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GLESv2.c
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/*
EGL-OpenGL-Stubs EGL and OpenGL stubs
Copyright (C) 2024 Nicolas Caramelli
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
void glActiveTexture() {}
void glAttachShader() {}
void glBeginQuery() {}
void glBeginTransformFeedback() {}
void glBindAttribLocation() {}
void glBindBuffer() {}
void glBindBufferBase() {}
void glBindBufferRange() {}
void glBindFramebuffer() {}
void glBindRenderbuffer() {}
void glBindSampler() {}
void glBindTexture() {}
void glBindTransformFeedback() {}
void glBindVertexArray() {}
void glBlendColor() {}
void glBlendEquation() {}
void glBlendEquationSeparate() {}
void glBlendFunc() {}
void glBlendFuncSeparate() {}
void glBlitFramebuffer() {}
void glBufferData() {}
void glBufferSubData() {}
void glCheckFramebufferStatus() {}
void glClear() {}
void glClearBufferfi() {}
void glClearBufferfv() {}
void glClearBufferiv() {}
void glClearBufferuiv() {}
void glClearColor() {}
void glClearDepthf() {}
void glClearStencil() {}
void glClientWaitSync() {}
void glColorMask() {}
void glCompileShader() {}
void glCompressedTexImage2D() {}
void glCompressedTexImage3D() {}
void glCompressedTexSubImage2D() {}
void glCompressedTexSubImage3D() {}
void glCopyBufferSubData() {}
void glCopyTexImage2D() {}
void glCopyTexSubImage2D() {}
void glCopyTexSubImage3D() {}
void glCreateProgram() {}
void glCreateShader() {}
void glCullFace() {}
void glDeleteBuffers() {}
void glDeleteFramebuffers() {}
void glDeleteProgram() {}
void glDeleteQueries() {}
void glDeleteRenderbuffers() {}
void glDeleteSamplers() {}
void glDeleteShader() {}
void glDeleteSync() {}
void glDeleteTextures() {}
void glDeleteTransformFeedbacks() {}
void glDeleteVertexArrays() {}
void glDepthFunc() {}
void glDepthMask() {}
void glDepthRangef() {}
void glDetachShader() {}
void glDisable() {}
void glDisableVertexAttribArray() {}
void glDrawArrays() {}
void glDrawArraysInstanced() {}
void glDrawBuffers() {}
void glDrawElements() {}
void glDrawElementsInstanced() {}
void glDrawRangeElements() {}
void glEnable() {}
void glEnableVertexAttribArray() {}
void glEndQuery() {}
void glEndTransformFeedback() {}
void glFenceSync() {}
void glFinish() {}
void glFlush() {}
void glFlushMappedBufferRange() {}
void glFramebufferRenderbuffer() {}
void glFramebufferTexture2D() {}
void glFramebufferTextureLayer() {}
void glFrontFace() {}
void glGenBuffers() {}
void glGenFramebuffers() {}
void glGenQueries() {}
void glGenRenderbuffers() {}
void glGenSamplers() {}
void glGenTextures() {}
void glGenTransformFeedbacks() {}
void glGenVertexArrays() {}
void glGenerateMipmap() {}
void glGetActiveAttrib() {}
void glGetActiveUniform() {}
void glGetActiveUniformBlockName() {}
void glGetActiveUniformBlockiv() {}
void glGetActiveUniformsiv() {}
void glGetAttachedShaders() {}
void glGetAttribLocation() {}
void glGetBooleanv() {}
void glGetBufferParameteri64v() {}
void glGetBufferParameteriv() {}
void glGetBufferPointerv() {}
void glGetError() {}
void glGetFloatv() {}
void glGetFragDataLocation() {}
void glGetFramebufferAttachmentParameteriv() {}
void glGetInteger64i_v() {}
void glGetInteger64v() {}
void glGetIntegeri_v() {}
void glGetIntegerv() {}
void glGetInternalformativ() {}
void glGetProgramBinary() {}
void glGetProgramInfoLog() {}
void glGetProgramiv() {}
void glGetQueryObjectuiv() {}
void glGetQueryiv() {}
void glGetRenderbufferParameteriv() {}
void glGetSamplerParameterfv() {}
