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repos/zig_workbench
repos/zig_workbench/BaseSDL3/build.zig
const std = @import("std"); pub fn build(b: *std.Build) void { //Build const target = b.standardTargetOptions(.{}); const optimize = b.standardOptimizeOption(.{}); const projectname = "BaseSDL3"; const rootfile = "main.zig"; const exe = b.addExecutable(.{ .name = projectname, .root_source_file = b.path(rootfile), .target = target, .optimize = optimize }); exe.addWin32ResourceFile(.{ .file = b.path(projectname ++ ".rc"), .flags = &.{"/c65001"}, // UTF-8 codepage }); exe.linkLibC(); exe.addIncludePath( b.path("lib/SDL3/include") ); exe.addLibraryPath( b.path("lib/SDL3") ); exe.linkSystemLibrary("SDL3"); b.installBinFile("lib/SDL3/SDL3.dll", "SDL3.dll"); switch (optimize) { .Debug => b.exe_dir = "bin/Debug", .ReleaseSafe => b.exe_dir = "bin/ReleaseSafe", .ReleaseFast => b.exe_dir = "bin/ReleaseFast", .ReleaseSmall => b.exe_dir = "bin/ReleaseSmall" //else => b.exe_dir = "bin/Else", } b.installArtifact(exe); //Run const run_cmd = b.addRunArtifact(exe); run_cmd.step.dependOn(b.getInstallStep()); if (b.args) |args| { run_cmd.addArgs(args); } const run_step = b.step("run", "Run the app"); run_step.dependOn(&run_cmd.step); //Tests const unit_tests = b.addTest(.{ .root_source_file = b.path(rootfile), .target = target, .optimize = optimize, }); const run_unit_tests = b.addRunArtifact(unit_tests); const test_step = b.step("test", "Run unit tests"); test_step.dependOn(&run_unit_tests.step); }
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_camera.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryCamera * * Video capture for the SDL library. * * This API lets apps read input from video sources, like webcams. Camera * devices can be enumerated, queried, and opened. Once opened, it will * provide SDL_Surface objects as new frames of video come in. These surfaces * can be uploaded to an SDL_Texture or processed as pixels in memory. */ #ifndef SDL_camera_h_ #define SDL_camera_h_ #include <SDL3/SDL_error.h> #include <SDL3/SDL_video.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * This is a unique ID for a camera device for the time it is connected to the * system, and is never reused for the lifetime of the application. * * If the device is disconnected and reconnected, it will get a new ID. * * The ID value starts at 1 and increments from there. The value 0 is an * invalid ID. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_GetCameraDevices */ typedef Uint32 SDL_CameraDeviceID; /** * The opaque structure used to identify an opened SDL camera. * * \since This struct is available since SDL 3.0.0. */ struct SDL_Camera; typedef struct SDL_Camera SDL_Camera; /** * The details of an output format for a camera device. * * Cameras often support multiple formats; each one will be encapsulated in * this struct. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_GetCameraDeviceSupportedFormats * \sa SDL_GetCameraFormat */ typedef struct SDL_CameraSpec { SDL_PixelFormatEnum format; /**< Frame format */ SDL_Colorspace colorspace; /**< Frame colorspace */ int width; /**< Frame width */ int height; /**< Frame height */ int framerate_numerator; /**< Frame rate numerator ((num / denom) == FPS, (denom / num) == duration in seconds) */ int framerate_denominator; /**< Frame rate demoninator ((num / denom) == FPS, (denom / num) == duration in seconds) */ } SDL_CameraSpec; /** * The position of camera in relation to system device. * * \since This enum is available since SDL 3.0.0. * * \sa SDL_GetCameraDevicePosition */ typedef enum SDL_CameraPosition { SDL_CAMERA_POSITION_UNKNOWN, SDL_CAMERA_POSITION_FRONT_FACING, SDL_CAMERA_POSITION_BACK_FACING } SDL_CameraPosition; /** * Use this function to get the number of built-in camera drivers. * * This function returns a hardcoded number. This never returns a negative * value; if there are no drivers compiled into this build of SDL, this * function returns zero. The presence of a driver in this list does not mean * it will function, it just means SDL is capable of interacting with that * interface. For example, a build of SDL might have v4l2 support, but if * there's no kernel support available, SDL's v4l2 driver would fail if used. * * By default, SDL tries all drivers, in its preferred order, until one is * found to be usable. * * \returns the number of built-in camera drivers. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetCameraDriver */ extern SDL_DECLSPEC int SDLCALL SDL_GetNumCameraDrivers(void); /** * Use this function to get the name of a built in camera driver. * * The list of camera drivers is given in the order that they are normally * initialized by default; the drivers that seem more reasonable to choose * first (as far as the SDL developers believe) are earlier in the list. * * The names of drivers are all simple, low-ASCII identifiers, like "v4l2", * "coremedia" or "android". These never have Unicode characters, and are not * meant to be proper names. * * The returned string follows the SDL_GetStringRule. * * \param index the index of the camera driver; the value ranges from 0 to * SDL_GetNumCameraDrivers() - 1. * \returns the name of the camera driver at the requested index, or NULL if * an invalid index was specified. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetNumCameraDrivers */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetCameraDriver(int index); /** * Get the name of the current camera driver. * * The names of drivers are all simple, low-ASCII identifiers, like "v4l2", * "coremedia" or "android". These never have Unicode characters, and are not * meant to be proper names. * * The returned string follows the SDL_GetStringRule. * * \returns the name of the current camera driver or NULL if no driver has * been initialized. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetCurrentCameraDriver(void); /** * Get a list of currently connected camera devices. * * \param count a pointer filled in with the number of camera devices. Can be * NULL. * \returns a 0 terminated array of camera instance IDs which should be freed * with SDL_free(), or NULL on error; call SDL_GetError() for more * details. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_OpenCamera */ extern SDL_DECLSPEC SDL_CameraDeviceID *SDLCALL SDL_GetCameraDevices(int *count); /** * Get the list of native formats/sizes a camera supports. * * This returns a list of all formats and frame sizes that a specific camera * can offer. This is useful if your app can accept a variety of image formats * and sizes and so want to find the optimal spec that doesn't require * conversion. * * This function isn't strictly required; if you call SDL_OpenCameraDevice * with a NULL spec, SDL will choose a native format for you, and if you * instead specify a desired format, it will transparently convert to the * requested format on your behalf. * * If `count` is not NULL, it will be filled with the number of elements in * the returned array. Additionally, the last element of the array has all * fields set to zero (this element is not included in `count`). * * The returned list is owned by the caller, and should be released with * SDL_free() when no longer needed. * * Note that it's legal for a camera to supply a list with only the zeroed * final element and `*count` set to zero; this is what will happen on * Emscripten builds, since that platform won't tell _anything_ about * available cameras until you've opened one, and won't even tell if there * _is_ a camera until the user has given you permission to check through a * scary warning popup. * * \param devid the camera device instance ID to query. * \param count a pointer filled in with the number of elements in the list. * Can be NULL. * \returns a 0 terminated array of SDL_CameraSpecs, which should be freed * with SDL_free(), or NULL on error; call SDL_GetError() for more * details. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetCameraDevices * \sa SDL_OpenCameraDevice */ extern SDL_DECLSPEC SDL_CameraSpec *SDLCALL SDL_GetCameraDeviceSupportedFormats(SDL_CameraDeviceID devid, int *count); /** * Get the human-readable device name for a camera. * * The returned string follows the SDL_GetStringRule. * * \param instance_id the camera device instance ID. * \returns a human-readable device name, or NULL on error; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetCameraDevices */ extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraDeviceName(SDL_CameraDeviceID instance_id); /** * Get the position of the camera in relation to the system. * * Most platforms will report UNKNOWN, but mobile devices, like phones, can * often make a distinction between cameras on the front of the device (that * points towards the user, for taking "selfies") and cameras on the back (for * filming in the direction the user is facing). * * \param instance_id the camera device instance ID. * \returns the position of the camera on the system hardware. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetCameraDevices */ extern SDL_DECLSPEC SDL_CameraPosition SDLCALL SDL_GetCameraDevicePosition(SDL_CameraDeviceID instance_id); /** * Open a video recording device (a "camera"). * * You can open the device with any reasonable spec, and if the hardware can't * directly support it, it will convert data seamlessly to the requested * format. This might incur overhead, including scaling of image data. * * If you would rather accept whatever format the device offers, you can pass * a NULL spec here and it will choose one for you (and you can use * SDL_Surface's conversion/scaling functions directly if necessary). * * You can call SDL_GetCameraFormat() to get the actual data format if passing * a NULL spec here. You can see the exact specs a device can support without * conversion with SDL_GetCameraSupportedSpecs(). * * SDL will not attempt to emulate framerate; it will try to set the hardware * to the rate closest to the requested speed, but it won't attempt to limit * or duplicate frames artificially; call SDL_GetCameraFormat() to see the * actual framerate of the opened the device, and check your timestamps if * this is crucial to your app! * * Note that the camera is not usable until the user approves its use! On some * platforms, the operating system will prompt the user to permit access to * the camera, and they can choose Yes or No at that point. Until they do, the * camera will not be usable. The app should either wait for an * SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event, * or poll SDL_IsCameraApproved() occasionally until it returns non-zero. On * platforms that don't require explicit user approval (and perhaps in places * where the user previously permitted access), the approval event might come * immediately, but it might come seconds, minutes, or hours later! * * \param instance_id the camera device instance ID. * \param spec the desired format for data the device will provide. Can be * NULL. * \returns device, or NULL on failure; call SDL_GetError() for more * information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetCameraDevices * \sa SDL_GetCameraFormat */ extern SDL_DECLSPEC SDL_Camera *SDLCALL SDL_OpenCameraDevice(SDL_CameraDeviceID instance_id, const SDL_CameraSpec *spec); /** * Query if camera access has been approved by the user. * * Cameras will not function between when the device is opened by the app and * when the user permits access to the hardware. On some platforms, this * presents as a popup dialog where the user has to explicitly approve access; * on others the approval might be implicit and not alert the user at all. * * This function can be used to check the status of that approval. It will * return 0 if still waiting for user response, 1 if the camera is approved * for use, and -1 if the user denied access. * * Instead of polling with this function, you can wait for a * SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event * in the standard SDL event loop, which is guaranteed to be sent once when * permission to use the camera is decided. * * If a camera is declined, there's nothing to be done but call * SDL_CloseCamera() to dispose of it. * * \param camera the opened camera device to query. * \returns -1 if user denied access to the camera, 1 if user approved access, * 0 if no decision has been made yet. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_OpenCameraDevice * \sa SDL_CloseCamera */ extern SDL_DECLSPEC int SDLCALL SDL_GetCameraPermissionState(SDL_Camera *camera); /** * Get the instance ID of an opened camera. * * \param camera an SDL_Camera to query. * \returns the instance ID of the specified camera on success or 0 on * failure; call SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_OpenCameraDevice */ extern SDL_DECLSPEC SDL_CameraDeviceID SDLCALL SDL_GetCameraInstanceID(SDL_Camera *camera); /** * Get the properties associated with an opened camera. * * \param camera the SDL_Camera obtained from SDL_OpenCameraDevice(). * \returns a valid property ID on success or 0 on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetProperty * \sa SDL_SetProperty */ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetCameraProperties(SDL_Camera *camera); /** * Get the spec that a camera is using when generating images. * * Note that this might not be the native format of the hardware, as SDL might * be converting to this format behind the scenes. * * If the system is waiting for the user to approve access to the camera, as * some platforms require, this will return -1, but this isn't necessarily a * fatal error; you should either wait for an SDL_EVENT_CAMERA_DEVICE_APPROVED * (or SDL_EVENT_CAMERA_DEVICE_DENIED) event, or poll SDL_IsCameraApproved() * occasionally until it returns non-zero. * * \param camera opened camera device. * \param spec the SDL_CameraSpec to be initialized by this function. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_OpenCameraDevice */ extern SDL_DECLSPEC int SDLCALL SDL_GetCameraFormat(SDL_Camera *camera, SDL_CameraSpec *spec); /** * Acquire a frame. * * The frame is a memory pointer to the image data, whose size and format are * given by the spec requested when opening the device. * * This is a non blocking API. If there is a frame available, a non-NULL * surface is returned, and timestampNS will be filled with a non-zero value. * * Note that an error case can also return NULL, but a NULL by itself is * normal and just signifies that a new frame is not yet available. Note that * even if a camera device fails outright (a USB camera is unplugged while in * use, etc), SDL will send an event separately to notify the app, but * continue to provide blank frames at ongoing intervals until * SDL_CloseCamera() is called, so real failure here is almost always an out * of memory condition. * * After use, the frame should be released with SDL_ReleaseCameraFrame(). If * you don't do this, the system may stop providing more video! * * Do not call SDL_FreeSurface() on the returned surface! It must be given * back to the camera subsystem with SDL_ReleaseCameraFrame! * * If the system is waiting for the user to approve access to the camera, as * some platforms require, this will return NULL (no frames available); you * should either wait for an SDL_EVENT_CAMERA_DEVICE_APPROVED (or * SDL_EVENT_CAMERA_DEVICE_DENIED) event, or poll SDL_IsCameraApproved() * occasionally until it returns non-zero. * * \param camera opened camera device. * \param timestampNS a pointer filled in with the frame's timestamp, or 0 on * error. Can be NULL. * \returns a new frame of video on success, NULL if none is currently * available. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ReleaseCameraFrame */ extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_AcquireCameraFrame(SDL_Camera *camera, Uint64 *timestampNS); /** * Release a frame of video acquired from a camera. * * Let the back-end re-use the internal buffer for camera. * * This function _must_ be called only on surface objects returned by * SDL_AcquireCameraFrame(). This function should be called as quickly as * possible after acquisition, as SDL keeps a small FIFO queue of surfaces for * video frames; if surfaces aren't released in a timely manner, SDL may drop * upcoming video frames from the camera. * * If the app needs to keep the surface for a significant time, they should * make a copy of it and release the original. * * The app should not use the surface again after calling this function; * assume the surface is freed and the pointer is invalid. * * \param camera opened camera device. * \param frame the video frame surface to release. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AcquireCameraFrame */ extern SDL_DECLSPEC int SDLCALL SDL_ReleaseCameraFrame(SDL_Camera *camera, SDL_Surface *frame); /** * Use this function to shut down camera processing and close the camera * device. * * \param camera opened camera device. * * \threadsafety It is safe to call this function from any thread, but no * thread may reference `device` once this function is called. * * \since This function is available since SDL 3.0.0. * * \sa SDL_OpenCameraWithSpec * \sa SDL_OpenCamera */ extern SDL_DECLSPEC void SDLCALL SDL_CloseCamera(SDL_Camera *camera); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_camera_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_assert.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryAssert * * A helpful assertion macro! * * SDL assertions operate like your usual `assert` macro, but with some added * features: * * - It uses a trick with the `sizeof` operator, so disabled assertions * vaporize out of the compiled code, but variables only referenced in the * assertion won't trigger compiler warnings about being unused. * - It is safe to use with a dangling-else: `if (x) SDL_assert(y); else * do_something();` * - It works the same everywhere, instead of counting on various platforms' * compiler and C runtime to behave. * - It provides multiple levels of assertion (SDL_assert, SDL_assert_release, * SDL_assert_paranoid) instead of a single all-or-nothing option. * - It offers a variety of responses when an assertion fails (retry, trigger * the debugger, abort the program, ignore the failure once, ignore it for * the rest of the program's run). * - It tries to show the user a dialog by default, if possible, but the app * can provide a callback to handle assertion failures however they like. * - It lets failed assertions be retried. Perhaps you had a network failure * and just want to retry the test after plugging your network cable back * in? You can. * - It lets the user ignore an assertion failure, if there's a harmless * problem that one can continue past. * - It lets the user mark an assertion as ignored for the rest of the * program's run; if there's a harmless problem that keeps popping up. * - It provides statistics and data on all failed assertions to the app. * - It allows the default assertion handler to be controlled with environment * variables, in case an automated script needs to control it. * * To use it: do a debug build and just sprinkle around tests to check your * code! */ #ifndef SDL_assert_h_ #define SDL_assert_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif #ifdef SDL_WIKI_DOCUMENTATION_SECTION /** * The level of assertion aggressiveness. * * This value changes depending on compiler options and other preprocessor * defines. * * It is currently one of the following values, but future SDL releases might * add more: * * - 0: All SDL assertion macros are disabled. * - 1: Release settings: SDL_assert disabled, SDL_assert_release enabled. * - 2: Debug settings: SDL_assert and SDL_assert_release enabled. * - 3: Paranoid settings: All SDL assertion macros enabled, including * SDL_assert_paranoid. * * \since This macro is available since SDL 3.0.0. */ #define SDL_ASSERT_LEVEL SomeNumberBasedOnVariousFactors #elif !defined(SDL_ASSERT_LEVEL) #ifdef SDL_DEFAULT_ASSERT_LEVEL #define SDL_ASSERT_LEVEL SDL_DEFAULT_ASSERT_LEVEL #elif defined(_DEBUG) || defined(DEBUG) || \ (defined(__GNUC__) && !defined(__OPTIMIZE__)) #define SDL_ASSERT_LEVEL 2 #else #define SDL_ASSERT_LEVEL 1 #endif #endif #ifdef SDL_WIKI_DOCUMENTATION_SECTION /** * Attempt to tell an attached debugger to pause. * * This allows an app to programmatically halt ("break") the debugger as if it * had hit a breakpoint, allowing the developer to examine program state, etc. * * This is a macro--not a function--so that the debugger breaks on the source * code line that used SDL_TriggerBreakpoint and not in some random guts of * SDL. SDL_assert uses this macro for the same reason. * * If the program is not running under a debugger, SDL_TriggerBreakpoint will * likely terminate the app, possibly without warning. If the current platform * isn't supported (SDL doesn't know how to trigger a breakpoint), this macro * does nothing. * * \threadsafety It is safe to call this function from any thread. * * \since This macro is available since SDL 3.0.0. */ #define SDL_TriggerBreakpoint() TriggerABreakpointInAPlatformSpecificManner #elif defined(_MSC_VER) /* Don't include intrin.h here because it contains C++ code */ extern void __cdecl __debugbreak(void); #define SDL_TriggerBreakpoint() __debugbreak() #elif defined(ANDROID) #include <assert.h> #define SDL_TriggerBreakpoint() assert(0) #elif SDL_HAS_BUILTIN(__builtin_debugtrap) #define SDL_TriggerBreakpoint() __builtin_debugtrap() #elif (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__)) #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" ) #elif (defined(__GNUC__) || defined(__clang__)) && defined(__riscv) #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "ebreak\n\t" ) #elif ( defined(SDL_PLATFORM_APPLE) && (defined(__arm64__) || defined(__aarch64__)) ) /* this might work on other ARM targets, but this is a known quantity... */ #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" ) #elif defined(SDL_PLATFORM_APPLE) && defined(__arm__) #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" ) #elif defined(_WIN32) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__arm64__) || defined(__aarch64__)) ) #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #0xF000\n\t" ) #elif defined(__386__) && defined(__WATCOMC__) #define SDL_TriggerBreakpoint() { _asm { int 0x03 } } #elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__) #include <signal.h> #define SDL_TriggerBreakpoint() raise(SIGTRAP) #else /* How do we trigger breakpoints on this platform? */ #define SDL_TriggerBreakpoint() #endif #if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */ # define SDL_FUNCTION __func__ #elif ((defined(__GNUC__) && (__GNUC__ >= 2)) || defined(_MSC_VER) || defined (__WATCOMC__)) # define SDL_FUNCTION __FUNCTION__ #else # define SDL_FUNCTION "???" #endif #define SDL_FILE __FILE__ #define SDL_LINE __LINE__ /* sizeof (x) makes the compiler still parse the expression even without assertions enabled, so the code is always checked at compile time, but doesn't actually generate code for it, so there are no side effects or expensive checks at run time, just the constant size of what x WOULD be, which presumably gets optimized out as unused. This also solves the problem of... int somevalue = blah(); SDL_assert(somevalue == 1); ...which would cause compiles to complain that somevalue is unused if we disable assertions. */ /* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking this condition isn't constant. And looks like an owl's face! */ #ifdef _MSC_VER /* stupid /W4 warnings. */ #define SDL_NULL_WHILE_LOOP_CONDITION (0,0) #else #define SDL_NULL_WHILE_LOOP_CONDITION (0) #endif #define SDL_disabled_assert(condition) \ do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION) /** * Possible outcomes from a triggered assertion. * * When an enabled assertion triggers, it may call the assertion handler * (possibly one provided by the app via SDL_SetAssertionHandler), which will * return one of these values, possibly after asking the user. * * Then SDL will respond based on this outcome (loop around to retry the * condition, try to break in a debugger, kill the program, or ignore the * problem). * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_AssertState { SDL_ASSERTION_RETRY, /**< Retry the assert immediately. */ SDL_ASSERTION_BREAK, /**< Make the debugger trigger a breakpoint. */ SDL_ASSERTION_ABORT, /**< Terminate the program. */ SDL_ASSERTION_IGNORE, /**< Ignore the assert. */ SDL_ASSERTION_ALWAYS_IGNORE /**< Ignore the assert from now on. */ } SDL_AssertState; /** * Information about an assertion failure. * * This structure is filled in with information about a triggered assertion, * used by the assertion handler, then added to the assertion report. This is * returned as a linked list from SDL_GetAssertionReport(). * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_AssertData { SDL_bool always_ignore; /**< SDL_TRUE if app should always continue when assertion is triggered. */ unsigned int trigger_count; /**< Number of times this assertion has been triggered. */ const char *condition; /**< A string of this assert's test code. */ const char *filename; /**< The source file where this assert lives. */ int linenum; /**< The line in `filename` where this assert lives. */ const char *function; /**< The name of the function where this assert lives. */ const struct SDL_AssertData *next; /**< next item in the linked list. */ } SDL_AssertData; /** * Never call this directly. * * Use the SDL_assert* macros instead. * * \param data assert data structure. * \param func function name. * \param file file name. * \param line line number. * \returns assert state. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *data, const char *func, const char *file, int line) SDL_ANALYZER_NORETURN; /* Define the trigger breakpoint call used in asserts */ #ifndef SDL_AssertBreakpoint #if defined(ANDROID) && defined(assert) /* Define this as empty in case assert() is defined as SDL_assert */ #define SDL_AssertBreakpoint() #else #define SDL_AssertBreakpoint() SDL_TriggerBreakpoint() #endif #endif /* !SDL_AssertBreakpoint */ /* the do {} while(0) avoids dangling else problems: if (x) SDL_assert(y); else blah(); ... without the do/while, the "else" could attach to this macro's "if". We try to handle just the minimum we need here in a macro...the loop, the static vars, and break points. The heavy lifting is handled in SDL_ReportAssertion(), in SDL_assert.c. */ #define SDL_enabled_assert(condition) \ do { \ while ( !(condition) ) { \ static struct SDL_AssertData sdl_assert_data = { 0, 0, #condition, 0, 0, 0, 0 }; \ const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \ if (sdl_assert_state == SDL_ASSERTION_RETRY) { \ continue; /* go again. */ \ } else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \ SDL_AssertBreakpoint(); \ } \ break; /* not retrying. */ \ } \ } while (SDL_NULL_WHILE_LOOP_CONDITION) #ifdef SDL_WIKI_DOCUMENTATION_SECTION /** * An assertion test that is normally performed only in debug builds. * * This macro is enabled when the SDL_ASSERT_LEVEL is >= 2, otherwise it is * disabled. This is meant to only do these tests in debug builds, so they can * tend to be more expensive, and they are meant to bring everything to a halt * when they fail, with the programmer there to assess the problem. * * In short: you can sprinkle these around liberally and assume they will * evaporate out of the build when building for end-users. * * When assertions are disabled, this wraps `condition` in a `sizeof` * operator, which means any function calls and side effects will not run, but * the compiler will not complain about any otherwise-unused variables that * are only referenced in the assertion. * * One can set the environment variable "SDL_ASSERT" to one of several strings * ("abort", "break", "retry", "ignore", "always_ignore") to force a default * behavior, which may be desirable for automation purposes. If your platform * requires GUI interfaces to happen on the main thread but you're debugging * an assertion in a background thread, it might be desirable to set this to * "break" so that your debugger takes control as soon as assert is triggered, * instead of risking a bad UI interaction (deadlock, etc) in the application. * * Note that SDL_ASSERT is an _environment variable_ and not an SDL hint! * Please refer to your platform's documentation for how to set it! * * \param condition boolean value to test. * * \since This macro is available since SDL 3.0.0. */ #define SDL_assert(condition) if (assertion_enabled && (condition)) { trigger_assertion; } /** * An assertion test that is performed even in release builds. * * This macro is enabled when the SDL_ASSERT_LEVEL is >= 1, otherwise it is * disabled. This is meant to be for tests that are cheap to make and * extremely unlikely to fail; generally it is frowned upon to have an * assertion failure in a release build, so these assertions generally need to * be of more than life-and-death importance if there's a chance they might * trigger. You should almost always consider handling these cases more * gracefully than an assert allows. * * When assertions are disabled, this wraps `condition` in a `sizeof` * operator, which means any function calls and side effects will not run, but * the compiler will not complain about any otherwise-unused variables that * are only referenced in the assertion. * * One can set the environment variable "SDL_ASSERT" to one of several strings * ("abort", "break", "retry", "ignore", "always_ignore") to force a default * behavior, which may be desirable for automation purposes. If your platform * requires GUI interfaces to happen on the main thread but you're debugging * an assertion in a background thread, it might be desirable to set this to * "break" so that your debugger takes control as soon as assert is triggered, * instead of risking a bad UI interaction (deadlock, etc) in the application. * * Note that SDL_ASSERT is an _environment variable_ and not an SDL hint! * Please refer to your platform's documentation for how to set it! * * \param condition boolean value to test. * * \since This macro is available since SDL 3.0.0. */ #define SDL_assert_release(condition) SDL_disabled_assert(condition) /** * An assertion test that is performed only when built with paranoid settings. * * This macro is enabled when the SDL_ASSERT_LEVEL is >= 3, otherwise it is * disabled. This is a higher level than both release and debug, so these * tests are meant to be expensive and only run when specifically looking for * extremely unexpected failure cases in a special build. * * When assertions are disabled, this wraps `condition` in a `sizeof` * operator, which means any function calls and side effects will not run, but * the compiler will not complain about any otherwise-unused variables that * are only referenced in the assertion. * * One can set the environment variable "SDL_ASSERT" to one of several strings * ("abort", "break", "retry", "ignore", "always_ignore") to force a default * behavior, which may be desirable for automation purposes. If your platform * requires GUI interfaces to happen on the main thread but you're debugging * an assertion in a background thread, it might be desirable to set this to * "break" so that your debugger takes control as soon as assert is triggered, * instead of risking a bad UI interaction (deadlock, etc) in the application. * * Note that SDL_ASSERT is an _environment variable_ and not an SDL hint! * Please refer to your platform's documentation for how to set it! * * \param condition boolean value to test. * * \since This macro is available since SDL 3.0.0. */ #define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) #endif /* Enable various levels of assertions. */ #if SDL_ASSERT_LEVEL == 0 /* assertions disabled */ # define SDL_assert(condition) SDL_disabled_assert(condition) # define SDL_assert_release(condition) SDL_disabled_assert(condition) # define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) #elif SDL_ASSERT_LEVEL == 1 /* release settings. */ # define SDL_assert(condition) SDL_disabled_assert(condition) # define SDL_assert_release(condition) SDL_enabled_assert(condition) # define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) #elif SDL_ASSERT_LEVEL == 2 /* debug settings. */ # define SDL_assert(condition) SDL_enabled_assert(condition) # define SDL_assert_release(condition) SDL_enabled_assert(condition) # define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) #elif SDL_ASSERT_LEVEL == 3 /* paranoid settings. */ # define SDL_assert(condition) SDL_enabled_assert(condition) # define SDL_assert_release(condition) SDL_enabled_assert(condition) # define SDL_assert_paranoid(condition) SDL_enabled_assert(condition) #else # error Unknown assertion level. #endif /** * An assertion test that always performed. * * This macro is always enabled no matter what SDL_ASSERT_LEVEL is set to. You * almost never want to use this, as it could trigger on an end-user's system, * crashing your program. * * One can set the environment variable "SDL_ASSERT" to one of several strings * ("abort", "break", "retry", "ignore", "always_ignore") to force a default * behavior, which may be desirable for automation purposes. If your platform * requires GUI interfaces to happen on the main thread but you're debugging * an assertion in a background thread, it might be desirable to set this to * "break" so that your debugger takes control as soon as assert is triggered, * instead of risking a bad UI interaction (deadlock, etc) in the application. * * Note that SDL_ASSERT is an _environment variable_ and not an SDL hint! * Please refer to your platform's documentation for how to set it! * * \param condition boolean value to test. * * \since This macro is available since SDL 3.0.0. */ #define SDL_assert_always(condition) SDL_enabled_assert(condition) /** * A callback that fires when an SDL assertion fails. * * \param data a pointer to the SDL_AssertData structure corresponding to the * current assertion. * \param userdata what was passed as `userdata` to SDL_SetAssertionHandler(). * \returns an SDL_AssertState value indicating how to handle the failure. * * \since This datatype is available since SDL 3.0.0. */ typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)( const SDL_AssertData* data, void* userdata); /** * Set an application-defined assertion handler. * * This function allows an application to show its own assertion UI and/or * force the response to an assertion failure. If the application doesn't * provide this, SDL will try to do the right thing, popping up a * system-specific GUI dialog, and probably minimizing any fullscreen windows. * * This callback may fire from any thread, but it runs wrapped in a mutex, so * it will only fire from one thread at a time. * * This callback is NOT reset to SDL's internal handler upon SDL_Quit()! * * \param handler the SDL_AssertionHandler function to call when an assertion * fails or NULL for the default handler. * \param userdata a pointer that is passed to `handler`. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetAssertionHandler */ extern SDL_DECLSPEC void SDLCALL SDL_SetAssertionHandler( SDL_AssertionHandler handler, void *userdata); /** * Get the default assertion handler. * * This returns the function pointer that is called by default when an * assertion is triggered. This is an internal function provided by SDL, that * is used for assertions when SDL_SetAssertionHandler() hasn't been used to * provide a different function. * * \returns the default SDL_AssertionHandler that is called when an assert * triggers. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetAssertionHandler */ extern SDL_DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void); /** * Get the current assertion handler. * * This returns the function pointer that is called when an assertion is * triggered. This is either the value last passed to * SDL_SetAssertionHandler(), or if no application-specified function is set, * is equivalent to calling SDL_GetDefaultAssertionHandler(). * * The parameter `puserdata` is a pointer to a void*, which will store the * "userdata" pointer that was passed to SDL_SetAssertionHandler(). This value * will always be NULL for the default handler. If you don't care about this * data, it is safe to pass a NULL pointer to this function to ignore it. * * \param puserdata pointer which is filled with the "userdata" pointer that * was passed to SDL_SetAssertionHandler(). * \returns the SDL_AssertionHandler that is called when an assert triggers. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetAssertionHandler */ extern SDL_DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata); /** * Get a list of all assertion failures. * * This function gets all assertions triggered since the last call to * SDL_ResetAssertionReport(), or the start of the program. * * The proper way to examine this data looks something like this: * * ```c * const SDL_AssertData *item = SDL_GetAssertionReport(); * while (item) { * printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n", * item->condition, item->function, item->filename, * item->linenum, item->trigger_count, * item->always_ignore ? "yes" : "no"); * item = item->next; * } * ``` * * \returns a list of all failed assertions or NULL if the list is empty. This * memory should not be modified or freed by the application. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ResetAssertionReport */ extern SDL_DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void); /** * Clear the list of all assertion failures. * * This function will clear the list of all assertions triggered up to that * point. Immediately following this call, SDL_GetAssertionReport will return * no items. In addition, any previously-triggered assertions will be reset to * a trigger_count of zero, and their always_ignore state will be false. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetAssertionReport */ extern SDL_DECLSPEC void SDLCALL SDL_ResetAssertionReport(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_assert_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_copying.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* Header file containing SDL's license. */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_messagebox.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryMessagebox * * Message box support routines. */ #ifndef SDL_messagebox_h_ #define SDL_messagebox_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_video.h> /* For SDL_Window */ #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * SDL_MessageBox flags. * * If supported will display warning icon, etc. * * \since This datatype is available since SDL 3.0.0. */ typedef Uint32 SDL_MessageBoxFlags; #define SDL_MESSAGEBOX_ERROR 0x00000010u /**< error dialog */ #define SDL_MESSAGEBOX_WARNING 0x00000020u /**< warning dialog */ #define SDL_MESSAGEBOX_INFORMATION 0x00000040u /**< informational dialog */ #define SDL_MESSAGEBOX_BUTTONS_LEFT_TO_RIGHT 0x00000080u /**< buttons placed left to right */ #define SDL_MESSAGEBOX_BUTTONS_RIGHT_TO_LEFT 0x00000100u /**< buttons placed right to left */ /** * SDL_MessageBoxButtonData flags. * * \since This datatype is available since SDL 3.0.0. */ typedef Uint32 SDL_MessageBoxButtonFlags; #define SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT 0x00000001u /**< Marks the default button when return is hit */ #define SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT 0x00000002u /**< Marks the default button when escape is hit */ /** * Individual button data. * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_MessageBoxButtonData { SDL_MessageBoxButtonFlags flags; int buttonID; /**< User defined button id (value returned via SDL_ShowMessageBox) */ const char *text; /**< The UTF-8 button text */ } SDL_MessageBoxButtonData; /** * RGB value used in a message box color scheme * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_MessageBoxColor { Uint8 r, g, b; } SDL_MessageBoxColor; /** * An enumeration of indices inside the colors array of * SDL_MessageBoxColorScheme. */ typedef enum SDL_MessageBoxColorType { SDL_MESSAGEBOX_COLOR_BACKGROUND, SDL_MESSAGEBOX_COLOR_TEXT, SDL_MESSAGEBOX_COLOR_BUTTON_BORDER, SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND, SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED, SDL_MESSAGEBOX_COLOR_MAX /**< Size of the colors array of SDL_MessageBoxColorScheme. */ } SDL_MessageBoxColorType; /** * A set of colors to use for message box dialogs * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_MessageBoxColorScheme { SDL_MessageBoxColor colors[SDL_MESSAGEBOX_COLOR_MAX]; } SDL_MessageBoxColorScheme; /** * MessageBox structure containing title, text, window, etc. * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_MessageBoxData { SDL_MessageBoxFlags flags; SDL_Window *window; /**< Parent window, can be NULL */ const char *title; /**< UTF-8 title */ const char *message; /**< UTF-8 message text */ int numbuttons; const SDL_MessageBoxButtonData *buttons; const SDL_MessageBoxColorScheme *colorScheme; /**< SDL_MessageBoxColorScheme, can be NULL to use system settings */ } SDL_MessageBoxData; /** * Create a modal message box. * * If your needs aren't complex, it might be easier to use * SDL_ShowSimpleMessageBox. * * This function should be called on the thread that created the parent * window, or on the main thread if the messagebox has no parent. It will * block execution of that thread until the user clicks a button or closes the * messagebox. * * This function may be called at any time, even before SDL_Init(). This makes * it useful for reporting errors like a failure to create a renderer or * OpenGL context. * * On X11, SDL rolls its own dialog box with X11 primitives instead of a * formal toolkit like GTK+ or Qt. * * Note that if SDL_Init() would fail because there isn't any available video * target, this function is likely to fail for the same reasons. If this is a * concern, check the return value from this function and fall back to writing * to stderr if you can. * * \param messageboxdata the SDL_MessageBoxData structure with title, text and * other options. * \param buttonid the pointer to which user id of hit button should be * copied. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ShowSimpleMessageBox */ extern SDL_DECLSPEC int SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid); /** * Display a simple modal message box. * * If your needs aren't complex, this function is preferred over * SDL_ShowMessageBox. * * `flags` may be any of the following: * * - `SDL_MESSAGEBOX_ERROR`: error dialog * - `SDL_MESSAGEBOX_WARNING`: warning dialog * - `SDL_MESSAGEBOX_INFORMATION`: informational dialog * * This function should be called on the thread that created the parent * window, or on the main thread if the messagebox has no parent. It will * block execution of that thread until the user clicks a button or closes the * messagebox. * * This function may be called at any time, even before SDL_Init(). This makes * it useful for reporting errors like a failure to create a renderer or * OpenGL context. * * On X11, SDL rolls its own dialog box with X11 primitives instead of a * formal toolkit like GTK+ or Qt. * * Note that if SDL_Init() would fail because there isn't any available video * target, this function is likely to fail for the same reasons. If this is a * concern, check the return value from this function and fall back to writing * to stderr if you can. * * \param flags an SDL_MessageBoxFlags value. * \param title uTF-8 title text. * \param message uTF-8 message text. * \param window the parent window, or NULL for no parent. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ShowMessageBox */ extern SDL_DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(SDL_MessageBoxFlags flags, const char *title, const char *message, SDL_Window *window); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_messagebox_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_time.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef SDL_time_h_ #define SDL_time_h_ /** * # CategoryTime * * SDL realtime clock and date/time routines. */ #include <SDL3/SDL_error.h> #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * A structure holding a calendar date and time broken down into its * components. * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_DateTime { int year; /**< Year */ int month; /**< Month [01-12] */ int day; /**< Day of the month [01-31] */ int hour; /**< Hour [0-23] */ int minute; /**< Minute [0-59] */ int second; /**< Seconds [0-60] */ int nanosecond; /**< Nanoseconds [0-999999999] */ int day_of_week; /**< Day of the week [0-6] (0 being Sunday) */ int utc_offset; /**< Seconds east of UTC */ } SDL_DateTime; /** * The preferred date format of the current system locale. * * \since This enum is available since SDL 3.0.0. * * \sa SDL_GetDateTimeLocalePreferences */ typedef enum SDL_DateFormat { SDL_DATE_FORMAT_YYYYMMDD = 0, /**< Year/Month/Day */ SDL_DATE_FORMAT_DDMMYYYY = 1, /**< Day/Month/Year */ SDL_DATE_FORMAT_MMDDYYYY = 2 /**< Month/Day/Year */ } SDL_DateFormat; /** * The preferred time format of the current system locale. * * \since This enum is available since SDL 3.0.0. * * \sa SDL_GetDateTimeLocalePreferences */ typedef enum SDL_TimeFormat { SDL_TIME_FORMAT_24HR = 0, /**< 24 hour time */ SDL_TIME_FORMAT_12HR = 1 /**< 12 hour time */ } SDL_TimeFormat; /** * Gets the current preferred date and time format for the system locale. * * This might be a "slow" call that has to query the operating system. It's * best to ask for this once and save the results. However, the preferred * formats can change, usually because the user has changed a system * preference outside of your program. * * \param dateFormat a pointer to the SDL_DateFormat to hold the returned date * format, may be NULL. * \param timeFormat a pointer to the SDL_TimeFormat to hold the returned time * format, may be NULL. * \returns 0 on success or -1 on error; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetDateTimeLocalePreferences(SDL_DateFormat *dateFormat, SDL_TimeFormat *timeFormat); /** * Gets the current value of the system realtime clock in nanoseconds since * Jan 1, 1970 in Universal Coordinated Time (UTC). * * \param ticks the SDL_Time to hold the returned tick count. * \returns 0 on success or -1 on error; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetCurrentTime(SDL_Time *ticks); /** * Converts an SDL_Time in nanoseconds since the epoch to a calendar time in * the SDL_DateTime format. * * \param ticks the SDL_Time to be converted. * \param dt the resulting SDL_DateTime. * \param localTime the resulting SDL_DateTime will be expressed in local time * if true, otherwise it will be in Universal Coordinated * Time (UTC). * \returns 0 on success or -1 on error; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_TimeToDateTime(SDL_Time ticks, SDL_DateTime *dt, SDL_bool localTime); /** * Converts a calendar time to an SDL_Time in nanoseconds since the epoch. * * This function ignores the day_of_week member of the SDL_DateTime struct, so * it may remain unset. * * \param dt the source SDL_DateTime. * \param ticks the resulting SDL_Time. * \returns 0 on success or -1 on error; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_DateTimeToTime(const SDL_DateTime *dt, SDL_Time *ticks); /** * Converts an SDL time into a Windows FILETIME (100-nanosecond intervals * since January 1, 1601). * * This function fills in the two 32-bit values of the FILETIME structure. * * \param ticks the time to convert. * \param dwLowDateTime a pointer filled in with the low portion of the * Windows FILETIME value. * \param dwHighDateTime a pointer filled in with the high portion of the * Windows FILETIME value. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_TimeToWindows(SDL_Time ticks, Uint32 *dwLowDateTime, Uint32 *dwHighDateTime); /** * Converts a Windows FILETIME (100-nanosecond intervals since January 1, * 1601) to an SDL time. * * This function takes the two 32-bit values of the FILETIME structure as * parameters. * * \param dwLowDateTime the low portion of the Windows FILETIME value. * \param dwHighDateTime the high portion of the Windows FILETIME value. * \returns the converted SDL time. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Time SDLCALL SDL_TimeFromWindows(Uint32 dwLowDateTime, Uint32 dwHighDateTime); /** * Get the number of days in a month for a given year. * * \param year the year. * \param month the month [1-12]. * \returns the number of days in the requested month, otherwise -1; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetDaysInMonth(int year, int month); /** * Get the day of year for a calendar date. * * \param year the year component of the date. * \param month the month component of the date. * \param day the day component of the date. * \returns the day of year [0-365] if the date is valid, otherwise -1; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetDayOfYear(int year, int month, int day); /** * Get the day of week for a calendar date. * * \param year the year component of the date. * \param month the month component of the date. * \param day the day component of the date. * \returns a value between 0 and 6 (0 being Sunday) if the date is valid, * otherwise -1; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetDayOfWeek(int year, int month, int day); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_time_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_mutex.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef SDL_mutex_h_ #define SDL_mutex_h_ /** * # CategoryMutex * * Functions to provide thread synchronization primitives. */ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> /******************************************************************************/ /* Enable thread safety attributes only with clang. * The attributes can be safely erased when compiling with other compilers. * * To enable analysis, set these environment variables before running cmake: * export CC=clang * export CFLAGS="-DSDL_THREAD_SAFETY_ANALYSIS -Wthread-safety" */ #if defined(SDL_THREAD_SAFETY_ANALYSIS) && \ defined(__clang__) && (!defined(SWIG)) #define SDL_THREAD_ANNOTATION_ATTRIBUTE__(x) __attribute__((x)) #else #define SDL_THREAD_ANNOTATION_ATTRIBUTE__(x) /* no-op */ #endif #define SDL_CAPABILITY(x) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(capability(x)) #define SDL_SCOPED_CAPABILITY \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(scoped_lockable) #define SDL_GUARDED_BY(x) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(guarded_by(x)) #define SDL_PT_GUARDED_BY(x) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(pt_guarded_by(x)) #define SDL_ACQUIRED_BEFORE(x) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquired_before(x)) #define SDL_ACQUIRED_AFTER(x) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquired_after(x)) #define SDL_REQUIRES(x) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(requires_capability(x)) #define SDL_REQUIRES_SHARED(x) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(requires_shared_capability(x)) #define SDL_ACQUIRE(x) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquire_capability(x)) #define SDL_ACQUIRE_SHARED(x) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquire_shared_capability(x)) #define SDL_RELEASE(x) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(release_capability(x)) #define SDL_RELEASE_SHARED(x) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(release_shared_capability(x)) #define SDL_RELEASE_GENERIC(x) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(release_generic_capability(x)) #define SDL_TRY_ACQUIRE(x, y) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(try_acquire_capability(x, y)) #define SDL_TRY_ACQUIRE_SHARED(x, y) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(try_acquire_shared_capability(x, y)) #define SDL_EXCLUDES(x) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(locks_excluded(x)) #define SDL_ASSERT_CAPABILITY(x) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(assert_capability(x)) #define SDL_ASSERT_SHARED_CAPABILITY(x) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(assert_shared_capability(x)) #define SDL_RETURN_CAPABILITY(x) \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(lock_returned(x)) #define SDL_NO_THREAD_SAFETY_ANALYSIS \ SDL_THREAD_ANNOTATION_ATTRIBUTE__(no_thread_safety_analysis) /******************************************************************************/ #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * Synchronization functions return this value if they time out. * * Not all functions _can_ time out; some will block indefinitely. * * \since This macro is available since SDL 3.0.0. */ #define SDL_MUTEX_TIMEDOUT 1 /** * \name Mutex functions */ /* @{ */ /** * A means to serialize access to a resource between threads. * * Mutexes (short for "mutual exclusion") are a synchronization primitive that * allows exactly one thread to proceed at a time. * * Wikipedia has a thorough explanation of the concept: * * https://en.wikipedia.org/wiki/Mutex * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_Mutex SDL_Mutex; /** * Create a new mutex. * * All newly-created mutexes begin in the _unlocked_ state. * * Calls to SDL_LockMutex() will not return while the mutex is locked by * another thread. See SDL_TryLockMutex() to attempt to lock without blocking. * * SDL mutexes are reentrant. * * \returns the initialized and unlocked mutex or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DestroyMutex * \sa SDL_LockMutex * \sa SDL_TryLockMutex * \sa SDL_UnlockMutex */ extern SDL_DECLSPEC SDL_Mutex *SDLCALL SDL_CreateMutex(void); /** * Lock the mutex. * * This will block until the mutex is available, which is to say it is in the * unlocked state and the OS has chosen the caller as the next thread to lock * it. Of all threads waiting to lock the mutex, only one may do so at a time. * * It is legal for the owning thread to lock an already-locked mutex. It must * unlock it the same number of times before it is actually made available for * other threads in the system (this is known as a "recursive mutex"). * * This function does not fail; if mutex is NULL, it will return immediately * having locked nothing. If the mutex is valid, this function will always * block until it can lock the mutex, and return with it locked. * * \param mutex the mutex to lock. * * \since This function is available since SDL 3.0.0. * * \sa SDL_TryLockMutex * \sa SDL_UnlockMutex */ extern SDL_DECLSPEC void SDLCALL SDL_LockMutex(SDL_Mutex *mutex) SDL_ACQUIRE(mutex); /** * Try to lock a mutex without blocking. * * This works just like SDL_LockMutex(), but if the mutex is not available, * this function returns `SDL_MUTEX_TIMEDOUT` immediately. * * This technique is useful if you need exclusive access to a resource but * don't want to wait for it, and will return to it to try again later. * * This function does not fail; if mutex is NULL, it will return 0 immediately * having locked nothing. If the mutex is valid, this function will always * either lock the mutex and return 0, or return SDL_MUTEX_TIMEOUT and lock * nothing. * * \param mutex the mutex to try to lock. * \returns 0 or `SDL_MUTEX_TIMEDOUT`. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LockMutex * \sa SDL_UnlockMutex */ extern SDL_DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_Mutex *mutex) SDL_TRY_ACQUIRE(0, mutex); /** * Unlock the mutex. * * It is legal for the owning thread to lock an already-locked mutex. It must * unlock it the same number of times before it is actually made available for * other threads in the system (this is known as a "recursive mutex"). * * It is illegal to unlock a mutex that has not been locked by the current * thread, and doing so results in undefined behavior. * * \param mutex the mutex to unlock. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LockMutex * \sa SDL_TryLockMutex */ extern SDL_DECLSPEC void SDLCALL SDL_UnlockMutex(SDL_Mutex *mutex) SDL_RELEASE(mutex); /** * Destroy a mutex created with SDL_CreateMutex(). * * This function must be called on any mutex that is no longer needed. Failure * to destroy a mutex will result in a system memory or resource leak. While * it is safe to destroy a mutex that is _unlocked_, it is not safe to attempt * to destroy a locked mutex, and may result in undefined behavior depending * on the platform. * * \param mutex the mutex to destroy. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateMutex */ extern SDL_DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_Mutex *mutex); /* @} *//* Mutex functions */ /** * \name Read/write lock functions */ /* @{ */ /** * A mutex that allows read-only threads to run in parallel. * * A rwlock is roughly the same concept as SDL_Mutex, but allows threads that * request read-only access to all hold the lock at the same time. If a thread * requests write access, it will block until all read-only threads have * released the lock, and no one else can hold the thread (for reading or * writing) at the same time as the writing thread. * * This can be more efficient in cases where several threads need to access * data frequently, but changes to that data are rare. * * There are other rules that apply to rwlocks that don't apply to mutexes, * about how threads are scheduled and when they can be recursively locked. * These are documented in the other rwlock functions. * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_RWLock SDL_RWLock; /* * Synchronization functions return this value if they time out. * * Not all functions _can_ time out; some will block indefinitely. * * This symbol is just for clarity when dealing with SDL_RWLock * functions; its value is equivalent to SDL_MUTEX_TIMEOUT. * * \since This macro is available since SDL 3.0.0. */ #define SDL_RWLOCK_TIMEDOUT SDL_MUTEX_TIMEDOUT /** * Create a new read/write lock. * * A read/write lock is useful for situations where you have multiple threads * trying to access a resource that is rarely updated. All threads requesting * a read-only lock will be allowed to run in parallel; if a thread requests a * write lock, it will be provided exclusive access. This makes it safe for * multiple threads to use a resource at the same time if they promise not to * change it, and when it has to be changed, the rwlock will serve as a * gateway to make sure those changes can be made safely. * * In the right situation, a rwlock can be more efficient than a mutex, which * only lets a single thread proceed at a time, even if it won't be modifying * the data. * * All newly-created read/write locks begin in the _unlocked_ state. * * Calls to SDL_LockRWLockForReading() and SDL_LockRWLockForWriting will not * return while the rwlock is locked _for writing_ by another thread. See * SDL_TryLockRWLockForReading() and SDL_TryLockRWLockForWriting() to attempt * to lock without blocking. * * SDL read/write locks are only recursive for read-only locks! They are not * guaranteed to be fair, or provide access in a FIFO manner! They are not * guaranteed to favor writers. You may not lock a rwlock for both read-only * and write access at the same time from the same thread (so you can't * promote your read-only lock to a write lock without unlocking first). * * \returns the initialized and unlocked read/write lock or NULL on failure; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DestroyRWLock * \sa SDL_LockRWLockForReading * \sa SDL_LockRWLockForWriting * \sa SDL_TryLockRWLockForReading * \sa SDL_TryLockRWLockForWriting * \sa SDL_UnlockRWLock */ extern SDL_DECLSPEC SDL_RWLock *SDLCALL SDL_CreateRWLock(void); /** * Lock the read/write lock for _read only_ operations. * * This will block until the rwlock is available, which is to say it is not * locked for writing by any other thread. Of all threads waiting to lock the * rwlock, all may do so at the same time as long as they are requesting * read-only access; if a thread wants to lock for writing, only one may do so * at a time, and no other threads, read-only or not, may hold the lock at the * same time. * * It is legal for the owning thread to lock an already-locked rwlock for * reading. It must unlock it the same number of times before it is actually * made available for other threads in the system (this is known as a * "recursive rwlock"). * * Note that locking for writing is not recursive (this is only available to * read-only locks). * * It is illegal to request a read-only lock from a thread that already holds * the write lock. Doing so results in undefined behavior. Unlock the write * lock before requesting a read-only lock. (But, of course, if you have the * write lock, you don't need further locks to read in any case.) * * This function does not fail; if rwlock is NULL, it will return immediately * having locked nothing. If the rwlock is valid, this function will always * block until it can lock the mutex, and return with it locked. * * \param rwlock the read/write lock to lock. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LockRWLockForWriting * \sa SDL_TryLockRWLockForReading * \sa SDL_UnlockRWLock */ extern SDL_DECLSPEC void SDLCALL SDL_LockRWLockForReading(SDL_RWLock *rwlock) SDL_ACQUIRE_SHARED(rwlock); /** * Lock the read/write lock for _write_ operations. * * This will block until the rwlock is available, which is to say it is not * locked for reading or writing by any other thread. Only one thread may hold * the lock when it requests write access; all other threads, whether they * also want to write or only want read-only access, must wait until the * writer thread has released the lock. * * It is illegal for the owning thread to lock an already-locked rwlock for * writing (read-only may be locked recursively, writing can not). Doing so * results in undefined behavior. * * It is illegal to request a write lock from a thread that already holds a * read-only lock. Doing so results in undefined behavior. Unlock the * read-only lock before requesting a write lock. * * This function does not fail; if rwlock is NULL, it will return immediately * having locked nothing. If the rwlock is valid, this function will always * block until it can lock the mutex, and return with it locked. * * \param rwlock the read/write lock to lock. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LockRWLockForReading * \sa SDL_TryLockRWLockForWriting * \sa SDL_UnlockRWLock */ extern SDL_DECLSPEC void SDLCALL SDL_LockRWLockForWriting(SDL_RWLock *rwlock) SDL_ACQUIRE(rwlock); /** * Try to lock a read/write lock _for reading_ without blocking. * * This works just like SDL_LockRWLockForReading(), but if the rwlock is not * available, then this function returns `SDL_RWLOCK_TIMEDOUT` immediately. * * This technique is useful if you need access to a resource but don't want to * wait for it, and will return to it to try again later. * * Trying to lock for read-only access can succeed if other threads are * holding read-only locks, as this won't prevent access. * * This function does not fail; if rwlock is NULL, it will return 0 * immediately having locked nothing. If rwlock is valid, this function will * always either lock the rwlock and return 0, or return SDL_RWLOCK_TIMEOUT * and lock nothing. * * \param rwlock the rwlock to try to lock. * \returns 0 or `SDL_RWLOCK_TIMEDOUT`. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LockRWLockForReading * \sa SDL_TryLockRWLockForWriting * \sa SDL_UnlockRWLock */ extern SDL_DECLSPEC int SDLCALL SDL_TryLockRWLockForReading(SDL_RWLock *rwlock) SDL_TRY_ACQUIRE_SHARED(0, rwlock); /** * Try to lock a read/write lock _for writing_ without blocking. * * This works just like SDL_LockRWLockForWriting(), but if the rwlock is not * available, this function returns `SDL_RWLOCK_TIMEDOUT` immediately. * * This technique is useful if you need exclusive access to a resource but * don't want to wait for it, and will return to it to try again later. * * It is illegal for the owning thread to lock an already-locked rwlock for * writing (read-only may be locked recursively, writing can not). Doing so * results in undefined behavior. * * It is illegal to request a write lock from a thread that already holds a * read-only lock. Doing so results in undefined behavior. Unlock the * read-only lock before requesting a write lock. * * This function does not fail; if rwlock is NULL, it will return 0 * immediately having locked nothing. If rwlock is valid, this function will * always either lock the rwlock and return 0, or return SDL_RWLOCK_TIMEOUT * and lock nothing. * * \param rwlock the rwlock to try to lock. * \returns 0 or `SDL_RWLOCK_TIMEDOUT`. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LockRWLockForWriting * \sa SDL_TryLockRWLockForReading * \sa SDL_UnlockRWLock */ extern SDL_DECLSPEC int SDLCALL SDL_TryLockRWLockForWriting(SDL_RWLock *rwlock) SDL_TRY_ACQUIRE(0, rwlock); /** * Unlock the read/write lock. * * Use this function to unlock the rwlock, whether it was locked for read-only * or write operations. * * It is legal for the owning thread to lock an already-locked read-only lock. * It must unlock it the same number of times before it is actually made * available for other threads in the system (this is known as a "recursive * rwlock"). * * It is illegal to unlock a rwlock that has not been locked by the current * thread, and doing so results in undefined behavior. * * \param rwlock the rwlock to unlock. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LockRWLockForReading * \sa SDL_LockRWLockForWriting * \sa SDL_TryLockRWLockForReading * \sa SDL_TryLockRWLockForWriting */ extern SDL_DECLSPEC void SDLCALL SDL_UnlockRWLock(SDL_RWLock *rwlock) SDL_RELEASE_GENERIC(rwlock); /** * Destroy a read/write lock created with SDL_CreateRWLock(). * * This function must be called on any read/write lock that is no longer * needed. Failure to destroy a rwlock will result in a system memory or * resource leak. While it is safe to destroy a rwlock that is _unlocked_, it * is not safe to attempt to destroy a locked rwlock, and may result in * undefined behavior depending on the platform. * * \param rwlock the rwlock to destroy. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateRWLock */ extern SDL_DECLSPEC void SDLCALL SDL_DestroyRWLock(SDL_RWLock *rwlock); /* @} *//* Read/write lock functions */ /** * \name Semaphore functions */ /* @{ */ /** * A means to manage access to a resource, by count, between threads. * * Semaphores (specifically, "counting semaphores"), let X number of threads * request access at the same time, each thread granted access decrementing a * counter. When the counter reaches zero, future requests block until a prior * thread releases their request, incrementing the counter again. * * Wikipedia has a thorough explanation of the concept: * * https://en.wikipedia.org/wiki/Semaphore_(programming) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_Semaphore SDL_Semaphore; /** * Create a semaphore. * * This function creates a new semaphore and initializes it with the value * `initial_value`. Each wait operation on the semaphore will atomically * decrement the semaphore value and potentially block if the semaphore value * is 0. Each post operation will atomically increment the semaphore value and * wake waiting threads and allow them to retry the wait operation. * * \param initial_value the starting value of the semaphore. * \returns a new semaphore or NULL on failure; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DestroySemaphore * \sa SDL_PostSemaphore * \sa SDL_TryWaitSemaphore * \sa SDL_GetSemaphoreValue * \sa SDL_WaitSemaphore * \sa SDL_WaitSemaphoreTimeout */ extern SDL_DECLSPEC SDL_Semaphore *SDLCALL SDL_CreateSemaphore(Uint32 initial_value); /** * Destroy a semaphore. * * It is not safe to destroy a semaphore if there are threads currently * waiting on it. * * \param sem the semaphore to destroy. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateSemaphore */ extern SDL_DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_Semaphore *sem); /** * Wait until a semaphore has a positive value and then decrements it. * * This function suspends the calling thread until either the semaphore * pointed to by `sem` has a positive value or the call is interrupted by a * signal or error. If the call is successful it will atomically decrement the * semaphore value. * * This function is the equivalent of calling SDL_WaitSemaphoreTimeout() with * a time length of -1. * * \param sem the semaphore wait on. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PostSemaphore * \sa SDL_TryWaitSemaphore * \sa SDL_WaitSemaphoreTimeout */ extern SDL_DECLSPEC int SDLCALL SDL_WaitSemaphore(SDL_Semaphore *sem); /** * See if a semaphore has a positive value and decrement it if it does. * * This function checks to see if the semaphore pointed to by `sem` has a * positive value and atomically decrements the semaphore value if it does. If * the semaphore doesn't have a positive value, the function immediately * returns SDL_MUTEX_TIMEDOUT. * * \param sem the semaphore to wait on. * \returns 0 if the wait succeeds, `SDL_MUTEX_TIMEDOUT` if the wait would * block, or a negative error code on failure; call SDL_GetError() * for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PostSemaphore * \sa SDL_WaitSemaphore * \sa SDL_WaitSemaphoreTimeout */ extern SDL_DECLSPEC int SDLCALL SDL_TryWaitSemaphore(SDL_Semaphore *sem); /** * Wait until a semaphore has a positive value and then decrements it. * * This function suspends the calling thread until either the semaphore * pointed to by `sem` has a positive value, the call is interrupted by a * signal or error, or the specified time has elapsed. If the call is * successful it will atomically decrement the semaphore value. * * \param sem the semaphore to wait on. * \param timeoutMS the length of the timeout, in milliseconds. * \returns 0 if the wait succeeds, `SDL_MUTEX_TIMEDOUT` if the wait does not * succeed in the allotted time, or a negative error code on failure; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PostSemaphore * \sa SDL_TryWaitSemaphore * \sa SDL_WaitSemaphore */ extern SDL_DECLSPEC int SDLCALL SDL_WaitSemaphoreTimeout(SDL_Semaphore *sem, Sint32 timeoutMS); /** * Atomically increment a semaphore's value and wake waiting threads. * * \param sem the semaphore to increment. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_TryWaitSemaphore * \sa SDL_WaitSemaphore * \sa SDL_WaitSemaphoreTimeout */ extern SDL_DECLSPEC int SDLCALL SDL_PostSemaphore(SDL_Semaphore *sem); /** * Get the current value of a semaphore. * * \param sem the semaphore to query. * \returns the current value of the semaphore. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetSemaphoreValue(SDL_Semaphore *sem); /* @} *//* Semaphore functions */ /** * \name Condition variable functions */ /* @{ */ /** * A means to block multiple threads until a condition is satisfied. * * Condition variables, paired with an SDL_Mutex, let an app halt multiple * threads until a condition has occurred, at which time the app can release * one or all waiting threads. * * Wikipedia has a thorough explanation of the concept: * * https://en.wikipedia.org/wiki/Condition_variable * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_Condition SDL_Condition; /** * Create a condition variable. * * \returns a new condition variable or NULL on failure; call SDL_GetError() * for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_BroadcastCondition * \sa SDL_SignalCondition * \sa SDL_WaitCondition * \sa SDL_WaitConditionTimeout * \sa SDL_DestroyCondition */ extern SDL_DECLSPEC SDL_Condition *SDLCALL SDL_CreateCondition(void); /** * Destroy a condition variable. * * \param cond the condition variable to destroy. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateCondition */ extern SDL_DECLSPEC void SDLCALL SDL_DestroyCondition(SDL_Condition *cond); /** * Restart one of the threads that are waiting on the condition variable. * * \param cond the condition variable to signal. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_BroadcastCondition * \sa SDL_WaitCondition * \sa SDL_WaitConditionTimeout */ extern SDL_DECLSPEC int SDLCALL SDL_SignalCondition(SDL_Condition *cond); /** * Restart all threads that are waiting on the condition variable. * * \param cond the condition variable to signal. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SignalCondition * \sa SDL_WaitCondition * \sa SDL_WaitConditionTimeout */ extern SDL_DECLSPEC int SDLCALL SDL_BroadcastCondition(SDL_Condition *cond); /** * Wait until a condition variable is signaled. * * This function unlocks the specified `mutex` and waits for another thread to * call SDL_SignalCondition() or SDL_BroadcastCondition() on the condition * variable `cond`. Once the condition variable is signaled, the mutex is * re-locked and the function returns. * * The mutex must be locked before calling this function. Locking the mutex * recursively (more than once) is not supported and leads to undefined * behavior. * * This function is the equivalent of calling SDL_WaitConditionTimeout() with * a time length of -1. * * \param cond the condition variable to wait on. * \param mutex the mutex used to coordinate thread access. * \returns 0 when it is signaled or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_BroadcastCondition * \sa SDL_SignalCondition * \sa SDL_WaitConditionTimeout */ extern SDL_DECLSPEC int SDLCALL SDL_WaitCondition(SDL_Condition *cond, SDL_Mutex *mutex); /** * Wait until a condition variable is signaled or a certain time has passed. * * This function unlocks the specified `mutex` and waits for another thread to * call SDL_SignalCondition() or SDL_BroadcastCondition() on the condition * variable `cond`, or for the specified time to elapse. Once the condition * variable is signaled or the time elapsed, the mutex is re-locked and the * function returns. * * The mutex must be locked before calling this function. Locking the mutex * recursively (more than once) is not supported and leads to undefined * behavior. * * \param cond the condition variable to wait on. * \param mutex the mutex used to coordinate thread access. * \param timeoutMS the maximum time to wait, in milliseconds, or -1 to wait * indefinitely. * \returns 0 if the condition variable is signaled, `SDL_MUTEX_TIMEDOUT` if * the condition is not signaled in the allotted time, or a negative * error code on failure; call SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_BroadcastCondition * \sa SDL_SignalCondition * \sa SDL_WaitCondition */ extern SDL_DECLSPEC int SDLCALL SDL_WaitConditionTimeout(SDL_Condition *cond, SDL_Mutex *mutex, Sint32 timeoutMS); /* @} *//* Condition variable functions */ /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_mutex_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_main_impl.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* WIKI CATEGORY: Main */ #ifndef SDL_main_impl_h_ #define SDL_main_impl_h_ #ifndef SDL_main_h_ #error "This header should not be included directly, but only via SDL_main.h!" #endif /* if someone wants to include SDL_main.h but doesn't want the main handing magic, (maybe to call SDL_RegisterApp()) they can #define SDL_MAIN_HANDLED first SDL_MAIN_NOIMPL is for SDL-internal usage (only affects implementation, not definition of SDL_MAIN_AVAILABLE etc in SDL_main.h) and if the user wants to have the SDL_main implementation (from this header) in another source file than their main() function, for example if SDL_main requires C++ and main() is implemented in plain C */ #if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL) /* the implementations below must be able to use the implement real main(), nothing renamed (the user's main() will be renamed to SDL_main so it can be called from here) */ #ifdef main #undef main #endif #ifdef SDL_MAIN_USE_CALLBACKS #if 0 /* currently there are no platforms that _need_ a magic entry point here for callbacks, but if one shows up, implement it here. */ #else /* use a standard SDL_main, which the app SHOULD NOT ALSO SUPPLY. */ /* this define makes the normal SDL_main entry point stuff work...we just provide SDL_main() instead of the app. */ #define SDL_MAIN_CALLBACK_STANDARD 1 int SDL_main(int argc, char **argv) { return SDL_EnterAppMainCallbacks(argc, argv, SDL_AppInit, SDL_AppIterate, SDL_AppEvent, SDL_AppQuit); } #endif /* platform-specific tests */ #endif /* SDL_MAIN_USE_CALLBACKS */ /* set up the usual SDL_main stuff if we're not using callbacks or if we are but need the normal entry point. */ #if !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD) #if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) /* these defines/typedefs are needed for the WinMain() definition */ #ifndef WINAPI #define WINAPI __stdcall #endif typedef struct HINSTANCE__ * HINSTANCE; typedef char* LPSTR; typedef wchar_t* PWSTR; /* The VC++ compiler needs main/wmain defined, but not for GDK */ #if defined(_MSC_VER) && !defined(SDL_PLATFORM_GDK) /* This is where execution begins [console apps] */ #if defined( UNICODE ) && UNICODE int wmain(int argc, wchar_t *wargv[], wchar_t *wenvp) { (void)argc; (void)wargv; (void)wenvp; return SDL_RunApp(0, NULL, SDL_main, NULL); } #else /* ANSI */ int main(int argc, char *argv[]) { (void)argc; (void)argv; return SDL_RunApp(0, NULL, SDL_main, NULL); } #endif /* UNICODE */ #endif /* _MSC_VER && ! SDL_PLATFORM_GDK */ /* This is where execution begins [windowed apps and GDK] */ #ifdef __cplusplus extern "C" { #endif #if defined( UNICODE ) && UNICODE int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE hPrev, PWSTR szCmdLine, int sw) #else /* ANSI */ int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw) #endif { (void)hInst; (void)hPrev; (void)szCmdLine; (void)sw; return SDL_RunApp(0, NULL, SDL_main, NULL); } #ifdef __cplusplus } /* extern "C" */ #endif /* end of SDL_PLATFORM_WIN32 and SDL_PLATFORM_GDK impls */ #elif defined(SDL_PLATFORM_WINRT) /* WinRT main based on SDL_winrt_main_NonXAML.cpp, placed in the public domain by David Ludwig 3/13/14 */ #include <wrl.h> /* At least one file in any SDL/WinRT app appears to require compilation with C++/CX, otherwise a Windows Metadata file won't get created, and an APPX0702 build error can appear shortly after linking. The following set of preprocessor code forces this file to be compiled as C++/CX, which appears to cause Visual C++ 2012's build tools to create this .winmd file, and will help allow builds of SDL/WinRT apps to proceed without error. If other files in an app's project enable C++/CX compilation, then it might be possible for the .cpp file including SDL_main.h to be compiled without /ZW, for Visual C++'s build tools to create a winmd file, and for the app to build without APPX0702 errors. In this case, if SDL_WINRT_METADATA_FILE_AVAILABLE is defined as a C/C++ macro, then the #error (to force C++/CX compilation) will be disabled. Please note that /ZW can be specified on a file-by-file basis. To do this, right click on the file in Visual C++, click Properties, then change the setting through the dialog that comes up. */ #ifndef SDL_WINRT_METADATA_FILE_AVAILABLE #if !defined(__cplusplus) || (!defined(__cplusplus_winrt) && _MSVC_LANG < 202002L) #error The C++ file that includes SDL_main.h must be compiled as C++ code with /ZW, otherwise build errors due to missing .winmd files can occur. #endif #endif /* Prevent MSVC++ from warning about threading models when defining our custom WinMain. The threading model will instead be set via a direct call to Windows::Foundation::Initialize (rather than via an attributed function). To note, this warning (C4447) does not seem to come up unless this file is compiled with C++/CX enabled (via the /ZW compiler flag). */ #ifdef _MSC_VER #pragma warning(disable : 4447) /* Make sure the function to initialize the Windows Runtime gets linked in. */ #pragma comment(lib, "runtimeobject.lib") #endif #ifdef __cplusplus extern "C" { #endif int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int) { return SDL_RunApp(0, NULL, SDL_main, NULL); } #if _MSVC_LANG >= 202002L int main(int argc, char** argv) { return SDL_RunApp(argc, argv, SDL_main, NULL); } #endif #ifdef __cplusplus } /* extern "C" */ #endif /* end of WinRT impl */ #elif defined(SDL_PLATFORM_NGAGE) /* same typedef as in ngage SDKs e32def.h */ typedef signed int TInt; /* TODO: if it turns out that this only works when built as C++, move SDL_PLATFORM_NGAGE into the C++ section in SDL_main.h */ TInt E32Main() { return SDL_RunApp(0, NULL, SDL_main, NULL); } /* end of SDL_PLATFORM_NGAGE impl */ #else /* platforms that use a standard main() and just call SDL_RunApp(), like iOS and 3DS */ int main(int argc, char *argv[]) { return SDL_RunApp(argc, argv, SDL_main, NULL); } /* end of impls for standard-conforming platforms */ #endif /* SDL_PLATFORM_WIN32 etc */ #endif /* !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD) */ /* rename users main() function to SDL_main() so it can be called from the wrappers above */ #define main SDL_main #endif /* SDL_MAIN_HANDLED */ #endif /* SDL_main_impl_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_keycode.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryKeycode * * Defines constants which identify keyboard keys and modifiers. */ #ifndef SDL_keycode_h_ #define SDL_keycode_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_scancode.h> /** * The SDL virtual key representation. * * Values of this type are used to represent keyboard keys using the current * layout of the keyboard. These values include Unicode values representing * the unmodified character that would be generated by pressing the key, or an * `SDLK_*` constant for those keys that do not generate characters. * * A special exception is the number keys at the top of the keyboard which map * to SDLK_0...SDLK_9 on AZERTY layouts. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_KeyCode */ typedef Uint32 SDL_Keycode; #define SDLK_SCANCODE_MASK (1u<<30) #define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK) #define SDLK_UNKNOWN 0x00000000u /* 0 */ #define SDLK_RETURN 0x0000000du /* '\r' */ #define SDLK_ESCAPE 0x0000001bu /* '\x1B' */ #define SDLK_BACKSPACE 0x00000008u /* '\b' */ #define SDLK_TAB 0x00000009u /* '\t' */ #define SDLK_SPACE 0x00000020u /* ' ' */ #define SDLK_EXCLAIM 0x00000021u /* '!' */ #define SDLK_DBLAPOSTROPHE 0x00000022u /* '"' */ #define SDLK_HASH 0x00000023u /* '#' */ #define SDLK_DOLLAR 0x00000024u /* '$' */ #define SDLK_PERCENT 0x00000025u /* '%' */ #define SDLK_AMPERSAND 0x00000026u /* '&' */ #define SDLK_APOSTROPHE 0x00000027u /* '\'' */ #define SDLK_LEFTPAREN 0x00000028u /* '(' */ #define SDLK_RIGHTPAREN 0x00000029u /* ')' */ #define SDLK_ASTERISK 0x0000002au /* '*' */ #define SDLK_PLUS 0x0000002bu /* '+' */ #define SDLK_COMMA 0x0000002cu /* ',' */ #define SDLK_MINUS 0x0000002du /* '-' */ #define SDLK_PERIOD 0x0000002eu /* '.' */ #define SDLK_SLASH 0x0000002fu /* '/' */ #define SDLK_0 0x00000030u /* '0' */ #define SDLK_1 0x00000031u /* '1' */ #define SDLK_2 0x00000032u /* '2' */ #define SDLK_3 0x00000033u /* '3' */ #define SDLK_4 0x00000034u /* '4' */ #define SDLK_5 0x00000035u /* '5' */ #define SDLK_6 0x00000036u /* '6' */ #define SDLK_7 0x00000037u /* '7' */ #define SDLK_8 0x00000038u /* '8' */ #define SDLK_9 0x00000039u /* '9' */ #define SDLK_COLON 0x0000003au /* ':' */ #define SDLK_SEMICOLON 0x0000003bu /* ';' */ #define SDLK_LESS 0x0000003cu /* '<' */ #define SDLK_EQUALS 0x0000003du /* '=' */ #define SDLK_GREATER 0x0000003eu /* '>' */ #define SDLK_QUESTION 0x0000003fu /* '?' */ #define SDLK_AT 0x00000040u /* '@' */ #define SDLK_A 0x00000041u /* 'A' */ #define SDLK_B 0x00000042u /* 'B' */ #define SDLK_C 0x00000043u /* 'C' */ #define SDLK_D 0x00000044u /* 'D' */ #define SDLK_E 0x00000045u /* 'E' */ #define SDLK_F 0x00000046u /* 'F' */ #define SDLK_G 0x00000047u /* 'G' */ #define SDLK_H 0x00000048u /* 'H' */ #define SDLK_I 0x00000049u /* 'I' */ #define SDLK_J 0x0000004au /* 'J' */ #define SDLK_K 0x0000004bu /* 'K' */ #define SDLK_L 0x0000004cu /* 'L' */ #define SDLK_M 0x0000004du /* 'M' */ #define SDLK_N 0x0000004eu /* 'N' */ #define SDLK_O 0x0000004fu /* 'O' */ #define SDLK_P 0x00000050u /* 'P' */ #define SDLK_Q 0x00000051u /* 'Q' */ #define SDLK_R 0x00000052u /* 'R' */ #define SDLK_S 0x00000053u /* 'S' */ #define SDLK_T 0x00000054u /* 'T' */ #define SDLK_U 0x00000055u /* 'U' */ #define SDLK_V 0x00000056u /* 'V' */ #define SDLK_W 0x00000057u /* 'W' */ #define SDLK_X 0x00000058u /* 'X' */ #define SDLK_Y 0x00000059u /* 'Y' */ #define SDLK_Z 0x0000005au /* 'Z' */ #define SDLK_LEFTBRACKET 0x0000005bu /* '[' */ #define SDLK_BACKSLASH 0x0000005cu /* '\\' */ #define SDLK_RIGHTBRACKET 0x0000005du /* ']' */ #define SDLK_CARET 0x0000005eu /* '^' */ #define SDLK_UNDERSCORE 0x0000005fu /* '_' */ #define SDLK_GRAVE 0x00000060u /* '`' */ #define SDLK_a 0x00000061u /* 'a' */ #define SDLK_b 0x00000062u /* 'b' */ #define SDLK_c 0x00000063u /* 'c' */ #define SDLK_d 0x00000064u /* 'd' */ #define SDLK_e 0x00000065u /* 'e' */ #define SDLK_f 0x00000066u /* 'f' */ #define SDLK_g 0x00000067u /* 'g' */ #define SDLK_h 0x00000068u /* 'h' */ #define SDLK_i 0x00000069u /* 'i' */ #define SDLK_j 0x0000006au /* 'j' */ #define SDLK_k 0x0000006bu /* 'k' */ #define SDLK_l 0x0000006cu /* 'l' */ #define SDLK_m 0x0000006du /* 'm' */ #define SDLK_n 0x0000006eu /* 'n' */ #define SDLK_o 0x0000006fu /* 'o' */ #define SDLK_p 0x00000070u /* 'p' */ #define SDLK_q 0x00000071u /* 'q' */ #define SDLK_r 0x00000072u /* 'r' */ #define SDLK_s 0x00000073u /* 's' */ #define SDLK_t 0x00000074u /* 't' */ #define SDLK_u 0x00000075u /* 'u' */ #define SDLK_v 0x00000076u /* 'v' */ #define SDLK_w 0x00000077u /* 'w' */ #define SDLK_x 0x00000078u /* 'x' */ #define SDLK_y 0x00000079u /* 'y' */ #define SDLK_z 0x0000007au /* 'z' */ #define SDLK_LEFTBRACE 0x0000007bu /* '{' */ #define SDLK_PIPE 0x0000007cu /* '|' */ #define SDLK_RIGHTBRACE 0x0000007du /* '}' */ #define SDLK_TILDE 0x0000007eu /* '~' */ #define SDLK_DELETE 0x0000007fu /* '\x7F' */ #define SDLK_CAPSLOCK 0x40000039u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CAPSLOCK) */ #define SDLK_F1 0x4000003au /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F1) */ #define SDLK_F2 0x4000003bu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F2) */ #define SDLK_F3 0x4000003cu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F3) */ #define SDLK_F4 0x4000003du /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F4) */ #define SDLK_F5 0x4000003eu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F5) */ #define SDLK_F6 0x4000003fu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F6) */ #define SDLK_F7 0x40000040u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F7) */ #define SDLK_F8 0x40000041u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F8) */ #define SDLK_F9 0x40000042u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F9) */ #define SDLK_F10 0x40000043u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F10) */ #define SDLK_F11 0x40000044u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F11) */ #define SDLK_F12 0x40000045u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F12) */ #define SDLK_PRINTSCREEN 0x40000046u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRINTSCREEN) */ #define SDLK_SCROLLLOCK 0x40000047u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SCROLLLOCK) */ #define SDLK_PAUSE 0x40000048u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAUSE) */ #define SDLK_INSERT 0x40000049u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT) */ #define SDLK_HOME 0x4000004au /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME) */ #define SDLK_PAGEUP 0x4000004bu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP) */ #define SDLK_END 0x4000004du /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END) */ #define SDLK_PAGEDOWN 0x4000004eu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN) */ #define SDLK_RIGHT 0x4000004fu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT) */ #define SDLK_LEFT 0x40000050u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LEFT) */ #define SDLK_DOWN 0x40000051u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DOWN) */ #define SDLK_UP 0x40000052u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UP) */ #define SDLK_NUMLOCKCLEAR 0x40000053u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_NUMLOCKCLEAR) */ #define SDLK_KP_DIVIDE 0x40000054u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DIVIDE) */ #define SDLK_KP_MULTIPLY 0x40000055u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MULTIPLY) */ #define SDLK_KP_MINUS 0x40000056u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MINUS) */ #define SDLK_KP_PLUS 0x40000057u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUS) */ #define SDLK_KP_ENTER 0x40000058u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_ENTER) */ #define SDLK_KP_1 0x40000059u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_1) */ #define SDLK_KP_2 0x4000005au /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_2) */ #define SDLK_KP_3 0x4000005bu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_3) */ #define SDLK_KP_4 0x4000005cu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_4) */ #define SDLK_KP_5 0x4000005du /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_5) */ #define SDLK_KP_6 0x4000005eu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_6) */ #define SDLK_KP_7 0x4000005fu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_7) */ #define SDLK_KP_8 0x40000060u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_8) */ #define SDLK_KP_9 0x40000061u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_9) */ #define SDLK_KP_0 0x40000062u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_0) */ #define SDLK_KP_PERIOD 0x40000063u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERIOD) */ #define SDLK_APPLICATION 0x40000065u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APPLICATION) */ #define SDLK_POWER 0x40000066u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_POWER) */ #define SDLK_KP_EQUALS 0x40000067u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALS) */ #define SDLK_F13 0x40000068u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F13) */ #define SDLK_F14 0x40000069u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F14) */ #define SDLK_F15 0x4000006au /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F15) */ #define SDLK_F16 0x4000006bu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F16) */ #define SDLK_F17 0x4000006cu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F17) */ #define SDLK_F18 0x4000006du /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F18) */ #define SDLK_F19 0x4000006eu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F19) */ #define SDLK_F20 0x4000006fu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F20) */ #define SDLK_F21 0x40000070u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F21) */ #define SDLK_F22 0x40000071u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F22) */ #define SDLK_F23 0x40000072u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F23) */ #define SDLK_F24 0x40000073u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F24) */ #define SDLK_EXECUTE 0x40000074u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXECUTE) */ #define SDLK_HELP 0x40000075u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HELP) */ #define SDLK_MENU 0x40000076u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MENU) */ #define SDLK_SELECT 0x40000077u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SELECT) */ #define SDLK_STOP 0x40000078u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_STOP) */ #define SDLK_AGAIN 0x40000079u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AGAIN) */ #define SDLK_UNDO 0x4000007au /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UNDO) */ #define SDLK_CUT 0x4000007bu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CUT) */ #define SDLK_COPY 0x4000007cu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COPY) */ #define SDLK_PASTE 0x4000007du /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PASTE) */ #define SDLK_FIND 0x4000007eu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_FIND) */ #define SDLK_MUTE 0x4000007fu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MUTE) */ #define SDLK_VOLUMEUP 0x40000080u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEUP) */ #define SDLK_VOLUMEDOWN 0x40000081u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEDOWN) */ #define SDLK_KP_COMMA 0x40000085u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COMMA) */ #define SDLK_KP_EQUALSAS400 0x40000086u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALSAS400) */ #define SDLK_ALTERASE 0x40000099u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ALTERASE) */ #define SDLK_SYSREQ 0x4000009au /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SYSREQ) */ #define SDLK_CANCEL 0x4000009bu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CANCEL) */ #define SDLK_CLEAR 0x4000009cu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEAR) */ #define SDLK_PRIOR 0x4000009du /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRIOR) */ #define SDLK_RETURN2 0x4000009eu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RETURN2) */ #define SDLK_SEPARATOR 0x4000009fu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SEPARATOR) */ #define SDLK_OUT 0x400000a0u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OUT) */ #define SDLK_OPER 0x400000a1u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OPER) */ #define SDLK_CLEARAGAIN 0x400000a2u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEARAGAIN) */ #define SDLK_CRSEL 0x400000a3u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CRSEL) */ #define SDLK_EXSEL 0x400000a4u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXSEL) */ #define SDLK_KP_00 0x400000b0u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_00) */ #define SDLK_KP_000 0x400000b1u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_000) */ #define SDLK_THOUSANDSSEPARATOR 0x400000b2u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_THOUSANDSSEPARATOR) */ #define SDLK_DECIMALSEPARATOR 0x400000b3u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DECIMALSEPARATOR) */ #define SDLK_CURRENCYUNIT 0x400000b4u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYUNIT) */ #define SDLK_CURRENCYSUBUNIT 0x400000b5u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYSUBUNIT) */ #define SDLK_KP_LEFTPAREN 0x400000b6u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTPAREN) */ #define SDLK_KP_RIGHTPAREN 0x400000b7u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTPAREN) */ #define SDLK_KP_LEFTBRACE 0x400000b8u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTBRACE) */ #define SDLK_KP_RIGHTBRACE 0x400000b9u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTBRACE) */ #define SDLK_KP_TAB 0x400000bau /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_TAB) */ #define SDLK_KP_BACKSPACE 0x400000bbu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BACKSPACE) */ #define SDLK_KP_A 0x400000bcu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_A) */ #define SDLK_KP_B 0x400000bdu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_B) */ #define SDLK_KP_C 0x400000beu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_C) */ #define SDLK_KP_D 0x400000bfu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_D) */ #define SDLK_KP_E 0x400000c0u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_E) */ #define SDLK_KP_F 0x400000c1u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_F) */ #define SDLK_KP_XOR 0x400000c2u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_XOR) */ #define SDLK_KP_POWER 0x400000c3u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_POWER) */ #define SDLK_KP_PERCENT 0x400000c4u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERCENT) */ #define SDLK_KP_LESS 0x400000c5u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LESS) */ #define SDLK_KP_GREATER 0x400000c6u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_GREATER) */ #define SDLK_KP_AMPERSAND 0x400000c7u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AMPERSAND) */ #define SDLK_KP_DBLAMPERSAND 0x400000c8u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLAMPERSAND) */ #define SDLK_KP_VERTICALBAR 0x400000c9u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_VERTICALBAR) */ #define SDLK_KP_DBLVERTICALBAR 0x400000cau /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLVERTICALBAR) */ #define SDLK_KP_COLON 0x400000cbu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COLON) */ #define SDLK_KP_HASH 0x400000ccu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HASH) */ #define SDLK_KP_SPACE 0x400000cdu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_SPACE) */ #define SDLK_KP_AT 0x400000ceu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AT) */ #define SDLK_KP_EXCLAM 0x400000cfu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EXCLAM) */ #define SDLK_KP_MEMSTORE 0x400000d0u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSTORE) */ #define SDLK_KP_MEMRECALL 0x400000d1u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMRECALL) */ #define SDLK_KP_MEMCLEAR 0x400000d2u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMCLEAR) */ #define SDLK_KP_MEMADD 0x400000d3u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMADD) */ #define SDLK_KP_MEMSUBTRACT 0x400000d4u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSUBTRACT) */ #define SDLK_KP_MEMMULTIPLY 0x400000d5u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMMULTIPLY) */ #define SDLK_KP_MEMDIVIDE 0x400000d6u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMDIVIDE) */ #define SDLK_KP_PLUSMINUS 0x400000d7u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUSMINUS) */ #define SDLK_KP_CLEAR 0x400000d8u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEAR) */ #define SDLK_KP_CLEARENTRY 0x400000d9u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEARENTRY) */ #define SDLK_KP_BINARY 0x400000dau /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BINARY) */ #define SDLK_KP_OCTAL 0x400000dbu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_OCTAL) */ #define SDLK_KP_DECIMAL 0x400000dcu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DECIMAL) */ #define SDLK_KP_HEXADECIMAL 0x400000ddu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HEXADECIMAL) */ #define SDLK_LCTRL 0x400000e0u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LCTRL) */ #define SDLK_LSHIFT 0x400000e1u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LSHIFT) */ #define SDLK_LALT 0x400000e2u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LALT) */ #define SDLK_LGUI 0x400000e3u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LGUI) */ #define SDLK_RCTRL 0x400000e4u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RCTRL) */ #define SDLK_RSHIFT 0x400000e5u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RSHIFT) */ #define SDLK_RALT 0x400000e6u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RALT) */ #define SDLK_RGUI 0x400000e7u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RGUI) */ #define SDLK_MODE 0x40000101u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MODE) */ #define SDLK_SLEEP 0x40000102u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SLEEP) */ #define SDLK_WAKE 0x40000103u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_WAKE) */ #define SDLK_CHANNEL_INCREMENT 0x40000104u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CHANNEL_INCREMENT) */ #define SDLK_CHANNEL_DECREMENT 0x40000105u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CHANNEL_DECREMENT) */ #define SDLK_MEDIA_PLAY 0x40000106u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PLAY) */ #define SDLK_MEDIA_PAUSE 0x40000107u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PAUSE) */ #define SDLK_MEDIA_RECORD 0x40000108u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_RECORD) */ #define SDLK_MEDIA_FAST_FORWARD 0x40000109u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_FAST_FORWARD) */ #define SDLK_MEDIA_REWIND 0x4000010au /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_REWIND) */ #define SDLK_MEDIA_NEXT_TRACK 0x4000010bu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_NEXT_TRACK) */ #define SDLK_MEDIA_PREVIOUS_TRACK 0x4000010cu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PREVIOUS_TRACK) */ #define SDLK_MEDIA_STOP 0x4000010du /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_STOP) */ #define SDLK_MEDIA_EJECT 0x4000010eu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_EJECT) */ #define SDLK_MEDIA_PLAY_PAUSE 0x4000010fu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PLAY_PAUSE) */ #define SDLK_MEDIA_SELECT 0x40000110u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_SELECT) */ #define SDLK_AC_NEW 0x40000111u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_NEW) */ #define SDLK_AC_OPEN 0x40000112u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_OPEN) */ #define SDLK_AC_CLOSE 0x40000113u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_CLOSE) */ #define SDLK_AC_EXIT 0x40000114u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_EXIT) */ #define SDLK_AC_SAVE 0x40000115u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SAVE) */ #define SDLK_AC_PRINT 0x40000116u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_PRINT) */ #define SDLK_AC_PROPERTIES 0x40000117u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_PROPERTIES) */ #define SDLK_AC_SEARCH 0x40000118u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SEARCH) */ #define SDLK_AC_HOME 0x40000119u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_HOME) */ #define SDLK_AC_BACK 0x4000011au /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BACK) */ #define SDLK_AC_FORWARD 0x4000011bu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_FORWARD) */ #define SDLK_AC_STOP 0x4000011cu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_STOP) */ #define SDLK_AC_REFRESH 0x4000011du /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_REFRESH) */ #define SDLK_AC_BOOKMARKS 0x4000011eu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BOOKMARKS) */ #define SDLK_SOFTLEFT 0x4000011fu /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SOFTLEFT) */ #define SDLK_SOFTRIGHT 0x40000120u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SOFTRIGHT) */ #define SDLK_CALL 0x40000121u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CALL) */ #define SDLK_ENDCALL 0x40000122u /* SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ENDCALL) */ /** * Valid key modifiers (possibly OR'd together). * * \since This datatype is available since SDL 3.0.0. */ typedef Uint16 SDL_Keymod; #define SDL_KMOD_NONE 0x0000u /**< no modifier is applicable. */ #define SDL_KMOD_LSHIFT 0x0001u /**< the left Shift key is down. */ #define SDL_KMOD_RSHIFT 0x0002u /**< the right Shift key is down. */ #define SDL_KMOD_LCTRL 0x0040u /**< the left Ctrl (Control) key is down. */ #define SDL_KMOD_RCTRL 0x0080u /**< the right Ctrl (Control) key is down. */ #define SDL_KMOD_LALT 0x0100u /**< the left Alt key is down. */ #define SDL_KMOD_RALT 0x0200u /**< the right Alt key is down. */ #define SDL_KMOD_LGUI 0x0400u /**< the left GUI key (often the Windows key) is down. */ #define SDL_KMOD_RGUI 0x0800u /**< the right GUI key (often the Windows key) is down. */ #define SDL_KMOD_NUM 0x1000u /**< the Num Lock key (may be located on an extended keypad) is down. */ #define SDL_KMOD_CAPS 0x2000u /**< the Caps Lock key is down. */ #define SDL_KMOD_MODE 0x4000u /**< the !AltGr key is down. */ #define SDL_KMOD_SCROLL 0x8000u /**< the Scroll Lock key is down. */ #define SDL_KMOD_CTRL (SDL_KMOD_LCTRL | SDL_KMOD_RCTRL) /**< Any Ctrl key is down. */ #define SDL_KMOD_SHIFT (SDL_KMOD_LSHIFT | SDL_KMOD_RSHIFT) /**< Any Shift key is down. */ #define SDL_KMOD_ALT (SDL_KMOD_LALT | SDL_KMOD_RALT) /**< Any Alt key is down. */ #define SDL_KMOD_GUI (SDL_KMOD_LGUI | SDL_KMOD_RGUI) /**< Any GUI key is down. */ #endif /* SDL_keycode_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_opengles2_gl2.h
#ifndef __gles2_gl2_h_ #define __gles2_gl2_h_ 1 #ifdef __cplusplus extern "C" { #endif /* ** Copyright 2013-2020 The Khronos Group Inc. ** SPDX-License-Identifier: MIT ** ** This header is generated from the Khronos OpenGL / OpenGL ES XML ** API Registry. The current version of the Registry, generator scripts ** used to make the header, and the header can be found at ** https://github.com/KhronosGroup/OpenGL-Registry */ /*#include <GLES2/gl2platform.h>*/ #ifndef GL_APIENTRYP #define GL_APIENTRYP GL_APIENTRY* #endif #ifndef GL_GLES_PROTOTYPES #define GL_GLES_PROTOTYPES 1 #endif /* Generated on date 20220530 */ /* Generated C header for: * API: gles2 * Profile: common * Versions considered: 2\.[0-9] * Versions emitted: .* * Default extensions included: None * Additional extensions included: _nomatch_^ * Extensions removed: _nomatch_^ */ #ifndef GL_ES_VERSION_2_0 #define GL_ES_VERSION_2_0 1 /*#include <KHR/khrplatform.h>*/ typedef khronos_int8_t GLbyte; typedef khronos_float_t GLclampf; typedef khronos_int32_t GLfixed; typedef khronos_int16_t GLshort; typedef khronos_uint16_t GLushort; typedef void GLvoid; typedef struct __GLsync *GLsync; typedef khronos_int64_t GLint64; typedef khronos_uint64_t GLuint64; typedef unsigned int GLenum; typedef unsigned int GLuint; typedef char GLchar; typedef khronos_float_t GLfloat; typedef khronos_ssize_t GLsizeiptr; typedef khronos_intptr_t GLintptr; typedef unsigned int GLbitfield; typedef int GLint; typedef unsigned char GLboolean; typedef int GLsizei; typedef khronos_uint8_t GLubyte; #define GL_DEPTH_BUFFER_BIT 0x00000100 #define GL_STENCIL_BUFFER_BIT 0x00000400 #define GL_COLOR_BUFFER_BIT 0x00004000 #define GL_FALSE 0 #define GL_TRUE 1 #define GL_POINTS 0x0000 #define GL_LINES 0x0001 #define GL_LINE_LOOP 0x0002 #define GL_LINE_STRIP 0x0003 #define GL_TRIANGLES 0x0004 #define GL_TRIANGLE_STRIP 0x0005 #define GL_TRIANGLE_FAN 0x0006 #define GL_ZERO 0 #define GL_ONE 1 #define GL_SRC_COLOR 0x0300 #define GL_ONE_MINUS_SRC_COLOR 0x0301 #define GL_SRC_ALPHA 0x0302 #define GL_ONE_MINUS_SRC_ALPHA 0x0303 #define GL_DST_ALPHA 0x0304 #define GL_ONE_MINUS_DST_ALPHA 0x0305 #define GL_DST_COLOR 0x0306 #define GL_ONE_MINUS_DST_COLOR 0x0307 #define GL_SRC_ALPHA_SATURATE 0x0308 #define GL_FUNC_ADD 0x8006 #define GL_BLEND_EQUATION 0x8009 #define GL_BLEND_EQUATION_RGB 0x8009 #define GL_BLEND_EQUATION_ALPHA 0x883D #define GL_FUNC_SUBTRACT 0x800A #define GL_FUNC_REVERSE_SUBTRACT 0x800B #define GL_BLEND_DST_RGB 0x80C8 #define GL_BLEND_SRC_RGB 0x80C9 #define GL_BLEND_DST_ALPHA 0x80CA #define GL_BLEND_SRC_ALPHA 0x80CB #define GL_CONSTANT_COLOR 0x8001 #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 #define GL_CONSTANT_ALPHA 0x8003 #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 #define GL_BLEND_COLOR 0x8005 #define GL_ARRAY_BUFFER 0x8892 #define GL_ELEMENT_ARRAY_BUFFER 0x8893 #define GL_ARRAY_BUFFER_BINDING 0x8894 #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 #define GL_STREAM_DRAW 0x88E0 #define GL_STATIC_DRAW 0x88E4 #define GL_DYNAMIC_DRAW 0x88E8 #define GL_BUFFER_SIZE 0x8764 #define GL_BUFFER_USAGE 0x8765 #define GL_CURRENT_VERTEX_ATTRIB 0x8626 #define GL_FRONT 0x0404 #define GL_BACK 0x0405 #define GL_FRONT_AND_BACK 0x0408 #define GL_TEXTURE_2D 0x0DE1 #define GL_CULL_FACE 0x0B44 #define GL_BLEND 0x0BE2 #define GL_DITHER 0x0BD0 #define GL_STENCIL_TEST 0x0B90 #define GL_DEPTH_TEST 0x0B71 #define GL_SCISSOR_TEST 0x0C11 #define GL_POLYGON_OFFSET_FILL 0x8037 #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E #define GL_SAMPLE_COVERAGE 0x80A0 #define GL_NO_ERROR 0 #define GL_INVALID_ENUM 0x0500 #define GL_INVALID_VALUE 0x0501 #define GL_INVALID_OPERATION 0x0502 #define GL_OUT_OF_MEMORY 0x0505 #define GL_CW 0x0900 #define GL_CCW 0x0901 #define GL_LINE_WIDTH 0x0B21 #define GL_ALIASED_POINT_SIZE_RANGE 0x846D #define GL_ALIASED_LINE_WIDTH_RANGE 0x846E #define GL_CULL_FACE_MODE 0x0B45 #define GL_FRONT_FACE 0x0B46 #define GL_DEPTH_RANGE 0x0B70 #define GL_DEPTH_WRITEMASK 0x0B72 #define GL_DEPTH_CLEAR_VALUE 0x0B73 #define GL_DEPTH_FUNC 0x0B74 #define GL_STENCIL_CLEAR_VALUE 0x0B91 #define GL_STENCIL_FUNC 0x0B92 #define GL_STENCIL_FAIL 0x0B94 #define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 #define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 #define GL_STENCIL_REF 0x0B97 #define GL_STENCIL_VALUE_MASK 0x0B93 #define GL_STENCIL_WRITEMASK 0x0B98 #define GL_STENCIL_BACK_FUNC 0x8800 #define GL_STENCIL_BACK_FAIL 0x8801 #define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 #define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 #define GL_STENCIL_BACK_REF 0x8CA3 #define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 #define GL_STENCIL_BACK_WRITEMASK 0x8CA5 #define GL_VIEWPORT 0x0BA2 #define GL_SCISSOR_BOX 0x0C10 #define GL_COLOR_CLEAR_VALUE 0x0C22 #define GL_COLOR_WRITEMASK 0x0C23 #define GL_UNPACK_ALIGNMENT 0x0CF5 #define GL_PACK_ALIGNMENT 0x0D05 #define GL_MAX_TEXTURE_SIZE 0x0D33 #define GL_MAX_VIEWPORT_DIMS 0x0D3A #define GL_SUBPIXEL_BITS 0x0D50 #define GL_RED_BITS 0x0D52 #define GL_GREEN_BITS 0x0D53 #define GL_BLUE_BITS 0x0D54 #define GL_ALPHA_BITS 0x0D55 #define GL_DEPTH_BITS 0x0D56 #define GL_STENCIL_BITS 0x0D57 #define GL_POLYGON_OFFSET_UNITS 0x2A00 #define GL_POLYGON_OFFSET_FACTOR 0x8038 #define GL_TEXTURE_BINDING_2D 0x8069 #define GL_SAMPLE_BUFFERS 0x80A8 #define GL_SAMPLES 0x80A9 #define GL_SAMPLE_COVERAGE_VALUE 0x80AA #define GL_SAMPLE_COVERAGE_INVERT 0x80AB #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 #define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 #define GL_DONT_CARE 0x1100 #define GL_FASTEST 0x1101 #define GL_NICEST 0x1102 #define GL_GENERATE_MIPMAP_HINT 0x8192 #define GL_BYTE 0x1400 #define GL_UNSIGNED_BYTE 0x1401 #define GL_SHORT 0x1402 #define GL_UNSIGNED_SHORT 0x1403 #define GL_INT 0x1404 #define GL_UNSIGNED_INT 0x1405 #define GL_FLOAT 0x1406 #define GL_FIXED 0x140C #define GL_DEPTH_COMPONENT 0x1902 #define GL_ALPHA 0x1906 #define GL_RGB 0x1907 #define GL_RGBA 0x1908 #define GL_LUMINANCE 0x1909 #define GL_LUMINANCE_ALPHA 0x190A #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #define GL_UNSIGNED_SHORT_5_6_5 0x8363 #define GL_FRAGMENT_SHADER 0x8B30 #define GL_VERTEX_SHADER 0x8B31 #define GL_MAX_VERTEX_ATTRIBS 0x8869 #define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB #define GL_MAX_VARYING_VECTORS 0x8DFC #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 #define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD #define GL_SHADER_TYPE 0x8B4F #define GL_DELETE_STATUS 0x8B80 #define GL_LINK_STATUS 0x8B82 #define GL_VALIDATE_STATUS 0x8B83 #define GL_ATTACHED_SHADERS 0x8B85 #define GL_ACTIVE_UNIFORMS 0x8B86 #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 #define GL_ACTIVE_ATTRIBUTES 0x8B89 #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A #define GL_SHADING_LANGUAGE_VERSION 0x8B8C #define GL_CURRENT_PROGRAM 0x8B8D #define GL_NEVER 0x0200 #define GL_LESS 0x0201 #define GL_EQUAL 0x0202 #define GL_LEQUAL 0x0203 #define GL_GREATER 0x0204 #define GL_NOTEQUAL 0x0205 #define GL_GEQUAL 0x0206 #define GL_ALWAYS 0x0207 #define GL_KEEP 0x1E00 #define GL_REPLACE 0x1E01 #define GL_INCR 0x1E02 #define GL_DECR 0x1E03 #define GL_INVERT 0x150A #define GL_INCR_WRAP 0x8507 #define GL_DECR_WRAP 0x8508 #define GL_VENDOR 0x1F00 #define GL_RENDERER 0x1F01 #define GL_VERSION 0x1F02 #define GL_EXTENSIONS 0x1F03 #define GL_NEAREST 0x2600 #define GL_LINEAR 0x2601 #define GL_NEAREST_MIPMAP_NEAREST 0x2700 #define GL_LINEAR_MIPMAP_NEAREST 0x2701 #define GL_NEAREST_MIPMAP_LINEAR 0x2702 #define GL_LINEAR_MIPMAP_LINEAR 0x2703 #define GL_TEXTURE_MAG_FILTER 0x2800 #define GL_TEXTURE_MIN_FILTER 0x2801 #define GL_TEXTURE_WRAP_S 0x2802 #define GL_TEXTURE_WRAP_T 0x2803 #define GL_TEXTURE 0x1702 #define GL_TEXTURE_CUBE_MAP 0x8513 #define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 #define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A #define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C #define GL_TEXTURE0 0x84C0 #define GL_TEXTURE1 0x84C1 #define GL_TEXTURE2 0x84C2 #define GL_TEXTURE3 0x84C3 #define GL_TEXTURE4 0x84C4 #define GL_TEXTURE5 0x84C5 #define GL_TEXTURE6 0x84C6 #define GL_TEXTURE7 0x84C7 #define GL_TEXTURE8 0x84C8 #define GL_TEXTURE9 0x84C9 #define GL_TEXTURE10 0x84CA #define GL_TEXTURE11 0x84CB #define GL_TEXTURE12 0x84CC #define GL_TEXTURE13 0x84CD #define GL_TEXTURE14 0x84CE #define GL_TEXTURE15 0x84CF #define GL_TEXTURE16 0x84D0 #define GL_TEXTURE17 0x84D1 #define GL_TEXTURE18 0x84D2 #define GL_TEXTURE19 0x84D3 #define GL_TEXTURE20 0x84D4 #define GL_TEXTURE21 0x84D5 #define GL_TEXTURE22 0x84D6 #define GL_TEXTURE23 0x84D7 #define GL_TEXTURE24 0x84D8 #define GL_TEXTURE25 0x84D9 #define GL_TEXTURE26 0x84DA #define GL_TEXTURE27 0x84DB #define GL_TEXTURE28 0x84DC #define GL_TEXTURE29 0x84DD #define GL_TEXTURE30 0x84DE #define GL_TEXTURE31 0x84DF #define GL_ACTIVE_TEXTURE 0x84E0 #define GL_REPEAT 0x2901 #define GL_CLAMP_TO_EDGE 0x812F #define GL_MIRRORED_REPEAT 0x8370 #define GL_FLOAT_VEC2 0x8B50 #define GL_FLOAT_VEC3 0x8B51 #define GL_FLOAT_VEC4 0x8B52 #define GL_INT_VEC2 0x8B53 #define GL_INT_VEC3 0x8B54 #define GL_INT_VEC4 0x8B55 #define GL_BOOL 0x8B56 #define GL_BOOL_VEC2 0x8B57 #define GL_BOOL_VEC3 0x8B58 #define GL_BOOL_VEC4 0x8B59 #define GL_FLOAT_MAT2 0x8B5A #define GL_FLOAT_MAT3 0x8B5B #define GL_FLOAT_MAT4 0x8B5C #define GL_SAMPLER_2D 0x8B5E #define GL_SAMPLER_CUBE 0x8B60 #define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 #define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 #define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 #define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A #define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F #define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A #define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B #define GL_COMPILE_STATUS 0x8B81 #define GL_INFO_LOG_LENGTH 0x8B84 #define GL_SHADER_SOURCE_LENGTH 0x8B88 #define GL_SHADER_COMPILER 0x8DFA #define GL_SHADER_BINARY_FORMATS 0x8DF8 #define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 #define GL_LOW_FLOAT 0x8DF0 #define GL_MEDIUM_FLOAT 0x8DF1 #define GL_HIGH_FLOAT 0x8DF2 #define GL_LOW_INT 0x8DF3 #define GL_MEDIUM_INT 0x8DF4 #define GL_HIGH_INT 0x8DF5 #define GL_FRAMEBUFFER 0x8D40 #define GL_RENDERBUFFER 0x8D41 #define GL_RGBA4 0x8056 #define GL_RGB5_A1 0x8057 #define GL_RGB565 0x8D62 #define GL_DEPTH_COMPONENT16 0x81A5 #define GL_STENCIL_INDEX8 0x8D48 #define GL_RENDERBUFFER_WIDTH 0x8D42 #define GL_RENDERBUFFER_HEIGHT 0x8D43 #define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 #define GL_RENDERBUFFER_RED_SIZE 0x8D50 #define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 #define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 #define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 #define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 #define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 #define GL_COLOR_ATTACHMENT0 0x8CE0 #define GL_DEPTH_ATTACHMENT 0x8D00 #define GL_STENCIL_ATTACHMENT 0x8D20 #define GL_NONE 0 #define GL_FRAMEBUFFER_COMPLETE 0x8CD5 #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 #define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9 #define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD #define GL_FRAMEBUFFER_BINDING 0x8CA6 #define GL_RENDERBUFFER_BINDING 0x8CA7 #define GL_MAX_RENDERBUFFER_SIZE 0x84E8 #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 typedef void (GL_APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); typedef void (GL_APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); typedef void (GL_APIENTRYP PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar *name); typedef void (GL_APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); typedef void (GL_APIENTRYP PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer); typedef void (GL_APIENTRYP PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer); typedef void (GL_APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture); typedef void (GL_APIENTRYP PFNGLBLENDCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); typedef void (GL_APIENTRYP PFNGLBLENDFUNCPROC) (GLenum sfactor, GLenum dfactor); typedef void (GL_APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); typedef void (GL_APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage); typedef void (GL_APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); typedef GLenum (GL_APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target); typedef void (GL_APIENTRYP PFNGLCLEARPROC) (GLbitfield mask); typedef void (GL_APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); typedef void (GL_APIENTRYP PFNGLCLEARDEPTHFPROC) (GLfloat d); typedef void (GL_APIENTRYP PFNGLCLEARSTENCILPROC) (GLint s); typedef void (GL_APIENTRYP PFNGLCOLORMASKPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); typedef void (GL_APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader); typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); typedef void (GL_APIENTRYP PFNGLCOPYTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); typedef void (GL_APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); typedef GLuint (GL_APIENTRYP PFNGLCREATEPROGRAMPROC) (void); typedef GLuint (GL_APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); typedef void (GL_APIENTRYP PFNGLCULLFACEPROC) (GLenum mode); typedef void (GL_APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); typedef void (GL_APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint *framebuffers); typedef void (GL_APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); typedef void (GL_APIENTRYP PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint *renderbuffers); typedef void (GL_APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); typedef void (GL_APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures); typedef void (GL_APIENTRYP PFNGLDEPTHFUNCPROC) (GLenum func); typedef void (GL_APIENTRYP PFNGLDEPTHMASKPROC) (GLboolean flag); typedef void (GL_APIENTRYP PFNGLDEPTHRANGEFPROC) (GLfloat n, GLfloat f); typedef void (GL_APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); typedef void (GL_APIENTRYP PFNGLDISABLEPROC) (GLenum cap); typedef void (GL_APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); typedef void (GL_APIENTRYP PFNGLDRAWARRAYSPROC) (GLenum mode, GLint first, GLsizei count); typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices); typedef void (GL_APIENTRYP PFNGLENABLEPROC) (GLenum cap); typedef void (GL_APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); typedef void (GL_APIENTRYP PFNGLFINISHPROC) (void); typedef void (GL_APIENTRYP PFNGLFLUSHPROC) (void); typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); typedef void (GL_APIENTRYP PFNGLFRONTFACEPROC) (GLenum mode); typedef void (GL_APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); typedef void (GL_APIENTRYP PFNGLGENERATEMIPMAPPROC) (GLenum target); typedef void (GL_APIENTRYP PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint *framebuffers); typedef void (GL_APIENTRYP PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint *renderbuffers); typedef void (GL_APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); typedef void (GL_APIENTRYP PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); typedef void (GL_APIENTRYP PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); typedef void (GL_APIENTRYP PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); typedef GLint (GL_APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); typedef void (GL_APIENTRYP PFNGLGETBOOLEANVPROC) (GLenum pname, GLboolean *data); typedef void (GL_APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); typedef GLenum (GL_APIENTRYP PFNGLGETERRORPROC) (void); typedef void (GL_APIENTRYP PFNGLGETFLOATVPROC) (GLenum pname, GLfloat *data); typedef void (GL_APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data); typedef void (GL_APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef void (GL_APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef void (GL_APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); typedef void (GL_APIENTRYP PFNGLGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); typedef const GLubyte *(GL_APIENTRYP PFNGLGETSTRINGPROC) (GLenum name); typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat *params); typedef void (GL_APIENTRYP PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint *params); typedef GLint (GL_APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); typedef void (GL_APIENTRYP PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat *params); typedef void (GL_APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer); typedef void (GL_APIENTRYP PFNGLHINTPROC) (GLenum target, GLenum mode); typedef GLboolean (GL_APIENTRYP PFNGLISBUFFERPROC) (GLuint buffer); typedef GLboolean (GL_APIENTRYP PFNGLISENABLEDPROC) (GLenum cap); typedef GLboolean (GL_APIENTRYP PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer); typedef GLboolean (GL_APIENTRYP PFNGLISPROGRAMPROC) (GLuint program); typedef GLboolean (GL_APIENTRYP PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer); typedef GLboolean (GL_APIENTRYP PFNGLISSHADERPROC) (GLuint shader); typedef GLboolean (GL_APIENTRYP PFNGLISTEXTUREPROC) (GLuint texture); typedef void (GL_APIENTRYP PFNGLLINEWIDTHPROC) (GLfloat width); typedef void (GL_APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); typedef void (GL_APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param); typedef void (GL_APIENTRYP PFNGLPOLYGONOFFSETPROC) (GLfloat factor, GLfloat units); typedef void (GL_APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); typedef void (GL_APIENTRYP PFNGLRELEASESHADERCOMPILERPROC) (void); typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLfloat value, GLboolean invert); typedef void (GL_APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length); typedef void (GL_APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); typedef void (GL_APIENTRYP PFNGLSTENCILFUNCPROC) (GLenum func, GLint ref, GLuint mask); typedef void (GL_APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC) (GLenum face, GLenum func, GLint ref, GLuint mask); typedef void (GL_APIENTRYP PFNGLSTENCILMASKPROC) (GLuint mask); typedef void (GL_APIENTRYP PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask); typedef void (GL_APIENTRYP PFNGLSTENCILOPPROC) (GLenum fail, GLenum zfail, GLenum zpass); typedef void (GL_APIENTRYP PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); typedef void (GL_APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); typedef void (GL_APIENTRYP PFNGLTEXPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat param); typedef void (GL_APIENTRYP PFNGLTEXPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (GL_APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); typedef void (GL_APIENTRYP PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0); typedef void (GL_APIENTRYP PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0); typedef void (GL_APIENTRYP PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint *value); typedef void (GL_APIENTRYP PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1); typedef void (GL_APIENTRYP PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1); typedef void (GL_APIENTRYP PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint *value); typedef void (GL_APIENTRYP PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); typedef void (GL_APIENTRYP PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2); typedef void (GL_APIENTRYP PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint *value); typedef void (GL_APIENTRYP PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); typedef void (GL_APIENTRYP PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); typedef void (GL_APIENTRYP PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint *value); typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); typedef void (GL_APIENTRYP PFNGLVALIDATEPROGRAMPROC) (GLuint program); typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x); typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat *v); typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y); typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat *v); typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat *v); typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat *v); typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); typedef void (GL_APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height); #if GL_GLES_PROTOTYPES GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture); GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader); GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar *name); GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer); GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer); GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer); GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture); GL_APICALL void GL_APIENTRY glBlendColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); GL_APICALL void GL_APIENTRY glBlendEquation (GLenum mode); GL_APICALL void GL_APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor); GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage); GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target); GL_APICALL void GL_APIENTRY glClear (GLbitfield mask); GL_APICALL void GL_APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); GL_APICALL void GL_APIENTRY glClearDepthf (GLfloat d); GL_APICALL void GL_APIENTRY glClearStencil (GLint s); GL_APICALL void GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); GL_APICALL void GL_APIENTRY glCompileShader (GLuint shader); GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); GL_APICALL void GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); GL_APICALL void GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); GL_APICALL GLuint GL_APIENTRY glCreateProgram (void); GL_APICALL GLuint GL_APIENTRY glCreateShader (GLenum type); GL_APICALL void GL_APIENTRY glCullFace (GLenum mode); GL_APICALL void GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers); GL_APICALL void GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint *framebuffers); GL_APICALL void GL_APIENTRY glDeleteProgram (GLuint program); GL_APICALL void GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers); GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader); GL_APICALL void GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); GL_APICALL void GL_APIENTRY glDepthFunc (GLenum func); GL_APICALL void GL_APIENTRY glDepthMask (GLboolean flag); GL_APICALL void GL_APIENTRY glDepthRangef (GLfloat n, GLfloat f); GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader); GL_APICALL void GL_APIENTRY glDisable (GLenum cap); GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index); GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count); GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); GL_APICALL void GL_APIENTRY glEnable (GLenum cap); GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index); GL_APICALL void GL_APIENTRY glFinish (void); GL_APICALL void GL_APIENTRY glFlush (void); GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); GL_APICALL void GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); GL_APICALL void GL_APIENTRY glFrontFace (GLenum mode); GL_APICALL void GL_APIENTRY glGenBuffers (GLsizei n, GLuint *buffers); GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target); GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint *framebuffers); GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint *renderbuffers); GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint *textures); GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); GL_APICALL GLint GL_APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean *data); GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint *params); GL_APICALL GLenum GL_APIENTRY glGetError (void); GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat *data); GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint *data); GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); GL_APICALL const GLubyte *GL_APIENTRY glGetString (GLenum name); GL_APICALL void GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params); GL_APICALL void GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat *params); GL_APICALL void GL_APIENTRY glGetUniformiv (GLuint program, GLint location, GLint *params); GL_APICALL GLint GL_APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); GL_APICALL void GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat *params); GL_APICALL void GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer); GL_APICALL void GL_APIENTRY glHint (GLenum target, GLenum mode); GL_APICALL GLboolean GL_APIENTRY glIsBuffer (GLuint buffer); GL_APICALL GLboolean GL_APIENTRY glIsEnabled (GLenum cap); GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer (GLuint framebuffer); GL_APICALL GLboolean GL_APIENTRY glIsProgram (GLuint program); GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer); GL_APICALL GLboolean GL_APIENTRY glIsShader (GLuint shader); GL_APICALL GLboolean GL_APIENTRY glIsTexture (GLuint texture); GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width); GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program); GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param); GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units); GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void); GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glSampleCoverage (GLfloat value, GLboolean invert); GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length); GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask); GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask); GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask); GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask); GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass); GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); GL_APICALL void GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param); GL_APICALL void GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat *params); GL_APICALL void GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); GL_APICALL void GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint *params); GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat v0); GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat *value); GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint v0); GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint *value); GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat v0, GLfloat v1); GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat *value); GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint v0, GLint v1); GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint *value); GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat *value); GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint v0, GLint v1, GLint v2); GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint *value); GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat *value); GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint *value); GL_APICALL void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glUseProgram (GLuint program); GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program); GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint index, GLfloat x); GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint index, const GLfloat *v); GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint index, GLfloat x, GLfloat y); GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint index, const GLfloat *v); GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint index, GLfloat x, GLfloat y, GLfloat z); GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint index, const GLfloat *v); GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint index, const GLfloat *v); GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); #endif #endif /* GL_ES_VERSION_2_0 */ #ifdef __cplusplus } #endif #endif
