// Auto-generated with: android/scripts/gen-entries.py --mode=static_translator_namespaced_header stream-servers/gl/OpenGLESDispatch/gles_common_for_gles1.entries --output=include/OpenGLESDispatch/gles_common_for_gles1_static_translator_namespaced_header.h
// DO NOT EDIT THIS FILE

#pragma once

#include <GLES/gl.h>
// Return types must be single words, see GLDispatch.cpp
typedef const GLubyte* GLconstubyteptr;
namespace translator {
namespace gles1 {
GL_APICALL void GL_APIENTRY glActiveTexture(GLenum texture);
GL_APICALL void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer);
GL_APICALL void GL_APIENTRY glBindTexture(GLenum target, GLuint texture);
GL_APICALL void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor);
GL_APICALL void GL_APIENTRY glBlendEquation(GLenum mode);
GL_APICALL void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
GL_APICALL void GL_APIENTRY glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
GL_APICALL void GL_APIENTRY glBufferData(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage);
GL_APICALL void GL_APIENTRY glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data);
GL_APICALL void GL_APIENTRY glClear(GLbitfield mask);
GL_APICALL void GL_APIENTRY glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
GL_APICALL void GL_APIENTRY glClearDepth(GLclampd depth);
GL_APICALL void GL_APIENTRY glClearDepthf(GLclampf depth);
GL_APICALL void GL_APIENTRY glClearStencil(GLint s);
GL_APICALL void GL_APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
GL_APICALL void GL_APIENTRY glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data);
GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data);
GL_APICALL void GL_APIENTRY glCopyTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
GL_APICALL void GL_APIENTRY glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GL_APICALL void GL_APIENTRY glCullFace(GLenum mode);
GL_APICALL void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint * buffers);
GL_APICALL void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint * textures);
GL_APICALL void GL_APIENTRY glDepthFunc(GLenum func);
GL_APICALL void GL_APIENTRY glDepthMask(GLboolean flag);
GL_APICALL void GL_APIENTRY glDepthRange(GLclampd zNear, GLclampd zFar);
GL_APICALL void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar);
GL_APICALL void GL_APIENTRY glDisable(GLenum cap);
GL_APICALL void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count);
GL_APICALL void GL_APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices);
GL_APICALL void GL_APIENTRY glEnable(GLenum cap);
GL_APICALL void GL_APIENTRY glFinish();
GL_APICALL void GL_APIENTRY glFlush();
GL_APICALL void GL_APIENTRY glFrontFace(GLenum mode);
GL_APICALL void GL_APIENTRY glGenBuffers(GLsizei n, GLuint * buffers);
GL_APICALL void GL_APIENTRY glGenTextures(GLsizei n, GLuint * textures);
GL_APICALL void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean * params);
GL_APICALL void GL_APIENTRY glGetBufferParameteriv(GLenum buffer, GLenum parameter, GLint * value);
GL_APICALL GLenum GL_APIENTRY glGetError();
GL_APICALL void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat * params);
GL_APICALL void GL_APIENTRY glGetIntegerv(GLenum pname, GLint * params);
GL_APICALL GLconstubyteptr GL_APIENTRY glGetString(GLenum name);
GL_APICALL void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param);
GL_APICALL void GL_APIENTRY glTexParameterfv(GLenum target, GLenum pname, const GLfloat * params);
GL_APICALL void GL_APIENTRY glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels);
GL_APICALL void GL_APIENTRY glGetTexParameterfv(GLenum target, GLenum pname, GLfloat * params);
GL_APICALL void GL_APIENTRY glGetTexParameteriv(GLenum target, GLenum pname, GLint * params);
GL_APICALL void GL_APIENTRY glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint * params);
GL_APICALL void GL_APIENTRY glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat * params);
GL_APICALL void GL_APIENTRY glHint(GLenum target, GLenum mode);
GL_APICALL GLboolean GL_APIENTRY glIsBuffer(GLuint buffer);
GL_APICALL GLboolean GL_APIENTRY glIsEnabled(GLenum cap);
GL_APICALL GLboolean GL_APIENTRY glIsTexture(GLuint texture);
GL_APICALL void GL_APIENTRY glLineWidth(GLfloat width);
GL_APICALL void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units);
GL_APICALL void GL_APIENTRY glPixelStorei(GLenum pname, GLint param);
GL_APICALL void GL_APIENTRY glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels);
GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
GL_APICALL void GL_APIENTRY glSampleCoverage(GLclampf value, GLboolean invert);
GL_APICALL void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
GL_APICALL void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilMask(GLuint mask);
GL_APICALL void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
GL_APICALL void GL_APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels);
GL_APICALL void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param);
GL_APICALL void GL_APIENTRY glTexParameteriv(GLenum target, GLenum pname, const GLint * params);
GL_APICALL void GL_APIENTRY glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);
GL_APICALL void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
GL_APICALL void GL_APIENTRY glPushAttrib(GLbitfield mask);
GL_APICALL void GL_APIENTRY glPushClientAttrib(GLbitfield mask);
GL_APICALL void GL_APIENTRY glPopAttrib();
GL_APICALL void GL_APIENTRY glPopClientAttrib();
} // namespace translator
} // namespace gles1
