pub struct GLCore {Show 19 fields
pub version_1_0: Version10,
pub version_1_1: Version11,
pub version_1_2: Version12,
pub version_1_3: Version13,
pub version_1_4: Version14,
pub version_1_5: Version15,
pub version_2_0: Version20,
pub version_2_1: Version21,
pub version_3_0: Version30,
pub version_3_1: Version31,
pub version_3_2: Version32,
pub version_3_3: Version33,
pub version_4_0: Version40,
pub version_4_1: Version41,
pub version_4_2: Version42,
pub version_4_3: Version43,
pub version_4_4: Version44,
pub version_4_5: Version45,
pub version_4_6: Version46,
}
Fields§
§version_1_0: Version10
§version_1_1: Version11
§version_1_2: Version12
§version_1_3: Version13
§version_1_4: Version14
§version_1_5: Version15
§version_2_0: Version20
§version_2_1: Version21
§version_3_0: Version30
§version_3_1: Version31
§version_3_2: Version32
§version_3_3: Version33
§version_4_0: Version40
§version_4_1: Version41
§version_4_2: Version42
§version_4_3: Version43
§version_4_4: Version44
§version_4_5: Version45
§version_4_6: Version46
Implementations§
Trait Implementations§
Source§impl GL_1_0 for GLCore
impl GL_1_0 for GLCore
fn glCullFace(&self, mode: u32)
fn glFrontFace(&self, mode: u32)
fn glHint(&self, target: u32, mode: u32)
fn glLineWidth(&self, width: f32)
fn glPointSize(&self, size: f32)
fn glPolygonMode(&self, face: u32, mode: u32)
fn glScissor(&self, x: i32, y: i32, width: i32, height: i32)
fn glTexParameterf(&self, target: u32, pname: u32, param: f32)
fn glTexParameterfv(&self, target: u32, pname: u32, params: *const f32)
fn glTexParameteri(&self, target: u32, pname: u32, param: i32)
fn glTexParameteriv(&self, target: u32, pname: u32, params: *const i32)
fn glTexImage1D( &self, target: u32, level: i32, internalformat: i32, width: i32, border: i32, format: u32, type_: u32, pixels: *const c_void, )
fn glTexImage2D( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, border: i32, format: u32, type_: u32, pixels: *const c_void, )
fn glDrawBuffer(&self, buf: u32)
fn glClear(&self, mask: u32)
fn glClearColor(&self, red: f32, green: f32, blue: f32, alpha: f32)
fn glClearStencil(&self, s: i32)
fn glClearDepth(&self, depth: f64)
fn glStencilMask(&self, mask: u32)
fn glColorMask(&self, red: u8, green: u8, blue: u8, alpha: u8)
fn glDepthMask(&self, flag: u8)
fn glDisable(&self, cap: u32)
fn glEnable(&self, cap: u32)
fn glFinish(&self)
fn glFlush(&self)
fn glBlendFunc(&self, sfactor: u32, dfactor: u32)
fn glLogicOp(&self, opcode: u32)
fn glStencilFunc(&self, func: u32, ref_: i32, mask: u32)
fn glStencilOp(&self, fail: u32, zfail: u32, zpass: u32)
fn glDepthFunc(&self, func: u32)
fn glPixelStoref(&self, pname: u32, param: f32)
fn glPixelStorei(&self, pname: u32, param: i32)
fn glReadBuffer(&self, src: u32)
fn glReadPixels( &self, x: i32, y: i32, width: i32, height: i32, format: u32, type_: u32, pixels: *mut c_void, )
fn glGetBooleanv(&self, pname: u32, data: *mut u8)
fn glGetDoublev(&self, pname: u32, data: *mut f64)
fn glGetError(&self) -> u32
fn glGetFloatv(&self, pname: u32, data: *mut f32)
fn glGetIntegerv(&self, pname: u32, data: *mut i32)
fn glGetString(&self, name: u32) -> &'static str
fn glGetTexImage( &self, target: u32, level: i32, format: u32, type_: u32, pixels: *mut c_void, )
fn glGetTexParameterfv(&self, target: u32, pname: u32, params: *mut f32)
fn glGetTexParameteriv(&self, target: u32, pname: u32, params: *mut i32)
fn glGetTexLevelParameterfv( &self, target: u32, level: i32, pname: u32, params: *mut f32, )
fn glGetTexLevelParameteriv( &self, target: u32, level: i32, pname: u32, params: *mut i32, )
fn glIsEnabled(&self, cap: u32) -> u8
fn glDepthRange(&self, n: f64, f: f64)
fn glViewport(&self, x: i32, y: i32, width: i32, height: i32)
fn get_version(&self) -> (&'static str, u32, u32, u32)
fn get_vendor(&self) -> &'static str
fn get_renderer(&self) -> &'static str
fn get_versionstr(&self) -> &'static str
Source§impl GL_1_1 for GLCore
impl GL_1_1 for GLCore
fn glDrawArrays(&self, mode: u32, first: i32, count: i32)
fn glDrawElements( &self, mode: u32, count: i32, type_: u32, indices: *const c_void, )
fn glGetPointerv(&self, pname: u32, params: *mut *mut c_void)
fn glPolygonOffset(&self, factor: f32, units: f32)
fn glCopyTexImage1D( &self, target: u32, level: i32, internalformat: u32, x: i32, y: i32, width: i32, border: i32, )
fn glCopyTexImage2D( &self, target: u32, level: i32, internalformat: u32, x: i32, y: i32, width: i32, height: i32, border: i32, )
fn glCopyTexSubImage1D( &self, target: u32, level: i32, xoffset: i32, x: i32, y: i32, width: i32, )
fn glCopyTexSubImage2D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, x: i32, y: i32, width: i32, height: i32, )
fn glTexSubImage1D( &self, target: u32, level: i32, xoffset: i32, width: i32, format: u32, type_: u32, pixels: *const c_void, )
fn glTexSubImage2D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, width: i32, height: i32, format: u32, type_: u32, pixels: *const c_void, )
fn glBindTexture(&self, target: u32, texture: u32)
fn glDeleteTextures(&self, n: i32, textures: *const u32)
fn glGenTextures(&self, n: i32, textures: *mut u32)
fn glIsTexture(&self, texture: u32) -> u8
Source§impl GL_1_2 for GLCore
impl GL_1_2 for GLCore
fn glDrawRangeElements( &self, mode: u32, start: u32, end: u32, count: i32, type_: u32, indices: *const c_void, )
fn glTexImage3D( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, depth: i32, border: i32, format: u32, type_: u32, pixels: *const c_void, )
fn glTexSubImage3D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, zoffset: i32, width: i32, height: i32, depth: i32, format: u32, type_: u32, pixels: *const c_void, )
fn glCopyTexSubImage3D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, zoffset: i32, x: i32, y: i32, width: i32, height: i32, )
Source§impl GL_1_3 for GLCore
impl GL_1_3 for GLCore
fn glActiveTexture(&self, texture: u32)
fn glSampleCoverage(&self, value: f32, invert: u8)
fn glCompressedTexImage3D( &self, target: u32, level: i32, internalformat: u32, width: i32, height: i32, depth: i32, border: i32, imageSize: i32, data: *const c_void, )
fn glCompressedTexImage2D( &self, target: u32, level: i32, internalformat: u32, width: i32, height: i32, border: i32, imageSize: i32, data: *const c_void, )
fn glCompressedTexImage1D( &self, target: u32, level: i32, internalformat: u32, width: i32, border: i32, imageSize: i32, data: *const c_void, )
fn glCompressedTexSubImage3D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, zoffset: i32, width: i32, height: i32, depth: i32, format: u32, imageSize: i32, data: *const c_void, )
fn glCompressedTexSubImage2D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, width: i32, height: i32, format: u32, imageSize: i32, data: *const c_void, )
fn glCompressedTexSubImage1D( &self, target: u32, level: i32, xoffset: i32, width: i32, format: u32, imageSize: i32, data: *const c_void, )
fn glGetCompressedTexImage(&self, target: u32, level: i32, img: *mut c_void)
fn glClientActiveTexture(&self, texture: u32)
fn glMultiTexCoord1d(&self, target: u32, s: f64)
fn glMultiTexCoord1dv(&self, target: u32, v: *const f64)
fn glMultiTexCoord1f(&self, target: u32, s: f32)
fn glMultiTexCoord1fv(&self, target: u32, v: *const f32)
fn glMultiTexCoord1i(&self, target: u32, s: i32)
fn glMultiTexCoord1iv(&self, target: u32, v: *const i32)
fn glMultiTexCoord1s(&self, target: u32, s: i16)
fn glMultiTexCoord1sv(&self, target: u32, v: *const i16)
fn glMultiTexCoord2d(&self, target: u32, s: f64, t: f64)
fn glMultiTexCoord2dv(&self, target: u32, v: *const f64)
fn glMultiTexCoord2f(&self, target: u32, s: f32, t: f32)
fn glMultiTexCoord2fv(&self, target: u32, v: *const f32)
fn glMultiTexCoord2i(&self, target: u32, s: i32, t: i32)
fn glMultiTexCoord2iv(&self, target: u32, v: *const i32)
fn glMultiTexCoord2s(&self, target: u32, s: i16, t: i16)
