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MobileGL/MobileGL/MG_Impl/GLImpl/Texture/GL_Texture.h
T

63 lines
4.9 KiB
C++

#pragma once
#include <Includes.h>
namespace MobileGL {
namespace MG_Impl::GLImpl {
/* @INSERTION_POINT:FUNCTION_DECLARATION@ */
void TexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width,
GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels);
void TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLenum type, const void* pixels);
void TexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type,
const GLvoid* pixels);
void TexParameterf(GLenum target, GLenum pname, GLfloat param);
void TexParameteri(GLenum target, GLenum pname, GLint param);
void TexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height,
GLsizei depth, GLboolean fixedsamplelocations);
void TexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height,
GLboolean fixedsamplelocations);
void TexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth,
GLint border, GLenum format, GLenum type, const void* pixels);
void TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border,
GLenum format, GLenum type, const void* pixels);
void TexImage1D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format,
GLenum type, const GLvoid* pixels);
void TexBuffer(GLenum target, GLenum internalformat, GLuint buffer);
GLboolean IsTexture(GLuint texture);
void GetTexParameterIuiv(GLenum target, GLenum pname, GLuint* params);
void GetTexParameterIiv(GLenum target, GLenum pname, GLint* params);
void GetTexParameteriv(GLenum target, GLenum pname, GLint* params);
void GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params);
void GetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint* params);
void GetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat* params);
void GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels);
void GetCompressedTexImage(GLenum target, GLint level, void* img);
void GenTextures(GLsizei n, GLuint* textures);
void DeleteTextures(GLsizei n, const GLuint* textures);
void CopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x,
GLint y, GLsizei width, GLsizei height);
void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y,
GLsizei width, GLsizei height);
void CopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
void CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width,
GLsizei height, GLint border);
void CopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width,
GLint border);
void CompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize,
const void* data);
void CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLsizei imageSize, const void* data);
void CompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format,
GLsizei imageSize, const void* data);
void CompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
GLsizei depth, GLint border, GLsizei imageSize, const void* data);
void CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
GLint border, GLsizei imageSize, const void* data);
void CompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border,
GLsizei imageSize, const void* data);
void BindTexture(GLenum target, GLuint texture);
void ActiveTexture(GLenum texture);
} // namespace MG_Impl::GLImpl
} // namespace MobileGL