diff options
Diffstat (limited to 'gpu/GLES2/gl2.h')
-rw-r--r-- | gpu/GLES2/gl2.h | 339 |
1 files changed, 339 insertions, 0 deletions
diff --git a/gpu/GLES2/gl2.h b/gpu/GLES2/gl2.h new file mode 100644 index 0000000..8e9b0e3 --- /dev/null +++ b/gpu/GLES2/gl2.h @@ -0,0 +1,339 @@ +#ifndef __gl2_h_ +#define __gl2_h_ + +/* $Revision: 8784 $ on $Date:: 2009-09-02 09:49:17 -0700 #$ */ + +/* + * This document is licensed under the SGI Free Software B License Version + * 2.0. For details, see http://oss.sgi.com/projects/FreeB/ . + */ + +#include <GLES2/gl2types.h> + +// Note: If your program is written in C++ you can define +// GLES2_INLINE_OPTIMIZATION to get an inline version of the OpenGL ES 2.0 +// code for your program. The advantage is a program compiled with high +// optimization settings can generate very efficient code for issuing OpenGL ES +// commands. The disadvantage is there is a small possibility of conflicts with +// your code as we need to include lots of class definitions and a few +// macros. + +#if defined(__cplusplus) && defined(GLES2_INLINE_OPTIMIZATION) +#include "../command_buffer/client/gles2_lib.h" +#define GLES2_USE_CPP_BINDINGS +#endif + +#if defined(GLES2_USE_CPP_BINDINGS) +#define GLES2_GET_FUN(name) gles2::GetGLContext()->name +#else +#define GLES2_GET_FUN(name) GLES2 ## name +#endif + +/*------------------------------------------------------------------------- + * GL core functions. + *-----------------------------------------------------------------------*/ +#undef GL_APICALL +#define GL_APICALL +#undef GL_APIENTRY +#define GL_APIENTRY + +#define glActiveTexture GLES2_GET_FUN(ActiveTexture) +#define glAttachShader GLES2_GET_FUN(AttachShader) +#define glBindAttribLocation GLES2_GET_FUN(BindAttribLocation) +#define glBindBuffer GLES2_GET_FUN(BindBuffer) +#define glBindFramebuffer GLES2_GET_FUN(BindFramebuffer) +#define glBindRenderbuffer GLES2_GET_FUN(BindRenderbuffer) +#define glBindTexture GLES2_GET_FUN(BindTexture) +#define glBlendColor GLES2_GET_FUN(BlendColor) +#define glBlendEquation GLES2_GET_FUN(BlendEquation) +#define glBlendEquationSeparate GLES2_GET_FUN(BlendEquationSeparate) +#define glBlendFunc GLES2_GET_FUN(BlendFunc) +#define glBlendFuncSeparate GLES2_GET_FUN(BlendFuncSeparate) +#define glBufferData GLES2_GET_FUN(BufferData) +#define glBufferSubData GLES2_GET_FUN(BufferSubData) +#define glCheckFramebufferStatus GLES2_GET_FUN(CheckFramebufferStatus) +#define glClear GLES2_GET_FUN(Clear) +#define glClearColor GLES2_GET_FUN(ClearColor) +#define glClearDepthf GLES2_GET_FUN(ClearDepthf) +#define glClearStencil GLES2_GET_FUN(ClearStencil) +#define glColorMask GLES2_GET_FUN(ColorMask) +#define glCompileShader GLES2_GET_FUN(CompileShader) +#define glCompressedTexImage2D GLES2_GET_FUN(CompressedTexImage2D) +#define glCompressedTexSubImage2D GLES2_GET_FUN(CompressedTexSubImage2D) +#define glCopyTexImage2D GLES2_GET_FUN(CopyTexImage2D) +#define glCopyTexSubImage2D GLES2_GET_FUN(CopyTexSubImage2D) +#define glCreateProgram GLES2_GET_FUN(CreateProgram) +#define glCreateShader GLES2_GET_FUN(CreateShader) +#define glCullFace GLES2_GET_FUN(CullFace) +#define glDeleteBuffers GLES2_GET_FUN(DeleteBuffers) +#define glDeleteFramebuffers GLES2_GET_FUN(DeleteFramebuffers) +#define glDeleteProgram GLES2_GET_FUN(DeleteProgram) +#define glDeleteRenderbuffers GLES2_GET_FUN(DeleteRenderbuffers) +#define glDeleteShader GLES2_GET_FUN(DeleteShader) +#define glDeleteTextures GLES2_GET_FUN(DeleteTextures) +#define glDepthFunc GLES2_GET_FUN(DepthFunc) +#define glDepthMask GLES2_GET_FUN(DepthMask) +#define glDepthRangef GLES2_GET_FUN(DepthRangef) +#define glDetachShader GLES2_GET_FUN(DetachShader) +#define glDisable GLES2_GET_FUN(Disable) +#define glDisableVertexAttribArray GLES2_GET_FUN(DisableVertexAttribArray) +#define glDrawArrays GLES2_GET_FUN(DrawArrays) +#define glDrawElements GLES2_GET_FUN(DrawElements) +#define glEnable GLES2_GET_FUN(Enable) +#define glEnableVertexAttribArray GLES2_GET_FUN(EnableVertexAttribArray) +#define glFinish GLES2_GET_FUN(Finish) +#define glFlush GLES2_GET_FUN(Flush) +#define glFramebufferRenderbuffer GLES2_GET_FUN(FramebufferRenderbuffer) +#define glFramebufferTexture2D GLES2_GET_FUN(FramebufferTexture2D) +#define glFrontFace GLES2_GET_FUN(FrontFace) +#define glGenBuffers GLES2_GET_FUN(GenBuffers) +#define glGenerateMipmap GLES2_GET_FUN(GenerateMipmap) +#define glGenFramebuffers