diff options
author | sanine <sanine.not@pm.me> | 2023-03-10 02:05:18 -0600 |
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committer | sanine <sanine.not@pm.me> | 2023-03-10 02:05:18 -0600 |
commit | 51c7235d4e0a2df109dd5050328a0ad4a1878ae4 (patch) | |
tree | 201b065e93bf6a35d2bab0e49bcd32f7a971da94 /src/opengl/bind/sigs | |
parent | 5bb783912ac384156b8abbe6e83a5a61da73881d (diff) |
refactor: move glfw functions into separate table
Diffstat (limited to 'src/opengl/bind/sigs')
-rw-r--r-- | src/opengl/bind/sigs | 445 |
1 files changed, 445 insertions, 0 deletions
diff --git a/src/opengl/bind/sigs b/src/opengl/bind/sigs new file mode 100644 index 0000000..60479df --- /dev/null +++ b/src/opengl/bind/sigs @@ -0,0 +1,445 @@ +void glActiveShaderProgram( GLuint pipeline, GLuint program); +void glActiveTexture( GLenum texture); +void glAttachShader( GLuint program, GLuint shader); +void glBeginConditionalRender( GLuint id, GLenum mode); +void glBeginQuery( GLenum target, GLuint id); +void glBeginQuery( GLenum target, GLuint id); +void glBeginTransformFeedback( GLenum primitiveMode); +void glBindAttribLocation( GLuint program, GLuint index, const GLchar *name); +void glBindBuffer( GLenum target, GLuint buffer); +void glBindBufferBase( GLenum target, GLuint index, GLuint buffer); +void glBindBufferRange( GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +void glBindFragDataLocation( GLuint program, GLuint colorNumber, const char * name); +void glBindFragDataLocationIndexed( GLuint program, GLuint colorNumber, GLuint index, const char *name); +void glBindFramebuffer( GLenum target, GLuint framebuffer); +void glBindImageTexture( GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); +void glBindProgramPipeline( GLuint pipeline); +void glBindRenderbuffer( GLenum target, GLuint renderbuffer); +void glBindSampler( GLuint unit, GLuint sampler); +void glBindTexture( GLenum target, GLuint texture); +void glBindTextureUnit( GLuint unit, GLuint texture); +void glBindTransformFeedback( GLenum target, GLuint id); +void glBindVertexArray( GLuint array); +void glBindVertexBuffer( GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +void glBlendColor( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +void glBlendEquation( GLenum mode); + +void glBlendEquationi( GLuint buf, GLenum mode); +void glBlendEquationSeparate( GLenum modeRGB, GLenum modeAlpha); +void glBlendEquationSeparatei( GLuint buf, GLenum modeRGB, GLenum modeAlpha); +void glBlendFunc( GLenum sfactor, GLenum dfactor); +void glBlendFunci( GLuint buf, GLenum sfactor, GLenum dfactor); +void glBlendFuncSeparate( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +void glBlendFuncSeparatei( GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +void glBlitFramebuffer( GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +void glBlitNamedFramebuffer( GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +void glBufferData( GLenum target, GLsizeiptr size, const void * data, GLenum usage); +void glBufferStorage( GLenum target, GLsizeiptr size, const void * data, GLbitfield flags); +void glBufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, const void * data); +GLenum glCheckFramebufferStatus( GLenum target); +GLenum glCheckNamedFramebufferStatus( GLuint framebuffer, GLenum target); +void glClampColor( GLenum target, GLenum clamp); +void glClear( GLbitfield mask); +void glClearBufferiv( GLenum buffer, GLint drawbuffer, const GLint * value); +void glClearBufferuiv( GLenum buffer, GLint drawbuffer, const GLuint * value); +void glClearBufferfv( GLenum buffer, GLint drawbuffer, const GLfloat * value); +void glClearBufferfi( GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +void glClearStencil( GLint s); +GLenum glClientWaitSync( GLsync sync, GLbitfield flags, GLuint64 timeout); +void glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +void glColorMaski( GLuint buf, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +void glCompileShader( GLuint shader); +void glCompressedTexImage1D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void * data); +void glCompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data); +void glCompressedTexImage3D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void * data); +void glCompressedTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void * data); +void glCompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data); +void glCompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void * data); +void glCopyBufferSubData( GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +void glCopyBufferSubData( GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +void glCopyTexImage1D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +void glCopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +void glCopyTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +void glCopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +void glCopyTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLuint glCreateProgram( void); +GLuint glCreateShader( GLenum shaderType); +GLuint glCreateShaderProgramv( GLenum type, GLsizei count, const char **strings); +void glCullFace( GLenum mode); + +void glDeleteBuffers( GLsizei n, const GLuint * buffers); +void glDeleteFramebuffers( GLsizei n, GLuint *framebuffers); +void glDeleteProgram( GLuint program); +void glDeleteProgramPipelines( GLsizei n, const GLuint *pipelines); +void glDeleteQueries( GLsizei n, const GLuint * ids); +void glDeleteRenderbuffers( GLsizei n, GLuint *renderbuffers); +void glDeleteSamplers( GLsizei n, const GLuint * samplers); +void glDeleteShader( GLuint shader); +void glDeleteSync( GLsync sync); +void glDeleteTextures( GLsizei n, const GLuint * textures); +void glDeleteTransformFeedbacks( GLsizei n, const GLuint *ids); +void glDeleteVertexArrays( GLsizei n, const GLuint *arrays); +void glDepthFunc( GLenum func); +void glDepthMask( GLboolean flag); +void glDepthRange( GLdouble nearVal, GLdouble farVal); +void glDepthRangef( GLfloat nearVal, GLfloat farVal); +void glDepthRangeArrayv( GLuint first, GLsizei count, const GLdouble *v); +void glDepthRangeIndexed( GLuint index, GLdouble nearVal, GLdouble farVal); +void glDetachShader( GLuint program, GLuint shader); +void glDisable( GLenum cap); +void glDisablei( GLenum cap, GLuint index); +void glDisableVertexAttribArray( GLuint index); +void glDrawArrays( GLenum mode, GLint first, GLsizei count); +void glDrawArraysIndirect( GLenum mode, const void *indirect); +void glDrawArraysInstanced( GLenum mode, GLint first, GLsizei count, GLsizei instancecount); +void glDrawBuffer( GLenum buf); +void glDrawBuffers( GLsizei n, const GLenum *bufs); +void glDrawElements( GLenum mode, GLsizei count, GLenum type, const void * indices); +void glDrawElementsBaseVertex( GLenum mode, GLsizei count, GLenum type, void *indices, GLint basevertex); +void glDrawElementsIndirect( GLenum mode, GLenum type, const void *indirect); +void glDrawElementsInstanced( GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount); +void glDrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices); +void glDrawRangeElementsBaseVertex( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices, GLint basevertex); +void glDrawTransformFeedback( GLenum mode, GLuint id); +void glDrawTransformFeedbackStream( GLenum mode, GLuint id, GLuint stream); + +void glEnable( GLenum cap); +void glEnablei( GLenum cap, GLuint index); +void glEnableVertexAttribArray( GLuint index); +void glEndConditionalRender( void); +void glEndQuery( GLenum target); +void glEndQueryIndexed( GLenum target, GLuint index); +void glEndTransformFeedback(); +GLsync glFenceSync( GLenum condition, GLbitfield flags); +void glFinish( void); +void glFlush( void); +void glFlushMappedBufferRange( GLenum target, GLintptr offset, GLsizeiptr length); +void glFramebufferRenderbuffer( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +void glFramebufferTexture( GLenum target, GLenum attachment, GLuint texture, GLint level); +void glFramebufferTexture1D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +void glFramebufferTexture2D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +void glFramebufferTexture3D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer); +void glFramebufferTextureLayer( GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +void glFrontFace( GLenum mode); +void glGenBuffers( GLsizei n, GLuint * buffers); +void glGenerateMipmap( GLenum target); +void glGenFramebuffers( GLsizei n, GLuint *ids); +void glGenProgramPipelines( GLsizei n, GLuint *pipelines); +void glGenQueries( GLsizei n, GLuint * ids); +void glGenRenderbuffers( GLsizei n, GLuint *renderbuffers); +void glGenSamplers( GLsizei n, GLuint *samplers); +void glGenTextures( GLsizei n, GLuint * textures); +void glGenTransformFeedbacks( GLsizei n, GLuint *ids); +void glGenVertexArrays( GLsizei n, GLuint *arrays); +void glGetBooleanv( GLenum pname, GLboolean * data); +void glGetDoublev( GLenum pname, GLdouble * data); +void glGetFloatv( GLenum pname, GLfloat * data); +void glGetIntegerv( GLenum pname, GLint * data); +void glGetInteger64v( GLenum pname, GLint64 * data); +void glGetBooleani_v( GLenum target, GLuint index, GLboolean * data); +void glGetIntegeri_v( GLenum target, GLuint index, GLint * data); +void glGetFloati_v( GLenum target, GLuint index, GLfloat * data); +void glGetDoublei_v( GLenum target, GLuint index, GLdouble * data); +void glGetInteger64i_v( GLenum target, GLuint index, GLint64 * data); +void glGetActiveAttrib( GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +void glGetActiveSubroutineName( GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +void glGetActiveSubroutineUniformiv( GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); +void glGetActiveSubroutineUniformName( GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +void glGetActiveUniform( GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +void glGetActiveUniformBlockiv( GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); +void glGetActiveUniformBlockName( GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); +void glGetActiveUniformName( GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); +void glGetActiveUniformsiv( GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); +void glGetAttachedShaders( GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); +GLint glGetAttribLocation( GLuint program, const GLchar *name); +void glGetBufferParameteriv( GLenum target, GLenum value, GLint * data); +void glGetBufferParameteri64v( GLenum target, GLenum value, GLint64 * data); +void glGetBufferPointerv( GLenum target, GLenum pname, void ** params); +void glGetBufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, void * data); +void glGetCompressedTexImage( GLenum target, GLint level, void * pixels); +GLenum glGetError( void); +GLint glGetFragDataIndex( GLuint program, const char * name); +GLint glGetFragDataLocation( GLuint program, const char * name); +void glGetFramebufferAttachmentParameteriv( GLenum target, GLenum attachment, GLenum pname, GLint *params); +void glGetMultisamplefv( GLenum pname, GLuint index, GLfloat *val); +void glGetUniformfv( GLuint program, GLint location, GLfloat *params); +void glGetUniformiv( GLuint program, GLint location, GLint *params); +void glGetUniformuiv( GLuint program, GLint location, GLuint *params); +void glGetUniformdv( GLuint program, GLint location, GLdouble *params); +void glGetProgramiv( GLuint program, GLenum pname, GLint *params); +void glGetProgramBinary( GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); +void glGetProgramInfoLog( GLuint program, GLsizei maxLength, GLsizei *length, GLchar *infoLog); +void glGetProgramPipelineiv( GLuint pipeline, GLenum pname, GLint *params); +void glGetProgramPipelineInfoLog( GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +void glGetProgramPipelineiv( GLuint pipeline, GLenum pname, GLint *params); +void glGetProgramStageiv( GLuint program, GLenum shadertype, GLenum pname, GLint *values); +void glGetQueryIndexediv( GLenum target, GLuint index, GLenum pname, GLint * params); +void glGetQueryiv( GLenum target, GLenum pname, GLint * params); +void glGetRenderbufferParameteriv( GLenum target, GLenum pname, GLint *params); +void glGetSamplerParameterfv( GLuint sampler, GLenum pname, GLfloat * params); +void glGetSamplerParameteriv( GLuint sampler, GLenum pname, GLint * params); +void glGetSamplerParameterIiv( GLuint sampler, GLenum pname, GLint * params); +void glGetSamplerParameterIuiv( GLuint sampler, GLenum pname, GLuint * params); +void glGetShaderiv( GLuint shader, GLenum pname, GLint *params); +void glGetShaderInfoLog( GLuint shader, GLsizei maxLength, GLsizei *length, GLchar *infoLog); +void glGetShaderiv( GLuint shader, GLenum pname, GLint *params); +void glGetShaderPrecisionFormat( GLenum shaderType, GLenum precisionType, GLint *range, GLint *precision); +void glGetShaderSource( GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +const GLubyte * glGetString(GLenum name); +const GLubyte * glGetStringi(GLenum name, GLuint index); +GLuint glGetSubroutineIndex( GLuint program, GLenum shadertype, const GLchar *name); +GLint glGetSubroutineUniformLocation( GLuint program, GLenum shadertype, const GLchar *name); +void glGetSynciv( GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); +void glGetTexImage( GLenum target, GLint level, GLenum format, GLenum type, void * pixels); +void glGetTexLevelParameterfv( GLenum target, GLint level, GLenum pname, GLfloat * params); +void glGetTexLevelParameteriv( GLenum target, GLint level, GLenum pname, GLint * params); +void glGetTexParameterfv( GLenum target, GLenum pname, GLfloat * params); +void glGetTexParameteriv( GLenum target, GLenum pname, GLint * params); +void glGetTexParameterIiv( GLenum target, GLenum pname, GLint * params); +void glGetTexParameterIuiv( GLenum target, GLenum pname, GLuint * params); +void glGetTransformFeedbackVarying( GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, char *name); +GLuint glGetUniformBlockIndex( GLuint program, const GLchar *uniformBlockName); +void glGetUniformIndices( GLuint program, GLsizei uniformCount, const GLchar **uniformNames, GLuint *uniformIndices); +GLint glGetUniformLocation( GLuint program, const GLchar *name); +void glGetUniformSubroutineuiv( GLenum shadertype, GLint location, GLuint *values); +void glGetVertexAttribdv( GLuint index, GLenum pname, GLdouble *params); +void glGetVertexAttribfv( GLuint index, GLenum pname, GLfloat *params); +void glGetVertexAttribiv( GLuint index, GLenum pname, GLint *params); +void glGetVertexAttribIiv( GLuint index, GLenum pname, GLint *params); +void glGetVertexAttribIuiv( GLuint index, GLenum pname, GLuint *params); +void glGetVertexAttribLdv( GLuint index, GLenum pname, GLdouble *params); +void glGetVertexAttribPointerv( GLuint index, GLenum pname, void **pointer); +void glHint( GLenum target, GLenum mode); +GLboolean glIsBuffer( GLuint buffer); +GLboolean glIsEnabled( GLenum cap); +GLboolean glIsEnabledi( GLenum cap, GLuint index); +GLboolean glIsFramebuffer( GLuint framebuffer); +GLboolean glIsProgram( GLuint program); +GLboolean glIsProgramPipeline( GLuint pipeline); +GLboolean glIsQuery( GLuint id); +GLboolean glIsRenderbuffer( GLuint renderbuffer); +GLboolean glIsSampler( GLuint id); +GLboolean glIsShader( GLuint shader); +GLboolean glIsSync( GLsync sync); +GLboolean glIsTexture( GLuint texture); +GLboolean glIsTransformFeedback( GLuint id); +GLboolean glIsVertexArray( GLuint array); +void glLineWidth( GLfloat width); +void glLinkProgram( GLuint program); +void glLogicOp( GLenum opcode); + +void * glMapBuffer( GLenum target, GLenum access); +void * glMapBufferRange( GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +void glMinSampleShading( GLfloat value); +void glMultiDrawArrays( GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount); +void glMultiDrawElements( GLenum mode, const GLsizei * count, GLenum type, const void * const * indices, GLsizei drawcount); +void glMultiDrawElementsBaseVertex( GLenum mode, const GLsizei *count, GLenum type, const void * const *indices, GLsizei drawcount, const GLint *basevertex); + +void glPatchParameteri( GLenum pname, GLint value); +void glPatchParameterfv( GLenum pname, const GLfloat *values); +void glPauseTransformFeedback( void); +void glPixelStoref( GLenum pname, GLfloat param); +void glPixelStorei( GLenum pname, GLint param); +void glPointParameterf( GLenum pname, GLfloat param); +void glPointParameteri( GLenum pname, GLint param); +void glPointParameterfv( GLenum pname, const GLfloat * params); +void glPointParameteriv( GLenum pname, const GLint * params); +void glPointSize( GLfloat size); +void glPolygonMode( GLenum face, GLenum mode); +void glPolygonOffset( GLfloat factor, GLfloat units); +void glPrimitiveRestartIndex( GLuint index); +void glProgramBinary( GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); +void glProgramParameteri( GLuint program, GLenum pname, GLint value); +void glProgramUniform1f( GLuint program, GLint location, GLfloat v0); +void glProgramUniform2f( GLuint program, GLint location, GLfloat v0, GLfloat v1); +void glProgramUniform3f( GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +void glProgramUniform4f( GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +void