| !gles3_only |
| |
| %#include <GLES3/gl31.h> |
| |
| %// Return types must be single words, see GLDispatch.cpp |
| %typedef const GLubyte* GL3constubyteptr; |
| |
| void glReadBuffer(GLenum src); |
| void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); |
| void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, 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 glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); |
| void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, 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 glGenQueries(GLsizei n, GLuint *ids); |
| void glDeleteQueries(GLsizei n, const GLuint *ids); |
| GLboolean glIsQuery(GLuint id); |
| void glBeginQuery(GLenum target, GLuint id); |
| void glEndQuery(GLenum target); |
| void glGetQueryiv(GLenum target, GLenum pname, GLint *params); |
| void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params); |
| GLboolean glUnmapBuffer(GLenum target); |
| void glGetBufferPointerv(GLenum target, GLenum pname, void **params); |
| void glDrawBuffers(GLsizei n, const GLenum *bufs); |
| 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 glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); |
| void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); |
| void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); |
| void* glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); |
| void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length); |
| void glBindVertexArray(GLuint array); |
| void glDeleteVertexArrays(GLsizei n, const GLuint *arrays); |
| void glGenVertexArrays(GLsizei n, GLuint *arrays); |
| GLboolean glIsVertexArray(GLuint array); |
| void glGetIntegeri_v(GLenum target, GLuint index, GLint *data); |
| void glBeginTransformFeedback(GLenum primitiveMode); |
| void glEndTransformFeedback(void); |
| void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); |
| void glBindBufferBase(GLenum target, GLuint index, GLuint buffer); |
| void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); |
| void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); |
| void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); |
| void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params); |
| void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params); |
| void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); |
| void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); |
| void glVertexAttribI4iv(GLuint index, const GLint *v); |
| void glVertexAttribI4uiv(GLuint index, const GLuint *v); |
| void glGetUniformuiv(GLuint program, GLint location, GLuint *params); |
| GLint glGetFragDataLocation(GLuint program, const GLchar *name); |
| 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 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 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); |
| GL3constubyteptr glGetStringi(GLenum name, GLuint index); |
| void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); |
| void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices); |
| void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); |
| GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName); |
| void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); |
| void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); |
| void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); |
| void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount); |
| void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount); |
| GLsync glFenceSync(GLenum condition, GLbitfield flags); |
| GLboolean glIsSync(GLsync sync); |
| void glDeleteSync(GLsync sync); |
| GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); |
| void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); |
| void glGetInteger64v(GLenum pname, GLint64 *data); |
| void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); |
| void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data); |
| void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params); |
| void glGenSamplers(GLsizei count, GLuint *samplers); |
| void glDeleteSamplers(GLsizei count, const GLuint *samplers); |
| GLboolean glIsSampler(GLuint sampler); |
| void glBindSampler(GLuint unit, GLuint sampler); |
| void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param); |
| void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param); |
| void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param); |
| void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param); |
| void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params); |
| void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params); |
| void glVertexAttribDivisor(GLuint index, GLuint divisor); |
| void glBindTransformFeedback(GLenum target, GLuint id); |
| void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids); |
| void glGenTransformFeedbacks(GLsizei n, GLuint *ids); |
| GLboolean glIsTransformFeedback(GLuint id); |
| void glPauseTransformFeedback(void); |
| void glResumeTransformFeedback(void); |
| void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); |
| void glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); |
| void glProgramParameteri(GLuint program, GLenum pname, GLint value); |
| void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments); |
| void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); |
| void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); |
| void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); |
| void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params); |