Trait gleam::gl::Gl

source ·
pub trait Gl {
Show 200 methods fn get_type(&self) -> GlType; fn buffer_data_untyped(
        &self,
        target: GLenum,
        size: GLsizeiptr,
        data: *const GLvoid,
        usage: GLenum
    ); fn buffer_sub_data_untyped(
        &self,
        target: GLenum,
        offset: isize,
        size: GLsizeiptr,
        data: *const GLvoid
    ); fn tex_buffer(&self, target: GLenum, internal_format: GLenum, buffer: GLuint); fn shader_source(&self, shader: GLuint, strings: &[&[u8]]); fn read_buffer(&self, mode: GLenum); fn read_pixels_into_buffer(
        &self,
        x: GLint,
        y: GLint,
        width: GLsizei,
        height: GLsizei,
        format: GLenum,
        pixel_type: GLenum,
        dst_buffer: &mut [u8]
    ); fn read_pixels(
        &self,
        x: GLint,
        y: GLint,
        width: GLsizei,
        height: GLsizei,
        format: GLenum,
        pixel_type: GLenum
    ) -> Vec<u8>; fn sample_coverage(&self, value: GLclampf, invert: bool); fn polygon_offset(&self, factor: GLfloat, units: GLfloat); fn pixel_store_i(&self, name: GLenum, param: GLint); fn gen_buffers(&self, n: GLsizei) -> Vec<GLuint>; fn gen_renderbuffers(&self, n: GLsizei) -> Vec<GLuint>; fn gen_framebuffers(&self, n: GLsizei) -> Vec<GLuint>; fn gen_textures(&self, n: GLsizei) -> Vec<GLuint>; fn gen_vertex_arrays(&self, n: GLsizei) -> Vec<GLuint>; fn gen_queries(&self, n: GLsizei) -> Vec<GLuint>; fn begin_query(&self, target: GLenum, id: GLuint); fn end_query(&self, target: GLenum); fn query_counter(&self, id: GLuint, target: GLenum); fn get_query_object_iv(&self, id: GLuint, pname: GLenum) -> i32; fn get_query_object_uiv(&self, id: GLuint, pname: GLenum) -> u32; fn get_query_object_i64v(&self, id: GLuint, pname: GLenum) -> i64; fn get_query_object_ui64v(&self, id: GLuint, pname: GLenum) -> u64; fn delete_queries(&self, queries: &[GLuint]); fn delete_vertex_arrays(&self, vertex_arrays: &[GLuint]); fn delete_buffers(&self, buffers: &[GLuint]); fn delete_renderbuffers(&self, renderbuffers: &[GLuint]); fn delete_framebuffers(&self, framebuffers: &[GLuint]); fn delete_textures(&self, textures: &[GLuint]); fn framebuffer_renderbuffer(
        &self,
        target: GLenum,
        attachment: GLenum,
        renderbuffertarget: GLenum,
        renderbuffer: GLuint
    ); fn renderbuffer_storage(
        &self,
        target: GLenum,
        internalformat: GLenum,
        width: GLsizei,
        height: GLsizei
    ); fn depth_func(&self, func: GLenum); fn active_texture(&self, texture: GLenum); fn attach_shader(&self, program: GLuint, shader: GLuint); fn bind_attrib_location(&self, program: GLuint, index: GLuint, name: &str); unsafe fn get_uniform_iv(
        &self,
        program: GLuint,
        location: GLint,
        result: &mut [GLint]
    ); unsafe fn get_uniform_fv(
        &self,
        program: GLuint,
        location: GLint,
        result: &mut [GLfloat]
    ); fn get_uniform_block_index(&self, program: GLuint, name: &str) -> GLuint; fn get_uniform_indices(&self, program: GLuint, names: &[&str]) -> Vec<GLuint>; fn bind_buffer_base(&self, target: GLenum, index: GLuint, buffer: GLuint); fn bind_buffer_range(
        &self,
        target: GLenum,
        index: GLuint,
        buffer: GLuint,
        offset: GLintptr,
        size: GLsizeiptr
    ); fn uniform_block_binding(
        &self,
        program: GLuint,
        uniform_block_index: GLuint,
        uniform_block_binding: GLuint
