replicant-frameworks_native/include/GLES/gl.h
The Android Open Source Project 7c1b96a165 Initial Contribution
2008-10-21 07:00:00 -07:00

640 lines
28 KiB
C

/*
* Copyright (C) 2006 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __gl_h_
#define __gl_h_
#include <stdint.h>
#include <sys/types.h>
#ifdef __cplusplus
extern "C" {
#endif
/*****************************************************************************/
typedef int8_t GLbyte; // b
typedef int16_t GLshort; // s
typedef int32_t GLint; // i
typedef ssize_t GLsizei; // i
typedef int32_t GLfixed; // x
typedef int32_t GLclampx; // x
typedef float GLfloat; // f
typedef float GLclampf; // f
typedef uint8_t GLubyte; // ub
typedef uint8_t GLboolean; // ub
typedef uint16_t GLushort; // us
typedef uint32_t GLuint; // ui
typedef unsigned int GLenum; // ui
typedef unsigned int GLbitfield; // ui
typedef void GLvoid;
typedef intptr_t GLintptr;
typedef int GLsizeiptr;
typedef GLintptr GLintptrARB;
typedef GLsizeiptr GLsizeiptrARB;
/*****************************************************************************/
#define GL_VERSION_ES_CM_1_0 1
#define GL_VERSION_ES_CL_1_0 1
#define GL_VERSION_ES_CM_1_1 1
#define GL_VERSION_ES_CL_1_1 1
#define GL_OES_byte_coordinates 1
#define GL_OES_fixed_point 1
#define GL_OES_single_precision 1
#define GL_OES_read_format 1
#define GL_OES_compressed_paletted_texture 1
#define GL_OES_draw_texture 1
#define GL_OES_matrix_get 1
#define GL_OES_query_matrix 1
#define GL_OES_vertex_buffer_object 1
#define GL_OES_point_size_array 1
#define GL_OES_point_sprite 1
#define GL_ARB_texture_non_power_of_two 1
/*****************************************************************************/
/* OpenGL ES 1.0 names */
#define GL_FALSE 0
#define GL_TRUE 1
/* begin mode */
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
/* clear mask */
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_COLOR_BUFFER_BIT 0x00004000
/* enable/disable */
#define GL_FOG 0x0B60
#define GL_LIGHTING 0x0B50
#define GL_TEXTURE_2D 0x0DE1
#define GL_CULL_FACE 0x0B44
#define GL_ALPHA_TEST 0x0BC0
#define GL_BLEND 0x0BE2
#define GL_COLOR_LOGIC_OP 0x0BF2
#define GL_DITHER 0x0BD0
#define GL_STENCIL_TEST 0x0B90
#define GL_DEPTH_TEST 0x0B71
#define GL_POINT_SMOOTH 0x0B10
#define GL_LINE_SMOOTH 0x0B20
#define GL_SCISSOR_TEST 0x0C11
#define GL_COLOR_MATERIAL 0x0B57
#define GL_NORMALIZE 0x0BA1
#define GL_RESCALE_NORMAL 0x803A
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_VERTEX_ARRAY 0x8074
#define GL_NORMAL_ARRAY 0x8075
#define GL_COLOR_ARRAY 0x8076
#define GL_TEXTURE_COORD_ARRAY 0x8078
#define GL_MULTISAMPLE 0x809D
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#define GL_SAMPLE_ALPHA_TO_ONE 0x809F
#define GL_SAMPLE_COVERAGE 0x80A0
/* gets */
#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12
#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
#define GL_MAX_LIGHTS 0x0D31
#define GL_MAX_CLIP_PLANES 0x0D32
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36
#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38
#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_MAX_ELEMENTS_VERTICES 0x80E8
#define GL_MAX_ELEMENTS_INDICES 0x80E9
#define GL_MAX_TEXTURE_UNITS 0x84E2
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
#define GL_SUBPIXEL_BITS 0x0D50
#define GL_RED_BITS 0x0D52
#define GL_GREEN_BITS 0x0D53
#define GL_BLUE_BITS 0x0D54
#define GL_ALPHA_BITS 0x0D55
#define GL_DEPTH_BITS 0x0D56
#define GL_STENCIL_BITS 0x0D57
/* clip planes */
#define GL_CLIP_PLANE0 0x3000
#define GL_CLIP_PLANE1 0x3001
#define GL_CLIP_PLANE2 0x3002
#define GL_CLIP_PLANE3 0x3003
#define GL_CLIP_PLANE4 0x3004
#define GL_CLIP_PLANE5 0x3005
/* errors */
