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gles2.vapi
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gles2.vapi
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/*
* GLESv2 binding for Vala (Plain C Style)
*
* Copyright 2013 Aleksandr Palamar <[email protected]>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
[CCode (cprefix = "", lower_case_cprefix = "", cheader_filename="GLES2/gl2.h")]
namespace GLES2
{
/*-------------------------------------------------------------------------
* Data type definitions
*-----------------------------------------------------------------------*/
[SimpleType]
public struct GLvoid {
}
[SimpleType]
public struct GLchar: char {
}
[SimpleType]
public struct GLenum: int {
}
[SimpleType]
public struct GLboolean: uint8 {
}
[SimpleType]
public struct GLbitfield: uint8 {
}
[SimpleType]
public struct GLbyte: char {
}
[SimpleType]
public struct GLshort: short {
}
[SimpleType]
public struct GLint: int {
}
[SimpleType]
public struct GLsizei: int {
}
[SimpleType]
public struct GLubyte: uchar {
}
[SimpleType]
public struct GLushort: ushort {
}
[SimpleType]
public struct GLuint: uint {
}
[SimpleType]
public struct GLfloat: float {
}
[SimpleType]
public struct GLclampf: float {
}
[SimpleType]
public struct GLfixed: int32 {
}
/* GL types for handling large vertex buffer objects */
[SimpleType]
public struct GLintptr: size_t {
}
[SimpleType]
public struct GLsizeiptr: size_t {
}
public const GLboolean GL_FALSE;
public const GLboolean GL_TRUE;
/* ClearBufferMask */
public const GLbitfield GL_DEPTH_BUFFER_BIT;
public const GLbitfield GL_STENCIL_BUFFER_BIT;
public const GLbitfield GL_COLOR_BUFFER_BIT;
/* BeginMode */
public const GLenum GL_POINTS;
public const GLenum GL_LINES;
public const GLenum GL_LINE_LOOP;
public const GLenum GL_LINE_STRIP;
public const GLenum GL_TRIANGLES;
public const GLenum GL_TRIANGLE_STRIP;
public const GLenum GL_TRIANGLE_FAN;
/* AlphaFunction (not supported in ES20) */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* BlendingFactorDest */
public const GLenum GL_ZERO;
public const GLenum GL_ONE;
public const GLenum GL_SRC_COLOR;
public const GLenum GL_ONE_MINUS_SRC_COLOR;
public const GLenum GL_SRC_ALPHA;
public const GLenum GL_ONE_MINUS_SRC_ALPHA;
public const GLenum GL_DST_ALPHA;
public const GLenum GL_ONE_MINUS_DST_ALPHA;
/* BlendingFactorSrc */
/* GL_ZERO */
/* GL_ONE */
public const GLenum GL_DST_COLOR;
public const GLenum GL_ONE_MINUS_DST_COLOR;
public const GLenum GL_SRC_ALPHA_SATURATE;
/* GL_SRC_ALPHA */
/* GL_ONE_MINUS_SRC_ALPHA */
/* GL_DST_ALPHA */
/* GL_ONE_MINUS_DST_ALPHA */
/* BlendEquationSeparate */
public const GLenum GL_FUNC_ADD;
public const GLenum GL_BLEND_EQUATION;
public const GLenum GL_BLEND_EQUATION_RGB; /* same as BLEND_EQUATION */
public const GLenum GL_BLEND_EQUATION_ALPHA;
/* BlendSubtract */
public const GLenum GL_FUNC_SUBTRACT;
public const GLenum GL_FUNC_REVERSE_SUBTRACT;
/* Separate Blend Functions */
public const GLenum GL_BLEND_DST_RGB;