    ); fn bind_buffer(&self, target: GLenum, buffer: GLuint); fn bind_vertex_array(&self, vao: GLuint); fn bind_renderbuffer(&self, target: GLenum, renderbuffer: GLuint); fn bind_framebuffer(&self, target: GLenum, framebuffer: GLuint); fn bind_texture(&self, target: GLenum, texture: GLuint); fn draw_buffers(&self, bufs: &[GLenum]); fn tex_image_2d(
        &self,
        target: GLenum,
        level: GLint,
        internal_format: GLint,
        width: GLsizei,
        height: GLsizei,
        border: GLint,
        format: GLenum,
        ty: GLenum,
        opt_data: Option<&[u8]>
    ); fn compressed_tex_image_2d(
        &self,
        target: GLenum,
        level: GLint,
        internal_format: GLenum,
        width: GLsizei,
        height: GLsizei,
        border: GLint,
        data: &[u8]
    ); fn compressed_tex_sub_image_2d(
        &self,
        target: GLenum,
        level: GLint,
        xoffset: GLint,
        yoffset: GLint,
        width: GLsizei,
        height: GLsizei,
        format: GLenum,
        data: &[u8]
    ); fn tex_image_3d(
        &self,
        target: GLenum,
        level: GLint,
        internal_format: GLint,
        width: GLsizei,
        height: GLsizei,
        depth: GLsizei,
        border: GLint,
        format: GLenum,
        ty: GLenum,
        opt_data: Option<&[u8]>
    ); fn copy_tex_image_2d(
        &self,
        target: GLenum,
        level: GLint,
        internal_format: GLenum,
        x: GLint,
        y: GLint,
        width: GLsizei,
        height: GLsizei,
        border: GLint
    ); fn copy_tex_sub_image_2d(
        &self,
        target: GLenum,
        level: GLint,
        xoffset: GLint,
        yoffset: GLint,
        x: GLint,
        y: GLint,
        width: GLsizei,
        height: GLsizei
    ); fn copy_tex_sub_image_3d(
        &self,
        target: GLenum,
        level: GLint,
        xoffset: GLint,
        yoffset: GLint,
        zoffset: GLint,
        x: GLint,
        y: GLint,
        width: GLsizei,
        height: GLsizei
    ); fn tex_sub_image_2d(
        &self,
        target: GLenum,
        level: GLint,
        xoffset: GLint,
        yoffset: GLint,
        width: GLsizei,
        height: GLsizei,
        format: GLenum,
        ty: GLenum,
        data: &[u8]
    ); fn tex_sub_image_2d_pbo(
        &self,
        target: GLenum,
        level: GLint,
        xoffset: GLint,
        yoffset: GLint,
        width: GLsizei,
        height: GLsizei,
        format: GLenum,
        ty: GLenum,
        offset: usize
    ); fn tex_sub_image_3d(
        &self,
        target: GLenum,
        level: GLint,
        xoffset: GLint,
        yoffset: GLint,
        zoffset: GLint,
        width: GLsizei,
        height: GLsizei,
        depth: GLsizei,
        format: GLenum,
        ty: GLenum,
        data: &[u8]
    ); fn tex_sub_image_3d_pbo(
        &self,
        target: GLenum,
        level: GLint,
        xoffset: GLint,
        yoffset: GLint,
        zoffset: GLint,
        width: GLsizei,
        height: GLsizei,
        depth: GLsizei,
        format: GLenum,
        ty: GLenum,
        offset: usize
    ); fn tex_storage_2d(
        &self,
        target: GLenum,
        levels: GLint,
        internal_format: GLenum,
        width: GLsizei,
        height: GLsizei
    ); fn tex_storage_3d(
        &self,
        target: GLenum,
        levels: GLint,
        internal_format: GLenum,
        width: GLsizei,
        height: GLsizei,
        depth: GLsizei
    ); fn get_tex_image_into_buffer(
        &self,
        target: GLenum,
        level: GLint,
        format: GLenum,
        ty: GLenum,
        output: &mut [u8]
    ); unsafe fn copy_image_sub_data(
        &self,
        src_name: GLuint,
        src_target: GLenum,
        src_level: GLint,
