mirror of https://github.com/buggins/dlangui.git
477 lines
24 KiB
D
477 lines
24 KiB
D
/* dstep /path/to/ndk-r9d/platforms/android-9/arch-x86/usr/include/GLES2/gl2.h -o gl2.d*/
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module GLES2.gl2;
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import core.stdc.config;
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version (Android):
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extern (C):
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@system:
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nothrow:
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@nogc:
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alias void GLvoid;
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alias char GLchar;
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alias uint GLenum;
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alias ubyte GLboolean;
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alias uint GLbitfield;
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alias byte GLbyte;
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alias short GLshort;
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alias int GLint;
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alias int GLsizei;
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alias ubyte GLubyte;
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alias ushort GLushort;
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alias uint GLuint;
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alias float GLfloat;
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alias float GLclampf;
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alias int GLfixed;
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alias c_long GLintptr;
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alias c_long GLsizeiptr;
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enum GL_ES_VERSION_2_0 = 1
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enum GL_DEPTH_BUFFER_BIT = 0x00000100
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enum GL_STENCIL_BUFFER_BIT = 0x00000400
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enum GL_COLOR_BUFFER_BIT = 0x00004000
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enum GL_FALSE = 0
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enum GL_TRUE = 1
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enum GL_POINTS = 0x0000
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enum GL_LINES = 0x0001
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enum GL_LINE_LOOP = 0x0002
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enum GL_LINE_STRIP = 0x0003
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enum GL_TRIANGLES = 0x0004
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enum GL_TRIANGLE_STRIP = 0x0005
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enum GL_TRIANGLE_FAN = 0x0006
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enum GL_ZERO = 0
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enum GL_ONE = 1
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enum GL_SRC_COLOR = 0x0300
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enum GL_ONE_MINUS_SRC_COLOR = 0x0301
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enum GL_SRC_ALPHA = 0x0302
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enum GL_ONE_MINUS_SRC_ALPHA = 0x0303
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enum GL_DST_ALPHA = 0x0304
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enum GL_ONE_MINUS_DST_ALPHA = 0x0305
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enum GL_DST_COLOR = 0x0306
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enum GL_ONE_MINUS_DST_COLOR = 0x0307
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enum GL_SRC_ALPHA_SATURATE = 0x0308
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enum GL_FUNC_ADD = 0x8006
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enum GL_BLEND_EQUATION = 0x8009
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enum GL_BLEND_EQUATION_RGB = 0x8009
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enum GL_BLEND_EQUATION_ALPHA = 0x883D
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enum GL_FUNC_SUBTRACT = 0x800A
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enum GL_FUNC_REVERSE_SUBTRACT = 0x800B
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enum GL_BLEND_DST_RGB = 0x80C8
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enum GL_BLEND_SRC_RGB = 0x80C9
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enum GL_BLEND_DST_ALPHA = 0x80CA
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enum GL_BLEND_SRC_ALPHA = 0x80CB
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enum GL_CONSTANT_COLOR = 0x8001
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enum GL_ONE_MINUS_CONSTANT_COLOR = 0x8002
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enum GL_CONSTANT_ALPHA = 0x8003
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enum GL_ONE_MINUS_CONSTANT_ALPHA = 0x8004
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enum GL_BLEND_COLOR = 0x8005
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enum GL_ARRAY_BUFFER = 0x8892
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enum GL_ELEMENT_ARRAY_BUFFER = 0x8893
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enum GL_ARRAY_BUFFER_BINDING = 0x8894
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enum GL_ELEMENT_ARRAY_BUFFER_BINDING = 0x8895
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enum GL_STREAM_DRAW = 0x88E0
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enum GL_STATIC_DRAW = 0x88E4
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enum GL_DYNAMIC_DRAW = 0x88E8
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enum GL_BUFFER_SIZE = 0x8764
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enum GL_BUFFER_USAGE = 0x8765
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enum GL_CURRENT_VERTEX_ATTRIB = 0x8626
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enum GL_FRONT = 0x0404
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enum GL_BACK = 0x0405
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enum GL_FRONT_AND_BACK = 0x0408
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enum GL_TEXTURE_2D = 0x0DE1
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enum GL_CULL_FACE = 0x0B44
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enum GL_BLEND = 0x0BE2
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enum GL_DITHER = 0x0BD0
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enum GL_STENCIL_TEST = 0x0B90
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enum GL_DEPTH_TEST = 0x0B71