public const GLenum GL_BLEND_SRC_RGB;
public const GLenum GL_BLEND_DST_ALPHA;
public const GLenum GL_BLEND_SRC_ALPHA;
public const GLenum GL_CONSTANT_COLOR;
public const GLenum GL_ONE_MINUS_CONSTANT_COLOR;
public const GLenum GL_CONSTANT_ALPHA;
public const GLenum GL_ONE_MINUS_CONSTANT_ALPHA;
public const GLenum GL_BLEND_COLOR;
/* Buffer Objects */
public const GLenum GL_ARRAY_BUFFER;
public const GLenum GL_ELEMENT_ARRAY_BUFFER;
public const GLenum GL_ARRAY_BUFFER_BINDING;
public const GLenum GL_ELEMENT_ARRAY_BUFFER_BINDING;
public const GLenum GL_STREAM_DRAW;
public const GLenum GL_STATIC_DRAW;
public const GLenum GL_DYNAMIC_DRAW;
public const GLenum GL_BUFFER_SIZE;
public const GLenum GL_BUFFER_USAGE;
public const GLenum GL_CURRENT_VERTEX_ATTRIB;
/* CullFaceMode */
public const GLenum GL_FRONT;
public const GLenum GL_BACK;
public const GLenum GL_FRONT_AND_BACK;
/* DepthFunction */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* EnableCap */
public const GLenum GL_TEXTURE_2D;
public const GLenum GL_CULL_FACE;
public const GLenum GL_BLEND;
public const GLenum GL_DITHER;
public const GLenum GL_STENCIL_TEST;
public const GLenum GL_DEPTH_TEST;
public const GLenum GL_SCISSOR_TEST;
public const GLenum GL_POLYGON_OFFSET_FILL;
public const GLenum GL_SAMPLE_ALPHA_TO_COVERAGE;
public const GLenum GL_SAMPLE_COVERAGE;
/* ErrorCode */
public const GLenum GL_NO_ERROR;
public const GLenum GL_INVALID_ENUM;
public const GLenum GL_INVALID_VALUE;
public const GLenum GL_INVALID_OPERATION;
public const GLenum GL_OUT_OF_MEMORY;
/* FrontFaceDirection */
public const GLenum GL_CW;
public const GLenum GL_CCW;
/* GetPName */
public const GLenum GL_LINE_WIDTH;
public const GLenum GL_ALIASED_POINT_SIZE_RANGE;
public const GLenum GL_ALIASED_LINE_WIDTH_RANGE;
public const GLenum GL_CULL_FACE_MODE;
public const GLenum GL_FRONT_FACE;
public const GLenum GL_DEPTH_RANGE;
public const GLenum GL_DEPTH_WRITEMASK;
public const GLenum GL_DEPTH_CLEAR_VALUE;
public const GLenum GL_DEPTH_FUNC;
public const GLenum GL_STENCIL_CLEAR_VALUE;
public const GLenum GL_STENCIL_FUNC;
public const GLenum GL_STENCIL_FAIL;
public const GLenum GL_STENCIL_PASS_DEPTH_FAIL;
public const GLenum GL_STENCIL_PASS_DEPTH_PASS;
public const GLenum GL_STENCIL_REF;
public const GLenum GL_STENCIL_VALUE_MASK;
public const GLenum GL_STENCIL_WRITEMASK;
public const GLenum GL_STENCIL_BACK_FUNC;
public const GLenum GL_STENCIL_BACK_FAIL;
public const GLenum GL_STENCIL_BACK_PASS_DEPTH_FAIL;
public const GLenum GL_STENCIL_BACK_PASS_DEPTH_PASS;
public const GLenum GL_STENCIL_BACK_REF;
public const GLenum GL_STENCIL_BACK_VALUE_MASK;
public const GLenum GL_STENCIL_BACK_WRITEMASK;
public const GLenum GL_VIEWPORT;
public const GLenum GL_SCISSOR_BOX;
/* GL_SCISSOR_TEST */
public const GLenum GL_COLOR_CLEAR_VALUE;
public const GLenum GL_COLOR_WRITEMASK;
public const GLenum GL_UNPACK_ALIGNMENT;
public const GLenum GL_PACK_ALIGNMENT;
public const GLenum GL_MAX_TEXTURE_SIZE;
public const GLenum GL_MAX_VIEWPORT_DIMS;