fn glMultiTexCoord2sv(&self, target: u32, v: *const i16)
fn glMultiTexCoord3d(&self, target: u32, s: f64, t: f64, r: f64)
fn glMultiTexCoord3dv(&self, target: u32, v: *const f64)
fn glMultiTexCoord3f(&self, target: u32, s: f32, t: f32, r: f32)
fn glMultiTexCoord3fv(&self, target: u32, v: *const f32)
fn glMultiTexCoord3i(&self, target: u32, s: i32, t: i32, r: i32)
fn glMultiTexCoord3iv(&self, target: u32, v: *const i32)
fn glMultiTexCoord3s(&self, target: u32, s: i16, t: i16, r: i16)
fn glMultiTexCoord3sv(&self, target: u32, v: *const i16)
fn glMultiTexCoord4d(&self, target: u32, s: f64, t: f64, r: f64, q: f64)
fn glMultiTexCoord4dv(&self, target: u32, v: *const f64)
fn glMultiTexCoord4f(&self, target: u32, s: f32, t: f32, r: f32, q: f32)
fn glMultiTexCoord4fv(&self, target: u32, v: *const f32)
fn glMultiTexCoord4i(&self, target: u32, s: i32, t: i32, r: i32, q: i32)
fn glMultiTexCoord4iv(&self, target: u32, v: *const i32)
fn glMultiTexCoord4s(&self, target: u32, s: i16, t: i16, r: i16, q: i16)
fn glMultiTexCoord4sv(&self, target: u32, v: *const i16)
fn glLoadTransposeMatrixf(&self, m: *const f32)
fn glLoadTransposeMatrixd(&self, m: *const f64)
fn glMultTransposeMatrixf(&self, m: *const f32)
fn glMultTransposeMatrixd(&self, m: *const f64)
Source§impl GL_1_4 for GLCore
impl GL_1_4 for GLCore
fn glBlendFuncSeparate( &self, sfactorRGB: u32, dfactorRGB: u32, sfactorAlpha: u32, dfactorAlpha: u32, )
fn glMultiDrawArrays( &self, mode: u32, first: *const i32, count: *const i32, drawcount: i32, )
fn glMultiDrawElements( &self, mode: u32, count: *const i32, type_: u32, indices: *const *const c_void, drawcount: i32, )
fn glPointParameterf(&self, pname: u32, param: f32)
fn glPointParameterfv(&self, pname: u32, params: *const f32)
fn glPointParameteri(&self, pname: u32, param: i32)
fn glPointParameteriv(&self, pname: u32, params: *const i32)
fn glFogCoordf(&self, coord: f32)
fn glFogCoordfv(&self, coord: *const f32)
fn glFogCoordd(&self, coord: f64)
fn glFogCoorddv(&self, coord: *const f64)
fn glFogCoordPointer(&self, type_: u32, stride: i32, pointer: *const c_void)
fn glSecondaryColor3b(&self, red: i8, green: i8, blue: i8)
fn glSecondaryColor3bv(&self, v: *const i8)
fn glSecondaryColor3d(&self, red: f64, green: f64, blue: f64)
fn glSecondaryColor3dv(&self, v: *const f64)
fn glSecondaryColor3f(&self, red: f32, green: f32, blue: f32)
fn glSecondaryColor3fv(&self, v: *const f32)
fn glSecondaryColor3i(&self, red: i32, green: i32, blue: i32)
fn glSecondaryColor3iv(&self, v: *const i32)
fn glSecondaryColor3s(&self, red: i16, green: i16, blue: i16)
fn glSecondaryColor3sv(&self, v: *const i16)
fn glSecondaryColor3ub(&self, red: u8, green: u8, blue: u8)
fn glSecondaryColor3ubv(&self, v: *const u8)
fn glSecondaryColor3ui(&self, red: u32, green: u32, blue: u32)
fn glSecondaryColor3uiv(&self, v: *const u32)
fn glSecondaryColor3us(&self, red: u16, green: u16, blue: u16)
fn glSecondaryColor3usv(&self, v: *const u16)
fn glSecondaryColorPointer( &self, size: i32, type_: u32, stride: i32, pointer: *const c_void, )
fn glWindowPos2d(&self, x: f64, y: f64)
fn glWindowPos2dv(&self, v: *const f64)
fn glWindowPos2f(&self, x: f32, y: f32)
fn glWindowPos2fv(&self, v: *const f32)
fn glWindowPos2i(&self, x: i32, y: i32)
fn glWindowPos2iv(&self, v: *const i32)
fn glWindowPos2s(&self, x: i16, y: i16)
fn glWindowPos2sv(&self, v: *const i16)
fn glWindowPos3d(&self, x: f64, y: f64, z: f64)
fn glWindowPos3dv(&self, v: *const f64)
fn glWindowPos3f(&self, x: f32, y: f32, z: f32)
fn glWindowPos3fv(&self, v: *const f32)
fn glWindowPos3i(&self, x: i32, y: i32, z: i32)
fn glWindowPos3iv(&self, v: *const i32)
fn glWindowPos3s(&self, x: i16, y: i16, z: i16)
fn glWindowPos3sv(&self, v: *const i16)
fn glBlendColor(&self, red: f32, green: f32, blue: f32, alpha: f32)
fn glBlendEquation(&self, mode: u32)
Source§impl GL_1_5 for GLCore
impl GL_1_5 for GLCore
fn glGenQueries(&self, n: i32, ids: *mut u32)
fn glDeleteQueries(&self, n: i32, ids: *const u32)
fn glIsQuery(&self, id: u32) -> u8
fn glBeginQuery(&self, target: u32, id: u32)
fn glEndQuery(&self, target: u32)
fn glGetQueryiv(&self, target: u32, pname: u32, params: *mut i32)
fn glGetQueryObjectiv(&self, id: u32, pname: u32, params: *mut i32)
fn glGetQueryObjectuiv(&self, id: u32, pname: u32, params: *mut u32)
fn glBindBuffer(&self, target: u32, buffer: u32)
fn glDeleteBuffers(&self, n: i32, buffers: *const u32)
fn glGenBuffers(&self, n: i32, buffers: *mut u32)
fn glIsBuffer(&self, buffer: u32) -> u8
fn glBufferData( &self, target: u32, size: usize, data: *const c_void, usage: u32, )
fn glBufferSubData( &self, target: u32, offset: usize, size: usize, data: *const c_void, )
fn glGetBufferSubData( &self, target: u32, offset: usize, size: usize, data: *mut c_void, )
fn glMapBuffer(&self, target: u32, access: u32) -> *mut c_void
fn glUnmapBuffer(&self, target: u32) -> u8
fn glGetBufferParameteriv(&self, target: u32, pname: u32, params: *mut i32)
fn glGetBufferPointerv(&self, target: u32, pname: u32, params: *mut *mut c_void)
Source§impl GL_2_0 for GLCore
impl GL_2_0 for GLCore
fn glBlendEquationSeparate(&self, modeRGB: u32, modeAlpha: u32)
fn glDrawBuffers(&self, n: i32, bufs: *const u32)
fn glStencilOpSeparate(&self, face: u32, sfail: u32, dpfail: u32, dppass: u32)
fn glStencilFuncSeparate(&self, face: u32, func: u32, ref_: i32, mask: u32)
fn glStencilMaskSeparate(&self, face: u32, mask: u32)
fn glAttachShader(&self, program: u32, shader: u32)
fn glBindAttribLocation(&self, program: u32, index: u32, name: *const i8)
fn glCompileShader(&self, shader: u32)
fn glCreateProgram(&self) -> u32
fn glCreateShader(&self, type_: u32) -> u32
fn glDeleteProgram(&self, program: u32)
fn glDeleteShader(&self, shader: u32)
fn glDetachShader(&self, program: u32, shader: u32)
fn glDisableVertexAttribArray(&self, index: u32)
fn glEnableVertexAttribArray(&self, index: u32)
fn glGetActiveAttrib( &self, program: u32, index: u32, bufSize: i32, length: *mut i32, size: *mut i32, type_: *mut u32, name: *mut i8, )
fn glGetActiveUniform( &self, program: u32, index: u32, bufSize: i32, length: *mut i32, size: *mut i32, type_: *mut u32, name: *mut i8, )
fn glGetAttachedShaders( &self, program: u32, maxCount: i32, count: *mut i32, shaders: *mut u32, )
fn glGetAttribLocation(&self, program: u32, name: *const i8) -> i32
fn glGetProgramiv(&self, program: u32, pname: u32, params: *mut i32)
fn glGetProgramInfoLog( &self, program: u32, bufSize: i32, length: *mut i32, infoLog: *mut i8, )
fn glGetShaderiv(&self, shader: u32, pname: u32, params: *mut i32)
fn glGetShaderInfoLog( &self, shader: u32, bufSize: i32, length: *mut i32, infoLog: *mut i8, )
fn glGetShaderSource( &self, shader: u32, bufSize: i32, length: *mut i32, source: *mut i8, )
fn glGetUniformLocation(&self, program: u32, name: *const i8) -> i32
fn glGetUniformfv(&self, program: u32, location: i32, params: *mut f32)
fn glGetUniformiv(&self, program: u32, location: i32, params: *mut i32)
fn glGetVertexAttribdv(&self, index: u32, pname: u32, params: *mut f64)
fn glGetVertexAttribfv(&self, index: u32, pname: u32, params: *mut f32)
fn glGetVertexAttribiv(&self, index: u32, pname: u32, params: *mut i32)
fn glGetVertexAttribPointerv( &self, index: u32, pname: u32, pointer: *mut *mut c_void, )
fn glIsProgram(&self, program: u32) -> u8
fn glIsShader(&self, shader: u32) -> u8
fn glLinkProgram(&self, program: u32)
fn glShaderSource( &self, shader: u32, count: i32, string_: *const *const i8, length: *const i32, )
fn glUseProgram(&self, program: u32)
fn glUniform1f(&self, location: i32, v0: f32)
fn glUniform2f(&self, location: i32, v0: f32, v1: f32)
fn glUniform3f(&self, location: i32, v0: f32, v1: f32, v2: f32)
fn glUniform4f(&self, location: i32, v0: f32, v1: f32, v2: f32, v3: f32)
fn glUniform1i(&self, location: i32, v0: i32)
fn glUniform2i(&self, location: i32, v0: i32, v1: i32)
