#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 // 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_ */