mirror of
https://github.com/RetroDECK/Duckstation.git
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622 lines
31 KiB
C
622 lines
31 KiB
C
#ifndef __gl2_h_
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#define __gl2_h_
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/* $Revision: 20555 $ on $Date:: 2013-02-12 14:32:47 -0800 #$ */
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/*#include <GLES2/gl2platform.h>*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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/*
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* This document is licensed under the SGI Free Software B License Version
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* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
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*/
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/*-------------------------------------------------------------------------
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* Data type definitions
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*-----------------------------------------------------------------------*/
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typedef void GLvoid;
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typedef char GLchar;
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typedef unsigned int GLenum;
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typedef unsigned char GLboolean;
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typedef unsigned int GLbitfield;
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typedef khronos_int8_t GLbyte;
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typedef short GLshort;
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typedef int GLint;
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typedef int GLsizei;
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typedef khronos_uint8_t GLubyte;
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typedef unsigned short GLushort;
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typedef unsigned int GLuint;
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typedef khronos_float_t GLfloat;
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typedef khronos_float_t GLclampf;
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typedef khronos_int32_t GLfixed;
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/* GL types for handling large vertex buffer objects */
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typedef khronos_intptr_t GLintptr;
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typedef khronos_ssize_t GLsizeiptr;
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/* OpenGL ES core versions */
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#define GL_ES_VERSION_2_0 1
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/* ClearBufferMask */
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#define GL_DEPTH_BUFFER_BIT 0x00000100
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#define GL_STENCIL_BUFFER_BIT 0x00000400
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#define GL_COLOR_BUFFER_BIT 0x00004000
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/* Boolean */
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#define GL_FALSE 0
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#define GL_TRUE 1
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/* BeginMode */
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#define GL_POINTS 0x0000
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#define GL_LINES 0x0001
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#define GL_LINE_LOOP 0x0002
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#define GL_LINE_STRIP 0x0003
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#define GL_TRIANGLES 0x0004
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#define GL_TRIANGLE_STRIP 0x0005
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#define GL_TRIANGLE_FAN 0x0006
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/* AlphaFunction (not supported in ES20) */
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/* GL_NEVER */
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/* GL_LESS */
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/* GL_EQUAL */
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/* GL_LEQUAL */
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/* GL_GREATER */
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/* GL_NOTEQUAL */
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/* GL_GEQUAL */
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/* GL_ALWAYS */
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/* BlendingFactorDest */
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#define GL_ZERO 0
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#define GL_ONE 1
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#define GL_SRC_COLOR 0x0300
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#define GL_ONE_MINUS_SRC_COLOR 0x0301
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#define GL_SRC_ALPHA 0x0302
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#define GL_ONE_MINUS_SRC_ALPHA 0x0303
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#define GL_DST_ALPHA 0x0304
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#define GL_ONE_MINUS_DST_ALPHA 0x0305
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/* BlendingFactorSrc */
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/* GL_ZERO */
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/* GL_ONE */
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#define GL_DST_COLOR 0x0306
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#define GL_ONE_MINUS_DST_COLOR 0x0307
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#define GL_SRC_ALPHA_SATURATE 0x0308
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/* GL_SRC_ALPHA */
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/* GL_ONE_MINUS_SRC_ALPHA */
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/* GL_DST_ALPHA */
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/* GL_ONE_MINUS_DST_ALPHA */
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/* BlendEquationSeparate */
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#define GL_FUNC_ADD 0x8006
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#define GL_BLEND_EQUATION 0x8009
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#define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */
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#define GL_BLEND_EQUATION_ALPHA 0x883D
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/* BlendSubtract */
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#define GL_FUNC_SUBTRACT 0x800A
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#define GL_FUNC_REVERSE_SUBTRACT 0x800B
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/* Separate Blend Functions */
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#define GL_BLEND_DST_RGB 0x80C8
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#define GL_BLEND_SRC_RGB 0x80C9
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#define GL_BLEND_DST_ALPHA 0x80CA
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#define GL_BLEND_SRC_ALPHA 0x80CB
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#define GL_CONSTANT_COLOR 0x8001
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#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
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#define GL_CONSTANT_ALPHA 0x8003
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#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
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#define GL_BLEND_COLOR 0x8005
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/* Buffer Objects */
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#define GL_ARRAY_BUFFER 0x8892
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#define GL_ELEMENT_ARRAY_BUFFER 0x8893
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#define GL_ARRAY_BUFFER_BINDING 0x8894
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#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
