!gles12tr_internal # OpenGL functions that are used only internally by the the GLES1->2 translator %typedef GLvoid* GLvoidptr; %typedef const GLubyte* constGLubyte; void glActiveTexture( GLenum texture); void glAlphaFunc( GLenum func, GLclampf ref); void glAlphaFuncx( GLenum func, GLclampx ref); void glAlphaFuncxOES( GLenum func, GLclampx ref); void glAttachShader( GLuint program, GLuint shader); void glBindAttribLocation( GLuint program, GLuint index, const GLchar* name); void glBindBuffer( GLenum target, GLuint buffer); void glBindFramebuffer( GLenum target, GLuint framebuffer); void glBindFramebufferOES( GLenum target, GLuint framebuffer); void glBindRenderbuffer( GLenum target, GLuint renderbuffer); void glBindRenderbufferOES( GLenum target, GLuint renderbuffer); void glBindTexture( GLenum target, GLuint texture); void glBlendColor( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void glBlendEquation( GLenum mode); void glBlendEquationOES( GLenum mode); void glBlendEquationSeparate( GLenum modeRGB, GLenum modeAlpha); void glBlendEquationSeparateOES( GLenum modeRGB, GLenum modeAlpha); void glBlendFunc( GLenum sfactor, GLenum dfactor); void glBlendFuncSeparate( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); void glBlendFuncSeparateOES( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); void glBufferData( GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage); void glBufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data); GLenum glCheckFramebufferStatus( GLenum target); GLenum glCheckFramebufferStatusOES( GLenum target); void glClear( GLbitfield mask); void glClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void glClearColorx( GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha); void glClearColorxOES( GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha); void glClearDepthf( GLfloat depth); void glClearDepthfOES( GLclampf depth); void glClearDepthx( GLclampx depth); void glClearDepthxOES( GLclampx depth); void glClearStencil( GLint s); void glClientActiveTexture( GLenum texture); void glClipPlanef( GLenum pname, const GLfloat* equation); void glClipPlanefOES( GLenum pname, const GLfloat* equation); void glClipPlanex( GLenum pname, const GLfixed* equation); void glClipPlanexOES( GLenum pname, const GLfixed* equation); void glColor4f( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void glColor4fv( const GLfloat* components); void glColor4ub( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); void glColor4ubv( const GLubyte* components); void glColor4x( GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); void glColor4xOES( GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); void glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void glColorPointer( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer); void glColorPointerBounds( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer, GLsizei count); void glCompileShader( GLuint shader); void glCompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei image_size, const GLvoid* data); void glCompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei image_size, const GLvoid* data); void glCopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void glCopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLuint glCreateProgram(void); GLuint glCreateShader( GLenum type); void glCullFace( GLenum mode); void glCurrentPaletteMatrixOES( GLuint index); void glDeleteBuffers( GLsizei n, const GLuint* buffers); void glDeleteFramebuffers( GLsizei n, const GLuint* framebuffers); void glDeleteFramebuffersOES( GLsizei n, const GLuint* framebuffers); void glDeleteProgram( GLuint program); void glDeleteRenderbuffers( GLsizei n, const GLuint* renderbuffers); void glDeleteRenderbuffersOES( GLsizei n, const GLuint* renderbuffers); void glDeleteShader( GLuint shader); void glDeleteTextures( GLsizei n, const GLuint* textures); void glDepthFunc( GLenum func); void glDepthMask( GLboolean flag); void glDepthRangef( GLclampf zNear, GLclampf zFar); void glDepthRangefOES( GLclampf zNear, GLclampf zFar); void glDepthRangex( GLclampx zNear, GLclampx zFar); void glDepthRangexOES( GLclampx zNear, GLclampx zFar); void glDetachShader( GLuint program, GLuint shader); void glDisable( GLenum cap); void glDisableClientState( GLenum cap); void glDisableVertexAttribArray( GLuint index); void glDrawArrays( GLenum mode, GLint first, GLsizei count); void glDrawElements( GLenum mode, GLsizei count, GLenum type, const GLvoid* indices); void glDrawTexfOES( GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height); void glDrawTexfvOES( const GLfloat* coords); void glDrawTexiOES( GLint x, GLint y, GLint z, GLint width, GLint height); void glDrawTexivOES( const GLint* coords); void glDrawTexsOES( GLshort x, GLshort y, GLshort z, GLshort width, GLshort height); void glDrawTexsvOES( const GLshort* coords); void