pub struct EsVersion20 {Show 142 fields
pub activetexture: extern "system" fn(u32),
pub attachshader: extern "system" fn(u32, u32),
pub bindattriblocation: extern "system" fn(u32, u32, *const i8),
pub bindbuffer: extern "system" fn(u32, u32),
pub bindframebuffer: extern "system" fn(u32, u32),
pub bindrenderbuffer: extern "system" fn(u32, u32),
pub bindtexture: extern "system" fn(u32, u32),
pub blendcolor: extern "system" fn(f32, f32, f32, f32),
pub blendequation: extern "system" fn(u32),
pub blendequationseparate: extern "system" fn(u32, u32),
pub blendfunc: extern "system" fn(u32, u32),
pub blendfuncseparate: extern "system" fn(u32, u32, u32, u32),
pub bufferdata: extern "system" fn(u32, usize, *const c_void, u32),
pub buffersubdata: extern "system" fn(u32, usize, usize, *const c_void),
pub checkframebufferstatus: extern "system" fn(u32) -> u32,
pub clear: extern "system" fn(u32),
pub clearcolor: extern "system" fn(f32, f32, f32, f32),
pub cleardepthf: extern "system" fn(f32),
pub clearstencil: extern "system" fn(i32),
pub colormask: extern "system" fn(u8, u8, u8, u8),
pub compileshader: extern "system" fn(u32),
pub compressedteximage2d: extern "system" fn(u32, i32, u32, i32, i32, i32, i32, *const c_void),
pub compressedtexsubimage2d: extern "system" fn(u32, i32, i32, i32, i32, i32, u32, i32, *const c_void),
pub copyteximage2d: extern "system" fn(u32, i32, u32, i32, i32, i32, i32, i32),
pub copytexsubimage2d: extern "system" fn(u32, i32, i32, i32, i32, i32, i32, i32),
pub createprogram: extern "system" fn() -> u32,
pub createshader: extern "system" fn(u32) -> u32,
pub cullface: extern "system" fn(u32),
pub deletebuffers: extern "system" fn(i32, *const u32),
pub deleteframebuffers: extern "system" fn(i32, *const u32),
pub deleteprogram: extern "system" fn(u32),
pub deleterenderbuffers: extern "system" fn(i32, *const u32),
pub deleteshader: extern "system" fn(u32),
pub deletetextures: extern "system" fn(i32, *const u32),
pub depthfunc: extern "system" fn(u32),
pub depthmask: extern "system" fn(u8),
pub depthrangef: extern "system" fn(f32, f32),
pub detachshader: extern "system" fn(u32, u32),
pub disable: extern "system" fn(u32),
pub disablevertexattribarray: extern "system" fn(u32),
pub drawarrays: extern "system" fn(u32, i32, i32),
pub drawelements: extern "system" fn(u32, i32, u32, *const c_void),
pub enable: extern "system" fn(u32),
pub enablevertexattribarray: extern "system" fn(u32),
pub finish: extern "system" fn(),
pub flush: extern "system" fn(),
pub framebufferrenderbuffer: extern "system" fn(u32, u32, u32, u32),
pub framebuffertexture2d: extern "system" fn(u32, u32, u32, u32, i32),
pub frontface: extern "system" fn(u32),
pub genbuffers: extern "system" fn(i32, *mut u32),
pub generatemipmap: extern "system" fn(u32),
pub genframebuffers: extern "system" fn(i32, *mut u32),
pub genrenderbuffers: extern "system" fn(i32, *mut u32),
pub gentextures: extern "system" fn(i32, *mut u32),
pub getactiveattrib: extern "system" fn(u32, u32, i32, *mut i32, *mut i32, *mut u32, *mut i8),
pub getactiveuniform: extern "system" fn(u32, u32, i32, *mut i32, *mut i32, *mut u32, *mut i8),
pub getattachedshaders: extern "system" fn(u32, i32, *mut i32, *mut u32),
pub getattriblocation: extern "system" fn(u32, *const i8) -> i32,
pub getbooleanv: extern "system" fn(u32, *mut u8),
pub getbufferparameteriv: extern "system" fn(u32, u32, *mut i32),
pub geterror: extern "system" fn() -> u32,
pub getfloatv: extern "system" fn(u32, *mut f32),
pub getframebufferattachmentparameteriv: extern "system" fn(u32, u32, u32, *mut i32),
pub getintegerv: extern "system" fn(u32, *mut i32),
pub getprogramiv: extern "system" fn(u32, u32, *mut i32),
pub getprograminfolog: extern "system" fn(u32, i32, *mut i32, *mut i8),
pub getrenderbufferparameteriv: extern "system" fn(u32, u32, *mut i32),
pub getshaderiv: extern "system" fn(u32, u32, *mut i32),
pub getshaderinfolog: extern "system" fn(u32, i32, *mut i32, *mut i8),
pub getshaderprecisionformat: extern "system" fn(u32, u32, *mut i32, *mut i32),
pub getshadersource: extern "system" fn(u32, i32, *mut i32, *mut i8),
pub getstring: extern "system" fn(u32) -> *const u8,
pub gettexparameterfv: extern "system" fn(u32, u32, *mut f32),
pub gettexparameteriv: extern "system" fn(u32, u32, *mut i32),
pub getuniformfv: extern "system" fn(u32, i32, *mut f32),
pub getuniformiv: extern "system" fn(u32, i32, *mut i32),
pub getuniformlocation: extern "system" fn(u32, *const i8) -> i32,
pub getvertexattribfv: extern "system" fn(u32, u32, *mut f32),
pub getvertexattribiv: extern "system" fn(u32, u32, *mut i32),
pub getvertexattribpointerv: extern "system" fn(u32, u32, *mut *mut c_void),
pub hint: extern "system" fn(u32, u32),
pub isbuffer: extern "system" fn(u32) -> u8,
pub isenabled: extern "system" fn(u32) -> u8,
pub isframebuffer: extern "system" fn(u32) -> u8,
pub isprogram: extern "system" fn(u32) -> u8,
pub isrenderbuffer: extern "system" fn(u32) -> u8,
pub isshader: extern "system" fn(u32) -> u8,
pub istexture: extern "system" fn(u32) -> u8,
pub linewidth: extern "system" fn(f32),
pub linkprogram: extern "system" fn(u32),
pub pixelstorei: extern "system" fn(u32, i32),
