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104 lines
6.4 KiB
104 lines
6.4 KiB
!gles31_only
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namespaces translator,gles2
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# GLES 3.1 functions required by the translator library.
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%#include <GLES/gl.h>
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%#include <GLES3/gl3.h>
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%#include <GLES3/gl31.h>
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## New gets
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void glGetBooleani_v(GLenum target, GLuint index, GLboolean * data);
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## Memory barriers
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void glMemoryBarrier(GLbitfield barriers);
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void glMemoryBarrierByRegion(GLbitfield barriers);
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## Program pipelines
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void glGenProgramPipelines(GLsizei n, GLuint *pipelines);
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void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines);
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void glBindProgramPipeline(GLuint pipeline);
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void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params);
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void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
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void glValidateProgramPipeline(GLuint pipeline);
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GLboolean glIsProgramPipeline(GLuint pipeline);
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void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program);
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## Separable shader programs
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void glActiveShaderProgram(GLuint pipeline, GLuint program);
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GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const char **strings);
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void glProgramUniform1f(GLuint program, GLint location, GLfloat v0);
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void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1);
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void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
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void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
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void glProgramUniform1i(GLuint program, GLint location, GLint v0);
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void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1);
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void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
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void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
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void glProgramUniform1ui(GLuint program, GLint location, GLuint v0);
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void glProgramUniform2ui(GLuint program, GLint location, GLint v0, GLuint v1);
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void glProgramUniform3ui(GLuint program, GLint location, GLint v0, GLint v1, GLuint v2);
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void glProgramUniform4ui(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLuint v3);
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void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
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void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
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void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
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void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
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void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value);
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void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value);
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void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value);
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void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value);
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void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
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void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
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void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
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void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
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void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint * params);
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void glGetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum * props, GLsizei bufSize, GLsizei * length, GLint * params);
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GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const char * name);
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GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const char * name);
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void glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei * length, char * name);
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## Compute shaders
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void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
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void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
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void glDispatchComputeIndirect(GLintptr indirect);
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## Separate vertex format / buffer binding
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void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLintptr stride);
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void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex);
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void glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
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void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
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void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor);
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## Indirect draws
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void glDrawArraysIndirect(GLenum mode, const void *indirect);
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void glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect);
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## Multisampling
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void glTexStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
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void glSampleMaski(GLuint maskNumber, GLbitfield mask);
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void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
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## New framebuffer parameters
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void glFramebufferParameteri(GLenum target, GLenum pname, GLint param);
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void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint * params);
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## Texture LOD queries
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# Already used in Translator's validations.
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# void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat * params);
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# void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint * params);
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