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#define GL_STREAM_DRAW 0x88E0
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#define GL_STATIC_DRAW 0x88E4
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#define GL_DYNAMIC_DRAW 0x88E8
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#define GL_BUFFER_SIZE 0x8764
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#define GL_BUFFER_USAGE 0x8765
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#define GL_CURRENT_VERTEX_ATTRIB 0x8626
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/* CullFaceMode */
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#define GL_FRONT 0x0404
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#define GL_BACK 0x0405
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#define GL_FRONT_AND_BACK 0x0408
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/* DepthFunction */
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/* GL_NEVER */
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/* GL_LESS */
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/* GL_EQUAL */
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/* GL_LEQUAL */
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/* GL_GREATER */
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/* GL_NOTEQUAL */
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/* GL_GEQUAL */
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/* GL_ALWAYS */
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/* EnableCap */
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#define GL_TEXTURE_2D 0x0DE1
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#define GL_CULL_FACE 0x0B44
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#define GL_BLEND 0x0BE2
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#define GL_DITHER 0x0BD0
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#define GL_STENCIL_TEST 0x0B90
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#define GL_DEPTH_TEST 0x0B71
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#define GL_SCISSOR_TEST 0x0C11
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#define GL_POLYGON_OFFSET_FILL 0x8037
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#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
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#define GL_SAMPLE_COVERAGE 0x80A0
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/* ErrorCode */
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#define GL_NO_ERROR 0
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#define GL_INVALID_ENUM 0x0500
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#define GL_INVALID_VALUE 0x0501
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#define GL_INVALID_OPERATION 0x0502
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#define GL_OUT_OF_MEMORY 0x0505
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/* FrontFaceDirection */
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#define GL_CW 0x0900
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#define GL_CCW 0x0901
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/* GetPName */
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#define GL_LINE_WIDTH 0x0B21
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#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
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#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
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#define GL_CULL_FACE_MODE 0x0B45
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#define GL_FRONT_FACE 0x0B46
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#define GL_DEPTH_RANGE 0x0B70
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#define GL_DEPTH_WRITEMASK 0x0B72
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#define GL_DEPTH_CLEAR_VALUE 0x0B73
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#define GL_DEPTH_FUNC 0x0B74
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#define GL_STENCIL_CLEAR_VALUE 0x0B91
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#define GL_STENCIL_FUNC 0x0B92
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#define GL_STENCIL_FAIL 0x0B94
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#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
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#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
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#define GL_STENCIL_REF 0x0B97
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#define GL_STENCIL_VALUE_MASK 0x0B93
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#define GL_STENCIL_WRITEMASK 0x0B98
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#define GL_STENCIL_BACK_FUNC 0x8800
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#define GL_STENCIL_BACK_FAIL 0x8801
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#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
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#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
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#define GL_STENCIL_BACK_REF 0x8CA3
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#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
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#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
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#define GL_VIEWPORT 0x0BA2
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#define GL_SCISSOR_BOX 0x0C10
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/* GL_SCISSOR_TEST */
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#define GL_COLOR_CLEAR_VALUE 0x0C22
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#define GL_COLOR_WRITEMASK 0x0C23
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#define GL_UNPACK_ALIGNMENT 0x0CF5
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#define GL_PACK_ALIGNMENT 0x0D05
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#define GL_MAX_TEXTURE_SIZE 0x0D33
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#define GL_MAX_VIEWPORT_DIMS 0x0D3A
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#define GL_SUBPIXEL_BITS 0x0D50
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#define GL_RED_BITS 0x0D52
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#define GL_GREEN_BITS 0x0D53
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#define GL_BLUE_BITS 0x0D54
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#define GL_ALPHA_BITS 0x0D55
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#define GL_DEPTH_BITS 0x0D56
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#define GL_STENCIL_BITS 0x0D57
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#define GL_POLYGON_OFFSET_UNITS 0x2A00
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/* GL_POLYGON_OFFSET_FILL */
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#define GL_POLYGON_OFFSET_FACTOR 0x8038
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#define GL_TEXTURE_BINDING_2D 0x8069
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#define GL_SAMPLE_BUFFERS 0x80A8
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#define GL_SAMPLES 0x80A9
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#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
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#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
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/* GetTextureParameter */
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/* GL_TEXTURE_MAG_FILTER */
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/* GL_TEXTURE_MIN_FILTER */
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/* GL_TEXTURE_WRAP_S */
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/* GL_TEXTURE_WRAP_T */
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#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
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#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
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/* HintMode */
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#define GL_DONT_CARE 0x1100
