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328 lines
20 KiB
328 lines
20 KiB
!gles12tr_internal
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# OpenGL functions that are used only internally by the the GLES1->2 translator
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%typedef GLvoid* GLvoidptr;
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%typedef const GLubyte* constGLubyte;
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void glActiveTexture( GLenum texture);
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void glAlphaFunc( GLenum func, GLclampf ref);
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void glAlphaFuncx( GLenum func, GLclampx ref);
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void glAlphaFuncxOES( GLenum func, GLclampx ref);
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void glAttachShader( GLuint program, GLuint shader);
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void glBindAttribLocation( GLuint program, GLuint index, const GLchar* name);
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void glBindBuffer( GLenum target, GLuint buffer);
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void glBindFramebuffer( GLenum target, GLuint framebuffer);
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void glBindFramebufferOES( GLenum target, GLuint framebuffer);
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void glBindRenderbuffer( GLenum target, GLuint renderbuffer);
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void glBindRenderbufferOES( GLenum target, GLuint renderbuffer);
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void glBindTexture( GLenum target, GLuint texture);
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void glBlendColor( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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void glBlendEquation( GLenum mode);
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void glBlendEquationOES( GLenum mode);
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void glBlendEquationSeparate( GLenum modeRGB, GLenum modeAlpha);
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void glBlendEquationSeparateOES( GLenum modeRGB, GLenum modeAlpha);
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void glBlendFunc( GLenum sfactor, GLenum dfactor);
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void glBlendFuncSeparate( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
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void glBlendFuncSeparateOES( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
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void glBufferData( GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
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void glBufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
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GLenum glCheckFramebufferStatus( GLenum target);
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GLenum glCheckFramebufferStatusOES( GLenum target);
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void glClear( GLbitfield mask);
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void glClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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void glClearColorx( GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha);
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void glClearColorxOES( GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha);
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void glClearDepthf( GLfloat depth);
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void glClearDepthfOES( GLclampf depth);
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void glClearDepthx( GLclampx depth);
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void glClearDepthxOES( GLclampx depth);
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void glClearStencil( GLint s);
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void glClientActiveTexture( GLenum texture);
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void glClipPlanef( GLenum pname, const GLfloat* equation);
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void glClipPlanefOES( GLenum pname, const GLfloat* equation);
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void glClipPlanex( GLenum pname, const GLfixed* equation);
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void glClipPlanexOES( GLenum pname, const GLfixed* equation);
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void glColor4f( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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void glColor4fv( const GLfloat* components);
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void glColor4ub( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
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void glColor4ubv( const GLubyte* components);
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void glColor4x( GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha);
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void glColor4xOES( GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha);
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void glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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void glColorPointer( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
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void glColorPointerBounds( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer, GLsizei count);
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void glCompileShader( GLuint shader);
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void glCompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei image_size, const GLvoid* data);
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void glCompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei image_size, const GLvoid* data);
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void glCopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
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void glCopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
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GLuint glCreateProgram(void);
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GLuint glCreateShader( GLenum type);
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void glCullFace( GLenum mode);
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void glCurrentPaletteMatrixOES( GLuint index);
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void glDeleteBuffers( GLsizei n, const GLuint* buffers);
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void glDeleteFramebuffers( GLsizei n, const GLuint* framebuffers);
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void glDeleteFramebuffersOES( GLsizei n, const GLuint* framebuffers);
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void glDeleteProgram( GLuint program);
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void glDeleteRenderbuffers( GLsizei n, const GLuint* renderbuffers);
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void glDeleteRenderbuffersOES( GLsizei n, const GLuint* renderbuffers);
