root/gpu/command_buffer/client/gles2_c_lib_autogen.h

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INCLUDED FROM


DEFINITIONS

This source file includes following definitions.
  1. GLES2ActiveTexture
  2. GLES2AttachShader
  3. GLES2BindAttribLocation
  4. GLES2BindBuffer
  5. GLES2BindFramebuffer
  6. GLES2BindRenderbuffer
  7. GLES2BindTexture
  8. GLES2BlendColor
  9. GLES2BlendEquation
  10. GLES2BlendEquationSeparate
  11. GLES2BlendFunc
  12. GLES2BlendFuncSeparate
  13. GLES2BufferData
  14. GLES2BufferSubData
  15. GLES2CheckFramebufferStatus
  16. GLES2Clear
  17. GLES2ClearColor
  18. GLES2ClearDepthf
  19. GLES2ClearStencil
  20. GLES2ColorMask
  21. GLES2CompileShader
  22. GLES2CompressedTexImage2D
  23. GLES2CompressedTexSubImage2D
  24. GLES2CopyTexImage2D
  25. GLES2CopyTexSubImage2D
  26. GLES2CreateProgram
  27. GLES2CreateShader
  28. GLES2CullFace
  29. GLES2DeleteBuffers
  30. GLES2DeleteFramebuffers
  31. GLES2DeleteProgram
  32. GLES2DeleteRenderbuffers
  33. GLES2DeleteShader
  34. GLES2DeleteTextures
  35. GLES2DepthFunc
  36. GLES2DepthMask
  37. GLES2DepthRangef
  38. GLES2DetachShader
  39. GLES2Disable
  40. GLES2DisableVertexAttribArray
  41. GLES2DrawArrays
  42. GLES2DrawElements
  43. GLES2Enable
  44. GLES2EnableVertexAttribArray
  45. GLES2Finish
  46. GLES2Flush
  47. GLES2FramebufferRenderbuffer
  48. GLES2FramebufferTexture2D
  49. GLES2FrontFace
  50. GLES2GenBuffers
  51. GLES2GenerateMipmap
  52. GLES2GenFramebuffers
  53. GLES2GenRenderbuffers
  54. GLES2GenTextures
  55. GLES2GetActiveAttrib
  56. GLES2GetActiveUniform
  57. GLES2GetAttachedShaders
  58. GLES2GetAttribLocation
  59. GLES2GetBooleanv
  60. GLES2GetBufferParameteriv
  61. GLES2GetError
  62. GLES2GetFloatv
  63. GLES2GetFramebufferAttachmentParameteriv
  64. GLES2GetIntegerv
  65. GLES2GetProgramiv
  66. GLES2GetProgramInfoLog
  67. GLES2GetRenderbufferParameteriv
  68. GLES2GetShaderiv
  69. GLES2GetShaderInfoLog
  70. GLES2GetShaderPrecisionFormat
  71. GLES2GetShaderSource
  72. GLES2GetString
  73. GLES2GetTexParameterfv
  74. GLES2GetTexParameteriv
  75. GLES2GetUniformfv
  76. GLES2GetUniformiv
  77. GLES2GetUniformLocation
  78. GLES2GetVertexAttribfv
  79. GLES2GetVertexAttribiv
  80. GLES2GetVertexAttribPointerv
  81. GLES2Hint
  82. GLES2IsBuffer
  83. GLES2IsEnabled
  84. GLES2IsFramebuffer
  85. GLES2IsProgram
  86. GLES2IsRenderbuffer
  87. GLES2IsShader
  88. GLES2IsTexture
  89. GLES2LineWidth
  90. GLES2LinkProgram
  91. GLES2PixelStorei
  92. GLES2PolygonOffset
  93. GLES2ReadPixels
  94. GLES2ReleaseShaderCompiler
  95. GLES2RenderbufferStorage
  96. GLES2SampleCoverage
  97. GLES2Scissor
  98. GLES2ShaderBinary
  99. GLES2ShaderSource
  100. GLES2ShallowFinishCHROMIUM
  101. GLES2ShallowFlushCHROMIUM
  102. GLES2StencilFunc
  103. GLES2StencilFuncSeparate
  104. GLES2StencilMask
  105. GLES2StencilMaskSeparate
  106. GLES2StencilOp
  107. GLES2StencilOpSeparate
  108. GLES2TexImage2D
  109. GLES2TexParameterf
  110. GLES2TexParameterfv
  111. GLES2TexParameteri
  112. GLES2TexParameteriv
  113. GLES2TexSubImage2D
  114. GLES2Uniform1f
  115. GLES2Uniform1fv
  116. GLES2Uniform1i
  117. GLES2Uniform1iv
  118. GLES2Uniform2f
  119. GLES2Uniform2fv
  120. GLES2Uniform2i
  121. GLES2Uniform2iv
  122. GLES2Uniform3f
  123. GLES2Uniform3fv
  124. GLES2Uniform3i
  125. GLES2Uniform3iv
  126. GLES2Uniform4f
  127. GLES2Uniform4fv
  128. GLES2Uniform4i
  129. GLES2Uniform4iv
  130. GLES2UniformMatrix2fv
  131. GLES2UniformMatrix3fv
  132. GLES2UniformMatrix4fv
  133. GLES2UseProgram
  134. GLES2ValidateProgram
  135. GLES2VertexAttrib1f
  136. GLES2VertexAttrib1fv
  137. GLES2VertexAttrib2f
  138. GLES2VertexAttrib2fv
  139. GLES2VertexAttrib3f
  140. GLES2VertexAttrib3fv
  141. GLES2VertexAttrib4f
  142. GLES2VertexAttrib4fv
  143. GLES2VertexAttribPointer
  144. GLES2Viewport
  145. GLES2BlitFramebufferCHROMIUM
  146. GLES2RenderbufferStorageMultisampleCHROMIUM
  147. GLES2RenderbufferStorageMultisampleEXT
  148. GLES2FramebufferTexture2DMultisampleEXT
  149. GLES2TexStorage2DEXT
  150. GLES2GenQueriesEXT
  151. GLES2DeleteQueriesEXT
  152. GLES2IsQueryEXT
  153. GLES2BeginQueryEXT
  154. GLES2EndQueryEXT
  155. GLES2GetQueryivEXT
  156. GLES2GetQueryObjectuivEXT
  157. GLES2InsertEventMarkerEXT
  158. GLES2PushGroupMarkerEXT
  159. GLES2PopGroupMarkerEXT
  160. GLES2GenVertexArraysOES
  161. GLES2DeleteVertexArraysOES
  162. GLES2IsVertexArrayOES
  163. GLES2BindVertexArrayOES
  164. GLES2SwapBuffers
  165. GLES2GetMaxValueInBufferCHROMIUM
  166. GLES2GenSharedIdsCHROMIUM
  167. GLES2DeleteSharedIdsCHROMIUM
  168. GLES2RegisterSharedIdsCHROMIUM
  169. GLES2EnableFeatureCHROMIUM
  170. GLES2MapBufferCHROMIUM
  171. GLES2UnmapBufferCHROMIUM
  172. GLES2MapImageCHROMIUM
  173. GLES2UnmapImageCHROMIUM
  174. GLES2MapBufferSubDataCHROMIUM
  175. GLES2UnmapBufferSubDataCHROMIUM
  176. GLES2MapTexSubImage2DCHROMIUM
  177. GLES2UnmapTexSubImage2DCHROMIUM
  178. GLES2ResizeCHROMIUM
  179. GLES2GetRequestableExtensionsCHROMIUM
  180. GLES2RequestExtensionCHROMIUM
  181. GLES2RateLimitOffscreenContextCHROMIUM
  182. GLES2GetMultipleIntegervCHROMIUM
  183. GLES2GetProgramInfoCHROMIUM
  184. GLES2CreateStreamTextureCHROMIUM
  185. GLES2CreateImageCHROMIUM
  186. GLES2DestroyImageCHROMIUM
  187. GLES2GetImageParameterivCHROMIUM
  188. GLES2GetTranslatedShaderSourceANGLE
  189. GLES2PostSubBufferCHROMIUM
  190. GLES2TexImageIOSurface2DCHROMIUM
  191. GLES2CopyTextureCHROMIUM
  192. GLES2DrawArraysInstancedANGLE
  193. GLES2DrawElementsInstancedANGLE
  194. GLES2VertexAttribDivisorANGLE
  195. GLES2GenMailboxCHROMIUM
  196. GLES2ProduceTextureCHROMIUM
  197. GLES2ConsumeTextureCHROMIUM
  198. GLES2BindUniformLocationCHROMIUM
  199. GLES2BindTexImage2DCHROMIUM
  200. GLES2ReleaseTexImage2DCHROMIUM
  201. GLES2TraceBeginCHROMIUM
  202. GLES2TraceEndCHROMIUM
  203. GLES2AsyncTexSubImage2DCHROMIUM
  204. GLES2AsyncTexImage2DCHROMIUM
  205. GLES2WaitAsyncTexImage2DCHROMIUM
  206. GLES2WaitAllAsyncTexImage2DCHROMIUM
  207. GLES2DiscardFramebufferEXT
  208. GLES2LoseContextCHROMIUM
  209. GLES2InsertSyncPointCHROMIUM
  210. GLES2WaitSyncPointCHROMIUM
  211. GLES2DrawBuffersEXT
  212. GLES2DiscardBackbufferCHROMIUM

// Copyright 2014 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

// This file is auto-generated from
// gpu/command_buffer/build_gles2_cmd_buffer.py
// It's formatted by clang-format using chromium coding style:
//    clang-format -i -style=chromium filename
// DO NOT EDIT!