fn glUniform3i(&self, location: i32, v0: i32, v1: i32, v2: i32)
fn glUniform4i(&self, location: i32, v0: i32, v1: i32, v2: i32, v3: i32)
fn glUniform1fv(&self, location: i32, count: i32, value: *const f32)
fn glUniform2fv(&self, location: i32, count: i32, value: *const f32)
fn glUniform3fv(&self, location: i32, count: i32, value: *const f32)
fn glUniform4fv(&self, location: i32, count: i32, value: *const f32)
fn glUniform1iv(&self, location: i32, count: i32, value: *const i32)
fn glUniform2iv(&self, location: i32, count: i32, value: *const i32)
fn glUniform3iv(&self, location: i32, count: i32, value: *const i32)
fn glUniform4iv(&self, location: i32, count: i32, value: *const i32)
fn glUniformMatrix2fv( &self, location: i32, count: i32, transpose: u8, value: *const f32, )
fn glUniformMatrix3fv( &self, location: i32, count: i32, transpose: u8, value: *const f32, )
fn glUniformMatrix4fv( &self, location: i32, count: i32, transpose: u8, value: *const f32, )
fn glValidateProgram(&self, program: u32)
fn glVertexAttrib1d(&self, index: u32, x: f64)
fn glVertexAttrib1dv(&self, index: u32, v: *const f64)
fn glVertexAttrib1f(&self, index: u32, x: f32)
fn glVertexAttrib1fv(&self, index: u32, v: *const f32)
fn glVertexAttrib1s(&self, index: u32, x: i16)
fn glVertexAttrib1sv(&self, index: u32, v: *const i16)
fn glVertexAttrib2d(&self, index: u32, x: f64, y: f64)
fn glVertexAttrib2dv(&self, index: u32, v: *const f64)
fn glVertexAttrib2f(&self, index: u32, x: f32, y: f32)
fn glVertexAttrib2fv(&self, index: u32, v: *const f32)
fn glVertexAttrib2s(&self, index: u32, x: i16, y: i16)
fn glVertexAttrib2sv(&self, index: u32, v: *const i16)
fn glVertexAttrib3d(&self, index: u32, x: f64, y: f64, z: f64)
fn glVertexAttrib3dv(&self, index: u32, v: *const f64)
fn glVertexAttrib3f(&self, index: u32, x: f32, y: f32, z: f32)
fn glVertexAttrib3fv(&self, index: u32, v: *const f32)
fn glVertexAttrib3s(&self, index: u32, x: i16, y: i16, z: i16)
fn glVertexAttrib3sv(&self, index: u32, v: *const i16)
fn glVertexAttrib4Nbv(&self, index: u32, v: *const i8)
fn glVertexAttrib4Niv(&self, index: u32, v: *const i32)
fn glVertexAttrib4Nsv(&self, index: u32, v: *const i16)
fn glVertexAttrib4Nub(&self, index: u32, x: u8, y: u8, z: u8, w: u8)
fn glVertexAttrib4Nubv(&self, index: u32, v: *const u8)
fn glVertexAttrib4Nuiv(&self, index: u32, v: *const u32)
fn glVertexAttrib4Nusv(&self, index: u32, v: *const u16)
fn glVertexAttrib4bv(&self, index: u32, v: *const i8)
fn glVertexAttrib4d(&self, index: u32, x: f64, y: f64, z: f64, w: f64)
fn glVertexAttrib4dv(&self, index: u32, v: *const f64)
fn glVertexAttrib4f(&self, index: u32, x: f32, y: f32, z: f32, w: f32)
fn glVertexAttrib4fv(&self, index: u32, v: *const f32)
fn glVertexAttrib4iv(&self, index: u32, v: *const i32)
fn glVertexAttrib4s(&self, index: u32, x: i16, y: i16, z: i16, w: i16)
fn glVertexAttrib4sv(&self, index: u32, v: *const i16)
fn glVertexAttrib4ubv(&self, index: u32, v: *const u8)
fn glVertexAttrib4uiv(&self, index: u32, v: *const u32)
fn glVertexAttrib4usv(&self, index: u32, v: *const u16)
fn glVertexAttribPointer( &self, index: u32, size: i32, type_: u32, normalized: u8, stride: i32, pointer: *const c_void, )
fn get_shading_language_version(&self) -> &'static str
Source§impl GL_2_1 for GLCore
impl GL_2_1 for GLCore
fn glUniformMatrix2x3fv( &self, location: i32, count: i32, transpose: u8, value: *const f32, )
fn glUniformMatrix3x2fv( &self, location: i32, count: i32, transpose: u8, value: *const f32, )
fn glUniformMatrix2x4fv( &self, location: i32, count: i32, transpose: u8, value: *const f32, )
fn glUniformMatrix4x2fv( &self, location: i32, count: i32, transpose: u8, value: *const f32, )
fn glUniformMatrix3x4fv( &self, location: i32, count: i32, transpose: u8, value: *const f32, )
fn glUniformMatrix4x3fv( &self, location: i32, count: i32, transpose: u8, value: *const f32, )
Source§impl GL_3_0 for GLCore
impl GL_3_0 for GLCore
fn glColorMaski(&self, index: u32, r: u8, g: u8, b: u8, a: u8)
fn glGetBooleani_v(&self, target: u32, index: u32, data: *mut u8)
fn glGetIntegeri_v(&self, target: u32, index: u32, data: *mut i32)
fn glEnablei(&self, target: u32, index: u32)
fn glDisablei(&self, target: u32, index: u32)
fn glIsEnabledi(&self, target: u32, index: u32) -> u8
fn glBeginTransformFeedback(&self, primitiveMode: u32)
fn glEndTransformFeedback(&self)
fn glBindBufferRange( &self, target: u32, index: u32, buffer: u32, offset: usize, size: usize, )
fn glBindBufferBase(&self, target: u32, index: u32, buffer: u32)
fn glTransformFeedbackVaryings( &self, program: u32, count: i32, varyings: *const *const i8, bufferMode: u32, )
fn glGetTransformFeedbackVarying( &self, program: u32, index: u32, bufSize: i32, length: *mut i32, size: *mut i32, type_: *mut u32, name: *mut i8, )
fn glClampColor(&self, target: u32, clamp: u32)
fn glBeginConditionalRender(&self, id: u32, mode: u32)
fn glEndConditionalRender(&self)
fn glVertexAttribIPointer( &self, index: u32, size: i32, type_: u32, stride: i32, pointer: *const c_void, )
fn glGetVertexAttribIiv(&self, index: u32, pname: u32, params: *mut i32)
fn glGetVertexAttribIuiv(&self, index: u32, pname: u32, params: *mut u32)
fn glVertexAttribI1i(&self, index: u32, x: i32)
fn glVertexAttribI2i(&self, index: u32, x: i32, y: i32)
fn glVertexAttribI3i(&self, index: u32, x: i32, y: i32, z: i32)
fn glVertexAttribI4i(&self, index: u32, x: i32, y: i32, z: i32, w: i32)
fn glVertexAttribI1ui(&self, index: u32, x: u32)
fn glVertexAttribI2ui(&self, index: u32, x: u32, y: u32)
fn glVertexAttribI3ui(&self, index: u32, x: u32, y: u32, z: u32)
fn glVertexAttribI4ui(&self, index: u32, x: u32, y: u32, z: u32, w: u32)
fn glVertexAttribI1iv(&self, index: u32, v: *const i32)
fn glVertexAttribI2iv(&self, index: u32, v: *const i32)
fn glVertexAttribI3iv(&self, index: u32, v: *const i32)
fn glVertexAttribI4iv(&self, index: u32, v: *const i32)
fn glVertexAttribI1uiv(&self, index: u32, v: *const u32)
fn glVertexAttribI2uiv(&self, index: u32, v: *const u32)
fn glVertexAttribI3uiv(&self, index: u32, v: *const u32)
fn glVertexAttribI4uiv(&self, index: u32, v: *const u32)
fn glVertexAttribI4bv(&self, index: u32, v: *const i8)
fn glVertexAttribI4sv(&self, index: u32, v: *const i16)
fn glVertexAttribI4ubv(&self, index: u32, v: *const u8)
fn glVertexAttribI4usv(&self, index: u32, v: *const u16)
fn glGetUniformuiv(&self, program: u32, location: i32, params: *mut u32)
fn glBindFragDataLocation(&self, program: u32, color: u32, name: *const i8)
fn glGetFragDataLocation(&self, program: u32, name: *const i8) -> i32
fn glUniform1ui(&self, location: i32, v0: u32)
fn glUniform2ui(&self, location: i32, v0: u32, v1: u32)
fn glUniform3ui(&self, location: i32, v0: u32, v1: u32, v2: u32)
fn glUniform4ui(&self, location: i32, v0: u32, v1: u32, v2: u32, v3: u32)
fn glUniform1uiv(&self, location: i32, count: i32, value: *const u32)
fn glUniform2uiv(&self, location: i32, count: i32, value: *const u32)
fn glUniform3uiv(&self, location: i32, count: i32, value: *const u32)
fn glUniform4uiv(&self, location: i32, count: i32, value: *const u32)
fn glTexParameterIiv(&self, target: u32, pname: u32, params: *const i32)
fn glTexParameterIuiv(&self, target: u32, pname: u32, params: *const u32)
fn glGetTexParameterIiv(&self, target: u32, pname: u32, params: *mut i32)
fn glGetTexParameterIuiv(&self, target: u32, pname: u32, params: *mut u32)
fn glClearBufferiv(&self, buffer: u32, drawbuffer: i32, value: *const i32)
fn glClearBufferuiv(&self, buffer: u32, drawbuffer: i32, value: *const u32)
fn glClearBufferfv(&self, buffer: u32, drawbuffer: i32, value: *const f32)
fn glClearBufferfi( &self, buffer: u32, drawbuffer: i32, depth: f32, stencil: i32, )
fn glGetStringi(&self, name: u32, index: u32) -> &'static str
fn glIsRenderbuffer(&self, renderbuffer: u32) -> u8
fn glBindRenderbuffer(&self, target: u32, renderbuffer: u32)