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void glDeleteShader( GLuint shader);
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void glDeleteTextures( GLsizei n, const GLuint* textures);
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void glDepthFunc( GLenum func);
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void glDepthMask( GLboolean flag);
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void glDepthRangef( GLclampf zNear, GLclampf zFar);
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void glDepthRangefOES( GLclampf zNear, GLclampf zFar);
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void glDepthRangex( GLclampx zNear, GLclampx zFar);
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void glDepthRangexOES( GLclampx zNear, GLclampx zFar);
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void glDetachShader( GLuint program, GLuint shader);
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void glDisable( GLenum cap);
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void glDisableClientState( GLenum cap);
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void glDisableVertexAttribArray( GLuint index);
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void glDrawArrays( GLenum mode, GLint first, GLsizei count);
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void glDrawElements( GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
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void glDrawTexfOES( GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height);
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void glDrawTexfvOES( const GLfloat* coords);
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void glDrawTexiOES( GLint x, GLint y, GLint z, GLint width, GLint height);
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void glDrawTexivOES( const GLint* coords);
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void glDrawTexsOES( GLshort x, GLshort y, GLshort z, GLshort width, GLshort height);
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void glDrawTexsvOES( const GLshort* coords);
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void glDrawTexxOES( GLfixed x, GLfixed y, GLfixed z, GLfixed width, GLfixed height);
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void glDrawTexxvOES( const GLfixed* coords);
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void glEGLImageTargetRenderbufferStorageOES( GLenum target, GLeglImageOES buffer);
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void glEGLImageTargetTexture2DOES( GLenum target, GLeglImageOES buffer);
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void glEnable( GLenum cap);
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void glEnableClientState( GLenum cap);
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void glEnableVertexAttribArray( GLuint index);
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void glFinish(void);
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void glFlush(void);
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void glFogf( GLenum name, GLfloat param);
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void glFogfv( GLenum name, const GLfloat* params);
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void glFogx( GLenum pname, GLfixed param);
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void glFogxOES( GLenum pname, GLfixed param);
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void glFogxv( GLenum pname, const GLfixed* params);
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void glFogxvOES( GLenum pname, const GLfixed* params);
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void glFramebufferRenderbuffer( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
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void glFramebufferRenderbufferOES( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
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void glFramebufferTexture2D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
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void glFramebufferTexture2DOES( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
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void glFrontFace( GLenum mode);
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void glFrustumf( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
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void glFrustumfOES( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
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void glFrustumx( GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
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void glFrustumxOES( GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
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void glGenBuffers( GLsizei n, GLuint* buffers);
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void glGenFramebuffers( GLsizei n, GLuint* framebuffers);
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void glGenFramebuffersOES( GLsizei n, GLuint* framebuffers);
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void glGenRenderbuffers( GLsizei n, GLuint* renderbuffers);
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void glGenRenderbuffersOES( GLsizei n, GLuint* renderbuffers);
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void glGenTextures( GLsizei n, GLuint* textures);
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void glGenerateMipmap( GLenum target);
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void glGenerateMipmapOES( GLenum target);
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void glGetActiveAttrib( GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
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void glGetActiveUniform( GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
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void glGetAttachedShaders( GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
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GLint glGetAttribLocation( GLuint program, const GLchar* name);
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void glGetBooleanv( GLenum pname, GLboolean* params);
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void glGetBufferParameteriv( GLenum target, GLenum pname, GLint* params);
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void glGetClipPlanef( GLenum pname, GLfloat* eqn);
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void glGetClipPlanefOES( GLenum pname, GLfloat* eqn);
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void glGetClipPlanex( GLenum pname, GLfixed* eqn);
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void glGetClipPlanexOES( GLenum pname, GLfixed* eqn);
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GLenum glGetError(void);
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void glGetFixedv( GLenum pname, GLfixed* params);
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void glGetFixedvOES( GLenum pname, GLfixed* params);
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void glGetFloatv( GLenum pname, GLfloat* params);
