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GLFunctions.list
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136 lines (115 loc) · 7.07 KB
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# File:
# ./GLFunctions.list
#
# Author :
# Xonar <Paul le Roux>
#
# Description:
# List from which GLFunctions and Appropriate Headers are generated
#Instructions:
# '#' indicates the start of a comment
# All blank lines will be ignored
#
# Function Declerations of GL Functions can be found
# from man-pages or other references
#Draw
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, GLvoid *indices, GLint basevertex);
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid **indices, GLsizei primcount, GLint *basevertex);
#Programs
void glUseProgram(GLuint program);
GLboolean glIsProgram(GLuint program);
GLuint glCreateProgram(void);
void glDeleteProgram(GLuint program);
void glLinkProgram(GLuint program);
void glGetProgramiv(GLuint program, GLenum pname, GLint *params);
void glGetProgramInfoLog(GLuint program, GLsizei maxLength, GLsizei *length, GLchar *infoLog);
#Shaders
GLboolean glIsShader(GLuint shader);
GLuint glCreateShader(GLenum shaderType);
void glDeleteShader(GLuint shader);
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params);
void glGetShaderInfoLog(GLuint shader, GLsizei maxLength, GLsizei *length, GLchar *infoLog);
void glShaderSource(GLuint shader, GLsizei count, const GLchar **string, const GLint *length);
void glCompileShader(GLuint shader);
#Shader/Program Additional
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
void glAttachShader(GLuint program, GLuint shader);
#Buffers
void glGenBuffers(GLsizei n, GLuint * buffers);
void glDeleteBuffers(GLsizei n, const GLuint * buffers);
void glBindBuffer(GLenum target, GLuint buffer);
void glBufferData(GLenum target, GLsizeiptrARB size, const GLvoid * data, GLenum usage);
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptrARB size, const GLvoid * data);
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer);
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint params);
void * glMapBuffer(GLenum target, GLenum access);
GLboolean glUnmapBuffer(GLenum target);
#VAO
void glBindVertexArray(GLuint array);
void glGenVertexArrays(GLsizei n, GLuint *arrays);
void glDeleteVertexArrays(GLsizei n, const GLuint * arrays);
#Uniform
void glUniform1f(GLint location, GLfloat v0);
void glUniform2f(GLint location, GLfloat v0, GLfloat v1);
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
void glUniform1i(GLint location, GLint v0);
void glUniform2i(GLint location, GLint v0, GLint v1);
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
void glUniform1ui(GLint location, GLuint v0);
void glUniform2ui(GLint location, GLuint v0, GLuint v1);
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform1iv(GLint location, GLsizei count, const GLint *value);
void glUniform2iv(GLint location, GLsizei count, const GLint *value);
void glUniform3iv(GLint location, GLsizei count, const GLint *value);
void glUniform4iv(GLint location, GLsizei count, const GLint *value);
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value);
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value);
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value);
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value);
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
GLint glGetUniformLocation(GLuint program, const GLchar *name);
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName);
void glUniformBlockBinding( GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding );
#Vertex Attributes
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer);
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);
void glEnableVertexAttribArray(GLuint index);
void glDisableVertexAttribArray(GLuint index);
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);
#Other
const GLubyte* glGetStringi(GLenum name, GLuint index);
void glDebugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
#Framebuffer
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level);
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer);
GLenum glCheckFramebufferStatus( GLenum target );
void glDrawBuffers(GLsizei n, const GLenum *bufs);
void glGenFramebuffers(GLsizei n, GLuint * buffers);
void glBindFramebuffer(GLenum target, GLuint framebuffer);
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,GLbitfield mask, GLenum filter);
#Textures
void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
void glGenerateMipmap(GLenum target);
#Functions not present in windows
void glActiveTexture(GLenum texture);
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * data);
void glTexImage3D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * data);
#EOF