glDrawTexxOES( GLfixed x, GLfixed y, GLfixed z, GLfixed width, GLfixed height); void glDrawTexxvOES( const GLfixed* coords); void glEGLImageTargetRenderbufferStorageOES( GLenum target, GLeglImageOES buffer); void glEGLImageTargetTexture2DOES( GLenum target, GLeglImageOES buffer); void glEnable( GLenum cap); void glEnableClientState( GLenum cap); void glEnableVertexAttribArray( GLuint index); void glFinish(void); void glFlush(void); void glFogf( GLenum name, GLfloat param); void glFogfv( GLenum name, const GLfloat* params); void glFogx( GLenum pname, GLfixed param); void glFogxOES( GLenum pname, GLfixed param); void glFogxv( GLenum pname, const GLfixed* params); void glFogxvOES( GLenum pname, const GLfixed* params); void glFramebufferRenderbuffer( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void glFramebufferRenderbufferOES( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void glFramebufferTexture2D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void glFramebufferTexture2DOES( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void glFrontFace( GLenum mode); void glFrustumf( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar); void glFrustumfOES( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar); void glFrustumx( GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar); void glFrustumxOES( GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar); void glGenBuffers( GLsizei n, GLuint* buffers); void glGenFramebuffers( GLsizei n, GLuint* framebuffers); void glGenFramebuffersOES( GLsizei n, GLuint* framebuffers); void glGenRenderbuffers( GLsizei n, GLuint* renderbuffers); void glGenRenderbuffersOES( GLsizei n, GLuint* renderbuffers); void glGenTextures( GLsizei n, GLuint* textures); void glGenerateMipmap( GLenum target); void glGenerateMipmapOES( GLenum target); void glGetActiveAttrib( GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); void glGetActiveUniform( GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); void glGetAttachedShaders( GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); GLint glGetAttribLocation( GLuint program, const GLchar* name); void glGetBooleanv( GLenum pname, GLboolean* params); void glGetBufferParameteriv( GLenum target, GLenum pname, GLint* params); void glGetClipPlanef( GLenum pname, GLfloat* eqn); void glGetClipPlanefOES( GLenum pname, GLfloat* eqn); void glGetClipPlanex( GLenum pname, GLfixed* eqn); void glGetClipPlanexOES( GLenum pname, GLfixed* eqn); GLenum glGetError(void); void glGetFixedv( GLenum pname, GLfixed* params); void glGetFixedvOES( GLenum pname, GLfixed* params); void glGetFloatv( GLenum pname, GLfloat* params); void glGetFramebufferAttachmentParameteriv( GLenum target, GLenum attachment, GLenum pname, GLint* params); void glGetFramebufferAttachmentParameterivOES( GLenum target, GLenum attachment, GLenum pname, GLint* params); void glGetIntegerv( GLenum pname, GLint* params); void glGetLightfv( GLenum lightid, GLenum name, GLfloat* params); void glGetLightxv( GLenum light, GLenum pname, GLfixed* params); void glGetLightxvOES( GLenum light, GLenum pname, GLfixed* params); void glGetMaterialfv( GLenum face, GLenum name, GLfloat* params); void glGetMaterialxv( GLenum face, GLenum pname, GLfixed* params); void glGetMaterialxvOES( GLenum face, GLenum pname, GLfixed* params); void glGetPointerv( GLenum pname, void** params); void glGetProgramInfoLog( GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); void glGetProgramiv( GLuint program, GLenum pname, GLint* params); void glGetRenderbufferParameteriv( GLenum target, GLenum pname, GLint* params); void glGetRenderbufferParameterivOES( GLenum target, GLenum pname, GLint* params); void glGetShaderInfoLog( GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); void glGetShaderPrecisionFormat( GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); void glGetShaderSource( GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); void glGetShaderiv( GLuint shader, GLenum pname, GLint* params); constGLubyte glGetString( GLenum name); void glGetTexEnvfv( GLenum env, GLenum pname, GLfloat* params); void glGetTexEnviv( GLenum env, GLenum pname, GLint* params); void glGetTexEnvxv( GLenum env, GLenum pname, GLfixed* params); void glGetTexEnvxvOES( GLenum env, GLenum pname, GLfixed* params); void glGetTexParameterfv( GLenum target, GLenum pname, GLfloat* params); void glGetTexParameteriv( GLenum target, GLenum pname, GLint* params); void glGetTexParameterxv( GLenum target, GLenum pname, GLfixed* params); void glGetTexParameterxvOES( GLenum target, GLenum pname, GLfixed* params); void glGetUniformfv( GLuint program, GLint location, GLfloat* params); void glGetUniformiv( GLuint program, GLint location, GLint* params); GLint glGetUniformLocation( GLuint program, const GLchar* name); void glGetVertexAttribPointerv( GLuint index, GLenum pname, GLvoid** pointer); void glGetVertexAttribfv( GLuint