fn glDeleteRenderbuffers(&self, n: i32, renderbuffers: *const u32)
fn glGenRenderbuffers(&self, n: i32, renderbuffers: *mut u32)
fn glRenderbufferStorage( &self, target: u32, internalformat: u32, width: i32, height: i32, )
fn glGetRenderbufferParameteriv( &self, target: u32, pname: u32, params: *mut i32, )
fn glIsFramebuffer(&self, framebuffer: u32) -> u8
fn glBindFramebuffer(&self, target: u32, framebuffer: u32)
fn glDeleteFramebuffers(&self, n: i32, framebuffers: *const u32)
fn glGenFramebuffers(&self, n: i32, framebuffers: *mut u32)
fn glCheckFramebufferStatus(&self, target: u32) -> u32
fn glFramebufferTexture1D( &self, target: u32, attachment: u32, textarget: u32, texture: u32, level: i32, )
fn glFramebufferTexture2D( &self, target: u32, attachment: u32, textarget: u32, texture: u32, level: i32, )
fn glFramebufferTexture3D( &self, target: u32, attachment: u32, textarget: u32, texture: u32, level: i32, zoffset: i32, )
fn glFramebufferRenderbuffer( &self, target: u32, attachment: u32, renderbuffertarget: u32, renderbuffer: u32, )
fn glGetFramebufferAttachmentParameteriv( &self, target: u32, attachment: u32, pname: u32, params: *mut i32, )
fn glGenerateMipmap(&self, target: u32)
fn glBlitFramebuffer( &self, srcX0: i32, srcY0: i32, srcX1: i32, srcY1: i32, dstX0: i32, dstY0: i32, dstX1: i32, dstY1: i32, mask: u32, filter: u32, )
fn glRenderbufferStorageMultisample( &self, target: u32, samples: i32, internalformat: u32, width: i32, height: i32, )
fn glFramebufferTextureLayer( &self, target: u32, attachment: u32, texture: u32, level: i32, layer: i32, )
fn glMapBufferRange( &self, target: u32, offset: usize, length: usize, access: u32, ) -> *mut c_void
fn glFlushMappedBufferRange(&self, target: u32, offset: usize, length: usize)
fn glBindVertexArray(&self, array: u32)
fn glDeleteVertexArrays(&self, n: i32, arrays: *const u32)
fn glGenVertexArrays(&self, n: i32, arrays: *mut u32)
fn glIsVertexArray(&self, array: u32) -> u8
Source§impl GL_3_1 for GLCore
impl GL_3_1 for GLCore
fn glDrawArraysInstanced( &self, mode: u32, first: i32, count: i32, instancecount: i32, )
fn glDrawElementsInstanced( &self, mode: u32, count: i32, type_: u32, indices: *const c_void, instancecount: i32, )
fn glTexBuffer(&self, target: u32, internalformat: u32, buffer: u32)
fn glPrimitiveRestartIndex(&self, index: u32)
fn glCopyBufferSubData( &self, readTarget: u32, writeTarget: u32, readOffset: usize, writeOffset: usize, size: usize, )
fn glGetUniformIndices( &self, program: u32, uniformCount: i32, uniformNames: *const *const i8, uniformIndices: *mut u32, )
fn glGetActiveUniformsiv( &self, program: u32, uniformCount: i32, uniformIndices: *const u32, pname: u32, params: *mut i32, )
fn glGetActiveUniformName( &self, program: u32, uniformIndex: u32, bufSize: i32, length: *mut i32, uniformName: *mut i8, )
fn glGetUniformBlockIndex( &self, program: u32, uniformBlockName: *const i8, ) -> u32
fn glGetActiveUniformBlockiv( &self, program: u32, uniformBlockIndex: u32, pname: u32, params: *mut i32, )
fn glGetActiveUniformBlockName( &self, program: u32, uniformBlockIndex: u32, bufSize: i32, length: *mut i32, uniformBlockName: *mut i8, )
fn glUniformBlockBinding( &self, program: u32, uniformBlockIndex: u32, uniformBlockBinding: u32, )
Source§impl GL_3_2 for GLCore
impl GL_3_2 for GLCore
fn glDrawElementsBaseVertex( &self, mode: u32, count: i32, type_: u32, indices: *const c_void, basevertex: i32, )
fn glDrawRangeElementsBaseVertex( &self, mode: u32, start: u32, end: u32, count: i32, type_: u32, indices: *const c_void, basevertex: i32, )
fn glDrawElementsInstancedBaseVertex( &self, mode: u32, count: i32, type_: u32, indices: *const c_void, instancecount: i32, basevertex: i32, )
fn glMultiDrawElementsBaseVertex( &self, mode: u32, count: *const i32, type_: u32, indices: *const *const c_void, drawcount: i32, basevertex: *const i32, )
fn glProvokingVertex(&self, mode: u32)
fn glFenceSync(&self, condition: u32, flags: u32) -> *mut c_void
fn glIsSync(&self, sync: *mut c_void) -> u8
fn glDeleteSync(&self, sync: *mut c_void)
fn glClientWaitSync(&self, sync: *mut c_void, flags: u32, timeout: u64) -> u32
fn glWaitSync(&self, sync: *mut c_void, flags: u32, timeout: u64)
fn glGetInteger64v(&self, pname: u32, data: *mut i64)
fn glGetSynciv( &self, sync: *mut c_void, pname: u32, count: i32, length: *mut i32, values: *mut i32, )
fn glGetInteger64i_v(&self, target: u32, index: u32, data: *mut i64)
fn glGetBufferParameteri64v(&self, target: u32, pname: u32, params: *mut i64)
fn glFramebufferTexture( &self, target: u32, attachment: u32, texture: u32, level: i32, )
fn glTexImage2DMultisample( &self, target: u32, samples: i32, internalformat: u32, width: i32, height: i32, fixedsamplelocations: u8, )
fn glTexImage3DMultisample( &self, target: u32, samples: i32, internalformat: u32, width: i32, height: i32, depth: i32, fixedsamplelocations: u8, )
fn glGetMultisamplefv(&self, pname: u32, index: u32, val: *mut f32)
fn glSampleMaski(&self, maskNumber: u32, mask: u32)
Source§impl GL_3_3 for GLCore
impl GL_3_3 for GLCore
fn glBindFragDataLocationIndexed( &self, program: u32, colorNumber: u32, index: u32, name: *const i8, )
fn glGetFragDataIndex(&self, program: u32, name: *const i8) -> i32
fn glGenSamplers(&self, count: i32, samplers: *mut u32)
fn glDeleteSamplers(&self, count: i32, samplers: *const u32)
fn glIsSampler(&self, sampler: u32) -> u8
fn glBindSampler(&self, unit: u32, sampler: u32)
fn glSamplerParameteri(&self, sampler: u32, pname: u32, param: i32)
fn glSamplerParameteriv(&self, sampler: u32, pname: u32, param: *const i32)
fn glSamplerParameterf(&self, sampler: u32, pname: u32, param: f32)
fn glSamplerParameterfv(&self, sampler: u32, pname: u32, param: *const f32)
fn glSamplerParameterIiv(&self, sampler: u32, pname: u32, param: *const i32)
fn glSamplerParameterIuiv(&self, sampler: u32, pname: u32, param: *const u32)
fn glGetSamplerParameteriv(&self, sampler: u32, pname: u32, params: *mut i32)
fn glGetSamplerParameterIiv(&self, sampler: u32, pname: u32, params: *mut i32)
fn glGetSamplerParameterfv(&self, sampler: u32, pname: u32, params: *mut f32)
fn glGetSamplerParameterIuiv(&self, sampler: u32, pname: u32, params: *mut u32)
fn glQueryCounter(&self, id: u32, target: u32)
fn glGetQueryObjecti64v(&self, id: u32, pname: u32, params: *mut i64)
fn glGetQueryObjectui64v(&self, id: u32, pname: u32, params: *mut u64)
fn glVertexAttribDivisor(&self, index: u32, divisor: u32)
fn glVertexAttribP1ui(&self, index: u32, type_: u32, normalized: u8, value: u32)
fn glVertexAttribP1uiv( &self, index: u32, type_: u32, normalized: u8, value: *const u32, )
fn glVertexAttribP2ui(&self, index: u32, type_: u32, normalized: u8, value: u32)
fn glVertexAttribP2uiv( &self, index: u32, type_: u32, normalized: u8, value: *const u32, )
fn glVertexAttribP3ui(&self, index: u32, type_: u32, normalized: u8, value: u32)
fn glVertexAttribP3uiv( &self, index: u32, type_: u32, normalized: u8, value: *const u32, )
fn glVertexAttribP4ui(&self, index: u32, type_: u32, normalized: u8, value: u32)
fn glVertexAttribP4uiv( &self, index: u32, type_: u32, normalized: u8, value: *const u32, )
fn glVertexP2ui(&self, type_: u32, value: u32)
fn glVertexP2uiv(&self, type_: u32, value: *const u32)
fn glVertexP3ui(&self, type_: u32, value: u32)
fn glVertexP3uiv(&self, type_: u32, value: *const u32)
fn glVertexP4ui(&self, type_: u32, value: u32)
fn glVertexP4uiv(&self, type_: u32, value: *const u32)
fn glTexCoordP1ui(&self, type_: u32, coords: u32)
fn glTexCoordP1uiv(&self, type_: u32, coords: *const u32)
fn glTexCoordP2ui(&self, type_: u32, coords: u32)
fn glTexCoordP2uiv(&self, type_: u32, coords: *const u32)
fn glTexCoordP3ui(&self, type_: u32, coords: u32)
fn glTexCoordP3uiv(&self, type_: u32, coords: *const u32)
fn glTexCoordP4ui(&self, type_: u32, coords: u32)