#define GL_NO_ERROR 0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_STACK_OVERFLOW 0x0503
#define GL_STACK_UNDERFLOW 0x0504
#define GL_OUT_OF_MEMORY 0x0505
/* fog */
#define GL_EXP 0x0800
#define GL_EXP2 0x0801
#define GL_FOG_DENSITY 0x0B62
#define GL_FOG_START 0x0B63
#define GL_FOG_END 0x0B64
#define GL_FOG_MODE 0x0B65
#define GL_FOG_COLOR 0x0B66
/* culling */
#define GL_CW 0x0900
#define GL_CCW 0x0901
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
/* hints */
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50
#define GL_POINT_SMOOTH_HINT 0x0C51
#define GL_LINE_SMOOTH_HINT 0x0C52
#define GL_POLYGON_SMOOTH_HINT 0x0C53
#define GL_FOG_HINT 0x0C54
#define GL_GENERATE_MIPMAP_HINT 0x8192
/* lights */
#define GL_LIGHT_MODEL_AMBIENT 0x0B53
#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52
#define GL_AMBIENT 0x1200
#define GL_DIFFUSE 0x1201
#define GL_SPECULAR 0x1202
#define GL_POSITION 0x1203
#define GL_SPOT_DIRECTION 0x1204
#define GL_SPOT_EXPONENT 0x1205
#define GL_SPOT_CUTOFF 0x1206
#define GL_CONSTANT_ATTENUATION 0x1207
#define GL_LINEAR_ATTENUATION 0x1208
#define GL_QUADRATIC_ATTENUATION 0x1209
#define GL_LIGHT0 0x4000
#define GL_LIGHT1 0x4001
#define GL_LIGHT2 0x4002
#define GL_LIGHT3 0x4003
#define GL_LIGHT4 0x4004
#define GL_LIGHT5 0x4005
#define GL_LIGHT6 0x4006
#define GL_LIGHT7 0x4007
/* material */
#define GL_EMISSION 0x1600
#define GL_SHININESS 0x1601
#define GL_AMBIENT_AND_DIFFUSE 0x1602
/* matrix */
#define GL_MODELVIEW 0x1700
#define GL_PROJECTION 0x1701
#define GL_TEXTURE 0x1702
/* types */
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_FLOAT 0x1406
#define GL_FIXED 0x140C
/* pixel formats */
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
/* pixel store */
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_ALIGNMENT 0x0D05
/* pixel types */
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
/* logic op */
#define GL_CLEAR 0x1500 // 0
#define GL_AND 0x1501 // s & d
#define GL_AND_REVERSE 0x1502 // s & ~d
#define GL_COPY 0x1503 // s
#define GL_AND_INVERTED 0x1504 // ~s & d
#define GL_NOOP 0x1505 // d
#define GL_XOR 0x1506 // s ^ d
#define GL_OR 0x1507 // s | d
#define GL_NOR 0x1508 // ~(s | d)
#define GL_EQUIV 0x1509 // ~(s ^ d)
#define GL_INVERT 0x150A // ~d
#define GL_OR_REVERSE 0x150B // s | ~d
#define GL_COPY_INVERTED 0x150C // ~s
#define GL_OR_INVERTED 0x150D // ~s | d
#define GL_NAND 0x150E // ~(s & d)
#define GL_SET 0x150F // 1
/* shade model */
#define GL_FLAT 0x1D00
#define GL_SMOOTH 0x1D01
/* strings */
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
/* stencil */
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
/* alpha & stencil */
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
#define GL_LEQUAL 0x0203
#define GL_GREATER 0x0204
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207
/* blending equation & function */
#define GL_ZERO 0 // SD
#define GL_ONE 1 // SD
#define GL_SRC_COLOR 0x0300 // D
#define GL_ONE_MINUS_SRC_COLOR 0x0301 // D
#define GL_SRC_ALPHA 0x0302 // SD
#define GL_ONE_MINUS_SRC_ALPHA 0x0303 // SD
#define GL_DST_ALPHA 0x0304 // SD
#define GL_ONE_MINUS_DST_ALPHA 0x0305 // SD
#define GL_DST_COLOR 0x0306 // S
#define GL_ONE_MINUS_DST_COLOR 0x0307 // S
#define GL_SRC_ALPHA_SATURATE 0x0308 // S
/* Texture parameter name */
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_GENERATE_MIPMAP 0x8191
#define GL_TEXTURE_CROP_RECT_OES 0x8B9D
/* Texture Filter */
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
/* Texture Wrap Mode */
#define GL_CLAMP 0x2900
#define GL_REPEAT 0x2901
#define GL_CLAMP_TO_EDGE 0x812F
/* Texture Env Mode */
#define GL_REPLACE 0x1E01
#define GL_MODULATE 0x2100
#define GL_DECAL 0x2101
#define GL_ADD 0x0104
/* Texture Env Parameter */
