Files
stgsharp/StgSharp.Common/Graphics/OpenGL/glFunction.v4_0.cs
T

279 lines
10 KiB
C#

// <auto-generated>
// Generated by StgSharp.GenerateGL on 2025-12-29 08:55:37Z
// Version: 4.0
// </auto-generated>
using System;
using System.Runtime.CompilerServices;
using StgSharp.Graphics.OpenGL;
namespace StgSharp.Graphics.OpenGL
{
public unsafe partial class OpenGLFunction
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void BindTransformFeedback(uint target, uint id)
{
Context.glBindTransformFeedback(target, id);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void BlendEquationSeparatei(uint buf, uint modeRGB, uint modeAlpha)
{
Context.glBlendEquationSeparatei(buf, modeRGB, modeAlpha);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void BlendEquationi(uint buf, uint mode)
{
Context.glBlendEquationi(buf, mode);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void BlendFuncSeparatei(uint buf, uint srcRGB, uint dstRGB, uint srcAlpha, uint dstAlpha)
{
Context.glBlendFuncSeparatei(buf, srcRGB, dstRGB, srcAlpha, dstAlpha);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void BlendFunci(uint buf, uint src, uint dst)
{
Context.glBlendFunci(buf, src, dst);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void DeleteTransformFeedbacks(int n, uint* ids)
{
Context.glDeleteTransformFeedbacks(n, ids);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void DrawArraysIndirect(uint mode, IntPtr* indirect)
{
Context.glDrawArraysIndirect(mode, indirect);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void DrawElementsIndirect(uint mode, uint type, IntPtr* indirect)
{
Context.glDrawElementsIndirect(mode, type, indirect);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void DrawTransformFeedback(uint mode, uint id)
{
Context.glDrawTransformFeedback(mode, id);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void DrawTransformFeedbackStream(uint mode, uint id, uint stream)
{
Context.glDrawTransformFeedbackStream(mode, id, stream);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void GenTransformFeedbacks(int n, uint* ids)
{
Context.glGenTransformFeedbacks(n, ids);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void GetActiveSubroutineName(GlHandle program, uint shadertype, uint index, int bufSize, int* length, byte* name)
{
Context.glGetActiveSubroutineName(program.Value, shadertype, index, bufSize, length, name);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void GetActiveSubroutineUniformName(GlHandle program, uint shadertype, uint index, int bufSize, int* length, byte* name)
{
Context.glGetActiveSubroutineUniformName(program.Value, shadertype, index, bufSize, length, name);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void GetActiveSubroutineUniformiv(GlHandle program, uint shadertype, uint index, uint pname, int* values)
{
Context.glGetActiveSubroutineUniformiv(program.Value, shadertype, index, pname, values);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void GetProgramStageiv(GlHandle program, uint shadertype, uint pname, int* values)
{
Context.glGetProgramStageiv(program.Value, shadertype, pname, values);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void GetQueryIndexediv(uint target, uint index, uint pname, int* @params)
{
Context.glGetQueryIndexediv(target, index, pname, @params);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public uint GetSubroutineIndex(GlHandle program, uint shadertype, byte* name)
{
return Context.glGetSubroutineIndex(program.Value, shadertype, name);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public int GetSubroutineUniformLocation(GlHandle program, uint shadertype, byte* name)
{
return Context.glGetSubroutineUniformLocation(program.Value, shadertype, name);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void GetUniformSubroutineuiv(uint shadertype, int location, uint* @params)
{
Context.glGetUniformSubroutineuiv(shadertype, location, @params);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void GetUniformdv(GlHandle program, int location, double* @params)
{
Context.glGetUniformdv(program.Value, location, @params);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public byte IsTransformFeedback(uint id)
{
return Context.glIsTransformFeedback(id);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void MinSampleShading(float value)
{
Context.glMinSampleShading(value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void PatchParameterfv(uint pname, float* values)
{
Context.glPatchParameterfv(pname, values);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void PatchParameteri(uint pname, int value)
{
Context.glPatchParameteri(pname, value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void PauseTransformFeedback()
{
Context.glPauseTransformFeedback();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ResumeTransformFeedback()
{
Context.glResumeTransformFeedback();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Uniform1d(int location, double x)
{
Context.glUniform1d(location, x);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Uniform1dv(int location, int count, double* value)
{
Context.glUniform1dv(location, count, value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Uniform2d(int location, double x, double y)
{
Context.glUniform2d(location, x, y);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Uniform2dv(int location, int count, double* value)
{
Context.glUniform2dv(location, count, value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Uniform3d(int location, double x, double y, double z)
{
Context.glUniform3d(location, x, y, z);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Uniform3dv(int location, int count, double* value)
{
Context.glUniform3dv(location, count, value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Uniform4d(int location, double x, double y, double z, double w)
{
Context.glUniform4d(location, x, y, z, w);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Uniform4dv(int location, int count, double* value)
{
Context.glUniform4dv(location, count, value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UniformMatrix2dv(int location, int count, byte transpose, double* value)
{
Context.glUniformMatrix2dv(location, count, transpose, value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UniformMatrix2x3dv(int location, int count, byte transpose, double* value)
{
Context.glUniformMatrix2x3dv(location, count, transpose, value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UniformMatrix2x4dv(int location, int count, byte transpose, double* value)
{
Context.glUniformMatrix2x4dv(location, count, transpose, value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UniformMatrix3dv(int location, int count, byte transpose, double* value)
{
Context.glUniformMatrix3dv(location, count, transpose, value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UniformMatrix3x2dv(int location, int count, byte transpose, double* value)
{
Context.glUniformMatrix3x2dv(location, count, transpose, value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UniformMatrix3x4dv(int location, int count, byte transpose, double* value)
{
Context.glUniformMatrix3x4dv(location, count, transpose, value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UniformMatrix4dv(int location, int count, byte transpose, double* value)
{
Context.glUniformMatrix4dv(location, count, transpose, value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UniformMatrix4x2dv(int location, int count, byte transpose, double* value)
{
Context.glUniformMatrix4x2dv(location, count, transpose, value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UniformMatrix4x3dv(int location, int count, byte transpose, double* value)
{
Context.glUniformMatrix4x3dv(location, count, transpose, value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UniformSubroutinesuiv(uint shadertype, int count, uint* indices)
{
Context.glUniformSubroutinesuiv(shadertype, count, indices);
}
}
}