#include #include namespace mbgl { namespace platform { /* OpenGL ES 2.0 */ void (*const glActiveTexture)(GLenum) = ::glActiveTexture; void (*const glAttachShader)(GLuint, GLuint) = ::glAttachShader; void (*const glBindAttribLocation)(GLuint, GLuint, const GLchar*) = ::glBindAttribLocation; void (*const glBindBuffer)(GLenum, GLuint) = ::glBindBuffer; void (*const glBindFramebuffer)(GLenum, GLuint) = ::glBindFramebuffer; void (*const glBindRenderbuffer)(GLenum, GLuint) = ::glBindRenderbuffer; void (*const glBindTexture)(GLenum, GLuint) = ::glBindTexture; void (*const glBlendColor)(GLfloat, GLfloat, GLfloat, GLfloat) = ::glBlendColor; void (*const glBlendEquation)(GLenum) = ::glBlendEquation; void (*const glBlendEquationSeparate)(GLenum, GLenum) = ::glBlendEquationSeparate; void (*const glBlendFunc)(GLenum, GLenum) = ::glBlendFunc; void (*const glBlendFuncSeparate)(GLenum, GLenum, GLenum, GLenum) = ::glBlendFuncSeparate; void (*const glBufferData)(GLenum, GLsizeiptr, const void*, GLenum) = ::glBufferData; void (*const glBufferSubData)(GLenum, GLintptr, GLsizeiptr, const void*) = ::glBufferSubData; GLenum (*const glCheckFramebufferStatus)(GLenum) = ::glCheckFramebufferStatus; void (*const glClear)(GLbitfield) = ::glClear; void (*const glClearColor)(GLfloat, GLfloat, GLfloat, GLfloat) = ::glClearColor; void (*const glClearDepthf)(GLfloat) = ::glClearDepthf; void (*const glClearStencil)(GLint) = ::glClearStencil; void (*const glColorMask)(GLboolean, GLboolean, GLboolean, GLboolean) = ::glColorMask; void (*const glCompileShader)(GLuint) = ::glCompileShader; void (*const glCompressedTexImage2D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const void*) = ::glCompressedTexImage2D; void (*const glCompressedTexSubImage2D)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const void*) = ::glCompressedTexSubImage2D; void (*const glCopyTexImage2D)(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint) = ::glCopyTexImage2D; void (*const glCopyTexSubImage2D)(GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei) = ::glCopyTexSubImage2D; GLuint (*const glCreateProgram)() = ::glCreateProgram; GLuint (*const glCreateShader)(GLenum) = ::glCreateShader; void (*const glCullFace)(GLenum) = ::glCullFace; void (*const glDeleteBuffers)(GLsizei, const GLuint*) = ::glDeleteBuffers; void (*const glDeleteFramebuffers)(GLsizei, const GLuint*) = ::glDeleteFramebuffers; void (*const glDeleteProgram)(GLuint) = ::glDeleteProgram; void (*const glDeleteRenderbuffers)(GLsizei, const GLuint*) = ::glDeleteRenderbuffers; void (*const glDeleteShader)(GLuint) = ::glDeleteShader; void (*const glDeleteTextures)(GLsizei, const GLuint*) = ::glDeleteTextures; void (*const glDepthFunc)(GLenum) = ::glDepthFunc; void (*const glDepthMask)(GLboolean) = ::glDepthMask; void (*const glDepthRangef)(GLfloat, GLfloat) = ::glDepthRangef; void (*const glDetachShader)(GLuint, GLuint) = ::glDetachShader; void (*const glDisable)(GLenum) = ::glDisable; void (*const glDisableVertexAttribArray)(GLuint) = ::glDisableVertexAttribArray; void (*const glDrawArrays)(GLenum, GLint, GLsizei) = ::glDrawArrays; void (*const glDrawElements)(GLenum, GLsizei, GLenum, const void*) = ::glDrawElements; void (*const glEnable)(GLenum) = ::glEnable; void (*const glEnableVertexAttribArray)(GLuint) = ::glEnableVertexAttribArray; void (*const glFinish)() = ::glFinish; void (*const glFlush)() = ::glFlush; void (*const glFramebufferRenderbuffer)(GLenum, GLenum, GLenum, GLuint) = ::glFramebufferRenderbuffer; void (*const glFramebufferTexture2D)(GLenum, GLenum, GLenum, GLuint, GLint) = ::glFramebufferTexture2D; void (*const glFrontFace)(GLenum) = ::glFrontFace; void (*const glGenBuffers)(GLsizei, GLuint*) = ::glGenBuffers; void (*const glGenerateMipmap)(GLenum) = ::glGenerateMipmap; void (*const glGenFramebuffers)(GLsizei, GLuint*) = ::glGenFramebuffers; void (*const glGenRenderbuffers)(GLsizei, GLuint*) = ::glGenRenderbuffers; void (*const glGenTextures)(GLsizei, GLuint*) = ::glGenTextures; void (*const glGetActiveAttrib)(GLuint, GLuint, GLsizei, GLsizei*, GLint*, GLenum*, GLchar*) = ::glGetActiveAttrib; void (*const glGetActiveUniform)(GLuint, GLuint, GLsizei, GLsizei*, GLint*, GLenum*, GLchar*) = ::glGetActiveUniform; void (*const glGetAttachedShaders)(GLuint, GLsizei, GLsizei*, GLuint*) = ::glGetAttachedShaders; GLint (*const glGetAttribLocation)(GLuint, const GLchar*) = ::glGetAttribLocation; void (*const glGetBooleanv)(GLenum, GLboolean*) = ::glGetBooleanv; void (*const glGetBufferParameteriv)(GLenum, GLenum, GLint*) = ::glGetBufferParameteriv; GLenum (*const glGetError)() = ::glGetError; void (*const glGetFloatv)(GLenum, GLfloat*) = ::glGetFloatv; void (*const glGetFramebufferAttachmentParameteriv)(GLenum, GLenum, GLenum, GLint*) = ::glGetFramebufferAttachmentParameteriv; void (*const glGetIntegerv)(GLenum, GLint*) = ::glGetIntegerv; void (*const glGetProgramInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*) = ::glGetProgramInfoLog; void (*const glGetProgramiv)(GLuint, GLenum, GLint*) = ::glGetProgramiv; void (*const glGetRenderbufferParameteriv)(GLenum, GLenum, GLint*) = ::glGetRenderbufferParameteriv; void (*const glGetShaderInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*) = ::glGetShaderInfoLog; void (*const glGetShaderiv)(GLuint, GLenum, GLint*) = ::glGetShaderiv; void (*const glGetShaderPrecisionFormat)(GLenum, GLenum, GLint*, GLint*) = ::glGetShaderPrecisionFormat; void (*const glGetShaderSource)(GLuint, GLsizei, GLsizei*, GLchar*) = ::glGetShaderSource; const GLubyte* (*const glGetString)(GLenum) = ::glGetString; void (*const glGetTexParameterfv)(GLenum, GLenum, GLfloat*) = ::glGetTexParameterfv; void (*const glGetTexParameteriv)(GLenum, GLenum, GLint*) = ::glGetTexParameteriv; void (*const glGetUniformfv)(GLuint, GLint, GLfloat*) = ::glGetUniformfv; void (*const glGetUniformiv)(GLuint, GLint, GLint*) = ::glGetUniformiv; GLint (*const glGetUniformLocation)(GLuint, const GLchar*) = ::glGetUniformLocation; void (*const glGetVertexAttribfv)(GLuint, GLenum, GLfloat*) = ::glGetVertexAttribfv; void (*const glGetVertexAttribiv)(GLuint, GLenum, GLint*) = ::glGetVertexAttribiv; void (*const glGetVertexAttribPointerv)(GLuint, GLenum, void**) = ::glGetVertexAttribPointerv; void (*const glHint)(GLenum, GLenum) = ::glHint; GLboolean (*const glIsBuffer)(GLuint) = ::glIsBuffer; GLboolean (*const glIsEnabled)(GLenum) = ::glIsEnabled; GLboolean (*const glIsFramebuffer)(GLuint) = ::glIsFramebuffer; GLboolean (*const glIsProgram)(GLuint) = ::glIsProgram; GLboolean (*const glIsRenderbuffer)(GLuint) = ::glIsRenderbuffer; GLboolean (*const glIsShader)(GLuint) = ::glIsShader; GLboolean (*const glIsTexture)(GLuint) = ::glIsTexture; void (*const glLineWidth)(GLfloat) = ::glLineWidth; void (*const glLinkProgram)(GLuint) = ::glLinkProgram; void (*const glPixelStorei)(GLenum, GLint) = ::glPixelStorei; void (*const glPolygonOffset)(GLfloat, GLfloat) = ::glPolygonOffset; void (*const glReadPixels)(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, void*) = ::glReadPixels; void (*const glReleaseShaderCompiler)() = ::glReleaseShaderCompiler; void (*const glRenderbufferStorage)(GLenum, GLenum, GLsizei, GLsizei) = ::glRenderbufferStorage; void (*const glSampleCoverage)(GLfloat, GLboolean) = ::glSampleCoverage; void (*const glScissor)(GLint, GLint, GLsizei, GLsizei) = ::glScissor; void (*const glShaderBinary)(GLsizei, const GLuint*, GLenum, const GLvoid*, GLsizei) = ::glShaderBinary; void (*const glShaderSource)(GLuint, GLsizei, const GLchar* const*, const GLint*) = ::glShaderSource; void (*const glStencilFunc)(GLenum, GLint, GLuint) = ::glStencilFunc; void (*const glStencilFuncSeparate)(GLenum, GLenum, GLint, GLuint) = ::glStencilFuncSeparate; void (*const glStencilMask)(GLuint) = ::glStencilMask; void (*const glStencilMaskSeparate)(GLenum, GLuint) = ::glStencilMaskSeparate; void (*const glStencilOp)(GLenum, GLenum, GLenum) = ::glStencilOp; void (*const glStencilOpSeparate)(GLenum, GLenum, GLenum, GLenum) = ::glStencilOpSeparate; void (*const glTexImage2D)(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void*) = ::glTexImage2D; void (*const glTexParameterf)(GLenum, GLenum, GLfloat) = ::glTexParameterf; void (*const glTexParameterfv)(GLenum, GLenum, const GLfloat*) = ::glTexParameterfv; void (*const glTexParameteri)(GLenum, GLenum, GLint) = ::glTexParameteri; void (*const glTexParameteriv)(GLenum, GLenum, const GLint*) = ::glTexParameteriv; void (*const glTexSubImage2D)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const void*) = ::glTexSubImage2D; void (*const glUniform1f)(GLint, GLfloat) = ::glUniform1f; void (*const glUniform1fv)(GLint, GLsizei, const GLfloat*) = ::glUniform1fv; void (*const glUniform1i)(GLint, GLint) = ::glUniform1i; void (*const glUniform1iv)(GLint, GLsizei, const GLint*) = ::glUniform1iv; void (*const glUniform2f)(GLint, GLfloat, GLfloat) = ::glUniform2f; void (*const glUniform2fv)(GLint, GLsizei, const GLfloat*) = ::glUniform2fv; void (*const glUniform2i)(GLint, GLint, GLint) = ::glUniform2i; void (*const glUniform2iv)(GLint, GLsizei, const GLint*) = ::glUniform2iv; void (*const glUniform3f)(GLint, GLfloat, GLfloat, GLfloat) = ::glUniform3f; void (*const glUniform3fv)(GLint, GLsizei, const GLfloat*) = ::glUniform3fv; void (*const glUniform3i)(GLint, GLint, GLint, GLint) = ::glUniform3i; void (*const glUniform3iv)(GLint, GLsizei, const GLint*) = ::glUniform3iv; void (*const glUniform4f)(GLint, GLfloat, GLfloat, GLfloat, GLfloat) = ::glUniform4f; void (*const glUniform4fv)(GLint, GLsizei, const GLfloat*) = ::glUniform4fv; void (*const glUniform4i)(GLint, GLint, GLint, GLint, GLint) = ::glUniform4i; void (*const glUniform4iv)(GLint, GLsizei, const GLint*) = ::glUniform4iv; void (*const glUniformMatrix2fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix2fv; void (*const glUniformMatrix3fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix3fv; void (*const glUniformMatrix4fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix4fv; void (*const glUseProgram)(GLuint) = ::glUseProgram; void (*const glValidateProgram)(GLuint) = ::glValidateProgram; void (*const glVertexAttrib1f)(GLuint, GLfloat) = ::glVertexAttrib1f; void (*const glVertexAttrib1fv)(GLuint, const GLfloat*) = ::glVertexAttrib1fv; void (*const glVertexAttrib2f)(GLuint, GLfloat, GLfloat) = ::glVertexAttrib2f; void (*const glVertexAttrib2fv)(GLuint, const GLfloat*) = ::glVertexAttrib2fv; void (*const glVertexAttrib3f)(GLuint, GLfloat, GLfloat, GLfloat) = ::glVertexAttrib3f; void (*const glVertexAttrib3fv)(GLuint, const GLfloat*) = ::glVertexAttrib3fv; void (*const glVertexAttrib4f)(GLuint, GLfloat, GLfloat, GLfloat, GLfloat) = ::glVertexAttrib4f; void (*const glVertexAttrib4fv)(GLuint, const GLfloat*) = ::glVertexAttrib4fv; void (*const glVertexAttribPointer)(GLuint, GLint, GLenum, GLboolean, GLsizei, const void*) = ::glVertexAttribPointer; void (*const glViewport)(GLint, GLint, GLsizei, GLsizei) = ::glViewport; /* OpenGL ES 3.0 */ void (*const glReadBuffer)(GLenum) = ::glReadBuffer; void (*const glDrawRangeElements)(GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid*) = ::glDrawRangeElements; void (*const glTexImage3D)(GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid*) = ::glTexImage3D; void (*const glTexSubImage3D)( GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const GLvoid*) = ::glTexSubImage3D; void (*const glCopyTexSubImage3D)(GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei) = ::glCopyTexSubImage3D; void (*const glCompressedTexImage3D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const GLvoid*) = ::glCompressedTexImage3D; void (*const glCompressedTexSubImage3D)( GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid*) = ::glCompressedTexSubImage3D; void (*const glGenQueries)(GLsizei, GLuint*) = ::glGenQueries; void (*const glDeleteQueries)(GLsizei, const GLuint*) = ::glDeleteQueries; GLboolean (*const glIsQuery)(GLuint) = ::glIsQuery; void (*const glBeginQuery)(GLenum, GLuint) = ::glBeginQuery; void (*const glEndQuery)(GLenum) = ::glEndQuery; void (*const glGetQueryiv)(GLenum, GLenum, GLint*) = ::glGetQueryiv; void (*const glGetQueryObjectuiv)(GLuint, GLenum, GLuint*) = ::glGetQueryObjectuiv; GLboolean (*const glUnmapBuffer)(GLenum) = ::glUnmapBuffer; void (*const glGetBufferPointerv)(GLenum, GLenum, GLvoid**) = ::glGetBufferPointerv; void (*const glDrawBuffers)(GLsizei, const GLenum*) = ::glDrawBuffers; void (*const glUniformMatrix2x3fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix2x3fv; void (*const glUniformMatrix3x2fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix3x2fv; void (*const glUniformMatrix2x4fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix2x4fv; void (*const glUniformMatrix4x2fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix4x2fv; void (*const glUniformMatrix3x4fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix3x4fv; void (*const glUniformMatrix4x3fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix4x3fv; void (*const glBlitFramebuffer)(GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLbitfield, GLenum) = ::glBlitFramebuffer; void (*const glRenderbufferStorageMultisample)(GLenum, GLsizei, GLenum, GLsizei, GLsizei) = ::glRenderbufferStorageMultisample; void (*const glFramebufferTextureLayer)(GLenum, GLenum, GLuint, GLint, GLint) = ::glFramebufferTextureLayer; GLvoid* (*const