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authorSven Gothel <[email protected]>2010-08-24 02:39:14 +0200
committerSven Gothel <[email protected]>2010-08-24 02:39:14 +0200
commitca119c97340caf325cd682c5fdbe8f794a35ac0e (patch)
tree3ad60aff37fe6e6167db14c3f3f4fcbf36e6a535 /make/config/jogl/gl-if-CustomJavaCode-gl2_es2.java
parent8d55c437547a697b7d0bd4dd81b6669209cf912f (diff)
Add OpenGL 3.3, 4.0 and 4.1 language mapping.
- Update header: - GL/glext.h to khronos 2010-08-03 - GL3/gl3.h to khronos 2010-08-03 - Move platform code to GL/glplatform.h GL3/glplatform.h - Unify 64bit typedefs: gl-64bit-types.h - Move GL 3.[123] and 4.[01] complete subsumed extension enums and functions into their extension spec and just reference them. This ensures proper extension availability via lower OpenGL profiles, hence a proper GL2GL3 interface. - GL3/GL4 cleanup: - make-glextension-depignore.sh: determine required GL version for extensions for proper positioning, ie GL2GL3 or GL3 or GL4 via gluegen IgnoreExtension commands. - use ARB_ES2_compatibility for common GL2ES2 methods, if available - consolidated gl2-gl4 subsumed extension to gl-common.cfg - Missing GL3/GL4 Functions: glMultiDrawElementsBaseVertex glDebugMessageCallbackARB glDebugMessageCallbackAMD - TODO (new feature integration): - ARB_ES2_compatibility / ARB_get_program_binary for com/jogamp/opengl/util/glsl, ie - store binaries com/jogamp/opengl/util/glsl/sdk/CompileShader* - query supported binary formats (enums ?) - optional prio binaries - ARB_ES2_compatibility, if available GLES2/GL2ES12 would be available - ARB_separate_shader_objects for com/jogamp/opengl/util/glsl, ie - swizzle vertex/fragment shader in programs - ..
Diffstat (limited to 'make/config/jogl/gl-if-CustomJavaCode-gl2_es2.java')
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diff --git a/make/config/jogl/gl-if-CustomJavaCode-gl2_es2.java b/make/config/jogl/gl-if-CustomJavaCode-gl2_es2.java
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+++ b/make/config/jogl/gl-if-CustomJavaCode-gl2_es2.java
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+
+ /** Start: GL_ARB_ES2_compatibility functions, which are part of ES2 core as well */
+
+ /** Entry point to C language function:
+ * <code> void {@native glReleaseShaderCompiler}(void); </code>
+ * <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>.
+ * <br> Nop if no native implementation is available. */
+ public void glReleaseShaderCompiler();
+
+ /** Entry point to C language function:
+ * <code> void {@native glShaderBinary}(GLint n, const GLuint * shaders, GLenum binaryformat, const void * binary, GLint length); </code>
+ * <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>.
+ * <br> Throws GLException if no native implementation is available. */
+ public void glShaderBinary(int n, IntBuffer shaders, int binaryformat, Buffer binary, int length);
+
+ /** Entry point to C language function:
+ * <code> void {@native glShaderBinary}(GLint n, const GLuint * shaders, GLenum binaryformat, const void * binary, GLint length); </code>
+ * <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>.
+ * <br> Throws GLException if no native implementation is available. */
+ public void glShaderBinary(int n, int[] shaders, int shaders_offset, int binaryformat, Buffer binary, int length);
+
+ /** Entry point to C language function:
+ * <code> void {@native glGetShaderPrecisionFormat}(GLenum shadertype, GLenum precisiontype, GLint * range, GLint * precision); </code>
+ * <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>.
+ * <br> Throws GLException if no native implementation is available. */
+ public void glGetShaderPrecisionFormat(int shadertype, int precisiontype, IntBuffer range, IntBuffer precision);
+
+ /** Entry point to C language function:
+ * <code> void {@native glGetShaderPrecisionFormat}(GLenum shadertype, GLenum precisiontype, GLint * range, GLint * precision); </code>
+ * <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>.
+ * <br> Throws GLException if no native implementation is available. */
+ public void glGetShaderPrecisionFormat(int shadertype, int precisiontype, int[] range, int range_offset, int[] precision, int precision_offset);
+
+ /** Entry point to C language function:
+ * <code> void {@native glDepthRangef}(GLclampf zNear, GLclampf zFar); </code>
+ * <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>.
+ * <br> Calls <code> void {@native glDepthRange}(GLclampd zNear, GLclampd zFar); </code> if no native implementation is available. */
+ public void glDepthRangef(float zNear, float zFar);
+
+ /** Entry point to C language function:
+ * <code> void {@native glClearDepthf}(GLclampf depth); </code>
+ * <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>.
+ * <br> Calls <code> void {@native glClearDepth}(GLclampd depth); </code> if no native implementation is available. */
+ public void glClearDepthf(float depth);
+
+ /** End: GL_ARB_ES2_compatibility functions, which are part of ES2 core as well */