/* * Copyright (c) 2017 ARM Limited. * * SPDX-License-Identifier: MIT * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to * deal in the Software without restriction, including without limitation the * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or * sell copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ GL_ENTRY(glAttachShader) GL_ENTRY(glCompileShader) GL_ENTRY(glCreateProgram) GL_ENTRY(glCreateShader) GL_ENTRY(glDeleteProgram) GL_ENTRY(glDeleteShader) GL_ENTRY(glDetachShader) GL_ENTRY(glGetProgramInfoLog) GL_ENTRY(glGetProgramiv) GL_ENTRY(glGetShaderInfoLog) GL_ENTRY(glGetShaderiv) GL_ENTRY(glLinkProgram) GL_ENTRY(glShaderSource) GL_ENTRY(glUseProgram) GL_ENTRY(glBindBuffer) GL_ENTRY(glBindBufferBase) GL_ENTRY(glBufferData) GL_ENTRY(glDeleteBuffers) GL_ENTRY(glDispatchCompute) GL_ENTRY(glFlush) GL_ENTRY(glGenBuffers) GL_ENTRY(glGetProgramResourceIndex) GL_ENTRY(glGetUniformLocation) GL_ENTRY(glMapBufferRange) GL_ENTRY(glMemoryBarrier) GL_ENTRY(glUniform1ui) GL_ENTRY(glUnmapBuffer) GL_ENTRY(glGetError) GL_ENTRY(glGetActiveUniformBlockiv) GL_ENTRY(glUniformBlockBinding) GL_ENTRY(glGetUniformBlockIndex) GL_ENTRY(glGenTextures) GL_ENTRY(glDeleteTextures) GL_ENTRY(glBindTexture) GL_ENTRY(glTexImage2D) GL_ENTRY(glGenFramebuffers) GL_ENTRY(glDeleteFramebuffers) GL_ENTRY(glBindFramebuffer) GL_ENTRY(glFramebufferTexture2D) GL_ENTRY(glGetString)