#define GL_TEXTURE_ENV_MODE 0x2200
#define GL_TEXTURE_ENV_COLOR 0x2201
/* Texture Env Target */
#define GL_TEXTURE_ENV 0x2300
/* TMUs */
#define GL_TEXTURE0 0x84C0
#define GL_TEXTURE1 0x84C1
#define GL_TEXTURE2 0x84C2
#define GL_TEXTURE3 0x84C3
#define GL_TEXTURE4 0x84C4
#define GL_TEXTURE5 0x84C5
#define GL_TEXTURE6 0x84C6
#define GL_TEXTURE7 0x84C7
#define GL_TEXTURE8 0x84C8
#define GL_TEXTURE9 0x84C9
#define GL_TEXTURE10 0x84CA
#define GL_TEXTURE11 0x84CB
#define GL_TEXTURE12 0x84CC
#define GL_TEXTURE13 0x84CD
#define GL_TEXTURE14 0x84CE
#define GL_TEXTURE15 0x84CF
#define GL_TEXTURE16 0x84D0
#define GL_TEXTURE17 0x84D1
#define GL_TEXTURE18 0x84D2
#define GL_TEXTURE19 0x84D3
#define GL_TEXTURE20 0x84D4
#define GL_TEXTURE21 0x84D5
#define GL_TEXTURE22 0x84D6
#define GL_TEXTURE23 0x84D7
#define GL_TEXTURE24 0x84D8
#define GL_TEXTURE25 0x84D9
#define GL_TEXTURE26 0x84DA
#define GL_TEXTURE27 0x84DB
#define GL_TEXTURE28 0x84DC
#define GL_TEXTURE29 0x84DD
#define GL_TEXTURE30 0x84DE
#define GL_TEXTURE31 0x84DF
/*****************************************************************************/
/* OpenGL ES 1.1 additions */
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_STATIC_DRAW 0x88E4
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896
#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897
#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898
#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A
/*****************************************************************************/
/* Required extensions */
#define GL_PALETTE4_RGB8_OES 0x8B90
#define GL_PALETTE4_RGBA8_OES 0x8B91
#define GL_PALETTE4_R5_G6_B5_OES 0x8B92
#define GL_PALETTE4_RGBA4_OES 0x8B93
#define GL_PALETTE4_RGB5_A1_OES 0x8B94
#define GL_PALETTE8_RGB8_OES 0x8B95
#define GL_PALETTE8_RGBA8_OES 0x8B96
#define GL_PALETTE8_R5_G6_B5_OES 0x8B97
#define GL_PALETTE8_RGBA4_OES 0x8B98
#define GL_PALETTE8_RGB5_A1_OES 0x8B99
#define GL_IMPLEMENTATION_COLOR_READ_TYPE_OES 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES 0x8B9B
#define GL_POINT_SPRITE_OES 0x8861
#define GL_COORD_REPLACE_OES 0x8862
#define GL_POINT_SIZE_ARRAY_OES 0x8B9C
#define GL_POINT_SIZE_ARRAY_TYPE_OES 0x898A
#define GL_POINT_SIZE_ARRAY_STRIDE_OES 0x898B
#define GL_POINT_SIZE_ARRAY_POINTER_OES 0x898C
#define GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES 0x8B9F
/*****************************************************************************/
/* Extensions */
#define GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES 0x898D
#define GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES 0x898E
#define GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES 0x898F
#define GL_DIRECT_TEXTURE_2D_QUALCOMM 0x7E80
/*****************************************************************************/
/* OpenGL ES 1.0 functions */
void glActiveTexture(GLenum texture);
void glAlphaFunc(GLenum func, GLclampf ref);
void glAlphaFuncx(GLenum func, GLclampx ref);
void glBindTexture(GLenum target, GLuint texture);
void glBlendFunc(GLenum sfactor, GLenum dfactor);
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 glClearDepthf(GLclampf depth);
void glClearDepthx(GLclampx depth);
void glClearStencil(GLint s);
void glClientActiveTexture(GLenum texture);
void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void glColor4x(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha);
void glColorMask(GLboolean r, GLboolean g, GLboolean b, GLboolean a);
void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr);
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLint border,
GLsizei imageSize, const GLvoid *data);
void glCompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLsizei imageSize,