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#define GL_FASTEST 0x1101
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#define GL_NICEST 0x1102
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/* HintTarget */
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#define GL_GENERATE_MIPMAP_HINT 0x8192
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/* DataType */
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#define GL_BYTE 0x1400
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#define GL_UNSIGNED_BYTE 0x1401
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#define GL_SHORT 0x1402
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#define GL_UNSIGNED_SHORT 0x1403
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#define GL_INT 0x1404
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#define GL_UNSIGNED_INT 0x1405
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#define GL_FLOAT 0x1406
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#define GL_FIXED 0x140C
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/* PixelFormat */
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#define GL_DEPTH_COMPONENT 0x1902
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#define GL_ALPHA 0x1906
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#define GL_RGB 0x1907
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#define GL_RGBA 0x1908
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#define GL_LUMINANCE 0x1909
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#define GL_LUMINANCE_ALPHA 0x190A
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/* PixelType */
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/* GL_UNSIGNED_BYTE */
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#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
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#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
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#define GL_UNSIGNED_SHORT_5_6_5 0x8363
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/* Shaders */
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#define GL_FRAGMENT_SHADER 0x8B30
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#define GL_VERTEX_SHADER 0x8B31
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#define GL_MAX_VERTEX_ATTRIBS 0x8869
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#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
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#define GL_MAX_VARYING_VECTORS 0x8DFC
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#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
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#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
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#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
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#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
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#define GL_SHADER_TYPE 0x8B4F
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#define GL_DELETE_STATUS 0x8B80
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#define GL_LINK_STATUS 0x8B82
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#define GL_VALIDATE_STATUS 0x8B83
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#define GL_ATTACHED_SHADERS 0x8B85
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#define GL_ACTIVE_UNIFORMS 0x8B86
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#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
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#define GL_ACTIVE_ATTRIBUTES 0x8B89
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#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
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#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
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#define GL_CURRENT_PROGRAM 0x8B8D
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/* StencilFunction */
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#define GL_NEVER 0x0200
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#define GL_LESS 0x0201
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#define GL_EQUAL 0x0202
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#define GL_LEQUAL 0x0203
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#define GL_GREATER 0x0204
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#define GL_NOTEQUAL 0x0205
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#define GL_GEQUAL 0x0206
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#define GL_ALWAYS 0x0207
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/* StencilOp */
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/* GL_ZERO */
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#define GL_KEEP 0x1E00
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#define GL_REPLACE 0x1E01
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#define GL_INCR 0x1E02
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#define GL_DECR 0x1E03
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#define GL_INVERT 0x150A
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#define GL_INCR_WRAP 0x8507
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#define GL_DECR_WRAP 0x8508
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/* StringName */
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#define GL_VENDOR 0x1F00
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#define GL_RENDERER 0x1F01
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#define GL_VERSION 0x1F02
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#define GL_EXTENSIONS 0x1F03
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/* TextureMagFilter */
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#define GL_NEAREST 0x2600
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#define GL_LINEAR 0x2601
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/* TextureMinFilter */
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/* GL_NEAREST */
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/* GL_LINEAR */
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#define GL_NEAREST_MIPMAP_NEAREST 0x2700
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#define GL_LINEAR_MIPMAP_NEAREST 0x2701
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#define GL_NEAREST_MIPMAP_LINEAR 0x2702
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#define GL_LINEAR_MIPMAP_LINEAR 0x2703
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/* TextureParameterName */
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#define GL_TEXTURE_MAG_FILTER 0x2800
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#define GL_TEXTURE_MIN_FILTER 0x2801
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#define GL_TEXTURE_WRAP_S 0x2802
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#define GL_TEXTURE_WRAP_T 0x2803
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/* TextureTarget */
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/* GL_TEXTURE_2D */
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#define GL_TEXTURE 0x1702
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#define GL_TEXTURE_CUBE_MAP 0x8513
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#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
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#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
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#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
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#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
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#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
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#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
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#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
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#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
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/* TextureUnit */
