#ifndef _flextgl_h_ #define _flextgl_h_ /* Defensive include guards */ #if defined(__gl2_h_) #error Attempt to include auto-generated header after including gl2.h #endif #if defined(__gl2ext_h_) #error Attempt to include auto-generated header after including gl2ext.h #endif #if defined(__gl2platform_h_) #error Attempt to include auto-generated header after including gl2platform.h #endif #define __gl2_h_ #define __gl2ext_h_ #define __gl2platform_h_ #ifdef __cplusplus extern "C" { #endif void flextGLInit(); /* Function declaration macros */ #define APIENTRY #ifndef GLAPI #define GLAPI extern #endif /* Data types */ #include typedef unsigned int GLenum; typedef unsigned char GLboolean; typedef unsigned int GLbitfield; typedef void GLvoid; typedef short GLshort; typedef int GLint; typedef unsigned short GLushort; typedef unsigned int GLuint; typedef int GLsizei; typedef char GLchar; typedef struct __GLsync *GLsync; typedef khronos_int8_t GLbyte; typedef khronos_uint8_t GLubyte; typedef khronos_float_t GLfloat; typedef khronos_float_t GLclampf; typedef khronos_int32_t GLfixed; typedef khronos_int64_t GLint64; typedef khronos_uint64_t GLuint64; typedef khronos_intptr_t GLintptr; typedef khronos_ssize_t GLsizeiptr; /* Enums */ /* GL_ES_VERSION_2_0 */ #define GL_DEPTH_BUFFER_BIT 0x00000100 #define GL_STENCIL_BUFFER_BIT 0x00000400 #define GL_COLOR_BUFFER_BIT 0x00004000 #define GL_FALSE 0 #define GL_TRUE 1 #define GL_POINTS 0x0000 #define GL_LINES 0x0001 #define GL_LINE_LOOP 0x0002 #define GL_LINE_STRIP 0x0003 #define GL_TRIANGLES 0x0004 #define GL_TRIANGLE_STRIP 0x0005 #define GL_TRIANGLE_FAN 0x0006 #define GL_ZERO 0 #define GL_ONE 1 #define GL_SRC_COLOR 0x0300 #define GL_ONE_MINUS_SRC_COLOR 0x0301 #define GL_SRC_ALPHA 0x0302 #define GL_ONE_MINUS_SRC_ALPHA 0x0303 #define GL_DST_ALPHA 0x0304 #define GL_ONE_MINUS_DST_ALPHA 0x0305 #define GL_DST_COLOR 0x0306 #define GL_ONE_MINUS_DST_COLOR 0x0307 #define GL_SRC_ALPHA_SATURATE 0x0308 #define GL_FUNC_ADD 0x8006 #define GL_BLEND_EQUATION 0x8009 #define GL_BLEND_EQUATION_RGB 0x8009 #define GL_BLEND_EQUATION_ALPHA 0x883D #define GL_FUNC_SUBTRACT 0x800A #define GL_FUNC_REVERSE_SUBTRACT 0x800B #define GL_BLEND_DST_RGB 0x80C8 #define GL_BLEND_SRC_RGB 0x80C9 #define GL_BLEND_DST_ALPHA 0x80CA #define GL_BLEND_SRC_ALPHA 0x80CB #define GL_CONSTANT_COLOR 0x8001 #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 #define GL_CONSTANT_ALPHA 0x8003 #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 #define GL_BLEND_COLOR 0x8005 #define GL_ARRAY_BUFFER 0x8892 #define GL_ELEMENT_ARRAY_BUFFER 0x8893 #define GL_ARRAY_BUFFER_BINDING 0x8894 #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 #define GL_STREAM_DRAW 0x88E0 #define GL_STATIC_DRAW 0x88E4 #define GL_DYNAMIC_DRAW 0x88E8 #define GL_BUFFER_SIZE 0x8764 #define GL_BUFFER_USAGE 0x8765 #define GL_CURRENT_VERTEX_ATTRIB 0x8626 #define GL_FRONT 0x0404 #define GL_BACK 0x0405 #define GL_FRONT_AND_BACK 0x0408 #define GL_TEXTURE_2D 0x0DE1 #define GL_CULL_FACE 0x0B44 #define GL_BLEND 0x0BE2 #define GL_DITHER 0x0BD0 #define GL_STENCIL_TEST 0x0B90 #define GL_DEPTH_TEST 0x0B71 #define GL_SCISSOR_TEST 0x0C11 #define GL_POLYGON_OFFSET_FILL 0x8037 #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E #define GL_SAMPLE_COVERAGE 0x80A0 #define GL_NO_ERROR 0 #define GL_INVALID_ENUM 0x0500 #define GL_INVALID_VALUE 0x0501 #define GL_INVALID_OPERATION 0x0502 #define GL_OUT_OF_MEMORY 0x0505 #define GL_CW 0x0900 #define GL_CCW 0x0901 #define GL_LINE_WIDTH 0x0B21 #define GL_ALIASED_POINT_SIZE_RANGE 0x846D #define GL_ALIASED_LINE_WIDTH_RANGE 0x846E #define GL_CULL_FACE_MODE 0x0B45 #define GL_FRONT_FACE 0x0B46 #define GL_DEPTH_RANGE 0x0B70 #define GL_DEPTH_WRITEMASK 0x0B72 #define GL_DEPTH_CLEAR_VALUE 0x0B73 #define GL_DEPTH_FUNC 0x0B74 #define GL_STENCIL_CLEAR_VALUE 0x0B91 #define GL_STENCIL_FUNC 0x0B92 #define GL_STENCIL_FAIL 0x0B94 #define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 #define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 #define GL_STENCIL_REF 0x0B97 #define GL_STENCIL_VALUE_MASK 0x0B93 #define GL_STENCIL_WRITEMASK 0x0B98 #define GL_STENCIL_BACK_FUNC 0x8800 #define GL_STENCIL_BACK_FAIL 0x8801 #define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 #define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 #define GL_STENCIL_BACK_REF 0x8CA3 #define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 #define GL_STENCIL_BACK_WRITEMASK 0x8CA5 #define GL_VIEWPORT 0x0BA2 #define GL_SCISSOR_BOX 0x0C10 #define GL_COLOR_CLEAR_VALUE 0x0C22 #define GL_COLOR_WRITEMASK 0x0C23 #define GL_UNPACK_ALIGNMENT 0x0CF5 #define GL_PACK_ALIGNMENT 0x0D05 #define GL_MAX_TEXTURE_SIZE 0x0D33 #define GL_MAX_VIEWPORT_DIMS 0x0D3A #define GL_SUBPIXEL_BITS 0x0D50 #define GL_RED_BITS 0x0D52 #define GL_GREEN_BITS 0x0D53 #define GL_BLUE_BITS 0x0D54 #define GL_ALPHA_BITS 0x0D55 #define GL_DEPTH_BITS 0x0D56 #define GL_STENCIL_BITS 0x0D57 #define GL_POLYGON_OFFSET_UNITS 0x2A00 #define GL_POLYGON_OFFSET_FACTOR 0x8038 #define GL_TEXTURE_BINDING_2D 0x8069 #define GL_SAMPLE_BUFFERS 0x80A8 #define GL_SAMPLES 0x80A9 #define GL_SAMPLE_COVERAGE_VALUE 0x80AA #define GL_SAMPLE_COVERAGE_INVERT 0x80AB #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 #define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 #define GL_DONT_CARE 0x1100 #define GL_FASTEST 0x1101 #define GL_NICEST 0x1102 #define GL_GENERATE_MIPMAP_HINT 0x8192 #define GL_BYTE 0x1400 #define GL_UNSIGNED_BYTE 0x1401 #define GL_SHORT 0x1402 #define GL_UNSIGNED_SHORT 0x1403 #define GL_INT 0x1404 #define GL_UNSIGNED_INT 0x1405 #define GL_FLOAT 0x1406 #define GL_FIXED 0x140C #define GL_DEPTH_COMPONENT 0x1902 #define GL_ALPHA 0x1906 #define GL_RGB 0x1907 #define GL_RGBA 0x1908 #define GL_LUMINANCE 0x1909 #define GL_LUMINANCE_ALPHA 0x190A #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #define GL_UNSIGNED_SHORT_5_6_5 0x8363 #define GL_FRAGMENT_SHADER 0x8B30 #define GL_VERTEX_SHADER 0x8B31 #define GL_MAX_VERTEX_ATTRIBS 0x8869 #define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB #define GL_MAX_VARYING_VECTORS 0x8DFC #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 #define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD #define GL_SHADER_TYPE 0x8B4F #define GL_DELETE_STATUS 0x8B80 #define GL_LINK_STATUS 0x8B82 #define GL_VALIDATE_STATUS 0x8B83 #define GL_ATTACHED_SHADERS 0x8B85 #define GL_ACTIVE_UNIFORMS 0x8B86 #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 #define GL_ACTIVE_ATTRIBUTES 0x8B89 #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A #define GL_SHADING_LANGUAGE_VERSION 0x8B8C #define GL_CURRENT_PROGRAM 0x8B8D #define GL_NEVER 0x0200 #define GL_LESS 0x0201 #define GL_EQUAL 0x0202 #define GL_LEQUAL 0x0203 #define GL_GREATER 0x0204 #define GL_NOTEQUAL 0x0205 #define GL_GEQUAL 0x0206 #define GL_ALWAYS 0x0207 #define GL_KEEP 0x1E00 #define GL_REPLACE 0x1E01 #define GL_INCR 0x1E02 #define GL_DECR 0x1E03 #define GL_INVERT 0x150A #define GL_INCR_WRAP 0x8507 #define GL_DECR_WRAP 0x8508 #define GL_VENDOR 0x1F00 #define GL_RENDERER 0x1F01 #define GL_VERSION 0x1F02 #define GL_EXTENSIONS 0x1F03 #define GL_NEAREST 0x2600 #define GL_LINEAR 0x2601 #define GL_NEAREST_MIPMAP_NEAREST 0x2700 #define GL_LINEAR_MIPMAP_NEAREST 0x2701 #define GL_NEAREST_MIPMAP_LINEAR 0x2702 #define GL_LINEAR_MIPMAP_LINEAR 0x2703 #define GL_TEXTURE_MAG_FILTER 0x2800 #define GL_TEXTURE_MIN_FILTER 0x2801 #define GL_TEXTURE_WRAP_S 0x2802 #define GL_TEXTURE_WRAP_T 0x2803 #define GL_TEXTURE 0x1702 #define GL_TEXTURE_CUBE_MAP 0x8513 #define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 #define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A #define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C #define GL_TEXTURE0 0x84C0 #define GL_TEXTURE1 0x84C1 #define GL_TEXTURE2 0x84C2 #define GL_TEXTURE3 0x84C3 #define GL_TEXTURE4 0x84C4 #define GL_TEXTURE5 0x84C5 #define GL_TEXTURE6 0x84C6 #define GL_TEXTURE7 0x84C7 #define GL_TEXTURE8 0x84C8 #define GL_TEXTURE9 0x84C9 #define GL_TEXTURE10 0x84CA #define GL_TEXTURE11 0x84CB #define GL_TEXTURE12 0x84CC #define GL_TEXTURE13 0x84CD #define GL_TEXTURE14 0x84CE #define GL_TEXTURE15 0x84CF #define GL_TEXTURE16 0x84D0 #define GL_TEXTURE17 0x84D1 #define GL_TEXTURE18 0x84D2 #define GL_TEXTURE19 0x84D3 #define GL_TEXTURE20 0x84D4 #define GL_TEXTURE21 0x84D5 #define GL_TEXTURE22 0x84D6 #define GL_TEXTURE23 0x84D7 #define GL_TEXTURE24 0x84D8 #define GL_TEXTURE25 0x84D9 #define GL_TEXTURE26 0x84DA #define GL_TEXTURE27 0x84DB #define GL_TEXTURE28 0x84DC #define GL_TEXTURE29 0x84DD #define GL_TEXTURE30 0x84DE #define GL_TEXTURE31 0x84DF #define GL_ACTIVE_TEXTURE 0x84E0 #define GL_REPEAT 0x2901 #define GL_CLAMP_TO_EDGE 0x812F #define GL_MIRRORED_REPEAT 0x8370 #define GL_FLOAT_VEC2 0x8B50 #define GL_FLOAT_VEC3 0x8B51 #define GL_FLOAT_VEC4 0x8B52 #define GL_INT_VEC2 0x8B53 #define GL_INT_VEC3 0x8B54 #define GL_INT_VEC4 0x8B55 #define GL_BOOL 0x8B56 #define GL_BOOL_VEC2 0x8B57 #define GL_BOOL_VEC3 0x8B58 #define GL_BOOL_VEC4 0x8B59 #define GL_FLOAT_MAT2 0x8B5A #define GL_FLOAT_MAT3 0x8B5B #define GL_FLOAT_MAT4 0x8B5C #define GL_SAMPLER_2D 0x8B5E #define GL_SAMPLER_CUBE 0x8B60 #define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 #define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 #define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 #define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A #define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F #define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A #define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B #define GL_COMPILE_STATUS 0x8B81 #define GL_INFO_LOG_LENGTH 0x8B84 #define GL_SHADER_SOURCE_LENGTH 0x8B88 #define GL_SHADER_COMPILER 0x8DFA #define