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);
void glCullFace(GLenum mode);
void glDeleteTextures(GLsizei n, const GLuint *textures);
void glDepthFunc(GLenum func);
void glDepthMask(GLboolean flag);
void glDepthRangef(GLclampf zNear, GLclampf zFar);
void glDepthRangex(GLclampx zNear, GLclampx zFar);
void glDisable(GLenum cap);
void glDisableClientState(GLenum array);
void glDrawArrays(GLenum mode, GLint first, GLsizei count);
void glDrawElements(GLenum mode, GLsizei count,
GLenum type, const GLvoid *indices);
void glEnable(GLenum cap);
void glEnableClientState(GLenum array);
void glFinish(void);
void glFlush(void);
void glFogf(GLenum pname, GLfloat param);
void glFogfv(GLenum pname, const GLfloat *params);
void glFogx(GLenum pname, GLfixed param);
void glFogxv(GLenum pname, const GLfixed *params);
void glFrontFace(GLenum mode);
void glFrustumf(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 glGenTextures(GLsizei n, GLuint *textures);
GLenum glGetError(void);
void glGetIntegerv(GLenum pname, GLint *params);
const GLubyte * glGetString(GLenum name);
void glHint(GLenum target, GLenum mode);
void glLightModelf(GLenum pname, GLfloat param);
void glLightModelfv(GLenum pname, const GLfloat *params);
void glLightModelx(GLenum pname, GLfixed param);
void glLightModelxv(GLenum pname, const GLfixed *params);
void glLightf(GLenum light, GLenum pname, GLfloat param);
void glLightfv(GLenum light, GLenum pname, const GLfloat *params);
void glLightx(GLenum light, GLenum pname, GLfixed param);
void glLightxv(GLenum light, GLenum pname, const GLfixed *params);
void glLineWidth(GLfloat width);
void glLineWidthx(GLfixed width);
void glLoadIdentity(void);
void glLoadMatrixf(const GLfloat *m);
void glLoadMatrixx(const GLfixed *m);
void glLogicOp(GLenum opcode);
void glMaterialf(GLenum face, GLenum pname, GLfloat param);
void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params);
void glMaterialx(GLenum face, GLenum pname, GLfixed param);
void glMaterialxv(GLenum face, GLenum pname, const GLfixed *params);
void glMatrixMode(GLenum mode);
void glMultMatrixf(const GLfloat *m);
void glMultMatrixx(const GLfixed *m);
void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
void glMultiTexCoord4x(GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q);
void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz);
void glNormal3x(GLfixed nx, GLfixed ny, GLfixed nz);
void glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer);
void glOrthof( 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 glPixelStorei(GLenum pname, GLint param);
void glPointSize(GLfloat size);
void glPointSizex(GLfixed size);
void glPolygonOffset(GLfloat factor, GLfloat units);
void glPolygonOffsetx(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 glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
void glRotatex(GLfixed angle, GLfixed x, GLfixed y, GLfixed z);
void glSampleCoverage(GLclampf value, GLboolean invert);
void glSampleCoveragex(GLclampx value, GLboolean invert);
void glScalef(GLfloat x, GLfloat y, GLfloat z);
void glScalex(GLfixed x, GLfixed y, GLfixed z);
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
void glShadeModel(GLenum mode);
void glStencilFunc(GLenum func, GLint ref, GLuint mask);
void glStencilMask(GLuint mask);
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
void glTexCoordPointer( GLint size, GLenum type,
GLsizei stride, const GLvoid *pointer);
void glTexEnvf(GLenum target, GLenum pname, GLfloat param);
void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params);
void glTexEnvx(GLenum target, GLenum pname, GLfixed param);
void glTexEnvxv(GLenum target, GLenum pname, const GLfixed *params);