glProgramUniform1i( GLuint program, GLint location, GLint v0); +void glProgramUniform2i( GLuint program, GLint location, GLint v0, GLint v1); +void glProgramUniform3i( GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +void glProgramUniform4i( GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +void glProgramUniform1ui( GLuint program, GLint location, GLuint v0); +void glProgramUniform2ui( GLuint program, GLint location, GLuint v0, GLuint v1); +void glProgramUniform3ui( GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +void glProgramUniform4ui( GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +void glProgramUniform1fv( GLuint program, GLint location, GLsizei count, const GLfloat *value); +void glProgramUniform2fv( GLuint program, GLint location, GLsizei count, const GLfloat *value); +void glProgramUniform3fv( GLuint program, GLint location, GLsizei count, const GLfloat *value); +void glProgramUniform4fv( GLuint program, GLint location, GLsizei count, const GLfloat *value); +void glProgramUniform1iv( GLuint program, GLint location, GLsizei count, const GLint *value); +void glProgramUniform2iv( GLuint program, GLint location, GLsizei count, const GLint *value); +void glProgramUniform3iv( GLuint program, GLint location, GLsizei count, const GLint *value); +void glProgramUniform4iv( GLuint program, GLint location, GLsizei count, const GLint *value); +void glProgramUniform1uiv( GLuint program, GLint location, GLsizei count, const GLuint *value); +void glProgramUniform2uiv( GLuint program, GLint location, GLsizei count, const GLuint *value); +void glProgramUniform3uiv( GLuint program, GLint location, GLsizei count, const GLuint *value); +void glProgramUniform4uiv( GLuint program, GLint location, GLsizei count, const GLuint *value); +void glProgramUniformMatrix2fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glProgramUniformMatrix3fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glProgramUniformMatrix4fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glProgramUniformMatrix2x3fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glProgramUniformMatrix3x2fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glProgramUniformMatrix2x4fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glProgramUniformMatrix4x2fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glProgramUniformMatrix3x4fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glProgramUniformMatrix4x3fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glProvokingVertex( GLenum provokeMode); + +void glQueryCounter( GLuint id, GLenum target); +void glReadBuffer( GLenum mode); +void glReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void * data); +void glReleaseShaderCompiler( void); +void glRenderbufferStorage( GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +void glRenderbufferStorageMultisample( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +void glResumeTransformFeedback( void); +void glSampleCoverage( GLfloat value, GLboolean invert); +void glSampleMaski( GLuint maskNumber, GLbitfield mask); +void glSamplerParameterf( GLuint sampler, GLenum pname, GLfloat param); +void glSamplerParameteri( GLuint sampler, GLenum pname, GLint param); +void glSamplerParameterfv( GLuint sampler, GLenum pname, const GLfloat * params); +void glSamplerParameteriv( GLuint sampler, GLenum pname, const GLint * params); +void glSamplerParameterIiv( GLuint sampler, GLenum pname, const GLint *params); +void glSamplerParameterIuiv( GLuint sampler, GLenum pname, const GLuint *params); +void glScissor( GLint x, GLint y, GLsizei width, GLsizei height); +void glScissorArrayv( GLuint first, GLsizei count, const GLint *v); +void glScissorIndexed( GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +void glScissorIndexedv( GLuint index, const GLint *v); +void glShaderBinary( GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length); +void glShaderSource( GLuint shader, GLsizei count, const GLchar **string, const GLint *length); +void glStencilFunc( GLenum func, GLint ref, GLuint mask); +void glStencilFuncSeparate( GLenum face, GLenum func, GLint ref, GLuint mask); +void glStencilMask( GLuint mask); +void glStencilMaskSeparate( GLenum face, GLuint mask); +void glStencilOp( GLenum sfail, GLenum dpfail, GLenum dppass); +void