// These functions emulate GLES2 over command buffers.
#ifndef GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_
#define GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_

void GLES2ActiveTexture(GLenum texture) {
  gles2::GetGLContext()->ActiveTexture(texture);
}
void GLES2AttachShader(GLuint program, GLuint shader) {
  gles2::GetGLContext()->AttachShader(program, shader);
}
void GLES2BindAttribLocation(GLuint program, GLuint index, const char* name) {
  gles2::GetGLContext()->BindAttribLocation(program, index, name);
}
void GLES2BindBuffer(GLenum target, GLuint buffer) {
  gles2::GetGLContext()->BindBuffer(target, buffer);
}
void GLES2BindFramebuffer(GLenum target, GLuint framebuffer) {
  gles2::GetGLContext()->BindFramebuffer(target, framebuffer);
}
void GLES2BindRenderbuffer(GLenum target, GLuint renderbuffer) {
  gles2::GetGLContext()->BindRenderbuffer(target, renderbuffer);
}
void GLES2BindTexture(GLenum target, GLuint texture) {
  gles2::GetGLContext()->BindTexture(target, texture);
}
void GLES2BlendColor(GLclampf red,
                     GLclampf green,
                     GLclampf blue,
                     GLclampf alpha) {
  gles2::GetGLContext()->BlendColor(red, green, blue, alpha);
}
void GLES2BlendEquation(GLenum mode) {
  gles2::GetGLContext()->BlendEquation(mode);
}
void GLES2BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
  gles2::GetGLContext()->BlendEquationSeparate(modeRGB, modeAlpha);
}
void GLES2BlendFunc(GLenum sfactor, GLenum dfactor) {
  gles2::GetGLContext()->BlendFunc(sfactor, dfactor);
}
void GLES2BlendFuncSeparate(GLenum srcRGB,
                            GLenum dstRGB,
                            GLenum srcAlpha,
                            GLenum dstAlpha) {
  gles2::GetGLContext()->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void GLES2BufferData(GLenum target,
                     GLsizeiptr size,
                     const void* data,
                     GLenum usage) {
  gles2::GetGLContext()->BufferData(target, size, data, usage);
}
void GLES2BufferSubData(GLenum target,
                        GLintptr offset,
                        GLsizeiptr size,
                        const void* data) {
  gles2::GetGLContext()->BufferSubData(target, offset, size, data);
}
GLenum GLES2CheckFramebufferStatus(GLenum target) {
  return gles2::GetGLContext()->CheckFramebufferStatus(target);
}
void GLES2Clear(GLbitfield mask) { gles2::GetGLContext()->Clear(mask); }
void GLES2ClearColor(GLclampf red,
                     GLclampf green,
                     GLclampf blue,
                     GLclampf alpha) {
  gles2::GetGLContext()->ClearColor(red, green, blue, alpha);
}
void GLES2ClearDepthf(GLclampf depth) {
  gles2::GetGLContext()->ClearDepthf(depth);
}
void GLES2ClearStencil(GLint s) { gles2::GetGLContext()->ClearStencil(s); }
void GLES2ColorMask(GLboolean red,
                    GLboolean green,
                    GLboolean blue,
                    GLboolean alpha) {
  gles2::GetGLContext()->ColorMask(red, green, blue, alpha);
}
void GLES2CompileShader(GLuint shader) {
  gles2::GetGLContext()->CompileShader(shader);
}
void GLES2CompressedTexImage2D(GLenum target,
                               GLint level,
                               GLenum internalformat,
                               GLsizei width,
                               GLsizei height,
                               GLint border,
                               GLsizei imageSize,
                               const void* data) {
  gles2::GetGLContext()->CompressedTexImage2D(
      target, level, internalformat, width, height, border, imageSize, data);
}
void GLES2CompressedTexSubImage2D(GLenum target,
                                  GLint level,
                                  GLint xoffset,
                                  GLint yoffset,
                                  GLsizei width,
                                  GLsizei height,
                                  GLenum format,
                                  GLsizei imageSize,
                                  const void* data) {
  gles2::GetGLContext()->CompressedTexSubImage2D(
      target, level, xoffset, yoffset, width, height, format, imageSize, data);
}
void GLES2CopyTexImage2D(GLenum target,
                         GLint level,
                         GLenum internalformat,
                         GLint x,
                         GLint y,
                         GLsizei width,
                         GLsizei height,
                         GLint border) {
  gles2::GetGLContext()->CopyTexImage2D(
      target, level, internalformat, x, y, width, height, border);
}
void GLES2CopyTexSubImage2D(GLenum target,
                            GLint level,
                            GLint xoffset,
                            GLint yoffset,
                            GLint x,
                            GLint y,
                            GLsizei width,
                            GLsizei height) {
  gles2::GetGLContext()->CopyTexSubImage2D(
      target, level, xoffset, yoffset, x, y, width, height);
}
GLuint GLES2CreateProgram() { return gles2::GetGLContext()->CreateProgram(); }
GLuint GLES2CreateShader(GLenum type) {
  return gles2::GetGLContext()->CreateShader(type);
}
void GLES2CullFace(GLenum mode) { gles2::GetGLContext()->CullFace(mode); }
void GLES2DeleteBuffers(GLsizei n, const GLuint* buffers) {
  gles2::GetGLContext()->DeleteBuffers(n, buffers);
}
void GLES2DeleteFramebuffers(GLsizei n, const GLuint* framebuffers) {
  gles2::GetGLContext()->DeleteFramebuffers(n, framebuffers);
}
void GLES2DeleteProgram(GLuint program) {
  gles2::GetGLContext()->DeleteProgram(program);
}
void GLES2DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) {
  gles2::GetGLContext()->DeleteRenderbuffers(n, renderbuffers);
}
void GLES2DeleteShader(GLuint shader) {
  gles2::GetGLContext()->DeleteShader(shader);
}
void GLES2DeleteTextures(GLsizei n, const GLuint* textures) {
  gles2::GetGLContext()->DeleteTextures(n, textures);
}
void GLES2DepthFunc(GLenum func) { gles2::GetGLContext()->DepthFunc(func); }
void GLES2DepthMask(GLboolean flag) { gles2::GetGLContext()->DepthMask(flag); }
void GLES2DepthRangef(GLclampf zNear, GLclampf zFar) {
  gles2::GetGLContext()->DepthRangef(zNear, zFar);
}
void GLES2DetachShader(GLuint program, GLuint shader) {
  gles2::GetGLContext()->DetachShader(program, shader);
}
void GLES2Disable(GLenum cap) { gles2::GetGLContext()->Disable(cap); }
void GLES2DisableVertexAttribArray(GLuint index) {
  gles2::GetGLContext()->DisableVertexAttribArray(index);
}
void GLES2DrawArrays(GLenum mode, GLint first, GLsizei count) {
  gles2::GetGLContext()->DrawArrays(mode, first, count);
}
void GLES2DrawElements(GLenum mode,
                       GLsizei count,
                       GLenum type,
                       const void* indices) {
  gles2::GetGLContext()->DrawElements(mode, count, type, indices);
}
void GLES2Enable(GLenum cap) { gles2::GetGLContext()->Enable(cap); }
void GLES2EnableVertexAttribArray(GLuint index) {
  gles2::GetGLContext()->EnableVertexAttribArray(index);
}
void GLES2Finish() { gles2::GetGLContext()->Finish(); }
void GLES2Flush() { gles2::GetGLContext()->Flush(); }
void GLES2FramebufferRenderbuffer(GLenum target,
                                  GLenum attachment,
                                  GLenum renderbuffertarget,
                                  GLuint renderbuffer) {
  gles2::GetGLContext()->FramebufferRenderbuffer(
      target, attachment, renderbuffertarget, renderbuffer);
}
void GLES2FramebufferTexture2D(GLenum target,
                               GLenum attachment,
                               GLenum textarget,
                               GLuint texture,
                               GLint level) {
  gles2::GetGLContext()->FramebufferTexture2D(
      target, attachment, textarget, texture, level);
}
void GLES2FrontFace(GLenum mode) { gles2::GetGLContext()->FrontFace(mode); }
void GLES2GenBuffers(GLsizei n, GLuint* buffers) {
  gles2::GetGLContext()->GenBuffers(n, buffers);
}
void GLES2GenerateMipmap(GLenum target) {
  gles2::GetGLContext()->GenerateMipmap(target);
}
void GLES2GenFramebuffers(GLsizei n, GLuint* framebuffers) {
  gles2::GetGLContext()->GenFramebuffers(n, framebuffers);