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void glGetFramebufferAttachmentParameteriv( GLenum target, GLenum attachment, GLenum pname, GLint* params);
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void glGetFramebufferAttachmentParameterivOES( GLenum target, GLenum attachment, GLenum pname, GLint* params);
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void glGetIntegerv( GLenum pname, GLint* params);
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void glGetLightfv( GLenum lightid, GLenum name, GLfloat* params);
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void glGetLightxv( GLenum light, GLenum pname, GLfixed* params);
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void glGetLightxvOES( GLenum light, GLenum pname, GLfixed* params);
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void glGetMaterialfv( GLenum face, GLenum name, GLfloat* params);
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void glGetMaterialxv( GLenum face, GLenum pname, GLfixed* params);
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void glGetMaterialxvOES( GLenum face, GLenum pname, GLfixed* params);
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void glGetPointerv( GLenum pname, void** params);
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void glGetProgramInfoLog( GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
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void glGetProgramiv( GLuint program, GLenum pname, GLint* params);
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void glGetRenderbufferParameteriv( GLenum target, GLenum pname, GLint* params);
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void glGetRenderbufferParameterivOES( GLenum target, GLenum pname, GLint* params);
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void glGetShaderInfoLog( GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
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void glGetShaderPrecisionFormat( GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
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void glGetShaderSource( GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
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void glGetShaderiv( GLuint shader, GLenum pname, GLint* params);
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constGLubyte glGetString( GLenum name);
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void glGetTexEnvfv( GLenum env, GLenum pname, GLfloat* params);
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void glGetTexEnviv( GLenum env, GLenum pname, GLint* params);
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void glGetTexEnvxv( GLenum env, GLenum pname, GLfixed* params);
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void glGetTexEnvxvOES( GLenum env, GLenum pname, GLfixed* params);
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void glGetTexParameterfv( GLenum target, GLenum pname, GLfloat* params);
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void glGetTexParameteriv( GLenum target, GLenum pname, GLint* params);
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void glGetTexParameterxv( GLenum target, GLenum pname, GLfixed* params);
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void glGetTexParameterxvOES( GLenum target, GLenum pname, GLfixed* params);
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void glGetUniformfv( GLuint program, GLint location, GLfloat* params);
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void glGetUniformiv( GLuint program, GLint location, GLint* params);
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GLint glGetUniformLocation( GLuint program, const GLchar* name);
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void glGetVertexAttribPointerv( GLuint index, GLenum pname, GLvoid** pointer);
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void glGetVertexAttribfv( GLuint index, GLenum pname, GLfloat* params);
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void glGetVertexAttribiv( GLuint index, GLenum pname, GLint* params);
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void glHint( GLenum target, GLenum mode);
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GLboolean glIsBuffer( GLuint buffer);
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GLboolean glIsEnabled( GLenum cap);
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GLboolean glIsFramebuffer( GLuint framebuffer);
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GLboolean glIsFramebufferOES( GLuint framebuffer);
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GLboolean glIsProgram( GLuint program);
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GLboolean glIsRenderbuffer( GLuint renderbuffer);
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GLboolean glIsRenderbufferOES( GLuint renderbuffer);
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GLboolean glIsShader( GLuint shader);
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GLboolean glIsTexture( GLuint texture);
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void glLightModelf( GLenum name, GLfloat param);
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void glLightModelfv( GLenum name, const GLfloat* params);
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void glLightModelx( GLenum pname, GLfixed param);
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void glLightModelxOES( GLenum pname, GLfixed param);
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void glLightModelxv( GLenum pname, const GLfixed* params);
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void glLightModelxvOES( GLenum pname, const GLfixed* params);
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void glLightf( GLenum lightid, GLenum name, GLfloat param);
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void glLightfv( GLenum lightid, GLenum name, const GLfloat* params);
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void glLightx( GLenum light, GLenum pname, GLfixed param);
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void glLightxOES( GLenum light, GLenum pname, GLfixed param);
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void glLightxv( GLenum light, GLenum pname, const GLfixed* params);
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void glLightxvOES( GLenum light, GLenum pname, const GLfixed* params);
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void glLineWidth( GLfloat width);
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void glLineWidthx( GLfixed width);
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void glLineWidthxOES( GLfixed width);
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void glLinkProgram( GLuint program);
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void glLoadIdentity(void);
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void glLoadMatrixf( const GLfloat* m);
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void glLoadMatrixx( const GLfixed* m);
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void glLoadMatrixxOES( const GLfixed* m);
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void glLoadPaletteFromModelViewMatrixOES(void);
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GLvoidptr glMapTexSubImage2DCHROMIUM( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLenum access);