public const GLenum GL_SUBPIXEL_BITS;
public const GLenum GL_RED_BITS;
public const GLenum GL_GREEN_BITS;
public const GLenum GL_BLUE_BITS;
public const GLenum GL_ALPHA_BITS;
public const GLenum GL_DEPTH_BITS;
public const GLenum GL_STENCIL_BITS;
public const GLenum GL_POLYGON_OFFSET_UNITS;
/* GL_POLYGON_OFFSET_FILL */
public const GLenum GL_POLYGON_OFFSET_FACTOR;
public const GLenum GL_TEXTURE_BINDING_2D;
public const GLenum GL_SAMPLE_BUFFERS;
public const GLenum GL_SAMPLES;
public const GLenum GL_SAMPLE_COVERAGE_VALUE;
public const GLenum GL_SAMPLE_COVERAGE_INVERT;
/* GetTextureParameter */
/* GL_TEXTURE_MAG_FILTER */
/* GL_TEXTURE_MIN_FILTER */
/* GL_TEXTURE_WRAP_S */
/* GL_TEXTURE_WRAP_T */
public const GLenum GL_NUM_COMPRESSED_TEXTURE_FORMATS;
public const GLenum GL_COMPRESSED_TEXTURE_FORMATS;
/* HintMode */
public const GLenum GL_DONT_CARE;
public const GLenum GL_FASTEST;
public const GLenum GL_NICEST;
/* HintTarget */
public const GLenum GL_GENERATE_MIPMAP_HINT;
/* DataType */
public const GLenum GL_BYTE;
public const GLenum GL_UNSIGNED_BYTE;
public const GLenum GL_SHORT;
public const GLenum GL_UNSIGNED_SHORT;
public const GLenum GL_INT;
public const GLenum GL_UNSIGNED_INT;
public const GLenum GL_FLOAT;
public const GLenum GL_FIXED;
/* PixelFormat */
public const GLenum GL_DEPTH_COMPONENT;
public const GLenum GL_ALPHA;
public const GLenum GL_RGB;
public const GLenum GL_RGBA;
public const GLenum GL_LUMINANCE;
public const GLenum GL_LUMINANCE_ALPHA;
/* PixelType */
/* GL_UNSIGNED_BYTE */
public const GLenum GL_UNSIGNED_SHORT_4_4_4_4;
public const GLenum GL_UNSIGNED_SHORT_5_5_5_1;
public const GLenum GL_UNSIGNED_SHORT_5_6_5;
/* Shaders */
public const GLenum GL_FRAGMENT_SHADER;
public const GLenum GL_VERTEX_SHADER;
public const GLenum GL_MAX_VERTEX_ATTRIBS;
public const GLenum GL_MAX_VERTEX_UNIFORM_VECTORS;
public const GLenum GL_MAX_VARYING_VECTORS;
public const GLenum GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS;
public const GLenum GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS;
public const GLenum GL_MAX_TEXTURE_IMAGE_UNITS;
public const GLenum GL_MAX_FRAGMENT_UNIFORM_VECTORS;
public const GLenum GL_SHADER_TYPE;
public const GLenum GL_DELETE_STATUS;
public const GLenum GL_LINK_STATUS;
public const GLenum GL_VALIDATE_STATUS;
public const GLenum GL_ATTACHED_SHADERS;
public const GLenum GL_ACTIVE_UNIFORMS;
public const GLenum GL_ACTIVE_UNIFORM_MAX_LENGTH;
public const GLenum GL_ACTIVE_ATTRIBUTES;
public const GLenum GL_ACTIVE_ATTRIBUTE_MAX_LENGTH;
public const GLenum GL_SHADING_LANGUAGE_VERSION;
public const GLenum GL_CURRENT_PROGRAM;
/* StencilFunction */
public const GLenum GL_NEVER;
public const GLenum GL_LESS;
public const GLenum GL_EQUAL;
public const GLenum GL_LEQUAL;
public const GLenum GL_GREATER;
public const GLenum GL_NOTEQUAL;
public const GLenum GL_GEQUAL;
public const GLenum GL_ALWAYS;
/* StencilOp */
/* GL_ZERO */
public const GLenum GL_KEEP;
public const GLenum GL_REPLACE;
public const GLenum GL_INCR;