GL_SHADER_BINARY_FORMATS 0x8DF8 #define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 #define GL_LOW_FLOAT 0x8DF0 #define GL_MEDIUM_FLOAT 0x8DF1 #define GL_HIGH_FLOAT 0x8DF2 #define GL_LOW_INT 0x8DF3 #define GL_MEDIUM_INT 0x8DF4 #define GL_HIGH_INT 0x8DF5 #define GL_FRAMEBUFFER 0x8D40 #define GL_RENDERBUFFER 0x8D41 #define GL_RGBA4 0x8056 #define GL_RGB5_A1 0x8057 #define GL_RGB565 0x8D62 #define GL_DEPTH_COMPONENT16 0x81A5 #define GL_STENCIL_INDEX8 0x8D48 #define GL_RENDERBUFFER_WIDTH 0x8D42 #define GL_RENDERBUFFER_HEIGHT 0x8D43 #define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 #define GL_RENDERBUFFER_RED_SIZE 0x8D50 #define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 #define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 #define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 #define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 #define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 #define GL_COLOR_ATTACHMENT0 0x8CE0 #define GL_DEPTH_ATTACHMENT 0x8D00 #define GL_STENCIL_ATTACHMENT 0x8D20 #define GL_NONE 0 #define GL_FRAMEBUFFER_COMPLETE 0x8CD5 #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 #define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9 #define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD #define GL_FRAMEBUFFER_BINDING 0x8CA6 #define GL_RENDERBUFFER_BINDING 0x8CA7 #define GL_MAX_RENDERBUFFER_SIZE 0x84E8 #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 /* GL_ANGLE_instanced_arrays */ #define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE 0x88FE /* GL_EXT_blend_minmax */ #define GL_MIN_EXT 0x8007 #define GL_MAX_EXT 0x8008 #define GL_FUNC_ADD_EXT 0x8006 #define GL_BLEND_EQUATION_EXT 0x8009 /* GL_EXT_sRGB */ #define GL_SRGB_EXT 0x8C40 #define GL_SRGB_ALPHA_EXT 0x8C42 #define GL_SRGB8_ALPHA8_EXT 0x8C43 #define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT 0x8210 /* GL_OES_element_index_uint */ #define GL_UNSIGNED_INT 0x1405 /* GL_OES_texture_half_float */ #define GL_HALF_FLOAT_OES 0x8D61 /* GL_OES_texture_float */ #define GL_FLOAT 0x1406 /* GL_OES_standard_derivatives */ #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES 0x8B8B /* GL_OES_vertex_array_object */ #define GL_VERTEX_ARRAY_BINDING_OES 0x85B5 /* GL_ANGLE_depth_texture */ #define GL_DEPTH_COMPONENT 0x1902 #define GL_DEPTH_STENCIL_OES 0x84F9 #define GL_UNSIGNED_SHORT 0x1403 #define GL_UNSIGNED_INT 0x1405 #define GL_UNSIGNED_INT_24_8_OES 0x84FA #define GL_DEPTH_COMPONENT16 0x81A5 #define GL_DEPTH_COMPONENT32_OES 0x81A7 #define GL_DEPTH24_STENCIL8_OES 0x88F0 /* GL_EXT_draw_buffers */ #define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF #define GL_MAX_DRAW_BUFFERS_EXT 0x8824 #define GL_DRAW_BUFFER0_EXT 0x8825 #define GL_DRAW_BUFFER1_EXT 0x8826 #define GL_DRAW_BUFFER2_EXT 0x8827 #define GL_DRAW_BUFFER3_EXT 0x8828 #define GL_DRAW_BUFFER4_EXT 0x8829 #define GL_DRAW_BUFFER5_EXT 0x882A #define GL_DRAW_BUFFER6_EXT 0x882B #define GL_DRAW_BUFFER7_EXT 0x882C #define GL_DRAW_BUFFER8_EXT 0x882D #define GL_DRAW_BUFFER9_EXT 0x882E #define GL_DRAW_BUFFER10_EXT 0x882F #define GL_DRAW_BUFFER11_EXT 0x8830 #define GL_DRAW_BUFFER12_EXT 0x8831 #define GL_DRAW_BUFFER13_EXT 0x8832 #define GL_DRAW_BUFFER14_EXT 0x8833 #define