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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 */