public const GLenum GL_DECR;
public const GLenum GL_INVERT;
public const GLenum GL_INCR_WRAP;
public const GLenum GL_DECR_WRAP;
/* StringName */
public const GLenum GL_VENDOR;
public const GLenum GL_RENDERER;
public const GLenum GL_VERSION;
public const GLenum GL_EXTENSIONS;
/* TextureMagFilter */
public const GLenum GL_NEAREST;
public const GLenum GL_LINEAR;
/* TextureMinFilter */
/* GL_NEAREST */
/* GL_LINEAR */
public const GLenum GL_NEAREST_MIPMAP_NEAREST;
public const GLenum GL_LINEAR_MIPMAP_NEAREST;
public const GLenum GL_NEAREST_MIPMAP_LINEAR;
public const GLenum GL_LINEAR_MIPMAP_LINEAR;
/* TextureParameterName */
public const GLenum GL_TEXTURE_MAG_FILTER;
public const GLenum GL_TEXTURE_MIN_FILTER;
public const GLenum GL_TEXTURE_WRAP_S;
public const GLenum GL_TEXTURE_WRAP_T;
/* TextureTarget */
/* GL_TEXTURE_2D */
public const GLenum GL_TEXTURE;
public const GLenum GL_TEXTURE_CUBE_MAP;
public const GLenum GL_TEXTURE_BINDING_CUBE_MAP;
public const GLenum GL_TEXTURE_CUBE_MAP_POSITIVE_X;
public const GLenum GL_TEXTURE_CUBE_MAP_NEGATIVE_X;
public const GLenum GL_TEXTURE_CUBE_MAP_POSITIVE_Y;
public const GLenum GL_TEXTURE_CUBE_MAP_NEGATIVE_Y;
public const GLenum GL_TEXTURE_CUBE_MAP_POSITIVE_Z;
public const GLenum GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
public const GLenum GL_MAX_CUBE_MAP_TEXTURE_SIZE;
/* TextureUnit */
public const GLenum GL_TEXTURE0;
public const GLenum GL_TEXTURE1;
public const GLenum GL_TEXTURE2;
public const GLenum GL_TEXTURE3;
public const GLenum GL_TEXTURE4;
public const GLenum GL_TEXTURE5;
public const GLenum GL_TEXTURE6;
public const GLenum GL_TEXTURE7;
public const GLenum GL_TEXTURE8;
public const GLenum GL_TEXTURE9;
public const GLenum GL_TEXTURE10;
public const GLenum GL_TEXTURE11;
public const GLenum GL_TEXTURE12;
public const GLenum GL_TEXTURE13;
public const GLenum GL_TEXTURE14;
public const GLenum GL_TEXTURE15;
public const GLenum GL_TEXTURE16;
public const GLenum GL_TEXTURE17;
public const GLenum GL_TEXTURE18;
public const GLenum GL_TEXTURE19;
public const GLenum GL_TEXTURE20;
public const GLenum GL_TEXTURE21;
public const GLenum GL_TEXTURE22;
public const GLenum GL_TEXTURE23;
public const GLenum GL_TEXTURE24;
public const GLenum GL_TEXTURE25;
public const GLenum GL_TEXTURE26;
public const GLenum GL_TEXTURE27;
public const GLenum GL_TEXTURE28;
public const GLenum GL_TEXTURE29;
public const GLenum GL_TEXTURE30;
public const GLenum GL_TEXTURE31;
public const GLenum GL_ACTIVE_TEXTURE;
/* TextureWrapMode */
public const GLenum GL_REPEAT;
public const GLenum GL_CLAMP_TO_EDGE;
public const GLenum GL_MIRRORED_REPEAT;
/* Uniform Types */
public const GLenum GL_FLOAT_VEC2;
public const GLenum GL_FLOAT_VEC3;
public const GLenum GL_FLOAT_VEC4;
public const GLenum GL_INT_VEC2;
public const GLenum GL_INT_VEC3;
public const GLenum GL_INT_VEC4;
public const GLenum GL_BOOL;
public const GLenum GL_BOOL_VEC2;
public const GLenum GL_BOOL_VEC3;
public const GLenum GL_BOOL_VEC4;
public const GLenum GL_FLOAT_MAT2;