void glTexImage2D( GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLint border, GLenum format,
GLenum type, const GLvoid *pixels);
void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
void glTexParameterx(GLenum target, GLenum pname, GLfixed param);
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 glVertexPointer( GLint size, GLenum type,
GLsizei stride, const GLvoid *pointer);
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
/*****************************************************************************/
/* OpenGL ES 1.1 functions */
void glClipPlanef(GLenum plane, const GLfloat* equation);
void glClipPlanex(GLenum plane, const GLfixed* equation);
void glBindBuffer(GLenum target, GLuint buffer);
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
void glDeleteBuffers(GLsizei n, const GLuint* buffers);
void glGenBuffers(GLsizei n, GLuint* buffers);
void glGetBooleanv(GLenum pname, GLboolean *params);
void glGetFixedv(GLenum pname, GLfixed *params);
void glGetFloatv(GLenum pname, GLfloat *params);
void glGetPointerv(GLenum pname, void **params);
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
void glGetClipPlanef(GLenum pname, GLfloat eqn[4]);
void glGetClipPlanex(GLenum pname, GLfixed eqn[4]);
void glGetLightxv(GLenum light, GLenum pname, GLfixed *params);
void glGetLightfv(GLenum light, GLenum pname, GLfloat *params);
void glGetMaterialxv(GLenum face, GLenum pname, GLfixed *params);
void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params);
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 glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params);
void glGetTexParameterxv(GLenum target, GLenum pname, GLfixed *params);
GLboolean glIsBuffer(GLuint buffer);
GLboolean glIsEnabled(GLenum cap);
GLboolean glIsTexture(GLuint texture);
void glPointParameterf(GLenum pname, GLfloat param);
void glPointParameterfv(GLenum pname, const GLfloat *params);
void glPointParameterx(GLenum pname, GLfixed param);
void glPointParameterxv(GLenum pname, const GLfixed *params);
void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
void glTexEnvi(GLenum target, GLenum pname, GLint param);
void glTexEnviv(GLenum target, GLenum pname, const GLint *params);
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params);
void glTexParameteri(GLenum target, GLenum pname, GLint param);
void glTexParameterxv(GLenum target, GLenum pname, const GLfixed *params);
/*****************************************************************************/
/* Required extensions functions */
void glPointSizePointerOES(GLenum type, GLsizei stride, const GLvoid *pointer);
/*****************************************************************************/
/* Extensions functions */
void glDrawTexsOES(GLshort x , GLshort y, GLshort z, GLshort w, GLshort h);
void glDrawTexiOES(GLint x, GLint y, GLint z, GLint w, GLint h);
void glDrawTexfOES(GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLfloat h);
void glDrawTexxOES(GLfixed x, GLfixed y, GLfixed z, GLfixed w, GLfixed h);
void glDrawTexsvOES(const GLshort* coords);
void glDrawTexivOES(const GLint* coords);
void glDrawTexfvOES(const GLfloat* coords);
void glDrawTexxvOES(const GLfixed* coords);
GLbitfield glQueryMatrixxOES(GLfixed* mantissa, GLint* exponent);
/* called by dalvik */
void glColorPointerBounds(GLint size, GLenum type, GLsizei stride,
const GLvoid *ptr, GLsizei count);
void glNormalPointerBounds(GLenum type, GLsizei stride,
const GLvoid *pointer, GLsizei count);
void glTexCoordPointerBounds(GLint size, GLenum type,
GLsizei stride, const GLvoid *pointer, GLsizei count);
void glVertexPointerBounds(GLint size, GLenum type,
GLsizei stride, const GLvoid *pointer, GLsizei count);
#ifdef __cplusplus
}
#endif
#endif /* __gl_h_ */