Struct Version20

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pub struct Version20 { /* private fields */ }

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impl Version20

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pub fn new( base: impl GL_1_0, get_proc_address: impl FnMut(&'static str) -> *const c_void, ) -> Self

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pub fn get_available(&self) -> bool

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impl Clone for Version20

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fn clone(&self) -> Version20

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Version20

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for Version20

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl GL_2_0 for Version20

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fn glBlendEquationSeparate(&self, modeRGB: u32, modeAlpha: u32)

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fn glDrawBuffers(&self, n: i32, bufs: *const u32)

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fn glStencilOpSeparate(&self, face: u32, sfail: u32, dpfail: u32, dppass: u32)

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fn glStencilFuncSeparate(&self, face: u32, func: u32, ref_: i32, mask: u32)

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fn glStencilMaskSeparate(&self, face: u32, mask: u32)

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fn glAttachShader(&self, program: u32, shader: u32)

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fn glBindAttribLocation(&self, program: u32, index: u32, name: *const i8)

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fn glCompileShader(&self, shader: u32)

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fn glCreateProgram(&self) -> u32

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fn glCreateShader(&self, type_: u32) -> u32

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fn glDeleteProgram(&self, program: u32)

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fn glDeleteShader(&self, shader: u32)

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fn glDetachShader(&self, program: u32, shader: u32)

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fn glDisableVertexAttribArray(&self, index: u32)

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fn glEnableVertexAttribArray(&self, index: u32)

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fn glGetActiveAttrib( &self, program: u32, index: u32, bufSize: i32, length: *mut i32, size: *mut i32, type_: *mut u32, name: *mut i8, )

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fn glGetActiveUniform( &self, program: u32, index: u32, bufSize: i32, length: *mut i32, size: *mut i32, type_: *mut u32, name: *mut i8, )

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fn glGetAttachedShaders( &self, program: u32, maxCount: i32, count: *mut i32, shaders: *mut u32, )

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fn glGetAttribLocation(&self, program: u32, name: *const i8) -> i32

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fn glGetProgramiv(&self, program: u32, pname: u32, params: *mut i32)

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fn glGetProgramInfoLog( &self, program: u32, bufSize: i32, length: *mut i32, infoLog: *mut i8, )

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fn glGetShaderiv(&self, shader: u32, pname: u32, params: *mut i32)

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fn glGetShaderInfoLog( &self, shader: u32, bufSize: i32, length: *mut i32, infoLog: *mut i8, )

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fn glGetShaderSource( &self, shader: u32, bufSize: i32, length: *mut i32, source: *mut i8, )

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fn glGetUniformLocation(&self, program: u32, name: *const i8) -> i32

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fn glGetUniformfv(&self, program: u32, location: i32, params: *mut f32)

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fn glGetUniformiv(&self, program: u32, location: i32, params: *mut i32)

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fn glGetVertexAttribdv(&self, index: u32, pname: u32, params: *mut f64)

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fn glGetVertexAttribfv(&self, index: u32, pname: u32, params: *mut f32)

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fn glGetVertexAttribiv(&self, index: u32, pname: u32, params: *mut i32)

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fn glGetVertexAttribPointerv( &self, index: u32, pname: u32, pointer: *mut *mut c_void, )

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fn glIsProgram(&self, program: u32) -> u8

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fn glIsShader(&self, shader: u32) -> u8

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fn glLinkProgram(&self, program: u32)

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fn glShaderSource( &self, shader: u32, count: i32, string_: *const *const i8, length: *const i32, )

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fn glUseProgram(&self, program: u32)

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fn glUniform1f(&self, location: i32, v0: f32)

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fn glUniform2f(&self, location: i32, v0: f32, v1: f32)

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fn glUniform3f(&self, location: i32, v0: f32, v1: f32, v2: f32)

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fn glUniform4f(&self, location: i32, v0: f32, v1: f32, v2: f32, v3: f32)

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fn glUniform1i(&self, location: i32, v0: i32)

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fn glUniform2i(&self, location: i32, v0: i32, v1: i32)

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fn glUniform3i(&self, location: i32, v0: i32, v1: i32, v2: i32)

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fn glUniform4i(&self, location: i32, v0: i32, v1: i32, v2: i32, v3: i32)

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fn glUniform1fv(&self, location: i32, count: i32, value: *const f32)

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fn glUniform2fv(&self, location: i32, count: i32, value: *const f32)

