sl@0: #ifndef __gl2_h_ sl@0: #define __gl2_h_ sl@0: sl@0: /* sl@0: * Portions Copyright (c) 2008 - 2009 Nokia Corporation and/or its subsidiary(-ies). sl@0: * Differences from the actual sample implementation provided by Khronos: sl@0: * 1. This comment text. sl@0: * 2. Doxygen comment with tag 'publishedAll', and tag 'released' sl@0: * 3. Include of Symbian-supplied gl2extplatform.h at the bottom of this sl@0: * file. This is a means to disable specific gl2ext.h extensions. sl@0: * 4. Added __SOFTFP decorations for call-by-value float functions sl@0: */ sl@0: sl@0: /** sl@0: @publishedAll sl@0: @released sl@0: */ sl@0: sl@0: /* $Id: gl2.h 4532 2007-11-26 11:12:44Z markc $ */ sl@0: sl@0: #include sl@0: sl@0: #ifdef __cplusplus sl@0: extern "C" { sl@0: #endif sl@0: sl@0: /* sl@0: ** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) sl@0: ** Copyright (C) 2008 Silicon Graphics, Inc. All Rights Reserved. sl@0: ** sl@0: ** Permission is hereby granted, free of charge, to any person obtaining sl@0: ** a copy of this software and associated documentation files sl@0: ** (the "Software"), to deal in the Software without restriction, sl@0: ** including without limitation the rights to use, copy, modify, merge, sl@0: ** publish, distribute, sublicense, and/or sell copies of the Software, sl@0: ** and to permit persons to whom the Software is furnished to do so, sl@0: ** subject to the following conditions: sl@0: ** sl@0: ** The above copyright notice including the dates of first sl@0: ** publication and either this permission notice or a reference to sl@0: ** http://oss.sgi.com/projects/FreeB/ shall be included in all copies sl@0: ** or substantial portions of the Software. sl@0: ** sl@0: ** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, sl@0: ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF sl@0: ** MERCHANTABILITY,FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. sl@0: ** IN NO EVENT SHALL SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, sl@0: ** DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR sl@0: ** OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR sl@0: ** THE USE OR OTHER DEALINGS IN THE SOFTWARE. sl@0: ** sl@0: ** Except as contained in this notice, the name of Silicon Graphics, Inc. sl@0: ** shall not be used in advertising or otherwise to promote the sale, use sl@0: ** or other dealings in this Software without prior written authorization sl@0: ** from Silicon Graphics, Inc. sl@0: */ sl@0: sl@0: /*------------------------------------------------------------------------- sl@0: * Data type definitions sl@0: *-----------------------------------------------------------------------*/ sl@0: sl@0: typedef void GLvoid; sl@0: typedef unsigned int GLenum; sl@0: typedef unsigned char GLboolean; sl@0: typedef unsigned int GLbitfield; sl@0: typedef signed char GLbyte; sl@0: typedef short GLshort; sl@0: typedef int GLint; sl@0: typedef int GLsizei; sl@0: typedef unsigned char GLubyte; sl@0: typedef unsigned short GLushort; sl@0: typedef unsigned int GLuint; sl@0: typedef float GLfloat; sl@0: typedef float GLclampf; sl@0: typedef int GLfixed; sl@0: typedef int GLclampx; sl@0: sl@0: /* GL types for handling large vertex buffer objects */ sl@0: typedef int GLintptr; sl@0: typedef int GLsizeiptr; sl@0: sl@0: /* OpenGL ES core versions */ sl@0: #define GL_ES_VERSION_2_0 1 sl@0: sl@0: /* ClearBufferMask */ sl@0: #define GL_DEPTH_BUFFER_BIT 0x00000100 sl@0: #define GL_STENCIL_BUFFER_BIT 0x00000400 sl@0: #define GL_COLOR_BUFFER_BIT 0x00004000 sl@0: sl@0: /* Boolean */ sl@0: #define GL_FALSE 0 sl@0: #define GL_TRUE 1 sl@0: sl@0: /* \todo check that this