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/*
* Copyright 2024 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGLCoreFunctions_DEFINED
#define GrGLCoreFunctions_DEFINED
//
// https://www.khronos.org/registry/EGL/extensions/KHR/EGL_KHR_get_all_proc_addresses.txt
// eglGetProcAddress() is not guaranteed to support the querying of non-extension EGL functions.
//
// This applies macro "M" to each core function name used by Skia.
//
#define GR_GL_CORE_FUNCTIONS_EACH(M) \
M(eglGetCurrentDisplay) \
M(eglQueryString) \
M(glActiveTexture) \
M(glAttachShader) \
M(glBindAttribLocation) \
M(glBindBuffer) \
M(glBindFramebuffer) \
M(glBindRenderbuffer) \
M(glBindTexture) \
M(glBlendColor) \
M(glBlendEquation) \
M(glBlendFunc) \
M(glBufferData) \
M(glBufferSubData) \
M(glCheckFramebufferStatus) \
M(glClear) \
M(glClearColor) \
M(glClearStencil) \
M(glColorMask) \
M(glCompileShader) \
M(glCompressedTexImage2D) \
M(glCompressedTexSubImage2D) \
M(glCopyTexSubImage2D) \
M(glCreateProgram) \
M(glCreateShader) \
M(glCullFace) \
M(glDeleteBuffers) \
M(glDeleteFramebuffers) \
M(glDeleteProgram) \
M(glDeleteRenderbuffers) \
M(glDeleteShader) \
M(glDeleteTextures) \
M(glDepthMask) \
M(glDisable) \
M(glDisableVertexAttribArray) \
M(glDrawArrays) \
M(glDrawElements) \
M(glEnable) \
M(glEnableVertexAttribArray) \
M(glFinish) \
M(glFlush) \
M(glFramebufferRenderbuffer) \
M(glFramebufferTexture2D) \
M(glFrontFace) \
M(glGenBuffers) \
M(glGenFramebuffers) \
M(glGenRenderbuffers) \
M(glGenTextures) \
M(glGenerateMipmap) \
M(glGetBufferParameteriv) \
M(glGetError) \
M(glGetFramebufferAttachmentParameteriv) \
M(glGetIntegerv) \
M(glGetProgramInfoLog) \
M(glGetProgramiv) \
M(glGetRenderbufferParameteriv) \
M(glGetShaderInfoLog) \
M(glGetShaderPrecisionFormat) \
M(glGetShaderiv) \
M(glGetString) \
M(glGetUniformLocation) \
M(glIsTexture) \
M(glLineWidth) \
M(glLinkProgram) \
M(glPixelStorei) \
M(glReadPixels) \
M(glRenderbufferStorage) \
M(glScissor) \
M(glShaderSource) \
M(glStencilFunc) \
M(glStencilFuncSeparate) \
M(glStencilMask) \
M(glStencilMaskSeparate) \
M(glStencilOp) \
M(glStencilOpSeparate) \
M(glTexImage2D) \
M(glTexParameterf) \
M(glTexParameterfv) \
M(glTexParameteri) \
M(glTexParameteriv) \
M(glTexSubImage2D) \
M(glUniform1f) \
M(glUniform1fv) \
M(glUniform1i) \
M(glUniform1iv) \
M(glUniform2f) \
M(glUniform2fv) \
M(glUniform2i) \
M(glUniform2iv) \
M(glUniform3f) \
M(glUniform3fv) \
M(glUniform3i) \
M(glUniform3iv) \
M(glUniform4f) \
M(glUniform4fv) \
M(glUniform4i) \
M(glUniform4iv) \
M(glUniformMatrix2fv) \
M(glUniformMatrix3fv) \
M(glUniformMatrix4fv) \
M(glUseProgram) \
M(glVertexAttrib1f) \
M(glVertexAttrib2fv) \
M(glVertexAttrib3fv) \
M(glVertexAttrib4fv) \
M(glVertexAttribPointer) \
M(glViewport)
#endif