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Lines Matching refs:GLvoid

20 GLvoid StubGLActiveTexture(GLenum texture) {
24 GLvoid StubGLAttachShader(GLuint program, GLuint shader) {
28 GLvoid StubGLBeginQuery(GLenum target, GLuint id) {
32 GLvoid StubGLBindAttribLocation(GLuint program, GLuint index,
37 GLvoid StubGLBindBuffer(GLenum target, GLuint buffer) {
41 GLvoid StubGLBindFragDataLocation(GLuint program, GLuint colorNumber,
46 GLvoid StubGLBindFragDataLocationIndexed(GLuint program, GLuint colorNumber,
51 GLvoid StubGLBindFramebuffer(GLenum target, GLuint framebuffer) {
55 GLvoid StubGLBindRenderbuffer(GLenum target, GLuint renderbuffer) {
59 GLvoid StubGLBindTexture(GLenum target, GLuint texture) {
63 GLvoid StubGLBindVertexArray(GLuint array) {
67 GLvoid StubGLBlendColor(GLclampf red, GLclampf green, GLclampf blue,
72 GLvoid StubGLBlendFunc(GLenum sfactor, GLenum dfactor) {
76 GLvoid StubGLBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
83 GLvoid StubGLBufferData(GLenum target, GLsizeiptr size, const void* data,
88 GLvoid StubGLBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size,
97 GLvoid StubGLClear(GLbitfield mask) {
101 GLvoid StubGLClearColor(GLclampf red, GLclampf green, GLclampf blue,
106 GLvoid StubGLClearStencil(GLint s) {
110 GLvoid StubGLColorMask(GLboolean red, GLboolean green, GLboolean blue,
115 GLvoid StubGLCompileShader(GLuint shader) {
119 GLvoid StubGLCompressedTexImage2D(GLenum target, GLint level,
127 GLvoid StubGLCopyTexSubImage2D(GLenum target, GLint level,
142 GLvoid StubGLCullFace(GLenum mode) {
146 GLvoid StubGLDeleteBuffers(GLsizei n, const GLuint* buffers) {
150 GLvoid StubGLDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) {
154 GLvoid StubGLDeleteQueries(GLsizei n, const GLuint* ids) {
158 GLvoid StubGLDeleteProgram(GLuint program) {
162 GLvoid StubGLDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) {
166 GLvoid StubGLDeleteShader(GLuint shader) {
170 GLvoid StubGLDeleteTextures(GLsizei n, const GLuint* textures) {
174 GLvoid StubGLDeleteVertexArrays(GLsizei n, const GLuint* arrays) {
178 GLvoid StubGLDepthMask(GLboolean flag) {
182 GLvoid StubGLDisable(GLenum cap) {
186 GLvoid StubGLDisableVertexAttribArray(GLuint index) {
190 GLvoid StubGLDrawArrays(GLenum mode, GLint first, GLsizei count) {
194 GLvoid StubGLDrawBuffer(GLenum mode) {
198 GLvoid StubGLDrawBuffers(GLsizei n, const GLenum* bufs) {
202 GLvoid StubGLDrawElements(GLenum mode, GLsizei count, GLenum type,
207 GLvoid StubGLEnable(GLenum cap) {
211 GLvoid StubGLEnableVertexAttribArray(GLuint index) {
215 GLvoid StubGLEndQuery(GLenum target) {
219 GLvoid StubGLFinish() {
223 GLvoid StubGLFlush() {
227 GLvoid StubGLFramebufferRenderbuffer(GLenum target, GLenum attachment,
234 GLvoid StubGLFramebufferTexture2D(GLenum target, GLenum attachment,
240 GLvoid StubGLFramebufferTexture2DMultisample(GLenum target, GLenum attachment,
247 GLvoid StubGLFrontFace(GLenum mode) {
251 GLvoid StubGLGenBuffers(GLsizei n, GLuint* buffers) {
255 GLvoid StubGLGenFramebuffers(GLsizei n, GLuint* framebuffers) {
259 GLvoid StubGLGenQueries(GLsizei n, GLuint* ids) {
263 GLvoid StubGLGenRenderbuffers(GLsizei n, GLuint* renderbuffers) {
267 GLvoid StubGLGenTextures(GLsizei n, GLuint* textures) {
271 GLvoid StubGLGenVertexArrays(GLsizei n, GLuint* arrays) {
275 GLvoid StubGLGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) {
279 GLvoid StubGLGetFramebufferAttachmentParameteriv(GLenum target,
289 GLvoid StubGLGetIntegerv(GLenum pname, GLint* params) {
293 GLvoid StubGLGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length,
298 GLvoid StubGLGetProgramiv(GLuint program, GLenum pname, GLint* params) {