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enum GL_SCISSOR_TEST = 0x0C11
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enum GL_POLYGON_OFFSET_FILL = 0x8037
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enum GL_SAMPLE_ALPHA_TO_COVERAGE = 0x809E
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enum GL_SAMPLE_COVERAGE = 0x80A0
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enum GL_NO_ERROR = 0
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enum GL_INVALID_ENUM = 0x0500
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enum GL_INVALID_VALUE = 0x0501
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enum GL_INVALID_OPERATION = 0x0502
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enum GL_OUT_OF_MEMORY = 0x0505
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enum GL_CW = 0x0900
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enum GL_CCW = 0x0901
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enum GL_LINE_WIDTH = 0x0B21
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enum GL_ALIASED_POINT_SIZE_RANGE = 0x846D
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enum GL_ALIASED_LINE_WIDTH_RANGE = 0x846E
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enum GL_CULL_FACE_MODE = 0x0B45
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enum GL_FRONT_FACE = 0x0B46
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enum GL_DEPTH_RANGE = 0x0B70
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enum GL_DEPTH_WRITEMASK = 0x0B72
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enum GL_DEPTH_CLEAR_VALUE = 0x0B73
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enum GL_DEPTH_FUNC = 0x0B74
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enum GL_STENCIL_CLEAR_VALUE = 0x0B91
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enum GL_STENCIL_FUNC = 0x0B92
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enum GL_STENCIL_FAIL = 0x0B94
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enum GL_STENCIL_PASS_DEPTH_FAIL = 0x0B95
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enum GL_STENCIL_PASS_DEPTH_PASS = 0x0B96
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enum GL_STENCIL_REF = 0x0B97
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enum GL_STENCIL_VALUE_MASK = 0x0B93
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enum GL_STENCIL_WRITEMASK = 0x0B98
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enum GL_STENCIL_BACK_FUNC = 0x8800
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enum GL_STENCIL_BACK_FAIL = 0x8801
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enum GL_STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802
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enum GL_STENCIL_BACK_PASS_DEPTH_PASS = 0x8803
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enum GL_STENCIL_BACK_REF = 0x8CA3
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enum GL_STENCIL_BACK_VALUE_MASK = 0x8CA4
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enum GL_STENCIL_BACK_WRITEMASK = 0x8CA5
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enum GL_VIEWPORT = 0x0BA2
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enum GL_SCISSOR_BOX = 0x0C10
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enum GL_COLOR_CLEAR_VALUE = 0x0C22
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enum GL_COLOR_WRITEMASK = 0x0C23
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enum GL_UNPACK_ALIGNMENT = 0x0CF5
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enum GL_PACK_ALIGNMENT = 0x0D05
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enum GL_MAX_TEXTURE_SIZE = 0x0D33
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enum GL_MAX_VIEWPORT_DIMS = 0x0D3A
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enum GL_SUBPIXEL_BITS = 0x0D50
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enum GL_RED_BITS = 0x0D52
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enum GL_GREEN_BITS = 0x0D53
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enum GL_BLUE_BITS = 0x0D54
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enum GL_ALPHA_BITS = 0x0D55
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enum GL_DEPTH_BITS = 0x0D56
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enum GL_STENCIL_BITS = 0x0D57
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enum GL_POLYGON_OFFSET_UNITS = 0x2A00
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enum GL_POLYGON_OFFSET_FACTOR = 0x8038
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enum GL_TEXTURE_BINDING_2D = 0x8069
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enum GL_SAMPLE_BUFFERS = 0x80A8
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enum GL_SAMPLES = 0x80A9
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enum GL_SAMPLE_COVERAGE_VALUE = 0x80AA
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enum GL_SAMPLE_COVERAGE_INVERT = 0x80AB
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enum GL_NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2
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enum GL_COMPRESSED_TEXTURE_FORMATS = 0x86A3
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enum GL_DONT_CARE = 0x1100
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enum GL_FASTEST = 0x1101
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enum GL_NICEST = 0x1102
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enum GL_GENERATE_MIPMAP_HINT = 0x8192
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enum GL_BYTE = 0x1400
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enum GL_UNSIGNED_BYTE = 0x1401
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enum GL_SHORT = 0x1402
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enum GL_UNSIGNED_SHORT = 0x1403
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enum GL_INT = 0x1404
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enum GL_UNSIGNED_INT = 0x1405
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enum GL_FLOAT = 0x1406
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enum GL_FIXED = 0x140C
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enum GL_DEPTH_COMPONENT = 0x1902
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enum GL_ALPHA = 0x1906
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enum GL_RGB = 0x1907
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enum GL_RGBA = 0x1908
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enum GL_LUMINANCE = 0x1909
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enum GL_LUMINANCE_ALPHA = 0x190A
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enum GL_UNSIGNED_SHORT_4_4_4_4 = 0x8033