should be in core. */ sl@0: #define GL_NONE 0 sl@0: sl@0: /* BeginMode */ sl@0: #define GL_POINTS 0x0000 sl@0: #define GL_LINES 0x0001 sl@0: #define GL_LINE_LOOP 0x0002 sl@0: #define GL_LINE_STRIP 0x0003 sl@0: #define GL_TRIANGLES 0x0004 sl@0: #define GL_TRIANGLE_STRIP 0x0005 sl@0: #define GL_TRIANGLE_FAN 0x0006 sl@0: sl@0: /* AlphaFunction (not supported in ES20) */ sl@0: /* GL_NEVER */ sl@0: /* GL_LESS */ sl@0: /* GL_EQUAL */ sl@0: /* GL_LEQUAL */ sl@0: /* GL_GREATER */ sl@0: /* GL_NOTEQUAL */ sl@0: /* GL_GEQUAL */ sl@0: /* GL_ALWAYS */ sl@0: sl@0: /* BlendingFactorDest */ sl@0: #define GL_ZERO 0 sl@0: #define GL_ONE 1 sl@0: #define GL_SRC_COLOR 0x0300 sl@0: #define GL_ONE_MINUS_SRC_COLOR 0x0301 sl@0: #define GL_SRC_ALPHA 0x0302 sl@0: #define GL_ONE_MINUS_SRC_ALPHA 0x0303 sl@0: #define GL_DST_ALPHA 0x0304 sl@0: #define GL_ONE_MINUS_DST_ALPHA 0x0305 sl@0: sl@0: /* BlendingFactorSrc */ sl@0: /* GL_ZERO */ sl@0: /* GL_ONE */ sl@0: #define GL_DST_COLOR 0x0306 sl@0: #define GL_ONE_MINUS_DST_COLOR 0x0307 sl@0: #define GL_SRC_ALPHA_SATURATE 0x0308 sl@0: /* GL_SRC_ALPHA */ sl@0: /* GL_ONE_MINUS_SRC_ALPHA */ sl@0: /* GL_DST_ALPHA */ sl@0: /* GL_ONE_MINUS_DST_ALPHA */ sl@0: sl@0: /* BlendEquationSeparate */ sl@0: #define GL_FUNC_ADD 0x8006 sl@0: #define GL_BLEND_EQUATION 0x8009 sl@0: #define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */ sl@0: #define GL_BLEND_EQUATION_ALPHA 0x883D sl@0: sl@0: /* BlendSubtract */ sl@0: #define GL_FUNC_SUBTRACT 0x800A sl@0: #define GL_FUNC_REVERSE_SUBTRACT 0x800B sl@0: sl@0: /* Separate Blend Functions */ sl@0: #define GL_BLEND_DST_RGB 0x80C8 sl@0: #define GL_BLEND_SRC_RGB 0x80C9 sl@0: #define GL_BLEND_DST_ALPHA 0x80CA sl@0: #define GL_BLEND_SRC_ALPHA 0x80CB sl@0: #define GL_CONSTANT_COLOR 0x8001 sl@0: #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 sl@0: #define GL_CONSTANT_ALPHA 0x8003 sl@0: #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 sl@0: #define GL_BLEND_COLOR 0x8005 sl@0: sl@0: /* Buffer Objects */ sl@0: #define GL_ARRAY_BUFFER 0x8892 sl@0: #define GL_ELEMENT_ARRAY_BUFFER 0x8893 sl@0: #define GL_ARRAY_BUFFER_BINDING 0x8894 sl@0: #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 sl@0: sl@0: #define GL_STREAM_DRAW 0x88E0 sl@0: #define GL_STATIC_DRAW 0x88E4 sl@0: #define GL_DYNAMIC_DRAW 0x88E8 sl@0: sl@0: #define GL_BUFFER_SIZE 0x8764 sl@0: #define GL_BUFFER_USAGE 0x8765 sl@0: sl@0: #define GL_CURRENT_VERTEX_ATTRIB 0x8626 sl@0: sl@0: /* CullFaceMode */ sl@0: #define GL_FRONT 0x0404 sl@0: #define GL_BACK 0x0405 sl@0: #define GL_FRONT_AND_BACK 0x0408 sl@0: sl@0: /* DepthFunction */ sl@0: /* GL_NEVER */ sl@0: /* GL_LESS */ sl@0: /* GL_EQUAL */ sl@0: /* GL_LEQUAL */ sl@0: /* GL_GREATER */ sl@0: /* GL_NOTEQUAL */ sl@0: /* GL_GEQUAL */ sl@0: /* GL_ALWAYS */ sl@0: sl@0: /* EnableCap */ sl@0: #define GL_TEXTURE_2D 0x0DE1 sl@0: #define GL_CULL_FACE 0x0B44 sl@0: #define GL_BLEND 0x0BE2 sl@0: #define GL_DITHER 0x0BD0 sl@0: #define GL_STENCIL_TEST 0x0B90 sl@0: #define GL_DEPTH_TEST 0x0B71 sl@0: #define GL_SCISSOR_TEST 0x0C11 sl@0: #define GL_POLYGON_OFFSET_FILL 0x8037 sl@0: #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E sl@0: #define GL_SAMPLE_COVERAGE 0x80A0 sl@0: sl@0: /* ErrorCode */ sl@0: #define GL_NO_ERROR 0 sl@0: #define GL_INVALID_ENUM 0x0500 sl@0: #define GL_INVALID_VALUE 0x0501 sl@0: #define GL_INVALID_OPERATION 0x0502 sl@0: #define GL_OUT_OF_MEMORY 0x0505 sl@0: sl@0: /* FrontFaceDirection */ sl@0: #define GL_CW 0x0900 sl@0: #define GL_CCW 0x0901 sl@0: sl@0: /* GetPName */ sl@0: #define GL_LINE_WIDTH 0x0B21 sl@0: #define GL_ALIASED_POINT_SIZE_RANGE 0x846D sl@0: #define GL_ALIASED_LINE_WIDTH_RANGE 0x846E sl@0: #define GL_CULL_FACE_MODE 0x0B45 sl@0: #define GL_FRONT_FACE 0x0B46 sl@0: #define GL_DEPTH_RANGE 0x0B70 sl@0: #define GL_DEPTH_WRITEMASK 0x0B72 sl@0: #define GL_DEPTH_CLEAR_VALUE 0x0B73 sl@0: #define GL_DEPTH_FUNC 0x0B74 sl@0: #define GL_STENCIL_CLEAR_VALUE 0x0B91 sl@0: #define GL_STENCIL_FUNC 0x0B92 sl@0: #define GL_STENCIL_FAIL 0x0B94 sl@0: #define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 sl@0: #define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 sl@0: #define GL_STENCIL_REF 0x0B97 sl@0: #define GL_STENCIL_VALUE_MASK 0x0B93 sl@0: #define GL_STENCIL_WRITEMASK 0x0B98 sl@0: #define GL_STENCIL_BACK_FUNC 0x8800 sl@0: #define GL_STENCIL_BACK_FAIL 0x8801 sl@0: #define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 sl@0: #define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 sl@0: #define GL_STENCIL_BACK_REF 0x8CA3 sl@0: #define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 sl@0: #define GL_STENCIL_BACK_WRITEMASK 0x8CA5 sl@0: #define GL_VIEWPORT 0x0BA2 sl@0: #define GL_SCISSOR_BOX 0x0C10 sl@0: /* GL_SCISSOR_TEST */ sl@0: #define GL_COLOR_CLEAR_VALUE 0x0C22 sl@0: #define GL_COLOR_WRITEMASK 0x0C23 sl@0: #define GL_UNPACK_ALIGNMENT 0x0CF5 sl@0: #define GL_PACK_ALIGNMENT 0x0D05 sl@0: #define GL_MAX_TEXTURE_SIZE 0x0D33 sl@0: #define GL_MAX_VIEWPORT_DIMS 0x0D3A sl@0: #define GL_SUBPIXEL_BITS 0x0D50 sl@0: #define GL_RED_BITS 0x0D52 sl@0: #define GL_GREEN_BITS 0x0D53 sl@0: #define GL_BLUE_BITS 0x0D54 sl@0: #define GL_ALPHA_BITS 0x0D55 sl@0: #define GL_DEPTH_BITS 0x0D56 sl@0: #define GL_STENCIL_BITS 0x0D57 sl@0: #define GL_POLYGON_OFFSET_UNITS 0x2A00 sl@0: /* GL_POLYGON_OFFSET_FILL */ sl@0: #define GL_POLYGON_OFFSET_FACTOR 0x8038 sl@0: #define GL_TEXTURE_BINDING_2D 0x8069 sl@0: #define GL_SAMPLE_BUFFERS 0x80A8 sl@0: #define GL_SAMPLES 0x80A9 sl@0: #define GL_SAMPLE_COVERAGE_VALUE 0x80AA sl@0: #define GL_SAMPLE_COVERAGE_INVERT 0x80AB sl@0: sl@0: /* GetTextureParameter */ sl@0: /* GL_TEXTURE_MAG_FILTER */ sl@0: /* GL_TEXTURE_MIN_FILTER */ sl@0: /* GL_TEXTURE_WRAP_S */ sl@0: /* GL_TEXTURE_WRAP_T */ sl@0: sl@0: #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 sl@0: #define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 sl@0: sl@0: /* HintMode */ sl@0: #define GL_DONT_CARE 0x1100 sl@0: #define GL_FASTEST 0x1101 sl@0: #define GL_NICEST 0x1102 sl@0: sl@0: /* HintTarget */ sl@0: #define GL_GENERATE_MIPMAP_HINT 0x8192 sl@0: #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B sl@0: sl@0: /* DataType */ sl@0: #define GL_BYTE 0x1400 sl@0: #define GL_UNSIGNED_BYTE 0x1401 sl@0: #define GL_SHORT 0x1402 sl@0: #define GL_UNSIGNED_SHORT 0x1403 sl@0: #define GL_INT 0x1404 sl@0: #define GL_UNSIGNED_INT 0x1405 sl@0: #define GL_FLOAT 0x1406 sl@0: #define GL_FIXED 0x140C sl@0: sl@0: /* PixelFormat */ sl@0: #define GL_DEPTH_COMPONENT 0x1902 sl@0: #define GL_ALPHA 0x1906 sl@0: #define GL_RGB 0x1907 sl@0: #define GL_RGBA 0x1908 sl@0: #define GL_LUMINANCE 0x1909 sl@0: #define GL_LUMINANCE_ALPHA 0x190A sl@0: sl@0: /* PixelType */ sl@0: /* GL_UNSIGNED_BYTE */ sl@0: #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 sl@0: #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 sl@0: #define GL_UNSIGNED_SHORT_5_6_5 0x8363 sl@0: sl@0: /* Shaders */ sl@0: #define GL_FRAGMENT_SHADER 0x8B30 sl@0: #define GL_VERTEX_SHADER 0x8B31 sl@0: #define GL_MAX_VERTEX_ATTRIBS 0x8869 sl@0: #define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB sl@0: #define GL_MAX_VARYING_VECTORS 0x8DFC sl@0: #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D sl@0: #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C sl@0: #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 