1 !gles2_core 2 3 %#include <GLES3/gl31.h> 4 5 void glActiveTexture(GLenum texture); 6 void glAttachShader(GLuint program, GLuint shader); 7 void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name); 8 void glBindBuffer(GLenum target, GLuint buffer); 9 void glBindFramebuffer(GLenum target, GLuint framebuffer); 10 void glBindRenderbuffer(GLenum target, GLuint renderbuffer); 11 void glBindTexture(GLenum target, GLuint texture); 12 void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); 13 void glBlendEquation(GLenum mode); 14 void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); 15 void glBlendFunc(GLenum sfactor, GLenum dfactor); 16 void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); 17 void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage); 18 void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data); 19 GLenum glCheckFramebufferStatus(GLenum target); 20 void glClear(GLbitfield mask); 21 void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); 22 void glClearDepthf(GLfloat d); 23 void glClearStencil(GLint s); 24 void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); 25 void glCompileShader(GLuint shader); 26 void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); 27 void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); 28 void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); 29 void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); 30 GLuint glCreateProgram(void); 31 GLuint glCreateShader(GLenum type); 32 void glCullFace(GLenum mode); 33 void glDeleteBuffers(GLsizei n, const GLuint *buffers); 34 void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers); 35 void glDeleteProgram(GLuint program); 36 void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers); 37 void glDeleteShader(GLuint shader); 38 void glDeleteTextures(GLsizei n, const GLuint *textures); 39 void glDepthFunc(GLenum func); 40 void glDepthMask(GLboolean flag); 41 void glDepthRangef(GLfloat n, GLfloat f); 42 void glDetachShader(GLuint program, GLuint shader); 43 void glDisable(GLenum cap); 44 void glDisableVertexAttribArray(GLuint index); 45 void glDrawArrays(GLenum mode, GLint first, GLsizei count); 46 void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices); 47 void glEnable(GLenum cap); 48 void glEnableVertexAttribArray(GLuint index); 49 void glFinish(void); 50 void glFlush(void); 51 void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); 52 void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); 53 void glFrontFace(GLenum mode); 54 void glGenBuffers(GLsizei n, GLuint *buffers); 55 void glGenerateMipmap(GLenum target); 56 void glGenFramebuffers(GLsizei n, GLuint *framebuffers); 57 void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers); 58 void glGenTextures(GLsizei n, GLuint *textures); 59 void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); 60 void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); 61 void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); 62 GLint glGetAttribLocation(GLuint program, const GLchar *name); 63 void glGetBooleanv(GLenum pname, GLboolean *data); 64 void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params); 65 GLenum glGetError(void); 66 void glGetFloatv(GLenum pname, GLfloat *data); 67 void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params); 68 void glGetIntegerv(GLenum pname, GLint *data); 69 void glGetProgramiv(GLuint program, GLenum pname, GLint *params); 70 void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); 71 void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params); 72 void glGetShaderiv(GLuint shader, GLenum pname, GLint *params); 73 void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); 74 void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); 75 void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); 76 const GLubyte *glGetString(GLenum name); 77 void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params); 78 void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params); 79 void glGetUniformfv(GLuint program, GLint location, GLfloat *params); 80 void glGetUniformiv(GLuint program, GLint location, GLint *params); 81 GLint glGetUniformLocation(GLuint program, const GLchar *name); 82 void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); 83 void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params); 84 void glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer); 85 void glHint(GLenum target, GLenum mode); 86 GLboolean glIsBuffer(GLuint buffer); 87 GLboolean glIsEnabled(GLenum cap); 88 GLboolean glIsFramebuffer(GLuint framebuffer); 89 GLboolean glIsProgram(GLuint program); 90 GLboolean glIsRenderbuffer(GLuint renderbuffer); 91 GLboolean glIsShader(GLuint shader); 92 GLboolean glIsTexture(GLuint texture); 93 void glLineWidth(GLfloat width); 94 void glLinkProgram(GLuint program); 95 void glPixelStorei(GLenum pname, GLint param); 96 void glPolygonOffset(GLfloat factor, GLfloat units); 97 void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); 98 void glReleaseShaderCompiler(void); 99 void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); 100 void glSampleCoverage(GLfloat value, GLboolean invert); 101 void glScissor(GLint x, GLint y, GLsizei width, GLsizei height); 102 void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length); 103 void glShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); 104 void glStencilFunc(GLenum func, GLint ref, GLuint mask); 105 void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); 106 void glStencilMask(GLuint mask); 107 void glStencilMaskSeparate(GLenum face, GLuint mask); 108 void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass); 109 void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); 110 void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); 111 void glTexParameterf(GLenum target, GLenum pname, GLfloat param); 112 void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params); 113 void glTexParameteri(GLenum target, GLenum pname, GLint param); 114 void glTexParameteriv(GLenum target, GLenum pname, const GLint *params); 115 void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); 116 void glUniform1f(GLint location, GLfloat v0); 117 void glUniform1fv(GLint location, GLsizei count, const GLfloat *value); 118 void glUniform1i(GLint location, GLint v0); 119 void glUniform1iv(GLint location, GLsizei count, const GLint *value); 120 void glUniform2f(GLint location, GLfloat v0, GLfloat v1); 121 void glUniform2fv(GLint location, GLsizei count, const GLfloat *value); 122 void glUniform2i(GLint location, GLint v0, GLint v1); 123 void glUniform2iv(GLint location, GLsizei count, const GLint *value); 124 void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); 125 void glUniform3fv(GLint location, GLsizei count, const GLfloat *value); 126 void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2); 127 void glUniform3iv(GLint location, GLsizei count, const GLint *value); 128 void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); 129 void glUniform4fv(GLint location, GLsizei count, const GLfloat *value); 130 void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); 131 void glUniform4iv(GLint location, GLsizei count, const GLint *value); 132 void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); 133 void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); 134 void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); 135 void glUseProgram(GLuint program); 136 void glValidateProgram(GLuint program); 137 void glVertexAttrib1f(GLuint index, GLfloat x); 138 void glVertexAttrib1fv(GLuint index, const GLfloat *v); 139 void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y); 140 void glVertexAttrib2fv(GLuint index, const GLfloat *v); 141 void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); 142 void glVertexAttrib3fv(GLuint index, const GLfloat *v); 143 void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); 144 void glVertexAttrib4fv(GLuint index, const GLfloat *v); 145 void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); 146 void glViewport(GLint x, GLint y, GLsizei width, GLsizei height); 147