GL_DRAW_BUFFER15_EXT 0x8834 #define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 #define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 #define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 #define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 #define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 #define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 #define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 #define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 #define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 #define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 #define GL_COLOR_ATTACHMENT10_EXT 0x8CEA #define GL_COLOR_ATTACHMENT11_EXT 0x8CEB #define GL_COLOR_ATTACHMENT12_EXT 0x8CEC #define GL_COLOR_ATTACHMENT13_EXT 0x8CED #define GL_COLOR_ATTACHMENT14_EXT 0x8CEE #define GL_COLOR_ATTACHMENT15_EXT 0x8CEF /* GL_EXT_texture_filter_anisotropic */ #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF /* Function prototypes */ /* GL_ES_VERSION_2_0 */ GLAPI void glActiveTexture(GLenum); GLAPI void glAttachShader(GLuint, GLuint); GLAPI void glBindAttribLocation(GLuint, GLuint, const GLchar *); GLAPI void glBindBuffer(GLenum, GLuint); GLAPI void glBindFramebuffer(GLenum, GLuint); GLAPI void glBindRenderbuffer(GLenum, GLuint); GLAPI void glBindTexture(GLenum, GLuint); GLAPI void glBlendColor(GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void glBlendEquation(GLenum); GLAPI void glBlendEquationSeparate(GLenum, GLenum); GLAPI void glBlendFunc(GLenum, GLenum); GLAPI void glBlendFuncSeparate(GLenum, GLenum, GLenum, GLenum); GLAPI void glBufferData(GLenum, GLsizeiptr, const void *, GLenum); GLAPI void glBufferSubData(GLenum, GLintptr, GLsizeiptr, const void *); GLAPI GLenum glCheckFramebufferStatus(GLenum); GLAPI void glClear(GLbitfield); GLAPI void glClearColor(GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void glClearDepthf(GLfloat); GLAPI void glClearStencil(GLint); GLAPI void glColorMask(GLboolean, GLboolean, GLboolean, GLboolean); GLAPI void glCompileShader(GLuint); GLAPI void glCompressedTexImage2D(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const void *); GLAPI void glCompressedTexSubImage2D(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const void *); GLAPI void glCopyTexImage2D(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint); GLAPI void glCopyTexSubImage2D(GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei); GLAPI GLuint glCreateProgram(void); GLAPI GLuint glCreateShader(GLenum); GLAPI void glCullFace(GLenum); GLAPI void glDeleteBuffers(GLsizei, const GLuint *); GLAPI void glDeleteFramebuffers(GLsizei, const GLuint *); GLAPI void glDeleteProgram(GLuint); GLAPI void glDeleteRenderbuffers(GLsizei, const GLuint *); GLAPI void glDeleteShader(GLuint); GLAPI void glDeleteTextures(GLsizei, const GLuint *); GLAPI void glDepthFunc(GLenum); GLAPI void glDepthMask(GLboolean); GLAPI void glDepthRangef(GLfloat, GLfloat); GLAPI void glDetachShader(GLuint, GLuint); GLAPI void glDisable(GLenum); GLAPI void glDisableVertexAttribArray(GLuint); GLAPI void glDrawArrays(GLenum, GLint, GLsizei); GLAPI void glDrawElements(GLenum, GLsizei, GLenum, const void *); GLAPI void