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_misc.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryMisc * * SDL API functions that don't fit elsewhere. */ #ifndef SDL_misc_h_ #define SDL_misc_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * Open a URL/URI in the browser or other appropriate external application. * * Open a URL in a separate, system-provided application. How this works will * vary wildly depending on the platform. This will likely launch what makes * sense to handle a specific URL's protocol (a web browser for `http://`, * etc), but it might also be able to launch file managers for directories and * other things. * * What happens when you open a URL varies wildly as well: your game window * may lose focus (and may or may not lose focus if your game was fullscreen * or grabbing input at the time). On mobile devices, your app will likely * move to the background or your process might be paused. Any given platform * may or may not handle a given URL. * * If this is unimplemented (or simply unavailable) for a platform, this will * fail with an error. A successful result does not mean the URL loaded, just * that we launched _something_ to handle it (or at least believe we did). * * All this to say: this function can be useful, but you should definitely * test it on every platform you target. * * \param url a valid URL/URI to open. Use `file:///full/path/to/file` for * local files, if supported. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_OpenURL(const char *url); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_misc_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_platform.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryPlatform * * SDL provides a means to identify the app's platform, both at compile time * and runtime. */ #ifndef SDL_platform_h_ #define SDL_platform_h_ #include <SDL3/SDL_platform_defines.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * Get the name of the platform. * * Here are the names returned for some (but not all) supported platforms: * * - "Windows" * - "macOS" * - "Linux" * - "iOS" * - "Android" * * The returned string follows the SDL_GetStringRule. * * \returns the name of the platform. If the correct platform name is not * available, returns a string beginning with the text "Unknown". * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC const char * SDLCALL SDL_GetPlatform(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_platform_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_pixels.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryPixels * * Pixel management. */ #ifndef SDL_pixels_h_ #define SDL_pixels_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_endian.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * \name Transparency definitions * * These define alpha as the opacity of a surface. */ /* @{ */ #define SDL_ALPHA_OPAQUE 255 #define SDL_ALPHA_TRANSPARENT 0 /* @} */ /** Pixel type. */ typedef enum SDL_PixelType { SDL_PIXELTYPE_UNKNOWN, SDL_PIXELTYPE_INDEX1, SDL_PIXELTYPE_INDEX4, SDL_PIXELTYPE_INDEX8, SDL_PIXELTYPE_PACKED8, SDL_PIXELTYPE_PACKED16, SDL_PIXELTYPE_PACKED32, SDL_PIXELTYPE_ARRAYU8, SDL_PIXELTYPE_ARRAYU16, SDL_PIXELTYPE_ARRAYU32, SDL_PIXELTYPE_ARRAYF16, SDL_PIXELTYPE_ARRAYF32, /* appended at the end for compatibility with sdl2-compat: */ SDL_PIXELTYPE_INDEX2 } SDL_PixelType; /** Bitmap pixel order, high bit -> low bit. */ typedef enum SDL_BitmapOrder { SDL_BITMAPORDER_NONE, SDL_BITMAPORDER_4321, SDL_BITMAPORDER_1234 } SDL_BitmapOrder; /** Packed component order, high bit -> low bit. */ typedef enum SDL_PackedOrder { SDL_PACKEDORDER_NONE, SDL_PACKEDORDER_XRGB, SDL_PACKEDORDER_RGBX, SDL_PACKEDORDER_ARGB, SDL_PACKEDORDER_RGBA, SDL_PACKEDORDER_XBGR, SDL_PACKEDORDER_BGRX, SDL_PACKEDORDER_ABGR, SDL_PACKEDORDER_BGRA } SDL_PackedOrder; /** Array component order, low byte -> high byte. */ typedef enum SDL_ArrayOrder { SDL_ARRAYORDER_NONE, SDL_ARRAYORDER_RGB, SDL_ARRAYORDER_RGBA, SDL_ARRAYORDER_ARGB, SDL_ARRAYORDER_BGR, SDL_ARRAYORDER_BGRA, SDL_ARRAYORDER_ABGR } SDL_ArrayOrder; /** Packed component layout. */ typedef enum SDL_PackedLayout { SDL_PACKEDLAYOUT_NONE, SDL_PACKEDLAYOUT_332, SDL_PACKEDLAYOUT_4444, SDL_PACKEDLAYOUT_1555, SDL_PACKEDLAYOUT_5551, SDL_PACKEDLAYOUT_565, SDL_PACKEDLAYOUT_8888, SDL_PACKEDLAYOUT_2101010, SDL_PACKEDLAYOUT_1010102 } SDL_PackedLayout; #define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D) #define SDL_DEFINE_PIXELFORMAT(type, order, layout, bits, bytes) \ ((1 << 28) | ((type) << 24) | ((order) << 20) | ((layout) << 16) | \ ((bits) << 8) | ((bytes) << 0)) #define SDL_PIXELFLAG(X) (((X) >> 28) & 0x0F) #define SDL_PIXELTYPE(X) (((X) >> 24) & 0x0F) #define SDL_PIXELORDER(X) (((X) >> 20) & 0x0F) #define SDL_PIXELLAYOUT(X) (((X) >> 16) & 0x0F) #define SDL_BITSPERPIXEL(X) (((X) >> 8) & 0xFF) #define SDL_BYTESPERPIXEL(X) \ (SDL_ISPIXELFORMAT_FOURCC(X) ? \ ((((X) == SDL_PIXELFORMAT_YUY2) || \ ((X) == SDL_PIXELFORMAT_UYVY) || \ ((X) == SDL_PIXELFORMAT_YVYU) || \ ((X) == SDL_PIXELFORMAT_P010)) ? 2 : 1) : (((X) >> 0) & 0xFF)) #define SDL_ISPIXELFORMAT_INDEXED(format) \ (!SDL_ISPIXELFORMAT_FOURCC(format) && \ ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX1) || \ (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX2) || \ (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX4) || \ (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX8))) #define SDL_ISPIXELFORMAT_PACKED(format) \ (!SDL_ISPIXELFORMAT_FOURCC(format) && \ ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED8) || \ (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED16) || \ (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED32))) #define SDL_ISPIXELFORMAT_ARRAY(format) \ (!SDL_ISPIXELFORMAT_FOURCC(format) && \ ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU8) || \ (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU16) || \ (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU32) || \ (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF16) || \ (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF32))) #define SDL_ISPIXELFORMAT_ALPHA(format) \ ((SDL_ISPIXELFORMAT_PACKED(format) && \ ((SDL_PIXELORDER(format) == SDL_PACKEDORDER_ARGB) || \ (SDL_PIXELORDER(format) == SDL_PACKEDORDER_RGBA) || \ (SDL_PIXELORDER(format) == SDL_PACKEDORDER_ABGR) || \ (SDL_PIXELORDER(format) == SDL_PACKEDORDER_BGRA)))) #define SDL_ISPIXELFORMAT_10BIT(format) \ (!SDL_ISPIXELFORMAT_FOURCC(format) && \ ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED32) && \ (SDL_PIXELLAYOUT(format) == SDL_PACKEDLAYOUT_2101010))) #define SDL_ISPIXELFORMAT_FLOAT(format) \ (!SDL_ISPIXELFORMAT_FOURCC(format) && \ ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF16) || \ (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF32))) /* The flag is set to 1 because 0x1? is not in the printable ASCII range */ #define SDL_ISPIXELFORMAT_FOURCC(format) \ ((format) && (SDL_PIXELFLAG(format) != 1)) /* Note: If you modify this enum, update SDL_GetPixelFormatName() */ /** * All pixel formats known to SDL. * * SDL's pixel formats have the following naming convention: * * - Names with a list of components and a single bit count, such as RGB24 and * ABGR32, define a platform-independent encoding into bytes in the order * specified. For example, in RGB24 data, each pixel is encoded in 3 bytes * (red, green, blue) in that order, and in ABGR32 data, each pixel is * encoded in 4 bytes alpha, blue, green, red) in that order. Use these * names if the property of a format that is important to you is the order * of the bytes in memory or on disk. * - Names with a bit count per component, such as ARGB8888 and XRGB1555, are * "packed" into an appropriately-sized integer in the platform's native * endianness. For example, ARGB8888 is a sequence of 32-bit integers; in * each integer, the most significant bits are alpha, and the least * significant bits are blue. On a little-endian CPU such as x86, the least * significant bits of each integer are arranged first in memory, but on a * big-endian CPU such as s390x, the most significant bits are arranged * first. Use these names if the property of a format that is important to * you is the meaning of each bit position within a native-endianness * integer. * - In indexed formats such as INDEX4LSB, each pixel is represented by * encoding an index into the palette into the indicated number of bits, * with multiple pixels packed into each byte if appropriate. In LSB * formats, the first (leftmost) pixel is stored in the least-significant * bits of the byte; in MSB formats, it's stored in the most-significant * bits. INDEX8 does not need LSB/MSB variants, because each pixel exactly * fills one byte. * * The 32-bit byte-array encodings such as RGBA32 are aliases for the * appropriate 8888 encoding for the current platform. For example, RGBA32 is * an alias for ABGR8888 on little-endian CPUs like x86, or an alias for * RGBA8888 on big-endian CPUs. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_PixelFormatEnum { SDL_PIXELFORMAT_UNKNOWN, SDL_PIXELFORMAT_INDEX1LSB = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_4321, 0, 1, 0), SDL_PIXELFORMAT_INDEX1MSB = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_1234, 0, 1, 0), SDL_PIXELFORMAT_INDEX2LSB = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX2, SDL_BITMAPORDER_4321, 0, 2, 0), SDL_PIXELFORMAT_INDEX2MSB = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX2, SDL_BITMAPORDER_1234, 0, 2, 0), SDL_PIXELFORMAT_INDEX4LSB = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_4321, 0, 4, 0), SDL_PIXELFORMAT_INDEX4MSB = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_1234, 0, 4, 0), SDL_PIXELFORMAT_INDEX8 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX8, 0, 0, 8, 1), SDL_PIXELFORMAT_RGB332 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_332, 8, 1), SDL_PIXELFORMAT_XRGB4444 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_4444, 12, 2), SDL_PIXELFORMAT_XBGR4444 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_4444, 12, 2), SDL_PIXELFORMAT_XRGB1555 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_1555, 15, 2), SDL_PIXELFORMAT_XBGR1555 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_1555, 15, 2), SDL_PIXELFORMAT_ARGB4444 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB, SDL_PACKEDLAYOUT_4444, 16, 2), SDL_PIXELFORMAT_RGBA4444 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA, SDL_PACKEDLAYOUT_4444, 16, 2), SDL_PIXELFORMAT_ABGR4444 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR, SDL_PACKEDLAYOUT_4444, 16, 2), SDL_PIXELFORMAT_BGRA4444 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA, SDL_PACKEDLAYOUT_4444, 16, 2), SDL_PIXELFORMAT_ARGB1555 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB, SDL_PACKEDLAYOUT_1555, 16, 2), SDL_PIXELFORMAT_RGBA5551 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA, SDL_PACKEDLAYOUT_5551, 16, 2), SDL_PIXELFORMAT_ABGR1555 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR, SDL_PACKEDLAYOUT_1555, 16, 2), SDL_PIXELFORMAT_BGRA5551 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA, SDL_PACKEDLAYOUT_5551, 16, 2), SDL_PIXELFORMAT_RGB565 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_565, 16, 2), SDL_PIXELFORMAT_BGR565 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_565, 16, 2), SDL_PIXELFORMAT_RGB24 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_RGB, 0, 24, 3), SDL_PIXELFORMAT_BGR24 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0, 24, 3), SDL_PIXELFORMAT_XRGB8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_8888, 24, 4), SDL_PIXELFORMAT_RGBX8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX, SDL_PACKEDLAYOUT_8888, 24, 4), SDL_PIXELFORMAT_XBGR8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_8888, 24, 4), SDL_PIXELFORMAT_BGRX8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX, SDL_PACKEDLAYOUT_8888, 24, 4), SDL_PIXELFORMAT_ARGB8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB, SDL_PACKEDLAYOUT_8888, 32, 4), SDL_PIXELFORMAT_RGBA8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBA, SDL_PACKEDLAYOUT_8888, 32, 4), SDL_PIXELFORMAT_ABGR8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ABGR, SDL_PACKEDLAYOUT_8888, 32, 4), SDL_PIXELFORMAT_BGRA8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRA, SDL_PACKEDLAYOUT_8888, 32, 4), SDL_PIXELFORMAT_XRGB2101010 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_2101010, 32, 4), SDL_PIXELFORMAT_XBGR2101010 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_2101010, 32, 4), SDL_PIXELFORMAT_ARGB2101010 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB, SDL_PACKEDLAYOUT_2101010, 32, 4), SDL_PIXELFORMAT_ABGR2101010 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ABGR, SDL_PACKEDLAYOUT_2101010, 32, 4), SDL_PIXELFORMAT_RGB48 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_RGB, 0, 48, 6), SDL_PIXELFORMAT_BGR48 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_BGR, 0, 48, 6), SDL_PIXELFORMAT_RGBA64 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_RGBA, 0, 64, 8), SDL_PIXELFORMAT_ARGB64 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_ARGB, 0, 64, 8), SDL_PIXELFORMAT_BGRA64 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_BGRA, 0, 64, 8), SDL_PIXELFORMAT_ABGR64 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_ABGR, 0, 64, 8), SDL_PIXELFORMAT_RGB48_FLOAT = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_RGB, 0, 48, 6), SDL_PIXELFORMAT_BGR48_FLOAT = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_BGR, 0, 48, 6), SDL_PIXELFORMAT_RGBA64_FLOAT = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_RGBA, 0, 64, 8), SDL_PIXELFORMAT_ARGB64_FLOAT = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_ARGB, 0, 64, 8), SDL_PIXELFORMAT_BGRA64_FLOAT = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_BGRA, 0, 64, 8), SDL_PIXELFORMAT_ABGR64_FLOAT = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_ABGR, 0, 64, 8), SDL_PIXELFORMAT_RGB96_FLOAT = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_RGB, 0, 96, 12), SDL_PIXELFORMAT_BGR96_FLOAT = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_BGR, 0, 96, 12), SDL_PIXELFORMAT_RGBA128_FLOAT = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_RGBA, 0, 128, 16), SDL_PIXELFORMAT_ARGB128_FLOAT = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_ARGB, 0, 128, 16), SDL_PIXELFORMAT_BGRA128_FLOAT = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_BGRA, 0, 128, 16), SDL_PIXELFORMAT_ABGR128_FLOAT = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_ABGR, 0, 128, 16), /* Aliases for RGBA byte arrays of color data, for the current platform */ #if SDL_BYTEORDER == SDL_BIG_ENDIAN SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_RGBA8888, SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_ARGB8888, SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_BGRA8888, SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_RGBX32 = SDL_PIXELFORMAT_RGBX8888, SDL_PIXELFORMAT_XRGB32 = SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_BGRX32 = SDL_PIXELFORMAT_BGRX8888, SDL_PIXELFORMAT_XBGR32 = SDL_PIXELFORMAT_XBGR8888, #else SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_BGRA8888, SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_ARGB8888, SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_RGBA8888, SDL_PIXELFORMAT_RGBX32 = SDL_PIXELFORMAT_XBGR8888, SDL_PIXELFORMAT_XRGB32 = SDL_PIXELFORMAT_BGRX8888, SDL_PIXELFORMAT_BGRX32 = SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_XBGR32 = SDL_PIXELFORMAT_RGBX8888, #endif SDL_PIXELFORMAT_YV12 = /**< Planar mode: Y + V + U (3 planes) */ SDL_DEFINE_PIXELFOURCC('Y', 'V', '1', '2'), SDL_PIXELFORMAT_IYUV = /**< Planar mode: Y + U + V (3 planes) */ SDL_DEFINE_PIXELFOURCC('I', 'Y', 'U', 'V'), SDL_PIXELFORMAT_YUY2 = /**< Packed mode: Y0+U0+Y1+V0 (1 plane) */ SDL_DEFINE_PIXELFOURCC('Y', 'U', 'Y', '2'), SDL_PIXELFORMAT_UYVY = /**< Packed mode: U0+Y0+V0+Y1 (1 plane) */ SDL_DEFINE_PIXELFOURCC('U', 'Y', 'V', 'Y'), SDL_PIXELFORMAT_YVYU = /**< Packed mode: Y0+V0+Y1+U0 (1 plane) */ SDL_DEFINE_PIXELFOURCC('Y', 'V', 'Y', 'U'), SDL_PIXELFORMAT_NV12 = /**< Planar mode: Y + U/V interleaved (2 planes) */ SDL_DEFINE_PIXELFOURCC('N', 'V', '1', '2'), SDL_PIXELFORMAT_NV21 = /**< Planar mode: Y + V/U interleaved (2 planes) */ SDL_DEFINE_PIXELFOURCC('N', 'V', '2', '1'), SDL_PIXELFORMAT_P010 = /**< Planar mode: Y + U/V interleaved (2 planes) */ SDL_DEFINE_PIXELFOURCC('P', '0', '1', '0'), SDL_PIXELFORMAT_EXTERNAL_OES = /**< Android video texture format */ SDL_DEFINE_PIXELFOURCC('O', 'E', 'S', ' ') } SDL_PixelFormatEnum; /** * Pixels are a representation of a color in a particular color space. * * The first characteristic of a color space is the color type. SDL understands two different color types, RGB and YCbCr, or in SDL also referred to as YUV. * * RGB colors consist of red, green, and blue channels of color that are added together to represent the colors we see on the screen. * https://en.wikipedia.org/wiki/RGB_color_model * * YCbCr colors represent colors as a Y luma brightness component and red and blue chroma color offsets. This color representation takes advantage of the fact that the human eye is more sensitive to brightness than the color in an image. The Cb and Cr components are often compressed and have lower resolution than the luma component. * https://en.wikipedia.org/wiki/YCbCr * * When the color information in YCbCr is compressed, the Y pixels are left at full resolution and each Cr and Cb pixel represents an average of the color information in a block of Y pixels. The chroma location determines where in that block of pixels the color information is coming from. * * The color range defines how much of the pixel to use when converting a pixel into a color on the display. When the full color range is used, the entire numeric range of the pixel bits is significant. When narrow color range is used, for historical reasons, the pixel uses only a portion of the numeric range to represent colors. * * The color primaries and white point are a definition of the colors in the color space relative to the standard XYZ color space. * https://en.wikipedia.org/wiki/CIE_1931_color_space * * The transfer characteristic, or opto-electrical transfer function (OETF), is the way a color is converted from mathematically linear space into a non-linear output signals. * https://en.wikipedia.org/wiki/Rec._709#Transfer_characteristics * * The matrix coefficients are used to convert between YCbCr and RGB colors. */ /** * The color type * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_ColorType { SDL_COLOR_TYPE_UNKNOWN = 0, SDL_COLOR_TYPE_RGB = 1, SDL_COLOR_TYPE_YCBCR = 2 } SDL_ColorType; /** * The color range, as described by * https://www.itu.int/rec/R-REC-BT.2100-2-201807-I/en * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_ColorRange { SDL_COLOR_RANGE_UNKNOWN = 0, SDL_COLOR_RANGE_LIMITED = 1, /**< Narrow range, e.g. 16-235 for 8-bit RGB and luma, and 16-240 for 8-bit chroma */ SDL_COLOR_RANGE_FULL = 2 /**< Full range, e.g. 0-255 for 8-bit RGB and luma, and 1-255 for 8-bit chroma */ } SDL_ColorRange; /** * The color primaries, as described by * https://www.itu.int/rec/T-REC-H.273-201612-S/en * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_ColorPrimaries { SDL_COLOR_PRIMARIES_UNKNOWN = 0, SDL_COLOR_PRIMARIES_BT709 = 1, /**< ITU-R BT.709-6 */ SDL_COLOR_PRIMARIES_UNSPECIFIED = 2, SDL_COLOR_PRIMARIES_BT470M = 4, /**< ITU-R BT.470-6 System M */ SDL_COLOR_PRIMARIES_BT470BG = 5, /**< ITU-R BT.470-6 System B, G / ITU-R BT.601-7 625 */ SDL_COLOR_PRIMARIES_BT601 = 6, /**< ITU-R BT.601-7 525, SMPTE 170M */ SDL_COLOR_PRIMARIES_SMPTE240 = 7, /**< SMPTE 240M, functionally the same as SDL_COLOR_PRIMARIES_BT601 */ SDL_COLOR_PRIMARIES_GENERIC_FILM = 8, /**< Generic film (color filters using Illuminant C) */ SDL_COLOR_PRIMARIES_BT2020 = 9, /**< ITU-R BT.2020-2 / ITU-R BT.2100-0 */ SDL_COLOR_PRIMARIES_XYZ = 10, /**< SMPTE ST 428-1 */ SDL_COLOR_PRIMARIES_SMPTE431 = 11, /**< SMPTE RP 431-2 */ SDL_COLOR_PRIMARIES_SMPTE432 = 12, /**< SMPTE EG 432-1 / DCI P3 */ SDL_COLOR_PRIMARIES_EBU3213 = 22, /**< EBU Tech. 3213-E */ SDL_COLOR_PRIMARIES_CUSTOM = 31 } SDL_ColorPrimaries; /** * The color transfer characteristics. * * These are as described by https://www.itu.int/rec/T-REC-H.273-201612-S/en * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_TransferCharacteristics { SDL_TRANSFER_CHARACTERISTICS_UNKNOWN = 0, SDL_TRANSFER_CHARACTERISTICS_BT709 = 1, /**< Rec. ITU-R BT.709-6 / ITU-R BT1361 */ SDL_TRANSFER_CHARACTERISTICS_UNSPECIFIED = 2, SDL_TRANSFER_CHARACTERISTICS_GAMMA22 = 4, /**< ITU-R BT.470-6 System M / ITU-R BT1700 625 PAL & SECAM */ SDL_TRANSFER_CHARACTERISTICS_GAMMA28 = 5, /**< ITU-R BT.470-6 System B, G */ SDL_TRANSFER_CHARACTERISTICS_BT601 = 6, /**< SMPTE ST 170M / ITU-R BT.601-7 525 or 625 */ SDL_TRANSFER_CHARACTERISTICS_SMPTE240 = 7, /**< SMPTE ST 240M */ SDL_TRANSFER_CHARACTERISTICS_LINEAR = 8, SDL_TRANSFER_CHARACTERISTICS_LOG100 = 9, SDL_TRANSFER_CHARACTERISTICS_LOG100_SQRT10 = 10, SDL_TRANSFER_CHARACTERISTICS_IEC61966 = 11, /**< IEC 61966-2-4 */ SDL_TRANSFER_CHARACTERISTICS_BT1361 = 12, /**< ITU-R BT1361 Extended Colour Gamut */ SDL_TRANSFER_CHARACTERISTICS_SRGB = 13, /**< IEC 61966-2-1 (sRGB or sYCC) */ SDL_TRANSFER_CHARACTERISTICS_BT2020_10BIT = 14, /**< ITU-R BT2020 for 10-bit system */ SDL_TRANSFER_CHARACTERISTICS_BT2020_12BIT = 15, /**< ITU-R BT2020 for 12-bit system */ SDL_TRANSFER_CHARACTERISTICS_PQ = 16, /**< SMPTE ST 2084 for 10-, 12-, 14- and 16-bit systems */ SDL_TRANSFER_CHARACTERISTICS_SMPTE428 = 17, /**< SMPTE ST 428-1 */ SDL_TRANSFER_CHARACTERISTICS_HLG = 18, /**< ARIB STD-B67, known as "hybrid log-gamma" (HLG) */ SDL_TRANSFER_CHARACTERISTICS_CUSTOM = 31 } SDL_TransferCharacteristics; /** * The matrix coefficients. * * These are as described by https://www.itu.int/rec/T-REC-H.273-201612-S/en * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_MatrixCoefficients { SDL_MATRIX_COEFFICIENTS_IDENTITY = 0, SDL_MATRIX_COEFFICIENTS_BT709 = 1, /**< ITU-R BT.709-6 */ SDL_MATRIX_COEFFICIENTS_UNSPECIFIED = 2, SDL_MATRIX_COEFFICIENTS_FCC = 4, /**< US FCC Title 47 */ SDL_MATRIX_COEFFICIENTS_BT470BG = 5, /**< ITU-R BT.470-6 System B, G / ITU-R BT.601-7 625, functionally the same as SDL_MATRIX_COEFFICIENTS_BT601 */ SDL_MATRIX_COEFFICIENTS_BT601 = 6, /**< ITU-R BT.601-7 525 */ SDL_MATRIX_COEFFICIENTS_SMPTE240 = 7, /**< SMPTE 240M */ SDL_MATRIX_COEFFICIENTS_YCGCO = 8, SDL_MATRIX_COEFFICIENTS_BT2020_NCL = 9, /**< ITU-R BT.2020-2 non-constant luminance */ SDL_MATRIX_COEFFICIENTS_BT2020_CL = 10, /**< ITU-R BT.2020-2 constant luminance */ SDL_MATRIX_COEFFICIENTS_SMPTE2085 = 11, /**< SMPTE ST 2085 */ SDL_MATRIX_COEFFICIENTS_CHROMA_DERIVED_NCL = 12, SDL_MATRIX_COEFFICIENTS_CHROMA_DERIVED_CL = 13, SDL_MATRIX_COEFFICIENTS_ICTCP = 14, /**< ITU-R BT.2100-0 ICTCP */ SDL_MATRIX_COEFFICIENTS_CUSTOM = 31 } SDL_MatrixCoefficients; /** * The chroma sample location. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_ChromaLocation { SDL_CHROMA_LOCATION_NONE = 0, /**< RGB, no chroma sampling */ SDL_CHROMA_LOCATION_LEFT = 1, /**< In MPEG-2, MPEG-4, and AVC, Cb and Cr are taken on midpoint of the left-edge of the 2x2 square. In other words, they have the same horizontal location as the top-left pixel, but is shifted one-half pixel down vertically. */ SDL_CHROMA_LOCATION_CENTER = 2, /**< In JPEG/JFIF, H.261, and MPEG-1, Cb and Cr are taken at the center of the 2x2 square. In other words, they are offset one-half pixel to the right and one-half pixel down compared to the top-left pixel. */ SDL_CHROMA_LOCATION_TOPLEFT = 3 /**< In HEVC for BT.2020 and BT.2100 content (in particular on Blu-rays), Cb and Cr are sampled at the same location as the group's top-left Y pixel ("co-sited", "co-located"). */ } SDL_ChromaLocation; /* Colorspace definition */ #define SDL_DEFINE_COLORSPACE(type, range, primaries, transfer, matrix, chroma) \ (((Uint32)(type) << 28) | ((Uint32)(range) << 24) | ((Uint32)(chroma) << 20) | \ ((Uint32)(primaries) << 10) | ((Uint32)(transfer) << 5) | ((Uint32)(matrix) << 0)) #define SDL_COLORSPACETYPE(X) (SDL_ColorType)(((X) >> 28) & 0x0F) #define SDL_COLORSPACERANGE(X) (SDL_ColorRange)(((X) >> 24) & 0x0F) #define SDL_COLORSPACECHROMA(X) (SDL_ChromaLocation)(((X) >> 20) & 0x0F) #define SDL_COLORSPACEPRIMARIES(X) (SDL_ColorPrimaries)(((X) >> 10) & 0x1F) #define SDL_COLORSPACETRANSFER(X) (SDL_TransferCharacteristics)(((X) >> 5) & 0x1F) #define SDL_COLORSPACEMATRIX(X) (SDL_MatrixCoefficients)((X) & 0x1F) #define SDL_ISCOLORSPACE_MATRIX_BT601(X) (SDL_COLORSPACEMATRIX(X) == SDL_MATRIX_COEFFICIENTS_BT601 || SDL_COLORSPACEMATRIX(X) == SDL_MATRIX_COEFFICIENTS_BT470BG) #define SDL_ISCOLORSPACE_MATRIX_BT709(X) (SDL_COLORSPACEMATRIX(X) == SDL_MATRIX_COEFFICIENTS_BT709) #define SDL_ISCOLORSPACE_MATRIX_BT2020_NCL(X) (SDL_COLORSPACEMATRIX(X) == SDL_MATRIX_COEFFICIENTS_BT2020_NCL) #define SDL_ISCOLORSPACE_LIMITED_RANGE(X) (SDL_COLORSPACERANGE(X) != SDL_COLOR_RANGE_FULL) #define SDL_ISCOLORSPACE_FULL_RANGE(X) (SDL_COLORSPACERANGE(X) == SDL_COLOR_RANGE_FULL) typedef enum SDL_Colorspace { SDL_COLORSPACE_UNKNOWN, /* sRGB is a gamma corrected colorspace, and the default colorspace for SDL rendering and 8-bit RGB surfaces */ SDL_COLORSPACE_SRGB = /**< Equivalent to DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 */ SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_RGB, SDL_COLOR_RANGE_FULL, SDL_COLOR_PRIMARIES_BT709, SDL_TRANSFER_CHARACTERISTICS_SRGB, SDL_MATRIX_COEFFICIENTS_IDENTITY, SDL_CHROMA_LOCATION_NONE), /* This is a linear colorspace and the default colorspace for floating point surfaces. On Windows this is the scRGB colorspace, and on Apple platforms this is kCGColorSpaceExtendedLinearSRGB for EDR content */ SDL_COLORSPACE_SRGB_LINEAR = /**< Equivalent to DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709 */ SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_RGB, SDL_COLOR_RANGE_FULL, SDL_COLOR_PRIMARIES_BT709, SDL_TRANSFER_CHARACTERISTICS_LINEAR, SDL_MATRIX_COEFFICIENTS_IDENTITY, SDL_CHROMA_LOCATION_NONE), /* HDR10 is a non-linear HDR colorspace and the default colorspace for 10-bit surfaces */ SDL_COLORSPACE_HDR10 = /**< Equivalent to DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 */ SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_RGB, SDL_COLOR_RANGE_FULL, SDL_COLOR_PRIMARIES_BT2020, SDL_TRANSFER_CHARACTERISTICS_PQ, SDL_MATRIX_COEFFICIENTS_IDENTITY, SDL_CHROMA_LOCATION_NONE), SDL_COLORSPACE_JPEG = /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_FULL_G22_NONE_P709_X601 */ SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, SDL_COLOR_RANGE_FULL, SDL_COLOR_PRIMARIES_BT709, SDL_TRANSFER_CHARACTERISTICS_BT601, SDL_MATRIX_COEFFICIENTS_BT601, SDL_CHROMA_LOCATION_NONE), SDL_COLORSPACE_BT601_LIMITED = /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P601 */ SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, SDL_COLOR_RANGE_LIMITED, SDL_COLOR_PRIMARIES_BT601, SDL_TRANSFER_CHARACTERISTICS_BT601, SDL_MATRIX_COEFFICIENTS_BT601, SDL_CHROMA_LOCATION_LEFT), SDL_COLORSPACE_BT601_FULL = /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P601 */ SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, SDL_COLOR_RANGE_FULL, SDL_COLOR_PRIMARIES_BT601, SDL_TRANSFER_CHARACTERISTICS_BT601, SDL_MATRIX_COEFFICIENTS_BT601, SDL_CHROMA_LOCATION_LEFT), SDL_COLORSPACE_BT709_LIMITED = /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709 */ SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, SDL_COLOR_RANGE_LIMITED, SDL_COLOR_PRIMARIES_BT709, SDL_TRANSFER_CHARACTERISTICS_BT709, SDL_MATRIX_COEFFICIENTS_BT709, SDL_CHROMA_LOCATION_LEFT), SDL_COLORSPACE_BT709_FULL = /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709 */ SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, SDL_COLOR_RANGE_FULL, SDL_COLOR_PRIMARIES_BT709, SDL_TRANSFER_CHARACTERISTICS_BT709, SDL_MATRIX_COEFFICIENTS_BT709, SDL_CHROMA_LOCATION_LEFT), SDL_COLORSPACE_BT2020_LIMITED = /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P2020 */ SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, SDL_COLOR_RANGE_LIMITED, SDL_COLOR_PRIMARIES_BT2020, SDL_TRANSFER_CHARACTERISTICS_PQ, SDL_MATRIX_COEFFICIENTS_BT2020_NCL, SDL_CHROMA_LOCATION_LEFT), SDL_COLORSPACE_BT2020_FULL = /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P2020 */ SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, SDL_COLOR_RANGE_FULL, SDL_COLOR_PRIMARIES_BT2020, SDL_TRANSFER_CHARACTERISTICS_PQ, SDL_MATRIX_COEFFICIENTS_BT2020_NCL, SDL_CHROMA_LOCATION_LEFT), /* The default colorspace for RGB surfaces if no colorspace is specified */ SDL_COLORSPACE_RGB_DEFAULT = SDL_COLORSPACE_SRGB, /* The default colorspace for YUV surfaces if no colorspace is specified */ SDL_COLORSPACE_YUV_DEFAULT = SDL_COLORSPACE_JPEG } SDL_Colorspace; /** * A structure that represents a color as RGBA components. * * The bits of this structure can be directly reinterpreted as an * integer-packed color which uses the SDL_PIXELFORMAT_RGBA32 format * (SDL_PIXELFORMAT_ABGR8888 on little-endian systems and * SDL_PIXELFORMAT_RGBA8888 on big-endian systems). * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_Color { Uint8 r; Uint8 g; Uint8 b; Uint8 a; } SDL_Color; /** * The bits of this structure can be directly reinterpreted as a float-packed * color which uses the SDL_PIXELFORMAT_RGBA128_FLOAT format * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_FColor { float r; float g; float b; float a; } SDL_FColor; /** * A set of indexed colors representing a palette. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_PixelFormat * \sa SDL_SetPaletteColors */ typedef struct SDL_Palette { int ncolors; /**< number of elements in `colors`. */ SDL_Color *colors; /**< an array of colors, `ncolors` long. */ Uint32 version; /**< internal use only, do not touch. */ int refcount; /**< internal use only, do not touch. */ } SDL_Palette; /** * Details about the format of a pixel. * * Generally this is used with SDL_Surface, and covers many possible * configurations, including paletted data and various bit patterns. * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_PixelFormat { SDL_PixelFormatEnum format; SDL_Palette *palette; Uint8 bits_per_pixel; Uint8 bytes_per_pixel; Uint8 padding[2]; Uint32 Rmask; Uint32 Gmask; Uint32 Bmask; Uint32 Amask; Uint8 Rloss; Uint8 Gloss; Uint8 Bloss; Uint8 Aloss; Uint8 Rshift; Uint8 Gshift; Uint8 Bshift; Uint8 Ashift; int refcount; struct SDL_PixelFormat *next; } SDL_PixelFormat; /** * Get the human readable name of a pixel format. * * The returned string follows the SDL_GetStringRule. * * \param format the pixel format to query. * \returns the human readable name of the specified pixel format or * `SDL_PIXELFORMAT_UNKNOWN` if the format isn't recognized. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC const char* SDLCALL SDL_GetPixelFormatName(SDL_PixelFormatEnum format); /** * Convert one of the enumerated pixel formats to a bpp value and RGBA masks. * * \param format one of the SDL_PixelFormatEnum values. * \param bpp a bits per pixel value; usually 15, 16, or 32. * \param Rmask a pointer filled in with the red mask for the format. * \param Gmask a pointer filled in with the green mask for the format. * \param Bmask a pointer filled in with the blue mask for the format. * \param Amask a pointer filled in with the alpha mask for the format. * \returns SDL_TRUE on success or SDL_FALSE if the conversion wasn't * possible; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetPixelFormatEnumForMasks */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetMasksForPixelFormatEnum(SDL_PixelFormatEnum format, int *bpp, Uint32 * Rmask, Uint32 * Gmask, Uint32 * Bmask, Uint32 * Amask); /** * Convert a bpp value and RGBA masks to an enumerated pixel format. * * This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't * possible. * * \param bpp a bits per pixel value; usually 15, 16, or 32. * \param Rmask the red mask for the format. * \param Gmask the green mask for the format. * \param Bmask the blue mask for the format. * \param Amask the alpha mask for the format. * \returns the SDL_PixelFormatEnum value corresponding to the format masks, * or SDL_PIXELFORMAT_UNKNOWN if there isn't a match. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetMasksForPixelFormatEnum */ extern SDL_DECLSPEC SDL_PixelFormatEnum SDLCALL SDL_GetPixelFormatEnumForMasks(int bpp, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask); /** * Create an SDL_PixelFormat structure corresponding to a pixel format. * * Returned structure may come from a shared global cache (i.e. not newly * allocated), and hence should not be modified, especially the palette. Weird * errors such as `Blit combination not supported` may occur. * * \param pixel_format one of the SDL_PixelFormatEnum values. * \returns the new SDL_PixelFormat structure or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DestroyPixelFormat * \sa SDL_SetPixelFormatPalette */ extern SDL_DECLSPEC SDL_PixelFormat * SDLCALL SDL_CreatePixelFormat(SDL_PixelFormatEnum pixel_format); /** * Free an SDL_PixelFormat structure allocated by SDL_CreatePixelFormat(). * * \param format the SDL_PixelFormat structure to free. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreatePixelFormat */ extern SDL_DECLSPEC void SDLCALL SDL_DestroyPixelFormat(SDL_PixelFormat *format); /** * Create a palette structure with the specified number of color entries. * * The palette entries are initialized to white. * * \param ncolors represents the number of color entries in the color palette. * \returns a new SDL_Palette structure on success or NULL on failure (e.g. if * there wasn't enough memory); call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DestroyPalette * \sa SDL_SetPaletteColors * \sa SDL_SetPixelFormatPalette */ extern SDL_DECLSPEC SDL_Palette *SDLCALL SDL_CreatePalette(int ncolors); /** * Set the palette for a pixel format structure. * * \param format the SDL_PixelFormat structure that will use the palette. * \param palette the SDL_Palette structure that will be used. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetPixelFormatPalette(SDL_PixelFormat * format, SDL_Palette *palette); /** * Set a range of colors in a palette. * * \param palette the SDL_Palette structure to modify. * \param colors an array of SDL_Color structures to copy into the palette. * \param firstcolor the index of the first palette entry to modify. * \param ncolors the number of entries to modify. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetPaletteColors(SDL_Palette * palette, const SDL_Color * colors, int firstcolor, int ncolors); /** * Free a palette created with SDL_CreatePalette(). * * \param palette the SDL_Palette structure to be freed. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreatePalette */ extern SDL_DECLSPEC void SDLCALL SDL_DestroyPalette(SDL_Palette * palette); /** * Map an RGB triple to an opaque pixel value for a given pixel format. * * This function maps the RGB color value to the specified pixel format and * returns the pixel value best approximating the given RGB color value for * the given pixel format. * * If the format has a palette (8-bit) the index of the closest matching color * in the palette will be returned. * * If the specified pixel format has an alpha component it will be returned as * all 1 bits (fully opaque). * * If the pixel format bpp (color depth) is less than 32-bpp then the unused * upper bits of the return value can safely be ignored (e.g., with a 16-bpp * format the return value can be assigned to a Uint16, and similarly a Uint8 * for an 8-bpp format). * * \param format an SDL_PixelFormat structure describing the pixel format. * \param r the red component of the pixel in the range 0-255. * \param g the green component of the pixel in the range 0-255. * \param b the blue component of the pixel in the range 0-255. * \returns a pixel value. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRGB * \sa SDL_GetRGBA * \sa SDL_MapRGBA */ extern SDL_DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormat * format, Uint8 r, Uint8 g, Uint8 b); /** * Map an RGBA quadruple to a pixel value for a given pixel format. * * This function maps the RGBA color value to the specified pixel format and * returns the pixel value best approximating the given RGBA color value for * the given pixel format. * * If the specified pixel format has no alpha component the alpha value will * be ignored (as it will be in formats with a palette). * * If the format has a palette (8-bit) the index of the closest matching color * in the palette will be returned. * * If the pixel format bpp (color depth) is less than 32-bpp then the unused * upper bits of the return value can safely be ignored (e.g., with a 16-bpp * format the return value can be assigned to a Uint16, and similarly a Uint8 * for an 8-bpp format). * * \param format an SDL_PixelFormat structure describing the format of the * pixel. * \param r the red component of the pixel in the range 0-255. * \param g the green component of the pixel in the range 0-255. * \param b the blue component of the pixel in the range 0-255. * \param a the alpha component of the pixel in the range 0-255. * \returns a pixel value. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRGB * \sa SDL_GetRGBA * \sa SDL_MapRGB */ extern SDL_DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /** * Get RGB values from a pixel in the specified format. * * This function uses the entire 8-bit [0..255] range when converting color * components from pixel formats with less than 8-bits per RGB component * (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, * 0xff, 0xff] not [0xf8, 0xfc, 0xf8]). * * \param pixel a pixel value. * \param format an SDL_PixelFormat structure describing the format of the * pixel. * \param r a pointer filled in with the red component. * \param g a pointer filled in with the green component. * \param b a pointer filled in with the blue component. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRGBA * \sa SDL_MapRGB * \sa SDL_MapRGBA */ extern SDL_DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel, const SDL_PixelFormat * format, Uint8 * r, Uint8 * g, Uint8 * b); /** * Get RGBA values from a pixel in the specified format. * * This function uses the entire 8-bit [0..255] range when converting color * components from pixel formats with less than 8-bits per RGB component * (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, * 0xff, 0xff] not [0xf8, 0xfc, 0xf8]). * * If the surface has no alpha component, the alpha will be returned as 0xff * (100% opaque). * * \param pixel a pixel value. * \param format an SDL_PixelFormat structure describing the format of the * pixel. * \param r a pointer filled in with the red component. * \param g a pointer filled in with the green component. * \param b a pointer filled in with the blue component. * \param a a pointer filled in with the alpha component. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRGB * \sa SDL_MapRGB * \sa SDL_MapRGBA */ extern SDL_DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel, const SDL_PixelFormat * format, Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_pixels_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_test_font.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* * \file SDL_test_font.h * * Font related functions of SDL test framework. * * This code is a part of the SDL test library, not the main SDL library. */ #ifndef SDL_test_font_h_ #define SDL_test_font_h_ #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* Function prototypes */ extern int FONT_CHARACTER_SIZE; #define FONT_LINE_HEIGHT (FONT_CHARACTER_SIZE + 2) /* * Draw a string in the currently set font. * * \param renderer The renderer to draw on. * \param x The X coordinate of the upper left corner of the character. * \param y The Y coordinate of the upper left corner of the character. * \param c The character to draw. * * \returns 0 on success, -1 on failure. */ int SDLTest_DrawCharacter(SDL_Renderer *renderer, float x, float y, Uint32 c); /* * Draw a UTF-8 string in the currently set font. * * The font currently only supports characters in the Basic Latin and Latin-1 Supplement sets. * * \param renderer The renderer to draw on. * \param x The X coordinate of the upper left corner of the string. * \param y The Y coordinate of the upper left corner of the string. * \param s The string to draw. * * \returns 0 on success, -1 on failure. */ int SDLTest_DrawString(SDL_Renderer *renderer, float x, float y, const char *s); /* * Data used for multi-line text output */ typedef struct SDLTest_TextWindow { SDL_FRect rect; int current; int numlines; char **lines; } SDLTest_TextWindow; /* * Create a multi-line text output window * * \param x The X coordinate of the upper left corner of the window. * \param y The Y coordinate of the upper left corner of the window. * \param w The width of the window (currently ignored) * \param h The height of the window (currently ignored) * * \returns the new window, or NULL on failure. * * \since This function is available since SDL 3.0.0. */ SDLTest_TextWindow *SDLTest_TextWindowCreate(float x, float y, float w, float h); /* * Display a multi-line text output window * * This function should be called every frame to display the text * * \param textwin The text output window * \param renderer The renderer to use for display * * \since This function is available since SDL 3.0.0. */ void SDLTest_TextWindowDisplay(SDLTest_TextWindow *textwin, SDL_Renderer *renderer); /* * Add text to a multi-line text output window * * Adds UTF-8 text to the end of the current text. The newline character starts a * new line of text. The backspace character deletes the last character or, if the * line is empty, deletes the line and goes to the end of the previous line. * * \param textwin The text output window * \param fmt A printf() style format string * \param ... additional parameters matching % tokens in the `fmt` string, if any * * \since This function is available since SDL 3.0.0. */ void SDLTest_TextWindowAddText(SDLTest_TextWindow *textwin, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); /* * Add text to a multi-line text output window * * Adds UTF-8 text to the end of the current text. The newline character starts a * new line of text. The backspace character deletes the last character or, if the * line is empty, deletes the line and goes to the end of the previous line. * * \param textwin The text output window * \param text The text to add to the window * \param len The length, in bytes, of the text to add to the window * * \since This function is available since SDL 3.0.0. */ void SDLTest_TextWindowAddTextWithLength(SDLTest_TextWindow *textwin, const char *text, size_t len); /* * Clear the text in a multi-line text output window * * \param textwin The text output window * * \since This function is available since SDL 3.0.0. */ void SDLTest_TextWindowClear(SDLTest_TextWindow *textwin); /* * Free the storage associated with a multi-line text output window * * \param textwin The text output window * * \since This function is available since SDL 3.0.0. */ void SDLTest_TextWindowDestroy(SDLTest_TextWindow *textwin); /* * Cleanup textures used by font drawing functions. */ void SDLTest_CleanupTextDrawing(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_test_font_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_haptic.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryHaptic * * The SDL haptic subsystem manages haptic (force feedback) devices. * * The basic usage is as follows: * * - Initialize the subsystem (SDL_INIT_HAPTIC). * - Open a haptic device. * - SDL_OpenHaptic() to open from index. * - SDL_OpenHapticFromJoystick() to open from an existing joystick. * - Create an effect (SDL_HapticEffect). * - Upload the effect with SDL_CreateHapticEffect(). * - Run the effect with SDL_RunHapticEffect(). * - (optional) Free the effect with SDL_DestroyHapticEffect(). * - Close the haptic device with SDL_CloseHaptic(). * * Simple rumble example: * * ```c * SDL_Haptic *haptic = NULL; * * // Open the device * SDL_HapticID *haptics = SDL_GetHaptics(NULL); * if (haptics) { * haptic = SDL_OpenHaptic(haptics[0]); * SDL_free(haptics); * } * if (haptic == NULL) * return -1; * * // Initialize simple rumble * if (SDL_InitHapticRumble(haptic) != 0) * return -1; * * // Play effect at 50% strength for 2 seconds * if (SDL_PlayHapticRumble(haptic, 0.5, 2000) != 0) * return -1; * SDL_Delay(2000); * * // Clean up * SDL_CloseHaptic(haptic); * ``` * * Complete example: * * ```c * int test_haptic(SDL_Joystick *joystick) * { * SDL_Haptic *haptic; * SDL_HapticEffect effect; * int effect_id; * * // Open the device * haptic = SDL_OpenHapticFromJoystick(joystick); * if (haptic == NULL) return -1; // Most likely joystick isn't haptic * * // See if it can do sine waves * if ((SDL_GetHapticFeatures(haptic) & SDL_HAPTIC_SINE)==0) { * SDL_CloseHaptic(haptic); // No sine effect * return -1; * } * * // Create the effect * SDL_memset(&effect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default * effect.type = SDL_HAPTIC_SINE; * effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates * effect.periodic.direction.dir[0] = 18000; // Force comes from south * effect.periodic.period = 1000; // 1000 ms * effect.periodic.magnitude = 20000; // 20000/32767 strength * effect.periodic.length = 5000; // 5 seconds long * effect.periodic.attack_length = 1000; // Takes 1 second to get max strength * effect.periodic.fade_length = 1000; // Takes 1 second to fade away * * // Upload the effect * effect_id = SDL_CreateHapticEffect(haptic, &effect); * * // Test the effect * SDL_RunHapticEffect(haptic, effect_id, 1); * SDL_Delay(5000); // Wait for the effect to finish * * // We destroy the effect, although closing the device also does this * SDL_DestroyHapticEffect(haptic, effect_id); * * // Close the device * SDL_CloseHaptic(haptic); * * return 0; // Success * } * ``` * * Note that the SDL haptic subsystem is not thread-safe. */ #ifndef SDL_haptic_h_ #define SDL_haptic_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_joystick.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* __cplusplus */ /* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF). * * At the moment the magnitude variables are mixed between signed/unsigned, and * it is also not made clear that ALL of those variables expect a max of 0x7FFF. * * Some platforms may have higher precision than that (Linux FF, Windows XInput) * so we should fix the inconsistency in favor of higher possible precision, * adjusting for platforms that use different scales. * -flibit */ /** * \typedef SDL_Haptic * * The haptic structure used to identify an SDL haptic. * * \sa SDL_OpenHaptic * \sa SDL_OpenHapticFromJoystick * \sa SDL_CloseHaptic */ struct SDL_Haptic; typedef struct SDL_Haptic SDL_Haptic; /** * \name Haptic features * * Different haptic features a device can have. */ /* @{ */ /** * \name Haptic effects */ /* @{ */ /** * Constant effect supported. * * Constant haptic effect. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_HapticCondition */ #define SDL_HAPTIC_CONSTANT (1u<<0) /** * Sine wave effect supported. * * Periodic haptic effect that simulates sine waves. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_HapticPeriodic */ #define SDL_HAPTIC_SINE (1u<<1) /** * Square wave effect supported. * * Periodic haptic effect that simulates square waves. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_HapticPeriodic */ #define SDL_HAPTIC_SQUARE (1u<<2) /** * Triangle wave effect supported. * * Periodic haptic effect that simulates triangular waves. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_HapticPeriodic */ #define SDL_HAPTIC_TRIANGLE (1u<<3) /** * Sawtoothup wave effect supported. * * Periodic haptic effect that simulates saw tooth up waves. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_HapticPeriodic */ #define SDL_HAPTIC_SAWTOOTHUP (1u<<4) /** * Sawtoothdown wave effect supported. * * Periodic haptic effect that simulates saw tooth down waves. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_HapticPeriodic */ #define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5) /** * Ramp effect supported. * * Ramp haptic effect. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_HapticRamp */ #define SDL_HAPTIC_RAMP (1u<<6) /** * Spring effect supported - uses axes position. * * Condition haptic effect that simulates a spring. Effect is based on the * axes position. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_HapticCondition */ #define SDL_HAPTIC_SPRING (1u<<7) /** * Damper effect supported - uses axes velocity. * * Condition haptic effect that simulates dampening. Effect is based on the * axes velocity. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_HapticCondition */ #define SDL_HAPTIC_DAMPER (1u<<8) /** * Inertia effect supported - uses axes acceleration. * * Condition haptic effect that simulates inertia. Effect is based on the axes * acceleration. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_HapticCondition */ #define SDL_HAPTIC_INERTIA (1u<<9) /** * Friction effect supported - uses axes movement. * * Condition haptic effect that simulates friction. Effect is based on the * axes movement. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_HapticCondition */ #define SDL_HAPTIC_FRICTION (1u<<10) /** * Left/Right effect supported. * * Haptic effect for direct control over high/low frequency motors. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_HapticLeftRight */ #define SDL_HAPTIC_LEFTRIGHT (1u<<11) /** * Reserved for future use * * \since This macro is available since SDL 3.0.0. */ #define SDL_HAPTIC_RESERVED1 (1u<<12) #define SDL_HAPTIC_RESERVED2 (1u<<13) #define SDL_HAPTIC_RESERVED3 (1u<<14) /** * Custom effect is supported. * * User defined custom haptic effect. * * \since This macro is available since SDL 3.0.0. */ #define SDL_HAPTIC_CUSTOM (1u<<15) /* @} *//* Haptic effects */ /* These last few are features the device has, not effects */ /** * Device can set global gain. * * Device supports setting the global gain. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_SetHapticGain */ #define SDL_HAPTIC_GAIN (1u<<16) /** * Device can set autocenter. * * Device supports setting autocenter. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_SetHapticAutocenter */ #define SDL_HAPTIC_AUTOCENTER (1u<<17) /** * Device can be queried for effect status. * * Device supports querying effect status. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_GetHapticEffectStatus */ #define SDL_HAPTIC_STATUS (1u<<18) /** * Device can be paused. * * Devices supports being paused. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_PauseHaptic * \sa SDL_ResumeHaptic */ #define SDL_HAPTIC_PAUSE (1u<<19) /** * \name Direction encodings */ /* @{ */ /** * Uses polar coordinates for the direction. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_HapticDirection */ #define SDL_HAPTIC_POLAR 0 /** * Uses cartesian coordinates for the direction. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_HapticDirection */ #define SDL_HAPTIC_CARTESIAN 1 /** * Uses spherical coordinates for the direction. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_HapticDirection */ #define SDL_HAPTIC_SPHERICAL 2 /** * Use this value to play an effect on the steering wheel axis. * * This provides better compatibility across platforms and devices as SDL will * guess the correct axis. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_HapticDirection */ #define SDL_HAPTIC_STEERING_AXIS 3 /* @} *//* Direction encodings */ /* @} *//* Haptic features */ /* * Misc defines. */ /** * Used to play a device an infinite number of times. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_RunHapticEffect */ #define SDL_HAPTIC_INFINITY 4294967295U /** * Structure that represents a haptic direction. * * This is the direction where the force comes from, instead of the direction * in which the force is exerted. * * Directions can be specified by: * * - SDL_HAPTIC_POLAR : Specified by polar coordinates. * - SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates. * - SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates. * * Cardinal directions of the haptic device are relative to the positioning of * the device. North is considered to be away from the user. * * The following diagram represents the cardinal directions: * * ``` * .--. * |__| .-------. * |=.| |.-----.| * |--| || || * | | |'-----'| * |__|~')_____(' * [ COMPUTER ] * * * North (0,-1) * ^ * | * | * (-1,0) West <----[ HAPTIC ]----> East (1,0) * | * | * v * South (0,1) * * * [ USER ] * \|||/ * (o o) * ---ooO-(_)-Ooo--- * ``` * * If type is SDL_HAPTIC_POLAR, direction is encoded by hundredths of a degree * starting north and turning clockwise. SDL_HAPTIC_POLAR only uses the first * `dir` parameter. The cardinal directions would be: * * - North: 0 (0 degrees) * - East: 9000 (90 degrees) * - South: 18000 (180 degrees) * - West: 27000 (270 degrees) * * If type is SDL_HAPTIC_CARTESIAN, direction is encoded by three positions (X * axis, Y axis and Z axis (with 3 axes)). SDL_HAPTIC_CARTESIAN uses the first * three `dir` parameters. The cardinal directions would be: * * - North: 0,-1, 0 * - East: 1, 0, 0 * - South: 0, 1, 0 * - West: -1, 0, 0 * * The Z axis represents the height of the effect if supported, otherwise it's * unused. In cartesian encoding (1, 2) would be the same as (2, 4), you can * use any multiple you want, only the direction matters. * * If type is SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations. The * first two `dir` parameters are used. The `dir` parameters are as follows * (all values are in hundredths of degrees): * * - Degrees from (1, 0) rotated towards (0, 1). * - Degrees towards (0, 0, 1) (device needs at least 3 axes). * * Example of force coming from the south with all encodings (force coming * from the south means the user will have to pull the stick to counteract): * * ```c * SDL_HapticDirection direction; * * // Cartesian directions * direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding. * direction.dir[0] = 0; // X position * direction.dir[1] = 1; // Y position * // Assuming the device has 2 axes, we don't need to specify third parameter. * * // Polar directions * direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding. * direction.dir[0] = 18000; // Polar only uses first parameter * * // Spherical coordinates * direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding * direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters. * ``` * * \since This struct is available since SDL 3.0.0. * * \sa SDL_HAPTIC_POLAR * \sa SDL_HAPTIC_CARTESIAN * \sa SDL_HAPTIC_SPHERICAL * \sa SDL_HAPTIC_STEERING_AXIS * \sa SDL_HapticEffect * \sa SDL_GetNumHapticAxes */ typedef struct SDL_HapticDirection { Uint8 type; /**< The type of encoding. */ Sint32 dir[3]; /**< The encoded direction. */ } SDL_HapticDirection; /** * A structure containing a template for a Constant effect. * * This struct is exclusively for the SDL_HAPTIC_CONSTANT effect. * * A constant effect applies a constant force in the specified direction to * the joystick. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_HAPTIC_CONSTANT * \sa SDL_HapticEffect */ typedef struct SDL_HapticConstant { /* Header */ Uint16 type; /**< SDL_HAPTIC_CONSTANT */ SDL_HapticDirection direction; /**< Direction of the effect. */ /* Replay */ Uint32 length; /**< Duration of the effect. */ Uint16 delay; /**< Delay before starting the effect. */ /* Trigger */ Uint16 button; /**< Button that triggers the effect. */ Uint16 interval; /**< How soon it can be triggered again after button. */ /* Constant */ Sint16 level; /**< Strength of the constant effect. */ /* Envelope */ Uint16 attack_length; /**< Duration of the attack. */ Uint16 attack_level; /**< Level at the start of the attack. */ Uint16 fade_length; /**< Duration of the fade. */ Uint16 fade_level; /**< Level at the end of the fade. */ } SDL_HapticConstant; /** * A structure containing a template for a Periodic effect. * * The struct handles the following effects: * * - SDL_HAPTIC_SINE * - SDL_HAPTIC_SQUARE * - SDL_HAPTIC_TRIANGLE * - SDL_HAPTIC_SAWTOOTHUP * - SDL_HAPTIC_SAWTOOTHDOWN * * A periodic effect consists in a wave-shaped effect that repeats itself over * time. The type determines the shape of the wave and the parameters * determine the dimensions of the wave. * * Phase is given by hundredth of a degree meaning that giving the phase a * value of 9000 will displace it 25% of its period. Here are sample values: * * - 0: No phase displacement. * - 9000: Displaced 25% of its period. * - 18000: Displaced 50% of its period. * - 27000: Displaced 75% of its period. * - 36000: Displaced 100% of its period, same as 0, but 0 is preferred. * * Examples: * * ``` * SDL_HAPTIC_SINE * __ __ __ __ * / \ / \ / \ / * / \__/ \__/ \__/ * * SDL_HAPTIC_SQUARE * __ __ __ __ __ * | | | | | | | | | | * | |__| |__| |__| |__| | * * SDL_HAPTIC_TRIANGLE * /\ /\ /\ /\ /\ * / \ / \ / \ / \ / * / \/ \/ \/ \/ * * SDL_HAPTIC_SAWTOOTHUP * /| /| /| /| /| /| /| * / | / | / | / | / | / | / | * / |/ |/ |/ |/ |/ |/ | * * SDL_HAPTIC_SAWTOOTHDOWN * \ |\ |\ |\ |\ |\ |\ | * \ | \ | \ | \ | \ | \ | \ | * \| \| \| \| \| \| \| * ``` * * \since This struct is available since SDL 3.0.0. * * \sa SDL_HAPTIC_SINE * \sa SDL_HAPTIC_SQUARE * \sa SDL_HAPTIC_TRIANGLE * \sa SDL_HAPTIC_SAWTOOTHUP * \sa SDL_HAPTIC_SAWTOOTHDOWN * \sa SDL_HapticEffect */ typedef struct SDL_HapticPeriodic { /* Header */ Uint16 type; /**< SDL_HAPTIC_SINE, SDL_HAPTIC_SQUARE SDL_HAPTIC_TRIANGLE, SDL_HAPTIC_SAWTOOTHUP or SDL_HAPTIC_SAWTOOTHDOWN */ SDL_HapticDirection direction; /**< Direction of the effect. */ /* Replay */ Uint32 length; /**< Duration of the effect. */ Uint16 delay; /**< Delay before starting the effect. */ /* Trigger */ Uint16 button; /**< Button that triggers the effect. */ Uint16 interval; /**< How soon it can be triggered again after button. */ /* Periodic */ Uint16 period; /**< Period of the wave. */ Sint16 magnitude; /**< Peak value; if negative, equivalent to 180 degrees extra phase shift. */ Sint16 offset; /**< Mean value of the wave. */ Uint16 phase; /**< Positive phase shift given by hundredth of a degree. */ /* Envelope */ Uint16 attack_length; /**< Duration of the attack. */ Uint16 attack_level; /**< Level at the start of the attack. */ Uint16 fade_length; /**< Duration of the fade. */ Uint16 fade_level; /**< Level at the end of the fade. */ } SDL_HapticPeriodic; /** * A structure containing a template for a Condition effect. * * The struct handles the following effects: * * - SDL_HAPTIC_SPRING: Effect based on axes position. * - SDL_HAPTIC_DAMPER: Effect based on axes velocity. * - SDL_HAPTIC_INERTIA: Effect based on axes acceleration. * - SDL_HAPTIC_FRICTION: Effect based on axes movement. * * Direction is handled by condition internals instead of a direction member. * The condition effect specific members have three parameters. The first * refers to the X axis, the second refers to the Y axis and the third refers * to the Z axis. The right terms refer to the positive side of the axis and * the left terms refer to the negative side of the axis. Please refer to the * SDL_HapticDirection diagram for which side is positive and which is * negative. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_HapticDirection * \sa SDL_HAPTIC_SPRING * \sa SDL_HAPTIC_DAMPER * \sa SDL_HAPTIC_INERTIA * \sa SDL_HAPTIC_FRICTION * \sa SDL_HapticEffect */ typedef struct SDL_HapticCondition { /* Header */ Uint16 type; /**< SDL_HAPTIC_SPRING, SDL_HAPTIC_DAMPER, SDL_HAPTIC_INERTIA or SDL_HAPTIC_FRICTION */ SDL_HapticDirection direction; /**< Direction of the effect - Not used ATM. */ /* Replay */ Uint32 length; /**< Duration of the effect. */ Uint16 delay; /**< Delay before starting the effect. */ /* Trigger */ Uint16 button; /**< Button that triggers the effect. */ Uint16 interval; /**< How soon it can be triggered again after button. */ /* Condition */ Uint16 right_sat[3]; /**< Level when joystick is to the positive side; max 0xFFFF. */ Uint16 left_sat[3]; /**< Level when joystick is to the negative side; max 0xFFFF. */ Sint16 right_coeff[3]; /**< How fast to increase the force towards the positive side. */ Sint16 left_coeff[3]; /**< How fast to increase the force towards the negative side. */ Uint16 deadband[3]; /**< Size of the dead zone; max 0xFFFF: whole axis-range when 0-centered. */ Sint16 center[3]; /**< Position of the dead zone. */ } SDL_HapticCondition; /** * A structure containing a template for a Ramp effect. * * This struct is exclusively for the SDL_HAPTIC_RAMP effect. * * The ramp effect starts at start strength and ends at end strength. It * augments in linear fashion. If you use attack and fade with a ramp the * effects get added to the ramp effect making the effect become quadratic * instead of linear. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_HAPTIC_RAMP * \sa SDL_HapticEffect */ typedef struct SDL_HapticRamp { /* Header */ Uint16 type; /**< SDL_HAPTIC_RAMP */ SDL_HapticDirection direction; /**< Direction of the effect. */ /* Replay */ Uint32 length; /**< Duration of the effect. */ Uint16 delay; /**< Delay before starting the effect. */ /* Trigger */ Uint16 button; /**< Button that triggers the effect. */ Uint16 interval; /**< How soon it can be triggered again after button. */ /* Ramp */ Sint16 start; /**< Beginning strength level. */ Sint16 end; /**< Ending strength level. */ /* Envelope */ Uint16 attack_length; /**< Duration of the attack. */ Uint16 attack_level; /**< Level at the start of the attack. */ Uint16 fade_length; /**< Duration of the fade. */ Uint16 fade_level; /**< Level at the end of the fade. */ } SDL_HapticRamp; /** * A structure containing a template for a Left/Right effect. * * This struct is exclusively for the SDL_HAPTIC_LEFTRIGHT effect. * * The Left/Right effect is used to explicitly control the large and small * motors, commonly found in modern game controllers. The small (right) motor * is high frequency, and the large (left) motor is low frequency. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_HAPTIC_LEFTRIGHT * \sa SDL_HapticEffect */ typedef struct SDL_HapticLeftRight { /* Header */ Uint16 type; /**< SDL_HAPTIC_LEFTRIGHT */ /* Replay */ Uint32 length; /**< Duration of the effect in milliseconds. */ /* Rumble */ Uint16 large_magnitude; /**< Control of the large controller motor. */ Uint16 small_magnitude; /**< Control of the small controller motor. */ } SDL_HapticLeftRight; /** * A structure containing a template for the SDL_HAPTIC_CUSTOM effect. * * This struct is exclusively for the SDL_HAPTIC_CUSTOM effect. * * A custom force feedback effect is much like a periodic effect, where the * application can define its exact shape. You will have to allocate the data * yourself. Data should consist of channels * samples Uint16 samples. * * If channels is one, the effect is rotated using the defined direction. * Otherwise it uses the samples in data for the different axes. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_HAPTIC_CUSTOM * \sa SDL_HapticEffect */ typedef struct SDL_HapticCustom { /* Header */ Uint16 type; /**< SDL_HAPTIC_CUSTOM */ SDL_HapticDirection direction; /**< Direction of the effect. */ /* Replay */ Uint32 length; /**< Duration of the effect. */ Uint16 delay; /**< Delay before starting the effect. */ /* Trigger */ Uint16 button; /**< Button that triggers the effect. */ Uint16 interval; /**< How soon it can be triggered again after button. */ /* Custom */ Uint8 channels; /**< Axes to use, minimum of one. */ Uint16 period; /**< Sample periods. */ Uint16 samples; /**< Amount of samples. */ Uint16 *data; /**< Should contain channels*samples items. */ /* Envelope */ Uint16 attack_length; /**< Duration of the attack. */ Uint16 attack_level; /**< Level at the start of the attack. */ Uint16 fade_length; /**< Duration of the fade. */ Uint16 fade_level; /**< Level at the end of the fade. */ } SDL_HapticCustom; /** * The generic template for any haptic effect. * * All values max at 32767 (0x7FFF). Signed values also can be negative. Time * values unless specified otherwise are in milliseconds. * * You can also pass SDL_HAPTIC_INFINITY to length instead of a 0-32767 value. * Neither delay, interval, attack_length nor fade_length support * SDL_HAPTIC_INFINITY. Fade will also not be used since effect never ends. * * Additionally, the SDL_HAPTIC_RAMP effect does not support a duration of * SDL_HAPTIC_INFINITY. * * Button triggers may not be supported on all devices, it is advised to not * use them if possible. Buttons start at index 1 instead of index 0 like the * joystick. * * If both attack_length and fade_level are 0, the envelope is not used, * otherwise both values are used. * * Common parts: * * ```c * // Replay - All effects have this * Uint32 length; // Duration of effect (ms). * Uint16 delay; // Delay before starting effect. * * // Trigger - All effects have this * Uint16 button; // Button that triggers effect. * Uint16 interval; // How soon before effect can be triggered again. * * // Envelope - All effects except condition effects have this * Uint16 attack_length; // Duration of the attack (ms). * Uint16 attack_level; // Level at the start of the attack. * Uint16 fade_length; // Duration of the fade out (ms). * Uint16 fade_level; // Level at the end of the fade. * ``` * * Here we have an example of a constant effect evolution in time: * * ``` * Strength * ^ * | * | effect level --> _________________ * | / \ * | / \ * | / \ * | / \ * | attack_level --> | \ * | | | <--- fade_level * | * +--------------------------------------------------> Time * [--] [---] * attack_length fade_length * * [------------------][-----------------------] * delay length * ``` * * Note either the attack_level or the fade_level may be above the actual * effect level. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_HapticConstant * \sa SDL_HapticPeriodic * \sa SDL_HapticCondition * \sa SDL_HapticRamp * \sa SDL_HapticLeftRight * \sa SDL_HapticCustom */ typedef union SDL_HapticEffect { /* Common for all force feedback effects */ Uint16 type; /**< Effect type. */ SDL_HapticConstant constant; /**< Constant effect. */ SDL_HapticPeriodic periodic; /**< Periodic effect. */ SDL_HapticCondition condition; /**< Condition effect. */ SDL_HapticRamp ramp; /**< Ramp effect. */ SDL_HapticLeftRight leftright; /**< Left/Right effect. */ SDL_HapticCustom custom; /**< Custom effect. */ } SDL_HapticEffect; /** * This is a unique ID for a haptic device for the time it is connected to the * system, and is never reused for the lifetime of the application. * * If the haptic device is disconnected and reconnected, it will get a new ID. * * The ID value starts at 1 and increments from there. The value 0 is an * invalid ID. * * \since This datatype is available since SDL 3.0.0. */ typedef Uint32 SDL_HapticID; /* Function prototypes */ /** * Get a list of currently connected haptic devices. * * \param count a pointer filled in with the number of haptic devices * returned. * \returns a 0 terminated array of haptic device instance IDs which should be * freed with SDL_free(), or NULL on error; call SDL_GetError() for * more details. * * \since This function is available since SDL 3.0.0. * * \sa SDL_OpenHaptic */ extern SDL_DECLSPEC SDL_HapticID *SDLCALL SDL_GetHaptics(int *count); /** * Get the implementation dependent name of a haptic device. * * This can be called before any haptic devices are opened. * * The returned string follows the SDL_GetStringRule. * * \param instance_id the haptic device instance ID. * \returns the name of the selected haptic device. If no name can be found, * this function returns NULL; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetHapticName * \sa SDL_OpenHaptic */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetHapticInstanceName(SDL_HapticID instance_id); /** * Open a haptic device for use. * * The index passed as an argument refers to the N'th haptic device on this * system. * * When opening a haptic device, its gain will be set to maximum and * autocenter will be disabled. To modify these values use SDL_SetHapticGain() * and SDL_SetHapticAutocenter(). * * \param instance_id the haptic device instance ID. * \returns the device identifier or NULL on failure; call SDL_GetError() for * more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CloseHaptic * \sa SDL_GetHaptics * \sa SDL_OpenHapticFromJoystick * \sa SDL_OpenHapticFromMouse * \sa SDL_SetHapticAutocenter * \sa SDL_SetHapticGain */ extern SDL_DECLSPEC SDL_Haptic *SDLCALL SDL_OpenHaptic(SDL_HapticID instance_id); /** * Get the SDL_Haptic associated with an instance ID, if it has been opened. * * \param instance_id the instance ID to get the SDL_Haptic for. * \returns an SDL_Haptic on success or NULL on failure or if it hasn't been * opened yet; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Haptic *SDLCALL SDL_GetHapticFromInstanceID(SDL_HapticID instance_id); /** * Get the instance ID of an opened haptic device. * * \param haptic the SDL_Haptic device to query. * \returns the instance ID of the specified haptic device on success or 0 on * failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_HapticID SDLCALL SDL_GetHapticInstanceID(SDL_Haptic *haptic); /** * Get the implementation dependent name of a haptic device. * * The returned string follows the SDL_GetStringRule. * * \param haptic the SDL_Haptic obtained from SDL_OpenJoystick(). * \returns the name of the selected haptic device. If no name can be found, * this function returns NULL; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetHapticInstanceName */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetHapticName(SDL_Haptic *haptic); /** * Query whether or not the current mouse has haptic capabilities. * * \returns SDL_TRUE if the mouse is haptic or SDL_FALSE if it isn't. * * \since This function is available since SDL 3.0.0. * * \sa SDL_OpenHapticFromMouse */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_IsMouseHaptic(void); /** * Try to open a haptic device from the current mouse. * * \returns the haptic device identifier or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CloseHaptic * \sa SDL_IsMouseHaptic */ extern SDL_DECLSPEC SDL_Haptic *SDLCALL SDL_OpenHapticFromMouse(void); /** * Query if a joystick has haptic features. * * \param joystick the SDL_Joystick to test for haptic capabilities. * \returns SDL_TRUE if the joystick is haptic or SDL_FALSE if it isn't. * * \since This function is available since SDL 3.0.0. * * \sa SDL_OpenHapticFromJoystick */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_IsJoystickHaptic(SDL_Joystick *joystick); /** * Open a haptic device for use from a joystick device. * * You must still close the haptic device separately. It will not be closed * with the joystick. * * When opened from a joystick you should first close the haptic device before * closing the joystick device. If not, on some implementations the haptic * device will also get unallocated and you'll be unable to use force feedback * on that device. * * \param joystick the SDL_Joystick to create a haptic device from. * \returns a valid haptic device identifier on success or NULL on failure; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CloseHaptic * \sa SDL_IsJoystickHaptic */ extern SDL_DECLSPEC SDL_Haptic *SDLCALL SDL_OpenHapticFromJoystick(SDL_Joystick *joystick); /** * Close a haptic device previously opened with SDL_OpenHaptic(). * * \param haptic the SDL_Haptic device to close. * * \since This function is available since SDL 3.0.0. * * \sa SDL_OpenHaptic */ extern SDL_DECLSPEC void SDLCALL SDL_CloseHaptic(SDL_Haptic *haptic); /** * Get the number of effects a haptic device can store. * * On some platforms this isn't fully supported, and therefore is an * approximation. Always check to see if your created effect was actually * created and do not rely solely on SDL_GetMaxHapticEffects(). * * \param haptic the SDL_Haptic device to query. * \returns the number of effects the haptic device can store or a negative * error code on failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetMaxHapticEffectsPlaying * \sa SDL_GetHapticFeatures */ extern SDL_DECLSPEC int SDLCALL SDL_GetMaxHapticEffects(SDL_Haptic *haptic); /** * Get the number of effects a haptic device can play at the same time. * * This is not supported on all platforms, but will always return a value. * * \param haptic the SDL_Haptic device to query maximum playing effects. * \returns the number of effects the haptic device can play at the same time * or a negative error code on failure; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetMaxHapticEffects * \sa SDL_GetHapticFeatures */ extern SDL_DECLSPEC int SDLCALL SDL_GetMaxHapticEffectsPlaying(SDL_Haptic *haptic); /** * Get the haptic device's supported features in bitwise manner. * * \param haptic the SDL_Haptic device to query. * \returns a list of supported haptic features in bitwise manner (OR'd), or 0 * on failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HapticEffectSupported * \sa SDL_GetMaxHapticEffects */ extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetHapticFeatures(SDL_Haptic *haptic); /** * Get the number of haptic axes the device has. * * The number of haptic axes might be useful if working with the * SDL_HapticDirection effect. * * \param haptic the SDL_Haptic device to query. * \returns the number of axes on success or a negative error code on failure; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetNumHapticAxes(SDL_Haptic *haptic); /** * Check to see if an effect is supported by a haptic device. * * \param haptic the SDL_Haptic device to query. * \param effect the desired effect to query. * \returns SDL_TRUE if the effect is supported or SDL_FALSE if it isn't. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateHapticEffect * \sa SDL_GetHapticFeatures */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HapticEffectSupported(SDL_Haptic *haptic, const SDL_HapticEffect *effect); /** * Create a new haptic effect on a specified device. * * \param haptic an SDL_Haptic device to create the effect on. * \param effect an SDL_HapticEffect structure containing the properties of * the effect to create. * \returns the ID of the effect on success or a negative error code on * failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DestroyHapticEffect * \sa SDL_RunHapticEffect * \sa SDL_UpdateHapticEffect */ extern SDL_DECLSPEC int SDLCALL SDL_CreateHapticEffect(SDL_Haptic *haptic, const SDL_HapticEffect *effect); /** * Update the properties of an effect. * * Can be used dynamically, although behavior when dynamically changing * direction may be strange. Specifically the effect may re-upload itself and * start playing from the start. You also cannot change the type either when * running SDL_UpdateHapticEffect(). * * \param haptic the SDL_Haptic device that has the effect. * \param effect the identifier of the effect to update. * \param data an SDL_HapticEffect structure containing the new effect * properties to use. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateHapticEffect * \sa SDL_RunHapticEffect */ extern SDL_DECLSPEC int SDLCALL SDL_UpdateHapticEffect(SDL_Haptic *haptic, int effect, const SDL_HapticEffect *data); /** * Run the haptic effect on its associated haptic device. * * To repeat the effect over and over indefinitely, set `iterations` to * `SDL_HAPTIC_INFINITY`. (Repeats the envelope - attack and fade.) To make * one instance of the effect last indefinitely (so the effect does not fade), * set the effect's `length` in its structure/union to `SDL_HAPTIC_INFINITY` * instead. * * \param haptic the SDL_Haptic device to run the effect on. * \param effect the ID of the haptic effect to run. * \param iterations the number of iterations to run the effect; use * `SDL_HAPTIC_INFINITY` to repeat forever. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetHapticEffectStatus * \sa SDL_StopHapticEffect * \sa SDL_StopHapticEffects */ extern SDL_DECLSPEC int SDLCALL SDL_RunHapticEffect(SDL_Haptic *haptic, int effect, Uint32 iterations); /** * Stop the haptic effect on its associated haptic device. * * \param haptic the SDL_Haptic device to stop the effect on. * \param effect the ID of the haptic effect to stop. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RunHapticEffect * \sa SDL_StopHapticEffects */ extern SDL_DECLSPEC int SDLCALL SDL_StopHapticEffect(SDL_Haptic *haptic, int effect); /** * Destroy a haptic effect on the device. * * This will stop the effect if it's running. Effects are automatically * destroyed when the device is closed. * * \param haptic the SDL_Haptic device to destroy the effect on. * \param effect the ID of the haptic effect to destroy. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateHapticEffect */ extern SDL_DECLSPEC void SDLCALL SDL_DestroyHapticEffect(SDL_Haptic *haptic, int effect); /** * Get the status of the current effect on the specified haptic device. * * Device must support the SDL_HAPTIC_STATUS feature. * * \param haptic the SDL_Haptic device to query for the effect status on. * \param effect the ID of the haptic effect to query its status. * \returns 0 if it isn't playing, 1 if it is playing, or a negative error * code on failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetHapticEffectStatus(SDL_Haptic *haptic, int effect); /** * Set the global gain of the specified haptic device. * * Device must support the SDL_HAPTIC_GAIN feature. * * The user may specify the maximum gain by setting the environment variable * `SDL_HAPTIC_GAIN_MAX` which should be between 0 and 100. All calls to * SDL_SetHapticGain() will scale linearly using `SDL_HAPTIC_GAIN_MAX` as the * maximum. * * \param haptic the SDL_Haptic device to set the gain on. * \param gain value to set the gain to, should be between 0 and 100 (0 - * 100). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetHapticFeatures */ extern SDL_DECLSPEC int SDLCALL SDL_SetHapticGain(SDL_Haptic *haptic, int gain); /** * Set the global autocenter of the device. * * Autocenter should be between 0 and 100. Setting it to 0 will disable * autocentering. * * Device must support the SDL_HAPTIC_AUTOCENTER feature. * * \param haptic the SDL_Haptic device to set autocentering on. * \param autocenter value to set autocenter to (0-100). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetHapticFeatures */ extern SDL_DECLSPEC int SDLCALL SDL_SetHapticAutocenter(SDL_Haptic *haptic, int autocenter); /** * Pause a haptic device. * * Device must support the `SDL_HAPTIC_PAUSE` feature. Call SDL_ResumeHaptic() * to resume playback. * * Do not modify the effects nor add new ones while the device is paused. That * can cause all sorts of weird errors. * * \param haptic the SDL_Haptic device to pause. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ResumeHaptic */ extern SDL_DECLSPEC int SDLCALL SDL_PauseHaptic(SDL_Haptic *haptic); /** * Resume a haptic device. * * Call to unpause after SDL_PauseHaptic(). * * \param haptic the SDL_Haptic device to unpause. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PauseHaptic */ extern SDL_DECLSPEC int SDLCALL SDL_ResumeHaptic(SDL_Haptic *haptic); /** * Stop all the currently playing effects on a haptic device. * * \param haptic the SDL_Haptic device to stop. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RunHapticEffect * \sa SDL_StopHapticEffects */ extern SDL_DECLSPEC int SDLCALL SDL_StopHapticEffects(SDL_Haptic *haptic); /** * Check whether rumble is supported on a haptic device. * * \param haptic haptic device to check for rumble support. * \returns SDL_TRUE if the effect is supported or SDL_FALSE if it isn't. * * \since This function is available since SDL 3.0.0. * * \sa SDL_InitHapticRumble */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HapticRumbleSupported(SDL_Haptic *haptic); /** * Initialize a haptic device for simple rumble playback. * * \param haptic the haptic device to initialize for simple rumble playback. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PlayHapticRumble * \sa SDL_StopHapticRumble * \sa SDL_HapticRumbleSupported */ extern SDL_DECLSPEC int SDLCALL SDL_InitHapticRumble(SDL_Haptic *haptic); /** * Run a simple rumble effect on a haptic device. * * \param haptic the haptic device to play the rumble effect on. * \param strength strength of the rumble to play as a 0-1 float value. * \param length length of the rumble to play in milliseconds. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_InitHapticRumble * \sa SDL_StopHapticRumble */ extern SDL_DECLSPEC int SDLCALL SDL_PlayHapticRumble(SDL_Haptic *haptic, float strength, Uint32 length); /** * Stop the simple rumble on a haptic device. * * \param haptic the haptic device to stop the rumble effect on. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PlayHapticRumble */ extern SDL_DECLSPEC int SDLCALL SDL_StopHapticRumble(SDL_Haptic *haptic); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_haptic_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_cpuinfo.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* WIKI CATEGORY: CPUInfo */ /** * # CategoryCPUInfo * * CPU feature detection for SDL. * * These functions are largely concerned with reporting if the system has * access to various SIMD instruction sets, but also has other important info * to share, such as system RAM size and number of logical CPU cores. */ #ifndef SDL_cpuinfo_h_ #define SDL_cpuinfo_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * A guess for the cacheline size used for padding. * * Most x86 processors have a 64 byte cache line. The 64-bit PowerPC * processors have a 128 byte cache line. We use the larger value to be * generally safe. * * \since This macro is available since SDL 3.0.0. */ #define SDL_CACHELINE_SIZE 128 /** * Get the number of CPU cores available. * * \returns the total number of logical CPU cores. On CPUs that include * technologies such as hyperthreading, the number of logical cores * may be more than the number of physical cores. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetCPUCount(void); /** * Determine the L1 cache line size of the CPU. * * This is useful for determining multi-threaded structure padding or SIMD * prefetch sizes. * * \returns the L1 cache line size of the CPU, in bytes. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void); /** * Determine whether the CPU has AltiVec features. * * This always returns false on CPUs that aren't using PowerPC instruction * sets. * * \returns SDL_TRUE if the CPU has AltiVec features or SDL_FALSE if not. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasAltiVec(void); /** * Determine whether the CPU has MMX features. * * This always returns false on CPUs that aren't using Intel instruction sets. * * \returns SDL_TRUE if the CPU has MMX features or SDL_FALSE if not. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasMMX(void); /** * Determine whether the CPU has SSE features. * * This always returns false on CPUs that aren't using Intel instruction sets. * * \returns SDL_TRUE if the CPU has SSE features or SDL_FALSE if not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasSSE2 * \sa SDL_HasSSE3 * \sa SDL_HasSSE41 * \sa SDL_HasSSE42 */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasSSE(void); /** * Determine whether the CPU has SSE2 features. * * This always returns false on CPUs that aren't using Intel instruction sets. * * \returns SDL_TRUE if the CPU has SSE2 features or SDL_FALSE if not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasSSE * \sa SDL_HasSSE3 * \sa SDL_HasSSE41 * \sa SDL_HasSSE42 */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasSSE2(void); /** * Determine whether the CPU has SSE3 features. * * This always returns false on CPUs that aren't using Intel instruction sets. * * \returns SDL_TRUE if the CPU has SSE3 features or SDL_FALSE if not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasSSE * \sa SDL_HasSSE2 * \sa SDL_HasSSE41 * \sa SDL_HasSSE42 */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasSSE3(void); /** * Determine whether the CPU has SSE4.1 features. * * This always returns false on CPUs that aren't using Intel instruction sets. * * \returns SDL_TRUE if the CPU has SSE4.1 features or SDL_FALSE if not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasSSE * \sa SDL_HasSSE2 * \sa SDL_HasSSE3 * \sa SDL_HasSSE42 */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasSSE41(void); /** * Determine whether the CPU has SSE4.2 features. * * This always returns false on CPUs that aren't using Intel instruction sets. * * \returns SDL_TRUE if the CPU has SSE4.2 features or SDL_FALSE if not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasSSE * \sa SDL_HasSSE2 * \sa SDL_HasSSE3 * \sa SDL_HasSSE41 */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasSSE42(void); /** * Determine whether the CPU has AVX features. * * This always returns false on CPUs that aren't using Intel instruction sets. * * \returns SDL_TRUE if the CPU has AVX features or SDL_FALSE if not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasAVX2 * \sa SDL_HasAVX512F */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void); /** * Determine whether the CPU has AVX2 features. * * This always returns false on CPUs that aren't using Intel instruction sets. * * \returns SDL_TRUE if the CPU has AVX2 features or SDL_FALSE if not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasAVX * \sa SDL_HasAVX512F */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void); /** * Determine whether the CPU has AVX-512F (foundation) features. * * This always returns false on CPUs that aren't using Intel instruction sets. * * \returns SDL_TRUE if the CPU has AVX-512F features or SDL_FALSE if not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasAVX * \sa SDL_HasAVX2 */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasAVX512F(void); /** * Determine whether the CPU has ARM SIMD (ARMv6) features. * * This is different from ARM NEON, which is a different instruction set. * * This always returns false on CPUs that aren't using ARM instruction sets. * * \returns SDL_TRUE if the CPU has ARM SIMD features or SDL_FALSE if not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasNEON */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasARMSIMD(void); /** * Determine whether the CPU has NEON (ARM SIMD) features. * * This always returns false on CPUs that aren't using ARM instruction sets. * * \returns SDL_TRUE if the CPU has ARM NEON features or SDL_FALSE if not. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasNEON(void); /** * Determine whether the CPU has LSX (LOONGARCH SIMD) features. * * This always returns false on CPUs that aren't using LOONGARCH instruction * sets. * * \returns SDL_TRUE if the CPU has LOONGARCH LSX features or SDL_FALSE if * not. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasLSX(void); /** * Determine whether the CPU has LASX (LOONGARCH SIMD) features. * * This always returns false on CPUs that aren't using LOONGARCH instruction * sets. * * \returns SDL_TRUE if the CPU has LOONGARCH LASX features or SDL_FALSE if * not. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasLASX(void); /** * Get the amount of RAM configured in the system. * * \returns the amount of RAM configured in the system in MiB. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetSystemRAM(void); /** * Report the alignment this system needs for SIMD allocations. * * This will return the minimum number of bytes to which a pointer must be * aligned to be compatible with SIMD instructions on the current machine. For * example, if the machine supports SSE only, it will return 16, but if it * supports AVX-512F, it'll return 64 (etc). This only reports values for * instruction sets SDL knows about, so if your SDL build doesn't have * SDL_HasAVX512F(), then it might return 16 for the SSE support it sees and * not 64 for the AVX-512 instructions that exist but SDL doesn't know about. * Plan accordingly. * * \returns the alignment in bytes needed for available, known SIMD * instructions. * * \since This function is available since SDL 3.0.0. * * \sa SDL_aligned_alloc * \sa SDL_aligned_free */ extern SDL_DECLSPEC size_t SDLCALL SDL_GetSIMDAlignment(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_cpuinfo_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_surface.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategorySurface * * SDL_Surface definition and management functions. */ #ifndef SDL_surface_h_ #define SDL_surface_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_blendmode.h> #include <SDL3/SDL_pixels.h> #include <SDL3/SDL_properties.h> #include <SDL3/SDL_rect.h> #include <SDL3/SDL_iostream.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * The flags on an SDL_Surface. * * These are generally meant to be considered read-only. * * \since This datatype is available since SDL 3.0.0. */ typedef Uint32 SDL_SurfaceFlags; #define SDL_PREALLOC 0x00000001u /**< Surface uses preallocated memory */ #define SDL_RLEACCEL 0x00000002u /**< Surface is RLE encoded */ #define SDL_DONTFREE 0x00000004u /**< Surface is referenced internally */ #define SDL_SIMD_ALIGNED 0x00000008u /**< Surface uses aligned memory */ #define SDL_SURFACE_USES_PROPERTIES 0x00000010u /**< Surface uses properties */ /** * Evaluates to true if the surface needs to be locked before access. * * \since This macro is available since SDL 3.0.0. */ #define SDL_MUSTLOCK(S) (((S)->flags & SDL_RLEACCEL) != 0) /** * An opaque type used in SDL_Surface. * * This is used by SDL to keep track of how blit operations should work * internally; it is not for use directly by applications. * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_BlitMap SDL_BlitMap; /** * The scaling mode. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_ScaleMode { SDL_SCALEMODE_NEAREST, /**< nearest pixel sampling */ SDL_SCALEMODE_LINEAR, /**< linear filtering */ SDL_SCALEMODE_BEST /**< anisotropic filtering */ } SDL_ScaleMode; /** * The flip mode. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_FlipMode { SDL_FLIP_NONE, /**< Do not flip */ SDL_FLIP_HORIZONTAL, /**< flip horizontally */ SDL_FLIP_VERTICAL /**< flip vertically */ } SDL_FlipMode; /** * A collection of pixels used in software blitting. * * Pixels are arranged in memory in rows, with the top row first. Each row * occupies an amount of memory given by the pitch (sometimes known as the row * stride in non-SDL APIs). * * Within each row, pixels are arranged from left to right until the width is * reached. Each pixel occupies a number of bits appropriate for its format, * with most formats representing each pixel as one or more whole bytes (in * some indexed formats, instead multiple pixels are packed into each byte), * and a byte order given by the format. After encoding all pixels, any * remaining bytes to reach the pitch are used as padding to reach a desired * alignment, and have undefined contents. * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_Surface { SDL_SurfaceFlags flags; /**< Read-only */ SDL_PixelFormat *format; /**< Read-only */ int w, h; /**< Read-only */ int pitch; /**< Read-only */ void *pixels; /**< Read-write */ void *reserved; /**< Private */ /** information needed for surfaces requiring locks */ int locked; /**< Read-only */ /** list of BlitMap that hold a reference to this surface */ void *list_blitmap; /**< Private */ /** clipping information */ SDL_Rect clip_rect; /**< Read-only */ /** info for fast blit mapping to other surfaces */ SDL_BlitMap *map; /**< Private */ /** Reference count -- used when freeing surface */ int refcount; /**< Read-mostly */ } SDL_Surface; /** * Allocate a new RGB surface with a specific pixel format. * * \param width the width of the surface. * \param height the height of the surface. * \param format the SDL_PixelFormatEnum for the new surface's pixel format. * \returns the new SDL_Surface structure that is created or NULL if it fails; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateSurfaceFrom * \sa SDL_DestroySurface */ extern SDL_DECLSPEC SDL_Surface *SDLCALL SDL_CreateSurface(int width, int height, SDL_PixelFormatEnum format); /** * Allocate a new RGB surface with a specific pixel format and existing pixel * data. * * No copy is made of the pixel data. Pixel data is not managed automatically; * you must free the surface before you free the pixel data. * * Pitch is the offset in bytes from one row of pixels to the next, e.g. * `width*4` for `SDL_PIXELFORMAT_RGBA8888`. * * You may pass NULL for pixels and 0 for pitch to create a surface that you * will fill in with valid values later. * * \param pixels a pointer to existing pixel data. * \param width the width of the surface. * \param height the height of the surface. * \param pitch the number of bytes between each row, including padding. * \param format the SDL_PixelFormatEnum for the new surface's pixel format. * \returns the new SDL_Surface structure that is created or NULL if it fails; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateSurface * \sa SDL_DestroySurface */ extern SDL_DECLSPEC SDL_Surface *SDLCALL SDL_CreateSurfaceFrom(void *pixels, int width, int height, int pitch, SDL_PixelFormatEnum format); /** * Free an RGB surface. * * It is safe to pass NULL to this function. * * \param surface the SDL_Surface to free. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateSurface * \sa SDL_CreateSurfaceFrom */ extern SDL_DECLSPEC void SDLCALL SDL_DestroySurface(SDL_Surface *surface); /** * Get the properties associated with a surface. * * The following properties are understood by SDL: * * - `SDL_PROP_SURFACE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing * the surface colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR for * floating point formats, SDL_COLORSPACE_HDR10 for 10-bit formats, * SDL_COLORSPACE_SRGB for other RGB surfaces and SDL_COLORSPACE_BT709_FULL * for YUV surfaces. * - `SDL_PROP_SURFACE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point * surfaces, this defines the value of 100% diffuse white, with higher * values being displayed in the High Dynamic Range headroom. This defaults * to 203 for HDR10 surfaces and 1.0 for floating point surfaces. * - `SDL_PROP_SURFACE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point * surfaces, this defines the maximum dynamic range used by the content, in * terms of the SDR white point. This defaults to 0.0, which disables tone * mapping. * - `SDL_PROP_SURFACE_TONEMAP_OPERATOR_STRING`: the tone mapping operator * used when compressing from a surface with high dynamic range to another * with lower dynamic range. Currently this supports "chrome", which uses * the same tone mapping that Chrome uses for HDR content, the form "*=N", * where N is a floating point scale factor applied in linear space, and * "none", which disables tone mapping. This defaults to "chrome". * * \param surface the SDL_Surface structure to query. * \returns a valid property ID on success or 0 on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetProperty * \sa SDL_SetProperty */ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetSurfaceProperties(SDL_Surface *surface); #define SDL_PROP_SURFACE_COLORSPACE_NUMBER "SDL.surface.colorspace" #define SDL_PROP_SURFACE_SDR_WHITE_POINT_FLOAT "SDL.surface.SDR_white_point" #define SDL_PROP_SURFACE_HDR_HEADROOM_FLOAT "SDL.surface.HDR_headroom" #define SDL_PROP_SURFACE_TONEMAP_OPERATOR_STRING "SDL.surface.tonemap" /** * Set the colorspace used by a surface. * * Setting the colorspace doesn't change the pixels, only how they are * interpreted in color operations. * * \param surface the SDL_Surface structure to update. * \param colorspace an SDL_ColorSpace value describing the surface * colorspace. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetSurfaceColorspace(SDL_Surface *surface, SDL_Colorspace colorspace); /** * Get the colorspace used by a surface. * * The colorspace defaults to SDL_COLORSPACE_SRGB_LINEAR for floating point * formats, SDL_COLORSPACE_HDR10 for 10-bit formats, SDL_COLORSPACE_SRGB for * other RGB surfaces and SDL_COLORSPACE_BT709_FULL for YUV textures. * * \param surface the SDL_Surface structure to query. * \param colorspace a pointer filled in with an SDL_ColorSpace value * describing the surface colorspace. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetSurfaceColorspace(SDL_Surface *surface, SDL_Colorspace *colorspace); /** * Set the palette used by a surface. * * A single palette can be shared with many surfaces. * * \param surface the SDL_Surface structure to update. * \param palette the SDL_Palette structure to use. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetSurfacePalette(SDL_Surface *surface, SDL_Palette *palette); /** * Set up a surface for directly accessing the pixels. * * Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write to * and read from `surface->pixels`, using the pixel format stored in * `surface->format`. Once you are done accessing the surface, you should use * SDL_UnlockSurface() to release it. * * Not all surfaces require locking. If `SDL_MUSTLOCK(surface)` evaluates to * 0, then you can read and write to the surface at any time, and the pixel * format of the surface will not change. * * \param surface the SDL_Surface structure to be locked. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_MUSTLOCK * \sa SDL_UnlockSurface */ extern SDL_DECLSPEC int SDLCALL SDL_LockSurface(SDL_Surface *surface); /** * Release a surface after directly accessing the pixels. * * \param surface the SDL_Surface structure to be unlocked. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LockSurface */ extern SDL_DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface *surface); /** * Load a BMP image from a seekable SDL data stream. * * The new surface should be freed with SDL_DestroySurface(). Not doing so * will result in a memory leak. * * \param src the data stream for the surface. * \param closeio if SDL_TRUE, calls SDL_CloseIO() on `src` before returning, * even in the case of an error. * \returns a pointer to a new SDL_Surface structure or NULL if there was an * error; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DestroySurface * \sa SDL_LoadBMP * \sa SDL_SaveBMP_IO */ extern SDL_DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_IO(SDL_IOStream *src, SDL_bool closeio); /** * Load a BMP image from a file. * * The new surface should be freed with SDL_DestroySurface(). Not doing so * will result in a memory leak. * * \param file the BMP file to load. * \returns a pointer to a new SDL_Surface structure or NULL if there was an * error; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DestroySurface * \sa SDL_LoadBMP_IO * \sa SDL_SaveBMP */ extern SDL_DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP(const char *file); /** * Save a surface to a seekable SDL data stream in BMP format. * * Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the * BMP directly. Other RGB formats with 8-bit or higher get converted to a * 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit * surface before they are saved. YUV and paletted 1-bit and 4-bit formats are * not supported. * * \param surface the SDL_Surface structure containing the image to be saved. * \param dst a data stream to save to. * \param closeio if SDL_TRUE, calls SDL_CloseIO() on `dst` before returning, * even in the case of an error. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LoadBMP_IO * \sa SDL_SaveBMP */ extern SDL_DECLSPEC int SDLCALL SDL_SaveBMP_IO(SDL_Surface *surface, SDL_IOStream *dst, SDL_bool closeio); /** * Save a surface to a file. * * Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the * BMP directly. Other RGB formats with 8-bit or higher get converted to a * 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit * surface before they are saved. YUV and paletted 1-bit and 4-bit formats are * not supported. * * \param surface the SDL_Surface structure containing the image to be saved. * \param file a file to save to. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LoadBMP * \sa SDL_SaveBMP_IO */ extern SDL_DECLSPEC int SDLCALL SDL_SaveBMP(SDL_Surface *surface, const char *file); /** * Set the RLE acceleration hint for a surface. * * If RLE is enabled, color key and alpha blending blits are much faster, but * the surface must be locked before directly accessing the pixels. * * \param surface the SDL_Surface structure to optimize. * \param flag 0 to disable, non-zero to enable RLE acceleration. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_BlitSurface * \sa SDL_LockSurface * \sa SDL_UnlockSurface */ extern SDL_DECLSPEC int SDLCALL SDL_SetSurfaceRLE(SDL_Surface *surface, int flag); /** * Returns whether the surface is RLE enabled. * * It is safe to pass a NULL `surface` here; it will return SDL_FALSE. * * \param surface the SDL_Surface structure to query. * \returns SDL_TRUE if the surface is RLE enabled, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetSurfaceRLE */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SurfaceHasRLE(SDL_Surface *surface); /** * Set the color key (transparent pixel) in a surface. * * The color key defines a pixel value that will be treated as transparent in * a blit. For example, one can use this to specify that cyan pixels should be * considered transparent, and therefore not rendered. * * It is a pixel of the format used by the surface, as generated by * SDL_MapRGB(). * * RLE acceleration can substantially speed up blitting of images with large * horizontal runs of transparent pixels. See SDL_SetSurfaceRLE() for details. * * \param surface the SDL_Surface structure to update. * \param flag SDL_TRUE to enable color key, SDL_FALSE to disable color key. * \param key the transparent pixel. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetSurfaceColorKey * \sa SDL_SurfaceHasColorKey */ extern SDL_DECLSPEC int SDLCALL SDL_SetSurfaceColorKey(SDL_Surface *surface, int flag, Uint32 key); /** * Returns whether the surface has a color key. * * It is safe to pass a NULL `surface` here; it will return SDL_FALSE. * * \param surface the SDL_Surface structure to query. * \returns SDL_TRUE if the surface has a color key, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetSurfaceColorKey * \sa SDL_GetSurfaceColorKey */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SurfaceHasColorKey(SDL_Surface *surface); /** * Get the color key (transparent pixel) for a surface. * * The color key is a pixel of the format used by the surface, as generated by * SDL_MapRGB(). * * If the surface doesn't have color key enabled this function returns -1. * * \param surface the SDL_Surface structure to query. * \param key a pointer filled in with the transparent pixel. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetSurfaceColorKey * \sa SDL_SurfaceHasColorKey */ extern SDL_DECLSPEC int SDLCALL SDL_GetSurfaceColorKey(SDL_Surface *surface, Uint32 *key); /** * Set an additional color value multiplied into blit operations. * * When this surface is blitted, during the blit operation each source color * channel is modulated by the appropriate color value according to the * following formula: * * `srcC = srcC * (color / 255)` * * \param surface the SDL_Surface structure to update. * \param r the red color value multiplied into blit operations. * \param g the green color value multiplied into blit operations. * \param b the blue color value multiplied into blit operations. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetSurfaceColorMod * \sa SDL_SetSurfaceAlphaMod */ extern SDL_DECLSPEC int SDLCALL SDL_SetSurfaceColorMod(SDL_Surface *surface, Uint8 r, Uint8 g, Uint8 b); /** * Get the additional color value multiplied into blit operations. * * \param surface the SDL_Surface structure to query. * \param r a pointer filled in with the current red color value. * \param g a pointer filled in with the current green color value. * \param b a pointer filled in with the current blue color value. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetSurfaceAlphaMod * \sa SDL_SetSurfaceColorMod */ extern SDL_DECLSPEC int SDLCALL SDL_GetSurfaceColorMod(SDL_Surface *surface, Uint8 *r, Uint8 *g, Uint8 *b); /** * Set an additional alpha value used in blit operations. * * When this surface is blitted, during the blit operation the source alpha * value is modulated by this alpha value according to the following formula: * * `srcA = srcA * (alpha / 255)` * * \param surface the SDL_Surface structure to update. * \param alpha the alpha value multiplied into blit operations. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetSurfaceAlphaMod * \sa SDL_SetSurfaceColorMod */ extern SDL_DECLSPEC int SDLCALL SDL_SetSurfaceAlphaMod(SDL_Surface *surface, Uint8 alpha); /** * Get the additional alpha value used in blit operations. * * \param surface the SDL_Surface structure to query. * \param alpha a pointer filled in with the current alpha value. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetSurfaceColorMod * \sa SDL_SetSurfaceAlphaMod */ extern SDL_DECLSPEC int SDLCALL SDL_GetSurfaceAlphaMod(SDL_Surface *surface, Uint8 *alpha); /** * Set the blend mode used for blit operations. * * To copy a surface to another surface (or texture) without blending with the * existing data, the blendmode of the SOURCE surface should be set to * `SDL_BLENDMODE_NONE`. * * \param surface the SDL_Surface structure to update. * \param blendMode the SDL_BlendMode to use for blit blending. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetSurfaceBlendMode */ extern SDL_DECLSPEC int SDLCALL SDL_SetSurfaceBlendMode(SDL_Surface *surface, SDL_BlendMode blendMode); /** * Get the blend mode used for blit operations. * * \param surface the SDL_Surface structure to query. * \param blendMode a pointer filled in with the current SDL_BlendMode. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetSurfaceBlendMode */ extern SDL_DECLSPEC int SDLCALL SDL_GetSurfaceBlendMode(SDL_Surface *surface, SDL_BlendMode *blendMode); /** * Set the clipping rectangle for a surface. * * When `surface` is the destination of a blit, only the area within the clip * rectangle is drawn into. * * Note that blits are automatically clipped to the edges of the source and * destination surfaces. * * \param surface the SDL_Surface structure to be clipped. * \param rect the SDL_Rect structure representing the clipping rectangle, or * NULL to disable clipping. * \returns SDL_TRUE if the rectangle intersects the surface, otherwise * SDL_FALSE and blits will be completely clipped. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetSurfaceClipRect */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetSurfaceClipRect(SDL_Surface *surface, const SDL_Rect *rect); /** * Get the clipping rectangle for a surface. * * When `surface` is the destination of a blit, only the area within the clip * rectangle is drawn into. * * \param surface the SDL_Surface structure representing the surface to be * clipped. * \param rect an SDL_Rect structure filled in with the clipping rectangle for * the surface. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetSurfaceClipRect */ extern SDL_DECLSPEC int SDLCALL SDL_GetSurfaceClipRect(SDL_Surface *surface, SDL_Rect *rect); /** * Flip a surface vertically or horizontally. * * \param surface the surface to flip. * \param flip the direction to flip. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_FlipSurface(SDL_Surface *surface, SDL_FlipMode flip); /** * Creates a new surface identical to the existing surface. * * The returned surface should be freed with SDL_DestroySurface(). * * \param surface the surface to duplicate. * \returns a copy of the surface, or NULL on failure; call SDL_GetError() for * more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DestroySurface */ extern SDL_DECLSPEC SDL_Surface *SDLCALL SDL_DuplicateSurface(SDL_Surface *surface); /** * Copy an existing surface to a new surface of the specified format. * * This function is used to optimize images for faster *repeat* blitting. This * is accomplished by converting the original and storing the result as a new * surface. The new, optimized surface can then be used as the source for * future blits, making them faster. * * \param surface the existing SDL_Surface structure to convert. * \param format the SDL_PixelFormat structure that the new surface is * optimized for. * \returns the new SDL_Surface structure that is created or NULL if it fails; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ConvertSurfaceFormat * \sa SDL_ConvertSurfaceFormatAndColorspace * \sa SDL_CreatePixelFormat * \sa SDL_DestroySurface */ extern SDL_DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurface(SDL_Surface *surface, const SDL_PixelFormat *format); /** * Copy an existing surface to a new surface of the specified format. * * This function operates just like SDL_ConvertSurface(), but accepts an * SDL_PixelFormatEnum value instead of an SDL_PixelFormat structure. As such, * it might be easier to call but it doesn't have access to palette * information for the destination surface, in case that would be important. * * \param surface the existing SDL_Surface structure to convert. * \param pixel_format the new pixel format. * \returns the new SDL_Surface structure that is created or NULL if it fails; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ConvertSurface * \sa SDL_ConvertSurfaceFormatAndColorspace * \sa SDL_DestroySurface */ extern SDL_DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurfaceFormat(SDL_Surface *surface, SDL_PixelFormatEnum pixel_format); /** * Copy an existing surface to a new surface of the specified format and * colorspace. * * This function converts an existing surface to a new format and colorspace * and returns the new surface. This will perform any pixel format and * colorspace conversion needed. * * \param surface the existing SDL_Surface structure to convert. * \param pixel_format the new pixel format. * \param colorspace the new colorspace. * \param props an SDL_PropertiesID with additional color properties, or 0. * \returns the new SDL_Surface structure that is created or NULL if it fails; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ConvertSurface * \sa SDL_ConvertSurfaceFormat * \sa SDL_DestroySurface */ extern SDL_DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurfaceFormatAndColorspace(SDL_Surface *surface, SDL_PixelFormatEnum pixel_format, SDL_Colorspace colorspace, SDL_PropertiesID props); /** * Copy a block of pixels of one format to another format. * * \param width the width of the block to copy, in pixels. * \param height the height of the block to copy, in pixels. * \param src_format an SDL_PixelFormatEnum value of the `src` pixels format. * \param src a pointer to the source pixels. * \param src_pitch the pitch of the source pixels, in bytes. * \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format. * \param dst a pointer to be filled in with new pixel data. * \param dst_pitch the pitch of the destination pixels, in bytes. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ConvertPixelsAndColorspace */ extern SDL_DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height, SDL_PixelFormatEnum src_format, const void *src, int src_pitch, SDL_PixelFormatEnum dst_format, void *dst, int dst_pitch); /** * Copy a block of pixels of one format and colorspace to another format and * colorspace. * * \param width the width of the block to copy, in pixels. * \param height the height of the block to copy, in pixels. * \param src_format an SDL_PixelFormatEnum value of the `src` pixels format. * \param src_colorspace an SDL_ColorSpace value describing the colorspace of * the `src` pixels. * \param src_properties an SDL_PropertiesID with additional source color * properties, or 0. * \param src a pointer to the source pixels. * \param src_pitch the pitch of the source pixels, in bytes. * \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format. * \param dst_colorspace an SDL_ColorSpace value describing the colorspace of * the `dst` pixels. * \param dst_properties an SDL_PropertiesID with additional destination color * properties, or 0. * \param dst a pointer to be filled in with new pixel data. * \param dst_pitch the pitch of the destination pixels, in bytes. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ConvertPixels */ extern SDL_DECLSPEC int SDLCALL SDL_ConvertPixelsAndColorspace(int width, int height, SDL_PixelFormatEnum src_format, SDL_Colorspace src_colorspace, SDL_PropertiesID src_properties, const void *src, int src_pitch, SDL_PixelFormatEnum dst_format, SDL_Colorspace dst_colorspace, SDL_PropertiesID dst_properties, void *dst, int dst_pitch); /** * Premultiply the alpha on a block of pixels. * * This is safe to use with src == dst, but not for other overlapping areas. * * This function is currently only implemented for SDL_PIXELFORMAT_ARGB8888. * * \param width the width of the block to convert, in pixels. * \param height the height of the block to convert, in pixels. * \param src_format an SDL_PixelFormatEnum value of the `src` pixels format. * \param src a pointer to the source pixels. * \param src_pitch the pitch of the source pixels, in bytes. * \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format. * \param dst a pointer to be filled in with premultiplied pixel data. * \param dst_pitch the pitch of the destination pixels, in bytes. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_PremultiplyAlpha(int width, int height, SDL_PixelFormatEnum src_format, const void *src, int src_pitch, SDL_PixelFormatEnum dst_format, void *dst, int dst_pitch); /** * Perform a fast fill of a rectangle with a specific color. * * `color` should be a pixel of the format used by the surface, and can be * generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an * alpha component then the destination is simply filled with that alpha * information, no blending takes place. * * If there is a clip rectangle set on the destination (set via * SDL_SetSurfaceClipRect()), then this function will fill based on the * intersection of the clip rectangle and `rect`. * * \param dst the SDL_Surface structure that is the drawing target. * \param rect the SDL_Rect structure representing the rectangle to fill, or * NULL to fill the entire surface. * \param color the color to fill with. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_FillSurfaceRects */ extern SDL_DECLSPEC int SDLCALL SDL_FillSurfaceRect(SDL_Surface *dst, const SDL_Rect *rect, Uint32 color); /** * Perform a fast fill of a set of rectangles with a specific color. * * `color` should be a pixel of the format used by the surface, and can be * generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an * alpha component then the destination is simply filled with that alpha * information, no blending takes place. * * If there is a clip rectangle set on the destination (set via * SDL_SetSurfaceClipRect()), then this function will fill based on the * intersection of the clip rectangle and `rect`. * * \param dst the SDL_Surface structure that is the drawing target. * \param rects an array of SDL_Rects representing the rectangles to fill. * \param count the number of rectangles in the array. * \param color the color to fill with. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_FillSurfaceRect */ extern SDL_DECLSPEC int SDLCALL SDL_FillSurfaceRects(SDL_Surface *dst, const SDL_Rect *rects, int count, Uint32 color); /** * Performs a fast blit from the source surface to the destination surface. * * This assumes that the source and destination rectangles are the same size. * If either `srcrect` or `dstrect` are NULL, the entire surface (`src` or * `dst`) is copied. The final blit rectangles are saved in `srcrect` and * `dstrect` after all clipping is performed. * * The blit function should not be called on a locked surface. * * The blit semantics for surfaces with and without blending and colorkey are * defined as follows: * * ``` * RGBA->RGB: * Source surface blend mode set to SDL_BLENDMODE_BLEND: * alpha-blend (using the source alpha-channel and per-surface alpha) * SDL_SRCCOLORKEY ignored. * Source surface blend mode set to SDL_BLENDMODE_NONE: * copy RGB. * if SDL_SRCCOLORKEY set, only copy the pixels matching the * RGB values of the source color key, ignoring alpha in the * comparison. * * RGB->RGBA: * Source surface blend mode set to SDL_BLENDMODE_BLEND: * alpha-blend (using the source per-surface alpha) * Source surface blend mode set to SDL_BLENDMODE_NONE: * copy RGB, set destination alpha to source per-surface alpha value. * both: * if SDL_SRCCOLORKEY set, only copy the pixels matching the * source color key. * * RGBA->RGBA: * Source surface blend mode set to SDL_BLENDMODE_BLEND: * alpha-blend (using the source alpha-channel and per-surface alpha) * SDL_SRCCOLORKEY ignored. * Source surface blend mode set to SDL_BLENDMODE_NONE: * copy all of RGBA to the destination. * if SDL_SRCCOLORKEY set, only copy the pixels matching the * RGB values of the source color key, ignoring alpha in the * comparison. * * RGB->RGB: * Source surface blend mode set to SDL_BLENDMODE_BLEND: * alpha-blend (using the source per-surface alpha) * Source surface blend mode set to SDL_BLENDMODE_NONE: * copy RGB. * both: * if SDL_SRCCOLORKEY set, only copy the pixels matching the * source color key. * ``` * * \param src the SDL_Surface structure to be copied from. * \param srcrect the SDL_Rect structure representing the rectangle to be * copied, or NULL to copy the entire surface. * \param dst the SDL_Surface structure that is the blit target. * \param dstrect the SDL_Rect structure representing the x and y position in * the destination surface. On input the width and height are * ignored (taken from srcrect), and on output this is filled * in with the actual rectangle used after clipping. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety The same destination surface should not be used from two * threads at once. It is safe to use the same source surface * from multiple threads. * * \since This function is available since SDL 3.0.0. * * \sa SDL_BlitSurfaceScaled */ extern SDL_DECLSPEC int SDLCALL SDL_BlitSurface(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect); /** * Perform low-level surface blitting only. * * This is a semi-private blit function and it performs low-level surface * blitting, assuming the input rectangles have already been clipped. * * \param src the SDL_Surface structure to be copied from. * \param srcrect the SDL_Rect structure representing the rectangle to be * copied, or NULL to copy the entire surface. * \param dst the SDL_Surface structure that is the blit target. * \param dstrect the SDL_Rect structure representing the target rectangle in * the destination surface. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety The same destination surface should not be used from two * threads at once. It is safe to use the same source surface * from multiple threads. * * \since This function is available since SDL 3.0.0. * * \sa SDL_BlitSurface */ extern SDL_DECLSPEC int SDLCALL SDL_BlitSurfaceUnchecked(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, const SDL_Rect *dstrect); /** * Perform stretch blit between two surfaces of the same format. * * Using SDL_SCALEMODE_NEAREST: fast, low quality. Using SDL_SCALEMODE_LINEAR: * bilinear scaling, slower, better quality, only 32BPP. * * \param src the SDL_Surface structure to be copied from. * \param srcrect the SDL_Rect structure representing the rectangle to be * copied. * \param dst the SDL_Surface structure that is the blit target. * \param dstrect the SDL_Rect structure representing the target rectangle in * the destination surface. * \param scaleMode scale algorithm to be used. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_BlitSurfaceScaled */ extern SDL_DECLSPEC int SDLCALL SDL_SoftStretch(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, const SDL_Rect *dstrect, SDL_ScaleMode scaleMode); /** * Perform a scaled blit to a destination surface, which may be of a different * format. * * \param src the SDL_Surface structure to be copied from. * \param srcrect the SDL_Rect structure representing the rectangle to be * copied. * \param dst the SDL_Surface structure that is the blit target. * \param dstrect the SDL_Rect structure representing the target rectangle in * the destination surface, filled with the actual rectangle * used after clipping. * \param scaleMode the SDL_ScaleMode to be used. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety The same destination surface should not be used from two * threads at once. It is safe to use the same source surface * from multiple threads. * * \since This function is available since SDL 3.0.0. * * \sa SDL_BlitSurface */ extern SDL_DECLSPEC int SDLCALL SDL_BlitSurfaceScaled(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect, SDL_ScaleMode scaleMode); /** * Perform low-level surface scaled blitting only. * * This is a semi-private function and it performs low-level surface blitting, * assuming the input rectangles have already been clipped. * * \param src the SDL_Surface structure to be copied from. * \param srcrect the SDL_Rect structure representing the rectangle to be * copied. * \param dst the SDL_Surface structure that is the blit target. * \param dstrect the SDL_Rect structure representing the target rectangle in * the destination surface. * \param scaleMode scale algorithm to be used. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety The same destination surface should not be used from two * threads at once. It is safe to use the same source surface * from multiple threads. * * \since This function is available since SDL 3.0.0. * * \sa SDL_BlitSurfaceScaled */ extern SDL_DECLSPEC int SDLCALL SDL_BlitSurfaceUncheckedScaled(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, const SDL_Rect *dstrect, SDL_ScaleMode scaleMode); /** * Retrieves a single pixel from a surface. * * This function prioritizes correctness over speed: it is suitable for unit * tests, but is not intended for use in a game engine. * * Like SDL_GetRGBA, this uses the entire 0..255 range when converting color * components from pixel formats with less than 8 bits per RGB component. * * \param surface the surface to read. * \param x the horizontal coordinate, 0 <= x < width. * \param y the vertical coordinate, 0 <= y < height. * \param r a pointer filled in with the red channel, 0-255, or NULL to ignore * this channel. * \param g a pointer filled in with the green channel, 0-255, or NULL to * ignore this channel. * \param b a pointer filled in with the blue channel, 0-255, or NULL to * ignore this channel. * \param a a pointer filled in with the alpha channel, 0-255, or NULL to * ignore this channel. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_ReadSurfacePixel(SDL_Surface *surface, int x, int y, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_surface_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_audio.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryAudio * * Audio functionality for the SDL library. * * All audio in SDL3 revolves around SDL_AudioStream. Whether you want to play * or record audio, convert it, stream it, buffer it, or mix it, you're going * to be passing it through an audio stream. * * Audio streams are quite flexible; they can accept any amount of data at a * time, in any supported format, and output it as needed in any other format, * even if the data format changes on either side halfway through. * * An app opens an audio device and binds any number of audio streams to it, * feeding more data to it as available. When the devices needs more data, it * will pull it from all bound streams and mix them together for playback. * * Audio streams can also use an app-provided callback to supply data * on-demand, which maps pretty closely to the SDL2 audio model. * * SDL also provides a simple .WAV loader in SDL_LoadWAV (and SDL_LoadWAV_IO * if you aren't reading from a file) as a basic means to load sound data into * your program. * * For multi-channel audio, data is interleaved (one sample for each channel, * then repeat). The SDL channel order is: * * - Stereo: FL, FR * - 2.1 surround: FL, FR, LFE * - Quad: FL, FR, BL, BR * - 4.1 surround: FL, FR, LFE, BL, BR * - 5.1 surround: FL, FR, FC, LFE, SL, SR (last two can also be BL BR) * - 6.1 surround: FL, FR, FC, LFE, BC, SL, SR * - 7.1 surround: FL, FR, FC, LFE, BL, BR, SL, SR * * This is the same order as DirectSound expects, but applied to all * platforms; SDL will swizzle the channels as necessary if a platform expects * something different. */ #ifndef SDL_audio_h_ #define SDL_audio_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_endian.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_mutex.h> #include <SDL3/SDL_properties.h> #include <SDL3/SDL_iostream.h> #include <SDL3/SDL_thread.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * Audio format flags. * * These are what the 16 bits in SDL_AudioFormat currently mean... * (Unspecified bits are always zero). * * ``` * ++-----------------------sample is signed if set * || * || ++-----------sample is bigendian if set * || || * || || ++---sample is float if set * || || || * || || || +=--sample bit size--++ * || || || || || * 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 * ``` * * There are macros to query these bits. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_AUDIO_BITSIZE * \sa SDL_AUDIO_BYTESIZE * \sa SDL_AUDIO_ISINT * \sa SDL_AUDIO_ISFLOAT * \sa SDL_AUDIO_ISBIGENDIAN * \sa SDL_AUDIO_ISLITTLEENDIAN * \sa SDL_AUDIO_ISSIGNED * \sa SDL_AUDIO_ISUNSIGNED */ typedef Uint16 SDL_AudioFormat; #define SDL_AUDIO_U8 0x0008u /**< Unsigned 8-bit samples */ #define SDL_AUDIO_S8 0x8008u /**< Signed 8-bit samples */ #define SDL_AUDIO_S16LE 0x8010u /**< Signed 16-bit samples */ #define SDL_AUDIO_S16BE 0x9010u /**< As above, but big-endian byte order */ #define SDL_AUDIO_S32LE 0x8020u /**< 32-bit integer samples */ #define SDL_AUDIO_S32BE 0x9020u /**< As above, but big-endian byte order */ #define SDL_AUDIO_F32LE 0x8120u /**< 32-bit floating point samples */ #define SDL_AUDIO_F32BE 0x9120u /**< As above, but big-endian byte order */ #if SDL_BYTEORDER == SDL_LIL_ENDIAN #define SDL_AUDIO_S16 SDL_AUDIO_S16LE #define SDL_AUDIO_S32 SDL_AUDIO_S32LE #define SDL_AUDIO_F32 SDL_AUDIO_F32LE #else #define SDL_AUDIO_S16 SDL_AUDIO_S16BE #define SDL_AUDIO_S32 SDL_AUDIO_S32BE #define SDL_AUDIO_F32 SDL_AUDIO_F32BE #endif /* masks for different parts of SDL_AudioFormat. */ #define SDL_AUDIO_MASK_BITSIZE (0xFFu) #define SDL_AUDIO_MASK_FLOAT (1u<<8) #define SDL_AUDIO_MASK_BIG_ENDIAN (1u<<12) #define SDL_AUDIO_MASK_SIGNED (1u<<15) /** * Retrieve the size, in bits, from an SDL_AudioFormat. * * For example, `SDL_AUDIO_BITSIZE(SDL_AUDIO_S16)` returns 16. * * \param x an SDL_AudioFormat value. * \returns data size in bits. * * \threadsafety It is safe to call this macro from any thread. * * \since This macro is available since SDL 3.0.0. */ #define SDL_AUDIO_BITSIZE(x) ((x) & SDL_AUDIO_MASK_BITSIZE) /** * Retrieve the size, in bytes, from an SDL_AudioFormat. * * For example, `SDL_AUDIO_BYTESIZE(SDL_AUDIO_S16)` returns 2. * * \param x an SDL_AudioFormat value. * \returns data size in bytes. * * \threadsafety It is safe to call this macro from any thread. * * \since This macro is available since SDL 3.0.0. */ #define SDL_AUDIO_BYTESIZE(x) (SDL_AUDIO_BITSIZE(x) / 8) /** * Determine if an SDL_AudioFormat represents floating point data. * * For example, `SDL_AUDIO_ISFLOAT(SDL_AUDIO_S16)` returns 0. * * \param x an SDL_AudioFormat value. * \returns non-zero if format is floating point, zero otherwise. * * \threadsafety It is safe to call this macro from any thread. * * \since This macro is available since SDL 3.0.0. */ #define SDL_AUDIO_ISFLOAT(x) ((x) & SDL_AUDIO_MASK_FLOAT) /** * Determine if an SDL_AudioFormat represents bigendian data. * * For example, `SDL_AUDIO_ISBIGENDIAN(SDL_AUDIO_S16LE)` returns 0. * * \param x an SDL_AudioFormat value. * \returns non-zero if format is bigendian, zero otherwise. * * \threadsafety It is safe to call this macro from any thread. * * \since This macro is available since SDL 3.0.0. */ #define SDL_AUDIO_ISBIGENDIAN(x) ((x) & SDL_AUDIO_MASK_BIG_ENDIAN) /** * Determine if an SDL_AudioFormat represents littleendian data. * * For example, `SDL_AUDIO_ISLITTLEENDIAN(SDL_AUDIO_S16BE)` returns 0. * * \param x an SDL_AudioFormat value. * \returns non-zero if format is littleendian, zero otherwise. * * \threadsafety It is safe to call this macro from any thread. * * \since This macro is available since SDL 3.0.0. */ #define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x)) /** * Determine if an SDL_AudioFormat represents signed data. * * For example, `SDL_AUDIO_ISSIGNED(SDL_AUDIO_U8)` returns 0. * * \param x an SDL_AudioFormat value. * \returns non-zero if format is signed, zero otherwise. * * \threadsafety It is safe to call this macro from any thread. * * \since This macro is available since SDL 3.0.0. */ #define SDL_AUDIO_ISSIGNED(x) ((x) & SDL_AUDIO_MASK_SIGNED) /** * Determine if an SDL_AudioFormat represents integer data. * * For example, `SDL_AUDIO_ISINT(SDL_AUDIO_F32)` returns 0. * * \param x an SDL_AudioFormat value. * \returns non-zero if format is integer, zero otherwise. * * \threadsafety It is safe to call this macro from any thread. * * \since This macro is available since SDL 3.0.0. */ #define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x)) /** * Determine if an SDL_AudioFormat represents unsigned data. * * For example, `SDL_AUDIO_ISUNSIGNED(SDL_AUDIO_S16)` returns 0. * * \param x an SDL_AudioFormat value. * \returns non-zero if format is unsigned, zero otherwise. * * \threadsafety It is safe to call this macro from any thread. * * \since This macro is available since SDL 3.0.0. */ #define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x)) /** * SDL Audio Device instance IDs. * * Zero is used to signify an invalid/null device. * * \since This datatype is available since SDL 3.0.0. */ typedef Uint32 SDL_AudioDeviceID; /** * A value used to request a default playback audio device. * * Several functions that require an SDL_AudioDeviceID will accept this value * to signify the app just wants the system to choose a default device instead * of the app providing a specific one. * * \since This macro is available since SDL 3.0.0. */ #define SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK ((SDL_AudioDeviceID) 0xFFFFFFFF) /** * A value used to request a default recording audio device. * * Several functions that require an SDL_AudioDeviceID will accept this value * to signify the app just wants the system to choose a default device instead * of the app providing a specific one. * * \since This macro is available since SDL 3.0.0. */ #define SDL_AUDIO_DEVICE_DEFAULT_RECORDING ((SDL_AudioDeviceID) 0xFFFFFFFE) /** * Format specifier for audio data. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_AudioFormat */ typedef struct SDL_AudioSpec { SDL_AudioFormat format; /**< Audio data format */ int channels; /**< Number of channels: 1 mono, 2 stereo, etc */ int freq; /**< sample rate: sample frames per second */ } SDL_AudioSpec; /** * Calculate the size of each audio frame (in bytes) from an SDL_AudioSpec. * * This reports on the size of an audio sample frame: stereo Sint16 data (2 * channels of 2 bytes each) would be 4 bytes per frame, for example. * * \param x an SDL_AudioSpec to query. * \returns the number of bytes used per sample frame. * * \threadsafety It is safe to call this macro from any thread. * * \since This macro is available since SDL 3.0.0. */ #define SDL_AUDIO_FRAMESIZE(x) (SDL_AUDIO_BYTESIZE((x).format) * (x).channels) /** * The opaque handle that represents an audio stream. * * SDL_AudioStream is an audio conversion interface. * * - It can handle resampling data in chunks without generating artifacts, * when it doesn't have the complete buffer available. * - It can handle incoming data in any variable size. * - It can handle input/output format changes on the fly. * - You push data as you have it, and pull it when you need it * - It can also function as a basic audio data queue even if you just have * sound that needs to pass from one place to another. * - You can hook callbacks up to them when more data is added or requested, * to manage data on-the-fly. * * Audio streams are the core of the SDL3 audio interface. You create one or * more of them, bind them to an opened audio device, and feed data to them * (or for recording, consume data from them). * * \since This struct is available since SDL 3.0.0. * * \sa SDL_CreateAudioStream */ typedef struct SDL_AudioStream SDL_AudioStream; /* Function prototypes */ /** * \name Driver discovery functions * * These functions return the list of built in audio drivers, in the * order that they are normally initialized by default. */ /* @{ */ /** * Use this function to get the number of built-in audio drivers. * * This function returns a hardcoded number. This never returns a negative * value; if there are no drivers compiled into this build of SDL, this * function returns zero. The presence of a driver in this list does not mean * it will function, it just means SDL is capable of interacting with that * interface. For example, a build of SDL might have esound support, but if * there's no esound server available, SDL's esound driver would fail if used. * * By default, SDL tries all drivers, in its preferred order, until one is * found to be usable. * * \returns the number of built-in audio drivers. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetAudioDriver */ extern SDL_DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); /** * Use this function to get the name of a built in audio driver. * * The list of audio drivers is given in the order that they are normally * initialized by default; the drivers that seem more reasonable to choose * first (as far as the SDL developers believe) are earlier in the list. * * The names of drivers are all simple, low-ASCII identifiers, like "alsa", * "coreaudio" or "wasapi". These never have Unicode characters, and are not * meant to be proper names. * * The returned string follows the SDL_GetStringRule. * * \param index the index of the audio driver; the value ranges from 0 to * SDL_GetNumAudioDrivers() - 1. * \returns the name of the audio driver at the requested index, or NULL if an * invalid index was specified. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetNumAudioDrivers */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index); /* @} */ /** * Get the name of the current audio driver. * * The names of drivers are all simple, low-ASCII identifiers, like "alsa", * "coreaudio" or "wasapi". These never have Unicode characters, and are not * meant to be proper names. * * The returned string follows the SDL_GetStringRule. * * \returns the name of the current audio driver or NULL if no driver has been * initialized. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void); /** * Get a list of currently-connected audio playback devices. * * This returns of list of available devices that play sound, perhaps to * speakers or headphones ("playback" devices). If you want devices that * record audio, like a microphone ("recording" devices), use * SDL_GetAudioRecordingDevices() instead. * * This only returns a list of physical devices; it will not have any device * IDs returned by SDL_OpenAudioDevice(). * * If this function returns NULL, to signify an error, `*count` will be set to * zero. * * \param count a pointer filled in with the number of devices returned. NULL * is allowed. * \returns a 0 terminated array of device instance IDs which should be freed * with SDL_free(), or NULL on error; call SDL_GetError() for more * details. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_OpenAudioDevice * \sa SDL_GetAudioRecordingDevices */ extern SDL_DECLSPEC SDL_AudioDeviceID *SDLCALL SDL_GetAudioPlaybackDevices(int *count); /** * Get a list of currently-connected audio recording devices. * * This returns of list of available devices that record audio, like a * microphone ("recording" devices). If you want devices that play sound, * perhaps to speakers or headphones ("playback" devices), use * SDL_GetAudioPlaybackDevices() instead. * * This only returns a list of physical devices; it will not have any device * IDs returned by SDL_OpenAudioDevice(). * * If this function returns NULL, to signify an error, `*count` will be set to * zero. * * \param count a pointer filled in with the number of devices returned. NULL * is allowed. * \returns a 0 terminated array of device instance IDs which should be freed * with SDL_free(), or NULL on error; call SDL_GetError() for more * details. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_OpenAudioDevice * \sa SDL_GetAudioPlaybackDevices */ extern SDL_DECLSPEC SDL_AudioDeviceID *SDLCALL SDL_GetAudioRecordingDevices(int *count); /** * Get the human-readable name of a specific audio device. * * The returned string follows the SDL_GetStringRule. * * \param devid the instance ID of the device to query. * \returns the name of the audio device, or NULL on error. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetAudioPlaybackDevices * \sa SDL_GetAudioRecordingDevices * \sa SDL_GetDefaultAudioInfo */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(SDL_AudioDeviceID devid); /** * Get the current audio format of a specific audio device. * * For an opened device, this will report the format the device is currently * using. If the device isn't yet opened, this will report the device's * preferred format (or a reasonable default if this can't be determined). * * You may also specify SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK or * SDL_AUDIO_DEVICE_DEFAULT_RECORDING here, which is useful for getting a * reasonable recommendation before opening the system-recommended default * device. * * You can also use this to request the current device buffer size. This is * specified in sample frames and represents the amount of data SDL will feed * to the physical hardware in each chunk. This can be converted to * milliseconds of audio with the following equation: * * `ms = (int) ((((Sint64) frames) * 1000) / spec.freq);` * * Buffer size is only important if you need low-level control over the audio * playback timing. Most apps do not need this. * * \param devid the instance ID of the device to query. * \param spec on return, will be filled with device details. * \param sample_frames pointer to store device buffer size, in sample frames. * Can be NULL. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SDL_AudioSpec *spec, int *sample_frames); /** * Open a specific audio device. * * You can open both playback and recording devices through this function. * Playback devices will take data from bound audio streams, mix it, and send * it to the hardware. Recording devices will feed any bound audio streams * with a copy of any incoming data. * * An opened audio device starts out with no audio streams bound. To start * audio playing, bind a stream and supply audio data to it. Unlike SDL2, * there is no audio callback; you only bind audio streams and make sure they * have data flowing into them (however, you can simulate SDL2's semantics * fairly closely by using SDL_OpenAudioDeviceStream instead of this * function). * * If you don't care about opening a specific device, pass a `devid` of either * `SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK` or * `SDL_AUDIO_DEVICE_DEFAULT_RECORDING`. In this case, SDL will try to pick * the most reasonable default, and may also switch between physical devices * seamlessly later, if the most reasonable default changes during the * lifetime of this opened device (user changed the default in the OS's system * preferences, the default got unplugged so the system jumped to a new * default, the user plugged in headphones on a mobile device, etc). Unless * you have a good reason to choose a specific device, this is probably what * you want. * * You may request a specific format for the audio device, but there is no * promise the device will honor that request for several reasons. As such, * it's only meant to be a hint as to what data your app will provide. Audio * streams will accept data in whatever format you specify and manage * conversion for you as appropriate. SDL_GetAudioDeviceFormat can tell you * the preferred format for the device before opening and the actual format * the device is using after opening. * * It's legal to open the same device ID more than once; each successful open * will generate a new logical SDL_AudioDeviceID that is managed separately * from others on the same physical device. This allows libraries to open a * device separately from the main app and bind its own streams without * conflicting. * * It is also legal to open a device ID returned by a previous call to this * function; doing so just creates another logical device on the same physical * device. This may be useful for making logical groupings of audio streams. * * This function returns the opened device ID on success. This is a new, * unique SDL_AudioDeviceID that represents a logical device. * * Some backends might offer arbitrary devices (for example, a networked audio * protocol that can connect to an arbitrary server). For these, as a change * from SDL2, you should open a default device ID and use an SDL hint to * specify the target if you care, or otherwise let the backend figure out a * reasonable default. Most backends don't offer anything like this, and often * this would be an end user setting an environment variable for their custom * need, and not something an application should specifically manage. * * When done with an audio device, possibly at the end of the app's life, one * should call SDL_CloseAudioDevice() on the returned device id. * * \param devid the device instance id to open, or * SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK or * SDL_AUDIO_DEVICE_DEFAULT_RECORDING for the most reasonable * default device. * \param spec the requested device configuration. Can be NULL to use * reasonable defaults. * \returns the device ID on success, 0 on error; call SDL_GetError() for more * information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CloseAudioDevice * \sa SDL_GetAudioDeviceFormat */ extern SDL_DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec); /** * Use this function to pause audio playback on a specified device. * * This function pauses audio processing for a given device. Any bound audio * streams will not progress, and no audio will be generated. Pausing one * device does not prevent other unpaused devices from running. * * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app * has to bind a stream before any audio will flow. Pausing a paused device is * a legal no-op. * * Pausing a device can be useful to halt all audio without unbinding all the * audio streams. This might be useful while a game is paused, or a level is * loading, etc. * * Physical devices can not be paused or unpaused, only logical devices * created through SDL_OpenAudioDevice() can be. * * \param dev a device opened by SDL_OpenAudioDevice(). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ResumeAudioDevice * \sa SDL_AudioDevicePaused */ extern SDL_DECLSPEC int SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev); /** * Use this function to unpause audio playback on a specified device. * * This function unpauses audio processing for a given device that has * previously been paused with SDL_PauseAudioDevice(). Once unpaused, any * bound audio streams will begin to progress again, and audio can be * generated. * * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app * has to bind a stream before any audio will flow. Unpausing an unpaused * device is a legal no-op. * * Physical devices can not be paused or unpaused, only logical devices * created through SDL_OpenAudioDevice() can be. * * \param dev a device opened by SDL_OpenAudioDevice(). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AudioDevicePaused * \sa SDL_PauseAudioDevice */ extern SDL_DECLSPEC int SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID dev); /** * Use this function to query if an audio device is paused. * * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app * has to bind a stream before any audio will flow. * * Physical devices can not be paused or unpaused, only logical devices * created through SDL_OpenAudioDevice() can be. Physical and invalid device * IDs will report themselves as unpaused here. * * \param dev a device opened by SDL_OpenAudioDevice(). * \returns SDL_TRUE if device is valid and paused, SDL_FALSE otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PauseAudioDevice * \sa SDL_ResumeAudioDevice */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID dev); /** * Close a previously-opened audio device. * * The application should close open audio devices once they are no longer * needed. * * This function may block briefly while pending audio data is played by the * hardware, so that applications don't drop the last buffer of data they * supplied if terminating immediately afterwards. * * \param devid an audio device id previously returned by * SDL_OpenAudioDevice(). * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_OpenAudioDevice */ extern SDL_DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID devid); /** * Bind a list of audio streams to an audio device. * * Audio data will flow through any bound streams. For a playback device, data * for all bound streams will be mixed together and fed to the device. For a * recording device, a copy of recorded data will be provided to each bound * stream. * * Audio streams can only be bound to an open device. This operation is * atomic--all streams bound in the same call will start processing at the * same time, so they can stay in sync. Also: either all streams will be bound * or none of them will be. * * It is an error to bind an already-bound stream; it must be explicitly * unbound first. * * Binding a stream to a device will set its output format for playback * devices, and its input format for recording devices, so they match the * device's settings. The caller is welcome to change the other end of the * stream's format at any time. * * \param devid an audio device to bind a stream to. * \param streams an array of audio streams to unbind. * \param num_streams number streams listed in the `streams` array. * \returns 0 on success, -1 on error; call SDL_GetError() for more * information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_BindAudioStreams * \sa SDL_UnbindAudioStream * \sa SDL_GetAudioStreamDevice */ extern SDL_DECLSPEC int SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream **streams, int num_streams); /** * Bind a single audio stream to an audio device. * * This is a convenience function, equivalent to calling * `SDL_BindAudioStreams(devid, &stream, 1)`. * * \param devid an audio device to bind a stream to. * \param stream an audio stream to bind to a device. * \returns 0 on success, -1 on error; call SDL_GetError() for more * information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_BindAudioStreams * \sa SDL_UnbindAudioStream * \sa SDL_GetAudioStreamDevice */ extern SDL_DECLSPEC int SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_AudioStream *stream); /** * Unbind a list of audio streams from their audio devices. * * The streams being unbound do not all have to be on the same device. All * streams on the same device will be unbound atomically (data will stop * flowing through all unbound streams on the same device at the same time). * * Unbinding a stream that isn't bound to a device is a legal no-op. * * \param streams an array of audio streams to unbind. * \param num_streams number streams listed in the `streams` array. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_BindAudioStreams */ extern SDL_DECLSPEC void SDLCALL SDL_UnbindAudioStreams(SDL_AudioStream **streams, int num_streams); /** * Unbind a single audio stream from its audio device. * * This is a convenience function, equivalent to calling * `SDL_UnbindAudioStreams(&stream, 1)`. * * \param stream an audio stream to unbind from a device. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_BindAudioStream */ extern SDL_DECLSPEC void SDLCALL SDL_UnbindAudioStream(SDL_AudioStream *stream); /** * Query an audio stream for its currently-bound device. * * This reports the audio device that an audio stream is currently bound to. * * If not bound, or invalid, this returns zero, which is not a valid device * ID. * * \param stream the audio stream to query. * \returns the bound audio device, or 0 if not bound or invalid. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_BindAudioStream * \sa SDL_BindAudioStreams */ extern SDL_DECLSPEC SDL_AudioDeviceID SDLCALL SDL_GetAudioStreamDevice(SDL_AudioStream *stream); /** * Create a new audio stream. * * \param src_spec the format details of the input audio. * \param dst_spec the format details of the output audio. * \returns a new audio stream on success, or NULL on failure. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PutAudioStreamData * \sa SDL_GetAudioStreamData * \sa SDL_GetAudioStreamAvailable * \sa SDL_FlushAudioStream * \sa SDL_ClearAudioStream * \sa SDL_SetAudioStreamFormat * \sa SDL_DestroyAudioStream */ extern SDL_DECLSPEC SDL_AudioStream *SDLCALL SDL_CreateAudioStream(const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec); /** * Get the properties associated with an audio stream. * * \param stream the SDL_AudioStream to query. * \returns a valid property ID on success or 0 on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetProperty * \sa SDL_SetProperty */ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetAudioStreamProperties(SDL_AudioStream *stream); /** * Query the current format of an audio stream. * * \param stream the SDL_AudioStream to query. * \param src_spec where to store the input audio format; ignored if NULL. * \param dst_spec where to store the output audio format; ignored if NULL. * \returns 0 on success, or -1 on error. * * \threadsafety It is safe to call this function from any thread, as it holds * a stream-specific mutex while running. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetAudioStreamFormat */ extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamFormat(SDL_AudioStream *stream, SDL_AudioSpec *src_spec, SDL_AudioSpec *dst_spec); /** * Change the input and output formats of an audio stream. * * Future calls to and SDL_GetAudioStreamAvailable and SDL_GetAudioStreamData * will reflect the new format, and future calls to SDL_PutAudioStreamData * must provide data in the new input formats. * * Data that was previously queued in the stream will still be operated on in * the format that was current when it was added, which is to say you can put * the end of a sound file in one format to a stream, change formats for the * next sound file, and start putting that new data while the previous sound * file is still queued, and everything will still play back correctly. * * \param stream the stream the format is being changed. * \param src_spec the new format of the audio input; if NULL, it is not * changed. * \param dst_spec the new format of the audio output; if NULL, it is not * changed. * \returns 0 on success, or -1 on error. * * \threadsafety It is safe to call this function from any thread, as it holds * a stream-specific mutex while running. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetAudioStreamFormat * \sa SDL_SetAudioStreamFrequencyRatio */ extern SDL_DECLSPEC int SDLCALL SDL_SetAudioStreamFormat(SDL_AudioStream *stream, const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec); /** * Get the frequency ratio of an audio stream. * * \param stream the SDL_AudioStream to query. * \returns the frequency ratio of the stream, or 0.0 on error. * * \threadsafety It is safe to call this function from any thread, as it holds * a stream-specific mutex while running. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetAudioStreamFrequencyRatio */ extern SDL_DECLSPEC float SDLCALL SDL_GetAudioStreamFrequencyRatio(SDL_AudioStream *stream); /** * Change the frequency ratio of an audio stream. * * The frequency ratio is used to adjust the rate at which input data is * consumed. Changing this effectively modifies the speed and pitch of the * audio. A value greater than 1.0 will play the audio faster, and at a higher * pitch. A value less than 1.0 will play the audio slower, and at a lower * pitch. * * This is applied during SDL_GetAudioStreamData, and can be continuously * changed to create various effects. * * \param stream the stream the frequency ratio is being changed. * \param ratio the frequency ratio. 1.0 is normal speed. Must be between 0.01 * and 100. * \returns 0 on success, or -1 on error. * * \threadsafety It is safe to call this function from any thread, as it holds * a stream-specific mutex while running. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetAudioStreamFrequencyRatio * \sa SDL_SetAudioStreamFormat */ extern SDL_DECLSPEC int SDLCALL SDL_SetAudioStreamFrequencyRatio(SDL_AudioStream *stream, float ratio); /** * Add data to the stream. * * This data must match the format/channels/samplerate specified in the latest * call to SDL_SetAudioStreamFormat, or the format specified when creating the * stream if it hasn't been changed. * * Note that this call simply copies the unconverted data for later. This is * different than SDL2, where data was converted during the Put call and the * Get call would just dequeue the previously-converted data. * * \param stream the stream the audio data is being added to. * \param buf a pointer to the audio data to add. * \param len the number of bytes to write to the stream. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread, but if the * stream has a callback set, the caller might need to manage * extra locking. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ClearAudioStream * \sa SDL_FlushAudioStream * \sa SDL_GetAudioStreamData * \sa SDL_GetAudioStreamQueued */ extern SDL_DECLSPEC int SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream, const void *buf, int len); /** * Get converted/resampled data from the stream. * * The input/output data format/channels/samplerate is specified when creating * the stream, and can be changed after creation by calling * SDL_SetAudioStreamFormat. * * Note that any conversion and resampling necessary is done during this call, * and SDL_PutAudioStreamData simply queues unconverted data for later. This * is different than SDL2, where that work was done while inputting new data * to the stream and requesting the output just copied the converted data. * * \param stream the stream the audio is being requested from. * \param buf a buffer to fill with audio data. * \param len the maximum number of bytes to fill. * \returns the number of bytes read from the stream, or -1 on error. * * \threadsafety It is safe to call this function from any thread, but if the * stream has a callback set, the caller might need to manage * extra locking. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ClearAudioStream * \sa SDL_GetAudioStreamAvailable * \sa SDL_PutAudioStreamData */ extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamData(SDL_AudioStream *stream, void *buf, int len); /** * Get the number of converted/resampled bytes available. * * The stream may be buffering data behind the scenes until it has enough to * resample correctly, so this number might be lower than what you expect, or * even be zero. Add more data or flush the stream if you need the data now. * * If the stream has so much data that it would overflow an int, the return * value is clamped to a maximum value, but no queued data is lost; if there * are gigabytes of data queued, the app might need to read some of it with * SDL_GetAudioStreamData before this function's return value is no longer * clamped. * * \param stream the audio stream to query. * \returns the number of converted/resampled bytes available. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetAudioStreamData * \sa SDL_PutAudioStreamData */ extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamAvailable(SDL_AudioStream *stream); /** * Get the number of bytes currently queued. * * Note that audio streams can change their input format at any time, even if * there is still data queued in a different format, so the returned byte * count will not necessarily match the number of _sample frames_ available. * Users of this API should be aware of format changes they make when feeding * a stream and plan accordingly. * * Queued data is not converted until it is consumed by * SDL_GetAudioStreamData, so this value should be representative of the exact * data that was put into the stream. * * If the stream has so much data that it would overflow an int, the return * value is clamped to a maximum value, but no queued data is lost; if there * are gigabytes of data queued, the app might need to read some of it with * SDL_GetAudioStreamData before this function's return value is no longer * clamped. * * \param stream the audio stream to query. * \returns the number of bytes queued. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PutAudioStreamData * \sa SDL_ClearAudioStream */ extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamQueued(SDL_AudioStream *stream); /** * Tell the stream that you're done sending data, and anything being buffered * should be converted/resampled and made available immediately. * * It is legal to add more data to a stream after flushing, but there may be * audio gaps in the output. Generally this is intended to signal the end of * input, so the complete output becomes available. * * \param stream the audio stream to flush. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PutAudioStreamData */ extern SDL_DECLSPEC int SDLCALL SDL_FlushAudioStream(SDL_AudioStream *stream); /** * Clear any pending data in the stream. * * This drops any queued data, so there will be nothing to read from the * stream until more is added. * * \param stream the audio stream to clear. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetAudioStreamAvailable * \sa SDL_GetAudioStreamData * \sa SDL_GetAudioStreamQueued * \sa SDL_PutAudioStreamData */ extern SDL_DECLSPEC int SDLCALL SDL_ClearAudioStream(SDL_AudioStream *stream); /** * Use this function to pause audio playback on the audio device associated * with an audio stream. * * This function pauses audio processing for a given device. Any bound audio * streams will not progress, and no audio will be generated. Pausing one * device does not prevent other unpaused devices from running. * * Pausing a device can be useful to halt all audio without unbinding all the * audio streams. This might be useful while a game is paused, or a level is * loading, etc. * * \param stream the audio stream associated with the audio device to pause. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ResumeAudioStreamDevice */ extern SDL_DECLSPEC int SDLCALL SDL_PauseAudioStreamDevice(SDL_AudioStream *stream); /** * Use this function to unpause audio playback on the audio device associated * with an audio stream. * * This function unpauses audio processing for a given device that has * previously been paused. Once unpaused, any bound audio streams will begin * to progress again, and audio can be generated. * * \param stream the audio stream associated with the audio device to resume. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PauseAudioStreamDevice */ extern SDL_DECLSPEC int SDLCALL SDL_ResumeAudioStreamDevice(SDL_AudioStream *stream); /** * Lock an audio stream for serialized access. * * Each SDL_AudioStream has an internal mutex it uses to protect its data * structures from threading conflicts. This function allows an app to lock * that mutex, which could be useful if registering callbacks on this stream. * * One does not need to lock a stream to use in it most cases, as the stream * manages this lock internally. However, this lock is held during callbacks, * which may run from arbitrary threads at any time, so if an app needs to * protect shared data during those callbacks, locking the stream guarantees * that the callback is not running while the lock is held. * * As this is just a wrapper over SDL_LockMutex for an internal lock; it has * all the same attributes (recursive locks are allowed, etc). * * \param stream the audio stream to lock. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_UnlockAudioStream */ extern SDL_DECLSPEC int SDLCALL SDL_LockAudioStream(SDL_AudioStream *stream); /** * Unlock an audio stream for serialized access. * * This unlocks an audio stream after a call to SDL_LockAudioStream. * * \param stream the audio stream to unlock. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety You should only call this from the same thread that * previously called SDL_LockAudioStream. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LockAudioStream */ extern SDL_DECLSPEC int SDLCALL SDL_UnlockAudioStream(SDL_AudioStream *stream); /** * A callback that fires when data passes through an SDL_AudioStream. * * Apps can (optionally) register a callback with an audio stream that is * called when data is added with SDL_PutAudioStreamData, or requested with * SDL_GetAudioStreamData. * * Two values are offered here: one is the amount of additional data needed to * satisfy the immediate request (which might be zero if the stream already * has enough data queued) and the other is the total amount being requested. * In a Get call triggering a Put callback, these values can be different. In * a Put call triggering a Get callback, these values are always the same. * * Byte counts might be slightly overestimated due to buffering or resampling, * and may change from call to call. * * This callback is not required to do anything. Generally this is useful for * adding/reading data on demand, and the app will often put/get data as * appropriate, but the system goes on with the data currently available to it * if this callback does nothing. * * \param stream the SDL audio stream associated with this callback. * \param additional_amount the amount of data, in bytes, that is needed right * now. * \param total_amount the total amount of data requested, in bytes, that is * requested or available. * \param userdata an opaque pointer provided by the app for their personal * use. * * \threadsafety This callbacks may run from any thread, so if you need to * protect shared data, you should use SDL_LockAudioStream to * serialize access; this lock will be held before your callback * is called, so your callback does not need to manage the lock * explicitly. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_SetAudioStreamGetCallback * \sa SDL_SetAudioStreamPutCallback */ typedef void (SDLCALL *SDL_AudioStreamCallback)(void *userdata, SDL_AudioStream *stream, int additional_amount, int total_amount); /** * Set a callback that runs when data is requested from an audio stream. * * This callback is called _before_ data is obtained from the stream, giving * the callback the chance to add more on-demand. * * The callback can (optionally) call SDL_PutAudioStreamData() to add more * audio to the stream during this call; if needed, the request that triggered * this callback will obtain the new data immediately. * * The callback's `approx_request` argument is roughly how many bytes of * _unconverted_ data (in the stream's input format) is needed by the caller, * although this may overestimate a little for safety. This takes into account * how much is already in the stream and only asks for any extra necessary to * resolve the request, which means the callback may be asked for zero bytes, * and a different amount on each call. * * The callback is not required to supply exact amounts; it is allowed to * supply too much or too little or none at all. The caller will get what's * available, up to the amount they requested, regardless of this callback's * outcome. * * Clearing or flushing an audio stream does not call this callback. * * This function obtains the stream's lock, which means any existing callback * (get or put) in progress will finish running before setting the new * callback. * * Setting a NULL function turns off the callback. * * \param stream the audio stream to set the new callback on. * \param callback the new callback function to call when data is added to the * stream. * \param userdata an opaque pointer provided to the callback for its own * personal use. * \returns 0 on success, -1 on error. This only fails if `stream` is NULL. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetAudioStreamPutCallback */ extern SDL_DECLSPEC int SDLCALL SDL_SetAudioStreamGetCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata); /** * Set a callback that runs when data is added to an audio stream. * * This callback is called _after_ the data is added to the stream, giving the * callback the chance to obtain it immediately. * * The callback can (optionally) call SDL_GetAudioStreamData() to obtain audio * from the stream during this call. * * The callback's `approx_request` argument is how many bytes of _converted_ * data (in the stream's output format) was provided by the caller, although * this may underestimate a little for safety. This value might be less than * what is currently available in the stream, if data was already there, and * might be less than the caller provided if the stream needs to keep a buffer * to aid in resampling. Which means the callback may be provided with zero * bytes, and a different amount on each call. * * The callback may call SDL_GetAudioStreamAvailable to see the total amount * currently available to read from the stream, instead of the total provided * by the current call. * * The callback is not required to obtain all data. It is allowed to read less * or none at all. Anything not read now simply remains in the stream for * later access. * * Clearing or flushing an audio stream does not call this callback. * * This function obtains the stream's lock, which means any existing callback * (get or put) in progress will finish running before setting the new * callback. * * Setting a NULL function turns off the callback. * * \param stream the audio stream to set the new callback on. * \param callback the new callback function to call when data is added to the * stream. * \param userdata an opaque pointer provided to the callback for its own * personal use. * \returns 0 on success, -1 on error. This only fails if `stream` is NULL. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetAudioStreamGetCallback */ extern SDL_DECLSPEC int SDLCALL SDL_SetAudioStreamPutCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata); /** * Free an audio stream. * * This will release all allocated data, including any audio that is still * queued. You do not need to manually clear the stream first. * * If this stream was bound to an audio device, it is unbound during this * call. If this stream was created with SDL_OpenAudioDeviceStream, the audio * device that was opened alongside this stream's creation will be closed, * too. * * \param stream the audio stream to destroy. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateAudioStream */ extern SDL_DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream); /** * Convenience function for straightforward audio init for the common case. * * If all your app intends to do is provide a single source of PCM audio, this * function allows you to do all your audio setup in a single call. * * This is also intended to be a clean means to migrate apps from SDL2. * * This function will open an audio device, create a stream and bind it. * Unlike other methods of setup, the audio device will be closed when this * stream is destroyed, so the app can treat the returned SDL_AudioStream as * the only object needed to manage audio playback. * * Also unlike other functions, the audio device begins paused. This is to map * more closely to SDL2-style behavior, since there is no extra step here to * bind a stream to begin audio flowing. The audio device should be resumed * with `SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));` * * This function works with both playback and recording devices. * * The `spec` parameter represents the app's side of the audio stream. That * is, for recording audio, this will be the output format, and for playing * audio, this will be the input format. If spec is NULL, the system will * choose the format, and the app can use SDL_GetAudioStreamFormat() to obtain * this information later. * * If you don't care about opening a specific audio device, you can (and * probably _should_), use SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK for playback and * SDL_AUDIO_DEVICE_DEFAULT_RECORDING for recording. * * One can optionally provide a callback function; if NULL, the app is * expected to queue audio data for playback (or unqueue audio data if * capturing). Otherwise, the callback will begin to fire once the device is * unpaused. * * Destroying the returned stream with SDL_DestroyAudioStream will also close * the audio device associated with this stream. * * \param devid an audio device to open, or SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK * or SDL_AUDIO_DEVICE_DEFAULT_RECORDING. * \param spec the audio stream's data format. Can be NULL. * \param callback a callback where the app will provide new data for * playback, or receive new data for recording. Can be NULL, * in which case the app will need to call * SDL_PutAudioStreamData or SDL_GetAudioStreamData as * necessary. * \param userdata app-controlled pointer passed to callback. Can be NULL. * Ignored if callback is NULL. * \returns an audio stream on success, ready to use. NULL on error; call * SDL_GetError() for more information. When done with this stream, * call SDL_DestroyAudioStream to free resources and close the * device. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetAudioStreamDevice * \sa SDL_ResumeAudioDevice */ extern SDL_DECLSPEC SDL_AudioStream *SDLCALL SDL_OpenAudioDeviceStream(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec, SDL_AudioStreamCallback callback, void *userdata); /** * A callback that fires when data is about to be fed to an audio device. * * This is useful for accessing the final mix, perhaps for writing a * visualizer or applying a final effect to the audio data before playback. * * This callback should run as quickly as possible and not block for any * significant time, as this callback delays submission of data to the audio * device, which can cause audio playback problems. * * The postmix callback _must_ be able to handle any audio data format * specified in `spec`, which can change between callbacks if the audio device * changed. However, this only covers frequency and channel count; data is * always provided here in SDL_AUDIO_F32 format. * * \param userdata a pointer provided by the app through * SDL_SetAudioPostmixCallback, for its own use. * \param spec the current format of audio that is to be submitted to the * audio device. * \param buffer the buffer of audio samples to be submitted. The callback can * inspect and/or modify this data. * \param buflen the size of `buffer` in bytes. * * \threadsafety This will run from a background thread owned by SDL. The * application is responsible for locking resources the callback * touches that need to be protected. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_SetAudioPostmixCallback */ typedef void (SDLCALL *SDL_AudioPostmixCallback)(void *userdata, const SDL_AudioSpec *spec, float *buffer, int buflen); /** * Set a callback that fires when data is about to be fed to an audio device. * * This is useful for accessing the final mix, perhaps for writing a * visualizer or applying a final effect to the audio data before playback. * * The buffer is the final mix of all bound audio streams on an opened device; * this callback will fire regularly for any device that is both opened and * unpaused. If there is no new data to mix, either because no streams are * bound to the device or all the streams are empty, this callback will still * fire with the entire buffer set to silence. * * This callback is allowed to make changes to the data; the contents of the * buffer after this call is what is ultimately passed along to the hardware. * * The callback is always provided the data in float format (values from -1.0f * to 1.0f), but the number of channels or sample rate may be different than * the format the app requested when opening the device; SDL might have had to * manage a conversion behind the scenes, or the playback might have jumped to * new physical hardware when a system default changed, etc. These details may * change between calls. Accordingly, the size of the buffer might change * between calls as well. * * This callback can run at any time, and from any thread; if you need to * serialize access to your app's data, you should provide and use a mutex or * other synchronization device. * * All of this to say: there are specific needs this callback can fulfill, but * it is not the simplest interface. Apps should generally provide audio in * their preferred format through an SDL_AudioStream and let SDL handle the * difference. * * This function is extremely time-sensitive; the callback should do the least * amount of work possible and return as quickly as it can. The longer the * callback runs, the higher the risk of audio dropouts or other problems. * * This function will block until the audio device is in between iterations, * so any existing callback that might be running will finish before this * function sets the new callback and returns. * * Setting a NULL callback function disables any previously-set callback. * * \param devid the ID of an opened audio device. * \param callback a callback function to be called. Can be NULL. * \param userdata app-controlled pointer passed to callback. Can be NULL. * \returns zero on success, -1 on error; call SDL_GetError() for more * information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetAudioPostmixCallback(SDL_AudioDeviceID devid, SDL_AudioPostmixCallback callback, void *userdata); /** * Load the audio data of a WAVE file into memory. * * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to * be valid pointers. The entire data portion of the file is then loaded into * memory and decoded if necessary. * * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and * A-law and mu-law (8 bits). Other formats are currently unsupported and * cause an error. * * If this function succeeds, the return value is zero and the pointer to the * audio data allocated by the function is written to `audio_buf` and its * length in bytes to `audio_len`. The SDL_AudioSpec members `freq`, * `channels`, and `format` are set to the values of the audio data in the * buffer. * * It's necessary to use SDL_free() to free the audio data returned in * `audio_buf` when it is no longer used. * * Because of the underspecification of the .WAV format, there are many * problematic files in the wild that cause issues with strict decoders. To * provide compatibility with these files, this decoder is lenient in regards * to the truncation of the file, the fact chunk, and the size of the RIFF * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`, * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to * tune the behavior of the loading process. * * Any file that is invalid (due to truncation, corruption, or wrong values in * the headers), too big, or unsupported causes an error. Additionally, any * critical I/O error from the data source will terminate the loading process * with an error. The function returns NULL on error and in all cases (with * the exception of `src` being NULL), an appropriate error message will be * set. * * It is required that the data source supports seeking. * * Example: * * ```c * SDL_LoadWAV_IO(SDL_IOFromFile("sample.wav", "rb"), 1, &spec, &buf, &len); * ``` * * Note that the SDL_LoadWAV function does this same thing for you, but in a * less messy way: * * ```c * SDL_LoadWAV("sample.wav", &spec, &buf, &len); * ``` * * \param src the data source for the WAVE data. * \param closeio if SDL_TRUE, calls SDL_CloseIO() on `src` before returning, * even in the case of an error. * \param spec a pointer to an SDL_AudioSpec that will be set to the WAVE * data's format details on successful return. * \param audio_buf a pointer filled with the audio data, allocated by the * function. * \param audio_len a pointer filled with the length of the audio data buffer * in bytes. * \returns 0 on success. `audio_buf` will be filled with a pointer to an * allocated buffer containing the audio data, and `audio_len` is * filled with the length of that audio buffer in bytes. * * This function returns -1 if the .WAV file cannot be opened, uses * an unknown data format, or is corrupt; call SDL_GetError() for * more information. * * When the application is done with the data returned in * `audio_buf`, it should call SDL_free() to dispose of it. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_free * \sa SDL_LoadWAV */ extern SDL_DECLSPEC int SDLCALL SDL_LoadWAV_IO(SDL_IOStream * src, SDL_bool closeio, SDL_AudioSpec * spec, Uint8 ** audio_buf, Uint32 * audio_len); /** * Loads a WAV from a file path. * * This is a convenience function that is effectively the same as: * * ```c * SDL_LoadWAV_IO(SDL_IOFromFile(path, "rb"), 1, spec, audio_buf, audio_len); * ``` * * \param path the file path of the WAV file to open. * \param spec a pointer to an SDL_AudioSpec that will be set to the WAVE * data's format details on successful return. * \param audio_buf a pointer filled with the audio data, allocated by the * function. * \param audio_len a pointer filled with the length of the audio data buffer * in bytes. * \returns 0 on success. `audio_buf` will be filled with a pointer to an * allocated buffer containing the audio data, and `audio_len` is * filled with the length of that audio buffer in bytes. * * This function returns -1 if the .WAV file cannot be opened, uses * an unknown data format, or is corrupt; call SDL_GetError() for * more information. * * When the application is done with the data returned in * `audio_buf`, it should call SDL_free() to dispose of it. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_free * \sa SDL_LoadWAV_IO */ extern SDL_DECLSPEC int SDLCALL SDL_LoadWAV(const char *path, SDL_AudioSpec * spec, Uint8 ** audio_buf, Uint32 * audio_len); /** * Mix audio data in a specified format. * * This takes an audio buffer `src` of `len` bytes of `format` data and mixes * it into `dst`, performing addition, volume adjustment, and overflow * clipping. The buffer pointed to by `dst` must also be `len` bytes of * `format` data. * * This is provided for convenience -- you can mix your own audio data. * * Do not use this function for mixing together more than two streams of * sample data. The output from repeated application of this function may be * distorted by clipping, because there is no accumulator with greater range * than the input (not to mention this being an inefficient way of doing it). * * It is a common misconception that this function is required to write audio * data to an output stream in an audio callback. While you can do that, * SDL_MixAudio() is really only needed when you're mixing a single audio * stream with a volume adjustment. * * \param dst the destination for the mixed audio. * \param src the source audio buffer to be mixed. * \param format the SDL_AudioFormat structure representing the desired audio * format. * \param len the length of the audio buffer in bytes. * \param volume ranges from 0.0 - 1.0, and should be set to 1.0 for full * audio volume. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src, SDL_AudioFormat format, Uint32 len, float volume); /** * Convert some audio data of one format to another format. * * Please note that this function is for convenience, but should not be used * to resample audio in blocks, as it will introduce audio artifacts on the * boundaries. You should only use this function if you are converting audio * data in its entirety in one call. If you want to convert audio in smaller * chunks, use an SDL_AudioStream, which is designed for this situation. * * Internally, this function creates and destroys an SDL_AudioStream on each * use, so it's also less efficient than using one directly, if you need to * convert multiple times. * * \param src_spec the format details of the input audio. * \param src_data the audio data to be converted. * \param src_len the len of src_data. * \param dst_spec the format details of the output audio. * \param dst_data will be filled with a pointer to converted audio data, * which should be freed with SDL_free(). On error, it will be * NULL. * \param dst_len will be filled with the len of dst_data. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_ConvertAudioSamples(const SDL_AudioSpec *src_spec, const Uint8 *src_data, int src_len, const SDL_AudioSpec *dst_spec, Uint8 **dst_data, int *dst_len); /** * Get the appropriate memset value for silencing an audio format. * * The value returned by this function can be used as the second argument to * memset (or SDL_memset) to set an audio buffer in a specific format to * silence. * * \param format the audio data format to query. * \returns a byte value that can be passed to memset. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetSilenceValueForFormat(SDL_AudioFormat format); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_audio_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_thread.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef SDL_thread_h_ #define SDL_thread_h_ /** * # CategoryThread * * SDL thread management routines. */ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_properties.h> /* Thread synchronization primitives */ #include <SDL3/SDL_atomic.h> #include <SDL3/SDL_mutex.h> #if (defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK)) && !defined(SDL_PLATFORM_WINRT) #include <process.h> /* _beginthreadex() and _endthreadex() */ #endif #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * The SDL thread object. * * These are opaque data. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_CreateThread * \sa SDL_WaitThread */ typedef struct SDL_Thread SDL_Thread; /** * A unique numeric ID that identifies a thread. * * These are different from SDL_Thread objects, which are generally what an * application will operate on, but having a way to uniquely identify a thread * can be useful at times. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_GetThreadID * \sa SDL_GetCurrentThreadID */ typedef Uint64 SDL_ThreadID; /** * Thread local storage ID values. * * 0 is the invalid ID. An app can create these and then set data for these * IDs that is unique to each thread. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_CreateTLS * \sa SDL_GetTLS * \sa SDL_SetTLS */ typedef Uint32 SDL_TLSID; /** * The SDL thread priority. * * SDL will make system changes as necessary in order to apply the thread * priority. Code which attempts to control thread state related to priority * should be aware that calling SDL_SetThreadPriority may alter such state. * SDL_HINT_THREAD_PRIORITY_POLICY can be used to control aspects of this * behavior. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_ThreadPriority { SDL_THREAD_PRIORITY_LOW, SDL_THREAD_PRIORITY_NORMAL, SDL_THREAD_PRIORITY_HIGH, SDL_THREAD_PRIORITY_TIME_CRITICAL } SDL_ThreadPriority; /** * The function passed to SDL_CreateThread() as the new thread's entry point. * * \param data what was passed as `data` to SDL_CreateThread(). * \returns a value that can be reported through SDL_WaitThread(). * * \since This datatype is available since SDL 3.0.0. */ typedef int (SDLCALL * SDL_ThreadFunction) (void *data); #ifdef SDL_WIKI_DOCUMENTATION_SECTION /* * Note that these aren't the correct function signatures in this block, but * this is what the API reference manual should look like for all intents and * purposes. * * Technical details, not for the wiki (hello, header readers!)... * * On Windows (and maybe other platforms), a program might use a different * C runtime than its libraries. Or, in SDL's case, it might use a C runtime * while SDL uses none at all. * * C runtimes expect to initialize thread-specific details when a new thread * is created, but to do this in SDL_CreateThread would require SDL to know * intimate details about the caller's C runtime, which is not possible. * * So SDL_CreateThread has two extra parameters, which are * hidden at compile time by macros: the C runtime's `_beginthreadex` and * `_endthreadex` entry points. If these are not NULL, they are used to spin * and terminate the new thread; otherwise the standard Win32 `CreateThread` * function is used. When `SDL_CreateThread` is called from a compiler that * needs this C runtime thread init function, macros insert the appropriate * function pointers for SDL_CreateThread's caller (which might be a different * compiler with a different runtime in different calls to SDL_CreateThread!). * * SDL_BeginThreadFunction defaults to `_beginthreadex` on Windows (and NULL * everywhere else), but apps that have extremely specific special needs can * define this to something else and the SDL headers will use it, passing the * app-defined value to SDL_CreateThread calls. Redefine this with caution! * * Platforms that don't need _beginthread stuff (most everything) will fail * SDL_CreateThread with an error if these pointers _aren't_ NULL. * * Unless you are doing something extremely complicated, like perhaps a * language binding, **you should never deal with this directly**. Let SDL's * macros handle this platform-specific detail transparently! */ /** * Create a new thread with a default stack size. * * This is a convenience function, equivalent to calling * SDL_CreateThreadWithProperties with the following properties set: * * - `SDL_PROP_THREAD_CREATE_ENTRY_FUNCTION_POINTER`: `fn` * - `SDL_PROP_THREAD_CREATE_NAME_STRING`: `name` * - `SDL_PROP_THREAD_CREATE_USERDATA_POINTER`: `data` * * Note that this "function" is actually a macro that calls an internal * function with two extra parameters not listed here; they are hidden through * preprocessor macros and are needed to support various C runtimes at the * point of the function call. Language bindings that aren't using the C * headers will need to deal with this. * * Usually, apps should just call this function the same way on every platform * and let the macros hide the details. * * \param fn the SDL_ThreadFunction function to call in the new thread. * \param name the name of the thread. * \param data a pointer that is passed to `fn`. * \returns an opaque pointer to the new thread object on success, NULL if the * new thread could not be created; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateThreadWithProperties * \sa SDL_WaitThread */ extern SDL_DECLSPEC SDL_Thread * SDLCALL SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data); /** * Create a new thread with with the specified properties. * * These are the supported properties: * * - `SDL_PROP_THREAD_CREATE_ENTRY_FUNCTION_POINTER`: an SDL_ThreadFunction * value that will be called at the start of the new thread's life. * Required. * - `SDL_PROP_THREAD_CREATE_NAME_STRING`: the name of the new thread, which * might be available to debuggers. Optional, defaults to NULL. * - `SDL_PROP_THREAD_CREATE_USERDATA_POINTER`: an arbitrary app-defined * pointer, which is passed to the entry function on the new thread, as its * only parameter. Optional, defaults to NULL. * - `SDL_PROP_THREAD_CREATE_STACKSIZE_NUMBER`: the size, in bytes, of the new * thread's stack. Optional, defaults to 0 (system-defined default). * * SDL makes an attempt to report `SDL_PROP_THREAD_CREATE_NAME_STRING` to the * system, so that debuggers can display it. Not all platforms support this. * * Thread naming is a little complicated: Most systems have very small limits * for the string length (Haiku has 32 bytes, Linux currently has 16, Visual * C++ 6.0 has _nine_!), and possibly other arbitrary rules. You'll have to * see what happens with your system's debugger. The name should be UTF-8 (but * using the naming limits of C identifiers is a better bet). There are no * requirements for thread naming conventions, so long as the string is * null-terminated UTF-8, but these guidelines are helpful in choosing a name: * * https://stackoverflow.com/questions/149932/naming-conventions-for-threads * * If a system imposes requirements, SDL will try to munge the string for it * (truncate, etc), but the original string contents will be available from * SDL_GetThreadName(). * * The size (in bytes) of the new stack can be specified with * `SDL_PROP_THREAD_CREATE_STACKSIZE_NUMBER`. Zero means "use the system * default" which might be wildly different between platforms. x86 Linux * generally defaults to eight megabytes, an embedded device might be a few * kilobytes instead. You generally need to specify a stack that is a multiple * of the system's page size (in many cases, this is 4 kilobytes, but check * your system documentation). * * Note that this "function" is actually a macro that calls an internal * function with two extra parameters not listed here; they are hidden through * preprocessor macros and are needed to support various C runtimes at the * point of the function call. Language bindings that aren't using the C * headers will need to deal with this. * * The actual symbol in SDL is `SDL_CreateThreadWithPropertiesRuntime`, so * there is no symbol clash, but trying to load an SDL shared library and look * for "SDL_CreateThreadWithProperties" will fail. * * Usually, apps should just call this function the same way on every platform * and let the macros hide the details. * * \param props the properties to use. * \returns an opaque pointer to the new thread object on success, NULL if the * new thread could not be created; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateThread * \sa SDL_WaitThread */ extern SDL_DECLSPEC SDL_Thread * SDLCALL SDL_CreateThreadWithProperties(SDL_PropertiesID props); #define SDL_PROP_THREAD_CREATE_ENTRY_FUNCTION_POINTER "entry_function" #define SDL_PROP_THREAD_CREATE_NAME_STRING "name" #define SDL_PROP_THREAD_CREATE_USERDATA_POINTER "userdata" #define SDL_PROP_THREAD_CREATE_STACKSIZE_NUMBER "stacksize" /* end wiki documentation for macros that are meant to look like functions. */ #endif /* The real implementation, hidden from the wiki, so it can show this as real functions that don't have macro magic. */ #ifndef SDL_WIKI_DOCUMENTATION_SECTION # if (defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK)) && !defined(SDL_PLATFORM_WINRT) # ifndef SDL_BeginThreadFunction # define SDL_BeginThreadFunction _beginthreadex # endif # ifndef SDL_EndThreadFunction # define SDL_EndThreadFunction _endthreadex # endif # endif #endif /* currently no other platforms than Windows use _beginthreadex/_endthreadex things. */ #ifndef SDL_WIKI_DOCUMENTATION_SECTION # ifndef SDL_BeginThreadFunction # define SDL_BeginThreadFunction NULL # endif #endif #ifndef SDL_WIKI_DOCUMENTATION_SECTION # ifndef SDL_EndThreadFunction # define SDL_EndThreadFunction NULL # endif #endif #ifndef SDL_WIKI_DOCUMENTATION_SECTION /* These are the actual functions exported from SDL! Don't use them directly! Use the SDL_CreateThread and SDL_CreateThreadWithProperties macros! */ /** * The actual entry point for SDL_CreateThread. * * \param fn the SDL_ThreadFunction function to call in the new thread * \param name the name of the thread * \param data a pointer that is passed to `fn` * \param pfnBeginThread the C runtime's _beginthreadex (or whatnot). Can be NULL. * \param pfnEndThread the C runtime's _endthreadex (or whatnot). Can be NULL. * \returns an opaque pointer to the new thread object on success, NULL if the * new thread could not be created; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Thread *SDLCALL SDL_CreateThreadRuntime(SDL_ThreadFunction fn, const char *name, void *data, SDL_FunctionPointer pfnBeginThread, SDL_FunctionPointer pfnEndThread); /** * The actual entry point for SDL_CreateThreadWithProperties. * * \param props the properties to use * \param pfnBeginThread the C runtime's _beginthreadex (or whatnot). Can be NULL. * \param pfnEndThread the C runtime's _endthreadex (or whatnot). Can be NULL. * \returns an opaque pointer to the new thread object on success, NULL if the * new thread could not be created; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Thread *SDLCALL SDL_CreateThreadWithPropertiesRuntime(SDL_PropertiesID props, SDL_FunctionPointer pfnBeginThread, SDL_FunctionPointer pfnEndThread); #define SDL_CreateThread(fn, name, data) SDL_CreateThreadRuntime((fn), (name), (data), (SDL_FunctionPointer) (SDL_BeginThreadFunction), (SDL_FunctionPointer) (SDL_EndThreadFunction)) #define SDL_CreateThreadWithProperties(props) SDL_CreateThreadWithPropertiesRuntime((props), (SDL_FunctionPointer) (SDL_BeginThreadFunction), (SDL_FunctionPointer) (SDL_EndThreadFunction)) #define SDL_PROP_THREAD_CREATE_ENTRY_FUNCTION_POINTER "entry_function" #define SDL_PROP_THREAD_CREATE_NAME_STRING "name" #define SDL_PROP_THREAD_CREATE_USERDATA_POINTER "userdata" #define SDL_PROP_THREAD_CREATE_STACKSIZE_NUMBER "stacksize" #endif /** * Get the thread name as it was specified in SDL_CreateThread(). * * The returned string follows the SDL_GetStringRule. * * \param thread the thread to query. * \returns a pointer to a UTF-8 string that names the specified thread, or * NULL if it doesn't have a name. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetThreadName(SDL_Thread *thread); /** * Get the thread identifier for the current thread. * * This thread identifier is as reported by the underlying operating system. * If SDL is running on a platform that does not support threads the return * value will always be zero. * * This function also returns a valid thread ID when called from the main * thread. * * \returns the ID of the current thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetThreadID */ extern SDL_DECLSPEC SDL_ThreadID SDLCALL SDL_GetCurrentThreadID(void); /** * Get the thread identifier for the specified thread. * * This thread identifier is as reported by the underlying operating system. * If SDL is running on a platform that does not support threads the return * value will always be zero. * * \param thread the thread to query. * \returns the ID of the specified thread, or the ID of the current thread if * `thread` is NULL. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetCurrentThreadID */ extern SDL_DECLSPEC SDL_ThreadID SDLCALL SDL_GetThreadID(SDL_Thread * thread); /** * Set the priority for the current thread. * * Note that some platforms will not let you alter the priority (or at least, * promote the thread to a higher priority) at all, and some require you to be * an administrator account. Be prepared for this to fail. * * \param priority the SDL_ThreadPriority to set. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetThreadPriority(SDL_ThreadPriority priority); /** * Wait for a thread to finish. * * Threads that haven't been detached will remain (as a "zombie") until this * function cleans them up. Not doing so is a resource leak. * * Once a thread has been cleaned up through this function, the SDL_Thread * that references it becomes invalid and should not be referenced again. As * such, only one thread may call SDL_WaitThread() on another. * * The return code for the thread function is placed in the area pointed to by * `status`, if `status` is not NULL. * * You may not wait on a thread that has been used in a call to * SDL_DetachThread(). Use either that function or this one, but not both, or * behavior is undefined. * * It is safe to pass a NULL thread to this function; it is a no-op. * * Note that the thread pointer is freed by this function and is not valid * afterward. * * \param thread the SDL_Thread pointer that was returned from the * SDL_CreateThread() call that started this thread. * \param status pointer to an integer that will receive the value returned * from the thread function by its 'return', or NULL to not * receive such value back. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateThread * \sa SDL_DetachThread */ extern SDL_DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread * thread, int *status); /** * Let a thread clean up on exit without intervention. * * A thread may be "detached" to signify that it should not remain until * another thread has called SDL_WaitThread() on it. Detaching a thread is * useful for long-running threads that nothing needs to synchronize with or * further manage. When a detached thread is done, it simply goes away. * * There is no way to recover the return code of a detached thread. If you * need this, don't detach the thread and instead use SDL_WaitThread(). * * Once a thread is detached, you should usually assume the SDL_Thread isn't * safe to reference again, as it will become invalid immediately upon the * detached thread's exit, instead of remaining until someone has called * SDL_WaitThread() to finally clean it up. As such, don't detach the same * thread more than once. * * If a thread has already exited when passed to SDL_DetachThread(), it will * stop waiting for a call to SDL_WaitThread() and clean up immediately. It is * not safe to detach a thread that might be used with SDL_WaitThread(). * * You may not call SDL_WaitThread() on a thread that has been detached. Use * either that function or this one, but not both, or behavior is undefined. * * It is safe to pass NULL to this function; it is a no-op. * * \param thread the SDL_Thread pointer that was returned from the * SDL_CreateThread() call that started this thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateThread * \sa SDL_WaitThread */ extern SDL_DECLSPEC void SDLCALL SDL_DetachThread(SDL_Thread * thread); /** * Create a piece of thread-local storage. * * This creates an identifier that is globally visible to all threads but * refers to data that is thread-specific. * * \returns the newly created thread local storage identifier or 0 on error. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetTLS * \sa SDL_SetTLS */ extern SDL_DECLSPEC SDL_TLSID SDLCALL SDL_CreateTLS(void); /** * Get the current thread's value associated with a thread local storage ID. * * \param id the thread local storage ID. * \returns the value associated with the ID for the current thread or NULL if * no value has been set; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetTLS */ extern SDL_DECLSPEC void * SDLCALL SDL_GetTLS(SDL_TLSID id); /** * The callback used to cleanup data passed to SDL_SetTLS. * * This is called when a thread exits, to allow an app to free any resources. * * \param value a pointer previously handed to SDL_SetTLS. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_SetTLS */ typedef void (SDLCALL *SDL_TLSDestructorCallback)(void *value); /** * Set the current thread's value associated with a thread local storage ID. * * Note that replacing a value from a previous call to this function on the * same thread does _not_ call the previous value's destructor! * * `destructor` can be NULL; it is assumed that `value` does not need to be * cleaned up if so. * * \param id the thread local storage ID. * \param value the value to associate with the ID for the current thread. * \param destructor a function called when the thread exits, to free the * value. Can be NULL. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetTLS */ extern SDL_DECLSPEC int SDLCALL SDL_SetTLS(SDL_TLSID id, const void *value, SDL_TLSDestructorCallback destructor); /** * Cleanup all TLS data for this thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_CleanupTLS(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_thread_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_opengles.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* * This is a simple file to encapsulate the OpenGL ES 1.X API headers. */ #include <SDL3/SDL_platform_defines.h> #ifdef SDL_PLATFORM_IOS #include <OpenGLES/ES1/gl.h> #include <OpenGLES/ES1/glext.h> #else #include <GLES/gl.h> #include <GLES/glext.h> #endif #ifndef APIENTRY #define APIENTRY #endif
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_test_assert.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * Assertion functions of SDL test framework. * * This code is a part of the SDL test library, not the main SDL library. */ /* * * Assert API for test code and test cases * */ #ifndef SDL_test_assert_h_ #define SDL_test_assert_h_ #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* Fails the assert. */ #define ASSERT_FAIL 0 /* Passes the assert. */ #define ASSERT_PASS 1 /* * Assert that logs and break execution flow on failures. * * \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0). * \param assertDescription Message to log with the assert describing it. */ void SDLTest_Assert(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2); /* * Assert for test cases that logs but does not break execution flow on failures. Updates assertion counters. * * \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0). * \param assertDescription Message to log with the assert describing it. * * \returns the assertCondition so it can be used to externally to break execution flow if desired. */ int SDLTest_AssertCheck(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2); /* * Explicitly pass without checking an assertion condition. Updates assertion counter. * * \param assertDescription Message to log with the assert describing it. */ void SDLTest_AssertPass(SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(1); /* * Resets the assert summary counters to zero. */ void SDLTest_ResetAssertSummary(void); /* * Logs summary of all assertions (total, pass, fail) since last reset as INFO or ERROR. */ void SDLTest_LogAssertSummary(void); /* * Converts the current assert summary state to a test result. * * \returns TEST_RESULT_PASSED, TEST_RESULT_FAILED, or TEST_RESULT_NO_ASSERT */ int SDLTest_AssertSummaryToTestResult(void); #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_test_assert_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_opengles2_gl2ext.h
#ifndef __gles2_gl2ext_h_ #define __gles2_gl2ext_h_ 1 #ifdef __cplusplus extern "C" { #endif /* ** Copyright 2013-2020 The Khronos Group Inc. ** SPDX-License-Identifier: MIT ** ** This header is generated from the Khronos OpenGL / OpenGL ES XML ** API Registry. The current version of the Registry, generator scripts ** used to make the header, and the header can be found at ** https://github.com/KhronosGroup/OpenGL-Registry */ #ifndef GL_APIENTRYP #define GL_APIENTRYP GL_APIENTRY* #endif /* Generated on date 20220530 */ /* Generated C header for: * API: gles2 * Profile: common * Versions considered: 2\.[0-9] * Versions emitted: _nomatch_^ * Default extensions included: gles2 * Additional extensions included: _nomatch_^ * Extensions removed: _nomatch_^ */ #ifndef GL_KHR_blend_equation_advanced #define GL_KHR_blend_equation_advanced 1 #define GL_MULTIPLY_KHR 0x9294 #define GL_SCREEN_KHR 0x9295 #define GL_OVERLAY_KHR 0x9296 #define GL_DARKEN_KHR 0x9297 #define GL_LIGHTEN_KHR 0x9298 #define GL_COLORDODGE_KHR 0x9299 #define GL_COLORBURN_KHR 0x929A #define GL_HARDLIGHT_KHR 0x929B #define GL_SOFTLIGHT_KHR 0x929C #define GL_DIFFERENCE_KHR 0x929E #define GL_EXCLUSION_KHR 0x92A0 #define GL_HSL_HUE_KHR 0x92AD #define GL_HSL_SATURATION_KHR 0x92AE #define GL_HSL_COLOR_KHR 0x92AF #define GL_HSL_LUMINOSITY_KHR 0x92B0 typedef void (GL_APIENTRYP PFNGLBLENDBARRIERKHRPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glBlendBarrierKHR (void); #endif #endif /* GL_KHR_blend_equation_advanced */ #ifndef GL_KHR_blend_equation_advanced_coherent #define GL_KHR_blend_equation_advanced_coherent 1 #define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285 #endif /* GL_KHR_blend_equation_advanced_coherent */ #ifndef GL_KHR_context_flush_control #define GL_KHR_context_flush_control 1 #define GL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x82FB #define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x82FC #endif /* GL_KHR_context_flush_control */ #ifndef GL_KHR_debug #define GL_KHR_debug 1 typedef void (GL_APIENTRY *GLDEBUGPROCKHR)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); #define GL_SAMPLER 0x82E6 #define GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR 0x8242 #define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_KHR 0x8243 #define GL_DEBUG_CALLBACK_FUNCTION_KHR 0x8244 #define GL_DEBUG_CALLBACK_USER_PARAM_KHR 0x8245 #define GL_DEBUG_SOURCE_API_KHR 0x8246 #define GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR 0x8247 #define GL_DEBUG_SOURCE_SHADER_COMPILER_KHR 0x8248 #define GL_DEBUG_SOURCE_THIRD_PARTY_KHR 0x8249 #define GL_DEBUG_SOURCE_APPLICATION_KHR 0x824A #define GL_DEBUG_SOURCE_OTHER_KHR 0x824B #define GL_DEBUG_TYPE_ERROR_KHR 0x824C #define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR 0x824D #define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR 0x824E #define GL_DEBUG_TYPE_PORTABILITY_KHR 0x824F #define GL_DEBUG_TYPE_PERFORMANCE_KHR 0x8250 #define GL_DEBUG_TYPE_OTHER_KHR 0x8251 #define GL_DEBUG_TYPE_MARKER_KHR 0x8268 #define GL_DEBUG_TYPE_PUSH_GROUP_KHR 0x8269 #define GL_DEBUG_TYPE_POP_GROUP_KHR 0x826A #define GL_DEBUG_SEVERITY_NOTIFICATION_KHR 0x826B #define GL_MAX_DEBUG_GROUP_STACK_DEPTH_KHR 0x826C #define GL_DEBUG_GROUP_STACK_DEPTH_KHR 0x826D #define GL_BUFFER_KHR 0x82E0 #define GL_SHADER_KHR 0x82E1 #define GL_PROGRAM_KHR 0x82E2 #define GL_VERTEX_ARRAY_KHR 0x8074 #define GL_QUERY_KHR 0x82E3 #define GL_PROGRAM_PIPELINE_KHR 0x82E4 #define GL_SAMPLER_KHR 0x82E6 #define GL_MAX_LABEL_LENGTH_KHR 0x82E8 #define GL_MAX_DEBUG_MESSAGE_LENGTH_KHR 0x9143 #define GL_MAX_DEBUG_LOGGED_MESSAGES_KHR 0x9144 #define GL_DEBUG_LOGGED_MESSAGES_KHR 0x9145 #define GL_DEBUG_SEVERITY_HIGH_KHR 0x9146 #define GL_DEBUG_SEVERITY_MEDIUM_KHR 0x9147 #define GL_DEBUG_SEVERITY_LOW_KHR 0x9148 #define GL_DEBUG_OUTPUT_KHR 0x92E0 #define GL_CONTEXT_FLAG_DEBUG_BIT_KHR 0x00000002 #define GL_STACK_OVERFLOW_KHR 0x0503 #define GL_STACK_UNDERFLOW_KHR 0x0504 typedef void (GL_APIENTRYP PFNGLDEBUGMESSAGECONTROLKHRPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); typedef void (GL_APIENTRYP PFNGLDEBUGMESSAGEINSERTKHRPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); typedef void (GL_APIENTRYP PFNGLDEBUGMESSAGECALLBACKKHRPROC) (GLDEBUGPROCKHR callback, const void *userParam); typedef GLuint (GL_APIENTRYP PFNGLGETDEBUGMESSAGELOGKHRPROC) (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); typedef void (GL_APIENTRYP PFNGLPUSHDEBUGGROUPKHRPROC) (GLenum source, GLuint id, GLsizei length, const GLchar *message); typedef void (GL_APIENTRYP PFNGLPOPDEBUGGROUPKHRPROC) (void); typedef void (GL_APIENTRYP PFNGLOBJECTLABELKHRPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar *label); typedef void (GL_APIENTRYP PFNGLGETOBJECTLABELKHRPROC) (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); typedef void (GL_APIENTRYP PFNGLOBJECTPTRLABELKHRPROC) (const void *ptr, GLsizei length, const GLchar *label); typedef void (GL_APIENTRYP PFNGLGETOBJECTPTRLABELKHRPROC) (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); typedef void (GL_APIENTRYP PFNGLGETPOINTERVKHRPROC) (GLenum pname, void **params); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDebugMessageControlKHR (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); GL_APICALL void GL_APIENTRY glDebugMessageInsertKHR (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); GL_APICALL void GL_APIENTRY glDebugMessageCallbackKHR (GLDEBUGPROCKHR callback, const void *userParam); GL_APICALL GLuint GL_APIENTRY glGetDebugMessageLogKHR (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); GL_APICALL void GL_APIENTRY glPushDebugGroupKHR (GLenum source, GLuint id, GLsizei length, const GLchar *message); GL_APICALL void GL_APIENTRY glPopDebugGroupKHR (void); GL_APICALL void GL_APIENTRY glObjectLabelKHR (GLenum identifier, GLuint name, GLsizei length, const GLchar *label); GL_APICALL void GL_APIENTRY glGetObjectLabelKHR (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); GL_APICALL void GL_APIENTRY glObjectPtrLabelKHR (const void *ptr, GLsizei length, const GLchar *label); GL_APICALL void GL_APIENTRY glGetObjectPtrLabelKHR (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); GL_APICALL void GL_APIENTRY glGetPointervKHR (GLenum pname, void **params); #endif #endif /* GL_KHR_debug */ #ifndef GL_KHR_no_error #define GL_KHR_no_error 1 #define GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR 0x00000008 #endif /* GL_KHR_no_error */ #ifndef GL_KHR_parallel_shader_compile #define GL_KHR_parallel_shader_compile 1 #define GL_MAX_SHADER_COMPILER_THREADS_KHR 0x91B0 #define GL_COMPLETION_STATUS_KHR 0x91B1 typedef void (GL_APIENTRYP PFNGLMAXSHADERCOMPILERTHREADSKHRPROC) (GLuint count); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glMaxShaderCompilerThreadsKHR (GLuint count); #endif #endif /* GL_KHR_parallel_shader_compile */ #ifndef GL_KHR_robust_buffer_access_behavior #define GL_KHR_robust_buffer_access_behavior 1 #endif /* GL_KHR_robust_buffer_access_behavior */ #ifndef GL_KHR_robustness #define GL_KHR_robustness 1 #define GL_CONTEXT_ROBUST_ACCESS_KHR 0x90F3 #define GL_LOSE_CONTEXT_ON_RESET_KHR 0x8252 #define GL_GUILTY_CONTEXT_RESET_KHR 0x8253 #define GL_INNOCENT_CONTEXT_RESET_KHR 0x8254 #define GL_UNKNOWN_CONTEXT_RESET_KHR 0x8255 #define GL_RESET_NOTIFICATION_STRATEGY_KHR 0x8256 #define GL_NO_RESET_NOTIFICATION_KHR 0x8261 #define GL_CONTEXT_LOST_KHR 0x0507 typedef GLenum (GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC) (void); typedef void (GL_APIENTRYP PFNGLREADNPIXELSKHRPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); typedef void (GL_APIENTRYP PFNGLGETNUNIFORMFVKHRPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); typedef void (GL_APIENTRYP PFNGLGETNUNIFORMIVKHRPROC) (GLuint program, GLint location, GLsizei bufSize, GLint *params); typedef void (GL_APIENTRYP PFNGLGETNUNIFORMUIVKHRPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint *params); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL GLenum GL_APIENTRY glGetGraphicsResetStatusKHR (void); GL_APICALL void GL_APIENTRY glReadnPixelsKHR (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); GL_APICALL void GL_APIENTRY glGetnUniformfvKHR (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); GL_APICALL void GL_APIENTRY glGetnUniformivKHR (GLuint program, GLint location, GLsizei bufSize, GLint *params); GL_APICALL void GL_APIENTRY glGetnUniformuivKHR (GLuint program, GLint location, GLsizei bufSize, GLuint *params); #endif #endif /* GL_KHR_robustness */ #ifndef GL_KHR_shader_subgroup #define GL_KHR_shader_subgroup 1 #define GL_SUBGROUP_SIZE_KHR 0x9532 #define GL_SUBGROUP_SUPPORTED_STAGES_KHR 0x9533 #define GL_SUBGROUP_SUPPORTED_FEATURES_KHR 0x9534 #define GL_SUBGROUP_QUAD_ALL_STAGES_KHR 0x9535 #define GL_SUBGROUP_FEATURE_BASIC_BIT_KHR 0x00000001 #define GL_SUBGROUP_FEATURE_VOTE_BIT_KHR 0x00000002 #define GL_SUBGROUP_FEATURE_ARITHMETIC_BIT_KHR 0x00000004 #define GL_SUBGROUP_FEATURE_BALLOT_BIT_KHR 0x00000008 #define GL_SUBGROUP_FEATURE_SHUFFLE_BIT_KHR 0x00000010 #define GL_SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT_KHR 0x00000020 #define GL_SUBGROUP_FEATURE_CLUSTERED_BIT_KHR 0x00000040 #define GL_SUBGROUP_FEATURE_QUAD_BIT_KHR 0x00000080 #endif /* GL_KHR_shader_subgroup */ #ifndef GL_KHR_texture_compression_astc_hdr #define GL_KHR_texture_compression_astc_hdr 1 #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 #define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 #define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 #define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 #define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 #define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 #define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 #define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 #define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 #define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA #define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB #define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC #define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD #endif /* GL_KHR_texture_compression_astc_hdr */ #ifndef GL_KHR_texture_compression_astc_ldr #define GL_KHR_texture_compression_astc_ldr 1 #endif /* GL_KHR_texture_compression_astc_ldr */ #ifndef GL_KHR_texture_compression_astc_sliced_3d #define GL_KHR_texture_compression_astc_sliced_3d 1 #endif /* GL_KHR_texture_compression_astc_sliced_3d */ #ifndef GL_OES_EGL_image #define GL_OES_EGL_image 1 typedef void *GLeglImageOES; typedef void (GL_APIENTRYP PFNGLEGLIMAGETARGETTEXTURE2DOESPROC) (GLenum target, GLeglImageOES image); typedef void (GL_APIENTRYP PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC) (GLenum target, GLeglImageOES image); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glEGLImageTargetTexture2DOES (GLenum target, GLeglImageOES image); GL_APICALL void GL_APIENTRY glEGLImageTargetRenderbufferStorageOES (GLenum target, GLeglImageOES image); #endif #endif /* GL_OES_EGL_image */ #ifndef GL_OES_EGL_image_external #define GL_OES_EGL_image_external 1 #define GL_TEXTURE_EXTERNAL_OES 0x8D65 #define GL_TEXTURE_BINDING_EXTERNAL_OES 0x8D67 #define GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES 0x8D68 #define GL_SAMPLER_EXTERNAL_OES 0x8D66 #endif /* GL_OES_EGL_image_external */ #ifndef GL_OES_EGL_image_external_essl3 #define GL_OES_EGL_image_external_essl3 1 #endif /* GL_OES_EGL_image_external_essl3 */ #ifndef GL_OES_compressed_ETC1_RGB8_sub_texture #define GL_OES_compressed_ETC1_RGB8_sub_texture 1 #endif /* GL_OES_compressed_ETC1_RGB8_sub_texture */ #ifndef GL_OES_compressed_ETC1_RGB8_texture #define GL_OES_compressed_ETC1_RGB8_texture 1 #define GL_ETC1_RGB8_OES 0x8D64 #endif /* GL_OES_compressed_ETC1_RGB8_texture */ #ifndef GL_OES_compressed_paletted_texture #define GL_OES_compressed_paletted_texture 1 #define GL_PALETTE4_RGB8_OES 0x8B90 #define GL_PALETTE4_RGBA8_OES 0x8B91 #define GL_PALETTE4_R5_G6_B5_OES 0x8B92 #define GL_PALETTE4_RGBA4_OES 0x8B93 #define GL_PALETTE4_RGB5_A1_OES 0x8B94 #define GL_PALETTE8_RGB8_OES 0x8B95 #define GL_PALETTE8_RGBA8_OES 0x8B96 #define GL_PALETTE8_R5_G6_B5_OES 0x8B97 #define GL_PALETTE8_RGBA4_OES 0x8B98 #define GL_PALETTE8_RGB5_A1_OES 0x8B99 #endif /* GL_OES_compressed_paletted_texture */ #ifndef GL_OES_copy_image #define GL_OES_copy_image 1 typedef void (GL_APIENTRYP PFNGLCOPYIMAGESUBDATAOESPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glCopyImageSubDataOES (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); #endif #endif /* GL_OES_copy_image */ #ifndef GL_OES_depth24 #define GL_OES_depth24 1 #define GL_DEPTH_COMPONENT24_OES 0x81A6 #endif /* GL_OES_depth24 */ #ifndef GL_OES_depth32 #define GL_OES_depth32 1 #define GL_DEPTH_COMPONENT32_OES 0x81A7 #endif /* GL_OES_depth32 */ #ifndef GL_OES_depth_texture #define GL_OES_depth_texture 1 #endif /* GL_OES_depth_texture */ #ifndef GL_OES_draw_buffers_indexed #define GL_OES_draw_buffers_indexed 1 #define GL_MIN 0x8007 #define GL_MAX 0x8008 typedef void (GL_APIENTRYP PFNGLENABLEIOESPROC) (GLenum target, GLuint index); typedef void (GL_APIENTRYP PFNGLDISABLEIOESPROC) (GLenum target, GLuint index); typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONIOESPROC) (GLuint buf, GLenum mode); typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONSEPARATEIOESPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); typedef void (GL_APIENTRYP PFNGLBLENDFUNCIOESPROC) (GLuint buf, GLenum src, GLenum dst); typedef void (GL_APIENTRYP PFNGLBLENDFUNCSEPARATEIOESPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); typedef void (GL_APIENTRYP PFNGLCOLORMASKIOESPROC) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); typedef GLboolean (GL_APIENTRYP PFNGLISENABLEDIOESPROC) (GLenum target, GLuint index); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glEnableiOES (GLenum target, GLuint index); GL_APICALL void GL_APIENTRY glDisableiOES (GLenum target, GLuint index); GL_APICALL void GL_APIENTRY glBlendEquationiOES (GLuint buf, GLenum mode); GL_APICALL void GL_APIENTRY glBlendEquationSeparateiOES (GLuint buf, GLenum modeRGB, GLenum modeAlpha); GL_APICALL void GL_APIENTRY glBlendFunciOES (GLuint buf, GLenum src, GLenum dst); GL_APICALL void GL_APIENTRY glBlendFuncSeparateiOES (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); GL_APICALL void GL_APIENTRY glColorMaskiOES (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); GL_APICALL GLboolean GL_APIENTRY glIsEnablediOES (GLenum target, GLuint index); #endif #endif /* GL_OES_draw_buffers_indexed */ #ifndef GL_OES_draw_elements_base_vertex #define GL_OES_draw_elements_base_vertex 1 typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXOESPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); typedef void (GL_APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXOESPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXOESPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); typedef void (GL_APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDrawElementsBaseVertexOES (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); GL_APICALL void GL_APIENTRY glDrawRangeElementsBaseVertexOES (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); GL_APICALL void GL_APIENTRY glDrawElementsInstancedBaseVertexOES (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); GL_APICALL void GL_APIENTRY glMultiDrawElementsBaseVertexEXT (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); #endif #endif /* GL_OES_draw_elements_base_vertex */ #ifndef GL_OES_element_index_uint #define GL_OES_element_index_uint 1 #endif /* GL_OES_element_index_uint */ #ifndef GL_OES_fbo_render_mipmap #define GL_OES_fbo_render_mipmap 1 #endif /* GL_OES_fbo_render_mipmap */ #ifndef GL_OES_fragment_precision_high #define GL_OES_fragment_precision_high 1 #endif /* GL_OES_fragment_precision_high */ #ifndef GL_OES_geometry_point_size #define GL_OES_geometry_point_size 1 #endif /* GL_OES_geometry_point_size */ #ifndef GL_OES_geometry_shader #define GL_OES_geometry_shader 1 #define GL_GEOMETRY_SHADER_OES 0x8DD9 #define GL_GEOMETRY_SHADER_BIT_OES 0x00000004 #define GL_GEOMETRY_LINKED_VERTICES_OUT_OES 0x8916 #define GL_GEOMETRY_LINKED_INPUT_TYPE_OES 0x8917 #define GL_GEOMETRY_LINKED_OUTPUT_TYPE_OES 0x8918 #define GL_GEOMETRY_SHADER_INVOCATIONS_OES 0x887F #define GL_LAYER_PROVOKING_VERTEX_OES 0x825E #define GL_LINES_ADJACENCY_OES 0x000A #define GL_LINE_STRIP_ADJACENCY_OES 0x000B #define GL_TRIANGLES_ADJACENCY_OES 0x000C #define GL_TRIANGLE_STRIP_ADJACENCY_OES 0x000D #define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_OES 0x8DDF #define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_OES 0x8A2C #define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_OES 0x8A32 #define GL_MAX_GEOMETRY_INPUT_COMPONENTS_OES 0x9123 #define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_OES 0x9124 #define GL_MAX_GEOMETRY_OUTPUT_VERTICES_OES 0x8DE0 #define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_OES 0x8DE1 #define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_OES 0x8E5A #define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_OES 0x8C29 #define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_OES 0x92CF #define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_OES 0x92D5 #define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_OES 0x90CD #define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_OES 0x90D7 #define GL_FIRST_VERTEX_CONVENTION_OES 0x8E4D #define GL_LAST_VERTEX_CONVENTION_OES 0x8E4E #define GL_UNDEFINED_VERTEX_OES 0x8260 #define GL_PRIMITIVES_GENERATED_OES 0x8C87 #define GL_FRAMEBUFFER_DEFAULT_LAYERS_OES 0x9312 #define GL_MAX_FRAMEBUFFER_LAYERS_OES 0x9317 #define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_OES 0x8DA8 #define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_OES 0x8DA7 #define GL_REFERENCED_BY_GEOMETRY_SHADER_OES 0x9309 typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTUREOESPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glFramebufferTextureOES (GLenum target, GLenum attachment, GLuint texture, GLint level); #endif #endif /* GL_OES_geometry_shader */ #ifndef GL_OES_get_program_binary #define GL_OES_get_program_binary 1 #define GL_PROGRAM_BINARY_LENGTH_OES 0x8741 #define GL_NUM_PROGRAM_BINARY_FORMATS_OES 0x87FE #define GL_PROGRAM_BINARY_FORMATS_OES 0x87FF typedef void (GL_APIENTRYP PFNGLGETPROGRAMBINARYOESPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); typedef void (GL_APIENTRYP PFNGLPROGRAMBINARYOESPROC) (GLuint program, GLenum binaryFormat, const void *binary, GLint length); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glGetProgramBinaryOES (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); GL_APICALL void GL_APIENTRY glProgramBinaryOES (GLuint program, GLenum binaryFormat, const void *binary, GLint length); #endif #endif /* GL_OES_get_program_binary */ #ifndef GL_OES_gpu_shader5 #define GL_OES_gpu_shader5 1 #endif /* GL_OES_gpu_shader5 */ #ifndef GL_OES_mapbuffer #define GL_OES_mapbuffer 1 #define GL_WRITE_ONLY_OES 0x88B9 #define GL_BUFFER_ACCESS_OES 0x88BB #define GL_BUFFER_MAPPED_OES 0x88BC #define GL_BUFFER_MAP_POINTER_OES 0x88BD typedef void *(GL_APIENTRYP PFNGLMAPBUFFEROESPROC) (GLenum target, GLenum access); typedef GLboolean (GL_APIENTRYP PFNGLUNMAPBUFFEROESPROC) (GLenum target); typedef void (GL_APIENTRYP PFNGLGETBUFFERPOINTERVOESPROC) (GLenum target, GLenum pname, void **params); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void *GL_APIENTRY glMapBufferOES (GLenum target, GLenum access); GL_APICALL GLboolean GL_APIENTRY glUnmapBufferOES (GLenum target); GL_APICALL void GL_APIENTRY glGetBufferPointervOES (GLenum target, GLenum pname, void **params); #endif #endif /* GL_OES_mapbuffer */ #ifndef GL_OES_packed_depth_stencil #define GL_OES_packed_depth_stencil 1 #define GL_DEPTH_STENCIL_OES 0x84F9 #define GL_UNSIGNED_INT_24_8_OES 0x84FA #define GL_DEPTH24_STENCIL8_OES 0x88F0 #endif /* GL_OES_packed_depth_stencil */ #ifndef GL_OES_primitive_bounding_box #define GL_OES_primitive_bounding_box 1 #define GL_PRIMITIVE_BOUNDING_BOX_OES 0x92BE typedef void (GL_APIENTRYP PFNGLPRIMITIVEBOUNDINGBOXOESPROC) (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glPrimitiveBoundingBoxOES (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); #endif #endif /* GL_OES_primitive_bounding_box */ #ifndef GL_OES_required_internalformat #define GL_OES_required_internalformat 1 #define GL_ALPHA8_OES 0x803C #define GL_DEPTH_COMPONENT16_OES 0x81A5 #define GL_LUMINANCE4_ALPHA4_OES 0x8043 #define GL_LUMINANCE8_ALPHA8_OES 0x8045 #define GL_LUMINANCE8_OES 0x8040 #define GL_RGBA4_OES 0x8056 #define GL_RGB5_A1_OES 0x8057 #define GL_RGB565_OES 0x8D62 #define GL_RGB8_OES 0x8051 #define GL_RGBA8_OES 0x8058 #define GL_RGB10_EXT 0x8052 #define GL_RGB10_A2_EXT 0x8059 #endif /* GL_OES_required_internalformat */ #ifndef GL_OES_rgb8_rgba8 #define GL_OES_rgb8_rgba8 1 #endif /* GL_OES_rgb8_rgba8 */ #ifndef GL_OES_sample_shading #define GL_OES_sample_shading 1 #define GL_SAMPLE_SHADING_OES 0x8C36 #define GL_MIN_SAMPLE_SHADING_VALUE_OES 0x8C37 typedef void (GL_APIENTRYP PFNGLMINSAMPLESHADINGOESPROC) (GLfloat value); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glMinSampleShadingOES (GLfloat value); #endif #endif /* GL_OES_sample_shading */ #ifndef GL_OES_sample_variables #define GL_OES_sample_variables 1 #endif /* GL_OES_sample_variables */ #ifndef GL_OES_shader_image_atomic #define GL_OES_shader_image_atomic 1 #endif /* GL_OES_shader_image_atomic */ #ifndef GL_OES_shader_io_blocks #define GL_OES_shader_io_blocks 1 #endif /* GL_OES_shader_io_blocks */ #ifndef GL_OES_shader_multisample_interpolation #define GL_OES_shader_multisample_interpolation 1 #define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_OES 0x8E5B #define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_OES 0x8E5C #define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS_OES 0x8E5D #endif /* GL_OES_shader_multisample_interpolation */ #ifndef GL_OES_standard_derivatives #define GL_OES_standard_derivatives 1 #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES 0x8B8B #endif /* GL_OES_standard_derivatives */ #ifndef GL_OES_stencil1 #define GL_OES_stencil1 1 #define GL_STENCIL_INDEX1_OES 0x8D46 #endif /* GL_OES_stencil1 */ #ifndef GL_OES_stencil4 #define GL_OES_stencil4 1 #define GL_STENCIL_INDEX4_OES 0x8D47 #endif /* GL_OES_stencil4 */ #ifndef GL_OES_surfaceless_context #define GL_OES_surfaceless_context 1 #define GL_FRAMEBUFFER_UNDEFINED_OES 0x8219 #endif /* GL_OES_surfaceless_context */ #ifndef GL_OES_tessellation_point_size #define GL_OES_tessellation_point_size 1 #endif /* GL_OES_tessellation_point_size */ #ifndef GL_OES_tessellation_shader #define GL_OES_tessellation_shader 1 #define GL_PATCHES_OES 0x000E #define GL_PATCH_VERTICES_OES 0x8E72 #define GL_TESS_CONTROL_OUTPUT_VERTICES_OES 0x8E75 #define GL_TESS_GEN_MODE_OES 0x8E76 #define GL_TESS_GEN_SPACING_OES 0x8E77 #define GL_TESS_GEN_VERTEX_ORDER_OES 0x8E78 #define GL_TESS_GEN_POINT_MODE_OES 0x8E79 #define GL_ISOLINES_OES 0x8E7A #define GL_QUADS_OES 0x0007 #define GL_FRACTIONAL_ODD_OES 0x8E7B #define GL_FRACTIONAL_EVEN_OES 0x8E7C #define GL_MAX_PATCH_VERTICES_OES 0x8E7D #define GL_MAX_TESS_GEN_LEVEL_OES 0x8E7E #define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_OES 0x8E7F #define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_OES 0x8E80 #define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_OES 0x8E81 #define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_OES 0x8E82 #define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_OES 0x8E83 #define GL_MAX_TESS_PATCH_COMPONENTS_OES 0x8E84 #define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_OES 0x8E85 #define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_OES 0x8E86 #define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_OES 0x8E89 #define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_OES 0x8E8A #define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_OES 0x886C #define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_OES 0x886D #define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_OES 0x8E1E #define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_OES 0x8E1F #define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_OES 0x92CD #define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_OES 0x92CE #define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_OES 0x92D3 #define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_OES 0x92D4 #define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_OES 0x90CB #define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_OES 0x90CC #define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_OES 0x90D8 #define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_OES 0x90D9 #define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED_OES 0x8221 #define GL_IS_PER_PATCH_OES 0x92E7 #define GL_REFERENCED_BY_TESS_CONTROL_SHADER_OES 0x9307 #define GL_REFERENCED_BY_TESS_EVALUATION_SHADER_OES 0x9308 #define GL_TESS_CONTROL_SHADER_OES 0x8E88 #define GL_TESS_EVALUATION_SHADER_OES 0x8E87 #define GL_TESS_CONTROL_SHADER_BIT_OES 0x00000008 #define GL_TESS_EVALUATION_SHADER_BIT_OES 0x00000010 typedef void (GL_APIENTRYP PFNGLPATCHPARAMETERIOESPROC) (GLenum pname, GLint value); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glPatchParameteriOES (GLenum pname, GLint value); #endif #endif /* GL_OES_tessellation_shader */ #ifndef GL_OES_texture_3D #define GL_OES_texture_3D 1 #define GL_TEXTURE_WRAP_R_OES 0x8072 #define GL_TEXTURE_3D_OES 0x806F #define GL_TEXTURE_BINDING_3D_OES 0x806A #define GL_MAX_3D_TEXTURE_SIZE_OES 0x8073 #define GL_SAMPLER_3D_OES 0x8B5F #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_OES 0x8CD4 typedef void (GL_APIENTRYP PFNGLTEXIMAGE3DOESPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); typedef void (GL_APIENTRYP PFNGLTEXSUBIMAGE3DOESPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); typedef void (GL_APIENTRYP PFNGLCOPYTEXSUBIMAGE3DOESPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DOESPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DOESPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DOESPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glTexImage3DOES (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); GL_APICALL void GL_APIENTRY glTexSubImage3DOES (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); GL_APICALL void GL_APIENTRY glCopyTexSubImage3DOES (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glCompressedTexImage3DOES (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); GL_APICALL void GL_APIENTRY glCompressedTexSubImage3DOES (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); GL_APICALL void GL_APIENTRY glFramebufferTexture3DOES (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); #endif #endif /* GL_OES_texture_3D */ #ifndef GL_OES_texture_border_clamp #define GL_OES_texture_border_clamp 1 #define GL_TEXTURE_BORDER_COLOR_OES 0x1004 #define GL_CLAMP_TO_BORDER_OES 0x812D typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIIVOESPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIUIVOESPROC) (GLenum target, GLenum pname, const GLuint *params); typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERIIVOESPROC) (GLenum target, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERIUIVOESPROC) (GLenum target, GLenum pname, GLuint *params); typedef void (GL_APIENTRYP PFNGLSAMPLERPARAMETERIIVOESPROC) (GLuint sampler, GLenum pname, const GLint *param); typedef void (GL_APIENTRYP PFNGLSAMPLERPARAMETERIUIVOESPROC) (GLuint sampler, GLenum pname, const GLuint *param); typedef void (GL_APIENTRYP PFNGLGETSAMPLERPARAMETERIIVOESPROC) (GLuint sampler, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVOESPROC) (GLuint sampler, GLenum pname, GLuint *params); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glTexParameterIivOES (GLenum target, GLenum pname, const GLint *params); GL_APICALL void GL_APIENTRY glTexParameterIuivOES (GLenum target, GLenum pname, const GLuint *params); GL_APICALL void GL_APIENTRY glGetTexParameterIivOES (GLenum target, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glGetTexParameterIuivOES (GLenum target, GLenum pname, GLuint *params); GL_APICALL void GL_APIENTRY glSamplerParameterIivOES (GLuint sampler, GLenum pname, const GLint *param); GL_APICALL void GL_APIENTRY glSamplerParameterIuivOES (GLuint sampler, GLenum pname, const GLuint *param); GL_APICALL void GL_APIENTRY glGetSamplerParameterIivOES (GLuint sampler, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glGetSamplerParameterIuivOES (GLuint sampler, GLenum pname, GLuint *params); #endif #endif /* GL_OES_texture_border_clamp */ #ifndef GL_OES_texture_buffer #define GL_OES_texture_buffer 1 #define GL_TEXTURE_BUFFER_OES 0x8C2A #define GL_TEXTURE_BUFFER_BINDING_OES 0x8C2A #define GL_MAX_TEXTURE_BUFFER_SIZE_OES 0x8C2B #define GL_TEXTURE_BINDING_BUFFER_OES 0x8C2C #define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_OES 0x8C2D #define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_OES 0x919F #define GL_SAMPLER_BUFFER_OES 0x8DC2 #define GL_INT_SAMPLER_BUFFER_OES 0x8DD0 #define GL_UNSIGNED_INT_SAMPLER_BUFFER_OES 0x8DD8 #define GL_IMAGE_BUFFER_OES 0x9051 #define GL_INT_IMAGE_BUFFER_OES 0x905C #define GL_UNSIGNED_INT_IMAGE_BUFFER_OES 0x9067 #define GL_TEXTURE_BUFFER_OFFSET_OES 0x919D #define GL_TEXTURE_BUFFER_SIZE_OES 0x919E typedef void (GL_APIENTRYP PFNGLTEXBUFFEROESPROC) (GLenum target, GLenum internalformat, GLuint buffer); typedef void (GL_APIENTRYP PFNGLTEXBUFFERRANGEOESPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glTexBufferOES (GLenum target, GLenum internalformat, GLuint buffer); GL_APICALL void GL_APIENTRY glTexBufferRangeOES (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); #endif #endif /* GL_OES_texture_buffer */ #ifndef GL_OES_texture_compression_astc #define GL_OES_texture_compression_astc 1 #define GL_COMPRESSED_RGBA_ASTC_3x3x3_OES 0x93C0 #define GL_COMPRESSED_RGBA_ASTC_4x3x3_OES 0x93C1 #define GL_COMPRESSED_RGBA_ASTC_4x4x3_OES 0x93C2 #define GL_COMPRESSED_RGBA_ASTC_4x4x4_OES 0x93C3 #define GL_COMPRESSED_RGBA_ASTC_5x4x4_OES 0x93C4 #define GL_COMPRESSED_RGBA_ASTC_5x5x4_OES 0x93C5 #define GL_COMPRESSED_RGBA_ASTC_5x5x5_OES 0x93C6 #define GL_COMPRESSED_RGBA_ASTC_6x5x5_OES 0x93C7 #define GL_COMPRESSED_RGBA_ASTC_6x6x5_OES 0x93C8 #define GL_COMPRESSED_RGBA_ASTC_6x6x6_OES 0x93C9 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_3x3x3_OES 0x93E0 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x3x3_OES 0x93E1 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x3_OES 0x93E2 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x4_OES 0x93E3 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4x4_OES 0x93E4 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x4_OES 0x93E5 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x5_OES 0x93E6 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5x5_OES 0x93E7 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x5_OES 0x93E8 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x6_OES 0x93E9 #endif /* GL_OES_texture_compression_astc */ #ifndef GL_OES_texture_cube_map_array #define GL_OES_texture_cube_map_array 1 #define GL_TEXTURE_CUBE_MAP_ARRAY_OES 0x9009 #define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_OES 0x900A #define GL_SAMPLER_CUBE_MAP_ARRAY_OES 0x900C #define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_OES 0x900D #define GL_INT_SAMPLER_CUBE_MAP_ARRAY_OES 0x900E #define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_OES 0x900F #define GL_IMAGE_CUBE_MAP_ARRAY_OES 0x9054 #define GL_INT_IMAGE_CUBE_MAP_ARRAY_OES 0x905F #define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_OES 0x906A #endif /* GL_OES_texture_cube_map_array */ #ifndef GL_OES_texture_float #define GL_OES_texture_float 1 #endif /* GL_OES_texture_float */ #ifndef GL_OES_texture_float_linear #define GL_OES_texture_float_linear 1 #endif /* GL_OES_texture_float_linear */ #ifndef GL_OES_texture_half_float #define GL_OES_texture_half_float 1 #define GL_HALF_FLOAT_OES 0x8D61 #endif /* GL_OES_texture_half_float */ #ifndef GL_OES_texture_half_float_linear #define GL_OES_texture_half_float_linear 1 #endif /* GL_OES_texture_half_float_linear */ #ifndef GL_OES_texture_npot #define GL_OES_texture_npot 1 #endif /* GL_OES_texture_npot */ #ifndef GL_OES_texture_stencil8 #define GL_OES_texture_stencil8 1 #define GL_STENCIL_INDEX_OES 0x1901 #define GL_STENCIL_INDEX8_OES 0x8D48 #endif /* GL_OES_texture_stencil8 */ #ifndef GL_OES_texture_storage_multisample_2d_array #define GL_OES_texture_storage_multisample_2d_array 1 #define GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES 0x9102 #define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY_OES 0x9105 #define GL_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910B #define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910C #define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910D typedef void (GL_APIENTRYP PFNGLTEXSTORAGE3DMULTISAMPLEOESPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glTexStorage3DMultisampleOES (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); #endif #endif /* GL_OES_texture_storage_multisample_2d_array */ #ifndef GL_OES_texture_view #define GL_OES_texture_view 1 #define GL_TEXTURE_VIEW_MIN_LEVEL_OES 0x82DB #define GL_TEXTURE_VIEW_NUM_LEVELS_OES 0x82DC #define GL_TEXTURE_VIEW_MIN_LAYER_OES 0x82DD #define GL_TEXTURE_VIEW_NUM_LAYERS_OES 0x82DE #define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF typedef void (GL_APIENTRYP PFNGLTEXTUREVIEWOESPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glTextureViewOES (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); #endif #endif /* GL_OES_texture_view */ #ifndef GL_OES_vertex_array_object #define GL_OES_vertex_array_object 1 #define GL_VERTEX_ARRAY_BINDING_OES 0x85B5 typedef void (GL_APIENTRYP PFNGLBINDVERTEXARRAYOESPROC) (GLuint array); typedef void (GL_APIENTRYP PFNGLDELETEVERTEXARRAYSOESPROC) (GLsizei n, const GLuint *arrays); typedef void (GL_APIENTRYP PFNGLGENVERTEXARRAYSOESPROC) (GLsizei n, GLuint *arrays); typedef GLboolean (GL_APIENTRYP PFNGLISVERTEXARRAYOESPROC) (GLuint array); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glBindVertexArrayOES (GLuint array); GL_APICALL void GL_APIENTRY glDeleteVertexArraysOES (GLsizei n, const GLuint *arrays); GL_APICALL void GL_APIENTRY glGenVertexArraysOES (GLsizei n, GLuint *arrays); GL_APICALL GLboolean GL_APIENTRY glIsVertexArrayOES (GLuint array); #endif #endif /* GL_OES_vertex_array_object */ #ifndef GL_OES_vertex_half_float #define GL_OES_vertex_half_float 1 #endif /* GL_OES_vertex_half_float */ #ifndef GL_OES_vertex_type_10_10_10_2 #define GL_OES_vertex_type_10_10_10_2 1 #define GL_UNSIGNED_INT_10_10_10_2_OES 0x8DF6 #define GL_INT_10_10_10_2_OES 0x8DF7 #endif /* GL_OES_vertex_type_10_10_10_2 */ #ifndef GL_OES_viewport_array #define GL_OES_viewport_array 1 #define GL_MAX_VIEWPORTS_OES 0x825B #define GL_VIEWPORT_SUBPIXEL_BITS_OES 0x825C #define GL_VIEWPORT_BOUNDS_RANGE_OES 0x825D #define GL_VIEWPORT_INDEX_PROVOKING_VERTEX_OES 0x825F typedef void (GL_APIENTRYP PFNGLVIEWPORTARRAYVOESPROC) (GLuint first, GLsizei count, const GLfloat *v); typedef void (GL_APIENTRYP PFNGLVIEWPORTINDEXEDFOESPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); typedef void (GL_APIENTRYP PFNGLVIEWPORTINDEXEDFVOESPROC) (GLuint index, const GLfloat *v); typedef void (GL_APIENTRYP PFNGLSCISSORARRAYVOESPROC) (GLuint first, GLsizei count, const GLint *v); typedef void (GL_APIENTRYP PFNGLSCISSORINDEXEDOESPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLSCISSORINDEXEDVOESPROC) (GLuint index, const GLint *v); typedef void (GL_APIENTRYP PFNGLDEPTHRANGEARRAYFVOESPROC) (GLuint first, GLsizei count, const GLfloat *v); typedef void (GL_APIENTRYP PFNGLDEPTHRANGEINDEXEDFOESPROC) (GLuint index, GLfloat n, GLfloat f); typedef void (GL_APIENTRYP PFNGLGETFLOATI_VOESPROC) (GLenum target, GLuint index, GLfloat *data); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glViewportArrayvOES (GLuint first, GLsizei count, const GLfloat *v); GL_APICALL void GL_APIENTRY glViewportIndexedfOES (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); GL_APICALL void GL_APIENTRY glViewportIndexedfvOES (GLuint index, const GLfloat *v); GL_APICALL void GL_APIENTRY glScissorArrayvOES (GLuint first, GLsizei count, const GLint *v); GL_APICALL void GL_APIENTRY glScissorIndexedOES (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glScissorIndexedvOES (GLuint index, const GLint *v); GL_APICALL void GL_APIENTRY glDepthRangeArrayfvOES (GLuint first, GLsizei count, const GLfloat *v); GL_APICALL void GL_APIENTRY glDepthRangeIndexedfOES (GLuint index, GLfloat n, GLfloat f); GL_APICALL void GL_APIENTRY glGetFloati_vOES (GLenum target, GLuint index, GLfloat *data); #endif #endif /* GL_OES_viewport_array */ #ifndef GL_AMD_compressed_3DC_texture #define GL_AMD_compressed_3DC_texture 1 #define GL_3DC_X_AMD 0x87F9 #define GL_3DC_XY_AMD 0x87FA #endif /* GL_AMD_compressed_3DC_texture */ #ifndef GL_AMD_compressed_ATC_texture #define GL_AMD_compressed_ATC_texture 1 #define GL_ATC_RGB_AMD 0x8C92 #define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93 #define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE #endif /* GL_AMD_compressed_ATC_texture */ #ifndef GL_AMD_framebuffer_multisample_advanced #define GL_AMD_framebuffer_multisample_advanced 1 #define GL_RENDERBUFFER_STORAGE_SAMPLES_AMD 0x91B2 #define GL_MAX_COLOR_FRAMEBUFFER_SAMPLES_AMD 0x91B3 #define GL_MAX_COLOR_FRAMEBUFFER_STORAGE_SAMPLES_AMD 0x91B4 #define GL_MAX_DEPTH_STENCIL_FRAMEBUFFER_SAMPLES_AMD 0x91B5 #define GL_NUM_SUPPORTED_MULTISAMPLE_MODES_AMD 0x91B6 #define GL_SUPPORTED_MULTISAMPLE_MODES_AMD 0x91B7 typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC) (GLenum target, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC) (GLuint renderbuffer, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleAdvancedAMD (GLenum target, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glNamedRenderbufferStorageMultisampleAdvancedAMD (GLuint renderbuffer, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); #endif #endif /* GL_AMD_framebuffer_multisample_advanced */ #ifndef GL_AMD_performance_monitor #define GL_AMD_performance_monitor 1 #define GL_COUNTER_TYPE_AMD 0x8BC0 #define GL_COUNTER_RANGE_AMD 0x8BC1 #define GL_UNSIGNED_INT64_AMD 0x8BC2 #define GL_PERCENTAGE_AMD 0x8BC3 #define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4 #define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5 #define GL_PERFMON_RESULT_AMD 0x8BC6 typedef void (GL_APIENTRYP PFNGLGETPERFMONITORGROUPSAMDPROC) (GLint *numGroups, GLsizei groupsSize, GLuint *groups); typedef void (GL_APIENTRYP PFNGLGETPERFMONITORCOUNTERSAMDPROC) (GLuint group, GLint *numCounters, GLint *maxActiveCounters, GLsizei counterSize, GLuint *counters); typedef void (GL_APIENTRYP PFNGLGETPERFMONITORGROUPSTRINGAMDPROC) (GLuint group, GLsizei bufSize, GLsizei *length, GLchar *groupString); typedef void (GL_APIENTRYP PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei *length, GLchar *counterString); typedef void (GL_APIENTRYP PFNGLGETPERFMONITORCOUNTERINFOAMDPROC) (GLuint group, GLuint counter, GLenum pname, void *data); typedef void (GL_APIENTRYP PFNGLGENPERFMONITORSAMDPROC) (GLsizei n, GLuint *monitors); typedef void (GL_APIENTRYP PFNGLDELETEPERFMONITORSAMDPROC) (GLsizei n, GLuint *monitors); typedef void (GL_APIENTRYP PFNGLSELECTPERFMONITORCOUNTERSAMDPROC) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint *counterList); typedef void (GL_APIENTRYP PFNGLBEGINPERFMONITORAMDPROC) (GLuint monitor); typedef void (GL_APIENTRYP PFNGLENDPERFMONITORAMDPROC) (GLuint monitor); typedef void (GL_APIENTRYP PFNGLGETPERFMONITORCOUNTERDATAAMDPROC) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, GLint *bytesWritten); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glGetPerfMonitorGroupsAMD (GLint *numGroups, GLsizei groupsSize, GLuint *groups); GL_APICALL void GL_APIENTRY glGetPerfMonitorCountersAMD (GLuint group, GLint *numCounters, GLint *maxActiveCounters, GLsizei counterSize, GLuint *counters); GL_APICALL void GL_APIENTRY glGetPerfMonitorGroupStringAMD (GLuint group, GLsizei bufSize, GLsizei *length, GLchar *groupString); GL_APICALL void GL_APIENTRY glGetPerfMonitorCounterStringAMD (GLuint group, GLuint counter, GLsizei bufSize, GLsizei *length, GLchar *counterString); GL_APICALL void GL_APIENTRY glGetPerfMonitorCounterInfoAMD (GLuint group, GLuint counter, GLenum pname, void *data); GL_APICALL void GL_APIENTRY glGenPerfMonitorsAMD (GLsizei n, GLuint *monitors); GL_APICALL void GL_APIENTRY glDeletePerfMonitorsAMD (GLsizei n, GLuint *monitors); GL_APICALL void GL_APIENTRY glSelectPerfMonitorCountersAMD (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint *counterList); GL_APICALL void GL_APIENTRY glBeginPerfMonitorAMD (GLuint monitor); GL_APICALL void GL_APIENTRY glEndPerfMonitorAMD (GLuint monitor); GL_APICALL void GL_APIENTRY glGetPerfMonitorCounterDataAMD (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, GLint *bytesWritten); #endif #endif /* GL_AMD_performance_monitor */ #ifndef GL_AMD_program_binary_Z400 #define GL_AMD_program_binary_Z400 1 #define GL_Z400_BINARY_AMD 0x8740 #endif /* GL_AMD_program_binary_Z400 */ #ifndef GL_ANDROID_extension_pack_es31a #define GL_ANDROID_extension_pack_es31a 1 #endif /* GL_ANDROID_extension_pack_es31a */ #ifndef GL_ANGLE_depth_texture #define GL_ANGLE_depth_texture 1 #endif /* GL_ANGLE_depth_texture */ #ifndef GL_ANGLE_framebuffer_blit #define GL_ANGLE_framebuffer_blit 1 #define GL_READ_FRAMEBUFFER_ANGLE 0x8CA8 #define GL_DRAW_FRAMEBUFFER_ANGLE 0x8CA9 #define GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 0x8CA6 #define GL_READ_FRAMEBUFFER_BINDING_ANGLE 0x8CAA typedef void (GL_APIENTRYP PFNGLBLITFRAMEBUFFERANGLEPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glBlitFramebufferANGLE (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); #endif #endif /* GL_ANGLE_framebuffer_blit */ #ifndef GL_ANGLE_framebuffer_multisample #define GL_ANGLE_framebuffer_multisample 1 #define GL_RENDERBUFFER_SAMPLES_ANGLE 0x8CAB #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE 0x8D56 #define GL_MAX_SAMPLES_ANGLE 0x8D57 typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleANGLE (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); #endif #endif /* GL_ANGLE_framebuffer_multisample */ #ifndef GL_ANGLE_instanced_arrays #define GL_ANGLE_instanced_arrays 1 #define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE 0x88FE typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDANGLEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDANGLEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISORANGLEPROC) (GLuint index, GLuint divisor); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDrawArraysInstancedANGLE (GLenum mode, GLint first, GLsizei count, GLsizei primcount); GL_APICALL void GL_APIENTRY glDrawElementsInstancedANGLE (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); GL_APICALL void GL_APIENTRY glVertexAttribDivisorANGLE (GLuint index, GLuint divisor); #endif #endif /* GL_ANGLE_instanced_arrays */ #ifndef GL_ANGLE_pack_reverse_row_order #define GL_ANGLE_pack_reverse_row_order 1 #define GL_PACK_REVERSE_ROW_ORDER_ANGLE 0x93A4 #endif /* GL_ANGLE_pack_reverse_row_order */ #ifndef GL_ANGLE_program_binary #define GL_ANGLE_program_binary 1 #define GL_PROGRAM_BINARY_ANGLE 0x93A6 #endif /* GL_ANGLE_program_binary */ #ifndef GL_ANGLE_texture_compression_dxt3 #define GL_ANGLE_texture_compression_dxt3 1 #define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2 #endif /* GL_ANGLE_texture_compression_dxt3 */ #ifndef GL_ANGLE_texture_compression_dxt5 #define GL_ANGLE_texture_compression_dxt5 1 #define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3 #endif /* GL_ANGLE_texture_compression_dxt5 */ #ifndef GL_ANGLE_texture_usage #define GL_ANGLE_texture_usage 1 #define GL_TEXTURE_USAGE_ANGLE 0x93A2 #define GL_FRAMEBUFFER_ATTACHMENT_ANGLE 0x93A3 #endif /* GL_ANGLE_texture_usage */ #ifndef GL_ANGLE_translated_shader_source #define GL_ANGLE_translated_shader_source 1 #define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0 typedef void (GL_APIENTRYP PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glGetTranslatedShaderSourceANGLE (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); #endif #endif /* GL_ANGLE_translated_shader_source */ #ifndef GL_APPLE_clip_distance #define GL_APPLE_clip_distance 1 #define GL_MAX_CLIP_DISTANCES_APPLE 0x0D32 #define GL_CLIP_DISTANCE0_APPLE 0x3000 #define GL_CLIP_DISTANCE1_APPLE 0x3001 #define GL_CLIP_DISTANCE2_APPLE 0x3002 #define GL_CLIP_DISTANCE3_APPLE 0x3003 #define GL_CLIP_DISTANCE4_APPLE 0x3004 #define GL_CLIP_DISTANCE5_APPLE 0x3005 #define GL_CLIP_DISTANCE6_APPLE 0x3006 #define GL_CLIP_DISTANCE7_APPLE 0x3007 #endif /* GL_APPLE_clip_distance */ #ifndef GL_APPLE_color_buffer_packed_float #define GL_APPLE_color_buffer_packed_float 1 #endif /* GL_APPLE_color_buffer_packed_float */ #ifndef GL_APPLE_copy_texture_levels #define GL_APPLE_copy_texture_levels 1 typedef void (GL_APIENTRYP PFNGLCOPYTEXTURELEVELSAPPLEPROC) (GLuint destinationTexture, GLuint sourceTexture, GLint sourceBaseLevel, GLsizei sourceLevelCount); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glCopyTextureLevelsAPPLE (GLuint destinationTexture, GLuint sourceTexture, GLint sourceBaseLevel, GLsizei sourceLevelCount); #endif #endif /* GL_APPLE_copy_texture_levels */ #ifndef GL_APPLE_framebuffer_multisample #define GL_APPLE_framebuffer_multisample 1 #define GL_RENDERBUFFER_SAMPLES_APPLE 0x8CAB #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE 0x8D56 #define GL_MAX_SAMPLES_APPLE 0x8D57 #define GL_READ_FRAMEBUFFER_APPLE 0x8CA8 #define GL_DRAW_FRAMEBUFFER_APPLE 0x8CA9 #define GL_DRAW_FRAMEBUFFER_BINDING_APPLE 0x8CA6 #define GL_READ_FRAMEBUFFER_BINDING_APPLE 0x8CAA typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleAPPLE (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glResolveMultisampleFramebufferAPPLE (void); #endif #endif /* GL_APPLE_framebuffer_multisample */ #ifndef GL_APPLE_rgb_422 #define GL_APPLE_rgb_422 1 #define GL_RGB_422_APPLE 0x8A1F #define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA #define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB #define GL_RGB_RAW_422_APPLE 0x8A51 #endif /* GL_APPLE_rgb_422 */ #ifndef GL_APPLE_sync #define GL_APPLE_sync 1 #define GL_SYNC_OBJECT_APPLE 0x8A53 #define GL_MAX_SERVER_WAIT_TIMEOUT_APPLE 0x9111 #define GL_OBJECT_TYPE_APPLE 0x9112 #define GL_SYNC_CONDITION_APPLE 0x9113 #define GL_SYNC_STATUS_APPLE 0x9114 #define GL_SYNC_FLAGS_APPLE 0x9115 #define GL_SYNC_FENCE_APPLE 0x9116 #define GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE 0x9117 #define GL_UNSIGNALED_APPLE 0x9118 #define GL_SIGNALED_APPLE 0x9119 #define GL_ALREADY_SIGNALED_APPLE 0x911A #define GL_TIMEOUT_EXPIRED_APPLE 0x911B #define GL_CONDITION_SATISFIED_APPLE 0x911C #define GL_WAIT_FAILED_APPLE 0x911D #define GL_SYNC_FLUSH_COMMANDS_BIT_APPLE 0x00000001 #define GL_TIMEOUT_IGNORED_APPLE 0xFFFFFFFFFFFFFFFFull typedef GLsync (GL_APIENTRYP PFNGLFENCESYNCAPPLEPROC) (GLenum condition, GLbitfield flags); typedef GLboolean (GL_APIENTRYP PFNGLISSYNCAPPLEPROC) (GLsync sync); typedef void (GL_APIENTRYP PFNGLDELETESYNCAPPLEPROC) (GLsync sync); typedef GLenum (GL_APIENTRYP PFNGLCLIENTWAITSYNCAPPLEPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout); typedef void (GL_APIENTRYP PFNGLWAITSYNCAPPLEPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout); typedef void (GL_APIENTRYP PFNGLGETINTEGER64VAPPLEPROC) (GLenum pname, GLint64 *params); typedef void (GL_APIENTRYP PFNGLGETSYNCIVAPPLEPROC) (GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL GLsync GL_APIENTRY glFenceSyncAPPLE (GLenum condition, GLbitfield flags); GL_APICALL GLboolean GL_APIENTRY glIsSyncAPPLE (GLsync sync); GL_APICALL void GL_APIENTRY glDeleteSyncAPPLE (GLsync sync); GL_APICALL GLenum GL_APIENTRY glClientWaitSyncAPPLE (GLsync sync, GLbitfield flags, GLuint64 timeout); GL_APICALL void GL_APIENTRY glWaitSyncAPPLE (GLsync sync, GLbitfield flags, GLuint64 timeout); GL_APICALL void GL_APIENTRY glGetInteger64vAPPLE (GLenum pname, GLint64 *params); GL_APICALL void GL_APIENTRY glGetSyncivAPPLE (GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); #endif #endif /* GL_APPLE_sync */ #ifndef GL_APPLE_texture_format_BGRA8888 #define GL_APPLE_texture_format_BGRA8888 1 #define GL_BGRA_EXT 0x80E1 #define GL_BGRA8_EXT 0x93A1 #endif /* GL_APPLE_texture_format_BGRA8888 */ #ifndef GL_APPLE_texture_max_level #define GL_APPLE_texture_max_level 1 #define GL_TEXTURE_MAX_LEVEL_APPLE 0x813D #endif /* GL_APPLE_texture_max_level */ #ifndef GL_APPLE_texture_packed_float #define GL_APPLE_texture_packed_float 1 #define GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE 0x8C3B #define GL_UNSIGNED_INT_5_9_9_9_REV_APPLE 0x8C3E #define GL_R11F_G11F_B10F_APPLE 0x8C3A #define GL_RGB9_E5_APPLE 0x8C3D #endif /* GL_APPLE_texture_packed_float */ #ifndef GL_ARM_mali_program_binary #define GL_ARM_mali_program_binary 1 #define GL_MALI_PROGRAM_BINARY_ARM 0x8F61 #endif /* GL_ARM_mali_program_binary */ #ifndef GL_ARM_mali_shader_binary #define GL_ARM_mali_shader_binary 1 #define GL_MALI_SHADER_BINARY_ARM 0x8F60 #endif /* GL_ARM_mali_shader_binary */ #ifndef GL_ARM_rgba8 #define GL_ARM_rgba8 1 #endif /* GL_ARM_rgba8 */ #ifndef GL_ARM_shader_framebuffer_fetch #define GL_ARM_shader_framebuffer_fetch 1 #define GL_FETCH_PER_SAMPLE_ARM 0x8F65 #define GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM 0x8F66 #endif /* GL_ARM_shader_framebuffer_fetch */ #ifndef GL_ARM_shader_framebuffer_fetch_depth_stencil #define GL_ARM_shader_framebuffer_fetch_depth_stencil 1 #endif /* GL_ARM_shader_framebuffer_fetch_depth_stencil */ #ifndef GL_ARM_texture_unnormalized_coordinates #define GL_ARM_texture_unnormalized_coordinates 1 #define GL_TEXTURE_UNNORMALIZED_COORDINATES_ARM 0x8F6A #endif /* GL_ARM_texture_unnormalized_coordinates */ #ifndef GL_DMP_program_binary #define GL_DMP_program_binary 1 #define GL_SMAPHS30_PROGRAM_BINARY_DMP 0x9251 #define GL_SMAPHS_PROGRAM_BINARY_DMP 0x9252 #define GL_DMP_PROGRAM_BINARY_DMP 0x9253 #endif /* GL_DMP_program_binary */ #ifndef GL_DMP_shader_binary #define GL_DMP_shader_binary 1 #define GL_SHADER_BINARY_DMP 0x9250 #endif /* GL_DMP_shader_binary */ #ifndef GL_EXT_EGL_image_array #define GL_EXT_EGL_image_array 1 #endif /* GL_EXT_EGL_image_array */ #ifndef GL_EXT_EGL_image_storage #define GL_EXT_EGL_image_storage 1 typedef void (GL_APIENTRYP PFNGLEGLIMAGETARGETTEXSTORAGEEXTPROC) (GLenum target, GLeglImageOES image, const GLint* attrib_list); typedef void (GL_APIENTRYP PFNGLEGLIMAGETARGETTEXTURESTORAGEEXTPROC) (GLuint texture, GLeglImageOES image, const GLint* attrib_list); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glEGLImageTargetTexStorageEXT (GLenum target, GLeglImageOES image, const GLint* attrib_list); GL_APICALL void GL_APIENTRY glEGLImageTargetTextureStorageEXT (GLuint texture, GLeglImageOES image, const GLint* attrib_list); #endif #endif /* GL_EXT_EGL_image_storage */ #ifndef GL_EXT_EGL_image_storage_compression #define GL_EXT_EGL_image_storage_compression 1 #define GL_SURFACE_COMPRESSION_EXT 0x96C0 #define GL_SURFACE_COMPRESSION_FIXED_RATE_NONE_EXT 0x96C1 #define GL_SURFACE_COMPRESSION_FIXED_RATE_DEFAULT_EXT 0x96C2 #endif /* GL_EXT_EGL_image_storage_compression */ #ifndef GL_EXT_YUV_target #define GL_EXT_YUV_target 1 #define GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT 0x8BE7 #endif /* GL_EXT_YUV_target */ #ifndef GL_EXT_base_instance #define GL_EXT_base_instance 1 typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDrawArraysInstancedBaseInstanceEXT (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); GL_APICALL void GL_APIENTRY glDrawElementsInstancedBaseInstanceEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); GL_APICALL void GL_APIENTRY glDrawElementsInstancedBaseVertexBaseInstanceEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); #endif #endif /* GL_EXT_base_instance */ #ifndef GL_EXT_blend_func_extended #define GL_EXT_blend_func_extended 1 #define GL_SRC1_COLOR_EXT 0x88F9 #define GL_SRC1_ALPHA_EXT 0x8589 #define GL_ONE_MINUS_SRC1_COLOR_EXT 0x88FA #define GL_ONE_MINUS_SRC1_ALPHA_EXT 0x88FB #define GL_SRC_ALPHA_SATURATE_EXT 0x0308 #define GL_LOCATION_INDEX_EXT 0x930F #define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT 0x88FC typedef void (GL_APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); typedef void (GL_APIENTRYP PFNGLBINDFRAGDATALOCATIONEXTPROC) (GLuint program, GLuint color, const GLchar *name); typedef GLint (GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC) (GLuint program, GLenum programInterface, const GLchar *name); typedef GLint (GL_APIENTRYP PFNGLGETFRAGDATAINDEXEXTPROC) (GLuint program, const GLchar *name); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glBindFragDataLocationIndexedEXT (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); GL_APICALL void GL_APIENTRY glBindFragDataLocationEXT (GLuint program, GLuint color, const GLchar *name); GL_APICALL GLint GL_APIENTRY glGetProgramResourceLocationIndexEXT (GLuint program, GLenum programInterface, const GLchar *name); GL_APICALL GLint GL_APIENTRY glGetFragDataIndexEXT (GLuint program, const GLchar *name); #endif #endif /* GL_EXT_blend_func_extended */ #ifndef GL_EXT_blend_minmax #define GL_EXT_blend_minmax 1 #define GL_MIN_EXT 0x8007 #define GL_MAX_EXT 0x8008 #endif /* GL_EXT_blend_minmax */ #ifndef GL_EXT_buffer_storage #define GL_EXT_buffer_storage 1 #define GL_MAP_READ_BIT 0x0001 #define GL_MAP_WRITE_BIT 0x0002 #define GL_MAP_PERSISTENT_BIT_EXT 0x0040 #define GL_MAP_COHERENT_BIT_EXT 0x0080 #define GL_DYNAMIC_STORAGE_BIT_EXT 0x0100 #define GL_CLIENT_STORAGE_BIT_EXT 0x0200 #define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT 0x00004000 #define GL_BUFFER_IMMUTABLE_STORAGE_EXT 0x821F #define GL_BUFFER_STORAGE_FLAGS_EXT 0x8220 typedef void (GL_APIENTRYP PFNGLBUFFERSTORAGEEXTPROC) (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glBufferStorageEXT (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); #endif #endif /* GL_EXT_buffer_storage */ #ifndef GL_EXT_clear_texture #define GL_EXT_clear_texture 1 typedef void (GL_APIENTRYP PFNGLCLEARTEXIMAGEEXTPROC) (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); typedef void (GL_APIENTRYP PFNGLCLEARTEXSUBIMAGEEXTPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glClearTexImageEXT (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); GL_APICALL void GL_APIENTRY glClearTexSubImageEXT (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); #endif #endif /* GL_EXT_clear_texture */ #ifndef GL_EXT_clip_control #define GL_EXT_clip_control 1 #define GL_LOWER_LEFT_EXT 0x8CA1 #define GL_UPPER_LEFT_EXT 0x8CA2 #define GL_NEGATIVE_ONE_TO_ONE_EXT 0x935E #define GL_ZERO_TO_ONE_EXT 0x935F #define GL_CLIP_ORIGIN_EXT 0x935C #define GL_CLIP_DEPTH_MODE_EXT 0x935D typedef void (GL_APIENTRYP PFNGLCLIPCONTROLEXTPROC) (GLenum origin, GLenum depth); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glClipControlEXT (GLenum origin, GLenum depth); #endif #endif /* GL_EXT_clip_control */ #ifndef GL_EXT_clip_cull_distance #define GL_EXT_clip_cull_distance 1 #define GL_MAX_CLIP_DISTANCES_EXT 0x0D32 #define GL_MAX_CULL_DISTANCES_EXT 0x82F9 #define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT 0x82FA #define GL_CLIP_DISTANCE0_EXT 0x3000 #define GL_CLIP_DISTANCE1_EXT 0x3001 #define GL_CLIP_DISTANCE2_EXT 0x3002 #define GL_CLIP_DISTANCE3_EXT 0x3003 #define GL_CLIP_DISTANCE4_EXT 0x3004 #define GL_CLIP_DISTANCE5_EXT 0x3005 #define GL_CLIP_DISTANCE6_EXT 0x3006 #define GL_CLIP_DISTANCE7_EXT 0x3007 #endif /* GL_EXT_clip_cull_distance */ #ifndef GL_EXT_color_buffer_float #define GL_EXT_color_buffer_float 1 #endif /* GL_EXT_color_buffer_float */ #ifndef GL_EXT_color_buffer_half_float #define GL_EXT_color_buffer_half_float 1 #define GL_RGBA16F_EXT 0x881A #define GL_RGB16F_EXT 0x881B #define GL_RG16F_EXT 0x822F #define GL_R16F_EXT 0x822D #define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT 0x8211 #define GL_UNSIGNED_NORMALIZED_EXT 0x8C17 #endif /* GL_EXT_color_buffer_half_float */ #ifndef GL_EXT_conservative_depth #define GL_EXT_conservative_depth 1 #endif /* GL_EXT_conservative_depth */ #ifndef GL_EXT_copy_image #define GL_EXT_copy_image 1 typedef void (GL_APIENTRYP PFNGLCOPYIMAGESUBDATAEXTPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glCopyImageSubDataEXT (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); #endif #endif /* GL_EXT_copy_image */ #ifndef GL_EXT_debug_label #define GL_EXT_debug_label 1 #define GL_PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F #define GL_PROGRAM_OBJECT_EXT 0x8B40 #define GL_SHADER_OBJECT_EXT 0x8B48 #define GL_BUFFER_OBJECT_EXT 0x9151 #define GL_QUERY_OBJECT_EXT 0x9153 #define GL_VERTEX_ARRAY_OBJECT_EXT 0x9154 #define GL_TRANSFORM_FEEDBACK 0x8E22 typedef void (GL_APIENTRYP PFNGLLABELOBJECTEXTPROC) (GLenum type, GLuint object, GLsizei length, const GLchar *label); typedef void (GL_APIENTRYP PFNGLGETOBJECTLABELEXTPROC) (GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glLabelObjectEXT (GLenum type, GLuint object, GLsizei length, const GLchar *label); GL_APICALL void GL_APIENTRY glGetObjectLabelEXT (GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label); #endif #endif /* GL_EXT_debug_label */ #ifndef GL_EXT_debug_marker #define GL_EXT_debug_marker 1 typedef void (GL_APIENTRYP PFNGLINSERTEVENTMARKEREXTPROC) (GLsizei length, const GLchar *marker); typedef void (GL_APIENTRYP PFNGLPUSHGROUPMARKEREXTPROC) (GLsizei length, const GLchar *marker); typedef void (GL_APIENTRYP PFNGLPOPGROUPMARKEREXTPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glInsertEventMarkerEXT (GLsizei length, const GLchar *marker); GL_APICALL void GL_APIENTRY glPushGroupMarkerEXT (GLsizei length, const GLchar *marker); GL_APICALL void GL_APIENTRY glPopGroupMarkerEXT (void); #endif #endif /* GL_EXT_debug_marker */ #ifndef GL_EXT_depth_clamp #define GL_EXT_depth_clamp 1 #define GL_DEPTH_CLAMP_EXT 0x864F #endif /* GL_EXT_depth_clamp */ #ifndef GL_EXT_discard_framebuffer #define GL_EXT_discard_framebuffer 1 #define GL_COLOR_EXT 0x1800 #define GL_DEPTH_EXT 0x1801 #define GL_STENCIL_EXT 0x1802 typedef void (GL_APIENTRYP PFNGLDISCARDFRAMEBUFFEREXTPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDiscardFramebufferEXT (GLenum target, GLsizei numAttachments, const GLenum *attachments); #endif #endif /* GL_EXT_discard_framebuffer */ #ifndef GL_EXT_disjoint_timer_query #define GL_EXT_disjoint_timer_query 1 #define GL_QUERY_COUNTER_BITS_EXT 0x8864 #define GL_CURRENT_QUERY_EXT 0x8865 #define GL_QUERY_RESULT_EXT 0x8866 #define GL_QUERY_RESULT_AVAILABLE_EXT 0x8867 #define GL_TIME_ELAPSED_EXT 0x88BF #define GL_TIMESTAMP_EXT 0x8E28 #define GL_GPU_DISJOINT_EXT 0x8FBB typedef void (GL_APIENTRYP PFNGLGENQUERIESEXTPROC) (GLsizei n, GLuint *ids); typedef void (GL_APIENTRYP PFNGLDELETEQUERIESEXTPROC) (GLsizei n, const GLuint *ids); typedef GLboolean (GL_APIENTRYP PFNGLISQUERYEXTPROC) (GLuint id); typedef void (GL_APIENTRYP PFNGLBEGINQUERYEXTPROC) (GLenum target, GLuint id); typedef void (GL_APIENTRYP PFNGLENDQUERYEXTPROC) (GLenum target); typedef void (GL_APIENTRYP PFNGLQUERYCOUNTEREXTPROC) (GLuint id, GLenum target); typedef void (GL_APIENTRYP PFNGLGETQUERYIVEXTPROC) (GLenum target, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLGETQUERYOBJECTIVEXTPROC) (GLuint id, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLGETQUERYOBJECTUIVEXTPROC) (GLuint id, GLenum pname, GLuint *params); typedef void (GL_APIENTRYP PFNGLGETQUERYOBJECTI64VEXTPROC) (GLuint id, GLenum pname, GLint64 *params); typedef void (GL_APIENTRYP PFNGLGETQUERYOBJECTUI64VEXTPROC) (GLuint id, GLenum pname, GLuint64 *params); typedef void (GL_APIENTRYP PFNGLGETINTEGER64VEXTPROC) (GLenum pname, GLint64 *data); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glGenQueriesEXT (GLsizei n, GLuint *ids); GL_APICALL void GL_APIENTRY glDeleteQueriesEXT (GLsizei n, const GLuint *ids); GL_APICALL GLboolean GL_APIENTRY glIsQueryEXT (GLuint id); GL_APICALL void GL_APIENTRY glBeginQueryEXT (GLenum target, GLuint id); GL_APICALL void GL_APIENTRY glEndQueryEXT (GLenum target); GL_APICALL void GL_APIENTRY glQueryCounterEXT (GLuint id, GLenum target); GL_APICALL void GL_APIENTRY glGetQueryivEXT (GLenum target, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glGetQueryObjectivEXT (GLuint id, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glGetQueryObjectuivEXT (GLuint id, GLenum pname, GLuint *params); GL_APICALL void GL_APIENTRY glGetQueryObjecti64vEXT (GLuint id, GLenum pname, GLint64 *params); GL_APICALL void GL_APIENTRY glGetQueryObjectui64vEXT (GLuint id, GLenum pname, GLuint64 *params); GL_APICALL void GL_APIENTRY glGetInteger64vEXT (GLenum pname, GLint64 *data); #endif #endif /* GL_EXT_disjoint_timer_query */ #ifndef GL_EXT_draw_buffers #define GL_EXT_draw_buffers 1 #define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF #define GL_MAX_DRAW_BUFFERS_EXT 0x8824 #define GL_DRAW_BUFFER0_EXT 0x8825 #define GL_DRAW_BUFFER1_EXT 0x8826 #define GL_DRAW_BUFFER2_EXT 0x8827 #define GL_DRAW_BUFFER3_EXT 0x8828 #define GL_DRAW_BUFFER4_EXT 0x8829 #define GL_DRAW_BUFFER5_EXT 0x882A #define GL_DRAW_BUFFER6_EXT 0x882B #define GL_DRAW_BUFFER7_EXT 0x882C #define GL_DRAW_BUFFER8_EXT 0x882D #define GL_DRAW_BUFFER9_EXT 0x882E #define GL_DRAW_BUFFER10_EXT 0x882F #define GL_DRAW_BUFFER11_EXT 0x8830 #define GL_DRAW_BUFFER12_EXT 0x8831 #define GL_DRAW_BUFFER13_EXT 0x8832 #define GL_DRAW_BUFFER14_EXT 0x8833 #define GL_DRAW_BUFFER15_EXT 0x8834 #define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 #define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 #define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 #define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 #define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 #define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 #define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 #define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 #define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 #define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 #define GL_COLOR_ATTACHMENT10_EXT 0x8CEA #define GL_COLOR_ATTACHMENT11_EXT 0x8CEB #define GL_COLOR_ATTACHMENT12_EXT 0x8CEC #define GL_COLOR_ATTACHMENT13_EXT 0x8CED #define GL_COLOR_ATTACHMENT14_EXT 0x8CEE #define GL_COLOR_ATTACHMENT15_EXT 0x8CEF typedef void (GL_APIENTRYP PFNGLDRAWBUFFERSEXTPROC) (GLsizei n, const GLenum *bufs); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDrawBuffersEXT (GLsizei n, const GLenum *bufs); #endif #endif /* GL_EXT_draw_buffers */ #ifndef GL_EXT_draw_buffers_indexed #define GL_EXT_draw_buffers_indexed 1 typedef void (GL_APIENTRYP PFNGLENABLEIEXTPROC) (GLenum target, GLuint index); typedef void (GL_APIENTRYP PFNGLDISABLEIEXTPROC) (GLenum target, GLuint index); typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONIEXTPROC) (GLuint buf, GLenum mode); typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONSEPARATEIEXTPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); typedef void (GL_APIENTRYP PFNGLBLENDFUNCIEXTPROC) (GLuint buf, GLenum src, GLenum dst); typedef void (GL_APIENTRYP PFNGLBLENDFUNCSEPARATEIEXTPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); typedef void (GL_APIENTRYP PFNGLCOLORMASKIEXTPROC) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); typedef GLboolean (GL_APIENTRYP PFNGLISENABLEDIEXTPROC) (GLenum target, GLuint index); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glEnableiEXT (GLenum target, GLuint index); GL_APICALL void GL_APIENTRY glDisableiEXT (GLenum target, GLuint index); GL_APICALL void GL_APIENTRY glBlendEquationiEXT (GLuint buf, GLenum mode); GL_APICALL void GL_APIENTRY glBlendEquationSeparateiEXT (GLuint buf, GLenum modeRGB, GLenum modeAlpha); GL_APICALL void GL_APIENTRY glBlendFunciEXT (GLuint buf, GLenum src, GLenum dst); GL_APICALL void GL_APIENTRY glBlendFuncSeparateiEXT (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); GL_APICALL void GL_APIENTRY glColorMaskiEXT (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); GL_APICALL GLboolean GL_APIENTRY glIsEnablediEXT (GLenum target, GLuint index); #endif #endif /* GL_EXT_draw_buffers_indexed */ #ifndef GL_EXT_draw_elements_base_vertex #define GL_EXT_draw_elements_base_vertex 1 typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); typedef void (GL_APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDrawElementsBaseVertexEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); GL_APICALL void GL_APIENTRY glDrawRangeElementsBaseVertexEXT (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); GL_APICALL void GL_APIENTRY glDrawElementsInstancedBaseVertexEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); #endif #endif /* GL_EXT_draw_elements_base_vertex */ #ifndef GL_EXT_draw_instanced #define GL_EXT_draw_instanced 1 typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDrawArraysInstancedEXT (GLenum mode, GLint start, GLsizei count, GLsizei primcount); GL_APICALL void GL_APIENTRY glDrawElementsInstancedEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); #endif #endif /* GL_EXT_draw_instanced */ #ifndef GL_EXT_draw_transform_feedback #define GL_EXT_draw_transform_feedback 1 typedef void (GL_APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKEXTPROC) (GLenum mode, GLuint id); typedef void (GL_APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDEXTPROC) (GLenum mode, GLuint id, GLsizei instancecount); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDrawTransformFeedbackEXT (GLenum mode, GLuint id); GL_APICALL void GL_APIENTRY glDrawTransformFeedbackInstancedEXT (GLenum mode, GLuint id, GLsizei instancecount); #endif #endif /* GL_EXT_draw_transform_feedback */ #ifndef GL_EXT_external_buffer #define GL_EXT_external_buffer 1 typedef void *GLeglClientBufferEXT; typedef void (GL_APIENTRYP PFNGLBUFFERSTORAGEEXTERNALEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); typedef void (GL_APIENTRYP PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glBufferStorageExternalEXT (GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); GL_APICALL void GL_APIENTRY glNamedBufferStorageExternalEXT (GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); #endif #endif /* GL_EXT_external_buffer */ #ifndef GL_EXT_float_blend #define GL_EXT_float_blend 1 #endif /* GL_EXT_float_blend */ #ifndef GL_EXT_fragment_shading_rate #define GL_EXT_fragment_shading_rate 1 #define GL_SHADING_RATE_1X1_PIXELS_EXT 0x96A6 #define GL_SHADING_RATE_1X2_PIXELS_EXT 0x96A7 #define GL_SHADING_RATE_2X1_PIXELS_EXT 0x96A8 #define GL_SHADING_RATE_2X2_PIXELS_EXT 0x96A9 #define GL_SHADING_RATE_1X4_PIXELS_EXT 0x96AA #define GL_SHADING_RATE_4X1_PIXELS_EXT 0x96AB #define GL_SHADING_RATE_4X2_PIXELS_EXT 0x96AC #define GL_SHADING_RATE_2X4_PIXELS_EXT 0x96AD #define GL_SHADING_RATE_4X4_PIXELS_EXT 0x96AE #define GL_SHADING_RATE_EXT 0x96D0 #define GL_SHADING_RATE_ATTACHMENT_EXT 0x96D1 #define GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT 0x96D2 #define GL_FRAGMENT_SHADING_RATE_COMBINER_OP_REPLACE_EXT 0x96D3 #define GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MIN_EXT 0x96D4 #define GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MAX_EXT 0x96D5 #define GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MUL_EXT 0x96D6 #define GL_MIN_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_WIDTH_EXT 0x96D7 #define GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_WIDTH_EXT 0x96D8 #define GL_MIN_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_HEIGHT_EXT 0x96D9 #define GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_HEIGHT_EXT 0x96DA #define GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_ASPECT_RATIO_EXT 0x96DB #define GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_LAYERS_EXT 0x96DC #define GL_FRAGMENT_SHADING_RATE_WITH_SHADER_DEPTH_STENCIL_WRITES_SUPPORTED_EXT 0x96DD #define GL_FRAGMENT_SHADING_RATE_WITH_SAMPLE_MASK_SUPPORTED_EXT 0x96DE #define GL_FRAGMENT_SHADING_RATE_ATTACHMENT_WITH_DEFAULT_FRAMEBUFFER_SUPPORTED_EXT 0x96DF #define GL_FRAGMENT_SHADING_RATE_NON_TRIVIAL_COMBINERS_SUPPORTED_EXT 0x8F6F typedef void (GL_APIENTRYP PFNGLGETFRAGMENTSHADINGRATESEXTPROC) (GLsizei samples, GLsizei maxCount, GLsizei *count, GLenum *shadingRates); typedef void (GL_APIENTRYP PFNGLSHADINGRATEEXTPROC) (GLenum rate); typedef void (GL_APIENTRYP PFNGLSHADINGRATECOMBINEROPSEXTPROC) (GLenum combinerOp0, GLenum combinerOp1); typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERSHADINGRATEEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint baseLayer, GLsizei numLayers, GLsizei texelWidth, GLsizei texelHeight); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glGetFragmentShadingRatesEXT (GLsizei samples, GLsizei maxCount, GLsizei *count, GLenum *shadingRates); GL_APICALL void GL_APIENTRY glShadingRateEXT (GLenum rate); GL_APICALL void GL_APIENTRY glShadingRateCombinerOpsEXT (GLenum combinerOp0, GLenum combinerOp1); GL_APICALL void GL_APIENTRY glFramebufferShadingRateEXT (GLenum target, GLenum attachment, GLuint texture, GLint baseLayer, GLsizei numLayers, GLsizei texelWidth, GLsizei texelHeight); #endif #endif /* GL_EXT_fragment_shading_rate */ #ifndef GL_EXT_geometry_point_size #define GL_EXT_geometry_point_size 1 #endif /* GL_EXT_geometry_point_size */ #ifndef GL_EXT_geometry_shader #define GL_EXT_geometry_shader 1 #define GL_GEOMETRY_SHADER_EXT 0x8DD9 #define GL_GEOMETRY_SHADER_BIT_EXT 0x00000004 #define GL_GEOMETRY_LINKED_VERTICES_OUT_EXT 0x8916 #define GL_GEOMETRY_LINKED_INPUT_TYPE_EXT 0x8917 #define GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT 0x8918 #define GL_GEOMETRY_SHADER_INVOCATIONS_EXT 0x887F #define GL_LAYER_PROVOKING_VERTEX_EXT 0x825E #define GL_LINES_ADJACENCY_EXT 0x000A #define GL_LINE_STRIP_ADJACENCY_EXT 0x000B #define GL_TRIANGLES_ADJACENCY_EXT 0x000C #define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0x000D #define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF #define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT 0x8A2C #define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8A32 #define GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT 0x9123 #define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT 0x9124 #define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 #define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 #define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT 0x8E5A #define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 #define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT 0x92CF #define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT 0x92D5 #define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT 0x90CD #define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT 0x90D7 #define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D #define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E #define GL_UNDEFINED_VERTEX_EXT 0x8260 #define GL_PRIMITIVES_GENERATED_EXT 0x8C87 #define GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT 0x9312 #define GL_MAX_FRAMEBUFFER_LAYERS_EXT 0x9317 #define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 #define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 #define GL_REFERENCED_BY_GEOMETRY_SHADER_EXT 0x9309 typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTUREEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glFramebufferTextureEXT (GLenum target, GLenum attachment, GLuint texture, GLint level); #endif #endif /* GL_EXT_geometry_shader */ #ifndef GL_EXT_gpu_shader5 #define GL_EXT_gpu_shader5 1 #endif /* GL_EXT_gpu_shader5 */ #ifndef GL_EXT_instanced_arrays #define GL_EXT_instanced_arrays 1 #define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT 0x88FE typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glVertexAttribDivisorEXT (GLuint index, GLuint divisor); #endif #endif /* GL_EXT_instanced_arrays */ #ifndef GL_EXT_map_buffer_range #define GL_EXT_map_buffer_range 1 #define GL_MAP_READ_BIT_EXT 0x0001 #define GL_MAP_WRITE_BIT_EXT 0x0002 #define GL_MAP_INVALIDATE_RANGE_BIT_EXT 0x0004 #define GL_MAP_INVALIDATE_BUFFER_BIT_EXT 0x0008 #define GL_MAP_FLUSH_EXPLICIT_BIT_EXT 0x0010 #define GL_MAP_UNSYNCHRONIZED_BIT_EXT 0x0020 typedef void *(GL_APIENTRYP PFNGLMAPBUFFERRANGEEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); typedef void (GL_APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr length); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void *GL_APIENTRY glMapBufferRangeEXT (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); GL_APICALL void GL_APIENTRY glFlushMappedBufferRangeEXT (GLenum target, GLintptr offset, GLsizeiptr length); #endif #endif /* GL_EXT_map_buffer_range */ #ifndef GL_EXT_memory_object #define GL_EXT_memory_object 1 #define GL_TEXTURE_TILING_EXT 0x9580 #define GL_DEDICATED_MEMORY_OBJECT_EXT 0x9581 #define GL_PROTECTED_MEMORY_OBJECT_EXT 0x959B #define GL_NUM_TILING_TYPES_EXT 0x9582 #define GL_TILING_TYPES_EXT 0x9583 #define GL_OPTIMAL_TILING_EXT 0x9584 #define GL_LINEAR_TILING_EXT 0x9585 #define GL_NUM_DEVICE_UUIDS_EXT 0x9596 #define GL_DEVICE_UUID_EXT 0x9597 #define GL_DRIVER_UUID_EXT 0x9598 #define GL_UUID_SIZE_EXT 16 typedef void (GL_APIENTRYP PFNGLGETUNSIGNEDBYTEVEXTPROC) (GLenum pname, GLubyte *data); typedef void (GL_APIENTRYP PFNGLGETUNSIGNEDBYTEI_VEXTPROC) (GLenum target, GLuint index, GLubyte *data); typedef void (GL_APIENTRYP PFNGLDELETEMEMORYOBJECTSEXTPROC) (GLsizei n, const GLuint *memoryObjects); typedef GLboolean (GL_APIENTRYP PFNGLISMEMORYOBJECTEXTPROC) (GLuint memoryObject); typedef void (GL_APIENTRYP PFNGLCREATEMEMORYOBJECTSEXTPROC) (GLsizei n, GLuint *memoryObjects); typedef void (GL_APIENTRYP PFNGLMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, const GLint *params); typedef void (GL_APIENTRYP PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLTEXSTORAGEMEM2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); typedef void (GL_APIENTRYP PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); typedef void (GL_APIENTRYP PFNGLTEXSTORAGEMEM3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); typedef void (GL_APIENTRYP PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); typedef void (GL_APIENTRYP PFNGLBUFFERSTORAGEMEMEXTPROC) (GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset); typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGEMEM2DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGEMEM3DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); typedef void (GL_APIENTRYP PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC) (GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glGetUnsignedBytevEXT (GLenum pname, GLubyte *data); GL_APICALL void GL_APIENTRY glGetUnsignedBytei_vEXT (GLenum target, GLuint index, GLubyte *data); GL_APICALL void GL_APIENTRY glDeleteMemoryObjectsEXT (GLsizei n, const GLuint *memoryObjects); GL_APICALL GLboolean GL_APIENTRY glIsMemoryObjectEXT (GLuint memoryObject); GL_APICALL void GL_APIENTRY glCreateMemoryObjectsEXT (GLsizei n, GLuint *memoryObjects); GL_APICALL void GL_APIENTRY glMemoryObjectParameterivEXT (GLuint memoryObject, GLenum pname, const GLint *params); GL_APICALL void GL_APIENTRY glGetMemoryObjectParameterivEXT (GLuint memoryObject, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glTexStorageMem2DEXT (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); GL_APICALL void GL_APIENTRY glTexStorageMem2DMultisampleEXT (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); GL_APICALL void GL_APIENTRY glTexStorageMem3DEXT (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); GL_APICALL void GL_APIENTRY glTexStorageMem3DMultisampleEXT (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); GL_APICALL void GL_APIENTRY glBufferStorageMemEXT (GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset); GL_APICALL void GL_APIENTRY glTextureStorageMem2DEXT (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); GL_APICALL void GL_APIENTRY glTextureStorageMem2DMultisampleEXT (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); GL_APICALL void GL_APIENTRY glTextureStorageMem3DEXT (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); GL_APICALL void GL_APIENTRY glTextureStorageMem3DMultisampleEXT (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); GL_APICALL void GL_APIENTRY glNamedBufferStorageMemEXT (GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset); #endif #endif /* GL_EXT_memory_object */ #ifndef GL_EXT_memory_object_fd #define GL_EXT_memory_object_fd 1 #define GL_HANDLE_TYPE_OPAQUE_FD_EXT 0x9586 typedef void (GL_APIENTRYP PFNGLIMPORTMEMORYFDEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, GLint fd); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glImportMemoryFdEXT (GLuint memory, GLuint64 size, GLenum handleType, GLint fd); #endif #endif /* GL_EXT_memory_object_fd */ #ifndef GL_EXT_memory_object_win32 #define GL_EXT_memory_object_win32 1 #define GL_HANDLE_TYPE_OPAQUE_WIN32_EXT 0x9587 #define GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT 0x9588 #define GL_DEVICE_LUID_EXT 0x9599 #define GL_DEVICE_NODE_MASK_EXT 0x959A #define GL_LUID_SIZE_EXT 8 #define GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT 0x9589 #define GL_HANDLE_TYPE_D3D12_RESOURCE_EXT 0x958A #define GL_HANDLE_TYPE_D3D11_IMAGE_EXT 0x958B #define GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT 0x958C typedef void (GL_APIENTRYP PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, void *handle); typedef void (GL_APIENTRYP PFNGLIMPORTMEMORYWIN32NAMEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, const void *name); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glImportMemoryWin32HandleEXT (GLuint memory, GLuint64 size, GLenum handleType, void *handle); GL_APICALL void GL_APIENTRY glImportMemoryWin32NameEXT (GLuint memory, GLuint64 size, GLenum handleType, const void *name); #endif #endif /* GL_EXT_memory_object_win32 */ #ifndef GL_EXT_multi_draw_arrays #define GL_EXT_multi_draw_arrays 1 typedef void (GL_APIENTRYP PFNGLMULTIDRAWARRAYSEXTPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); typedef void (GL_APIENTRYP PFNGLMULTIDRAWELEMENTSEXTPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glMultiDrawArraysEXT (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); GL_APICALL void GL_APIENTRY glMultiDrawElementsEXT (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount); #endif #endif /* GL_EXT_multi_draw_arrays */ #ifndef GL_EXT_multi_draw_indirect #define GL_EXT_multi_draw_indirect 1 typedef void (GL_APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC) (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); typedef void (GL_APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glMultiDrawArraysIndirectEXT (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); GL_APICALL void GL_APIENTRY glMultiDrawElementsIndirectEXT (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); #endif #endif /* GL_EXT_multi_draw_indirect */ #ifndef GL_EXT_multisampled_compatibility #define GL_EXT_multisampled_compatibility 1 #define GL_MULTISAMPLE_EXT 0x809D #define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F #endif /* GL_EXT_multisampled_compatibility */ #ifndef GL_EXT_multisampled_render_to_texture #define GL_EXT_multisampled_render_to_texture 1 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT 0x8D6C #define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56 #define GL_MAX_SAMPLES_EXT 0x8D57 typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleEXT (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glFramebufferTexture2DMultisampleEXT (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); #endif #endif /* GL_EXT_multisampled_render_to_texture */ #ifndef GL_EXT_multisampled_render_to_texture2 #define GL_EXT_multisampled_render_to_texture2 1 #endif /* GL_EXT_multisampled_render_to_texture2 */ #ifndef GL_EXT_multiview_draw_buffers #define GL_EXT_multiview_draw_buffers 1 #define GL_COLOR_ATTACHMENT_EXT 0x90F0 #define GL_MULTIVIEW_EXT 0x90F1 #define GL_DRAW_BUFFER_EXT 0x0C01 #define GL_READ_BUFFER_EXT 0x0C02 #define GL_MAX_MULTIVIEW_BUFFERS_EXT 0x90F2 typedef void (GL_APIENTRYP PFNGLREADBUFFERINDEXEDEXTPROC) (GLenum src, GLint index); typedef void (GL_APIENTRYP PFNGLDRAWBUFFERSINDEXEDEXTPROC) (GLint n, const GLenum *location, const GLint *indices); typedef void (GL_APIENTRYP PFNGLGETINTEGERI_VEXTPROC) (GLenum target, GLuint index, GLint *data); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glReadBufferIndexedEXT (GLenum src, GLint index); GL_APICALL void GL_APIENTRY glDrawBuffersIndexedEXT (GLint n, const GLenum *location, const GLint *indices); GL_APICALL void GL_APIENTRY glGetIntegeri_vEXT (GLenum target, GLuint index, GLint *data); #endif #endif /* GL_EXT_multiview_draw_buffers */ #ifndef GL_EXT_multiview_tessellation_geometry_shader #define GL_EXT_multiview_tessellation_geometry_shader 1 #endif /* GL_EXT_multiview_tessellation_geometry_shader */ #ifndef GL_EXT_multiview_texture_multisample #define GL_EXT_multiview_texture_multisample 1 #endif /* GL_EXT_multiview_texture_multisample */ #ifndef GL_EXT_multiview_timer_query #define GL_EXT_multiview_timer_query 1 #endif /* GL_EXT_multiview_timer_query */ #ifndef GL_EXT_occlusion_query_boolean #define GL_EXT_occlusion_query_boolean 1 #define GL_ANY_SAMPLES_PASSED_EXT 0x8C2F #define GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT 0x8D6A #endif /* GL_EXT_occlusion_query_boolean */ #ifndef GL_EXT_polygon_offset_clamp #define GL_EXT_polygon_offset_clamp 1 #define GL_POLYGON_OFFSET_CLAMP_EXT 0x8E1B typedef void (GL_APIENTRYP PFNGLPOLYGONOFFSETCLAMPEXTPROC) (GLfloat factor, GLfloat units, GLfloat clamp); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glPolygonOffsetClampEXT (GLfloat factor, GLfloat units, GLfloat clamp); #endif #endif /* GL_EXT_polygon_offset_clamp */ #ifndef GL_EXT_post_depth_coverage #define GL_EXT_post_depth_coverage 1 #endif /* GL_EXT_post_depth_coverage */ #ifndef GL_EXT_primitive_bounding_box #define GL_EXT_primitive_bounding_box 1 #define GL_PRIMITIVE_BOUNDING_BOX_EXT 0x92BE typedef void (GL_APIENTRYP PFNGLPRIMITIVEBOUNDINGBOXEXTPROC) (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glPrimitiveBoundingBoxEXT (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); #endif #endif /* GL_EXT_primitive_bounding_box */ #ifndef GL_EXT_protected_textures #define GL_EXT_protected_textures 1 #define GL_CONTEXT_FLAG_PROTECTED_CONTENT_BIT_EXT 0x00000010 #define GL_TEXTURE_PROTECTED_EXT 0x8BFA #endif /* GL_EXT_protected_textures */ #ifndef GL_EXT_pvrtc_sRGB #define GL_EXT_pvrtc_sRGB 1 #define GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54 #define GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55 #define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56 #define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57 #define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV2_IMG 0x93F0 #define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV2_IMG 0x93F1 #endif /* GL_EXT_pvrtc_sRGB */ #ifndef GL_EXT_raster_multisample #define GL_EXT_raster_multisample 1 #define GL_RASTER_MULTISAMPLE_EXT 0x9327 #define GL_RASTER_SAMPLES_EXT 0x9328 #define GL_MAX_RASTER_SAMPLES_EXT 0x9329 #define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A #define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B #define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C typedef void (GL_APIENTRYP PFNGLRASTERSAMPLESEXTPROC) (GLuint samples, GLboolean fixedsamplelocations); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glRasterSamplesEXT (GLuint samples, GLboolean fixedsamplelocations); #endif #endif /* GL_EXT_raster_multisample */ #ifndef GL_EXT_read_format_bgra #define GL_EXT_read_format_bgra 1 #define GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT 0x8365 #define GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT 0x8366 #endif /* GL_EXT_read_format_bgra */ #ifndef GL_EXT_render_snorm #define GL_EXT_render_snorm 1 #define GL_R8_SNORM 0x8F94 #define GL_RG8_SNORM 0x8F95 #define GL_RGBA8_SNORM 0x8F97 #define GL_R16_SNORM_EXT 0x8F98 #define GL_RG16_SNORM_EXT 0x8F99 #define GL_RGBA16_SNORM_EXT 0x8F9B #endif /* GL_EXT_render_snorm */ #ifndef GL_EXT_robustness #define GL_EXT_robustness 1 #define GL_GUILTY_CONTEXT_RESET_EXT 0x8253 #define GL_INNOCENT_CONTEXT_RESET_EXT 0x8254 #define GL_UNKNOWN_CONTEXT_RESET_EXT 0x8255 #define GL_CONTEXT_ROBUST_ACCESS_EXT 0x90F3 #define GL_RESET_NOTIFICATION_STRATEGY_EXT 0x8256 #define GL_LOSE_CONTEXT_ON_RESET_EXT 0x8252 #define GL_NO_RESET_NOTIFICATION_EXT 0x8261 typedef GLenum (GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSEXTPROC) (void); typedef void (GL_APIENTRYP PFNGLREADNPIXELSEXTPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); typedef void (GL_APIENTRYP PFNGLGETNUNIFORMFVEXTPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); typedef void (GL_APIENTRYP PFNGLGETNUNIFORMIVEXTPROC) (GLuint program, GLint location, GLsizei bufSize, GLint *params); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL GLenum GL_APIENTRY glGetGraphicsResetStatusEXT (void); GL_APICALL void GL_APIENTRY glReadnPixelsEXT (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); GL_APICALL void GL_APIENTRY glGetnUniformfvEXT (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); GL_APICALL void GL_APIENTRY glGetnUniformivEXT (GLuint program, GLint location, GLsizei bufSize, GLint *params); #endif #endif /* GL_EXT_robustness */ #ifndef GL_EXT_sRGB #define GL_EXT_sRGB 1 #define GL_SRGB_EXT 0x8C40 #define GL_SRGB_ALPHA_EXT 0x8C42 #define GL_SRGB8_ALPHA8_EXT 0x8C43 #define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT 0x8210 #endif /* GL_EXT_sRGB */ #ifndef GL_EXT_sRGB_write_control #define GL_EXT_sRGB_write_control 1 #define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9 #endif /* GL_EXT_sRGB_write_control */ #ifndef GL_EXT_semaphore #define GL_EXT_semaphore 1 #define GL_LAYOUT_GENERAL_EXT 0x958D #define GL_LAYOUT_COLOR_ATTACHMENT_EXT 0x958E #define GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT 0x958F #define GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT 0x9590 #define GL_LAYOUT_SHADER_READ_ONLY_EXT 0x9591 #define GL_LAYOUT_TRANSFER_SRC_EXT 0x9592 #define GL_LAYOUT_TRANSFER_DST_EXT 0x9593 #define GL_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_EXT 0x9530 #define GL_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_EXT 0x9531 typedef void (GL_APIENTRYP PFNGLGENSEMAPHORESEXTPROC) (GLsizei n, GLuint *semaphores); typedef void (GL_APIENTRYP PFNGLDELETESEMAPHORESEXTPROC) (GLsizei n, const GLuint *semaphores); typedef GLboolean (GL_APIENTRYP PFNGLISSEMAPHOREEXTPROC) (GLuint semaphore); typedef void (GL_APIENTRYP PFNGLSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, const GLuint64 *params); typedef void (GL_APIENTRYP PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, GLuint64 *params); typedef void (GL_APIENTRYP PFNGLWAITSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts); typedef void (GL_APIENTRYP PFNGLSIGNALSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glGenSemaphoresEXT (GLsizei n, GLuint *semaphores); GL_APICALL void GL_APIENTRY glDeleteSemaphoresEXT (GLsizei n, const GLuint *semaphores); GL_APICALL GLboolean GL_APIENTRY glIsSemaphoreEXT (GLuint semaphore); GL_APICALL void GL_APIENTRY glSemaphoreParameterui64vEXT (GLuint semaphore, GLenum pname, const GLuint64 *params); GL_APICALL void GL_APIENTRY glGetSemaphoreParameterui64vEXT (GLuint semaphore, GLenum pname, GLuint64 *params); GL_APICALL void GL_APIENTRY glWaitSemaphoreEXT (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts); GL_APICALL void GL_APIENTRY glSignalSemaphoreEXT (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts); #endif #endif /* GL_EXT_semaphore */ #ifndef GL_EXT_semaphore_fd #define GL_EXT_semaphore_fd 1 typedef void (GL_APIENTRYP PFNGLIMPORTSEMAPHOREFDEXTPROC) (GLuint semaphore, GLenum handleType, GLint fd); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glImportSemaphoreFdEXT (GLuint semaphore, GLenum handleType, GLint fd); #endif #endif /* GL_EXT_semaphore_fd */ #ifndef GL_EXT_semaphore_win32 #define GL_EXT_semaphore_win32 1 #define GL_HANDLE_TYPE_D3D12_FENCE_EXT 0x9594 #define GL_D3D12_FENCE_VALUE_EXT 0x9595 typedef void (GL_APIENTRYP PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC) (GLuint semaphore, GLenum handleType, void *handle); typedef void (GL_APIENTRYP PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC) (GLuint semaphore, GLenum handleType, const void *name); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glImportSemaphoreWin32HandleEXT (GLuint semaphore, GLenum handleType, void *handle); GL_APICALL void GL_APIENTRY glImportSemaphoreWin32NameEXT (GLuint semaphore, GLenum handleType, const void *name); #endif #endif /* GL_EXT_semaphore_win32 */ #ifndef GL_EXT_separate_depth_stencil #define GL_EXT_separate_depth_stencil 1 #endif /* GL_EXT_separate_depth_stencil */ #ifndef GL_EXT_separate_shader_objects #define GL_EXT_separate_shader_objects 1 #define GL_ACTIVE_PROGRAM_EXT 0x8259 #define GL_VERTEX_SHADER_BIT_EXT 0x00000001 #define GL_FRAGMENT_SHADER_BIT_EXT 0x00000002 #define GL_ALL_SHADER_BITS_EXT 0xFFFFFFFF #define GL_PROGRAM_SEPARABLE_EXT 0x8258 #define GL_PROGRAM_PIPELINE_BINDING_EXT 0x825A typedef void (GL_APIENTRYP PFNGLACTIVESHADERPROGRAMEXTPROC) (GLuint pipeline, GLuint program); typedef void (GL_APIENTRYP PFNGLBINDPROGRAMPIPELINEEXTPROC) (GLuint pipeline); typedef GLuint (GL_APIENTRYP PFNGLCREATESHADERPROGRAMVEXTPROC) (GLenum type, GLsizei count, const GLchar **strings); typedef void (GL_APIENTRYP PFNGLDELETEPROGRAMPIPELINESEXTPROC) (GLsizei n, const GLuint *pipelines); typedef void (GL_APIENTRYP PFNGLGENPROGRAMPIPELINESEXTPROC) (GLsizei n, GLuint *pipelines); typedef void (GL_APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGEXTPROC) (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef void (GL_APIENTRYP PFNGLGETPROGRAMPIPELINEIVEXTPROC) (GLuint pipeline, GLenum pname, GLint *params); typedef GLboolean (GL_APIENTRYP PFNGLISPROGRAMPIPELINEEXTPROC) (GLuint pipeline); typedef void (GL_APIENTRYP PFNGLPROGRAMPARAMETERIEXTPROC) (GLuint program, GLenum pname, GLint value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1FEXTPROC) (GLuint program, GLint location, GLfloat v0); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1IEXTPROC) (GLuint program, GLint location, GLint v0); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLUSEPROGRAMSTAGESEXTPROC) (GLuint pipeline, GLbitfield stages, GLuint program); typedef void (GL_APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEEXTPROC) (GLuint pipeline); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1UIEXTPROC) (GLuint program, GLint location, GLuint v0); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glActiveShaderProgramEXT (GLuint pipeline, GLuint program); GL_APICALL void GL_APIENTRY glBindProgramPipelineEXT (GLuint pipeline); GL_APICALL GLuint GL_APIENTRY glCreateShaderProgramvEXT (GLenum type, GLsizei count, const GLchar **strings); GL_APICALL void GL_APIENTRY glDeleteProgramPipelinesEXT (GLsizei n, const GLuint *pipelines); GL_APICALL void GL_APIENTRY glGenProgramPipelinesEXT (GLsizei n, GLuint *pipelines); GL_APICALL void GL_APIENTRY glGetProgramPipelineInfoLogEXT (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); GL_APICALL void GL_APIENTRY glGetProgramPipelineivEXT (GLuint pipeline, GLenum pname, GLint *params); GL_APICALL GLboolean GL_APIENTRY glIsProgramPipelineEXT (GLuint pipeline); GL_APICALL void GL_APIENTRY glProgramParameteriEXT (GLuint program, GLenum pname, GLint value); GL_APICALL void GL_APIENTRY glProgramUniform1fEXT (GLuint program, GLint location, GLfloat v0); GL_APICALL void GL_APIENTRY glProgramUniform1fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); GL_APICALL void GL_APIENTRY glProgramUniform1iEXT (GLuint program, GLint location, GLint v0); GL_APICALL void GL_APIENTRY glProgramUniform1ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); GL_APICALL void GL_APIENTRY glProgramUniform2fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1); GL_APICALL void GL_APIENTRY glProgramUniform2fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); GL_APICALL void GL_APIENTRY glProgramUniform2iEXT (GLuint program, GLint location, GLint v0, GLint v1); GL_APICALL void GL_APIENTRY glProgramUniform2ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); GL_APICALL void GL_APIENTRY glProgramUniform3fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); GL_APICALL void GL_APIENTRY glProgramUniform3fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); GL_APICALL void GL_APIENTRY glProgramUniform3iEXT (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); GL_APICALL void GL_APIENTRY glProgramUniform3ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); GL_APICALL void GL_APIENTRY glProgramUniform4fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); GL_APICALL void GL_APIENTRY glProgramUniform4fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); GL_APICALL void GL_APIENTRY glProgramUniform4iEXT (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); GL_APICALL void GL_APIENTRY glProgramUniform4ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); GL_APICALL void GL_APIENTRY glProgramUniformMatrix2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glProgramUniformMatrix3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glProgramUniformMatrix4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glUseProgramStagesEXT (GLuint pipeline, GLbitfield stages, GLuint program); GL_APICALL void GL_APIENTRY glValidateProgramPipelineEXT (GLuint pipeline); GL_APICALL void GL_APIENTRY glProgramUniform1uiEXT (GLuint program, GLint location, GLuint v0); GL_APICALL void GL_APIENTRY glProgramUniform2uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1); GL_APICALL void GL_APIENTRY glProgramUniform3uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); GL_APICALL void GL_APIENTRY glProgramUniform4uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); GL_APICALL void GL_APIENTRY glProgramUniform1uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); GL_APICALL void GL_APIENTRY glProgramUniform2uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); GL_APICALL void GL_APIENTRY glProgramUniform3uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); GL_APICALL void GL_APIENTRY glProgramUniform4uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); GL_APICALL void GL_APIENTRY glProgramUniformMatrix2x3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glProgramUniformMatrix3x2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glProgramUniformMatrix2x4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glProgramUniformMatrix4x2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glProgramUniformMatrix3x4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glProgramUniformMatrix4x3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); #endif #endif /* GL_EXT_separate_shader_objects */ #ifndef GL_EXT_shader_framebuffer_fetch #define GL_EXT_shader_framebuffer_fetch 1 #define GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT 0x8A52 #endif /* GL_EXT_shader_framebuffer_fetch */ #ifndef GL_EXT_shader_framebuffer_fetch_non_coherent #define GL_EXT_shader_framebuffer_fetch_non_coherent 1 typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERFETCHBARRIEREXTPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glFramebufferFetchBarrierEXT (void); #endif #endif /* GL_EXT_shader_framebuffer_fetch_non_coherent */ #ifndef GL_EXT_shader_group_vote #define GL_EXT_shader_group_vote 1 #endif /* GL_EXT_shader_group_vote */ #ifndef GL_EXT_shader_implicit_conversions #define GL_EXT_shader_implicit_conversions 1 #endif /* GL_EXT_shader_implicit_conversions */ #ifndef GL_EXT_shader_integer_mix #define GL_EXT_shader_integer_mix 1 #endif /* GL_EXT_shader_integer_mix */ #ifndef GL_EXT_shader_io_blocks #define GL_EXT_shader_io_blocks 1 #endif /* GL_EXT_shader_io_blocks */ #ifndef GL_EXT_shader_non_constant_global_initializers #define GL_EXT_shader_non_constant_global_initializers 1 #endif /* GL_EXT_shader_non_constant_global_initializers */ #ifndef GL_EXT_shader_pixel_local_storage #define GL_EXT_shader_pixel_local_storage 1 #define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT 0x8F63 #define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT 0x8F67 #define GL_SHADER_PIXEL_LOCAL_STORAGE_EXT 0x8F64 #endif /* GL_EXT_shader_pixel_local_storage */ #ifndef GL_EXT_shader_pixel_local_storage2 #define GL_EXT_shader_pixel_local_storage2 1 #define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT 0x9650 #define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT 0x9651 #define GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT 0x9652 typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC) (GLuint target, GLsizei size); typedef GLsizei (GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC) (GLuint target); typedef void (GL_APIENTRYP PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC) (GLsizei offset, GLsizei n, const GLuint *values); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glFramebufferPixelLocalStorageSizeEXT (GLuint target, GLsizei size); GL_APICALL GLsizei GL_APIENTRY glGetFramebufferPixelLocalStorageSizeEXT (GLuint target); GL_APICALL void GL_APIENTRY glClearPixelLocalStorageuiEXT (GLsizei offset, GLsizei n, const GLuint *values); #endif #endif /* GL_EXT_shader_pixel_local_storage2 */ #ifndef GL_EXT_shader_samples_identical #define GL_EXT_shader_samples_identical 1 #endif /* GL_EXT_shader_samples_identical */ #ifndef GL_EXT_shader_texture_lod #define GL_EXT_shader_texture_lod 1 #endif /* GL_EXT_shader_texture_lod */ #ifndef GL_EXT_shadow_samplers #define GL_EXT_shadow_samplers 1 #define GL_TEXTURE_COMPARE_MODE_EXT 0x884C #define GL_TEXTURE_COMPARE_FUNC_EXT 0x884D #define GL_COMPARE_REF_TO_TEXTURE_EXT 0x884E #define GL_SAMPLER_2D_SHADOW_EXT 0x8B62 #endif /* GL_EXT_shadow_samplers */ #ifndef GL_EXT_sparse_texture #define GL_EXT_sparse_texture 1 #define GL_TEXTURE_SPARSE_EXT 0x91A6 #define GL_VIRTUAL_PAGE_SIZE_INDEX_EXT 0x91A7 #define GL_NUM_SPARSE_LEVELS_EXT 0x91AA #define GL_NUM_VIRTUAL_PAGE_SIZES_EXT 0x91A8 #define GL_VIRTUAL_PAGE_SIZE_X_EXT 0x9195 #define GL_VIRTUAL_PAGE_SIZE_Y_EXT 0x9196 #define GL_VIRTUAL_PAGE_SIZE_Z_EXT 0x9197 #define GL_TEXTURE_2D_ARRAY 0x8C1A #define GL_TEXTURE_3D 0x806F #define GL_MAX_SPARSE_TEXTURE_SIZE_EXT 0x9198 #define GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT 0x9199 #define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT 0x919A #define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT 0x91A9 typedef void (GL_APIENTRYP PFNGLTEXPAGECOMMITMENTEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glTexPageCommitmentEXT (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); #endif #endif /* GL_EXT_sparse_texture */ #ifndef GL_EXT_sparse_texture2 #define GL_EXT_sparse_texture2 1 #endif /* GL_EXT_sparse_texture2 */ #ifndef GL_EXT_tessellation_point_size #define GL_EXT_tessellation_point_size 1 #endif /* GL_EXT_tessellation_point_size */ #ifndef GL_EXT_tessellation_shader #define GL_EXT_tessellation_shader 1 #define GL_PATCHES_EXT 0x000E #define GL_PATCH_VERTICES_EXT 0x8E72 #define GL_TESS_CONTROL_OUTPUT_VERTICES_EXT 0x8E75 #define GL_TESS_GEN_MODE_EXT 0x8E76 #define GL_TESS_GEN_SPACING_EXT 0x8E77 #define GL_TESS_GEN_VERTEX_ORDER_EXT 0x8E78 #define GL_TESS_GEN_POINT_MODE_EXT 0x8E79 #define GL_ISOLINES_EXT 0x8E7A #define GL_QUADS_EXT 0x0007 #define GL_FRACTIONAL_ODD_EXT 0x8E7B #define GL_FRACTIONAL_EVEN_EXT 0x8E7C #define GL_MAX_PATCH_VERTICES_EXT 0x8E7D #define GL_MAX_TESS_GEN_LEVEL_EXT 0x8E7E #define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_EXT 0x8E7F #define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT 0x8E80 #define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_EXT 0x8E81 #define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_EXT 0x8E82 #define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_EXT 0x8E83 #define GL_MAX_TESS_PATCH_COMPONENTS_EXT 0x8E84 #define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_EXT 0x8E85 #define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_EXT 0x8E86 #define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_EXT 0x8E89 #define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_EXT 0x8E8A #define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_EXT 0x886C #define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_EXT 0x886D #define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_EXT 0x8E1E #define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT 0x8E1F #define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_EXT 0x92CD #define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_EXT 0x92CE #define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_EXT 0x92D3 #define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_EXT 0x92D4 #define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_EXT 0x90CB #define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_EXT 0x90CC #define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_EXT 0x90D8 #define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_EXT 0x90D9 #define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221 #define GL_IS_PER_PATCH_EXT 0x92E7 #define GL_REFERENCED_BY_TESS_CONTROL_SHADER_EXT 0x9307 #define GL_REFERENCED_BY_TESS_EVALUATION_SHADER_EXT 0x9308 #define GL_TESS_CONTROL_SHADER_EXT 0x8E88 #define GL_TESS_EVALUATION_SHADER_EXT 0x8E87 #define GL_TESS_CONTROL_SHADER_BIT_EXT 0x00000008 #define GL_TESS_EVALUATION_SHADER_BIT_EXT 0x00000010 typedef void (GL_APIENTRYP PFNGLPATCHPARAMETERIEXTPROC) (GLenum pname, GLint value); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glPatchParameteriEXT (GLenum pname, GLint value); #endif #endif /* GL_EXT_tessellation_shader */ #ifndef GL_EXT_texture_border_clamp #define GL_EXT_texture_border_clamp 1 #define GL_TEXTURE_BORDER_COLOR_EXT 0x1004 #define GL_CLAMP_TO_BORDER_EXT 0x812D typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, const GLuint *params); typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, GLuint *params); typedef void (GL_APIENTRYP PFNGLSAMPLERPARAMETERIIVEXTPROC) (GLuint sampler, GLenum pname, const GLint *param); typedef void (GL_APIENTRYP PFNGLSAMPLERPARAMETERIUIVEXTPROC) (GLuint sampler, GLenum pname, const GLuint *param); typedef void (GL_APIENTRYP PFNGLGETSAMPLERPARAMETERIIVEXTPROC) (GLuint sampler, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVEXTPROC) (GLuint sampler, GLenum pname, GLuint *params); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glTexParameterIivEXT (GLenum target, GLenum pname, const GLint *params); GL_APICALL void GL_APIENTRY glTexParameterIuivEXT (GLenum target, GLenum pname, const GLuint *params); GL_APICALL void GL_APIENTRY glGetTexParameterIivEXT (GLenum target, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glGetTexParameterIuivEXT (GLenum target, GLenum pname, GLuint *params); GL_APICALL void GL_APIENTRY glSamplerParameterIivEXT (GLuint sampler, GLenum pname, const GLint *param); GL_APICALL void GL_APIENTRY glSamplerParameterIuivEXT (GLuint sampler, GLenum pname, const GLuint *param); GL_APICALL void GL_APIENTRY glGetSamplerParameterIivEXT (GLuint sampler, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glGetSamplerParameterIuivEXT (GLuint sampler, GLenum pname, GLuint *params); #endif #endif /* GL_EXT_texture_border_clamp */ #ifndef GL_EXT_texture_buffer #define GL_EXT_texture_buffer 1 #define GL_TEXTURE_BUFFER_EXT 0x8C2A #define GL_TEXTURE_BUFFER_BINDING_EXT 0x8C2A #define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B #define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C #define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D #define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_EXT 0x919F #define GL_SAMPLER_BUFFER_EXT 0x8DC2 #define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0 #define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8 #define GL_IMAGE_BUFFER_EXT 0x9051 #define GL_INT_IMAGE_BUFFER_EXT 0x905C #define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT 0x9067 #define GL_TEXTURE_BUFFER_OFFSET_EXT 0x919D #define GL_TEXTURE_BUFFER_SIZE_EXT 0x919E typedef void (GL_APIENTRYP PFNGLTEXBUFFEREXTPROC) (GLenum target, GLenum internalformat, GLuint buffer); typedef void (GL_APIENTRYP PFNGLTEXBUFFERRANGEEXTPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glTexBufferEXT (GLenum target, GLenum internalformat, GLuint buffer); GL_APICALL void GL_APIENTRY glTexBufferRangeEXT (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); #endif #endif /* GL_EXT_texture_buffer */ #ifndef GL_EXT_texture_compression_astc_decode_mode #define GL_EXT_texture_compression_astc_decode_mode 1 #define GL_TEXTURE_ASTC_DECODE_PRECISION_EXT 0x8F69 #endif /* GL_EXT_texture_compression_astc_decode_mode */ #ifndef GL_EXT_texture_compression_bptc #define GL_EXT_texture_compression_bptc 1 #define GL_COMPRESSED_RGBA_BPTC_UNORM_EXT 0x8E8C #define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT 0x8E8D #define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT 0x8E8E #define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT 0x8E8F #endif /* GL_EXT_texture_compression_bptc */ #ifndef GL_EXT_texture_compression_dxt1 #define GL_EXT_texture_compression_dxt1 1 #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 #endif /* GL_EXT_texture_compression_dxt1 */ #ifndef GL_EXT_texture_compression_rgtc #define GL_EXT_texture_compression_rgtc 1 #define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB #define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC #define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD #define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE #endif /* GL_EXT_texture_compression_rgtc */ #ifndef GL_EXT_texture_compression_s3tc #define GL_EXT_texture_compression_s3tc 1 #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 #endif /* GL_EXT_texture_compression_s3tc */ #ifndef GL_EXT_texture_compression_s3tc_srgb #define GL_EXT_texture_compression_s3tc_srgb 1 #define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F #endif /* GL_EXT_texture_compression_s3tc_srgb */ #ifndef GL_EXT_texture_cube_map_array #define GL_EXT_texture_cube_map_array 1 #define GL_TEXTURE_CUBE_MAP_ARRAY_EXT 0x9009 #define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT 0x900A #define GL_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900C #define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT 0x900D #define GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900E #define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900F #define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054 #define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F #define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A #endif /* GL_EXT_texture_cube_map_array */ #ifndef GL_EXT_texture_filter_anisotropic #define GL_EXT_texture_filter_anisotropic 1 #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF #endif /* GL_EXT_texture_filter_anisotropic */ #ifndef GL_EXT_texture_filter_minmax #define GL_EXT_texture_filter_minmax 1 #define GL_TEXTURE_REDUCTION_MODE_EXT 0x9366 #define GL_WEIGHTED_AVERAGE_EXT 0x9367 #endif /* GL_EXT_texture_filter_minmax */ #ifndef GL_EXT_texture_format_BGRA8888 #define GL_EXT_texture_format_BGRA8888 1 #endif /* GL_EXT_texture_format_BGRA8888 */ #ifndef GL_EXT_texture_format_sRGB_override #define GL_EXT_texture_format_sRGB_override 1 #define GL_TEXTURE_FORMAT_SRGB_OVERRIDE_EXT 0x8FBF #endif /* GL_EXT_texture_format_sRGB_override */ #ifndef GL_EXT_texture_mirror_clamp_to_edge #define GL_EXT_texture_mirror_clamp_to_edge 1 #define GL_MIRROR_CLAMP_TO_EDGE_EXT 0x8743 #endif /* GL_EXT_texture_mirror_clamp_to_edge */ #ifndef GL_EXT_texture_norm16 #define GL_EXT_texture_norm16 1 #define GL_R16_EXT 0x822A #define GL_RG16_EXT 0x822C #define GL_RGBA16_EXT 0x805B #define GL_RGB16_EXT 0x8054 #define GL_RGB16_SNORM_EXT 0x8F9A #endif /* GL_EXT_texture_norm16 */ #ifndef GL_EXT_texture_query_lod #define GL_EXT_texture_query_lod 1 #endif /* GL_EXT_texture_query_lod */ #ifndef GL_EXT_texture_rg #define GL_EXT_texture_rg 1 #define GL_RED_EXT 0x1903 #define GL_RG_EXT 0x8227 #define GL_R8_EXT 0x8229 #define GL_RG8_EXT 0x822B #endif /* GL_EXT_texture_rg */ #ifndef GL_EXT_texture_sRGB_R8 #define GL_EXT_texture_sRGB_R8 1 #define GL_SR8_EXT 0x8FBD #endif /* GL_EXT_texture_sRGB_R8 */ #ifndef GL_EXT_texture_sRGB_RG8 #define GL_EXT_texture_sRGB_RG8 1 #define GL_SRG8_EXT 0x8FBE #endif /* GL_EXT_texture_sRGB_RG8 */ #ifndef GL_EXT_texture_sRGB_decode #define GL_EXT_texture_sRGB_decode 1 #define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48 #define GL_DECODE_EXT 0x8A49 #define GL_SKIP_DECODE_EXT 0x8A4A #endif /* GL_EXT_texture_sRGB_decode */ #ifndef GL_EXT_texture_shadow_lod #define GL_EXT_texture_shadow_lod 1 #endif /* GL_EXT_texture_shadow_lod */ #ifndef GL_EXT_texture_storage #define GL_EXT_texture_storage 1 #define GL_TEXTURE_IMMUTABLE_FORMAT_EXT 0x912F #define GL_ALPHA8_EXT 0x803C #define GL_LUMINANCE8_EXT 0x8040 #define GL_LUMINANCE8_ALPHA8_EXT 0x8045 #define GL_RGBA32F_EXT 0x8814 #define GL_RGB32F_EXT 0x8815 #define GL_ALPHA32F_EXT 0x8816 #define GL_LUMINANCE32F_EXT 0x8818 #define GL_LUMINANCE_ALPHA32F_EXT 0x8819 #define GL_ALPHA16F_EXT 0x881C #define GL_LUMINANCE16F_EXT 0x881E #define GL_LUMINANCE_ALPHA16F_EXT 0x881F #define GL_R32F_EXT 0x822E #define GL_RG32F_EXT 0x8230 typedef void (GL_APIENTRYP PFNGLTEXSTORAGE1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); typedef void (GL_APIENTRYP PFNGLTEXSTORAGE2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLTEXSTORAGE3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glTexStorage1DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); GL_APICALL void GL_APIENTRY glTexStorage2DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glTexStorage3DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); GL_APICALL void GL_APIENTRY glTextureStorage1DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); GL_APICALL void GL_APIENTRY glTextureStorage2DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glTextureStorage3DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); #endif #endif /* GL_EXT_texture_storage */ #ifndef GL_EXT_texture_storage_compression #define GL_EXT_texture_storage_compression 1 #define GL_NUM_SURFACE_COMPRESSION_FIXED_RATES_EXT 0x8F6E #define GL_SURFACE_COMPRESSION_FIXED_RATE_1BPC_EXT 0x96C4 #define GL_SURFACE_COMPRESSION_FIXED_RATE_2BPC_EXT 0x96C5 #define GL_SURFACE_COMPRESSION_FIXED_RATE_3BPC_EXT 0x96C6 #define GL_SURFACE_COMPRESSION_FIXED_RATE_4BPC_EXT 0x96C7 #define GL_SURFACE_COMPRESSION_FIXED_RATE_5BPC_EXT 0x96C8 #define GL_SURFACE_COMPRESSION_FIXED_RATE_6BPC_EXT 0x96C9 #define GL_SURFACE_COMPRESSION_FIXED_RATE_7BPC_EXT 0x96CA #define GL_SURFACE_COMPRESSION_FIXED_RATE_8BPC_EXT 0x96CB #define GL_SURFACE_COMPRESSION_FIXED_RATE_9BPC_EXT 0x96CC #define GL_SURFACE_COMPRESSION_FIXED_RATE_10BPC_EXT 0x96CD #define GL_SURFACE_COMPRESSION_FIXED_RATE_11BPC_EXT 0x96CE #define GL_SURFACE_COMPRESSION_FIXED_RATE_12BPC_EXT 0x96CF typedef void (GL_APIENTRYP PFNGLTEXSTORAGEATTRIBS2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, const GLint* attrib_list); typedef void (GL_APIENTRYP PFNGLTEXSTORAGEATTRIBS3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, const GLint* attrib_list); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glTexStorageAttribs2DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, const GLint* attrib_list); GL_APICALL void GL_APIENTRY glTexStorageAttribs3DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, const GLint* attrib_list); #endif #endif /* GL_EXT_texture_storage_compression */ #ifndef GL_EXT_texture_type_2_10_10_10_REV #define GL_EXT_texture_type_2_10_10_10_REV 1 #define GL_UNSIGNED_INT_2_10_10_10_REV_EXT 0x8368 #endif /* GL_EXT_texture_type_2_10_10_10_REV */ #ifndef GL_EXT_texture_view #define GL_EXT_texture_view 1 #define GL_TEXTURE_VIEW_MIN_LEVEL_EXT 0x82DB #define GL_TEXTURE_VIEW_NUM_LEVELS_EXT 0x82DC #define GL_TEXTURE_VIEW_MIN_LAYER_EXT 0x82DD #define GL_TEXTURE_VIEW_NUM_LAYERS_EXT 0x82DE typedef void (GL_APIENTRYP PFNGLTEXTUREVIEWEXTPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glTextureViewEXT (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); #endif #endif /* GL_EXT_texture_view */ #ifndef GL_EXT_unpack_subimage #define GL_EXT_unpack_subimage 1 #define GL_UNPACK_ROW_LENGTH_EXT 0x0CF2 #define GL_UNPACK_SKIP_ROWS_EXT 0x0CF3 #define GL_UNPACK_SKIP_PIXELS_EXT 0x0CF4 #endif /* GL_EXT_unpack_subimage */ #ifndef GL_EXT_win32_keyed_mutex #define GL_EXT_win32_keyed_mutex 1 typedef GLboolean (GL_APIENTRYP PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key, GLuint timeout); typedef GLboolean (GL_APIENTRYP PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL GLboolean GL_APIENTRY glAcquireKeyedMutexWin32EXT (GLuint memory, GLuint64 key, GLuint timeout); GL_APICALL GLboolean GL_APIENTRY glReleaseKeyedMutexWin32EXT (GLuint memory, GLuint64 key); #endif #endif /* GL_EXT_win32_keyed_mutex */ #ifndef GL_EXT_window_rectangles #define GL_EXT_window_rectangles 1 #define GL_INCLUSIVE_EXT 0x8F10 #define GL_EXCLUSIVE_EXT 0x8F11 #define GL_WINDOW_RECTANGLE_EXT 0x8F12 #define GL_WINDOW_RECTANGLE_MODE_EXT 0x8F13 #define GL_MAX_WINDOW_RECTANGLES_EXT 0x8F14 #define GL_NUM_WINDOW_RECTANGLES_EXT 0x8F15 typedef void (GL_APIENTRYP PFNGLWINDOWRECTANGLESEXTPROC) (GLenum mode, GLsizei count, const GLint *box); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glWindowRectanglesEXT (GLenum mode, GLsizei count, const GLint *box); #endif #endif /* GL_EXT_window_rectangles */ #ifndef GL_FJ_shader_binary_GCCSO #define GL_FJ_shader_binary_GCCSO 1 #define GL_GCCSO_SHADER_BINARY_FJ 0x9260 #endif /* GL_FJ_shader_binary_GCCSO */ #ifndef GL_IMG_bindless_texture #define GL_IMG_bindless_texture 1 typedef GLuint64 (GL_APIENTRYP PFNGLGETTEXTUREHANDLEIMGPROC) (GLuint texture); typedef GLuint64 (GL_APIENTRYP PFNGLGETTEXTURESAMPLERHANDLEIMGPROC) (GLuint texture, GLuint sampler); typedef void (GL_APIENTRYP PFNGLUNIFORMHANDLEUI64IMGPROC) (GLint location, GLuint64 value); typedef void (GL_APIENTRYP PFNGLUNIFORMHANDLEUI64VIMGPROC) (GLint location, GLsizei count, const GLuint64 *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64IMGPROC) (GLuint program, GLint location, GLuint64 value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64VIMGPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *values); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL GLuint64 GL_APIENTRY glGetTextureHandleIMG (GLuint texture); GL_APICALL GLuint64 GL_APIENTRY glGetTextureSamplerHandleIMG (GLuint texture, GLuint sampler); GL_APICALL void GL_APIENTRY glUniformHandleui64IMG (GLint location, GLuint64 value); GL_APICALL void GL_APIENTRY glUniformHandleui64vIMG (GLint location, GLsizei count, const GLuint64 *value); GL_APICALL void GL_APIENTRY glProgramUniformHandleui64IMG (GLuint program, GLint location, GLuint64 value); GL_APICALL void GL_APIENTRY glProgramUniformHandleui64vIMG (GLuint program, GLint location, GLsizei count, const GLuint64 *values); #endif #endif /* GL_IMG_bindless_texture */ #ifndef GL_IMG_framebuffer_downsample #define GL_IMG_framebuffer_downsample 1 #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_AND_DOWNSAMPLE_IMG 0x913C #define GL_NUM_DOWNSAMPLE_SCALES_IMG 0x913D #define GL_DOWNSAMPLE_SCALES_IMG 0x913E #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SCALE_IMG 0x913F typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DDOWNSAMPLEIMGPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint xscale, GLint yscale); typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERDOWNSAMPLEIMGPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer, GLint xscale, GLint yscale); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glFramebufferTexture2DDownsampleIMG (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint xscale, GLint yscale); GL_APICALL void GL_APIENTRY glFramebufferTextureLayerDownsampleIMG (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer, GLint xscale, GLint yscale); #endif #endif /* GL_IMG_framebuffer_downsample */ #ifndef GL_IMG_multisampled_render_to_texture #define GL_IMG_multisampled_render_to_texture 1 #define GL_RENDERBUFFER_SAMPLES_IMG 0x9133 #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_IMG 0x9134 #define GL_MAX_SAMPLES_IMG 0x9135 #define GL_TEXTURE_SAMPLES_IMG 0x9136 typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEIMGPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEIMGPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleIMG (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glFramebufferTexture2DMultisampleIMG (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); #endif #endif /* GL_IMG_multisampled_render_to_texture */ #ifndef GL_IMG_program_binary #define GL_IMG_program_binary 1 #define GL_SGX_PROGRAM_BINARY_IMG 0x9130 #endif /* GL_IMG_program_binary */ #ifndef GL_IMG_read_format #define GL_IMG_read_format 1 #define GL_BGRA_IMG 0x80E1 #define GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG 0x8365 #endif /* GL_IMG_read_format */ #ifndef GL_IMG_shader_binary #define GL_IMG_shader_binary 1 #define GL_SGX_BINARY_IMG 0x8C0A #endif /* GL_IMG_shader_binary */ #ifndef GL_IMG_texture_compression_pvrtc #define GL_IMG_texture_compression_pvrtc 1 #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 #define GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01 #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 #define GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03 #endif /* GL_IMG_texture_compression_pvrtc */ #ifndef GL_IMG_texture_compression_pvrtc2 #define GL_IMG_texture_compression_pvrtc2 1 #define GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG 0x9137 #define GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG 0x9138 #endif /* GL_IMG_texture_compression_pvrtc2 */ #ifndef GL_IMG_texture_filter_cubic #define GL_IMG_texture_filter_cubic 1 #define GL_CUBIC_IMG 0x9139 #define GL_CUBIC_MIPMAP_NEAREST_IMG 0x913A #define GL_CUBIC_MIPMAP_LINEAR_IMG 0x913B #endif /* GL_IMG_texture_filter_cubic */ #ifndef GL_INTEL_blackhole_render #define GL_INTEL_blackhole_render 1 #define GL_BLACKHOLE_RENDER_INTEL 0x83FC #endif /* GL_INTEL_blackhole_render */ #ifndef GL_INTEL_conservative_rasterization #define GL_INTEL_conservative_rasterization 1 #define GL_CONSERVATIVE_RASTERIZATION_INTEL 0x83FE #endif /* GL_INTEL_conservative_rasterization */ #ifndef GL_INTEL_framebuffer_CMAA #define GL_INTEL_framebuffer_CMAA 1 typedef void (GL_APIENTRYP PFNGLAPPLYFRAMEBUFFERATTACHMENTCMAAINTELPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glApplyFramebufferAttachmentCMAAINTEL (void); #endif #endif /* GL_INTEL_framebuffer_CMAA */ #ifndef GL_INTEL_performance_query #define GL_INTEL_performance_query 1 #define GL_PERFQUERY_SINGLE_CONTEXT_INTEL 0x00000000 #define GL_PERFQUERY_GLOBAL_CONTEXT_INTEL 0x00000001 #define GL_PERFQUERY_WAIT_INTEL 0x83FB #define GL_PERFQUERY_FLUSH_INTEL 0x83FA #define GL_PERFQUERY_DONOT_FLUSH_INTEL 0x83F9 #define GL_PERFQUERY_COUNTER_EVENT_INTEL 0x94F0 #define GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL 0x94F1 #define GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL 0x94F2 #define GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL 0x94F3 #define GL_PERFQUERY_COUNTER_RAW_INTEL 0x94F4 #define GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL 0x94F5 #define GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL 0x94F8 #define GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL 0x94F9 #define GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL 0x94FA #define GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL 0x94FB #define GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL 0x94FC #define GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL 0x94FD #define GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL 0x94FE #define GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL 0x94FF #define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL 0x9500 typedef void (GL_APIENTRYP PFNGLBEGINPERFQUERYINTELPROC) (GLuint queryHandle); typedef void (GL_APIENTRYP PFNGLCREATEPERFQUERYINTELPROC) (GLuint queryId, GLuint *queryHandle); typedef void (GL_APIENTRYP PFNGLDELETEPERFQUERYINTELPROC) (GLuint queryHandle); typedef void (GL_APIENTRYP PFNGLENDPERFQUERYINTELPROC) (GLuint queryHandle); typedef void (GL_APIENTRYP PFNGLGETFIRSTPERFQUERYIDINTELPROC) (GLuint *queryId); typedef void (GL_APIENTRYP PFNGLGETNEXTPERFQUERYIDINTELPROC) (GLuint queryId, GLuint *nextQueryId); typedef void (GL_APIENTRYP PFNGLGETPERFCOUNTERINFOINTELPROC) (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar *counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue); typedef void (GL_APIENTRYP PFNGLGETPERFQUERYDATAINTELPROC) (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten); typedef void (GL_APIENTRYP PFNGLGETPERFQUERYIDBYNAMEINTELPROC) (GLchar *queryName, GLuint *queryId); typedef void (GL_APIENTRYP PFNGLGETPERFQUERYINFOINTELPROC) (GLuint queryId, GLuint queryNameLength, GLchar *queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glBeginPerfQueryINTEL (GLuint queryHandle); GL_APICALL void GL_APIENTRY glCreatePerfQueryINTEL (GLuint queryId, GLuint *queryHandle); GL_APICALL void GL_APIENTRY glDeletePerfQueryINTEL (GLuint queryHandle); GL_APICALL void GL_APIENTRY glEndPerfQueryINTEL (GLuint queryHandle); GL_APICALL void GL_APIENTRY glGetFirstPerfQueryIdINTEL (GLuint *queryId); GL_APICALL void GL_APIENTRY glGetNextPerfQueryIdINTEL (GLuint queryId, GLuint *nextQueryId); GL_APICALL void GL_APIENTRY glGetPerfCounterInfoINTEL (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar *counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue); GL_APICALL void GL_APIENTRY glGetPerfQueryDataINTEL (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten); GL_APICALL void GL_APIENTRY glGetPerfQueryIdByNameINTEL (GLchar *queryName, GLuint *queryId); GL_APICALL void GL_APIENTRY glGetPerfQueryInfoINTEL (GLuint queryId, GLuint queryNameLength, GLchar *queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask); #endif #endif /* GL_INTEL_performance_query */ #ifndef GL_MESA_bgra #define GL_MESA_bgra 1 #define GL_BGR_EXT 0x80E0 #endif /* GL_MESA_bgra */ #ifndef GL_MESA_framebuffer_flip_x #define GL_MESA_framebuffer_flip_x 1 #define GL_FRAMEBUFFER_FLIP_X_MESA 0x8BBC #endif /* GL_MESA_framebuffer_flip_x */ #ifndef GL_MESA_framebuffer_flip_y #define GL_MESA_framebuffer_flip_y 1 #define GL_FRAMEBUFFER_FLIP_Y_MESA 0x8BBB typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERPARAMETERIMESAPROC) (GLenum target, GLenum pname, GLint param); typedef void (GL_APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVMESAPROC) (GLenum target, GLenum pname, GLint *params); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glFramebufferParameteriMESA (GLenum target, GLenum pname, GLint param); GL_APICALL void GL_APIENTRY glGetFramebufferParameterivMESA (GLenum target, GLenum pname, GLint *params); #endif #endif /* GL_MESA_framebuffer_flip_y */ #ifndef GL_MESA_framebuffer_swap_xy #define GL_MESA_framebuffer_swap_xy 1 #define GL_FRAMEBUFFER_SWAP_XY_MESA 0x8BBD #endif /* GL_MESA_framebuffer_swap_xy */ #ifndef GL_MESA_program_binary_formats #define GL_MESA_program_binary_formats 1 #define GL_PROGRAM_BINARY_FORMAT_MESA 0x875F #endif /* GL_MESA_program_binary_formats */ #ifndef GL_MESA_shader_integer_functions #define GL_MESA_shader_integer_functions 1 #endif /* GL_MESA_shader_integer_functions */ #ifndef GL_NVX_blend_equation_advanced_multi_draw_buffers #define GL_NVX_blend_equation_advanced_multi_draw_buffers 1 #endif /* GL_NVX_blend_equation_advanced_multi_draw_buffers */ #ifndef GL_NV_bindless_texture #define GL_NV_bindless_texture 1 typedef GLuint64 (GL_APIENTRYP PFNGLGETTEXTUREHANDLENVPROC) (GLuint texture); typedef GLuint64 (GL_APIENTRYP PFNGLGETTEXTURESAMPLERHANDLENVPROC) (GLuint texture, GLuint sampler); typedef void (GL_APIENTRYP PFNGLMAKETEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); typedef void (GL_APIENTRYP PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC) (GLuint64 handle); typedef GLuint64 (GL_APIENTRYP PFNGLGETIMAGEHANDLENVPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); typedef void (GL_APIENTRYP PFNGLMAKEIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle, GLenum access); typedef void (GL_APIENTRYP PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC) (GLuint64 handle); typedef void (GL_APIENTRYP PFNGLUNIFORMHANDLEUI64NVPROC) (GLint location, GLuint64 value); typedef void (GL_APIENTRYP PFNGLUNIFORMHANDLEUI64VNVPROC) (GLint location, GLsizei count, const GLuint64 *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC) (GLuint program, GLint location, GLuint64 value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *values); typedef GLboolean (GL_APIENTRYP PFNGLISTEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); typedef GLboolean (GL_APIENTRYP PFNGLISIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL GLuint64 GL_APIENTRY glGetTextureHandleNV (GLuint texture); GL_APICALL GLuint64 GL_APIENTRY glGetTextureSamplerHandleNV (GLuint texture, GLuint sampler); GL_APICALL void GL_APIENTRY glMakeTextureHandleResidentNV (GLuint64 handle); GL_APICALL void GL_APIENTRY glMakeTextureHandleNonResidentNV (GLuint64 handle); GL_APICALL GLuint64 GL_APIENTRY glGetImageHandleNV (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); GL_APICALL void GL_APIENTRY glMakeImageHandleResidentNV (GLuint64 handle, GLenum access); GL_APICALL void GL_APIENTRY glMakeImageHandleNonResidentNV (GLuint64 handle); GL_APICALL void GL_APIENTRY glUniformHandleui64NV (GLint location, GLuint64 value); GL_APICALL void GL_APIENTRY glUniformHandleui64vNV (GLint location, GLsizei count, const GLuint64 *value); GL_APICALL void GL_APIENTRY glProgramUniformHandleui64NV (GLuint program, GLint location, GLuint64 value); GL_APICALL void GL_APIENTRY glProgramUniformHandleui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64 *values); GL_APICALL GLboolean GL_APIENTRY glIsTextureHandleResidentNV (GLuint64 handle); GL_APICALL GLboolean GL_APIENTRY glIsImageHandleResidentNV (GLuint64 handle); #endif #endif /* GL_NV_bindless_texture */ #ifndef GL_NV_blend_equation_advanced #define GL_NV_blend_equation_advanced 1 #define GL_BLEND_OVERLAP_NV 0x9281 #define GL_BLEND_PREMULTIPLIED_SRC_NV 0x9280 #define GL_BLUE_NV 0x1905 #define GL_COLORBURN_NV 0x929A #define GL_COLORDODGE_NV 0x9299 #define GL_CONJOINT_NV 0x9284 #define GL_CONTRAST_NV 0x92A1 #define GL_DARKEN_NV 0x9297 #define GL_DIFFERENCE_NV 0x929E #define GL_DISJOINT_NV 0x9283 #define GL_DST_ATOP_NV 0x928F #define GL_DST_IN_NV 0x928B #define GL_DST_NV 0x9287 #define GL_DST_OUT_NV 0x928D #define GL_DST_OVER_NV 0x9289 #define GL_EXCLUSION_NV 0x92A0 #define GL_GREEN_NV 0x1904 #define GL_HARDLIGHT_NV 0x929B #define GL_HARDMIX_NV 0x92A9 #define GL_HSL_COLOR_NV 0x92AF #define GL_HSL_HUE_NV 0x92AD #define GL_HSL_LUMINOSITY_NV 0x92B0 #define GL_HSL_SATURATION_NV 0x92AE #define GL_INVERT_OVG_NV 0x92B4 #define GL_INVERT_RGB_NV 0x92A3 #define GL_LIGHTEN_NV 0x9298 #define GL_LINEARBURN_NV 0x92A5 #define GL_LINEARDODGE_NV 0x92A4 #define GL_LINEARLIGHT_NV 0x92A7 #define GL_MINUS_CLAMPED_NV 0x92B3 #define GL_MINUS_NV 0x929F #define GL_MULTIPLY_NV 0x9294 #define GL_OVERLAY_NV 0x9296 #define GL_PINLIGHT_NV 0x92A8 #define GL_PLUS_CLAMPED_ALPHA_NV 0x92B2 #define GL_PLUS_CLAMPED_NV 0x92B1 #define GL_PLUS_DARKER_NV 0x9292 #define GL_PLUS_NV 0x9291 #define GL_RED_NV 0x1903 #define GL_SCREEN_NV 0x9295 #define GL_SOFTLIGHT_NV 0x929C #define GL_SRC_ATOP_NV 0x928E #define GL_SRC_IN_NV 0x928A #define GL_SRC_NV 0x9286 #define GL_SRC_OUT_NV 0x928C #define GL_SRC_OVER_NV 0x9288 #define GL_UNCORRELATED_NV 0x9282 #define GL_VIVIDLIGHT_NV 0x92A6 #define GL_XOR_NV 0x1506 typedef void (GL_APIENTRYP PFNGLBLENDPARAMETERINVPROC) (GLenum pname, GLint value); typedef void (GL_APIENTRYP PFNGLBLENDBARRIERNVPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glBlendParameteriNV (GLenum pname, GLint value); GL_APICALL void GL_APIENTRY glBlendBarrierNV (void); #endif #endif /* GL_NV_blend_equation_advanced */ #ifndef GL_NV_blend_equation_advanced_coherent #define GL_NV_blend_equation_advanced_coherent 1 #define GL_BLEND_ADVANCED_COHERENT_NV 0x9285 #endif /* GL_NV_blend_equation_advanced_coherent */ #ifndef GL_NV_blend_minmax_factor #define GL_NV_blend_minmax_factor 1 #define GL_FACTOR_MIN_AMD 0x901C #define GL_FACTOR_MAX_AMD 0x901D #endif /* GL_NV_blend_minmax_factor */ #ifndef GL_NV_clip_space_w_scaling #define GL_NV_clip_space_w_scaling 1 #define GL_VIEWPORT_POSITION_W_SCALE_NV 0x937C #define GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV 0x937D #define GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV 0x937E typedef void (GL_APIENTRYP PFNGLVIEWPORTPOSITIONWSCALENVPROC) (GLuint index, GLfloat xcoeff, GLfloat ycoeff); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glViewportPositionWScaleNV (GLuint index, GLfloat xcoeff, GLfloat ycoeff); #endif #endif /* GL_NV_clip_space_w_scaling */ #ifndef GL_NV_compute_shader_derivatives #define GL_NV_compute_shader_derivatives 1 #endif /* GL_NV_compute_shader_derivatives */ #ifndef GL_NV_conditional_render #define GL_NV_conditional_render 1 #define GL_QUERY_WAIT_NV 0x8E13 #define GL_QUERY_NO_WAIT_NV 0x8E14 #define GL_QUERY_BY_REGION_WAIT_NV 0x8E15 #define GL_QUERY_BY_REGION_NO_WAIT_NV 0x8E16 typedef void (GL_APIENTRYP PFNGLBEGINCONDITIONALRENDERNVPROC) (GLuint id, GLenum mode); typedef void (GL_APIENTRYP PFNGLENDCONDITIONALRENDERNVPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glBeginConditionalRenderNV (GLuint id, GLenum mode); GL_APICALL void GL_APIENTRY glEndConditionalRenderNV (void); #endif #endif /* GL_NV_conditional_render */ #ifndef GL_NV_conservative_raster #define GL_NV_conservative_raster 1 #define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346 #define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV 0x9347 #define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV 0x9348 #define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV 0x9349 typedef void (GL_APIENTRYP PFNGLSUBPIXELPRECISIONBIASNVPROC) (GLuint xbits, GLuint ybits); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glSubpixelPrecisionBiasNV (GLuint xbits, GLuint ybits); #endif #endif /* GL_NV_conservative_raster */ #ifndef GL_NV_conservative_raster_pre_snap #define GL_NV_conservative_raster_pre_snap 1 #define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_NV 0x9550 #endif /* GL_NV_conservative_raster_pre_snap */ #ifndef GL_NV_conservative_raster_pre_snap_triangles #define GL_NV_conservative_raster_pre_snap_triangles 1 #define GL_CONSERVATIVE_RASTER_MODE_NV 0x954D #define GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV 0x954E #define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV 0x954F typedef void (GL_APIENTRYP PFNGLCONSERVATIVERASTERPARAMETERINVPROC) (GLenum pname, GLint param); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glConservativeRasterParameteriNV (GLenum pname, GLint param); #endif #endif /* GL_NV_conservative_raster_pre_snap_triangles */ #ifndef GL_NV_copy_buffer #define GL_NV_copy_buffer 1 #define GL_COPY_READ_BUFFER_NV 0x8F36 #define GL_COPY_WRITE_BUFFER_NV 0x8F37 typedef void (GL_APIENTRYP PFNGLCOPYBUFFERSUBDATANVPROC) (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glCopyBufferSubDataNV (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); #endif #endif /* GL_NV_copy_buffer */ #ifndef GL_NV_coverage_sample #define GL_NV_coverage_sample 1 #define GL_COVERAGE_COMPONENT_NV 0x8ED0 #define GL_COVERAGE_COMPONENT4_NV 0x8ED1 #define GL_COVERAGE_ATTACHMENT_NV 0x8ED2 #define GL_COVERAGE_BUFFERS_NV 0x8ED3 #define GL_COVERAGE_SAMPLES_NV 0x8ED4 #define GL_COVERAGE_ALL_FRAGMENTS_NV 0x8ED5 #define GL_COVERAGE_EDGE_FRAGMENTS_NV 0x8ED6 #define GL_COVERAGE_AUTOMATIC_NV 0x8ED7 #define GL_COVERAGE_BUFFER_BIT_NV 0x00008000 typedef void (GL_APIENTRYP PFNGLCOVERAGEMASKNVPROC) (GLboolean mask); typedef void (GL_APIENTRYP PFNGLCOVERAGEOPERATIONNVPROC) (GLenum operation); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glCoverageMaskNV (GLboolean mask); GL_APICALL void GL_APIENTRY glCoverageOperationNV (GLenum operation); #endif #endif /* GL_NV_coverage_sample */ #ifndef GL_NV_depth_nonlinear #define GL_NV_depth_nonlinear 1 #define GL_DEPTH_COMPONENT16_NONLINEAR_NV 0x8E2C #endif /* GL_NV_depth_nonlinear */ #ifndef GL_NV_draw_buffers #define GL_NV_draw_buffers 1 #define GL_MAX_DRAW_BUFFERS_NV 0x8824 #define GL_DRAW_BUFFER0_NV 0x8825 #define GL_DRAW_BUFFER1_NV 0x8826 #define GL_DRAW_BUFFER2_NV 0x8827 #define GL_DRAW_BUFFER3_NV 0x8828 #define GL_DRAW_BUFFER4_NV 0x8829 #define GL_DRAW_BUFFER5_NV 0x882A #define GL_DRAW_BUFFER6_NV 0x882B #define GL_DRAW_BUFFER7_NV 0x882C #define GL_DRAW_BUFFER8_NV 0x882D #define GL_DRAW_BUFFER9_NV 0x882E #define GL_DRAW_BUFFER10_NV 0x882F #define GL_DRAW_BUFFER11_NV 0x8830 #define GL_DRAW_BUFFER12_NV 0x8831 #define GL_DRAW_BUFFER13_NV 0x8832 #define GL_DRAW_BUFFER14_NV 0x8833 #define GL_DRAW_BUFFER15_NV 0x8834 #define GL_COLOR_ATTACHMENT0_NV 0x8CE0 #define GL_COLOR_ATTACHMENT1_NV 0x8CE1 #define GL_COLOR_ATTACHMENT2_NV 0x8CE2 #define GL_COLOR_ATTACHMENT3_NV 0x8CE3 #define GL_COLOR_ATTACHMENT4_NV 0x8CE4 #define GL_COLOR_ATTACHMENT5_NV 0x8CE5 #define GL_COLOR_ATTACHMENT6_NV 0x8CE6 #define GL_COLOR_ATTACHMENT7_NV 0x8CE7 #define GL_COLOR_ATTACHMENT8_NV 0x8CE8 #define GL_COLOR_ATTACHMENT9_NV 0x8CE9 #define GL_COLOR_ATTACHMENT10_NV 0x8CEA #define GL_COLOR_ATTACHMENT11_NV 0x8CEB #define GL_COLOR_ATTACHMENT12_NV 0x8CEC #define GL_COLOR_ATTACHMENT13_NV 0x8CED #define GL_COLOR_ATTACHMENT14_NV 0x8CEE #define GL_COLOR_ATTACHMENT15_NV 0x8CEF typedef void (GL_APIENTRYP PFNGLDRAWBUFFERSNVPROC) (GLsizei n, const GLenum *bufs); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDrawBuffersNV (GLsizei n, const GLenum *bufs); #endif #endif /* GL_NV_draw_buffers */ #ifndef GL_NV_draw_instanced #define GL_NV_draw_instanced 1 typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDNVPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDNVPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDrawArraysInstancedNV (GLenum mode, GLint first, GLsizei count, GLsizei primcount); GL_APICALL void GL_APIENTRY glDrawElementsInstancedNV (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); #endif #endif /* GL_NV_draw_instanced */ #ifndef GL_NV_draw_vulkan_image #define GL_NV_draw_vulkan_image 1 typedef void (GL_APIENTRY *GLVULKANPROCNV)(void); typedef void (GL_APIENTRYP PFNGLDRAWVKIMAGENVPROC) (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); typedef GLVULKANPROCNV (GL_APIENTRYP PFNGLGETVKPROCADDRNVPROC) (const GLchar *name); typedef void (GL_APIENTRYP PFNGLWAITVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); typedef void (GL_APIENTRYP PFNGLSIGNALVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); typedef void (GL_APIENTRYP PFNGLSIGNALVKFENCENVPROC) (GLuint64 vkFence); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDrawVkImageNV (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); GL_APICALL GLVULKANPROCNV GL_APIENTRY glGetVkProcAddrNV (const GLchar *name); GL_APICALL void GL_APIENTRY glWaitVkSemaphoreNV (GLuint64 vkSemaphore); GL_APICALL void GL_APIENTRY glSignalVkSemaphoreNV (GLuint64 vkSemaphore); GL_APICALL void GL_APIENTRY glSignalVkFenceNV (GLuint64 vkFence); #endif #endif /* GL_NV_draw_vulkan_image */ #ifndef GL_NV_explicit_attrib_location #define GL_NV_explicit_attrib_location 1 #endif /* GL_NV_explicit_attrib_location */ #ifndef GL_NV_fbo_color_attachments #define GL_NV_fbo_color_attachments 1 #define GL_MAX_COLOR_ATTACHMENTS_NV 0x8CDF #endif /* GL_NV_fbo_color_attachments */ #ifndef GL_NV_fence #define GL_NV_fence 1 #define GL_ALL_COMPLETED_NV 0x84F2 #define GL_FENCE_STATUS_NV 0x84F3 #define GL_FENCE_CONDITION_NV 0x84F4 typedef void (GL_APIENTRYP PFNGLDELETEFENCESNVPROC) (GLsizei n, const GLuint *fences); typedef void (GL_APIENTRYP PFNGLGENFENCESNVPROC) (GLsizei n, GLuint *fences); typedef GLboolean (GL_APIENTRYP PFNGLISFENCENVPROC) (GLuint fence); typedef GLboolean (GL_APIENTRYP PFNGLTESTFENCENVPROC) (GLuint fence); typedef void (GL_APIENTRYP PFNGLGETFENCEIVNVPROC) (GLuint fence, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLFINISHFENCENVPROC) (GLuint fence); typedef void (GL_APIENTRYP PFNGLSETFENCENVPROC) (GLuint fence, GLenum condition); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDeleteFencesNV (GLsizei n, const GLuint *fences); GL_APICALL void GL_APIENTRY glGenFencesNV (GLsizei n, GLuint *fences); GL_APICALL GLboolean GL_APIENTRY glIsFenceNV (GLuint fence); GL_APICALL GLboolean GL_APIENTRY glTestFenceNV (GLuint fence); GL_APICALL void GL_APIENTRY glGetFenceivNV (GLuint fence, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glFinishFenceNV (GLuint fence); GL_APICALL void GL_APIENTRY glSetFenceNV (GLuint fence, GLenum condition); #endif #endif /* GL_NV_fence */ #ifndef GL_NV_fill_rectangle #define GL_NV_fill_rectangle 1 #define GL_FILL_RECTANGLE_NV 0x933C #endif /* GL_NV_fill_rectangle */ #ifndef GL_NV_fragment_coverage_to_color #define GL_NV_fragment_coverage_to_color 1 #define GL_FRAGMENT_COVERAGE_TO_COLOR_NV 0x92DD #define GL_FRAGMENT_COVERAGE_COLOR_NV 0x92DE typedef void (GL_APIENTRYP PFNGLFRAGMENTCOVERAGECOLORNVPROC) (GLuint color); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glFragmentCoverageColorNV (GLuint color); #endif #endif /* GL_NV_fragment_coverage_to_color */ #ifndef GL_NV_fragment_shader_barycentric #define GL_NV_fragment_shader_barycentric 1 #endif /* GL_NV_fragment_shader_barycentric */ #ifndef GL_NV_fragment_shader_interlock #define GL_NV_fragment_shader_interlock 1 #endif /* GL_NV_fragment_shader_interlock */ #ifndef GL_NV_framebuffer_blit #define GL_NV_framebuffer_blit 1 #define GL_READ_FRAMEBUFFER_NV 0x8CA8 #define GL_DRAW_FRAMEBUFFER_NV 0x8CA9 #define GL_DRAW_FRAMEBUFFER_BINDING_NV 0x8CA6 #define GL_READ_FRAMEBUFFER_BINDING_NV 0x8CAA typedef void (GL_APIENTRYP PFNGLBLITFRAMEBUFFERNVPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glBlitFramebufferNV (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); #endif #endif /* GL_NV_framebuffer_blit */ #ifndef GL_NV_framebuffer_mixed_samples #define GL_NV_framebuffer_mixed_samples 1 #define GL_COVERAGE_MODULATION_TABLE_NV 0x9331 #define GL_COLOR_SAMPLES_NV 0x8E20 #define GL_DEPTH_SAMPLES_NV 0x932D #define GL_STENCIL_SAMPLES_NV 0x932E #define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F #define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330 #define GL_COVERAGE_MODULATION_NV 0x9332 #define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333 typedef void (GL_APIENTRYP PFNGLCOVERAGEMODULATIONTABLENVPROC) (GLsizei n, const GLfloat *v); typedef void (GL_APIENTRYP PFNGLGETCOVERAGEMODULATIONTABLENVPROC) (GLsizei bufSize, GLfloat *v); typedef void (GL_APIENTRYP PFNGLCOVERAGEMODULATIONNVPROC) (GLenum components); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glCoverageModulationTableNV (GLsizei n, const GLfloat *v); GL_APICALL void GL_APIENTRY glGetCoverageModulationTableNV (GLsizei bufSize, GLfloat *v); GL_APICALL void GL_APIENTRY glCoverageModulationNV (GLenum components); #endif #endif /* GL_NV_framebuffer_mixed_samples */ #ifndef GL_NV_framebuffer_multisample #define GL_NV_framebuffer_multisample 1 #define GL_RENDERBUFFER_SAMPLES_NV 0x8CAB #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV 0x8D56 #define GL_MAX_SAMPLES_NV 0x8D57 typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleNV (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); #endif #endif /* GL_NV_framebuffer_multisample */ #ifndef GL_NV_generate_mipmap_sRGB #define GL_NV_generate_mipmap_sRGB 1 #endif /* GL_NV_generate_mipmap_sRGB */ #ifndef GL_NV_geometry_shader_passthrough #define GL_NV_geometry_shader_passthrough 1 #endif /* GL_NV_geometry_shader_passthrough */ #ifndef GL_NV_gpu_shader5 #define GL_NV_gpu_shader5 1 typedef khronos_int64_t GLint64EXT; typedef khronos_uint64_t GLuint64EXT; #define GL_INT64_NV 0x140E #define GL_UNSIGNED_INT64_NV 0x140F #define GL_INT8_NV 0x8FE0 #define GL_INT8_VEC2_NV 0x8FE1 #define GL_INT8_VEC3_NV 0x8FE2 #define GL_INT8_VEC4_NV 0x8FE3 #define GL_INT16_NV 0x8FE4 #define GL_INT16_VEC2_NV 0x8FE5 #define GL_INT16_VEC3_NV 0x8FE6 #define GL_INT16_VEC4_NV 0x8FE7 #define GL_INT64_VEC2_NV 0x8FE9 #define GL_INT64_VEC3_NV 0x8FEA #define GL_INT64_VEC4_NV 0x8FEB #define GL_UNSIGNED_INT8_NV 0x8FEC #define GL_UNSIGNED_INT8_VEC2_NV 0x8FED #define GL_UNSIGNED_INT8_VEC3_NV 0x8FEE #define GL_UNSIGNED_INT8_VEC4_NV 0x8FEF #define GL_UNSIGNED_INT16_NV 0x8FF0 #define GL_UNSIGNED_INT16_VEC2_NV 0x8FF1 #define GL_UNSIGNED_INT16_VEC3_NV 0x8FF2 #define GL_UNSIGNED_INT16_VEC4_NV 0x8FF3 #define GL_UNSIGNED_INT64_VEC2_NV 0x8FF5 #define GL_UNSIGNED_INT64_VEC3_NV 0x8FF6 #define GL_UNSIGNED_INT64_VEC4_NV 0x8FF7 #define GL_FLOAT16_NV 0x8FF8 #define GL_FLOAT16_VEC2_NV 0x8FF9 #define GL_FLOAT16_VEC3_NV 0x8FFA #define GL_FLOAT16_VEC4_NV 0x8FFB #define GL_PATCHES 0x000E typedef void (GL_APIENTRYP PFNGLUNIFORM1I64NVPROC) (GLint location, GLint64EXT x); typedef void (GL_APIENTRYP PFNGLUNIFORM2I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y); typedef void (GL_APIENTRYP PFNGLUNIFORM3I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); typedef void (GL_APIENTRYP PFNGLUNIFORM4I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); typedef void (GL_APIENTRYP PFNGLUNIFORM1I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); typedef void (GL_APIENTRYP PFNGLUNIFORM2I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); typedef void (GL_APIENTRYP PFNGLUNIFORM3I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); typedef void (GL_APIENTRYP PFNGLUNIFORM4I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); typedef void (GL_APIENTRYP PFNGLUNIFORM1UI64NVPROC) (GLint location, GLuint64EXT x); typedef void (GL_APIENTRYP PFNGLUNIFORM2UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y); typedef void (GL_APIENTRYP PFNGLUNIFORM3UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); typedef void (GL_APIENTRYP PFNGLUNIFORM4UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); typedef void (GL_APIENTRYP PFNGLUNIFORM1UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); typedef void (GL_APIENTRYP PFNGLUNIFORM2UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); typedef void (GL_APIENTRYP PFNGLUNIFORM3UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); typedef void (GL_APIENTRYP PFNGLUNIFORM4UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); typedef void (GL_APIENTRYP PFNGLGETUNIFORMI64VNVPROC) (GLuint program, GLint location, GLint64EXT *params); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1I64NVPROC) (GLuint program, GLint location, GLint64EXT x); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glUniform1i64NV (GLint location, GLint64EXT x); GL_APICALL void GL_APIENTRY glUniform2i64NV (GLint location, GLint64EXT x, GLint64EXT y); GL_APICALL void GL_APIENTRY glUniform3i64NV (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); GL_APICALL void GL_APIENTRY glUniform4i64NV (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); GL_APICALL void GL_APIENTRY glUniform1i64vNV (GLint location, GLsizei count, const GLint64EXT *value); GL_APICALL void GL_APIENTRY glUniform2i64vNV (GLint location, GLsizei count, const GLint64EXT *value); GL_APICALL void GL_APIENTRY glUniform3i64vNV (GLint location, GLsizei count, const GLint64EXT *value); GL_APICALL void GL_APIENTRY glUniform4i64vNV (GLint location, GLsizei count, const GLint64EXT *value); GL_APICALL void GL_APIENTRY glUniform1ui64NV (GLint location, GLuint64EXT x); GL_APICALL void GL_APIENTRY glUniform2ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y); GL_APICALL void GL_APIENTRY glUniform3ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); GL_APICALL void GL_APIENTRY glUniform4ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); GL_APICALL void GL_APIENTRY glUniform1ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); GL_APICALL void GL_APIENTRY glUniform2ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); GL_APICALL void GL_APIENTRY glUniform3ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); GL_APICALL void GL_APIENTRY glUniform4ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); GL_APICALL void GL_APIENTRY glGetUniformi64vNV (GLuint program, GLint location, GLint64EXT *params); GL_APICALL void GL_APIENTRY glProgramUniform1i64NV (GLuint program, GLint location, GLint64EXT x); GL_APICALL void GL_APIENTRY glProgramUniform2i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y); GL_APICALL void GL_APIENTRY glProgramUniform3i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); GL_APICALL void GL_APIENTRY glProgramUniform4i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); GL_APICALL void GL_APIENTRY glProgramUniform1i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); GL_APICALL void GL_APIENTRY glProgramUniform2i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); GL_APICALL void GL_APIENTRY glProgramUniform3i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); GL_APICALL void GL_APIENTRY glProgramUniform4i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); GL_APICALL void GL_APIENTRY glProgramUniform1ui64NV (GLuint program, GLint location, GLuint64EXT x); GL_APICALL void GL_APIENTRY glProgramUniform2ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y); GL_APICALL void GL_APIENTRY glProgramUniform3ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); GL_APICALL void GL_APIENTRY glProgramUniform4ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); GL_APICALL void GL_APIENTRY glProgramUniform1ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); GL_APICALL void GL_APIENTRY glProgramUniform2ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); GL_APICALL void GL_APIENTRY glProgramUniform3ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); GL_APICALL void GL_APIENTRY glProgramUniform4ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); #endif #endif /* GL_NV_gpu_shader5 */ #ifndef GL_NV_image_formats #define GL_NV_image_formats 1 #endif /* GL_NV_image_formats */ #ifndef GL_NV_instanced_arrays #define GL_NV_instanced_arrays 1 #define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV 0x88FE typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISORNVPROC) (GLuint index, GLuint divisor); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glVertexAttribDivisorNV (GLuint index, GLuint divisor); #endif #endif /* GL_NV_instanced_arrays */ #ifndef GL_NV_internalformat_sample_query #define GL_NV_internalformat_sample_query 1 #define GL_TEXTURE_2D_MULTISAMPLE 0x9100 #define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 #define GL_MULTISAMPLES_NV 0x9371 #define GL_SUPERSAMPLE_SCALE_X_NV 0x9372 #define GL_SUPERSAMPLE_SCALE_Y_NV 0x9373 #define GL_CONFORMANT_NV 0x9374 typedef void (GL_APIENTRYP PFNGLGETINTERNALFORMATSAMPLEIVNVPROC) (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei count, GLint *params); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glGetInternalformatSampleivNV (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei count, GLint *params); #endif #endif /* GL_NV_internalformat_sample_query */ #ifndef GL_NV_memory_attachment #define GL_NV_memory_attachment 1 #define GL_ATTACHED_MEMORY_OBJECT_NV 0x95A4 #define GL_ATTACHED_MEMORY_OFFSET_NV 0x95A5 #define GL_MEMORY_ATTACHABLE_ALIGNMENT_NV 0x95A6 #define GL_MEMORY_ATTACHABLE_SIZE_NV 0x95A7 #define GL_MEMORY_ATTACHABLE_NV 0x95A8 #define GL_DETACHED_MEMORY_INCARNATION_NV 0x95A9 #define GL_DETACHED_TEXTURES_NV 0x95AA #define GL_DETACHED_BUFFERS_NV 0x95AB #define GL_MAX_DETACHED_TEXTURES_NV 0x95AC #define GL_MAX_DETACHED_BUFFERS_NV 0x95AD typedef void (GL_APIENTRYP PFNGLGETMEMORYOBJECTDETACHEDRESOURCESUIVNVPROC) (GLuint memory, GLenum pname, GLint first, GLsizei count, GLuint *params); typedef void (GL_APIENTRYP PFNGLRESETMEMORYOBJECTPARAMETERNVPROC) (GLuint memory, GLenum pname); typedef void (GL_APIENTRYP PFNGLTEXATTACHMEMORYNVPROC) (GLenum target, GLuint memory, GLuint64 offset); typedef void (GL_APIENTRYP PFNGLBUFFERATTACHMEMORYNVPROC) (GLenum target, GLuint memory, GLuint64 offset); typedef void (GL_APIENTRYP PFNGLTEXTUREATTACHMEMORYNVPROC) (GLuint texture, GLuint memory, GLuint64 offset); typedef void (GL_APIENTRYP PFNGLNAMEDBUFFERATTACHMEMORYNVPROC) (GLuint buffer, GLuint memory, GLuint64 offset); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glGetMemoryObjectDetachedResourcesuivNV (GLuint memory, GLenum pname, GLint first, GLsizei count, GLuint *params); GL_APICALL void GL_APIENTRY glResetMemoryObjectParameterNV (GLuint memory, GLenum pname); GL_APICALL void GL_APIENTRY glTexAttachMemoryNV (GLenum target, GLuint memory, GLuint64 offset); GL_APICALL void GL_APIENTRY glBufferAttachMemoryNV (GLenum target, GLuint memory, GLuint64 offset); GL_APICALL void GL_APIENTRY glTextureAttachMemoryNV (GLuint texture, GLuint memory, GLuint64 offset); GL_APICALL void GL_APIENTRY glNamedBufferAttachMemoryNV (GLuint buffer, GLuint memory, GLuint64 offset); #endif #endif /* GL_NV_memory_attachment */ #ifndef GL_NV_memory_object_sparse #define GL_NV_memory_object_sparse 1 typedef void (GL_APIENTRYP PFNGLBUFFERPAGECOMMITMENTMEMNVPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); typedef void (GL_APIENTRYP PFNGLTEXPAGECOMMITMENTMEMNVPROC) (GLenum target, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); typedef void (GL_APIENTRYP PFNGLNAMEDBUFFERPAGECOMMITMENTMEMNVPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); typedef void (GL_APIENTRYP PFNGLTEXTUREPAGECOMMITMENTMEMNVPROC) (GLuint texture, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glBufferPageCommitmentMemNV (GLenum target, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); GL_APICALL void GL_APIENTRY glTexPageCommitmentMemNV (GLenum target, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); GL_APICALL void GL_APIENTRY glNamedBufferPageCommitmentMemNV (GLuint buffer, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); GL_APICALL void GL_APIENTRY glTexturePageCommitmentMemNV (GLuint texture, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); #endif #endif /* GL_NV_memory_object_sparse */ #ifndef GL_NV_mesh_shader #define GL_NV_mesh_shader 1 #define GL_MESH_SHADER_NV 0x9559 #define GL_TASK_SHADER_NV 0x955A #define GL_MAX_MESH_UNIFORM_BLOCKS_NV 0x8E60 #define GL_MAX_MESH_TEXTURE_IMAGE_UNITS_NV 0x8E61 #define GL_MAX_MESH_IMAGE_UNIFORMS_NV 0x8E62 #define GL_MAX_MESH_UNIFORM_COMPONENTS_NV 0x8E63 #define GL_MAX_MESH_ATOMIC_COUNTER_BUFFERS_NV 0x8E64 #define GL_MAX_MESH_ATOMIC_COUNTERS_NV 0x8E65 #define GL_MAX_MESH_SHADER_STORAGE_BLOCKS_NV 0x8E66 #define GL_MAX_COMBINED_MESH_UNIFORM_COMPONENTS_NV 0x8E67 #define GL_MAX_TASK_UNIFORM_BLOCKS_NV 0x8E68 #define GL_MAX_TASK_TEXTURE_IMAGE_UNITS_NV 0x8E69 #define GL_MAX_TASK_IMAGE_UNIFORMS_NV 0x8E6A #define GL_MAX_TASK_UNIFORM_COMPONENTS_NV 0x8E6B #define GL_MAX_TASK_ATOMIC_COUNTER_BUFFERS_NV 0x8E6C #define GL_MAX_TASK_ATOMIC_COUNTERS_NV 0x8E6D #define GL_MAX_TASK_SHADER_STORAGE_BLOCKS_NV 0x8E6E #define GL_MAX_COMBINED_TASK_UNIFORM_COMPONENTS_NV 0x8E6F #define GL_MAX_MESH_WORK_GROUP_INVOCATIONS_NV 0x95A2 #define GL_MAX_TASK_WORK_GROUP_INVOCATIONS_NV 0x95A3 #define GL_MAX_MESH_TOTAL_MEMORY_SIZE_NV 0x9536 #define GL_MAX_TASK_TOTAL_MEMORY_SIZE_NV 0x9537 #define GL_MAX_MESH_OUTPUT_VERTICES_NV 0x9538 #define GL_MAX_MESH_OUTPUT_PRIMITIVES_NV 0x9539 #define GL_MAX_TASK_OUTPUT_COUNT_NV 0x953A #define GL_MAX_DRAW_MESH_TASKS_COUNT_NV 0x953D #define GL_MAX_MESH_VIEWS_NV 0x9557 #define GL_MESH_OUTPUT_PER_VERTEX_GRANULARITY_NV 0x92DF #define GL_MESH_OUTPUT_PER_PRIMITIVE_GRANULARITY_NV 0x9543 #define GL_MAX_MESH_WORK_GROUP_SIZE_NV 0x953B #define GL_MAX_TASK_WORK_GROUP_SIZE_NV 0x953C #define GL_MESH_WORK_GROUP_SIZE_NV 0x953E #define GL_TASK_WORK_GROUP_SIZE_NV 0x953F #define GL_MESH_VERTICES_OUT_NV 0x9579 #define GL_MESH_PRIMITIVES_OUT_NV 0x957A #define GL_MESH_OUTPUT_TYPE_NV 0x957B #define GL_UNIFORM_BLOCK_REFERENCED_BY_MESH_SHADER_NV 0x959C #define GL_UNIFORM_BLOCK_REFERENCED_BY_TASK_SHADER_NV 0x959D #define GL_REFERENCED_BY_MESH_SHADER_NV 0x95A0 #define GL_REFERENCED_BY_TASK_SHADER_NV 0x95A1 #define GL_MESH_SHADER_BIT_NV 0x00000040 #define GL_TASK_SHADER_BIT_NV 0x00000080 #define GL_MESH_SUBROUTINE_NV 0x957C #define GL_TASK_SUBROUTINE_NV 0x957D #define GL_MESH_SUBROUTINE_UNIFORM_NV 0x957E #define GL_TASK_SUBROUTINE_UNIFORM_NV 0x957F #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_MESH_SHADER_NV 0x959E #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TASK_SHADER_NV 0x959F typedef void (GL_APIENTRYP PFNGLDRAWMESHTASKSNVPROC) (GLuint first, GLuint count); typedef void (GL_APIENTRYP PFNGLDRAWMESHTASKSINDIRECTNVPROC) (GLintptr indirect); typedef void (GL_APIENTRYP PFNGLMULTIDRAWMESHTASKSINDIRECTNVPROC) (GLintptr indirect, GLsizei drawcount, GLsizei stride); typedef void (GL_APIENTRYP PFNGLMULTIDRAWMESHTASKSINDIRECTCOUNTNVPROC) (GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDrawMeshTasksNV (GLuint first, GLuint count); GL_APICALL void GL_APIENTRY glDrawMeshTasksIndirectNV (GLintptr indirect); GL_APICALL void GL_APIENTRY glMultiDrawMeshTasksIndirectNV (GLintptr indirect, GLsizei drawcount, GLsizei stride); GL_APICALL void GL_APIENTRY glMultiDrawMeshTasksIndirectCountNV (GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); #endif #endif /* GL_NV_mesh_shader */ #ifndef GL_NV_non_square_matrices #define GL_NV_non_square_matrices 1 #define GL_FLOAT_MAT2x3_NV 0x8B65 #define GL_FLOAT_MAT2x4_NV 0x8B66 #define GL_FLOAT_MAT3x2_NV 0x8B67 #define GL_FLOAT_MAT3x4_NV 0x8B68 #define GL_FLOAT_MAT4x2_NV 0x8B69 #define GL_FLOAT_MAT4x3_NV 0x8B6A typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX2X3FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX3X2FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX2X4FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX4X2FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX3X4FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX4X3FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glUniformMatrix2x3fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glUniformMatrix3x2fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glUniformMatrix2x4fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glUniformMatrix4x2fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glUniformMatrix3x4fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glUniformMatrix4x3fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); #endif #endif /* GL_NV_non_square_matrices */ #ifndef GL_NV_path_rendering #define GL_NV_path_rendering 1 typedef double GLdouble; #define GL_PATH_FORMAT_SVG_NV 0x9070 #define GL_PATH_FORMAT_PS_NV 0x9071 #define GL_STANDARD_FONT_NAME_NV 0x9072 #define GL_SYSTEM_FONT_NAME_NV 0x9073 #define GL_FILE_NAME_NV 0x9074 #define GL_PATH_STROKE_WIDTH_NV 0x9075 #define GL_PATH_END_CAPS_NV 0x9076 #define GL_PATH_INITIAL_END_CAP_NV 0x9077 #define GL_PATH_TERMINAL_END_CAP_NV 0x9078 #define GL_PATH_JOIN_STYLE_NV 0x9079 #define GL_PATH_MITER_LIMIT_NV 0x907A #define GL_PATH_DASH_CAPS_NV 0x907B #define GL_PATH_INITIAL_DASH_CAP_NV 0x907C #define GL_PATH_TERMINAL_DASH_CAP_NV 0x907D #define GL_PATH_DASH_OFFSET_NV 0x907E #define GL_PATH_CLIENT_LENGTH_NV 0x907F #define GL_PATH_FILL_MODE_NV 0x9080 #define GL_PATH_FILL_MASK_NV 0x9081 #define GL_PATH_FILL_COVER_MODE_NV 0x9082 #define GL_PATH_STROKE_COVER_MODE_NV 0x9083 #define GL_PATH_STROKE_MASK_NV 0x9084 #define GL_COUNT_UP_NV 0x9088 #define GL_COUNT_DOWN_NV 0x9089 #define GL_PATH_OBJECT_BOUNDING_BOX_NV 0x908A #define GL_CONVEX_HULL_NV 0x908B #define GL_BOUNDING_BOX_NV 0x908D #define GL_TRANSLATE_X_NV 0x908E #define GL_TRANSLATE_Y_NV 0x908F #define GL_TRANSLATE_2D_NV 0x9090 #define GL_TRANSLATE_3D_NV 0x9091 #define GL_AFFINE_2D_NV 0x9092 #define GL_AFFINE_3D_NV 0x9094 #define GL_TRANSPOSE_AFFINE_2D_NV 0x9096 #define GL_TRANSPOSE_AFFINE_3D_NV 0x9098 #define GL_UTF8_NV 0x909A #define GL_UTF16_NV 0x909B #define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV 0x909C #define GL_PATH_COMMAND_COUNT_NV 0x909D #define GL_PATH_COORD_COUNT_NV 0x909E #define GL_PATH_DASH_ARRAY_COUNT_NV 0x909F #define GL_PATH_COMPUTED_LENGTH_NV 0x90A0 #define GL_PATH_FILL_BOUNDING_BOX_NV 0x90A1 #define GL_PATH_STROKE_BOUNDING_BOX_NV 0x90A2 #define GL_SQUARE_NV 0x90A3 #define GL_ROUND_NV 0x90A4 #define GL_TRIANGULAR_NV 0x90A5 #define GL_BEVEL_NV 0x90A6 #define GL_MITER_REVERT_NV 0x90A7 #define GL_MITER_TRUNCATE_NV 0x90A8 #define GL_SKIP_MISSING_GLYPH_NV 0x90A9 #define GL_USE_MISSING_GLYPH_NV 0x90AA #define GL_PATH_ERROR_POSITION_NV 0x90AB #define GL_ACCUM_ADJACENT_PAIRS_NV 0x90AD #define GL_ADJACENT_PAIRS_NV 0x90AE #define GL_FIRST_TO_REST_NV 0x90AF #define GL_PATH_GEN_MODE_NV 0x90B0 #define GL_PATH_GEN_COEFF_NV 0x90B1 #define GL_PATH_GEN_COMPONENTS_NV 0x90B3 #define GL_PATH_STENCIL_FUNC_NV 0x90B7 #define GL_PATH_STENCIL_REF_NV 0x90B8 #define GL_PATH_STENCIL_VALUE_MASK_NV 0x90B9 #define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV 0x90BD #define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV 0x90BE #define GL_PATH_COVER_DEPTH_FUNC_NV 0x90BF #define GL_PATH_DASH_OFFSET_RESET_NV 0x90B4 #define GL_MOVE_TO_RESETS_NV 0x90B5 #define GL_MOVE_TO_CONTINUES_NV 0x90B6 #define GL_CLOSE_PATH_NV 0x00 #define GL_MOVE_TO_NV 0x02 #define GL_RELATIVE_MOVE_TO_NV 0x03 #define GL_LINE_TO_NV 0x04 #define GL_RELATIVE_LINE_TO_NV 0x05 #define GL_HORIZONTAL_LINE_TO_NV 0x06 #define GL_RELATIVE_HORIZONTAL_LINE_TO_NV 0x07 #define GL_VERTICAL_LINE_TO_NV 0x08 #define GL_RELATIVE_VERTICAL_LINE_TO_NV 0x09 #define GL_QUADRATIC_CURVE_TO_NV 0x0A #define GL_RELATIVE_QUADRATIC_CURVE_TO_NV 0x0B #define GL_CUBIC_CURVE_TO_NV 0x0C #define GL_RELATIVE_CUBIC_CURVE_TO_NV 0x0D #define GL_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0E #define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0F #define GL_SMOOTH_CUBIC_CURVE_TO_NV 0x10 #define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV 0x11 #define GL_SMALL_CCW_ARC_TO_NV 0x12 #define GL_RELATIVE_SMALL_CCW_ARC_TO_NV 0x13 #define GL_SMALL_CW_ARC_TO_NV 0x14 #define GL_RELATIVE_SMALL_CW_ARC_TO_NV 0x15 #define GL_LARGE_CCW_ARC_TO_NV 0x16 #define GL_RELATIVE_LARGE_CCW_ARC_TO_NV 0x17 #define GL_LARGE_CW_ARC_TO_NV 0x18 #define GL_RELATIVE_LARGE_CW_ARC_TO_NV 0x19 #define GL_RESTART_PATH_NV 0xF0 #define GL_DUP_FIRST_CUBIC_CURVE_TO_NV 0xF2 #define GL_DUP_LAST_CUBIC_CURVE_TO_NV 0xF4 #define GL_RECT_NV 0xF6 #define GL_CIRCULAR_CCW_ARC_TO_NV 0xF8 #define GL_CIRCULAR_CW_ARC_TO_NV 0xFA #define GL_CIRCULAR_TANGENT_ARC_TO_NV 0xFC #define GL_ARC_TO_NV 0xFE #define GL_RELATIVE_ARC_TO_NV 0xFF #define GL_BOLD_BIT_NV 0x01 #define GL_ITALIC_BIT_NV 0x02 #define GL_GLYPH_WIDTH_BIT_NV 0x01 #define GL_GLYPH_HEIGHT_BIT_NV 0x02 #define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV 0x04 #define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV 0x08 #define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV 0x10 #define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV 0x20 #define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV 0x40 #define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV 0x80 #define GL_GLYPH_HAS_KERNING_BIT_NV 0x100 #define GL_FONT_X_MIN_BOUNDS_BIT_NV 0x00010000 #define GL_FONT_Y_MIN_BOUNDS_BIT_NV 0x00020000 #define GL_FONT_X_MAX_BOUNDS_BIT_NV 0x00040000 #define GL_FONT_Y_MAX_BOUNDS_BIT_NV 0x00080000 #define GL_FONT_UNITS_PER_EM_BIT_NV 0x00100000 #define GL_FONT_ASCENDER_BIT_NV 0x00200000 #define GL_FONT_DESCENDER_BIT_NV 0x00400000 #define GL_FONT_HEIGHT_BIT_NV 0x00800000 #define GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV 0x01000000 #define GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV 0x02000000 #define GL_FONT_UNDERLINE_POSITION_BIT_NV 0x04000000 #define GL_FONT_UNDERLINE_THICKNESS_BIT_NV 0x08000000 #define GL_FONT_HAS_KERNING_BIT_NV 0x10000000 #define GL_ROUNDED_RECT_NV 0xE8 #define GL_RELATIVE_ROUNDED_RECT_NV 0xE9 #define GL_ROUNDED_RECT2_NV 0xEA #define GL_RELATIVE_ROUNDED_RECT2_NV 0xEB #define GL_ROUNDED_RECT4_NV 0xEC #define GL_RELATIVE_ROUNDED_RECT4_NV 0xED #define GL_ROUNDED_RECT8_NV 0xEE #define GL_RELATIVE_ROUNDED_RECT8_NV 0xEF #define GL_RELATIVE_RECT_NV 0xF7 #define GL_FONT_GLYPHS_AVAILABLE_NV 0x9368 #define GL_FONT_TARGET_UNAVAILABLE_NV 0x9369 #define GL_FONT_UNAVAILABLE_NV 0x936A #define GL_FONT_UNINTELLIGIBLE_NV 0x936B #define GL_CONIC_CURVE_TO_NV 0x1A #define GL_RELATIVE_CONIC_CURVE_TO_NV 0x1B #define GL_FONT_NUM_GLYPH_INDICES_BIT_NV 0x20000000 #define GL_STANDARD_FONT_FORMAT_NV 0x936C #define GL_PATH_PROJECTION_NV 0x1701 #define GL_PATH_MODELVIEW_NV 0x1700 #define GL_PATH_MODELVIEW_STACK_DEPTH_NV 0x0BA3 #define GL_PATH_MODELVIEW_MATRIX_NV 0x0BA6 #define GL_PATH_MAX_MODELVIEW_STACK_DEPTH_NV 0x0D36 #define GL_PATH_TRANSPOSE_MODELVIEW_MATRIX_NV 0x84E3 #define GL_PATH_PROJECTION_STACK_DEPTH_NV 0x0BA4 #define GL_PATH_PROJECTION_MATRIX_NV 0x0BA7 #define GL_PATH_MAX_PROJECTION_STACK_DEPTH_NV 0x0D38 #define GL_PATH_TRANSPOSE_PROJECTION_MATRIX_NV 0x84E4 #define GL_FRAGMENT_INPUT_NV 0x936D typedef GLuint (GL_APIENTRYP PFNGLGENPATHSNVPROC) (GLsizei range); typedef void (GL_APIENTRYP