fn glTexCoordP4uiv(&self, type_: u32, coords: *const u32)
fn glMultiTexCoordP1ui(&self, texture: u32, type_: u32, coords: u32)
fn glMultiTexCoordP1uiv(&self, texture: u32, type_: u32, coords: *const u32)
fn glMultiTexCoordP2ui(&self, texture: u32, type_: u32, coords: u32)
fn glMultiTexCoordP2uiv(&self, texture: u32, type_: u32, coords: *const u32)
fn glMultiTexCoordP3ui(&self, texture: u32, type_: u32, coords: u32)
fn glMultiTexCoordP3uiv(&self, texture: u32, type_: u32, coords: *const u32)
fn glMultiTexCoordP4ui(&self, texture: u32, type_: u32, coords: u32)
fn glMultiTexCoordP4uiv(&self, texture: u32, type_: u32, coords: *const u32)
fn glNormalP3ui(&self, type_: u32, coords: u32)
fn glNormalP3uiv(&self, type_: u32, coords: *const u32)
fn glColorP3ui(&self, type_: u32, color: u32)
fn glColorP3uiv(&self, type_: u32, color: *const u32)
fn glColorP4ui(&self, type_: u32, color: u32)
fn glColorP4uiv(&self, type_: u32, color: *const u32)
fn glSecondaryColorP3ui(&self, type_: u32, color: u32)
fn glSecondaryColorP3uiv(&self, type_: u32, color: *const u32)
Source§impl GL_4_0 for GLCore
impl GL_4_0 for GLCore
fn glMinSampleShading(&self, value: f32)
fn glBlendEquationi(&self, buf: u32, mode: u32)
fn glBlendEquationSeparatei(&self, buf: u32, modeRGB: u32, modeAlpha: u32)
fn glBlendFunci(&self, buf: u32, src: u32, dst: u32)
fn glBlendFuncSeparatei( &self, buf: u32, srcRGB: u32, dstRGB: u32, srcAlpha: u32, dstAlpha: u32, )
fn glDrawArraysIndirect(&self, mode: u32, indirect: *const c_void)
fn glDrawElementsIndirect(&self, mode: u32, type_: u32, indirect: *const c_void)
fn glUniform1d(&self, location: i32, x: f64)
fn glUniform2d(&self, location: i32, x: f64, y: f64)
fn glUniform3d(&self, location: i32, x: f64, y: f64, z: f64)
fn glUniform4d(&self, location: i32, x: f64, y: f64, z: f64, w: f64)
fn glUniform1dv(&self, location: i32, count: i32, value: *const f64)
fn glUniform2dv(&self, location: i32, count: i32, value: *const f64)
fn glUniform3dv(&self, location: i32, count: i32, value: *const f64)
fn glUniform4dv(&self, location: i32, count: i32, value: *const f64)
fn glUniformMatrix2dv( &self, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glUniformMatrix3dv( &self, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glUniformMatrix4dv( &self, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glUniformMatrix2x3dv( &self, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glUniformMatrix2x4dv( &self, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glUniformMatrix3x2dv( &self, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glUniformMatrix3x4dv( &self, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glUniformMatrix4x2dv( &self, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glUniformMatrix4x3dv( &self, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glGetUniformdv(&self, program: u32, location: i32, params: *mut f64)
fn glGetSubroutineUniformLocation( &self, program: u32, shadertype: u32, name: *const i8, ) -> i32
fn glGetSubroutineIndex( &self, program: u32, shadertype: u32, name: *const i8, ) -> u32
fn glGetActiveSubroutineUniformiv( &self, program: u32, shadertype: u32, index: u32, pname: u32, values: *mut i32, )
fn glGetActiveSubroutineUniformName( &self, program: u32, shadertype: u32, index: u32, bufSize: i32, length: *mut i32, name: *mut i8, )
fn glGetActiveSubroutineName( &self, program: u32, shadertype: u32, index: u32, bufSize: i32, length: *mut i32, name: *mut i8, )
fn glUniformSubroutinesuiv( &self, shadertype: u32, count: i32, indices: *const u32, )
fn glGetUniformSubroutineuiv( &self, shadertype: u32, location: i32, params: *mut u32, )
fn glGetProgramStageiv( &self, program: u32, shadertype: u32, pname: u32, values: *mut i32, )
fn glPatchParameteri(&self, pname: u32, value: i32)
fn glPatchParameterfv(&self, pname: u32, values: *const f32)
fn glBindTransformFeedback(&self, target: u32, id: u32)
fn glDeleteTransformFeedbacks(&self, n: i32, ids: *const u32)
fn glGenTransformFeedbacks(&self, n: i32, ids: *mut u32)
fn glIsTransformFeedback(&self, id: u32) -> u8
fn glPauseTransformFeedback(&self)
fn glResumeTransformFeedback(&self)
fn glDrawTransformFeedback(&self, mode: u32, id: u32)
fn glDrawTransformFeedbackStream(&self, mode: u32, id: u32, stream: u32)
fn glBeginQueryIndexed(&self, target: u32, index: u32, id: u32)
fn glEndQueryIndexed(&self, target: u32, index: u32)
fn glGetQueryIndexediv( &self, target: u32, index: u32, pname: u32, params: *mut i32, )
Source§impl GL_4_1 for GLCore
impl GL_4_1 for GLCore
fn glReleaseShaderCompiler(&self)
fn glShaderBinary( &self, count: i32, shaders: *const u32, binaryFormat: u32, binary: *const c_void, length: i32, )
fn glGetShaderPrecisionFormat( &self, shadertype: u32, precisiontype: u32, range: *mut i32, precision: *mut i32, )
fn glDepthRangef(&self, n: f32, f: f32)
fn glClearDepthf(&self, d: f32)
fn glGetProgramBinary( &self, program: u32, bufSize: i32, length: *mut i32, binaryFormat: *mut u32, binary: *mut c_void, )
fn glProgramBinary( &self, program: u32, binaryFormat: u32, binary: *const c_void, length: i32, )
fn glProgramParameteri(&self, program: u32, pname: u32, value: i32)
fn glUseProgramStages(&self, pipeline: u32, stages: u32, program: u32)
fn glActiveShaderProgram(&self, pipeline: u32, program: u32)
fn glCreateShaderProgramv( &self, type_: u32, count: i32, strings: *const *const i8, ) -> u32
fn glBindProgramPipeline(&self, pipeline: u32)
fn glDeleteProgramPipelines(&self, n: i32, pipelines: *const u32)
fn glGenProgramPipelines(&self, n: i32, pipelines: *mut u32)
fn glIsProgramPipeline(&self, pipeline: u32) -> u8
fn glGetProgramPipelineiv(&self, pipeline: u32, pname: u32, params: *mut i32)
fn glProgramUniform1i(&self, program: u32, location: i32, v0: i32)
fn glProgramUniform1iv( &self, program: u32, location: i32, count: i32, value: *const i32, )
fn glProgramUniform1f(&self, program: u32, location: i32, v0: f32)
fn glProgramUniform1fv( &self, program: u32, location: i32, count: i32, value: *const f32, )
fn glProgramUniform1d(&self, program: u32, location: i32, v0: f64)
fn glProgramUniform1dv( &self, program: u32, location: i32, count: i32, value: *const f64, )
fn glProgramUniform1ui(&self, program: u32, location: i32, v0: u32)
fn glProgramUniform1uiv( &self, program: u32, location: i32, count: i32, value: *const u32, )
fn glProgramUniform2i(&self, program: u32, location: i32, v0: i32, v1: i32)
fn glProgramUniform2iv( &self, program: u32, location: i32, count: i32, value: *const i32, )
fn glProgramUniform2f(&self, program: u32, location: i32, v0: f32, v1: f32)
fn glProgramUniform2fv( &self, program: u32, location: i32, count: i32, value: *const f32, )
fn glProgramUniform2d(&self, program: u32, location: i32, v0: f64, v1: f64)
fn glProgramUniform2dv( &self, program: u32, location: i32, count: i32, value: *const f64, )
fn glProgramUniform2ui(&self, program: u32, location: i32, v0: u32, v1: u32)
fn glProgramUniform2uiv( &self, program: u32, location: i32, count: i32, value: *const u32, )
fn glProgramUniform3i( &self, program: u32, location: i32, v0: i32, v1: i32, v2: i32, )
fn glProgramUniform3iv( &self, program: u32, location: i32, count: i32, value: *const i32, )
fn glProgramUniform3f( &self, program: u32, location: i32, v0: f32, v1: f32, v2: f32, )
fn glProgramUniform3fv( &self, program: u32, location: i32, count: i32, value: *const f32, )
fn glProgramUniform3d( &self, program: u32, location: i32, v0: f64, v1: f64, v2: f64, )
fn glProgramUniform3dv( &self, program: u32, location: i32, count: i32, value: *const f64, )
fn glProgramUniform3ui( &self, program: u32, location: i32, v0: u32, v1: u32, v2: u32, )
fn glProgramUniform3uiv( &self, program: u32, location: i32, count: i32, value: *const u32, )
fn glProgramUniform4i( &self, program: u32, location: i32, v0: i32, v1: i32, v2: i32, v3: i32, )