GLES2_GET_FUN(GenFramebuffers) +#define glGenRenderbuffers GLES2_GET_FUN(GenRenderbuffers) +#define glGenTextures GLES2_GET_FUN(GenTextures) +#define glGetActiveAttrib GLES2_GET_FUN(GetActiveAttrib) +#define glGetActiveUniform GLES2_GET_FUN(GetActiveUniform) +#define glGetAttachedShaders GLES2_GET_FUN(GetAttachedShaders) +#define glGetAttribLocation GLES2_GET_FUN(GetAttribLocation) +#define glGetBooleanv GLES2_GET_FUN(GetBooleanv) +#define glGetBufferParameteriv GLES2_GET_FUN(GetBufferParameteriv) +#define glGetError GLES2_GET_FUN(GetError) +#define glGetFloatv GLES2_GET_FUN(GetFloatv) +#define glGetFramebufferAttachmentParameteriv GLES2_GET_FUN(GetFramebufferAttachmentParameteriv) +#define glGetIntegerv GLES2_GET_FUN(GetIntegerv) +#define glGetProgramiv GLES2_GET_FUN(GetProgramiv) +#define glGetProgramInfoLog GLES2_GET_FUN(GetProgramInfoLog) +#define glGetRenderbufferParameteriv GLES2_GET_FUN(GetRenderbufferParameteriv) +#define glGetShaderiv GLES2_GET_FUN(GetShaderiv) +#define glGetShaderInfoLog GLES2_GET_FUN(GetShaderInfoLog) +#define glGetShaderPrecisionFormat GLES2_GET_FUN(GetShaderPrecisionFormat) +#define glGetShaderSource GLES2_GET_FUN(GetShaderSource) +#define glGetString GLES2_GET_FUN(GetString) +#define glGetTexParameterfv GLES2_GET_FUN(GetTexParameterfv) +#define glGetTexParameteriv GLES2_GET_FUN(GetTexParameteriv) +#define glGetUniformfv GLES2_GET_FUN(GetUniformfv) +#define glGetUniformiv GLES2_GET_FUN(GetUniformiv) +#define glGetUniformLocation GLES2_GET_FUN(GetUniformLocation) +#define glGetVertexAttribfv GLES2_GET_FUN(GetVertexAttribfv) +#define glGetVertexAttribiv GLES2_GET_FUN(GetVertexAttribiv) +#define glGetVertexAttribPointerv GLES2_GET_FUN(GetVertexAttribPointerv) +#define glHint GLES2_GET_FUN(Hint) +#define glIsBuffer GLES2_GET_FUN(IsBuffer) +#define glIsEnabled GLES2_GET_FUN(IsEnabled) +#define glIsFramebuffer GLES2_GET_FUN(IsFramebuffer) +#define glIsProgram GLES2_GET_FUN(IsProgram) +#define glIsRenderbuffer GLES2_GET_FUN(IsRenderbuffer) +#define glIsShader GLES2_GET_FUN(IsShader) +#define glIsTexture GLES2_GET_FUN(IsTexture) +#define glLineWidth GLES2_GET_FUN(LineWidth) +#define glLinkProgram GLES2_GET_FUN(LinkProgram) +#define glPixelStorei GLES2_GET_FUN(PixelStorei) +#define glPolygonOffset GLES2_GET_FUN(PolygonOffset) +#define glReadPixels GLES2_GET_FUN(ReadPixels) +#define glReleaseShaderCompiler GLES2_GET_FUN(ReleaseShaderCompiler) +#define glRenderbufferStorage GLES2_GET_FUN(RenderbufferStorage) +#define glSampleCoverage GLES2_GET_FUN(SampleCoverage) +#define glScissor GLES2_GET_FUN(Scissor) +#define glShaderBinary GLES2_GET_FUN(ShaderBinary) +#define glShaderSource GLES2_GET_FUN(ShaderSource) +#define glStencilFunc GLES2_GET_FUN(StencilFunc) +#define glStencilFuncSeparate GLES2_GET_FUN(StencilFuncSeparate) +#define glStencilMask GLES2_GET_FUN(StencilMask) +#define glStencilMaskSeparate GLES2_GET_FUN(StencilMaskSeparate) +#define glStencilOp GLES2_GET_FUN(StencilOp) +#define glStencilOpSeparate GLES2_GET_FUN(StencilOpSeparate) +#define glTexImage2D GLES2_GET_FUN(TexImage2D) +#define glTexParameterf GLES2_GET_FUN(TexParameterf) +#define glTexParameterfv GLES2_GET_FUN(TexParameterfv) +#define glTexParameteri GLES2_GET_FUN(TexParameteri) +#define glTexParameteriv GLES2_GET_FUN(TexParameteriv) +#define glTexSubImage2D GLES2_GET_FUN(TexSubImage2D) +#define glUniform1f GLES2_GET_FUN(Uniform1f) +#define glUniform1fv GLES2_GET_FUN(Uniform1fv) +#define glUniform1i GLES2_GET_FUN(Uniform1i) +#define glUniform1iv GLES2_GET_FUN(Uniform1iv) +#define glUniform2f GLES2_GET_FUN(Uniform2f) +#define glUniform2fv GLES2_GET_FUN(Uniform2fv) +#define glUniform2i GLES2_GET_FUN(Uniform2i) +#define glUniform2iv GLES2_GET_FUN(Uniform2iv) +#define glUniform3f GLES2_GET_FUN(Uniform3f) +#define glUniform3fv GLES2_GET_FUN(Uniform3fv) +#define glUniform3i GLES2_GET_FUN(Uniform3i) +#define glUniform3iv GLES2_GET_FUN(Uniform3iv) +#define glUniform4f GLES2_GET_FUN(Uniform4f) +#define glUniform4fv GLES2_GET_FUN(Uniform4fv) +#define glUniform4i GLES2_GET_FUN(Uniform4i) +#define glUniform4iv GLES2_GET_FUN(Uniform4iv) +#define glUniformMatrix2fv GLES2_GET_FUN(UniformMatrix2fv) +#define glUniformMatrix3fv GLES2_GET_FUN(UniformMatrix3fv) +#define glUniformMatrix4fv GLES2_GET_FUN(UniformMatrix4fv) +#define glUseProgram GLES2_GET_FUN(UseProgram) +#define glValidateProgram GLES2_GET_FUN(ValidateProgram) +#define glVertexAttrib1f GLES2_GET_FUN(VertexAttrib1f) +#define