blob: 53cc1e1991783012e60d63f7af4bc58ef9ccee20 [file] [log] [blame]
!gles31_only
%#include <GLES3/gl31.h>
void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
void glDispatchComputeIndirect(GLintptr indirect);
void glDrawArraysIndirect(GLenum mode, const void *indirect);
void glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect);
void glFramebufferParameteri(GLenum target, GLenum pname, GLint param);
void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params);
void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params);
GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name);
void glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
void glGetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params);
GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name);
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program);
void glActiveShaderProgram(GLuint pipeline, GLuint program);
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const*strings);
void glBindProgramPipeline(GLuint pipeline);
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines);
void glGenProgramPipelines(GLsizei n, GLuint *pipelines);
GLboolean glIsProgramPipeline(GLuint pipeline);
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params);
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 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 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 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 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 glValidateProgramPipeline(GLuint pipeline);
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data);
void glMemoryBarrier(GLbitfield barriers);
void glMemoryBarrierByRegion(GLbitfield barriers);
void glTexStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
void glSampleMaski(GLuint maskNumber, GLbitfield mask);
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params);
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params);
void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
void glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex);
void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor);