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-rw-r--r--host/libs/virglrenderer/OpenGLESDispatch/gles2_core.entries146
1 files changed, 146 insertions, 0 deletions
diff --git a/host/libs/virglrenderer/OpenGLESDispatch/gles2_core.entries b/host/libs/virglrenderer/OpenGLESDispatch/gles2_core.entries
new file mode 100644
index 000000000..6cab5f8fa
--- /dev/null
+++ b/host/libs/virglrenderer/OpenGLESDispatch/gles2_core.entries
@@ -0,0 +1,146 @@
+!gles2_core
+
+%#include <GLES3/gl31.h>
+
+void glActiveTexture(GLenum texture);
+void glAttachShader(GLuint program, GLuint shader);
+void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
+void glBindBuffer(GLenum target, GLuint buffer);
+void glBindFramebuffer(GLenum target, GLuint framebuffer);
+void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
+void glBindTexture(GLenum target, GLuint texture);
+void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+void glBlendEquation(GLenum mode);
+void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
+void glBlendFunc(GLenum sfactor, GLenum dfactor);
+void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage);
+void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
+GLenum glCheckFramebufferStatus(GLenum target);
+void glClear(GLbitfield mask);
+void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+void glClearDepthf(GLfloat d);
+void glClearStencil(GLint s);
+void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+void glCompileShader(GLuint shader);
+void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
+void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
+void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+GLuint glCreateProgram(void);
+GLuint glCreateShader(GLenum type);
+void glCullFace(GLenum mode);
+void glDeleteBuffers(GLsizei n, const GLuint *buffers);
+void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
+void glDeleteProgram(GLuint program);
+void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
+void glDeleteShader(GLuint shader);
+void glDeleteTextures(GLsizei n, const GLuint *textures);
+void glDepthFunc(GLenum func);
+void glDepthMask(GLboolean flag);
+void glDepthRangef(GLfloat n, GLfloat f);
+void glDetachShader(GLuint program, GLuint shader);
+void glDisable(GLenum cap);
+void glDisableVertexAttribArray(GLuint index);
+void glDrawArrays(GLenum mode, GLint first, GLsizei count);
+void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices);
+void glEnable(GLenum cap);
+void glEnableVertexAttribArray(GLuint index);
+void glFinish(void);
+void glFlush(void);
+void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+void glFrontFace(GLenum mode);
+void glGenBuffers(GLsizei n, GLuint *buffers);
+void glGenerateMipmap(GLenum target);
+void glGenFramebuffers(GLsizei n, GLuint *framebuffers);
+void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
+void glGenTextures(GLsizei n, GLuint *textures);
+void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
+GLint glGetAttribLocation(GLuint program, const GLchar *name);
+void glGetBooleanv(GLenum pname, GLboolean *data);
+void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
+GLenum glGetError(void);
+void glGetFloatv(GLenum pname, GLfloat *data);
+void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params);
+void glGetIntegerv(GLenum pname, GLint *data);
+void glGetProgramiv(GLuint program, GLenum pname, GLint *params);
+void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
+void glGetShaderiv(GLuint shader, GLenum pname, GLint *params);
+void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
+void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
+const GLubyte *glGetString(GLenum name);
+void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
+void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params);
+void glGetUniformfv(GLuint program, GLint location, GLfloat *params);
+void glGetUniformiv(GLuint program, GLint location, GLint *params);
+GLint glGetUniformLocation(GLuint program, const GLchar *name);
+void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
+void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
+void glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer);
+void glHint(GLenum target, GLenum mode);
+GLboolean glIsBuffer(GLuint buffer);
+GLboolean glIsEnabled(GLenum cap);
+GLboolean glIsFramebuffer(GLuint framebuffer);
+GLboolean glIsProgram(GLuint program);
+GLboolean glIsRenderbuffer(GLuint renderbuffer);
+GLboolean glIsShader(GLuint shader);
+GLboolean glIsTexture(GLuint texture);
+void glLineWidth(GLfloat width);
+void glLinkProgram(GLuint program);
+void glPixelStorei(GLenum pname, GLint param);
+void glPolygonOffset(GLfloat factor, GLfloat units);
+void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
+void glReleaseShaderCompiler(void);
+void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+void glSampleCoverage(GLfloat value, GLboolean invert);
+void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
+void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length);
+void glShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
+void glStencilFunc(GLenum func, GLint ref, GLuint mask);
+void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
+void glStencilMask(GLuint mask);
+void glStencilMaskSeparate(GLenum face, GLuint mask);
+void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
+void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
+void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
+void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
+void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
+void glTexParameteri(GLenum target, GLenum pname, GLint param);
+void glTexParameteriv(GLenum target, GLenum pname, const GLint *params);
+void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
+void glUniform1f(GLint location, GLfloat v0);
+void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);
+void glUniform1i(GLint location, GLint v0);
+void glUniform1iv(GLint location, GLsizei count, const GLint *value);
+void glUniform2f(GLint location, GLfloat v0, GLfloat v1);
+void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);
+void glUniform2i(GLint location, GLint v0, GLint v1);
+void glUniform2iv(GLint location, GLsizei count, const GLint *value);
+void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);
+void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
+void glUniform3iv(GLint location, GLsizei count, const GLint *value);
+void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
+void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+void glUniform4iv(GLint location, GLsizei count, const GLint *value);
+void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUseProgram(GLuint program);
+void glValidateProgram(GLuint program);
+void glVertexAttrib1f(GLuint index, GLfloat x);
+void glVertexAttrib1fv(GLuint index, const GLfloat *v);
+void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
+void glVertexAttrib2fv(GLuint index, const GLfloat *v);
+void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
+void glVertexAttrib3fv(GLuint index, const GLfloat *v);
+void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+void glVertexAttrib4fv(GLuint index, const GLfloat *v);
+void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
+void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);