        src_x: GLint,
        src_y: GLint,
        src_z: GLint,
        dst_name: GLuint,
        dst_target: GLenum,
        dst_level: GLint,
        dst_x: GLint,
        dst_y: GLint,
        dst_z: GLint,
        src_width: GLsizei,
        src_height: GLsizei,
        src_depth: GLsizei
    ); fn invalidate_framebuffer(&self, target: GLenum, attachments: &[GLenum]); fn invalidate_sub_framebuffer(
        &self,
        target: GLenum,
        attachments: &[GLenum],
        xoffset: GLint,
        yoffset: GLint,
        width: GLsizei,
        height: GLsizei
    ); unsafe fn get_integer_v(&self, name: GLenum, result: &mut [GLint]); unsafe fn get_integer_64v(&self, name: GLenum, result: &mut [GLint64]); unsafe fn get_integer_iv(
        &self,
        name: GLenum,
        index: GLuint,
        result: &mut [GLint]
    ); unsafe fn get_integer_64iv(
        &self,
        name: GLenum,
        index: GLuint,
        result: &mut [GLint64]
    ); unsafe fn get_boolean_v(&self, name: GLenum, result: &mut [GLboolean]); unsafe fn get_float_v(&self, name: GLenum, result: &mut [GLfloat]); fn get_framebuffer_attachment_parameter_iv(
        &self,
        target: GLenum,
        attachment: GLenum,
        pname: GLenum
    ) -> GLint; fn get_renderbuffer_parameter_iv(
        &self,
        target: GLenum,
        pname: GLenum
    ) -> GLint; fn get_tex_parameter_iv(&self, target: GLenum, name: GLenum) -> GLint; fn get_tex_parameter_fv(&self, target: GLenum, name: GLenum) -> GLfloat; fn tex_parameter_i(&self, target: GLenum, pname: GLenum, param: GLint); fn tex_parameter_f(&self, target: GLenum, pname: GLenum, param: GLfloat); fn framebuffer_texture_2d(
        &self,
        target: GLenum,
        attachment: GLenum,
        textarget: GLenum,
        texture: GLuint,
        level: GLint
    ); fn framebuffer_texture_layer(
        &self,
        target: GLenum,
        attachment: GLenum,
        texture: GLuint,
        level: GLint,
        layer: GLint
    ); fn blit_framebuffer(
        &self,
        src_x0: GLint,
        src_y0: GLint,
        src_x1: GLint,
        src_y1: GLint,
        dst_x0: GLint,
        dst_y0: GLint,
        dst_x1: GLint,
        dst_y1: GLint,
        mask: GLbitfield,
        filter: GLenum
    ); fn vertex_attrib_4f(
        &self,
        index: GLuint,
        x: GLfloat,
        y: GLfloat,
        z: GLfloat,
        w: GLfloat
    ); fn vertex_attrib_pointer_f32(
        &self,
        index: GLuint,
        size: GLint,
        normalized: bool,
        stride: GLsizei,
        offset: GLuint
    ); fn vertex_attrib_pointer(
        &self,
        index: GLuint,
        size: GLint,
        type_: GLenum,
        normalized: bool,
        stride: GLsizei,
        offset: GLuint
    ); fn vertex_attrib_i_pointer(
        &self,
        index: GLuint,
        size: GLint,
        type_: GLenum,
        stride: GLsizei,
        offset: GLuint
    ); fn vertex_attrib_divisor(&self, index: GLuint, divisor: GLuint); fn viewport(&self, x: GLint, y: GLint, width: GLsizei, height: GLsizei); fn scissor(&self, x: GLint, y: GLint, width: GLsizei, height: GLsizei); fn line_width(&self, width: GLfloat); fn use_program(&self, program: GLuint); fn validate_program(&self, program: GLuint); fn draw_arrays(&self, mode: GLenum, first: GLint, count: GLsizei); fn draw_arrays_instanced(
        &self,
        mode: GLenum,
        first: GLint,
        count: GLsizei,
        primcount: GLsizei
    ); fn draw_elements(
        &self,
        mode: GLenum,
        count: GLsizei,
        element_type: GLenum,
        indices_offset: GLuint
    ); fn draw_elements_instanced(