glMapBufferRange)(GLenum, GLintptr, GLsizeiptr, GLbitfield) = ::glMapBufferRange; void (*const glFlushMappedBufferRange)(GLenum, GLintptr, GLsizeiptr) = ::glFlushMappedBufferRange; void (*const glBindVertexArray)(GLuint) = ::glBindVertexArray; void (*const glDeleteVertexArrays)(GLsizei, const GLuint*) = ::glDeleteVertexArrays; void (*const glGenVertexArrays)(GLsizei, GLuint*) = ::glGenVertexArrays; GLboolean (*const glIsVertexArray)(GLuint) = ::glIsVertexArray; void (*const glGetIntegeri_v)(GLenum, GLuint, GLint*) = ::glGetIntegeri_v; void (*const glBeginTransformFeedback)(GLenum) = ::glBeginTransformFeedback; void (*const glEndTransformFeedback)() = ::glEndTransformFeedback; void (*const glBindBufferRange)(GLenum, GLuint, GLuint, GLintptr, GLsizeiptr) = ::glBindBufferRange; void (*const glBindBufferBase)(GLenum, GLuint, GLuint) = ::glBindBufferBase; void (*const glTransformFeedbackVaryings)(GLuint, GLsizei, const GLchar* const*, GLenum) = ::glTransformFeedbackVaryings; void (*const glGetTransformFeedbackVarying)(GLuint, GLuint, GLsizei, GLsizei*, GLsizei*, GLenum*, GLchar*) = ::glGetTransformFeedbackVarying; void (*const glVertexAttribIPointer)(GLuint, GLint, GLenum, GLsizei, const GLvoid*) = ::glVertexAttribIPointer; void (*const glGetVertexAttribIiv)(GLuint, GLenum, GLint*) = ::glGetVertexAttribIiv; void (*const glGetVertexAttribIuiv)(GLuint, GLenum, GLuint*) = ::glGetVertexAttribIuiv; void (*const glVertexAttribI4i)(GLuint, GLint, GLint, GLint, GLint) = ::glVertexAttribI4i; void (*const glVertexAttribI4ui)(GLuint, GLuint, GLuint, GLuint, GLuint) = ::glVertexAttribI4ui; void (*const glVertexAttribI4iv)(GLuint, const GLint*) = ::glVertexAttribI4iv; void (*const glVertexAttribI4uiv)(GLuint, const GLuint*) = ::glVertexAttribI4uiv; void (*const glGetUniformuiv)(GLuint, GLint, GLuint*) = ::glGetUniformuiv; GLint (*const glGetFragDataLocation)(GLuint, const GLchar*) = ::glGetFragDataLocation; void (*const glUniform1ui)(GLint, GLuint) = ::glUniform1ui; void (*const glUniform2ui)(GLint, GLuint, GLuint) = ::glUniform2ui; void (*const glUniform3ui)(GLint, GLuint, GLuint, GLuint) = ::glUniform3ui; void (*const glUniform4ui)(GLint, GLuint, GLuint, GLuint, GLuint) = ::glUniform4ui; void (*const glUniform1uiv)(GLint, GLsizei, const GLuint*) = ::glUniform1uiv; void (*const glUniform2uiv)(GLint, GLsizei, const GLuint*) = ::glUniform2uiv; void (*const glUniform3uiv)(GLint, GLsizei, const GLuint*) = ::glUniform3uiv; void (*const glUniform4uiv)(GLint, GLsizei, const GLuint*) = ::glUniform4uiv; void (*const glClearBufferiv)(GLenum, GLint, const GLint*) = ::glClearBufferiv; void (*const glClearBufferuiv)(GLenum, GLint, const GLuint*) = ::glClearBufferuiv; void (*const glClearBufferfv)(GLenum, GLint, const GLfloat*) = ::glClearBufferfv; void (*const glClearBufferfi)(GLenum, GLint, GLfloat, GLint) = ::glClearBufferfi; const GLubyte* (*const glGetStringi)(GLenum, GLuint) = ::glGetStringi; void (*const glCopyBufferSubData)(GLenum, GLenum, GLintptr, GLintptr, GLsizeiptr) = ::glCopyBufferSubData; void (*const glGetUniformIndices)(GLuint, GLsizei, const GLchar* const*, GLuint*) = ::glGetUniformIndices; void (*const glGetActiveUniformsiv)(GLuint, GLsizei, const GLuint*, GLenum, GLint*) = ::glGetActiveUniformsiv; GLuint (*const glGetUniformBlockIndex)(GLuint, const GLchar*) = ::glGetUniformBlockIndex; void (*const