}
void GLES2GenRenderbuffers(GLsizei n, GLuint* renderbuffers) {
  gles2::GetGLContext()->GenRenderbuffers(n, renderbuffers);
}
void GLES2GenTextures(GLsizei n, GLuint* textures) {
  gles2::GetGLContext()->GenTextures(n, textures);
}
void GLES2GetActiveAttrib(GLuint program,
                          GLuint index,
                          GLsizei bufsize,
                          GLsizei* length,
                          GLint* size,
                          GLenum* type,
                          char* name) {
  gles2::GetGLContext()->GetActiveAttrib(
      program, index, bufsize, length, size, type, name);
}
void GLES2GetActiveUniform(GLuint program,
                           GLuint index,
                           GLsizei bufsize,
                           GLsizei* length,
                           GLint* size,
                           GLenum* type,
                           char* name) {
  gles2::GetGLContext()->GetActiveUniform(
      program, index, bufsize, length, size, type, name);
}
void GLES2GetAttachedShaders(GLuint program,
                             GLsizei maxcount,
                             GLsizei* count,
                             GLuint* shaders) {
  gles2::GetGLContext()->GetAttachedShaders(program, maxcount, count, shaders);
}
GLint GLES2GetAttribLocation(GLuint program, const char* name) {
  return gles2::GetGLContext()->GetAttribLocation(program, name);
}
void GLES2GetBooleanv(GLenum pname, GLboolean* params) {
  gles2::GetGLContext()->GetBooleanv(pname, params);
}
void GLES2GetBufferParameteriv(GLenum target, GLenum pname, GLint* params) {
  gles2::GetGLContext()->GetBufferParameteriv(target, pname, params);
}
GLenum GLES2GetError() { return gles2::GetGLContext()->GetError(); }
void GLES2GetFloatv(GLenum pname, GLfloat* params) {
  gles2::GetGLContext()->GetFloatv(pname, params);
}
void GLES2GetFramebufferAttachmentParameteriv(GLenum target,
                                              GLenum attachment,
                                              GLenum pname,
                                              GLint* params) {
  gles2::GetGLContext()->GetFramebufferAttachmentParameteriv(
      target, attachment, pname, params);
}
void GLES2GetIntegerv(GLenum pname, GLint* params) {
  gles2::GetGLContext()->GetIntegerv(pname, params);
}
void GLES2GetProgramiv(GLuint program, GLenum pname, GLint* params) {
  gles2::GetGLContext()->GetProgramiv(program, pname, params);
}
void GLES2GetProgramInfoLog(GLuint program,
                            GLsizei bufsize,
                            GLsizei* length,
                            char* infolog) {
  gles2::GetGLContext()->GetProgramInfoLog(program, bufsize, length, infolog);
}
void GLES2GetRenderbufferParameteriv(GLenum target,
                                     GLenum pname,
                                     GLint* params) {
  gles2::GetGLContext()->GetRenderbufferParameteriv(target, pname, params);
}
void GLES2GetShaderiv(GLuint shader, GLenum pname, GLint* params) {
  gles2::GetGLContext()->GetShaderiv(shader, pname, params);
}
void GLES2GetShaderInfoLog(GLuint shader,
                           GLsizei bufsize,
                           GLsizei* length,
                           char* infolog) {
  gles2::GetGLContext()->GetShaderInfoLog(shader, bufsize, length, infolog);
}
void GLES2GetShaderPrecisionFormat(GLenum shadertype,
                                   GLenum precisiontype,
                                   GLint* range,
                                   GLint* precision) {
  gles2::GetGLContext()->GetShaderPrecisionFormat(
      shadertype, precisiontype, range, precision);
}
void GLES2GetShaderSource(GLuint shader,
                          GLsizei bufsize,
                          GLsizei* length,
                          char* source) {
  gles2::GetGLContext()->GetShaderSource(shader, bufsize, length, source);
}
const GLubyte* GLES2GetString(GLenum name) {
  return gles2::GetGLContext()->GetString(name);
}
void GLES2GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) {
  gles2::GetGLContext()->GetTexParameterfv(target, pname, params);
}
void GLES2GetTexParameteriv(GLenum target, GLenum pname, GLint* params) {
  gles2::GetGLContext()->GetTexParameteriv(target, pname, params);
}
void GLES2GetUniformfv(GLuint program, GLint location, GLfloat* params) {
  gles2::GetGLContext()->GetUniformfv(program, location, params);
}
void GLES2GetUniformiv(GLuint program, GLint location, GLint* params) {
  gles2::GetGLContext()->GetUniformiv(program, location, params);
}
GLint GLES2GetUniformLocation(GLuint program, const char* name) {
  return gles2::GetGLContext()->GetUniformLocation(program, name);
}
void GLES2GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) {
  gles2::GetGLContext()->GetVertexAttribfv(index, pname, params);
}
void GLES2GetVertexAttribiv(GLuint index, GLenum pname, GLint* params) {
  gles2::GetGLContext()->GetVertexAttribiv(index, pname, params);
}
void GLES2GetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer) {
  gles2::GetGLContext()->GetVertexAttribPointerv(index, pname, pointer);
}
void GLES2Hint(GLenum target, GLenum mode) {
  gles2::GetGLContext()->Hint(target, mode);
}
GLboolean GLES2IsBuffer(GLuint buffer) {
  return gles2::GetGLContext()->IsBuffer(buffer);
}
GLboolean GLES2IsEnabled(GLenum cap) {
  return gles2::GetGLContext()->IsEnabled(cap);
}
GLboolean GLES2IsFramebuffer(GLuint framebuffer) {
  return gles2::GetGLContext()->IsFramebuffer(framebuffer);
}
GLboolean GLES2IsProgram(GLuint program) {
  return gles2::GetGLContext()->IsProgram(program);
}
GLboolean GLES2IsRenderbuffer(GLuint renderbuffer) {
  return gles2::GetGLContext()->IsRenderbuffer(renderbuffer);
}
GLboolean GLES2IsShader(GLuint shader) {
  return gles2::GetGLContext()->IsShader(shader);
}
GLboolean GLES2IsTexture(GLuint texture) {
  return gles2::GetGLContext()->IsTexture(texture);
}
void GLES2LineWidth(GLfloat width) { gles2::GetGLContext()->LineWidth(width); }
void GLES2LinkProgram(GLuint program) {
  gles2::GetGLContext()->LinkProgram(program);
}
void GLES2PixelStorei(GLenum pname, GLint param) {
  gles2::GetGLContext()->PixelStorei(pname, param);
}
void GLES2PolygonOffset(GLfloat factor, GLfloat units) {
  gles2::GetGLContext()->PolygonOffset(factor, units);
}
void GLES2ReadPixels(GLint x,
                     GLint y,
                     GLsizei width,
                     GLsizei height,
                     GLenum format,
                     GLenum type,
                     void* pixels) {
  gles2::GetGLContext()->ReadPixels(x, y, width, height, format, type, pixels);
}
void GLES2ReleaseShaderCompiler() {
  gles2::GetGLContext()->ReleaseShaderCompiler();
}
void GLES2RenderbufferStorage(GLenum target,
                              GLenum internalformat,
                              GLsizei width,
                              GLsizei height) {
  gles2::GetGLContext()->RenderbufferStorage(
      target, internalformat, width, height);
}
void GLES2SampleCoverage(GLclampf value, GLboolean invert) {
  gles2::GetGLContext()->SampleCoverage(value, invert);
}
void GLES2Scissor(GLint x, GLint y, GLsizei width, GLsizei height) {
  gles2::GetGLContext()->Scissor(x, y, width, height);
}
void GLES2ShaderBinary(GLsizei n,
                       const GLuint* shaders,
                       GLenum binaryformat,
                       const void* binary,
                       GLsizei length) {
  gles2::GetGLContext()->ShaderBinary(n, shaders, binaryformat, binary, length);
}
void GLES2ShaderSource(GLuint shader,
                       GLsizei count,
                       const GLchar* const* str,
                       const GLint* length) {
  gles2::GetGLContext()->ShaderSource(shader, count, str, length);
}
void GLES2ShallowFinishCHROMIUM() {
  gles2::GetGLContext()->ShallowFinishCHROMIUM();
}
void GLES2ShallowFlushCHROMIUM() {
  gles2::GetGLContext()->ShallowFlushCHROMIUM();
}
void GLES2StencilFunc(GLenum func, GLint ref, GLuint mask) {
  gles2::GetGLContext()->StencilFunc(func, ref, mask);
}
void GLES2StencilFuncSeparate(GLenum face,
                              GLenum func,
                              GLint ref,
                              GLuint mask) {
  gles2::GetGLContext()->StencilFuncSeparate(face, func, ref, mask);