        &self,
        mode: GLenum,
        count: GLsizei,
        element_type: GLenum,
        indices_offset: GLuint,
        primcount: GLsizei
    ); fn blend_color(&self, r: f32, g: f32, b: f32, a: f32); fn blend_func(&self, sfactor: GLenum, dfactor: GLenum); fn blend_func_separate(
        &self,
        src_rgb: GLenum,
        dest_rgb: GLenum,
        src_alpha: GLenum,
        dest_alpha: GLenum
    ); fn blend_equation(&self, mode: GLenum); fn blend_equation_separate(&self, mode_rgb: GLenum, mode_alpha: GLenum); fn color_mask(&self, r: bool, g: bool, b: bool, a: bool); fn cull_face(&self, mode: GLenum); fn front_face(&self, mode: GLenum); fn enable(&self, cap: GLenum); fn disable(&self, cap: GLenum); fn hint(&self, param_name: GLenum, param_val: GLenum); fn is_enabled(&self, cap: GLenum) -> GLboolean; fn is_shader(&self, shader: GLuint) -> GLboolean; fn is_texture(&self, texture: GLenum) -> GLboolean; fn is_framebuffer(&self, framebuffer: GLenum) -> GLboolean; fn is_renderbuffer(&self, renderbuffer: GLenum) -> GLboolean; fn check_frame_buffer_status(&self, target: GLenum) -> GLenum; fn enable_vertex_attrib_array(&self, index: GLuint); fn disable_vertex_attrib_array(&self, index: GLuint); fn uniform_1f(&self, location: GLint, v0: GLfloat); fn uniform_1fv(&self, location: GLint, values: &[f32]); fn uniform_1i(&self, location: GLint, v0: GLint); fn uniform_1iv(&self, location: GLint, values: &[i32]); fn uniform_1ui(&self, location: GLint, v0: GLuint); fn uniform_2f(&self, location: GLint, v0: GLfloat, v1: GLfloat); fn uniform_2fv(&self, location: GLint, values: &[f32]); fn uniform_2i(&self, location: GLint, v0: GLint, v1: GLint); fn uniform_2iv(&self, location: GLint, values: &[i32]); fn uniform_2ui(&self, location: GLint, v0: GLuint, v1: GLuint); fn uniform_3f(&self, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat); fn uniform_3fv(&self, location: GLint, values: &[f32]); fn uniform_3i(&self, location: GLint, v0: GLint, v1: GLint, v2: GLint); fn uniform_3iv(&self, location: GLint, values: &[i32]); fn uniform_3ui(&self, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint); fn uniform_4f(
        &self,
        location: GLint,
        x: GLfloat,
        y: GLfloat,
        z: GLfloat,
        w: GLfloat
    ); fn uniform_4i(&self, location: GLint, x: GLint, y: GLint, z: GLint, w: GLint); fn uniform_4iv(&self, location: GLint, values: &[i32]); fn uniform_4ui(
        &self,
        location: GLint,
        x: GLuint,
        y: GLuint,
        z: GLuint,
        w: GLuint
    ); fn uniform_4fv(&self, location: GLint, values: &[f32]); fn uniform_matrix_2fv(&self, location: GLint, transpose: bool, value: &[f32]); fn uniform_matrix_3fv(&self, location: GLint, transpose: bool, value: &[f32]); fn uniform_matrix_4fv(&self, location: GLint, transpose: bool, value: &[f32]); fn depth_mask(&self, flag: bool); fn depth_range(&self, near: f64, far: f64); fn get_active_attrib(
        &self,
        program: GLuint,
        index: GLuint
    ) -> (i32, u32, String); fn get_active_uniform(
        &self,
        program: GLuint,
        index: GLuint
    ) -> (i32, u32, String); fn get_active_uniforms_iv(
        &self,
        program: GLuint,
        indices: Vec<GLuint>,
        pname: GLenum
    ) -> Vec<GLint>; fn get_active_uniform_block_i(
        &self,
        program: GLuint,
        index: GLuint,
        pname: GLenum
    ) -> GLint; fn get_active_uniform_block_iv(
        &self,
        program: GLuint,
        index: GLuint,
        pname: GLenum
    ) -> Vec<GLint>; fn get_active_uniform_block_name(
        &self,
        program: GLuint,
        index: GLuint
