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/* WARNING: This is auto-generated file. Do not modify, since changes will
* be lost! Modify the generating script instead.
*
* Generated from Khronos GL API description (gl.xml) revision 9d534f9312e56c72df763207e449c6719576fd54.
*/
gl->activeTexture = &glActiveTexture;
gl->attachShader = &glAttachShader;
gl->bindAttribLocation = &glBindAttribLocation;
gl->bindBuffer = &glBindBuffer;
gl->bindFramebuffer = &glBindFramebuffer;
gl->bindRenderbuffer = &glBindRenderbuffer;
gl->bindTexture = &glBindTexture;
gl->blendColor = &glBlendColor;
gl->blendEquation = &glBlendEquation;
gl->blendEquationSeparate = &glBlendEquationSeparate;
gl->blendFunc = &glBlendFunc;
gl->blendFuncSeparate = &glBlendFuncSeparate;
gl->bufferData = &glBufferData;
gl->bufferSubData = &glBufferSubData;
gl->checkFramebufferStatus = &glCheckFramebufferStatus;
gl->clear = &glClear;
gl->clearColor = &glClearColor;
gl->clearDepthf = &glClearDepthf;
gl->clearStencil = &glClearStencil;
gl->colorMask = &glColorMask;
gl->compileShader = &glCompileShader;
gl->compressedTexImage2D = &glCompressedTexImage2D;
gl->compressedTexSubImage2D = &glCompressedTexSubImage2D;
gl->copyTexImage2D = &glCopyTexImage2D;
gl->copyTexSubImage2D = &glCopyTexSubImage2D;
gl->createProgram = &glCreateProgram;
gl->createShader = &glCreateShader;
gl->cullFace = &glCullFace;
gl->deleteBuffers = &glDeleteBuffers;
gl->deleteFramebuffers = &glDeleteFramebuffers;
gl->deleteProgram = &glDeleteProgram;
gl->deleteRenderbuffers = &glDeleteRenderbuffers;
gl->deleteShader = &glDeleteShader;
gl->deleteTextures = &glDeleteTextures;
gl->depthFunc = &glDepthFunc;
gl->depthMask = &glDepthMask;
gl->depthRangef = &glDepthRangef;
gl->detachShader = &glDetachShader;
gl->disable = &glDisable;
gl->disableVertexAttribArray = &glDisableVertexAttribArray;
gl->drawArrays = &glDrawArrays;
gl->drawElements = &glDrawElements;
gl->enable = &glEnable;
gl->enableVertexAttribArray = &glEnableVertexAttribArray;
gl->finish = &glFinish;
gl->flush = &glFlush;
gl->framebufferRenderbuffer = &glFramebufferRenderbuffer;
gl->framebufferTexture2D = &glFramebufferTexture2D;
gl->frontFace = &glFrontFace;
gl->genBuffers = &glGenBuffers;
gl->genFramebuffers = &glGenFramebuffers;
gl->genRenderbuffers = &glGenRenderbuffers;
gl->genTextures = &glGenTextures;
gl->generateMipmap = &glGenerateMipmap;
gl->getActiveAttrib = &glGetActiveAttrib;
gl->getActiveUniform = &glGetActiveUniform;
gl->getAttachedShaders = &glGetAttachedShaders;
gl->getAttribLocation = &glGetAttribLocation;
gl->getBooleanv = &glGetBooleanv;
gl->getBufferParameteriv = &glGetBufferParameteriv;
gl->getError = &glGetError;
gl->getFloatv = &glGetFloatv;
gl->getFramebufferAttachmentParameteriv = &glGetFramebufferAttachmentParameteriv;
gl->getIntegerv = &glGetIntegerv;
gl->getProgramInfoLog = &glGetProgramInfoLog;
gl->getProgramiv = &glGetProgramiv;
