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