glVertexAttrib1fv GLES2_GET_FUN(VertexAttrib1fv) +#define glVertexAttrib2f GLES2_GET_FUN(VertexAttrib2f) +#define glVertexAttrib2fv GLES2_GET_FUN(VertexAttrib2fv) +#define glVertexAttrib3f GLES2_GET_FUN(VertexAttrib3f) +#define glVertexAttrib3fv GLES2_GET_FUN(VertexAttrib3fv) +#define glVertexAttrib4f GLES2_GET_FUN(VertexAttrib4f) +#define glVertexAttrib4fv GLES2_GET_FUN(VertexAttrib4fv) +#define glVertexAttribPointer GLES2_GET_FUN(VertexAttribPointer) +#define glViewport GLES2_GET_FUN(Viewport) + +#if !defined(GLES2_USE_CPP_BINDINGS) + +#if defined(__cplusplus) +extern "C" { +#endif + +GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture); +GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader); +GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const char* name); +GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer); +GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer); +GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer); +GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture); +GL_APICALL void GL_APIENTRY glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); +GL_APICALL void GL_APIENTRY glBlendEquation ( GLenum mode ); +GL_APICALL void GL_APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); +GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor); +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 void* data, GLenum usage); +GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void* data); +GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target); +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 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 glCompileShader (GLuint shader); +GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data); +GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* 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 GLuint GL_APIENTRY glCreateProgram (void); +GL_APICALL GLuint GL_APIENTRY glCreateShader (GLenum type); +GL_APICALL void GL_APIENTRY glCullFace (GLenum mode); +GL_APICALL void GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint* buffers); +GL_APICALL void GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint* framebuffers); +GL_APICALL void GL_APIENTRY glDeleteProgram (GLuint program); +GL_APICALL void GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint* renderbuffers); +GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader); +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 glDepthRangef (GLclampf zNear, GLclampf zFar); +GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader); +GL_APICALL void GL_APIENTRY glDisable (GLenum cap); +GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index); +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 void* indices); +GL_APICALL void GL_APIENTRY glEnable (GLenum cap); +GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index); +GL_APICALL void GL_APIENTRY glFinish (void); +GL_APICALL void GL_APIENTRY glFlush (void); +GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GL_APICALL void GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GL_APICALL void GL_APIENTRY glFrontFace (GLenum mode); +GL_APICALL void GL_APIENTRY glGenBuffers (GLsizei n, GLuint* buffers); +GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target); +GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint* framebuffers); +GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint* renderbuffers); +GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint* textures); +GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); +GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); +GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); +GL_APICALL int GL_APIENTRY glGetAttribLocation (GLuint program, const char* name); +GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean* params); +GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint* params); +GL_APICALL GLenum GL_APIENTRY glGetError (void); +GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat* params); +GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint* params); +GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint* params); +GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint* params); +GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, char* infolog); +GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint* params); +GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint* params); +GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog); +GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); +GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, char* source); +GL_APICALL