}
void GLES2StencilMask(GLuint mask) { gles2::GetGLContext()->StencilMask(mask); }
void GLES2StencilMaskSeparate(GLenum face, GLuint mask) {
  gles2::GetGLContext()->StencilMaskSeparate(face, mask);
}
void GLES2StencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
  gles2::GetGLContext()->StencilOp(fail, zfail, zpass);
}
void GLES2StencilOpSeparate(GLenum face,
                            GLenum fail,
                            GLenum zfail,
                            GLenum zpass) {
  gles2::GetGLContext()->StencilOpSeparate(face, fail, zfail, zpass);
}
void GLES2TexImage2D(GLenum target,
                     GLint level,
                     GLint internalformat,
                     GLsizei width,
                     GLsizei height,
                     GLint border,
                     GLenum format,
                     GLenum type,
                     const void* pixels) {
  gles2::GetGLContext()->TexImage2D(target,
                                    level,
                                    internalformat,
                                    width,
                                    height,
                                    border,
                                    format,
                                    type,
                                    pixels);
}
void GLES2TexParameterf(GLenum target, GLenum pname, GLfloat param) {
  gles2::GetGLContext()->TexParameterf(target, pname, param);
}
void GLES2TexParameterfv(GLenum target, GLenum pname, const GLfloat* params) {
  gles2::GetGLContext()->TexParameterfv(target, pname, params);
}
void GLES2TexParameteri(GLenum target, GLenum pname, GLint param) {
  gles2::GetGLContext()->TexParameteri(target, pname, param);
}
void GLES2TexParameteriv(GLenum target, GLenum pname, const GLint* params) {
  gles2::GetGLContext()->TexParameteriv(target, pname, params);
}
void GLES2TexSubImage2D(GLenum target,
                        GLint level,
                        GLint xoffset,
                        GLint yoffset,
                        GLsizei width,
                        GLsizei height,
                        GLenum format,
                        GLenum type,
                        const void* pixels) {
  gles2::GetGLContext()->TexSubImage2D(
      target, level, xoffset, yoffset, width, height, format, type, pixels);
}
void GLES2Uniform1f(GLint location, GLfloat x) {
  gles2::GetGLContext()->Uniform1f(location, x);
}
void GLES2Uniform1fv(GLint location, GLsizei count, const GLfloat* v) {
  gles2::GetGLContext()->Uniform1fv(location, count, v);
}
void GLES2Uniform1i(GLint location, GLint x) {
  gles2::GetGLContext()->Uniform1i(location, x);
}
void GLES2Uniform1iv(GLint location, GLsizei count, const GLint* v) {
  gles2::GetGLContext()->Uniform1iv(location, count, v);
}
void GLES2Uniform2f(GLint location, GLfloat x, GLfloat y) {
  gles2::GetGLContext()->Uniform2f(location, x, y);
}
void GLES2Uniform2fv(GLint location, GLsizei count, const GLfloat* v) {
  gles2::GetGLContext()->Uniform2fv(location, count, v);
}
void GLES2Uniform2i(GLint location, GLint x, GLint y) {
  gles2::GetGLContext()->Uniform2i(location, x, y);
}
void GLES2Uniform2iv(GLint location, GLsizei count, const GLint* v) {
  gles2::GetGLContext()->Uniform2iv(location, count, v);
}
void GLES2Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) {
  gles2::GetGLContext()->Uniform3f(location, x, y, z);
}
void GLES2Uniform3fv(GLint location, GLsizei count, const GLfloat* v) {
  gles2::GetGLContext()->Uniform3fv(location, count, v);
}
void GLES2Uniform3i(GLint location, GLint x, GLint y, GLint z) {
  gles2::GetGLContext()->Uniform3i(location, x, y, z);
}
void GLES2Uniform3iv(GLint location, GLsizei count, const GLint* v) {
  gles2::GetGLContext()->Uniform3iv(location, count, v);
}
void GLES2Uniform4f(GLint location,
                    GLfloat x,
                    GLfloat y,
                    GLfloat z,
                    GLfloat w) {
  gles2::GetGLContext()->Uniform4f(location, x, y, z, w);
}
void GLES2Uniform4fv(GLint location, GLsizei count, const GLfloat* v) {
  gles2::GetGLContext()->Uniform4fv(location, count, v);
}
void GLES2Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) {
  gles2::GetGLContext()->Uniform4i(location, x, y, z, w);
}
void GLES2Uniform4iv(GLint location, GLsizei count, const GLint* v) {
  gles2::GetGLContext()->Uniform4iv(location, count, v);
}
void GLES2UniformMatrix2fv(GLint location,
                           GLsizei count,
                           GLboolean transpose,
                           const GLfloat* value) {
  gles2::GetGLContext()->UniformMatrix2fv(location, count, transpose, value);
}
void GLES2UniformMatrix3fv(GLint location,
                           GLsizei count,
                           GLboolean transpose,
                           const GLfloat* value) {
  gles2::GetGLContext()->UniformMatrix3fv(location, count, transpose, value);
}
void GLES2UniformMatrix4fv(GLint location,
                           GLsizei count,
                           GLboolean transpose,
                           const GLfloat* value) {
  gles2::GetGLContext()->UniformMatrix4fv(location, count, transpose, value);
}
void GLES2UseProgram(GLuint program) {
  gles2::GetGLContext()->UseProgram(program);
}
void GLES2ValidateProgram(GLuint program) {
  gles2::GetGLContext()->ValidateProgram(program);
}
void GLES2VertexAttrib1f(GLuint indx, GLfloat x) {
  gles2::GetGLContext()->VertexAttrib1f(indx, x);
}
void GLES2VertexAttrib1fv(GLuint indx, const GLfloat* values) {
  gles2::GetGLContext()->VertexAttrib1fv(indx, values);
}
void GLES2VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) {
  gles2::GetGLContext()->VertexAttrib2f(indx, x, y);
}
void GLES2VertexAttrib2fv(GLuint indx, const GLfloat* values) {
  gles2::GetGLContext()->VertexAttrib2fv(indx, values);
}
void GLES2VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) {
  gles2::GetGLContext()->VertexAttrib3f(indx, x, y, z);
}
void GLES2VertexAttrib3fv(GLuint indx, const GLfloat* values) {
  gles2::GetGLContext()->VertexAttrib3fv(indx, values);
}
void GLES2VertexAttrib4f(GLuint indx,
                         GLfloat x,
                         GLfloat y,
                         GLfloat z,
                         GLfloat w) {
  gles2::GetGLContext()->VertexAttrib4f(indx, x, y, z, w);
}
void GLES2VertexAttrib4fv(GLuint indx, const GLfloat* values) {
  gles2::GetGLContext()->VertexAttrib4fv(indx, values);
}
void GLES2VertexAttribPointer(GLuint indx,
                              GLint size,
                              GLenum type,
                              GLboolean normalized,
                              GLsizei stride,
                              const void* ptr) {
  gles2::GetGLContext()->VertexAttribPointer(
      indx, size, type, normalized, stride, ptr);
}
void GLES2Viewport(GLint x, GLint y, GLsizei width, GLsizei height) {
  gles2::GetGLContext()->Viewport(x, y, width, height);
}
void GLES2BlitFramebufferCHROMIUM(GLint srcX0,
                                  GLint srcY0,
                                  GLint srcX1,
                                  GLint srcY1,
                                  GLint dstX0,
                                  GLint dstY0,
                                  GLint dstX1,
                                  GLint dstY1,
                                  GLbitfield mask,
                                  GLenum filter) {
  gles2::GetGLContext()->BlitFramebufferCHROMIUM(
      srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
void GLES2RenderbufferStorageMultisampleCHROMIUM(GLenum target,
                                                 GLsizei samples,
                                                 GLenum internalformat,
                                                 GLsizei width,
                                                 GLsizei height) {
  gles2::GetGLContext()->RenderbufferStorageMultisampleCHROMIUM(
      target, samples, internalformat, width, height);
}
void GLES2RenderbufferStorageMultisampleEXT(GLenum target,
                                            GLsizei samples,
                                            GLenum internalformat,
                                            GLsizei width,