glGetActiveUniformBlockiv)(GLuint, GLuint, GLenum, GLint*) = ::glGetActiveUniformBlockiv; void (*const glGetActiveUniformBlockName)(GLuint, GLuint, GLsizei, GLsizei*, GLchar*) = ::glGetActiveUniformBlockName; void (*const glUniformBlockBinding)(GLuint, GLuint, GLuint) = ::glUniformBlockBinding; void (*const glDrawArraysInstanced)(GLenum, GLint, GLsizei, GLsizei) = ::glDrawArraysInstanced; void (*const glDrawElementsInstanced)(GLenum, GLsizei, GLenum, const GLvoid*, GLsizei) = ::glDrawElementsInstanced; GLsync (*const glFenceSync)(GLenum, GLbitfield) = ::glFenceSync; GLboolean (*const glIsSync)(GLsync) = ::glIsSync; void (*const glDeleteSync)(GLsync) = ::glDeleteSync; GLenum (*const glClientWaitSync)(GLsync, GLbitfield, GLuint64) = ::glClientWaitSync; void (*const glWaitSync)(GLsync, GLbitfield, GLuint64) = ::glWaitSync; void (*const glGetInteger64v)(GLenum, GLint64*) = ::glGetInteger64v; void (*const glGetSynciv)(GLsync, GLenum, GLsizei, GLsizei*, GLint*) = ::glGetSynciv; void (*const glGetInteger64i_v)(GLenum, GLuint, GLint64*) = ::glGetInteger64i_v; void (*const glGetBufferParameteri64v)(GLenum, GLenum, GLint64*) = ::glGetBufferParameteri64v; void (*const glGenSamplers)(GLsizei, GLuint*) = ::glGenSamplers; void (*const glDeleteSamplers)(GLsizei, const GLuint*) = ::glDeleteSamplers; GLboolean (*const glIsSampler)(GLuint) = ::glIsSampler; void (*const glBindSampler)(GLuint, GLuint) = ::glBindSampler; void (*const glSamplerParameteri)(GLuint, GLenum, GLint) = ::glSamplerParameteri; void (*const glSamplerParameteriv)(GLuint, GLenum, const GLint*) = ::glSamplerParameteriv; void (*const glSamplerParameterf)(GLuint, GLenum, GLfloat) = ::glSamplerParameterf; void (*const glSamplerParameterfv)(GLuint, GLenum, const GLfloat*) = ::glSamplerParameterfv; void (*const glGetSamplerParameteriv)(GLuint, GLenum, GLint*) = ::glGetSamplerParameteriv; void (*const glGetSamplerParameterfv)(GLuint, GLenum, GLfloat*) = ::glGetSamplerParameterfv; void (*const glVertexAttribDivisor)(GLuint, GLuint) = ::glVertexAttribDivisor; void (*const glBindTransformFeedback)(GLenum, GLuint) = ::glBindTransformFeedback; void (*const glDeleteTransformFeedbacks)(GLsizei, const GLuint*) = ::glDeleteTransformFeedbacks; void (*const glGenTransformFeedbacks)(GLsizei, GLuint*) = ::glGenTransformFeedbacks; GLboolean (*const glIsTransformFeedback)(GLuint) = ::glIsTransformFeedback; void (*const glPauseTransformFeedback)() = ::glPauseTransformFeedback; void (*const glResumeTransformFeedback)() = ::glResumeTransformFeedback; void (*const glGetProgramBinary)(GLuint, GLsizei, GLsizei*, GLenum*, GLvoid*) = ::glGetProgramBinary; void (*const glProgramBinary)(GLuint, GLenum, const GLvoid*, GLsizei) = ::glProgramBinary; void (*const glProgramParameteri)(GLuint, GLenum, GLint) = ::glProgramParameteri; void (*const glInvalidateFramebuffer)(GLenum, GLsizei, const GLenum*) = ::glInvalidateFramebuffer; void (*const glInvalidateSubFramebuffer)(GLenum, GLsizei, const GLenum*, GLint, GLint, GLsizei, GLsizei) = ::glInvalidateSubFramebuffer; void (*const glTexStorage2D)(GLenum, GLsizei, GLenum, GLsizei, GLsizei) = ::glTexStorage2D; void (*const glTexStorage3D)(GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLsizei) = ::glTexStorage3D; void (*const glGetInternalformativ)(GLenum, GLenum, GLenum, GLsizei, GLint*) = ::glGetInternalformativ; } // namespace platform } // namespace mbgl