void glGetSamplerParameteriv() {}
void glGetShaderInfoLog() {}
void glGetShaderPrecisionFormat() {}
void glGetShaderSource() {}
void glGetShaderiv() {}
void glGetString() {}
void glGetStringi() {}
void glGetSynciv() {}
void glGetTexParameterfv() {}
void glGetTexParameteriv() {}
void glGetTransformFeedbackVarying() {}
void glGetUniformBlockIndex() {}
void glGetUniformIndices() {}
void glGetUniformLocation() {}
void glGetUniformfv() {}
void glGetUniformiv() {}
void glGetUniformuiv() {}
void glGetVertexAttribIiv() {}
void glGetVertexAttribIuiv() {}
void glGetVertexAttribPointerv() {}
void glGetVertexAttribfv() {}
void glGetVertexAttribiv() {}
void glHint() {}
void glInvalidateFramebuffer() {}
void glInvalidateSubFramebuffer() {}
void glIsBuffer() {}
void glIsEnabled() {}
void glIsFramebuffer() {}
void glIsProgram() {}
void glIsQuery() {}
void glIsRenderbuffer() {}
void glIsSampler() {}
void glIsShader() {}
void glIsSync() {}
void glIsTexture() {}
void glIsTransformFeedback() {}
void glIsVertexArray() {}
void glLineWidth() {}
void glLinkProgram() {}
void glMapBufferRange() {}
void glPauseTransformFeedback() {}
void glPixelStorei() {}
void glPolygonOffset() {}
void glProgramBinary() {}
void glProgramParameteri() {}
void glReadBuffer() {}
void glReadPixels() {}
void glReleaseShaderCompiler() {}
void glRenderbufferStorage() {}
void glRenderbufferStorageMultisample() {}
void glResumeTransformFeedback() {}
void glSampleCoverage() {}
void glSamplerParameterf() {}
void glSamplerParameterfv() {}
void glSamplerParameteri() {}
void glSamplerParameteriv() {}
void glScissor() {}
void glShaderBinary() {}
void glShaderSource() {}
void glStencilFunc() {}
void glStencilFuncSeparate() {}
void glStencilMask() {}
void glStencilMaskSeparate() {}
void glStencilOp() {}
void glStencilOpSeparate() {}
void glTexImage2D() {}
void glTexImage3D() {}
void glTexParameterf() {}
void glTexParameterfv() {}
void glTexParameteri() {}
void glTexParameteriv() {}
void glTexStorage2D() {}
void glTexStorage3D() {}
void glTexSubImage2D() {}
void glTexSubImage3D() {}
void glTransformFeedbackVaryings() {}
void glUniform1f() {}
void glUniform1fv() {}
void glUniform1i() {}
void glUniform1iv() {}
void glUniform1ui() {}
void glUniform1uiv() {}
void glUniform2f() {}
void glUniform2fv() {}
void glUniform2i() {}
void glUniform2iv() {}
void glUniform2ui() {}
void glUniform2uiv() {}
void glUniform3f() {}
void glUniform3fv() {}
void glUniform3i() {}
void glUniform3iv() {}
void glUniform3ui() {}
void glUniform3uiv() {}
void glUniform4f() {}
void glUniform4fv() {}
void glUniform4i() {}
void glUniform4iv() {}
void glUniform4ui() {}
void glUniform4uiv() {}
void glUniformBlockBinding() {}
void glUniformMatrix2fv() {}
void glUniformMatrix2x3fv() {}
void glUniformMatrix2x4fv() {}
void glUniformMatrix3fv() {}
void glUniformMatrix3x2fv() {}
void glUniformMatrix3x4fv() {}
void glUniformMatrix4fv() {}
void glUniformMatrix4x2fv() {}
void glUniformMatrix4x3fv() {}
void glUnmapBuffer() {}
void glUseProgram() {}
void glValidateProgram() {}
void glVertexAttrib1f() {}
void glVertexAttrib1fv() {}
void glVertexAttrib2f() {}
void glVertexAttrib2fv() {}
void glVertexAttrib3f() {}
void glVertexAttrib3fv() {}
void glVertexAttrib4f() {}
void glVertexAttrib4fv() {}
void glVertexAttribDivisor() {}
void glVertexAttribI4i() {}
void glVertexAttribI4iv() {}
void glVertexAttribI4ui() {}
void glVertexAttribI4uiv() {}
void glVertexAttribIPointer() {}
void glVertexAttribPointer() {}
void glViewport() {}
void glWaitSync() {}