Initial work
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external/android-emugl/host/libs/libOpenGLESDispatch/gles2_only.entries
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external/android-emugl/host/libs/libOpenGLESDispatch/gles2_only.entries
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!gles2_only
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# OpenGL functions which are needed ONLY for implementing GLES 2.0
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void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
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void glStencilMaskSeparate(GLenum face, GLuint mask);
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GLboolean glIsProgram(GLuint program);
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GLboolean glIsShader(GLuint shader);
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void glVertexAttrib1f(GLuint indx, GLfloat x);
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void glVertexAttrib1fv(GLuint indx, const GLfloat* values);
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void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
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void glVertexAttrib2fv(GLuint indx, const GLfloat* values);
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void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
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void glVertexAttrib3fv(GLuint indx, const GLfloat* values);
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void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void glVertexAttrib4fv(GLuint indx, const GLfloat* values);
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void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
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void glDisableVertexAttribArray(GLuint index);
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void glEnableVertexAttribArray(GLuint index);
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void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
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void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
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void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer);
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void glUniform1f(GLint location, GLfloat x);
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void glUniform1fv(GLint location, GLsizei count, const GLfloat* v);
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void glUniform1i(GLint location, GLint x);
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void glUniform1iv(GLint location, GLsizei count, const GLint* v);
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void glUniform2f(GLint location, GLfloat x, GLfloat y);
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void glUniform2fv(GLint location, GLsizei count, const GLfloat* v);
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void glUniform2i(GLint location, GLint x, GLint y);
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void glUniform2iv(GLint location, GLsizei count, const GLint* v);
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void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z);
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void glUniform3fv(GLint location, GLsizei count, const GLfloat* v);
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void glUniform3i(GLint location, GLint x, GLint y, GLint z);
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void glUniform3iv(GLint location, GLsizei count, const GLint* v);
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void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void glUniform4fv(GLint location, GLsizei count, const GLfloat* v);
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void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w);
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void glUniform4iv(GLint location, GLsizei count, const GLint* v);
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void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void glAttachShader(GLuint program, GLuint shader);
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void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name);
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void glCompileShader(GLuint shader);
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GLuint glCreateProgram(void);
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GLuint glCreateShader(GLenum type);
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void glDeleteProgram(GLuint program);
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void glDeleteShader(GLuint shader);
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void glDetachShader(GLuint program, GLuint shader);
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void glLinkProgram(GLuint program);
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void glUseProgram(GLuint program);
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void glValidateProgram(GLuint program);
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void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
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void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
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void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
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int glGetAttribLocation(GLuint program, const GLchar* name);
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void glGetProgramiv(GLuint program, GLenum pname, GLint* params);
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void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
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void glGetShaderiv(GLuint shader, GLenum pname, GLint* params);
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void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
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void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
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void glGetUniformfv(GLuint program, GLint location, GLfloat* params);
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void glGetUniformiv(GLuint program, GLint location, GLint* params);
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int glGetUniformLocation(GLuint program, const GLchar* name);
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void glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
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# The following are not used by GLDispatch but by GLESv2Dispatch
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void glBindFramebuffer(GLenum target, GLuint framebuffer);
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void glGenFramebuffers(GLsizei n, GLuint* framebuffers);
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void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
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GLenum glCheckFramebufferStatus(GLenum target);
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void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers);
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GLboolean glIsRenderbuffer(GLuint renderbuffer);
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void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
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void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
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void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
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void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
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void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
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void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
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