glStencilOpSeparate( GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); + +void glTexBuffer( GLenum target, GLenum internalformat, GLuint buffer); +void glTexImage1D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void * data); +void glTexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * data); +void glTexImage2DMultisample( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +void glTexImage3D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void * data); +void glTexImage3DMultisample( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +void glTexParameterf( GLenum target, GLenum pname, GLfloat param); +void glTexParameteri( GLenum target, GLenum pname, GLint param); +void glTexParameterfv( GLenum target, GLenum pname, const GLfloat * params); +void glTexParameteriv( GLenum target, GLenum pname, const GLint * params); +void glTexParameterIiv( GLenum target, GLenum pname, const GLint * params); +void glTexParameterIuiv( GLenum target, GLenum pname, const GLuint * params); +void glTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void * pixels); +void glTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels); +void glTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels); +void glTransformFeedbackVaryings( GLuint program, GLsizei count, const char **varyings, GLenum bufferMode); +void glUniform1f( GLint location, GLfloat v0); +void glUniform2f( GLint location, GLfloat v0, GLfloat v1); +void glUniform3f( GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +void glUniform4f( GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +void glUniform1i( GLint location, GLint v0); +void glUniform2i( GLint location, GLint v0, GLint v1); +void glUniform3i( GLint location, GLint v0, GLint v1, GLint v2); +void glUniform4i( GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +void glUniform1ui( GLint location, GLuint v0); +void glUniform2ui( GLint location, GLuint v0, GLuint v1); +void glUniform3ui( GLint location, GLuint v0, GLuint v1, GLuint v2); +void glUniform4ui( GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +void glUniform1fv( GLint location, GLsizei count, const GLfloat *value); +void glUniform2fv( GLint location, GLsizei count, const GLfloat *value); +void glUniform3fv( GLint location, GLsizei count, const GLfloat *value); +void glUniform4fv( GLint location, GLsizei count, const GLfloat *value); +void glUniform1iv( GLint location, GLsizei count, const GLint *value); +void glUniform2iv( GLint location, GLsizei count, const GLint *value); +void glUniform3iv( GLint location, GLsizei count, const GLint *value); +void glUniform4iv( GLint location, GLsizei count, const GLint *value); +void glUniform1uiv( GLint location, GLsizei count, const GLuint *value); +void glUniform2uiv( GLint location, GLsizei count, const GLuint *value); +void glUniform3uiv( GLint location, GLsizei count, const GLuint *value); +void glUniform4uiv( GLint location, GLsizei count, const GLuint *value); +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 glUniformMatrix2x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glUniformMatrix3x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glUniformMatrix2x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glUniformMatrix4x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glUniformMatrix3x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glUniformMatrix4x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glUniformSubroutinesuiv( GLenum shadertype, GLsizei count, const GLuint *indices); +GLboolean glUnmapBuffer( GLenum target); +void glUseProgram( GLuint program); +void glUseProgramStages( GLuint pipeline, GLbitfield stages, GLuint program); +void glValidateProgram( GLuint program); +void glValidateProgramPipeline( GLuint pipeline); +void glVertexAttrib1f( GLuint index, GLfloat v0); +void glVertexAttrib1s( GLuint index, GLshort v0); +void glVertexAttrib1d( GLuint index, GLdouble v0); +void glVertexAttribI1i( GLuint index, GLint v0); +void glVertexAttribI1ui( GLuint index, GLuint v0); +void glVertexAttrib2f( GLuint index, GLfloat v0, GLfloat v1); +void glVertexAttrib2s( GLuint index, GLshort v0, GLshort v1); +void glVertexAttrib2d( GLuint index, GLdouble v0, GLdouble v1); +void glVertexAttribI2i( GLuint index, GLint v0, GLint v1); +void glVertexAttribI2ui( GLuint index, GLuint v0, GLuint v1); +void