1!gles2_only 2namespaces translator,gles2 3 4# OpenGL functions which are needed ONLY for implementing GLES 2.0 5void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); 6void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); 7void glStencilMaskSeparate(GLenum face, GLuint mask); 8void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); 9GLboolean glIsProgram(GLuint program); 10GLboolean glIsShader(GLuint shader); 11void glVertexAttrib1f(GLuint indx, GLfloat x); 12void glVertexAttrib1fv(GLuint indx, const GLfloat* values); 13void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); 14void glVertexAttrib2fv(GLuint indx, const GLfloat* values); 15void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); 16void glVertexAttrib3fv(GLuint indx, const GLfloat* values); 17void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); 18void glVertexAttrib4fv(GLuint indx, const GLfloat* values); 19void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr); 20void glDisableVertexAttribArray(GLuint index); 21void glEnableVertexAttribArray(GLuint index); 22void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params); 23void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params); 24void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer); 25void glUniform1f(GLint location, GLfloat x); 26void glUniform1fv(GLint location, GLsizei count, const GLfloat* v); 27void glUniform1i(GLint location, GLint x); 28void glUniform1iv(GLint location, GLsizei count, const GLint* v); 29void glUniform2f(GLint location, GLfloat x, GLfloat y); 30void glUniform2fv(GLint location, GLsizei count, const GLfloat* v); 31void glUniform2i(GLint location, GLint x, GLint y); 32void glUniform2iv(GLint location, GLsizei count, const GLint* v); 33void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z); 34void glUniform3fv(GLint location, GLsizei count, const GLfloat* v); 35void glUniform3i(GLint location, GLint x, GLint y, GLint z); 36void glUniform3iv(GLint location, GLsizei count, const GLint* v); 37void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); 38void glUniform4fv(GLint location, GLsizei count, const GLfloat* v); 39void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w); 40void glUniform4iv(GLint location, GLsizei count, const GLint* v); 41void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); 42void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); 43void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); 44void glAttachShader(GLuint program, GLuint shader); 45void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name); 46void glCompileShader(GLuint shader); 47GLuint glCreateProgram(void); 48GLuint glCreateShader(GLenum type); 49void glDeleteProgram(GLuint program); 50void glDeleteShader(GLuint shader); 51void glDetachShader(GLuint program, GLuint shader); 52void glLinkProgram(GLuint program); 53void glUseProgram(GLuint program); 54void glValidateProgram(GLuint program); 55void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); 56void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); 57void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); 58int glGetAttribLocation(GLuint program, const GLchar* name); 59void glGetProgramiv(GLuint program, GLenum pname, GLint* params); 60void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); 61void glGetShaderiv(GLuint shader, GLenum pname, GLint* params); 62void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); 63void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); 64void glGetUniformfv(GLuint program, GLint location, GLfloat* params); 65void glGetUniformiv(GLuint program, GLint location, GLint* params); 66int glGetUniformLocation(GLuint program, const GLchar* name); 67void glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length); 68 69# The following are not used by GLDispatch but by GLESv2Dispatch 70void glBindFramebuffer(GLenum target, GLuint framebuffer); 71void glGenFramebuffers(GLsizei n, GLuint* framebuffers); 72void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); 73GLenum glCheckFramebufferStatus(GLenum target); 74GLboolean glIsFramebuffer(GLuint framebuffer); 75void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers); 76 77GLboolean glIsRenderbuffer(GLuint renderbuffer); 78void glBindRenderbuffer(GLenum target, GLuint renderbuffer); 79void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers); 80void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers); 81void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); 82void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params); 83void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); 84void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params); 85 86void glGenerateMipmap(GLenum target); 87