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#define GL_TEXTURE0 0x84C0
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#define GL_TEXTURE1 0x84C1
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#define GL_TEXTURE2 0x84C2
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#define GL_TEXTURE3 0x84C3
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#define GL_TEXTURE4 0x84C4
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#define GL_TEXTURE5 0x84C5
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#define GL_TEXTURE6 0x84C6
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#define GL_TEXTURE7 0x84C7
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#define GL_TEXTURE8 0x84C8
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#define GL_TEXTURE9 0x84C9
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#define GL_TEXTURE10 0x84CA
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#define GL_TEXTURE11 0x84CB
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#define GL_TEXTURE12 0x84CC
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#define GL_TEXTURE13 0x84CD
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#define GL_TEXTURE14 0x84CE
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#define GL_TEXTURE15 0x84CF
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#define GL_TEXTURE16 0x84D0
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#define GL_TEXTURE17 0x84D1
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#define GL_TEXTURE18 0x84D2
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#define GL_TEXTURE19 0x84D3
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#define GL_TEXTURE20 0x84D4
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#define GL_TEXTURE21 0x84D5
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#define GL_TEXTURE22 0x84D6
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#define GL_TEXTURE23 0x84D7
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#define GL_TEXTURE24 0x84D8
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#define GL_TEXTURE25 0x84D9
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#define GL_TEXTURE26 0x84DA
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#define GL_TEXTURE27 0x84DB
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#define GL_TEXTURE28 0x84DC
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#define GL_TEXTURE29 0x84DD
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#define GL_TEXTURE30 0x84DE
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#define GL_TEXTURE31 0x84DF
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#define GL_ACTIVE_TEXTURE 0x84E0
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/* TextureWrapMode */
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#define GL_REPEAT 0x2901
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#define GL_CLAMP_TO_EDGE 0x812F
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#define GL_MIRRORED_REPEAT 0x8370
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/* Uniform Types */
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#define GL_FLOAT_VEC2 0x8B50
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#define GL_FLOAT_VEC3 0x8B51
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#define GL_FLOAT_VEC4 0x8B52
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#define GL_INT_VEC2 0x8B53
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#define GL_INT_VEC3 0x8B54
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#define GL_INT_VEC4 0x8B55
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#define GL_BOOL 0x8B56
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#define GL_BOOL_VEC2 0x8B57
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#define GL_BOOL_VEC3 0x8B58
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#define GL_BOOL_VEC4 0x8B59
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#define GL_FLOAT_MAT2 0x8B5A
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#define GL_FLOAT_MAT3 0x8B5B
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#define GL_FLOAT_MAT4 0x8B5C
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#define GL_SAMPLER_2D 0x8B5E
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#define GL_SAMPLER_CUBE 0x8B60
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/* Vertex Arrays */
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#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
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#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
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#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
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#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
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#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
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#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
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#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
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/* Read Format */
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#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
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#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
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/* Shader Source */
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#define GL_COMPILE_STATUS 0x8B81
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#define GL_INFO_LOG_LENGTH 0x8B84
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#define GL_SHADER_SOURCE_LENGTH 0x8B88
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#define GL_SHADER_COMPILER 0x8DFA
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/* Shader Binary */
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#define GL_SHADER_BINARY_FORMATS 0x8DF8
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#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
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/* Shader Precision-Specified Types */
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#define GL_LOW_FLOAT 0x8DF0
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#define GL_MEDIUM_FLOAT 0x8DF1
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#define GL_HIGH_FLOAT 0x8DF2
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#define GL_LOW_INT 0x8DF3
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#define GL_MEDIUM_INT 0x8DF4
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#define GL_HIGH_INT 0x8DF5
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/* Framebuffer Object. */
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#define GL_FRAMEBUFFER 0x8D40
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#define GL_RENDERBUFFER 0x8D41
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#define GL_RGBA4 0x8056
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#define GL_RGB5_A1 0x8057
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#define GL_RGB565 0x8D62
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#define GL_DEPTH_COMPONENT16 0x81A5
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#define GL_STENCIL_INDEX8 0x8D48
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#define GL_RENDERBUFFER_WIDTH 0x8D42
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#define GL_RENDERBUFFER_HEIGHT 0x8D43
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#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
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#define GL_RENDERBUFFER_RED_SIZE 0x8D50
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#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
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#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
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#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
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#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
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#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
