| !gles2_only |
| namespaces translator,gles2 |
| |
| # OpenGL functions which are needed ONLY for implementing GLES 2.0 |
| void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); |
| void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); |
| void glStencilMaskSeparate(GLenum face, GLuint mask); |
| void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); |
| GLboolean glIsProgram(GLuint program); |
| GLboolean glIsShader(GLuint shader); |
| void glVertexAttrib1f(GLuint indx, GLfloat x); |
| void glVertexAttrib1fv(GLuint indx, const GLfloat* values); |
| void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); |
| void glVertexAttrib2fv(GLuint indx, const GLfloat* values); |
| void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); |
| void glVertexAttrib3fv(GLuint indx, const GLfloat* values); |
| void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); |
| void glVertexAttrib4fv(GLuint indx, const GLfloat* values); |
| void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr); |
| void glDisableVertexAttribArray(GLuint index); |
| void glEnableVertexAttribArray(GLuint index); |
| void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params); |
| void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params); |
| void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer); |
| void glUniform1f(GLint location, GLfloat x); |
| void glUniform1fv(GLint location, GLsizei count, const GLfloat* v); |
| void glUniform1i(GLint location, GLint x); |
| void glUniform1iv(GLint location, GLsizei count, const GLint* v); |
| void glUniform2f(GLint location, GLfloat x, GLfloat y); |
| void glUniform2fv(GLint location, GLsizei count, const GLfloat* v); |
| void glUniform2i(GLint location, GLint x, GLint y); |
| void glUniform2iv(GLint location, GLsizei count, const GLint* v); |
| void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z); |
| void glUniform3fv(GLint location, GLsizei count, const GLfloat* v); |
| void glUniform3i(GLint location, GLint x, GLint y, GLint z); |
| void glUniform3iv(GLint location, GLsizei count, const GLint* v); |
| void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); |
| void glUniform4fv(GLint location, GLsizei count, const GLfloat* v); |
| void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w); |
| void glUniform4iv(GLint location, GLsizei count, const GLint* v); |
| void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); |
| void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); |
| void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); |
| void glAttachShader(GLuint program, GLuint shader); |
| void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name); |
| void glCompileShader(GLuint shader); |
| GLuint glCreateProgram(void); |
| GLuint glCreateShader(GLenum type); |
| void glDeleteProgram(GLuint program); |
| void glDeleteShader(GLuint shader); |
| void glDetachShader(GLuint program, GLuint shader); |
| void glLinkProgram(GLuint program); |
| void glUseProgram(GLuint program); |
| void glValidateProgram(GLuint program); |
| void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); |
| void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); |
| void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); |
| int glGetAttribLocation(GLuint program, const GLchar* name); |
| void glGetProgramiv(GLuint program, GLenum pname, GLint* params); |
| void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); |
| void glGetShaderiv(GLuint shader, GLenum pname, GLint* params); |
| void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); |
| void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); |
| void glGetUniformfv(GLuint program, GLint location, GLfloat* params); |
| void glGetUniformiv(GLuint program, GLint location, GLint* params); |
| int glGetUniformLocation(GLuint program, const GLchar* name); |
| void glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length); |
| |
| # The following are not used by GLDispatch but by GLESv2Dispatch |
| void glBindFramebuffer(GLenum target, GLuint framebuffer); |
| void glGenFramebuffers(GLsizei n, GLuint* framebuffers); |
| void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); |
| GLenum glCheckFramebufferStatus(GLenum target); |
| GLboolean glIsFramebuffer(GLuint framebuffer); |
| void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers); |
| |
| GLboolean glIsRenderbuffer(GLuint renderbuffer); |
| void glBindRenderbuffer(GLenum target, GLuint renderbuffer); |
| void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers); |
| void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers); |
| void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); |
| void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params); |
| void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); |
| void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params); |
| |
| void glGenerateMipmap(GLenum target); |