public const GLenum GL_FLOAT_MAT3;
public const GLenum GL_FLOAT_MAT4;
public const GLenum GL_SAMPLER_2D;
public const GLenum GL_SAMPLER_CUBE;
/* Vertex Arrays */
public const GLenum GL_VERTEX_ATTRIB_ARRAY_ENABLED;
public const GLenum GL_VERTEX_ATTRIB_ARRAY_SIZE;
public const GLenum GL_VERTEX_ATTRIB_ARRAY_STRIDE;
public const GLenum GL_VERTEX_ATTRIB_ARRAY_TYPE;
public const GLenum GL_VERTEX_ATTRIB_ARRAY_NORMALIZED;
public const GLenum GL_VERTEX_ATTRIB_ARRAY_POINTER;
public const GLenum GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING;
/* Read Format */
public const GLenum GL_IMPLEMENTATION_COLOR_READ_TYPE;
public const GLenum GL_IMPLEMENTATION_COLOR_READ_FORMAT;
/* Shader Source */
public const GLenum GL_COMPILE_STATUS;
public const GLenum GL_INFO_LOG_LENGTH;
public const GLenum GL_SHADER_SOURCE_LENGTH;
public const GLenum GL_SHADER_COMPILER;
/* Shader Binary */
public const GLenum GL_SHADER_BINARY_FORMATS;
public const GLenum GL_NUM_SHADER_BINARY_FORMATS;
/* Shader Precision-Specified Types */
public const GLenum GL_LOW_FLOAT;
public const GLenum GL_MEDIUM_FLOAT;
public const GLenum GL_HIGH_FLOAT;
public const GLenum GL_LOW_INT;
public const GLenum GL_MEDIUM_INT;
public const GLenum GL_HIGH_INT;
/* Framebuffer Object. */
public const GLenum GL_FRAMEBUFFER;
public const GLenum GL_RENDERBUFFER;
public const GLenum GL_RGBA4;
public const GLenum GL_RGB5_A1;
public const GLenum GL_RGB565;
public const GLenum GL_DEPTH_COMPONENT16;
public const GLenum GL_STENCIL_INDEX8;
public const GLenum GL_RENDERBUFFER_WIDTH;
public const GLenum GL_RENDERBUFFER_HEIGHT;
public const GLenum GL_RENDERBUFFER_INTERNAL_FORMAT;
public const GLenum GL_RENDERBUFFER_RED_SIZE;
public const GLenum GL_RENDERBUFFER_GREEN_SIZE;
public const GLenum GL_RENDERBUFFER_BLUE_SIZE;
public const GLenum GL_RENDERBUFFER_ALPHA_SIZE;
public const GLenum GL_RENDERBUFFER_DEPTH_SIZE;
public const GLenum GL_RENDERBUFFER_STENCIL_SIZE;
public const GLenum GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE;
public const GLenum GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME;
public const GLenum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL;
public const GLenum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE;
public const GLenum GL_COLOR_ATTACHMENT0;
public const GLenum GL_DEPTH_ATTACHMENT;
public const GLenum GL_STENCIL_ATTACHMENT;
public const GLenum GL_NONE;
public const GLenum GL_FRAMEBUFFER_COMPLETE;
public const GLenum GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
public const GLenum GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
public const GLenum GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
public const GLenum GL_FRAMEBUFFER_UNSUPPORTED;
public const GLenum GL_FRAMEBUFFER_BINDING;
public const GLenum GL_RENDERBUFFER_BINDING;
public const GLenum GL_MAX_RENDERBUFFER_SIZE;
public const GLenum GL_INVALID_FRAMEBUFFER_OPERATION;
/*-------------------------------------------------------------------------
* GL core functions.