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#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
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#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
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#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
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#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
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#define GL_COLOR_ATTACHMENT0 0x8CE0
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#define GL_DEPTH_ATTACHMENT 0x8D00
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#define GL_STENCIL_ATTACHMENT 0x8D20
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#define GL_NONE 0
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#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
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#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
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#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
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#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
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#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
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#define GL_FRAMEBUFFER_BINDING 0x8CA6
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#define GL_RENDERBUFFER_BINDING 0x8CA7
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#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
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#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
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/*-------------------------------------------------------------------------
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* GL core functions.
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*-----------------------------------------------------------------------*/
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GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture);
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GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader);
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GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar* name);
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GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer);
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GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);
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GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);
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GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture);
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GL_APICALL void GL_APIENTRY glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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GL_APICALL void GL_APIENTRY glBlendEquation ( GLenum mode );
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GL_APICALL void GL_APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
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GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);
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GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
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GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
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GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
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GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target);
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GL_APICALL void GL_APIENTRY glClear (GLbitfield mask);
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GL_APICALL void GL_APIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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GL_APICALL void GL_APIENTRY glClearDepthf (GLclampf depth);
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GL_APICALL void GL_APIENTRY glClearStencil (GLint s);
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GL_APICALL void GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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GL_APICALL void GL_APIENTRY glCompileShader (GLuint shader);
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GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);
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GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);
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GL_APICALL void GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
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GL_APICALL void GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
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GL_APICALL GLuint GL_APIENTRY glCreateProgram (void);
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GL_APICALL GLuint GL_APIENTRY glCreateShader (GLenum type);
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GL_APICALL void GL_APIENTRY glCullFace (GLenum mode);
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GL_APICALL void GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint* buffers);
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GL_APICALL void GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint* framebuffers);
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GL_APICALL void GL_APIENTRY glDeleteProgram (GLuint program);
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GL_APICALL void GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint* renderbuffers);
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GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader);
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GL_APICALL void GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint* textures);
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GL_APICALL void GL_APIENTRY glDepthFunc (GLenum func);
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GL_APICALL void GL_APIENTRY glDepthMask (GLboolean flag);
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GL_APICALL void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar);
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GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader);
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GL_APICALL void GL_APIENTRY glDisable (GLenum cap);
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GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index);
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GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);
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GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
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GL_APICALL void GL_APIENTRY glEnable (GLenum cap);
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GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index);
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GL_APICALL void GL_APIENTRY glFinish (void);
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GL_APICALL void GL_APIENTRY glFlush (void);
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GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
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GL_APICALL void GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
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GL_APICALL void GL_APIENTRY glFrontFace (GLenum mode);
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GL_APICALL void GL_APIENTRY glGenBuffers (GLsizei n, GLuint* buffers);
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GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target);
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GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint* framebuffers);
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GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint* renderbuffers);
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GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint* textures);
