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[Misc] (MG_Impl/Texture): Add texture function stubs.
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#pragma once
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#include <Includes.h>
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namespace MobileGL {
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namespace MG_Impl::GLImpl {
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/* @INSERTION_POINT:FUNCTION_DECLARATION@ */
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void TexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width,
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GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels);
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void TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
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GLenum format, GLenum type, const void* pixels);
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void TexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type,
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const GLvoid* pixels);
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void TexParameterf(GLenum target, GLenum pname, GLfloat param);
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void TexParameteri(GLenum target, GLenum pname, GLint param);
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void TexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height,
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GLsizei depth, GLboolean fixedsamplelocations);
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void TexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height,
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GLboolean fixedsamplelocations);
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void TexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth,
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GLint border, GLenum format, GLenum type, const void* pixels);
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void TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border,
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GLenum format, GLenum type, const void* pixels);
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void TexImage1D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format,
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GLenum type, const GLvoid* pixels);
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void TexBuffer(GLenum target, GLenum internalformat, GLuint buffer);
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GLboolean IsTexture(GLuint texture);
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void GetTexParameterIuiv(GLenum target, GLenum pname, GLuint* params);
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void GetTexParameterIiv(GLenum target, GLenum pname, GLint* params);
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void GetTexParameteriv(GLenum target, GLenum pname, GLint* params);
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void GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params);
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void GetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint* params);
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void GetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat* params);
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void GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels);
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void GetCompressedTexImage(GLenum target, GLint level, void* img);
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void GenTextures(GLsizei n, GLuint* textures);
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void DeleteTextures(GLsizei n, const GLuint* textures);
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void CopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x,
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GLint y, GLsizei width, GLsizei height);
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void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y,
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GLsizei width, GLsizei height);
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void CopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
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void CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width,
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GLsizei height, GLint border);
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void CopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width,
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GLint border);
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void CompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
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GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize,
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const void* data);
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void CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
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GLsizei height, GLenum format, GLsizei imageSize, const void* data);
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void CompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format,
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GLsizei imageSize, const void* data);
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void CompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
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GLsizei depth, GLint border, GLsizei imageSize, const void* data);
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void CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
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GLint border, GLsizei imageSize, const void* data);
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void CompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border,
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GLsizei imageSize, const void* data);
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void BindTexture(GLenum target, GLuint texture);
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void ActiveTexture(GLenum texture);
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} // namespace MG_Impl::GLImpl
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} // namespace MobileGL
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