// MobileGL - MobileGL/MG_Impl/GLImpl/RenderState/GL_RenderState.h // Copyright (c) 2025-2026 MobileGL-Dev // Licensed under the GNU Lesser General Public License v3.0: // https://www.gnu.org/licenses/gpl-3.0.txt // https://www.gnu.org/licenses/lgpl-3.0.txt // SPDX-License-Identifier: LGPL-3.0-only // End of Source File Header #pragma once #include namespace MobileGL::MG_Impl::GLImpl { /* @INSERTION_POINT:FUNCTION_DECLARATION@ */ void BlendEquationi(GLuint buf, GLenum mode); void BlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha); void BlendFunci(GLuint buf, GLenum src, GLenum dst); void BlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); void GetBooleani_v(GLenum target, GLuint index, GLboolean* data); void Disablei(GLenum target, GLuint index); void Enablei(GLenum target, GLuint index); void BlendFunc(GLenum sfactor, GLenum dfactor); void Viewport(GLint x, GLint y, GLsizei width, GLsizei height); void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); void StencilOp(GLenum fail, GLenum zfail, GLenum zpass); void StencilMaskSeparate(GLenum face, GLuint mask); void StencilMask(GLuint mask); void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); void StencilFunc(GLenum func, GLint ref, GLuint mask); void Scissor(GLint x, GLint y, GLsizei width, GLsizei height); void SampleCoverage(GLfloat value, GLboolean invert); void PolygonOffset(GLfloat factor, GLfloat units); void PolygonMode(GLenum face, GLenum mode); void PointSize(GLfloat size); void PointParameterf(GLenum pname, GLfloat param); void PointParameteri(GLenum pname, GLint param); void PointParameterfv(GLenum pname, const GLfloat* params); void PointParameteriv(GLenum pname, const GLint* params); void PixelStorei(GLenum pname, GLint param); void PixelStoref(GLenum pname, GLfloat param); void LogicOp(GLenum opcode); void LineWidth(GLfloat width); GLboolean IsEnabledi(GLenum target, GLuint index); GLboolean IsEnabled(GLenum cap); void Hint(GLenum target, GLenum mode); void FrontFace(GLenum mode); void ProvokingVertex(GLenum mode); void Enable(GLenum cap); void Disable(GLenum cap); void DepthRange(GLclampd near_val, GLclampd far_val); void DepthMask(GLboolean flag); void DepthFunc(GLenum func); void CullFace(GLenum mode); void ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void ColorMaski(GLuint index, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void ClampColor(GLenum target, GLenum clamp); void PrimitiveRestartIndex(GLuint index); void BlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); void BlendEquation(GLenum mode); void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); void BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void ClearStencil(GLint s); void ClearDepth(GLclampd depth); void ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); } // namespace MobileGL::MG_Impl::GLImpl