pub polygonoffset: extern "system" fn(f32, f32),
pub readpixels: extern "system" fn(i32, i32, i32, i32, u32, u32, *mut c_void),
pub releaseshadercompiler: extern "system" fn(),
pub renderbufferstorage: extern "system" fn(u32, u32, i32, i32),
pub samplecoverage: extern "system" fn(f32, u8),
pub scissor: extern "system" fn(i32, i32, i32, i32),
pub shaderbinary: extern "system" fn(i32, *const u32, u32, *const c_void, i32),
pub shadersource: extern "system" fn(u32, i32, *const *const i8, *const i32),
pub stencilfunc: extern "system" fn(u32, i32, u32),
pub stencilfuncseparate: extern "system" fn(u32, u32, i32, u32),
pub stencilmask: extern "system" fn(u32),
pub stencilmaskseparate: extern "system" fn(u32, u32),
pub stencilop: extern "system" fn(u32, u32, u32),
pub stencilopseparate: extern "system" fn(u32, u32, u32, u32),
pub teximage2d: extern "system" fn(u32, i32, i32, i32, i32, i32, u32, u32, *const c_void),
pub texparameterf: extern "system" fn(u32, u32, f32),
pub texparameterfv: extern "system" fn(u32, u32, *const f32),
pub texparameteri: extern "system" fn(u32, u32, i32),
pub texparameteriv: extern "system" fn(u32, u32, *const i32),
pub texsubimage2d: extern "system" fn(u32, i32, i32, i32, i32, i32, u32, u32, *const c_void),
pub uniform1f: extern "system" fn(i32, f32),
pub uniform1fv: extern "system" fn(i32, i32, *const f32),
pub uniform1i: extern "system" fn(i32, i32),
pub uniform1iv: extern "system" fn(i32, i32, *const i32),
pub uniform2f: extern "system" fn(i32, f32, f32),
pub uniform2fv: extern "system" fn(i32, i32, *const f32),
pub uniform2i: extern "system" fn(i32, i32, i32),
pub uniform2iv: extern "system" fn(i32, i32, *const i32),
pub uniform3f: extern "system" fn(i32, f32, f32, f32),
pub uniform3fv: extern "system" fn(i32, i32, *const f32),
pub uniform3i: extern "system" fn(i32, i32, i32, i32),
pub uniform3iv: extern "system" fn(i32, i32, *const i32),
pub uniform4f: extern "system" fn(i32, f32, f32, f32, f32),
pub uniform4fv: extern "system" fn(i32, i32, *const f32),
pub uniform4i: extern "system" fn(i32, i32, i32, i32, i32),
pub uniform4iv: extern "system" fn(i32, i32, *const i32),
pub uniformmatrix2fv: extern "system" fn(i32, i32, u8, *const f32),
pub uniformmatrix3fv: extern "system" fn(i32, i32, u8, *const f32),
pub uniformmatrix4fv: extern "system" fn(i32, i32, u8, *const f32),
pub useprogram: extern "system" fn(u32),
pub validateprogram: extern "system" fn(u32),
pub vertexattrib1f: extern "system" fn(u32, f32),
pub vertexattrib1fv: extern "system" fn(u32, *const f32),
pub vertexattrib2f: extern "system" fn(u32, f32, f32),
pub vertexattrib2fv: extern "system" fn(u32, *const f32),
pub vertexattrib3f: extern "system" fn(u32, f32, f32, f32),
pub vertexattrib3fv: extern "system" fn(u32, *const f32),
pub vertexattrib4f: extern "system" fn(u32, f32, f32, f32, f32),
pub vertexattrib4fv: extern "system" fn(u32, *const f32),
pub vertexattribpointer: extern "system" fn(u32, i32, u32, u8, i32, *const c_void),
pub viewport: extern "system" fn(i32, i32, i32, i32),
/* private fields */
}
Expand description
Functions from OpenGL ES version 2.0
Fields§
§activetexture: extern "system" fn(u32)
The function pointer to glActiveTexture()
attachshader: extern "system" fn(u32, u32)
The function pointer to glAttachShader()
bindattriblocation: extern "system" fn(u32, u32, *const i8)
The function pointer to glBindAttribLocation()
bindbuffer: extern "system" fn(u32, u32)
The function pointer to glBindBuffer()
bindframebuffer: extern "system" fn(u32, u32)
The function pointer to glBindFramebuffer()
bindrenderbuffer: extern "system" fn(u32, u32)
The function pointer to glBindRenderbuffer()
bindtexture: extern "system" fn(u32, u32)
The function pointer to glBindTexture()
blendcolor: extern "system" fn(f32, f32, f32, f32)
The function pointer to glBlendColor()
blendequation: extern "system" fn(u32)
The function pointer to glBlendEquation()
blendequationseparate: extern "system" fn(u32, u32)
The function pointer to glBlendEquationSeparate()
blendfunc: extern "system" fn(u32, u32)
The function pointer to glBlendFunc()
blendfuncseparate: extern "system" fn(u32, u32, u32, u32)
The function pointer to glBlendFuncSeparate()
bufferdata: extern "system" fn(u32, usize, *const c_void, u32)
The function pointer to glBufferData()
buffersubdata: extern "system" fn(u32, usize, usize, *const c_void)
The function pointer to glBufferSubData()
checkframebufferstatus: extern "system" fn(u32) -> u32
The function pointer to glCheckFramebufferStatus()
clear: extern "system" fn(u32)
The function pointer to glClear()
clearcolor: extern "system" fn(f32, f32, f32, f32)
The function pointer to glClearColor()
cleardepthf: extern "system" fn(f32)
The function pointer to glClearDepthf()
clearstencil: extern "system" fn(i32)
The function pointer to glClearStencil()
colormask: extern "system" fn(u8, u8, u8, u8)
The function pointer to glColorMask()
compileshader: extern "system" fn(u32)
The function pointer to glCompileShader()
compressedteximage2d: extern "system" fn(u32, i32, u32, i32, i32, i32, i32, *const c_void)
The function pointer to glCompressedTexImage2D()
compressedtexsubimage2d: extern "system" fn(u32, i32, i32, i32, i32, i32, u32, i32, *const c_void)
