| !gles3_only |
| namespaces translator,gles2 |
| |
| # GLES 3.0 functions required by the translator library. |
| |
| %#include <GLES/gl.h> |
| %#include <GLES3/gl3.h> |
| |
| # glGetStringi |
| GLconstubyteptr glGetStringi(GLenum name, GLint index); |
| |
| # VAOs |
| void glGenVertexArrays(GLsizei n, GLuint* arrays); |
| void glBindVertexArray(GLuint array); |
| void glDeleteVertexArrays(GLsizei n, const GLuint *arrays); |
| GLboolean glIsVertexArray(GLuint array); |
| |
| # Buffers |
| void *glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); |
| GLboolean glUnmapBuffer(GLenum target); |
| void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length); |
| |
| void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); |
| void glBindBufferBase(GLenum target, GLuint index, GLuint buffer); |
| |
| void glCopyBufferSubData(GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size); |
| |
| void glClearBufferiv(GLenum buffer, GLint drawBuffer, const GLint * value); |
| void glClearBufferuiv(GLenum buffer, GLint drawBuffer, const GLuint * value); |
| void glClearBufferfv(GLenum buffer, GLint drawBuffer, const GLfloat * value); |
| void glClearBufferfi(GLenum buffer, GLint drawBuffer, GLfloat depth, GLint stencil); |
| |
| void glGetBufferParameteri64v(GLenum target, GLenum value, GLint64 * data); |
| void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid ** params); |
| |
| # UBOs |
| void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); |
| |
| GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName); |
| void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar **uniformNames, GLuint *uniformIndices); |
| |
| void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); |
| void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); |
| |
| # More uniform setters |
| void glUniform1ui(GLint location, GLuint v0); |
| void glUniform2ui(GLint location, GLuint v0, GLuint v1); |
| void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2); |
| void glUniform4ui(GLint location, GLint v0, GLuint v1, GLuint v2, GLuint v3); |
| void glUniform1uiv(GLint location, GLsizei count, const GLuint *value); |
| void glUniform2uiv(GLint location, GLsizei count, const GLuint *value); |
| void glUniform3uiv(GLint location, GLsizei count, const GLuint *value); |
| void glUniform4uiv(GLint location, GLsizei count, const GLuint *value); |
| void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); |
| void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); |
| void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); |
| void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); |
| void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); |
| void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); |
| |
| void glGetUniformuiv(GLuint program, GLint location, GLuint *params); |
| void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); |
| |
| # More vertex attribute setters / queries |
| void glVertexAttribI4i(GLuint index, GLint v0, GLint v1, GLint v2, GLint v3); |
| void glVertexAttribI4ui(GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3); |
| void glVertexAttribI4iv(GLuint index, const GLint *v); |
| void glVertexAttribI4uiv(GLuint index, const GLuint *v); |
| void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer); |
| void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params); |
| void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params); |
| |
| # Instanced draws |
| void glVertexAttribDivisor(GLuint index, GLuint divisor); |
| void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount); |
| void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei primcount); |
| |
| # Draw with known index range |
| void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices); |
| |
| # Sync |
| GLsync glFenceSync(GLenum condition, GLbitfield flags); |
| GLenum glClientWaitSync(GLsync wait_on, GLbitfield flags, GLuint64 timeout); |
| void glWaitSync(GLsync wait_on, GLbitfield flags, GLuint64 timeout); |
| void glDeleteSync(GLsync to_delete); |
| GLboolean glIsSync(GLsync sync); |
| void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); |
| |
| # MRT / MSAA render buffer |
| void glDrawBuffers(GLsizei n, const GLenum *bufs); |
| void glReadBuffer(GLenum src); |
| void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); |
| void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments); |
| void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); |
| void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); |
| void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params); |
| void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); |
| |
| # Transform feedback |
| void glBeginTransformFeedback(GLenum primitiveMode); |
| void glEndTransformFeedback(void); |
| void glGenTransformFeedbacks(GLsizei n, GLuint *ids); |
| void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids); |
| void glBindTransformFeedback(GLenum target, GLuint id); |
| void glPauseTransformFeedback(void); |
| void glResumeTransformFeedback(void); |
| GLboolean glIsTransformFeedback(GLuint id); |
| void glTransformFeedbackVaryings(GLuint program, GLsizei count, const char ** varyings, GLenum bufferMode); |
| void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, char * name); |
| |
| # Sampler objects |
| void glGenSamplers(GLsizei n, GLuint *samplers); |
| void glDeleteSamplers(GLsizei n, const GLuint * samplers); |
| void glBindSampler(GLuint unit, GLuint sampler); |
| void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param); |
| void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param); |
| void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat * params); |
| void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint * params); |
| void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat * params); |
| void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint * params); |
| GLboolean glIsSampler(GLuint sampler); |
| |
| # Query objects |
| void glGenQueries(GLsizei n, GLuint * queries); |
| void glDeleteQueries(GLsizei n, const GLuint * queries); |
| void glBeginQuery(GLenum target, GLuint query); |
| void glEndQuery(GLenum target); |
| void glGetQueryiv(GLenum target, GLenum pname, GLint * params); |
| void glGetQueryObjectuiv(GLuint query, GLenum pname, GLuint * params); |
| GLboolean glIsQuery(GLuint query); |
| |
| # Shader binary objects |
| void glProgramParameteri(GLuint program, GLenum pname, GLint value); |
| void glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); |
| void glGetProgramBinary(GLuint program, GLsizei bufsize, GLsizei *length, GLenum *binaryFormat, void *binary); |
| |
| # New glGets |
| GLint glGetFragDataLocation(GLuint program, const char * name); |
| void glGetInteger64v(GLenum pname, GLint64 * data); |
| void glGetIntegeri_v(GLenum target, GLuint index, GLint * data); |
| void glGetInteger64i_v(GLenum target, GLuint index, GLint64 * data); |
| |
| # Array/3D textures |
| void glTexImage3D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * data); |
| void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); |
| void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * data); |
| void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data); |
| void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data); |
| void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); |