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/** Part of <code>GL_ARB_separate_shader_objects</code>, <code>GL_EXT_separate_shader_objects</code> */
public static final int GL_ALL_SHADER_BITS = 0xFFFFFFFF ;
/** 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 */
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