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GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
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GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
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GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
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GL_APICALL GLint GL_APIENTRY glGetAttribLocation (GLuint program, const GLchar* name);
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GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean* params);
|
|
GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint* params);
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|
GL_APICALL GLenum GL_APIENTRY glGetError (void);
|
|
GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat* params);
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|
GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint* params);
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GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint* params);
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|
GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint* params);
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|
GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
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GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint* params);
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GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint* params);
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|
GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
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|
GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
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|
GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
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GL_APICALL const GLubyte* GL_APIENTRY glGetString (GLenum name);
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|
GL_APICALL void GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat* params);
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|
GL_APICALL void GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint* params);
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GL_APICALL void GL_APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat* params);
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GL_APICALL void GL_APIENTRY glGetUniformiv (GLuint program, GLint location, GLint* params);
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GL_APICALL GLint GL_APIENTRY glGetUniformLocation (GLuint program, const GLchar* name);
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GL_APICALL void GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat* params);
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GL_APICALL void GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint* params);
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GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid** pointer);
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|
GL_APICALL void GL_APIENTRY glHint (GLenum target, GLenum mode);
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GL_APICALL GLboolean GL_APIENTRY glIsBuffer (GLuint buffer);
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|
GL_APICALL GLboolean GL_APIENTRY glIsEnabled (GLenum cap);
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|
GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer (GLuint framebuffer);
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GL_APICALL GLboolean GL_APIENTRY glIsProgram (GLuint program);
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GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer);
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|
GL_APICALL GLboolean GL_APIENTRY glIsShader (GLuint shader);
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GL_APICALL GLboolean GL_APIENTRY glIsTexture (GLuint texture);
|
|
GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width);
|
|
GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program);
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|
GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param);
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|
GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units);
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|
GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
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GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void);
|
|
GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
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|
GL_APICALL void GL_APIENTRY glSampleCoverage (GLclampf value, GLboolean invert);
|
|
GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
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|
GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
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|
GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
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|
GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);
|
|
GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask);
|
|
GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask);
|
|
GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask);
|
|
GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);
|
|
GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
|
|
GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
|
|
GL_APICALL void GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);
|
|
GL_APICALL void GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat* params);
|
|
GL_APICALL void GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
|
|
GL_APICALL void GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint* params);
|
|
GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
|
|
GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat x);
|
|
GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat* v);
|
|
GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint x);
|
|
GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint* v);
|
|
GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat x, GLfloat y);
|
|
GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat* v);
|
|
GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint x, GLint y);
|
|
GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint* v);
|
|
GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z);
|
|
GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat* v);
|
|
GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint x, GLint y, GLint z);
|
|
GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint* v);
|
|
GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
|
|
GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat* v);
|
|
GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w);
|
|
GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint* v);
|
|
GL_APICALL void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
|
GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
|
GL_APICALL void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
|
GL_APICALL void GL_APIENTRY glUseProgram (GLuint program);
|
|
GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program);
|
|
GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint indx, GLfloat x);
|
|
GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint indx, const GLfloat* values);
|
|
GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y);
|
|
GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint indx, const GLfloat* values);
|
|
GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z);
|
|
GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint indx, const GLfloat* values);
|
|
GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
|
|
GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint indx, const GLfloat* values);
|
|
GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
|
|
GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#endif /* __gl2_h_ */
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