sl@0: #define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD sl@0: #define GL_SHADER_TYPE 0x8B4F sl@0: #define GL_DELETE_STATUS 0x8B80 sl@0: #define GL_LINK_STATUS 0x8B82 sl@0: #define GL_VALIDATE_STATUS 0x8B83 sl@0: #define GL_ATTACHED_SHADERS 0x8B85 sl@0: #define GL_ACTIVE_UNIFORMS 0x8B86 sl@0: #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 sl@0: #define GL_ACTIVE_ATTRIBUTES 0x8B89 sl@0: #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A sl@0: #define GL_SHADING_LANGUAGE_VERSION 0x8B8C sl@0: #define GL_CURRENT_PROGRAM 0x8B8D sl@0: sl@0: /* StencilFunction */ sl@0: #define GL_NEVER 0x0200 sl@0: #define GL_LESS 0x0201 sl@0: #define GL_EQUAL 0x0202 sl@0: #define GL_LEQUAL 0x0203 sl@0: #define GL_GREATER 0x0204 sl@0: #define GL_NOTEQUAL 0x0205 sl@0: #define GL_GEQUAL 0x0206 sl@0: #define GL_ALWAYS 0x0207 sl@0: sl@0: /* StencilOp */ sl@0: /* GL_ZERO */ sl@0: #define GL_KEEP 0x1E00 sl@0: #define GL_REPLACE 0x1E01 sl@0: #define GL_INCR 0x1E02 sl@0: #define GL_DECR 0x1E03 sl@0: #define GL_INVERT 0x150A sl@0: #define GL_INCR_WRAP 0x8507 sl@0: #define GL_DECR_WRAP 0x8508 sl@0: sl@0: /* StringName */ sl@0: #define GL_VENDOR 0x1F00 sl@0: #define GL_RENDERER 0x1F01 sl@0: #define GL_VERSION 0x1F02 sl@0: #define GL_EXTENSIONS 0x1F03 sl@0: sl@0: /* TextureMagFilter */ sl@0: #define GL_NEAREST 0x2600 sl@0: #define GL_LINEAR 0x2601 sl@0: sl@0: /* TextureMinFilter */ sl@0: /* GL_NEAREST */ sl@0: /* GL_LINEAR */ sl@0: #define GL_NEAREST_MIPMAP_NEAREST 0x2700 sl@0: #define GL_LINEAR_MIPMAP_NEAREST 0x2701 sl@0: #define GL_NEAREST_MIPMAP_LINEAR 0x2702 sl@0: #define GL_LINEAR_MIPMAP_LINEAR 0x2703 sl@0: sl@0: /* TextureParameterName */ sl@0: #define GL_TEXTURE_MAG_FILTER 0x2800 sl@0: #define GL_TEXTURE_MIN_FILTER 0x2801 sl@0: #define GL_TEXTURE_WRAP_S 0x2802 sl@0: #define GL_TEXTURE_WRAP_T 0x2803 sl@0: sl@0: /* TextureTarget */ sl@0: /* GL_TEXTURE_2D */ sl@0: #define GL_TEXTURE 0x1702 sl@0: sl@0: #define GL_TEXTURE_CUBE_MAP 0x8513 sl@0: #define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 sl@0: #define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 sl@0: #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 sl@0: #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 sl@0: #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 sl@0: #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 sl@0: #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A sl@0: #define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C sl@0: sl@0: /* TextureUnit */ sl@0: #define GL_TEXTURE0 0x84C0 sl@0: #define GL_TEXTURE1 0x84C1 sl@0: #define GL_TEXTURE2 0x84C2 sl@0: #define GL_TEXTURE3 0x84C3 sl@0: #define GL_TEXTURE4 0x84C4 sl@0: #define GL_TEXTURE5 0x84C5 sl@0: #define GL_TEXTURE6 0x84C6 sl@0: #define GL_TEXTURE7 0x84C7 sl@0: #define GL_TEXTURE8 0x84C8 sl@0: #define GL_TEXTURE9 0x84C9 sl@0: #define GL_TEXTURE10 0x84CA sl@0: #define GL_TEXTURE11 0x84CB sl@0: #define GL_TEXTURE12 0x84CC sl@0: #define GL_TEXTURE13 0x84CD sl@0: #define GL_TEXTURE14 0x84CE sl@0: #define GL_TEXTURE15 0x84CF sl@0: #define GL_TEXTURE16 0x84D0 sl@0: #define GL_TEXTURE17 0x84D1 sl@0: #define GL_TEXTURE18 0x84D2 sl@0: #define GL_TEXTURE19 0x84D3 sl@0: #define GL_TEXTURE20 0x84D4 sl@0: #define GL_TEXTURE21 0x84D5 sl@0: #define GL_TEXTURE22 0x84D6 sl@0: #define GL_TEXTURE23 0x84D7 sl@0: #define GL_TEXTURE24 0x84D8 sl@0: #define GL_TEXTURE25 0x84D9 sl@0: #define GL_TEXTURE26 0x84DA sl@0: #define GL_TEXTURE27 0x84DB sl@0: #define GL_TEXTURE28 0x84DC sl@0: #define GL_TEXTURE29 0x84DD sl@0: #define GL_TEXTURE30 0x84DE sl@0: #define GL_TEXTURE31 0x84DF sl@0: #define GL_ACTIVE_TEXTURE 0x84E0 sl@0: sl@0: /* TextureWrapMode */ sl@0: #define GL_REPEAT 0x2901 sl@0: #define GL_CLAMP_TO_EDGE 0x812F sl@0: #define GL_MIRRORED_REPEAT 0x8370 sl@0: sl@0: /* Uniform Types */ sl@0: #define GL_FLOAT_VEC2 0x8B50 sl@0: #define GL_FLOAT_VEC3 0x8B51 sl@0: #define GL_FLOAT_VEC4 0x8B52 sl@0: #define GL_INT_VEC2 0x8B53 sl@0: #define GL_INT_VEC3 0x8B54 sl@0: #define GL_INT_VEC4 0x8B55 sl@0: #define GL_BOOL 0x8B56 sl@0: #define GL_BOOL_VEC2 0x8B57 sl@0: #define GL_BOOL_VEC3 0x8B58 sl@0: #define GL_BOOL_VEC4 0x8B59 sl@0: #define GL_FLOAT_MAT2 0x8B5A sl@0: #define GL_FLOAT_MAT3 0x8B5B sl@0: #define GL_FLOAT_MAT4 0x8B5C sl@0: #define GL_SAMPLER_2D 0x8B5E sl@0: #define GL_SAMPLER_CUBE 0x8B60 sl@0: sl@0: /* Vertex Arrays */ sl@0: #define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 sl@0: #define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 sl@0: #define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 sl@0: #define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 sl@0: #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A sl@0: #define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 sl@0: #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F sl@0: sl@0: /* Read Format */ sl@0: #define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A sl@0: #define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B sl@0: sl@0: /* Shader Source */ sl@0: #define GL_COMPILE_STATUS 0x8B81 sl@0: #define GL_INFO_LOG_LENGTH 0x8B84 sl@0: #define GL_SHADER_SOURCE_LENGTH 0x8B88 sl@0: #define GL_SHADER_COMPILER 0x8DFA sl@0: sl@0: /* Shader Binary */ sl@0: #define GL_PLATFORM_BINARY 0x8D63 sl@0: #define GL_SHADER_BINARY_FORMATS 0x8DF8 sl@0: #define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 sl@0: sl@0: /* Shader Precision-Specified Types */ sl@0: #define GL_LOW_FLOAT 0x8DF0 sl@0: #define GL_MEDIUM_FLOAT 0x8DF1 sl@0: #define GL_HIGH_FLOAT 0x8DF2 sl@0: #define GL_LOW_INT 0x8DF3 sl@0: #define GL_MEDIUM_INT 0x8DF4 sl@0: #define GL_HIGH_INT 0x8DF5 sl@0: sl@0: /* Framebuffer Object. */ sl@0: #define GL_FRAMEBUFFER 0x8D40 sl@0: #define GL_RENDERBUFFER 0x8D41 sl@0: sl@0: #define GL_RGBA4 0x8056 sl@0: #define GL_RGB5_A1 0x8057 sl@0: #define GL_RGB565 0x8D62 sl@0: #define GL_DEPTH_COMPONENT16 0x81A5 sl@0: #define GL_STENCIL_INDEX 0x1901 sl@0: #define GL_STENCIL_INDEX8 0x8D48 sl@0: sl@0: #define GL_RENDERBUFFER_WIDTH 0x8D42 sl@0: #define GL_RENDERBUFFER_HEIGHT 0x8D43 sl@0: #define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 sl@0: #define GL_RENDERBUFFER_RED_SIZE 0x8D50 sl@0: #define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 sl@0: #define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 sl@0: #define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 sl@0: #define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 sl@0: #define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 sl@0: sl@0: #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 sl@0: #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 sl@0: #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 sl@0: #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 sl@0: sl@0: #define GL_COLOR_ATTACHMENT0 0x8CE0 sl@0: #define GL_DEPTH_ATTACHMENT 0x8D00 sl@0: #define GL_STENCIL_ATTACHMENT 0x8D20 sl@0: sl@0: #define GL_FRAMEBUFFER_COMPLETE 0x8CD5 sl@0: #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 sl@0: #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 sl@0: #define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9 sl@0: #define GL_FRAMEBUFFER_INCOMPLETE_FORMATS 0x8CDA sl@0: #define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD sl@0: sl@0: #define GL_FRAMEBUFFER_BINDING 0x8CA6 sl@0: #define