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ANGLE_EXPORT void GL_APIENTRY | gl::ActiveTexture (GLenum texture) |
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ANGLE_EXPORT void GL_APIENTRY | gl::AttachShader (GLuint program, GLuint shader) |
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ANGLE_EXPORT void GL_APIENTRY | gl::BindAttribLocation (GLuint program, GLuint index, const GLchar *name) |
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ANGLE_EXPORT void GL_APIENTRY | gl::BindBuffer (GLenum target, GLuint buffer) |
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ANGLE_EXPORT void GL_APIENTRY | gl::BindFramebuffer (GLenum target, GLuint framebuffer) |
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ANGLE_EXPORT void GL_APIENTRY | gl::BindRenderbuffer (GLenum target, GLuint renderbuffer) |
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ANGLE_EXPORT void GL_APIENTRY | gl::BindTexture (GLenum target, GLuint texture) |
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ANGLE_EXPORT void GL_APIENTRY | gl::BlendColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) |
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ANGLE_EXPORT void GL_APIENTRY | gl::BlendEquation (GLenum mode) |
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ANGLE_EXPORT void GL_APIENTRY | gl::BlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha) |
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ANGLE_EXPORT void GL_APIENTRY | gl::BlendFunc (GLenum sfactor, GLenum dfactor) |
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ANGLE_EXPORT void GL_APIENTRY | gl::BlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) |
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ANGLE_EXPORT void GL_APIENTRY | gl::BufferData (GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) |
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ANGLE_EXPORT void GL_APIENTRY | gl::BufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) |
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ANGLE_EXPORT GLenum GL_APIENTRY | gl::CheckFramebufferStatus (GLenum target) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Clear (GLbitfield mask) |
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ANGLE_EXPORT void GL_APIENTRY | gl::ClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) |
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ANGLE_EXPORT void GL_APIENTRY | gl::ClearDepthf (GLfloat depth) |
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ANGLE_EXPORT void GL_APIENTRY | gl::ClearStencil (GLint s) |
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ANGLE_EXPORT void GL_APIENTRY | gl::ColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) |
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ANGLE_EXPORT void GL_APIENTRY | gl::CompileShader (GLuint shader) |
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ANGLE_EXPORT void GL_APIENTRY | gl::CompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data) |
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ANGLE_EXPORT void GL_APIENTRY | gl::CompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data) |
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ANGLE_EXPORT void GL_APIENTRY | gl::CopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) |
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ANGLE_EXPORT void GL_APIENTRY | gl::CopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) |
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ANGLE_EXPORT GLuint GL_APIENTRY | gl::CreateProgram (void) |
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ANGLE_EXPORT GLuint GL_APIENTRY | gl::CreateShader (GLenum type) |
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ANGLE_EXPORT void GL_APIENTRY | gl::CullFace (GLenum mode) |
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ANGLE_EXPORT void GL_APIENTRY | gl::DeleteBuffers (GLsizei n, const GLuint *buffers) |
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ANGLE_EXPORT void GL_APIENTRY | gl::DeleteFramebuffers (GLsizei n, const GLuint *framebuffers) |
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ANGLE_EXPORT void GL_APIENTRY | gl::DeleteProgram (GLuint program) |
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ANGLE_EXPORT void GL_APIENTRY | gl::DeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers) |
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ANGLE_EXPORT void GL_APIENTRY | gl::DeleteShader (GLuint shader) |
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ANGLE_EXPORT void GL_APIENTRY | gl::DeleteTextures (GLsizei n, const GLuint *textures) |
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ANGLE_EXPORT void GL_APIENTRY | gl::DepthFunc (GLenum func) |
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ANGLE_EXPORT void GL_APIENTRY | gl::DepthMask (GLboolean flag) |
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ANGLE_EXPORT void GL_APIENTRY | gl::DepthRangef (GLfloat n, GLfloat f) |
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ANGLE_EXPORT void GL_APIENTRY | gl::DetachShader (GLuint program, GLuint shader) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Disable (GLenum cap) |
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ANGLE_EXPORT void GL_APIENTRY | gl::DisableVertexAttribArray (GLuint index) |
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ANGLE_EXPORT void GL_APIENTRY | gl::DrawArrays (GLenum mode, GLint first, GLsizei count) |
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ANGLE_EXPORT void GL_APIENTRY | gl::DrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Enable (GLenum cap) |
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ANGLE_EXPORT void GL_APIENTRY | gl::EnableVertexAttribArray (GLuint index) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Finish (void) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Flush (void) |