                                            GLsizei height) {
  gles2::GetGLContext()->RenderbufferStorageMultisampleEXT(
      target, samples, internalformat, width, height);
}
void GLES2FramebufferTexture2DMultisampleEXT(GLenum target,
                                             GLenum attachment,
                                             GLenum textarget,
                                             GLuint texture,
                                             GLint level,
                                             GLsizei samples) {
  gles2::GetGLContext()->FramebufferTexture2DMultisampleEXT(
      target, attachment, textarget, texture, level, samples);
}
void GLES2TexStorage2DEXT(GLenum target,
                          GLsizei levels,
                          GLenum internalFormat,
                          GLsizei width,
                          GLsizei height) {
  gles2::GetGLContext()->TexStorage2DEXT(
      target, levels, internalFormat, width, height);
}
void GLES2GenQueriesEXT(GLsizei n, GLuint* queries) {
  gles2::GetGLContext()->GenQueriesEXT(n, queries);
}
void GLES2DeleteQueriesEXT(GLsizei n, const GLuint* queries) {
  gles2::GetGLContext()->DeleteQueriesEXT(n, queries);
}
GLboolean GLES2IsQueryEXT(GLuint id) {
  return gles2::GetGLContext()->IsQueryEXT(id);
}
void GLES2BeginQueryEXT(GLenum target, GLuint id) {
  gles2::GetGLContext()->BeginQueryEXT(target, id);
}
void GLES2EndQueryEXT(GLenum target) {
  gles2::GetGLContext()->EndQueryEXT(target);
}
void GLES2GetQueryivEXT(GLenum target, GLenum pname, GLint* params) {
  gles2::GetGLContext()->GetQueryivEXT(target, pname, params);
}
void GLES2GetQueryObjectuivEXT(GLuint id, GLenum pname, GLuint* params) {
  gles2::GetGLContext()->GetQueryObjectuivEXT(id, pname, params);
}
void GLES2InsertEventMarkerEXT(GLsizei length, const GLchar* marker) {
  gles2::GetGLContext()->InsertEventMarkerEXT(length, marker);
}
void GLES2PushGroupMarkerEXT(GLsizei length, const GLchar* marker) {
  gles2::GetGLContext()->PushGroupMarkerEXT(length, marker);
}
void GLES2PopGroupMarkerEXT() { gles2::GetGLContext()->PopGroupMarkerEXT(); }
void GLES2GenVertexArraysOES(GLsizei n, GLuint* arrays) {
  gles2::GetGLContext()->GenVertexArraysOES(n, arrays);
}
void GLES2DeleteVertexArraysOES(GLsizei n, const GLuint* arrays) {
  gles2::GetGLContext()->DeleteVertexArraysOES(n, arrays);
}
GLboolean GLES2IsVertexArrayOES(GLuint array) {
  return gles2::GetGLContext()->IsVertexArrayOES(array);
}
void GLES2BindVertexArrayOES(GLuint array) {
  gles2::GetGLContext()->BindVertexArrayOES(array);
}
void GLES2SwapBuffers() { gles2::GetGLContext()->SwapBuffers(); }
GLuint GLES2GetMaxValueInBufferCHROMIUM(GLuint buffer_id,
                                        GLsizei count,
                                        GLenum type,
                                        GLuint offset) {
  return gles2::GetGLContext()->GetMaxValueInBufferCHROMIUM(
      buffer_id, count, type, offset);
}
void GLES2GenSharedIdsCHROMIUM(GLuint namespace_id,
                               GLuint id_offset,
                               GLsizei n,
                               GLuint* ids) {
  gles2::GetGLContext()->GenSharedIdsCHROMIUM(namespace_id, id_offset, n, ids);
}
void GLES2DeleteSharedIdsCHROMIUM(GLuint namespace_id,
                                  GLsizei n,
                                  const GLuint* ids) {
  gles2::GetGLContext()->DeleteSharedIdsCHROMIUM(namespace_id, n, ids);
}
void GLES2RegisterSharedIdsCHROMIUM(GLuint namespace_id,
                                    GLsizei n,
                                    const GLuint* ids) {
  gles2::GetGLContext()->RegisterSharedIdsCHROMIUM(namespace_id, n, ids);
}
GLboolean GLES2EnableFeatureCHROMIUM(const char* feature) {
  return gles2::GetGLContext()->EnableFeatureCHROMIUM(feature);
}
void* GLES2MapBufferCHROMIUM(GLuint target, GLenum access) {
  return gles2::GetGLContext()->MapBufferCHROMIUM(target, access);
}
GLboolean GLES2UnmapBufferCHROMIUM(GLuint target) {
  return gles2::GetGLContext()->UnmapBufferCHROMIUM(target);
}
void* GLES2MapImageCHROMIUM(GLuint image_id, GLenum access) {
  return gles2::GetGLContext()->MapImageCHROMIUM(image_id, access);
}
void GLES2UnmapImageCHROMIUM(GLuint image_id) {
  gles2::GetGLContext()->UnmapImageCHROMIUM(image_id);
}
void* GLES2MapBufferSubDataCHROMIUM(GLuint target,
                                    GLintptr offset,
                                    GLsizeiptr size,
                                    GLenum access) {
  return gles2::GetGLContext()->MapBufferSubDataCHROMIUM(
      target, offset, size, access);
}
void GLES2UnmapBufferSubDataCHROMIUM(const void* mem) {
  gles2::GetGLContext()->UnmapBufferSubDataCHROMIUM(mem);
}
void* GLES2MapTexSubImage2DCHROMIUM(GLenum target,
                                    GLint level,
                                    GLint xoffset,
                                    GLint yoffset,
                                    GLsizei width,
                                    GLsizei height,
                                    GLenum format,
                                    GLenum type,
                                    GLenum access) {
  return gles2::GetGLContext()->MapTexSubImage2DCHROMIUM(
      target, level, xoffset, yoffset, width, height, format, type, access);
}
void GLES2UnmapTexSubImage2DCHROMIUM(const void* mem) {
  gles2::GetGLContext()->UnmapTexSubImage2DCHROMIUM(mem);
}
void GLES2ResizeCHROMIUM(GLuint width, GLuint height, GLfloat scale_factor) {
  gles2::GetGLContext()->ResizeCHROMIUM(width, height, scale_factor);
}
const GLchar* GLES2GetRequestableExtensionsCHROMIUM() {
  return gles2::GetGLContext()->GetRequestableExtensionsCHROMIUM();
}
void GLES2RequestExtensionCHROMIUM(const char* extension) {
  gles2::GetGLContext()->RequestExtensionCHROMIUM(extension);
}
void GLES2RateLimitOffscreenContextCHROMIUM() {
  gles2::GetGLContext()->RateLimitOffscreenContextCHROMIUM();
}
void GLES2GetMultipleIntegervCHROMIUM(const GLenum* pnames,
                                      GLuint count,
                                      GLint* results,
                                      GLsizeiptr size) {
  gles2::GetGLContext()->GetMultipleIntegervCHROMIUM(
      pnames, count, results, size);
}
void GLES2GetProgramInfoCHROMIUM(GLuint program,
                                 GLsizei bufsize,
                                 GLsizei* size,
                                 void* info) {
  gles2::GetGLContext()->GetProgramInfoCHROMIUM(program, bufsize, size, info);
}
GLuint GLES2CreateStreamTextureCHROMIUM(GLuint texture) {
  return gles2::GetGLContext()->CreateStreamTextureCHROMIUM(texture);
}
GLuint GLES2CreateImageCHROMIUM(GLsizei width,
                                GLsizei height,
                                GLenum internalformat) {
  return gles2::GetGLContext()->CreateImageCHROMIUM(
      width, height, internalformat);
}
void GLES2DestroyImageCHROMIUM(GLuint image_id) {
  gles2::GetGLContext()->DestroyImageCHROMIUM(image_id);
}
void GLES2GetImageParameterivCHROMIUM(GLuint image_id,
                                      GLenum pname,
                                      GLint* params) {
  gles2::GetGLContext()->GetImageParameterivCHROMIUM(image_id, pname, params);
}
void GLES2GetTranslatedShaderSourceANGLE(GLuint shader,
                                         GLsizei bufsize,
                                         GLsizei* length,
                                         char* source) {
  gles2::GetGLContext()->GetTranslatedShaderSourceANGLE(
      shader, bufsize, length, source);
}
void GLES2PostSubBufferCHROMIUM(GLint x, GLint y, GLint width, GLint height) {
  gles2::GetGLContext()->PostSubBufferCHROMIUM(x, y, width, height);
}
void GLES2TexImageIOSurface2DCHROMIUM(GLenum target,
                                      GLsizei width,
                                      GLsizei height,
                                      GLuint ioSurfaceId,
                                      GLuint plane) {
  gles2::GetGLContext()->TexImageIOSurface2DCHROMIUM(
      target, width, height, ioSurfaceId, plane);
}
void GLES2CopyTextureCHROMIUM(GLenum target,
                              GLenum source_id,
                              GLenum dest_id,