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void glMaterialf( GLenum face, GLenum name, GLfloat param);
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void glMaterialfv( GLenum face, GLenum name, const GLfloat* params);
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void glMaterialx( GLenum face, GLenum pname, GLfixed param);
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void glMaterialxOES( GLenum face, GLenum pname, GLfixed param);
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void glMaterialxv( GLenum face, GLenum pname, const GLfixed* params);
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void glMaterialxvOES( GLenum face, GLenum pname, const GLfixed* params);
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void glMatrixMode( GLenum mode);
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void glMatrixIndexPointerOES( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
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void glMatrixIndexPointerOESBounds( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer, GLsizei count);
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void glMultMatrixf( const GLfloat* m);
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void glMultMatrixx( const GLfixed* m);
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void glMultMatrixxOES( const GLfixed* m);
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void glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz);
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void glNormal3fv( const GLfloat* coords);
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void glNormal3sv( const GLshort* coords);
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void glNormal3x( GLfixed nx, GLfixed ny, GLfixed nz);
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void glNormal3xOES( GLfixed nx, GLfixed ny, GLfixed nz);
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void glNormalPointer( GLenum type, GLsizei stride, const GLvoid* pointer);
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void glNormalPointerBounds( GLenum type, GLsizei stride, const GLvoid* pointer, GLsizei count);
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void glOrthof( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat z_near, GLfloat z_far);
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void glOrthofOES( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
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void glOrthox( GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
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void glOrthoxOES( GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
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void glPixelStorei( GLenum pname, GLint param);
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void glPointParameterf( GLenum pname, GLfloat param);
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void glPointParameterfv( GLenum pname, const GLfloat* params);
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void glPointParameterx( GLenum pname, GLfixed param);
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void glPointParameterxOES( GLenum pname, GLfixed param);
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void glPointParameterxv( GLenum pname, const GLfixed* params);
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void glPointParameterxvOES( GLenum pname, const GLfixed* params);
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void glPointSize( GLfloat size);
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void glPointSizex( GLfixed size);
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void glPointSizexOES( GLfixed size);
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void glPointSizePointerOES( GLenum type, GLsizei stride, const GLvoid* pointer);
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void glPointSizePointer( GLenum type, GLsizei stride, const GLvoid* pointer);
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void glPointSizePointerOESBounds( GLenum type, GLsizei stride, const GLvoid* pointer, GLsizei count);
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void glPolygonOffset( GLfloat factor, GLfloat units);
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void glPolygonOffsetx( GLfixed factor, GLfixed units);
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void glPolygonOffsetxOES( GLfixed factor, GLfixed units);
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void glPopMatrix(void);
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void glPushMatrix(void);
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void glReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
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void glReleaseShaderCompiler(void);
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void glRenderbufferStorage( GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
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void glRenderbufferStorageOES( GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
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void glRotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
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void glRotatex( GLfixed angle, GLfixed x, GLfixed y, GLfixed z);
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void glRotatexOES( GLfixed angle, GLfixed x, GLfixed y, GLfixed z);
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void glSampleCoverage( GLclampf value, GLboolean invert);
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void glSampleCoveragex( GLclampx value, GLboolean invert);
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void glSampleCoveragexOES( GLclampx value, GLboolean invert);
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void glScalef( GLfloat x, GLfloat y, GLfloat z);
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void glScalex( GLfixed x, GLfixed y, GLfixed z);
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void glScalexOES( GLfixed x, GLfixed y, GLfixed z);
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void glScissor( GLint x, GLint y, GLsizei width, GLsizei height);
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void glShadeModel( GLenum mode);
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void glShaderSource( GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
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void glStencilFunc( GLenum func, GLint ref, GLuint mask);
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void glStencilFuncSeparate( GLenum face, GLenum func, GLint ref, GLuint mask);
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void glStencilMask( GLuint mask);
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void glStencilMaskSeparate( GLenum face, GLuint mask);
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void glStencilOp( GLenum sfail, GLenum zfail, GLenum zpass);
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void glStencilOpSeparate( GLenum face, GLenum sfail, GLenum zfail, GLenum zpass);
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void glTexCoordPointer( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
