jkxr/Projects/Android/jni/SupportLibs/gl4es/spec/yml/gles-2.0.yml

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glActiveTexture: [void, GLenum texture]
glAttachShader: [void, GLuint program, GLuint shader]
glBindAttribLocation: [void, GLuint program, GLuint index, const GLchar * name]
glBindBuffer: [void, GLenum target, GLuint buffer]
glBindFramebuffer: [void, GLenum target, GLuint framebuffer]
glBindRenderbuffer: [void, GLenum target, GLuint renderbuffer]
glBindTexture: [void, GLenum target, GLuint texture]
glBlendColor: [void, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha]
glBlendEquation: [void, GLenum mode]
glBlendEquationSeparate: [void, GLenum modeRGB, GLenum modeA]
glBlendFunc: [void, GLenum sfactor, GLenum dfactor]
glBlendFuncSeparate: [void, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha,
GLenum dfactorAlpha]
glBufferData: [void, GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage]
glBufferSubData: [void, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid
* data]
glCheckFramebufferStatus: [GLenum, GLenum target]
glClear: [void, GLbitfield mask]
glClearColor: [void, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha]
glClearDepthf: [void, GLclampf depth]
glClearStencil: [void, GLint s]
glColorMask: [void, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha]
glCompileShader: [void, GLuint shader]
glCompressedTexImage2D: [void, GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data]
glCompressedTexSubImage2D: [void, GLenum target, GLint level, GLint xoffset, GLint
yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const
GLvoid * data]
glCopyTexImage2D: [void, GLenum target, GLint level, GLenum internalformat, GLint
x, GLint y, GLsizei width, GLsizei height, GLint border]
glCopyTexSubImage2D: [void, GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLint x, GLint y, GLsizei width, GLsizei height]
glCreateProgram: [GLuint]
glCreateShader: [GLuint, GLenum type]
glCullFace: [void, GLenum mode]
glDeleteBuffers: [void, GLsizei n, const GLuint * buffer]
glDeleteFramebuffers: [void, GLsizei n, const GLuint * framebuffers]
glDeleteProgram: [void, GLuint program]
glDeleteRenderbuffers: [void, GLsizei n, const GLuint * renderbuffers]
glDeleteShader: [void, GLuint program]
glDeleteTextures: [void, GLsizei n, const GLuint * textures]
glDepthFunc: [void, GLenum func]
glDepthMask: [void, GLboolean flag]
glDepthRangef: [void, GLclampf zNear, GLclampf zFar]
glDetachShader: [void, GLuint program, GLuint shader]
glDisable: [void, GLenum cap]
glDisableVertexAttribArray: [void, GLuint index]
glDrawArrays: [void, GLenum mode, GLint first, GLsizei count]
glDrawElements: [void, GLenum mode, GLsizei count, GLenum type, const GLvoid * indices]
glEnable: [void, GLenum cap]
glEnableVertexAttribArray: [void, GLuint index]
glFinish: [void]
glFlush: [void]
glFramebufferRenderbuffer: [void, GLenum target, GLenum attachment, GLenum renderbuffertarget,
GLuint renderbuffer]
glFramebufferTexture2D: [void, GLenum target, GLenum attachment, GLenum textarget,
GLuint texture, GLint level]
glFrontFace: [void, GLenum mode]
glGenBuffers: [void, GLsizei n, GLuint * buffer]
glGenFramebuffers: [void, GLsizei n, GLuint * framebuffers]
glGenRenderbuffers: [void, GLsizei n, GLuint * renderbuffers]
glGenTextures: [void, GLsizei n, GLuint * textures]
glGenerateMipmap: [void, GLenum target]
glGetActiveAttrib: [void, GLuint program, GLuint index, GLsizei bufSize, GLsizei *
length, GLint * size, GLenum * type, GLchar * name]
glGetActiveUniform: [void, GLuint program, GLuint index, GLsizei bufSize, GLsizei
* length, GLint * size, GLenum * type, GLchar * name]
glGetAttachedShaders: [void, GLuint program, GLsizei maxCount, GLsizei * count, GLuint
* obj]
glGetAttribLocation: [GLint, GLuint program, const GLchar * name]
glGetBooleanv: [void, GLenum pname, GLboolean * params]
glGetBufferParameteriv: [void, GLenum target, GLenum pname, GLint * params]
glGetError: [GLenum]
glGetFloatv: [void, GLenum pname, GLfloat * params]
glGetFramebufferAttachmentParameteriv: [void, GLenum target, GLenum attachment, GLenum
pname, GLint * params]
glGetIntegerv: [void, GLenum pname, GLint * params]
glGetProgramInfoLog: [void, GLuint program, GLsizei bufSize, GLsizei * length, GLchar
* infoLog]
glGetProgramiv: [void, GLuint program, GLenum pname, GLint * params]
glGetRenderbufferParameteriv: [void, GLenum target, GLenum pname, GLint * params]
glGetShaderInfoLog: [void, GLuint shader, GLsizei bufSize, GLsizei * length, GLchar
* infoLog]
glGetShaderPrecisionFormat: [void, GLenum shadertype, GLenum precisiontype, GLint
* range, GLint * precision]
glGetShaderSource: [void, GLuint shader, GLsizei bufSize, GLsizei * length, GLchar
* source]
glGetShaderiv: [void, GLuint shader, GLenum pname, GLint * params]