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ANGLE_EXPORT void GL_APIENTRY | gl::FramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) |
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ANGLE_EXPORT void GL_APIENTRY | gl::FramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) |
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ANGLE_EXPORT void GL_APIENTRY | gl::FrontFace (GLenum mode) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GenBuffers (GLsizei n, GLuint *buffers) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GenerateMipmap (GLenum target) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GenFramebuffers (GLsizei n, GLuint *framebuffers) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GenRenderbuffers (GLsizei n, GLuint *renderbuffers) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GenTextures (GLsizei n, GLuint *textures) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei *count, GLuint *shaders) |
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ANGLE_EXPORT GLint GL_APIENTRY | gl::GetAttribLocation (GLuint program, const GLchar *name) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetBooleanv (GLenum pname, GLboolean *params) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetBufferParameteriv (GLenum target, GLenum pname, GLint *params) |
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ANGLE_EXPORT GLenum GL_APIENTRY | gl::GetError (void) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetFloatv (GLenum pname, GLfloat *params) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint *params) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetIntegerv (GLenum pname, GLint *params) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetProgramiv (GLuint program, GLenum pname, GLint *params) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei *length, GLchar *infolog) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetRenderbufferParameteriv (GLenum target, GLenum pname, GLint *params) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetShaderiv (GLuint shader, GLenum pname, GLint *params) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei *length, GLchar *infolog) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetShaderSource (GLuint shader, GLsizei bufsize, GLsizei *length, GLchar *source) |
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ANGLE_EXPORT const GLubyte *GL_APIENTRY | gl::GetString (GLenum name) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetTexParameterfv (GLenum target, GLenum pname, GLfloat *params) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetTexParameteriv (GLenum target, GLenum pname, GLint *params) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetUniformfv (GLuint program, GLint location, GLfloat *params) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetUniformiv (GLuint program, GLint location, GLint *params) |
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ANGLE_EXPORT GLint GL_APIENTRY | gl::GetUniformLocation (GLuint program, const GLchar *name) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetVertexAttribfv (GLuint index, GLenum pname, GLfloat *params) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetVertexAttribiv (GLuint index, GLenum pname, GLint *params) |
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ANGLE_EXPORT void GL_APIENTRY | gl::GetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid **pointer) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Hint (GLenum target, GLenum mode) |
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ANGLE_EXPORT GLboolean GL_APIENTRY | gl::IsBuffer (GLuint buffer) |
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ANGLE_EXPORT GLboolean GL_APIENTRY | gl::IsEnabled (GLenum cap) |
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ANGLE_EXPORT GLboolean GL_APIENTRY | gl::IsFramebuffer (GLuint framebuffer) |
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ANGLE_EXPORT GLboolean GL_APIENTRY | gl::IsProgram (GLuint program) |
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ANGLE_EXPORT GLboolean GL_APIENTRY | gl::IsRenderbuffer (GLuint renderbuffer) |
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ANGLE_EXPORT GLboolean GL_APIENTRY | gl::IsShader (GLuint shader) |
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ANGLE_EXPORT GLboolean GL_APIENTRY | gl::IsTexture (GLuint texture) |
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ANGLE_EXPORT void GL_APIENTRY | gl::LineWidth (GLfloat width) |
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ANGLE_EXPORT void GL_APIENTRY | gl::LinkProgram (GLuint program) |
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ANGLE_EXPORT void GL_APIENTRY | gl::PixelStorei (GLenum pname, GLint param) |
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ANGLE_EXPORT void GL_APIENTRY | gl::PolygonOffset (GLfloat factor, GLfloat units) |
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ANGLE_EXPORT void GL_APIENTRY | gl::ReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) |
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ANGLE_EXPORT void GL_APIENTRY | gl::ReleaseShaderCompiler (void) |
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ANGLE_EXPORT void GL_APIENTRY | gl::RenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height) |
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ANGLE_EXPORT void GL_APIENTRY | gl::SampleCoverage (GLfloat value, GLboolean invert) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Scissor (GLint x, GLint y, GLsizei width, GLsizei height) |