GL_RENDERBUFFER_BINDING 0x8CA7 sl@0: #define GL_MAX_RENDERBUFFER_SIZE 0x84E8 sl@0: sl@0: #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 sl@0: sl@0: /*------------------------------------------------------------------------- sl@0: * GL core functions. sl@0: *-----------------------------------------------------------------------*/ sl@0: sl@0: GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture); sl@0: GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader); sl@0: GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const char* name); sl@0: GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer); sl@0: GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer); sl@0: GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer); sl@0: GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture); sl@0: GL_APICALL void GL_APIENTRY glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) __SOFTFP; sl@0: GL_APICALL void GL_APIENTRY glBlendEquation( GLenum mode ); sl@0: GL_APICALL void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); sl@0: GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor); sl@0: GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); sl@0: GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void* data, GLenum usage); sl@0: GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void* data); sl@0: GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target); sl@0: GL_APICALL void GL_APIENTRY glClear (GLbitfield mask); sl@0: GL_APICALL void GL_APIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) __SOFTFP; sl@0: GL_APICALL void GL_APIENTRY glClearDepthf (GLclampf depth) __SOFTFP; sl@0: GL_APICALL void GL_APIENTRY glClearStencil (GLint s); sl@0: GL_APICALL void GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); sl@0: GL_APICALL void GL_APIENTRY glCompileShader (GLuint shader); sl@0: GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data); sl@0: GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data); sl@0: GL_APICALL void GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); sl@0: GL_APICALL void GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); sl@0: GL_APICALL GLuint GL_APIENTRY glCreateProgram (void); sl@0: GL_APICALL GLuint GL_APIENTRY glCreateShader (GLenum type); sl@0: GL_APICALL void GL_APIENTRY glCullFace (GLenum mode); sl@0: GL_APICALL void GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint* buffers); sl@0: GL_APICALL void GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint* framebuffers); sl@0: GL_APICALL void GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint* textures); sl@0: GL_APICALL void GL_APIENTRY glDeleteProgram (GLuint program); sl@0: GL_APICALL void GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint* renderbuffers); sl@0: GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader); sl@0: GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader); sl@0: GL_APICALL void GL_APIENTRY glDepthFunc (GLenum func); sl@0: GL_APICALL void GL_APIENTRY glDepthMask (GLboolean flag); sl@0: GL_APICALL void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar) __SOFTFP; sl@0: GL_APICALL void GL_APIENTRY glDisable (GLenum cap); sl@0: GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index); sl@0: GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count); sl@0: GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void* indices); sl@0: GL_APICALL void GL_APIENTRY glEnable (GLenum cap); sl@0: GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index); sl@0: GL_APICALL void GL_APIENTRY glFinish (void); sl@0: GL_APICALL void GL_APIENTRY glFlush (void); sl@0: GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); sl@0: GL_APICALL void GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); sl@0: GL_APICALL void GL_APIENTRY glFrontFace (GLenum mode); sl@0: GL_APICALL void GL_APIENTRY glGenBuffers (GLsizei n, GLuint* buffers); sl@0: GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target); sl@0: GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint* framebuffers); sl@0: GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint* renderbuffers); sl@0: GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint* textures); sl@0: GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); sl@0: GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); sl@0: GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); sl@0: GL_APICALL int GL_APIENTRY glGetAttribLocation (GLuint program, const char* name); sl@0: GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean* params); sl@0: GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint* params); sl@0: GL_APICALL GLenum GL_APIENTRY glGetError (void); sl@0: GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat* params); sl@0: GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint* params); sl@0: GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint* params); sl@0: GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint* params); sl@0: GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, char* infolog); sl@0: GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint* params); sl@0: GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint* params); sl@0: GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog); sl@0: GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); sl@0: GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, char* source); sl@0: GL_APICALL const GLubyte* GL_APIENTRY glGetString (GLenum name); sl@0: GL_APICALL void GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat* params); sl@0: GL_APICALL void GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint* params); sl@0: GL_APICALL void GL_APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat* params); sl@0: GL_APICALL void GL_APIENTRY glGetUniformiv (GLuint program, GLint location, GLint* params); sl@0: GL_APICALL int GL_APIENTRY glGetUniformLocation (GLuint program, const char* name); sl@0: GL_APICALL void GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat* params); sl@0: GL_APICALL void GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint* params); sl@0: GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void** pointer); sl@0: GL_APICALL void GL_APIENTRY glHint (GLenum target, GLenum mode); sl@0: GL_APICALL GLboolean GL_APIENTRY glIsBuffer (GLuint buffer); sl@0: GL_APICALL GLboolean GL_APIENTRY glIsEnabled (GLenum cap); sl@0: GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer (GLuint framebuffer); sl@0: GL_APICALL GLboolean GL_APIENTRY glIsProgram (GLuint program); sl@0: GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer); sl@0: GL_APICALL GLboolean GL_APIENTRY glIsShader (GLuint shader); sl@0: GL_APICALL GLboolean GL_APIENTRY glIsTexture (GLuint texture); sl@0: GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width) __SOFTFP; sl@0: GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program); sl@0: GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param); sl@0: GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units) __SOFTFP; sl@0: GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels); sl@0: GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void); sl@0: GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); sl@0: GL_APICALL void GL_APIENTRY