pub struct Version20 { /* private fields */ }Implementations§
Trait Implementations§
Source§impl GL_2_0 for Version20
impl GL_2_0 for Version20
fn glGetError(&self) -> GLenum
fn glBlendEquationSeparate( &self, modeRGB: GLenum, modeAlpha: GLenum, ) -> Result<()>
fn glDrawBuffers(&self, n: GLsizei, bufs: *const GLenum) -> Result<()>
fn glStencilOpSeparate( &self, face: GLenum, sfail: GLenum, dpfail: GLenum, dppass: GLenum, ) -> Result<()>
fn glStencilFuncSeparate( &self, face: GLenum, func: GLenum, ref_: GLint, mask: GLuint, ) -> Result<()>
fn glStencilMaskSeparate(&self, face: GLenum, mask: GLuint) -> Result<()>
fn glAttachShader(&self, program: GLuint, shader: GLuint) -> Result<()>
fn glBindAttribLocation( &self, program: GLuint, index: GLuint, name: *const GLchar, ) -> Result<()>
fn glCompileShader(&self, shader: GLuint) -> Result<()>
fn glCreateProgram(&self) -> Result<GLuint>
fn glCreateShader(&self, type_: GLenum) -> Result<GLuint>
fn glDeleteProgram(&self, program: GLuint) -> Result<()>
fn glDeleteShader(&self, shader: GLuint) -> Result<()>
fn glDetachShader(&self, program: GLuint, shader: GLuint) -> Result<()>
fn glDisableVertexAttribArray(&self, index: GLuint) -> Result<()>
fn glEnableVertexAttribArray(&self, index: GLuint) -> Result<()>
fn glGetActiveAttrib( &self, program: GLuint, index: GLuint, bufSize: GLsizei, length: *mut GLsizei, size: *mut GLint, type_: *mut GLenum, name: *mut GLchar, ) -> Result<()>
fn glGetActiveUniform( &self, program: GLuint, index: GLuint, bufSize: GLsizei, length: *mut GLsizei, size: *mut GLint, type_: *mut GLenum, name: *mut GLchar, ) -> Result<()>
fn glGetAttachedShaders( &self, program: GLuint, maxCount: GLsizei, count: *mut GLsizei, shaders: *mut GLuint, ) -> Result<()>
fn glGetAttribLocation( &self, program: GLuint, name: *const GLchar, ) -> Result<GLint>
fn glGetProgramiv( &self, program: GLuint, pname: GLenum, params: *mut GLint, ) -> Result<()>
fn glGetProgramInfoLog( &self, program: GLuint, bufSize: GLsizei, length: *mut GLsizei, infoLog: *mut GLchar, ) -> Result<()>
fn glGetShaderiv( &self, shader: GLuint, pname: GLenum, params: *mut GLint, ) -> Result<()>
fn glGetShaderInfoLog( &self, shader: GLuint, bufSize: GLsizei, length: *mut GLsizei, infoLog: *mut GLchar, ) -> Result<()>
fn glGetShaderSource( &self, shader: GLuint, bufSize: GLsizei, length: *mut GLsizei, source: *mut GLchar, ) -> Result<()>
fn glGetUniformLocation( &self, program: GLuint, name: *const GLchar, ) -> Result<GLint>
fn glGetUniformfv( &self, program: GLuint, location: GLint, params: *mut GLfloat, ) -> Result<()>
fn glGetUniformiv( &self, program: GLuint, location: GLint, params: *mut GLint, ) -> Result<()>
fn glGetVertexAttribdv( &self, index: GLuint, pname: GLenum, params: *mut GLdouble, ) -> Result<()>
fn glGetVertexAttribfv( &self, index: GLuint, pname: GLenum, params: *mut GLfloat, ) -> Result<()>
fn glGetVertexAttribiv( &self, index: GLuint, pname: GLenum, params: *mut GLint, ) -> Result<()>
fn glGetVertexAttribPointerv( &self, index: GLuint, pname: GLenum, pointer: *mut *mut c_void, ) -> Result<()>
fn glIsProgram(&self, program: GLuint) -> Result<GLboolean>
fn glIsShader(&self, shader: GLuint) -> Result<GLboolean>
fn glLinkProgram(&self, program: GLuint) -> Result<()>
fn glShaderSource( &self, shader: GLuint, count: GLsizei, string_: *const *const GLchar, length: *const GLint, ) -> Result<()>
fn glUseProgram(&self, program: GLuint) -> Result<()>
fn glUniform1f(&self, location: GLint, v0: GLfloat) -> Result<()>
fn glUniform2f(&self, location: GLint, v0: GLfloat, v1: GLfloat) -> Result<()>
fn glUniform3f( &self, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, ) -> Result<()>
fn glUniform4f( &self, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat, ) -> Result<()>
fn glUniform1i(&self, location: GLint, v0: GLint) -> Result<()>
fn glUniform2i(&self, location: GLint, v0: GLint, v1: GLint) -> Result<()>
fn glUniform3i( &self, location: GLint, v0: GLint, v1: GLint, v2: GLint, ) -> Result<()>
fn glUniform4i( &self, location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint, ) -> Result<()>
fn glUniform1fv( &self, location: GLint, count: GLsizei, value: *const GLfloat, ) -> Result<()>
fn glUniform2fv( &self, location: GLint, count: GLsizei, value: *const GLfloat, ) -> Result<()>
fn glUniform3fv( &self, location: GLint, count: GLsizei, value: *const GLfloat, ) -> Result<()>
