ref: 48386d443bf6e1e2828b9347fae7e08cdb745751
dir: /external/SDL2/src/render/opengles2/SDL_gles2funcs.h/
/* Simple DirectMedia Layer Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ SDL_PROC(void, glActiveTexture, (GLenum)) SDL_PROC(void, glAttachShader, (GLuint, GLuint)) SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *)) SDL_PROC(void, glBindTexture, (GLenum, GLuint)) SDL_PROC(void, glBlendEquationSeparate, (GLenum, GLenum)) SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum)) SDL_PROC(void, glClear, (GLbitfield)) SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf)) SDL_PROC(void, glCompileShader, (GLuint)) SDL_PROC(GLuint, glCreateProgram, (void)) SDL_PROC(GLuint, glCreateShader, (GLenum)) SDL_PROC(void, glDeleteProgram, (GLuint)) SDL_PROC(void, glDeleteShader, (GLuint)) SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *)) SDL_PROC(void, glDisable, (GLenum)) SDL_PROC(void, glDisableVertexAttribArray, (GLuint)) SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei)) SDL_PROC(void, glEnable, (GLenum)) SDL_PROC(void, glEnableVertexAttribArray, (GLuint)) SDL_PROC(void, glFinish, (void)) SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *)) SDL_PROC(void, glGenTextures, (GLsizei, GLuint *)) SDL_PROC(void, glGetBooleanv, (GLenum, GLboolean *)) SDL_PROC(const GLubyte *, glGetString, (GLenum)) SDL_PROC(GLenum, glGetError, (void)) SDL_PROC(void, glGetIntegerv, (GLenum, GLint *)) SDL_PROC(void, glGetProgramiv, (GLuint, GLenum, GLint *)) SDL_PROC(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei *, char *)) SDL_PROC(void, glGetShaderiv, (GLuint, GLenum, GLint *)) SDL_PROC(GLint, glGetUniformLocation, (GLuint, const char *)) SDL_PROC(void, glLinkProgram, (GLuint)) SDL_PROC(void, glPixelStorei, (GLenum, GLint)) SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*)) SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei)) SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei)) #if __NACL__ SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar **, const GLint *)) #else SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint *)) #endif SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *)) SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint)) SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *)) SDL_PROC(void, glUniform1i, (GLint, GLint)) SDL_PROC(void, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat)) SDL_PROC(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const GLfloat *)) SDL_PROC(void, glUseProgram, (GLuint)) SDL_PROC(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void *)) SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei)) SDL_PROC(void, glBindFramebuffer, (GLenum, GLuint)) SDL_PROC(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint)) SDL_PROC(GLenum, glCheckFramebufferStatus, (GLenum)) SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *)) SDL_PROC(GLint, glGetAttribLocation, (GLuint, const GLchar *)) SDL_PROC(void, glGetProgramInfoLog, (GLuint, GLsizei, GLsizei*, GLchar*)) SDL_PROC(void, glGenBuffers, (GLsizei, GLuint *)) SDL_PROC(void, glDeleteBuffers, (GLsizei, const GLuint *)) SDL_PROC(void, glBindBuffer, (GLenum, GLuint)) SDL_PROC(void, glBufferData, (GLenum, GLsizeiptr, const GLvoid *, GLenum)) SDL_PROC(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const GLvoid *))