index, GLenum pname, GLfloat* params); void glGetVertexAttribiv( GLuint index, GLenum pname, GLint* params); void glHint( GLenum target, GLenum mode); GLboolean glIsBuffer( GLuint buffer); GLboolean glIsEnabled( GLenum cap); GLboolean glIsFramebuffer( GLuint framebuffer); GLboolean glIsFramebufferOES( GLuint framebuffer); GLboolean glIsProgram( GLuint program); GLboolean glIsRenderbuffer( GLuint renderbuffer); GLboolean glIsRenderbufferOES( GLuint renderbuffer); GLboolean glIsShader( GLuint shader); GLboolean glIsTexture( GLuint texture); void glLightModelf( GLenum name, GLfloat param); void glLightModelfv( GLenum name, const GLfloat* params); void glLightModelx( GLenum pname, GLfixed param); void glLightModelxOES( GLenum pname, GLfixed param); void glLightModelxv( GLenum pname, const GLfixed* params); void glLightModelxvOES( GLenum pname, const GLfixed* params); void glLightf( GLenum lightid, GLenum name, GLfloat param); void glLightfv( GLenum lightid, GLenum name, const GLfloat* params); void glLightx( GLenum light, GLenum pname, GLfixed param); void glLightxOES( GLenum light, GLenum pname, GLfixed param); void glLightxv( GLenum light, GLenum pname, const GLfixed* params); void glLightxvOES( GLenum light, GLenum pname, const GLfixed* params); void glLineWidth( GLfloat width); void glLineWidthx( GLfixed width); void glLineWidthxOES( GLfixed width); void glLinkProgram( GLuint program); void glLoadIdentity(void); void glLoadMatrixf( const GLfloat* m); void glLoadMatrixx( const GLfixed* m); void glLoadMatrixxOES( const GLfixed* m); void glLoadPaletteFromModelViewMatrixOES(void); GLvoidptr glMapTexSubImage2DCHROMIUM( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLenum access); void glMaterialf( GLenum face, GLenum name, GLfloat param); void glMaterialfv( GLenum face, GLenum name, const GLfloat* params); void glMaterialx( GLenum face, GLenum pname, GLfixed param); void glMaterialxOES( GLenum face, GLenum pname, GLfixed param); void glMaterialxv( GLenum face, GLenum pname, const GLfixed* params); void glMaterialxvOES( GLenum face, GLenum pname, const GLfixed* params); void glMatrixMode( GLenum mode); void glMatrixIndexPointerOES( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer); void glMatrixIndexPointerOESBounds( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer, GLsizei count); void glMultMatrixf( const GLfloat* m); void glMultMatrixx( const GLfixed* m); void glMultMatrixxOES( const GLfixed* m); void glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz); void glNormal3fv( const GLfloat* coords); void glNormal3sv( const GLshort* coords); void glNormal3x( GLfixed nx, GLfixed ny, GLfixed nz); void glNormal3xOES( GLfixed nx, GLfixed ny, GLfixed nz); void glNormalPointer( GLenum type, GLsizei stride, const GLvoid* pointer); void glNormalPointerBounds( GLenum type, GLsizei stride, const GLvoid* pointer, GLsizei count); void glOrthof( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat z_near, GLfloat z_far); void glOrthofOES( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar); void glOrthox( GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar); void glOrthoxOES( GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar); void glPixelStorei( GLenum pname, GLint param); void glPointParameterf( GLenum pname, GLfloat param); void glPointParameterfv( GLenum pname, const GLfloat* params); void glPointParameterx( GLenum pname, GLfixed param); void glPointParameterxOES( GLenum pname, GLfixed param); void glPointParameterxv( GLenum pname, const GLfixed* params); void glPointParameterxvOES( GLenum pname, const GLfixed* params); void glPointSize( GLfloat size); void glPointSizex( GLfixed size); void glPointSizexOES( GLfixed size); void glPointSizePointerOES( GLenum type, GLsizei stride, const GLvoid* pointer); void glPointSizePointer( GLenum type, GLsizei stride, const GLvoid* pointer); void glPointSizePointerOESBounds( GLenum type, GLsizei stride, const GLvoid* pointer, GLsizei count); void glPolygonOffset( GLfloat factor, GLfloat units); void glPolygonOffsetx( GLfixed factor, GLfixed units); void glPolygonOffsetxOES( GLfixed factor, GLfixed units); void glPopMatrix(void); void glPushMatrix(void); void glReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels); void glReleaseShaderCompiler(void); void glRenderbufferStorage( GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void glRenderbufferStorageOES( GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void glRotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z); void glRotatex( GLfixed angle, GLfixed x, GLfixed y, GLfixed z); void glRotatexOES( GLfixed angle, GLfixed x, GLfixed y, GLfixed z); void glSampleCoverage( GLclampf value, GLboolean invert); void glSampleCoveragex( GLclampx value, GLboolean invert); void glSampleCoveragexOES( GLclampx value, GLboolean invert); void glScalef( GLfloat x, GLfloat