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void glTexCoordPointerBounds( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer, GLsizei count);
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void glTexEnvf( GLenum target, GLenum pname, GLfloat param);
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void glTexEnvfv( GLenum target, GLenum pname, const GLfloat* params);
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void glTexEnvi( GLenum target, GLenum pname, GLint param);
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void glTexEnviv( GLenum target, GLenum pname, const GLint* params);
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void glTexEnvx( GLenum target, GLenum pname, GLfixed param);
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void glTexEnvxOES( GLenum target, GLenum pname, GLfixed param);
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void glTexEnvxv( GLenum target, GLenum pname, const GLfixed* params);
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void glTexEnvxvOES( GLenum target, GLenum pname, const GLfixed* params);
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void glTexGeniOES( GLenum coord, GLenum pname, GLint param);
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void glTexGenivOES( GLenum coord, GLenum pname, const GLint* params);
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void glTexGenxOES( GLenum coord, GLenum pname, GLfixed param);
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void glTexGenxvOES( GLenum coord, GLenum pname, const GLfixed* params);
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void glTexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
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void glTexParameterf( GLenum target, GLenum pname, GLfloat param);
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void glTexParameterfv( GLenum target, GLenum pname, const GLfloat* params);
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void glTexParameteri( GLenum target, GLenum pname, GLint param);
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void glTexParameteriv( GLenum target, GLenum pname, const GLint* params);
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void glTexParameterx( GLenum target, GLenum pname, GLfixed param);
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void glTexParameterxOES( GLenum target, GLenum pname, GLfixed param);
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void glTexParameterxv( GLenum target, GLenum pname, const GLfixed* params);
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void glTexParameterxvOES( GLenum target, GLenum pname, const GLfixed* params);
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void glTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
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void glTranslatef( GLfloat x, GLfloat y, GLfloat z);
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void glTranslatex( GLfixed x, GLfixed y, GLfixed z);
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void glTranslatexOES( GLfixed x, GLfixed y, GLfixed z);
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void glUniform1f( GLint location, GLfloat x);
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void glUniform1fv( GLint location, GLsizei count, const GLfloat* v);
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void glUniform1i( GLint location, GLint x);
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void glUniform1iv( GLint location, GLsizei count, const GLint* v);
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void glUniform2f( GLint location, GLfloat x, GLfloat y);
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void glUniform2fv( GLint location, GLsizei count, const GLfloat* v);
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void glUniform2i( GLint location, GLint x, GLint y);
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void glUniform2iv( GLint location, GLsizei count, const GLint* v);
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void glUniform3f( GLint location, GLfloat x, GLfloat y, GLfloat z);
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void glUniform3fv( GLint location, GLsizei count, const GLfloat* v);
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void glUniform3i( GLint location, GLint x, GLint y, GLint z);
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void glUniform3iv( GLint location, GLsizei count, const GLint* v);
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void glUniform4f( GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void glUniform4fv( GLint location, GLsizei count, const GLfloat* v);
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void glUniform4i( GLint location, GLint x, GLint y, GLint z, GLint w);
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void glUniform4iv( GLint location, GLsizei count, const GLint* v);
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void glUniformMatrix2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void glUniformMatrix3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void glUniformMatrix4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void glUnmapTexSubImage2DCHROMIUM( const GLvoid* mem);
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void glUseProgram( GLuint program);
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void glValidateProgram( GLuint program);
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void glVertexAttrib1f( GLuint indx, GLfloat x);
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void glVertexAttrib1fv( GLuint indx, const GLfloat* values);
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void glVertexAttrib2f( GLuint indx, GLfloat x, GLfloat y);
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void glVertexAttrib2fv( GLuint indx, const GLfloat* values);
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void glVertexAttrib3f( GLuint indx, GLfloat x, GLfloat y, GLfloat z);
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void glVertexAttrib3fv( GLuint indx, const GLfloat* values);
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void glVertexAttrib4f( GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void glVertexAttrib4fv( GLuint indx, const GLfloat* values);
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void glVertexAttribPointer( GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* pointer);
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void glVertexPointer( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
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void glVertexPointerBounds( GLint size, GLenum type, GLsizei stride, GLvoid* pointer, GLsizei count);
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void glViewport( GLint x, GLint y, GLsizei width, GLsizei height);
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void glWeightPointerOES( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
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void glWeightPointerOESBounds( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer, GLsizei count);
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