The function pointer to glCompressedTexSubImage2D()
copyteximage2d: extern "system" fn(u32, i32, u32, i32, i32, i32, i32, i32)
The function pointer to glCopyTexImage2D()
copytexsubimage2d: extern "system" fn(u32, i32, i32, i32, i32, i32, i32, i32)
The function pointer to glCopyTexSubImage2D()
createprogram: extern "system" fn() -> u32
The function pointer to glCreateProgram()
createshader: extern "system" fn(u32) -> u32
The function pointer to glCreateShader()
cullface: extern "system" fn(u32)
The function pointer to glCullFace()
deletebuffers: extern "system" fn(i32, *const u32)
The function pointer to glDeleteBuffers()
deleteframebuffers: extern "system" fn(i32, *const u32)
The function pointer to glDeleteFramebuffers()
deleteprogram: extern "system" fn(u32)
The function pointer to glDeleteProgram()
deleterenderbuffers: extern "system" fn(i32, *const u32)
The function pointer to glDeleteRenderbuffers()
deleteshader: extern "system" fn(u32)
The function pointer to glDeleteShader()
deletetextures: extern "system" fn(i32, *const u32)
The function pointer to glDeleteTextures()
depthfunc: extern "system" fn(u32)
The function pointer to glDepthFunc()
depthmask: extern "system" fn(u8)
The function pointer to glDepthMask()
depthrangef: extern "system" fn(f32, f32)
The function pointer to glDepthRangef()
detachshader: extern "system" fn(u32, u32)
The function pointer to glDetachShader()
disable: extern "system" fn(u32)
The function pointer to glDisable()
disablevertexattribarray: extern "system" fn(u32)
The function pointer to glDisableVertexAttribArray()
drawarrays: extern "system" fn(u32, i32, i32)
The function pointer to glDrawArrays()
drawelements: extern "system" fn(u32, i32, u32, *const c_void)
The function pointer to glDrawElements()
enable: extern "system" fn(u32)
The function pointer to glEnable()
enablevertexattribarray: extern "system" fn(u32)
The function pointer to glEnableVertexAttribArray()
finish: extern "system" fn()
The function pointer to glFinish()
flush: extern "system" fn()
The function pointer to glFlush()
framebufferrenderbuffer: extern "system" fn(u32, u32, u32, u32)
The function pointer to glFramebufferRenderbuffer()
framebuffertexture2d: extern "system" fn(u32, u32, u32, u32, i32)
The function pointer to glFramebufferTexture2D()
frontface: extern "system" fn(u32)
The function pointer to glFrontFace()
genbuffers: extern "system" fn(i32, *mut u32)
The function pointer to glGenBuffers()
generatemipmap: extern "system" fn(u32)
The function pointer to glGenerateMipmap()
genframebuffers: extern "system" fn(i32, *mut u32)
The function pointer to glGenFramebuffers()
genrenderbuffers: extern "system" fn(i32, *mut u32)
The function pointer to glGenRenderbuffers()
gentextures: extern "system" fn(i32, *mut u32)
The function pointer to glGenTextures()
getactiveattrib: extern "system" fn(u32, u32, i32, *mut i32, *mut i32, *mut u32, *mut i8)
The function pointer to glGetActiveAttrib()
getactiveuniform: extern "system" fn(u32, u32, i32, *mut i32, *mut i32, *mut u32, *mut i8)
The function pointer to glGetActiveUniform()
getattachedshaders: extern "system" fn(u32, i32, *mut i32, *mut u32)
The function pointer to glGetAttachedShaders()
getattriblocation: extern "system" fn(u32, *const i8) -> i32
The function pointer to glGetAttribLocation()
getbooleanv: extern "system" fn(u32, *mut u8)
The function pointer to glGetBooleanv()
getbufferparameteriv: extern "system" fn(u32, u32, *mut i32)
The function pointer to glGetBufferParameteriv()
geterror: extern "system" fn() -> u32
The function pointer to glGetError()
getfloatv: extern "system" fn(u32, *mut f32)
The function pointer to glGetFloatv()
getframebufferattachmentparameteriv: extern "system" fn(u32, u32, u32, *mut i32)
The function pointer to glGetFramebufferAttachmentParameteriv()
getintegerv: extern "system" fn(u32, *mut i32)
The function pointer to glGetIntegerv()
getprogramiv: extern "system" fn(u32, u32, *mut i32)
The function pointer to glGetProgramiv()
getprograminfolog: extern "system" fn(u32, i32, *mut i32, *mut i8)
The function pointer to glGetProgramInfoLog()
getrenderbufferparameteriv: extern "system" fn(u32, u32, *mut i32)
The function pointer to glGetRenderbufferParameteriv()
getshaderiv: extern "system" fn(u32, u32, *mut i32)
The function pointer to glGetShaderiv()
getshaderinfolog: extern "system" fn(u32, i32, *mut i32, *mut i8)
The function pointer to glGetShaderInfoLog()
getshaderprecisionformat: extern "system" fn(u32, u32, *mut i32, *mut i32)
The function pointer to glGetShaderPrecisionFormat()
getshadersource: extern "system" fn(u32, i32, *mut i32, *mut i8)
The function pointer to glGetShaderSource()
getstring: extern "system" fn(u32) -> *const u8
The function pointer to glGetString()
gettexparameterfv: extern "system" fn(u32, u32, *mut f32)
The function pointer to glGetTexParameterfv()
gettexparameteriv: extern "system" fn(u32, u32, *mut i32)
The function pointer to glGetTexParameteriv()
getuniformfv: extern "system" fn(u32, i32, *mut f32)
The function pointer to glGetUniformfv()
getuniformiv: extern "system" fn(u32, i32, *mut i32)
The function pointer to glGetUniformiv()