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fn glUniform3fv(&self, location: i32, count: i32, value: *const f32)

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fn glUniform4fv(&self, location: i32, count: i32, value: *const f32)

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fn glUniform1iv(&self, location: i32, count: i32, value: *const i32)

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fn glUniform2iv(&self, location: i32, count: i32, value: *const i32)

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fn glUniform3iv(&self, location: i32, count: i32, value: *const i32)

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fn glUniform4iv(&self, location: i32, count: i32, value: *const i32)

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fn glUniformMatrix2fv( &self, location: i32, count: i32, transpose: u8, value: *const f32, )

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fn glUniformMatrix3fv( &self, location: i32, count: i32, transpose: u8, value: *const f32, )

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fn glUniformMatrix4fv( &self, location: i32, count: i32, transpose: u8, value: *const f32, )

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fn glValidateProgram(&self, program: u32)

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fn glVertexAttrib1d(&self, index: u32, x: f64)

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fn glVertexAttrib1dv(&self, index: u32, v: *const f64)

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fn glVertexAttrib1f(&self, index: u32, x: f32)

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fn glVertexAttrib1fv(&self, index: u32, v: *const f32)

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fn glVertexAttrib1s(&self, index: u32, x: i16)

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fn glVertexAttrib1sv(&self, index: u32, v: *const i16)

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fn glVertexAttrib2d(&self, index: u32, x: f64, y: f64)

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fn glVertexAttrib2dv(&self, index: u32, v: *const f64)

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fn glVertexAttrib2f(&self, index: u32, x: f32, y: f32)

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fn glVertexAttrib2fv(&self, index: u32, v: *const f32)

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fn glVertexAttrib2s(&self, index: u32, x: i16, y: i16)

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fn glVertexAttrib2sv(&self, index: u32, v: *const i16)

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fn glVertexAttrib3d(&self, index: u32, x: f64, y: f64, z: f64)

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fn glVertexAttrib3dv(&self, index: u32, v: *const f64)

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fn glVertexAttrib3f(&self, index: u32, x: f32, y: f32, z: f32)

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fn glVertexAttrib3fv(&self, index: u32, v: *const f32)

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fn glVertexAttrib3s(&self, index: u32, x: i16, y: i16, z: i16)

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fn glVertexAttrib3sv(&self, index: u32, v: *const i16)

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fn glVertexAttrib4Nbv(&self, index: u32, v: *const i8)

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fn glVertexAttrib4Niv(&self, index: u32, v: *const i32)

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fn glVertexAttrib4Nsv(&self, index: u32, v: *const i16)

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fn glVertexAttrib4Nub(&self, index: u32, x: u8, y: u8, z: u8, w: u8)

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fn glVertexAttrib4Nubv(&self, index: u32, v: *const u8)

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fn glVertexAttrib4Nuiv(&self, index: u32, v: *const u32)

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fn glVertexAttrib4Nusv(&self, index: u32, v: *const u16)

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fn glVertexAttrib4bv(&self, index: u32, v: *const i8)

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fn glVertexAttrib4d(&self, index: u32, x: f64, y: f64, z: f64, w: f64)

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fn glVertexAttrib4dv(&self, index: u32, v: *const f64)

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fn glVertexAttrib4f(&self, index: u32, x: f32, y: f32, z: f32, w: f32)

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fn glVertexAttrib4fv(&self, index: u32, v: *const f32)

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fn glVertexAttrib4iv(&self, index: u32, v: *const i32)

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fn glVertexAttrib4s(&self, index: u32, x: i16, y: i16, z: i16, w: i16)

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fn glVertexAttrib4sv(&self, index: u32, v: *const i16)

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fn glVertexAttrib4ubv(&self, index: u32, v: *const u8)

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fn glVertexAttrib4uiv(&self, index: u32, v: *const u32)

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fn glVertexAttrib4usv(&self, index: u32, v: *const u16)

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fn glVertexAttribPointer( &self, index: u32, size: i32, type_: u32, normalized: u8, stride: i32, pointer: *const c_void, )

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fn get_shading_language_version(&self) -> &'static str

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impl Hash for Version20

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fn hash<__H: Hasher>(&self, state: &mut __H)

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for Version20

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fn eq(&self, other: &Version20) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for Version20

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impl Eq for Version20

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impl StructuralPartialEq for Version20

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.