PFNGLDELETEPATHSNVPROC) (GLuint path, GLsizei range); typedef GLboolean (GL_APIENTRYP PFNGLISPATHNVPROC) (GLuint path); typedef void (GL_APIENTRYP PFNGLPATHCOMMANDSNVPROC) (GLuint path, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); typedef void (GL_APIENTRYP PFNGLPATHCOORDSNVPROC) (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords); typedef void (GL_APIENTRYP PFNGLPATHSUBCOMMANDSNVPROC) (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); typedef void (GL_APIENTRYP PFNGLPATHSUBCOORDSNVPROC) (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords); typedef void (GL_APIENTRYP PFNGLPATHSTRINGNVPROC) (GLuint path, GLenum format, GLsizei length, const void *pathString); typedef void (GL_APIENTRYP PFNGLPATHGLYPHSNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void *charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); typedef void (GL_APIENTRYP PFNGLPATHGLYPHRANGENVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); typedef void (GL_APIENTRYP PFNGLWEIGHTPATHSNVPROC) (GLuint resultPath, GLsizei numPaths, const GLuint *paths, const GLfloat *weights); typedef void (GL_APIENTRYP PFNGLCOPYPATHNVPROC) (GLuint resultPath, GLuint srcPath); typedef void (GL_APIENTRYP PFNGLINTERPOLATEPATHSNVPROC) (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight); typedef void (GL_APIENTRYP PFNGLTRANSFORMPATHNVPROC) (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat *transformValues); typedef void (GL_APIENTRYP PFNGLPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, const GLint *value); typedef void (GL_APIENTRYP PFNGLPATHPARAMETERINVPROC) (GLuint path, GLenum pname, GLint value); typedef void (GL_APIENTRYP PFNGLPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPATHPARAMETERFNVPROC) (GLuint path, GLenum pname, GLfloat value); typedef void (GL_APIENTRYP PFNGLPATHDASHARRAYNVPROC) (GLuint path, GLsizei dashCount, const GLfloat *dashArray); typedef void (GL_APIENTRYP PFNGLPATHSTENCILFUNCNVPROC) (GLenum func, GLint ref, GLuint mask); typedef void (GL_APIENTRYP PFNGLPATHSTENCILDEPTHOFFSETNVPROC) (GLfloat factor, GLfloat units); typedef void (GL_APIENTRYP PFNGLSTENCILFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask); typedef void (GL_APIENTRYP PFNGLSTENCILSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask); typedef void (GL_APIENTRYP PFNGLSTENCILFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); typedef void (GL_APIENTRYP PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); typedef void (GL_APIENTRYP PFNGLPATHCOVERDEPTHFUNCNVPROC) (GLenum func); typedef void (GL_APIENTRYP PFNGLCOVERFILLPATHNVPROC) (GLuint path, GLenum coverMode); typedef void (GL_APIENTRYP PFNGLCOVERSTROKEPATHNVPROC) (GLuint path, GLenum coverMode); typedef void (GL_APIENTRYP PFNGLCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); typedef void (GL_APIENTRYP PFNGLCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); typedef void (GL_APIENTRYP PFNGLGETPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, GLint *value); typedef void (GL_APIENTRYP PFNGLGETPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, GLfloat *value); typedef void (GL_APIENTRYP PFNGLGETPATHCOMMANDSNVPROC) (GLuint path, GLubyte *commands); typedef void (GL_APIENTRYP PFNGLGETPATHCOORDSNVPROC) (GLuint path, GLfloat *coords); typedef void (GL_APIENTRYP PFNGLGETPATHDASHARRAYNVPROC) (GLuint path, GLfloat *dashArray); typedef void (GL_APIENTRYP PFNGLGETPATHMETRICSNVPROC) (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics); typedef void (GL_APIENTRYP PFNGLGETPATHMETRICRANGENVPROC) (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat *metrics); typedef void (GL_APIENTRYP PFNGLGETPATHSPACINGNVPROC) (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing); typedef GLboolean (GL_APIENTRYP PFNGLISPOINTINFILLPATHNVPROC) (GLuint path, GLuint mask, GLfloat x, GLfloat y); typedef GLboolean (GL_APIENTRYP PFNGLISPOINTINSTROKEPATHNVPROC) (GLuint path, GLfloat x, GLfloat y); typedef GLfloat (GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments); typedef GLboolean (GL_APIENTRYP PFNGLPOINTALONGPATHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat *x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY); typedef void (GL_APIENTRYP PFNGLMATRIXLOAD3X2FNVPROC) (GLenum matrixMode, const GLfloat *m); typedef void (GL_APIENTRYP PFNGLMATRIXLOAD3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); typedef void (GL_APIENTRYP PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); typedef void (GL_APIENTRYP PFNGLMATRIXMULT3X2FNVPROC) (GLenum matrixMode, const GLfloat *m); typedef void (GL_APIENTRYP PFNGLMATRIXMULT3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); typedef void (GL_APIENTRYP PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); typedef void (GL_APIENTRYP PFNGLSTENCILTHENCOVERFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); typedef void (GL_APIENTRYP PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask, GLenum coverMode); typedef void (GL_APIENTRYP PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); typedef void (GL_APIENTRYP PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); typedef GLenum (GL_APIENTRYP PFNGLPATHGLYPHINDEXRANGENVPROC) (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint *baseAndCount); typedef GLenum (GL_APIENTRYP PFNGLPATHGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); typedef GLenum (GL_APIENTRYP PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); typedef void (GL_APIENTRYP PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC) (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat *coeffs); typedef void (GL_APIENTRYP PFNGLGETPROGRAMRESOURCEFVNVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLfloat *params); typedef void (GL_APIENTRYP PFNGLMATRIXFRUSTUMEXTPROC) (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); typedef void (GL_APIENTRYP PFNGLMATRIXLOADIDENTITYEXTPROC) (GLenum mode); typedef void (GL_APIENTRYP PFNGLMATRIXLOADTRANSPOSEFEXTPROC) (GLenum mode, const GLfloat *m); typedef void (GL_APIENTRYP PFNGLMATRIXLOADTRANSPOSEDEXTPROC) (GLenum mode, const GLdouble *m); typedef void (GL_APIENTRYP PFNGLMATRIXLOADFEXTPROC) (GLenum mode, const GLfloat *m); typedef void (GL_APIENTRYP PFNGLMATRIXLOADDEXTPROC) (GLenum mode, const GLdouble *m); typedef void (GL_APIENTRYP PFNGLMATRIXMULTTRANSPOSEFEXTPROC) (GLenum mode, const GLfloat *m); typedef void (GL_APIENTRYP PFNGLMATRIXMULTTRANSPOSEDEXTPROC) (GLenum mode, const GLdouble *m); typedef void (GL_APIENTRYP PFNGLMATRIXMULTFEXTPROC) (GLenum mode, const GLfloat *m); typedef void (GL_APIENTRYP PFNGLMATRIXMULTDEXTPROC) (GLenum mode, const GLdouble *m); typedef void (GL_APIENTRYP PFNGLMATRIXORTHOEXTPROC) (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); typedef void (GL_APIENTRYP PFNGLMATRIXPOPEXTPROC) (GLenum mode); typedef void (GL_APIENTRYP PFNGLMATRIXPUSHEXTPROC) (GLenum mode); typedef void (GL_APIENTRYP PFNGLMATRIXROTATEFEXTPROC) (GLenum mode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); typedef void (GL_APIENTRYP PFNGLMATRIXROTATEDEXTPROC) (GLenum mode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); typedef void (GL_APIENTRYP PFNGLMATRIXSCALEFEXTPROC) (GLenum mode, GLfloat x, GLfloat y, GLfloat z); typedef void (GL_APIENTRYP PFNGLMATRIXSCALEDEXTPROC) (GLenum mode, GLdouble x, GLdouble y, GLdouble z); typedef void (GL_APIENTRYP PFNGLMATRIXTRANSLATEFEXTPROC) (GLenum mode, GLfloat x, GLfloat y, GLfloat z); typedef void (GL_APIENTRYP PFNGLMATRIXTRANSLATEDEXTPROC) (GLenum mode, GLdouble x, GLdouble y, GLdouble z); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL GLuint GL_APIENTRY glGenPathsNV (GLsizei range); GL_APICALL void GL_APIENTRY glDeletePathsNV (GLuint path, GLsizei range); GL_APICALL GLboolean GL_APIENTRY glIsPathNV (GLuint path); GL_APICALL void GL_APIENTRY glPathCommandsNV (GLuint path, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); GL_APICALL void GL_APIENTRY glPathCoordsNV (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords); GL_APICALL void GL_APIENTRY glPathSubCommandsNV (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); GL_APICALL void GL_APIENTRY glPathSubCoordsNV (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords); GL_APICALL void GL_APIENTRY glPathStringNV (GLuint path, GLenum format, GLsizei length, const void *pathString); GL_APICALL void GL_APIENTRY glPathGlyphsNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void *charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); GL_APICALL void GL_APIENTRY glPathGlyphRangeNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); GL_APICALL void GL_APIENTRY glWeightPathsNV (GLuint resultPath, GLsizei numPaths, const GLuint *paths, const GLfloat *weights); GL_APICALL void GL_APIENTRY glCopyPathNV (GLuint resultPath, GLuint srcPath); GL_APICALL void GL_APIENTRY glInterpolatePathsNV (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight); GL_APICALL void GL_APIENTRY glTransformPathNV (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat *transformValues); GL_APICALL void GL_APIENTRY glPathParameterivNV (GLuint path, GLenum pname, const GLint *value); GL_APICALL void GL_APIENTRY glPathParameteriNV (GLuint path, GLenum pname, GLint value); GL_APICALL void GL_APIENTRY glPathParameterfvNV (GLuint path, GLenum pname, const GLfloat *value); GL_APICALL void GL_APIENTRY glPathParameterfNV (GLuint path, GLenum pname, GLfloat value); GL_APICALL void GL_APIENTRY glPathDashArrayNV (GLuint path, GLsizei dashCount, const GLfloat *dashArray); GL_APICALL void GL_APIENTRY glPathStencilFuncNV (GLenum func, GLint ref, GLuint mask); GL_APICALL void GL_APIENTRY glPathStencilDepthOffsetNV (GLfloat factor, GLfloat units); GL_APICALL void GL_APIENTRY glStencilFillPathNV (GLuint path, GLenum fillMode, GLuint mask); GL_APICALL void GL_APIENTRY glStencilStrokePathNV (GLuint path, GLint reference, GLuint mask); GL_APICALL void GL_APIENTRY glStencilFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); GL_APICALL void GL_APIENTRY glStencilStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); GL_APICALL void GL_APIENTRY glPathCoverDepthFuncNV (GLenum func); GL_APICALL void GL_APIENTRY glCoverFillPathNV (GLuint path, GLenum coverMode); GL_APICALL void GL_APIENTRY glCoverStrokePathNV (GLuint path, GLenum coverMode); GL_APICALL void GL_APIENTRY glCoverFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); GL_APICALL void GL_APIENTRY glCoverStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); GL_APICALL void GL_APIENTRY glGetPathParameterivNV (GLuint path, GLenum pname, GLint *value); GL_APICALL void GL_APIENTRY glGetPathParameterfvNV (GLuint path, GLenum pname, GLfloat *value); GL_APICALL void GL_APIENTRY glGetPathCommandsNV (GLuint path, GLubyte *commands); GL_APICALL void GL_APIENTRY glGetPathCoordsNV (GLuint path, GLfloat *coords); GL_APICALL void GL_APIENTRY glGetPathDashArrayNV (GLuint path, GLfloat *dashArray); GL_APICALL void GL_APIENTRY glGetPathMetricsNV (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics); GL_APICALL void GL_APIENTRY glGetPathMetricRangeNV (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat *metrics); GL_APICALL void GL_APIENTRY glGetPathSpacingNV (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing); GL_APICALL GLboolean GL_APIENTRY glIsPointInFillPathNV (GLuint path, GLuint mask, GLfloat x, GLfloat y); GL_APICALL GLboolean GL_APIENTRY glIsPointInStrokePathNV (GLuint path, GLfloat x, GLfloat y); GL_APICALL GLfloat GL_APIENTRY glGetPathLengthNV (GLuint path, GLsizei startSegment, GLsizei numSegments); GL_APICALL GLboolean GL_APIENTRY glPointAlongPathNV (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat *x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY); GL_APICALL void GL_APIENTRY glMatrixLoad3x2fNV (GLenum matrixMode, const GLfloat *m); GL_APICALL void GL_APIENTRY glMatrixLoad3x3fNV (GLenum matrixMode, const GLfloat *m); GL_APICALL void GL_APIENTRY glMatrixLoadTranspose3x3fNV (GLenum matrixMode, const GLfloat *m); GL_APICALL void GL_APIENTRY glMatrixMult3x2fNV (GLenum matrixMode, const GLfloat *m); GL_APICALL void GL_APIENTRY glMatrixMult3x3fNV (GLenum matrixMode, const GLfloat *m); GL_APICALL void GL_APIENTRY glMatrixMultTranspose3x3fNV (GLenum matrixMode, const GLfloat *m); GL_APICALL void GL_APIENTRY glStencilThenCoverFillPathNV (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); GL_APICALL void GL_APIENTRY glStencilThenCoverStrokePathNV (GLuint path, GLint reference, GLuint mask, GLenum coverMode); GL_APICALL void GL_APIENTRY glStencilThenCoverFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); GL_APICALL void GL_APIENTRY glStencilThenCoverStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); GL_APICALL GLenum GL_APIENTRY glPathGlyphIndexRangeNV (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint *baseAndCount); GL_APICALL GLenum GL_APIENTRY glPathGlyphIndexArrayNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); GL_APICALL GLenum GL_APIENTRY glPathMemoryGlyphIndexArrayNV (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); GL_APICALL void GL_APIENTRY glProgramPathFragmentInputGenNV (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat *coeffs); GL_APICALL void GL_APIENTRY glGetProgramResourcefvNV (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLfloat *params); GL_APICALL void GL_APIENTRY glMatrixFrustumEXT (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); GL_APICALL void GL_APIENTRY glMatrixLoadIdentityEXT (GLenum mode); GL_APICALL void GL_APIENTRY glMatrixLoadTransposefEXT (GLenum mode, const GLfloat *m); GL_APICALL void GL_APIENTRY glMatrixLoadTransposedEXT (GLenum mode, const GLdouble *m); GL_APICALL void GL_APIENTRY glMatrixLoadfEXT (GLenum mode, const GLfloat *m); GL_APICALL void GL_APIENTRY glMatrixLoaddEXT (GLenum mode, const GLdouble *m); GL_APICALL void GL_APIENTRY glMatrixMultTransposefEXT (GLenum mode, const GLfloat *m); GL_APICALL void GL_APIENTRY glMatrixMultTransposedEXT (GLenum mode, const GLdouble *m); GL_APICALL void GL_APIENTRY glMatrixMultfEXT (GLenum mode, const GLfloat *m); GL_APICALL void GL_APIENTRY glMatrixMultdEXT (GLenum mode, const GLdouble *m); GL_APICALL void GL_APIENTRY glMatrixOrthoEXT (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); GL_APICALL void GL_APIENTRY glMatrixPopEXT (GLenum mode); GL_APICALL void GL_APIENTRY glMatrixPushEXT (GLenum mode); GL_APICALL void GL_APIENTRY glMatrixRotatefEXT (GLenum mode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); GL_APICALL void GL_APIENTRY glMatrixRotatedEXT (GLenum mode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); GL_APICALL void GL_APIENTRY glMatrixScalefEXT (GLenum mode, GLfloat x, GLfloat y, GLfloat z); GL_APICALL void GL_APIENTRY glMatrixScaledEXT (GLenum mode, GLdouble x, GLdouble y, GLdouble z); GL_APICALL void GL_APIENTRY glMatrixTranslatefEXT (GLenum mode, GLfloat x, GLfloat y, GLfloat z); GL_APICALL void GL_APIENTRY glMatrixTranslatedEXT (GLenum mode, GLdouble x, GLdouble y, GLdouble z); #endif #endif /* GL_NV_path_rendering */ #ifndef GL_NV_path_rendering_shared_edge #define GL_NV_path_rendering_shared_edge 1 #define GL_SHARED_EDGE_NV 0xC0 #endif /* GL_NV_path_rendering_shared_edge */ #ifndef GL_NV_pixel_buffer_object #define GL_NV_pixel_buffer_object 1 #define GL_PIXEL_PACK_BUFFER_NV 0x88EB #define GL_PIXEL_UNPACK_BUFFER_NV 0x88EC #define GL_PIXEL_PACK_BUFFER_BINDING_NV 0x88ED #define GL_PIXEL_UNPACK_BUFFER_BINDING_NV 0x88EF #endif /* GL_NV_pixel_buffer_object */ #ifndef GL_NV_polygon_mode #define GL_NV_polygon_mode 1 #define GL_POLYGON_MODE_NV 0x0B40 #define GL_POLYGON_OFFSET_POINT_NV 0x2A01 #define GL_POLYGON_OFFSET_LINE_NV 0x2A02 #define GL_POINT_NV 0x1B00 #define GL_LINE_NV 0x1B01 #define GL_FILL_NV 0x1B02 typedef void (GL_APIENTRYP PFNGLPOLYGONMODENVPROC) (GLenum face, GLenum mode); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glPolygonModeNV (GLenum face, GLenum mode); #endif #endif /* GL_NV_polygon_mode */ #ifndef GL_NV_primitive_shading_rate #define GL_NV_primitive_shading_rate 1 #define GL_SHADING_RATE_IMAGE_PER_PRIMITIVE_NV 0x95B1 #define GL_SHADING_RATE_IMAGE_PALETTE_COUNT_NV 0x95B2 #endif /* GL_NV_primitive_shading_rate */ #ifndef GL_NV_read_buffer #define GL_NV_read_buffer 1 #define GL_READ_BUFFER_NV 0x0C02 typedef void (GL_APIENTRYP PFNGLREADBUFFERNVPROC) (GLenum mode); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glReadBufferNV (GLenum mode); #endif #endif /* GL_NV_read_buffer */ #ifndef GL_NV_read_buffer_front #define GL_NV_read_buffer_front 1 #endif /* GL_NV_read_buffer_front */ #ifndef GL_NV_read_depth #define GL_NV_read_depth 1 #endif /* GL_NV_read_depth */ #ifndef GL_NV_read_depth_stencil #define GL_NV_read_depth_stencil 1 #endif /* GL_NV_read_depth_stencil */ #ifndef GL_NV_read_stencil #define GL_NV_read_stencil 1 #endif /* GL_NV_read_stencil */ #ifndef GL_NV_representative_fragment_test #define GL_NV_representative_fragment_test 1 #define GL_REPRESENTATIVE_FRAGMENT_TEST_NV 0x937F #endif /* GL_NV_representative_fragment_test */ #ifndef GL_NV_sRGB_formats #define GL_NV_sRGB_formats 1 #define GL_SLUMINANCE_NV 0x8C46 #define GL_SLUMINANCE_ALPHA_NV 0x8C44 #define GL_SRGB8_NV 0x8C41 #define GL_SLUMINANCE8_NV 0x8C47 #define GL_SLUMINANCE8_ALPHA8_NV 0x8C45 #define GL_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F #define GL_ETC1_SRGB8_NV 0x88EE #endif /* GL_NV_sRGB_formats */ #ifndef GL_NV_sample_locations #define GL_NV_sample_locations 1 #define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV 0x933D #define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV 0x933E #define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV 0x933F #define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV 0x9340 #define GL_SAMPLE_LOCATION_NV 0x8E50 #define GL_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9341 #define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV 0x9342 #define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV 0x9343 typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat *v); typedef void (GL_APIENTRYP PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); typedef void (GL_APIENTRYP PFNGLRESOLVEDEPTHVALUESNVPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glFramebufferSampleLocationsfvNV (GLenum target, GLuint start, GLsizei count, const GLfloat *v); GL_APICALL void GL_APIENTRY glNamedFramebufferSampleLocationsfvNV (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); GL_APICALL void GL_APIENTRY glResolveDepthValuesNV (void); #endif #endif /* GL_NV_sample_locations */ #ifndef GL_NV_sample_mask_override_coverage #define GL_NV_sample_mask_override_coverage 1 #endif /* GL_NV_sample_mask_override_coverage */ #ifndef GL_NV_scissor_exclusive #define GL_NV_scissor_exclusive 1 #define GL_SCISSOR_TEST_EXCLUSIVE_NV 0x9555 #define GL_SCISSOR_BOX_EXCLUSIVE_NV 0x9556 typedef void (GL_APIENTRYP PFNGLSCISSOREXCLUSIVENVPROC) (GLint x, GLint y, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLSCISSOREXCLUSIVEARRAYVNVPROC) (GLuint first, GLsizei count, const GLint *v); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glScissorExclusiveNV (GLint x, GLint y, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glScissorExclusiveArrayvNV (GLuint first, GLsizei count, const GLint *v); #endif #endif /* GL_NV_scissor_exclusive */ #ifndef GL_NV_shader_atomic_fp16_vector #define GL_NV_shader_atomic_fp16_vector 1 #endif /* GL_NV_shader_atomic_fp16_vector */ #ifndef GL_NV_shader_noperspective_interpolation #define GL_NV_shader_noperspective_interpolation 1 #endif /* GL_NV_shader_noperspective_interpolation */ #ifndef GL_NV_shader_subgroup_partitioned #define GL_NV_shader_subgroup_partitioned 1 #define GL_SUBGROUP_FEATURE_PARTITIONED_BIT_NV 0x00000100 #endif /* GL_NV_shader_subgroup_partitioned */ #ifndef GL_NV_shader_texture_footprint #define GL_NV_shader_texture_footprint 1 #endif /* GL_NV_shader_texture_footprint */ #ifndef GL_NV_shading_rate_image #define GL_NV_shading_rate_image 1 #define GL_SHADING_RATE_IMAGE_NV 0x9563 #define GL_SHADING_RATE_NO_INVOCATIONS_NV 0x9564 #define GL_SHADING_RATE_1_INVOCATION_PER_PIXEL_NV 0x9565 #define GL_SHADING_RATE_1_INVOCATION_PER_1X2_PIXELS_NV 0x9566 #define GL_SHADING_RATE_1_INVOCATION_PER_2X1_PIXELS_NV 0x9567 #define GL_SHADING_RATE_1_INVOCATION_PER_2X2_PIXELS_NV 0x9568 #define GL_SHADING_RATE_1_INVOCATION_PER_2X4_PIXELS_NV 0x9569 #define GL_SHADING_RATE_1_INVOCATION_PER_4X2_PIXELS_NV 0x956A #define GL_SHADING_RATE_1_INVOCATION_PER_4X4_PIXELS_NV 0x956B #define GL_SHADING_RATE_2_INVOCATIONS_PER_PIXEL_NV 0x956C #define GL_SHADING_RATE_4_INVOCATIONS_PER_PIXEL_NV 0x956D #define GL_SHADING_RATE_8_INVOCATIONS_PER_PIXEL_NV 0x956E #define GL_SHADING_RATE_16_INVOCATIONS_PER_PIXEL_NV 0x956F #define GL_SHADING_RATE_IMAGE_BINDING_NV 0x955B #define GL_SHADING_RATE_IMAGE_TEXEL_WIDTH_NV 0x955C #define GL_SHADING_RATE_IMAGE_TEXEL_HEIGHT_NV 0x955D #define GL_SHADING_RATE_IMAGE_PALETTE_SIZE_NV 0x955E #define GL_MAX_COARSE_FRAGMENT_SAMPLES_NV 0x955F #define GL_SHADING_RATE_SAMPLE_ORDER_DEFAULT_NV 0x95AE #define GL_SHADING_RATE_SAMPLE_ORDER_PIXEL_MAJOR_NV 0x95AF #define GL_SHADING_RATE_SAMPLE_ORDER_SAMPLE_MAJOR_NV 0x95B0 typedef void (GL_APIENTRYP PFNGLBINDSHADINGRATEIMAGENVPROC) (GLuint texture); typedef void (GL_APIENTRYP PFNGLGETSHADINGRATEIMAGEPALETTENVPROC) (GLuint viewport, GLuint entry, GLenum *rate); typedef void (GL_APIENTRYP PFNGLGETSHADINGRATESAMPLELOCATIONIVNVPROC) (GLenum rate, GLuint samples, GLuint index, GLint *location); typedef void (GL_APIENTRYP PFNGLSHADINGRATEIMAGEBARRIERNVPROC) (GLboolean synchronize); typedef void (GL_APIENTRYP PFNGLSHADINGRATEIMAGEPALETTENVPROC) (GLuint viewport, GLuint first, GLsizei count, const GLenum *rates); typedef void (GL_APIENTRYP PFNGLSHADINGRATESAMPLEORDERNVPROC) (GLenum order); typedef void (GL_APIENTRYP PFNGLSHADINGRATESAMPLEORDERCUSTOMNVPROC) (GLenum rate, GLuint samples, const GLint *locations); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glBindShadingRateImageNV (GLuint texture); GL_APICALL void GL_APIENTRY glGetShadingRateImagePaletteNV (GLuint viewport, GLuint entry, GLenum *rate); GL_APICALL void GL_APIENTRY glGetShadingRateSampleLocationivNV (GLenum rate, GLuint samples, GLuint index, GLint *location); GL_APICALL void GL_APIENTRY glShadingRateImageBarrierNV (GLboolean synchronize); GL_APICALL void GL_APIENTRY glShadingRateImagePaletteNV (GLuint viewport, GLuint first, GLsizei count, const GLenum *rates); GL_APICALL void GL_APIENTRY glShadingRateSampleOrderNV (GLenum order); GL_APICALL void GL_APIENTRY glShadingRateSampleOrderCustomNV (GLenum rate, GLuint samples, const GLint *locations); #endif #endif /* GL_NV_shading_rate_image */ #ifndef GL_NV_shadow_samplers_array #define GL_NV_shadow_samplers_array 1 #define GL_SAMPLER_2D_ARRAY_SHADOW_NV 0x8DC4 #endif /* GL_NV_shadow_samplers_array */ #ifndef GL_NV_shadow_samplers_cube #define GL_NV_shadow_samplers_cube 1 #define GL_SAMPLER_CUBE_SHADOW_NV 0x8DC5 #endif /* GL_NV_shadow_samplers_cube */ #ifndef GL_NV_stereo_view_rendering #define GL_NV_stereo_view_rendering 1 #endif /* GL_NV_stereo_view_rendering */ #ifndef GL_NV_texture_border_clamp #define GL_NV_texture_border_clamp 1 #define GL_TEXTURE_BORDER_COLOR_NV 0x1004 #define GL_CLAMP_TO_BORDER_NV 0x812D #endif /* GL_NV_texture_border_clamp */ #ifndef GL_NV_texture_compression_s3tc_update #define GL_NV_texture_compression_s3tc_update 1 #endif /* GL_NV_texture_compression_s3tc_update */ #ifndef GL_NV_texture_npot_2D_mipmap #define GL_NV_texture_npot_2D_mipmap 1 #endif /* GL_NV_texture_npot_2D_mipmap */ #ifndef GL_NV_timeline_semaphore #define GL_NV_timeline_semaphore 1 #define GL_TIMELINE_SEMAPHORE_VALUE_NV 0x9595 #define GL_SEMAPHORE_TYPE_NV 0x95B3 #define GL_SEMAPHORE_TYPE_BINARY_NV 0x95B4 #define GL_SEMAPHORE_TYPE_TIMELINE_NV 0x95B5 #define GL_MAX_TIMELINE_SEMAPHORE_VALUE_DIFFERENCE_NV 0x95B6 typedef void (GL_APIENTRYP PFNGLCREATESEMAPHORESNVPROC) (GLsizei n, GLuint *semaphores); typedef void (GL_APIENTRYP PFNGLSEMAPHOREPARAMETERIVNVPROC) (GLuint semaphore, GLenum pname, const GLint *params); typedef void (GL_APIENTRYP PFNGLGETSEMAPHOREPARAMETERIVNVPROC) (GLuint semaphore, GLenum pname, GLint *params); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glCreateSemaphoresNV (GLsizei n, GLuint *semaphores); GL_APICALL void GL_APIENTRY glSemaphoreParameterivNV (GLuint semaphore, GLenum pname, const GLint *params); GL_APICALL void GL_APIENTRY glGetSemaphoreParameterivNV (GLuint semaphore, GLenum pname, GLint *params); #endif #endif /* GL_NV_timeline_semaphore */ #ifndef GL_NV_viewport_array #define GL_NV_viewport_array 1 #define GL_MAX_VIEWPORTS_NV 0x825B #define GL_VIEWPORT_SUBPIXEL_BITS_NV 0x825C #define GL_VIEWPORT_BOUNDS_RANGE_NV 0x825D #define GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV 0x825F typedef void (GL_APIENTRYP PFNGLVIEWPORTARRAYVNVPROC) (GLuint first, GLsizei count, const GLfloat *v); typedef void (GL_APIENTRYP PFNGLVIEWPORTINDEXEDFNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); typedef void (GL_APIENTRYP PFNGLVIEWPORTINDEXEDFVNVPROC) (GLuint index, const GLfloat *v); typedef void (GL_APIENTRYP PFNGLSCISSORARRAYVNVPROC) (GLuint first, GLsizei count, const GLint *v); typedef void (GL_APIENTRYP PFNGLSCISSORINDEXEDNVPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLSCISSORINDEXEDVNVPROC) (GLuint index, const GLint *v); typedef void (GL_APIENTRYP PFNGLDEPTHRANGEARRAYFVNVPROC) (GLuint first, GLsizei count, const GLfloat *v); typedef void (GL_APIENTRYP PFNGLDEPTHRANGEINDEXEDFNVPROC) (GLuint index, GLfloat n, GLfloat f); typedef void (GL_APIENTRYP PFNGLGETFLOATI_VNVPROC) (GLenum target, GLuint index, GLfloat *data); typedef void (GL_APIENTRYP PFNGLENABLEINVPROC) (GLenum target, GLuint index); typedef void (GL_APIENTRYP PFNGLDISABLEINVPROC) (GLenum target, GLuint index); typedef GLboolean (GL_APIENTRYP PFNGLISENABLEDINVPROC) (GLenum target, GLuint index); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glViewportArrayvNV (GLuint first, GLsizei count, const GLfloat *v); GL_APICALL void GL_APIENTRY glViewportIndexedfNV (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); GL_APICALL void GL_APIENTRY glViewportIndexedfvNV (GLuint index, const GLfloat *v); GL_APICALL void GL_APIENTRY glScissorArrayvNV (GLuint first, GLsizei count, const GLint *v); GL_APICALL void GL_APIENTRY glScissorIndexedNV (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glScissorIndexedvNV (GLuint index, const GLint *v); GL_APICALL void GL_APIENTRY glDepthRangeArrayfvNV (GLuint first, GLsizei count, const GLfloat *v); GL_APICALL void GL_APIENTRY glDepthRangeIndexedfNV (GLuint index, GLfloat n, GLfloat f); GL_APICALL void GL_APIENTRY glGetFloati_vNV (GLenum target, GLuint index, GLfloat *data); GL_APICALL void GL_APIENTRY glEnableiNV (GLenum target, GLuint index); GL_APICALL void GL_APIENTRY glDisableiNV (GLenum target, GLuint index); GL_APICALL GLboolean GL_APIENTRY glIsEnablediNV (GLenum target, GLuint index); #endif #endif /* GL_NV_viewport_array */ #ifndef GL_NV_viewport_array2 #define GL_NV_viewport_array2 1 #endif /* GL_NV_viewport_array2 */ #ifndef GL_NV_viewport_swizzle #define GL_NV_viewport_swizzle 1 #define GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV 0x9350 #define GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV 0x9351 #define GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV 0x9352 #define GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV 0x9353 #define GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV 0x9354 #define GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV 0x9355 #define GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV 0x9356 #define GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV 0x9357 #define GL_VIEWPORT_SWIZZLE_X_NV 0x9358 #define GL_VIEWPORT_SWIZZLE_Y_NV 0x9359 #define GL_VIEWPORT_SWIZZLE_Z_NV 0x935A #define GL_VIEWPORT_SWIZZLE_W_NV 0x935B typedef void (GL_APIENTRYP PFNGLVIEWPORTSWIZZLENVPROC) (GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glViewportSwizzleNV (GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew); #endif #endif /* GL_NV_viewport_swizzle */ #ifndef GL_OVR_multiview #define GL_OVR_multiview 1 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR 0x9630 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR 0x9632 #define GL_MAX_VIEWS_OVR 0x9631 #define GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR 0x9633 typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glFramebufferTextureMultiviewOVR (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews); #endif #endif /* GL_OVR_multiview */ #ifndef GL_OVR_multiview2 #define GL_OVR_multiview2 1 #endif /* GL_OVR_multiview2 */ #ifndef GL_OVR_multiview_multisampled_render_to_texture #define GL_OVR_multiview_multisampled_render_to_texture 1 typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLsizei samples, GLint baseViewIndex, GLsizei numViews); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glFramebufferTextureMultisampleMultiviewOVR (GLenum target, GLenum attachment, GLuint texture, GLint level, GLsizei samples, GLint baseViewIndex, GLsizei numViews); #endif #endif /* GL_OVR_multiview_multisampled_render_to_texture */ #ifndef GL_QCOM_YUV_texture_gather #define GL_QCOM_YUV_texture_gather 1 #endif /* GL_QCOM_YUV_texture_gather */ #ifndef GL_QCOM_alpha_test #define GL_QCOM_alpha_test 1 #define GL_ALPHA_TEST_QCOM 0x0BC0 #define GL_ALPHA_TEST_FUNC_QCOM 0x0BC1 #define GL_ALPHA_TEST_REF_QCOM 0x0BC2 typedef void (GL_APIENTRYP PFNGLALPHAFUNCQCOMPROC) (GLenum func, GLclampf ref); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glAlphaFuncQCOM (GLenum func, GLclampf ref); #endif #endif /* GL_QCOM_alpha_test */ #ifndef GL_QCOM_binning_control #define GL_QCOM_binning_control 1 #define GL_BINNING_CONTROL_HINT_QCOM 0x8FB0 #define GL_CPU_OPTIMIZED_QCOM 0x8FB1 #define GL_GPU_OPTIMIZED_QCOM 0x8FB2 #define GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM 0x8FB3 #endif /* GL_QCOM_binning_control */ #ifndef GL_QCOM_driver_control #define GL_QCOM_driver_control 1 typedef void (GL_APIENTRYP PFNGLGETDRIVERCONTROLSQCOMPROC) (GLint *num, GLsizei size, GLuint *driverControls); typedef void (GL_APIENTRYP PFNGLGETDRIVERCONTROLSTRINGQCOMPROC) (GLuint driverControl, GLsizei bufSize, GLsizei *length, GLchar *driverControlString); typedef void (GL_APIENTRYP PFNGLENABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl); typedef void (GL_APIENTRYP PFNGLDISABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glGetDriverControlsQCOM (GLint *num, GLsizei size, GLuint *driverControls); GL_APICALL void GL_APIENTRY glGetDriverControlStringQCOM (GLuint driverControl, GLsizei bufSize, GLsizei *length, GLchar *driverControlString); GL_APICALL void GL_APIENTRY glEnableDriverControlQCOM (GLuint driverControl); GL_APICALL void GL_APIENTRY glDisableDriverControlQCOM (GLuint driverControl); #endif #endif /* GL_QCOM_driver_control */ #ifndef GL_QCOM_extended_get #define GL_QCOM_extended_get 1 #define GL_TEXTURE_WIDTH_QCOM 0x8BD2 #define GL_TEXTURE_HEIGHT_QCOM 0x8BD3 #define GL_TEXTURE_DEPTH_QCOM 0x8BD4 #define GL_TEXTURE_INTERNAL_FORMAT_QCOM 0x8BD5 #define GL_TEXTURE_FORMAT_QCOM 0x8BD6 #define GL_TEXTURE_TYPE_QCOM 0x8BD7 #define GL_TEXTURE_IMAGE_VALID_QCOM 0x8BD8 #define GL_TEXTURE_NUM_LEVELS_QCOM 0x8BD9 #define GL_TEXTURE_TARGET_QCOM 0x8BDA #define GL_TEXTURE_OBJECT_VALID_QCOM 0x8BDB #define GL_STATE_RESTORE 0x8BDC typedef void (GL_APIENTRYP PFNGLEXTGETTEXTURESQCOMPROC) (GLuint *textures, GLint maxTextures, GLint *numTextures); typedef void (GL_APIENTRYP PFNGLEXTGETBUFFERSQCOMPROC) (GLuint *buffers, GLint maxBuffers, GLint *numBuffers); typedef void (GL_APIENTRYP PFNGLEXTGETRENDERBUFFERSQCOMPROC) (GLuint *renderbuffers, GLint maxRenderbuffers, GLint *numRenderbuffers); typedef void (GL_APIENTRYP PFNGLEXTGETFRAMEBUFFERSQCOMPROC) (GLuint *framebuffers, GLint maxFramebuffers, GLint *numFramebuffers); typedef void (GL_APIENTRYP PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC) (GLuint texture, GLenum face, GLint level, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC) (GLenum target, GLenum pname, GLint param); typedef void (GL_APIENTRYP PFNGLEXTGETTEXSUBIMAGEQCOMPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void *texels); typedef void (GL_APIENTRYP PFNGLEXTGETBUFFERPOINTERVQCOMPROC) (GLenum target, void **params); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glExtGetTexturesQCOM (GLuint *textures, GLint maxTextures, GLint *numTextures); GL_APICALL void GL_APIENTRY glExtGetBuffersQCOM (GLuint *buffers, GLint maxBuffers, GLint *numBuffers); GL_APICALL void GL_APIENTRY glExtGetRenderbuffersQCOM (GLuint *renderbuffers, GLint maxRenderbuffers, GLint *numRenderbuffers); GL_APICALL void GL_APIENTRY glExtGetFramebuffersQCOM (GLuint *framebuffers, GLint maxFramebuffers, GLint *numFramebuffers); GL_APICALL void GL_APIENTRY glExtGetTexLevelParameterivQCOM (GLuint texture, GLenum face, GLint level, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glExtTexObjectStateOverrideiQCOM (GLenum target, GLenum pname, GLint param); GL_APICALL void GL_APIENTRY glExtGetTexSubImageQCOM (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void *texels); GL_APICALL void GL_APIENTRY glExtGetBufferPointervQCOM (GLenum target, void **params); #endif #endif /* GL_QCOM_extended_get */ #ifndef GL_QCOM_extended_get2 #define GL_QCOM_extended_get2 1 typedef void (GL_APIENTRYP PFNGLEXTGETSHADERSQCOMPROC) (GLuint *shaders, GLint maxShaders, GLint *numShaders); typedef void (GL_APIENTRYP PFNGLEXTGETPROGRAMSQCOMPROC) (GLuint *programs, GLint maxPrograms, GLint *numPrograms); typedef GLboolean (GL_APIENTRYP PFNGLEXTISPROGRAMBINARYQCOMPROC) (GLuint program); typedef void (GL_APIENTRYP PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC) (GLuint program, GLenum shadertype, GLchar *source, GLint *length); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glExtGetShadersQCOM (GLuint *shaders, GLint maxShaders, GLint *numShaders); GL_APICALL void GL_APIENTRY glExtGetProgramsQCOM (GLuint *programs, GLint maxPrograms, GLint *numPrograms); GL_APICALL GLboolean GL_APIENTRY glExtIsProgramBinaryQCOM (GLuint program); GL_APICALL void GL_APIENTRY glExtGetProgramBinarySourceQCOM (GLuint program, GLenum shadertype, GLchar *source, GLint *length); #endif #endif /* GL_QCOM_extended_get2 */ #ifndef GL_QCOM_frame_extrapolation #define GL_QCOM_frame_extrapolation 1 typedef void (GL_APIENTRYP PFNGLEXTRAPOLATETEX2DQCOMPROC) (GLuint src1, GLuint src2, GLuint output, GLfloat scaleFactor); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glExtrapolateTex2DQCOM (GLuint src1, GLuint src2, GLuint output, GLfloat scaleFactor); #endif #endif /* GL_QCOM_frame_extrapolation */ #ifndef GL_QCOM_framebuffer_foveated #define GL_QCOM_framebuffer_foveated 1 #define GL_FOVEATION_ENABLE_BIT_QCOM 0x00000001 #define GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM 0x00000002 typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC) (GLuint framebuffer, GLuint numLayers, GLuint focalPointsPerLayer, GLuint requestedFeatures, GLuint *providedFeatures); typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC) (GLuint framebuffer, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glFramebufferFoveationConfigQCOM (GLuint framebuffer, GLuint numLayers, GLuint focalPointsPerLayer, GLuint requestedFeatures, GLuint *providedFeatures); GL_APICALL void GL_APIENTRY glFramebufferFoveationParametersQCOM (GLuint framebuffer, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea); #endif #endif /* GL_QCOM_framebuffer_foveated */ #ifndef GL_QCOM_motion_estimation #define GL_QCOM_motion_estimation 1 #define GL_MOTION_ESTIMATION_SEARCH_BLOCK_X_QCOM 0x8C90 #define GL_MOTION_ESTIMATION_SEARCH_BLOCK_Y_QCOM 0x8C91 typedef void (GL_APIENTRYP PFNGLTEXESTIMATEMOTIONQCOMPROC) (GLuint ref, GLuint target, GLuint output); typedef void (GL_APIENTRYP PFNGLTEXESTIMATEMOTIONREGIONSQCOMPROC) (GLuint ref, GLuint target, GLuint output, GLuint mask); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glTexEstimateMotionQCOM (GLuint ref, GLuint target, GLuint output); GL_APICALL void GL_APIENTRY glTexEstimateMotionRegionsQCOM (GLuint ref, GLuint target, GLuint output, GLuint mask); #endif #endif /* GL_QCOM_motion_estimation */ #ifndef GL_QCOM_perfmon_global_mode #define GL_QCOM_perfmon_global_mode 1 #define GL_PERFMON_GLOBAL_MODE_QCOM 0x8FA0 #endif /* GL_QCOM_perfmon_global_mode */ #ifndef GL_QCOM_render_shared_exponent #define GL_QCOM_render_shared_exponent 1 #endif /* GL_QCOM_render_shared_exponent */ #ifndef GL_QCOM_shader_framebuffer_fetch_noncoherent #define GL_QCOM_shader_framebuffer_fetch_noncoherent 1 #define GL_FRAMEBUFFER_FETCH_NONCOHERENT_QCOM 0x96A2 typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glFramebufferFetchBarrierQCOM (void); #endif #endif /* GL_QCOM_shader_framebuffer_fetch_noncoherent */ #ifndef GL_QCOM_shader_framebuffer_fetch_rate #define GL_QCOM_shader_framebuffer_fetch_rate 1 #endif /* GL_QCOM_shader_framebuffer_fetch_rate */ #ifndef GL_QCOM_shading_rate #define GL_QCOM_shading_rate 1 #define GL_SHADING_RATE_QCOM 0x96A4 #define GL_SHADING_RATE_PRESERVE_ASPECT_RATIO_QCOM 0x96A5 #define GL_SHADING_RATE_1X1_PIXELS_QCOM 0x96A6 #define GL_SHADING_RATE_1X2_PIXELS_QCOM 0x96A7 #define GL_SHADING_RATE_2X1_PIXELS_QCOM 0x96A8 #define GL_SHADING_RATE_2X2_PIXELS_QCOM 0x96A9 #define GL_SHADING_RATE_4X2_PIXELS_QCOM 0x96AC #define GL_SHADING_RATE_4X4_PIXELS_QCOM 0x96AE typedef void (GL_APIENTRYP PFNGLSHADINGRATEQCOMPROC) (GLenum rate); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glShadingRateQCOM (GLenum rate); #endif #endif /* GL_QCOM_shading_rate */ #ifndef GL_QCOM_texture_foveated #define GL_QCOM_texture_foveated 1 #define GL_TEXTURE_FOVEATED_FEATURE_BITS_QCOM 0x8BFB #define GL_TEXTURE_FOVEATED_MIN_PIXEL_DENSITY_QCOM 0x8BFC #define GL_TEXTURE_FOVEATED_FEATURE_QUERY_QCOM 0x8BFD #define GL_TEXTURE_FOVEATED_NUM_FOCAL_POINTS_QUERY_QCOM 0x8BFE #define GL_FRAMEBUFFER_INCOMPLETE_FOVEATION_QCOM 0x8BFF typedef void (GL_APIENTRYP PFNGLTEXTUREFOVEATIONPARAMETERSQCOMPROC) (GLuint texture, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glTextureFoveationParametersQCOM (GLuint texture, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea); #endif #endif /* GL_QCOM_texture_foveated */ #ifndef GL_QCOM_texture_foveated2 #define GL_QCOM_texture_foveated2 1 #define GL_TEXTURE_FOVEATED_CUTOFF_DENSITY_QCOM 0x96A0 #endif /* GL_QCOM_texture_foveated2 */ #ifndef GL_QCOM_texture_foveated_subsampled_layout #define GL_QCOM_texture_foveated_subsampled_layout 1 #define GL_FOVEATION_SUBSAMPLED_LAYOUT_METHOD_BIT_QCOM 0x00000004 #define GL_MAX_SHADER_SUBSAMPLED_IMAGE_UNITS_QCOM 0x8FA1 #endif /* GL_QCOM_texture_foveated_subsampled_layout */ #ifndef GL_QCOM_tiled_rendering #define GL_QCOM_tiled_rendering 1 #define GL_COLOR_BUFFER_BIT0_QCOM 0x00000001 #define GL_COLOR_BUFFER_BIT1_QCOM 0x00000002 #define GL_COLOR_BUFFER_BIT2_QCOM 0x00000004 #define GL_COLOR_BUFFER_BIT3_QCOM 0x00000008 #define GL_COLOR_BUFFER_BIT4_QCOM 0x00000010 #define GL_COLOR_BUFFER_BIT5_QCOM 0x00000020 #define GL_COLOR_BUFFER_BIT6_QCOM 0x00000040 #define GL_COLOR_BUFFER_BIT7_QCOM 0x00000080 #define GL_DEPTH_BUFFER_BIT0_QCOM 0x00000100 #define GL_DEPTH_BUFFER_BIT1_QCOM 0x00000200 #define GL_DEPTH_BUFFER_BIT2_QCOM 0x00000400 #define GL_DEPTH_BUFFER_BIT3_QCOM 0x00000800 #define GL_DEPTH_BUFFER_BIT4_QCOM 0x00001000 #define GL_DEPTH_BUFFER_BIT5_QCOM 0x00002000 #define GL_DEPTH_BUFFER_BIT6_QCOM 0x00004000 #define GL_DEPTH_BUFFER_BIT7_QCOM 0x00008000 #define GL_STENCIL_BUFFER_BIT0_QCOM 0x00010000 #define GL_STENCIL_BUFFER_BIT1_QCOM 0x00020000 #define GL_STENCIL_BUFFER_BIT2_QCOM 0x00040000 #define GL_STENCIL_BUFFER_BIT3_QCOM 0x00080000 #define GL_STENCIL_BUFFER_BIT4_QCOM 0x00100000 #define GL_STENCIL_BUFFER_BIT5_QCOM 0x00200000 #define GL_STENCIL_BUFFER_BIT6_QCOM 0x00400000 #define GL_STENCIL_BUFFER_BIT7_QCOM 0x00800000 #define GL_MULTISAMPLE_BUFFER_BIT0_QCOM 0x01000000 #define GL_MULTISAMPLE_BUFFER_BIT1_QCOM 0x02000000 #define GL_MULTISAMPLE_BUFFER_BIT2_QCOM 0x04000000 #define GL_MULTISAMPLE_BUFFER_BIT3_QCOM 0x08000000 #define GL_MULTISAMPLE_BUFFER_BIT4_QCOM 0x10000000 #define GL_MULTISAMPLE_BUFFER_BIT5_QCOM 0x20000000 #define GL_MULTISAMPLE_BUFFER_BIT6_QCOM 0x40000000 #define GL_MULTISAMPLE_BUFFER_BIT7_QCOM 0x80000000 typedef void (GL_APIENTRYP PFNGLSTARTTILINGQCOMPROC) (GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask); typedef void (GL_APIENTRYP PFNGLENDTILINGQCOMPROC) (GLbitfield preserveMask); #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glStartTilingQCOM (GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask); GL_APICALL void GL_APIENTRY glEndTilingQCOM (GLbitfield preserveMask); #endif #endif /* GL_QCOM_tiled_rendering */ #ifndef GL_QCOM_writeonly_rendering #define GL_QCOM_writeonly_rendering 1 #define GL_WRITEONLY_RENDERING_QCOM 0x8823 #endif /* GL_QCOM_writeonly_rendering */ #ifndef GL_VIV_shader_binary #define GL_VIV_shader_binary 1 #define GL_SHADER_BINARY_VIV 0x8FC4 #endif /* GL_VIV_shader_binary */ #ifdef __cplusplus } #endif #endif
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_locale.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryLocale * * SDL locale services. */ #ifndef SDL_locale_h #define SDL_locale_h #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus /* *INDENT-OFF* */ extern "C" { /* *INDENT-ON* */ #endif /** * A struct to provide locale data. * * Locale data is split into a spoken language, like English, and an optional * country, like Canada. The language will be in ISO-639 format (so English * would be "en"), and the country, if not NULL, will be an ISO-3166 country * code (so Canada would be "CA"). * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetPreferredLocales */ typedef struct SDL_Locale { const char *language; /**< A language name, like "en" for English. */ const char *country; /**< A country, like "US" for America. Can be NULL. */ } SDL_Locale; /** * Report the user's preferred locale. * * This returns an array of SDL_Locale structs, the final item zeroed out. * When the caller is done with this array, it should call SDL_free() on the * returned value; all the memory involved is allocated in a single block, so * a single SDL_free() will suffice. * * Returned language strings are in the format xx, where 'xx' is an ISO-639 * language specifier (such as "en" for English, "de" for German, etc). * Country strings are in the format YY, where "YY" is an ISO-3166 country * code (such as "US" for the United States, "CA" for Canada, etc). Country * might be NULL if there's no specific guidance on them (so you might get { * "en", "US" } for American English, but { "en", NULL } means "English * language, generically"). Language strings are never NULL, except to * terminate the array. * * Please note that not all of these strings are 2 characters; some are three * or more. * * The returned list of locales are in the order of the user's preference. For * example, a German citizen that is fluent in US English and knows enough * Japanese to navigate around Tokyo might have a list like: { "de", "en_US", * "jp", NULL }. Someone from England might prefer British English (where * "color" is spelled "colour", etc), but will settle for anything like it: { * "en_GB", "en", NULL }. * * This function returns NULL on error, including when the platform does not * supply this information at all. * * This might be a "slow" call that has to query the operating system. It's * best to ask for this once and save the results. However, this list can * change, usually because the user has changed a system preference outside of * your program; SDL will send an SDL_EVENT_LOCALE_CHANGED event in this case, * if possible, and you can call this function again to get an updated copy of * preferred locales. * * \returns array of locales, terminated with a locale with a NULL language * field. Will return NULL on error; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Locale * SDLCALL SDL_GetPreferredLocales(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus /* *INDENT-OFF* */ } /* *INDENT-ON* */ #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_locale_h */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_iostream.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* WIKI CATEGORY: IOStream */ /** * # CategoryIOStream * * SDL provides an abstract interface for reading and writing data streams. It * offers implementations for files, memory, etc, and the app can provideo * their own implementations, too. * * SDL_IOStream is not related to the standard C++ iostream class, other than * both are abstract interfaces to read/write data. */ #ifndef SDL_iostream_h_ #define SDL_iostream_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_properties.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * SDL_IOStream status, set by a read or write operation. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_IOStatus { SDL_IO_STATUS_READY, /**< Everything is ready (no errors and not EOF). */ SDL_IO_STATUS_ERROR, /**< Read or write I/O error */ SDL_IO_STATUS_EOF, /**< End of file */ SDL_IO_STATUS_NOT_READY, /**< Non blocking I/O, not ready */ SDL_IO_STATUS_READONLY, /**< Tried to write a read-only buffer */ SDL_IO_STATUS_WRITEONLY /**< Tried to read a write-only buffer */ } SDL_IOStatus; /** * Possible `whence` values for SDL_IOStream seeking. * * These map to the same "whence" concept that `fseek` or `lseek` use in the * standard C runtime. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_IOWhence { SDL_IO_SEEK_SET, /**< Seek from the beginning of data */ SDL_IO_SEEK_CUR, /**< Seek relative to current read point */ SDL_IO_SEEK_END, /**< Seek relative to the end of data */ } SDL_IOWhence; /** * The function pointers that drive an SDL_IOStream. * * Applications can provide this struct to SDL_OpenIO() to create their own * implementation of SDL_IOStream. This is not necessarily required, as SDL * already offers several common types of I/O streams, via functions like * SDL_IOFromFile() and SDL_IOFromMem(). * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_IOStreamInterface { /** * Return the number of bytes in this SDL_IOStream * * \return the total size of the data stream, or -1 on error. */ Sint64 (SDLCALL *size)(void *userdata); /** * Seek to `offset` relative to `whence`, one of stdio's whence values: * SDL_IO_SEEK_SET, SDL_IO_SEEK_CUR, SDL_IO_SEEK_END * * \return the final offset in the data stream, or -1 on error. */ Sint64 (SDLCALL *seek)(void *userdata, Sint64 offset, SDL_IOWhence whence); /** * Read up to `size` bytes from the data stream to the area pointed * at by `ptr`. * * On an incomplete read, you should set `*status` to a value from the * SDL_IOStatus enum. You do not have to explicitly set this on * a complete, successful read. * * \return the number of bytes read */ size_t (SDLCALL *read)(void *userdata, void *ptr, size_t size, SDL_IOStatus *status); /** * Write exactly `size` bytes from the area pointed at by `ptr` * to data stream. * * On an incomplete write, you should set `*status` to a value from the * SDL_IOStatus enum. You do not have to explicitly set this on * a complete, successful write. * * \return the number of bytes written */ size_t (SDLCALL *write)(void *userdata, const void *ptr, size_t size, SDL_IOStatus *status); /** * Close and free any allocated resources. * * The SDL_IOStream is still destroyed even if this fails, so clean up anything * even if flushing to disk returns an error. * * \return 0 if successful or -1 on write error when flushing data. */ int (SDLCALL *close)(void *userdata); } SDL_IOStreamInterface; /** * The read/write operation structure. * * This operates as an opaque handle. There are several APIs to create various * types of I/O streams, or an app can supply an SDL_IOStreamInterface to * SDL_OpenIO() to provide their own stream implementation behind this * struct's abstract interface. * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_IOStream SDL_IOStream; /** * \name IOFrom functions * * Functions to create SDL_IOStream structures from various data streams. */ /* @{ */ /** * Use this function to create a new SDL_IOStream structure for reading from * and/or writing to a named file. * * The `mode` string is treated roughly the same as in a call to the C * library's fopen(), even if SDL doesn't happen to use fopen() behind the * scenes. * * Available `mode` strings: * * - "r": Open a file for reading. The file must exist. * - "w": Create an empty file for writing. If a file with the same name * already exists its content is erased and the file is treated as a new * empty file. * - "a": Append to a file. Writing operations append data at the end of the * file. The file is created if it does not exist. * - "r+": Open a file for update both reading and writing. The file must * exist. * - "w+": Create an empty file for both reading and writing. If a file with * the same name already exists its content is erased and the file is * treated as a new empty file. * - "a+": Open a file for reading and appending. All writing operations are * performed at the end of the file, protecting the previous content to be * overwritten. You can reposition (fseek, rewind) the internal pointer to * anywhere in the file for reading, but writing operations will move it * back to the end of file. The file is created if it does not exist. * * **NOTE**: In order to open a file as a binary file, a "b" character has to * be included in the `mode` string. This additional "b" character can either * be appended at the end of the string (thus making the following compound * modes: "rb", "wb", "ab", "r+b", "w+b", "a+b") or be inserted between the * letter and the "+" sign for the mixed modes ("rb+", "wb+", "ab+"). * Additional characters may follow the sequence, although they should have no * effect. For example, "t" is sometimes appended to make explicit the file is * a text file. * * This function supports Unicode filenames, but they must be encoded in UTF-8 * format, regardless of the underlying operating system. * * In Android, SDL_IOFromFile() can be used to open content:// URIs. As a * fallback, SDL_IOFromFile() will transparently open a matching filename in * the app's `assets`. * * Closing the SDL_IOStream will close SDL's internal file handle. * * The following properties may be set at creation time by SDL: * * - `SDL_PROP_IOSTREAM_WINDOWS_HANDLE_POINTER`: a pointer, that can be cast * to a win32 `HANDLE`, that this SDL_IOStream is using to access the * filesystem. If the program isn't running on Windows, or SDL used some * other method to access the filesystem, this property will not be set. * - `SDL_PROP_IOSTREAM_STDIO_FILE_POINTER`: a pointer, that can be cast to a * stdio `FILE *`, that this SDL_IOStream is using to access the filesystem. * If SDL used some other method to access the filesystem, this property * will not be set. PLEASE NOTE that if SDL is using a different C runtime * than your app, trying to use this pointer will almost certainly result in * a crash! This is mostly a problem on Windows; make sure you build SDL and * your app with the same compiler and settings to avoid it. * - `SDL_PROP_IOSTREAM_ANDROID_AASSET_POINTER`: a pointer, that can be cast * to an Android NDK `AAsset *`, that this SDL_IOStream is using to access * the filesystem. If SDL used some other method to access the filesystem, * this property will not be set. * * \param file a UTF-8 string representing the filename to open. * \param mode an ASCII string representing the mode to be used for opening * the file. * \returns a pointer to the SDL_IOStream structure that is created, or NULL * on failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CloseIO * \sa SDL_ReadIO * \sa SDL_SeekIO * \sa SDL_TellIO * \sa SDL_WriteIO */ extern SDL_DECLSPEC SDL_IOStream *SDLCALL SDL_IOFromFile(const char *file, const char *mode); #define SDL_PROP_IOSTREAM_WINDOWS_HANDLE_POINTER "SDL.iostream.windows.handle" #define SDL_PROP_IOSTREAM_STDIO_FILE_POINTER "SDL.iostream.stdio.file" #define SDL_PROP_IOSTREAM_ANDROID_AASSET_POINTER "SDL.iostream.android.aasset" /** * Use this function to prepare a read-write memory buffer for use with * SDL_IOStream. * * This function sets up an SDL_IOStream struct based on a memory area of a * certain size, for both read and write access. * * This memory buffer is not copied by the SDL_IOStream; the pointer you * provide must remain valid until you close the stream. Closing the stream * will not free the original buffer. * * If you need to make sure the SDL_IOStream never writes to the memory * buffer, you should use SDL_IOFromConstMem() with a read-only buffer of * memory instead. * * \param mem a pointer to a buffer to feed an SDL_IOStream stream. * \param size the buffer size, in bytes. * \returns a pointer to a new SDL_IOStream structure, or NULL if it fails; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_IOFromConstMem * \sa SDL_CloseIO * \sa SDL_ReadIO * \sa SDL_SeekIO * \sa SDL_TellIO * \sa SDL_WriteIO */ extern SDL_DECLSPEC SDL_IOStream *SDLCALL SDL_IOFromMem(void *mem, size_t size); /** * Use this function to prepare a read-only memory buffer for use with * SDL_IOStream. * * This function sets up an SDL_IOStream struct based on a memory area of a * certain size. It assumes the memory area is not writable. * * Attempting to write to this SDL_IOStream stream will report an error * without writing to the memory buffer. * * This memory buffer is not copied by the SDL_IOStream; the pointer you * provide must remain valid until you close the stream. Closing the stream * will not free the original buffer. * * If you need to write to a memory buffer, you should use SDL_IOFromMem() * with a writable buffer of memory instead. * * \param mem a pointer to a read-only buffer to feed an SDL_IOStream stream. * \param size the buffer size, in bytes. * \returns a pointer to a new SDL_IOStream structure, or NULL if it fails; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_IOFromMem * \sa SDL_CloseIO * \sa SDL_ReadIO * \sa SDL_SeekIO * \sa SDL_TellIO */ extern SDL_DECLSPEC SDL_IOStream *SDLCALL SDL_IOFromConstMem(const void *mem, size_t size); /** * Use this function to create an SDL_IOStream that is backed by dynamically * allocated memory. * * This supports the following properties to provide access to the memory and * control over allocations: * * - `SDL_PROP_IOSTREAM_DYNAMIC_MEMORY_POINTER`: a pointer to the internal * memory of the stream. This can be set to NULL to transfer ownership of * the memory to the application, which should free the memory with * SDL_free(). If this is done, the next operation on the stream must be * SDL_CloseIO(). * - `SDL_PROP_IOSTREAM_DYNAMIC_CHUNKSIZE_NUMBER`: memory will be allocated in * multiples of this size, defaulting to 1024. * * \returns a pointer to a new SDL_IOStream structure, or NULL if it fails; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CloseIO * \sa SDL_ReadIO * \sa SDL_SeekIO * \sa SDL_TellIO * \sa SDL_WriteIO */ extern SDL_DECLSPEC SDL_IOStream *SDLCALL SDL_IOFromDynamicMem(void); #define SDL_PROP_IOSTREAM_DYNAMIC_MEMORY_POINTER "SDL.iostream.dynamic.memory" #define SDL_PROP_IOSTREAM_DYNAMIC_CHUNKSIZE_NUMBER "SDL.iostream.dynamic.chunksize" /* @} *//* IOFrom functions */ /** * Create a custom SDL_IOStream. * * Applications do not need to use this function unless they are providing * their own SDL_IOStream implementation. If you just need an SDL_IOStream to * read/write a common data source, you should use the built-in * implementations in SDL, like SDL_IOFromFile() or SDL_IOFromMem(), etc. * * You must free the returned pointer with SDL_CloseIO(). * * This function makes a copy of `iface` and the caller does not need to keep * this data around after this call. * * \param iface the function pointers that implement this SDL_IOStream. * \param userdata the app-controlled pointer that is passed to iface's * functions when called. * \returns a pointer to the allocated memory on success, or NULL on failure; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CloseIO * \sa SDL_IOFromConstMem * \sa SDL_IOFromFile * \sa SDL_IOFromMem */ extern SDL_DECLSPEC SDL_IOStream *SDLCALL SDL_OpenIO(const SDL_IOStreamInterface *iface, void *userdata); /** * Close and free an allocated SDL_IOStream structure. * * SDL_CloseIO() closes and cleans up the SDL_IOStream stream. It releases any * resources used by the stream and frees the SDL_IOStream itself. This * returns 0 on success, or -1 if the stream failed to flush to its output * (e.g. to disk). * * Note that if this fails to flush the stream to disk, this function reports * an error, but the SDL_IOStream is still invalid once this function returns. * * \param context SDL_IOStream structure to close. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_OpenIO */ extern SDL_DECLSPEC int SDLCALL SDL_CloseIO(SDL_IOStream *context); /** * Get the properties associated with an SDL_IOStream. * * \param context a pointer to an SDL_IOStream structure. * \returns a valid property ID on success or 0 on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetProperty * \sa SDL_SetProperty */ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetIOProperties(SDL_IOStream *context); /** * Query the stream status of an SDL_IOStream. * * This information can be useful to decide if a short read or write was due * to an error, an EOF, or a non-blocking operation that isn't yet ready to * complete. * * An SDL_IOStream's status is only expected to change after a SDL_ReadIO or * SDL_WriteIO call; don't expect it to change if you just call this query * function in a tight loop. * * \param context the SDL_IOStream to query. * \returns an SDL_IOStatus enum with the current state. * * \threadsafety This function should not be called at the same time that * another thread is operating on the same SDL_IOStream. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_IOStatus SDLCALL SDL_GetIOStatus(SDL_IOStream *context); /** * Use this function to get the size of the data stream in an SDL_IOStream. * * \param context the SDL_IOStream to get the size of the data stream from. * \returns the size of the data stream in the SDL_IOStream on success or a * negative error code on failure; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC Sint64 SDLCALL SDL_GetIOSize(SDL_IOStream *context); /** * Seek within an SDL_IOStream data stream. * * This function seeks to byte `offset`, relative to `whence`. * * `whence` may be any of the following values: * * - `SDL_IO_SEEK_SET`: seek from the beginning of data * - `SDL_IO_SEEK_CUR`: seek relative to current read point * - `SDL_IO_SEEK_END`: seek relative to the end of data * * If this stream can not seek, it will return -1. * * \param context a pointer to an SDL_IOStream structure. * \param offset an offset in bytes, relative to `whence` location; can be * negative. * \param whence any of `SDL_IO_SEEK_SET`, `SDL_IO_SEEK_CUR`, * `SDL_IO_SEEK_END`. * \returns the final offset in the data stream after the seek or a negative * error code on failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_TellIO */ extern SDL_DECLSPEC Sint64 SDLCALL SDL_SeekIO(SDL_IOStream *context, Sint64 offset, SDL_IOWhence whence); /** * Determine the current read/write offset in an SDL_IOStream data stream. * * SDL_TellIO is actually a wrapper function that calls the SDL_IOStream's * `seek` method, with an offset of 0 bytes from `SDL_IO_SEEK_CUR`, to * simplify application development. * * \param context an SDL_IOStream data stream object from which to get the * current offset. * \returns the current offset in the stream, or -1 if the information can not * be determined. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SeekIO */ extern SDL_DECLSPEC Sint64 SDLCALL SDL_TellIO(SDL_IOStream *context); /** * Read from a data source. * * This function reads up `size` bytes from the data source to the area * pointed at by `ptr`. This function may read less bytes than requested. It * will return zero when the data stream is completely read, or on error. To * determine if there was an error or all data was read, call * SDL_GetIOStatus(). * * \param context a pointer to an SDL_IOStream structure. * \param ptr a pointer to a buffer to read data into. * \param size the number of bytes to read from the data source. * \returns the number of bytes read, or 0 on end of file or other error. * * \since This function is available since SDL 3.0.0. * * \sa SDL_WriteIO * \sa SDL_GetIOStatus */ extern SDL_DECLSPEC size_t SDLCALL SDL_ReadIO(SDL_IOStream *context, void *ptr, size_t size); /** * Write to an SDL_IOStream data stream. * * This function writes exactly `size` bytes from the area pointed at by `ptr` * to the stream. If this fails for any reason, it'll return less than `size` * to demonstrate how far the write progressed. On success, it returns `size`. * * On error, this function still attempts to write as much as possible, so it * might return a positive value less than the requested write size. * * The caller can use SDL_GetIOStatus() to determine if the problem is * recoverable, such as a non-blocking write that can simply be retried later, * or a fatal error. * * \param context a pointer to an SDL_IOStream structure. * \param ptr a pointer to a buffer containing data to write. * \param size the number of bytes to write. * \returns the number of bytes written, which will be less than `size` on * error; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_IOprintf * \sa SDL_ReadIO * \sa SDL_SeekIO * \sa SDL_GetIOStatus */ extern SDL_DECLSPEC size_t SDLCALL SDL_WriteIO(SDL_IOStream *context, const void *ptr, size_t size); /** * Print to an SDL_IOStream data stream. * * This function does formatted printing to the stream. * * \param context a pointer to an SDL_IOStream structure. * \param fmt a printf() style format string. * \param ... additional parameters matching % tokens in the `fmt` string, if * any. * \returns the number of bytes written, or 0 on error; call SDL_GetError() * for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_IOvprintf * \sa SDL_WriteIO */ extern SDL_DECLSPEC size_t SDLCALL SDL_IOprintf(SDL_IOStream *context, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); /** * Print to an SDL_IOStream data stream. * * This function does formatted printing to the stream. * * \param context a pointer to an SDL_IOStream structure. * \param fmt a printf() style format string. * \param ap a variable argument list. * \returns the number of bytes written, or 0 on error; call SDL_GetError() * for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_IOprintf * \sa SDL_WriteIO */ extern SDL_DECLSPEC size_t SDLCALL SDL_IOvprintf(SDL_IOStream *context, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(2); /** * Load all the data from an SDL data stream. * * The data is allocated with a zero byte at the end (null terminated) for * convenience. This extra byte is not included in the value reported via * `datasize`. * * The data should be freed with SDL_free(). * * \param src the SDL_IOStream to read all available data from. * \param datasize if not NULL, will store the number of bytes read. * \param closeio if SDL_TRUE, calls SDL_CloseIO() on `src` before returning, * even in the case of an error. * \returns the data, or NULL if there was an error. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LoadFile */ extern SDL_DECLSPEC void *SDLCALL SDL_LoadFile_IO(SDL_IOStream *src, size_t *datasize, SDL_bool closeio); /** * Load all the data from a file path. * * The data is allocated with a zero byte at the end (null terminated) for * convenience. This extra byte is not included in the value reported via * `datasize`. * * The data should be freed with SDL_free(). * * \param file the path to read all available data from. * \param datasize if not NULL, will store the number of bytes read. * \returns the data, or NULL if there was an error. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LoadFile_IO */ extern SDL_DECLSPEC void *SDLCALL SDL_LoadFile(const char *file, size_t *datasize); /** * \name Read endian functions * * Read an item of the specified endianness and return in native format. */ /* @{ */ /** * Use this function to read a byte from an SDL_IOStream. * * \param src the SDL_IOStream to read from. * \param value a pointer filled in with the data read. * \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError() * for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ReadU8(SDL_IOStream *src, Uint8 *value); /** * Use this function to read a signed byte from an SDL_IOStream. * * \param src the SDL_IOStream to read from. * \param value a pointer filled in with the data read. * \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError() * for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ReadS8(SDL_IOStream *src, Sint8 *value); /** * Use this function to read 16 bits of little-endian data from an * SDL_IOStream and return in native format. * * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * * \param src the stream from which to read data. * \param value a pointer filled in with the data read. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ReadU16LE(SDL_IOStream *src, Uint16 *value); /** * Use this function to read 16 bits of little-endian data from an * SDL_IOStream and return in native format. * * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * * \param src the stream from which to read data. * \param value a pointer filled in with the data read. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ReadS16LE(SDL_IOStream *src, Sint16 *value); /** * Use this function to read 16 bits of big-endian data from an SDL_IOStream * and return in native format. * * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * * \param src the stream from which to read data. * \param value a pointer filled in with the data read. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ReadU16BE(SDL_IOStream *src, Uint16 *value); /** * Use this function to read 16 bits of big-endian data from an SDL_IOStream * and return in native format. * * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * * \param src the stream from which to read data. * \param value a pointer filled in with the data read. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ReadS16BE(SDL_IOStream *src, Sint16 *value); /** * Use this function to read 32 bits of little-endian data from an * SDL_IOStream and return in native format. * * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * * \param src the stream from which to read data. * \param value a pointer filled in with the data read. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ReadU32LE(SDL_IOStream *src, Uint32 *value); /** * Use this function to read 32 bits of little-endian data from an * SDL_IOStream and return in native format. * * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * * \param src the stream from which to read data. * \param value a pointer filled in with the data read. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ReadS32LE(SDL_IOStream *src, Sint32 *value); /** * Use this function to read 32 bits of big-endian data from an SDL_IOStream * and return in native format. * * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * * \param src the stream from which to read data. * \param value a pointer filled in with the data read. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ReadU32BE(SDL_IOStream *src, Uint32 *value); /** * Use this function to read 32 bits of big-endian data from an SDL_IOStream * and return in native format. * * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * * \param src the stream from which to read data. * \param value a pointer filled in with the data read. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ReadS32BE(SDL_IOStream *src, Sint32 *value); /** * Use this function to read 64 bits of little-endian data from an * SDL_IOStream and return in native format. * * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * * \param src the stream from which to read data. * \param value a pointer filled in with the data read. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ReadU64LE(SDL_IOStream *src, Uint64 *value); /** * Use this function to read 64 bits of little-endian data from an * SDL_IOStream and return in native format. * * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * * \param src the stream from which to read data. * \param value a pointer filled in with the data read. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ReadS64LE(SDL_IOStream *src, Sint64 *value); /** * Use this function to read 64 bits of big-endian data from an SDL_IOStream * and return in native format. * * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * * \param src the stream from which to read data. * \param value a pointer filled in with the data read. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ReadU64BE(SDL_IOStream *src, Uint64 *value); /** * Use this function to read 64 bits of big-endian data from an SDL_IOStream * and return in native format. * * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * * \param src the stream from which to read data. * \param value a pointer filled in with the data read. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ReadS64BE(SDL_IOStream *src, Sint64 *value); /* @} *//* Read endian functions */ /** * \name Write endian functions * * Write an item of native format to the specified endianness. */ /* @{ */ /** * Use this function to write a byte to an SDL_IOStream. * * \param dst the SDL_IOStream to write to. * \param value the byte value to write. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WriteU8(SDL_IOStream *dst, Uint8 value); /** * Use this function to write a signed byte to an SDL_IOStream. * * \param dst the SDL_IOStream to write to. * \param value the byte value to write. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WriteS8(SDL_IOStream *dst, Sint8 value); /** * Use this function to write 16 bits in native format to an SDL_IOStream as * little-endian data. * * SDL byteswaps the data only if necessary, so the application always * specifies native format, and the data written will be in little-endian * format. * * \param dst the stream to which data will be written. * \param value the data to be written, in native format. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WriteU16LE(SDL_IOStream *dst, Uint16 value); /** * Use this function to write 16 bits in native format to an SDL_IOStream as * little-endian data. * * SDL byteswaps the data only if necessary, so the application always * specifies native format, and the data written will be in little-endian * format. * * \param dst the stream to which data will be written. * \param value the data to be written, in native format. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WriteS16LE(SDL_IOStream *dst, Sint16 value); /** * Use this function to write 16 bits in native format to an SDL_IOStream as * big-endian data. * * SDL byteswaps the data only if necessary, so the application always * specifies native format, and the data written will be in big-endian format. * * \param dst the stream to which data will be written. * \param value the data to be written, in native format. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WriteU16BE(SDL_IOStream *dst, Uint16 value); /** * Use this function to write 16 bits in native format to an SDL_IOStream as * big-endian data. * * SDL byteswaps the data only if necessary, so the application always * specifies native format, and the data written will be in big-endian format. * * \param dst the stream to which data will be written. * \param value the data to be written, in native format. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WriteS16BE(SDL_IOStream *dst, Sint16 value); /** * Use this function to write 32 bits in native format to an SDL_IOStream as * little-endian data. * * SDL byteswaps the data only if necessary, so the application always * specifies native format, and the data written will be in little-endian * format. * * \param dst the stream to which data will be written. * \param value the data to be written, in native format. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WriteU32LE(SDL_IOStream *dst, Uint32 value); /** * Use this function to write 32 bits in native format to an SDL_IOStream as * little-endian data. * * SDL byteswaps the data only if necessary, so the application always * specifies native format, and the data written will be in little-endian * format. * * \param dst the stream to which data will be written. * \param value the data to be written, in native format. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WriteS32LE(SDL_IOStream *dst, Sint32 value); /** * Use this function to write 32 bits in native format to an SDL_IOStream as * big-endian data. * * SDL byteswaps the data only if necessary, so the application always * specifies native format, and the data written will be in big-endian format. * * \param dst the stream to which data will be written. * \param value the data to be written, in native format. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WriteU32BE(SDL_IOStream *dst, Uint32 value); /** * Use this function to write 32 bits in native format to an SDL_IOStream as * big-endian data. * * SDL byteswaps the data only if necessary, so the application always * specifies native format, and the data written will be in big-endian format. * * \param dst the stream to which data will be written. * \param value the data to be written, in native format. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WriteS32BE(SDL_IOStream *dst, Sint32 value); /** * Use this function to write 64 bits in native format to an SDL_IOStream as * little-endian data. * * SDL byteswaps the data only if necessary, so the application always * specifies native format, and the data written will be in little-endian * format. * * \param dst the stream to which data will be written. * \param value the data to be written, in native format. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WriteU64LE(SDL_IOStream *dst, Uint64 value); /** * Use this function to write 64 bits in native format to an SDL_IOStream as * little-endian data. * * SDL byteswaps the data only if necessary, so the application always * specifies native format, and the data written will be in little-endian * format. * * \param dst the stream to which data will be written. * \param value the data to be written, in native format. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WriteS64LE(SDL_IOStream *dst, Sint64 value); /** * Use this function to write 64 bits in native format to an SDL_IOStream as * big-endian data. * * SDL byteswaps the data only if necessary, so the application always * specifies native format, and the data written will be in big-endian format. * * \param dst the stream to which data will be written. * \param value the data to be written, in native format. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WriteU64BE(SDL_IOStream *dst, Uint64 value); /** * Use this function to write 64 bits in native format to an SDL_IOStream as * big-endian data. * * SDL byteswaps the data only if necessary, so the application always * specifies native format, and the data written will be in big-endian format. * * \param dst the stream to which data will be written. * \param value the data to be written, in native format. * \returns SDL_TRUE on successful write, SDL_FALSE on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WriteS64BE(SDL_IOStream *dst, Sint64 value); /* @} *//* Write endian functions */ /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_iostream_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_system.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategorySystem * * Platform-specific SDL API functions. */ #ifndef SDL_system_h_ #define SDL_system_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_keyboard.h> #include <SDL3/SDL_render.h> #include <SDL3/SDL_video.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* * Platform specific functions for Windows */ #if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) typedef struct tagMSG MSG; /** * A callback to be used with SDL_SetWindowsMessageHook. * * This callback may modify the message, and should return SDL_TRUE if the * message should continue to be processed, or SDL_FALSE to prevent further * processing. * * As this is processing a message directly from the Windows event loop, this * callback should do the minimum required work and return quickly. * * \param userdata the app-defined pointer provided to * SDL_SetWindowsMessageHook. * \param msg a pointer to a Win32 event structure to process. * \returns SDL_TRUE to let event continue on, SDL_FALSE to drop it. * * \threadsafety This may only be called (by SDL) from the thread handling the * Windows event loop. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_SetWindowsMessageHook * \sa SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP */ typedef SDL_bool (SDLCALL *SDL_WindowsMessageHook)(void *userdata, MSG *msg); /** * Set a callback for every Windows message, run before TranslateMessage(). * * The callback may modify the message, and should return SDL_TRUE if the * message should continue to be processed, or SDL_FALSE to prevent further * processing. * * \param callback the SDL_WindowsMessageHook function to call. * \param userdata a pointer to pass to every iteration of `callback`. * * \since This function is available since SDL 3.0.0. * * \sa SDL_WindowsMessageHook * \sa SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP */ extern SDL_DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHook callback, void *userdata); #endif /* defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) */ #if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) /** * Get the D3D9 adapter index that matches the specified display. * * The returned adapter index can be passed to `IDirect3D9::CreateDevice` and * controls on which monitor a full screen application will appear. * * \param displayID the instance of the display to query. * \returns the D3D9 adapter index on success or a negative error code on * failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_Direct3D9GetAdapterIndex(SDL_DisplayID displayID); #endif /* defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) */ #if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) /** * Get the DXGI Adapter and Output indices for the specified display. * * The DXGI Adapter and Output indices can be passed to `EnumAdapters` and * `EnumOutputs` respectively to get the objects required to create a DX10 or * DX11 device and swap chain. * * \param displayID the instance of the display to query. * \param adapterIndex a pointer to be filled in with the adapter index. * \param outputIndex a pointer to be filled in with the output index. * \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError() * for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo(SDL_DisplayID displayID, int *adapterIndex, int *outputIndex); #endif /* defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) */ /* * Platform specific functions for UNIX */ typedef union _XEvent XEvent; typedef SDL_bool (SDLCALL *SDL_X11EventHook)(void *userdata, XEvent *xevent); /** * Set a callback for every X11 event. * * The callback may modify the event, and should return SDL_TRUE if the event * should continue to be processed, or SDL_FALSE to prevent further * processing. * * \param callback the SDL_X11EventHook function to call. * \param userdata a pointer to pass to every iteration of `callback`. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_SetX11EventHook(SDL_X11EventHook callback, void *userdata); /* Platform specific functions for Linux*/ #ifdef SDL_PLATFORM_LINUX /** * Sets the UNIX nice value for a thread. * * This uses setpriority() if possible, and RealtimeKit if available. * * \param threadID the Unix thread ID to change priority of. * \param priority the new, Unix-specific, priority value. * \returns 0 on success, or -1 on error. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_LinuxSetThreadPriority(Sint64 threadID, int priority); /** * Sets the priority (not nice level) and scheduling policy for a thread. * * This uses setpriority() if possible, and RealtimeKit if available. * * \param threadID the Unix thread ID to change priority of. * \param sdlPriority the new SDL_ThreadPriority value. * \param schedPolicy the new scheduling policy (SCHED_FIFO, SCHED_RR, * SCHED_OTHER, etc...). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy); #endif /* SDL_PLATFORM_LINUX */ /* * Platform specific functions for iOS */ #ifdef SDL_PLATFORM_IOS /** * The prototype for an Apple iOS animation callback. * * This datatype is only useful on Apple iOS. * * After passing a function pointer of this type to * SDL_iOSSetAnimationCallback, the system will call that function pointer at * a regular interval. * * \param userdata what was passed as `callbackParam` to * SDL_iOSSetAnimationCallback as `callbackParam`. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_iOSSetAnimationCallback */ typedef void (SDLCALL *SDL_iOSAnimationCallback)(void *userdata); /** * Use this function to set the animation callback on Apple iOS. * * The function prototype for `callback` is: * * ```c * void callback(void* callbackParam); * ``` * * Where its parameter, `callbackParam`, is what was passed as `callbackParam` * to SDL_iOSSetAnimationCallback(). * * This function is only available on Apple iOS. * * For more information see: * * https://wiki.libsdl.org/SDL3/README/ios * * Note that if you use the "main callbacks" instead of a standard C `main` * function, you don't have to use this API, as SDL will manage this for you. * * Details on main callbacks are here: * * https://wiki.libsdl.org/SDL3/README/main-functions * * \param window the window for which the animation callback should be set. * \param interval the number of frames after which **callback** will be * called. * \param callback the function to call for every frame. * \param callbackParam a pointer that is passed to `callback`. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_iOSSetEventPump */ extern SDL_DECLSPEC int SDLCALL SDL_iOSSetAnimationCallback(SDL_Window * window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam); /** * Use this function to enable or disable the SDL event pump on Apple iOS. * * This function is only available on Apple iOS. * * \param enabled SDL_TRUE to enable the event pump, SDL_FALSE to disable it. * * \since This function is available since SDL 3.0.0. * * \sa SDL_iOSSetAnimationCallback */ extern SDL_DECLSPEC void SDLCALL SDL_iOSSetEventPump(SDL_bool enabled); #endif /* SDL_PLATFORM_IOS */ /* * Platform specific functions for Android */ #ifdef SDL_PLATFORM_ANDROID /** * Get the Android Java Native Interface Environment of the current thread. * * This is the JNIEnv one needs to access the Java virtual machine from native * code, and is needed for many Android APIs to be usable from C. * * The prototype of the function in SDL's code actually declare a void* return * type, even if the implementation returns a pointer to a JNIEnv. The * rationale being that the SDL headers can avoid including jni.h. * * \returns a pointer to Java native interface object (JNIEnv) to which the * current thread is attached, or 0 on error. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AndroidGetActivity */ extern SDL_DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv(void); /** * Retrieve the Java instance of the Android activity class. * * The prototype of the function in SDL's code actually declares a void* * return type, even if the implementation returns a jobject. The rationale * being that the SDL headers can avoid including jni.h. * * The jobject returned by the function is a local reference and must be * released by the caller. See the PushLocalFrame() and PopLocalFrame() or * DeleteLocalRef() functions of the Java native interface: * * https://docs.oracle.com/javase/1.5.0/docs/guide/jni/spec/functions.html * * \returns the jobject representing the instance of the Activity class of the * Android application, or NULL on error. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AndroidGetJNIEnv */ extern SDL_DECLSPEC void * SDLCALL SDL_AndroidGetActivity(void); /** * Query Android API level of the current device. * * - API level 34: Android 14 (UPSIDE_DOWN_CAKE) * - API level 33: Android 13 (TIRAMISU) * - API level 32: Android 12L (S_V2) * - API level 31: Android 12 (S) * - API level 30: Android 11 (R) * - API level 29: Android 10 (Q) * - API level 28: Android 9 (P) * - API level 27: Android 8.1 (O_MR1) * - API level 26: Android 8.0 (O) * - API level 25: Android 7.1 (N_MR1) * - API level 24: Android 7.0 (N) * - API level 23: Android 6.0 (M) * - API level 22: Android 5.1 (LOLLIPOP_MR1) * - API level 21: Android 5.0 (LOLLIPOP, L) * - API level 20: Android 4.4W (KITKAT_WATCH) * - API level 19: Android 4.4 (KITKAT) * - API level 18: Android 4.3 (JELLY_BEAN_MR2) * - API level 17: Android 4.2 (JELLY_BEAN_MR1) * - API level 16: Android 4.1 (JELLY_BEAN) * - API level 15: Android 4.0.3 (ICE_CREAM_SANDWICH_MR1) * - API level 14: Android 4.0 (ICE_CREAM_SANDWICH) * - API level 13: Android 3.2 (HONEYCOMB_MR2) * - API level 12: Android 3.1 (HONEYCOMB_MR1) * - API level 11: Android 3.0 (HONEYCOMB) * - API level 10: Android 2.3.3 (GINGERBREAD_MR1) * * \returns the Android API level. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetAndroidSDKVersion(void); /** * Query if the application is running on Android TV. * * \returns SDL_TRUE if this is Android TV, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_IsAndroidTV(void); /** * Query if the application is running on a Chromebook. * * \returns SDL_TRUE if this is a Chromebook, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_IsChromebook(void); /** * Query if the application is running on a Samsung DeX docking station. * * \returns SDL_TRUE if this is a DeX docking station, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_IsDeXMode(void); /** * Trigger the Android system back button behavior. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_AndroidBackButton(void); /** * See the official Android developer guide for more information: * http://developer.android.com/guide/topics/data/data-storage.html * * \since This macro is available since SDL 3.0.0. */ #define SDL_ANDROID_EXTERNAL_STORAGE_READ 0x01 #define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02 /** * Get the path used for internal storage for this application. * * This path is unique to your application and cannot be written to by other * applications. * * Your internal storage path is typically: * `/data/data/your.app.package/files`. * * The returned string follows the SDL_GetStringRule. * * \returns the path used for internal storage or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AndroidGetExternalStorageState */ extern SDL_DECLSPEC const char *SDLCALL SDL_AndroidGetInternalStoragePath(void); /** * Get the current state of external storage. * * The current state of external storage, a bitmask of these values: * `SDL_ANDROID_EXTERNAL_STORAGE_READ`, `SDL_ANDROID_EXTERNAL_STORAGE_WRITE`. * * If external storage is currently unavailable, this will return 0. * * \param state filled with the current state of external storage. 0 if * external storage is currently unavailable. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AndroidGetExternalStoragePath */ extern SDL_DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState(Uint32 *state); /** * Get the path used for external storage for this application. * * This path is unique to your application, but is public and can be written * to by other applications. * * Your external storage path is typically: * `/storage/sdcard0/Android/data/your.app.package/files`. * * The returned string follows the SDL_GetStringRule. * * \returns the path used for external storage for this application on success * or NULL on failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AndroidGetExternalStorageState */ extern SDL_DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath(void); typedef void (SDLCALL *SDL_AndroidRequestPermissionCallback)(void *userdata, const char *permission, SDL_bool granted); /** * Request permissions at runtime, asynchronously. * * You do not need to call this for built-in functionality of SDL; recording * from a microphone or reading images from a camera, using standard SDL APIs, * will manage permission requests for you. * * This function never blocks. Instead, the app-supplied callback will be * called when a decision has been made. This callback may happen on a * different thread, and possibly much later, as it might wait on a user to * respond to a system dialog. If permission has already been granted for a * specific entitlement, the callback will still fire, probably on the current * thread and before this function returns. * * If the request submission fails, this function returns -1 and the callback * will NOT be called, but this should only happen in catastrophic conditions, * like memory running out. Normally there will be a yes or no to the request * through the callback. * * \param permission the permission to request. * \param cb the callback to trigger when the request has a response. * \param userdata an app-controlled pointer that is passed to the callback. * \returns zero if the request was submitted, -1 if there was an error * submitting. The result of the request is only ever reported * through the callback, not this return value. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_AndroidRequestPermission(const char *permission, SDL_AndroidRequestPermissionCallback cb, void *userdata); /** * Shows an Android toast notification. * * Toasts are a sort of lightweight notification that are unique to Android. * * https://developer.android.com/guide/topics/ui/notifiers/toasts * * Shows toast in UI thread. * * For the `gravity` parameter, choose a value from here, or -1 if you don't * have a preference: * * https://developer.android.com/reference/android/view/Gravity * * \param message text message to be shown. * \param duration 0=short, 1=long. * \param gravity where the notification should appear on the screen. * \param xoffset set this parameter only when gravity >=0. * \param yoffset set this parameter only when gravity >=0. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_AndroidShowToast(const char* message, int duration, int gravity, int xoffset, int yoffset); /** * Send a user command to SDLActivity. * * Override "boolean onUnhandledMessage(Message msg)" to handle the message. * * \param command user command that must be greater or equal to 0x8000. * \param param user parameter. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_AndroidSendMessage(Uint32 command, int param); #endif /* SDL_PLATFORM_ANDROID */ /* * Platform specific functions for WinRT */ #ifdef SDL_PLATFORM_WINRT /** * WinRT / Windows Phone path types * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_WinRT_Path { /** The installed app's root directory. Files here are likely to be read-only. */ SDL_WINRT_PATH_INSTALLED_LOCATION, /** The app's local data store. Files may be written here */ SDL_WINRT_PATH_LOCAL_FOLDER, /** The app's roaming data store. Unsupported on Windows Phone. Files written here may be copied to other machines via a network connection. */ SDL_WINRT_PATH_ROAMING_FOLDER, /** The app's temporary data store. Unsupported on Windows Phone. Files written here may be deleted at any time. */ SDL_WINRT_PATH_TEMP_FOLDER } SDL_WinRT_Path; /** * WinRT Device Family * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_WinRT_DeviceFamily { /** Unknown family */ SDL_WINRT_DEVICEFAMILY_UNKNOWN, /** Desktop family*/ SDL_WINRT_DEVICEFAMILY_DESKTOP, /** Mobile family (for example smartphone) */ SDL_WINRT_DEVICEFAMILY_MOBILE, /** XBox family */ SDL_WINRT_DEVICEFAMILY_XBOX, } SDL_WinRT_DeviceFamily; /** * Retrieve a WinRT defined path on the local file system. * * Not all paths are available on all versions of Windows. This is especially * true on Windows Phone. Check the documentation for the given SDL_WinRT_Path * for more information on which path types are supported where. * * Documentation on most app-specific path types on WinRT can be found on * MSDN, at the URL: * * https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx * * The returned string follows the SDL_GetStringRule. * * \param pathType the type of path to retrieve, one of SDL_WinRT_Path. * \returns a UTF-8 string (8-bit, multi-byte) containing the path, or NULL if * the path is not available for any reason; call SDL_GetError() for * more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC const char * SDLCALL SDL_WinRTGetFSPath(SDL_WinRT_Path pathType); /** * Detects the device family of WinRT platform at runtime. * * \returns a value from the SDL_WinRT_DeviceFamily enum. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_WinRT_DeviceFamily SDLCALL SDL_WinRTGetDeviceFamily(); #endif /* SDL_PLATFORM_WINRT */ /** * Query if the current device is a tablet. * * If SDL can't determine this, it will return SDL_FALSE. * * \returns SDL_TRUE if the device is a tablet, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_IsTablet(void); /* Functions used by iOS app delegates to notify SDL about state changes. */ /** * Let iOS apps with external event handling report * onApplicationWillTerminate. * * This functions allows iOS apps that have their own event handling to hook * into SDL to generate SDL events. This maps directly to an iOS-specific * event, but since it doesn't do anything iOS-specific internally, it is * available on all platforms, in case it might be useful for some specific * paradigm. Most apps do not need to use this directly; SDL's internal event * code will handle all this for windows created by SDL_CreateWindow! * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationWillTerminate(void); /** * Let iOS apps with external event handling report * onApplicationDidReceiveMemoryWarning. * * This functions allows iOS apps that have their own event handling to hook * into SDL to generate SDL events. This maps directly to an iOS-specific * event, but since it doesn't do anything iOS-specific internally, it is * available on all platforms, in case it might be useful for some specific * paradigm. Most apps do not need to use this directly; SDL's internal event * code will handle all this for windows created by SDL_CreateWindow! * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidReceiveMemoryWarning(void); /** * Let iOS apps with external event handling report * onApplicationWillResignActive. * * This functions allows iOS apps that have their own event handling to hook * into SDL to generate SDL events. This maps directly to an iOS-specific * event, but since it doesn't do anything iOS-specific internally, it is * available on all platforms, in case it might be useful for some specific * paradigm. Most apps do not need to use this directly; SDL's internal event * code will handle all this for windows created by SDL_CreateWindow! * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationWillResignActive(void); /** * Let iOS apps with external event handling report * onApplicationDidEnterBackground. * * This functions allows iOS apps that have their own event handling to hook * into SDL to generate SDL events. This maps directly to an iOS-specific * event, but since it doesn't do anything iOS-specific internally, it is * available on all platforms, in case it might be useful for some specific * paradigm. Most apps do not need to use this directly; SDL's internal event * code will handle all this for windows created by SDL_CreateWindow! * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidEnterBackground(void); /** * Let iOS apps with external event handling report * onApplicationWillEnterForeground. * * This functions allows iOS apps that have their own event handling to hook * into SDL to generate SDL events. This maps directly to an iOS-specific * event, but since it doesn't do anything iOS-specific internally, it is * available on all platforms, in case it might be useful for some specific * paradigm. Most apps do not need to use this directly; SDL's internal event * code will handle all this for windows created by SDL_CreateWindow! * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationWillEnterForeground(void); /** * Let iOS apps with external event handling report * onApplicationDidBecomeActive. * * This functions allows iOS apps that have their own event handling to hook * into SDL to generate SDL events. This maps directly to an iOS-specific * event, but since it doesn't do anything iOS-specific internally, it is * available on all platforms, in case it might be useful for some specific * paradigm. Most apps do not need to use this directly; SDL's internal event * code will handle all this for windows created by SDL_CreateWindow! * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidBecomeActive(void); #ifdef SDL_PLATFORM_IOS /** * Let iOS apps with external event handling report * onApplicationDidChangeStatusBarOrientation. * * This functions allows iOS apps that have their own event handling to hook * into SDL to generate SDL events. This maps directly to an iOS-specific * event, but since it doesn't do anything iOS-specific internally, it is * available on all platforms, in case it might be useful for some specific * paradigm. Most apps do not need to use this directly; SDL's internal event * code will handle all this for windows created by SDL_CreateWindow! * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidChangeStatusBarOrientation(void); #endif /* * Functions used only by GDK */ #ifdef SDL_PLATFORM_GDK typedef struct XTaskQueueObject *XTaskQueueHandle; typedef struct XUser *XUserHandle; /** * Gets a reference to the global async task queue handle for GDK, * initializing if needed. * * Once you are done with the task queue, you should call * XTaskQueueCloseHandle to reduce the reference count to avoid a resource * leak. * * \param outTaskQueue a pointer to be filled in with task queue handle. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GDKGetTaskQueue(XTaskQueueHandle * outTaskQueue); /** * Gets a reference to the default user handle for GDK. * * This is effectively a synchronous version of XUserAddAsync, which always * prefers the default user and allows a sign-in UI. * * \param outUserHandle a pointer to be filled in with the default user * handle. * \returns 0 if success, -1 if any error occurs. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GDKGetDefaultUser(XUserHandle * outUserHandle); #endif /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_system_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_mouse.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryMouse * * SDL mouse handling. */ #ifndef SDL_mouse_h_ #define SDL_mouse_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_video.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif typedef Uint32 SDL_MouseID; typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */ /** * Cursor types for SDL_CreateSystemCursor(). * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_SystemCursor { SDL_SYSTEM_CURSOR_DEFAULT, /**< Default cursor. Usually an arrow. */ SDL_SYSTEM_CURSOR_TEXT, /**< Text selection. Usually an I-beam. */ SDL_SYSTEM_CURSOR_WAIT, /**< Wait. Usually an hourglass or watch or spinning ball. */ SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair. */ SDL_SYSTEM_CURSOR_PROGRESS, /**< Program is busy but still interactive. Usually it's WAIT with an arrow. */ SDL_SYSTEM_CURSOR_NWSE_RESIZE, /**< Double arrow pointing northwest and southeast. */ SDL_SYSTEM_CURSOR_NESW_RESIZE, /**< Double arrow pointing northeast and southwest. */ SDL_SYSTEM_CURSOR_EW_RESIZE, /**< Double arrow pointing west and east. */ SDL_SYSTEM_CURSOR_NS_RESIZE, /**< Double arrow pointing north and south. */ SDL_SYSTEM_CURSOR_MOVE, /**< Four pointed arrow pointing north, south, east, and west. */ SDL_SYSTEM_CURSOR_NOT_ALLOWED, /**< Not permitted. Usually a slashed circle or crossbones. */ SDL_SYSTEM_CURSOR_POINTER, /**< Pointer that indicates a link. Usually a pointing hand. */ SDL_SYSTEM_CURSOR_NW_RESIZE, /**< Window resize top-left. This may be a single arrow or a double arrow like NWSE_RESIZE. */ SDL_SYSTEM_CURSOR_N_RESIZE, /**< Window resize top. May be NS_RESIZE. */ SDL_SYSTEM_CURSOR_NE_RESIZE, /**< Window resize top-right. May be NESW_RESIZE. */ SDL_SYSTEM_CURSOR_E_RESIZE, /**< Window resize right. May be EW_RESIZE. */ SDL_SYSTEM_CURSOR_SE_RESIZE, /**< Window resize bottom-right. May be NWSE_RESIZE. */ SDL_SYSTEM_CURSOR_S_RESIZE, /**< Window resize bottom. May be NS_RESIZE. */ SDL_SYSTEM_CURSOR_SW_RESIZE, /**< Window resize bottom-left. May be NESW_RESIZE. */ SDL_SYSTEM_CURSOR_W_RESIZE, /**< Window resize left. May be EW_RESIZE. */ SDL_NUM_SYSTEM_CURSORS } SDL_SystemCursor; /** * Scroll direction types for the Scroll event * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_MouseWheelDirection { SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */ SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */ } SDL_MouseWheelDirection; /** * A bitmask of pressed mouse buttons, as reported by SDL_GetMouseState, etc. * * - Button 1: Left mouse button * - Button 2: Middle mouse button * - Button 3: Right mouse button * - Button 4: Side mouse button 1 * - Button 5: Side mouse button 2 * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_GetMouseState * \sa SDL_GetGlobalMouseState * \sa SDL_GetRelativeMouseState */ typedef Uint32 SDL_MouseButtonFlags; #define SDL_BUTTON_LEFT 1 #define SDL_BUTTON_MIDDLE 2 #define SDL_BUTTON_RIGHT 3 #define SDL_BUTTON_X1 4 #define SDL_BUTTON_X2 5 #define SDL_BUTTON(X) (1u << ((X)-1)) #define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT) #define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE) #define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT) #define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) #define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) /* Function prototypes */ /** * Return whether a mouse is currently connected. * * \returns SDL_TRUE if a mouse is connected, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetMice */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasMouse(void); /** * Get a list of currently connected mice. * * Note that this will include any device or virtual driver that includes * mouse functionality, including some game controllers, KVM switches, etc. * You should wait for input from a device before you consider it actively in * use. * * \param count a pointer filled in with the number of mice returned. * \returns a 0 terminated array of mouse instance IDs which should be freed * with SDL_free(), or NULL on error; call SDL_GetError() for more * details. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetMouseInstanceName * \sa SDL_HasMouse */ extern SDL_DECLSPEC SDL_MouseID *SDLCALL SDL_GetMice(int *count); /** * Get the name of a mouse. * * This function returns "" if the mouse doesn't have a name. * * The returned string follows the SDL_GetStringRule. * * \param instance_id the mouse instance ID. * \returns the name of the selected mouse, or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetMice */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetMouseInstanceName(SDL_MouseID instance_id); /** * Get the window which currently has mouse focus. * * \returns the window with mouse focus. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void); /** * Retrieve the current state of the mouse. * * The current button state is returned as a button bitmask, which can be * tested using the SDL_BUTTON(X) macro (where `X` is generally 1 for the * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the * mouse cursor position relative to the focus window. You can pass NULL for * either `x` or `y`. * * \param x the x coordinate of the mouse cursor position relative to the * focus window. * \param y the y coordinate of the mouse cursor position relative to the * focus window. * \returns a 32-bit button bitmask of the current button state. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGlobalMouseState * \sa SDL_GetRelativeMouseState */ extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetMouseState(float *x, float *y); /** * Get the current state of the mouse in relation to the desktop. * * This works similarly to SDL_GetMouseState(), but the coordinates will be * reported relative to the top-left of the desktop. This can be useful if you * need to track the mouse outside of a specific window and SDL_CaptureMouse() * doesn't fit your needs. For example, it could be useful if you need to * track the mouse while dragging a window, where coordinates relative to a * window might not be in sync at all times. * * Note: SDL_GetMouseState() returns the mouse position as SDL understands it * from the last pump of the event queue. This function, however, queries the * OS for the current mouse position, and as such, might be a slightly less * efficient function. Unless you know what you're doing and have a good * reason to use this function, you probably want SDL_GetMouseState() instead. * * \param x filled in with the current X coord relative to the desktop; can be * NULL. * \param y filled in with the current Y coord relative to the desktop; can be * NULL. * \returns the current button state as a bitmask which can be tested using * the SDL_BUTTON(X) macros. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CaptureMouse * \sa SDL_GetMouseState */ extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetGlobalMouseState(float *x, float *y); /** * Retrieve the relative state of the mouse. * * The current button state is returned as a button bitmask, which can be * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the * mouse deltas since the last call to SDL_GetRelativeMouseState() or since * event initialization. You can pass NULL for either `x` or `y`. * * \param x a pointer filled with the last recorded x coordinate of the mouse. * \param y a pointer filled with the last recorded y coordinate of the mouse. * \returns a 32-bit button bitmask of the relative button state. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetMouseState */ extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetRelativeMouseState(float *x, float *y); /** * Move the mouse cursor to the given position within the window. * * This function generates a mouse motion event if relative mode is not * enabled. If relative mode is enabled, you can force mouse events for the * warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint. * * Note that this function will appear to succeed, but not actually move the * mouse when used over Microsoft Remote Desktop. * * \param window the window to move the mouse into, or NULL for the current * mouse focus. * \param x the x coordinate within the window. * \param y the y coordinate within the window. * * \since This function is available since SDL 3.0.0. * * \sa SDL_WarpMouseGlobal */ extern SDL_DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window, float x, float y); /** * Move the mouse to the given position in global screen space. * * This function generates a mouse motion event. * * A failure of this function usually means that it is unsupported by a * platform. * * Note that this function will appear to succeed, but not actually move the * mouse when used over Microsoft Remote Desktop. * * \param x the x coordinate. * \param y the y coordinate. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_WarpMouseInWindow */ extern SDL_DECLSPEC int SDLCALL SDL_WarpMouseGlobal(float x, float y); /** * Set relative mouse mode. * * While the mouse is in relative mode, the cursor is hidden, the mouse * position is constrained to the window, and SDL will report continuous * relative mouse motion even if the mouse is at the edge of the window. * * This function will flush any pending mouse motion. * * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRelativeMouseMode */ extern SDL_DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled); /** * Capture the mouse and to track input outside an SDL window. * * Capturing enables your app to obtain mouse events globally, instead of just * within your window. Not all video targets support this function. When * capturing is enabled, the current window will get all mouse events, but * unlike relative mode, no change is made to the cursor and it is not * restrained to your window. * * This function may also deny mouse input to other windows--both those in * your application and others on the system--so you should use this function * sparingly, and in small bursts. For example, you might want to track the * mouse while the user is dragging something, until the user releases a mouse * button. It is not recommended that you capture the mouse for long periods * of time, such as the entire time your app is running. For that, you should * probably use SDL_SetRelativeMouseMode() or SDL_SetWindowMouseGrab(), * depending on your goals. * * While captured, mouse events still report coordinates relative to the * current (foreground) window, but those coordinates may be outside the * bounds of the window (including negative values). Capturing is only allowed * for the foreground window. If the window loses focus while capturing, the * capture will be disabled automatically. * * While capturing is enabled, the current window will have the * `SDL_WINDOW_MOUSE_CAPTURE` flag set. * * Please note that SDL will attempt to "auto capture" the mouse while the * user is pressing a button; this is to try and make mouse behavior more * consistent between platforms, and deal with the common case of a user * dragging the mouse outside of the window. This means that if you are * calling SDL_CaptureMouse() only to deal with this situation, you do not * have to (although it is safe to do so). If this causes problems for your * app, you can disable auto capture by setting the * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero. * * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGlobalMouseState */ extern SDL_DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled); /** * Query whether relative mouse mode is enabled. * * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetRelativeMouseMode */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); /** * Create a cursor using the specified bitmap data and mask (in MSB format). * * `mask` has to be in MSB (Most Significant Bit) format. * * The cursor width (`w`) must be a multiple of 8 bits. * * The cursor is created in black and white according to the following: * * - data=0, mask=1: white * - data=1, mask=1: black * - data=0, mask=0: transparent * - data=1, mask=0: inverted color if possible, black if not. * * Cursors created with this function must be freed with SDL_DestroyCursor(). * * If you want to have a color cursor, or create your cursor from an * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can * hide the cursor and draw your own as part of your game's rendering, but it * will be bound to the framerate. * * Also, SDL_CreateSystemCursor() is available, which provides several * readily-available system cursors to pick from. * * \param data the color value for each pixel of the cursor. * \param mask the mask value for each pixel of the cursor. * \param w the width of the cursor. * \param h the height of the cursor. * \param hot_x the x-axis offset from the left of the cursor image to the * mouse x position, in the range of 0 to `w` - 1. * \param hot_y the y-axis offset from the top of the cursor image to the * mouse y position, in the range of 0 to `h` - 1. * \returns a new cursor with the specified parameters on success or NULL on * failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateColorCursor * \sa SDL_CreateSystemCursor * \sa SDL_DestroyCursor * \sa SDL_SetCursor */ extern SDL_DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, const Uint8 * mask, int w, int h, int hot_x, int hot_y); /** * Create a color cursor. * * \param surface an SDL_Surface structure representing the cursor image. * \param hot_x the x position of the cursor hot spot. * \param hot_y the y position of the cursor hot spot. * \returns the new cursor on success or NULL on failure; call SDL_GetError() * for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateCursor * \sa SDL_CreateSystemCursor * \sa SDL_DestroyCursor * \sa SDL_SetCursor */ extern SDL_DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, int hot_x, int hot_y); /** * Create a system cursor. * * \param id an SDL_SystemCursor enum value. * \returns a cursor on success or NULL on failure; call SDL_GetError() for * more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DestroyCursor */ extern SDL_DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id); /** * Set the active cursor. * * This function sets the currently active cursor to the specified one. If the * cursor is currently visible, the change will be immediately represented on * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if * this is desired for any reason. * * \param cursor a cursor to make active. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetCursor */ extern SDL_DECLSPEC int SDLCALL SDL_SetCursor(SDL_Cursor * cursor); /** * Get the active cursor. * * This function returns a pointer to the current cursor which is owned by the * library. It is not necessary to free the cursor with SDL_DestroyCursor(). * * \returns the active cursor or NULL if there is no mouse. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetCursor */ extern SDL_DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void); /** * Get the default cursor. * * You do not have to call SDL_DestroyCursor() on the return value, but it is * safe to do so. * * \returns the default cursor on success or NULL on failure. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void); /** * Free a previously-created cursor. * * Use this function to free cursor resources created with SDL_CreateCursor(), * SDL_CreateColorCursor() or SDL_CreateSystemCursor(). * * \param cursor the cursor to free. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateColorCursor * \sa SDL_CreateCursor * \sa SDL_CreateSystemCursor */ extern SDL_DECLSPEC void SDLCALL SDL_DestroyCursor(SDL_Cursor * cursor); /** * Show the cursor. * * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CursorVisible * \sa SDL_HideCursor */ extern SDL_DECLSPEC int SDLCALL SDL_ShowCursor(void); /** * Hide the cursor. * * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CursorVisible * \sa SDL_ShowCursor */ extern SDL_DECLSPEC int SDLCALL SDL_HideCursor(void); /** * Return whether the cursor is currently being shown. * * \returns `SDL_TRUE` if the cursor is being shown, or `SDL_FALSE` if the * cursor is hidden. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HideCursor * \sa SDL_ShowCursor */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_CursorVisible(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_mouse_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_rect.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryRect * * Some helper functions for managing rectangles and 2D points, in both * interger and floating point versions. */ #ifndef SDL_rect_h_ #define SDL_rect_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * The structure that defines a point (using integers). * * \since This struct is available since SDL 3.0.0. * * \sa SDL_GetRectEnclosingPoints * \sa SDL_PointInRect */ typedef struct SDL_Point { int x; int y; } SDL_Point; /** * The structure that defines a point (using floating point values). * * \since This struct is available since SDL 3.0.0. * * \sa SDL_GetRectEnclosingPointsFloat * \sa SDL_PointInRectFloat */ typedef struct SDL_FPoint { float x; float y; } SDL_FPoint; /** * A rectangle, with the origin at the upper left (using integers). * * \since This struct is available since SDL 3.0.0. * * \sa SDL_RectEmpty * \sa SDL_RectsEqual * \sa SDL_HasRectIntersection * \sa SDL_GetRectIntersection * \sa SDL_GetRectAndLineIntersection * \sa SDL_GetRectUnion * \sa SDL_GetRectEnclosingPoints */ typedef struct SDL_Rect { int x, y; int w, h; } SDL_Rect; /** * A rectangle, with the origin at the upper left (using floating point * values). * * \since This struct is available since SDL 3.0.0. * * \sa SDL_RectEmptyFloat * \sa SDL_RectsEqualFloat * \sa SDL_RectsEqualEpsilon * \sa SDL_HasRectIntersectionFloat * \sa SDL_GetRectIntersectionFloat * \sa SDL_GetRectAndLineIntersectionFloat * \sa SDL_GetRectUnionFloat * \sa SDL_GetRectEnclosingPointsFloat * \sa SDL_PointInRectFloat */ typedef struct SDL_FRect { float x; float y; float w; float h; } SDL_FRect; /** * Determine whether a point resides inside a rectangle. * * A point is considered part of a rectangle if both `p` and `r` are not NULL, * and `p`'s x and y coordinates are >= to the rectangle's top left corner, * and < the rectangle's x+w and y+h. So a 1x1 rectangle considers point (0,0) * as "inside" and (0,1) as not. * * Note that this is a forced-inline function in a header, and not a public * API function available in the SDL library (which is to say, the code is * embedded in the calling program and the linker and dynamic loader will not * be able to find this function inside SDL itself). * * \param p the point to test. * \param r the rectangle to test. * \returns SDL_TRUE if `p` is contained by `r`, SDL_FALSE otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r) { return ( p && r && (p->x >= r->x) && (p->x < (r->x + r->w)) && (p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE; } /** * Determine whether a rectangle has no area. * * A rectangle is considered "empty" for this function if `r` is NULL, or if * `r`'s width and/or height are <= 0. * * Note that this is a forced-inline function in a header, and not a public * API function available in the SDL library (which is to say, the code is * embedded in the calling program and the linker and dynamic loader will not * be able to find this function inside SDL itself). * * \param r the rectangle to test. * \returns SDL_TRUE if the rectangle is "empty", SDL_FALSE otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r) { return ((!r) || (r->w <= 0) || (r->h <= 0)) ? SDL_TRUE : SDL_FALSE; } /** * Determine whether two rectangles are equal. * * Rectangles are considered equal if both are not NULL and each of their x, * y, width and height match. * * Note that this is a forced-inline function in a header, and not a public * API function available in the SDL library (which is to say, the code is * embedded in the calling program and the linker and dynamic loader will not * be able to find this function inside SDL itself). * * \param a the first rectangle to test. * \param b the second rectangle to test. * \returns SDL_TRUE if the rectangles are equal, SDL_FALSE otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ SDL_FORCE_INLINE SDL_bool SDL_RectsEqual(const SDL_Rect *a, const SDL_Rect *b) { return (a && b && (a->x == b->x) && (a->y == b->y) && (a->w == b->w) && (a->h == b->h)) ? SDL_TRUE : SDL_FALSE; } /** * Determine whether two rectangles intersect. * * If either pointer is NULL the function will return SDL_FALSE. * * \param A an SDL_Rect structure representing the first rectangle. * \param B an SDL_Rect structure representing the second rectangle. * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRectIntersection */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasRectIntersection(const SDL_Rect * A, const SDL_Rect * B); /** * Calculate the intersection of two rectangles. * * If `result` is NULL then this function will return SDL_FALSE. * * \param A an SDL_Rect structure representing the first rectangle. * \param B an SDL_Rect structure representing the second rectangle. * \param result an SDL_Rect structure filled in with the intersection of * rectangles `A` and `B`. * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasRectIntersection */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetRectIntersection(const SDL_Rect * A, const SDL_Rect * B, SDL_Rect * result); /** * Calculate the union of two rectangles. * * \param A an SDL_Rect structure representing the first rectangle. * \param B an SDL_Rect structure representing the second rectangle. * \param result an SDL_Rect structure filled in with the union of rectangles * `A` and `B`. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetRectUnion(const SDL_Rect * A, const SDL_Rect * B, SDL_Rect * result); /** * Calculate a minimal rectangle enclosing a set of points. * * If `clip` is not NULL then only points inside of the clipping rectangle are * considered. * * \param points an array of SDL_Point structures representing points to be * enclosed. * \param count the number of structures in the `points` array. * \param clip an SDL_Rect used for clipping or NULL to enclose all points. * \param result an SDL_Rect structure filled in with the minimal enclosing * rectangle. * \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the * points were outside of the clipping rectangle. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetRectEnclosingPoints(const SDL_Point * points, int count, const SDL_Rect * clip, SDL_Rect * result); /** * Calculate the intersection of a rectangle and line segment. * * This function is used to clip a line segment to a rectangle. A line segment * contained entirely within the rectangle or that does not intersect will * remain unchanged. A line segment that crosses the rectangle at either or * both ends will be clipped to the boundary of the rectangle and the new * coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary. * * \param rect an SDL_Rect structure representing the rectangle to intersect. * \param X1 a pointer to the starting X-coordinate of the line. * \param Y1 a pointer to the starting Y-coordinate of the line. * \param X2 a pointer to the ending X-coordinate of the line. * \param Y2 a pointer to the ending Y-coordinate of the line. * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetRectAndLineIntersection(const SDL_Rect * rect, int *X1, int *Y1, int *X2, int *Y2); /* SDL_FRect versions... */ /** * Determine whether a point resides inside a floating point rectangle. * * A point is considered part of a rectangle if both `p` and `r` are not NULL, * and `p`'s x and y coordinates are >= to the rectangle's top left corner, * and < the rectangle's x+w and y+h. So a 1x1 rectangle considers point (0,0) * as "inside" and (0,1) as not. * * Note that this is a forced-inline function in a header, and not a public * API function available in the SDL library (which is to say, the code is * embedded in the calling program and the linker and dynamic loader will not * be able to find this function inside SDL itself). * * \param p the point to test. * \param r the rectangle to test. * \returns SDL_TRUE if `p` is contained by `r`, SDL_FALSE otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ SDL_FORCE_INLINE SDL_bool SDL_PointInRectFloat(const SDL_FPoint *p, const SDL_FRect *r) { return ( p && r && (p->x >= r->x) && (p->x < (r->x + r->w)) && (p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE; } /** * Determine whether a floating point rectangle has no area. * * A rectangle is considered "empty" for this function if `r` is NULL, or if * `r`'s width and/or height are <= 0.0f. * * Note that this is a forced-inline function in a header, and not a public * API function available in the SDL library (which is to say, the code is * embedded in the calling program and the linker and dynamic loader will not * be able to find this function inside SDL itself). * * \param r the rectangle to test. * \returns SDL_TRUE if the rectangle is "empty", SDL_FALSE otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ SDL_FORCE_INLINE SDL_bool SDL_RectEmptyFloat(const SDL_FRect *r) { return ((!r) || (r->w <= 0.0f) || (r->h <= 0.0f)) ? SDL_TRUE : SDL_FALSE; } /** * Determine whether two floating point rectangles are equal, within some * given epsilon. * * Rectangles are considered equal if both are not NULL and each of their x, * y, width and height are within `epsilon` of each other. If you don't know * what value to use for `epsilon`, you should call the SDL_RectsEqualFloat * function instead. * * Note that this is a forced-inline function in a header, and not a public * API function available in the SDL library (which is to say, the code is * embedded in the calling program and the linker and dynamic loader will not * be able to find this function inside SDL itself). * * \param a the first rectangle to test. * \param b the second rectangle to test. * \param epsilon the epsilon value for comparison. * \returns SDL_TRUE if the rectangles are equal, SDL_FALSE otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RectsEqualFloat */ SDL_FORCE_INLINE SDL_bool SDL_RectsEqualEpsilon(const SDL_FRect *a, const SDL_FRect *b, const float epsilon) { return (a && b && ((a == b) || ((SDL_fabsf(a->x - b->x) <= epsilon) && (SDL_fabsf(a->y - b->y) <= epsilon) && (SDL_fabsf(a->w - b->w) <= epsilon) && (SDL_fabsf(a->h - b->h) <= epsilon)))) ? SDL_TRUE : SDL_FALSE; } /** * Determine whether two floating point rectangles are equal, within a default * epsilon. * * Rectangles are considered equal if both are not NULL and each of their x, * y, width and height are within SDL_FLT_EPSILON of each other. This is often * a reasonable way to compare two floating point rectangles and deal with the * slight precision variations in floating point calculations that tend to pop * up. * * Note that this is a forced-inline function in a header, and not a public * API function available in the SDL library (which is to say, the code is * embedded in the calling program and the linker and dynamic loader will not * be able to find this function inside SDL itself). * * \param a the first rectangle to test. * \param b the second rectangle to test. * \returns SDL_TRUE if the rectangles are equal, SDL_FALSE otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RectsEqualEpsilon */ SDL_FORCE_INLINE SDL_bool SDL_RectsEqualFloat(const SDL_FRect *a, const SDL_FRect *b) { return SDL_RectsEqualEpsilon(a, b, SDL_FLT_EPSILON); } /** * Determine whether two rectangles intersect with float precision. * * If either pointer is NULL the function will return SDL_FALSE. * * \param A an SDL_FRect structure representing the first rectangle. * \param B an SDL_FRect structure representing the second rectangle. * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRectIntersection */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasRectIntersectionFloat(const SDL_FRect * A, const SDL_FRect * B); /** * Calculate the intersection of two rectangles with float precision. * * If `result` is NULL then this function will return SDL_FALSE. * * \param A an SDL_FRect structure representing the first rectangle. * \param B an SDL_FRect structure representing the second rectangle. * \param result an SDL_FRect structure filled in with the intersection of * rectangles `A` and `B`. * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasRectIntersectionFloat */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetRectIntersectionFloat(const SDL_FRect * A, const SDL_FRect * B, SDL_FRect * result); /** * Calculate the union of two rectangles with float precision. * * \param A an SDL_FRect structure representing the first rectangle. * \param B an SDL_FRect structure representing the second rectangle. * \param result an SDL_FRect structure filled in with the union of rectangles * `A` and `B`. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetRectUnionFloat(const SDL_FRect * A, const SDL_FRect * B, SDL_FRect * result); /** * Calculate a minimal rectangle enclosing a set of points with float * precision. * * If `clip` is not NULL then only points inside of the clipping rectangle are * considered. * * \param points an array of SDL_FPoint structures representing points to be * enclosed. * \param count the number of structures in the `points` array. * \param clip an SDL_FRect used for clipping or NULL to enclose all points. * \param result an SDL_FRect structure filled in with the minimal enclosing * rectangle. * \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the * points were outside of the clipping rectangle. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetRectEnclosingPointsFloat(const SDL_FPoint * points, int count, const SDL_FRect * clip, SDL_FRect * result); /** * Calculate the intersection of a rectangle and line segment with float * precision. * * This function is used to clip a line segment to a rectangle. A line segment * contained entirely within the rectangle or that does not intersect will * remain unchanged. A line segment that crosses the rectangle at either or * both ends will be clipped to the boundary of the rectangle and the new * coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary. * * \param rect an SDL_FRect structure representing the rectangle to intersect. * \param X1 a pointer to the starting X-coordinate of the line. * \param Y1 a pointer to the starting Y-coordinate of the line. * \param X2 a pointer to the ending X-coordinate of the line. * \param Y2 a pointer to the ending Y-coordinate of the line. * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetRectAndLineIntersectionFloat(const SDL_FRect * rect, float *X1, float *Y1, float *X2, float *Y2); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_rect_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_events.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryEvents * * Event queue management. */ #ifndef SDL_events_h_ #define SDL_events_h_ #include <SDL3/SDL_audio.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_gamepad.h> #include <SDL3/SDL_joystick.h> #include <SDL3/SDL_keyboard.h> #include <SDL3/SDL_mouse.h> #include <SDL3/SDL_pen.h> #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_touch.h> #include <SDL3/SDL_video.h> #include <SDL3/SDL_camera.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* General keyboard/mouse state definitions */ #define SDL_RELEASED 0 #define SDL_PRESSED 1 /** * The types of events that can be delivered. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_EventType { SDL_EVENT_FIRST = 0, /**< Unused (do not remove) */ /* Application events */ SDL_EVENT_QUIT = 0x100, /**< User-requested quit */ /* These application events have special meaning on iOS, see README-ios.md for details */ SDL_EVENT_TERMINATING, /**< The application is being terminated by the OS Called on iOS in applicationWillTerminate() Called on Android in onDestroy() */ SDL_EVENT_LOW_MEMORY, /**< The application is low on memory, free memory if possible. Called on iOS in applicationDidReceiveMemoryWarning() Called on Android in onLowMemory() */ SDL_EVENT_WILL_ENTER_BACKGROUND, /**< The application is about to enter the background Called on iOS in applicationWillResignActive() Called on Android in onPause() */ SDL_EVENT_DID_ENTER_BACKGROUND, /**< The application did enter the background and may not get CPU for some time Called on iOS in applicationDidEnterBackground() Called on Android in onPause() */ SDL_EVENT_WILL_ENTER_FOREGROUND, /**< The application is about to enter the foreground Called on iOS in applicationWillEnterForeground() Called on Android in onResume() */ SDL_EVENT_DID_ENTER_FOREGROUND, /**< The application is now interactive Called on iOS in applicationDidBecomeActive() Called on Android in onResume() */ SDL_EVENT_LOCALE_CHANGED, /**< The user's locale preferences have changed. */ SDL_EVENT_SYSTEM_THEME_CHANGED, /**< The system theme changed */ /* Display events */ /* 0x150 was SDL_DISPLAYEVENT, reserve the number for sdl2-compat */ SDL_EVENT_DISPLAY_ORIENTATION = 0x151, /**< Display orientation has changed to data1 */ SDL_EVENT_DISPLAY_ADDED, /**< Display has been added to the system */ SDL_EVENT_DISPLAY_REMOVED, /**< Display has been removed from the system */ SDL_EVENT_DISPLAY_MOVED, /**< Display has changed position */ SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED, /**< Display has changed content scale */ SDL_EVENT_DISPLAY_FIRST = SDL_EVENT_DISPLAY_ORIENTATION, SDL_EVENT_DISPLAY_LAST = SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED, /* Window events */ /* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */ /* 0x201 was SDL_EVENT_SYSWM, reserve the number for sdl2-compat */ SDL_EVENT_WINDOW_SHOWN = 0x202, /**< Window has been shown */ SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */ SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn, and can be redrawn directly from event watchers for this event */ SDL_EVENT_WINDOW_MOVED, /**< Window has been moved to data1, data2 */ SDL_EVENT_WINDOW_RESIZED, /**< Window has been resized to data1xdata2 */ SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED,/**< The pixel size of the window has changed to data1xdata2 */ SDL_EVENT_WINDOW_MINIMIZED, /**< Window has been minimized */ SDL_EVENT_WINDOW_MAXIMIZED, /**< Window has been maximized */ SDL_EVENT_WINDOW_RESTORED, /**< Window has been restored to normal size and position */ SDL_EVENT_WINDOW_MOUSE_ENTER, /**< Window has gained mouse focus */ SDL_EVENT_WINDOW_MOUSE_LEAVE, /**< Window has lost mouse focus */ SDL_EVENT_WINDOW_FOCUS_GAINED, /**< Window has gained keyboard focus */ SDL_EVENT_WINDOW_FOCUS_LOST, /**< Window has lost keyboard focus */ SDL_EVENT_WINDOW_CLOSE_REQUESTED, /**< The window manager requests that the window be closed */ SDL_EVENT_WINDOW_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */ SDL_EVENT_WINDOW_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL */ SDL_EVENT_WINDOW_ICCPROF_CHANGED, /**< The ICC profile of the window's display has changed */ SDL_EVENT_WINDOW_DISPLAY_CHANGED, /**< Window has been moved to display data1 */ SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED, /**< Window display scale has been changed */ SDL_EVENT_WINDOW_OCCLUDED, /**< The window has been occluded */ SDL_EVENT_WINDOW_ENTER_FULLSCREEN, /**< The window has entered fullscreen mode */ SDL_EVENT_WINDOW_LEAVE_FULLSCREEN, /**< The window has left fullscreen mode */ SDL_EVENT_WINDOW_DESTROYED, /**< The window with the associated ID is being or has been destroyed. If this message is being handled in an event watcher, the window handle is still valid and can still be used to retrieve any userdata associated with the window. Otherwise, the handle has already been destroyed and all resources associated with it are invalid */ SDL_EVENT_WINDOW_PEN_ENTER, /**< Window has gained focus of the pressure-sensitive pen with ID "data1" */ SDL_EVENT_WINDOW_PEN_LEAVE, /**< Window has lost focus of the pressure-sensitive pen with ID "data1" */ SDL_EVENT_WINDOW_HDR_STATE_CHANGED, /**< Window HDR properties have changed */ SDL_EVENT_WINDOW_FIRST = SDL_EVENT_WINDOW_SHOWN, SDL_EVENT_WINDOW_LAST = SDL_EVENT_WINDOW_PEN_LEAVE, /* Keyboard events */ SDL_EVENT_KEY_DOWN = 0x300, /**< Key pressed */ SDL_EVENT_KEY_UP, /**< Key released */ SDL_EVENT_TEXT_EDITING, /**< Keyboard text editing (composition) */ SDL_EVENT_TEXT_INPUT, /**< Keyboard text input */ SDL_EVENT_KEYMAP_CHANGED, /**< Keymap changed due to a system event such as an input language or keyboard layout change. */ SDL_EVENT_KEYBOARD_ADDED, /**< A new keyboard has been inserted into the system */ SDL_EVENT_KEYBOARD_REMOVED, /**< A keyboard has been removed */ /* Mouse events */ SDL_EVENT_MOUSE_MOTION = 0x400, /**< Mouse moved */ SDL_EVENT_MOUSE_BUTTON_DOWN, /**< Mouse button pressed */ SDL_EVENT_MOUSE_BUTTON_UP, /**< Mouse button released */ SDL_EVENT_MOUSE_WHEEL, /**< Mouse wheel motion */ SDL_EVENT_MOUSE_ADDED, /**< A new mouse has been inserted into the system */ SDL_EVENT_MOUSE_REMOVED, /**< A mouse has been removed */ /* Joystick events */ SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */ SDL_EVENT_JOYSTICK_BALL_MOTION, /**< Joystick trackball motion */ SDL_EVENT_JOYSTICK_HAT_MOTION, /**< Joystick hat position change */ SDL_EVENT_JOYSTICK_BUTTON_DOWN, /**< Joystick button pressed */ SDL_EVENT_JOYSTICK_BUTTON_UP, /**< Joystick button released */ SDL_EVENT_JOYSTICK_ADDED, /**< A new joystick has been inserted into the system */ SDL_EVENT_JOYSTICK_REMOVED, /**< An opened joystick has been removed */ SDL_EVENT_JOYSTICK_BATTERY_UPDATED, /**< Joystick battery level change */ SDL_EVENT_JOYSTICK_UPDATE_COMPLETE, /**< Joystick update is complete */ /* Gamepad events */ SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650, /**< Gamepad axis motion */ SDL_EVENT_GAMEPAD_BUTTON_DOWN, /**< Gamepad button pressed */ SDL_EVENT_GAMEPAD_BUTTON_UP, /**< Gamepad button released */ SDL_EVENT_GAMEPAD_ADDED, /**< A new gamepad has been inserted into the system */ SDL_EVENT_GAMEPAD_REMOVED, /**< A gamepad has been removed */ SDL_EVENT_GAMEPAD_REMAPPED, /**< The gamepad mapping was updated */ SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, /**< Gamepad touchpad was touched */ SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION, /**< Gamepad touchpad finger was moved */ SDL_EVENT_GAMEPAD_TOUCHPAD_UP, /**< Gamepad touchpad finger was lifted */ SDL_EVENT_GAMEPAD_SENSOR_UPDATE, /**< Gamepad sensor was updated */ SDL_EVENT_GAMEPAD_UPDATE_COMPLETE, /**< Gamepad update is complete */ SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED, /**< Gamepad Steam handle has changed */ /* Touch events */ SDL_EVENT_FINGER_DOWN = 0x700, SDL_EVENT_FINGER_UP, SDL_EVENT_FINGER_MOTION, /* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */ /* Clipboard events */ SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard or primary selection changed */ /* Drag and drop events */ SDL_EVENT_DROP_FILE = 0x1000, /**< The system requests a file open */ SDL_EVENT_DROP_TEXT, /**< text/plain drag-and-drop event */ SDL_EVENT_DROP_BEGIN, /**< A new set of drops is beginning (NULL filename) */ SDL_EVENT_DROP_COMPLETE, /**< Current set of drops is now complete (NULL filename) */ SDL_EVENT_DROP_POSITION, /**< Position while moving over the window */ /* Audio hotplug events */ SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100, /**< A new audio device is available */ SDL_EVENT_AUDIO_DEVICE_REMOVED, /**< An audio device has been removed. */ SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED, /**< An audio device's format has been changed by the system. */ /* Sensor events */ SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */ /* Pressure-sensitive pen events */ SDL_EVENT_PEN_DOWN = 0x1300, /**< Pressure-sensitive pen touched drawing surface */ SDL_EVENT_PEN_UP, /**< Pressure-sensitive pen stopped touching drawing surface */ SDL_EVENT_PEN_MOTION, /**< Pressure-sensitive pen moved, or angle/pressure changed */ SDL_EVENT_PEN_BUTTON_DOWN, /**< Pressure-sensitive pen button pressed */ SDL_EVENT_PEN_BUTTON_UP, /**< Pressure-sensitive pen button released */ /* Camera hotplug events */ SDL_EVENT_CAMERA_DEVICE_ADDED = 0x1400, /**< A new camera device is available */ SDL_EVENT_CAMERA_DEVICE_REMOVED, /**< A camera device has been removed. */ SDL_EVENT_CAMERA_DEVICE_APPROVED, /**< A camera device has been approved for use by the user. */ SDL_EVENT_CAMERA_DEVICE_DENIED, /**< A camera device has been denied for use by the user. */ /* Render events */ SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */ SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */ /* Internal events */ SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */ /** Events SDL_EVENT_USER through SDL_EVENT_LAST are for your use, * and should be allocated with SDL_RegisterEvents() */ SDL_EVENT_USER = 0x8000, /** * This last event is only for bounding internal arrays */ SDL_EVENT_LAST = 0xFFFF, /* This just makes sure the enum is the size of Uint32 */ SDL_EVENT_ENUM_PADDING = 0x7FFFFFFF } SDL_EventType; /** * Fields shared by every event * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_CommonEvent { Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ } SDL_CommonEvent; /** * Display state change event data (event.display.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_DisplayEvent { SDL_EventType type; /**< SDL_DISPLAYEVENT_* */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_DisplayID displayID;/**< The associated display */ Sint32 data1; /**< event dependent data */ } SDL_DisplayEvent; /** * Window state change event data (event.window.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_WindowEvent { SDL_EventType type; /**< SDL_EVENT_WINDOW_* */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_WindowID windowID; /**< The associated window */ Sint32 data1; /**< event dependent data */ Sint32 data2; /**< event dependent data */ } SDL_WindowEvent; /** * Keyboard device event structure (event.kdevice.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_KeyboardDeviceEvent { SDL_EventType type; /**< SDL_EVENT_KEYBOARD_ADDED or SDL_EVENT_KEYBOARD_REMOVED */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_KeyboardID which; /**< The keyboard instance id */ } SDL_KeyboardDeviceEvent; /** * Keyboard button event structure (event.key.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_KeyboardEvent { SDL_EventType type; /**< SDL_EVENT_KEY_DOWN or SDL_EVENT_KEY_UP */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_WindowID windowID; /**< The window with keyboard focus, if any */ SDL_KeyboardID which; /**< The keyboard instance id, or 0 if unknown or virtual */ SDL_Scancode scancode; /**< SDL physical key code */ SDL_Keycode key; /**< SDL virtual key code */ SDL_Keymod mod; /**< current key modifiers */ Uint16 raw; /**< The platform dependent scancode for this event */ Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */ Uint8 repeat; /**< Non-zero if this is a key repeat */ } SDL_KeyboardEvent; /** * Keyboard text editing event structure (event.edit.*) * * The text string follows the SDL_GetStringRule. * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_TextEditingEvent { SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_WindowID windowID; /**< The window with keyboard focus, if any */ const char *text; /**< The editing text */ Sint32 start; /**< The start cursor of selected editing text */ Sint32 length; /**< The length of selected editing text */ } SDL_TextEditingEvent; /** * Keyboard text input event structure (event.text.*) * * The text string follows the SDL_GetStringRule. * * This event will never be delivered unless text input is enabled by calling * SDL_StartTextInput(). Text input is disabled by default! * * \since This struct is available since SDL 3.0.0. * * \sa SDL_StartTextInput * \sa SDL_StopTextInput */ typedef struct SDL_TextInputEvent { SDL_EventType type; /**< SDL_EVENT_TEXT_INPUT */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_WindowID windowID; /**< The window with keyboard focus, if any */ const char *text; /**< The input text, UTF-8 encoded */ } SDL_TextInputEvent; /** * Mouse device event structure (event.mdevice.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_MouseDeviceEvent { SDL_EventType type; /**< SDL_EVENT_MOUSE_ADDED or SDL_EVENT_MOUSE_REMOVED */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_MouseID which; /**< The mouse instance id */ } SDL_MouseDeviceEvent; /** * Mouse motion event structure (event.motion.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_MouseMotionEvent { SDL_EventType type; /**< SDL_EVENT_MOUSE_MOTION */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_WindowID windowID; /**< The window with mouse focus, if any */ SDL_MouseID which; /**< The mouse instance id, SDL_TOUCH_MOUSEID, or SDL_PEN_MOUSEID */ SDL_MouseButtonFlags state; /**< The current button state */ float x; /**< X coordinate, relative to window */ float y; /**< Y coordinate, relative to window */ float xrel; /**< The relative motion in the X direction */ float yrel; /**< The relative motion in the Y direction */ } SDL_MouseMotionEvent; /** * Mouse button event structure (event.button.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_MouseButtonEvent { SDL_EventType type; /**< SDL_EVENT_MOUSE_BUTTON_DOWN or SDL_EVENT_MOUSE_BUTTON_UP */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_WindowID windowID; /**< The window with mouse focus, if any */ SDL_MouseID which; /**< The mouse instance id, SDL_TOUCH_MOUSEID, or SDL_PEN_MOUSEID */ Uint8 button; /**< The mouse button index */ Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */ Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */ Uint8 padding; float x; /**< X coordinate, relative to window */ float y; /**< Y coordinate, relative to window */ } SDL_MouseButtonEvent; /** * Mouse wheel event structure (event.wheel.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_MouseWheelEvent { SDL_EventType type; /**< SDL_EVENT_MOUSE_WHEEL */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_WindowID windowID; /**< The window with mouse focus, if any */ SDL_MouseID which; /**< The mouse instance id, SDL_TOUCH_MOUSEID, or SDL_PEN_MOUSEID */ float x; /**< The amount scrolled horizontally, positive to the right and negative to the left */ float y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */ SDL_MouseWheelDirection direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */ float mouse_x; /**< X coordinate, relative to window */ float mouse_y; /**< Y coordinate, relative to window */ } SDL_MouseWheelEvent; /** * Joystick axis motion event structure (event.jaxis.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_JoyAxisEvent { SDL_EventType type; /**< SDL_EVENT_JOYSTICK_AXIS_MOTION */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 axis; /**< The joystick axis index */ Uint8 padding1; Uint8 padding2; Uint8 padding3; Sint16 value; /**< The axis value (range: -32768 to 32767) */ Uint16 padding4; } SDL_JoyAxisEvent; /** * Joystick trackball motion event structure (event.jball.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_JoyBallEvent { SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BALL_MOTION */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 ball; /**< The joystick trackball index */ Uint8 padding1; Uint8 padding2; Uint8 padding3; Sint16 xrel; /**< The relative motion in the X direction */ Sint16 yrel; /**< The relative motion in the Y direction */ } SDL_JoyBallEvent; /** * Joystick hat position change event structure (event.jhat.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_JoyHatEvent { SDL_EventType type; /**< SDL_EVENT_JOYSTICK_HAT_MOTION */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 hat; /**< The joystick hat index */ Uint8 value; /**< The hat position value. * \sa SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP * \sa SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT * \sa SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN * * Note that zero means the POV is centered. */ Uint8 padding1; Uint8 padding2; } SDL_JoyHatEvent; /** * Joystick button event structure (event.jbutton.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_JoyButtonEvent { SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BUTTON_DOWN or SDL_EVENT_JOYSTICK_BUTTON_UP */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 button; /**< The joystick button index */ Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */ Uint8 padding1; Uint8 padding2; } SDL_JoyButtonEvent; /** * Joystick device event structure (event.jdevice.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_JoyDeviceEvent { SDL_EventType type; /**< SDL_EVENT_JOYSTICK_ADDED or SDL_EVENT_JOYSTICK_REMOVED or SDL_EVENT_JOYSTICK_UPDATE_COMPLETE */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_JoystickID which; /**< The joystick instance id */ } SDL_JoyDeviceEvent; /** * Joysick battery level change event structure (event.jbattery.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_JoyBatteryEvent { SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BATTERY_UPDATED */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_JoystickID which; /**< The joystick instance id */ SDL_PowerState state; /**< The joystick battery state */ int percent; /**< The joystick battery percent charge remaining */ } SDL_JoyBatteryEvent; /** * Gamepad axis motion event structure (event.gaxis.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_GamepadAxisEvent { SDL_EventType type; /**< SDL_EVENT_GAMEPAD_AXIS_MOTION */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 axis; /**< The gamepad axis (SDL_GamepadAxis) */ Uint8 padding1; Uint8 padding2; Uint8 padding3; Sint16 value; /**< The axis value (range: -32768 to 32767) */ Uint16 padding4; } SDL_GamepadAxisEvent; /** * Gamepad button event structure (event.gbutton.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_GamepadButtonEvent { SDL_EventType type; /**< SDL_EVENT_GAMEPAD_BUTTON_DOWN or SDL_EVENT_GAMEPAD_BUTTON_UP */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 button; /**< The gamepad button (SDL_GamepadButton) */ Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */ Uint8 padding1; Uint8 padding2; } SDL_GamepadButtonEvent; /** * Gamepad device event structure (event.gdevice.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_GamepadDeviceEvent { SDL_EventType type; /**< SDL_EVENT_GAMEPAD_ADDED, SDL_EVENT_GAMEPAD_REMOVED, or SDL_EVENT_GAMEPAD_REMAPPED, SDL_EVENT_GAMEPAD_UPDATE_COMPLETE or SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_JoystickID which; /**< The joystick instance id */ } SDL_GamepadDeviceEvent; /** * Gamepad touchpad event structure (event.gtouchpad.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_GamepadTouchpadEvent { SDL_EventType type; /**< SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or SDL_EVENT_GAMEPAD_TOUCHPAD_UP */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_JoystickID which; /**< The joystick instance id */ Sint32 touchpad; /**< The index of the touchpad */ Sint32 finger; /**< The index of the finger on the touchpad */ float x; /**< Normalized in the range 0...1 with 0 being on the left */ float y; /**< Normalized in the range 0...1 with 0 being at the top */ float pressure; /**< Normalized in the range 0...1 */ } SDL_GamepadTouchpadEvent; /** * Gamepad sensor event structure (event.gsensor.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_GamepadSensorEvent { SDL_EventType type; /**< SDL_EVENT_GAMEPAD_SENSOR_UPDATE */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_JoystickID which; /**< The joystick instance id */ Sint32 sensor; /**< The type of the sensor, one of the values of SDL_SensorType */ float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */ Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */ } SDL_GamepadSensorEvent; /** * Audio device event structure (event.adevice.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_AudioDeviceEvent { SDL_EventType type; /**< SDL_EVENT_AUDIO_DEVICE_ADDED, or SDL_EVENT_AUDIO_DEVICE_REMOVED, or SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_AudioDeviceID which; /**< SDL_AudioDeviceID for the device being added or removed or changing */ Uint8 recording; /**< zero if a playback device, non-zero if a recording device. */ Uint8 padding1; Uint8 padding2; Uint8 padding3; } SDL_AudioDeviceEvent; /** * Camera device event structure (event.cdevice.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_CameraDeviceEvent { SDL_EventType type; /**< SDL_EVENT_CAMERA_DEVICE_ADDED, SDL_EVENT_CAMERA_DEVICE_REMOVED, SDL_EVENT_CAMERA_DEVICE_APPROVED, SDL_EVENT_CAMERA_DEVICE_DENIED */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_CameraDeviceID which; /**< SDL_CameraDeviceID for the device being added or removed or changing */ } SDL_CameraDeviceEvent; /** * Touch finger event structure (event.tfinger.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_TouchFingerEvent { SDL_EventType type; /**< SDL_EVENT_FINGER_MOTION or SDL_EVENT_FINGER_DOWN or SDL_EVENT_FINGER_UP */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_TouchID touchID; /**< The touch device id */ SDL_FingerID fingerID; float x; /**< Normalized in the range 0...1 */ float y; /**< Normalized in the range 0...1 */ float dx; /**< Normalized in the range -1...1 */ float dy; /**< Normalized in the range -1...1 */ float pressure; /**< Normalized in the range 0...1 */ SDL_WindowID windowID; /**< The window underneath the finger, if any */ } SDL_TouchFingerEvent; /** * Pressure-sensitive pen touched or stopped touching surface (event.ptip.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_PenTipEvent { SDL_EventType type; /**< SDL_EVENT_PEN_DOWN or SDL_EVENT_PEN_UP */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_WindowID windowID; /**< The window with pen focus, if any */ SDL_PenID which; /**< The pen instance id */ Uint8 tip; /**< SDL_PEN_TIP_INK when using a regular pen tip, or SDL_PEN_TIP_ERASER if the pen is being used as an eraser (e.g., flipped to use the eraser tip) */ Uint8 state; /**< SDL_PRESSED on SDL_EVENT_PEN_DOWN and SDL_RELEASED on SDL_EVENT_PEN_UP */ Uint16 pen_state; /**< Pen button masks (where SDL_BUTTON(1) is the first button, SDL_BUTTON(2) is the second button etc.), SDL_PEN_DOWN_MASK is set if the pen is touching the surface, and SDL_PEN_ERASER_MASK is set if the pen is (used as) an eraser. */ float x; /**< X coordinate, relative to window */ float y; /**< Y coordinate, relative to window */ float axes[SDL_PEN_NUM_AXES]; /**< Pen axes such as pressure and tilt (ordered as per SDL_PenAxis) */ } SDL_PenTipEvent; /** * Pressure-sensitive pen motion / pressure / angle event structure * (event.pmotion.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_PenMotionEvent { SDL_EventType type; /**< SDL_EVENT_PEN_MOTION */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_WindowID windowID; /**< The window with pen focus, if any */ SDL_PenID which; /**< The pen instance id */ Uint8 padding1; Uint8 padding2; Uint16 pen_state; /**< Pen button masks (where SDL_BUTTON(1) is the first button, SDL_BUTTON(2) is the second button etc.), SDL_PEN_DOWN_MASK is set if the pen is touching the surface, and SDL_PEN_ERASER_MASK is set if the pen is (used as) an eraser. */ float x; /**< X coordinate, relative to window */ float y; /**< Y coordinate, relative to window */ float axes[SDL_PEN_NUM_AXES]; /**< Pen axes such as pressure and tilt (ordered as per SDL_PenAxis) */ } SDL_PenMotionEvent; /** * Pressure-sensitive pen button event structure (event.pbutton.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_PenButtonEvent { SDL_EventType type; /**< SDL_EVENT_PEN_BUTTON_DOWN or SDL_EVENT_PEN_BUTTON_UP */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_WindowID windowID; /**< The window with pen focus, if any */ SDL_PenID which; /**< The pen instance id */ Uint8 button; /**< The pen button index (1 represents the pen tip for compatibility with mouse events) */ Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */ Uint16 pen_state; /**< Pen button masks (where SDL_BUTTON(1) is the first button, SDL_BUTTON(2) is the second button etc.), SDL_PEN_DOWN_MASK is set if the pen is touching the surface, and SDL_PEN_ERASER_MASK is set if the pen is (used as) an eraser. */ float x; /**< X coordinate, relative to window */ float y; /**< Y coordinate, relative to window */ float axes[SDL_PEN_NUM_AXES]; /**< Pen axes such as pressure and tilt (ordered as per SDL_PenAxis) */ } SDL_PenButtonEvent; /** * An event used to drop text or request a file open by the system * (event.drop.*) * * The source and data strings follow the SDL_GetStringRule. * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_DropEvent { SDL_EventType type; /**< SDL_EVENT_DROP_BEGIN or SDL_EVENT_DROP_FILE or SDL_EVENT_DROP_TEXT or SDL_EVENT_DROP_COMPLETE or SDL_EVENT_DROP_POSITION */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_WindowID windowID; /**< The window that was dropped on, if any */ float x; /**< X coordinate, relative to window (not on begin) */ float y; /**< Y coordinate, relative to window (not on begin) */ const char *source; /**< The source app that sent this drop event, or NULL if that isn't available */ const char *data; /**< The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events */ } SDL_DropEvent; /** * An event triggered when the clipboard contents have changed * (event.clipboard.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_ClipboardEvent { SDL_EventType type; /**< SDL_EVENT_CLIPBOARD_UPDATE */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ } SDL_ClipboardEvent; /** * Sensor event structure (event.sensor.*) * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_SensorEvent { SDL_EventType type; /**< SDL_EVENT_SENSOR_UPDATE */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_SensorID which; /**< The instance ID of the sensor */ float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData() */ Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */ } SDL_SensorEvent; /** * The "quit requested" event * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_QuitEvent { SDL_EventType type; /**< SDL_EVENT_QUIT */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ } SDL_QuitEvent; /** * A user-defined event type (event.user.*) * * This event is unique; it is never created by SDL, but only by the * application. The event can be pushed onto the event queue using * SDL_PushEvent(). The contents of the structure members are completely up to * the programmer; the only requirement is that '''type''' is a value obtained * from SDL_RegisterEvents(). * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_UserEvent { Uint32 type; /**< SDL_EVENT_USER through SDL_EVENT_LAST-1, Uint32 because these are not in the SDL_EventType enumeration */ Uint32 reserved; Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ SDL_WindowID windowID; /**< The associated window if any */ Sint32 code; /**< User defined event code */ void *data1; /**< User defined data pointer */ void *data2; /**< User defined data pointer */ } SDL_UserEvent; /** * The structure for all events in SDL. * * \since This struct is available since SDL 3.0.0. */ typedef union SDL_Event { Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */ SDL_CommonEvent common; /**< Common event data */ SDL_DisplayEvent display; /**< Display event data */ SDL_WindowEvent window; /**< Window event data */ SDL_KeyboardDeviceEvent kdevice; /**< Keyboard device change event data */ SDL_KeyboardEvent key; /**< Keyboard event data */ SDL_TextEditingEvent edit; /**< Text editing event data */ SDL_TextInputEvent text; /**< Text input event data */ SDL_MouseDeviceEvent mdevice; /**< Mouse device change event data */ SDL_MouseMotionEvent motion; /**< Mouse motion event data */ SDL_MouseButtonEvent button; /**< Mouse button event data */ SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */ SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */ SDL_JoyBallEvent jball; /**< Joystick ball event data */ SDL_JoyHatEvent jhat; /**< Joystick hat event data */ SDL_JoyButtonEvent jbutton; /**< Joystick button event data */ SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */ SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */ SDL_GamepadAxisEvent gaxis; /**< Gamepad axis event data */ SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */ SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */ SDL_GamepadSensorEvent gsensor; /**< Gamepad sensor event data */ SDL_AudioDeviceEvent adevice; /**< Audio device event data */ SDL_CameraDeviceEvent cdevice; /**< Camera device event data */ SDL_SensorEvent sensor; /**< Sensor event data */ SDL_QuitEvent quit; /**< Quit request event data */ SDL_UserEvent user; /**< Custom event data */ SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ SDL_PenTipEvent ptip; /**< Pen tip touching or leaving drawing surface */ SDL_PenMotionEvent pmotion; /**< Pen change in position, pressure, or angle */ SDL_PenButtonEvent pbutton; /**< Pen button press */ SDL_DropEvent drop; /**< Drag and drop event data */ SDL_ClipboardEvent clipboard; /**< Clipboard event data */ /* This is necessary for ABI compatibility between Visual C++ and GCC. Visual C++ will respect the push pack pragma and use 52 bytes (size of SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit architectures) for this union, and GCC will use the alignment of the largest datatype within the union, which is 8 bytes on 64-bit architectures. So... we'll add padding to force the size to be the same for both. On architectures where pointers are 16 bytes, this needs rounding up to the next multiple of 16, 64, and on architectures where pointers are even larger the size of SDL_UserEvent will dominate as being 3 pointers. */ Uint8 padding[128]; } SDL_Event; /* Make sure we haven't broken binary compatibility */ SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding)); /* Function prototypes */ /** * Pump the event loop, gathering events from the input devices. * * This function updates the event queue and internal input device state. * * **WARNING**: This should only be run in the thread that initialized the * video subsystem, and for extra safety, you should consider only doing those * things on the main thread in any case. * * SDL_PumpEvents() gathers all the pending input information from devices and * places it in the event queue. Without calls to SDL_PumpEvents() no events * would ever be placed on the queue. Often the need for calls to * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not * polling or waiting for events (e.g. you are filtering them), then you must * call SDL_PumpEvents() to force an event queue update. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PollEvent * \sa SDL_WaitEvent */ extern SDL_DECLSPEC void SDLCALL SDL_PumpEvents(void); /* @{ */ typedef enum SDL_EventAction { SDL_ADDEVENT, SDL_PEEKEVENT, SDL_GETEVENT } SDL_EventAction; /** * Check the event queue for messages and optionally return them. * * `action` may be any of the following: * * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the * event queue. * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue, * within the specified minimum and maximum type, will be returned to the * caller and will _not_ be removed from the queue. * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue, * within the specified minimum and maximum type, will be returned to the * caller and will be removed from the queue. * * You may have to call SDL_PumpEvents() before calling this function. * Otherwise, the events may not be ready to be filtered when you call * SDL_PeepEvents(). * * This function is thread-safe. * * \param events destination buffer for the retrieved events, may be NULL to * leave the events in the queue and return the number of events * that would have been stored. * \param numevents if action is SDL_ADDEVENT, the number of events to add * back to the event queue; if action is SDL_PEEKEVENT or * SDL_GETEVENT, the maximum number of events to retrieve. * \param action action to take; see [[#action|Remarks]] for details. * \param minType minimum value of the event type to be considered; * SDL_EVENT_FIRST is a safe choice. * \param maxType maximum value of the event type to be considered; * SDL_EVENT_LAST is a safe choice. * \returns the number of events actually stored or a negative error code on * failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PollEvent * \sa SDL_PumpEvents * \sa SDL_PushEvent */ extern SDL_DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents, SDL_EventAction action, Uint32 minType, Uint32 maxType); /* @} */ /** * Check for the existence of a certain event type in the event queue. * * If you need to check for a range of event types, use SDL_HasEvents() * instead. * * \param type the type of event to be queried; see SDL_EventType for details. * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if * events matching `type` are not present. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasEvents */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type); /** * Check for the existence of certain event types in the event queue. * * If you need to check for a single event type, use SDL_HasEvent() instead. * * \param minType the low end of event type to be queried, inclusive; see * SDL_EventType for details. * \param maxType the high end of event type to be queried, inclusive; see * SDL_EventType for details. * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are * present, or SDL_FALSE if not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasEvents */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType); /** * Clear events of a specific type from the event queue. * * This will unconditionally remove any events from the queue that match * `type`. If you need to remove a range of event types, use SDL_FlushEvents() * instead. * * It's also normal to just ignore events you don't care about in your event * loop without calling this function. * * This function only affects currently queued events. If you want to make * sure that all pending OS events are flushed, you can call SDL_PumpEvents() * on the main thread immediately before the flush call. * * If you have user events with custom data that needs to be freed, you should * use SDL_PeepEvents() to remove and clean up those events before calling * this function. * * \param type the type of event to be cleared; see SDL_EventType for details. * * \since This function is available since SDL 3.0.0. * * \sa SDL_FlushEvents */ extern SDL_DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type); /** * Clear events of a range of types from the event queue. * * This will unconditionally remove any events from the queue that are in the * range of `minType` to `maxType`, inclusive. If you need to remove a single * event type, use SDL_FlushEvent() instead. * * It's also normal to just ignore events you don't care about in your event * loop without calling this function. * * This function only affects currently queued events. If you want to make * sure that all pending OS events are flushed, you can call SDL_PumpEvents() * on the main thread immediately before the flush call. * * \param minType the low end of event type to be cleared, inclusive; see * SDL_EventType for details. * \param maxType the high end of event type to be cleared, inclusive; see * SDL_EventType for details. * * \since This function is available since SDL 3.0.0. * * \sa SDL_FlushEvent */ extern SDL_DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType); /** * Poll for currently pending events. * * If `event` is not NULL, the next event is removed from the queue and stored * in the SDL_Event structure pointed to by `event`. The 1 returned refers to * this event, immediately stored in the SDL Event structure -- not an event * to follow. * * If `event` is NULL, it simply returns 1 if there is an event in the queue, * but will not remove it from the queue. * * As this function may implicitly call SDL_PumpEvents(), you can only call * this function in the thread that set the video mode. * * SDL_PollEvent() is the favored way of receiving system events since it can * be done from the main loop and does not suspend the main loop while waiting * on an event to be posted. * * The common practice is to fully process the event queue once every frame, * usually as a first step before updating the game's state: * * ```c * while (game_is_still_running) { * SDL_Event event; * while (SDL_PollEvent(&event)) { // poll until all events are handled! * // decide what to do with this event. * } * * // update game state, draw the current frame * } * ``` * * \param event the SDL_Event structure to be filled with the next event from * the queue, or NULL. * \returns SDL_TRUE if this got an event or SDL_FALSE if there are none * available. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PushEvent * \sa SDL_WaitEvent * \sa SDL_WaitEventTimeout */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_PollEvent(SDL_Event *event); /** * Wait indefinitely for the next available event. * * If `event` is not NULL, the next event is removed from the queue and stored * in the SDL_Event structure pointed to by `event`. * * As this function may implicitly call SDL_PumpEvents(), you can only call * this function in the thread that initialized the video subsystem. * * \param event the SDL_Event structure to be filled in with the next event * from the queue, or NULL. * \returns SDL_TRUE on success or SDL_FALSE if there was an error while * waiting for events; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PollEvent * \sa SDL_PushEvent * \sa SDL_WaitEventTimeout */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WaitEvent(SDL_Event *event); /** * Wait until the specified timeout (in milliseconds) for the next available * event. * * If `event` is not NULL, the next event is removed from the queue and stored * in the SDL_Event structure pointed to by `event`. * * As this function may implicitly call SDL_PumpEvents(), you can only call * this function in the thread that initialized the video subsystem. * * The timeout is not guaranteed, the actual wait time could be longer due to * system scheduling. * * \param event the SDL_Event structure to be filled in with the next event * from the queue, or NULL. * \param timeoutMS the maximum number of milliseconds to wait for the next * available event. * \returns SDL_TRUE if this got an event or SDL_FALSE if the timeout elapsed * without any events available. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PollEvent * \sa SDL_PushEvent * \sa SDL_WaitEvent */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS); /** * Add an event to the event queue. * * The event queue can actually be used as a two way communication channel. * Not only can events be read from the queue, but the user can also push * their own events onto it. `event` is a pointer to the event structure you * wish to push onto the queue. The event is copied into the queue, and the * caller may dispose of the memory pointed to after SDL_PushEvent() returns. * * Note: Pushing device input events onto the queue doesn't modify the state * of the device within SDL. * * This function is thread-safe, and can be called from other threads safely. * * Note: Events pushed onto the queue with SDL_PushEvent() get passed through * the event filter but events added with SDL_PeepEvents() do not. * * For pushing application-specific events, please use SDL_RegisterEvents() to * get an event type that does not conflict with other code that also wants * its own custom event types. * * \param event the SDL_Event to be added to the queue. * \returns 1 on success, 0 if the event was filtered, or a negative error * code on failure; call SDL_GetError() for more information. A * common reason for error is the event queue being full. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PeepEvents * \sa SDL_PollEvent * \sa SDL_RegisterEvents */ extern SDL_DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event *event); /** * A function pointer used for callbacks that watch the event queue. * * \param userdata what was passed as `userdata` to SDL_SetEventFilter() or * SDL_AddEventWatch, etc. * \param event the event that triggered the callback. * \returns 1 to permit event to be added to the queue, and 0 to disallow it. * When used with SDL_AddEventWatch, the return value is ignored. * * \threadsafety SDL may call this callback at any time from any thread; the * application is responsible for locking resources the callback * touches that need to be protected. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_SetEventFilter * \sa SDL_AddEventWatch */ typedef int (SDLCALL *SDL_EventFilter)(void *userdata, SDL_Event *event); /** * Set up a filter to process all events before they change internal state and * are posted to the internal event queue. * * If the filter function returns 1 when called, then the event will be added * to the internal queue. If it returns 0, then the event will be dropped from * the queue, but the internal state will still be updated. This allows * selective filtering of dynamically arriving events. * * **WARNING**: Be very careful of what you do in the event filter function, * as it may run in a different thread! * * On platforms that support it, if the quit event is generated by an * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the * application at the next event poll. * * There is one caveat when dealing with the SDL_QuitEvent event type. The * event filter is only called when the window manager desires to close the * application window. If the event filter returns 1, then the window will be * closed, otherwise the window will remain open if possible. * * Note: Disabled events never make it to the event filter function; see * SDL_SetEventEnabled(). * * Note: If you just want to inspect events without filtering, you should use * SDL_AddEventWatch() instead. * * Note: Events pushed onto the queue with SDL_PushEvent() get passed through * the event filter, but events pushed onto the queue with SDL_PeepEvents() do * not. * * \param filter an SDL_EventFilter function to call when an event happens. * \param userdata a pointer that is passed to `filter`. * * \threadsafety SDL may call the filter callback at any time from any thread; * the application is responsible for locking resources the * callback touches that need to be protected. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AddEventWatch * \sa SDL_SetEventEnabled * \sa SDL_GetEventFilter * \sa SDL_PeepEvents * \sa SDL_PushEvent */ extern SDL_DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, void *userdata); /** * Query the current event filter. * * This function can be used to "chain" filters, by saving the existing filter * before replacing it with a function that will call that saved filter. * * \param filter the current callback function will be stored here. * \param userdata the pointer that is passed to the current event filter will * be stored here. * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetEventFilter */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter *filter, void **userdata); /** * Add a callback to be triggered when an event is added to the event queue. * * `filter` will be called when an event happens, and its return value is * ignored. * * **WARNING**: Be very careful of what you do in the event filter function, * as it may run in a different thread! * * If the quit event is generated by a signal (e.g. SIGINT), it will bypass * the internal queue and be delivered to the watch callback immediately, and * arrive at the next event poll. * * Note: the callback is called for events posted by the user through * SDL_PushEvent(), but not for disabled events, nor for events by a filter * callback set with SDL_SetEventFilter(), nor for events posted by the user * through SDL_PeepEvents(). * * \param filter an SDL_EventFilter function to call when an event happens. * \param userdata a pointer that is passed to `filter`. * \returns 0 on success, or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DelEventWatch * \sa SDL_SetEventFilter */ extern SDL_DECLSPEC int SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, void *userdata); /** * Remove an event watch callback added with SDL_AddEventWatch(). * * This function takes the same input as SDL_AddEventWatch() to identify and * delete the corresponding callback. * * \param filter the function originally passed to SDL_AddEventWatch(). * \param userdata the pointer originally passed to SDL_AddEventWatch(). * * \since This function is available since SDL 3.0.0. * * \sa SDL_AddEventWatch */ extern SDL_DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter, void *userdata); /** * Run a specific filter function on the current event queue, removing any * events for which the filter returns 0. * * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(), * this function does not change the filter permanently, it only uses the * supplied filter until this function returns. * * \param filter the SDL_EventFilter function to call when an event happens. * \param userdata a pointer that is passed to `filter`. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetEventFilter * \sa SDL_SetEventFilter */ extern SDL_DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, void *userdata); /** * Set the state of processing events by type. * * \param type the type of event; see SDL_EventType for details. * \param enabled whether to process the event or not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_EventEnabled */ extern SDL_DECLSPEC void SDLCALL SDL_SetEventEnabled(Uint32 type, SDL_bool enabled); /** * Query the state of processing events by type. * * \param type the type of event; see SDL_EventType for details. * \returns SDL_TRUE if the event is being processed, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetEventEnabled */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_EventEnabled(Uint32 type); /** * Allocate a set of user-defined events, and return the beginning event * number for that set of events. * * \param numevents the number of events to be allocated. * \returns the beginning event number, or 0 if numevents is invalid or if * there are not enough user-defined events left. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PushEvent */ extern SDL_DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents); /** * Allocate dynamic memory for an SDL event. * * You can use this to allocate memory for user events that will be * automatically freed after the event is processed. * * \param size the amount of memory to allocate. * \returns a pointer to the memory allocated or NULL on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void * SDLCALL SDL_AllocateEventMemory(size_t size); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_events_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_endian.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryEndian * * Functions for reading and writing endian-specific values. */ #ifndef SDL_endian_h_ #define SDL_endian_h_ #include <SDL3/SDL_stdinc.h> #if defined(_MSC_VER) && (_MSC_VER >= 1400) /* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version, so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */ #ifdef __clang__ #ifndef __PRFCHWINTRIN_H #define __PRFCHWINTRIN_H static __inline__ void __attribute__((__always_inline__, __nodebug__)) _m_prefetch(void *__P) { __builtin_prefetch(__P, 0, 3 /* _MM_HINT_T0 */); } #endif /* __PRFCHWINTRIN_H */ #endif /* __clang__ */ #include <intrin.h> #endif /** * \name The two types of endianness */ /* @{ */ #define SDL_LIL_ENDIAN 1234 #define SDL_BIG_ENDIAN 4321 /* @} */ #ifndef SDL_BYTEORDER #ifdef SDL_PLATFORM_LINUX #include <endian.h> #define SDL_BYTEORDER __BYTE_ORDER #elif defined(SDL_PLATFORM_OPENBSD) || defined(__DragonFly__) #include <endian.h> #define SDL_BYTEORDER BYTE_ORDER #elif defined(SDL_PLATFORM_FREEBSD) || defined(SDL_PLATFORM_NETBSD) #include <sys/endian.h> #define SDL_BYTEORDER BYTE_ORDER /* predefs from newer gcc and clang versions: */ #elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__BYTE_ORDER__) #if (__BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__) #define SDL_BYTEORDER SDL_LIL_ENDIAN #elif (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__) #define SDL_BYTEORDER SDL_BIG_ENDIAN #else #error Unsupported endianness #endif /**/ #else #if defined(__hppa__) || \ defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \ (defined(__MIPS__) && defined(__MIPSEB__)) || \ defined(__ppc__) || defined(__POWERPC__) || defined(__powerpc__) || defined(__PPC__) || \ defined(__sparc__) #define SDL_BYTEORDER SDL_BIG_ENDIAN #else #define SDL_BYTEORDER SDL_LIL_ENDIAN #endif #endif /* SDL_PLATFORM_LINUX */ #endif /* !SDL_BYTEORDER */ #ifndef SDL_FLOATWORDORDER /* predefs from newer gcc versions: */ #if defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__FLOAT_WORD_ORDER__) #if (__FLOAT_WORD_ORDER__ == __ORDER_LITTLE_ENDIAN__) #define SDL_FLOATWORDORDER SDL_LIL_ENDIAN #elif (__FLOAT_WORD_ORDER__ == __ORDER_BIG_ENDIAN__) #define SDL_FLOATWORDORDER SDL_BIG_ENDIAN #else #error Unsupported endianness #endif /**/ #elif defined(__MAVERICK__) /* For Maverick, float words are always little-endian. */ #define SDL_FLOATWORDORDER SDL_LIL_ENDIAN #elif (defined(__arm__) || defined(__thumb__)) && !defined(__VFP_FP__) && !defined(__ARM_EABI__) /* For FPA, float words are always big-endian. */ #define SDL_FLOATWORDORDER SDL_BIG_ENDIAN #else /* By default, assume that floats words follow the memory system mode. */ #define SDL_FLOATWORDORDER SDL_BYTEORDER #endif /* __FLOAT_WORD_ORDER__ */ #endif /* !SDL_FLOATWORDORDER */ #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * \file SDL_endian.h */ /* various modern compilers may have builtin swap */ #if defined(__GNUC__) || defined(__clang__) # define HAS_BUILTIN_BSWAP16 (SDL_HAS_BUILTIN(__builtin_bswap16)) || \ (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8)) # define HAS_BUILTIN_BSWAP32 (SDL_HAS_BUILTIN(__builtin_bswap32)) || \ (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)) # define HAS_BUILTIN_BSWAP64 (SDL_HAS_BUILTIN(__builtin_bswap64)) || \ (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)) /* this one is broken */ # define HAS_BROKEN_BSWAP (__GNUC__ == 2 && __GNUC_MINOR__ <= 95) #else # define HAS_BUILTIN_BSWAP16 0 # define HAS_BUILTIN_BSWAP32 0 # define HAS_BUILTIN_BSWAP64 0 # define HAS_BROKEN_BSWAP 0 #endif /* Byte swap 16-bit integer. */ #if HAS_BUILTIN_BSWAP16 #define SDL_Swap16(x) __builtin_bswap16(x) #elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL) #pragma intrinsic(_byteswap_ushort) #define SDL_Swap16(x) _byteswap_ushort(x) #elif defined(__i386__) && !HAS_BROKEN_BSWAP SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { __asm__("xchgb %b0,%h0": "=q"(x):"0"(x)); return x; } #elif defined(__x86_64__) SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { __asm__("xchgb %b0,%h0": "=Q"(x):"0"(x)); return x; } #elif (defined(__powerpc__) || defined(__ppc__)) SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { int result; __asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x)); return (Uint16)result; } #elif (defined(__m68k__) && !defined(__mcoldfire__)) SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { __asm__("rorw #8,%0": "=d"(x): "0"(x):"cc"); return x; } #elif defined(__WATCOMC__) && defined(__386__) extern __inline Uint16 SDL_Swap16(Uint16); #pragma aux SDL_Swap16 = \ "xchg al, ah" \ parm [ax] \ modify [ax]; #else SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { return SDL_static_cast(Uint16, ((x << 8) | (x >> 8))); } #endif /* Byte swap 32-bit integer. */ #if HAS_BUILTIN_BSWAP32 #define SDL_Swap32(x) __builtin_bswap32(x) #elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL) #pragma intrinsic(_byteswap_ulong) #define SDL_Swap32(x) _byteswap_ulong(x) #elif defined(__i386__) && !HAS_BROKEN_BSWAP SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { __asm__("bswap %0": "=r"(x):"0"(x)); return x; } #elif defined(__x86_64__) SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { __asm__("bswapl %0": "=r"(x):"0"(x)); return x; } #elif (defined(__powerpc__) || defined(__ppc__)) SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { Uint32 result; __asm__("rlwimi %0,%2,24,16,23": "=&r"(result): "0" (x>>24), "r"(x)); __asm__("rlwimi %0,%2,8,8,15" : "=&r"(result): "0" (result), "r"(x)); __asm__("rlwimi %0,%2,24,0,7" : "=&r"(result): "0" (result), "r"(x)); return result; } #elif (defined(__m68k__) && !defined(__mcoldfire__)) SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { __asm__("rorw #8,%0\n\tswap %0\n\trorw #8,%0": "=d"(x): "0"(x):"cc"); return x; } #elif defined(__WATCOMC__) && defined(__386__) extern __inline Uint32 SDL_Swap32(Uint32); #pragma aux SDL_Swap32 = \ "bswap eax" \ parm [eax] \ modify [eax]; #else SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { return SDL_static_cast(Uint32, ((x << 24) | ((x << 8) & 0x00FF0000) | ((x >> 8) & 0x0000FF00) | (x >> 24))); } #endif /* Byte swap 64-bit integer. */ #if HAS_BUILTIN_BSWAP64 #define SDL_Swap64(x) __builtin_bswap64(x) #elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL) #pragma intrinsic(_byteswap_uint64) #define SDL_Swap64(x) _byteswap_uint64(x) #elif defined(__i386__) && !HAS_BROKEN_BSWAP SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) { union { struct { Uint32 a, b; } s; Uint64 u; } v; v.u = x; __asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1" : "=r"(v.s.a), "=r"(v.s.b) : "0" (v.s.a), "1"(v.s.b)); return v.u; } #elif defined(__x86_64__) SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) { __asm__("bswapq %0": "=r"(x):"0"(x)); return x; } #elif defined(__WATCOMC__) && defined(__386__) extern __inline Uint64 SDL_Swap64(Uint64); #pragma aux SDL_Swap64 = \ "bswap eax" \ "bswap edx" \ "xchg eax,edx" \ parm [eax edx] \ modify [eax edx]; #else SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) { Uint32 hi, lo; /* Separate into high and low 32-bit values and swap them */ lo = SDL_static_cast(Uint32, x & 0xFFFFFFFF); x >>= 32; hi = SDL_static_cast(Uint32, x & 0xFFFFFFFF); x = SDL_Swap32(lo); x <<= 32; x |= SDL_Swap32(hi); return (x); } #endif /** * Byte-swap a floating point number. * * This will always byte-swap the value, whether it's currently in the native * byteorder of the system or not. You should use SDL_SwapFloatLE or * SDL_SwapFloatBE instead, in most cases. * * Note that this is a forced-inline function in a header, and not a public * API function available in the SDL library (which is to say, the code is * embedded in the calling program and the linker and dynamic loader will not * be able to find this function inside SDL itself). * * \param x the value to byte-swap. * \returns x, with its bytes in the opposite endian order. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ SDL_FORCE_INLINE float SDL_SwapFloat(float x) { union { float f; Uint32 ui32; } swapper; swapper.f = x; swapper.ui32 = SDL_Swap32(swapper.ui32); return swapper.f; } /* remove extra macros */ #undef HAS_BROKEN_BSWAP #undef HAS_BUILTIN_BSWAP16 #undef HAS_BUILTIN_BSWAP32 #undef HAS_BUILTIN_BSWAP64 #ifdef SDL_WIKI_DOCUMENTATION_SECTION /** * Byte-swap an unsigned 16-bit number. * * This will always byte-swap the value, whether it's currently in the native * byteorder of the system or not. You should use SDL_Swap16LE or SDL_Swap16BE * instead, in most cases. * * Note that this is a forced-inline function in a header, and not a public * API function available in the SDL library (which is to say, the code is * embedded in the calling program and the linker and dynamic loader will not * be able to find this function inside SDL itself). * * \param x the value to byte-swap. * \returns `x`, with its bytes in the opposite endian order. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { return x_but_byteswapped; } /** * Byte-swap an unsigned 32-bit number. * * This will always byte-swap the value, whether it's currently in the native * byteorder of the system or not. You should use SDL_Swap32LE or SDL_Swap32BE * instead, in most cases. * * Note that this is a forced-inline function in a header, and not a public * API function available in the SDL library (which is to say, the code is * embedded in the calling program and the linker and dynamic loader will not * be able to find this function inside SDL itself). * * \param x the value to byte-swap. * \returns `x`, with its bytes in the opposite endian order. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { return x_but_byteswapped; } /** * Byte-swap an unsigned 64-bit number. * * This will always byte-swap the value, whether it's currently in the native * byteorder of the system or not. You should use SDL_Swap64LE or SDL_Swap64BE * instead, in most cases. * * Note that this is a forced-inline function in a header, and not a public * API function available in the SDL library (which is to say, the code is * embedded in the calling program and the linker and dynamic loader will not * be able to find this function inside SDL itself). * * \param x the value to byte-swap. * \returns `x`, with its bytes in the opposite endian order. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ SDL_FORCE_INLINE Uint32 SDL_Swap64(Uint64 x) { return x_but_byteswapped; } /** * Swap a 16-bit value from littleendian to native byte order. * * If this is running on a littleendian system, `x` is returned unchanged. * * This macro never references `x` more than once, avoiding side effects. * * \param x the value to swap, in littleendian byte order. * \returns `x` in native byte order. * * \since This macro is available since SDL 3.0.0. */ #define SDL_Swap16LE(x) SwapOnlyIfNecessary(x) /** * Swap a 32-bit value from littleendian to native byte order. * * If this is running on a littleendian system, `x` is returned unchanged. * * This macro never references `x` more than once, avoiding side effects. * * \param x the value to swap, in littleendian byte order. * \returns `x` in native byte order. * * \since This macro is available since SDL 3.0.0. */ #define SDL_Swap32LE(x) SwapOnlyIfNecessary(x) /** * Swap a 64-bit value from littleendian to native byte order. * * If this is running on a littleendian system, `x` is returned unchanged. * * This macro never references `x` more than once, avoiding side effects. * * \param x the value to swap, in littleendian byte order. * \returns `x` in native byte order. * * \since This macro is available since SDL 3.0.0. */ #define SDL_Swap64LE(x) SwapOnlyIfNecessary(x) /** * Swap a floating point value from littleendian to native byte order. * * If this is running on a littleendian system, `x` is returned unchanged. * * This macro never references `x` more than once, avoiding side effects. * * \param x the value to swap, in littleendian byte order. * \returns `x` in native byte order. * * \since This macro is available since SDL 3.0.0. */ #define SDL_SwapFloatLE(x) SwapOnlyIfNecessary(x) /** * Swap a 16-bit value from bigendian to native byte order. * * If this is running on a bigendian system, `x` is returned unchanged. * * This macro never references `x` more than once, avoiding side effects. * * \param x the value to swap, in bigendian byte order. * \returns `x` in native byte order. * * \since This macro is available since SDL 3.0.0. */ #define SDL_Swap16BE(x) SwapOnlyIfNecessary(x) /** * Swap a 32-bit value from bigendian to native byte order. * * If this is running on a bigendian system, `x` is returned unchanged. * * This macro never references `x` more than once, avoiding side effects. * * \param x the value to swap, in bigendian byte order. * \returns `x` in native byte order. * * \since This macro is available since SDL 3.0.0. */ #define SDL_Swap32BE(x) SwapOnlyIfNecessary(x) /** * Swap a 64-bit value from bigendian to native byte order. * * If this is running on a bigendian system, `x` is returned unchanged. * * This macro never references `x` more than once, avoiding side effects. * * \param x the value to swap, in bigendian byte order. * \returns `x` in native byte order. * * \since This macro is available since SDL 3.0.0. */ #define SDL_Swap64BE(x) SwapOnlyIfNecessary(x) /** * Swap a floating point value from bigendian to native byte order. * * If this is running on a bigendian system, `x` is returned unchanged. * * This macro never references `x` more than once, avoiding side effects. * * \param x the value to swap, in bigendian byte order. * \returns `x` in native byte order. * * \since This macro is available since SDL 3.0.0. */ #define SDL_SwapFloatBE(x) SwapOnlyIfNecessary(x) #elif SDL_BYTEORDER == SDL_LIL_ENDIAN #define SDL_Swap16LE(x) (x) #define SDL_Swap32LE(x) (x) #define SDL_Swap64LE(x) (x) #define SDL_SwapFloatLE(x) (x) #define SDL_Swap16BE(x) SDL_Swap16(x) #define SDL_Swap32BE(x) SDL_Swap32(x) #define SDL_Swap64BE(x) SDL_Swap64(x) #define SDL_SwapFloatBE(x) SDL_SwapFloat(x) #else #define SDL_Swap16LE(x) SDL_Swap16(x) #define SDL_Swap32LE(x) SDL_Swap32(x) #define SDL_Swap64LE(x) SDL_Swap64(x) #define SDL_SwapFloatLE(x) SDL_SwapFloat(x) #define SDL_Swap16BE(x) (x) #define SDL_Swap32BE(x) (x) #define SDL_Swap64BE(x) (x) #define SDL_SwapFloatBE(x) (x) #endif /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_endian_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_opengles2_khrplatform.h
#ifndef __khrplatform_h_ #define __khrplatform_h_ /* ** Copyright (c) 2008-2018 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are furnished to do so, subject to ** the following conditions: ** ** The above copyright notice and this permission notice shall be included ** in all copies or substantial portions of the Materials. ** ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ /* Khronos platform-specific types and definitions. * * The master copy of khrplatform.h is maintained in the Khronos EGL * Registry repository at https://github.com/KhronosGroup/EGL-Registry * The last semantic modification to khrplatform.h was at commit ID: * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 * * Adopters may modify this file to suit their platform. Adopters are * encouraged to submit platform specific modifications to the Khronos * group so that they can be included in future versions of this file. * Please submit changes by filing pull requests or issues on * the EGL Registry repository linked above. * * * See the Implementer's Guidelines for information about where this file * should be located on your system and for more details of its use: * http://www.khronos.org/registry/implementers_guide.pdf * * This file should be included as * #include <KHR/khrplatform.h> * by Khronos client API header files that use its types and defines. * * The types in khrplatform.h should only be used to define API-specific types. * * Types defined in khrplatform.h: * khronos_int8_t signed 8 bit * khronos_uint8_t unsigned 8 bit * khronos_int16_t signed 16 bit * khronos_uint16_t unsigned 16 bit * khronos_int32_t signed 32 bit * khronos_uint32_t unsigned 32 bit * khronos_int64_t signed 64 bit * khronos_uint64_t unsigned 64 bit * khronos_intptr_t signed same number of bits as a pointer * khronos_uintptr_t unsigned same number of bits as a pointer * khronos_ssize_t signed size * khronos_usize_t unsigned size * khronos_float_t signed 32 bit floating point * khronos_time_ns_t unsigned 64 bit time in nanoseconds * khronos_utime_nanoseconds_t unsigned time interval or absolute time in * nanoseconds * khronos_stime_nanoseconds_t signed time interval in nanoseconds * khronos_boolean_enum_t enumerated boolean type. This should * only be used as a base type when a client API's boolean type is * an enum. Client APIs which use an integer or other type for * booleans cannot use this as the base type for their boolean. * * Tokens defined in khrplatform.h: * * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. * * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. * * Calling convention macros defined in this file: * KHRONOS_APICALL * KHRONOS_APIENTRY * KHRONOS_APIATTRIBUTES * * These may be used in function prototypes as: * * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( * int arg1, * int arg2) KHRONOS_APIATTRIBUTES; */ #if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) # define KHRONOS_STATIC 1 #endif /*------------------------------------------------------------------------- * Definition of KHRONOS_APICALL *------------------------------------------------------------------------- * This precedes the return type of the function in the function prototype. */ #if defined(KHRONOS_STATIC) /* If the preprocessor constant KHRONOS_STATIC is defined, make the * header compatible with static linking. */ # define KHRONOS_APICALL #elif defined(_WIN32) # define KHRONOS_APICALL __declspec(dllimport) #elif defined (__SYMBIAN32__) # define KHRONOS_APICALL IMPORT_C #elif defined(__ANDROID__) # define KHRONOS_APICALL __attribute__((visibility("default"))) #else # define KHRONOS_APICALL #endif /*------------------------------------------------------------------------- * Definition of KHRONOS_APIENTRY *------------------------------------------------------------------------- * This follows the return type of the function and precedes the function * name in the function prototype. */ #if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) /* Win32 but not WinCE */ # define KHRONOS_APIENTRY __stdcall #else # define KHRONOS_APIENTRY #endif /*------------------------------------------------------------------------- * Definition of KHRONOS_APIATTRIBUTES *------------------------------------------------------------------------- * This follows the closing parenthesis of the function prototype arguments. */ #if defined (__ARMCC_2__) #define KHRONOS_APIATTRIBUTES __softfp #else #define KHRONOS_APIATTRIBUTES #endif /*------------------------------------------------------------------------- * basic type definitions *-----------------------------------------------------------------------*/ #if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) /* * Using <stdint.h> */ #include <stdint.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; typedef int64_t khronos_int64_t; typedef uint64_t khronos_uint64_t; #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 /* * To support platform where unsigned long cannot be used interchangeably with * inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t. * Ideally, we could just use (u)intptr_t everywhere, but this could result in * ABI breakage if khronos_uintptr_t is changed from unsigned long to * unsigned long long or similar (this results in different C++ name mangling). * To avoid changes for existing platforms, we restrict usage of intptr_t to * platforms where the size of a pointer is larger than the size of long. */ #if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__) #if __SIZEOF_POINTER__ > __SIZEOF_LONG__ #define KHRONOS_USE_INTPTR_T #endif #endif #elif defined(__VMS ) || defined(__sgi) /* * Using <inttypes.h> */ #include <inttypes.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; typedef int64_t khronos_int64_t; typedef uint64_t khronos_uint64_t; #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 #elif defined(_WIN32) && !defined(__SCITECH_SNAP__) /* * Win32 */ typedef __int32 khronos_int32_t; typedef unsigned __int32 khronos_uint32_t; typedef __int64 khronos_int64_t; typedef unsigned __int64 khronos_uint64_t; #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 #elif defined(__sun__) || defined(__digital__) /* * Sun or Digital */ typedef int khronos_int32_t; typedef unsigned int khronos_uint32_t; #if defined(__arch64__) || defined(_LP64) typedef long int khronos_int64_t; typedef unsigned long int khronos_uint64_t; #else typedef long long int khronos_int64_t; typedef unsigned long long int khronos_uint64_t; #endif /* __arch64__ */ #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 #elif 0 /* * Hypothetical platform with no float or int64 support */ typedef int khronos_int32_t; typedef unsigned int khronos_uint32_t; #define KHRONOS_SUPPORT_INT64 0 #define KHRONOS_SUPPORT_FLOAT 0 #else /* * Generic fallback */ #include <stdint.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; typedef int64_t khronos_int64_t; typedef uint64_t khronos_uint64_t; #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 #endif /* * Types that are (so far) the same on all platforms */ typedef signed char khronos_int8_t; typedef unsigned char khronos_uint8_t; typedef signed short int khronos_int16_t; typedef unsigned short int khronos_uint16_t; /* * Types that differ between LLP64 and LP64 architectures - in LLP64, * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears * to be the only LLP64 architecture in current use. */ #ifdef KHRONOS_USE_INTPTR_T typedef intptr_t khronos_intptr_t; typedef uintptr_t khronos_uintptr_t; #elif defined(_WIN64) typedef signed long long int khronos_intptr_t; typedef unsigned long long int khronos_uintptr_t; #else typedef signed long int khronos_intptr_t; typedef unsigned long int khronos_uintptr_t; #endif #if defined(_WIN64) typedef signed long long int khronos_ssize_t; typedef unsigned long long int khronos_usize_t; #else typedef signed long int khronos_ssize_t; typedef unsigned long int khronos_usize_t; #endif #if KHRONOS_SUPPORT_FLOAT /* * Float type */ typedef float khronos_float_t; #endif #if KHRONOS_SUPPORT_INT64 /* Time types * * These types can be used to represent a time interval in nanoseconds or * an absolute Unadjusted System Time. Unadjusted System Time is the number * of nanoseconds since some arbitrary system event (e.g. since the last * time the system booted). The Unadjusted System Time is an unsigned * 64 bit value that wraps back to 0 every 584 years. Time intervals * may be either signed or unsigned. */ typedef khronos_uint64_t khronos_utime_nanoseconds_t; typedef khronos_int64_t khronos_stime_nanoseconds_t; #endif /* * Dummy value used to pad enum types to 32 bits. */ #ifndef KHRONOS_MAX_ENUM #define KHRONOS_MAX_ENUM 0x7FFFFFFF #endif /* * Enumerated boolean type * * Values other than zero should be considered to be true. Therefore * comparisons should not be made against KHRONOS_TRUE. */ typedef enum { KHRONOS_FALSE = 0, KHRONOS_TRUE = 1, KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM } khronos_boolean_enum_t; #endif /* __khrplatform_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_vulkan.h
/* Simple DirectMedia Layer Copyright (C) 2017, Mark Callow This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryVulkan * * Functions for creating Vulkan surfaces on SDL windows. */ #ifndef SDL_vulkan_h_ #define SDL_vulkan_h_ #include <SDL3/SDL_error.h> #include <SDL3/SDL_video.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* Avoid including vulkan.h, don't define VkInstance if it's already included */ #ifdef VULKAN_H_ #define NO_SDL_VULKAN_TYPEDEFS #endif #ifndef NO_SDL_VULKAN_TYPEDEFS #define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; #if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; #else #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; #endif VK_DEFINE_HANDLE(VkInstance) VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) struct VkAllocationCallbacks; #endif /* !NO_SDL_VULKAN_TYPEDEFS */ /** * \name Vulkan support functions */ /* @{ */ /** * Dynamically load the Vulkan loader library. * * This should be called after initializing the video driver, but before * creating any Vulkan windows. If no Vulkan loader library is loaded, the * default library will be loaded upon creation of the first Vulkan window. * * It is fairly common for Vulkan applications to link with libvulkan instead * of explicitly loading it at run time. This will work with SDL provided the * application links to a dynamic library and both it and SDL use the same * search path. * * If you specify a non-NULL `path`, an application should retrieve all of the * Vulkan functions it uses from the dynamic library using * SDL_Vulkan_GetVkGetInstanceProcAddr unless you can guarantee `path` points * to the same vulkan loader library the application linked to. * * On Apple devices, if `path` is NULL, SDL will attempt to find the * `vkGetInstanceProcAddr` address within all the Mach-O images of the current * process. This is because it is fairly common for Vulkan applications to * link with libvulkan (and historically MoltenVK was provided as a static * library). If it is not found, on macOS, SDL will attempt to load * `vulkan.framework/vulkan`, `libvulkan.1.dylib`, * `MoltenVK.framework/MoltenVK`, and `libMoltenVK.dylib`, in that order. On * iOS, SDL will attempt to load `libMoltenVK.dylib`. Applications using a * dynamic framework or .dylib must ensure it is included in its application * bundle. * * On non-Apple devices, application linking with a static libvulkan is not * supported. Either do not link to the Vulkan loader or link to a dynamic * library version. * * \param path the platform dependent Vulkan loader library name or NULL. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Vulkan_GetVkGetInstanceProcAddr * \sa SDL_Vulkan_UnloadLibrary */ extern SDL_DECLSPEC int SDLCALL SDL_Vulkan_LoadLibrary(const char *path); /** * Get the address of the `vkGetInstanceProcAddr` function. * * This should be called after either calling SDL_Vulkan_LoadLibrary() or * creating an SDL_Window with the `SDL_WINDOW_VULKAN` flag. * * The actual type of the returned function pointer is * PFN_vkGetInstanceProcAddr, but that isn't available because the Vulkan * headers are not included here. You should cast the return value of this * function to that type, e.g. * * `vkGetInstanceProcAddr = * (PFN_vkGetInstanceProcAddr)SDL_Vulkan_GetVkGetInstanceProcAddr();` * * \returns the function pointer for `vkGetInstanceProcAddr` or NULL on error. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_Vulkan_GetVkGetInstanceProcAddr(void); /** * Unload the Vulkan library previously loaded by SDL_Vulkan_LoadLibrary(). * * \since This function is available since SDL 3.0.0. * * \sa SDL_Vulkan_LoadLibrary */ extern SDL_DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void); /** * Get the Vulkan instance extensions needed for vkCreateInstance. * * This should be called after either calling SDL_Vulkan_LoadLibrary() or * creating an SDL_Window with the `SDL_WINDOW_VULKAN` flag. * * On return, the variable pointed to by `count` will be set to the number of * elements returned, suitable for using with * VkInstanceCreateInfo::enabledExtensionCount, and the returned array can be * used with VkInstanceCreateInfo::ppEnabledExtensionNames, for calling * Vulkan's vkCreateInstance API. * * You should not free the returned array; it is owned by SDL. * * \param count a pointer filled in with the number of extensions returned. * \returns an array of extension name strings on success, NULL on error. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Vulkan_CreateSurface */ extern SDL_DECLSPEC char const* const* SDLCALL SDL_Vulkan_GetInstanceExtensions(Uint32 *count); /** * Create a Vulkan rendering surface for a window. * * The `window` must have been created with the `SDL_WINDOW_VULKAN` flag and * `instance` must have been created with extensions returned by * SDL_Vulkan_GetInstanceExtensions() enabled. * * If `allocator` is NULL, Vulkan will use the system default allocator. This * argument is passed directly to Vulkan and isn't used by SDL itself. * * \param window the window to which to attach the Vulkan surface. * \param instance the Vulkan instance handle. * \param allocator a VkAllocationCallbacks struct, which lets the app set the * allocator that creates the surface. Can be NULL. * \param surface a pointer to a VkSurfaceKHR handle to output the newly * created surface. * \returns SDL_TRUE on success, SDL_FALSE on error. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Vulkan_GetInstanceExtensions * \sa SDL_Vulkan_DestroySurface */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface(SDL_Window *window, VkInstance instance, const struct VkAllocationCallbacks *allocator, VkSurfaceKHR* surface); /** * Destroy the Vulkan rendering surface of a window. * * This should be called before SDL_DestroyWindow, if SDL_Vulkan_CreateSurface * was called after SDL_CreateWindow. * * The `instance` must have been created with extensions returned by * SDL_Vulkan_GetInstanceExtensions() enabled and `surface` must have been * created successfully by an SDL_Vulkan_CreateSurface() call. * * If `allocator` is NULL, Vulkan will use the system default allocator. This * argument is passed directly to Vulkan and isn't used by SDL itself. * * \param instance the Vulkan instance handle. * \param surface vkSurfaceKHR handle to destroy. * \param allocator a VkAllocationCallbacks struct, which lets the app set the * allocator that destroys the surface. Can be NULL. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Vulkan_GetInstanceExtensions * \sa SDL_Vulkan_CreateSurface */ extern SDL_DECLSPEC void SDLCALL SDL_Vulkan_DestroySurface(VkInstance instance, VkSurfaceKHR surface, const struct VkAllocationCallbacks *allocator); /* @} *//* Vulkan support functions */ /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_vulkan_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_close_code.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* * This file reverses the effects of SDL_begin_code.h and should be included * after you finish any function and structure declarations in your headers */ #ifndef SDL_begin_code_h #error SDL_close_code.h included without matching SDL_begin_code.h #endif #undef SDL_begin_code_h /* Reset structure packing at previous byte alignment */ #if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__) #ifdef __BORLANDC__ #pragma nopackwarning #endif #pragma pack(pop) #endif /* Compiler needs structure packing set */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_test_random.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * \file SDL_test_random.h * * Random number generator related function of SDL test framework. * * This code is a part of the SDL test library, not the main SDL library. */ /* A "32-bit Multiply with carry random number generator. Very fast. Includes a list of recommended multipliers. multiply-with-carry generator: x(n) = a*x(n-1) + carry mod 2^32. period: (a*2^31)-1 */ #ifndef SDL_test_random_h_ #define SDL_test_random_h_ #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* --- Definitions */ /* * Macros that return a random number in a specific format. */ #define SDLTest_RandomInt(c) ((int)SDLTest_Random(c)) /* * Context structure for the random number generator state. */ typedef struct SDLTest_RandomContext { unsigned int a; unsigned int x; unsigned int c; unsigned int ah; unsigned int al; } SDLTest_RandomContext; /* --- Function prototypes */ /** * Initialize random number generator with two integers. * * Note: The random sequence of numbers returned by ...Random() is the * same for the same two integers and has a period of 2^31. * * \param rndContext pointer to context structure * \param xi integer that defines the random sequence * \param ci integer that defines the random sequence * */ void SDLTest_RandomInit(SDLTest_RandomContext *rndContext, unsigned int xi, unsigned int ci); /** * Initialize random number generator based on current system time. * * \param rndContext pointer to context structure * */ void SDLTest_RandomInitTime(SDLTest_RandomContext *rndContext); /** * Initialize random number generator based on current system time. * * Note: ...RandomInit() or ...RandomInitTime() must have been called * before using this function. * * \param rndContext pointer to context structure * * \returns a random number (32bit unsigned integer) * */ unsigned int SDLTest_Random(SDLTest_RandomContext *rndContext); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_test_random_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_test_fuzzer.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * Fuzzer functions of SDL test framework. * * This code is a part of the SDL test library, not the main SDL library. */ /* Data generators for fuzzing test data in a reproducible way. */ #ifndef SDL_test_fuzzer_h_ #define SDL_test_fuzzer_h_ #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* Based on GSOC code by Markus Kauppila <[email protected]> */ /** * Note: The fuzzer implementation uses a static instance of random context * internally which makes it thread-UNsafe. */ /** * Initializes the fuzzer for a test * * \param execKey Execution "Key" that initializes the random number generator uniquely for the test. * */ void SDLTest_FuzzerInit(Uint64 execKey); /** * Returns a random Uint8 * * \returns a generated integer */ Uint8 SDLTest_RandomUint8(void); /** * Returns a random Sint8 * * \returns a generated signed integer */ Sint8 SDLTest_RandomSint8(void); /** * Returns a random Uint16 * * \returns a generated integer */ Uint16 SDLTest_RandomUint16(void); /** * Returns a random Sint16 * * \returns a generated signed integer */ Sint16 SDLTest_RandomSint16(void); /** * Returns a random integer * * \returns a generated integer */ Sint32 SDLTest_RandomSint32(void); /** * Returns a random positive integer * * \returns a generated integer */ Uint32 SDLTest_RandomUint32(void); /** * Returns random Uint64. * * \returns a generated integer */ Uint64 SDLTest_RandomUint64(void); /** * Returns random Sint64. * * \returns a generated signed integer */ Sint64 SDLTest_RandomSint64(void); /** * \returns a random float in range [0.0 - 1.0] */ float SDLTest_RandomUnitFloat(void); /** * \returns a random double in range [0.0 - 1.0] */ double SDLTest_RandomUnitDouble(void); /** * \returns a random float. * */ float SDLTest_RandomFloat(void); /** * \returns a random double. * */ double SDLTest_RandomDouble(void); /** * Returns a random boundary value for Uint8 within the given boundaries. * Boundaries are inclusive, see the usage examples below. If validDomain * is true, the function will only return valid boundaries, otherwise non-valid * boundaries are also possible. * If boundary1 > boundary2, the values are swapped * * Usage examples: * RandomUint8BoundaryValue(10, 20, SDL_TRUE) returns 10, 11, 19 or 20 * RandomUint8BoundaryValue(1, 20, SDL_FALSE) returns 0 or 21 * RandomUint8BoundaryValue(0, 99, SDL_FALSE) returns 100 * RandomUint8BoundaryValue(0, 255, SDL_FALSE) returns 0 (error set) * * \param boundary1 Lower boundary limit * \param boundary2 Upper boundary limit * \param validDomain Should the generated boundary be valid (=within the bounds) or not? * * \returns a random boundary value for the given range and domain or 0 with error set */ Uint8 SDLTest_RandomUint8BoundaryValue(Uint8 boundary1, Uint8 boundary2, SDL_bool validDomain); /** * Returns a random boundary value for Uint16 within the given boundaries. * Boundaries are inclusive, see the usage examples below. If validDomain * is true, the function will only return valid boundaries, otherwise non-valid * boundaries are also possible. * If boundary1 > boundary2, the values are swapped * * Usage examples: * RandomUint16BoundaryValue(10, 20, SDL_TRUE) returns 10, 11, 19 or 20 * RandomUint16BoundaryValue(1, 20, SDL_FALSE) returns 0 or 21 * RandomUint16BoundaryValue(0, 99, SDL_FALSE) returns 100 * RandomUint16BoundaryValue(0, 0xFFFF, SDL_FALSE) returns 0 (error set) * * \param boundary1 Lower boundary limit * \param boundary2 Upper boundary limit * \param validDomain Should the generated boundary be valid (=within the bounds) or not? * * \returns a random boundary value for the given range and domain or 0 with error set */ Uint16 SDLTest_RandomUint16BoundaryValue(Uint16 boundary1, Uint16 boundary2, SDL_bool validDomain); /** * Returns a random boundary value for Uint32 within the given boundaries. * Boundaries are inclusive, see the usage examples below. If validDomain * is true, the function will only return valid boundaries, otherwise non-valid * boundaries are also possible. * If boundary1 > boundary2, the values are swapped * * Usage examples: * RandomUint32BoundaryValue(10, 20, SDL_TRUE) returns 10, 11, 19 or 20 * RandomUint32BoundaryValue(1, 20, SDL_FALSE) returns 0 or 21 * RandomUint32BoundaryValue(0, 99, SDL_FALSE) returns 100 * RandomUint32BoundaryValue(0, 0xFFFFFFFF, SDL_FALSE) returns 0 (with error set) * * \param boundary1 Lower boundary limit * \param boundary2 Upper boundary limit * \param validDomain Should the generated boundary be valid (=within the bounds) or not? * * \returns a random boundary value for the given range and domain or 0 with error set */ Uint32 SDLTest_RandomUint32BoundaryValue(Uint32 boundary1, Uint32 boundary2, SDL_bool validDomain); /** * Returns a random boundary value for Uint64 within the given boundaries. * Boundaries are inclusive, see the usage examples below. If validDomain * is true, the function will only return valid boundaries, otherwise non-valid * boundaries are also possible. * If boundary1 > boundary2, the values are swapped * * Usage examples: * RandomUint64BoundaryValue(10, 20, SDL_TRUE) returns 10, 11, 19 or 20 * RandomUint64BoundaryValue(1, 20, SDL_FALSE) returns 0 or 21 * RandomUint64BoundaryValue(0, 99, SDL_FALSE) returns 100 * RandomUint64BoundaryValue(0, 0xFFFFFFFFFFFFFFFF, SDL_FALSE) returns 0 (with error set) * * \param boundary1 Lower boundary limit * \param boundary2 Upper boundary limit * \param validDomain Should the generated boundary be valid (=within the bounds) or not? * * \returns a random boundary value for the given range and domain or 0 with error set */ Uint64 SDLTest_RandomUint64BoundaryValue(Uint64 boundary1, Uint64 boundary2, SDL_bool validDomain); /** * Returns a random boundary value for Sint8 within the given boundaries. * Boundaries are inclusive, see the usage examples below. If validDomain * is true, the function will only return valid boundaries, otherwise non-valid * boundaries are also possible. * If boundary1 > boundary2, the values are swapped * * Usage examples: * RandomSint8BoundaryValue(-10, 20, SDL_TRUE) returns -11, -10, 19 or 20 * RandomSint8BoundaryValue(-100, -10, SDL_FALSE) returns -101 or -9 * RandomSint8BoundaryValue(SINT8_MIN, 99, SDL_FALSE) returns 100 * RandomSint8BoundaryValue(SINT8_MIN, SINT8_MAX, SDL_FALSE) returns SINT8_MIN (== error value) with error set * * \param boundary1 Lower boundary limit * \param boundary2 Upper boundary limit * \param validDomain Should the generated boundary be valid (=within the bounds) or not? * * \returns a random boundary value for the given range and domain or SINT8_MIN with error set */ Sint8 SDLTest_RandomSint8BoundaryValue(Sint8 boundary1, Sint8 boundary2, SDL_bool validDomain); /** * Returns a random boundary value for Sint16 within the given boundaries. * Boundaries are inclusive, see the usage examples below. If validDomain * is true, the function will only return valid boundaries, otherwise non-valid * boundaries are also possible. * If boundary1 > boundary2, the values are swapped * * Usage examples: * RandomSint16BoundaryValue(-10, 20, SDL_TRUE) returns -11, -10, 19 or 20 * RandomSint16BoundaryValue(-100, -10, SDL_FALSE) returns -101 or -9 * RandomSint16BoundaryValue(SINT16_MIN, 99, SDL_FALSE) returns 100 * RandomSint16BoundaryValue(SINT16_MIN, SINT16_MAX, SDL_FALSE) returns SINT16_MIN (== error value) with error set * * \param boundary1 Lower boundary limit * \param boundary2 Upper boundary limit * \param validDomain Should the generated boundary be valid (=within the bounds) or not? * * \returns a random boundary value for the given range and domain or SINT16_MIN with error set */ Sint16 SDLTest_RandomSint16BoundaryValue(Sint16 boundary1, Sint16 boundary2, SDL_bool validDomain); /** * Returns a random boundary value for Sint32 within the given boundaries. * Boundaries are inclusive, see the usage examples below. If validDomain * is true, the function will only return valid boundaries, otherwise non-valid * boundaries are also possible. * If boundary1 > boundary2, the values are swapped * * Usage examples: * RandomSint32BoundaryValue(-10, 20, SDL_TRUE) returns -11, -10, 19 or 20 * RandomSint32BoundaryValue(-100, -10, SDL_FALSE) returns -101 or -9 * RandomSint32BoundaryValue(SINT32_MIN, 99, SDL_FALSE) returns 100 * RandomSint32BoundaryValue(SINT32_MIN, SINT32_MAX, SDL_FALSE) returns SINT32_MIN (== error value) * * \param boundary1 Lower boundary limit * \param boundary2 Upper boundary limit * \param validDomain Should the generated boundary be valid (=within the bounds) or not? * * \returns a random boundary value for the given range and domain or SINT32_MIN with error set */ Sint32 SDLTest_RandomSint32BoundaryValue(Sint32 boundary1, Sint32 boundary2, SDL_bool validDomain); /** * Returns a random boundary value for Sint64 within the given boundaries. * Boundaries are inclusive, see the usage examples below. If validDomain * is true, the function will only return valid boundaries, otherwise non-valid * boundaries are also possible. * If boundary1 > boundary2, the values are swapped * * Usage examples: * RandomSint64BoundaryValue(-10, 20, SDL_TRUE) returns -11, -10, 19 or 20 * RandomSint64BoundaryValue(-100, -10, SDL_FALSE) returns -101 or -9 * RandomSint64BoundaryValue(SINT64_MIN, 99, SDL_FALSE) returns 100 * RandomSint64BoundaryValue(SINT64_MIN, SINT64_MAX, SDL_FALSE) returns SINT64_MIN (== error value) and error set * * \param boundary1 Lower boundary limit * \param boundary2 Upper boundary limit * \param validDomain Should the generated boundary be valid (=within the bounds) or not? * * \returns a random boundary value for the given range and domain or SINT64_MIN with error set */ Sint64 SDLTest_RandomSint64BoundaryValue(Sint64 boundary1, Sint64 boundary2, SDL_bool validDomain); /** * Returns integer in range [min, max] (inclusive). * Min and max values can be negative values. * If Max in smaller than min, then the values are swapped. * Min and max are the same value, that value will be returned. * * \param min Minimum inclusive value of returned random number * \param max Maximum inclusive value of returned random number * * \returns a generated random integer in range */ Sint32 SDLTest_RandomIntegerInRange(Sint32 min, Sint32 max); /** * Generates random null-terminated string. The minimum length for * the string is 1 character, maximum length for the string is 255 * characters and it can contain ASCII characters from 32 to 126. * * Note: Returned string needs to be deallocated. * * \returns a newly allocated random string; or NULL if length was invalid or string could not be allocated. */ char *SDLTest_RandomAsciiString(void); /** * Generates random null-terminated string. The maximum length for * the string is defined by the maxLength parameter. * String can contain ASCII characters from 32 to 126. * * Note: Returned string needs to be deallocated. * * \param maxLength The maximum length of the generated string. * * \returns a newly allocated random string; or NULL if maxLength was invalid or string could not be allocated. */ char *SDLTest_RandomAsciiStringWithMaximumLength(int maxLength); /** * Generates random null-terminated string. The length for * the string is defined by the size parameter. * String can contain ASCII characters from 32 to 126. * * Note: Returned string needs to be deallocated. * * \param size The length of the generated string * * \returns a newly allocated random string; or NULL if size was invalid or string could not be allocated. */ char *SDLTest_RandomAsciiStringOfSize(int size); /** * Get the invocation count for the fuzzer since last ...FuzzerInit. * * \returns the invocation count. */ int SDLTest_GetFuzzerInvocationCount(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_test_fuzzer_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_sensor.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategorySensor * * SDL sensor management. */ #ifndef SDL_sensor_h_ #define SDL_sensor_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_properties.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus /* *INDENT-OFF* */ extern "C" { /* *INDENT-ON* */ #endif /** * SDL_sensor.h * * In order to use these functions, SDL_Init() must have been called * with the SDL_INIT_SENSOR flag. This causes SDL to scan the system * for sensors, and load appropriate drivers. */ struct SDL_Sensor; typedef struct SDL_Sensor SDL_Sensor; /** * This is a unique ID for a sensor for the time it is connected to the * system, and is never reused for the lifetime of the application. * * The ID value starts at 1 and increments from there. The value 0 is an * invalid ID. * * \since This datatype is available since SDL 3.0.0. */ typedef Uint32 SDL_SensorID; /** * A constant to represent standard gravity for accelerometer sensors. * * The accelerometer returns the current acceleration in SI meters per second * squared. This measurement includes the force of gravity, so a device at * rest will have an value of SDL_STANDARD_GRAVITY away from the center of the * earth, which is a positive Y value. * * \since This macro is available since SDL 3.0.0. */ #define SDL_STANDARD_GRAVITY 9.80665f /** * The different sensors defined by SDL. * * Additional sensors may be available, using platform dependent semantics. * * Here are the additional Android sensors: * * https://developer.android.com/reference/android/hardware/SensorEvent.html#values * * Accelerometer sensor notes: * * The accelerometer returns the current acceleration in SI meters per second * squared. This measurement includes the force of gravity, so a device at * rest will have an value of SDL_STANDARD_GRAVITY away from the center of the * earth, which is a positive Y value. * * - `values[0]`: Acceleration on the x axis * - `values[1]`: Acceleration on the y axis * - `values[2]`: Acceleration on the z axis * * For phones and tablets held in natural orientation and game controllers * held in front of you, the axes are defined as follows: * * - -X ... +X : left ... right * - -Y ... +Y : bottom ... top * - -Z ... +Z : farther ... closer * * The accelerometer axis data is not changed when the device is rotated. * * Gyroscope sensor notes: * * The gyroscope returns the current rate of rotation in radians per second. * The rotation is positive in the counter-clockwise direction. That is, an * observer looking from a positive location on one of the axes would see * positive rotation on that axis when it appeared to be rotating * counter-clockwise. * * - `values[0]`: Angular speed around the x axis (pitch) * - `values[1]`: Angular speed around the y axis (yaw) * - `values[2]`: Angular speed around the z axis (roll) * * For phones and tablets held in natural orientation and game controllers * held in front of you, the axes are defined as follows: * * - -X ... +X : left ... right * - -Y ... +Y : bottom ... top * - -Z ... +Z : farther ... closer * * The gyroscope axis data is not changed when the device is rotated. * * \since This enum is available since SDL 3.0.0. * * \sa SDL_GetCurrentDisplayOrientation */ typedef enum SDL_SensorType { SDL_SENSOR_INVALID = -1, /**< Returned for an invalid sensor */ SDL_SENSOR_UNKNOWN, /**< Unknown sensor type */ SDL_SENSOR_ACCEL, /**< Accelerometer */ SDL_SENSOR_GYRO, /**< Gyroscope */ SDL_SENSOR_ACCEL_L, /**< Accelerometer for left Joy-Con controller and Wii nunchuk */ SDL_SENSOR_GYRO_L, /**< Gyroscope for left Joy-Con controller */ SDL_SENSOR_ACCEL_R, /**< Accelerometer for right Joy-Con controller */ SDL_SENSOR_GYRO_R /**< Gyroscope for right Joy-Con controller */ } SDL_SensorType; /* Function prototypes */ /** * Get a list of currently connected sensors. * * \param count a pointer filled in with the number of sensors returned. * \returns a 0 terminated array of sensor instance IDs which should be freed * with SDL_free(), or NULL on error; call SDL_GetError() for more * details. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_SensorID *SDLCALL SDL_GetSensors(int *count); /** * Get the implementation dependent name of a sensor. * * The returned string follows the SDL_GetStringRule. * * \param instance_id the sensor instance ID. * \returns the sensor name, or NULL if `instance_id` is not valid. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetSensorInstanceName(SDL_SensorID instance_id); /** * Get the type of a sensor. * * \param instance_id the sensor instance ID. * \returns the SDL_SensorType, or `SDL_SENSOR_INVALID` if `instance_id` is * not valid. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_SensorType SDLCALL SDL_GetSensorInstanceType(SDL_SensorID instance_id); /** * Get the platform dependent type of a sensor. * * \param instance_id the sensor instance ID. * \returns the sensor platform dependent type, or -1 if `instance_id` is not * valid. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetSensorInstanceNonPortableType(SDL_SensorID instance_id); /** * Open a sensor for use. * * \param instance_id the sensor instance ID. * \returns an SDL_Sensor sensor object, or NULL if an error occurred. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Sensor *SDLCALL SDL_OpenSensor(SDL_SensorID instance_id); /** * Return the SDL_Sensor associated with an instance ID. * * \param instance_id the sensor instance ID. * \returns an SDL_Sensor object. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Sensor *SDLCALL SDL_GetSensorFromInstanceID(SDL_SensorID instance_id); /** * Get the properties associated with a sensor. * * \param sensor the SDL_Sensor object. * \returns a valid property ID on success or 0 on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetProperty * \sa SDL_SetProperty */ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetSensorProperties(SDL_Sensor *sensor); /** * Get the implementation dependent name of a sensor. * * The returned string follows the SDL_GetStringRule. * * \param sensor the SDL_Sensor object. * \returns the sensor name, or NULL if `sensor` is NULL. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetSensorName(SDL_Sensor *sensor); /** * Get the type of a sensor. * * \param sensor the SDL_Sensor object to inspect. * \returns the SDL_SensorType type, or `SDL_SENSOR_INVALID` if `sensor` is * NULL. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_SensorType SDLCALL SDL_GetSensorType(SDL_Sensor *sensor); /** * Get the platform dependent type of a sensor. * * \param sensor the SDL_Sensor object to inspect. * \returns the sensor platform dependent type, or -1 if `sensor` is NULL. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetSensorNonPortableType(SDL_Sensor *sensor); /** * Get the instance ID of a sensor. * * \param sensor the SDL_Sensor object to inspect. * \returns the sensor instance ID, or 0 if `sensor` is NULL. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_SensorID SDLCALL SDL_GetSensorInstanceID(SDL_Sensor *sensor); /** * Get the current state of an opened sensor. * * The number of values and interpretation of the data is sensor dependent. * * \param sensor the SDL_Sensor object to query. * \param data a pointer filled with the current sensor state. * \param num_values the number of values to write to data. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetSensorData(SDL_Sensor *sensor, float *data, int num_values); /** * Close a sensor previously opened with SDL_OpenSensor(). * * \param sensor the SDL_Sensor object to close. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_CloseSensor(SDL_Sensor *sensor); /** * Update the current state of the open sensors. * * This is called automatically by the event loop if sensor events are * enabled. * * This needs to be called from the thread that initialized the sensor * subsystem. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_UpdateSensors(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus /* *INDENT-OFF* */ } /* *INDENT-ON* */ #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_sensor_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_version.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryVersion * * Functionality to query the current SDL version, both as headers the app was * compiled against, and a library the app is linked to. */ #ifndef SDL_version_h_ #define SDL_version_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * The current major version of SDL headers. * * If this were SDL version 3.2.1, this value would be 3. * * \since This macro is available since SDL 3.0.0. */ #define SDL_MAJOR_VERSION 3 /** * The current minor version of the SDL headers. * * If this were SDL version 3.2.1, this value would be 2. * * \since This macro is available since SDL 3.0.0. */ #define SDL_MINOR_VERSION 1 /** * The current micro (or patchlevel) version of the SDL headers. * * If this were SDL version 3.2.1, this value would be 1. * * \since This macro is available since SDL 3.0.0. */ #define SDL_MICRO_VERSION 2 /** * This macro turns the version numbers into a numeric value. * * (1,2,3) becomes 1002003. * * \param major the major version number. * \param minor the minorversion number. * \param patch the patch version number. * * \since This macro is available since SDL 3.0.0. */ #define SDL_VERSIONNUM(major, minor, patch) \ ((major) * 1000000 + (minor) * 1000 + (patch)) /** * This macro extracts the major version from a version number * * 1002003 becomes 1. * * \param version the version number. * * \since This macro is available since SDL 3.0.0. */ #define SDL_VERSIONNUM_MAJOR(version) ((version) / 1000000) /** * This macro extracts the minor version from a version number * * 1002003 becomes 2. * * \param version the version number. * * \since This macro is available since SDL 3.0.0. */ #define SDL_VERSIONNUM_MINOR(version) (((version) / 1000) % 1000) /** * This macro extracts the micro version from a version number * * 1002003 becomes 3. * * \param version the version number. * * \since This macro is available since SDL 3.0.0. */ #define SDL_VERSIONNUM_MICRO(version) ((version) % 1000) /** * This is the version number macro for the current SDL version. * * \since This macro is available since SDL 3.0.0. */ #define SDL_VERSION \ SDL_VERSIONNUM(SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION) /** * This macro will evaluate to true if compiled with SDL at least X.Y.Z. * * \since This macro is available since SDL 3.0.0. */ #define SDL_VERSION_ATLEAST(X, Y, Z) \ (SDL_VERSION >= SDL_VERSIONNUM(X, Y, Z)) /** * Get the version of SDL that is linked against your program. * * If you are linking to SDL dynamically, then it is possible that the current * version will be different than the version you compiled against. This * function returns the current version, while SDL_VERSION is the version you * compiled with. * * This function may be called safely at any time, even before SDL_Init(). * * \returns the version of the linked library. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRevision */ extern SDL_DECLSPEC int SDLCALL SDL_GetVersion(void); /** * Get the code revision of SDL that is linked against your program. * * This value is the revision of the code you are linked with and may be * different from the code you are compiling with, which is found in the * constant SDL_REVISION. * * The revision is arbitrary string (a hash value) uniquely identifying the * exact revision of the SDL library in use, and is only useful in comparing * against other revisions. It is NOT an incrementing number. * * If SDL wasn't built from a git repository with the appropriate tools, this * will return an empty string. * * You shouldn't use this function for anything but logging it for debugging * purposes. The string is not intended to be reliable in any way. * * The returned string follows the SDL_GetStringRule. * * \returns an arbitrary string, uniquely identifying the exact revision of * the SDL library in use. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetVersion */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetRevision(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_version_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_test_md5.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * \file SDL_test_md5.h * * MD5 related functions of SDL test framework. * * This code is a part of the SDL test library, not the main SDL library. */ /* *********************************************************************** ** Header file for implementation of MD5 ** ** RSA Data Security, Inc. MD5 Message-Digest Algorithm ** ** Created: 2/17/90 RLR ** ** Revised: 12/27/90 SRD,AJ,BSK,JT Reference C version ** ** Revised (for MD5): RLR 4/27/91 ** ** -- G modified to have y&~z instead of y&z ** ** -- FF, GG, HH modified to add in last register done ** ** -- Access pattern: round 2 works mod 5, round 3 works mod 3 ** ** -- distinct additive constant for each step ** ** -- round 4 added, working mod 7 ** *********************************************************************** */ /* *********************************************************************** ** Message-digest routines: ** ** To form the message digest for a message M ** ** (1) Initialize a context buffer mdContext using MD5Init ** ** (2) Call MD5Update on mdContext and M ** ** (3) Call MD5Final on mdContext ** ** The message digest is now in mdContext->digest[0...15] ** *********************************************************************** */ #ifndef SDL_test_md5_h_ #define SDL_test_md5_h_ #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* ------------ Definitions --------- */ /* typedef a 32-bit type */ typedef Uint32 MD5UINT4; /* Data structure for MD5 (Message-Digest) computation */ typedef struct SDLTest_Md5Context { MD5UINT4 i[2]; /* number of _bits_ handled mod 2^64 */ MD5UINT4 buf[4]; /* scratch buffer */ unsigned char in[64]; /* input buffer */ unsigned char digest[16]; /* actual digest after Md5Final call */ } SDLTest_Md5Context; /* ---------- Function Prototypes ------------- */ /** * initialize the context * * \param mdContext pointer to context variable * * Note: The function initializes the message-digest context * mdContext. Call before each new use of the context - * all fields are set to zero. */ void SDLTest_Md5Init(SDLTest_Md5Context *mdContext); /** * update digest from variable length data * * \param mdContext pointer to context variable * \param inBuf pointer to data array/string * \param inLen length of data array/string * * Note: The function updates the message-digest context to account * for the presence of each of the characters inBuf[0..inLen-1] * in the message whose digest is being computed. */ void SDLTest_Md5Update(SDLTest_Md5Context *mdContext, unsigned char *inBuf, unsigned int inLen); /** * complete digest computation * * \param mdContext pointer to context variable * * Note: The function terminates the message-digest computation and * ends with the desired message digest in mdContext.digest[0..15]. * Always call before using the digest[] variable. */ void SDLTest_Md5Final(SDLTest_Md5Context *mdContext); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_test_md5_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * \file SDL.h * * Main include header for the SDL library, version 3.1.2 */ #ifndef SDL_h_ #define SDL_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_assert.h> #include <SDL3/SDL_atomic.h> #include <SDL3/SDL_audio.h> #include <SDL3/SDL_bits.h> #include <SDL3/SDL_blendmode.h> #include <SDL3/SDL_camera.h> #include <SDL3/SDL_clipboard.h> #include <SDL3/SDL_cpuinfo.h> #include <SDL3/SDL_dialog.h> #include <SDL3/SDL_endian.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_events.h> #include <SDL3/SDL_filesystem.h> #include <SDL3/SDL_gamepad.h> #include <SDL3/SDL_guid.h> #include <SDL3/SDL_haptic.h> #include <SDL3/SDL_hidapi.h> #include <SDL3/SDL_hints.h> #include <SDL3/SDL_init.h> #include <SDL3/SDL_iostream.h> #include <SDL3/SDL_joystick.h> #include <SDL3/SDL_keyboard.h> #include <SDL3/SDL_keycode.h> #include <SDL3/SDL_loadso.h> #include <SDL3/SDL_locale.h> #include <SDL3/SDL_log.h> #include <SDL3/SDL_messagebox.h> #include <SDL3/SDL_metal.h> #include <SDL3/SDL_misc.h> #include <SDL3/SDL_mouse.h> #include <SDL3/SDL_mutex.h> #include <SDL3/SDL_pen.h> #include <SDL3/SDL_pixels.h> #include <SDL3/SDL_platform.h> #include <SDL3/SDL_power.h> #include <SDL3/SDL_properties.h> #include <SDL3/SDL_rect.h> #include <SDL3/SDL_render.h> #include <SDL3/SDL_scancode.h> #include <SDL3/SDL_sensor.h> #include <SDL3/SDL_storage.h> #include <SDL3/SDL_surface.h> #include <SDL3/SDL_system.h> #include <SDL3/SDL_thread.h> #include <SDL3/SDL_time.h> #include <SDL3/SDL_timer.h> #include <SDL3/SDL_touch.h> #include <SDL3/SDL_version.h> #include <SDL3/SDL_video.h> #include <SDL3/SDL_oldnames.h> #endif /* SDL_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_intrin.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* * Header file for CPU intrinsics for SDL */ #ifndef SDL_intrin_h_ #define SDL_intrin_h_ #include <SDL3/SDL_stdinc.h> /* Need to do this here because intrin.h has C++ code in it */ /* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */ #if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64)) #ifdef __clang__ /* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version, so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */ #ifndef __PRFCHWINTRIN_H #define __PRFCHWINTRIN_H static __inline__ void __attribute__((__always_inline__, __nodebug__)) _m_prefetch(void *__P) { __builtin_prefetch (__P, 0, 3 /* _MM_HINT_T0 */); } #endif /* __PRFCHWINTRIN_H */ #endif /* __clang__ */ #include <intrin.h> #elif defined(__MINGW64_VERSION_MAJOR) #include <intrin.h> #if defined(__ARM_NEON) && !defined(SDL_DISABLE_NEON) # define SDL_NEON_INTRINSICS 1 # include <arm_neon.h> #endif #else /* altivec.h redefining bool causes a number of problems, see bugs 3993 and 4392, so you need to explicitly define SDL_ENABLE_ALTIVEC to have it included. */ #if defined(__ALTIVEC__) && defined(SDL_ENABLE_ALTIVEC) #define SDL_ALTIVEC_INTRINSICS 1 #include <altivec.h> #endif #ifndef SDL_DISABLE_NEON # ifdef __ARM_NEON # define SDL_NEON_INTRINSICS 1 # include <arm_neon.h> # elif defined(SDL_PLATFORM_WINDOWS) /* Visual Studio doesn't define __ARM_ARCH, but _M_ARM (if set, always 7), and _M_ARM64 (if set, always 1). */ # ifdef _M_ARM # define SDL_NEON_INTRINSICS 1 # include <armintr.h> # include <arm_neon.h> # define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */ # endif # if defined (_M_ARM64) # define SDL_NEON_INTRINSICS 1 # include <arm64intr.h> # include <arm64_neon.h> # define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */ # define __ARM_ARCH 8 # endif # endif #endif #endif /* compiler version */ #if defined(__clang__) && defined(__has_attribute) # if __has_attribute(target) # define SDL_HAS_TARGET_ATTRIBS # endif #elif defined(__GNUC__) && (__GNUC__ + (__GNUC_MINOR__ >= 9) > 4) /* gcc >= 4.9 */ # define SDL_HAS_TARGET_ATTRIBS #elif defined(__ICC) && __ICC >= 1600 # define SDL_HAS_TARGET_ATTRIBS #endif #ifdef SDL_HAS_TARGET_ATTRIBS # define SDL_TARGETING(x) __attribute__((target(x))) #else # define SDL_TARGETING(x) #endif #ifdef __loongarch64 # ifndef SDL_DISABLE_LSX # define SDL_LSX_INTRINSICS 1 # include <lsxintrin.h> # endif # ifndef SDL_DISABLE_LASX # define SDL_LASX_INTRINSICS 1 # include <lasxintrin.h> # endif #endif #if defined(__x86_64__) || defined(_M_X64) || defined(__i386__) || defined(_M_IX86) # if ((defined(_MSC_VER) && !defined(_M_X64)) || defined(__MMX__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_MMX) # define SDL_MMX_INTRINSICS 1 # include <mmintrin.h> # endif # if (defined(_MSC_VER) || defined(__SSE__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE) # define SDL_SSE_INTRINSICS 1 # include <xmmintrin.h> # endif # if (defined(_MSC_VER) || defined(__SSE2__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE2) # define SDL_SSE2_INTRINSICS 1 # include <emmintrin.h> # endif # if (defined(_MSC_VER) || defined(__SSE3__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE3) # define SDL_SSE3_INTRINSICS 1 # include <pmmintrin.h> # endif # if (defined(_MSC_VER) || defined(__SSE4_1__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE4_1) # define SDL_SSE4_1_INTRINSICS 1 # include <smmintrin.h> # endif # if (defined(_MSC_VER) || defined(__SSE4_2__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE4_2) # define SDL_SSE4_2_INTRINSICS 1 # include <nmmintrin.h> # endif # if defined(__clang__) && (defined(_MSC_VER) || defined(__SCE__)) && !defined(__AVX__) && !defined(SDL_DISABLE_AVX) # define SDL_DISABLE_AVX /* see https://reviews.llvm.org/D20291 and https://reviews.llvm.org/D79194 */ # endif # if (defined(_MSC_VER) || defined(__AVX__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_AVX) # define SDL_AVX_INTRINSICS 1 # include <immintrin.h> # endif # if defined(__clang__) && (defined(_MSC_VER) || defined(__SCE__)) && !defined(__AVX2__) && !defined(SDL_DISABLE_AVX2) # define SDL_DISABLE_AVX2 /* see https://reviews.llvm.org/D20291 and https://reviews.llvm.org/D79194 */ # endif # if (defined(_MSC_VER) || defined(__AVX2__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_AVX2) # define SDL_AVX2_INTRINSICS 1 # include <immintrin.h> # endif # if defined(__clang__) && (defined(_MSC_VER) || defined(__SCE__)) && !defined(__AVX512F__) && !defined(SDL_DISABLE_AVX512F) # define SDL_DISABLE_AVX512F /* see https://reviews.llvm.org/D20291 and https://reviews.llvm.org/D79194 */ # endif # if (defined(_MSC_VER) || defined(__AVX512F__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_AVX512F) # define SDL_AVX512F_INTRINSICS 1 # include <immintrin.h> # endif #endif /* defined(__x86_64__) || defined(_M_X64) || defined(__i386__) || defined(_M_IX86) */ #endif /* SDL_intrin_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_pen.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryPen * * Include file for SDL pen event handling. * * This file describes operations for pressure-sensitive pen (stylus and/or * eraser) handling, e.g., for input and drawing tablets or suitably equipped * mobile / tablet devices. * * To get started with pens: * * - Listen to SDL_PenMotionEvent and SDL_PenButtonEvent * - To avoid treating pen events as mouse events, ignore SDL_MouseMotionEvent * and SDL_MouseButtonEvent whenever `which` == SDL_PEN_MOUSEID. * * We primarily identify pens by SDL_PenID. The implementation makes a best * effort to relate each SDL_PenID to the same physical device during a * session. Formerly valid SDL_PenID values remain valid even if a device * disappears. * * For identifying pens across sessions, the API provides the type SDL_GUID . */ #ifndef SDL_pen_h_ #define SDL_pen_h_ #include <SDL3/SDL_error.h> #include <SDL3/SDL_guid.h> #include <SDL3/SDL_mouse.h> #include <SDL3/SDL_stdinc.