getuniformlocation: extern "system" fn(u32, *const i8) -> i32
The function pointer to glGetUniformLocation()
getvertexattribfv: extern "system" fn(u32, u32, *mut f32)
The function pointer to glGetVertexAttribfv()
getvertexattribiv: extern "system" fn(u32, u32, *mut i32)
The function pointer to glGetVertexAttribiv()
getvertexattribpointerv: extern "system" fn(u32, u32, *mut *mut c_void)
The function pointer to glGetVertexAttribPointerv()
hint: extern "system" fn(u32, u32)
The function pointer to glHint()
isbuffer: extern "system" fn(u32) -> u8
The function pointer to glIsBuffer()
isenabled: extern "system" fn(u32) -> u8
The function pointer to glIsEnabled()
isframebuffer: extern "system" fn(u32) -> u8
The function pointer to glIsFramebuffer()
isprogram: extern "system" fn(u32) -> u8
The function pointer to glIsProgram()
isrenderbuffer: extern "system" fn(u32) -> u8
The function pointer to glIsRenderbuffer()
isshader: extern "system" fn(u32) -> u8
The function pointer to glIsShader()
istexture: extern "system" fn(u32) -> u8
The function pointer to glIsTexture()
linewidth: extern "system" fn(f32)
The function pointer to glLineWidth()
linkprogram: extern "system" fn(u32)
The function pointer to glLinkProgram()
pixelstorei: extern "system" fn(u32, i32)
The function pointer to glPixelStorei()
polygonoffset: extern "system" fn(f32, f32)
The function pointer to glPolygonOffset()
readpixels: extern "system" fn(i32, i32, i32, i32, u32, u32, *mut c_void)
The function pointer to glReadPixels()
releaseshadercompiler: extern "system" fn()
The function pointer to glReleaseShaderCompiler()
renderbufferstorage: extern "system" fn(u32, u32, i32, i32)
The function pointer to glRenderbufferStorage()
samplecoverage: extern "system" fn(f32, u8)
The function pointer to glSampleCoverage()
scissor: extern "system" fn(i32, i32, i32, i32)
The function pointer to glScissor()
shaderbinary: extern "system" fn(i32, *const u32, u32, *const c_void, i32)
The function pointer to glShaderBinary()
shadersource: extern "system" fn(u32, i32, *const *const i8, *const i32)
The function pointer to glShaderSource()
stencilfunc: extern "system" fn(u32, i32, u32)
The function pointer to glStencilFunc()
stencilfuncseparate: extern "system" fn(u32, u32, i32, u32)
The function pointer to glStencilFuncSeparate()
stencilmask: extern "system" fn(u32)
The function pointer to glStencilMask()
stencilmaskseparate: extern "system" fn(u32, u32)
The function pointer to glStencilMaskSeparate()
stencilop: extern "system" fn(u32, u32, u32)
The function pointer to glStencilOp()
stencilopseparate: extern "system" fn(u32, u32, u32, u32)
The function pointer to glStencilOpSeparate()
teximage2d: extern "system" fn(u32, i32, i32, i32, i32, i32, u32, u32, *const c_void)
The function pointer to glTexImage2D()
texparameterf: extern "system" fn(u32, u32, f32)
The function pointer to glTexParameterf()
texparameterfv: extern "system" fn(u32, u32, *const f32)
The function pointer to glTexParameterfv()
texparameteri: extern "system" fn(u32, u32, i32)
The function pointer to glTexParameteri()
texparameteriv: extern "system" fn(u32, u32, *const i32)
The function pointer to glTexParameteriv()
texsubimage2d: extern "system" fn(u32, i32, i32, i32, i32, i32, u32, u32, *const c_void)
The function pointer to glTexSubImage2D()
uniform1f: extern "system" fn(i32, f32)
The function pointer to glUniform1f()
uniform1fv: extern "system" fn(i32, i32, *const f32)
The function pointer to glUniform1fv()
uniform1i: extern "system" fn(i32, i32)
The function pointer to glUniform1i()
uniform1iv: extern "system" fn(i32, i32, *const i32)
The function pointer to glUniform1iv()
uniform2f: extern "system" fn(i32, f32, f32)
The function pointer to glUniform2f()
uniform2fv: extern "system" fn(i32, i32, *const f32)
The function pointer to glUniform2fv()
uniform2i: extern "system" fn(i32, i32, i32)
The function pointer to glUniform2i()
uniform2iv: extern "system" fn(i32, i32, *const i32)
The function pointer to glUniform2iv()
uniform3f: extern "system" fn(i32, f32, f32, f32)
The function pointer to glUniform3f()
uniform3fv: extern "system" fn(i32, i32, *const f32)
The function pointer to glUniform3fv()
uniform3i: extern "system" fn(i32, i32, i32, i32)
The function pointer to glUniform3i()
uniform3iv: extern "system" fn(i32, i32, *const i32)
The function pointer to glUniform3iv()
uniform4f: extern "system" fn(i32, f32, f32, f32, f32)
The function pointer to glUniform4f()
uniform4fv: extern "system" fn(i32, i32, *const f32)
The function pointer to glUniform4fv()
uniform4i: extern "system" fn(i32, i32, i32, i32, i32)
The function pointer to glUniform4i()
uniform4iv: extern "system" fn(i32, i32, *const i32)
The function pointer to glUniform4iv()
uniformmatrix2fv: extern "system" fn(i32, i32, u8, *const f32)
The function pointer to glUniformMatrix2fv()
uniformmatrix3fv: extern "system" fn(i32, i32, u8, *const f32)
The function pointer to glUniformMatrix3fv()
uniformmatrix4fv: extern "system" fn(i32, i32, u8, *const f32)
The function pointer to glUniformMatrix4fv()
useprogram: extern "system" fn(u32)
The function pointer to glUseProgram()
validateprogram: extern "system" fn(u32)
The function pointer to glValidateProgram()
