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path: root/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