    ) -> String; fn get_attrib_location(&self, program: GLuint, name: &str) -> c_int; fn get_frag_data_location(&self, program: GLuint, name: &str) -> c_int; fn get_uniform_location(&self, program: GLuint, name: &str) -> c_int; fn get_program_info_log(&self, program: GLuint) -> String; unsafe fn get_program_iv(
        &self,
        program: GLuint,
        pname: GLenum,
        result: &mut [GLint]
    ); fn get_program_binary(&self, program: GLuint) -> (Vec<u8>, GLenum); fn program_binary(&self, program: GLuint, format: GLenum, binary: &[u8]); fn program_parameter_i(&self, program: GLuint, pname: GLenum, value: GLint); unsafe fn get_vertex_attrib_iv(
        &self,
        index: GLuint,
        pname: GLenum,
        result: &mut [GLint]
    ); unsafe fn get_vertex_attrib_fv(
        &self,
        index: GLuint,
        pname: GLenum,
        result: &mut [GLfloat]
    ); fn get_vertex_attrib_pointer_v(
        &self,
        index: GLuint,
        pname: GLenum
    ) -> GLsizeiptr; fn get_buffer_parameter_iv(&self, target: GLuint, pname: GLenum) -> GLint; fn get_shader_info_log(&self, shader: GLuint) -> String; fn get_string(&self, which: GLenum) -> String; fn get_string_i(&self, which: GLenum, index: GLuint) -> String; unsafe fn get_shader_iv(
        &self,
        shader: GLuint,
        pname: GLenum,
        result: &mut [GLint]
    ); fn get_shader_precision_format(
        &self,
        shader_type: GLuint,
        precision_type: GLuint
    ) -> (GLint, GLint, GLint); fn compile_shader(&self, shader: GLuint); fn create_program(&self) -> GLuint; fn delete_program(&self, program: GLuint); fn create_shader(&self, shader_type: GLenum) -> GLuint; fn delete_shader(&self, shader: GLuint); fn detach_shader(&self, program: GLuint, shader: GLuint); fn link_program(&self, program: GLuint); fn clear_color(&self, r: f32, g: f32, b: f32, a: f32); fn clear(&self, buffer_mask: GLbitfield); fn clear_depth(&self, depth: f64); fn clear_stencil(&self, s: GLint); fn flush(&self); fn finish(&self); fn get_error(&self) -> GLenum; fn stencil_mask(&self, mask: GLuint); fn stencil_mask_separate(&self, face: GLenum, mask: GLuint); fn stencil_func(&self, func: GLenum, ref_: GLint, mask: GLuint); fn stencil_func_separate(
        &self,
        face: GLenum,
        func: GLenum,
        ref_: GLint,
        mask: GLuint
    ); fn stencil_op(&self, sfail: GLenum, dpfail: GLenum, dppass: GLenum); fn stencil_op_separate(
        &self,
        face: GLenum,
        sfail: GLenum,
        dpfail: GLenum,
        dppass: GLenum
    ); fn egl_image_target_texture2d_oes(&self, target: GLenum, image: GLeglImageOES); fn generate_mipmap(&self, target: GLenum); fn insert_event_marker_ext(&self, message: &str); fn push_group_marker_ext(&self, message: &str); fn pop_group_marker_ext(&self); fn fence_sync(&self, condition: GLenum, flags: GLbitfield) -> GLsync; fn client_wait_sync(&self, sync: GLsync, flags: GLbitfield, timeout: GLuint64); fn wait_sync(&self, sync: GLsync, flags: GLbitfield, timeout: GLuint64); fn delete_sync(&self, sync: GLsync); fn texture_range_apple(&self, target: GLenum, data: &[u8]); fn gen_fences_apple(&self, n: GLsizei) -> Vec<GLuint>; fn delete_fences_apple(&self, fences: &[GLuint]); fn set_fence_apple(&self, fence: GLuint); fn finish_fence_apple(&self, fence: GLuint); fn test_fence_apple(&self, fence: GLuint); fn bind_frag_data_location_indexed(
        &self,
        program: GLuint,
        color_number: GLuint,
        index: GLuint,
        name: &str
    ); fn get_frag_data_index(&self, program: GLuint, name: &str) -> GLint; fn get_debug_messages(&self) -> Vec<DebugMessage>;
}

Required Methods

Implementors