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authorHyungKyu Song <hk76.song@samsung.com>2013-02-16 00:41:45 +0900
committerHyungKyu Song <hk76.song@samsung.com>2013-02-16 00:41:45 +0900
commit65db3453b2d83c113f9f7a939e386353ce348866 (patch)
tree93daea8d0cfed389b9f89b82d3a7bf739d8ebb58 /es_2_0/funcaction.inl
parent90dff65a3ccb36853763486671163ca81274b677 (diff)
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Diffstat (limited to 'es_2_0/funcaction.inl')
-rwxr-xr-xes_2_0/funcaction.inl146
1 files changed, 146 insertions, 0 deletions
diff --git a/es_2_0/funcaction.inl b/es_2_0/funcaction.inl
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+ ACTION( GetError );
+ ACTION( Enable );
+ ACTION( Disable );
+ ACTION( IsEnabled );
+ ACTION( VertexAttrib1f );
+ ACTION( VertexAttrib2f );
+ ACTION( VertexAttrib3f );
+ ACTION( VertexAttrib4f );
+ ACTION( VertexAttrib1fv );
+ ACTION( VertexAttrib2fv );
+ ACTION( VertexAttrib3fv );
+ ACTION( VertexAttrib4fv );
+ ACTION( CreateShader );
+ ACTION( ShaderSource );
+ ACTION( CompileShader );
+ ACTION( DeleteShader );
+ ACTION( GetShaderInfoLog );
+ ACTION( GetShaderSource );
+ ACTION( GetShaderiv );
+ ACTION( IsShader );
+ ACTION( CreateProgram );
+ ACTION( AttachShader );
+ ACTION( DetachShader );
+ ACTION( LinkProgram );
+ ACTION( UseProgram );
+ ACTION( DeleteProgram );
+ ACTION( ValidateProgram );
+ ACTION( GetAttachedShaders );
+ ACTION( GetProgramInfoLog );
+ ACTION( GetProgramiv );
+ ACTION( IsProgram );
+ ACTION( GetActiveUniform );
+ ACTION( GetUniformLocation );
+ ACTION( GetUniformfv );
+ ACTION( GetUniformiv );
+ ACTION( Uniform1f );
+ ACTION( Uniform2f );
+ ACTION( Uniform3f );
+ ACTION( Uniform4f );
+ ACTION( Uniform1i );
+ ACTION( Uniform2i );
+ ACTION( Uniform3i );
+ ACTION( Uniform4i );
+ ACTION( Uniform1fv );
+ ACTION( Uniform2fv );
+ ACTION( Uniform3fv );
+ ACTION( Uniform4fv );
+ ACTION( Uniform1iv );
+ ACTION( Uniform2iv );
+ ACTION( Uniform3iv );
+ ACTION( Uniform4iv );
+ ACTION( UniformMatrix2fv );
+ ACTION( UniformMatrix3fv );
+ ACTION( UniformMatrix4fv );
+ ACTION( VertexAttribPointer );
+ ACTION( EnableVertexAttribArray );
+ ACTION( DisableVertexAttribArray );
+ ACTION( GetVertexAttribPointerv );
+ ACTION( GetVertexAttribfv );
+ ACTION( GetVertexAttribiv );
+ ACTION( GetActiveAttrib );
+ ACTION( GetAttribLocation );
+ ACTION( BindAttribLocation );
+ ACTION( GenBuffers );
+ ACTION( DeleteBuffers );
+ ACTION( IsBuffer );
+ ACTION( BindBuffer );
+ ACTION( BufferData );
+ ACTION( BufferSubData );
+ ACTION( GetBufferSubData );
+ ACTION( DrawArrays );
+ ACTION( DrawElements );
+ ACTION( LineWidth );
+ ACTION( DepthRange );
+ ACTION( Viewport );
+ ACTION( CullFace );
+ ACTION( FrontFace );
+ ACTION( PolygonOffset );
+ ACTION( GenTextures );
+ ACTION( DeleteTextures );
+ ACTION( IsTexture );
+ ACTION( BindTexture );
+ ACTION( PixelStorei );
+ ACTION( ActiveTexture );
+ ACTION( GenerateMipmap );
+ ACTION( TexParameteri );
+ ACTION( GetTexParameterfv );
+ ACTION( GetTexParameteriv );
+ ACTION( TexImage2D );
+ ACTION( TexSubImage2D );
+ ACTION( GetTexLevelParameteriv );
+ ACTION( CopyTexImage2D );
+ ACTION( CopyTexSubImage2D );
+ ACTION( CompressedTexImage2D );
+ ACTION( CompressedTexSubImage2D );
+ ACTION( Clear );
+ ACTION( ClearColor );
+ ACTION( ClearDepth );
+ ACTION( ClearStencil );
+ ACTION( ColorMask );
+ ACTION( DepthMask );
+ ACTION( StencilMask );
+ ACTION( StencilMaskSeparate );
+ ACTION( Scissor );
+ ACTION( StencilFunc );
+ ACTION( StencilFuncSeparate );
+ ACTION( StencilOp );
+ ACTION( StencilOpSeparate );
+ ACTION( DepthFunc );
+ ACTION( BlendFunc );
+ ACTION( BlendFuncSeparate );
+ ACTION( BlendColor );
+ ACTION( BlendEquation );
+ ACTION( BlendEquationSeparate );
+ ACTION( SampleCoverage );
+ ACTION( ReadPixels );
+ ACTION( Flush );
+ ACTION( Finish );
+ ACTION( Hint );
+ ACTION( GetString );
+ ACTION( GetFloatv );
+ ACTION( GetIntegerv );
+ ACTION( GetBooleanv );
+ ACTION( GenFramebuffers );
+ ACTION( GenRenderbuffers );
+ ACTION( DeleteFramebuffers );
+ ACTION( DeleteRenderbuffers );
+ ACTION( IsFramebuffer );
+ ACTION( IsRenderbuffer );
+ ACTION( BindFramebuffer );
+ ACTION( BindRenderbuffer );
+ ACTION( RenderbufferStorage );
+ ACTION( GetRenderbufferParameteriv );
+ ACTION( FramebufferRenderbuffer );
+ ACTION( FramebufferTexture2D );
+ ACTION( GetFramebufferAttachmentParameteriv );
+ ACTION( CheckFramebufferStatus );
+ ACTION( EGLImageTargetTexture2DOES );
+#if defined(PROVIDING_OES_texture_3D)
+ ACTION( TexImage3D );
+ ACTION( TexSubImage3D );
+ ACTION( CopyTexSubImage3D );
+ ACTION( CompressedTexImage3D );
+ ACTION( CompressedTexSubImage3D );
+ ACTION( FramebufferTexture3D );
+#endif