| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| |
| SDL_PROC(void, glActiveTexture, (GLenum)) |
| SDL_PROC(void, glAttachShader, (GLuint, GLuint)) |
| SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *)) |
| SDL_PROC(void, glBindTexture, (GLenum, GLuint)) |
| SDL_PROC(void, glBlendEquationSeparate, (GLenum, GLenum)) |
| SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum)) |
| SDL_PROC(void, glClear, (GLbitfield)) |
| SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf)) |
| SDL_PROC(void, glCompileShader, (GLuint)) |
| SDL_PROC(GLuint, glCreateProgram, (void)) |
| SDL_PROC(GLuint, glCreateShader, (GLenum)) |
| SDL_PROC(void, glDeleteProgram, (GLuint)) |
| SDL_PROC(void, glDeleteShader, (GLuint)) |
| SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *)) |
| SDL_PROC(void, glDisable, (GLenum)) |
| SDL_PROC(void, glDisableVertexAttribArray, (GLuint)) |
| SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei)) |
| SDL_PROC(void, glEnable, (GLenum)) |
| SDL_PROC(void, glEnableVertexAttribArray, (GLuint)) |
| SDL_PROC(void, glFinish, (void)) |
| SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *)) |
| SDL_PROC(void, glGenTextures, (GLsizei, GLuint *)) |
| SDL_PROC(void, glGetBooleanv, (GLenum, GLboolean *)) |
| SDL_PROC(const GLubyte *, glGetString, (GLenum)) |
| SDL_PROC(GLenum, glGetError, (void)) |
| SDL_PROC(void, glGetIntegerv, (GLenum, GLint *)) |
| SDL_PROC(void, glGetProgramiv, (GLuint, GLenum, GLint *)) |
| SDL_PROC(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei *, char *)) |
| SDL_PROC(void, glGetShaderiv, (GLuint, GLenum, GLint *)) |
| SDL_PROC(GLint, glGetUniformLocation, (GLuint, const char *)) |
| SDL_PROC(void, glLinkProgram, (GLuint)) |
| SDL_PROC(void, glPixelStorei, (GLenum, GLint)) |
| SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*)) |
| SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei)) |
| SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei)) |
| #if __NACL__ || __ANDROID__ |
| SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar **, const GLint *)) |
| #else |
| SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint *)) |
| #endif |
| SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *)) |
| SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint)) |
| SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *)) |
| SDL_PROC(void, glUniform1i, (GLint, GLint)) |
| SDL_PROC(void, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat)) |
| SDL_PROC(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const GLfloat *)) |
| SDL_PROC(void, glUseProgram, (GLuint)) |
| SDL_PROC(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void *)) |
| SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei)) |
| SDL_PROC(void, glBindFramebuffer, (GLenum, GLuint)) |
| SDL_PROC(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint)) |
| SDL_PROC(GLenum, glCheckFramebufferStatus, (GLenum)) |
| SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *)) |
| SDL_PROC(GLint, glGetAttribLocation, (GLuint, const GLchar *)) |
| SDL_PROC(void, glGetProgramInfoLog, (GLuint, GLsizei, GLsizei*, GLchar*)) |
| SDL_PROC(void, glGenBuffers, (GLsizei, GLuint *)) |
| SDL_PROC(void, glDeleteBuffers, (GLsizei, const GLuint *)) |
| SDL_PROC(void, glBindBuffer, (GLenum, GLuint)) |
| SDL_PROC(void, glBufferData, (GLenum, GLsizeiptr, const GLvoid *, GLenum)) |
| SDL_PROC(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const GLvoid *)) |