*-----------------------------------------------------------------------*/
public void glActiveTexture (GLenum texture);
public void glAttachShader (GLuint program, GLuint shader);
public void glBindAttribLocation (GLuint program, GLuint index, string name);
public void glBindBuffer (GLenum target, GLuint buffer);
public void glBindFramebuffer (GLenum target, GLuint framebuffer);
public void glBindRenderbuffer (GLenum target, GLuint renderbuffer);
public void glBindTexture (GLenum target, GLuint texture);
public void glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
public void glBlendEquation ( GLenum mode );
public void glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
public void glBlendFunc (GLenum sfactor, GLenum dfactor);
public void glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
public void glBufferData (GLenum target, GLsizeiptr size, GLvoid* data, GLenum usage);
public void glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, GLvoid* data);
public GLenum glCheckFramebufferStatus (GLenum target);
public void glClear (GLbitfield mask);
public void glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
public void glClearDepthf (GLclampf depth);
public void glClearStencil (GLint s);
public void glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
public void glCompileShader (GLuint shader);
public void glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, GLvoid* data);
public void glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, GLvoid* data);
public void glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
public void glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
public GLuint glCreateProgram ();
public GLuint glCreateShader (GLenum type);
public void glCullFace (GLenum mode);
public void glDeleteBuffers (GLsizei n, GLuint* buffers);
public void glDeleteFramebuffers (GLsizei n, GLuint* framebuffers);
public void glDeleteProgram (GLuint program);
public void glDeleteRenderbuffers (GLsizei n, GLuint* renderbuffers);
public void glDeleteShader (GLuint shader);
public void glDeleteTextures (GLsizei n, GLuint* textures);
public void glDepthFunc (GLenum func);
public void glDepthMask (GLboolean flag);
public void glDepthRangef (GLclampf zNear, GLclampf zFar);
public void glDetachShader (GLuint program, GLuint shader);
public void glDisable (GLenum cap);
public void glDisableVertexAttribArray (GLuint index);
public void glDrawArrays (GLenum mode, GLint first, GLsizei count);
public void glDrawElements (GLenum mode, GLsizei count, GLenum type, GLvoid* indices);
public void glEnable (GLenum cap);
public void glEnableVertexAttribArray (GLuint index);
public void glFinish ();
public void glFlush ();
public void glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
public void glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
public void glFrontFace (GLenum mode);
public void glGenBuffers (GLsizei n, GLuint* buffers);
public void glGenerateMipmap (GLenum target);
public void glGenFramebuffers (GLsizei n, GLuint* framebuffers);
public void glGenRenderbuffers (GLsizei n, GLuint* renderbuffers);
public void glGenTextures (GLsizei n, GLuint* textures);
public void glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
public void glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
public void glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
public int glGetAttribLocation (GLuint program, string name);
public void glGetBooleanv (GLenum pname, GLboolean* params);
public void glGetBufferParameteriv (GLenum target, GLenum pname, GLint* params);
public GLenum glGetError ();
public void glGetFloatv (GLenum pname, GLfloat* params);
public void glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint* params);
public void glGetIntegerv (GLenum pname, GLint* params);
public void glGetProgramiv (GLuint program, GLenum pname, GLint* params);
public void glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
public void glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint* params);
public void glGetShaderiv (GLuint shader, GLenum pname, GLint* params);
public void glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
public void glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
public void glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
public string glGetString (GLenum name);
public void glGetTexParameterfv (GLenum target, GLenum pname, GLfloat* params);
public void glGetTexParameteriv (GLenum target, GLenum pname, GLint* params);