glEnable(GLenum); GLAPI void glEnableVertexAttribArray(GLuint); GLAPI void glFinish(void); GLAPI void glFlush(void); GLAPI void glFramebufferRenderbuffer(GLenum, GLenum, GLenum, GLuint); GLAPI void glFramebufferTexture2D(GLenum, GLenum, GLenum, GLuint, GLint); GLAPI void glFrontFace(GLenum); GLAPI void glGenBuffers(GLsizei, GLuint *); GLAPI void glGenerateMipmap(GLenum); GLAPI void glGenFramebuffers(GLsizei, GLuint *); GLAPI void glGenRenderbuffers(GLsizei, GLuint *); GLAPI void glGenTextures(GLsizei, GLuint *); GLAPI void glGetActiveAttrib(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *); GLAPI void glGetActiveUniform(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *); GLAPI void glGetAttachedShaders(GLuint, GLsizei, GLsizei *, GLuint *); GLAPI GLint glGetAttribLocation(GLuint, const GLchar *); GLAPI void glGetBooleanv(GLenum, GLboolean *); GLAPI void glGetBufferParameteriv(GLenum, GLenum, GLint *); GLAPI GLenum glGetError(void); GLAPI void glGetFloatv(GLenum, GLfloat *); GLAPI void glGetFramebufferAttachmentParameteriv(GLenum, GLenum, GLenum, GLint *); GLAPI void glGetIntegerv(GLenum, GLint *); GLAPI void glGetProgramiv(GLuint, GLenum, GLint *); GLAPI void glGetProgramInfoLog(GLuint, GLsizei, GLsizei *, GLchar *); GLAPI void glGetRenderbufferParameteriv(GLenum, GLenum, GLint *); GLAPI void glGetShaderiv(GLuint, GLenum, GLint *); GLAPI void glGetShaderInfoLog(GLuint, GLsizei, GLsizei *, GLchar *); GLAPI void glGetShaderPrecisionFormat(GLenum, GLenum, GLint *, GLint *); GLAPI void glGetShaderSource(GLuint, GLsizei, GLsizei *, GLchar *); GLAPI const GLubyte * glGetString(GLenum); GLAPI void glGetTexParameterfv(GLenum, GLenum, GLfloat *); GLAPI void glGetTexParameteriv(GLenum, GLenum, GLint *); GLAPI void glGetUniformfv(GLuint, GLint, GLfloat *); GLAPI void glGetUniformiv(GLuint, GLint, GLint *); GLAPI GLint glGetUniformLocation(GLuint, const GLchar *); GLAPI void glGetVertexAttribfv(GLuint, GLenum, GLfloat *); GLAPI void glGetVertexAttribiv(GLuint, GLenum, GLint *); GLAPI void glGetVertexAttribPointerv(GLuint, GLenum, void **); GLAPI void glHint(GLenum, GLenum); GLAPI GLboolean glIsBuffer(GLuint); GLAPI GLboolean glIsEnabled(GLenum); GLAPI GLboolean glIsFramebuffer(GLuint); GLAPI GLboolean glIsProgram(GLuint); GLAPI GLboolean glIsRenderbuffer(GLuint); GLAPI GLboolean glIsShader(GLuint); GLAPI GLboolean glIsTexture(GLuint); GLAPI void glLineWidth(GLfloat); GLAPI void glLinkProgram(GLuint); GLAPI void glPixelStorei(GLenum, GLint); GLAPI void glPolygonOffset(GLfloat, GLfloat); GLAPI void glReadPixels(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, void *); GLAPI void glReleaseShaderCompiler(void); GLAPI void glRenderbufferStorage(GLenum, GLenum, GLsizei, GLsizei); GLAPI void glSampleCoverage(GLfloat, GLboolean); GLAPI void glScissor(GLint, GLint, GLsizei, GLsizei); GLAPI void glShaderBinary(GLsizei, const GLuint *, GLenum, const void *, GLsizei); GLAPI void glShaderSource(GLuint, GLsizei, const GLchar *const*, const GLint *); GLAPI void glStencilFunc(GLenum, GLint, GLuint); GLAPI void glStencilFuncSeparate(GLenum, GLenum, GLint, GLuint); GLAPI void glStencilMask(GLuint); GLAPI void glStencilMaskSeparate(GLenum, GLuint); GLAPI void glStencilOp(GLenum, GLenum, GLenum); GLAPI