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enum GL_UNSIGNED_SHORT_5_5_5_1 = 0x8034
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enum GL_UNSIGNED_SHORT_5_6_5 = 0x8363
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enum GL_FRAGMENT_SHADER = 0x8B30
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enum GL_VERTEX_SHADER = 0x8B31
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enum GL_MAX_VERTEX_ATTRIBS = 0x8869
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enum GL_MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB
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enum GL_MAX_VARYING_VECTORS = 0x8DFC
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enum GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D
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enum GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C
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enum GL_MAX_TEXTURE_IMAGE_UNITS = 0x8872
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enum GL_MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD
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enum GL_SHADER_TYPE = 0x8B4F
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enum GL_DELETE_STATUS = 0x8B80
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enum GL_LINK_STATUS = 0x8B82
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enum GL_VALIDATE_STATUS = 0x8B83
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enum GL_ATTACHED_SHADERS = 0x8B85
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enum GL_ACTIVE_UNIFORMS = 0x8B86
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enum GL_ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87
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enum GL_ACTIVE_ATTRIBUTES = 0x8B89
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enum GL_ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A
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enum GL_SHADING_LANGUAGE_VERSION = 0x8B8C
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enum GL_CURRENT_PROGRAM = 0x8B8D
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enum GL_NEVER = 0x0200
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enum GL_LESS = 0x0201
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enum GL_EQUAL = 0x0202
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enum GL_LEQUAL = 0x0203
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enum GL_GREATER = 0x0204
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enum GL_NOTEQUAL = 0x0205
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enum GL_GEQUAL = 0x0206
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enum GL_ALWAYS = 0x0207
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enum GL_KEEP = 0x1E00
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enum GL_REPLACE = 0x1E01
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enum GL_INCR = 0x1E02
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enum GL_DECR = 0x1E03
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enum GL_INVERT = 0x150A
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enum GL_INCR_WRAP = 0x8507
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enum GL_DECR_WRAP = 0x8508
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enum GL_VENDOR = 0x1F00
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enum GL_RENDERER = 0x1F01
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enum GL_VERSION = 0x1F02
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enum GL_EXTENSIONS = 0x1F03
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enum GL_NEAREST = 0x2600
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enum GL_LINEAR = 0x2601
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enum GL_NEAREST_MIPMAP_NEAREST = 0x2700
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enum GL_LINEAR_MIPMAP_NEAREST = 0x2701
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enum GL_NEAREST_MIPMAP_LINEAR = 0x2702
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enum GL_LINEAR_MIPMAP_LINEAR = 0x2703
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enum GL_TEXTURE_MAG_FILTER = 0x2800
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enum GL_TEXTURE_MIN_FILTER = 0x2801
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enum GL_TEXTURE_WRAP_S = 0x2802
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enum GL_TEXTURE_WRAP_T = 0x2803
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enum GL_TEXTURE = 0x1702
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enum GL_TEXTURE_CUBE_MAP = 0x8513
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enum GL_TEXTURE_BINDING_CUBE_MAP = 0x8514
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enum GL_TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515
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enum GL_TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516
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enum GL_TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517
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enum GL_TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518
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enum GL_TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519
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enum GL_TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A
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enum GL_MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C
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enum GL_TEXTURE0 = 0x84C0
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enum GL_TEXTURE1 = 0x84C1
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enum GL_TEXTURE2 = 0x84C2
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enum GL_TEXTURE3 = 0x84C3
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enum GL_TEXTURE4 = 0x84C4
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enum GL_TEXTURE5 = 0x84C5
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enum GL_TEXTURE6 = 0x84C6
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enum GL_TEXTURE7 = 0x84C7
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enum GL_TEXTURE8 = 0x84C8
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enum GL_TEXTURE9 = 0x84C9
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enum GL_TEXTURE10 = 0x84CA
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enum GL_TEXTURE11 = 0x84CB
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enum GL_TEXTURE12 = 0x84CC
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enum GL_TEXTURE13 = 0x84CD
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enum GL_TEXTURE14 = 0x84CE