fn glUniform4fv( &self, location: GLint, count: GLsizei, value: *const GLfloat, ) -> Result<()>
fn glUniform1iv( &self, location: GLint, count: GLsizei, value: *const GLint, ) -> Result<()>
fn glUniform2iv( &self, location: GLint, count: GLsizei, value: *const GLint, ) -> Result<()>
fn glUniform3iv( &self, location: GLint, count: GLsizei, value: *const GLint, ) -> Result<()>
fn glUniform4iv( &self, location: GLint, count: GLsizei, value: *const GLint, ) -> Result<()>
fn glUniformMatrix2fv( &self, location: GLint, count: GLsizei, transpose: GLboolean, value: *const GLfloat, ) -> Result<()>
fn glUniformMatrix3fv( &self, location: GLint, count: GLsizei, transpose: GLboolean, value: *const GLfloat, ) -> Result<()>
fn glUniformMatrix4fv( &self, location: GLint, count: GLsizei, transpose: GLboolean, value: *const GLfloat, ) -> Result<()>
fn glValidateProgram(&self, program: GLuint) -> Result<()>
fn glVertexAttrib1d(&self, index: GLuint, x: GLdouble) -> Result<()>
fn glVertexAttrib1dv(&self, index: GLuint, v: *const GLdouble) -> Result<()>
fn glVertexAttrib1f(&self, index: GLuint, x: GLfloat) -> Result<()>
fn glVertexAttrib1fv(&self, index: GLuint, v: *const GLfloat) -> Result<()>
fn glVertexAttrib1s(&self, index: GLuint, x: GLshort) -> Result<()>
fn glVertexAttrib1sv(&self, index: GLuint, v: *const GLshort) -> Result<()>
fn glVertexAttrib2d( &self, index: GLuint, x: GLdouble, y: GLdouble, ) -> Result<()>
fn glVertexAttrib2dv(&self, index: GLuint, v: *const GLdouble) -> Result<()>
fn glVertexAttrib2f(&self, index: GLuint, x: GLfloat, y: GLfloat) -> Result<()>
fn glVertexAttrib2fv(&self, index: GLuint, v: *const GLfloat) -> Result<()>
fn glVertexAttrib2s(&self, index: GLuint, x: GLshort, y: GLshort) -> Result<()>
fn glVertexAttrib2sv(&self, index: GLuint, v: *const GLshort) -> Result<()>
fn glVertexAttrib3d( &self, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, ) -> Result<()>
fn glVertexAttrib3dv(&self, index: GLuint, v: *const GLdouble) -> Result<()>
fn glVertexAttrib3f( &self, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, ) -> Result<()>
fn glVertexAttrib3fv(&self, index: GLuint, v: *const GLfloat) -> Result<()>
fn glVertexAttrib3s( &self, index: GLuint, x: GLshort, y: GLshort, z: GLshort, ) -> Result<()>
fn glVertexAttrib3sv(&self, index: GLuint, v: *const GLshort) -> Result<()>
fn glVertexAttrib4Nbv(&self, index: GLuint, v: *const GLbyte) -> Result<()>
fn glVertexAttrib4Niv(&self, index: GLuint, v: *const GLint) -> Result<()>
fn glVertexAttrib4Nsv(&self, index: GLuint, v: *const GLshort) -> Result<()>
fn glVertexAttrib4Nub( &self, index: GLuint, x: GLubyte, y: GLubyte, z: GLubyte, w: GLubyte, ) -> Result<()>
fn glVertexAttrib4Nubv(&self, index: GLuint, v: *const GLubyte) -> Result<()>
fn glVertexAttrib4Nuiv(&self, index: GLuint, v: *const GLuint) -> Result<()>
fn glVertexAttrib4Nusv(&self, index: GLuint, v: *const GLushort) -> Result<()>
fn glVertexAttrib4bv(&self, index: GLuint, v: *const GLbyte) -> Result<()>
fn glVertexAttrib4d( &self, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble, ) -> Result<()>
fn glVertexAttrib4dv(&self, index: GLuint, v: *const GLdouble) -> Result<()>
fn glVertexAttrib4f( &self, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat, ) -> Result<()>
fn glVertexAttrib4fv(&self, index: GLuint, v: *const GLfloat) -> Result<()>
fn glVertexAttrib4iv(&self, index: GLuint, v: *const GLint) -> Result<()>
fn glVertexAttrib4s( &self, index: GLuint, x: GLshort, y: GLshort, z: GLshort, w: GLshort, ) -> Result<()>
fn glVertexAttrib4sv(&self, index: GLuint, v: *const GLshort) -> Result<()>
fn glVertexAttrib4ubv(&self, index: GLuint, v: *const GLubyte) -> Result<()>
fn glVertexAttrib4uiv(&self, index: GLuint, v: *const GLuint) -> Result<()>
fn glVertexAttrib4usv(&self, index: GLuint, v: *const GLushort) -> Result<()>
fn glVertexAttribPointer( &self, index: GLuint, size: GLint, type_: GLenum, normalized: GLboolean, stride: GLsizei, pointer: *const c_void, ) -> Result<()>
fn get_shading_language_version(&self) -> &'static str
impl Copy for Version20
impl Eq for Version20
impl StructuralPartialEq for Version20
Auto Trait Implementations§
impl Freeze for Version20
impl RefUnwindSafe for Version20
impl Send for Version20
impl Sync for Version20
impl Unpin for Version20
impl UnwindSafe for Version20
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