fn glProgramUniform4iv( &self, program: u32, location: i32, count: i32, value: *const i32, )
fn glProgramUniform4f( &self, program: u32, location: i32, v0: f32, v1: f32, v2: f32, v3: f32, )
fn glProgramUniform4fv( &self, program: u32, location: i32, count: i32, value: *const f32, )
fn glProgramUniform4d( &self, program: u32, location: i32, v0: f64, v1: f64, v2: f64, v3: f64, )
fn glProgramUniform4dv( &self, program: u32, location: i32, count: i32, value: *const f64, )
fn glProgramUniform4ui( &self, program: u32, location: i32, v0: u32, v1: u32, v2: u32, v3: u32, )
fn glProgramUniform4uiv( &self, program: u32, location: i32, count: i32, value: *const u32, )
fn glProgramUniformMatrix2fv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f32, )
fn glProgramUniformMatrix3fv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f32, )
fn glProgramUniformMatrix4fv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f32, )
fn glProgramUniformMatrix2dv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glProgramUniformMatrix3dv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glProgramUniformMatrix4dv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glProgramUniformMatrix2x3fv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f32, )
fn glProgramUniformMatrix3x2fv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f32, )
fn glProgramUniformMatrix2x4fv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f32, )
fn glProgramUniformMatrix4x2fv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f32, )
fn glProgramUniformMatrix3x4fv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f32, )
fn glProgramUniformMatrix4x3fv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f32, )
fn glProgramUniformMatrix2x3dv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glProgramUniformMatrix3x2dv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glProgramUniformMatrix2x4dv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glProgramUniformMatrix4x2dv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glProgramUniformMatrix3x4dv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glProgramUniformMatrix4x3dv( &self, program: u32, location: i32, count: i32, transpose: u8, value: *const f64, )
fn glValidateProgramPipeline(&self, pipeline: u32)
fn glGetProgramPipelineInfoLog( &self, pipeline: u32, bufSize: i32, length: *mut i32, infoLog: *mut i8, )
fn glVertexAttribL1d(&self, index: u32, x: f64)
fn glVertexAttribL2d(&self, index: u32, x: f64, y: f64)
fn glVertexAttribL3d(&self, index: u32, x: f64, y: f64, z: f64)
fn glVertexAttribL4d(&self, index: u32, x: f64, y: f64, z: f64, w: f64)
fn glVertexAttribL1dv(&self, index: u32, v: *const f64)
fn glVertexAttribL2dv(&self, index: u32, v: *const f64)
fn glVertexAttribL3dv(&self, index: u32, v: *const f64)
fn glVertexAttribL4dv(&self, index: u32, v: *const f64)
fn glVertexAttribLPointer( &self, index: u32, size: i32, type_: u32, stride: i32, pointer: *const c_void, )
fn glGetVertexAttribLdv(&self, index: u32, pname: u32, params: *mut f64)
fn glViewportArrayv(&self, first: u32, count: i32, v: *const f32)
fn glViewportIndexedf(&self, index: u32, x: f32, y: f32, w: f32, h: f32)
fn glViewportIndexedfv(&self, index: u32, v: *const f32)
fn glScissorArrayv(&self, first: u32, count: i32, v: *const i32)
fn glScissorIndexed( &self, index: u32, left: i32, bottom: i32, width: i32, height: i32, )
fn glScissorIndexedv(&self, index: u32, v: *const i32)
fn glDepthRangeArrayv(&self, first: u32, count: i32, v: *const f64)
fn glDepthRangeIndexed(&self, index: u32, n: f64, f: f64)
fn glGetFloati_v(&self, target: u32, index: u32, data: *mut f32)
fn glGetDoublei_v(&self, target: u32, index: u32, data: *mut f64)
Source§impl GL_4_2 for GLCore
impl GL_4_2 for GLCore
fn glDrawArraysInstancedBaseInstance( &self, mode: u32, first: i32, count: i32, instancecount: i32, baseinstance: u32, )
fn glDrawElementsInstancedBaseInstance( &self, mode: u32, count: i32, type_: u32, indices: *const c_void, instancecount: i32, baseinstance: u32, )
fn glDrawElementsInstancedBaseVertexBaseInstance( &self, mode: u32, count: i32, type_: u32, indices: *const c_void, instancecount: i32, basevertex: i32, baseinstance: u32, )
fn glGetInternalformativ( &self, target: u32, internalformat: u32, pname: u32, count: i32, params: *mut i32, )
fn glGetActiveAtomicCounterBufferiv( &self, program: u32, bufferIndex: u32, pname: u32, params: *mut i32, )
fn glBindImageTexture( &self, unit: u32, texture: u32, level: i32, layered: u8, layer: i32, access: u32, format: u32, )
fn glMemoryBarrier(&self, barriers: u32)
fn glTexStorage1D( &self, target: u32, levels: i32, internalformat: u32, width: i32, )
fn glTexStorage2D( &self, target: u32, levels: i32, internalformat: u32, width: i32, height: i32, )
fn glTexStorage3D( &self, target: u32, levels: i32, internalformat: u32, width: i32, height: i32, depth: i32, )
fn glDrawTransformFeedbackInstanced( &self, mode: u32, id: u32, instancecount: i32, )
fn glDrawTransformFeedbackStreamInstanced( &self, mode: u32, id: u32, stream: u32, instancecount: i32, )
Source§impl GL_4_3 for GLCore
impl GL_4_3 for GLCore
fn glClearBufferData( &self, target: u32, internalformat: u32, format: u32, type_: u32, data: *const c_void, )
fn glClearBufferSubData( &self, target: u32, internalformat: u32, offset: usize, size: usize, format: u32, type_: u32, data: *const c_void, )
fn glDispatchCompute( &self, num_groups_x: u32, num_groups_y: u32, num_groups_z: u32, )
fn glDispatchComputeIndirect(&self, indirect: usize)
fn glCopyImageSubData( &self, srcName: u32, srcTarget: u32, srcLevel: i32, srcX: i32, srcY: i32, srcZ: i32, dstName: u32, dstTarget: u32, dstLevel: i32, dstX: i32, dstY: i32, dstZ: i32, srcWidth: i32, srcHeight: i32, srcDepth: i32, )
fn glFramebufferParameteri(&self, target: u32, pname: u32, param: i32)
fn glGetFramebufferParameteriv(&self, target: u32, pname: u32, params: *mut i32)
fn glGetInternalformati64v( &self, target: u32, internalformat: u32, pname: u32, count: i32, params: *mut i64, )
fn glInvalidateTexSubImage( &self, texture: u32, level: i32, xoffset: i32, yoffset: i32, zoffset: i32, width: i32, height: i32, depth: i32, )
fn glInvalidateTexImage(&self, texture: u32, level: i32)
fn glInvalidateBufferSubData(&self, buffer: u32, offset: usize, length: usize)
fn glInvalidateBufferData(&self, buffer: u32)
fn glInvalidateFramebuffer( &self, target: u32, numAttachments: i32, attachments: *const u32, )
fn glInvalidateSubFramebuffer( &self, target: u32, numAttachments: i32, attachments: *const u32, x: i32, y: i32, width: i32, height: i32, )
fn glMultiDrawArraysIndirect( &self, mode: u32, indirect: *const c_void, drawcount: i32, stride: i32, )
fn glMultiDrawElementsIndirect( &self, mode: u32, type_: u32, indirect: *const c_void, drawcount: i32, stride: i32, )
fn glGetProgramInterfaceiv( &self, program: u32, programInterface: u32, pname: u32, params: *mut i32, )
fn glGetProgramResourceIndex( &self, program: u32, programInterface: u32, name: *const i8, ) -> u32
fn glGetProgramResourceName( &self, program: u32, programInterface: u32, index: u32, bufSize: i32, length: *mut i32, name: *mut i8, )
fn glGetProgramResourceiv( &self, program: u32, programInterface: u32, index: u32, propCount: i32, props: *const u32, count: i32, length: *mut i32, params: *mut i32, )
fn glGetProgramResourceLocation( &self, program: u32, programInterface: u32, name: *const i8, ) -> i32
fn glGetProgramResourceLocationIndex( &self, program: u32, programInterface: u32, name: *const i8, ) -> i32
fn glShaderStorageBlockBinding( &self, program: u32, storageBlockIndex: u32, storageBlockBinding: u32, )
fn glTexBufferRange( &self, target: u32, internalformat: u32, buffer: u32, offset: usize, size: usize, )
fn glTexStorage2DMultisample( &self, target: u32, samples: i32, internalformat: u32, width: i32, height: i32, fixedsamplelocations: u8, )