vertexattrib1f: extern "system" fn(u32, f32)
The function pointer to glVertexAttrib1f()
vertexattrib1fv: extern "system" fn(u32, *const f32)
The function pointer to glVertexAttrib1fv()
vertexattrib2f: extern "system" fn(u32, f32, f32)
The function pointer to glVertexAttrib2f()
vertexattrib2fv: extern "system" fn(u32, *const f32)
The function pointer to glVertexAttrib2fv()
vertexattrib3f: extern "system" fn(u32, f32, f32, f32)
The function pointer to glVertexAttrib3f()
vertexattrib3fv: extern "system" fn(u32, *const f32)
The function pointer to glVertexAttrib3fv()
vertexattrib4f: extern "system" fn(u32, f32, f32, f32, f32)
The function pointer to glVertexAttrib4f()
vertexattrib4fv: extern "system" fn(u32, *const f32)
The function pointer to glVertexAttrib4fv()
vertexattribpointer: extern "system" fn(u32, i32, u32, u8, i32, *const c_void)
The function pointer to glVertexAttribPointer()
viewport: extern "system" fn(i32, i32, i32, i32)
The function pointer to glViewport()
Implementations§
Source§impl EsVersion20
impl EsVersion20
Trait Implementations§
Source§impl Clone for EsVersion20
impl Clone for EsVersion20
Source§fn clone(&self) -> EsVersion20
fn clone(&self) -> EsVersion20
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreSource§impl Debug for EsVersion20
impl Debug for EsVersion20
Source§impl Default for EsVersion20
impl Default for EsVersion20
Source§fn default() -> EsVersion20
fn default() -> EsVersion20
Source§impl ES_GL_2_0 for EsVersion20
impl ES_GL_2_0 for EsVersion20
Source§fn glActiveTexture(&self, texture: u32) -> Result<(), GLCoreError>
fn glActiveTexture(&self, texture: u32) -> Result<(), GLCoreError>
Source§fn glAttachShader(&self, program: u32, shader: u32) -> Result<(), GLCoreError>
fn glAttachShader(&self, program: u32, shader: u32) -> Result<(), GLCoreError>
Source§fn glBindAttribLocation(
&self,
program: u32,
index: u32,
name: *const i8,
) -> Result<(), GLCoreError>
fn glBindAttribLocation( &self, program: u32, index: u32, name: *const i8, ) -> Result<(), GLCoreError>
Source§fn glBindBuffer(&self, target: u32, buffer: u32) -> Result<(), GLCoreError>
fn glBindBuffer(&self, target: u32, buffer: u32) -> Result<(), GLCoreError>
Source§fn glBindFramebuffer(
&self,
target: u32,
framebuffer: u32,
) -> Result<(), GLCoreError>
fn glBindFramebuffer( &self, target: u32, framebuffer: u32, ) -> Result<(), GLCoreError>
Source§fn glBindRenderbuffer(
&self,
target: u32,
renderbuffer: u32,
) -> Result<(), GLCoreError>
fn glBindRenderbuffer( &self, target: u32, renderbuffer: u32, ) -> Result<(), GLCoreError>
Source§fn glBindTexture(&self, target: u32, texture: u32) -> Result<(), GLCoreError>
fn glBindTexture(&self, target: u32, texture: u32) -> Result<(), GLCoreError>
Source§fn glBlendColor(
&self,
red: f32,
green: f32,
blue: f32,
alpha: f32,
) -> Result<(), GLCoreError>
fn glBlendColor( &self, red: f32, green: f32, blue: f32, alpha: f32, ) -> Result<(), GLCoreError>
Source§fn glBlendEquation(&self, mode: u32) -> Result<(), GLCoreError>
fn glBlendEquation(&self, mode: u32) -> Result<(), GLCoreError>
Source§fn glBlendEquationSeparate(
&self,
modeRGB: u32,
modeAlpha: u32,
) -> Result<(), GLCoreError>
fn glBlendEquationSeparate( &self, modeRGB: u32, modeAlpha: u32, ) -> Result<(), GLCoreError>
Source§fn glBlendFunc(&self, sfactor: u32, dfactor: u32) -> Result<(), GLCoreError>
fn glBlendFunc(&self, sfactor: u32, dfactor: u32) -> Result<(), GLCoreError>
Source§fn glBlendFuncSeparate(
&self,
sfactorRGB: u32,
dfactorRGB: u32,
sfactorAlpha: u32,
dfactorAlpha: u32,
) -> Result<(), GLCoreError>
fn glBlendFuncSeparate( &self, sfactorRGB: u32, dfactorRGB: u32, sfactorAlpha: u32, dfactorAlpha: u32, ) -> Result<(), GLCoreError>
Source§fn glBufferData(
&self,
target: u32,
size: usize,
data: *const c_void,
usage: u32,
) -> Result<(), GLCoreError>
fn glBufferData( &self, target: u32, size: usize, data: *const c_void, usage: u32, ) -> Result<(), GLCoreError>
Source§fn glBufferSubData(
&self,
target: u32,
offset: usize,
size: usize,
data: *const c_void,
) -> Result<(), GLCoreError>
fn glBufferSubData( &self, target: u32, offset: usize, size: usize, data: *const c_void, ) -> Result<(), GLCoreError>
Source§fn glCheckFramebufferStatus(&self, target: u32) -> Result<u32, GLCoreError>
fn glCheckFramebufferStatus(&self, target: u32) -> Result<u32, GLCoreError>
Source§fn glClearColor(
&self,
red: f32,
green: f32,
blue: f32,
alpha: f32,
) -> Result<(), GLCoreError>
fn glClearColor( &self, red: f32, green: f32, blue: f32, alpha: f32, ) -> Result<(), GLCoreError>
Source§fn glClearDepthf(&self, d: f32) -> Result<(), GLCoreError>
fn glClearDepthf(&self, d: f32) -> Result<(), GLCoreError>
Source§fn glClearStencil(&self, s: i32) -> Result<(), GLCoreError>
fn glClearStencil(&self, s: i32) -> Result<(), GLCoreError>
Source§fn glColorMask(
&self,
red: u8,
green: u8,
blue: u8,
alpha: u8,
) -> Result<(), GLCoreError>
fn glColorMask( &self, red: u8, green: u8, blue: u8, alpha: u8, ) -> Result<(), GLCoreError>
Source§fn glCompileShader(&self, shader: u32) -> Result<(), GLCoreError>
fn glCompileShader(&self, shader: u32) -> Result<(), GLCoreError>
Source§fn glCompressedTexImage2D(
&self,
target: u32,
level: i32,
