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