                              GLint level,
                              GLint internalformat,
                              GLenum dest_type) {
  gles2::GetGLContext()->CopyTextureCHROMIUM(
      target, source_id, dest_id, level, internalformat, dest_type);
}
void GLES2DrawArraysInstancedANGLE(GLenum mode,
                                   GLint first,
                                   GLsizei count,
                                   GLsizei primcount) {
  gles2::GetGLContext()->DrawArraysInstancedANGLE(
      mode, first, count, primcount);
}
void GLES2DrawElementsInstancedANGLE(GLenum mode,
                                     GLsizei count,
                                     GLenum type,
                                     const void* indices,
                                     GLsizei primcount) {
  gles2::GetGLContext()->DrawElementsInstancedANGLE(
      mode, count, type, indices, primcount);
}
void GLES2VertexAttribDivisorANGLE(GLuint index, GLuint divisor) {
  gles2::GetGLContext()->VertexAttribDivisorANGLE(index, divisor);
}
void GLES2GenMailboxCHROMIUM(GLbyte* mailbox) {
  gles2::GetGLContext()->GenMailboxCHROMIUM(mailbox);
}
void GLES2ProduceTextureCHROMIUM(GLenum target, const GLbyte* mailbox) {
  gles2::GetGLContext()->ProduceTextureCHROMIUM(target, mailbox);
}
void GLES2ConsumeTextureCHROMIUM(GLenum target, const GLbyte* mailbox) {
  gles2::GetGLContext()->ConsumeTextureCHROMIUM(target, mailbox);
}
void GLES2BindUniformLocationCHROMIUM(GLuint program,
                                      GLint location,
                                      const char* name) {
  gles2::GetGLContext()->BindUniformLocationCHROMIUM(program, location, name);
}
void GLES2BindTexImage2DCHROMIUM(GLenum target, GLint imageId) {
  gles2::GetGLContext()->BindTexImage2DCHROMIUM(target, imageId);
}
void GLES2ReleaseTexImage2DCHROMIUM(GLenum target, GLint imageId) {
  gles2::GetGLContext()->ReleaseTexImage2DCHROMIUM(target, imageId);
}
void GLES2TraceBeginCHROMIUM(const char* name) {
  gles2::GetGLContext()->TraceBeginCHROMIUM(name);
}
void GLES2TraceEndCHROMIUM() { gles2::GetGLContext()->TraceEndCHROMIUM(); }
void GLES2AsyncTexSubImage2DCHROMIUM(GLenum target,
                                     GLint level,
                                     GLint xoffset,
                                     GLint yoffset,
                                     GLsizei width,
                                     GLsizei height,
                                     GLenum format,
                                     GLenum type,
                                     const void* data) {
  gles2::GetGLContext()->AsyncTexSubImage2DCHROMIUM(
      target, level, xoffset, yoffset, width, height, format, type, data);
}
void GLES2AsyncTexImage2DCHROMIUM(GLenum target,
                                  GLint level,
                                  GLint internalformat,
                                  GLsizei width,
                                  GLsizei height,
                                  GLint border,
                                  GLenum format,
                                  GLenum type,
                                  const void* pixels) {
  gles2::GetGLContext()->AsyncTexImage2DCHROMIUM(target,
                                                 level,
                                                 internalformat,
                                                 width,
                                                 height,
                                                 border,
                                                 format,
                                                 type,
                                                 pixels);
}
void GLES2WaitAsyncTexImage2DCHROMIUM(GLenum target) {
  gles2::GetGLContext()->WaitAsyncTexImage2DCHROMIUM(target);
}
void GLES2WaitAllAsyncTexImage2DCHROMIUM() {
  gles2::GetGLContext()->WaitAllAsyncTexImage2DCHROMIUM();
}
void GLES2DiscardFramebufferEXT(GLenum target,
                                GLsizei count,
                                const GLenum* attachments) {
  gles2::GetGLContext()->DiscardFramebufferEXT(target, count, attachments);
}
void GLES2LoseContextCHROMIUM(GLenum current, GLenum other) {
  gles2::GetGLContext()->LoseContextCHROMIUM(current, other);
}
GLuint GLES2InsertSyncPointCHROMIUM() {
  return gles2::GetGLContext()->InsertSyncPointCHROMIUM();
}
void GLES2WaitSyncPointCHROMIUM(GLuint sync_point) {
  gles2::GetGLContext()->WaitSyncPointCHROMIUM(sync_point);
}
void GLES2DrawBuffersEXT(GLsizei count, const GLenum* bufs) {
  gles2::GetGLContext()->DrawBuffersEXT(count, bufs);
}
void GLES2DiscardBackbufferCHROMIUM() {
  gles2::GetGLContext()->DiscardBackbufferCHROMIUM();
}

namespace gles2 {

extern const NameToFunc g_gles2_function_table[] = {
    {"glActiveTexture",
     reinterpret_cast<GLES2FunctionPointer>(glActiveTexture), },
    {"glAttachShader",
     reinterpret_cast<GLES2FunctionPointer>(glAttachShader), },
    {"glBindAttribLocation",
     reinterpret_cast<GLES2FunctionPointer>(glBindAttribLocation), },
    {"glBindBuffer", reinterpret_cast<GLES2FunctionPointer>(glBindBuffer), },
    {"glBindFramebuffer",
     reinterpret_cast<GLES2FunctionPointer>(glBindFramebuffer), },
    {"glBindRenderbuffer",
     reinterpret_cast<GLES2FunctionPointer>(glBindRenderbuffer), },
    {"glBindTexture", reinterpret_cast<GLES2FunctionPointer>(glBindTexture), },
    {"glBlendColor", reinterpret_cast<GLES2FunctionPointer>(glBlendColor), },
    {"glBlendEquation",
     reinterpret_cast<GLES2FunctionPointer>(glBlendEquation), },
    {"glBlendEquationSeparate",
     reinterpret_cast<GLES2FunctionPointer>(glBlendEquationSeparate), },
    {"glBlendFunc", reinterpret_cast<GLES2FunctionPointer>(glBlendFunc), },
    {"glBlendFuncSeparate",
     reinterpret_cast<GLES2FunctionPointer>(glBlendFuncSeparate), },
    {"glBufferData", reinterpret_cast<GLES2FunctionPointer>(glBufferData), },
    {"glBufferSubData",
     reinterpret_cast<GLES2FunctionPointer>(glBufferSubData), },
    {"glCheckFramebufferStatus",
     reinterpret_cast<GLES2FunctionPointer>(glCheckFramebufferStatus), },
    {"glClear", reinterpret_cast<GLES2FunctionPointer>(glClear), },
    {"glClearColor", reinterpret_cast<GLES2FunctionPointer>(glClearColor), },
    {"glClearDepthf", reinterpret_cast<GLES2FunctionPointer>(glClearDepthf), },
    {"glClearStencil",
     reinterpret_cast<GLES2FunctionPointer>(glClearStencil), },
    {"glColorMask", reinterpret_cast<GLES2FunctionPointer>(glColorMask), },
    {"glCompileShader",
     reinterpret_cast<GLES2FunctionPointer>(glCompileShader), },
    {"glCompressedTexImage2D",
     reinterpret_cast<GLES2FunctionPointer>(glCompressedTexImage2D), },
    {"glCompressedTexSubImage2D",
     reinterpret_cast<GLES2FunctionPointer>(glCompressedTexSubImage2D), },
    {"glCopyTexImage2D",
     reinterpret_cast<GLES2FunctionPointer>(glCopyTexImage2D), },
    {"glCopyTexSubImage2D",
     reinterpret_cast<GLES2FunctionPointer>(glCopyTexSubImage2D), },
    {"glCreateProgram",
     reinterpret_cast<GLES2FunctionPointer>(glCreateProgram), },
    {"glCreateShader",
     reinterpret_cast<GLES2FunctionPointer>(glCreateShader), },
    {"glCullFace", reinterpret_cast<GLES2FunctionPointer>(glCullFace), },
    {"glDeleteBuffers",
     reinterpret_cast<GLES2FunctionPointer>(glDeleteBuffers), },
    {"glDeleteFramebuffers",
     reinterpret_cast<GLES2FunctionPointer>(glDeleteFramebuffers), },
    {"glDeleteProgram",
     reinterpret_cast<GLES2FunctionPointer>(glDeleteProgram), },
    {"glDeleteRenderbuffers",
     reinterpret_cast<GLES2FunctionPointer>(glDeleteRenderbuffers), },
    {"glDeleteShader",
     reinterpret_cast<GLES2FunctionPointer>(glDeleteShader), },
    {"glDeleteTextures",
     reinterpret_cast<GLES2FunctionPointer>(glDeleteTextures), },
    {"glDepthFunc", reinterpret_cast<GLES2FunctionPointer>(glDepthFunc), },
    {"glDepthMask", reinterpret_cast<GLES2FunctionPointer>(glDepthMask), },
    {"glDepthRangef", reinterpret_cast<GLES2FunctionPointer>(glDepthRangef), },
    {"glDetachShader",
     reinterpret_cast<GLES2FunctionPointer>(glDetachShader), },
    {"glDisable", reinterpret_cast<GLES2FunctionPointer>(glDisable), },
    {"glDisableVertexAttribArray",
     reinterpret_cast<GLES2FunctionPointer>(glDisableVertexAttribArray), },
