diff options
Diffstat (limited to 'make/config/jogl/gl-if-CustomJavaCode-gl2_es2.java')
-rw-r--r-- | make/config/jogl/gl-if-CustomJavaCode-gl2_es2.java | 46 |
1 files changed, 46 insertions, 0 deletions
diff --git a/make/config/jogl/gl-if-CustomJavaCode-gl2_es2.java b/make/config/jogl/gl-if-CustomJavaCode-gl2_es2.java new file mode 100644 index 000000000..1599a89ca --- /dev/null +++ b/make/config/jogl/gl-if-CustomJavaCode-gl2_es2.java @@ -0,0 +1,46 @@ + + /** 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 */ |