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1!gles3_only
2namespaces translator,gles2
3
4# GLES 3.0 functions required by the translator library.
5
6%#include <GLES/gl.h>
7%#include <GLES3/gl3.h>
8%#include <GLES3/gl3ext.h>
9
10# glGetStringi
11GLconstubyteptr glGetStringi(GLenum name, GLint index);
12
13# VAOs
14void glGenVertexArrays(GLsizei n, GLuint* arrays);
15void glBindVertexArray(GLuint array);
16void glDeleteVertexArrays(GLsizei n, const GLuint *arrays);
17GLboolean glIsVertexArray(GLuint array);
18
19# Buffers
20void *glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
21GLboolean glUnmapBuffer(GLenum target);
22void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length);
23
24void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
25void glBindBufferBase(GLenum target, GLuint index, GLuint buffer);
26
27void glCopyBufferSubData(GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size);
28
29void glClearBufferiv(GLenum buffer, GLint drawBuffer, const GLint * value);
30void glClearBufferuiv(GLenum buffer, GLint drawBuffer, const GLuint * value);
31void glClearBufferfv(GLenum buffer, GLint drawBuffer, const GLfloat * value);
32void glClearBufferfi(GLenum buffer, GLint drawBuffer, GLfloat depth, GLint stencil);
33
34void glGetBufferParameteri64v(GLenum target, GLenum value, GLint64 * data);
35void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid ** params);
36
37# UBOs
38void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
39
40GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName);
41void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar **uniformNames, GLuint *uniformIndices);
42
43void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
44void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
45
46# More uniform setters
47void glUniform1ui(GLint location, GLuint v0);
48void glUniform2ui(GLint location, GLuint v0, GLuint v1);
49void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
50void glUniform4ui(GLint location, GLint v0, GLuint v1, GLuint v2, GLuint v3);
51void glUniform1uiv(GLint location, GLsizei count, const GLuint *value);
52void glUniform2uiv(GLint location, GLsizei count, const GLuint *value);
53void glUniform3uiv(GLint location, GLsizei count, const GLuint *value);
54void glUniform4uiv(GLint location, GLsizei count, const GLuint *value);
55void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
56void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
57void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
58void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
59void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
60void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
61
62void glGetUniformuiv(GLuint program, GLint location, GLuint *params);
63void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
64
65# More vertex attribute setters / queries
66void glVertexAttribI4i(GLuint index, GLint v0, GLint v1, GLint v2, GLint v3);
67void glVertexAttribI4ui(GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
68void glVertexAttribI4iv(GLuint index, const GLint *v);
69void glVertexAttribI4uiv(GLuint index, const GLuint *v);
70void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);
71void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
72void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
73
74# Instanced draws
75void glVertexAttribDivisor(GLuint index, GLuint divisor);
76void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount);
77void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei primcount);
78
79# Draw with known index range
80void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices);
81
82# Sync
83GLsync glFenceSync(GLenum condition, GLbitfield flags);
84GLenum glClientWaitSync(GLsync wait_on, GLbitfield flags, GLuint64 timeout);
85void glWaitSync(GLsync wait_on, GLbitfield flags, GLuint64 timeout);
86void glDeleteSync(GLsync to_delete);
87GLboolean glIsSync(GLsync sync);
88void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
89
90# MRT / MSAA render buffer
91void glDrawBuffers(GLsizei n, const GLenum *bufs);
92void glReadBuffer(GLenum src);
93void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
94void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments);
95void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
96void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
97void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params);
98void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
99
100# Transform feedback
101void glBeginTransformFeedback(GLenum primitiveMode);
102void glEndTransformFeedback(void);
103void glGenTransformFeedbacks(GLsizei n, GLuint *ids);
104void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
105void glBindTransformFeedback(GLenum target, GLuint id);
106void glPauseTransformFeedback(void);
107void glResumeTransformFeedback(void);
108GLboolean glIsTransformFeedback(GLuint id);
109void glTransformFeedbackVaryings(GLuint program, GLsizei count, const char ** varyings, GLenum bufferMode);
110void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, char * name);
111
112# Sampler objects
113void glGenSamplers(GLsizei n, GLuint *samplers);
114void glDeleteSamplers(GLsizei n, const GLuint * samplers);
115void glBindSampler(GLuint unit, GLuint sampler);
116void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
117void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param);
118void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat * params);
119void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint * params);
120void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat * params);
121void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint * params);
122GLboolean glIsSampler(GLuint sampler);
123
124# Query objects
125void glGenQueries(GLsizei n, GLuint * queries);
126void glDeleteQueries(GLsizei n, const GLuint * queries);
127void glBeginQuery(GLenum target, GLuint query);
128void glEndQuery(GLenum target);
129void glGetQueryiv(GLenum target, GLenum pname, GLint * params);
130void glGetQueryObjectuiv(GLuint query, GLenum pname, GLuint * params);
131GLboolean glIsQuery(GLuint query);
132
133# Shader binary objects
134void glProgramParameteri(GLuint program, GLenum pname, GLint value);
135void glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length);
136void glGetProgramBinary(GLuint program, GLsizei bufsize, GLsizei *length, GLenum *binaryFormat, void *binary);
137
138# New glGets
139GLint glGetFragDataLocation(GLuint program, const char * name);
140void glGetInteger64v(GLenum pname, GLint64 * data);
141void glGetIntegeri_v(GLenum target, GLuint index, GLint * data);
142void glGetInteger64i_v(GLenum target, GLuint index, GLint64 * data);
143
144# Array/3D textures
145void glTexImage3D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * data);
146void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
147void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * data);
148void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data);
149void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data);
150void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
151