    {"glDrawArrays", reinterpret_cast<GLES2FunctionPointer>(glDrawArrays), },
    {"glDrawElements",
     reinterpret_cast<GLES2FunctionPointer>(glDrawElements), },
    {"glEnable", reinterpret_cast<GLES2FunctionPointer>(glEnable), },
    {"glEnableVertexAttribArray",
     reinterpret_cast<GLES2FunctionPointer>(glEnableVertexAttribArray), },
    {"glFinish", reinterpret_cast<GLES2FunctionPointer>(glFinish), },
    {"glFlush", reinterpret_cast<GLES2FunctionPointer>(glFlush), },
    {"glFramebufferRenderbuffer",
     reinterpret_cast<GLES2FunctionPointer>(glFramebufferRenderbuffer), },
    {"glFramebufferTexture2D",
     reinterpret_cast<GLES2FunctionPointer>(glFramebufferTexture2D), },
    {"glFrontFace", reinterpret_cast<GLES2FunctionPointer>(glFrontFace), },
    {"glGenBuffers", reinterpret_cast<GLES2FunctionPointer>(glGenBuffers), },
    {"glGenerateMipmap",
     reinterpret_cast<GLES2FunctionPointer>(glGenerateMipmap), },
    {"glGenFramebuffers",
     reinterpret_cast<GLES2FunctionPointer>(glGenFramebuffers), },
    {"glGenRenderbuffers",
     reinterpret_cast<GLES2FunctionPointer>(glGenRenderbuffers), },
    {"glGenTextures", reinterpret_cast<GLES2FunctionPointer>(glGenTextures), },
    {"glGetActiveAttrib",
     reinterpret_cast<GLES2FunctionPointer>(glGetActiveAttrib), },
    {"glGetActiveUniform",
     reinterpret_cast<GLES2FunctionPointer>(glGetActiveUniform), },
    {"glGetAttachedShaders",
     reinterpret_cast<GLES2FunctionPointer>(glGetAttachedShaders), },
    {"glGetAttribLocation",
     reinterpret_cast<GLES2FunctionPointer>(glGetAttribLocation), },
    {"glGetBooleanv", reinterpret_cast<GLES2FunctionPointer>(glGetBooleanv), },
    {"glGetBufferParameteriv",
     reinterpret_cast<GLES2FunctionPointer>(glGetBufferParameteriv), },
    {"glGetError", reinterpret_cast<GLES2FunctionPointer>(glGetError), },
    {"glGetFloatv", reinterpret_cast<GLES2FunctionPointer>(glGetFloatv), },
    {"glGetFramebufferAttachmentParameteriv",
     reinterpret_cast<GLES2FunctionPointer>(
         glGetFramebufferAttachmentParameteriv), },
    {"glGetIntegerv", reinterpret_cast<GLES2FunctionPointer>(glGetIntegerv), },
    {"glGetProgramiv",
     reinterpret_cast<GLES2FunctionPointer>(glGetProgramiv), },
    {"glGetProgramInfoLog",
     reinterpret_cast<GLES2FunctionPointer>(glGetProgramInfoLog), },
    {"glGetRenderbufferParameteriv",
     reinterpret_cast<GLES2FunctionPointer>(glGetRenderbufferParameteriv), },
    {"glGetShaderiv", reinterpret_cast<GLES2FunctionPointer>(glGetShaderiv), },
    {"glGetShaderInfoLog",
     reinterpret_cast<GLES2FunctionPointer>(glGetShaderInfoLog), },
    {"glGetShaderPrecisionFormat",
     reinterpret_cast<GLES2FunctionPointer>(glGetShaderPrecisionFormat), },
    {"glGetShaderSource",
     reinterpret_cast<GLES2FunctionPointer>(glGetShaderSource), },
    {"glGetString", reinterpret_cast<GLES2FunctionPointer>(glGetString), },
    {"glGetTexParameterfv",
     reinterpret_cast<GLES2FunctionPointer>(glGetTexParameterfv), },
    {"glGetTexParameteriv",
     reinterpret_cast<GLES2FunctionPointer>(glGetTexParameteriv), },
    {"glGetUniformfv",
     reinterpret_cast<GLES2FunctionPointer>(glGetUniformfv), },
    {"glGetUniformiv",
     reinterpret_cast<GLES2FunctionPointer>(glGetUniformiv), },
    {"glGetUniformLocation",
     reinterpret_cast<GLES2FunctionPointer>(glGetUniformLocation), },
    {"glGetVertexAttribfv",
     reinterpret_cast<GLES2FunctionPointer>(glGetVertexAttribfv), },
    {"glGetVertexAttribiv",
     reinterpret_cast<GLES2FunctionPointer>(glGetVertexAttribiv), },
    {"glGetVertexAttribPointerv",
     reinterpret_cast<GLES2FunctionPointer>(glGetVertexAttribPointerv), },
    {"glHint", reinterpret_cast<GLES2FunctionPointer>(glHint), },
    {"glIsBuffer", reinterpret_cast<GLES2FunctionPointer>(glIsBuffer), },
    {"glIsEnabled", reinterpret_cast<GLES2FunctionPointer>(glIsEnabled), },
    {"glIsFramebuffer",
     reinterpret_cast<GLES2FunctionPointer>(glIsFramebuffer), },
    {"glIsProgram", reinterpret_cast<GLES2FunctionPointer>(glIsProgram), },
    {"glIsRenderbuffer",
     reinterpret_cast<GLES2FunctionPointer>(glIsRenderbuffer), },
    {"glIsShader", reinterpret_cast<GLES2FunctionPointer>(glIsShader), },
    {"glIsTexture", reinterpret_cast<GLES2FunctionPointer>(glIsTexture), },
    {"glLineWidth", reinterpret_cast<GLES2FunctionPointer>(glLineWidth), },
    {"glLinkProgram", reinterpret_cast<GLES2FunctionPointer>(glLinkProgram), },
    {"glPixelStorei", reinterpret_cast<GLES2FunctionPointer>(glPixelStorei), },
    {"glPolygonOffset",
     reinterpret_cast<GLES2FunctionPointer>(glPolygonOffset), },
    {"glReadPixels", reinterpret_cast<GLES2FunctionPointer>(glReadPixels), },
    {"glReleaseShaderCompiler",
     reinterpret_cast<GLES2FunctionPointer>(glReleaseShaderCompiler), },
    {"glRenderbufferStorage",
     reinterpret_cast<GLES2FunctionPointer>(glRenderbufferStorage), },
    {"glSampleCoverage",
     reinterpret_cast<GLES2FunctionPointer>(glSampleCoverage), },
    {"glScissor", reinterpret_cast<GLES2FunctionPointer>(glScissor), },
    {"glShaderBinary",
     reinterpret_cast<GLES2FunctionPointer>(glShaderBinary), },
    {"glShaderSource",
     reinterpret_cast<GLES2FunctionPointer>(glShaderSource), },
    {"glShallowFinishCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glShallowFinishCHROMIUM), },
    {"glShallowFlushCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glShallowFlushCHROMIUM), },
    {"glStencilFunc", reinterpret_cast<GLES2FunctionPointer>(glStencilFunc), },
    {"glStencilFuncSeparate",
     reinterpret_cast<GLES2FunctionPointer>(glStencilFuncSeparate), },
    {"glStencilMask", reinterpret_cast<GLES2FunctionPointer>(glStencilMask), },
    {"glStencilMaskSeparate",
     reinterpret_cast<GLES2FunctionPointer>(glStencilMaskSeparate), },
    {"glStencilOp", reinterpret_cast<GLES2FunctionPointer>(glStencilOp), },
    {"glStencilOpSeparate",
     reinterpret_cast<GLES2FunctionPointer>(glStencilOpSeparate), },
    {"glTexImage2D", reinterpret_cast<GLES2FunctionPointer>(glTexImage2D), },
    {"glTexParameterf",
     reinterpret_cast<GLES2FunctionPointer>(glTexParameterf), },
    {"glTexParameterfv",
     reinterpret_cast<GLES2FunctionPointer>(glTexParameterfv), },
    {"glTexParameteri",
     reinterpret_cast<GLES2FunctionPointer>(glTexParameteri), },
    {"glTexParameteriv",
     reinterpret_cast<GLES2FunctionPointer>(glTexParameteriv), },
    {"glTexSubImage2D",
     reinterpret_cast<GLES2FunctionPointer>(glTexSubImage2D), },
    {"glUniform1f", reinterpret_cast<GLES2FunctionPointer>(glUniform1f), },
    {"glUniform1fv", reinterpret_cast<GLES2FunctionPointer>(glUniform1fv), },
    {"glUniform1i", reinterpret_cast<GLES2FunctionPointer>(glUniform1i), },
    {"glUniform1iv", reinterpret_cast<GLES2FunctionPointer>(glUniform1iv), },
    {"glUniform2f", reinterpret_cast<GLES2FunctionPointer>(glUniform2f), },
    {"glUniform2fv", reinterpret_cast<GLES2FunctionPointer>(glUniform2fv), },
    {"glUniform2i", reinterpret_cast<GLES2FunctionPointer>(glUniform2i), },
    {"glUniform2iv", reinterpret_cast<GLES2FunctionPointer>(glUniform2iv), },
    {"glUniform3f", reinterpret_cast<GLES2FunctionPointer>(glUniform3f), },
    {"glUniform3fv", reinterpret_cast<GLES2FunctionPointer>(glUniform3fv), },
    {"glUniform3i", reinterpret_cast<GLES2FunctionPointer>(glUniform3i), },
    {"glUniform3iv", reinterpret_cast<GLES2FunctionPointer>(glUniform3iv), },
    {"glUniform4f", reinterpret_cast<GLES2FunctionPointer>(glUniform4f), },
    {"glUniform4fv", reinterpret_cast<GLES2FunctionPointer>(glUniform4fv), },
    {"glUniform4i", reinterpret_cast<GLES2FunctionPointer>(glUniform4i), },
    {"glUniform4iv", reinterpret_cast<GLES2FunctionPointer>(glUniform4iv), },
    {"glUniformMatrix2fv",
     reinterpret_cast<GLES2FunctionPointer>(glUniformMatrix2fv), },
    {"glUniformMatrix3fv",
     reinterpret_cast<GLES2FunctionPointer>(glUniformMatrix3fv), },
    {"glUniformMatrix4fv",
     reinterpret_cast<GLES2FunctionPointer>(glUniformMatrix4fv), },
    {"glUseProgram", reinterpret_cast<GLES2FunctionPointer>(glUseProgram), },
    {"glValidateProgram",
     reinterpret_cast<GLES2FunctionPointer>(glValidateProgram), },
    {"glVertexAttrib1f",