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ANGLE_EXPORT void GL_APIENTRY | gl::ShaderBinary (GLsizei n, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length) |
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ANGLE_EXPORT void GL_APIENTRY | gl::ShaderSource (GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length) |
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ANGLE_EXPORT void GL_APIENTRY | gl::StencilFunc (GLenum func, GLint ref, GLuint mask) |
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ANGLE_EXPORT void GL_APIENTRY | gl::StencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask) |
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ANGLE_EXPORT void GL_APIENTRY | gl::StencilMask (GLuint mask) |
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ANGLE_EXPORT void GL_APIENTRY | gl::StencilMaskSeparate (GLenum face, GLuint mask) |
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ANGLE_EXPORT void GL_APIENTRY | gl::StencilOp (GLenum fail, GLenum zfail, GLenum zpass) |
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ANGLE_EXPORT void GL_APIENTRY | gl::StencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass) |
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ANGLE_EXPORT void GL_APIENTRY | gl::TexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) |
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ANGLE_EXPORT void GL_APIENTRY | gl::TexParameterf (GLenum target, GLenum pname, GLfloat param) |
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ANGLE_EXPORT void GL_APIENTRY | gl::TexParameterfv (GLenum target, GLenum pname, const GLfloat *params) |
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ANGLE_EXPORT void GL_APIENTRY | gl::TexParameteri (GLenum target, GLenum pname, GLint param) |
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ANGLE_EXPORT void GL_APIENTRY | gl::TexParameteriv (GLenum target, GLenum pname, const GLint *params) |
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ANGLE_EXPORT void GL_APIENTRY | gl::TexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Uniform1f (GLint location, GLfloat x) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Uniform1fv (GLint location, GLsizei count, const GLfloat *v) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Uniform1i (GLint location, GLint x) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Uniform1iv (GLint location, GLsizei count, const GLint *v) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Uniform2f (GLint location, GLfloat x, GLfloat y) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Uniform2fv (GLint location, GLsizei count, const GLfloat *v) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Uniform2i (GLint location, GLint x, GLint y) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Uniform2iv (GLint location, GLsizei count, const GLint *v) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Uniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Uniform3fv (GLint location, GLsizei count, const GLfloat *v) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Uniform3i (GLint location, GLint x, GLint y, GLint z) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Uniform3iv (GLint location, GLsizei count, const GLint *v) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Uniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Uniform4fv (GLint location, GLsizei count, const GLfloat *v) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Uniform4i (GLint location, GLint x, GLint y, GLint z, GLint w) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Uniform4iv (GLint location, GLsizei count, const GLint *v) |
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ANGLE_EXPORT void GL_APIENTRY | gl::UniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
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ANGLE_EXPORT void GL_APIENTRY | gl::UniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
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ANGLE_EXPORT void GL_APIENTRY | gl::UniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
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ANGLE_EXPORT void GL_APIENTRY | gl::UseProgram (GLuint program) |
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ANGLE_EXPORT void GL_APIENTRY | gl::ValidateProgram (GLuint program) |
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ANGLE_EXPORT void GL_APIENTRY | gl::VertexAttrib1f (GLuint indx, GLfloat x) |
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ANGLE_EXPORT void GL_APIENTRY | gl::VertexAttrib1fv (GLuint indx, const GLfloat *values) |
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ANGLE_EXPORT void GL_APIENTRY | gl::VertexAttrib2f (GLuint indx, GLfloat x, GLfloat y) |
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ANGLE_EXPORT void GL_APIENTRY | gl::VertexAttrib2fv (GLuint indx, const GLfloat *values) |
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ANGLE_EXPORT void GL_APIENTRY | gl::VertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z) |
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ANGLE_EXPORT void GL_APIENTRY | gl::VertexAttrib3fv (GLuint indx, const GLfloat *values) |
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ANGLE_EXPORT void GL_APIENTRY | gl::VertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
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ANGLE_EXPORT void GL_APIENTRY | gl::VertexAttrib4fv (GLuint indx, const GLfloat *values) |
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ANGLE_EXPORT void GL_APIENTRY | gl::VertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *ptr) |
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ANGLE_EXPORT void GL_APIENTRY | gl::Viewport (GLint x, GLint y, GLsizei width, GLsizei height) |
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