const GLubyte* GL_APIENTRY glGetString (GLenum name); +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 glGetUniformfv (GLuint program, GLint location, GLfloat* params); +GL_APICALL void GL_APIENTRY glGetUniformiv (GLuint program, GLint location, GLint* params); +GL_APICALL int GL_APIENTRY glGetUniformLocation (GLuint program, const char* name); +GL_APICALL void GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat* params); +GL_APICALL void GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint* params); +GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void** pointer); +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 glIsFramebuffer (GLuint framebuffer); +GL_APICALL GLboolean GL_APIENTRY glIsProgram (GLuint program); +GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer); +GL_APICALL GLboolean GL_APIENTRY glIsShader (GLuint shader); +GL_APICALL GLboolean GL_APIENTRY glIsTexture (GLuint texture); +GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width); +GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program); +GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param); +GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units); +GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels); +GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void); +GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, 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 glShaderBinary (GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length); +GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const char** string, const GLint* length); +GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask); +GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask); +GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask); +GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask); +GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass); +GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, 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 void* pixels); +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 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 void* pixels); +GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat x); +GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat* v); +GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint x); +GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint* v); +GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat x, GLfloat y); +GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat* v); +GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint x, GLint y); +GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint* v); +GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z); +GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat* v); +GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint x, GLint y, GLint z); +GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint* v); +GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat* v); +GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w); +GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint* v); +GL_APICALL void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +GL_APICALL void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +GL_APICALL void GL_APIENTRY glUseProgram (GLuint program); +GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program); +GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint indx, GLfloat x); +GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint indx, const GLfloat* values); +GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y); +GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint indx, const GLfloat* values); +GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z); +GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint indx, const GLfloat* values); +GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint indx, const GLfloat* values); +GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr); +GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); + +#if defined(__cplusplus) +} +#endif + +#endif // !GLES2_USE_CPP_BINDINGS + +#endif /* __gl2_h_ */ + |