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enum GL_TEXTURE15 = 0x84CF
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enum GL_TEXTURE16 = 0x84D0
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enum GL_TEXTURE17 = 0x84D1
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enum GL_TEXTURE18 = 0x84D2
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enum GL_TEXTURE19 = 0x84D3
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enum GL_TEXTURE20 = 0x84D4
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enum GL_TEXTURE21 = 0x84D5
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enum GL_TEXTURE22 = 0x84D6
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enum GL_TEXTURE23 = 0x84D7
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enum GL_TEXTURE24 = 0x84D8
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enum GL_TEXTURE25 = 0x84D9
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enum GL_TEXTURE26 = 0x84DA
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enum GL_TEXTURE27 = 0x84DB
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enum GL_TEXTURE28 = 0x84DC
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enum GL_TEXTURE29 = 0x84DD
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enum GL_TEXTURE30 = 0x84DE
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enum GL_TEXTURE31 = 0x84DF
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enum GL_ACTIVE_TEXTURE = 0x84E0
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enum GL_REPEAT = 0x2901
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enum GL_CLAMP_TO_EDGE = 0x812F
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enum GL_MIRRORED_REPEAT = 0x8370
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enum GL_FLOAT_VEC2 = 0x8B50
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enum GL_FLOAT_VEC3 = 0x8B51
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enum GL_FLOAT_VEC4 = 0x8B52
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enum GL_INT_VEC2 = 0x8B53
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enum GL_INT_VEC3 = 0x8B54
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enum GL_INT_VEC4 = 0x8B55
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enum GL_BOOL = 0x8B56
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enum GL_BOOL_VEC2 = 0x8B57
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enum GL_BOOL_VEC3 = 0x8B58
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enum GL_BOOL_VEC4 = 0x8B59
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enum GL_FLOAT_MAT2 = 0x8B5A
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enum GL_FLOAT_MAT3 = 0x8B5B
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enum GL_FLOAT_MAT4 = 0x8B5C
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enum GL_SAMPLER_2D = 0x8B5E
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enum GL_SAMPLER_CUBE = 0x8B60
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enum GL_VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622
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enum GL_VERTEX_ATTRIB_ARRAY_SIZE = 0x8623
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enum GL_VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624
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enum GL_VERTEX_ATTRIB_ARRAY_TYPE = 0x8625
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enum GL_VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A
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enum GL_VERTEX_ATTRIB_ARRAY_POINTER = 0x8645
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enum GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F
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enum GL_IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A
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enum GL_IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B
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enum GL_COMPILE_STATUS = 0x8B81
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enum GL_INFO_LOG_LENGTH = 0x8B84
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enum GL_SHADER_SOURCE_LENGTH = 0x8B88
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enum GL_SHADER_COMPILER = 0x8DFA
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enum GL_SHADER_BINARY_FORMATS = 0x8DF8
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enum GL_NUM_SHADER_BINARY_FORMATS = 0x8DF9
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enum GL_LOW_FLOAT = 0x8DF0
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enum GL_MEDIUM_FLOAT = 0x8DF1
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enum GL_HIGH_FLOAT = 0x8DF2
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enum GL_LOW_INT = 0x8DF3
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enum GL_MEDIUM_INT = 0x8DF4
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enum GL_HIGH_INT = 0x8DF5
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enum GL_FRAMEBUFFER = 0x8D40
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enum GL_RENDERBUFFER = 0x8D41
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enum GL_RGBA4 = 0x8056
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enum GL_RGB5_A1 = 0x8057
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enum GL_RGB565 = 0x8D62
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enum GL_DEPTH_COMPONENT16 = 0x81A5
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enum GL_STENCIL_INDEX = 0x1901
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enum GL_STENCIL_INDEX8 = 0x8D48
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enum GL_RENDERBUFFER_WIDTH = 0x8D42
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enum GL_RENDERBUFFER_HEIGHT = 0x8D43
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enum GL_RENDERBUFFER_INTERNAL_FORMAT = 0x8D44
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enum GL_RENDERBUFFER_RED_SIZE = 0x8D50
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enum GL_RENDERBUFFER_GREEN_SIZE = 0x8D51
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enum GL_RENDERBUFFER_BLUE_SIZE = 0x8D52
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enum GL_RENDERBUFFER_ALPHA_SIZE = 0x8D53
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enum GL_RENDERBUFFER_DEPTH_SIZE = 0x8D54
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enum GL_RENDERBUFFER_STENCIL_SIZE = 0x8D55
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enum GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0
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enum GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1
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enum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2