fn glTexStorage3DMultisample( &self, target: u32, samples: i32, internalformat: u32, width: i32, height: i32, depth: i32, fixedsamplelocations: u8, )
fn glTextureView( &self, texture: u32, target: u32, origtexture: u32, internalformat: u32, minlevel: u32, numlevels: u32, minlayer: u32, numlayers: u32, )
fn glBindVertexBuffer( &self, bindingindex: u32, buffer: u32, offset: usize, stride: i32, )
fn glVertexAttribFormat( &self, attribindex: u32, size: i32, type_: u32, normalized: u8, relativeoffset: u32, )
fn glVertexAttribIFormat( &self, attribindex: u32, size: i32, type_: u32, relativeoffset: u32, )
fn glVertexAttribLFormat( &self, attribindex: u32, size: i32, type_: u32, relativeoffset: u32, )
fn glVertexAttribBinding(&self, attribindex: u32, bindingindex: u32)
fn glVertexBindingDivisor(&self, bindingindex: u32, divisor: u32)
fn glDebugMessageControl( &self, source: u32, type_: u32, severity: u32, count: i32, ids: *const u32, enabled: u8, )
fn glDebugMessageInsert( &self, source: u32, type_: u32, id: u32, severity: u32, length: i32, buf: *const i8, )
fn glDebugMessageCallback( &self, callback: extern "system" fn(u32, u32, u32, u32, i32, *const i8, *const c_void), userParam: *const c_void, )
fn glGetDebugMessageLog( &self, count: u32, bufSize: i32, sources: *mut u32, types: *mut u32, ids: *mut u32, severities: *mut u32, lengths: *mut i32, messageLog: *mut i8, ) -> u32
fn glPushDebugGroup( &self, source: u32, id: u32, length: i32, message: *const i8, )
fn glPopDebugGroup(&self)
fn glObjectLabel( &self, identifier: u32, name: u32, length: i32, label: *const i8, )
fn glGetObjectLabel( &self, identifier: u32, name: u32, bufSize: i32, length: *mut i32, label: *mut i8, )
fn glObjectPtrLabel(&self, ptr: *const c_void, length: i32, label: *const i8)
fn glGetObjectPtrLabel( &self, ptr: *const c_void, bufSize: i32, length: *mut i32, label: *mut i8, )
Source§impl GL_4_4 for GLCore
impl GL_4_4 for GLCore
fn glBufferStorage( &self, target: u32, size: usize, data: *const c_void, flags: u32, )
fn glClearTexImage( &self, texture: u32, level: i32, format: u32, type_: u32, data: *const c_void, )
fn glClearTexSubImage( &self, texture: u32, level: i32, xoffset: i32, yoffset: i32, zoffset: i32, width: i32, height: i32, depth: i32, format: u32, type_: u32, data: *const c_void, )
fn glBindBuffersBase( &self, target: u32, first: u32, count: i32, buffers: *const u32, )
fn glBindBuffersRange( &self, target: u32, first: u32, count: i32, buffers: *const u32, offsets: *const usize, sizes: *const usize, )
fn glBindTextures(&self, first: u32, count: i32, textures: *const u32)
fn glBindSamplers(&self, first: u32, count: i32, samplers: *const u32)
fn glBindImageTextures(&self, first: u32, count: i32, textures: *const u32)
fn glBindVertexBuffers( &self, first: u32, count: i32, buffers: *const u32, offsets: *const usize, strides: *const i32, )
Source§impl GL_4_5 for GLCore
impl GL_4_5 for GLCore
fn glClipControl(&self, origin: u32, depth: u32)
fn glCreateTransformFeedbacks(&self, n: i32, ids: *mut u32)
fn glTransformFeedbackBufferBase(&self, xfb: u32, index: u32, buffer: u32)
fn glTransformFeedbackBufferRange( &self, xfb: u32, index: u32, buffer: u32, offset: usize, size: usize, )
fn glGetTransformFeedbackiv(&self, xfb: u32, pname: u32, param: *mut i32)
fn glGetTransformFeedbacki_v( &self, xfb: u32, pname: u32, index: u32, param: *mut i32, )
fn glGetTransformFeedbacki64_v( &self, xfb: u32, pname: u32, index: u32, param: *mut i64, )
fn glCreateBuffers(&self, n: i32, buffers: *mut u32)
fn glNamedBufferStorage( &self, buffer: u32, size: usize, data: *const c_void, flags: u32, )
fn glNamedBufferData( &self, buffer: u32, size: usize, data: *const c_void, usage: u32, )
fn glNamedBufferSubData( &self, buffer: u32, offset: usize, size: usize, data: *const c_void, )
fn glCopyNamedBufferSubData( &self, readBuffer: u32, writeBuffer: u32, readOffset: usize, writeOffset: usize, size: usize, )
fn glClearNamedBufferData( &self, buffer: u32, internalformat: u32, format: u32, type_: u32, data: *const c_void, )
fn glClearNamedBufferSubData( &self, buffer: u32, internalformat: u32, offset: usize, size: usize, format: u32, type_: u32, data: *const c_void, )
fn glMapNamedBuffer(&self, buffer: u32, access: u32) -> *mut c_void
fn glMapNamedBufferRange( &self, buffer: u32, offset: usize, length: usize, access: u32, ) -> *mut c_void
fn glUnmapNamedBuffer(&self, buffer: u32) -> u8
fn glFlushMappedNamedBufferRange( &self, buffer: u32, offset: usize, length: usize, )
fn glGetNamedBufferParameteriv(&self, buffer: u32, pname: u32, params: *mut i32)
fn glGetNamedBufferParameteri64v( &self, buffer: u32, pname: u32, params: *mut i64, )
fn glGetNamedBufferPointerv( &self, buffer: u32, pname: u32, params: *mut *mut c_void, )
fn glGetNamedBufferSubData( &self, buffer: u32, offset: usize, size: usize, data: *mut c_void, )
fn glCreateFramebuffers(&self, n: i32, framebuffers: *mut u32)
fn glNamedFramebufferRenderbuffer( &self, framebuffer: u32, attachment: u32, renderbuffertarget: u32, renderbuffer: u32, )
fn glNamedFramebufferParameteri(&self, framebuffer: u32, pname: u32, param: i32)
fn glNamedFramebufferTexture( &self, framebuffer: u32, attachment: u32, texture: u32, level: i32, )
fn glNamedFramebufferTextureLayer( &self, framebuffer: u32, attachment: u32, texture: u32, level: i32, layer: i32, )
fn glNamedFramebufferDrawBuffer(&self, framebuffer: u32, buf: u32)
fn glNamedFramebufferDrawBuffers( &self, framebuffer: u32, n: i32, bufs: *const u32, )
fn glNamedFramebufferReadBuffer(&self, framebuffer: u32, src: u32)
fn glInvalidateNamedFramebufferData( &self, framebuffer: u32, numAttachments: i32, attachments: *const u32, )
fn glInvalidateNamedFramebufferSubData( &self, framebuffer: u32, numAttachments: i32, attachments: *const u32, x: i32, y: i32, width: i32, height: i32, )
fn glClearNamedFramebufferiv( &self, framebuffer: u32, buffer: u32, drawbuffer: i32, value: *const i32, )
fn glClearNamedFramebufferuiv( &self, framebuffer: u32, buffer: u32, drawbuffer: i32, value: *const u32, )
fn glClearNamedFramebufferfv( &self, framebuffer: u32, buffer: u32, drawbuffer: i32, value: *const f32, )
fn glClearNamedFramebufferfi( &self, framebuffer: u32, buffer: u32, drawbuffer: i32, depth: f32, stencil: i32, )
fn glBlitNamedFramebuffer( &self, readFramebuffer: u32, drawFramebuffer: u32, srcX0: i32, srcY0: i32, srcX1: i32, srcY1: i32, dstX0: i32, dstY0: i32, dstX1: i32, dstY1: i32, mask: u32, filter: u32, )
fn glCheckNamedFramebufferStatus(&self, framebuffer: u32, target: u32) -> u32
fn glGetNamedFramebufferParameteriv( &self, framebuffer: u32, pname: u32, param: *mut i32, )
fn glGetNamedFramebufferAttachmentParameteriv( &self, framebuffer: u32, attachment: u32, pname: u32, params: *mut i32, )
fn glCreateRenderbuffers(&self, n: i32, renderbuffers: *mut u32)
fn glNamedRenderbufferStorage( &self, renderbuffer: u32, internalformat: u32, width: i32, height: i32, )
fn glNamedRenderbufferStorageMultisample( &self, renderbuffer: u32, samples: i32, internalformat: u32, width: i32, height: i32, )
fn glGetNamedRenderbufferParameteriv( &self, renderbuffer: u32, pname: u32, params: *mut i32, )
fn glCreateTextures(&self, target: u32, n: i32, textures: *mut u32)
fn glTextureBuffer(&self, texture: u32, internalformat: u32, buffer: u32)
fn glTextureBufferRange( &self, texture: u32, internalformat: u32, buffer: u32, offset: usize, size: usize, )
fn glTextureStorage1D( &self, texture: u32, levels: i32, internalformat: u32, width: i32, )
fn glTextureStorage2D( &self, texture: u32, levels: i32, internalformat: u32, width: i32, height: i32, )
fn glTextureStorage3D( &self, texture: u32, levels: i32, internalformat: u32, width: i32, height: i32, depth: i32, )
fn glTextureStorage2DMultisample( &self, texture: u32, samples: i32, internalformat: u32, width: i32, height: i32, fixedsamplelocations: u8, )