glVertexAttrib3f( GLuint index, GLfloat v0, GLfloat v1, GLfloat v2); +void glVertexAttrib3s( GLuint index, GLshort v0, GLshort v1, GLshort v2); +void glVertexAttrib3d( GLuint index, GLdouble v0, GLdouble v1, GLdouble v2); +void glVertexAttribI3i( GLuint index, GLint v0, GLint v1, GLint v2); +void glVertexAttribI3ui( GLuint index, GLuint v0, GLuint v1, GLuint v2); +void glVertexAttrib4f( GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +void glVertexAttrib4s( GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3); +void glVertexAttrib4d( GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); +void glVertexAttrib4Nub( GLuint index, GLubyte v0, GLubyte v1, GLubyte v2, GLubyte v3); +void glVertexAttribI4i( GLuint index, GLint v0, GLint v1, GLint v2, GLint v3); +void glVertexAttribI4ui( GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +void glVertexAttribL1d( GLuint index, GLdouble v0); +void glVertexAttribL2d( GLuint index, GLdouble v0, GLdouble v1); +void glVertexAttribL3d( GLuint index, GLdouble v0, GLdouble v1, GLdouble v2); +void glVertexAttribL4d( GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); +void glVertexAttrib1fv( GLuint index, const GLfloat *v); +void glVertexAttrib1sv( GLuint index, const GLshort *v); +void glVertexAttrib1dv( GLuint index, const GLdouble *v); +void glVertexAttribI1iv( GLuint index, const GLint *v); +void glVertexAttribI1uiv( GLuint index, const GLuint *v); +void glVertexAttrib2fv( GLuint index, const GLfloat *v); +void glVertexAttrib2sv( GLuint index, const GLshort *v); +void glVertexAttrib2dv( GLuint index, const GLdouble *v); +void glVertexAttribI2iv( GLuint index, const GLint *v); +void glVertexAttribI2uiv( GLuint index, const GLuint *v); +void glVertexAttrib3fv( GLuint index, const GLfloat *v); +void glVertexAttrib3sv( GLuint index, const GLshort *v); +void glVertexAttrib3dv( GLuint index, const GLdouble *v); +void glVertexAttribI3iv( GLuint index, const GLint *v); +void glVertexAttribI3uiv( GLuint index, const GLuint *v); +void glVertexAttrib4fv( GLuint index, const GLfloat *v); +void glVertexAttrib4sv( GLuint index, const GLshort *v); +void glVertexAttrib4dv( GLuint index, const GLdouble *v); +void glVertexAttrib4iv( GLuint index, const GLint *v); +void glVertexAttrib4bv( GLuint index, const GLbyte *v); +void glVertexAttrib4ubv( GLuint index, const GLubyte *v); +void glVertexAttrib4usv( GLuint index, const GLushort *v); +void glVertexAttrib4uiv( GLuint index, const GLuint *v); +void glVertexAttrib4Nbv( GLuint index, const GLbyte *v); +void glVertexAttrib4Nsv( GLuint index, const GLshort *v); +void glVertexAttrib4Niv( GLuint index, const GLint *v); +void glVertexAttrib4Nubv( GLuint index, const GLubyte *v); +void glVertexAttrib4Nusv( GLuint index, const GLushort *v); +void glVertexAttrib4Nuiv( GLuint index, const GLuint *v); +void glVertexAttribI4bv( GLuint index, const GLbyte *v); +void glVertexAttribI4ubv( GLuint index, const GLubyte *v); +void glVertexAttribI4sv( GLuint index, const GLshort *v); +void glVertexAttribI4usv( GLuint index, const GLushort *v); +void glVertexAttribI4iv( GLuint index, const GLint *v); +void glVertexAttribI4uiv( GLuint index, const GLuint *v); +void glVertexAttribL1dv( GLuint index, const GLdouble *v); +void glVertexAttribL2dv( GLuint index, const GLdouble *v); +void glVertexAttribL3dv( GLuint index, const GLdouble *v); +void glVertexAttribL4dv( GLuint index, const GLdouble *v); +void glVertexAttribP1ui( GLuint index, GLenum type, GLboolean normalized, GLuint value); +void glVertexAttribP2ui( GLuint index, GLenum type, GLboolean normalized, GLuint value); +void glVertexAttribP3ui( GLuint index, GLenum type, GLboolean normalized, GLuint value); +void glVertexAttribP4ui( GLuint index, GLenum type, GLboolean normalized, GLuint value); +void glVertexAttribPointer( GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * pointer); +void glVertexAttribIPointer( GLuint index, GLint size, GLenum type, GLsizei stride, const void * pointer); +void glViewport( GLint x, GLint y, GLsizei width, GLsizei height); +void glViewportArrayv( GLuint first, GLsizei count, const GLfloat *v); +void glViewportIndexedf( GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +void glViewportIndexedfv( GLuint index, const GLfloat *v); +void glWaitSync( GLsync sync, GLbitfield flags, GLuint64 timeout); |