internalformat: u32,
width: i32,
height: i32,
border: i32,
imageSize: i32,
data: *const c_void,
) -> Result<(), GLCoreError>
fn glCompressedTexImage2D( &self, target: u32, level: i32, internalformat: u32, width: i32, height: i32, border: i32, imageSize: i32, data: *const c_void, ) -> Result<(), GLCoreError>
Source§fn glCompressedTexSubImage2D(
&self,
target: u32,
level: i32,
xoffset: i32,
yoffset: i32,
width: i32,
height: i32,
format: u32,
imageSize: i32,
data: *const c_void,
) -> Result<(), GLCoreError>
fn glCompressedTexSubImage2D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, width: i32, height: i32, format: u32, imageSize: i32, data: *const c_void, ) -> Result<(), GLCoreError>
Source§fn glCopyTexImage2D(
&self,
target: u32,
level: i32,
internalformat: u32,
x: i32,
y: i32,
width: i32,
height: i32,
border: i32,
) -> Result<(), GLCoreError>
fn glCopyTexImage2D( &self, target: u32, level: i32, internalformat: u32, x: i32, y: i32, width: i32, height: i32, border: i32, ) -> Result<(), GLCoreError>
Source§fn glCopyTexSubImage2D(
&self,
target: u32,
level: i32,
xoffset: i32,
yoffset: i32,
x: i32,
y: i32,
width: i32,
height: i32,
) -> Result<(), GLCoreError>
fn glCopyTexSubImage2D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, x: i32, y: i32, width: i32, height: i32, ) -> Result<(), GLCoreError>
Source§fn glCreateProgram(&self) -> Result<u32, GLCoreError>
fn glCreateProgram(&self) -> Result<u32, GLCoreError>
Source§fn glCreateShader(&self, type_: u32) -> Result<u32, GLCoreError>
fn glCreateShader(&self, type_: u32) -> Result<u32, GLCoreError>
Source§fn glCullFace(&self, mode: u32) -> Result<(), GLCoreError>
fn glCullFace(&self, mode: u32) -> Result<(), GLCoreError>
Source§fn glDeleteBuffers(
&self,
n: i32,
buffers: *const u32,
) -> Result<(), GLCoreError>
fn glDeleteBuffers( &self, n: i32, buffers: *const u32, ) -> Result<(), GLCoreError>
Source§fn glDeleteFramebuffers(
&self,
n: i32,
framebuffers: *const u32,
) -> Result<(), GLCoreError>
fn glDeleteFramebuffers( &self, n: i32, framebuffers: *const u32, ) -> Result<(), GLCoreError>
Source§fn glDeleteProgram(&self, program: u32) -> Result<(), GLCoreError>
fn glDeleteProgram(&self, program: u32) -> Result<(), GLCoreError>
Source§fn glDeleteRenderbuffers(
&self,
n: i32,
renderbuffers: *const u32,
) -> Result<(), GLCoreError>
fn glDeleteRenderbuffers( &self, n: i32, renderbuffers: *const u32, ) -> Result<(), GLCoreError>
Source§fn glDeleteShader(&self, shader: u32) -> Result<(), GLCoreError>
fn glDeleteShader(&self, shader: u32) -> Result<(), GLCoreError>
Source§fn glDeleteTextures(
&self,
n: i32,
textures: *const u32,
) -> Result<(), GLCoreError>
fn glDeleteTextures( &self, n: i32, textures: *const u32, ) -> Result<(), GLCoreError>
Source§fn glDepthFunc(&self, func: u32) -> Result<(), GLCoreError>
fn glDepthFunc(&self, func: u32) -> Result<(), GLCoreError>
Source§fn glDepthMask(&self, flag: u8) -> Result<(), GLCoreError>
fn glDepthMask(&self, flag: u8) -> Result<(), GLCoreError>
Source§fn glDepthRangef(&self, n: f32, f: f32) -> Result<(), GLCoreError>
fn glDepthRangef(&self, n: f32, f: f32) -> Result<(), GLCoreError>
Source§fn glDetachShader(&self, program: u32, shader: u32) -> Result<(), GLCoreError>
fn glDetachShader(&self, program: u32, shader: u32) -> Result<(), GLCoreError>
Source§fn glDisableVertexAttribArray(&self, index: u32) -> Result<(), GLCoreError>
fn glDisableVertexAttribArray(&self, index: u32) -> Result<(), GLCoreError>
Source§fn glDrawArrays(
&self,
mode: u32,
first: i32,
count: i32,
) -> Result<(), GLCoreError>
fn glDrawArrays( &self, mode: u32, first: i32, count: i32, ) -> Result<(), GLCoreError>
Source§fn glDrawElements(
&self,
mode: u32,
count: i32,
type_: u32,
indices: *const c_void,
) -> Result<(), GLCoreError>
fn glDrawElements( &self, mode: u32, count: i32, type_: u32, indices: *const c_void, ) -> Result<(), GLCoreError>
Source§fn glEnableVertexAttribArray(&self, index: u32) -> Result<(), GLCoreError>
fn glEnableVertexAttribArray(&self, index: u32) -> Result<(), GLCoreError>
Source§fn glFramebufferRenderbuffer(
&self,
target: u32,
attachment: u32,
renderbuffertarget: u32,
renderbuffer: u32,
) -> Result<(), GLCoreError>
fn glFramebufferRenderbuffer( &self, target: u32, attachment: u32, renderbuffertarget: u32, renderbuffer: u32, ) -> Result<(), GLCoreError>
Source§fn glFramebufferTexture2D(
&self,
target: u32,
attachment: u32,
textarget: u32,
texture: u32,
level: i32,
) -> Result<(), GLCoreError>
fn glFramebufferTexture2D( &self, target: u32, attachment: u32, textarget: u32, texture: u32, level: i32, ) -> Result<(), GLCoreError>
Source§fn glFrontFace(&self, mode: u32) -> Result<(), GLCoreError>
fn glFrontFace(&self, mode: u32) -> Result<(), GLCoreError>
Source§fn glGenBuffers(&self, n: i32, buffers: *mut u32) -> Result<(), GLCoreError>
fn glGenBuffers(&self, n: i32, buffers: *mut u32) -> Result<(), GLCoreError>
Source§fn glGenerateMipmap(&self, target: u32) -> Result<(), GLCoreError>
fn glGenerateMipmap(&self, target: u32) -> Result<(), GLCoreError>
Source§fn glGenFramebuffers(
&self,
n: i32,
framebuffers: *mut u32,
) -> Result<(), GLCoreError>
fn glGenFramebuffers( &self, n: i32, framebuffers: *mut u32, ) -> Result<(), GLCoreError>
