80 lines
3.0 KiB
Java
80 lines
3.0 KiB
Java
/*
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* Copyright (c) 2002-2008 LWJGL Project
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'LWJGL' nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package org.lwjgl.opengl;
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import org.lwjgl.util.generator.*;
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import java.nio.ByteBuffer;
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import java.nio.IntBuffer;
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public interface ARB_ES2_compatibility {
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/**
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* Accepted by the <value> parameter of GetBooleanv, GetIntegerv,
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* GetInteger64v, GetFloatv, and GetDoublev:
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*/
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int GL_SHADER_COMPILER = 0x8DFA,
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GL_NUM_SHADER_BINARY_FORMATS = 0x8DF9,
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GL_MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB,
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GL_MAX_VARYING_VECTORS = 0x8DFC,
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GL_MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD,
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GL_IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A,
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GL_IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B;
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/** Accepted by the <type> parameter of VertexAttribPointer: */
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int GL_FIXED = 0x140C;
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/**
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* Accepted by the <precisiontype> parameter of
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* GetShaderPrecisionFormat:
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*/
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int GL_LOW_FLOAT = 0x8DF0,
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GL_MEDIUM_FLOAT = 0x8DF1,
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GL_HIGH_FLOAT = 0x8DF2,
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GL_LOW_INT = 0x8DF3,
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GL_MEDIUM_INT = 0x8DF4,
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GL_HIGH_INT = 0x8DF5;
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void glReleaseShaderCompiler();
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void glShaderBinary(@AutoSize("shaders") @GLsizei int count, @Const @GLuint IntBuffer shaders,
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@GLenum int binaryformat, @Const @GLvoid ByteBuffer binary, @AutoSize("binary") @GLsizei int length);
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void glGetShaderPrecisionFormat(@GLenum int shadertype, @GLenum int precisiontype,
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@OutParameter @Check("2") IntBuffer range,
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@OutParameter @Check("1") IntBuffer precision);
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void glDepthRangef(@GLclampf float n, @GLclampf float f);
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void glClearDepthf(@GLclampf float d);
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} |