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enum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3
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enum GL_COLOR_ATTACHMENT0 = 0x8CE0
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enum GL_DEPTH_ATTACHMENT = 0x8D00
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enum GL_STENCIL_ATTACHMENT = 0x8D20
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enum GL_NONE = 0
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enum GL_FRAMEBUFFER_COMPLETE = 0x8CD5
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enum GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6
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enum GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7
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enum GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9
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enum GL_FRAMEBUFFER_UNSUPPORTED = 0x8CDD
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enum GL_FRAMEBUFFER_BINDING = 0x8CA6
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enum GL_RENDERBUFFER_BINDING = 0x8CA7
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enum GL_MAX_RENDERBUFFER_SIZE = 0x84E8
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enum GL_INVALID_FRAMEBUFFER_OPERATION = 0x0506
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void glActiveTexture(GLenum texture);
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void glAttachShader(GLuint program, GLuint shader);
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void glBindAttribLocation(GLuint program, GLuint index, const(GLchar)* name);
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void glBindBuffer(GLenum target, GLuint buffer);
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void glBindFramebuffer(GLenum target, GLuint framebuffer);
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void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
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void glBindTexture(GLenum target, GLuint texture);
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void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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void glBlendEquation(GLenum mode);
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void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
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void glBlendFunc(GLenum sfactor, GLenum dfactor);
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void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
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void glBufferData(GLenum target, GLsizeiptr size, const(GLvoid)* data, GLenum usage);
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void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const(GLvoid)* data);
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GLenum glCheckFramebufferStatus(GLenum target);
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void glClear(GLbitfield mask);
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void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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void glClearDepthf(GLclampf depth);
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void glClearStencil(GLint s);
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void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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void glCompileShader(GLuint shader);
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void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const(GLvoid)* data);
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void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const(GLvoid)* data);
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void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
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void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
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GLuint glCreateProgram();
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GLuint glCreateShader(GLenum type);
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void glCullFace(GLenum mode);
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void glDeleteBuffers(GLsizei n, const(GLuint)* buffers);
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void glDeleteFramebuffers(GLsizei n, const(GLuint)* framebuffers);
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void glDeleteProgram(GLuint program);
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void glDeleteRenderbuffers(GLsizei n, const(GLuint)* renderbuffers);
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void glDeleteShader(GLuint shader);
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void glDeleteTextures(GLsizei n, const(GLuint)* textures);
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void glDepthFunc(GLenum func);
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void glDepthMask(GLboolean flag);
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void glDepthRangef(GLclampf zNear, GLclampf zFar);
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void glDetachShader(GLuint program, GLuint shader);
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void glDisable(GLenum cap);
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void glDisableVertexAttribArray(GLuint index);
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void glDrawArrays(GLenum mode, GLint first, GLsizei count);
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void glDrawElements(GLenum mode, GLsizei count, GLenum type, const(GLvoid)* indices);
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void glEnable(GLenum cap);
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void glEnableVertexAttribArray(GLuint index);
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void glFinish();
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void glFlush();
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void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
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void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
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void glFrontFace(GLenum mode);
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void glGenBuffers(GLsizei n, GLuint* buffers);
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void glGenerateMipmap(GLenum target);
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void glGenFramebuffers(GLsizei n, GLuint* framebuffers);