y, GLfloat z); void glScalex( GLfixed x, GLfixed y, GLfixed z); void glScalexOES( GLfixed x, GLfixed y, GLfixed z); void glScissor( GLint x, GLint y, GLsizei width, GLsizei height); void glShadeModel( GLenum mode); void glShaderSource( GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length); void glStencilFunc( GLenum func, GLint ref, GLuint mask); void glStencilFuncSeparate( GLenum face, GLenum func, GLint ref, GLuint mask); void glStencilMask( GLuint mask); void glStencilMaskSeparate( GLenum face, GLuint mask); void glStencilOp( GLenum sfail, GLenum zfail, GLenum zpass); void glStencilOpSeparate( GLenum face, GLenum sfail, GLenum zfail, GLenum zpass); void glTexCoordPointer( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer); void glTexCoordPointerBounds( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer, GLsizei count); void glTexEnvf( GLenum target, GLenum pname, GLfloat param); void glTexEnvfv( GLenum target, GLenum pname, const GLfloat* params); void glTexEnvi( GLenum target, GLenum pname, GLint param); void glTexEnviv( GLenum target, GLenum pname, const GLint* params); void glTexEnvx( GLenum target, GLenum pname, GLfixed param); void glTexEnvxOES( GLenum target, GLenum pname, GLfixed param); void glTexEnvxv( GLenum target, GLenum pname, const GLfixed* params); void glTexEnvxvOES( GLenum target, GLenum pname, const GLfixed* params); void glTexGeniOES( GLenum coord, GLenum pname, GLint param); void glTexGenivOES( GLenum coord, GLenum pname, const GLint* params); void glTexGenxOES( GLenum coord, GLenum pname, GLfixed param); void glTexGenxvOES( GLenum coord, GLenum pname, const GLfixed* params); void glTexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels); void glTexParameterf( GLenum target, GLenum pname, GLfloat param); void glTexParameterfv( GLenum target, GLenum pname, const GLfloat* params); void glTexParameteri( GLenum target, GLenum pname, GLint param); void glTexParameteriv( GLenum target, GLenum pname, const GLint* params); void glTexParameterx( GLenum target, GLenum pname, GLfixed param); void glTexParameterxOES( GLenum target, GLenum pname, GLfixed param); void glTexParameterxv( GLenum target, GLenum pname, const GLfixed* params); void glTexParameterxvOES( GLenum target, GLenum pname, const GLfixed* params); void glTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels); void glTranslatef( GLfloat x, GLfloat y, GLfloat z); void glTranslatex( GLfixed x, GLfixed y, GLfixed z); void glTranslatexOES( GLfixed x, GLfixed y, GLfixed z); void glUniform1f( GLint location, GLfloat x); void glUniform1fv( GLint location, GLsizei count, const GLfloat* v); void glUniform1i( GLint location, GLint x); void glUniform1iv( GLint location, GLsizei count, const GLint* v); void glUniform2f( GLint location, GLfloat x, GLfloat y); void glUniform2fv( GLint location, GLsizei count, const GLfloat* v); void glUniform2i( GLint location, GLint x, GLint y); void glUniform2iv( GLint location, GLsizei count, const GLint* v); void glUniform3f( GLint location, GLfloat x, GLfloat y, GLfloat z); void glUniform3fv( GLint location, GLsizei count, const GLfloat* v); void glUniform3i( GLint location, GLint x, GLint y, GLint z); void glUniform3iv( GLint location, GLsizei count, const GLint* v); void glUniform4f( GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glUniform4fv( GLint location, GLsizei count, const GLfloat* v); void glUniform4i( GLint location, GLint x, GLint y, GLint z, GLint w); void glUniform4iv( GLint location, GLsizei count, const GLint* v); void glUniformMatrix2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUniformMatrix3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUniformMatrix4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUnmapTexSubImage2DCHROMIUM( const GLvoid* mem); void glUseProgram( GLuint program); void glValidateProgram( GLuint program); void glVertexAttrib1f( GLuint indx, GLfloat x); void glVertexAttrib1fv( GLuint indx, const GLfloat* values); void glVertexAttrib2f( GLuint indx, GLfloat x, GLfloat y); void glVertexAttrib2fv( GLuint indx, const GLfloat* values); void glVertexAttrib3f( GLuint indx, GLfloat x, GLfloat y, GLfloat z); void glVertexAttrib3fv( GLuint indx, const GLfloat* values); void glVertexAttrib4f( GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glVertexAttrib4fv( GLuint indx, const GLfloat* values); void glVertexAttribPointer( GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* pointer); void glVertexPointer( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer); void glVertexPointerBounds( GLint size, GLenum type, GLsizei stride, GLvoid* pointer, GLsizei count); void glViewport( GLint x, GLint y, GLsizei width, GLsizei height); void glWeightPointerOES( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer); void glWeightPointerOESBounds( GLint size, GLenum type, GLsizei stride, const GLvoid* pointer, GLsizei count);