glSampleCoverage (GLclampf value, GLboolean invert) __SOFTFP; sl@0: GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); sl@0: GL_APICALL void GL_APIENTRY glShaderBinary (GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length); sl@0: GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const char** string, const GLint* length); sl@0: GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask); sl@0: GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask); sl@0: GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask); sl@0: GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask); sl@0: GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass); sl@0: GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass); sl@0: GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels); sl@0: GL_APICALL void GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param) __SOFTFP; sl@0: GL_APICALL void GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat* params); sl@0: GL_APICALL void GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); sl@0: GL_APICALL void GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint* params); sl@0: GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels); sl@0: GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat x) __SOFTFP; sl@0: GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat* v); sl@0: GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint x); sl@0: GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint* v); sl@0: GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat x, GLfloat y) __SOFTFP; sl@0: GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat* v); sl@0: GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint x, GLint y); sl@0: GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint* v); sl@0: GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z) __SOFTFP; sl@0: GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat* v); sl@0: GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint x, GLint y, GLint z); sl@0: GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint* v); sl@0: GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) __SOFTFP; sl@0: GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat* v); sl@0: GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w); sl@0: GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint* v); sl@0: GL_APICALL void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); sl@0: GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); sl@0: GL_APICALL void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); sl@0: GL_APICALL void GL_APIENTRY glUseProgram (GLuint program); sl@0: GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program); sl@0: GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint indx, GLfloat x) __SOFTFP; sl@0: GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint indx, const GLfloat* values); sl@0: GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y) __SOFTFP; sl@0: GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint indx, const GLfloat* values); sl@0: GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z) __SOFTFP; sl@0: GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint indx, const GLfloat* values); sl@0: GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) __SOFTFP; sl@0: GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint indx, const GLfloat* values); sl@0: GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr); sl@0: GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); sl@0: sl@0: #ifdef __cplusplus sl@0: } sl@0: #endif sl@0: sl@0: #include sl@0: sl@0: #endif /* __gl2_h_ */