     reinterpret_cast<GLES2FunctionPointer>(glVertexAttrib1f), },
    {"glVertexAttrib1fv",
     reinterpret_cast<GLES2FunctionPointer>(glVertexAttrib1fv), },
    {"glVertexAttrib2f",
     reinterpret_cast<GLES2FunctionPointer>(glVertexAttrib2f), },
    {"glVertexAttrib2fv",
     reinterpret_cast<GLES2FunctionPointer>(glVertexAttrib2fv), },
    {"glVertexAttrib3f",
     reinterpret_cast<GLES2FunctionPointer>(glVertexAttrib3f), },
    {"glVertexAttrib3fv",
     reinterpret_cast<GLES2FunctionPointer>(glVertexAttrib3fv), },
    {"glVertexAttrib4f",
     reinterpret_cast<GLES2FunctionPointer>(glVertexAttrib4f), },
    {"glVertexAttrib4fv",
     reinterpret_cast<GLES2FunctionPointer>(glVertexAttrib4fv), },
    {"glVertexAttribPointer",
     reinterpret_cast<GLES2FunctionPointer>(glVertexAttribPointer), },
    {"glViewport", reinterpret_cast<GLES2FunctionPointer>(glViewport), },
    {"glBlitFramebufferCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glBlitFramebufferCHROMIUM), },
    {"glRenderbufferStorageMultisampleCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(
         glRenderbufferStorageMultisampleCHROMIUM), },
    {"glRenderbufferStorageMultisampleEXT",
     reinterpret_cast<GLES2FunctionPointer>(
         glRenderbufferStorageMultisampleEXT), },
    {"glFramebufferTexture2DMultisampleEXT",
     reinterpret_cast<GLES2FunctionPointer>(
         glFramebufferTexture2DMultisampleEXT), },
    {"glTexStorage2DEXT",
     reinterpret_cast<GLES2FunctionPointer>(glTexStorage2DEXT), },
    {"glGenQueriesEXT",
     reinterpret_cast<GLES2FunctionPointer>(glGenQueriesEXT), },
    {"glDeleteQueriesEXT",
     reinterpret_cast<GLES2FunctionPointer>(glDeleteQueriesEXT), },
    {"glIsQueryEXT", reinterpret_cast<GLES2FunctionPointer>(glIsQueryEXT), },
    {"glBeginQueryEXT",
     reinterpret_cast<GLES2FunctionPointer>(glBeginQueryEXT), },
    {"glEndQueryEXT", reinterpret_cast<GLES2FunctionPointer>(glEndQueryEXT), },
    {"glGetQueryivEXT",
     reinterpret_cast<GLES2FunctionPointer>(glGetQueryivEXT), },
    {"glGetQueryObjectuivEXT",
     reinterpret_cast<GLES2FunctionPointer>(glGetQueryObjectuivEXT), },
    {"glInsertEventMarkerEXT",
     reinterpret_cast<GLES2FunctionPointer>(glInsertEventMarkerEXT), },
    {"glPushGroupMarkerEXT",
     reinterpret_cast<GLES2FunctionPointer>(glPushGroupMarkerEXT), },
    {"glPopGroupMarkerEXT",
     reinterpret_cast<GLES2FunctionPointer>(glPopGroupMarkerEXT), },
    {"glGenVertexArraysOES",
     reinterpret_cast<GLES2FunctionPointer>(glGenVertexArraysOES), },
    {"glDeleteVertexArraysOES",
     reinterpret_cast<GLES2FunctionPointer>(glDeleteVertexArraysOES), },
    {"glIsVertexArrayOES",
     reinterpret_cast<GLES2FunctionPointer>(glIsVertexArrayOES), },
    {"glBindVertexArrayOES",
     reinterpret_cast<GLES2FunctionPointer>(glBindVertexArrayOES), },
    {"glSwapBuffers", reinterpret_cast<GLES2FunctionPointer>(glSwapBuffers), },
    {"glGetMaxValueInBufferCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glGetMaxValueInBufferCHROMIUM), },
    {"glGenSharedIdsCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glGenSharedIdsCHROMIUM), },
    {"glDeleteSharedIdsCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glDeleteSharedIdsCHROMIUM), },
    {"glRegisterSharedIdsCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glRegisterSharedIdsCHROMIUM), },
    {"glEnableFeatureCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glEnableFeatureCHROMIUM), },
    {"glMapBufferCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glMapBufferCHROMIUM), },
    {"glUnmapBufferCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glUnmapBufferCHROMIUM), },
    {"glMapImageCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glMapImageCHROMIUM), },
    {"glUnmapImageCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glUnmapImageCHROMIUM), },
    {"glMapBufferSubDataCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glMapBufferSubDataCHROMIUM), },
    {"glUnmapBufferSubDataCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glUnmapBufferSubDataCHROMIUM), },
    {"glMapTexSubImage2DCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glMapTexSubImage2DCHROMIUM), },
    {"glUnmapTexSubImage2DCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glUnmapTexSubImage2DCHROMIUM), },
    {"glResizeCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glResizeCHROMIUM), },
    {"glGetRequestableExtensionsCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(
         glGetRequestableExtensionsCHROMIUM), },
    {"glRequestExtensionCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glRequestExtensionCHROMIUM), },
    {"glRateLimitOffscreenContextCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(
         glRateLimitOffscreenContextCHROMIUM), },
    {"glGetMultipleIntegervCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glGetMultipleIntegervCHROMIUM), },
    {"glGetProgramInfoCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glGetProgramInfoCHROMIUM), },
    {"glCreateStreamTextureCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glCreateStreamTextureCHROMIUM), },
    {"glCreateImageCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glCreateImageCHROMIUM), },
    {"glDestroyImageCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glDestroyImageCHROMIUM), },
    {"glGetImageParameterivCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glGetImageParameterivCHROMIUM), },
    {"glGetTranslatedShaderSourceANGLE",
     reinterpret_cast<GLES2FunctionPointer>(
         glGetTranslatedShaderSourceANGLE), },
    {"glPostSubBufferCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glPostSubBufferCHROMIUM), },
    {"glTexImageIOSurface2DCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glTexImageIOSurface2DCHROMIUM), },
    {"glCopyTextureCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glCopyTextureCHROMIUM), },
    {"glDrawArraysInstancedANGLE",
     reinterpret_cast<GLES2FunctionPointer>(glDrawArraysInstancedANGLE), },
    {"glDrawElementsInstancedANGLE",
     reinterpret_cast<GLES2FunctionPointer>(glDrawElementsInstancedANGLE), },
    {"glVertexAttribDivisorANGLE",
     reinterpret_cast<GLES2FunctionPointer>(glVertexAttribDivisorANGLE), },
    {"glGenMailboxCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glGenMailboxCHROMIUM), },
    {"glProduceTextureCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glProduceTextureCHROMIUM), },
    {"glConsumeTextureCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glConsumeTextureCHROMIUM), },
    {"glBindUniformLocationCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glBindUniformLocationCHROMIUM), },
    {"glBindTexImage2DCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glBindTexImage2DCHROMIUM), },
    {"glReleaseTexImage2DCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glReleaseTexImage2DCHROMIUM), },
    {"glTraceBeginCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glTraceBeginCHROMIUM), },
    {"glTraceEndCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glTraceEndCHROMIUM), },
    {"glAsyncTexSubImage2DCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glAsyncTexSubImage2DCHROMIUM), },
    {"glAsyncTexImage2DCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glAsyncTexImage2DCHROMIUM), },
    {"glWaitAsyncTexImage2DCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glWaitAsyncTexImage2DCHROMIUM), },
    {"glWaitAllAsyncTexImage2DCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(
         glWaitAllAsyncTexImage2DCHROMIUM), },
    {"glDiscardFramebufferEXT",
     reinterpret_cast<GLES2FunctionPointer>(glDiscardFramebufferEXT), },
    {"glLoseContextCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glLoseContextCHROMIUM), },
    {"glInsertSyncPointCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glInsertSyncPointCHROMIUM), },
    {"glWaitSyncPointCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glWaitSyncPointCHROMIUM), },
    {"glDrawBuffersEXT",
     reinterpret_cast<GLES2FunctionPointer>(glDrawBuffersEXT), },
    {"glDiscardBackbufferCHROMIUM",
     reinterpret_cast<GLES2FunctionPointer>(glDiscardBackbufferCHROMIUM), },
    {NULL, NULL, }, };

}  // namespace gles2
#endif  // GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_

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