lwjgl/src/templates/org/lwjgl/opengl/ARB_ES2_compatibility.java

80 lines
3.0 KiB
Java

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