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void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers);
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void glGenTextures(GLsizei n, GLuint* textures);
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void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
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void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
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void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
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GLint glGetAttribLocation(GLuint program, const(GLchar)* name);
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void glGetBooleanv(GLenum pname, GLboolean* params);
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void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params);
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GLenum glGetError();
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void glGetFloatv(GLenum pname, GLfloat* params);
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void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params);
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void glGetIntegerv(GLenum pname, GLint* params);
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void glGetProgramiv(GLuint program, GLenum pname, GLint* params);
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void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
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void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params);
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void glGetShaderiv(GLuint shader, GLenum pname, GLint* params);
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void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
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void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
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void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
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const(GLubyte)* glGetString(GLenum name);
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void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params);
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void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params);
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void glGetUniformfv(GLuint program, GLint location, GLfloat* params);
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void glGetUniformiv(GLuint program, GLint location, GLint* params);
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GLint glGetUniformLocation(GLuint program, const(GLchar)* name);
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void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
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void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
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void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer);
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void glHint(GLenum target, GLenum mode);
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GLboolean glIsBuffer(GLuint buffer);
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GLboolean glIsEnabled(GLenum cap);
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GLboolean glIsFramebuffer(GLuint framebuffer);
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GLboolean glIsProgram(GLuint program);
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GLboolean glIsRenderbuffer(GLuint renderbuffer);
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GLboolean glIsShader(GLuint shader);
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GLboolean glIsTexture(GLuint texture);
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void glLineWidth(GLfloat width);
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void glLinkProgram(GLuint program);
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void glPixelStorei(GLenum pname, GLint param);
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void glPolygonOffset(GLfloat factor, GLfloat units);
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void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
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void glReleaseShaderCompiler();
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void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
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void glSampleCoverage(GLclampf value, GLboolean invert);
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void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
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void glShaderBinary(GLsizei n, const(GLuint)* shaders, GLenum binaryformat, const(GLvoid)* binary, GLsizei length);
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void glShaderSource(GLuint shader, GLsizei count, in GLchar** string, const(GLint)* length);
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void glStencilFunc(GLenum func, GLint ref_, GLuint mask);
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void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref_, GLuint mask);
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void glStencilMask(GLuint mask);
|
|
void glStencilMaskSeparate(GLenum face, GLuint mask);
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void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
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void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
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void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const(GLvoid)* pixels);
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void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
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void glTexParameterfv(GLenum target, GLenum pname, const(GLfloat)* params);
|
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void glTexParameteri(GLenum target, GLenum pname, GLint param);
|
|
void glTexParameteriv(GLenum target, GLenum pname, const(GLint)* params);
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void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const(GLvoid)* pixels);
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|
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 glUseProgram(GLuint program);
|
|
void glValidateProgram(GLuint program);
|
|
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 glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
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