void glStencilOpSeparate(GLenum, GLenum, GLenum, GLenum); GLAPI void glTexImage2D(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *); GLAPI void glTexParameterf(GLenum, GLenum, GLfloat); GLAPI void glTexParameterfv(GLenum, GLenum, const GLfloat *); GLAPI void glTexParameteri(GLenum, GLenum, GLint); GLAPI void glTexParameteriv(GLenum, GLenum, const GLint *); GLAPI void glTexSubImage2D(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const void *); GLAPI void glUniform1f(GLint, GLfloat); GLAPI void glUniform1fv(GLint, GLsizei, const GLfloat *); GLAPI void glUniform1i(GLint, GLint); GLAPI void glUniform1iv(GLint, GLsizei, const GLint *); GLAPI void glUniform2f(GLint, GLfloat, GLfloat); GLAPI void glUniform2fv(GLint, GLsizei, const GLfloat *); GLAPI void glUniform2i(GLint, GLint, GLint); GLAPI void glUniform2iv(GLint, GLsizei, const GLint *); GLAPI void glUniform3f(GLint, GLfloat, GLfloat, GLfloat); GLAPI void glUniform3fv(GLint, GLsizei, const GLfloat *); GLAPI void glUniform3i(GLint, GLint, GLint, GLint); GLAPI void glUniform3iv(GLint, GLsizei, const GLint *); GLAPI void glUniform4f(GLint, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void glUniform4fv(GLint, GLsizei, const GLfloat *); GLAPI void glUniform4i(GLint, GLint, GLint, GLint, GLint); GLAPI void glUniform4iv(GLint, GLsizei, const GLint *); GLAPI void glUniformMatrix2fv(GLint, GLsizei, GLboolean, const GLfloat *); GLAPI void glUniformMatrix3fv(GLint, GLsizei, GLboolean, const GLfloat *); GLAPI void glUniformMatrix4fv(GLint, GLsizei, GLboolean, const GLfloat *); GLAPI void glUseProgram(GLuint); GLAPI void glValidateProgram(GLuint); GLAPI void glVertexAttrib1f(GLuint, GLfloat); GLAPI void glVertexAttrib1fv(GLuint, const GLfloat *); GLAPI void glVertexAttrib2f(GLuint, GLfloat, GLfloat); GLAPI void glVertexAttrib2fv(GLuint, const GLfloat *); GLAPI void glVertexAttrib3f(GLuint, GLfloat, GLfloat, GLfloat); GLAPI void glVertexAttrib3fv(GLuint, const GLfloat *); GLAPI void glVertexAttrib4f(GLuint, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void glVertexAttrib4fv(GLuint, const GLfloat *); GLAPI void glVertexAttribPointer(GLuint, GLint, GLenum, GLboolean, GLsizei, const void *); GLAPI void glViewport(GLint, GLint, GLsizei, GLsizei); /* GL_ANGLE_instanced_arrays */ GLAPI void glDrawArraysInstancedANGLE(GLenum, GLint, GLsizei, GLsizei); GLAPI void glDrawElementsInstancedANGLE(GLenum, GLsizei, GLenum, const void *, GLsizei); GLAPI void glVertexAttribDivisorANGLE(GLuint, GLuint); /* GL_EXT_blend_minmax */ GLAPI void glBlendEquationEXT(GLenum); /* GL_EXT_shader_texture_lod */ /* GL_EXT_sRGB */ /* GL_OES_element_index_uint */ /* GL_OES_texture_half_float_linear */ /* GL_OES_texture_float_linear */ /* GL_OES_texture_half_float */ /* GL_OES_texture_float */ /* GL_OES_standard_derivatives */ /* GL_OES_vertex_array_object */ GLAPI void glBindVertexArrayOES(GLuint); GLAPI void glDeleteVertexArraysOES(GLsizei, const GLuint *); GLAPI void glGenVertexArraysOES(GLsizei, GLuint *); GLAPI GLboolean glIsVertexArrayOES(GLuint); /* GL_ANGLE_depth_texture */ /* GL_EXT_draw_buffers */ GLAPI void glDrawBuffersEXT(GLsizei, const GLenum *); /* GL_EXT_texture_filter_anisotropic */ #ifdef __cplusplus } #endif #endif