302 GLvoid StubGLGetRenderbufferParameteriv(GLenum target,
307 GLvoid StubGLGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length,
312 GLvoid StubGLGetShaderiv(GLuint shader, GLenum pname, GLint* params) {
320 GLvoid StubGLGetQueryiv(GLenum target, GLenum pname, GLint* params) {
324 GLvoid StubGLGetQueryObjecti64v(GLuint id, GLenum pname, GLint64* params) {
328 GLvoid StubGLGetQueryObjectiv(GLuint id, GLenum pname, GLint* params) {
332 GLvoid StubGLGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64* params) {
336 GLvoid StubGLGetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params) {
340 GLvoid StubGLGetTexLevelParameteriv(GLenum target, GLint level,
349 GLvoid StubGLLineWidth(GLfloat width) {
353 GLvoid StubGLLinkProgram(GLuint program) {
361 GLvoid StubGLPixelStorei(GLenum pname, GLint param) {
365 GLvoid StubGLQueryCounter(GLuint id, GLenum target) {
369 GLvoid StubGLReadBuffer(GLenum src) {
373 GLvoid StubGLReadPixels(GLint x, GLint y, GLsizei width, GLsizei height,
378 GLvoid StubGLRenderbufferStorage(GLenum target, GLenum internalformat,
383 GLvoid StubGLRenderbufferStorageMultisample(GLenum target, GLsizei samples,
390 GLvoid StubGLScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
394 GLvoid StubGLShaderSource(GLuint shader, GLsizei count, const char* const* str,
399 GLvoid StubGLStencilFunc(GLenum func, GLint ref, GLuint mask) {
403 GLvoid StubGLStencilFuncSeparate(GLenum face, GLenum func, GLint ref,
408 GLvoid StubGLStencilMask(GLuint mask) {
412 GLvoid StubGLStencilMaskSeparate(GLenum face, GLuint mask) {
416 GLvoid StubGLStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
420 GLvoid StubGLStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail,
425 GLvoid StubGLTexImage2D(GLenum target, GLint level, GLint internalformat,
432 GLvoid StubGLTexParameteri(GLenum target, GLenum pname, GLint param) {
436 GLvoid StubGLTexParameteriv(GLenum target, GLenum pname, const GLint* params) {
440 GLvoid StubGLTexStorage2D(GLenum target, GLsizei levels, GLenum internalFormat,
445 GLvoid StubGLTexSubImage2D(GLenum target, GLint level, GLint xoffset,
452 GLvoid StubGLUniform1f(GLint location, GLfloat v) {
456 GLvoid StubGLUniform1i(GLint location, GLint v) {
460 GLvoid StubGLUniform1fv(GLint location, GLsizei count, const GLfloat* v) {
464 GLvoid StubGLUniform1iv(GLint location, GLsizei count, const GLint* v) {
468 GLvoid StubGLUniform2f(GLint location, GLfloat v0, GLfloat v1) {
472 GLvoid StubGLUniform2i(GLint location, GLint v0, GLint v1) {
476 GLvoid StubGLUniform2fv(GLint location, GLsizei count, const GLfloat* v) {
480 GLvoid StubGLUniform2iv(GLint location, GLsizei count, const GLint* v) {
484 GLvoid StubGLUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
488 GLvoid StubGLUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {
492 GLvoid StubGLUniform3fv(GLint location, GLsizei count, const GLfloat* v) {
496 GLvoid StubGLUniform3iv(GLint location, GLsizei count, const GLint* v) {
500 GLvoid StubGLUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
505 GLvoid StubGLUniform4i(GLint location, GLint v0, GLint v1, GLint v2,
510 GLvoid StubGLUniform4fv(GLint location, GLsizei count, const GLfloat* v) {
514 GLvoid StubGLUniform4iv(GLint location, GLsizei count, const GLint* v) {
518 GLvoid StubGLUniformMatrix2fv(GLint location, GLsizei count,
523 GLvoid StubGLUniformMatrix3fv(GLint location, GLsizei count,
528 GLvoid StubGLUniformMatrix4fv(GLint location, GLsizei count,
537 GLvoid StubGLUseProgram(GLuint program) {
541 GLvoid StubGLVertexAttrib4fv(GLuint indx, const GLfloat* values) {
545 GLvoid StubGLVertexAttribPointer(GLuint indx, GLint size, GLenum type,
551 GLvoid StubGLViewport(GLint x, GLint y, GLsizei width, GLsizei height) {