mirror of
https://github.com/Ryujinx/SDL.git
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81 lines
4.2 KiB
C
81 lines
4.2 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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SDL_PROC(void, glActiveTexture, (GLenum))
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SDL_PROC(void, glAttachShader, (GLuint, GLuint))
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SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *))
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SDL_PROC(void, glBindTexture, (GLenum, GLuint))
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SDL_PROC(void, glBlendEquationSeparate, (GLenum, GLenum))
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SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum))
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SDL_PROC(void, glClear, (GLbitfield))
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SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
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SDL_PROC(void, glCompileShader, (GLuint))
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SDL_PROC(GLuint, glCreateProgram, (void))
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SDL_PROC(GLuint, glCreateShader, (GLenum))
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SDL_PROC(void, glDeleteProgram, (GLuint))
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SDL_PROC(void, glDeleteShader, (GLuint))
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SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *))
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SDL_PROC(void, glDisable, (GLenum))
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SDL_PROC(void, glDisableVertexAttribArray, (GLuint))
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SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei))
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SDL_PROC(void, glEnable, (GLenum))
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SDL_PROC(void, glEnableVertexAttribArray, (GLuint))
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SDL_PROC(void, glFinish, (void))
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SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *))
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SDL_PROC(void, glGenTextures, (GLsizei, GLuint *))
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SDL_PROC(void, glGetBooleanv, (GLenum, GLboolean *))
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SDL_PROC(const GLubyte *, glGetString, (GLenum))
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SDL_PROC(GLenum, glGetError, (void))
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SDL_PROC(void, glGetIntegerv, (GLenum, GLint *))
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SDL_PROC(void, glGetProgramiv, (GLuint, GLenum, GLint *))
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SDL_PROC(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei *, char *))
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SDL_PROC(void, glGetShaderiv, (GLuint, GLenum, GLint *))
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SDL_PROC(GLint, glGetUniformLocation, (GLuint, const char *))
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SDL_PROC(void, glLinkProgram, (GLuint))
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SDL_PROC(void, glPixelStorei, (GLenum, GLint))
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SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*))
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SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei))
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SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei))
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#if __NACL__ || __ANDROID__
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SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar **, const GLint *))
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#else
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SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint *))
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#endif
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SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *))
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SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint))
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SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *))
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SDL_PROC(void, glUniform1i, (GLint, GLint))
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SDL_PROC(void, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat))
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SDL_PROC(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const GLfloat *))
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SDL_PROC(void, glUseProgram, (GLuint))
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SDL_PROC(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void *))
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SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
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SDL_PROC(void, glBindFramebuffer, (GLenum, GLuint))
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SDL_PROC(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint))
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SDL_PROC(GLenum, glCheckFramebufferStatus, (GLenum))
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SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *))
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SDL_PROC(GLint, glGetAttribLocation, (GLuint, const GLchar *))
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SDL_PROC(void, glGetProgramInfoLog, (GLuint, GLsizei, GLsizei*, GLchar*))
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SDL_PROC(void, glGenBuffers, (GLsizei, GLuint *))
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SDL_PROC(void, glBindBuffer, (GLenum, GLuint))
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SDL_PROC(void, glBufferData, (GLenum, GLsizeiptr, const GLvoid *, GLenum))
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SDL_PROC(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const GLvoid *))
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