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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
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