diff options
Diffstat (limited to 'Source/external/SDL2/src/render/opengles2/SDL_gles2funcs.h')
-rw-r--r-- | Source/external/SDL2/src/render/opengles2/SDL_gles2funcs.h | 80 |
1 files changed, 80 insertions, 0 deletions
diff --git a/Source/external/SDL2/src/render/opengles2/SDL_gles2funcs.h b/Source/external/SDL2/src/render/opengles2/SDL_gles2funcs.h new file mode 100644 index 0000000..b6a1436 --- /dev/null +++ b/Source/external/SDL2/src/render/opengles2/SDL_gles2funcs.h @@ -0,0 +1,80 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2018 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__ || __ANDROID__ +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, glBindBuffer, (GLenum, GLuint)) +SDL_PROC(void, glBufferData, (GLenum, GLsizeiptr, const GLvoid *, GLenum)) +SDL_PROC(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const GLvoid *)) |