public void glGetUniformfv (GLuint program, GLint location, GLfloat* params);
public void glGetUniformiv (GLuint program, GLint location, GLint* params);
public int glGetUniformLocation (GLuint program, string name);
public void glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat* params);
public void glGetVertexAttribiv (GLuint index, GLenum pname, GLint* params);
public void glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid** pointer);
public void glHint (GLenum target, GLenum mode);
public GLboolean glIsBuffer (GLuint buffer);
public GLboolean glIsEnabled (GLenum cap);
public GLboolean glIsFramebuffer (GLuint framebuffer);
public GLboolean glIsProgram (GLuint program);
public GLboolean glIsRenderbuffer (GLuint renderbuffer);
public GLboolean glIsShader (GLuint shader);
public GLboolean glIsTexture (GLuint texture);
public void glLineWidth (GLfloat width);
public void glLinkProgram (GLuint program);
public void glPixelStorei (GLenum pname, GLint param);
public void glPolygonOffset (GLfloat factor, GLfloat units);
public void glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);
public void glReleaseShaderCompiler ();
public void glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
public void glSampleCoverage (GLclampf value, GLboolean invert);
public void glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
public void glShaderBinary (GLsizei n, GLuint* shaders, GLenum binaryformat, GLvoid* binary, GLsizei length);
public void glShaderSource (GLuint shader, GLsizei count, out string source, GLint* length);
public void glStencilFunc (GLenum func, GLint @ref, GLuint mask);
public void glStencilFuncSeparate (GLenum face, GLenum func, GLint @ref, GLuint mask);
public void glStencilMask (GLuint mask);
public void glStencilMaskSeparate (GLenum face, GLuint mask);
public void glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);
public void glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
public void glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLvoid* pixels);
public void glTexParameterf (GLenum target, GLenum pname, GLfloat param);
public void glTexParameterfv (GLenum target, GLenum pname, GLfloat* params);
public void glTexParameteri (GLenum target, GLenum pname, GLint param);
public void glTexParameteriv (GLenum target, GLenum pname, GLint* params);
public void glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
public void glUniform1f (GLint location, GLfloat x);
public void glUniform1fv (GLint location, GLsizei count, GLfloat* v);
public void glUniform1i (GLint location, GLint x);
public void glUniform1iv (GLint location, GLsizei count, GLint* v);
public void glUniform2f (GLint location, GLfloat x, GLfloat y);
public void glUniform2fv (GLint location, GLsizei count, GLfloat* v);
public void glUniform2i (GLint location, GLint x, GLint y);
public void glUniform2iv (GLint location, GLsizei count, GLint* v);
public void glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z);
public void glUniform3fv (GLint location, GLsizei count, GLfloat* v);
public void glUniform3i (GLint location, GLint x, GLint y, GLint z);
public void glUniform3iv (GLint location, GLsizei count, GLint* v);
public void glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
public void glUniform4fv (GLint location, GLsizei count, GLfloat* v);
public void glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w);
public void glUniform4iv (GLint location, GLsizei count, GLint* v);
public void glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, GLfloat* value);
public void glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, GLfloat* value);
public void glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, GLfloat* value);
public void glUseProgram (GLuint program);
public void glValidateProgram (GLuint program);
public void glVertexAttrib1f (GLuint indx, GLfloat x);
public void glVertexAttrib1fv (GLuint indx, GLfloat* values);
public void glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y);
public void glVertexAttrib2fv (GLuint indx, GLfloat* values);
public void glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z);
public void glVertexAttrib3fv (GLuint indx, GLfloat* values);
public void glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
public void glVertexAttrib4fv (GLuint indx, GLfloat* values);
public void glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void* ptr);
public void glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
}