Source§fn glGenRenderbuffers(
&self,
n: i32,
renderbuffers: *mut u32,
) -> Result<(), GLCoreError>
fn glGenRenderbuffers( &self, n: i32, renderbuffers: *mut u32, ) -> Result<(), GLCoreError>
Source§fn glGenTextures(&self, n: i32, textures: *mut u32) -> Result<(), GLCoreError>
fn glGenTextures(&self, n: i32, textures: *mut u32) -> Result<(), GLCoreError>
Source§fn glGetActiveAttrib(
&self,
program: u32,
index: u32,
bufSize: i32,
length: *mut i32,
size: *mut i32,
type_: *mut u32,
name: *mut i8,
) -> Result<(), GLCoreError>
fn glGetActiveAttrib( &self, program: u32, index: u32, bufSize: i32, length: *mut i32, size: *mut i32, type_: *mut u32, name: *mut i8, ) -> Result<(), GLCoreError>
Source§fn glGetActiveUniform(
&self,
program: u32,
index: u32,
bufSize: i32,
length: *mut i32,
size: *mut i32,
type_: *mut u32,
name: *mut i8,
) -> Result<(), GLCoreError>
fn glGetActiveUniform( &self, program: u32, index: u32, bufSize: i32, length: *mut i32, size: *mut i32, type_: *mut u32, name: *mut i8, ) -> Result<(), GLCoreError>
Source§fn glGetAttachedShaders(
&self,
program: u32,
maxCount: i32,
count: *mut i32,
shaders: *mut u32,
) -> Result<(), GLCoreError>
fn glGetAttachedShaders( &self, program: u32, maxCount: i32, count: *mut i32, shaders: *mut u32, ) -> Result<(), GLCoreError>
Source§fn glGetAttribLocation(
&self,
program: u32,
name: *const i8,
) -> Result<i32, GLCoreError>
fn glGetAttribLocation( &self, program: u32, name: *const i8, ) -> Result<i32, GLCoreError>
Source§fn glGetBooleanv(&self, pname: u32, data: *mut u8) -> Result<(), GLCoreError>
fn glGetBooleanv(&self, pname: u32, data: *mut u8) -> Result<(), GLCoreError>
Source§fn glGetBufferParameteriv(
&self,
target: u32,
pname: u32,
params: *mut i32,
) -> Result<(), GLCoreError>
fn glGetBufferParameteriv( &self, target: u32, pname: u32, params: *mut i32, ) -> Result<(), GLCoreError>
Source§fn glGetError(&self) -> u32
fn glGetError(&self) -> u32
Source§fn glGetFloatv(&self, pname: u32, data: *mut f32) -> Result<(), GLCoreError>
fn glGetFloatv(&self, pname: u32, data: *mut f32) -> Result<(), GLCoreError>
Source§fn glGetFramebufferAttachmentParameteriv(
&self,
target: u32,
attachment: u32,
pname: u32,
params: *mut i32,
) -> Result<(), GLCoreError>
fn glGetFramebufferAttachmentParameteriv( &self, target: u32, attachment: u32, pname: u32, params: *mut i32, ) -> Result<(), GLCoreError>
Source§fn glGetIntegerv(&self, pname: u32, data: *mut i32) -> Result<(), GLCoreError>
fn glGetIntegerv(&self, pname: u32, data: *mut i32) -> Result<(), GLCoreError>
Source§fn glGetProgramiv(
&self,
program: u32,
pname: u32,
params: *mut i32,
) -> Result<(), GLCoreError>
fn glGetProgramiv( &self, program: u32, pname: u32, params: *mut i32, ) -> Result<(), GLCoreError>
Source§fn glGetProgramInfoLog(
&self,
program: u32,
bufSize: i32,
length: *mut i32,
infoLog: *mut i8,
) -> Result<(), GLCoreError>
fn glGetProgramInfoLog( &self, program: u32, bufSize: i32, length: *mut i32, infoLog: *mut i8, ) -> Result<(), GLCoreError>
Source§fn glGetRenderbufferParameteriv(
&self,
target: u32,
pname: u32,
params: *mut i32,
) -> Result<(), GLCoreError>
fn glGetRenderbufferParameteriv( &self, target: u32, pname: u32, params: *mut i32, ) -> Result<(), GLCoreError>
Source§fn glGetShaderiv(
&self,
shader: u32,
pname: u32,
params: *mut i32,
) -> Result<(), GLCoreError>
fn glGetShaderiv( &self, shader: u32, pname: u32, params: *mut i32, ) -> Result<(), GLCoreError>
Source§fn glGetShaderInfoLog(
&self,
shader: u32,
bufSize: i32,
length: *mut i32,
infoLog: *mut i8,
) -> Result<(), GLCoreError>
fn glGetShaderInfoLog( &self, shader: u32, bufSize: i32, length: *mut i32, infoLog: *mut i8, ) -> Result<(), GLCoreError>
Source§fn glGetShaderPrecisionFormat(
&self,
shadertype: u32,
precisiontype: u32,
range: *mut i32,
precision: *mut i32,
) -> Result<(), GLCoreError>
fn glGetShaderPrecisionFormat( &self, shadertype: u32, precisiontype: u32, range: *mut i32, precision: *mut i32, ) -> Result<(), GLCoreError>
Source§fn glGetShaderSource(
&self,
shader: u32,
bufSize: i32,
length: *mut i32,
source: *mut i8,
) -> Result<(), GLCoreError>
fn glGetShaderSource( &self, shader: u32, bufSize: i32, length: *mut i32, source: *mut i8, ) -> Result<(), GLCoreError>
Source§fn glGetString(&self, name: u32) -> Result<&'static str, GLCoreError>
fn glGetString(&self, name: u32) -> Result<&'static str, GLCoreError>
Source§fn glGetTexParameterfv(
&self,
target: u32,
pname: u32,
params: *mut f32,
) -> Result<(), GLCoreError>
fn glGetTexParameterfv( &self, target: u32, pname: u32, params: *mut f32, ) -> Result<(), GLCoreError>
Source§fn glGetTexParameteriv(
&self,
target: u32,
pname: u32,
params: *mut i32,
) -> Result<(), GLCoreError>
fn glGetTexParameteriv( &self, target: u32, pname: u32, params: *mut i32, ) -> Result<(), GLCoreError>
Source§fn glGetUniformfv(
&self,
program: u32,
location: i32,
params: *mut f32,
) -> Result<(), GLCoreError>
fn glGetUniformfv( &self, program: u32, location: i32, params: *mut f32, ) -> Result<(), GLCoreError>
Source§fn glGetUniformiv(
&self,
program: u32,
location: i32,
params: *mut i32,
) -> Result<(), GLCoreError>
