GL: add missing GL_MAX* constants
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@ -96,6 +96,8 @@ public interface GL {
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public static final int GL_LUMINANCE = 0x1909;
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public static final int GL_LUMINANCE = 0x1909;
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public static final int GL_LUMINANCE_ALPHA = 0x190A;
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public static final int GL_LUMINANCE_ALPHA = 0x190A;
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public static final int GL_MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C;
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public static final int GL_MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C;
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public static final int GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49;
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public static final int GL_MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD;
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public static final int GL_MAX_TEXTURE_IMAGE_UNITS = 0x8872;
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public static final int GL_MAX_TEXTURE_IMAGE_UNITS = 0x8872;
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public static final int GL_MAX_TEXTURE_SIZE = 0xD33;
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public static final int GL_MAX_TEXTURE_SIZE = 0xD33;
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public static final int GL_MAX_VERTEX_ATTRIBS = 0x8869;
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public static final int GL_MAX_VERTEX_ATTRIBS = 0x8869;
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@ -185,85 +187,164 @@ public interface GL {
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public void resetStats();
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public void resetStats();
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public void glActiveTexture(int texture);
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public void glActiveTexture(int texture);
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public void glAttachShader(int program, int shader);
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public void glAttachShader(int program, int shader);
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public void glBindBuffer(int target, int buffer);
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public void glBindBuffer(int target, int buffer);
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public void glBindTexture(int target, int texture);
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public void glBindTexture(int target, int texture);
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public void glBlendFunc(int sfactor, int dfactor);
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public void glBlendFunc(int sfactor, int dfactor);
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public void glBufferData(int target, long data_size, int usage);
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public void glBufferData(int target, long data_size, int usage);
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public void glBufferData(int target, FloatBuffer data, int usage);
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public void glBufferData(int target, FloatBuffer data, int usage);
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public void glBufferData(int target, ShortBuffer data, int usage);
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public void glBufferData(int target, ShortBuffer data, int usage);
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public void glBufferData(int target, ByteBuffer data, int usage);
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public void glBufferData(int target, ByteBuffer data, int usage);
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public void glBufferSubData(int target, long offset, FloatBuffer data);
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public void glBufferSubData(int target, long offset, FloatBuffer data);
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public void glBufferSubData(int target, long offset, ShortBuffer data);
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public void glBufferSubData(int target, long offset, ShortBuffer data);
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public void glBufferSubData(int target, long offset, ByteBuffer data);
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public void glBufferSubData(int target, long offset, ByteBuffer data);
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public void glClear(int mask);
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public void glClear(int mask);
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public void glClearColor(float red, float green, float blue, float alpha);
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public void glClearColor(float red, float green, float blue, float alpha);
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public void glColorMask(boolean red, boolean green, boolean blue, boolean alpha);
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public void glColorMask(boolean red, boolean green, boolean blue, boolean alpha);
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public void glCompileShader(int shader);
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public void glCompileShader(int shader);
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public void glCompressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, ByteBuffer data);
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public void glCompressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, ByteBuffer data);
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public void glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, ByteBuffer data);
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public void glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, ByteBuffer data);
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public int glCreateProgram();
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public int glCreateProgram();
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public int glCreateShader(int shaderType);
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public int glCreateShader(int shaderType);
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public void glCullFace(int mode);
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public void glCullFace(int mode);
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public void glDeleteBuffers(IntBuffer buffers);
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public void glDeleteBuffers(IntBuffer buffers);
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public void glDeleteProgram(int program);
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public void glDeleteProgram(int program);
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public void glDeleteShader(int shader);
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public void glDeleteShader(int shader);
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public void glDeleteTextures(IntBuffer textures);
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public void glDeleteTextures(IntBuffer textures);
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public void glDepthFunc(int func);
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public void glDepthFunc(int func);
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public void glDepthMask(boolean flag);
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public void glDepthMask(boolean flag);
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public void glDepthRange(double nearVal, double farVal);
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public void glDepthRange(double nearVal, double farVal);
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public void glDetachShader(int program, int shader);
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public void glDetachShader(int program, int shader);
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public void glDisable(int cap);
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public void glDisable(int cap);
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public void glDisableVertexAttribArray(int index);
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public void glDisableVertexAttribArray(int index);
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public void glDrawArrays(int mode, int first, int count);
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public void glDrawArrays(int mode, int first, int count);
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public void glDrawRangeElements(int mode, int start, int end, int count, int type, long indices); /// GL2+
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public void glDrawRangeElements(int mode, int start, int end, int count, int type, long indices); /// GL2+
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public void glEnable(int cap);
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public void glEnable(int cap);
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public void glEnableVertexAttribArray(int index);
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public void glEnableVertexAttribArray(int index);
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public void glGenBuffers(IntBuffer buffers);
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public void glGenBuffers(IntBuffer buffers);
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public void glGenTextures(IntBuffer textures);
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public void glGenTextures(IntBuffer textures);
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public int glGetAttribLocation(int program, String name);