glGetString: [const GLubyte *, GLenum name]
glGetTexParameterfv: [void, GLenum target, GLenum pname, GLfloat * params]
glGetTexParameteriv: [void, GLenum target, GLenum pname, GLint * params]
glGetUniformLocation: [GLint, GLuint program, const GLchar * name]
glGetUniformfv: [void, GLuint program, GLint location, GLfloat * params]
glGetUniformiv: [void, GLuint program, GLint location, GLint * params]
glGetVertexAttribPointerv: [void, GLuint index, GLenum pname, GLvoid ** pointer]
glGetVertexAttribfv: [void, GLuint index, GLenum pname, GLfloat * params]
glGetVertexAttribiv: [void, GLuint index, GLenum pname, GLint * params]
glHint: [void, GLenum target, GLenum mode]
glIsBuffer: [GLboolean, GLuint buffer]
glIsEnabled: [GLboolean, GLenum cap]
glIsFramebuffer: [GLboolean, GLuint framebuffer]
glIsProgram: [GLboolean, GLuint program]
glIsRenderbuffer: [GLboolean, GLuint renderbuffer]
glIsShader: [GLboolean, GLuint shader]
glIsTexture: [GLboolean, GLuint texture]
glLineWidth: [void, GLfloat width]
glLinkProgram: [void, GLuint program]
glPixelStorei: [void, GLenum pname, GLint param]
glPolygonOffset: [void, GLfloat factor, GLfloat units]
glReadPixels: [void, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, GLvoid * pixels]
glReleaseShaderCompiler: [void]
glRenderbufferStorage: [void, GLenum target, GLenum internalformat, GLsizei width,
GLsizei height]
glSampleCoverage: [void, GLclampf value, GLboolean invert]
glScissor: [void, GLint x, GLint y, GLsizei width, GLsizei height]
glShaderBinary: [void, GLsizei n, const GLuint * shaders, GLenum binaryformat, const
GLvoid * binary, GLsizei length]
glShaderSource: [void, GLuint shader, GLsizei count, const GLchar * const * string,
const GLint * length]
glStencilFunc: [void, GLenum func, GLint ref, GLuint mask]
glStencilFuncSeparate: [void, GLenum face, GLenum func, GLint ref, GLuint mask]
glStencilMask: [void, GLuint mask]
glStencilMaskSeparate: [void, GLenum face, GLuint mask]
glStencilOp: [void, GLenum fail, GLenum zfail, GLenum zpass]
glStencilOpSeparate: [void, GLenum face, GLenum sfail, GLenum zfail, GLenum zpass]
glTexImage2D: [void, GLenum target, GLint level, GLint internalformat, GLsizei width,
GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels]
glTexParameterf: [void, GLenum target, GLenum pname, GLfloat param]
glTexParameterfv: [void, GLenum target, GLenum pname, const GLfloat * params]
glTexParameteri: [void, GLenum target, GLenum pname, GLint param]
glTexParameteriv: [void, GLenum target, GLenum pname, const GLint * params]
glTexSubImage2D: [void, GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels]
glUniform1f: [void, GLint location, GLfloat v0]
glUniform1fv: [void, GLint location, GLsizei count, const GLfloat * value]
glUniform1i: [void, GLint location, GLint v0]
glUniform1iv: [void, GLint location, GLsizei count, const GLint * value]
glUniform2f: [void, GLint location, GLfloat v0, GLfloat v1]
glUniform2fv: [void, GLint location, GLsizei count, const GLfloat * value]
glUniform2i: [void, GLint location, GLint v0, GLint v1]
glUniform2iv: [void, GLint location, GLsizei count, const GLint * value]
glUniform3f: [void, GLint location, GLfloat v0, GLfloat v1, GLfloat v2]
glUniform3fv: [void, GLint location, GLsizei count, const GLfloat * value]
glUniform3i: [void, GLint location, GLint v0, GLint v1, GLint v2]
glUniform3iv: [void, GLint location, GLsizei count, const GLint * value]
glUniform4f: [void, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3]
glUniform4fv: [void, GLint location, GLsizei count, const GLfloat * value]
glUniform4i: [void, GLint location, GLint v0, GLint v1, GLint v2, GLint v3]
glUniform4iv: [void, GLint location, GLsizei count, const GLint * value]
glUniformMatrix2fv: [void, GLint location, GLsizei count, GLboolean transpose, const
GLfloat * value]
glUniformMatrix3fv: [void, GLint location, GLsizei count, GLboolean transpose, const
GLfloat * value]
glUniformMatrix4fv: [void, GLint location, GLsizei count, GLboolean transpose, const
GLfloat * value]
glUseProgram: [void, GLuint program]
glValidateProgram: [void, GLuint program]
glVertexAttrib1f: [void, GLuint index, GLfloat x]
glVertexAttrib1fv: [void, GLuint index, const GLfloat * v]
glVertexAttrib2f: [void, GLuint index, GLfloat x, GLfloat y]
glVertexAttrib2fv: [void, GLuint index, const GLfloat * v]
glVertexAttrib3f: [void, GLuint index, GLfloat x, GLfloat y, GLfloat z]
glVertexAttrib3fv: [void, GLuint index, const GLfloat * v]
glVertexAttrib4f: [void, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w]
glVertexAttrib4fv: [void, GLuint index, const GLfloat * v]
glVertexAttribPointer: [void, GLuint index, GLint size, GLenum type, GLboolean normalized,
GLsizei stride, const GLvoid * pointer]
glViewport: [void, GLint x, GLint y, GLsizei width, GLsizei height]