diff options
Diffstat (limited to 'es_2_0/funcaction.inl')
-rwxr-xr-x | es_2_0/funcaction.inl | 146 |
1 files changed, 146 insertions, 0 deletions
diff --git a/es_2_0/funcaction.inl b/es_2_0/funcaction.inl new file mode 100755 index 0000000..51aa375 --- /dev/null +++ b/es_2_0/funcaction.inl @@ -0,0 +1,146 @@ + 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 |