fn glGetUniformiv( &self, program: u32, location: i32, params: *mut i32, ) -> Result<(), GLCoreError>
Source§fn glGetUniformLocation(
&self,
program: u32,
name: *const i8,
) -> Result<i32, GLCoreError>
fn glGetUniformLocation( &self, program: u32, name: *const i8, ) -> Result<i32, GLCoreError>
Source§fn glGetVertexAttribfv(
&self,
index: u32,
pname: u32,
params: *mut f32,
) -> Result<(), GLCoreError>
fn glGetVertexAttribfv( &self, index: u32, pname: u32, params: *mut f32, ) -> Result<(), GLCoreError>
Source§fn glGetVertexAttribiv(
&self,
index: u32,
pname: u32,
params: *mut i32,
) -> Result<(), GLCoreError>
fn glGetVertexAttribiv( &self, index: u32, pname: u32, params: *mut i32, ) -> Result<(), GLCoreError>
Source§fn glGetVertexAttribPointerv(
&self,
index: u32,
pname: u32,
pointer: *mut *mut c_void,
) -> Result<(), GLCoreError>
fn glGetVertexAttribPointerv( &self, index: u32, pname: u32, pointer: *mut *mut c_void, ) -> Result<(), GLCoreError>
Source§fn glIsBuffer(&self, buffer: u32) -> Result<u8, GLCoreError>
fn glIsBuffer(&self, buffer: u32) -> Result<u8, GLCoreError>
Source§fn glIsEnabled(&self, cap: u32) -> Result<u8, GLCoreError>
fn glIsEnabled(&self, cap: u32) -> Result<u8, GLCoreError>
Source§fn glIsFramebuffer(&self, framebuffer: u32) -> Result<u8, GLCoreError>
fn glIsFramebuffer(&self, framebuffer: u32) -> Result<u8, GLCoreError>
Source§fn glIsProgram(&self, program: u32) -> Result<u8, GLCoreError>
fn glIsProgram(&self, program: u32) -> Result<u8, GLCoreError>
Source§fn glIsRenderbuffer(&self, renderbuffer: u32) -> Result<u8, GLCoreError>
fn glIsRenderbuffer(&self, renderbuffer: u32) -> Result<u8, GLCoreError>
Source§fn glIsShader(&self, shader: u32) -> Result<u8, GLCoreError>
fn glIsShader(&self, shader: u32) -> Result<u8, GLCoreError>
Source§fn glIsTexture(&self, texture: u32) -> Result<u8, GLCoreError>
fn glIsTexture(&self, texture: u32) -> Result<u8, GLCoreError>
Source§fn glLineWidth(&self, width: f32) -> Result<(), GLCoreError>
fn glLineWidth(&self, width: f32) -> Result<(), GLCoreError>
Source§fn glLinkProgram(&self, program: u32) -> Result<(), GLCoreError>
fn glLinkProgram(&self, program: u32) -> Result<(), GLCoreError>
Source§fn glPixelStorei(&self, pname: u32, param: i32) -> Result<(), GLCoreError>
fn glPixelStorei(&self, pname: u32, param: i32) -> Result<(), GLCoreError>
Source§fn glPolygonOffset(&self, factor: f32, units: f32) -> Result<(), GLCoreError>
fn glPolygonOffset(&self, factor: f32, units: f32) -> Result<(), GLCoreError>
Source§fn glReadPixels(
&self,
x: i32,
y: i32,
width: i32,
height: i32,
format: u32,
type_: u32,
pixels: *mut c_void,
) -> Result<(), GLCoreError>
fn glReadPixels( &self, x: i32, y: i32, width: i32, height: i32, format: u32, type_: u32, pixels: *mut c_void, ) -> Result<(), GLCoreError>
Source§fn glReleaseShaderCompiler(&self) -> Result<(), GLCoreError>
fn glReleaseShaderCompiler(&self) -> Result<(), GLCoreError>
Source§fn glRenderbufferStorage(
&self,
target: u32,
internalformat: u32,
width: i32,
height: i32,
) -> Result<(), GLCoreError>
fn glRenderbufferStorage( &self, target: u32, internalformat: u32, width: i32, height: i32, ) -> Result<(), GLCoreError>
Source§fn glSampleCoverage(&self, value: f32, invert: u8) -> Result<(), GLCoreError>
fn glSampleCoverage(&self, value: f32, invert: u8) -> Result<(), GLCoreError>
Source§fn glShaderBinary(
&self,
count: i32,
shaders: *const u32,
binaryformat: u32,
binary: *const c_void,
length: i32,
) -> Result<(), GLCoreError>
fn glShaderBinary( &self, count: i32, shaders: *const u32, binaryformat: u32, binary: *const c_void, length: i32, ) -> Result<(), GLCoreError>
Source§fn glShaderSource(
&self,
shader: u32,
count: i32,
string_: *const *const i8,
length: *const i32,
) -> Result<(), GLCoreError>
fn glShaderSource( &self, shader: u32, count: i32, string_: *const *const i8, length: *const i32, ) -> Result<(), GLCoreError>
Source§fn glStencilFunc(
&self,
func: u32,
ref_: i32,
mask: u32,
) -> Result<(), GLCoreError>
fn glStencilFunc( &self, func: u32, ref_: i32, mask: u32, ) -> Result<(), GLCoreError>
Source§fn glStencilFuncSeparate(
&self,
face: u32,
func: u32,
ref_: i32,
mask: u32,
) -> Result<(), GLCoreError>
fn glStencilFuncSeparate( &self, face: u32, func: u32, ref_: i32, mask: u32, ) -> Result<(), GLCoreError>
Source§fn glStencilMask(&self, mask: u32) -> Result<(), GLCoreError>
fn glStencilMask(&self, mask: u32) -> Result<(), GLCoreError>
Source§fn glStencilMaskSeparate(&self, face: u32, mask: u32) -> Result<(), GLCoreError>
fn glStencilMaskSeparate(&self, face: u32, mask: u32) -> Result<(), GLCoreError>
Source§fn glStencilOp(
&self,
fail: u32,
zfail: u32,
zpass: u32,
) -> Result<(), GLCoreError>
fn glStencilOp( &self, fail: u32, zfail: u32, zpass: u32, ) -> Result<(), GLCoreError>
Source§fn glStencilOpSeparate(
&self,
face: u32,
sfail: u32,
dpfail: u32,
dppass: u32,
) -> Result<(), GLCoreError>
fn glStencilOpSeparate( &self, face: u32, sfail: u32, dpfail: u32, dppass: u32, ) -> Result<(), GLCoreError>
Source§fn glTexImage2D(
&self,
target: u32,
level: i32,
internalformat: i32,
width: i32,
height: i32,
border: i32,
format: u32,
type_: u32,
pixels: *const c_void,
) -> Result<(), GLCoreError>
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