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public int glGetAttribLocation(int program, String name);
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public void glGetBoolean(int pname, ByteBuffer params);
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public void glGetBoolean(int pname, ByteBuffer params);
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public void glGetBufferSubData(int target, long offset, ByteBuffer data);
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public void glGetBufferSubData(int target, long offset, ByteBuffer data);
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public int glGetError();
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public int glGetError();
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public void glGetInteger(int pname, IntBuffer params);
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public void glGetInteger(int pname, IntBuffer params);
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public void glGetProgram(int program, int pname, IntBuffer params);
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public void glGetProgram(int program, int pname, IntBuffer params);
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public String glGetProgramInfoLog(int program, int maxSize);
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public String glGetProgramInfoLog(int program, int maxSize);
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public void glGetShader(int shader, int pname, IntBuffer params);
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public void glGetShader(int shader, int pname, IntBuffer params);
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public String glGetShaderInfoLog(int shader, int maxSize);
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public String glGetShaderInfoLog(int shader, int maxSize);
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public String glGetString(int name);
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public String glGetString(int name);
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public int glGetUniformLocation(int program, String name);
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public int glGetUniformLocation(int program, String name);
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public boolean glIsEnabled(int cap);
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public boolean glIsEnabled(int cap);
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public void glLineWidth(float width);
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public void glLineWidth(float width);
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public void glLinkProgram(int program);
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public void glLinkProgram(int program);
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public void glPixelStorei(int pname, int param);
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public void glPixelStorei(int pname, int param);
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public void glPolygonOffset(float factor, float units);
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public void glPolygonOffset(float factor, float units);
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public void glReadPixels(int x, int y, int width, int height, int format, int type, ByteBuffer data);
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public void glReadPixels(int x, int y, int width, int height, int format, int type, ByteBuffer data);
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public void glReadPixels(int x, int y, int width, int height, int format, int type, long offset);
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public void glReadPixels(int x, int y, int width, int height, int format, int type, long offset);
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public void glScissor(int x, int y, int width, int height);
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public void glScissor(int x, int y, int width, int height);
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public void glShaderSource(int shader, String[] string, IntBuffer length);
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public void glShaderSource(int shader, String[] string, IntBuffer length);
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public void glStencilFuncSeparate(int face, int func, int ref, int mask);
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public void glStencilFuncSeparate(int face, int func, int ref, int mask);
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public void glStencilOpSeparate(int face, int sfail, int dpfail, int dppass);
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public void glStencilOpSeparate(int face, int sfail, int dpfail, int dppass);
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public void glTexImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, ByteBuffer data);
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public void glTexImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, ByteBuffer data);
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public void glTexParameterf(int target, int pname, float param);
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public void glTexParameterf(int target, int pname, float param);
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public void glTexParameteri(int target, int pname, int param);
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public void glTexParameteri(int target, int pname, int param);
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public void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, ByteBuffer data);
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public void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, ByteBuffer data);
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public void glUniform1(int location, FloatBuffer value);
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public void glUniform1(int location, FloatBuffer value);
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public void glUniform1(int location, IntBuffer value);
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public void glUniform1(int location, IntBuffer value);
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public void glUniform1f(int location, float v0);
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public void glUniform1f(int location, float v0);
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public void glUniform1i(int location, int v0);
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public void glUniform1i(int location, int v0);
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public void glUniform2(int location, IntBuffer value);
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public void glUniform2(int location, IntBuffer value);
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public void glUniform2(int location, FloatBuffer value);
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public void glUniform2(int location, FloatBuffer value);
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public void glUniform2f(int location, float v0, float v1);
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public void glUniform2f(int location, float v0, float v1);
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public void glUniform3(int location, IntBuffer value);
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public void glUniform3(int location, IntBuffer value);
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public void glUniform3(int location, FloatBuffer value);
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public void glUniform3(int location, FloatBuffer value);
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public void glUniform3f(int location, float v0, float v1, float v2);
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public void glUniform3f(int location, float v0, float v1, float v2);
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public void glUniform4(int location, FloatBuffer value);
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public void glUniform4(int location, FloatBuffer value);
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public void glUniform4(int location, IntBuffer value);
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public void glUniform4(int location, IntBuffer value);
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public void glUniform4f(int location, float v0, float v1, float v2, float v3);
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public void glUniform4f(int location, float v0, float v1, float v2, float v3);
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public void glUniformMatrix3(int location, boolean transpose, FloatBuffer value);
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public void glUniformMatrix3(int location, boolean transpose, FloatBuffer value);
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public void glUniformMatrix4(int location, boolean transpose, FloatBuffer value);
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public void glUniformMatrix4(int location, boolean transpose, FloatBuffer value);
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public void glUseProgram(int program);
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public void glUseProgram(int program);
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public void glVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer);
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public void glVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer);
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public void glViewport(int x, int y, int width, int height);
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public void glViewport(int x, int y, int width, int height);
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}
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}
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