLE_EXPORT void GL_APIENTRY PatchParameteri(GLenum pname, GLint value);
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ANGLE_EXPORT void GL_APIENTRY PauseTransformFeedback();
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ANGLE_EXPORT void GL_APIENTRY ResumeTransformFeedback();
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ANGLE_EXPORT void GL_APIENTRY Uniform1d(GLint location, GLdouble x);
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ANGLE_EXPORT void GL_APIENTRY Uniform1dv(GLint location, GLsizei count, const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY Uniform2d(GLint location, GLdouble x, GLdouble y);
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ANGLE_EXPORT void GL_APIENTRY Uniform2dv(GLint location, GLsizei count, const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY Uniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z);
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ANGLE_EXPORT void GL_APIENTRY Uniform3dv(GLint location, GLsizei count, const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY
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Uniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
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ANGLE_EXPORT void GL_APIENTRY Uniform4dv(GLint location, GLsizei count, const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY UniformMatrix2dv(GLint location,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x3dv(GLint location,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x4dv(GLint location,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY UniformMatrix3dv(GLint location,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x2dv(GLint location,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x4dv(GLint location,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY UniformMatrix4dv(GLint location,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x2dv(GLint location,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x3dv(GLint location,
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const GLdouble *value);
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ANGLE_EXPORT void GL_APIENTRY UniformSubroutinesuiv(GLenum shadertype,
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const GLuint *indices);
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#endif // LIBGL_ENTRY_POINTS_GL_4_0_AUTOGEN_H_