fn glTextureStorage3DMultisample( &self, texture: u32, samples: i32, internalformat: u32, width: i32, height: i32, depth: i32, fixedsamplelocations: u8, )
fn glTextureSubImage1D( &self, texture: u32, level: i32, xoffset: i32, width: i32, format: u32, type_: u32, pixels: *const c_void, )
fn glTextureSubImage2D( &self, texture: u32, level: i32, xoffset: i32, yoffset: i32, width: i32, height: i32, format: u32, type_: u32, pixels: *const c_void, )
fn glTextureSubImage3D( &self, texture: u32, level: i32, xoffset: i32, yoffset: i32, zoffset: i32, width: i32, height: i32, depth: i32, format: u32, type_: u32, pixels: *const c_void, )
fn glCompressedTextureSubImage1D( &self, texture: u32, level: i32, xoffset: i32, width: i32, format: u32, imageSize: i32, data: *const c_void, )
fn glCompressedTextureSubImage2D( &self, texture: u32, level: i32, xoffset: i32, yoffset: i32, width: i32, height: i32, format: u32, imageSize: i32, data: *const c_void, )
fn glCompressedTextureSubImage3D( &self, texture: u32, level: i32, xoffset: i32, yoffset: i32, zoffset: i32, width: i32, height: i32, depth: i32, format: u32, imageSize: i32, data: *const c_void, )
fn glCopyTextureSubImage1D( &self, texture: u32, level: i32, xoffset: i32, x: i32, y: i32, width: i32, )
fn glCopyTextureSubImage2D( &self, texture: u32, level: i32, xoffset: i32, yoffset: i32, x: i32, y: i32, width: i32, height: i32, )
fn glCopyTextureSubImage3D( &self, texture: u32, level: i32, xoffset: i32, yoffset: i32, zoffset: i32, x: i32, y: i32, width: i32, height: i32, )
fn glTextureParameterf(&self, texture: u32, pname: u32, param: f32)
fn glTextureParameterfv(&self, texture: u32, pname: u32, param: *const f32)
fn glTextureParameteri(&self, texture: u32, pname: u32, param: i32)
fn glTextureParameterIiv(&self, texture: u32, pname: u32, params: *const i32)
fn glTextureParameterIuiv(&self, texture: u32, pname: u32, params: *const u32)
fn glTextureParameteriv(&self, texture: u32, pname: u32, param: *const i32)
fn glGenerateTextureMipmap(&self, texture: u32)
fn glBindTextureUnit(&self, unit: u32, texture: u32)
fn glGetTextureImage( &self, texture: u32, level: i32, format: u32, type_: u32, bufSize: i32, pixels: *mut c_void, )
fn glGetCompressedTextureImage( &self, texture: u32, level: i32, bufSize: i32, pixels: *mut c_void, )
fn glGetTextureLevelParameterfv( &self, texture: u32, level: i32, pname: u32, params: *mut f32, )
fn glGetTextureLevelParameteriv( &self, texture: u32, level: i32, pname: u32, params: *mut i32, )
fn glGetTextureParameterfv(&self, texture: u32, pname: u32, params: *mut f32)
fn glGetTextureParameterIiv(&self, texture: u32, pname: u32, params: *mut i32)
fn glGetTextureParameterIuiv(&self, texture: u32, pname: u32, params: *mut u32)
fn glGetTextureParameteriv(&self, texture: u32, pname: u32, params: *mut i32)
fn glCreateVertexArrays(&self, n: i32, arrays: *mut u32)
fn glDisableVertexArrayAttrib(&self, vaobj: u32, index: u32)
fn glEnableVertexArrayAttrib(&self, vaobj: u32, index: u32)
fn glVertexArrayElementBuffer(&self, vaobj: u32, buffer: u32)
fn glVertexArrayVertexBuffer( &self, vaobj: u32, bindingindex: u32, buffer: u32, offset: usize, stride: i32, )
fn glVertexArrayVertexBuffers( &self, vaobj: u32, first: u32, count: i32, buffers: *const u32, offsets: *const usize, strides: *const i32, )
fn glVertexArrayAttribBinding( &self, vaobj: u32, attribindex: u32, bindingindex: u32, )
fn glVertexArrayAttribFormat( &self, vaobj: u32, attribindex: u32, size: i32, type_: u32, normalized: u8, relativeoffset: u32, )
fn glVertexArrayAttribIFormat( &self, vaobj: u32, attribindex: u32, size: i32, type_: u32, relativeoffset: u32, )
fn glVertexArrayAttribLFormat( &self, vaobj: u32, attribindex: u32, size: i32, type_: u32, relativeoffset: u32, )
fn glVertexArrayBindingDivisor( &self, vaobj: u32, bindingindex: u32, divisor: u32, )
fn glGetVertexArrayiv(&self, vaobj: u32, pname: u32, param: *mut i32)
fn glGetVertexArrayIndexediv( &self, vaobj: u32, index: u32, pname: u32, param: *mut i32, )
fn glGetVertexArrayIndexed64iv( &self, vaobj: u32, index: u32, pname: u32, param: *mut i64, )
fn glCreateSamplers(&self, n: i32, samplers: *mut u32)
fn glCreateProgramPipelines(&self, n: i32, pipelines: *mut u32)
fn glCreateQueries(&self, target: u32, n: i32, ids: *mut u32)
fn glGetQueryBufferObjecti64v( &self, id: u32, buffer: u32, pname: u32, offset: usize, )
fn glGetQueryBufferObjectiv( &self, id: u32, buffer: u32, pname: u32, offset: usize, )
fn glGetQueryBufferObjectui64v( &self, id: u32, buffer: u32, pname: u32, offset: usize, )
fn glGetQueryBufferObjectuiv( &self, id: u32, buffer: u32, pname: u32, offset: usize, )
fn glMemoryBarrierByRegion(&self, barriers: u32)
fn glGetTextureSubImage( &self, texture: u32, level: i32, xoffset: i32, yoffset: i32, zoffset: i32, width: i32, height: i32, depth: i32, format: u32, type_: u32, bufSize: i32, pixels: *mut c_void, )
fn glGetCompressedTextureSubImage( &self, texture: u32, level: i32, xoffset: i32, yoffset: i32, zoffset: i32, width: i32, height: i32, depth: i32, bufSize: i32, pixels: *mut c_void, )
fn glGetGraphicsResetStatus(&self) -> u32
fn glGetnCompressedTexImage( &self, target: u32, lod: i32, bufSize: i32, pixels: *mut c_void, )
fn glGetnTexImage( &self, target: u32, level: i32, format: u32, type_: u32, bufSize: i32, pixels: *mut c_void, )
fn glGetnUniformdv( &self, program: u32, location: i32, bufSize: i32, params: *mut f64, )
fn glGetnUniformfv( &self, program: u32, location: i32, bufSize: i32, params: *mut f32, )
fn glGetnUniformiv( &self, program: u32, location: i32, bufSize: i32, params: *mut i32, )
fn glGetnUniformuiv( &self, program: u32, location: i32, bufSize: i32, params: *mut u32, )
fn glReadnPixels( &self, x: i32, y: i32, width: i32, height: i32, format: u32, type_: u32, bufSize: i32, data: *mut c_void, )
fn glGetnMapdv(&self, target: u32, query: u32, bufSize: i32, v: *mut f64)
fn glGetnMapfv(&self, target: u32, query: u32, bufSize: i32, v: *mut f32)
fn glGetnMapiv(&self, target: u32, query: u32, bufSize: i32, v: *mut i32)
fn glGetnPixelMapfv(&self, map: u32, bufSize: i32, values: *mut f32)
fn glGetnPixelMapuiv(&self, map: u32, bufSize: i32, values: *mut u32)
fn glGetnPixelMapusv(&self, map: u32, bufSize: i32, values: *mut u16)
fn glGetnPolygonStipple(&self, bufSize: i32, pattern: *mut u8)
fn glGetnColorTable( &self, target: u32, format: u32, type_: u32, bufSize: i32, table: *mut c_void, )
fn glGetnConvolutionFilter( &self, target: u32, format: u32, type_: u32, bufSize: i32, image: *mut c_void, )
fn glGetnSeparableFilter( &self, target: u32, format: u32, type_: u32, rowBufSize: i32, row: *mut c_void, columnBufSize: i32, column: *mut c_void, span: *mut c_void, )
fn glGetnHistogram( &self, target: u32, reset: u8, format: u32, type_: u32, bufSize: i32, values: *mut c_void, )
fn glGetnMinmax( &self, target: u32, reset: u8, format: u32, type_: u32, bufSize: i32, values: *mut c_void, )
fn glTextureBarrier(&self)
Source§impl GL_4_6 for GLCore
impl GL_4_6 for GLCore
fn glSpecializeShader( &self, shader: u32, pEntryPoint: *const i8, numSpecializationConstants: u32, pConstantIndex: *const u32, pConstantValue: *const u32, )
fn glMultiDrawArraysIndirectCount( &self, mode: u32, indirect: *const c_void, drawcount: usize, maxdrawcount: i32, stride: i32, )
fn glMultiDrawElementsIndirectCount( &self, mode: u32, type_: u32, indirect: *const c_void, drawcount: usize, maxdrawcount: i32, stride: i32, )
fn glPolygonOffsetClamp(&self, factor: f32, units: f32, clamp: f32)
impl Copy for GLCore
impl Eq for GLCore
impl GL for GLCore
impl StructuralPartialEq for GLCore
Auto Trait Implementations§
impl Freeze for GLCore
impl RefUnwindSafe for GLCore
impl Send for GLCore
impl Sync for GLCore
impl Unpin for GLCore
impl UnwindSafe for GLCore
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more