gl->getRenderbufferParameteriv = &glGetRenderbufferParameteriv;
gl->getShaderInfoLog = &glGetShaderInfoLog;
gl->getShaderPrecisionFormat = &glGetShaderPrecisionFormat;
gl->getShaderSource = &glGetShaderSource;
gl->getShaderiv = &glGetShaderiv;
gl->getString = &glGetString;
gl->getTexParameterfv = &glGetTexParameterfv;
gl->getTexParameteriv = &glGetTexParameteriv;
gl->getUniformLocation = &glGetUniformLocation;
gl->getUniformfv = &glGetUniformfv;
gl->getUniformiv = &glGetUniformiv;
gl->getVertexAttribPointerv = &glGetVertexAttribPointerv;
gl->getVertexAttribfv = &glGetVertexAttribfv;
gl->getVertexAttribiv = &glGetVertexAttribiv;
gl->hint = &glHint;
gl->isBuffer = &glIsBuffer;
gl->isEnabled = &glIsEnabled;
gl->isFramebuffer = &glIsFramebuffer;
gl->isProgram = &glIsProgram;
gl->isRenderbuffer = &glIsRenderbuffer;
gl->isShader = &glIsShader;
gl->isTexture = &glIsTexture;
gl->lineWidth = &glLineWidth;
gl->linkProgram = &glLinkProgram;
gl->pixelStorei = &glPixelStorei;
gl->polygonOffset = &glPolygonOffset;
gl->readPixels = &glReadPixels;
gl->releaseShaderCompiler = &glReleaseShaderCompiler;
gl->renderbufferStorage = &glRenderbufferStorage;
gl->sampleCoverage = &glSampleCoverage;
gl->scissor = &glScissor;
gl->shaderBinary = &glShaderBinary;
gl->shaderSource = (glShaderSourceFunc)&glShaderSource;
gl->stencilFunc = &glStencilFunc;
gl->stencilFuncSeparate = &glStencilFuncSeparate;
gl->stencilMask = &glStencilMask;
gl->stencilMaskSeparate = &glStencilMaskSeparate;
gl->stencilOp = &glStencilOp;
gl->stencilOpSeparate = &glStencilOpSeparate;
gl->texImage2D = &glTexImage2D;
gl->texParameterf = &glTexParameterf;
gl->texParameterfv = &glTexParameterfv;
gl->texParameteri = &glTexParameteri;
gl->texParameteriv = &glTexParameteriv;
gl->texSubImage2D = &glTexSubImage2D;
gl->uniform1f = &glUniform1f;
gl->uniform1fv = &glUniform1fv;
gl->uniform1i = &glUniform1i;
gl->uniform1iv = &glUniform1iv;
gl->uniform2f = &glUniform2f;
gl->uniform2fv = &glUniform2fv;
gl->uniform2i = &glUniform2i;
gl->uniform2iv = &glUniform2iv;
gl->uniform3f = &glUniform3f;
gl->uniform3fv = &glUniform3fv;
gl->uniform3i = &glUniform3i;
gl->uniform3iv = &glUniform3iv;
gl->uniform4f = &glUniform4f;
gl->uniform4fv = &glUniform4fv;
gl->uniform4i = &glUniform4i;
gl->uniform4iv = &glUniform4iv;
gl->uniformMatrix2fv = &glUniformMatrix2fv;
gl->uniformMatrix3fv = &glUniformMatrix3fv;
gl->uniformMatrix4fv = &glUniformMatrix4fv;
gl->useProgram = &glUseProgram;
gl->validateProgram = &glValidateProgram;
gl->vertexAttrib1f = &glVertexAttrib1f;
gl->vertexAttrib1fv = &glVertexAttrib1fv;
gl->vertexAttrib2f = &glVertexAttrib2f;
gl->vertexAttrib2fv = &glVertexAttrib2fv;
gl->vertexAttrib3f = &glVertexAttrib3f;
gl->vertexAttrib3fv = &glVertexAttrib3fv;
gl->vertexAttrib4f = &glVertexAttrib4f;
gl->vertexAttrib4fv = &glVertexAttrib4fv;
gl->vertexAttribPointer = &glVertexAttribPointer;
gl->viewport = &glViewport;