gles2_only.entries 5.1 KB
Newer Older
S
Simon Fels 已提交
1 2 3 4 5 6
!gles2_only

# OpenGL functions which are needed ONLY for implementing GLES 2.0
void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void glStencilMaskSeparate(GLenum face, GLuint mask);
7
void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
S
Simon Fels 已提交
8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81
GLboolean glIsProgram(GLuint program);
GLboolean glIsShader(GLuint shader);
void glVertexAttrib1f(GLuint indx, GLfloat x);
void glVertexAttrib1fv(GLuint indx, const GLfloat* values);
void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
void glVertexAttrib2fv(GLuint indx, const GLfloat* values);
void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
void glVertexAttrib3fv(GLuint indx, const GLfloat* values);
void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glVertexAttrib4fv(GLuint indx, const GLfloat* values);
void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
void glDisableVertexAttribArray(GLuint index);
void glEnableVertexAttribArray(GLuint index);
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer);
void glUniform1f(GLint location, GLfloat x);
void glUniform1fv(GLint location, GLsizei count, const GLfloat* v);
void glUniform1i(GLint location, GLint x);
void glUniform1iv(GLint location, GLsizei count, const GLint* v);
void glUniform2f(GLint location, GLfloat x, GLfloat y);
void glUniform2fv(GLint location, GLsizei count, const GLfloat* v);
void glUniform2i(GLint location, GLint x, GLint y);
void glUniform2iv(GLint location, GLsizei count, const GLint* v);
void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z);
void glUniform3fv(GLint location, GLsizei count, const GLfloat* v);
void glUniform3i(GLint location, GLint x, GLint y, GLint z);
void glUniform3iv(GLint location, GLsizei count, const GLint* v);
void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glUniform4fv(GLint location, GLsizei count, const GLfloat* v);
void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w);
void glUniform4iv(GLint location, GLsizei count, const GLint* v);
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void glAttachShader(GLuint program, GLuint shader);
void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name);
void glCompileShader(GLuint shader);
GLuint glCreateProgram(void);
GLuint glCreateShader(GLenum type);
void glDeleteProgram(GLuint program);
void glDeleteShader(GLuint shader);
void glDetachShader(GLuint program, GLuint shader);
void glLinkProgram(GLuint program);
void glUseProgram(GLuint program);
void glValidateProgram(GLuint program);
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
int  glGetAttribLocation(GLuint program, const GLchar* name);
void glGetProgramiv(GLuint program, GLenum pname, GLint* params);
void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
void glGetShaderiv(GLuint shader, GLenum pname, GLint* params);
void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
void glGetUniformfv(GLuint program, GLint location, GLfloat* params);
void glGetUniformiv(GLuint program, GLint location, GLint* params);
int  glGetUniformLocation(GLuint program, const GLchar* name);
void glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);

# The following are not used by GLDispatch but by GLESv2Dispatch
void glBindFramebuffer(GLenum target, GLuint framebuffer);
void glGenFramebuffers(GLsizei n, GLuint* framebuffers);
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
GLenum glCheckFramebufferStatus(GLenum target);
void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers);

GLboolean glIsRenderbuffer(GLuint renderbuffer);
void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);