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif typedef Uint32 SDL_PenID; /**< SDL_PenIDs identify pens uniquely within a session */ #define SDL_PEN_INVALID ((SDL_PenID)0) /**< Reserved invalid SDL_PenID is valid */ #define SDL_PEN_MOUSEID ((SDL_MouseID)-2) /**< Device ID for mouse events triggered by pen events */ #define SDL_PEN_INFO_UNKNOWN (-1) /**< Marks unknown information when querying the pen */ /** * Pen axis indices * * Below are the valid indices to the "axis" array from SDL_PenMotionEvent and * SDL_PenButtonEvent. The axis indices form a contiguous range of ints from 0 * to SDL_PEN_AXIS_LAST, inclusive. All "axis[]" entries are either normalised * to 0..1 or report a (positive or negative) angle in degrees, with 0.0 * representing the centre. Not all pens/backends support all axes: * unsupported entries are always "0.0f". * * To convert angles for tilt and rotation into vector representation, use * SDL_sinf on the XTILT, YTILT, or ROTATION component, for example: * * `SDL_sinf(xtilt * SDL_PI_F / 180.0)`. * * \since This enum is available since SDL 3.0.0 */ typedef enum SDL_PenAxis { SDL_PEN_AXIS_PRESSURE = 0, /**< Pen pressure. Unidirectional: 0..1.0 */ SDL_PEN_AXIS_XTILT, /**< Pen horizontal tilt angle. Bidirectional: -90.0..90.0 (left-to-right). The physical max/min tilt may be smaller than -90.0 / 90.0, cf. SDL_PenCapabilityInfo */ SDL_PEN_AXIS_YTILT, /**< Pen vertical tilt angle. Bidirectional: -90.0..90.0 (top-to-down). The physical max/min tilt may be smaller than -90.0 / 90.0, cf. SDL_PenCapabilityInfo */ SDL_PEN_AXIS_DISTANCE, /**< Pen distance to drawing surface. Unidirectional: 0.0..1.0 */ SDL_PEN_AXIS_ROTATION, /**< Pen barrel rotation. Bidirectional: -180..179.9 (clockwise, 0 is facing up, -180.0 is facing down). */ SDL_PEN_AXIS_SLIDER, /**< Pen finger wheel or slider (e.g., Airbrush Pen). Unidirectional: 0..1.0 */ SDL_PEN_NUM_AXES, /**< Last valid axis index */ SDL_PEN_AXIS_LAST = SDL_PEN_NUM_AXES - 1 /**< Last axis index plus 1 */ } SDL_PenAxis; /* Pen flags. These share a bitmask space with SDL_BUTTON_LEFT and friends. */ #define SDL_PEN_FLAG_DOWN_BIT_INDEX 13 /* Bit for storing that pen is touching the surface */ #define SDL_PEN_FLAG_INK_BIT_INDEX 14 /* Bit for storing has-non-eraser-capability status */ #define SDL_PEN_FLAG_ERASER_BIT_INDEX 15 /* Bit for storing is-eraser or has-eraser-capability property */ #define SDL_PEN_FLAG_AXIS_BIT_OFFSET 16 /* Bit for storing has-axis-0 property */ #define SDL_PEN_CAPABILITY(capbit) (1ul << (capbit)) #define SDL_PEN_AXIS_CAPABILITY(axis) SDL_PEN_CAPABILITY((axis) + SDL_PEN_FLAG_AXIS_BIT_OFFSET) /* Pen tips */ #define SDL_PEN_TIP_INK SDL_PEN_FLAG_INK_BIT_INDEX /**< Regular pen tip (for drawing) touched the surface */ #define SDL_PEN_TIP_ERASER SDL_PEN_FLAG_ERASER_BIT_INDEX /**< Eraser pen tip touched the surface */ /** * Pen capabilities reported by SDL_GetPenCapabilities. * * \since This datatype is available since SDL 3.0.0. */ typedef Uint32 SDL_PenCapabilityFlags; #define SDL_PEN_DOWN_MASK SDL_PEN_CAPABILITY(SDL_PEN_FLAG_DOWN_BIT_INDEX) /**< Pen tip is currently touching the drawing surface. */ #define SDL_PEN_INK_MASK SDL_PEN_CAPABILITY(SDL_PEN_FLAG_INK_BIT_INDEX) /**< Pen has a regular drawing tip (SDL_GetPenCapabilities). For events (SDL_PenButtonEvent, SDL_PenMotionEvent, SDL_GetPenStatus) this flag is mutually exclusive with SDL_PEN_ERASER_MASK . */ #define SDL_PEN_ERASER_MASK SDL_PEN_CAPABILITY(SDL_PEN_FLAG_ERASER_BIT_INDEX) /**< Pen has an eraser tip (SDL_GetPenCapabilities) or is being used as eraser (SDL_PenButtonEvent , SDL_PenMotionEvent , SDL_GetPenStatus) */ #define SDL_PEN_AXIS_PRESSURE_MASK SDL_PEN_AXIS_CAPABILITY(SDL_PEN_AXIS_PRESSURE) /**< Pen provides pressure information in axis SDL_PEN_AXIS_PRESSURE */ #define SDL_PEN_AXIS_XTILT_MASK SDL_PEN_AXIS_CAPABILITY(SDL_PEN_AXIS_XTILT) /**< Pen provides horizontal tilt information in axis SDL_PEN_AXIS_XTILT */ #define SDL_PEN_AXIS_YTILT_MASK SDL_PEN_AXIS_CAPABILITY(SDL_PEN_AXIS_YTILT) /**< Pen provides vertical tilt information in axis SDL_PEN_AXIS_YTILT */ #define SDL_PEN_AXIS_DISTANCE_MASK SDL_PEN_AXIS_CAPABILITY(SDL_PEN_AXIS_DISTANCE) /**< Pen provides distance to drawing tablet in SDL_PEN_AXIS_DISTANCE */ #define SDL_PEN_AXIS_ROTATION_MASK SDL_PEN_AXIS_CAPABILITY(SDL_PEN_AXIS_ROTATION) /**< Pen provides barrel rotation information in axis SDL_PEN_AXIS_ROTATION */ #define SDL_PEN_AXIS_SLIDER_MASK SDL_PEN_AXIS_CAPABILITY(SDL_PEN_AXIS_SLIDER) /**< Pen provides slider / finger wheel or similar in axis SDL_PEN_AXIS_SLIDER */ #define SDL_PEN_AXIS_BIDIRECTIONAL_MASKS (SDL_PEN_AXIS_XTILT_MASK | SDL_PEN_AXIS_YTILT_MASK) /** * Pen types * * Some pens identify as a particular type of drawing device (e.g., an * airbrush or a pencil). * * \since This enum is available since SDL 3.0.0 */ typedef enum SDL_PenSubtype { SDL_PEN_TYPE_UNKNOWN = 0, SDL_PEN_TYPE_ERASER = 1, /**< Eraser */ SDL_PEN_TYPE_PEN, /**< Generic pen; this is the default. */ SDL_PEN_TYPE_PENCIL, /**< Pencil */ SDL_PEN_TYPE_BRUSH, /**< Brush-like device */ SDL_PEN_TYPE_AIRBRUSH, /**< Airbrush device that "sprays" ink */ SDL_PEN_TYPE_LAST = SDL_PEN_TYPE_AIRBRUSH /**< Last valid pen type */ } SDL_PenSubtype; /* Function prototypes */ /** * Retrieves all pens that are connected to the system. * * Yields an array of SDL_PenID values. These identify and track pens * throughout a session. To track pens across sessions (program restart), use * SDL_GUID . * * \param count the number of pens in the array (number of array elements * minus 1, i.e., not counting the terminator 0). * \returns a 0 terminated array of SDL_PenID values, or NULL on error. The * array must be freed with SDL_free(). On a NULL return, * SDL_GetError() is set. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_PenID *SDLCALL SDL_GetPens(int *count); /** * Retrieves the pen's current status. * * If the pen is detached (cf. SDL_PenConnected), this operation may return * default values. * * \param instance_id the pen to query. * \param x out-mode parameter for pen x coordinate. May be NULL. * \param y out-mode parameter for pen y coordinate. May be NULL. * \param axes out-mode parameter for axis information. May be null. The axes * are in the same order as SDL_PenAxis. * \param num_axes maximum number of axes to write to "axes". * \returns a bit mask with the current pen button states (SDL_BUTTON_LMASK * etc.), possibly SDL_PEN_DOWN_MASK, and exactly one of * SDL_PEN_INK_MASK or SDL_PEN_ERASER_MASK , or 0 on error (see * SDL_GetError()). * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetPenStatus(SDL_PenID instance_id, float *x, float *y, float *axes, size_t num_axes); /** * Retrieves an SDL_PenID for the given SDL_GUID. * * \param guid a pen GUID. * \returns a valid SDL_PenID, or SDL_PEN_INVALID if there is no matching * SDL_PenID. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_PenID SDLCALL SDL_GetPenFromGUID(SDL_GUID guid); /** * Retrieves the SDL_GUID for a given SDL_PenID. * * \param instance_id the pen to query. * \returns the corresponding pen GUID; persistent across multiple sessions. * If "instance_id" is SDL_PEN_INVALID, returns an all-zeroes GUID. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetPenGUID(SDL_PenID instance_id); /** * Checks whether a pen is still attached. * * If a pen is detached, it will not show up for SDL_GetPens(). Other * operations will still be available but may return default values. * * \param instance_id a pen ID. * \returns SDL_TRUE if "instance_id" is valid and the corresponding pen is * attached, or SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_PenConnected(SDL_PenID instance_id); /** * Retrieves a human-readable description for a SDL_PenID. * * The returned string follows the SDL_GetStringRule. * * \param instance_id the pen to query. * \returns a string that contains the name of the pen, intended for human * consumption. The string might or might not be localised, depending * on platform settings. It is not guaranteed to be unique; use * SDL_GetPenGUID() for (best-effort) unique identifiers. The pointer * is managed by the SDL pen subsystem and must not be deallocated. * The pointer remains valid until SDL is shut down. Returns NULL on * error (cf. SDL_GetError()). * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetPenName(SDL_PenID instance_id); /** * Pen capabilities, as reported by SDL_GetPenCapabilities() * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_PenCapabilityInfo { float max_tilt; /**< Physical maximum tilt angle, for XTILT and YTILT, or SDL_PEN_INFO_UNKNOWN . Pens cannot typically tilt all the way to 90 degrees, so this value is usually less than 90.0. */ Uint32 wacom_id; /**< For Wacom devices: wacom tool type ID, otherwise 0 (useful e.g. with libwacom) */ Sint8 num_buttons; /**< Number of pen buttons (not counting the pen tip), or SDL_PEN_INFO_UNKNOWN */ } SDL_PenCapabilityInfo; /** * Retrieves capability flags for a given SDL_PenID. * * \param instance_id the pen to query. * \param capabilities detail information about pen capabilities, such as the * number of buttons. * \returns a set of capability flags, cf. SDL_PEN_CAPABILITIES. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_PenCapabilityFlags SDLCALL SDL_GetPenCapabilities(SDL_PenID instance_id, SDL_PenCapabilityInfo *capabilities); /** * Retrieves the pen type for a given SDL_PenID. * * \param instance_id the pen to query. * \returns the corresponding pen type (cf. SDL_PenSubtype) or 0 on error. * Note that the pen type does not dictate whether the pen tip is * SDL_PEN_TIP_INK or SDL_PEN_TIP_ERASER; to determine whether a pen * is being used for drawing or in eraser mode, check either the pen * tip on SDL_EVENT_PEN_DOWN, or the flag SDL_PEN_ERASER_MASK in the * pen state. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_PenSubtype SDLCALL SDL_GetPenType(SDL_PenID instance_id); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #endif /* SDL_pen_h_ */ /* vi: set ts=4 sw=4 expandtab: */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_atomic.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryAtomic * * Atomic operations. * * IMPORTANT: If you are not an expert in concurrent lockless programming, you * should not be using any functions in this file. You should be protecting * your data structures with full mutexes instead. * * ***Seriously, here be dragons!*** * * You can find out a little more about lockless programming and the subtle * issues that can arise here: * https://learn.microsoft.com/en-us/windows/win32/dxtecharts/lockless-programming * * There's also lots of good information here: * * - https://www.1024cores.net/home/lock-free-algorithms * - https://preshing.com/ * * These operations may or may not actually be implemented using processor * specific atomic operations. When possible they are implemented as true * processor specific atomic operations. When that is not possible the are * implemented using locks that *do* use the available atomic operations. * * All of the atomic operations that modify memory are full memory barriers. */ #ifndef SDL_atomic_h_ #define SDL_atomic_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_platform_defines.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * An atomic spinlock. * * The atomic locks are efficient spinlocks using CPU instructions, but are * vulnerable to starvation and can spin forever if a thread holding a lock * has been terminated. For this reason you should minimize the code executed * inside an atomic lock and never do expensive things like API or system * calls while holding them. * * They are also vulnerable to starvation if the thread holding the lock is * lower priority than other threads and doesn't get scheduled. In general you * should use mutexes instead, since they have better performance and * contention behavior. * * The atomic locks are not safe to lock recursively. * * Porting Note: The spin lock functions and type are required and can not be * emulated because they are used in the atomic emulation code. */ typedef int SDL_SpinLock; /** * Try to lock a spin lock by setting it to a non-zero value. * * ***Please note that spinlocks are dangerous if you don't know what you're * doing. Please be careful using any sort of spinlock!*** * * \param lock a pointer to a lock variable. * \returns SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already * held. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LockSpinlock * \sa SDL_UnlockSpinlock */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_TryLockSpinlock(SDL_SpinLock *lock); /** * Lock a spin lock by setting it to a non-zero value. * * ***Please note that spinlocks are dangerous if you don't know what you're * doing. Please be careful using any sort of spinlock!*** * * \param lock a pointer to a lock variable. * * \since This function is available since SDL 3.0.0. * * \sa SDL_TryLockSpinlock * \sa SDL_UnlockSpinlock */ extern SDL_DECLSPEC void SDLCALL SDL_LockSpinlock(SDL_SpinLock *lock); /** * Unlock a spin lock by setting it to 0. * * Always returns immediately. * * ***Please note that spinlocks are dangerous if you don't know what you're * doing. Please be careful using any sort of spinlock!*** * * \param lock a pointer to a lock variable. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LockSpinlock * \sa SDL_TryLockSpinlock */ extern SDL_DECLSPEC void SDLCALL SDL_UnlockSpinlock(SDL_SpinLock *lock); #ifdef SDL_WIKI_DOCUMENTATION_SECTION /** * Mark a compiler barrier. * * A compiler barrier prevents the compiler from reordering reads and writes * to globally visible variables across the call. * * This macro only prevents the compiler from reordering reads and writes, it * does not prevent the CPU from reordering reads and writes. However, all of * the atomic operations that modify memory are full memory barriers. * * \threadsafety Obviously this macro is safe to use from any thread at any * time, but if you find yourself needing this, you are probably * dealing with some very sensitive code; be careful! * * \since This macro is available since SDL 3.0.0. */ #define SDL_CompilerBarrier() DoCompilerSpecificReadWriteBarrier() #elif defined(_MSC_VER) && (_MSC_VER > 1200) && !defined(__clang__) void _ReadWriteBarrier(void); #pragma intrinsic(_ReadWriteBarrier) #define SDL_CompilerBarrier() _ReadWriteBarrier() #elif (defined(__GNUC__) && !defined(SDL_PLATFORM_EMSCRIPTEN)) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120)) /* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */ #define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory") #elif defined(__WATCOMC__) extern __inline void SDL_CompilerBarrier(void); #pragma aux SDL_CompilerBarrier = "" parm [] modify exact []; #else #define SDL_CompilerBarrier() \ { SDL_SpinLock _tmp = 0; SDL_LockSpinlock(&_tmp); SDL_UnlockSpinlock(&_tmp); } #endif /** * Insert a memory release barrier. * * Memory barriers are designed to prevent reads and writes from being * reordered by the compiler and being seen out of order on multi-core CPUs. * * A typical pattern would be for thread A to write some data and a flag, and * for thread B to read the flag and get the data. In this case you would * insert a release barrier between writing the data and the flag, * guaranteeing that the data write completes no later than the flag is * written, and you would insert an acquire barrier between reading the flag * and reading the data, to ensure that all the reads associated with the flag * have completed. * * In this pattern you should always see a release barrier paired with an * acquire barrier and you should gate the data reads/writes with a single * flag variable. * * For more information on these semantics, take a look at the blog post: * http://preshing.com/20120913/acquire-and-release-semantics * * \threadsafety Obviously this macro is safe to use from any thread at any * time, but if you find yourself needing this, you are probably * dealing with some very sensitive code; be careful! * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void); /** * Insert a memory acquire barrier. * * Please refer to SDL_MemoryBarrierReleaseFunction for the details! * * \threadsafety Obviously this function is safe to use from any thread at any * time, but if you find yourself needing this, you are probably * dealing with some very sensitive code; be careful! * * \since This function is available since SDL 3.0.0. * * \sa SDL_MemoryBarrierReleaseFunction */ extern SDL_DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void); /* !!! FIXME: this should have documentation! */ #if defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__)) #define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("lwsync" : : : "memory") #define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("lwsync" : : : "memory") #elif defined(__GNUC__) && defined(__aarch64__) #define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory") #define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory") #elif defined(__GNUC__) && defined(__arm__) #if 0 /* defined(SDL_PLATFORM_LINUX) || defined(SDL_PLATFORM_ANDROID) */ /* Information from: https://chromium.googlesource.com/chromium/chromium/+/trunk/base/atomicops_internals_arm_gcc.h#19 The Linux kernel provides a helper function which provides the right code for a memory barrier, hard-coded at address 0xffff0fa0 */ typedef void (*SDL_KernelMemoryBarrierFunc)(); #define SDL_MemoryBarrierRelease() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)() #define SDL_MemoryBarrierAcquire() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)() #else #if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__) || defined(__ARM_ARCH_8A__) #define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory") #define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory") #elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__) #ifdef __thumb__ /* The mcr instruction isn't available in thumb mode, use real functions */ #define SDL_MEMORY_BARRIER_USES_FUNCTION #define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction() #define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction() #else #define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory") #define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory") #endif /* __thumb__ */ #else #define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("" : : : "memory") #define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("" : : : "memory") #endif /* SDL_PLATFORM_LINUX || SDL_PLATFORM_ANDROID */ #endif /* __GNUC__ && __arm__ */ #else #if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120)) /* This is correct for all CPUs on Solaris when using Solaris Studio 12.1+. */ #include <mbarrier.h> #define SDL_MemoryBarrierRelease() __machine_rel_barrier() #define SDL_MemoryBarrierAcquire() __machine_acq_barrier() #else /* This is correct for the x86 and x64 CPUs, and we'll expand this over time. */ #define SDL_MemoryBarrierRelease() SDL_CompilerBarrier() #define SDL_MemoryBarrierAcquire() SDL_CompilerBarrier() #endif #endif /* "REP NOP" is PAUSE, coded for tools that don't know it by that name. */ #ifdef SDL_WIKI_DOCUMENTATION_SECTION /** * A macro to insert a CPU-specific "pause" instruction into the program. * * This can be useful in busy-wait loops, as it serves as a hint to the CPU as * to the program's intent; some CPUs can use this to do more efficient * processing. On some platforms, this doesn't do anything, so using this * macro might just be a harmless no-op. * * Note that if you are busy-waiting, there are often more-efficient * approaches with other synchronization primitives: mutexes, semaphores, * condition variables, etc. * * \threadsafety This macro is safe to use from any thread. * * \since This macro is available since SDL 3.0.0. */ #define SDL_CPUPauseInstruction() DoACPUPauseInACompilerAndArchitectureSpecificWay #elif (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__)) #define SDL_CPUPauseInstruction() __asm__ __volatile__("pause\n") /* Some assemblers can't do REP NOP, so go with PAUSE. */ #elif (defined(__arm__) && defined(__ARM_ARCH) && __ARM_ARCH >= 7) || defined(__aarch64__) #define SDL_CPUPauseInstruction() __asm__ __volatile__("yield" ::: "memory") #elif (defined(__powerpc__) || defined(__powerpc64__)) #define SDL_CPUPauseInstruction() __asm__ __volatile__("or 27,27,27"); #elif (defined(__riscv) && __riscv_xlen == 64) #define SDL_CPUPauseInstruction() __asm__ __volatile__(".insn i 0x0F, 0, x0, x0, 0x010"); #elif defined(_MSC_VER) && (defined(_M_IX86) || defined(_M_X64)) #define SDL_CPUPauseInstruction() _mm_pause() /* this is actually "rep nop" and not a SIMD instruction. No inline asm in MSVC x86-64! */ #elif defined(_MSC_VER) && (defined(_M_ARM) || defined(_M_ARM64)) #define SDL_CPUPauseInstruction() __yield() #elif defined(__WATCOMC__) && defined(__386__) extern __inline void SDL_CPUPauseInstruction(void); #pragma aux SDL_CPUPauseInstruction = ".686p" ".xmm2" "pause" #else #define SDL_CPUPauseInstruction() #endif /** * A type representing an atomic integer value. * * This can be used to manage a value that is synchronized across multiple * CPUs without a race condition; when an app sets a value with SDL_AtomicSet * all other threads, regardless of the CPU it is running on, will see that * value when retrieved with SDL_AtomicGet, regardless of CPU caches, etc. * * This is also useful for atomic compare-and-swap operations: a thread can * change the value as long as its current value matches expectations. When * done in a loop, one can guarantee data consistency across threads without a * lock (but the usual warnings apply: if you don't know what you're doing, or * you don't do it carefully, you can confidently cause any number of * disasters with this, so in most cases, you _should_ use a mutex instead of * this!). * * This is a struct so people don't accidentally use numeric operations on it * directly. You have to use SDL_Atomic* functions. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_AtomicCompareAndSwap * \sa SDL_AtomicGet * \sa SDL_AtomicSet * \sa SDL_AtomicAdd */ typedef struct SDL_AtomicInt { int value; } SDL_AtomicInt; /** * Set an atomic variable to a new value if it is currently an old value. * * ***Note: If you don't know what this function is for, you shouldn't use * it!*** * * \param a a pointer to an SDL_AtomicInt variable to be modified. * \param oldval the old value. * \param newval the new value. * \returns SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AtomicCompareAndSwapPointer */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_AtomicCompareAndSwap(SDL_AtomicInt *a, int oldval, int newval); /** * Set an atomic variable to a value. * * This function also acts as a full memory barrier. * * ***Note: If you don't know what this function is for, you shouldn't use * it!*** * * \param a a pointer to an SDL_AtomicInt variable to be modified. * \param v the desired value. * \returns the previous value of the atomic variable. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AtomicGet */ extern SDL_DECLSPEC int SDLCALL SDL_AtomicSet(SDL_AtomicInt *a, int v); /** * Get the value of an atomic variable. * * ***Note: If you don't know what this function is for, you shouldn't use * it!*** * * \param a a pointer to an SDL_AtomicInt variable. * \returns the current value of an atomic variable. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AtomicSet */ extern SDL_DECLSPEC int SDLCALL SDL_AtomicGet(SDL_AtomicInt *a); /** * Add to an atomic variable. * * This function also acts as a full memory barrier. * * ***Note: If you don't know what this function is for, you shouldn't use * it!*** * * \param a a pointer to an SDL_AtomicInt variable to be modified. * \param v the desired value to add. * \returns the previous value of the atomic variable. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AtomicDecRef * \sa SDL_AtomicIncRef */ extern SDL_DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_AtomicInt *a, int v); #ifndef SDL_AtomicIncRef /** * Increment an atomic variable used as a reference count. * * ***Note: If you don't know what this macro is for, you shouldn't use it!*** * * \param a a pointer to an SDL_AtomicInt to increment. * \returns the previous value of the atomic variable. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_AtomicDecRef */ #define SDL_AtomicIncRef(a) SDL_AtomicAdd(a, 1) #endif #ifndef SDL_AtomicDecRef /** * Decrement an atomic variable used as a reference count. * * ***Note: If you don't know what this macro is for, you shouldn't use it!*** * * \param a a pointer to an SDL_AtomicInt to increment. * \returns SDL_TRUE if the variable reached zero after decrementing, * SDL_FALSE otherwise. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_AtomicIncRef */ #define SDL_AtomicDecRef(a) (SDL_AtomicAdd(a, -1) == 1) #endif /** * Set a pointer to a new value if it is currently an old value. * * ***Note: If you don't know what this function is for, you shouldn't use * it!*** * * \param a a pointer to a pointer. * \param oldval the old pointer value. * \param newval the new pointer value. * \returns SDL_TRUE if the pointer was set, SDL_FALSE otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AtomicCompareAndSwap * \sa SDL_AtomicGetPtr * \sa SDL_AtomicSetPtr */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_AtomicCompareAndSwapPointer(void **a, void *oldval, void *newval); /** * Set a pointer to a value atomically. * * ***Note: If you don't know what this function is for, you shouldn't use * it!*** * * \param a a pointer to a pointer. * \param v the desired pointer value. * \returns the previous value of the pointer. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AtomicCompareAndSwapPointer * \sa SDL_AtomicGetPtr */ extern SDL_DECLSPEC void* SDLCALL SDL_AtomicSetPtr(void **a, void* v); /** * Get the value of a pointer atomically. * * ***Note: If you don't know what this function is for, you shouldn't use * it!*** * * \param a a pointer to a pointer. * \returns the current value of a pointer. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AtomicCompareAndSwapPointer * \sa SDL_AtomicSetPtr */ extern SDL_DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_atomic_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_stdinc.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryStdinc * * This is a general header that includes C language support. It implements a * subset of the C runtime: these should all behave the same way as their C * runtime equivalents, but with an SDL_ prefix. */ #ifndef SDL_stdinc_h_ #define SDL_stdinc_h_ #include <SDL3/SDL_platform_defines.h> #if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L #include <inttypes.h> #endif #include <stdarg.h> #include <stdint.h> #include <string.h> #include <wchar.h> #ifndef SDL_DISABLE_ALLOCA # ifndef alloca # ifdef HAVE_ALLOCA_H # include <alloca.h> # elif defined(SDL_PLATFORM_NETBSD) # if defined(__STRICT_ANSI__) # define SDL_DISABLE_ALLOCA # else # include <stdlib.h> # endif # elif defined(__GNUC__) # define alloca __builtin_alloca # elif defined(_MSC_VER) # include <malloc.h> # define alloca _alloca # elif defined(__WATCOMC__) # include <malloc.h> # elif defined(__BORLANDC__) # include <malloc.h> # elif defined(__DMC__) # include <stdlib.h> # elif defined(SDL_PLATFORM_AIX) # pragma alloca # elif defined(__MRC__) void *alloca(unsigned); # else void *alloca(size_t); # endif # endif #endif #ifdef SIZE_MAX # define SDL_SIZE_MAX SIZE_MAX #else # define SDL_SIZE_MAX ((size_t) -1) #endif /** * Check if the compiler supports a given builtin. * Supported by virtually all clang versions and recent gcc. Use this * instead of checking the clang version if possible. */ #ifdef __has_builtin #define SDL_HAS_BUILTIN(x) __has_builtin(x) #else #define SDL_HAS_BUILTIN(x) 0 #endif /** * The number of elements in an array. * * NOTE: This macro double-evaluates the argument, so you should never have * side effects in the parameter. * * \since This macro is available since SDL 3.0.0. */ #define SDL_arraysize(array) (sizeof(array)/sizeof(array[0])) /** * Macro useful for building other macros with strings in them. * * For example: * * ```c * #define LOG_ERROR(X) OutputDebugString(SDL_STRINGIFY_ARG(__FUNCTION__) ": " X "\n")` * ``` * * \since This macro is available since SDL 3.0.0. */ #define SDL_STRINGIFY_ARG(arg) #arg /** * \name Cast operators * * Use proper C++ casts when compiled as C++ to be compatible with the option * -Wold-style-cast of GCC (and -Werror=old-style-cast in GCC 4.2 and above). */ /* @{ */ #ifdef __cplusplus #define SDL_reinterpret_cast(type, expression) reinterpret_cast<type>(expression) #define SDL_static_cast(type, expression) static_cast<type>(expression) #define SDL_const_cast(type, expression) const_cast<type>(expression) #else #define SDL_reinterpret_cast(type, expression) ((type)(expression)) #define SDL_static_cast(type, expression) ((type)(expression)) #define SDL_const_cast(type, expression) ((type)(expression)) #endif /* @} *//* Cast operators */ /* Define a four character code as a Uint32 */ #define SDL_FOURCC(A, B, C, D) \ ((SDL_static_cast(Uint32, SDL_static_cast(Uint8, (A))) << 0) | \ (SDL_static_cast(Uint32, SDL_static_cast(Uint8, (B))) << 8) | \ (SDL_static_cast(Uint32, SDL_static_cast(Uint8, (C))) << 16) | \ (SDL_static_cast(Uint32, SDL_static_cast(Uint8, (D))) << 24)) /** * Append the 64 bit integer suffix to an integer literal. */ #if defined(INT64_C) #define SDL_SINT64_C(c) INT64_C(c) #define SDL_UINT64_C(c) UINT64_C(c) #elif defined(_MSC_VER) #define SDL_INT64_C(c) c ## i64 #define SDL_UINT64_C(c) c ## ui64 #elif defined(__LP64__) || defined(_LP64) #define SDL_INT64_C(c) c ## L #define SDL_UINT64_C(c) c ## UL #else #define SDL_INT64_C(c) c ## LL #define SDL_UINT64_C(c) c ## ULL #endif /** * \name Basic data types */ /* @{ */ /** * A boolean false. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_bool */ #define SDL_FALSE 0 /** * A boolean true. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_bool */ #define SDL_TRUE 1 /** * A boolean type: true or false. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_TRUE * \sa SDL_FALSE */ typedef int SDL_bool; /** * A signed 8-bit integer type. * * \since This macro is available since SDL 3.0.0. */ #define SDL_MAX_SINT8 ((Sint8)0x7F) /* 127 */ #define SDL_MIN_SINT8 ((Sint8)(~0x7F)) /* -128 */ typedef int8_t Sint8; /** * An unsigned 8-bit integer type. * * \since This macro is available since SDL 3.0.0. */ #define SDL_MAX_UINT8 ((Uint8)0xFF) /* 255 */ #define SDL_MIN_UINT8 ((Uint8)0x00) /* 0 */ typedef uint8_t Uint8; /** * A signed 16-bit integer type. * * \since This macro is available since SDL 3.0.0. */ #define SDL_MAX_SINT16 ((Sint16)0x7FFF) /* 32767 */ #define SDL_MIN_SINT16 ((Sint16)(~0x7FFF)) /* -32768 */ typedef int16_t Sint16; /** * An unsigned 16-bit integer type. * * \since This macro is available since SDL 3.0.0. */ #define SDL_MAX_UINT16 ((Uint16)0xFFFF) /* 65535 */ #define SDL_MIN_UINT16 ((Uint16)0x0000) /* 0 */ typedef uint16_t Uint16; /** * A signed 32-bit integer type. * * \since This macro is available since SDL 3.0.0. */ #define SDL_MAX_SINT32 ((Sint32)0x7FFFFFFF) /* 2147483647 */ #define SDL_MIN_SINT32 ((Sint32)(~0x7FFFFFFF)) /* -2147483648 */ typedef int32_t Sint32; /** * An unsigned 32-bit integer type. * * \since This macro is available since SDL 3.0.0. */ #define SDL_MAX_UINT32 ((Uint32)0xFFFFFFFFu) /* 4294967295 */ #define SDL_MIN_UINT32 ((Uint32)0x00000000) /* 0 */ typedef uint32_t Uint32; /** * A signed 64-bit integer type. * * \since This macro is available since SDL 3.0.0. */ #define SDL_MAX_SINT64 SDL_SINT64_C(0x7FFFFFFFFFFFFFFF) /* 9223372036854775807 */ #define SDL_MIN_SINT64 ~SDL_SINT64_C(0x7FFFFFFFFFFFFFFF) /* -9223372036854775808 */ typedef int64_t Sint64; /** * An unsigned 64-bit integer type. * * \since This macro is available since SDL 3.0.0. */ #define SDL_MAX_UINT64 SDL_UINT64_C(0xFFFFFFFFFFFFFFFF) /* 18446744073709551615 */ #define SDL_MIN_UINT64 SDL_UINT64_C(0x0000000000000000) /* 0 */ typedef uint64_t Uint64; /** * SDL times are signed, 64-bit integers representing nanoseconds since the * Unix epoch (Jan 1, 1970). * * They can be converted between POSIX time_t values with SDL_NS_TO_SECONDS() * and SDL_SECONDS_TO_NS(), and between Windows FILETIME values with * SDL_TimeToWindows() and SDL_TimeFromWindows(). * * \since This macro is available since SDL 3.0.0. */ #define SDL_MAX_TIME SDL_MAX_SINT64 #define SDL_MIN_TIME SDL_MIN_SINT64 typedef Sint64 SDL_Time; /* @} *//* Basic data types */ /** * \name Floating-point constants */ /* @{ */ #ifdef FLT_EPSILON #define SDL_FLT_EPSILON FLT_EPSILON #else /** * Epsilon constant, used for comparing floating-point numbers. * * Equals by default to platform-defined `FLT_EPSILON`, or * `1.1920928955078125e-07F` if that's not available. * * \since This macro is available since SDL 3.0.0. */ #define SDL_FLT_EPSILON 1.1920928955078125e-07F /* 0x0.000002p0 */ #endif /* @} *//* Floating-point constants */ /* Make sure we have macros for printing width-based integers. * <stdint.h> should define these but this is not true all platforms. * (for example win32) */ #ifndef SDL_PRIs64 #if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) #define SDL_PRIs64 "I64d" #elif defined(PRIs64) #define SDL_PRIs64 PRIs64 #elif defined(__LP64__) && !defined(SDL_PLATFORM_APPLE) #define SDL_PRIs64 "ld" #else #define SDL_PRIs64 "lld" #endif #endif #ifndef SDL_PRIu64 #if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) #define SDL_PRIu64 "I64u" #elif defined(PRIu64) #define SDL_PRIu64 PRIu64 #elif defined(__LP64__) && !defined(SDL_PLATFORM_APPLE) #define SDL_PRIu64 "lu" #else #define SDL_PRIu64 "llu" #endif #endif #ifndef SDL_PRIx64 #if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) #define SDL_PRIx64 "I64x" #elif defined(PRIx64) #define SDL_PRIx64 PRIx64 #elif defined(__LP64__) && !defined(SDL_PLATFORM_APPLE) #define SDL_PRIx64 "lx" #else #define SDL_PRIx64 "llx" #endif #endif #ifndef SDL_PRIX64 #if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) #define SDL_PRIX64 "I64X" #elif defined(PRIX64) #define SDL_PRIX64 PRIX64 #elif defined(__LP64__) && !defined(SDL_PLATFORM_APPLE) #define SDL_PRIX64 "lX" #else #define SDL_PRIX64 "llX" #endif #endif #ifndef SDL_PRIs32 #ifdef PRId32 #define SDL_PRIs32 PRId32 #else #define SDL_PRIs32 "d" #endif #endif #ifndef SDL_PRIu32 #ifdef PRIu32 #define SDL_PRIu32 PRIu32 #else #define SDL_PRIu32 "u" #endif #endif #ifndef SDL_PRIx32 #ifdef PRIx32 #define SDL_PRIx32 PRIx32 #else #define SDL_PRIx32 "x" #endif #endif #ifndef SDL_PRIX32 #ifdef PRIX32 #define SDL_PRIX32 PRIX32 #else #define SDL_PRIX32 "X" #endif #endif /* Annotations to help code analysis tools */ #ifdef SDL_DISABLE_ANALYZE_MACROS #define SDL_IN_BYTECAP(x) #define SDL_INOUT_Z_CAP(x) #define SDL_OUT_Z_CAP(x) #define SDL_OUT_CAP(x) #define SDL_OUT_BYTECAP(x) #define SDL_OUT_Z_BYTECAP(x) #define SDL_PRINTF_FORMAT_STRING #define SDL_SCANF_FORMAT_STRING #define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) #define SDL_PRINTF_VARARG_FUNCV( fmtargnumber ) #define SDL_SCANF_VARARG_FUNC( fmtargnumber ) #define SDL_SCANF_VARARG_FUNCV( fmtargnumber ) #define SDL_WPRINTF_VARARG_FUNC( fmtargnumber ) #define SDL_WSCANF_VARARG_FUNC( fmtargnumber ) #else #if defined(_MSC_VER) && (_MSC_VER >= 1600) /* VS 2010 and above */ #include <sal.h> #define SDL_IN_BYTECAP(x) _In_bytecount_(x) #define SDL_INOUT_Z_CAP(x) _Inout_z_cap_(x) #define SDL_OUT_Z_CAP(x) _Out_z_cap_(x) #define SDL_OUT_CAP(x) _Out_cap_(x) #define SDL_OUT_BYTECAP(x) _Out_bytecap_(x) #define SDL_OUT_Z_BYTECAP(x) _Out_z_bytecap_(x) #define SDL_PRINTF_FORMAT_STRING _Printf_format_string_ #define SDL_SCANF_FORMAT_STRING _Scanf_format_string_impl_ #else #define SDL_IN_BYTECAP(x) #define SDL_INOUT_Z_CAP(x) #define SDL_OUT_Z_CAP(x) #define SDL_OUT_CAP(x) #define SDL_OUT_BYTECAP(x) #define SDL_OUT_Z_BYTECAP(x) #define SDL_PRINTF_FORMAT_STRING #define SDL_SCANF_FORMAT_STRING #endif #ifdef __GNUC__ #define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __printf__, fmtargnumber, fmtargnumber+1 ))) #define SDL_PRINTF_VARARG_FUNCV( fmtargnumber ) __attribute__(( format( __printf__, fmtargnumber, 0 ))) #define SDL_SCANF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __scanf__, fmtargnumber, fmtargnumber+1 ))) #define SDL_SCANF_VARARG_FUNCV( fmtargnumber ) __attribute__(( format( __scanf__, fmtargnumber, 0 ))) #define SDL_WPRINTF_VARARG_FUNC( fmtargnumber ) /* __attribute__ (( format( __wprintf__, fmtargnumber, fmtargnumber+1 ))) */ #define SDL_WSCANF_VARARG_FUNC( fmtargnumber ) /* __attribute__ (( format( __wscanf__, fmtargnumber, fmtargnumber+1 ))) */ #else #define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) #define SDL_PRINTF_VARARG_FUNCV( fmtargnumber ) #define SDL_SCANF_VARARG_FUNC( fmtargnumber ) #define SDL_SCANF_VARARG_FUNCV( fmtargnumber ) #define SDL_WPRINTF_VARARG_FUNC( fmtargnumber ) #define SDL_WSCANF_VARARG_FUNC( fmtargnumber ) #endif #endif /* SDL_DISABLE_ANALYZE_MACROS */ #ifndef SDL_COMPILE_TIME_ASSERT #ifdef __cplusplus #if (__cplusplus >= 201103L) #define SDL_COMPILE_TIME_ASSERT(name, x) static_assert(x, #x) #endif #elif defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L) #define SDL_COMPILE_TIME_ASSERT(name, x) _Static_assert(x, #x) #endif #endif /* !SDL_COMPILE_TIME_ASSERT */ #ifndef SDL_COMPILE_TIME_ASSERT /* universal, but may trigger -Wunused-local-typedefs */ #define SDL_COMPILE_TIME_ASSERT(name, x) \ typedef int SDL_compile_time_assert_ ## name[(x) * 2 - 1] #endif /** \cond */ #ifndef DOXYGEN_SHOULD_IGNORE_THIS SDL_COMPILE_TIME_ASSERT(uint8, sizeof(Uint8) == 1); SDL_COMPILE_TIME_ASSERT(sint8, sizeof(Sint8) == 1); SDL_COMPILE_TIME_ASSERT(uint16, sizeof(Uint16) == 2); SDL_COMPILE_TIME_ASSERT(sint16, sizeof(Sint16) == 2); SDL_COMPILE_TIME_ASSERT(uint32, sizeof(Uint32) == 4); SDL_COMPILE_TIME_ASSERT(sint32, sizeof(Sint32) == 4); SDL_COMPILE_TIME_ASSERT(uint64, sizeof(Uint64) == 8); SDL_COMPILE_TIME_ASSERT(sint64, sizeof(Sint64) == 8); #endif /* DOXYGEN_SHOULD_IGNORE_THIS */ /** \endcond */ /* Check to make sure enums are the size of ints, for structure packing. For both Watcom C/C++ and Borland C/C++ the compiler option that makes enums having the size of an int must be enabled. This is "-b" for Borland C/C++ and "-ei" for Watcom C/C++ (v11). */ /** \cond */ #ifndef DOXYGEN_SHOULD_IGNORE_THIS #if !defined(SDL_PLATFORM_VITA) && !defined(SDL_PLATFORM_3DS) /* TODO: include/SDL_stdinc.h:390: error: size of array 'SDL_dummy_enum' is negative */ typedef enum SDL_DUMMY_ENUM { DUMMY_ENUM_VALUE } SDL_DUMMY_ENUM; SDL_COMPILE_TIME_ASSERT(enum, sizeof(SDL_DUMMY_ENUM) == sizeof(int)); #endif #endif /* DOXYGEN_SHOULD_IGNORE_THIS */ /** \endcond */ #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif #ifndef SDL_DISABLE_ALLOCA #define SDL_stack_alloc(type, count) (type*)alloca(sizeof(type)*(count)) #define SDL_stack_free(data) #else #define SDL_stack_alloc(type, count) (type*)SDL_malloc(sizeof(type)*(count)) #define SDL_stack_free(data) SDL_free(data) #endif extern SDL_DECLSPEC SDL_MALLOC void *SDLCALL SDL_malloc(size_t size); extern SDL_DECLSPEC SDL_MALLOC SDL_ALLOC_SIZE2(1, 2) void *SDLCALL SDL_calloc(size_t nmemb, size_t size); extern SDL_DECLSPEC SDL_ALLOC_SIZE(2) void *SDLCALL SDL_realloc(void *mem, size_t size); extern SDL_DECLSPEC void SDLCALL SDL_free(void *mem); typedef void *(SDLCALL *SDL_malloc_func)(size_t size); typedef void *(SDLCALL *SDL_calloc_func)(size_t nmemb, size_t size); typedef void *(SDLCALL *SDL_realloc_func)(void *mem, size_t size); typedef void (SDLCALL *SDL_free_func)(void *mem); /** * Get the original set of SDL memory functions. * * This is what SDL_malloc and friends will use by default, if there has been * no call to SDL_SetMemoryFunctions. This is not necessarily using the C * runtime's `malloc` functions behind the scenes! Different platforms and * build configurations might do any number of unexpected things. * * \param malloc_func filled with malloc function. * \param calloc_func filled with calloc function. * \param realloc_func filled with realloc function. * \param free_func filled with free function. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_GetOriginalMemoryFunctions(SDL_malloc_func *malloc_func, SDL_calloc_func *calloc_func, SDL_realloc_func *realloc_func, SDL_free_func *free_func); /** * Get the current set of SDL memory functions. * * \param malloc_func filled with malloc function. * \param calloc_func filled with calloc function. * \param realloc_func filled with realloc function. * \param free_func filled with free function. * * \threadsafety This does not hold a lock, so do not call this in the * unlikely event of a background thread calling * SDL_SetMemoryFunctions simultaneously. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetMemoryFunctions * \sa SDL_GetOriginalMemoryFunctions */ extern SDL_DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_func, SDL_calloc_func *calloc_func, SDL_realloc_func *realloc_func, SDL_free_func *free_func); /** * Replace SDL's memory allocation functions with a custom set. * * It is not safe to call this function once any allocations have been made, * as future calls to SDL_free will use the new allocator, even if they came * from an SDL_malloc made with the old one! * * If used, usually this needs to be the first call made into the SDL library, * if not the very first thing done at program startup time. * * \param malloc_func custom malloc function. * \param calloc_func custom calloc function. * \param realloc_func custom realloc function. * \param free_func custom free function. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread, but one * should not replace the memory functions once any allocations * are made! * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetMemoryFunctions * \sa SDL_GetOriginalMemoryFunctions */ extern SDL_DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func, SDL_calloc_func calloc_func, SDL_realloc_func realloc_func, SDL_free_func free_func); /** * Allocate memory aligned to a specific value. * * If `alignment` is less than the size of `void *`, then it will be increased * to match that. * * The returned memory address will be a multiple of the alignment value, and * the amount of memory allocated will be a multiple of the alignment value. * * The memory returned by this function must be freed with SDL_aligned_free(), * and _not_ SDL_free. * * \param alignment the alignment requested. * \param size the size to allocate. * \returns a pointer to the aligned memory. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_aligned_free */ extern SDL_DECLSPEC SDL_MALLOC void *SDLCALL SDL_aligned_alloc(size_t alignment, size_t size); /** * Free memory allocated by SDL_aligned_alloc(). * * The pointer is no longer valid after this call and cannot be dereferenced * anymore. * * \param mem a pointer previously returned by SDL_aligned_alloc. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_aligned_alloc */ extern SDL_DECLSPEC void SDLCALL SDL_aligned_free(void *mem); /** * Get the number of outstanding (unfreed) allocations. * * \returns the number of allocations. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetNumAllocations(void); extern SDL_DECLSPEC char *SDLCALL SDL_getenv(const char *name); extern SDL_DECLSPEC int SDLCALL SDL_setenv(const char *name, const char *value, int overwrite); typedef int (SDLCALL *SDL_CompareCallback)(const void *a, const void *b); extern SDL_DECLSPEC void SDLCALL SDL_qsort(void *base, size_t nmemb, size_t size, SDL_CompareCallback compare); extern SDL_DECLSPEC void * SDLCALL SDL_bsearch(const void *key, const void *base, size_t nmemb, size_t size, SDL_CompareCallback compare); typedef int (SDLCALL *SDL_CompareCallback_r)(void *userdata, const void *a, const void *b); extern SDL_DECLSPEC void SDLCALL SDL_qsort_r(void *base, size_t nmemb, size_t size, SDL_CompareCallback_r compare, void *userdata); extern SDL_DECLSPEC void * SDLCALL SDL_bsearch_r(const void *key, const void *base, size_t nmemb, size_t size, SDL_CompareCallback_r compare, void *userdata); extern SDL_DECLSPEC int SDLCALL SDL_abs(int x); /* NOTE: these double-evaluate their arguments, so you should never have side effects in the parameters */ #define SDL_min(x, y) (((x) < (y)) ? (x) : (y)) #define SDL_max(x, y) (((x) > (y)) ? (x) : (y)) #define SDL_clamp(x, a, b) (((x) < (a)) ? (a) : (((x) > (b)) ? (b) : (x))) /** * Query if a character is alphabetic (a letter). * * **WARNING**: Regardless of system locale, this will only treat ASCII values * for English 'a-z' and 'A-Z' as true. * * \param x character value to check. * \returns non-zero if x falls within the character class, zero otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_isalpha(int x); /** * Query if a character is alphabetic (a letter) or a number. * * **WARNING**: Regardless of system locale, this will only treat ASCII values * for English 'a-z', 'A-Z', and '0-9' as true. * * \param x character value to check. * \returns non-zero if x falls within the character class, zero otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_isalnum(int x); /** * Report if a character is blank (a space or tab). * * **WARNING**: Regardless of system locale, this will only treat ASCII values * 0x20 (space) or 0x9 (tab) as true. * * \param x character value to check. * \returns non-zero if x falls within the character class, zero otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_isblank(int x); /** * Report if a character is a control character. * * **WARNING**: Regardless of system locale, this will only treat ASCII values * 0 through 0x1F, and 0x7F, as true. * * \param x character value to check. * \returns non-zero if x falls within the character class, zero otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_iscntrl(int x); /** * Report if a character is a numeric digit. * * **WARNING**: Regardless of system locale, this will only treat ASCII values * '0' (0x30) through '9' (0x39), as true. * * \param x character value to check. * \returns non-zero if x falls within the character class, zero otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_isdigit(int x); /** * Report if a character is a hexadecimal digit. * * **WARNING**: Regardless of system locale, this will only treat ASCII values * 'A' through 'F', 'a' through 'f', and '0' through '9', as true. * * \param x character value to check. * \returns non-zero if x falls within the character class, zero otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_isxdigit(int x); /** * Report if a character is a punctuation mark. * * **WARNING**: Regardless of system locale, this is equivalent to * `((SDL_isgraph(x)) && (!SDL_isalnum(x)))`. * * \param x character value to check. * \returns non-zero if x falls within the character class, zero otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_isgraph * \sa SDL_isalnum */ extern SDL_DECLSPEC int SDLCALL SDL_ispunct(int x); /** * Report if a character is whitespace. * * **WARNING**: Regardless of system locale, this will only treat the * following ASCII values as true: * * - space (0x20) * - tab (0x09) * - newline (0x0A) * - vertical tab (0x0B) * - form feed (0x0C) * - return (0x0D) * * \param x character value to check. * \returns non-zero if x falls within the character class, zero otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_isspace(int x); /** * Report if a character is upper case. * * **WARNING**: Regardless of system locale, this will only treat ASCII values * 'A' through 'Z' as true. * * \param x character value to check. * \returns non-zero if x falls within the character class, zero otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_isupper(int x); /** * Report if a character is lower case. * * **WARNING**: Regardless of system locale, this will only treat ASCII values * 'a' through 'z' as true. * * \param x character value to check. * \returns non-zero if x falls within the character class, zero otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_islower(int x); /** * Report if a character is "printable". * * Be advised that "printable" has a definition that goes back to text * terminals from the dawn of computing, making this a sort of special case * function that is not suitable for Unicode (or most any) text management. * * **WARNING**: Regardless of system locale, this will only treat ASCII values * ' ' (0x20) through '~' (0x7E) as true. * * \param x character value to check. * \returns non-zero if x falls within the character class, zero otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_isprint(int x); /** * Report if a character is any "printable" except space. * * Be advised that "printable" has a definition that goes back to text * terminals from the dawn of computing, making this a sort of special case * function that is not suitable for Unicode (or most any) text management. * * **WARNING**: Regardless of system locale, this is equivalent to * `(SDL_isprint(x)) && ((x) != ' ')`. * * \param x character value to check. * \returns non-zero if x falls within the character class, zero otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_isprint */ extern SDL_DECLSPEC int SDLCALL SDL_isgraph(int x); /** * Convert low-ASCII English letters to uppercase. * * **WARNING**: Regardless of system locale, this will only convert ASCII * values 'a' through 'z' to uppercase. * * This function returns the uppercase equivalent of `x`. If a character * cannot be converted, or is already uppercase, this function returns `x`. * * \param x character value to check. * \returns capitalized version of x, or x if no conversion available. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_toupper(int x); /** * Convert low-ASCII English letters to lowercase. * * **WARNING**: Regardless of system locale, this will only convert ASCII * values 'A' through 'Z' to lowercase. * * This function returns the lowercase equivalent of `x`. If a character * cannot be converted, or is already lowercase, this function returns `x`. * * \param x character value to check. * \returns lowercase version of x, or x if no conversion available. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_tolower(int x); extern SDL_DECLSPEC Uint16 SDLCALL SDL_crc16(Uint16 crc, const void *data, size_t len); extern SDL_DECLSPEC Uint32 SDLCALL SDL_crc32(Uint32 crc, const void *data, size_t len); extern SDL_DECLSPEC void *SDLCALL SDL_memcpy(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len); /* Take advantage of compiler optimizations for memcpy */ #ifndef SDL_SLOW_MEMCPY #ifdef SDL_memcpy #undef SDL_memcpy #endif #define SDL_memcpy memcpy #endif #define SDL_copyp(dst, src) \ { SDL_COMPILE_TIME_ASSERT(SDL_copyp, sizeof (*(dst)) == sizeof (*(src))); } \ SDL_memcpy((dst), (src), sizeof(*(src))) extern SDL_DECLSPEC void *SDLCALL SDL_memmove(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len); /* Take advantage of compiler optimizations for memmove */ #ifndef SDL_SLOW_MEMMOVE #ifdef SDL_memmove #undef SDL_memmove #endif #define SDL_memmove memmove #endif extern SDL_DECLSPEC void *SDLCALL SDL_memset(SDL_OUT_BYTECAP(len) void *dst, int c, size_t len); extern SDL_DECLSPEC void *SDLCALL SDL_memset4(void *dst, Uint32 val, size_t dwords); /* Take advantage of compiler optimizations for memset */ #ifndef SDL_SLOW_MEMSET #ifdef SDL_memset #undef SDL_memset #endif #define SDL_memset memset #endif #define SDL_zero(x) SDL_memset(&(x), 0, sizeof((x))) #define SDL_zerop(x) SDL_memset((x), 0, sizeof(*(x))) #define SDL_zeroa(x) SDL_memset((x), 0, sizeof((x))) extern SDL_DECLSPEC int SDLCALL SDL_memcmp(const void *s1, const void *s2, size_t len); extern SDL_DECLSPEC size_t SDLCALL SDL_wcslen(const wchar_t *wstr); extern SDL_DECLSPEC size_t SDLCALL SDL_wcsnlen(const wchar_t *wstr, size_t maxlen); extern SDL_DECLSPEC size_t SDLCALL SDL_wcslcpy(SDL_OUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen); extern SDL_DECLSPEC size_t SDLCALL SDL_wcslcat(SDL_INOUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen); extern SDL_DECLSPEC wchar_t *SDLCALL SDL_wcsdup(const wchar_t *wstr); extern SDL_DECLSPEC wchar_t *SDLCALL SDL_wcsstr(const wchar_t *haystack, const wchar_t *needle); extern SDL_DECLSPEC wchar_t *SDLCALL SDL_wcsnstr(const wchar_t *haystack, const wchar_t *needle, size_t maxlen); /** * Compare two null-terminated wide strings. * * This only compares wchar_t values until it hits a null-terminating * character; it does not care if the string is well-formed UTF-16 (or UTF-32, * depending on your platform's wchar_t size), or uses valid Unicode values. * * \param str1 the first string to compare. NULL is not permitted! * \param str2 the second string to compare. NULL is not permitted! * \returns less than zero if str1 is "less than" str2, greater than zero if * str1 is "greater than" str2, and zero if the strings match * exactly. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_wcscmp(const wchar_t *str1, const wchar_t *str2); /** * Compare two wide strings up to a number of wchar_t values. * * This only compares wchar_t values; it does not care if the string is * well-formed UTF-16 (or UTF-32, depending on your platform's wchar_t size), * or uses valid Unicode values. * * Note that while this function is intended to be used with UTF-16 (or * UTF-32, depending on your platform's definition of wchar_t), it is * comparing raw wchar_t values and not Unicode codepoints: `maxlen` specifies * a wchar_t limit! If the limit lands in the middle of a multi-wchar UTF-16 * sequence, it will only compare a portion of the final character. * * `maxlen` specifies a maximum number of wchar_t to compare; if the strings * match to this number of wide chars (or both have matched to a * null-terminator character before this count), they will be considered * equal. * * \param str1 the first string to compare. NULL is not permitted! * \param str2 the second string to compare. NULL is not permitted! * \param maxlen the maximum number of wchar_t to compare. * \returns less than zero if str1 is "less than" str2, greater than zero if * str1 is "greater than" str2, and zero if the strings match * exactly. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_wcsncmp(const wchar_t *str1, const wchar_t *str2, size_t maxlen); /** * Compare two null-terminated wide strings, case-insensitively. * * This will work with Unicode strings, using a technique called * "case-folding" to handle the vast majority of case-sensitive human * languages regardless of system locale. It can deal with expanding values: a * German Eszett character can compare against two ASCII 's' chars and be * considered a match, for example. A notable exception: it does not handle * the Turkish 'i' character; human language is complicated! * * Depending on your platform, "wchar_t" might be 2 bytes, and expected to be * UTF-16 encoded (like Windows), or 4 bytes in UTF-32 format. Since this * handles Unicode, it expects the string to be well-formed and not a * null-terminated string of arbitrary bytes. Characters that are not valid * UTF-16 (or UTF-32) are treated as Unicode character U+FFFD (REPLACEMENT * CHARACTER), which is to say two strings of random bits may turn out to * match if they convert to the same amount of replacement characters. * * \param str1 the first string to compare. NULL is not permitted! * \param str2 the second string to compare. NULL is not permitted! * \returns less than zero if str1 is "less than" str2, greater than zero if * str1 is "greater than" str2, and zero if the strings match * exactly. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_wcscasecmp(const wchar_t *str1, const wchar_t *str2); /** * Compare two wide strings, case-insensitively, up to a number of wchar_t. * * This will work with Unicode strings, using a technique called * "case-folding" to handle the vast majority of case-sensitive human * languages regardless of system locale. It can deal with expanding values: a * German Eszett character can compare against two ASCII 's' chars and be * considered a match, for example. A notable exception: it does not handle * the Turkish 'i' character; human language is complicated! * * Depending on your platform, "wchar_t" might be 2 bytes, and expected to be * UTF-16 encoded (like Windows), or 4 bytes in UTF-32 format. Since this * handles Unicode, it expects the string to be well-formed and not a * null-terminated string of arbitrary bytes. Characters that are not valid * UTF-16 (or UTF-32) are treated as Unicode character U+FFFD (REPLACEMENT * CHARACTER), which is to say two strings of random bits may turn out to * match if they convert to the same amount of replacement characters. * * Note that while this function might deal with variable-sized characters, * `maxlen` specifies a _wchar_ limit! If the limit lands in the middle of a * multi-byte UTF-16 sequence, it may convert a portion of the final character * to one or more Unicode character U+FFFD (REPLACEMENT CHARACTER) so as not * to overflow a buffer. * * `maxlen` specifies a maximum number of wchar_t values to compare; if the * strings match to this number of wchar_t (or both have matched to a * null-terminator character before this number of bytes), they will be * considered equal. * * \param str1 the first string to compare. NULL is not permitted! * \param str2 the second string to compare. NULL is not permitted! * \param maxlen the maximum number of wchar_t values to compare. * \returns less than zero if str1 is "less than" str2, greater than zero if * str1 is "greater than" str2, and zero if the strings match * exactly. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_wcsncasecmp(const wchar_t *str1, const wchar_t *str2, size_t maxlen); extern SDL_DECLSPEC long SDLCALL SDL_wcstol(const wchar_t *str, wchar_t **endp, int base); extern SDL_DECLSPEC size_t SDLCALL SDL_strlen(const char *str); extern SDL_DECLSPEC size_t SDLCALL SDL_strnlen(const char *str, size_t maxlen); extern SDL_DECLSPEC size_t SDLCALL SDL_strlcpy(SDL_OUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen); extern SDL_DECLSPEC size_t SDLCALL SDL_utf8strlcpy(SDL_OUT_Z_CAP(dst_bytes) char *dst, const char *src, size_t dst_bytes); extern SDL_DECLSPEC size_t SDLCALL SDL_strlcat(SDL_INOUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen); extern SDL_DECLSPEC SDL_MALLOC char *SDLCALL SDL_strdup(const char *str); extern SDL_DECLSPEC SDL_MALLOC char *SDLCALL SDL_strndup(const char *str, size_t maxlen); extern SDL_DECLSPEC char *SDLCALL SDL_strrev(char *str); /** * Convert a string to uppercase. * * **WARNING**: Regardless of system locale, this will only convert ASCII * values 'A' through 'Z' to uppercase. * * This function operates on a null-terminated string of bytes--even if it is * malformed UTF-8!--and converts ASCII characters 'a' through 'z' to their * uppercase equivalents in-place, returning the original `str` pointer. * * \param str the string to convert in-place. Can not be NULL. * \returns the `str` pointer passed into this function. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_strlwr */ extern SDL_DECLSPEC char *SDLCALL SDL_strupr(char *str); /** * Convert a string to lowercase. * * **WARNING**: Regardless of system locale, this will only convert ASCII * values 'A' through 'Z' to lowercase. * * This function operates on a null-terminated string of bytes--even if it is * malformed UTF-8!--and converts ASCII characters 'A' through 'Z' to their * lowercase equivalents in-place, returning the original `str` pointer. * * \param str the string to convert in-place. Can not be NULL. * \returns the `str` pointer passed into this function. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_strupr */ extern SDL_DECLSPEC char *SDLCALL SDL_strlwr(char *str); extern SDL_DECLSPEC char *SDLCALL SDL_strchr(const char *str, int c); extern SDL_DECLSPEC char *SDLCALL SDL_strrchr(const char *str, int c); extern SDL_DECLSPEC char *SDLCALL SDL_strstr(const char *haystack, const char *needle); extern SDL_DECLSPEC char *SDLCALL SDL_strnstr(const char *haystack, const char *needle, size_t maxlen); extern SDL_DECLSPEC char *SDLCALL SDL_strcasestr(const char *haystack, const char *needle); extern SDL_DECLSPEC char *SDLCALL SDL_strtok_r(char *s1, const char *s2, char **saveptr); extern SDL_DECLSPEC size_t SDLCALL SDL_utf8strlen(const char *str); extern SDL_DECLSPEC size_t SDLCALL SDL_utf8strnlen(const char *str, size_t bytes); extern SDL_DECLSPEC char *SDLCALL SDL_itoa(int value, char *str, int radix); extern SDL_DECLSPEC char *SDLCALL SDL_uitoa(unsigned int value, char *str, int radix); extern SDL_DECLSPEC char *SDLCALL SDL_ltoa(long value, char *str, int radix); extern SDL_DECLSPEC char *SDLCALL SDL_ultoa(unsigned long value, char *str, int radix); extern SDL_DECLSPEC char *SDLCALL SDL_lltoa(Sint64 value, char *str, int radix); extern SDL_DECLSPEC char *SDLCALL SDL_ulltoa(Uint64 value, char *str, int radix); extern SDL_DECLSPEC int SDLCALL SDL_atoi(const char *str); extern SDL_DECLSPEC double SDLCALL SDL_atof(const char *str); extern SDL_DECLSPEC long SDLCALL SDL_strtol(const char *str, char **endp, int base); extern SDL_DECLSPEC unsigned long SDLCALL SDL_strtoul(const char *str, char **endp, int base); extern SDL_DECLSPEC Sint64 SDLCALL SDL_strtoll(const char *str, char **endp, int base); extern SDL_DECLSPEC Uint64 SDLCALL SDL_strtoull(const char *str, char **endp, int base); extern SDL_DECLSPEC double SDLCALL SDL_strtod(const char *str, char **endp); /** * Compare two null-terminated UTF-8 strings. * * Due to the nature of UTF-8 encoding, this will work with Unicode strings, * since effectively this function just compares bytes until it hits a * null-terminating character. Also due to the nature of UTF-8, this can be * used with SDL_qsort() to put strings in (roughly) alphabetical order. * * \param str1 the first string to compare. NULL is not permitted! * \param str2 the second string to compare. NULL is not permitted! * \returns less than zero if str1 is "less than" str2, greater than zero if * str1 is "greater than" str2, and zero if the strings match * exactly. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_strcmp(const char *str1, const char *str2); /** * Compare two UTF-8 strings up to a number of bytes. * * Due to the nature of UTF-8 encoding, this will work with Unicode strings, * since effectively this function just compares bytes until it hits a * null-terminating character. Also due to the nature of UTF-8, this can be * used with SDL_qsort() to put strings in (roughly) alphabetical order. * * Note that while this function is intended to be used with UTF-8, it is * doing a bytewise comparison, and `maxlen` specifies a _byte_ limit! If the * limit lands in the middle of a multi-byte UTF-8 sequence, it will only * compare a portion of the final character. * * `maxlen` specifies a maximum number of bytes to compare; if the strings * match to this number of bytes (or both have matched to a null-terminator * character before this number of bytes), they will be considered equal. * * \param str1 the first string to compare. NULL is not permitted! * \param str2 the second string to compare. NULL is not permitted! * \param maxlen the maximum number of _bytes_ to compare. * \returns less than zero if str1 is "less than" str2, greater than zero if * str1 is "greater than" str2, and zero if the strings match * exactly. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_strncmp(const char *str1, const char *str2, size_t maxlen); /** * Compare two null-terminated UTF-8 strings, case-insensitively. * * This will work with Unicode strings, using a technique called * "case-folding" to handle the vast majority of case-sensitive human * languages regardless of system locale. It can deal with expanding values: a * German Eszett character can compare against two ASCII 's' chars and be * considered a match, for example. A notable exception: it does not handle * the Turkish 'i' character; human language is complicated! * * Since this handles Unicode, it expects the string to be well-formed UTF-8 * and not a null-terminated string of arbitrary bytes. Bytes that are not * valid UTF-8 are treated as Unicode character U+FFFD (REPLACEMENT * CHARACTER), which is to say two strings of random bits may turn out to * match if they convert to the same amount of replacement characters. * * \param str1 the first string to compare. NULL is not permitted! * \param str2 the second string to compare. NULL is not permitted! * \returns less than zero if str1 is "less than" str2, greater than zero if * str1 is "greater than" str2, and zero if the strings match * exactly. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_strcasecmp(const char *str1, const char *str2); /** * Compare two UTF-8 strings, case-insensitively, up to a number of bytes. * * This will work with Unicode strings, using a technique called * "case-folding" to handle the vast majority of case-sensitive human * languages regardless of system locale. It can deal with expanding values: a * German Eszett character can compare against two ASCII 's' chars and be * considered a match, for example. A notable exception: it does not handle * the Turkish 'i' character; human language is complicated! * * Since this handles Unicode, it expects the string to be well-formed UTF-8 * and not a null-terminated string of arbitrary bytes. Bytes that are not * valid UTF-8 are treated as Unicode character U+FFFD (REPLACEMENT * CHARACTER), which is to say two strings of random bits may turn out to * match if they convert to the same amount of replacement characters. * * Note that while this function is intended to be used with UTF-8, `maxlen` * specifies a _byte_ limit! If the limit lands in the middle of a multi-byte * UTF-8 sequence, it may convert a portion of the final character to one or * more Unicode character U+FFFD (REPLACEMENT CHARACTER) so as not to overflow * a buffer. * * `maxlen` specifies a maximum number of bytes to compare; if the strings * match to this number of bytes (or both have matched to a null-terminator * character before this number of bytes), they will be considered equal. * * \param str1 the first string to compare. NULL is not permitted! * \param str2 the second string to compare. NULL is not permitted! * \param maxlen the maximum number of bytes to compare. * \returns less than zero if str1 is "less than" str2, greater than zero if * str1 is "greater than" str2, and zero if the strings match * exactly. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_strncasecmp(const char *str1, const char *str2, size_t maxlen); extern SDL_DECLSPEC int SDLCALL SDL_sscanf(const char *text, SDL_SCANF_FORMAT_STRING const char *fmt, ...) SDL_SCANF_VARARG_FUNC(2); extern SDL_DECLSPEC int SDLCALL SDL_vsscanf(const char *text, SDL_SCANF_FORMAT_STRING const char *fmt, va_list ap) SDL_SCANF_VARARG_FUNCV(2); extern SDL_DECLSPEC int SDLCALL SDL_snprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt, ... ) SDL_PRINTF_VARARG_FUNC(3); extern SDL_DECLSPEC int SDLCALL SDL_swprintf(SDL_OUT_Z_CAP(maxlen) wchar_t *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const wchar_t *fmt, ... ) SDL_WPRINTF_VARARG_FUNC(3); extern SDL_DECLSPEC int SDLCALL SDL_vsnprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(3); extern SDL_DECLSPEC int SDLCALL SDL_vswprintf(SDL_OUT_Z_CAP(maxlen) wchar_t *text, size_t maxlen, const wchar_t *fmt, va_list ap); extern SDL_DECLSPEC int SDLCALL SDL_asprintf(char **strp, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); extern SDL_DECLSPEC int SDLCALL SDL_vasprintf(char **strp, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(2); /** * Seeds the pseudo-random number generator. * * Reusing the seed number will cause SDL_rand_*() to repeat the same stream * of 'random' numbers. * * \param seed the value to use as a random number seed, or 0 to use * SDL_GetPerformanceCounter(). * * \threadsafety This should be called on the same thread that calls * SDL_rand*() * * \since This function is available since SDL 3.0.0. * * \sa SDL_rand_n * \sa SDL_rand_float * \sa SDL_rand_bits */ extern SDL_DECLSPEC void SDLCALL SDL_srand(Uint64 seed); /** * Generates 32 pseudo-random bits. * * You likely want to use SDL_rand_n() to get a psuedo-randum number instead. * * If you want reproducible output, be sure to initialize with SDL_srand() * first. * * There are no guarantees as to the quality of the random sequence produced, * and this should not be used for security (cryptography, passwords) or where * money is on the line (loot-boxes, casinos). There are many random number * libraries available with different characteristics and you should pick one * of those to meet any serious needs. * * \returns a random value in the range of [0-SDL_MAX_UINT32]. * * \threadsafety All calls should be made from a single thread * * \since This function is available since SDL 3.0.0. * * \sa SDL_srand * \sa SDL_rand_n * \sa SDL_rand_float */ extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand_bits(void); /** * Generates a pseudo-random number less than n for positive n * * The method used is faster and of better quality than `rand() % n`. Odds are * roughly 99.9% even for n = 1 million. Evenness is better for smaller n, and * much worse as n gets bigger. * * Example: to simulate a d6 use `SDL_rand_n(6) + 1` The +1 converts 0..5 to * 1..6 * * If you want reproducible output, be sure to initialize with SDL_srand() * first. * * There are no guarantees as to the quality of the random sequence produced, * and this should not be used for security (cryptography, passwords) or where * money is on the line (loot-boxes, casinos). There are many random number * libraries available with different characteristics and you should pick one * of those to meet any serious needs. * * \param n the number of possible outcomes. n must be positive. * \returns a random value in the range of [0 .. n-1]. * * \threadsafety All calls should be made from a single thread * * \since This function is available since SDL 3.0.0. * * \sa SDL_srand * \sa SDL_rand_float */ extern SDL_DECLSPEC Sint32 SDLCALL SDL_rand_n(Sint32 n); /** * Generates a uniform pseudo-random floating point number less than 1.0 * * If you want reproducible output, be sure to initialize with SDL_srand() * first. * * There are no guarantees as to the quality of the random sequence produced, * and this should not be used for security (cryptography, passwords) or where * money is on the line (loot-boxes, casinos). There are many random number * libraries available with different characteristics and you should pick one * of those to meet any serious needs. * * \returns a random value in the range of [0.0, 1.0). * * \threadsafety All calls should be made from a single thread * * \since This function is available since SDL 3.0.0. * * \sa SDL_srand * \sa SDL_rand_n */ extern SDL_DECLSPEC float SDLCALL SDL_rand_float(void); #ifndef SDL_PI_D #define SDL_PI_D 3.141592653589793238462643383279502884 /**< pi (double) */ #endif #ifndef SDL_PI_F #define SDL_PI_F 3.141592653589793238462643383279502884F /**< pi (float) */ #endif /** * Compute the arc cosine of `x`. * * The definition of `y = acos(x)` is `x = cos(y)`. * * Domain: `-1 <= x <= 1` * * Range: `0 <= y <= Pi` * * This function operates on double-precision floating point values, use * SDL_acosf for single-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value. * \returns arc cosine of `x`, in radians. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_acosf * \sa SDL_asin * \sa SDL_cos */ extern SDL_DECLSPEC double SDLCALL SDL_acos(double x); /** * Compute the arc cosine of `x`. * * The definition of `y = acos(x)` is `x = cos(y)`. * * Domain: `-1 <= x <= 1` * * Range: `0 <= y <= Pi` * * This function operates on single-precision floating point values, use * SDL_acos for double-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value. * \returns arc cosine of `x`, in radians. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_acos * \sa SDL_asinf * \sa SDL_cosf */ extern SDL_DECLSPEC float SDLCALL SDL_acosf(float x); /** * Compute the arc sine of `x`. * * The definition of `y = asin(x)` is `x = sin(y)`. * * Domain: `-1 <= x <= 1` * * Range: `-Pi/2 <= y <= Pi/2` * * This function operates on double-precision floating point values, use * SDL_asinf for single-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value. * \returns arc sine of `x`, in radians. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_asinf * \sa SDL_acos * \sa SDL_sin */ extern SDL_DECLSPEC double SDLCALL SDL_asin(double x); /** * Compute the arc sine of `x`. * * The definition of `y = asin(x)` is `x = sin(y)`. * * Domain: `-1 <= x <= 1` * * Range: `-Pi/2 <= y <= Pi/2` * * This function operates on single-precision floating point values, use * SDL_asin for double-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value. * \returns arc sine of `x`, in radians. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_asin * \sa SDL_acosf * \sa SDL_sinf */ extern SDL_DECLSPEC float SDLCALL SDL_asinf(float x); /** * Compute the arc tangent of `x`. * * The definition of `y = atan(x)` is `x = tan(y)`. * * Domain: `-INF <= x <= INF` * * Range: `-Pi/2 <= y <= Pi/2` * * This function operates on double-precision floating point values, use * SDL_atanf for single-precision floats. * * To calculate the arc tangent of y / x, use SDL_atan2. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value. * \returns arc tangent of of `x` in radians, or 0 if `x = 0`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_atanf * \sa SDL_atan2 * \sa SDL_tan */ extern SDL_DECLSPEC double SDLCALL SDL_atan(double x); /** * Compute the arc tangent of `x`. * * The definition of `y = atan(x)` is `x = tan(y)`. * * Domain: `-INF <= x <= INF` * * Range: `-Pi/2 <= y <= Pi/2` * * This function operates on single-precision floating point values, use * SDL_atan for dboule-precision floats. * * To calculate the arc tangent of y / x, use SDL_atan2f. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value. * \returns arc tangent of of `x` in radians, or 0 if `x = 0`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_atan * \sa SDL_atan2f * \sa SDL_tanf */ extern SDL_DECLSPEC float SDLCALL SDL_atanf(float x); /** * Compute the arc tangent of `y / x`, using the signs of x and y to adjust * the result's quadrant. * * The definition of `z = atan2(x, y)` is `y = x tan(z)`, where the quadrant * of z is determined based on the signs of x and y. * * Domain: `-INF <= x <= INF`, `-INF <= y <= INF` * * Range: `-Pi/2 <= y <= Pi/2` * * This function operates on double-precision floating point values, use * SDL_atan2f for single-precision floats. * * To calculate the arc tangent of a single value, use SDL_atan. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param y floating point value of the numerator (y coordinate). * \param x floating point value of the denominator (x coordinate). * \returns arc tangent of of `y / x` in radians, or, if `x = 0`, either * `-Pi/2`, `0`, or `Pi/2`, depending on the value of `y`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_atan2f * \sa SDL_atan * \sa SDL_tan */ extern SDL_DECLSPEC double SDLCALL SDL_atan2(double y, double x); /** * Compute the arc tangent of `y / x`, using the signs of x and y to adjust * the result's quadrant. * * The definition of `z = atan2(x, y)` is `y = x tan(z)`, where the quadrant * of z is determined based on the signs of x and y. * * Domain: `-INF <= x <= INF`, `-INF <= y <= INF` * * Range: `-Pi/2 <= y <= Pi/2` * * This function operates on single-precision floating point values, use * SDL_atan2 for double-precision floats. * * To calculate the arc tangent of a single value, use SDL_atanf. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param y floating point value of the numerator (y coordinate). * \param x floating point value of the denominator (x coordinate). * \returns arc tangent of of `y / x` in radians, or, if `x = 0`, either * `-Pi/2`, `0`, or `Pi/2`, depending on the value of `y`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_atan2f * \sa SDL_atan * \sa SDL_tan */ extern SDL_DECLSPEC float SDLCALL SDL_atan2f(float y, float x); /** * Compute the ceiling of `x`. * * The ceiling of `x` is the smallest integer `y` such that `y > x`, i.e `x` * rounded up to the nearest integer. * * Domain: `-INF <= x <= INF` * * Range: `-INF <= y <= INF`, y integer * * This function operates on double-precision floating point values, use * SDL_ceilf for single-precision floats. * * \param x floating point value. * \returns the ceiling of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ceilf * \sa SDL_floor * \sa SDL_trunc * \sa SDL_round * \sa SDL_lround */ extern SDL_DECLSPEC double SDLCALL SDL_ceil(double x); /** * Compute the ceiling of `x`. * * The ceiling of `x` is the smallest integer `y` such that `y > x`, i.e `x` * rounded up to the nearest integer. * * Domain: `-INF <= x <= INF` * * Range: `-INF <= y <= INF`, y integer * * This function operates on single-precision floating point values, use * SDL_ceil for double-precision floats. * * \param x floating point value. * \returns the ceiling of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ceil * \sa SDL_floorf * \sa SDL_truncf * \sa SDL_roundf * \sa SDL_lroundf */ extern SDL_DECLSPEC float SDLCALL SDL_ceilf(float x); /** * Copy the sign of one floating-point value to another. * * The definition of copysign is that ``copysign(x, y) = abs(x) * sign(y)``. * * Domain: `-INF <= x <= INF`, ``-INF <= y <= f`` * * Range: `-INF <= z <= INF` * * This function operates on double-precision floating point values, use * SDL_copysignf for single-precision floats. * * \param x floating point value to use as the magnitude. * \param y floating point value to use as the sign. * \returns the floating point value with the sign of y and the magnitude of * x. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_copysignf * \sa SDL_fabs */ extern SDL_DECLSPEC double SDLCALL SDL_copysign(double x, double y); /** * Copy the sign of one floating-point value to another. * * The definition of copysign is that ``copysign(x, y) = abs(x) * sign(y)``. * * Domain: `-INF <= x <= INF`, ``-INF <= y <= f`` * * Range: `-INF <= z <= INF` * * This function operates on single-precision floating point values, use * SDL_copysign for double-precision floats. * * \param x floating point value to use as the magnitude. * \param y floating point value to use as the sign. * \returns the floating point value with the sign of y and the magnitude of * x. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_copysignf * \sa SDL_fabsf */ extern SDL_DECLSPEC float SDLCALL SDL_copysignf(float x, float y); /** * Compute the cosine of `x`. * * Domain: `-INF <= x <= INF` * * Range: `-1 <= y <= 1` * * This function operates on double-precision floating point values, use * SDL_cosf for single-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value, in radians. * \returns cosine of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_cosf * \sa SDL_acos * \sa SDL_sin */ extern SDL_DECLSPEC double SDLCALL SDL_cos(double x); /** * Compute the cosine of `x`. * * Domain: `-INF <= x <= INF` * * Range: `-1 <= y <= 1` * * This function operates on single-precision floating point values, use * SDL_cos for double-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value, in radians. * \returns cosine of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_cos * \sa SDL_acosf * \sa SDL_sinf */ extern SDL_DECLSPEC float SDLCALL SDL_cosf(float x); /** * Compute the exponential of `x`. * * The definition of `y = exp(x)` is `y = e^x`, where `e` is the base of the * natural logarithm. The inverse is the natural logarithm, SDL_log. * * Domain: `-INF <= x <= INF` * * Range: `0 <= y <= INF` * * The output will overflow if `exp(x)` is too large to be represented. * * This function operates on double-precision floating point values, use * SDL_expf for single-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value. * \returns value of `e^x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_expf * \sa SDL_log */ extern SDL_DECLSPEC double SDLCALL SDL_exp(double x); /** * Compute the exponential of `x`. * * The definition of `y = exp(x)` is `y = e^x`, where `e` is the base of the * natural logarithm. The inverse is the natural logarithm, SDL_logf. * * Domain: `-INF <= x <= INF` * * Range: `0 <= y <= INF` * * The output will overflow if `exp(x)` is too large to be represented. * * This function operates on single-precision floating point values, use * SDL_exp for double-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value. * \returns value of `e^x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_exp * \sa SDL_logf */ extern SDL_DECLSPEC float SDLCALL SDL_expf(float x); /** * Compute the absolute value of `x` * * Domain: `-INF <= x <= INF` * * Range: `0 <= y <= INF` * * This function operates on double-precision floating point values, use * SDL_copysignf for single-precision floats. * * \param x floating point value to use as the magnitude. * \returns the absolute value of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_fabsf */ extern SDL_DECLSPEC double SDLCALL SDL_fabs(double x); /** * Compute the absolute value of `x` * * Domain: `-INF <= x <= INF` * * Range: `0 <= y <= INF` * * This function operates on single-precision floating point values, use * SDL_copysignf for double-precision floats. * * \param x floating point value to use as the magnitude. * \returns the absolute value of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_fabs */ extern SDL_DECLSPEC float SDLCALL SDL_fabsf(float x); /** * Compute the floor of `x`. * * The floor of `x` is the largest integer `y` such that `y > x`, i.e `x` * rounded down to the nearest integer. * * Domain: `-INF <= x <= INF` * * Range: `-INF <= y <= INF`, y integer * * This function operates on double-precision floating point values, use * SDL_floorf for single-precision floats. * * \param x floating point value. * \returns the floor of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_floorf * \sa SDL_ceil * \sa SDL_trunc * \sa SDL_round * \sa SDL_lround */ extern SDL_DECLSPEC double SDLCALL SDL_floor(double x); /** * Compute the floor of `x`. * * The floor of `x` is the largest integer `y` such that `y > x`, i.e `x` * rounded down to the nearest integer. * * Domain: `-INF <= x <= INF` * * Range: `-INF <= y <= INF`, y integer * * This function operates on single-precision floating point values, use * SDL_floorf for double-precision floats. * * \param x floating point value. * \returns the floor of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_floor * \sa SDL_ceilf * \sa SDL_truncf * \sa SDL_roundf * \sa SDL_lroundf */ extern SDL_DECLSPEC float SDLCALL SDL_floorf(float x); /** * Truncate `x` to an integer. * * Rounds `x` to the next closest integer to 0. This is equivalent to removing * the fractional part of `x`, leaving only the integer part. * * Domain: `-INF <= x <= INF` * * Range: `-INF <= y <= INF`, y integer * * This function operates on double-precision floating point values, use * SDL_truncf for single-precision floats. * * \param x floating point value. * \returns `x` truncated to an integer. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_truncf * \sa SDL_fmod * \sa SDL_ceil * \sa SDL_floor * \sa SDL_round * \sa SDL_lround */ extern SDL_DECLSPEC double SDLCALL SDL_trunc(double x); /** * Truncate `x` to an integer. * * Rounds `x` to the next closest integer to 0. This is equivalent to removing * the fractional part of `x`, leaving only the integer part. * * Domain: `-INF <= x <= INF` * * Range: `-INF <= y <= INF`, y integer * * This function operates on single-precision floating point values, use * SDL_truncf for double-precision floats. * * \param x floating point value. * \returns `x` truncated to an integer. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_trunc * \sa SDL_fmodf * \sa SDL_ceilf * \sa SDL_floorf * \sa SDL_roundf * \sa SDL_lroundf */ extern SDL_DECLSPEC float SDLCALL SDL_truncf(float x); /** * Return the floating-point remainder of `x / y` * * Divides `x` by `y`, and returns the remainder. * * Domain: `-INF <= x <= INF`, `-INF <= y <= INF`, `y != 0` * * Range: `-y <= z <= y` * * This function operates on double-precision floating point values, use * SDL_fmodf for single-precision floats. * * \param x the numerator. * \param y the denominator. Must not be 0. * \returns the remainder of `x / y`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_fmodf * \sa SDL_modf * \sa SDL_trunc * \sa SDL_ceil * \sa SDL_floor * \sa SDL_round * \sa SDL_lround */ extern SDL_DECLSPEC double SDLCALL SDL_fmod(double x, double y); /** * Return the floating-point remainder of `x / y` * * Divides `x` by `y`, and returns the remainder. * * Domain: `-INF <= x <= INF`, `-INF <= y <= INF`, `y != 0` * * Range: `-y <= z <= y` * * This function operates on single-precision floating point values, use * SDL_fmod for single-precision floats. * * \param x the numerator. * \param y the denominator. Must not be 0. * \returns the remainder of `x / y`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_fmod * \sa SDL_truncf * \sa SDL_modff * \sa SDL_ceilf * \sa SDL_floorf * \sa SDL_roundf * \sa SDL_lroundf */ extern SDL_DECLSPEC float SDLCALL SDL_fmodf(float x, float y); /** * Compute the natural logarithm of `x`. * * Domain: `0 < x <= INF` * * Range: `-INF <= y <= INF` * * It is an error for `x` to be less than or equal to 0. * * This function operates on double-precision floating point values, use * SDL_logf for single-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value. Must be greater than 0. * \returns the natural logarithm of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_logf * \sa SDL_log10 * \sa SDL_exp */ extern SDL_DECLSPEC double SDLCALL SDL_log(double x); /** * Compute the natural logarithm of `x`. * * Domain: `0 < x <= INF` * * Range: `-INF <= y <= INF` * * It is an error for `x` to be less than or equal to 0. * * This function operates on single-precision floating point values, use * SDL_log for double-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value. Must be greater than 0. * \returns the natural logarithm of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_log * \sa SDL_expf */ extern SDL_DECLSPEC float SDLCALL SDL_logf(float x); /** * Compute the base-10 logarithm of `x`. * * Domain: `0 < x <= INF` * * Range: `-INF <= y <= INF` * * It is an error for `x` to be less than or equal to 0. * * This function operates on double-precision floating point values, use * SDL_log10f for single-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value. Must be greater than 0. * \returns the logarithm of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_log10f * \sa SDL_log * \sa SDL_pow */ extern SDL_DECLSPEC double SDLCALL SDL_log10(double x); /** * Compute the base-10 logarithm of `x`. * * Domain: `0 < x <= INF` * * Range: `-INF <= y <= INF` * * It is an error for `x` to be less than or equal to 0. * * This function operates on single-precision floating point values, use * SDL_log10 for double-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value. Must be greater than 0. * \returns the logarithm of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_log10 * \sa SDL_logf * \sa SDL_powf */ extern SDL_DECLSPEC float SDLCALL SDL_log10f(float x); /** * Split `x` into integer and fractional parts * * This function operates on double-precision floating point values, use * SDL_modff for single-precision floats. * * \param x floating point value. * \param y output pointer to store the integer part of `x`. * \returns the fractional part of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_modff * \sa SDL_trunc * \sa SDL_fmod */ extern SDL_DECLSPEC double SDLCALL SDL_modf(double x, double *y); /** * Split `x` into integer and fractional parts * * This function operates on single-precision floating point values, use * SDL_modf for double-precision floats. * * \param x floating point value. * \param y output pointer to store the integer part of `x`. * \returns the fractional part of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_modf * \sa SDL_truncf * \sa SDL_fmodf */ extern SDL_DECLSPEC float SDLCALL SDL_modff(float x, float *y); /** * Raise `x` to the power `y` * * Domain: `-INF <= x <= INF`, `-INF <= y <= INF` * * Range: `-INF <= z <= INF` * * If `y` is the base of the natural logarithm (e), consider using SDL_exp * instead. * * This function operates on double-precision floating point values, use * SDL_powf for single-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x the base. * \param y the exponent. * \returns `x` raised to the power `y`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_powf * \sa SDL_exp * \sa SDL_log */ extern SDL_DECLSPEC double SDLCALL SDL_pow(double x, double y); /** * Raise `x` to the power `y` * * Domain: `-INF <= x <= INF`, `-INF <= y <= INF` * * Range: `-INF <= z <= INF` * * If `y` is the base of the natural logarithm (e), consider using SDL_exp * instead. * * This function operates on single-precision floating point values, use * SDL_powf for double-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x the base. * \param y the exponent. * \returns `x` raised to the power `y`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_pow * \sa SDL_expf * \sa SDL_logf */ extern SDL_DECLSPEC float SDLCALL SDL_powf(float x, float y); /** * Round `x` to the nearest integer. * * Rounds `x` to the nearest integer. Values halfway between integers will be * rounded away from zero. * * Domain: `-INF <= x <= INF` * * Range: `-INF <= y <= INF`, y integer * * This function operates on double-precision floating point values, use * SDL_roundf for single-precision floats. To get the result as an integer * type, use SDL_lround. * * \param x floating point value. * \returns the nearest integer to `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_roundf * \sa SDL_lround * \sa SDL_floor * \sa SDL_ceil * \sa SDL_trunc */ extern SDL_DECLSPEC double SDLCALL SDL_round(double x); /** * Round `x` to the nearest integer. * * Rounds `x` to the nearest integer. Values halfway between integers will be * rounded away from zero. * * Domain: `-INF <= x <= INF` * * Range: `-INF <= y <= INF`, y integer * * This function operates on double-precision floating point values, use * SDL_roundf for single-precision floats. To get the result as an integer * type, use SDL_lroundf. * * \param x floating point value. * \returns the nearest integer to `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_round * \sa SDL_lroundf * \sa SDL_floorf * \sa SDL_ceilf * \sa SDL_truncf */ extern SDL_DECLSPEC float SDLCALL SDL_roundf(float x); /** * Round `x` to the nearest integer representable as a long * * Rounds `x` to the nearest integer. Values halfway between integers will be * rounded away from zero. * * Domain: `-INF <= x <= INF` * * Range: `MIN_LONG <= y <= MAX_LONG` * * This function operates on double-precision floating point values, use * SDL_lround for single-precision floats. To get the result as a * floating-point type, use SDL_round. * * \param x floating point value. * \returns the nearest integer to `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_lroundf * \sa SDL_round * \sa SDL_floor * \sa SDL_ceil * \sa SDL_trunc */ extern SDL_DECLSPEC long SDLCALL SDL_lround(double x); /** * Round `x` to the nearest integer representable as a long * * Rounds `x` to the nearest integer. Values halfway between integers will be * rounded away from zero. * * Domain: `-INF <= x <= INF` * * Range: `MIN_LONG <= y <= MAX_LONG` * * This function operates on single-precision floating point values, use * SDL_lroundf for double-precision floats. To get the result as a * floating-point type, use SDL_roundf, * * \param x floating point value. * \returns the nearest integer to `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_lround * \sa SDL_roundf * \sa SDL_floorf * \sa SDL_ceilf * \sa SDL_truncf */ extern SDL_DECLSPEC long SDLCALL SDL_lroundf(float x); /** * Scale `x` by an integer power of two. * * Multiplies `x` by the `n`th power of the floating point radix (always 2). * * Domain: `-INF <= x <= INF`, `n` integer * * Range: `-INF <= y <= INF` * * This function operates on double-precision floating point values, use * SDL_scalbnf for single-precision floats. * * \param x floating point value to be scaled. * \param n integer exponent. * \returns `x * 2^n`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_scalbnf * \sa SDL_pow */ extern SDL_DECLSPEC double SDLCALL SDL_scalbn(double x, int n); /** * Scale `x` by an integer power of two. * * Multiplies `x` by the `n`th power of the floating point radix (always 2). * * Domain: `-INF <= x <= INF`, `n` integer * * Range: `-INF <= y <= INF` * * This function operates on single-precision floating point values, use * SDL_scalbn for double-precision floats. * * \param x floating point value to be scaled. * \param n integer exponent. * \returns `x * 2^n`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_scalbn * \sa SDL_powf */ extern SDL_DECLSPEC float SDLCALL SDL_scalbnf(float x, int n); /** * Compute the sine of `x`. * * Domain: `-INF <= x <= INF` * * Range: `-1 <= y <= 1` * * This function operates on double-precision floating point values, use * SDL_sinf for single-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value, in radians. * \returns sine of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_sinf * \sa SDL_asin * \sa SDL_cos */ extern SDL_DECLSPEC double SDLCALL SDL_sin(double x); /** * Compute the sine of `x`. * * Domain: `-INF <= x <= INF` * * Range: `-1 <= y <= 1` * * This function operates on single-precision floating point values, use * SDL_sinf for double-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value, in radians. * \returns sine of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_sin * \sa SDL_asinf * \sa SDL_cosf */ extern SDL_DECLSPEC float SDLCALL SDL_sinf(float x); /** * Compute the square root of `x`. * * Domain: `0 <= x <= INF` * * Range: `0 <= y <= INF` * * This function operates on double-precision floating point values, use * SDL_sqrtf for single-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value. Must be greater than or equal to 0. * \returns square root of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_sqrtf */ extern SDL_DECLSPEC double SDLCALL SDL_sqrt(double x); /** * Compute the square root of `x`. * * Domain: `0 <= x <= INF` * * Range: `0 <= y <= INF` * * This function operates on single-precision floating point values, use * SDL_sqrt for double-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value. Must be greater than or equal to 0. * \returns square root of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_sqrt */ extern SDL_DECLSPEC float SDLCALL SDL_sqrtf(float x); /** * Compute the tangent of `x`. * * Domain: `-INF <= x <= INF` * * Range: `-INF <= y <= INF` * * This function operates on double-precision floating point values, use * SDL_tanf for single-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value, in radians. * \returns tangent of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_tanf * \sa SDL_sin * \sa SDL_cos * \sa SDL_atan * \sa SDL_atan2 */ extern SDL_DECLSPEC double SDLCALL SDL_tan(double x); /** * Compute the tangent of `x`. * * Domain: `-INF <= x <= INF` * * Range: `-INF <= y <= INF` * * This function operates on single-precision floating point values, use * SDL_tanf for double-precision floats. * * This function may use a different approximation across different versions, * platforms and configurations. i.e, it can return a different value given * the same input on different machines or operating systems, or if SDL is * updated. * * \param x floating point value, in radians. * \returns tangent of `x`. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_tan * \sa SDL_sinf * \sa SDL_cosf * \sa SDL_atanf * \sa SDL_atan2f */ extern SDL_DECLSPEC float SDLCALL SDL_tanf(float x); /* The SDL implementation of iconv() returns these error codes */ #define SDL_ICONV_ERROR (size_t)-1 #define SDL_ICONV_E2BIG (size_t)-2 #define SDL_ICONV_EILSEQ (size_t)-3 #define SDL_ICONV_EINVAL (size_t)-4 /* SDL_iconv_* are now always real symbols/types, not macros or inlined. */ typedef struct SDL_iconv_data_t *SDL_iconv_t; extern SDL_DECLSPEC SDL_iconv_t SDLCALL SDL_iconv_open(const char *tocode, const char *fromcode); extern SDL_DECLSPEC int SDLCALL SDL_iconv_close(SDL_iconv_t cd); extern SDL_DECLSPEC size_t SDLCALL SDL_iconv(SDL_iconv_t cd, const char **inbuf, size_t * inbytesleft, char **outbuf, size_t * outbytesleft); /** * Helper function to convert a string's encoding in one call. * * This function converts a buffer or string between encodings in one pass. * * The string does not need to be NULL-terminated; this function operates on * the number of bytes specified in `inbytesleft` whether there is a NULL * character anywhere in the buffer. * * The returned string is owned by the caller, and should be passed to * SDL_free when no longer needed. * * \param tocode the character encoding of the output string. Examples are * "UTF-8", "UCS-4", etc. * \param fromcode the character encoding of data in `inbuf`. * \param inbuf the string to convert to a different encoding. * \param inbytesleft the size of the input string _in bytes_. * \returns a new string, converted to the new encoding, or NULL on error. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode, const char *fromcode, const char *inbuf, size_t inbytesleft); /* Some helper macros for common cases... */ #define SDL_iconv_utf8_locale(S) SDL_iconv_string("", "UTF-8", S, SDL_strlen(S)+1) #define SDL_iconv_utf8_ucs2(S) (Uint16 *)SDL_iconv_string("UCS-2", "UTF-8", S, SDL_strlen(S)+1) #define SDL_iconv_utf8_ucs4(S) (Uint32 *)SDL_iconv_string("UCS-4", "UTF-8", S, SDL_strlen(S)+1) #define SDL_iconv_wchar_utf8(S) SDL_iconv_string("UTF-8", "WCHAR_T", (char *)S, (SDL_wcslen(S)+1)*sizeof(wchar_t)) /* force builds using Clang's static analysis tools to use literal C runtime here, since there are possibly tests that are ineffective otherwise. */ #if defined(__clang_analyzer__) && !defined(SDL_DISABLE_ANALYZE_MACROS) /* The analyzer knows about strlcpy even when the system doesn't provide it */ #if !defined(HAVE_STRLCPY) && !defined(strlcpy) size_t strlcpy(char* dst, const char* src, size_t size); #endif /* The analyzer knows about strlcat even when the system doesn't provide it */ #if !defined(HAVE_STRLCAT) && !defined(strlcat) size_t strlcat(char* dst, const char* src, size_t size); #endif #if !defined(HAVE_WCSLCPY) && !defined(wcslcpy) size_t wcslcpy(wchar_t *dst, const wchar_t *src, size_t size); #endif #if !defined(HAVE_WCSLCAT) && !defined(wcslcat) size_t wcslcat(wchar_t *dst, const wchar_t *src, size_t size); #endif /* Starting LLVM 16, the analyser errors out if these functions do not have their prototype defined (clang-diagnostic-implicit-function-declaration) */ #include <stdlib.h> #include <stdio.h> #define SDL_malloc malloc #define SDL_calloc calloc #define SDL_realloc realloc #define SDL_free free #ifndef SDL_memcpy #define SDL_memcpy memcpy #endif #ifndef SDL_memmove #define SDL_memmove memmove #endif #ifndef SDL_memset #define SDL_memset memset #endif #define SDL_memcmp memcmp #define SDL_strlcpy strlcpy #define SDL_strlcat strlcat #define SDL_strlen strlen #define SDL_wcslen wcslen #define SDL_wcslcpy wcslcpy #define SDL_wcslcat wcslcat #define SDL_strdup strdup #define SDL_wcsdup wcsdup #define SDL_strchr strchr #define SDL_strrchr strrchr #define SDL_strstr strstr #define SDL_wcsstr wcsstr #define SDL_strtok_r strtok_r #define SDL_strcmp strcmp #define SDL_wcscmp wcscmp #define SDL_strncmp strncmp #define SDL_wcsncmp wcsncmp #define SDL_strcasecmp strcasecmp #define SDL_strncasecmp strncasecmp #define SDL_sscanf sscanf #define SDL_vsscanf vsscanf #define SDL_snprintf snprintf #define SDL_vsnprintf vsnprintf #endif /** * Multiply two integers, checking for overflow. * * If `a * b` would overflow, return -1. * * Otherwise store `a * b` via ret and return 0. * * \param a the multiplicand. * \param b the multiplier. * \param ret on non-overflow output, stores the multiplication result. May * not be NULL. * \returns -1 on overflow, 0 if result doesn't overflow. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ SDL_FORCE_INLINE int SDL_size_mul_overflow (size_t a, size_t b, size_t *ret) { if (a != 0 && b > SDL_SIZE_MAX / a) { return -1; } *ret = a * b; return 0; } #ifndef SDL_WIKI_DOCUMENTATION_SECTION #if SDL_HAS_BUILTIN(__builtin_mul_overflow) /* This needs to be wrapped in an inline rather than being a direct #define, * because __builtin_mul_overflow() is type-generic, but we want to be * consistent about interpreting a and b as size_t. */ SDL_FORCE_INLINE int SDL_size_mul_overflow_builtin (size_t a, size_t b, size_t *ret) { return __builtin_mul_overflow(a, b, ret) == 0 ? 0 : -1; } #define SDL_size_mul_overflow(a, b, ret) (SDL_size_mul_overflow_builtin(a, b, ret)) #endif #endif /** * Add two integers, checking for overflow. * * If `a + b` would overflow, return -1. * * Otherwise store `a + b` via ret and return 0. * * \param a the first addend. * \param b the second addend. * \param ret on non-overflow output, stores the addition result. May not be * NULL. * \returns -1 on overflow, 0 if result doesn't overflow. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ SDL_FORCE_INLINE int SDL_size_add_overflow (size_t a, size_t b, size_t *ret) { if (b > SDL_SIZE_MAX - a) { return -1; } *ret = a + b; return 0; } #ifndef SDL_WIKI_DOCUMENTATION_SECTION #if SDL_HAS_BUILTIN(__builtin_add_overflow) /* This needs to be wrapped in an inline rather than being a direct #define, * the same as the call to __builtin_mul_overflow() above. */ SDL_FORCE_INLINE int SDL_size_add_overflow_builtin (size_t a, size_t b, size_t *ret) { return __builtin_add_overflow(a, b, ret) == 0 ? 0 : -1; } #define SDL_size_add_overflow(a, b, ret) (SDL_size_add_overflow_builtin(a, b, ret)) #endif #endif /* This is a generic function pointer which should be cast to the type you expect */ #ifdef SDL_FUNCTION_POINTER_IS_VOID_POINTER typedef void *SDL_FunctionPointer; #else typedef void (*SDL_FunctionPointer)(void); #endif /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_stdinc_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_gamepad.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryGamepad * * SDL provides a low-level joystick API, which just treats joysticks as an * arbitrary pile of buttons, axes, and hat switches. If you're planning to * write your own control configuration screen, this can give you a lot of * flexibility, but that's a lot of work, and most things that we consider * "joysticks" now are actually console-style gamepads. So SDL provides the * gamepad API on top of the lower-level joystick functionality. * * The difference betweena joystick and a gamepad is that a gamepad tells you * _where_ a button or axis is on the device. You don't speak to gamepads in * terms of arbitrary numbers like "button 3" or "axis 2" but in standard * locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or * X/O/Square/Triangle, if you will). * * One turns a joystick into a gamepad by providing a magic configuration * string, which tells SDL the details of a specific device: when you see this * specific hardware, if button 2 gets pressed, this is actually D-Pad Up, * etc. * * SDL has many popular controllers configured out of the box, and users can * add their own controller details through an environment variable if it's * otherwise unknown to SDL. * * In order to use these functions, SDL_Init() must have been called with the * SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and * load appropriate drivers. * * If you would like to receive gamepad updates while the application is in * the background, you should set the following hint before calling * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS */ #ifndef SDL_gamepad_h_ #define SDL_gamepad_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_joystick.h> #include <SDL3/SDL_properties.h> #include <SDL3/SDL_iostream.h> #include <SDL3/SDL_sensor.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * The structure used to identify an SDL gamepad * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_Gamepad SDL_Gamepad; /** * Standard gamepad types. * * This type does not necessarily map to first-party controllers from * Microsoft/Sony/Nintendo; in many cases, third-party controllers can report * as these, either because they were designed for a specific console, or they * simply most closely match that console's controllers (does it have A/B/X/Y * buttons or X/O/Square/Triangle? Does it have a touchpad? etc). */ typedef enum SDL_GamepadType { SDL_GAMEPAD_TYPE_UNKNOWN = 0, SDL_GAMEPAD_TYPE_STANDARD, SDL_GAMEPAD_TYPE_XBOX360, SDL_GAMEPAD_TYPE_XBOXONE, SDL_GAMEPAD_TYPE_PS3, SDL_GAMEPAD_TYPE_PS4, SDL_GAMEPAD_TYPE_PS5, SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO, SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT, SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT, SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR, SDL_GAMEPAD_TYPE_MAX } SDL_GamepadType; /** * The list of buttons available on a gamepad * * For controllers that use a diamond pattern for the face buttons, the * south/east/west/north buttons below correspond to the locations in the * diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo * Switch controllers, this would be B/A/Y/X, for PlayStation controllers this * would be Cross/Circle/Square/Triangle. * * For controllers that don't use a diamond pattern for the face buttons, the * south/east/west/north buttons indicate the buttons labeled A, B, C, D, or * 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary, * secondary, etc. buttons. * * The activate action is often the south button and the cancel action is * often the east button, but in some regions this is reversed, so your game * should allow remapping actions based on user preferences. * * You can query the labels for the face buttons using * SDL_GetGamepadButtonLabel() * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_GamepadButton { SDL_GAMEPAD_BUTTON_INVALID = -1, SDL_GAMEPAD_BUTTON_SOUTH, /* Bottom face button (e.g. Xbox A button) */ SDL_GAMEPAD_BUTTON_EAST, /* Right face button (e.g. Xbox B button) */ SDL_GAMEPAD_BUTTON_WEST, /* Left face button (e.g. Xbox X button) */ SDL_GAMEPAD_BUTTON_NORTH, /* Top face button (e.g. Xbox Y button) */ SDL_GAMEPAD_BUTTON_BACK, SDL_GAMEPAD_BUTTON_GUIDE, SDL_GAMEPAD_BUTTON_START, SDL_GAMEPAD_BUTTON_LEFT_STICK, SDL_GAMEPAD_BUTTON_RIGHT_STICK, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, SDL_GAMEPAD_BUTTON_DPAD_UP, SDL_GAMEPAD_BUTTON_DPAD_DOWN, SDL_GAMEPAD_BUTTON_DPAD_LEFT, SDL_GAMEPAD_BUTTON_DPAD_RIGHT, SDL_GAMEPAD_BUTTON_MISC1, /* Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button, Google Stadia capture button) */ SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, /* Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1) */ SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, /* Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) */ SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, /* Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) */ SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, /* Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) */ SDL_GAMEPAD_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */ SDL_GAMEPAD_BUTTON_MISC2, /* Additional button */ SDL_GAMEPAD_BUTTON_MISC3, /* Additional button */ SDL_GAMEPAD_BUTTON_MISC4, /* Additional button */ SDL_GAMEPAD_BUTTON_MISC5, /* Additional button */ SDL_GAMEPAD_BUTTON_MISC6, /* Additional button */ SDL_GAMEPAD_BUTTON_MAX } SDL_GamepadButton; /** * The set of gamepad button labels * * This isn't a complete set, just the face buttons to make it easy to show * button prompts. * * For a complete set, you should look at the button and gamepad type and have * a set of symbols that work well with your art style. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_GamepadButtonLabel { SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN, SDL_GAMEPAD_BUTTON_LABEL_A, SDL_GAMEPAD_BUTTON_LABEL_B, SDL_GAMEPAD_BUTTON_LABEL_X, SDL_GAMEPAD_BUTTON_LABEL_Y, SDL_GAMEPAD_BUTTON_LABEL_CROSS, SDL_GAMEPAD_BUTTON_LABEL_CIRCLE, SDL_GAMEPAD_BUTTON_LABEL_SQUARE, SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE } SDL_GamepadButtonLabel; /** * The list of axes available on a gamepad * * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to * SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though * advanced UI will allow users to set or autodetect the dead zone, which * varies between gamepads. * * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully * pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the * same range that will be reported by the lower-level SDL_GetJoystickAxis(). * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_GamepadAxis { SDL_GAMEPAD_AXIS_INVALID = -1, SDL_GAMEPAD_AXIS_LEFTX, SDL_GAMEPAD_AXIS_LEFTY, SDL_GAMEPAD_AXIS_RIGHTX, SDL_GAMEPAD_AXIS_RIGHTY, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, SDL_GAMEPAD_AXIS_MAX } SDL_GamepadAxis; /** * Types of gamepad control bindings. * * A gamepad is a collection of bindings that map arbitrary joystick buttons, * axes and hat switches to specific positions on a generic console-style * gamepad. This enum is used as part of SDL_GamepadBinding to specify those * mappings. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_GamepadBindingType { SDL_GAMEPAD_BINDTYPE_NONE = 0, SDL_GAMEPAD_BINDTYPE_BUTTON, SDL_GAMEPAD_BINDTYPE_AXIS, SDL_GAMEPAD_BINDTYPE_HAT } SDL_GamepadBindingType; /** * A mapping between one joystick input to a gamepad control. * * A gamepad has a collection of several bindings, to say, for example, when * joystick button number 5 is pressed, that should be treated like the * gamepad's "start" button. * * SDL has these bindings built-in for many popular controllers, and can add * more with a simple text string. Those strings are parsed into a collection * of these structs to make it easier to operate on the data. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_GetGamepadBindings */ typedef struct SDL_GamepadBinding { SDL_GamepadBindingType input_type; union { int button; struct { int axis; int axis_min; int axis_max; } axis; struct { int hat; int hat_mask; } hat; } input; SDL_GamepadBindingType output_type; union { SDL_GamepadButton button; struct { SDL_GamepadAxis axis; int axis_min; int axis_max; } axis; } output; } SDL_GamepadBinding; /** * Add support for gamepads that SDL is unaware of or change the binding of an * existing gamepad. * * The mapping string has the format "GUID,name,mapping", where GUID is the * string value from SDL_GetJoystickGUIDString(), name is the human readable * string for the device and mappings are gamepad mappings to joystick ones. * Under Windows there is a reserved GUID of "xinput" that covers all XInput * devices. The mapping format for joystick is: * * - `bX`: a joystick button, index X * - `hX.Y`: hat X with value Y * - `aX`: axis X of the joystick * * Buttons can be used as a gamepad axes and vice versa. * * This string shows an example of a valid mapping for a gamepad: * * ```c * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7" * ``` * * \param mapping the mapping string. * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, * -1 on error; call SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadMapping * \sa SDL_GetGamepadMappingForGUID */ extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping); /** * Load a set of gamepad mappings from an SDL_IOStream. * * You can call this function several times, if needed, to load different * database files. * * If a new mapping is loaded for an already known gamepad GUID, the later * version will overwrite the one currently loaded. * * Mappings not belonging to the current platform or with no platform field * specified will be ignored (i.e. mappings for Linux will be ignored in * Windows, etc). * * This function will load the text database entirely in memory before * processing it, so take this into consideration if you are in a memory * constrained environment. * * \param src the data stream for the mappings to be added. * \param closeio if SDL_TRUE, calls SDL_CloseIO() on `src` before returning, * even in the case of an error. * \returns the number of mappings added or -1 on error; call SDL_GetError() * for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AddGamepadMapping * \sa SDL_AddGamepadMappingsFromFile * \sa SDL_GetGamepadMapping * \sa SDL_GetGamepadMappingForGUID */ extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, SDL_bool closeio); /** * Load a set of gamepad mappings from a file. * * You can call this function several times, if needed, to load different * database files. * * If a new mapping is loaded for an already known gamepad GUID, the later * version will overwrite the one currently loaded. * * Mappings not belonging to the current platform or with no platform field * specified will be ignored (i.e. mappings for Linux will be ignored in * Windows, etc). * * \param file the mappings file to load. * \returns the number of mappings added or -1 on error; call SDL_GetError() * for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AddGamepadMapping * \sa SDL_AddGamepadMappingsFromIO * \sa SDL_GetGamepadMapping * \sa SDL_GetGamepadMappingForGUID */ extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file); /** * Reinitialize the SDL mapping database to its initial state. * * This will generate gamepad events as needed if device mappings change. * * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_ReloadGamepadMappings(void); /** * Get the current gamepad mappings. * * You must free the returned pointer with SDL_free() when you are done with * it, but you do _not_ free each string in the array. * * \param count a pointer filled in with the number of mappings returned, can * be NULL. * \returns an array of the mapping strings, NULL-terminated. Must be freed * with SDL_free(). Returns NULL on error. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count); /** * Get the gamepad mapping string for a given GUID. * * The returned string must be freed with SDL_free(). * * \param guid a structure containing the GUID for which a mapping is desired. * \returns a mapping string or NULL on error; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickInstanceGUID * \sa SDL_GetJoystickGUID */ extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_JoystickGUID guid); /** * Get the current mapping of a gamepad. * * The returned string must be freed with SDL_free(). * * Details about mappings are discussed with SDL_AddGamepadMapping(). * * \param gamepad the gamepad you want to get the current mapping for. * \returns a string that has the gamepad's mapping or NULL if no mapping is * available; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AddGamepadMapping * \sa SDL_GetGamepadInstanceMapping * \sa SDL_GetGamepadMappingForGUID * \sa SDL_SetGamepadMapping */ extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad); /** * Set the current mapping of a joystick or gamepad. * * Details about mappings are discussed with SDL_AddGamepadMapping(). * * \param instance_id the joystick instance ID. * \param mapping the mapping to use for this device, or NULL to clear the * mapping. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AddGamepadMapping * \sa SDL_GetGamepadMapping */ extern SDL_DECLSPEC int SDLCALL SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping); /** * Return whether a gamepad is currently connected. * * \returns SDL_TRUE if a gamepad is connected, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepads */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasGamepad(void); /** * Get a list of currently connected gamepads. * * \param count a pointer filled in with the number of gamepads returned. * \returns a 0 terminated array of joystick instance IDs which should be * freed with SDL_free(), or NULL on error; call SDL_GetError() for * more details. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasGamepad * \sa SDL_OpenGamepad */ extern SDL_DECLSPEC SDL_JoystickID *SDLCALL SDL_GetGamepads(int *count); /** * Check if the given joystick is supported by the gamepad interface. * * \param instance_id the joystick instance ID. * \returns SDL_TRUE if the given joystick is supported by the gamepad * interface, SDL_FALSE if it isn't or it's an invalid index. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoysticks * \sa SDL_OpenGamepad */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id); /** * Get the implementation dependent name of a gamepad. * * This can be called before any gamepads are opened. * * The returned string follows the SDL_GetStringRule. * * \param instance_id the joystick instance ID. * \returns the name of the selected gamepad. If no name can be found, this * function returns NULL; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadName * \sa SDL_GetGamepads */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetGamepadInstanceName(SDL_JoystickID instance_id); /** * Get the implementation dependent path of a gamepad. * * This can be called before any gamepads are opened. * * The returned string follows the SDL_GetStringRule. * * \param instance_id the joystick instance ID. * \returns the path of the selected gamepad. If no path can be found, this * function returns NULL; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadPath * \sa SDL_GetGamepads */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetGamepadInstancePath(SDL_JoystickID instance_id); /** * Get the player index of a gamepad. * * This can be called before any gamepads are opened. * * \param instance_id the joystick instance ID. * \returns the player index of a gamepad, or -1 if it's not available. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadPlayerIndex * \sa SDL_GetGamepads */ extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadInstancePlayerIndex(SDL_JoystickID instance_id); /** * Get the implementation-dependent GUID of a gamepad. * * This can be called before any gamepads are opened. * * \param instance_id the joystick instance ID. * \returns the GUID of the selected gamepad. If called on an invalid index, * this function returns a zero GUID. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadGUID * \sa SDL_GetGamepadGUIDString * \sa SDL_GetGamepads */ extern SDL_DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetGamepadInstanceGUID(SDL_JoystickID instance_id); /** * Get the USB vendor ID of a gamepad, if available. * * This can be called before any gamepads are opened. If the vendor ID isn't * available this function returns 0. * * \param instance_id the joystick instance ID. * \returns the USB vendor ID of the selected gamepad. If called on an invalid * index, this function returns zero. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadVendor * \sa SDL_GetGamepads */ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceVendor(SDL_JoystickID instance_id); /** * Get the USB product ID of a gamepad, if available. * * This can be called before any gamepads are opened. If the product ID isn't * available this function returns 0. * * \param instance_id the joystick instance ID. * \returns the USB product ID of the selected gamepad. If called on an * invalid index, this function returns zero. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadProduct * \sa SDL_GetGamepads */ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProduct(SDL_JoystickID instance_id); /** * Get the product version of a gamepad, if available. * * This can be called before any gamepads are opened. If the product version * isn't available this function returns 0. * * \param instance_id the joystick instance ID. * \returns the product version of the selected gamepad. If called on an * invalid index, this function returns zero. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadProductVersion * \sa SDL_GetGamepads */ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProductVersion(SDL_JoystickID instance_id); /** * Get the type of a gamepad. * * This can be called before any gamepads are opened. * * \param instance_id the joystick instance ID. * \returns the gamepad type. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadType * \sa SDL_GetGamepads * \sa SDL_GetRealGamepadInstanceType */ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadInstanceType(SDL_JoystickID instance_id); /** * Get the type of a gamepad, ignoring any mapping override. * * This can be called before any gamepads are opened. * * \param instance_id the joystick instance ID. * \returns the gamepad type. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadInstanceType * \sa SDL_GetGamepads * \sa SDL_GetRealGamepadType */ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadInstanceType(SDL_JoystickID instance_id); /** * Get the mapping of a gamepad. * * This can be called before any gamepads are opened. * * \param instance_id the joystick instance ID. * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if * no mapping is available. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepads * \sa SDL_GetGamepadMapping */ extern SDL_DECLSPEC char *SDLCALL SDL_GetGamepadInstanceMapping(SDL_JoystickID instance_id); /** * Open a gamepad for use. * * \param instance_id the joystick instance ID. * \returns a gamepad identifier or NULL if an error occurred; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CloseGamepad * \sa SDL_IsGamepad */ extern SDL_DECLSPEC SDL_Gamepad *SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id); /** * Get the SDL_Gamepad associated with a joystick instance ID, if it has been * opened. * * \param instance_id the joystick instance ID of the gamepad. * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been * opened yet; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Gamepad *SDLCALL SDL_GetGamepadFromInstanceID(SDL_JoystickID instance_id); /** * Get the SDL_Gamepad associated with a player index. * * \param player_index the player index, which different from the instance ID. * \returns the SDL_Gamepad associated with a player index. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadPlayerIndex * \sa SDL_SetGamepadPlayerIndex */ extern SDL_DECLSPEC SDL_Gamepad *SDLCALL SDL_GetGamepadFromPlayerIndex(int player_index); /** * Get the properties associated with an opened gamepad. * * These properties are shared with the underlying joystick object. * * The following read-only properties are provided by SDL: * * - `SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN`: true if this gamepad has an LED * that has adjustable brightness * - `SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN`: true if this gamepad has an LED * that has adjustable color * - `SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN`: true if this gamepad has a * player LED * - `SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN`: true if this gamepad has * left/right rumble * - `SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN`: true if this gamepad has * simple trigger rumble * * \param gamepad a gamepad identifier previously returned by * SDL_OpenGamepad(). * \returns a valid property ID on success or 0 on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetProperty * \sa SDL_SetProperty */ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepad *gamepad); #define SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN #define SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN #define SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN #define SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN #define SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN /** * Get the instance ID of an opened gamepad. * * \param gamepad a gamepad identifier previously returned by * SDL_OpenGamepad(). * \returns the instance ID of the specified gamepad on success or 0 on * failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadInstanceID(SDL_Gamepad *gamepad); /** * Get the implementation-dependent name for an opened gamepad. * * The returned string follows the SDL_GetStringRule. * * \param gamepad a gamepad identifier previously returned by * SDL_OpenGamepad(). * \returns the implementation dependent name for the gamepad, or NULL if * there is no name or the identifier passed is invalid. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadInstanceName */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad); /** * Get the implementation-dependent path for an opened gamepad. * * The returned string follows the SDL_GetStringRule. * * \param gamepad a gamepad identifier previously returned by * SDL_OpenGamepad(). * \returns the implementation dependent path for the gamepad, or NULL if * there is no path or the identifier passed is invalid. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadInstancePath */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad); /** * Get the type of an opened gamepad. * * \param gamepad the gamepad object to query. * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not * available. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadInstanceType */ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *gamepad); /** * Get the type of an opened gamepad, ignoring any mapping override. * * \param gamepad the gamepad object to query. * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not * available. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRealGamepadInstanceType */ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadType(SDL_Gamepad *gamepad); /** * Get the player index of an opened gamepad. * * For XInput gamepads this returns the XInput user index. * * \param gamepad the gamepad object to query. * \returns the player index for gamepad, or -1 if it's not available. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetGamepadPlayerIndex */ extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad); /** * Set the player index of an opened gamepad. * * \param gamepad the gamepad object to adjust. * \param player_index player index to assign to this gamepad, or -1 to clear * the player index and turn off player LEDs. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadPlayerIndex */ extern SDL_DECLSPEC int SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index); /** * Get the USB vendor ID of an opened gamepad, if available. * * If the vendor ID isn't available this function returns 0. * * \param gamepad the gamepad object to query. * \returns the USB vendor ID, or zero if unavailable. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadInstanceVendor */ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad); /** * Get the USB product ID of an opened gamepad, if available. * * If the product ID isn't available this function returns 0. * * \param gamepad the gamepad object to query. * \returns the USB product ID, or zero if unavailable. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadInstanceProduct */ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad); /** * Get the product version of an opened gamepad, if available. * * If the product version isn't available this function returns 0. * * \param gamepad the gamepad object to query. * \returns the USB product version, or zero if unavailable. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadInstanceProductVersion */ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad); /** * Get the firmware version of an opened gamepad, if available. * * If the firmware version isn't available this function returns 0. * * \param gamepad the gamepad object to query. * \returns the gamepad firmware version, or zero if unavailable. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad); /** * Get the serial number of an opened gamepad, if available. * * Returns the serial number of the gamepad, or NULL if it is not available. * * The returned string follows the SDL_GetStringRule. * * \param gamepad the gamepad object to query. * \returns the serial number, or NULL if unavailable. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad); /** * Get the Steam Input handle of an opened gamepad, if available. * * Returns an InputHandle_t for the gamepad that can be used with Steam Input * API: https://partner.steamgames.com/doc/api/ISteamInput * * \param gamepad the gamepad object to query. * \returns the gamepad handle, or 0 if unavailable. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetGamepadSteamHandle(SDL_Gamepad *gamepad); /** * Get the connection state of a gamepad. * * \param gamepad the gamepad object to query. * \returns the connection state on success or * `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError() * for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetGamepadConnectionState(SDL_Gamepad *gamepad); /** * Get the battery state of a gamepad. * * You should never take a battery status as absolute truth. Batteries * (especially failing batteries) are delicate hardware, and the values * reported here are best estimates based on what that hardware reports. It's * not uncommon for older batteries to lose stored power much faster than it * reports, or completely drain when reporting it has 20 percent left, etc. * * \param gamepad the gamepad object to query. * \param percent a pointer filled in with the percentage of battery life * left, between 0 and 100, or NULL to ignore. This will be * filled in with -1 we can't determine a value or there is no * battery. * \returns the current battery state. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetGamepadPowerInfo(SDL_Gamepad *gamepad, int *percent); /** * Check if a gamepad has been opened and is currently connected. * * \param gamepad a gamepad identifier previously returned by * SDL_OpenGamepad(). * \returns SDL_TRUE if the gamepad has been opened and is currently * connected, or SDL_FALSE if not. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad); /** * Get the underlying joystick from a gamepad. * * This function will give you a SDL_Joystick object, which allows you to use * the SDL_Joystick functions with a SDL_Gamepad object. This would be useful * for getting a joystick's position at any given time, even if it hasn't * moved (moving it would produce an event, which would have the axis' value). * * The pointer returned is owned by the SDL_Gamepad. You should not call * SDL_CloseJoystick() on it, for example, since doing so will likely cause * SDL to crash. * * \param gamepad the gamepad object that you want to get a joystick from. * \returns an SDL_Joystick object; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Joystick *SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepad); /** * Set the state of gamepad event processing. * * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself * and check the state of the gamepad when you want gamepad information. * * \param enabled whether to process gamepad events or not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GamepadEventsEnabled * \sa SDL_UpdateGamepads */ extern SDL_DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(SDL_bool enabled); /** * Query the state of gamepad event processing. * * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself * and check the state of the gamepad when you want gamepad information. * * \returns SDL_TRUE if gamepad events are being processed, SDL_FALSE * otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetGamepadEventsEnabled */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadEventsEnabled(void); /** * Get the SDL joystick layer bindings for a gamepad. * * \param gamepad a gamepad. * \param count a pointer filled in with the number of bindings returned. * \returns a NULL terminated array of pointers to bindings which should be * freed with SDL_free(), or NULL on error; call SDL_GetError() for * more details. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_GamepadBinding **SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count); /** * Manually pump gamepad updates if not using the loop. * * This function is called automatically by the event loop if events are * enabled. Under such circumstances, it will not be necessary to call this * function. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_UpdateGamepads(void); /** * Convert a string into SDL_GamepadType enum. * * This function is called internally to translate SDL_Gamepad mapping strings * for the underlying joystick device into the consistent SDL_Gamepad mapping. * You do not normally need to call this function unless you are parsing * SDL_Gamepad mappings in your own code. * * \param str string representing a SDL_GamepadType type. * \returns the SDL_GamepadType enum corresponding to the input string, or * `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadStringForType */ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const char *str); /** * Convert from an SDL_GamepadType enum to a string. * * The returned string follows the SDL_GetStringRule. * * \param type an enum value for a given SDL_GamepadType. * \returns a string for the given type, or NULL if an invalid type is * specified. The string returned is of the format used by * SDL_Gamepad mapping strings. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadTypeFromString */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetGamepadStringForType(SDL_GamepadType type); /** * Convert a string into SDL_GamepadAxis enum. * * This function is called internally to translate SDL_Gamepad mapping strings * for the underlying joystick device into the consistent SDL_Gamepad mapping. * You do not normally need to call this function unless you are parsing * SDL_Gamepad mappings in your own code. * * Note specially that "righttrigger" and "lefttrigger" map to * `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`, * respectively. * * \param str string representing a SDL_Gamepad axis. * \returns the SDL_GamepadAxis enum corresponding to the input string, or * `SDL_GAMEPAD_AXIS_INVALID` if no match was found. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadStringForAxis */ extern SDL_DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char *str); /** * Convert from an SDL_GamepadAxis enum to a string. * * The returned string follows the SDL_GetStringRule. * * \param axis an enum value for a given SDL_GamepadAxis. * \returns a string for the given axis, or NULL if an invalid axis is * specified. The string returned is of the format used by * SDL_Gamepad mapping strings. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadAxisFromString */ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis); /** * Query whether a gamepad has a given axis. * * This merely reports whether the gamepad's mapping defined this axis, as * that is all the information SDL has about the physical device. * * \param gamepad a gamepad. * \param axis an axis enum value (an SDL_GamepadAxis value). * \returns SDL_TRUE if the gamepad has this axis, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GamepadHasButton * \sa SDL_GetGamepadAxis */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); /** * Get the current state of an axis control on a gamepad. * * The axis indices start at index 0. * * For thumbsticks, the state is a value ranging from -32768 (up/left) to * 32767 (down/right). * * Triggers range from 0 when released to 32767 when fully pressed, and never * return a negative value. Note that this differs from the value reported by * the lower-level SDL_GetJoystickAxis(), which normally uses the full range. * * \param gamepad a gamepad. * \param axis an axis index (one of the SDL_GamepadAxis values). * \returns axis state (including 0) on success or 0 (also) on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GamepadHasAxis * \sa SDL_GetGamepadButton */ extern SDL_DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); /** * Convert a string into an SDL_GamepadButton enum. * * This function is called internally to translate SDL_Gamepad mapping strings * for the underlying joystick device into the consistent SDL_Gamepad mapping. * You do not normally need to call this function unless you are parsing * SDL_Gamepad mappings in your own code. * * \param str string representing a SDL_Gamepad axis. * \returns the SDL_GamepadButton enum corresponding to the input string, or * `SDL_GAMEPAD_BUTTON_INVALID` if no match was found. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadStringForButton */ extern SDL_DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const char *str); /** * Convert from an SDL_GamepadButton enum to a string. * * The returned string follows the SDL_GetStringRule. * * \param button an enum value for a given SDL_GamepadButton. * \returns a string for the given button, or NULL if an invalid button is * specified. The string returned is of the format used by * SDL_Gamepad mapping strings. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadButtonFromString */ extern SDL_DECLSPEC const char* SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button); /** * Query whether a gamepad has a given button. * * This merely reports whether the gamepad's mapping defined this button, as * that is all the information SDL has about the physical device. * * \param gamepad a gamepad. * \param button a button enum value (an SDL_GamepadButton value). * \returns SDL_TRUE if the gamepad has this button, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GamepadHasAxis */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); /** * Get the current state of a button on a gamepad. * * \param gamepad a gamepad. * \param button a button index (one of the SDL_GamepadButton values). * \returns 1 for pressed state or 0 for not pressed state or error; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GamepadHasButton * \sa SDL_GetGamepadAxis */ extern SDL_DECLSPEC Uint8 SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); /** * Get the label of a button on a gamepad. * * \param type the type of gamepad to check. * \param button a button index (one of the SDL_GamepadButton values). * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadButtonLabel */ extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabelForType(SDL_GamepadType type, SDL_GamepadButton button); /** * Get the label of a button on a gamepad. * * \param gamepad a gamepad. * \param button a button index (one of the SDL_GamepadButton values). * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadButtonLabelForType */ extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabel(SDL_Gamepad *gamepad, SDL_GamepadButton button); /** * Get the number of touchpads on a gamepad. * * \param gamepad a gamepad. * \returns number of touchpads. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetNumGamepadTouchpadFingers */ extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad); /** * Get the number of supported simultaneous fingers on a touchpad on a game * gamepad. * * \param gamepad a gamepad. * \param touchpad a touchpad. * \returns number of supported simultaneous fingers. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadTouchpadFinger * \sa SDL_GetNumGamepadTouchpads */ extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad); /** * Get the current state of a finger on a touchpad on a gamepad. * * \param gamepad a gamepad. * \param touchpad a touchpad. * \param finger a finger. * \param state filled with state. * \param x filled with x position, normalized 0 to 1, with the origin in the * upper left. * \param y filled with y position, normalized 0 to 1, with the origin in the * upper left. * \param pressure filled with pressure value. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetNumGamepadTouchpadFingers */ extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure); /** * Return whether a gamepad has a particular sensor. * * \param gamepad the gamepad to query. * \param type the type of sensor to query. * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadSensorData * \sa SDL_GetGamepadSensorDataRate * \sa SDL_SetGamepadSensorEnabled */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type); /** * Set whether data reporting for a gamepad sensor is enabled. * * \param gamepad the gamepad to update. * \param type the type of sensor to enable/disable. * \param enabled whether data reporting should be enabled. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GamepadHasSensor * \sa SDL_GamepadSensorEnabled */ extern SDL_DECLSPEC int SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, SDL_bool enabled); /** * Query whether sensor data reporting is enabled for a gamepad. * * \param gamepad the gamepad to query. * \param type the type of sensor to query. * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetGamepadSensorEnabled */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type); /** * Get the data rate (number of events per second) of a gamepad sensor. * * \param gamepad the gamepad to query. * \param type the type of sensor to query. * \returns the data rate, or 0.0f if the data rate is not available. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type); /** * Get the current state of a gamepad sensor. * * The number of values and interpretation of the data is sensor dependent. * See SDL_sensor.h for the details for each type of sensor. * * \param gamepad the gamepad to query. * \param type the type of sensor to query. * \param data a pointer filled with the current sensor state. * \param num_values the number of values to write to data. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values); /** * Start a rumble effect on a gamepad. * * Each call to this function cancels any previous rumble effect, and calling * it with 0 intensity stops any rumbling. * * This function requires you to process SDL events or call * SDL_UpdateJoysticks() to update rumble state. * * \param gamepad the gamepad to vibrate. * \param low_frequency_rumble the intensity of the low frequency (left) * rumble motor, from 0 to 0xFFFF. * \param high_frequency_rumble the intensity of the high frequency (right) * rumble motor, from 0 to 0xFFFF. * \param duration_ms the duration of the rumble effect, in milliseconds. * \returns 0, or -1 if rumble isn't supported on this gamepad. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); /** * Start a rumble effect in the gamepad's triggers. * * Each call to this function cancels any previous trigger rumble effect, and * calling it with 0 intensity stops any rumbling. * * Note that this is rumbling of the _triggers_ and not the gamepad as a * whole. This is currently only supported on Xbox One gamepads. If you want * the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead. * * This function requires you to process SDL events or call * SDL_UpdateJoysticks() to update rumble state. * * \param gamepad the gamepad to vibrate. * \param left_rumble the intensity of the left trigger rumble motor, from 0 * to 0xFFFF. * \param right_rumble the intensity of the right trigger rumble motor, from 0 * to 0xFFFF. * \param duration_ms the duration of the rumble effect, in milliseconds. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RumbleGamepad */ extern SDL_DECLSPEC int SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); /** * Update a gamepad's LED color. * * An example of a joystick LED is the light on the back of a PlayStation 4's * DualShock 4 controller. * * For gamepads with a single color LED, the maximum of the RGB values will be * used as the LED brightness. * * \param gamepad the gamepad to update. * \param red the intensity of the red LED. * \param green the intensity of the green LED. * \param blue the intensity of the blue LED. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue); /** * Send a gamepad specific effect packet. * * \param gamepad the gamepad to affect. * \param data the data to send to the gamepad. * \param size the size of the data to send to the gamepad. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size); /** * Close a gamepad previously opened with SDL_OpenGamepad(). * * \param gamepad a gamepad identifier previously returned by * SDL_OpenGamepad(). * * \since This function is available since SDL 3.0.0. * * \sa SDL_OpenGamepad */ extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad); /** * Return the sfSymbolsName for a given button on a gamepad on Apple * platforms. * * The returned string follows the SDL_GetStringRule. * * \param gamepad the gamepad to query. * \param button a button on the gamepad. * \returns the sfSymbolsName or NULL if the name can't be found. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadAppleSFSymbolsNameForAxis */ extern SDL_DECLSPEC const char* SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); /** * Return the sfSymbolsName for a given axis on a gamepad on Apple platforms. * * The returned string follows the SDL_GetStringRule. * * \param gamepad the gamepad to query. * \param axis an axis on the gamepad. * \returns the sfSymbolsName or NULL if the name can't be found. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetGamepadAppleSFSymbolsNameForButton */ extern SDL_DECLSPEC const char* SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_gamepad_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_bits.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryBits * * Functions for fiddling with bits and bitmasks. */ #ifndef SDL_bits_h_ #define SDL_bits_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * \file SDL_bits.h */ #if defined(__WATCOMC__) && defined(__386__) extern __inline int _SDL_bsr_watcom(Uint32); #pragma aux _SDL_bsr_watcom = \ "bsr eax, eax" \ parm [eax] nomemory \ value [eax] \ modify exact [eax] nomemory; #endif /** * Get the index of the most significant (set) bit in a 32-bit number. * * Result is undefined when called with 0. This operation can also be stated * as "count leading zeroes" and "log base 2". * * Note that this is a forced-inline function in a header, and not a public * API function available in the SDL library (which is to say, the code is * embedded in the calling program and the linker and dynamic loader will not * be able to find this function inside SDL itself). * * \param x the 32-bit value to examine. * \returns the index of the most significant bit, or -1 if the value is 0. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x) { #if defined(__GNUC__) && (__GNUC__ >= 4 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 4)) /* Count Leading Zeroes builtin in GCC. * http://gcc.gnu.org/onlinedocs/gcc-4.3.4/gcc/Other-Builtins.html */ if (x == 0) { return -1; } return 31 - __builtin_clz(x); #elif defined(__WATCOMC__) && defined(__386__) if (x == 0) { return -1; } return _SDL_bsr_watcom(x); #elif defined(_MSC_VER) unsigned long index; if (_BitScanReverse(&index, x)) { return index; } return -1; #else /* Based off of Bit Twiddling Hacks by Sean Eron Anderson * <[email protected]>, released in the public domain. * http://graphics.stanford.edu/~seander/bithacks.html#IntegerLog */ const Uint32 b[] = {0x2, 0xC, 0xF0, 0xFF00, 0xFFFF0000}; const int S[] = {1, 2, 4, 8, 16}; int msbIndex = 0; int i; if (x == 0) { return -1; } for (i = 4; i >= 0; i--) { if (x & b[i]) { x >>= S[i]; msbIndex |= S[i]; } } return msbIndex; #endif } /** * Determine if a unsigned 32-bit value has exactly one bit set. * * If there are no bits set (`x` is zero), or more than one bit set, this * returns SDL_FALSE. If any one bit is exclusively set, this returns * SDL_TRUE. * * Note that this is a forced-inline function in a header, and not a public * API function available in the SDL library (which is to say, the code is * embedded in the calling program and the linker and dynamic loader will not * be able to find this function inside SDL itself). * * \param x the 32-bit value to examine. * \returns SDL_TRUE if exactly one bit is set in `x`, SDL_FALSE otherwise. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ SDL_FORCE_INLINE SDL_bool SDL_HasExactlyOneBitSet32(Uint32 x) { if (x && !(x & (x - 1))) { return SDL_TRUE; } return SDL_FALSE; } /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_bits_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_dialog.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryDialog * * File dialog support. */ #ifndef SDL_dialog_h_ #define SDL_dialog_h_ #include <SDL3/SDL_error.h> #include <SDL3/SDL_video.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * An entry for filters for file dialogs. * * `name` is a user-readable label for the filter (for example, "Office * document"). * * `pattern` is a semicolon-separated list of file extensions (for example, * "doc;docx"). File extensions may only contain alphanumeric characters, * hyphens, underscores and periods. Alternatively, the whole string can be a * single asterisk ("*"), which serves as an "All files" filter. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_DialogFileCallback * \sa SDL_ShowOpenFileDialog * \sa SDL_ShowSaveFileDialog * \sa SDL_ShowOpenFolderDialog */ typedef struct SDL_DialogFileFilter { const char *name; const char *pattern; } SDL_DialogFileFilter; /** * Callback used by file dialog functions. * * The specific usage is described in each function. * * If `filelist` is: * * - NULL, an error occurred. Details can be obtained with SDL_GetError(). * - A pointer to NULL, the user either didn't choose any file or canceled the * dialog. * - A pointer to non-`NULL`, the user chose one or more files. The argument * is a null-terminated list of pointers to C strings, each containing a * path. * * The filelist argument does not need to be freed; it will automatically be * freed when the callback returns. * * The filter argument is the index of the filter that was selected, or -1 if * no filter was selected or if the platform or method doesn't support * fetching the selected filter. * * \param userdata an app-provided pointer, for the callback's use. * \param filelist the file(s) chosen by the user. * \param filter index of the selected filter. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_DialogFileFilter * \sa SDL_ShowOpenFileDialog * \sa SDL_ShowSaveFileDialog * \sa SDL_ShowOpenFolderDialog */ typedef void(SDLCALL *SDL_DialogFileCallback)(void *userdata, const char * const *filelist, int filter); /** * Displays a dialog that lets the user select a file on their filesystem. * * This function should only be invoked from the main thread. * * This is an asynchronous function; it will return immediately, and the * result will be passed to the callback. * * The callback will be invoked with a null-terminated list of files the user * chose. The list will be empty if the user canceled the dialog, and it will * be NULL if an error occurred. * * Note that the callback may be called from a different thread than the one * the function was invoked on. * * Depending on the platform, the user may be allowed to input paths that * don't yet exist. * * On Linux, dialogs may require XDG Portals, which requires DBus, which * requires an event-handling loop. Apps that do not use SDL to handle events * should add a call to SDL_PumpEvents in their main loop. * * \param callback an SDL_DialogFileCallback to be invoked when the user * selects a file and accepts, or cancels the dialog, or an * error occurs. The first argument is a null-terminated list * of C strings, representing the paths chosen by the user. * The list will be empty if the user canceled the dialog, and * it will be NULL if an error occurred. If an error occurred, * it can be fetched with SDL_GetError(). The second argument * is the userdata pointer passed to the function. The third * argument is the index of the filter selected by the user, * or one past the index of the last filter (therefore the * index of the terminating NULL filter) if no filter was * chosen, or -1 if the platform does not support detecting * the selected filter. * \param userdata an optional pointer to pass extra data to the callback when * it will be invoked. * \param window the window that the dialog should be modal for. May be NULL. * Not all platforms support this option. * \param filters a list of SDL_DialogFileFilter's. May be NULL. Not all * platforms support this option, and platforms that do support * it may allow the user to ignore the filters. * \param nfilters the number of filters. Ignored if filters is NULL. * \param default_location the default folder or file to start the dialog at. * May be NULL. Not all platforms support this option. * \param allow_many if non-zero, the user will be allowed to select multiple * entries. Not all platforms support this option. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DialogFileCallback * \sa SDL_DialogFileFilter * \sa SDL_ShowSaveFileDialog * \sa SDL_ShowOpenFolderDialog */ extern SDL_DECLSPEC void SDLCALL SDL_ShowOpenFileDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const SDL_DialogFileFilter *filters, int nfilters, const char *default_location, SDL_bool allow_many); /** * Displays a dialog that lets the user choose a new or existing file on their * filesystem. * * This function should only be invoked from the main thread. * * This is an asynchronous function; it will return immediately, and the * result will be passed to the callback. * * The callback will be invoked with a null-terminated list of files the user * chose. The list will be empty if the user canceled the dialog, and it will * be NULL if an error occurred. * * Note that the callback may be called from a different thread than the one * the function was invoked on. * * The chosen file may or may not already exist. * * On Linux, dialogs may require XDG Portals, which requires DBus, which * requires an event-handling loop. Apps that do not use SDL to handle events * should add a call to SDL_PumpEvents in their main loop. * * \param callback an SDL_DialogFileCallback to be invoked when the user * selects a file and accepts, or cancels the dialog, or an * error occurs. The first argument is a null-terminated list * of C strings, representing the paths chosen by the user. * The list will be empty if the user canceled the dialog, and * it will be NULL if an error occurred. If an error occurred, * it can be fetched with SDL_GetError(). The second argument * is the userdata pointer passed to the function. The third * argument is the index of the filter selected by the user, * or one past the index of the last filter (therefore the * index of the terminating NULL filter) if no filter was * chosen, or -1 if the platform does not support detecting * the selected filter. * \param userdata an optional pointer to pass extra data to the callback when * it will be invoked. * \param window the window that the dialog should be modal for. May be NULL. * Not all platforms support this option. * \param filters a list of SDL_DialogFileFilter's. May be NULL. Not all * platforms support this option, and platforms that do support * it may allow the user to ignore the filters. * \param nfilters the number of filters. Ignored if filters is NULL. * \param default_location the default folder or file to start the dialog at. * May be NULL. Not all platforms support this option. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DialogFileCallback * \sa SDL_DialogFileFilter * \sa SDL_ShowOpenFileDialog * \sa SDL_ShowOpenFolderDialog */ extern SDL_DECLSPEC void SDLCALL SDL_ShowSaveFileDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const SDL_DialogFileFilter *filters, int nfilters, const char *default_location); /** * Displays a dialog that lets the user select a folder on their filesystem. * * This function should only be invoked from the main thread. * * This is an asynchronous function; it will return immediately, and the * result will be passed to the callback. * * The callback will be invoked with a null-terminated list of files the user * chose. The list will be empty if the user canceled the dialog, and it will * be NULL if an error occurred. * * Note that the callback may be called from a different thread than the one * the function was invoked on. * * Depending on the platform, the user may be allowed to input paths that * don't yet exist. * * On Linux, dialogs may require XDG Portals, which requires DBus, which * requires an event-handling loop. Apps that do not use SDL to handle events * should add a call to SDL_PumpEvents in their main loop. * * \param callback an SDL_DialogFileCallback to be invoked when the user * selects a file and accepts, or cancels the dialog, or an * error occurs. The first argument is a null-terminated list * of C strings, representing the paths chosen by the user. * The list will be empty if the user canceled the dialog, and * it will be NULL if an error occurred. If an error occurred, * it can be fetched with SDL_GetError(). The second argument * is the userdata pointer passed to the function. The third * argument is always -1 for SDL_ShowOpenFolderDialog. * \param userdata an optional pointer to pass extra data to the callback when * it will be invoked. * \param window the window that the dialog should be modal for. May be NULL. * Not all platforms support this option. * \param default_location the default folder or file to start the dialog at. * May be NULL. Not all platforms support this option. * \param allow_many if non-zero, the user will be allowed to select multiple * entries. Not all platforms support this option. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DialogFileCallback * \sa SDL_ShowOpenFileDialog * \sa SDL_ShowSaveFileDialog */ extern SDL_DECLSPEC void SDLCALL SDL_ShowOpenFolderDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const char *default_location, SDL_bool allow_many); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_joystick_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_main.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryMain * * Redefine main() on some platforms so that it is called by SDL. * * For details on how SDL_main works, and how to use it, please refer to: * * https://wiki.libsdl.org/SDL3/README/main-functions * * (or docs/README-main-functions.md in the SDL source tree) */ #ifndef SDL_main_h_ #define SDL_main_h_ #include <SDL3/SDL_platform_defines.h> #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_events.h> #ifndef SDL_MAIN_HANDLED #ifdef SDL_PLATFORM_WIN32 /* On Windows SDL provides WinMain(), which parses the command line and passes the arguments to your main function. If you provide your own WinMain(), you may define SDL_MAIN_HANDLED */ #define SDL_MAIN_AVAILABLE #elif defined(SDL_PLATFORM_WINRT) /* On WinRT, SDL provides a main function that initializes CoreApplication, creating an instance of IFrameworkView in the process. Ideally, #include'ing SDL_main.h is enough to get a main() function working. However, that requires the source file your main() is in to be compiled as C++ *and* with the /ZW compiler flag. If that's not feasible, add an otherwise empty .cpp file that only contains `#include <SDL3/SDL_main.h>` and build that with /ZW (still include SDL_main.h in your other file with main()!). In XAML apps, instead the function SDL_RunApp() must be called with a pointer to the Direct3D-hosted XAML control passed in as the "reserved" argument. */ #define SDL_MAIN_NEEDED #elif defined(SDL_PLATFORM_GDK) /* On GDK, SDL provides a main function that initializes the game runtime. If you prefer to write your own WinMain-function instead of having SDL provide one that calls your main() function, #define SDL_MAIN_HANDLED before #include'ing SDL_main.h and call the SDL_RunApp function from your entry point. */ #define SDL_MAIN_NEEDED #elif defined(SDL_PLATFORM_IOS) /* On iOS SDL provides a main function that creates an application delegate and starts the iOS application run loop. To use it, just #include SDL_main.h in the source file that contains your main() function. See src/video/uikit/SDL_uikitappdelegate.m for more details. */ #define SDL_MAIN_NEEDED #elif defined(SDL_PLATFORM_ANDROID) /* On Android SDL provides a Java class in SDLActivity.java that is the main activity entry point. See docs/README-android.md for more details on extending that class. */ #define SDL_MAIN_NEEDED /* We need to export SDL_main so it can be launched from Java */ #define SDLMAIN_DECLSPEC SDL_DECLSPEC #elif defined(SDL_PLATFORM_PSP) /* On PSP SDL provides a main function that sets the module info, activates the GPU and starts the thread required to be able to exit the software. If you provide this yourself, you may define SDL_MAIN_HANDLED */ #define SDL_MAIN_AVAILABLE #elif defined(SDL_PLATFORM_PS2) #define SDL_MAIN_AVAILABLE #define SDL_PS2_SKIP_IOP_RESET() \ void reset_IOP(); \ void reset_IOP() {} #elif defined(SDL_PLATFORM_3DS) /* On N3DS, SDL provides a main function that sets up the screens and storage. If you provide this yourself, you may define SDL_MAIN_HANDLED */ #define SDL_MAIN_AVAILABLE #elif defined(SDL_PLATFORM_NGAGE) /* TODO: not sure if it should be SDL_MAIN_NEEDED, in SDL2 ngage had a main implementation, but wasn't mentioned in SDL_main.h */ #define SDL_MAIN_AVAILABLE #endif #endif /* SDL_MAIN_HANDLED */ #ifndef SDLMAIN_DECLSPEC #define SDLMAIN_DECLSPEC #endif /** * \file SDL_main.h * * The application's main() function must be called with C linkage, * and should be declared like this: * * ```c * #ifdef __cplusplus * extern "C" * #endif * int main(int argc, char *argv[]) * { * } * ``` */ #ifdef SDL_WIKI_DOCUMENTATION_SECTION /** * Inform SDL to use the main callbacks instead of main. * * SDL does not define this macro, but will check if it is defined when * including `SDL_main.h`. If defined, SDL will expect the app to provide * several functions: SDL_AppInit, SDL_AppEvent, SDL_AppIterate, and * SDL_AppQuit. The app should not provide a `main` function in this case, and * doing so will likely cause the build to fail. * * Please see [README/main-functions](README/main-functions), (or * docs/README-main-functions.md in the source tree) for a more detailed * explanation. * * \since This macro is used by the headers since SDL 3.0.0. * * \sa SDL_AppInit * \sa SDL_AppEvent * \sa SDL_AppIterate * \sa SDL_AppQuit */ #define SDL_MAIN_USE_CALLBACKS 1 #endif #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS) #define main SDL_main #endif #include <SDL3/SDL_begin_code.h> #ifdef __cplusplus extern "C" { #endif typedef int (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]); typedef int (SDLCALL *SDL_AppIterate_func)(void *appstate); typedef int (SDLCALL *SDL_AppEvent_func)(void *appstate, const SDL_Event *event); typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate); /* * You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including * SDL_main.h, and then your application will _not_ have a standard * "main" entry point. Instead, it will operate as a collection of * functions that are called as necessary by the system. On some * platforms, this is just a layer where SDL drives your program * instead of your program driving SDL, on other platforms this might * hook into the OS to manage the lifecycle. Programs on most platforms * can use whichever approach they prefer, but the decision boils down * to: * * - Using a standard "main" function: this works like it always has for * the past 50+ years in C programming, and your app is in control. * - Using the callback functions: this might clean up some code, * avoid some #ifdef blocks in your program for some platforms, be more * resource-friendly to the system, and possibly be the primary way to * access some future platforms (but none require this at the moment). * * This is up to the app; both approaches are considered valid and supported * ways to write SDL apps. * * If using the callbacks, don't define a "main" function. Instead, implement * the functions listed below in your program. */ #ifdef SDL_MAIN_USE_CALLBACKS /** * Value that requests that the app continue from the main callbacks. * * If SDL_AppInit, SDL_AppEvent, or SDL_AppIterate returns this value, the * program will continue to run. This is the normal return value case. * * This is always 0; using this macro may be clearer, but is not required. * * \since This macro is available since SDL 3.0.0. */ #define SDL_APP_CONTINUE 0 /** * Value that requests termination with error from the main callbacks. * * If SDL_AppInit, SDL_AppEvent, or SDL_AppIterate returns this value, the * program will terminate and report failure to the operating system. * * What that failure looks like is platform-dependent. On Unix, for example, * the process error code will be non-zero. * * This is always -1; using this macro may be clearer, but is not required. * * \since This macro is available since SDL 3.0.0. */ #define SDL_APP_FAILURE -1 /** * Value that requests termination with success from the main callbacks. * * If SDL_AppInit, SDL_AppEvent, or SDL_AppIterate returns this value, the * program will terminate and report success to the operating system. * * What that success looks like is platform-dependent. On Unix, for example, * the process error code will be zero. * * This is always 1; using this macro may be clearer, but is not required. * * \since This macro is available since SDL 3.0.0. */ #define SDL_APP_SUCCESS 1 /** * App-implemented initial entry point for SDL_MAIN_USE_CALLBACKS apps. * * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a * standard "main" function, you should not supply this. * * This function is called by SDL once, at startup. The function should * initialize whatever is necessary, possibly create windows and open audio * devices, etc. The `argc` and `argv` parameters work like they would with a * standard "main" function. * * This function should not go into an infinite mainloop; it should do any * one-time setup it requires and then return. * * The app may optionally assign a pointer to `*appstate`. This pointer will * be provided on every future call to the other entry points, to allow * application state to be preserved between functions without the app needing * to use a global variable. If this isn't set, the pointer will be NULL in * future entry points. * * If this function returns SDL_APP_CONTINUE, the app will proceed to normal * operation, and will begin receiving repeated calls to SDL_AppIterate and * SDL_AppEvent for the life of the program. If this function returns * SDL_APP_FAILURE, SDL will call SDL_AppQuit and terminate the process with * an exit code that reports an error to the platform. If it returns * SDL_APP_SUCCESS, SDL calls SDL_AppQuit and terminates with an exit code * that reports success to the platform. * * \param appstate a place where the app can optionally store a pointer for * future use. * \param argc the standard ANSI C main's argc; number of elements in `argv`. * \param argv the standard ANSI C main's argv; array of command line * arguments. * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to * terminate with success, SDL_APP_CONTINUE to continue. * * \threadsafety This function is not thread safe. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AppIterate * \sa SDL_AppEvent * \sa SDL_AppQuit */ extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[]); /** * App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps. * * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a * standard "main" function, you should not supply this. * * This function is called repeatedly by SDL after SDL_AppInit returns 0. The * function should operate as a single iteration the program's primary loop; * it should update whatever state it needs and draw a new frame of video, * usually. * * On some platforms, this function will be called at the refresh rate of the * display (which might change during the life of your app!). There are no * promises made about what frequency this function might run at. You should * use SDL's timer functions if you need to see how much time has passed since * the last iteration. * * There is no need to process the SDL event queue during this function; SDL * will send events as they arrive in SDL_AppEvent, and in most cases the * event queue will be empty when this function runs anyhow. * * This function should not go into an infinite mainloop; it should do one * iteration of whatever the program does and return. * * The `appstate` parameter is an optional pointer provided by the app during * SDL_AppInit(). If the app never provided a pointer, this will be NULL. * * If this function returns SDL_APP_CONTINUE, the app will continue normal * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for * the life of the program. If this function returns SDL_APP_FAILURE, SDL will * call SDL_AppQuit and terminate the process with an exit code that reports * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls * SDL_AppQuit and terminates with an exit code that reports success to the * platform. * * \param appstate an optional pointer, provided by the app in SDL_AppInit. * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to * terminate with success, SDL_APP_CONTINUE to continue. * * \threadsafety This function is not thread safe. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AppInit * \sa SDL_AppEvent */ extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppIterate(void *appstate); /** * App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps. * * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a * standard "main" function, you should not supply this. * * This function is called as needed by SDL after SDL_AppInit returns 0; It is * called once for each new event. * * There is (currently) no guarantee about what thread this will be called * from; whatever thread pushes an event onto SDL's queue will trigger this * function. SDL is responsible for pumping the event queue between each call * to SDL_AppIterate, so in normal operation one should only get events in a * serial fashion, but be careful if you have a thread that explicitly calls * SDL_PushEvent. * * Events sent to this function are not owned by the app; if you need to save * the data, you should copy it. * * This function should not go into an infinite mainloop; it should handle the * provided event appropriately and return. * * The `appstate` parameter is an optional pointer provided by the app during * SDL_AppInit(). If the app never provided a pointer, this will be NULL. * * If this function returns SDL_APP_CONTINUE, the app will continue normal * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for * the life of the program. If this function returns SDL_APP_FAILURE, SDL will * call SDL_AppQuit and terminate the process with an exit code that reports * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls * SDL_AppQuit and terminates with an exit code that reports success to the * platform. * * \param appstate an optional pointer, provided by the app in SDL_AppInit. * \param event the new event for the app to examine. * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to * terminate with success, SDL_APP_CONTINUE to continue. * * \threadsafety This function is not thread safe. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AppInit * \sa SDL_AppIterate */ extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppEvent(void *appstate, const SDL_Event *event); /** * App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps. * * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a * standard "main" function, you should not supply this. * * This function is called once by SDL before terminating the program. * * This function will be called no matter what, even if SDL_AppInit requests * termination. * * This function should not go into an infinite mainloop; it should * deinitialize any resources necessary, perform whatever shutdown activities, * and return. * * You do not need to call SDL_Quit() in this function, as SDL will call it * after this function returns and before the process terminates, but it is * safe to do so. * * The `appstate` parameter is an optional pointer provided by the app during * SDL_AppInit(). If the app never provided a pointer, this will be NULL. This * function call is the last time this pointer will be provided, so any * resources to it should be cleaned up here. * * \param appstate an optional pointer, provided by the app in SDL_AppInit. * * \threadsafety This function is not thread safe. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AppInit */ extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate); #endif /* SDL_MAIN_USE_CALLBACKS */ /** * The prototype for the application's main() function * * \param argc an ANSI-C style main function's argc. * \param argv an ANSI-C style main function's argv. * \returns an ANSI-C main return code; generally 0 is considered successful * program completion, and small non-zero values are considered * errors. * * \since This datatype is available since SDL 3.0.0. */ typedef int (SDLCALL *SDL_main_func)(int argc, char *argv[]); /** * An app-supplied function for program entry. * * Apps do not directly create this function; they should create a standard * ANSI-C `main` function instead. If SDL needs to insert some startup code * before `main` runs, or the platform doesn't actually _use_ a function * called "main", SDL will do some macro magic to redefine `main` to * `SDL_main` and provide its own `main`. * * Apps should include `SDL_main.h` in the same file as their `main` function, * and they should not use that symbol for anything else in that file, as it * might get redefined. * * This function is only provided by the app if it isn't using * SDL_MAIN_USE_CALLBACKS. * * Program startup is a surprisingly complex topic. Please see * [README/main-functions](README/main-functions), (or * docs/README-main-functions.md in the source tree) for a more detailed * explanation. * * \param argc an ANSI-C style main function's argc. * \param argv an ANSI-C style main function's argv. * \returns an ANSI-C main return code; generally 0 is considered successful * program completion, and small non-zero values are considered * errors. * * \threadsafety This is the program entry point. * * \since This function is available since SDL 3.0.0. */ extern SDLMAIN_DECLSPEC int SDLCALL SDL_main(int argc, char *argv[]); /** * Circumvent failure of SDL_Init() when not using SDL_main() as an entry * point. * * This function is defined in SDL_main.h, along with the preprocessor rule to * redefine main() as SDL_main(). Thus to ensure that your main() function * will not be changed it is necessary to define SDL_MAIN_HANDLED before * including SDL.h. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Init */ extern SDL_DECLSPEC void SDLCALL SDL_SetMainReady(void); /** * Initializes and launches an SDL application, by doing platform-specific * initialization before calling your mainFunction and cleanups after it * returns, if that is needed for a specific platform, otherwise it just calls * mainFunction. * * You can use this if you want to use your own main() implementation without * using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do * *not* need SDL_SetMainReady(). * * \param argc the argc parameter from the application's main() function, or 0 * if the platform's main-equivalent has no argc. * \param argv the argv parameter from the application's main() function, or * NULL if the platform's main-equivalent has no argv. * \param mainFunction your SDL app's C-style main(). NOT the function you're * calling this from! Its name doesn't matter; it doesn't * literally have to be `main`. * \param reserved should be NULL (reserved for future use, will probably be * platform-specific then). * \returns the return value from mainFunction: 0 on success, -1 on failure; * SDL_GetError() might have more information on the failure. * * \threadsafety Generally this is called once, near startup, from the * process's initial thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_RunApp(int argc, char* argv[], SDL_main_func mainFunction, void * reserved); /** * An entry point for SDL's use in SDL_MAIN_USE_CALLBACKS. * * Generally, you should not call this function directly. This only exists to * hand off work into SDL as soon as possible, where it has a lot more control * and functionality available, and make the inline code in SDL_main.h as * small as possible. * * Not all platforms use this, it's actual use is hidden in a magic * header-only library, and you should not call this directly unless you * _really_ know what you're doing. * * \param argc standard Unix main argc. * \param argv standard Unix main argv. * \param appinit the application's SDL_AppInit function. * \param appiter the application's SDL_AppIterate function. * \param appevent the application's SDL_AppEvent function. * \param appquit the application's SDL_AppQuit function. * \returns standard Unix main return value. * * \threadsafety It is not safe to call this anywhere except as the only * function call in SDL_main. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_EnterAppMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit, SDL_AppIterate_func appiter, SDL_AppEvent_func appevent, SDL_AppQuit_func appquit); #if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) /** * Register a win32 window class for SDL's use. * * This can be called to set the application window class at startup. It is * safe to call this multiple times, as long as every call is eventually * paired with a call to SDL_UnregisterApp, but a second registration attempt * while a previous registration is still active will be ignored, other than * to increment a counter. * * Most applications do not need to, and should not, call this directly; SDL * will call it when initializing the video subsystem. * * \param name the window class name, in UTF-8 encoding. If NULL, SDL * currently uses "SDL_app" but this isn't guaranteed. * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of * what is specified here. * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL * will use `GetModuleHandle(NULL)` instead. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); /** * Deregister the win32 window class from an SDL_RegisterApp call. * * This can be called to undo the effects of SDL_RegisterApp. * * Most applications do not need to, and should not, call this directly; SDL * will call it when deinitializing the video subsystem. * * It is safe to call this multiple times, as long as every call is eventually * paired with a prior call to SDL_RegisterApp. The window class will only be * deregistered when the registration counter in SDL_RegisterApp decrements to * zero through calls to this function. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void); #endif /* defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) */ #ifdef SDL_PLATFORM_GDK /** * Callback from the application to let the suspend continue. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void); #endif /* SDL_PLATFORM_GDK */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL) /* include header-only SDL_main implementations */ #if defined(SDL_MAIN_USE_CALLBACKS) \ || defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) || defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_TVOS) \ || defined(SDL_PLATFORM_3DS) || defined(SDL_PLATFORM_NGAGE) || defined(SDL_PLATFORM_PS2) || defined(SDL_PLATFORM_PSP) /* platforms which main (-equivalent) can be implemented in plain C */ #include <SDL3/SDL_main_impl.h> #elif defined(SDL_PLATFORM_WINRT) /* C++ platforms */ #ifdef __cplusplus #include <SDL3/SDL_main_impl.h> #else /* Note: to get rid of the following warning, you can #define SDL_MAIN_NOIMPL before including SDL_main.h * in your C sourcefile that contains the standard main. Do *not* use SDL_MAIN_HANDLED for that, then SDL_main won't find your main()! */ #ifdef _MSC_VER #pragma message("Note: Your platform needs the SDL_main implementation in a C++ source file. You can keep your main() in plain C (then continue including SDL_main.h there!) and create a fresh .cpp file that only contains #include <SDL3/SDL_main.h>") #elif defined(__GNUC__) /* gcc, clang, mingw and compatible are matched by this and have #warning */ #warning "Note: Your platform needs the SDL_main implementation in a C++ source file. You can keep your main() in plain C and create a fresh .cpp file that only contains #include <SDL3/SDL_main.h>" #endif /* __GNUC__ */ #endif /* __cplusplus */ #endif /* C++ platforms like SDL_PLATFORM_WINRT etc */ #endif #endif /* SDL_main_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_egl.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* * This is a simple file to encapsulate the EGL API headers. */ #include <SDL3/SDL_platform_defines.h> #if !defined(_MSC_VER) && !defined(SDL_PLATFORM_ANDROID) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS) #if defined(SDL_PLATFORM_VITA) #include <psp2/display.h> #include <psp2/gxm.h> #include <psp2/types.h> #endif #include <EGL/egl.h> #include <EGL/eglext.h> #else /* _MSC_VER */ /* EGL headers for Visual Studio */ #ifndef __khrplatform_h_ #define __khrplatform_h_ /* ** Copyright (c) 2008-2018 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are furnished to do so, subject to ** the following conditions: ** ** The above copyright notice and this permission notice shall be included ** in all copies or substantial portions of the Materials. ** ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ /* Khronos platform-specific types and definitions. * * The master copy of khrplatform.h is maintained in the Khronos EGL * Registry repository at https://github.com/KhronosGroup/EGL-Registry * The last semantic modification to khrplatform.h was at commit ID: * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 * * Adopters may modify this file to suit their platform. Adopters are * encouraged to submit platform specific modifications to the Khronos * group so that they can be included in future versions of this file. * Please submit changes by filing pull requests or issues on * the EGL Registry repository linked above. * * * See the Implementer's Guidelines for information about where this file * should be located on your system and for more details of its use: * http://www.khronos.org/registry/implementers_guide.pdf * * This file should be included as * #include <KHR/khrplatform.h> * by Khronos client API header files that use its types and defines. * * The types in khrplatform.h should only be used to define API-specific types. * * Types defined in khrplatform.h: * khronos_int8_t signed 8 bit * khronos_uint8_t unsigned 8 bit * khronos_int16_t signed 16 bit * khronos_uint16_t unsigned 16 bit * khronos_int32_t signed 32 bit * khronos_uint32_t unsigned 32 bit * khronos_int64_t signed 64 bit * khronos_uint64_t unsigned 64 bit * khronos_intptr_t signed same number of bits as a pointer * khronos_uintptr_t unsigned same number of bits as a pointer * khronos_ssize_t signed size * khronos_usize_t unsigned size * khronos_float_t signed 32 bit floating point * khronos_time_ns_t unsigned 64 bit time in nanoseconds * khronos_utime_nanoseconds_t unsigned time interval or absolute time in * nanoseconds * khronos_stime_nanoseconds_t signed time interval in nanoseconds * khronos_boolean_enum_t enumerated boolean type. This should * only be used as a base type when a client API's boolean type is * an enum. Client APIs which use an integer or other type for * booleans cannot use this as the base type for their boolean. * * Tokens defined in khrplatform.h: * * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. * * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. * * Calling convention macros defined in this file: * KHRONOS_APICALL * KHRONOS_APIENTRY * KHRONOS_APIATTRIBUTES * * These may be used in function prototypes as: * * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( * int arg1, * int arg2) KHRONOS_APIATTRIBUTES; */ #if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) # define KHRONOS_STATIC 1 #endif /*------------------------------------------------------------------------- * Definition of KHRONOS_APICALL *------------------------------------------------------------------------- * This precedes the return type of the function in the function prototype. */ #if defined(KHRONOS_STATIC) /* If the preprocessor constant KHRONOS_STATIC is defined, make the * header compatible with static linking. */ # define KHRONOS_APICALL #elif defined(_WIN32) # define KHRONOS_APICALL __declspec(dllimport) #elif defined (__SYMBIAN32__) # define KHRONOS_APICALL IMPORT_C #elif defined(__ANDROID__) # define KHRONOS_APICALL __attribute__((visibility("default"))) #else # define KHRONOS_APICALL #endif /*------------------------------------------------------------------------- * Definition of KHRONOS_APIENTRY *------------------------------------------------------------------------- * This follows the return type of the function and precedes the function * name in the function prototype. */ #if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) /* Win32 but not WinCE */ # define KHRONOS_APIENTRY __stdcall #else # define KHRONOS_APIENTRY #endif /*------------------------------------------------------------------------- * Definition of KHRONOS_APIATTRIBUTES *------------------------------------------------------------------------- * This follows the closing parenthesis of the function prototype arguments. */ #if defined (__ARMCC_2__) #define KHRONOS_APIATTRIBUTES __softfp #else #define KHRONOS_APIATTRIBUTES #endif /*------------------------------------------------------------------------- * basic type definitions *-----------------------------------------------------------------------*/ #if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) /* * Using <stdint.h> */ #include <stdint.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; typedef int64_t khronos_int64_t; typedef uint64_t khronos_uint64_t; #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 /* * To support platform where unsigned long cannot be used interchangeably with * inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t. * Ideally, we could just use (u)intptr_t everywhere, but this could result in * ABI breakage if khronos_uintptr_t is changed from unsigned long to * unsigned long long or similar (this results in different C++ name mangling). * To avoid changes for existing platforms, we restrict usage of intptr_t to * platforms where the size of a pointer is larger than the size of long. */ #if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__) #if __SIZEOF_POINTER__ > __SIZEOF_LONG__ #define KHRONOS_USE_INTPTR_T #endif #endif #elif defined(__VMS ) || defined(__sgi) /* * Using <inttypes.h> */ #include <inttypes.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; typedef int64_t khronos_int64_t; typedef uint64_t khronos_uint64_t; #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 #elif defined(_WIN32) && !defined(__SCITECH_SNAP__) /* * Win32 */ typedef __int32 khronos_int32_t; typedef unsigned __int32 khronos_uint32_t; typedef __int64 khronos_int64_t; typedef unsigned __int64 khronos_uint64_t; #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 #elif defined(__sun__) || defined(__digital__) /* * Sun or Digital */ typedef int khronos_int32_t; typedef unsigned int khronos_uint32_t; #if defined(__arch64__) || defined(_LP64) typedef long int khronos_int64_t; typedef unsigned long int khronos_uint64_t; #else typedef long long int khronos_int64_t; typedef unsigned long long int khronos_uint64_t; #endif /* __arch64__ */ #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 #elif 0 /* * Hypothetical platform with no float or int64 support */ typedef int khronos_int32_t; typedef unsigned int khronos_uint32_t; #define KHRONOS_SUPPORT_INT64 0 #define KHRONOS_SUPPORT_FLOAT 0 #else /* * Generic fallback */ #include <stdint.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; typedef int64_t khronos_int64_t; typedef uint64_t khronos_uint64_t; #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 #endif /* * Types that are (so far) the same on all platforms */ typedef signed char khronos_int8_t; typedef unsigned char khronos_uint8_t; typedef signed short int khronos_int16_t; typedef unsigned short int khronos_uint16_t; /* * Types that differ between LLP64 and LP64 architectures - in LLP64, * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears * to be the only LLP64 architecture in current use. */ #ifdef KHRONOS_USE_INTPTR_T typedef intptr_t khronos_intptr_t; typedef uintptr_t khronos_uintptr_t; #elif defined(_WIN64) typedef signed long long int khronos_intptr_t; typedef unsigned long long int khronos_uintptr_t; #else typedef signed long int khronos_intptr_t; typedef unsigned long int khronos_uintptr_t; #endif #if defined(_WIN64) typedef signed long long int khronos_ssize_t; typedef unsigned long long int khronos_usize_t; #else typedef signed long int khronos_ssize_t; typedef unsigned long int khronos_usize_t; #endif #if KHRONOS_SUPPORT_FLOAT /* * Float type */ typedef float khronos_float_t; #endif #if KHRONOS_SUPPORT_INT64 /* Time types * * These types can be used to represent a time interval in nanoseconds or * an absolute Unadjusted System Time. Unadjusted System Time is the number * of nanoseconds since some arbitrary system event (e.g. since the last * time the system booted). The Unadjusted System Time is an unsigned * 64 bit value that wraps back to 0 every 584 years. Time intervals * may be either signed or unsigned. */ typedef khronos_uint64_t khronos_utime_nanoseconds_t; typedef khronos_int64_t khronos_stime_nanoseconds_t; #endif /* * Dummy value used to pad enum types to 32 bits. */ #ifndef KHRONOS_MAX_ENUM #define KHRONOS_MAX_ENUM 0x7FFFFFFF #endif /* * Enumerated boolean type * * Values other than zero should be considered to be true. Therefore * comparisons should not be made against KHRONOS_TRUE. */ typedef enum { KHRONOS_FALSE = 0, KHRONOS_TRUE = 1, KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM } khronos_boolean_enum_t; #endif /* __khrplatform_h_ */ #ifndef __eglplatform_h_ #define __eglplatform_h_ /* ** Copyright 2007-2020 The Khronos Group Inc. ** SPDX-License-Identifier: Apache-2.0 */ /* Platform-specific types and definitions for egl.h * * Adopters may modify khrplatform.h and this file to suit their platform. * You are encouraged to submit all modifications to the Khronos group so that * they can be included in future versions of this file. Please submit changes * by filing an issue or pull request on the public Khronos EGL Registry, at * https://www.github.com/KhronosGroup/EGL-Registry/ */ /*#include <KHR/khrplatform.h>*/ /* Macros used in EGL function prototype declarations. * * EGL functions should be prototyped as: * * EGLAPI return-type EGLAPIENTRY eglFunction(arguments); * typedef return-type (EXPAPIENTRYP PFNEGLFUNCTIONPROC) (arguments); * * KHRONOS_APICALL and KHRONOS_APIENTRY are defined in KHR/khrplatform.h */ #ifndef EGLAPI #define EGLAPI KHRONOS_APICALL #endif #ifndef EGLAPIENTRY #define EGLAPIENTRY KHRONOS_APIENTRY #endif #define EGLAPIENTRYP EGLAPIENTRY* /* The types NativeDisplayType, NativeWindowType, and NativePixmapType * are aliases of window-system-dependent types, such as X Display * or * Windows Device Context. They must be defined in platform-specific * code below. The EGL-prefixed versions of Native*Type are the same * types, renamed in EGL 1.3 so all types in the API start with "EGL". * * Khronos STRONGLY RECOMMENDS that you use the default definitions * provided below, since these changes affect both binary and source * portability of applications using EGL running on different EGL * implementations. */ #if defined(EGL_NO_PLATFORM_SPECIFIC_TYPES) typedef void *EGLNativeDisplayType; typedef void *EGLNativePixmapType; typedef void *EGLNativeWindowType; #elif defined(_WIN32) || defined(__VC32__) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) /* Win32 and WinCE */ #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #endif #include <windows.h> typedef HDC EGLNativeDisplayType; typedef HBITMAP EGLNativePixmapType; typedef HWND EGLNativeWindowType; #elif defined(SDL_PLATFORM_EMSCRIPTEN) typedef int EGLNativeDisplayType; typedef int EGLNativePixmapType; typedef int EGLNativeWindowType; #elif defined(__WINSCW__) || defined(__SYMBIAN32__) /* Symbian */ typedef int EGLNativeDisplayType; typedef void *EGLNativePixmapType; typedef void *EGLNativeWindowType; #elif defined(WL_EGL_PLATFORM) typedef struct wl_display *EGLNativeDisplayType; typedef struct wl_egl_pixmap *EGLNativePixmapType; typedef struct wl_egl_window *EGLNativeWindowType; #elif defined(__GBM__) typedef struct gbm_device *EGLNativeDisplayType; typedef struct gbm_bo *EGLNativePixmapType; typedef void *EGLNativeWindowType; #elif defined(__ANDROID__) || defined(ANDROID) struct ANativeWindow; struct egl_native_pixmap_t; typedef void* EGLNativeDisplayType; typedef struct egl_native_pixmap_t* EGLNativePixmapType; typedef struct ANativeWindow* EGLNativeWindowType; #elif defined(USE_OZONE) typedef intptr_t EGLNativeDisplayType; typedef intptr_t EGLNativePixmapType; typedef intptr_t EGLNativeWindowType; #elif defined(USE_X11) /* X11 (tentative) */ #include <X11/Xlib.h> #include <X11/Xutil.h> typedef Display *EGLNativeDisplayType; typedef Pixmap EGLNativePixmapType; typedef Window EGLNativeWindowType; #elif defined(__unix__) typedef void *EGLNativeDisplayType; typedef khronos_uintptr_t EGLNativePixmapType; typedef khronos_uintptr_t EGLNativeWindowType; #elif defined(__APPLE__) typedef int EGLNativeDisplayType; typedef void *EGLNativePixmapType; typedef void *EGLNativeWindowType; #elif defined(__HAIKU__) #include <kernel/image.h> typedef void *EGLNativeDisplayType; typedef khronos_uintptr_t EGLNativePixmapType; typedef khronos_uintptr_t EGLNativeWindowType; #elif defined(__Fuchsia__) typedef void *EGLNativeDisplayType; typedef khronos_uintptr_t EGLNativePixmapType; typedef khronos_uintptr_t EGLNativeWindowType; #else #error "Platform not recognized" #endif /* EGL 1.2 types, renamed for consistency in EGL 1.3 */ typedef EGLNativeDisplayType NativeDisplayType; typedef EGLNativePixmapType NativePixmapType; typedef EGLNativeWindowType NativeWindowType; /* Define EGLint. This must be a signed integral type large enough to contain * all legal attribute names and values passed into and out of EGL, whether * their type is boolean, bitmask, enumerant (symbolic constant), integer, * handle, or other. While in general a 32-bit integer will suffice, if * handles are 64 bit types, then EGLint should be defined as a signed 64-bit * integer type. */ typedef khronos_int32_t EGLint; /* C++ / C typecast macros for special EGL handle values */ #if defined(__cplusplus) #define EGL_CAST(type, value) (static_cast<type>(value)) #else #define EGL_CAST(type, value) ((type) (value)) #endif #endif /* __eglplatform_h */ #ifndef __egl_h_ #define __egl_h_ 1 #ifdef __cplusplus extern "C" { #endif /* ** Copyright 2013-2020 The Khronos Group Inc. ** SPDX-License-Identifier: Apache-2.0 ** ** This header is generated from the Khronos EGL XML API Registry. ** The current version of the Registry, generator scripts ** used to make the header, and the header can be found at ** http://www.khronos.org/registry/egl ** ** Khronos $Git commit SHA1: 6fb1daea15 $ on $Git commit date: 2022-05-25 09:41:13 -0600 $ */ /*#include <EGL/eglplatform.h>*/ #ifndef EGL_EGL_PROTOTYPES #define EGL_EGL_PROTOTYPES 1 #endif /* Generated on date 20220525 */ /* Generated C header for: * API: egl * Versions considered: .* * Versions emitted: .* * Default extensions included: None * Additional extensions included: _nomatch_^ * Extensions removed: _nomatch_^ */ #ifndef EGL_VERSION_1_0 #define EGL_VERSION_1_0 1 typedef unsigned int EGLBoolean; typedef void *EGLDisplay; /*#include <KHR/khrplatform.h>*/ /*#include <EGL/eglplatform.h>*/ typedef void *EGLConfig; typedef void *EGLSurface; typedef void *EGLContext; typedef void (*__eglMustCastToProperFunctionPointerType)(void); #define EGL_ALPHA_SIZE 0x3021 #define EGL_BAD_ACCESS 0x3002 #define EGL_BAD_ALLOC 0x3003 #define EGL_BAD_ATTRIBUTE 0x3004 #define EGL_BAD_CONFIG 0x3005 #define EGL_BAD_CONTEXT 0x3006 #define EGL_BAD_CURRENT_SURFACE 0x3007 #define EGL_BAD_DISPLAY 0x3008 #define EGL_BAD_MATCH 0x3009 #define EGL_BAD_NATIVE_PIXMAP 0x300A #define EGL_BAD_NATIVE_WINDOW 0x300B #define EGL_BAD_PARAMETER 0x300C #define EGL_BAD_SURFACE 0x300D #define EGL_BLUE_SIZE 0x3022 #define EGL_BUFFER_SIZE 0x3020 #define EGL_CONFIG_CAVEAT 0x3027 #define EGL_CONFIG_ID 0x3028 #define EGL_CORE_NATIVE_ENGINE 0x305B #define EGL_DEPTH_SIZE 0x3025 #define EGL_DONT_CARE EGL_CAST(EGLint,-1) #define EGL_DRAW 0x3059 #define EGL_EXTENSIONS 0x3055 #define EGL_FALSE 0 #define EGL_GREEN_SIZE 0x3023 #define EGL_HEIGHT 0x3056 #define EGL_LARGEST_PBUFFER 0x3058 #define EGL_LEVEL 0x3029 #define EGL_MAX_PBUFFER_HEIGHT 0x302A #define EGL_MAX_PBUFFER_PIXELS 0x302B #define EGL_MAX_PBUFFER_WIDTH 0x302C #define EGL_NATIVE_RENDERABLE 0x302D #define EGL_NATIVE_VISUAL_ID 0x302E #define EGL_NATIVE_VISUAL_TYPE 0x302F #define EGL_NONE 0x3038 #define EGL_NON_CONFORMANT_CONFIG 0x3051 #define EGL_NOT_INITIALIZED 0x3001 #define EGL_NO_CONTEXT EGL_CAST(EGLContext,0) #define EGL_NO_DISPLAY EGL_CAST(EGLDisplay,0) #define EGL_NO_SURFACE EGL_CAST(EGLSurface,0) #define EGL_PBUFFER_BIT 0x0001 #define EGL_PIXMAP_BIT 0x0002 #define EGL_READ 0x305A #define EGL_RED_SIZE 0x3024 #define EGL_SAMPLES 0x3031 #define EGL_SAMPLE_BUFFERS 0x3032 #define EGL_SLOW_CONFIG 0x3050 #define EGL_STENCIL_SIZE 0x3026 #define EGL_SUCCESS 0x3000 #define EGL_SURFACE_TYPE 0x3033 #define EGL_TRANSPARENT_BLUE_VALUE 0x3035 #define EGL_TRANSPARENT_GREEN_VALUE 0x3036 #define EGL_TRANSPARENT_RED_VALUE 0x3037 #define EGL_TRANSPARENT_RGB 0x3052 #define EGL_TRANSPARENT_TYPE 0x3034 #define EGL_TRUE 1 #define EGL_VENDOR 0x3053 #define EGL_VERSION 0x3054 #define EGL_WIDTH 0x3057 #define EGL_WINDOW_BIT 0x0004 typedef EGLBoolean (EGLAPIENTRYP PFNEGLCHOOSECONFIGPROC) (EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config); typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOPYBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target); typedef EGLContext (EGLAPIENTRYP PFNEGLCREATECONTEXTPROC) (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list); typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPBUFFERSURFACEPROC) (EGLDisplay dpy, EGLConfig config, const EGLint *attrib_list); typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativePixmapType pixmap, const EGLint *attrib_list); typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx); typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface); typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCONFIGATTRIBPROC) (EGLDisplay dpy, EGLConfig config, EGLint attribute, EGLint *value); typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCONFIGSPROC) (EGLDisplay dpy, EGLConfig *configs, EGLint config_size, EGLint *num_config); typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETCURRENTDISPLAYPROC) (void); typedef EGLSurface (EGLAPIENTRYP PFNEGLGETCURRENTSURFACEPROC) (EGLint readdraw); typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETDISPLAYPROC) (EGLNativeDisplayType display_id); typedef EGLint (EGLAPIENTRYP PFNEGLGETERRORPROC) (void); typedef __eglMustCastToProperFunctionPointerType (EGLAPIENTRYP PFNEGLGETPROCADDRESSPROC) (const char *procname); typedef EGLBoolean (EGLAPIENTRYP PFNEGLINITIALIZEPROC) (EGLDisplay dpy, EGLint *major, EGLint *minor); typedef EGLBoolean (EGLAPIENTRYP PFNEGLMAKECURRENTPROC) (EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx); typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx, EGLint attribute, EGLint *value); typedef const char *(EGLAPIENTRYP PFNEGLQUERYSTRINGPROC) (EGLDisplay dpy, EGLint name); typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint *value); typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface); typedef EGLBoolean (EGLAPIENTRYP PFNEGLTERMINATEPROC) (EGLDisplay dpy); typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITGLPROC) (void); typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITNATIVEPROC) (EGLint engine); #if EGL_EGL_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglChooseConfig (EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config); EGLAPI EGLBoolean EGLAPIENTRY eglCopyBuffers (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target); EGLAPI EGLContext EGLAPIENTRY eglCreateContext (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list); EGLAPI EGLSurface EGLAPIENTRY eglCreatePbufferSurface (EGLDisplay dpy, EGLConfig config, const EGLint *attrib_list); EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurface (EGLDisplay dpy, EGLConfig config, EGLNativePixmapType pixmap, const EGLint *attrib_list); EGLAPI EGLSurface EGLAPIENTRY eglCreateWindowSurface (EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglDestroyContext (EGLDisplay dpy, EGLContext ctx); EGLAPI EGLBoolean EGLAPIENTRY eglDestroySurface (EGLDisplay dpy, EGLSurface surface); EGLAPI EGLBoolean EGLAPIENTRY eglGetConfigAttrib (EGLDisplay dpy, EGLConfig config, EGLint attribute, EGLint *value); EGLAPI EGLBoolean EGLAPIENTRY eglGetConfigs (EGLDisplay dpy, EGLConfig *configs, EGLint config_size, EGLint *num_config); EGLAPI EGLDisplay EGLAPIENTRY eglGetCurrentDisplay (void); EGLAPI EGLSurface EGLAPIENTRY eglGetCurrentSurface (EGLint readdraw); EGLAPI EGLDisplay EGLAPIENTRY eglGetDisplay (EGLNativeDisplayType display_id); EGLAPI EGLint EGLAPIENTRY eglGetError (void); EGLAPI __eglMustCastToProperFunctionPointerType EGLAPIENTRY eglGetProcAddress (const char *procname); EGLAPI EGLBoolean EGLAPIENTRY eglInitialize (EGLDisplay dpy, EGLint *major, EGLint *minor); EGLAPI EGLBoolean EGLAPIENTRY eglMakeCurrent (EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx); EGLAPI EGLBoolean EGLAPIENTRY eglQueryContext (EGLDisplay dpy, EGLContext ctx, EGLint attribute, EGLint *value); EGLAPI const char *EGLAPIENTRY eglQueryString (EGLDisplay dpy, EGLint name); EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurface (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint *value); EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffers (EGLDisplay dpy, EGLSurface surface); EGLAPI EGLBoolean EGLAPIENTRY eglTerminate (EGLDisplay dpy); EGLAPI EGLBoolean EGLAPIENTRY eglWaitGL (void); EGLAPI EGLBoolean EGLAPIENTRY eglWaitNative (EGLint engine); #endif #endif /* EGL_VERSION_1_0 */ #ifndef EGL_VERSION_1_1 #define EGL_VERSION_1_1 1 #define EGL_BACK_BUFFER 0x3084 #define EGL_BIND_TO_TEXTURE_RGB 0x3039 #define EGL_BIND_TO_TEXTURE_RGBA 0x303A #define EGL_CONTEXT_LOST 0x300E #define EGL_MIN_SWAP_INTERVAL 0x303B #define EGL_MAX_SWAP_INTERVAL 0x303C #define EGL_MIPMAP_TEXTURE 0x3082 #define EGL_MIPMAP_LEVEL 0x3083 #define EGL_NO_TEXTURE 0x305C #define EGL_TEXTURE_2D 0x305F #define EGL_TEXTURE_FORMAT 0x3080 #define EGL_TEXTURE_RGB 0x305D #define EGL_TEXTURE_RGBA 0x305E #define EGL_TEXTURE_TARGET 0x3081 typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDTEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); typedef EGLBoolean (EGLAPIENTRYP PFNEGLRELEASETEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); typedef EGLBoolean (EGLAPIENTRYP PFNEGLSURFACEATTRIBPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value); typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPINTERVALPROC) (EGLDisplay dpy, EGLint interval); #if EGL_EGL_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglBindTexImage (EGLDisplay dpy, EGLSurface surface, EGLint buffer); EGLAPI EGLBoolean EGLAPIENTRY eglReleaseTexImage (EGLDisplay dpy, EGLSurface surface, EGLint buffer); EGLAPI EGLBoolean EGLAPIENTRY eglSurfaceAttrib (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value); EGLAPI EGLBoolean EGLAPIENTRY eglSwapInterval (EGLDisplay dpy, EGLint interval); #endif #endif /* EGL_VERSION_1_1 */ #ifndef EGL_VERSION_1_2 #define EGL_VERSION_1_2 1 typedef unsigned int EGLenum; typedef void *EGLClientBuffer; #define EGL_ALPHA_FORMAT 0x3088 #define EGL_ALPHA_FORMAT_NONPRE 0x308B #define EGL_ALPHA_FORMAT_PRE 0x308C #define EGL_ALPHA_MASK_SIZE 0x303E #define EGL_BUFFER_PRESERVED 0x3094 #define EGL_BUFFER_DESTROYED 0x3095 #define EGL_CLIENT_APIS 0x308D #define EGL_COLORSPACE 0x3087 #define EGL_COLORSPACE_sRGB 0x3089 #define EGL_COLORSPACE_LINEAR 0x308A #define EGL_COLOR_BUFFER_TYPE 0x303F #define EGL_CONTEXT_CLIENT_TYPE 0x3097 #define EGL_DISPLAY_SCALING 10000 #define EGL_HORIZONTAL_RESOLUTION 0x3090 #define EGL_LUMINANCE_BUFFER 0x308F #define EGL_LUMINANCE_SIZE 0x303D #define EGL_OPENGL_ES_BIT 0x0001 #define EGL_OPENVG_BIT 0x0002 #define EGL_OPENGL_ES_API 0x30A0 #define EGL_OPENVG_API 0x30A1 #define EGL_OPENVG_IMAGE 0x3096 #define EGL_PIXEL_ASPECT_RATIO 0x3092 #define EGL_RENDERABLE_TYPE 0x3040 #define EGL_RENDER_BUFFER 0x3086 #define EGL_RGB_BUFFER 0x308E #define EGL_SINGLE_BUFFER 0x3085 #define EGL_SWAP_BEHAVIOR 0x3093 #define EGL_UNKNOWN EGL_CAST(EGLint,-1) #define EGL_VERTICAL_RESOLUTION 0x3091 typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDAPIPROC) (EGLenum api); typedef EGLenum (EGLAPIENTRYP PFNEGLQUERYAPIPROC) (void); typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC) (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLRELEASETHREADPROC) (void); typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITCLIENTPROC) (void); #if EGL_EGL_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglBindAPI (EGLenum api); EGLAPI EGLenum EGLAPIENTRY eglQueryAPI (void); EGLAPI EGLSurface EGLAPIENTRY eglCreatePbufferFromClientBuffer (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglReleaseThread (void); EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient (void); #endif #endif /* EGL_VERSION_1_2 */ #ifndef EGL_VERSION_1_3 #define EGL_VERSION_1_3 1 #define EGL_CONFORMANT 0x3042 #define EGL_CONTEXT_CLIENT_VERSION 0x3098 #define EGL_MATCH_NATIVE_PIXMAP 0x3041 #define EGL_OPENGL_ES2_BIT 0x0004 #define EGL_VG_ALPHA_FORMAT 0x3088 #define EGL_VG_ALPHA_FORMAT_NONPRE 0x308B #define EGL_VG_ALPHA_FORMAT_PRE 0x308C #define EGL_VG_ALPHA_FORMAT_PRE_BIT 0x0040 #define EGL_VG_COLORSPACE 0x3087 #define EGL_VG_COLORSPACE_sRGB 0x3089 #define EGL_VG_COLORSPACE_LINEAR 0x308A #define EGL_VG_COLORSPACE_LINEAR_BIT 0x0020 #endif /* EGL_VERSION_1_3 */ #ifndef EGL_VERSION_1_4 #define EGL_VERSION_1_4 1 #define EGL_DEFAULT_DISPLAY EGL_CAST(EGLNativeDisplayType,0) #define EGL_MULTISAMPLE_RESOLVE_BOX_BIT 0x0200 #define EGL_MULTISAMPLE_RESOLVE 0x3099 #define EGL_MULTISAMPLE_RESOLVE_DEFAULT 0x309A #define EGL_MULTISAMPLE_RESOLVE_BOX 0x309B #define EGL_OPENGL_API 0x30A2 #define EGL_OPENGL_BIT 0x0008 #define EGL_SWAP_BEHAVIOR_PRESERVED_BIT 0x0400 typedef EGLContext (EGLAPIENTRYP PFNEGLGETCURRENTCONTEXTPROC) (void); #if EGL_EGL_PROTOTYPES EGLAPI EGLContext EGLAPIENTRY eglGetCurrentContext (void); #endif #endif /* EGL_VERSION_1_4 */ #ifndef EGL_VERSION_1_5 #define EGL_VERSION_1_5 1 typedef void *EGLSync; typedef intptr_t EGLAttrib; typedef khronos_utime_nanoseconds_t EGLTime; typedef void *EGLImage; #define EGL_CONTEXT_MAJOR_VERSION 0x3098 #define EGL_CONTEXT_MINOR_VERSION 0x30FB #define EGL_CONTEXT_OPENGL_PROFILE_MASK 0x30FD #define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY 0x31BD #define EGL_NO_RESET_NOTIFICATION 0x31BE #define EGL_LOSE_CONTEXT_ON_RESET 0x31BF #define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT 0x00000001 #define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT 0x00000002 #define EGL_CONTEXT_OPENGL_DEBUG 0x31B0 #define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE 0x31B1 #define EGL_CONTEXT_OPENGL_ROBUST_ACCESS 0x31B2 #define EGL_OPENGL_ES3_BIT 0x00000040 #define EGL_CL_EVENT_HANDLE 0x309C #define EGL_SYNC_CL_EVENT 0x30FE #define EGL_SYNC_CL_EVENT_COMPLETE 0x30FF #define EGL_SYNC_PRIOR_COMMANDS_COMPLETE 0x30F0 #define EGL_SYNC_TYPE 0x30F7 #define EGL_SYNC_STATUS 0x30F1 #define EGL_SYNC_CONDITION 0x30F8 #define EGL_SIGNALED 0x30F2 #define EGL_UNSIGNALED 0x30F3 #define EGL_SYNC_FLUSH_COMMANDS_BIT 0x0001 #define EGL_FOREVER 0xFFFFFFFFFFFFFFFFull #define EGL_TIMEOUT_EXPIRED 0x30F5 #define EGL_CONDITION_SATISFIED 0x30F6 #define EGL_NO_SYNC EGL_CAST(EGLSync,0) #define EGL_SYNC_FENCE 0x30F9 #define EGL_GL_COLORSPACE 0x309D #define EGL_GL_COLORSPACE_SRGB 0x3089 #define EGL_GL_COLORSPACE_LINEAR 0x308A #define EGL_GL_RENDERBUFFER 0x30B9 #define EGL_GL_TEXTURE_2D 0x30B1 #define EGL_GL_TEXTURE_LEVEL 0x30BC #define EGL_GL_TEXTURE_3D 0x30B2 #define EGL_GL_TEXTURE_ZOFFSET 0x30BD #define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x30B3 #define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x30B4 #define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x30B5 #define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x30B6 #define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7 #define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8 #define EGL_IMAGE_PRESERVED 0x30D2 #define EGL_NO_IMAGE EGL_CAST(EGLImage,0) typedef EGLSync (EGLAPIENTRYP PFNEGLCREATESYNCPROC) (EGLDisplay dpy, EGLenum type, const EGLAttrib *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCPROC) (EGLDisplay dpy, EGLSync sync); typedef EGLint (EGLAPIENTRYP PFNEGLCLIENTWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout); typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBPROC) (EGLDisplay dpy, EGLSync sync, EGLint attribute, EGLAttrib *value); typedef EGLImage (EGLAPIENTRYP PFNEGLCREATEIMAGEPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLAttrib *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEPROC) (EGLDisplay dpy, EGLImage image); typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYPROC) (EGLenum platform, void *native_display, const EGLAttrib *attrib_list); typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLAttrib *attrib_list); typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLAttrib *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags); #if EGL_EGL_PROTOTYPES EGLAPI EGLSync EGLAPIENTRY eglCreateSync (EGLDisplay dpy, EGLenum type, const EGLAttrib *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglDestroySync (EGLDisplay dpy, EGLSync sync); EGLAPI EGLint EGLAPIENTRY eglClientWaitSync (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout); EGLAPI EGLBoolean EGLAPIENTRY eglGetSyncAttrib (EGLDisplay dpy, EGLSync sync, EGLint attribute, EGLAttrib *value); EGLAPI EGLImage EGLAPIENTRY eglCreateImage (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLAttrib *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglDestroyImage (EGLDisplay dpy, EGLImage image); EGLAPI EGLDisplay EGLAPIENTRY eglGetPlatformDisplay (EGLenum platform, void *native_display, const EGLAttrib *attrib_list); EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformWindowSurface (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLAttrib *attrib_list); EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformPixmapSurface (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLAttrib *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglWaitSync (EGLDisplay dpy, EGLSync sync, EGLint flags); #endif #endif /* EGL_VERSION_1_5 */ #ifdef __cplusplus } #endif #endif /* __egl_h_ */ #ifndef __eglext_h_ #define __eglext_h_ 1 #ifdef __cplusplus extern "C" { #endif /* ** Copyright 2013-2020 The Khronos Group Inc. ** SPDX-License-Identifier: Apache-2.0 ** ** This header is generated from the Khronos EGL XML API Registry. ** The current version of the Registry, generator scripts ** used to make the header, and the header can be found at ** http://www.khronos.org/registry/egl ** ** Khronos $Git commit SHA1: 6fb1daea15 $ on $Git commit date: 2022-05-25 09:41:13 -0600 $ */ /*#include <EGL/eglplatform.h>*/ #define EGL_EGLEXT_VERSION 20220525 /* Generated C header for: * API: egl * Versions considered: .* * Versions emitted: _nomatch_^ * Default extensions included: egl * Additional extensions included: _nomatch_^ * Extensions removed: _nomatch_^ */ #ifndef EGL_KHR_cl_event #define EGL_KHR_cl_event 1 #define EGL_CL_EVENT_HANDLE_KHR 0x309C #define EGL_SYNC_CL_EVENT_KHR 0x30FE #define EGL_SYNC_CL_EVENT_COMPLETE_KHR 0x30FF #endif /* EGL_KHR_cl_event */ #ifndef EGL_KHR_cl_event2 #define EGL_KHR_cl_event2 1 typedef void *EGLSyncKHR; typedef intptr_t EGLAttribKHR; typedef EGLSyncKHR (EGLAPIENTRYP PFNEGLCREATESYNC64KHRPROC) (EGLDisplay dpy, EGLenum type, const EGLAttribKHR *attrib_list); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateSync64KHR (EGLDisplay dpy, EGLenum type, const EGLAttribKHR *attrib_list); #endif #endif /* EGL_KHR_cl_event2 */ #ifndef EGL_KHR_client_get_all_proc_addresses #define EGL_KHR_client_get_all_proc_addresses 1 #endif /* EGL_KHR_client_get_all_proc_addresses */ #ifndef EGL_KHR_config_attribs #define EGL_KHR_config_attribs 1 #define EGL_CONFORMANT_KHR 0x3042 #define EGL_VG_COLORSPACE_LINEAR_BIT_KHR 0x0020 #define EGL_VG_ALPHA_FORMAT_PRE_BIT_KHR 0x0040 #endif /* EGL_KHR_config_attribs */ #ifndef EGL_KHR_context_flush_control #define EGL_KHR_context_flush_control 1 #define EGL_CONTEXT_RELEASE_BEHAVIOR_NONE_KHR 0 #define EGL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x2097 #define EGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x2098 #endif /* EGL_KHR_context_flush_control */ #ifndef EGL_KHR_create_context #define EGL_KHR_create_context 1 #define EGL_CONTEXT_MAJOR_VERSION_KHR 0x3098 #define EGL_CONTEXT_MINOR_VERSION_KHR 0x30FB #define EGL_CONTEXT_FLAGS_KHR 0x30FC #define EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR 0x30FD #define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR 0x31BD #define EGL_NO_RESET_NOTIFICATION_KHR 0x31BE #define EGL_LOSE_CONTEXT_ON_RESET_KHR 0x31BF #define EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR 0x00000001 #define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR 0x00000002 #define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR 0x00000004 #define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR 0x00000001 #define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR 0x00000002 #define EGL_OPENGL_ES3_BIT_KHR 0x00000040 #endif /* EGL_KHR_create_context */ #ifndef EGL_KHR_create_context_no_error #define EGL_KHR_create_context_no_error 1 #define EGL_CONTEXT_OPENGL_NO_ERROR_KHR 0x31B3 #endif /* EGL_KHR_create_context_no_error */ #ifndef EGL_KHR_debug #define EGL_KHR_debug 1 typedef void *EGLLabelKHR; typedef void *EGLObjectKHR; typedef void (EGLAPIENTRY *EGLDEBUGPROCKHR)(EGLenum error,const char *command,EGLint messageType,EGLLabelKHR threadLabel,EGLLabelKHR objectLabel,const char* message); #define EGL_OBJECT_THREAD_KHR 0x33B0 #define EGL_OBJECT_DISPLAY_KHR 0x33B1 #define EGL_OBJECT_CONTEXT_KHR 0x33B2 #define EGL_OBJECT_SURFACE_KHR 0x33B3 #define EGL_OBJECT_IMAGE_KHR 0x33B4 #define EGL_OBJECT_SYNC_KHR 0x33B5 #define EGL_OBJECT_STREAM_KHR 0x33B6 #define EGL_DEBUG_MSG_CRITICAL_KHR 0x33B9 #define EGL_DEBUG_MSG_ERROR_KHR 0x33BA #define EGL_DEBUG_MSG_WARN_KHR 0x33BB #define EGL_DEBUG_MSG_INFO_KHR 0x33BC #define EGL_DEBUG_CALLBACK_KHR 0x33B8 typedef EGLint (EGLAPIENTRYP PFNEGLDEBUGMESSAGECONTROLKHRPROC) (EGLDEBUGPROCKHR callback, const EGLAttrib *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEBUGKHRPROC) (EGLint attribute, EGLAttrib *value); typedef EGLint (EGLAPIENTRYP PFNEGLLABELOBJECTKHRPROC) (EGLDisplay display, EGLenum objectType, EGLObjectKHR object, EGLLabelKHR label); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLint EGLAPIENTRY eglDebugMessageControlKHR (EGLDEBUGPROCKHR callback, const EGLAttrib *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglQueryDebugKHR (EGLint attribute, EGLAttrib *value); EGLAPI EGLint EGLAPIENTRY eglLabelObjectKHR (EGLDisplay display, EGLenum objectType, EGLObjectKHR object, EGLLabelKHR label); #endif #endif /* EGL_KHR_debug */ #ifndef EGL_KHR_display_reference #define EGL_KHR_display_reference 1 #define EGL_TRACK_REFERENCES_KHR 0x3352 typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDISPLAYATTRIBKHRPROC) (EGLDisplay dpy, EGLint name, EGLAttrib *value); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribKHR (EGLDisplay dpy, EGLint name, EGLAttrib *value); #endif #endif /* EGL_KHR_display_reference */ #ifndef EGL_KHR_fence_sync #define EGL_KHR_fence_sync 1 typedef khronos_utime_nanoseconds_t EGLTimeKHR; #ifdef KHRONOS_SUPPORT_INT64 #define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_KHR 0x30F0 #define EGL_SYNC_CONDITION_KHR 0x30F8 #define EGL_SYNC_FENCE_KHR 0x30F9 typedef EGLSyncKHR (EGLAPIENTRYP PFNEGLCREATESYNCKHRPROC) (EGLDisplay dpy, EGLenum type, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync); typedef EGLint (EGLAPIENTRYP PFNEGLCLIENTWAITSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags, EGLTimeKHR timeout); typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint attribute, EGLint *value); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateSyncKHR (EGLDisplay dpy, EGLenum type, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglDestroySyncKHR (EGLDisplay dpy, EGLSyncKHR sync); EGLAPI EGLint EGLAPIENTRY eglClientWaitSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags, EGLTimeKHR timeout); EGLAPI EGLBoolean EGLAPIENTRY eglGetSyncAttribKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLint attribute, EGLint *value); #endif #endif /* KHRONOS_SUPPORT_INT64 */ #endif /* EGL_KHR_fence_sync */ #ifndef EGL_KHR_get_all_proc_addresses #define EGL_KHR_get_all_proc_addresses 1 #endif /* EGL_KHR_get_all_proc_addresses */ #ifndef EGL_KHR_gl_colorspace #define EGL_KHR_gl_colorspace 1 #define EGL_GL_COLORSPACE_KHR 0x309D #define EGL_GL_COLORSPACE_SRGB_KHR 0x3089 #define EGL_GL_COLORSPACE_LINEAR_KHR 0x308A #endif /* EGL_KHR_gl_colorspace */ #ifndef EGL_KHR_gl_renderbuffer_image #define EGL_KHR_gl_renderbuffer_image 1 #define EGL_GL_RENDERBUFFER_KHR 0x30B9 #endif /* EGL_KHR_gl_renderbuffer_image */ #ifndef EGL_KHR_gl_texture_2D_image #define EGL_KHR_gl_texture_2D_image 1 #define EGL_GL_TEXTURE_2D_KHR 0x30B1 #define EGL_GL_TEXTURE_LEVEL_KHR 0x30BC #endif /* EGL_KHR_gl_texture_2D_image */ #ifndef EGL_KHR_gl_texture_3D_image #define EGL_KHR_gl_texture_3D_image 1 #define EGL_GL_TEXTURE_3D_KHR 0x30B2 #define EGL_GL_TEXTURE_ZOFFSET_KHR 0x30BD #endif /* EGL_KHR_gl_texture_3D_image */ #ifndef EGL_KHR_gl_texture_cubemap_image #define EGL_KHR_gl_texture_cubemap_image 1 #define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR 0x30B3 #define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR 0x30B4 #define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR 0x30B5 #define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR 0x30B6 #define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR 0x30B7 #define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR 0x30B8 #endif /* EGL_KHR_gl_texture_cubemap_image */ #ifndef EGL_KHR_image #define EGL_KHR_image 1 typedef void *EGLImageKHR; #define EGL_NATIVE_PIXMAP_KHR 0x30B0 #define EGL_NO_IMAGE_KHR EGL_CAST(EGLImageKHR,0) typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEIMAGEKHRPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEKHRPROC) (EGLDisplay dpy, EGLImageKHR image); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLImageKHR EGLAPIENTRY eglCreateImageKHR (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglDestroyImageKHR (EGLDisplay dpy, EGLImageKHR image); #endif #endif /* EGL_KHR_image */ #ifndef EGL_KHR_image_base #define EGL_KHR_image_base 1 #define EGL_IMAGE_PRESERVED_KHR 0x30D2 #endif /* EGL_KHR_image_base */ #ifndef EGL_KHR_image_pixmap #define EGL_KHR_image_pixmap 1 #endif /* EGL_KHR_image_pixmap */ #ifndef EGL_KHR_lock_surface #define EGL_KHR_lock_surface 1 #define EGL_READ_SURFACE_BIT_KHR 0x0001 #define EGL_WRITE_SURFACE_BIT_KHR 0x0002 #define EGL_LOCK_SURFACE_BIT_KHR 0x0080 #define EGL_OPTIMAL_FORMAT_BIT_KHR 0x0100 #define EGL_MATCH_FORMAT_KHR 0x3043 #define EGL_FORMAT_RGB_565_EXACT_KHR 0x30C0 #define EGL_FORMAT_RGB_565_KHR 0x30C1 #define EGL_FORMAT_RGBA_8888_EXACT_KHR 0x30C2 #define EGL_FORMAT_RGBA_8888_KHR 0x30C3 #define EGL_MAP_PRESERVE_PIXELS_KHR 0x30C4 #define EGL_LOCK_USAGE_HINT_KHR 0x30C5 #define EGL_BITMAP_POINTER_KHR 0x30C6 #define EGL_BITMAP_PITCH_KHR 0x30C7 #define EGL_BITMAP_ORIGIN_KHR 0x30C8 #define EGL_BITMAP_PIXEL_RED_OFFSET_KHR 0x30C9 #define EGL_BITMAP_PIXEL_GREEN_OFFSET_KHR 0x30CA #define EGL_BITMAP_PIXEL_BLUE_OFFSET_KHR 0x30CB #define EGL_BITMAP_PIXEL_ALPHA_OFFSET_KHR 0x30CC #define EGL_BITMAP_PIXEL_LUMINANCE_OFFSET_KHR 0x30CD #define EGL_LOWER_LEFT_KHR 0x30CE #define EGL_UPPER_LEFT_KHR 0x30CF typedef EGLBoolean (EGLAPIENTRYP PFNEGLLOCKSURFACEKHRPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNLOCKSURFACEKHRPROC) (EGLDisplay dpy, EGLSurface surface); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglLockSurfaceKHR (EGLDisplay dpy, EGLSurface surface, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglUnlockSurfaceKHR (EGLDisplay dpy, EGLSurface surface); #endif #endif /* EGL_KHR_lock_surface */ #ifndef EGL_KHR_lock_surface2 #define EGL_KHR_lock_surface2 1 #define EGL_BITMAP_PIXEL_SIZE_KHR 0x3110 #endif /* EGL_KHR_lock_surface2 */ #ifndef EGL_KHR_lock_surface3 #define EGL_KHR_lock_surface3 1 typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSURFACE64KHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLAttribKHR *value); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurface64KHR (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLAttribKHR *value); #endif #endif /* EGL_KHR_lock_surface3 */ #ifndef EGL_KHR_mutable_render_buffer #define EGL_KHR_mutable_render_buffer 1 #define EGL_MUTABLE_RENDER_BUFFER_BIT_KHR 0x1000 #endif /* EGL_KHR_mutable_render_buffer */ #ifndef EGL_KHR_no_config_context #define EGL_KHR_no_config_context 1 #define EGL_NO_CONFIG_KHR EGL_CAST(EGLConfig,0) #endif /* EGL_KHR_no_config_context */ #ifndef EGL_KHR_partial_update #define EGL_KHR_partial_update 1 #define EGL_BUFFER_AGE_KHR 0x313D typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETDAMAGEREGIONKHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglSetDamageRegionKHR (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); #endif #endif /* EGL_KHR_partial_update */ #ifndef EGL_KHR_platform_android #define EGL_KHR_platform_android 1 #define EGL_PLATFORM_ANDROID_KHR 0x3141 #endif /* EGL_KHR_platform_android */ #ifndef EGL_KHR_platform_gbm #define EGL_KHR_platform_gbm 1 #define EGL_PLATFORM_GBM_KHR 0x31D7 #endif /* EGL_KHR_platform_gbm */ #ifndef EGL_KHR_platform_wayland #define EGL_KHR_platform_wayland 1 #define EGL_PLATFORM_WAYLAND_KHR 0x31D8 #endif /* EGL_KHR_platform_wayland */ #ifndef EGL_KHR_platform_x11 #define EGL_KHR_platform_x11 1 #define EGL_PLATFORM_X11_KHR 0x31D5 #define EGL_PLATFORM_X11_SCREEN_KHR 0x31D6 #endif /* EGL_KHR_platform_x11 */ #ifndef EGL_KHR_reusable_sync #define EGL_KHR_reusable_sync 1 #ifdef KHRONOS_SUPPORT_INT64 #define EGL_SYNC_STATUS_KHR 0x30F1 #define EGL_SIGNALED_KHR 0x30F2 #define EGL_UNSIGNALED_KHR 0x30F3 #define EGL_TIMEOUT_EXPIRED_KHR 0x30F5 #define EGL_CONDITION_SATISFIED_KHR 0x30F6 #define EGL_SYNC_TYPE_KHR 0x30F7 #define EGL_SYNC_REUSABLE_KHR 0x30FA #define EGL_SYNC_FLUSH_COMMANDS_BIT_KHR 0x0001 #define EGL_FOREVER_KHR 0xFFFFFFFFFFFFFFFFull #define EGL_NO_SYNC_KHR EGL_CAST(EGLSyncKHR,0) typedef EGLBoolean (EGLAPIENTRYP PFNEGLSIGNALSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglSignalSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode); #endif #endif /* KHRONOS_SUPPORT_INT64 */ #endif /* EGL_KHR_reusable_sync */ #ifndef EGL_KHR_stream #define EGL_KHR_stream 1 typedef void *EGLStreamKHR; typedef khronos_uint64_t EGLuint64KHR; #ifdef KHRONOS_SUPPORT_INT64 #define EGL_NO_STREAM_KHR EGL_CAST(EGLStreamKHR,0) #define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210 #define EGL_PRODUCER_FRAME_KHR 0x3212 #define EGL_CONSUMER_FRAME_KHR 0x3213 #define EGL_STREAM_STATE_KHR 0x3214 #define EGL_STREAM_STATE_CREATED_KHR 0x3215 #define EGL_STREAM_STATE_CONNECTING_KHR 0x3216 #define EGL_STREAM_STATE_EMPTY_KHR 0x3217 #define EGL_STREAM_STATE_NEW_FRAME_AVAILABLE_KHR 0x3218 #define EGL_STREAM_STATE_OLD_FRAME_AVAILABLE_KHR 0x3219 #define EGL_STREAM_STATE_DISCONNECTED_KHR 0x321A #define EGL_BAD_STREAM_KHR 0x321B #define EGL_BAD_STATE_KHR 0x321C typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMKHRPROC) (EGLDisplay dpy, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSTREAMKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint value); typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint *value); typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMU64KHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLuint64KHR *value); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLStreamKHR EGLAPIENTRY eglCreateStreamKHR (EGLDisplay dpy, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglDestroyStreamKHR (EGLDisplay dpy, EGLStreamKHR stream); EGLAPI EGLBoolean EGLAPIENTRY eglStreamAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint value); EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint *value); EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamu64KHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLuint64KHR *value); #endif #endif /* KHRONOS_SUPPORT_INT64 */ #endif /* EGL_KHR_stream */ #ifndef EGL_KHR_stream_attrib #define EGL_KHR_stream_attrib 1 #ifdef KHRONOS_SUPPORT_INT64 typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMATTRIBKHRPROC) (EGLDisplay dpy, const EGLAttrib *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib value); typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib *value); typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLStreamKHR EGLAPIENTRY eglCreateStreamAttribKHR (EGLDisplay dpy, const EGLAttrib *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglSetStreamAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib value); EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib *value); EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerAcquireAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerReleaseAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); #endif #endif /* KHRONOS_SUPPORT_INT64 */ #endif /* EGL_KHR_stream_attrib */ #ifndef EGL_KHR_stream_consumer_gltexture #define EGL_KHR_stream_consumer_gltexture 1 #ifdef EGL_KHR_stream #define EGL_CONSUMER_ACQUIRE_TIMEOUT_USEC_KHR 0x321E typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERACQUIREKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERRELEASEKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerGLTextureExternalKHR (EGLDisplay dpy, EGLStreamKHR stream); EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerAcquireKHR (EGLDisplay dpy, EGLStreamKHR stream); EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerReleaseKHR (EGLDisplay dpy, EGLStreamKHR stream); #endif #endif /* EGL_KHR_stream */ #endif /* EGL_KHR_stream_consumer_gltexture */ #ifndef EGL_KHR_stream_cross_process_fd #define EGL_KHR_stream_cross_process_fd 1 typedef int EGLNativeFileDescriptorKHR; #ifdef EGL_KHR_stream #define EGL_NO_FILE_DESCRIPTOR_KHR EGL_CAST(EGLNativeFileDescriptorKHR,-1) typedef EGLNativeFileDescriptorKHR (EGLAPIENTRYP PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLNativeFileDescriptorKHR file_descriptor); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLNativeFileDescriptorKHR EGLAPIENTRY eglGetStreamFileDescriptorKHR (EGLDisplay dpy, EGLStreamKHR stream); EGLAPI EGLStreamKHR EGLAPIENTRY eglCreateStreamFromFileDescriptorKHR (EGLDisplay dpy, EGLNativeFileDescriptorKHR file_descriptor); #endif #endif /* EGL_KHR_stream */ #endif /* EGL_KHR_stream_cross_process_fd */ #ifndef EGL_KHR_stream_fifo #define EGL_KHR_stream_fifo 1 #ifdef EGL_KHR_stream #define EGL_STREAM_FIFO_LENGTH_KHR 0x31FC #define EGL_STREAM_TIME_NOW_KHR 0x31FD #define EGL_STREAM_TIME_CONSUMER_KHR 0x31FE #define EGL_STREAM_TIME_PRODUCER_KHR 0x31FF typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMTIMEKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLTimeKHR *value); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamTimeKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLTimeKHR *value); #endif #endif /* EGL_KHR_stream */ #endif /* EGL_KHR_stream_fifo */ #ifndef EGL_KHR_stream_producer_aldatalocator #define EGL_KHR_stream_producer_aldatalocator 1 #ifdef EGL_KHR_stream #endif /* EGL_KHR_stream */ #endif /* EGL_KHR_stream_producer_aldatalocator */ #ifndef EGL_KHR_stream_producer_eglsurface #define EGL_KHR_stream_producer_eglsurface 1 #ifdef EGL_KHR_stream #define EGL_STREAM_BIT_KHR 0x0800 typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC) (EGLDisplay dpy, EGLConfig config, EGLStreamKHR stream, const EGLint *attrib_list); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLSurface EGLAPIENTRY eglCreateStreamProducerSurfaceKHR (EGLDisplay dpy, EGLConfig config, EGLStreamKHR stream, const EGLint *attrib_list); #endif #endif /* EGL_KHR_stream */ #endif /* EGL_KHR_stream_producer_eglsurface */ #ifndef EGL_KHR_surfaceless_context #define EGL_KHR_surfaceless_context 1 #endif /* EGL_KHR_surfaceless_context */ #ifndef EGL_KHR_swap_buffers_with_damage #define EGL_KHR_swap_buffers_with_damage 1 typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageKHR (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); #endif #endif /* EGL_KHR_swap_buffers_with_damage */ #ifndef EGL_KHR_vg_parent_image #define EGL_KHR_vg_parent_image 1 #define EGL_VG_PARENT_IMAGE_KHR 0x30BA #endif /* EGL_KHR_vg_parent_image */ #ifndef EGL_KHR_wait_sync #define EGL_KHR_wait_sync 1 typedef EGLint (EGLAPIENTRYP PFNEGLWAITSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLint EGLAPIENTRY eglWaitSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags); #endif #endif /* EGL_KHR_wait_sync */ #ifndef EGL_ANDROID_GLES_layers #define EGL_ANDROID_GLES_layers 1 #endif /* EGL_ANDROID_GLES_layers */ #ifndef EGL_ANDROID_blob_cache #define EGL_ANDROID_blob_cache 1 typedef khronos_ssize_t EGLsizeiANDROID; typedef void (*EGLSetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, const void *value, EGLsizeiANDROID valueSize); typedef EGLsizeiANDROID (*EGLGetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, void *value, EGLsizeiANDROID valueSize); typedef void (EGLAPIENTRYP PFNEGLSETBLOBCACHEFUNCSANDROIDPROC) (EGLDisplay dpy, EGLSetBlobFuncANDROID set, EGLGetBlobFuncANDROID get); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI void EGLAPIENTRY eglSetBlobCacheFuncsANDROID (EGLDisplay dpy, EGLSetBlobFuncANDROID set, EGLGetBlobFuncANDROID get); #endif #endif /* EGL_ANDROID_blob_cache */ #ifndef EGL_ANDROID_create_native_client_buffer #define EGL_ANDROID_create_native_client_buffer 1 #define EGL_NATIVE_BUFFER_USAGE_ANDROID 0x3143 #define EGL_NATIVE_BUFFER_USAGE_PROTECTED_BIT_ANDROID 0x00000001 #define EGL_NATIVE_BUFFER_USAGE_RENDERBUFFER_BIT_ANDROID 0x00000002 #define EGL_NATIVE_BUFFER_USAGE_TEXTURE_BIT_ANDROID 0x00000004 typedef EGLClientBuffer (EGLAPIENTRYP PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC) (const EGLint *attrib_list); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLClientBuffer EGLAPIENTRY eglCreateNativeClientBufferANDROID (const EGLint *attrib_list); #endif #endif /* EGL_ANDROID_create_native_client_buffer */ #ifndef EGL_ANDROID_framebuffer_target #define EGL_ANDROID_framebuffer_target 1 #define EGL_FRAMEBUFFER_TARGET_ANDROID 0x3147 #endif /* EGL_ANDROID_framebuffer_target */ #ifndef EGL_ANDROID_front_buffer_auto_refresh #define EGL_ANDROID_front_buffer_auto_refresh 1 #define EGL_FRONT_BUFFER_AUTO_REFRESH_ANDROID 0x314C #endif /* EGL_ANDROID_front_buffer_auto_refresh */ #ifndef EGL_ANDROID_get_frame_timestamps #define EGL_ANDROID_get_frame_timestamps 1 typedef khronos_stime_nanoseconds_t EGLnsecsANDROID; #define EGL_TIMESTAMP_PENDING_ANDROID EGL_CAST(EGLnsecsANDROID,-2) #define EGL_TIMESTAMP_INVALID_ANDROID EGL_CAST(EGLnsecsANDROID,-1) #define EGL_TIMESTAMPS_ANDROID 0x3430 #define EGL_COMPOSITE_DEADLINE_ANDROID 0x3431 #define EGL_COMPOSITE_INTERVAL_ANDROID 0x3432 #define EGL_COMPOSITE_TO_PRESENT_LATENCY_ANDROID 0x3433 #define EGL_REQUESTED_PRESENT_TIME_ANDROID 0x3434 #define EGL_RENDERING_COMPLETE_TIME_ANDROID 0x3435 #define EGL_COMPOSITION_LATCH_TIME_ANDROID 0x3436 #define EGL_FIRST_COMPOSITION_START_TIME_ANDROID 0x3437 #define EGL_LAST_COMPOSITION_START_TIME_ANDROID 0x3438 #define EGL_FIRST_COMPOSITION_GPU_FINISHED_TIME_ANDROID 0x3439 #define EGL_DISPLAY_PRESENT_TIME_ANDROID 0x343A #define EGL_DEQUEUE_READY_TIME_ANDROID 0x343B #define EGL_READS_DONE_TIME_ANDROID 0x343C typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCOMPOSITORTIMINGSUPPORTEDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint name); typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCOMPOSITORTIMINGANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numTimestamps, const EGLint *names, EGLnsecsANDROID *values); typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETNEXTFRAMEIDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR *frameId); typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETFRAMETIMESTAMPSUPPORTEDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint timestamp); typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETFRAMETIMESTAMPSANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR frameId, EGLint numTimestamps, const EGLint *timestamps, EGLnsecsANDROID *values); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglGetCompositorTimingSupportedANDROID (EGLDisplay dpy, EGLSurface surface, EGLint name); EGLAPI EGLBoolean EGLAPIENTRY eglGetCompositorTimingANDROID (EGLDisplay dpy, EGLSurface surface, EGLint numTimestamps, const EGLint *names, EGLnsecsANDROID *values); EGLAPI EGLBoolean EGLAPIENTRY eglGetNextFrameIdANDROID (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR *frameId); EGLAPI EGLBoolean EGLAPIENTRY eglGetFrameTimestampSupportedANDROID (EGLDisplay dpy, EGLSurface surface, EGLint timestamp); EGLAPI EGLBoolean EGLAPIENTRY eglGetFrameTimestampsANDROID (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR frameId, EGLint numTimestamps, const EGLint *timestamps, EGLnsecsANDROID *values); #endif #endif /* EGL_ANDROID_get_frame_timestamps */ #ifndef EGL_ANDROID_get_native_client_buffer #define EGL_ANDROID_get_native_client_buffer 1 struct AHardwareBuffer; typedef EGLClientBuffer (EGLAPIENTRYP PFNEGLGETNATIVECLIENTBUFFERANDROIDPROC) (const struct AHardwareBuffer *buffer); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLClientBuffer EGLAPIENTRY eglGetNativeClientBufferANDROID (const struct AHardwareBuffer *buffer); #endif #endif /* EGL_ANDROID_get_native_client_buffer */ #ifndef EGL_ANDROID_image_native_buffer #define EGL_ANDROID_image_native_buffer 1 #define EGL_NATIVE_BUFFER_ANDROID 0x3140 #endif /* EGL_ANDROID_image_native_buffer */ #ifndef EGL_ANDROID_native_fence_sync #define EGL_ANDROID_native_fence_sync 1 #define EGL_SYNC_NATIVE_FENCE_ANDROID 0x3144 #define EGL_SYNC_NATIVE_FENCE_FD_ANDROID 0x3145 #define EGL_SYNC_NATIVE_FENCE_SIGNALED_ANDROID 0x3146 #define EGL_NO_NATIVE_FENCE_FD_ANDROID -1 typedef EGLint (EGLAPIENTRYP PFNEGLDUPNATIVEFENCEFDANDROIDPROC) (EGLDisplay dpy, EGLSyncKHR sync); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLint EGLAPIENTRY eglDupNativeFenceFDANDROID (EGLDisplay dpy, EGLSyncKHR sync); #endif #endif /* EGL_ANDROID_native_fence_sync */ #ifndef EGL_ANDROID_presentation_time #define EGL_ANDROID_presentation_time 1 typedef EGLBoolean (EGLAPIENTRYP PFNEGLPRESENTATIONTIMEANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLnsecsANDROID time); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglPresentationTimeANDROID (EGLDisplay dpy, EGLSurface surface, EGLnsecsANDROID time); #endif #endif /* EGL_ANDROID_presentation_time */ #ifndef EGL_ANDROID_recordable #define EGL_ANDROID_recordable 1 #define EGL_RECORDABLE_ANDROID 0x3142 #endif /* EGL_ANDROID_recordable */ #ifndef EGL_ANGLE_d3d_share_handle_client_buffer #define EGL_ANGLE_d3d_share_handle_client_buffer 1 #define EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE 0x3200 #endif /* EGL_ANGLE_d3d_share_handle_client_buffer */ #ifndef EGL_ANGLE_device_d3d #define EGL_ANGLE_device_d3d 1 #define EGL_D3D9_DEVICE_ANGLE 0x33A0 #define EGL_D3D11_DEVICE_ANGLE 0x33A1 #endif /* EGL_ANGLE_device_d3d */ #ifndef EGL_ANGLE_query_surface_pointer #define EGL_ANGLE_query_surface_pointer 1 typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSURFACEPOINTERANGLEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, void **value); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurfacePointerANGLE (EGLDisplay dpy, EGLSurface surface, EGLint attribute, void **value); #endif #endif /* EGL_ANGLE_query_surface_pointer */ #ifndef EGL_ANGLE_surface_d3d_texture_2d_share_handle #define EGL_ANGLE_surface_d3d_texture_2d_share_handle 1 #endif /* EGL_ANGLE_surface_d3d_texture_2d_share_handle */ #ifndef EGL_ANGLE_sync_control_rate #define EGL_ANGLE_sync_control_rate 1 typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETMSCRATEANGLEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *numerator, EGLint *denominator); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglGetMscRateANGLE (EGLDisplay dpy, EGLSurface surface, EGLint *numerator, EGLint *denominator); #endif #endif /* EGL_ANGLE_sync_control_rate */ #ifndef EGL_ANGLE_window_fixed_size #define EGL_ANGLE_window_fixed_size 1 #define EGL_FIXED_SIZE_ANGLE 0x3201 #endif /* EGL_ANGLE_window_fixed_size */ #ifndef EGL_ARM_image_format #define EGL_ARM_image_format 1 #define EGL_COLOR_COMPONENT_TYPE_UNSIGNED_INTEGER_ARM 0x3287 #define EGL_COLOR_COMPONENT_TYPE_INTEGER_ARM 0x3288 #endif /* EGL_ARM_image_format */ #ifndef EGL_ARM_implicit_external_sync #define EGL_ARM_implicit_external_sync 1 #define EGL_SYNC_PRIOR_COMMANDS_IMPLICIT_EXTERNAL_ARM 0x328A #endif /* EGL_ARM_implicit_external_sync */ #ifndef EGL_ARM_pixmap_multisample_discard #define EGL_ARM_pixmap_multisample_discard 1 #define EGL_DISCARD_SAMPLES_ARM 0x3286 #endif /* EGL_ARM_pixmap_multisample_discard */ #ifndef EGL_EXT_bind_to_front #define EGL_EXT_bind_to_front 1 #define EGL_FRONT_BUFFER_EXT 0x3464 #endif /* EGL_EXT_bind_to_front */ #ifndef EGL_EXT_buffer_age #define EGL_EXT_buffer_age 1 #define EGL_BUFFER_AGE_EXT 0x313D #endif /* EGL_EXT_buffer_age */ #ifndef EGL_EXT_client_extensions #define EGL_EXT_client_extensions 1 #endif /* EGL_EXT_client_extensions */ #ifndef EGL_EXT_client_sync #define EGL_EXT_client_sync 1 #define EGL_SYNC_CLIENT_EXT 0x3364 #define EGL_SYNC_CLIENT_SIGNAL_EXT 0x3365 typedef EGLBoolean (EGLAPIENTRYP PFNEGLCLIENTSIGNALSYNCEXTPROC) (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglClientSignalSyncEXT (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); #endif #endif /* EGL_EXT_client_sync */ #ifndef EGL_EXT_compositor #define EGL_EXT_compositor 1 #define EGL_PRIMARY_COMPOSITOR_CONTEXT_EXT 0x3460 #define EGL_EXTERNAL_REF_ID_EXT 0x3461 #define EGL_COMPOSITOR_DROP_NEWEST_FRAME_EXT 0x3462 #define EGL_COMPOSITOR_KEEP_NEWEST_FRAME_EXT 0x3463 typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETCONTEXTLISTEXTPROC) (const EGLint *external_ref_ids, EGLint num_entries); typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETCONTEXTATTRIBUTESEXTPROC) (EGLint external_ref_id, const EGLint *context_attributes, EGLint num_entries); typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETWINDOWLISTEXTPROC) (EGLint external_ref_id, const EGLint *external_win_ids, EGLint num_entries); typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETWINDOWATTRIBUTESEXTPROC) (EGLint external_win_id, const EGLint *window_attributes, EGLint num_entries); typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORBINDTEXWINDOWEXTPROC) (EGLint external_win_id); typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETSIZEEXTPROC) (EGLint external_win_id, EGLint width, EGLint height); typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSWAPPOLICYEXTPROC) (EGLint external_win_id, EGLint policy); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetContextListEXT (const EGLint *external_ref_ids, EGLint num_entries); EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetContextAttributesEXT (EGLint external_ref_id, const EGLint *context_attributes, EGLint num_entries); EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetWindowListEXT (EGLint external_ref_id, const EGLint *external_win_ids, EGLint num_entries); EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetWindowAttributesEXT (EGLint external_win_id, const EGLint *window_attributes, EGLint num_entries); EGLAPI EGLBoolean EGLAPIENTRY eglCompositorBindTexWindowEXT (EGLint external_win_id); EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetSizeEXT (EGLint external_win_id, EGLint width, EGLint height); EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSwapPolicyEXT (EGLint external_win_id, EGLint policy); #endif #endif /* EGL_EXT_compositor */ #ifndef EGL_EXT_config_select_group #define EGL_EXT_config_select_group 1 #define EGL_CONFIG_SELECT_GROUP_EXT 0x34C0 #endif /* EGL_EXT_config_select_group */ #ifndef EGL_EXT_create_context_robustness #define EGL_EXT_create_context_robustness 1 #define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT 0x30BF #define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT 0x3138 #define EGL_NO_RESET_NOTIFICATION_EXT 0x31BE #define EGL_LOSE_CONTEXT_ON_RESET_EXT 0x31BF #endif /* EGL_EXT_create_context_robustness */ #ifndef EGL_EXT_device_base #define EGL_EXT_device_base 1 typedef void *EGLDeviceEXT; #define EGL_NO_DEVICE_EXT EGL_CAST(EGLDeviceEXT,0) #define EGL_BAD_DEVICE_EXT 0x322B #define EGL_DEVICE_EXT 0x322C typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEVICEATTRIBEXTPROC) (EGLDeviceEXT device, EGLint attribute, EGLAttrib *value); typedef const char *(EGLAPIENTRYP PFNEGLQUERYDEVICESTRINGEXTPROC) (EGLDeviceEXT device, EGLint name); typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEVICESEXTPROC) (EGLint max_devices, EGLDeviceEXT *devices, EGLint *num_devices); typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDISPLAYATTRIBEXTPROC) (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglQueryDeviceAttribEXT (EGLDeviceEXT device, EGLint attribute, EGLAttrib *value); EGLAPI const char *EGLAPIENTRY eglQueryDeviceStringEXT (EGLDeviceEXT device, EGLint name); EGLAPI EGLBoolean EGLAPIENTRY eglQueryDevicesEXT (EGLint max_devices, EGLDeviceEXT *devices, EGLint *num_devices); EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); #endif #endif /* EGL_EXT_device_base */ #ifndef EGL_EXT_device_drm #define EGL_EXT_device_drm 1 #define EGL_DRM_DEVICE_FILE_EXT 0x3233 #define EGL_DRM_MASTER_FD_EXT 0x333C #endif /* EGL_EXT_device_drm */ #ifndef EGL_EXT_device_drm_render_node #define EGL_EXT_device_drm_render_node 1 #define EGL_DRM_RENDER_NODE_FILE_EXT 0x3377 #endif /* EGL_EXT_device_drm_render_node */ #ifndef EGL_EXT_device_enumeration #define EGL_EXT_device_enumeration 1 #endif /* EGL_EXT_device_enumeration */ #ifndef EGL_EXT_device_openwf #define EGL_EXT_device_openwf 1 #define EGL_OPENWF_DEVICE_ID_EXT 0x3237 #define EGL_OPENWF_DEVICE_EXT 0x333D #endif /* EGL_EXT_device_openwf */ #ifndef EGL_EXT_device_persistent_id #define EGL_EXT_device_persistent_id 1 #define EGL_DEVICE_UUID_EXT 0x335C #define EGL_DRIVER_UUID_EXT 0x335D #define EGL_DRIVER_NAME_EXT 0x335E typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEVICEBINARYEXTPROC) (EGLDeviceEXT device, EGLint name, EGLint max_size, void *value, EGLint *size); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglQueryDeviceBinaryEXT (EGLDeviceEXT device, EGLint name, EGLint max_size, void *value, EGLint *size); #endif #endif /* EGL_EXT_device_persistent_id */ #ifndef EGL_EXT_device_query #define EGL_EXT_device_query 1 #endif /* EGL_EXT_device_query */ #ifndef EGL_EXT_device_query_name #define EGL_EXT_device_query_name 1 #define EGL_RENDERER_EXT 0x335F #endif /* EGL_EXT_device_query_name */ #ifndef EGL_EXT_explicit_device #define EGL_EXT_explicit_device 1 #endif /* EGL_EXT_explicit_device */ #ifndef EGL_EXT_gl_colorspace_bt2020_linear #define EGL_EXT_gl_colorspace_bt2020_linear 1 #define EGL_GL_COLORSPACE_BT2020_LINEAR_EXT 0x333F #endif /* EGL_EXT_gl_colorspace_bt2020_linear */ #ifndef EGL_EXT_gl_colorspace_bt2020_pq #define EGL_EXT_gl_colorspace_bt2020_pq 1 #define EGL_GL_COLORSPACE_BT2020_PQ_EXT 0x3340 #endif /* EGL_EXT_gl_colorspace_bt2020_pq */ #ifndef EGL_EXT_gl_colorspace_display_p3 #define EGL_EXT_gl_colorspace_display_p3 1 #define EGL_GL_COLORSPACE_DISPLAY_P3_EXT 0x3363 #endif /* EGL_EXT_gl_colorspace_display_p3 */ #ifndef EGL_EXT_gl_colorspace_display_p3_linear #define EGL_EXT_gl_colorspace_display_p3_linear 1 #define EGL_GL_COLORSPACE_DISPLAY_P3_LINEAR_EXT 0x3362 #endif /* EGL_EXT_gl_colorspace_display_p3_linear */ #ifndef EGL_EXT_gl_colorspace_display_p3_passthrough #define EGL_EXT_gl_colorspace_display_p3_passthrough 1 #define EGL_GL_COLORSPACE_DISPLAY_P3_PASSTHROUGH_EXT 0x3490 #endif /* EGL_EXT_gl_colorspace_display_p3_passthrough */ #ifndef EGL_EXT_gl_colorspace_scrgb #define EGL_EXT_gl_colorspace_scrgb 1 #define EGL_GL_COLORSPACE_SCRGB_EXT 0x3351 #endif /* EGL_EXT_gl_colorspace_scrgb */ #ifndef EGL_EXT_gl_colorspace_scrgb_linear #define EGL_EXT_gl_colorspace_scrgb_linear 1 #define EGL_GL_COLORSPACE_SCRGB_LINEAR_EXT 0x3350 #endif /* EGL_EXT_gl_colorspace_scrgb_linear */ #ifndef EGL_EXT_image_dma_buf_import #define EGL_EXT_image_dma_buf_import 1 #define EGL_LINUX_DMA_BUF_EXT 0x3270 #define EGL_LINUX_DRM_FOURCC_EXT 0x3271 #define EGL_DMA_BUF_PLANE0_FD_EXT 0x3272 #define EGL_DMA_BUF_PLANE0_OFFSET_EXT 0x3273 #define EGL_DMA_BUF_PLANE0_PITCH_EXT 0x3274 #define EGL_DMA_BUF_PLANE1_FD_EXT 0x3275 #define EGL_DMA_BUF_PLANE1_OFFSET_EXT 0x3276 #define EGL_DMA_BUF_PLANE1_PITCH_EXT 0x3277 #define EGL_DMA_BUF_PLANE2_FD_EXT 0x3278 #define EGL_DMA_BUF_PLANE2_OFFSET_EXT 0x3279 #define EGL_DMA_BUF_PLANE2_PITCH_EXT 0x327A #define EGL_YUV_COLOR_SPACE_HINT_EXT 0x327B #define EGL_SAMPLE_RANGE_HINT_EXT 0x327C #define EGL_YUV_CHROMA_HORIZONTAL_SITING_HINT_EXT 0x327D #define EGL_YUV_CHROMA_VERTICAL_SITING_HINT_EXT 0x327E #define EGL_ITU_REC601_EXT 0x327F #define EGL_ITU_REC709_EXT 0x3280 #define EGL_ITU_REC2020_EXT 0x3281 #define EGL_YUV_FULL_RANGE_EXT 0x3282 #define EGL_YUV_NARROW_RANGE_EXT 0x3283 #define EGL_YUV_CHROMA_SITING_0_EXT 0x3284 #define EGL_YUV_CHROMA_SITING_0_5_EXT 0x3285 #endif /* EGL_EXT_image_dma_buf_import */ #ifndef EGL_EXT_image_dma_buf_import_modifiers #define EGL_EXT_image_dma_buf_import_modifiers 1 #define EGL_DMA_BUF_PLANE3_FD_EXT 0x3440 #define EGL_DMA_BUF_PLANE3_OFFSET_EXT 0x3441 #define EGL_DMA_BUF_PLANE3_PITCH_EXT 0x3442 #define EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT 0x3443 #define EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT 0x3444 #define EGL_DMA_BUF_PLANE1_MODIFIER_LO_EXT 0x3445 #define EGL_DMA_BUF_PLANE1_MODIFIER_HI_EXT 0x3446 #define EGL_DMA_BUF_PLANE2_MODIFIER_LO_EXT 0x3447 #define EGL_DMA_BUF_PLANE2_MODIFIER_HI_EXT 0x3448 #define EGL_DMA_BUF_PLANE3_MODIFIER_LO_EXT 0x3449 #define EGL_DMA_BUF_PLANE3_MODIFIER_HI_EXT 0x344A typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDMABUFFORMATSEXTPROC) (EGLDisplay dpy, EGLint max_formats, EGLint *formats, EGLint *num_formats); typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDMABUFMODIFIERSEXTPROC) (EGLDisplay dpy, EGLint format, EGLint max_modifiers, EGLuint64KHR *modifiers, EGLBoolean *external_only, EGLint *num_modifiers); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglQueryDmaBufFormatsEXT (EGLDisplay dpy, EGLint max_formats, EGLint *formats, EGLint *num_formats); EGLAPI EGLBoolean EGLAPIENTRY eglQueryDmaBufModifiersEXT (EGLDisplay dpy, EGLint format, EGLint max_modifiers, EGLuint64KHR *modifiers, EGLBoolean *external_only, EGLint *num_modifiers); #endif #endif /* EGL_EXT_image_dma_buf_import_modifiers */ #ifndef EGL_EXT_image_gl_colorspace #define EGL_EXT_image_gl_colorspace 1 #define EGL_GL_COLORSPACE_DEFAULT_EXT 0x314D #endif /* EGL_EXT_image_gl_colorspace */ #ifndef EGL_EXT_image_implicit_sync_control #define EGL_EXT_image_implicit_sync_control 1 #define EGL_IMPORT_SYNC_TYPE_EXT 0x3470 #define EGL_IMPORT_IMPLICIT_SYNC_EXT 0x3471 #define EGL_IMPORT_EXPLICIT_SYNC_EXT 0x3472 #endif /* EGL_EXT_image_implicit_sync_control */ #ifndef EGL_EXT_multiview_window #define EGL_EXT_multiview_window 1 #define EGL_MULTIVIEW_VIEW_COUNT_EXT 0x3134 #endif /* EGL_EXT_multiview_window */ #ifndef EGL_EXT_output_base #define EGL_EXT_output_base 1 typedef void *EGLOutputLayerEXT; typedef void *EGLOutputPortEXT; #define EGL_NO_OUTPUT_LAYER_EXT EGL_CAST(EGLOutputLayerEXT,0) #define EGL_NO_OUTPUT_PORT_EXT EGL_CAST(EGLOutputPortEXT,0) #define EGL_BAD_OUTPUT_LAYER_EXT 0x322D #define EGL_BAD_OUTPUT_PORT_EXT 0x322E #define EGL_SWAP_INTERVAL_EXT 0x322F typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETOUTPUTLAYERSEXTPROC) (EGLDisplay dpy, const EGLAttrib *attrib_list, EGLOutputLayerEXT *layers, EGLint max_layers, EGLint *num_layers); typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETOUTPUTPORTSEXTPROC) (EGLDisplay dpy, const EGLAttrib *attrib_list, EGLOutputPortEXT *ports, EGLint max_ports, EGLint *num_ports); typedef EGLBoolean (EGLAPIENTRYP PFNEGLOUTPUTLAYERATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib value); typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYOUTPUTLAYERATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib *value); typedef const char *(EGLAPIENTRYP PFNEGLQUERYOUTPUTLAYERSTRINGEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint name); typedef EGLBoolean (EGLAPIENTRYP PFNEGLOUTPUTPORTATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib value); typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYOUTPUTPORTATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib *value); typedef const char *(EGLAPIENTRYP PFNEGLQUERYOUTPUTPORTSTRINGEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint name); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglGetOutputLayersEXT (EGLDisplay dpy, const EGLAttrib *attrib_list, EGLOutputLayerEXT *layers, EGLint max_layers, EGLint *num_layers); EGLAPI EGLBoolean EGLAPIENTRY eglGetOutputPortsEXT (EGLDisplay dpy, const EGLAttrib *attrib_list, EGLOutputPortEXT *ports, EGLint max_ports, EGLint *num_ports); EGLAPI EGLBoolean EGLAPIENTRY eglOutputLayerAttribEXT (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib value); EGLAPI EGLBoolean EGLAPIENTRY eglQueryOutputLayerAttribEXT (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib *value); EGLAPI const char *EGLAPIENTRY eglQueryOutputLayerStringEXT (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint name); EGLAPI EGLBoolean EGLAPIENTRY eglOutputPortAttribEXT (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib value); EGLAPI EGLBoolean EGLAPIENTRY eglQueryOutputPortAttribEXT (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib *value); EGLAPI const char *EGLAPIENTRY eglQueryOutputPortStringEXT (EGLDisplay dpy, EGLOutputPortEXT port, EGLint name); #endif #endif /* EGL_EXT_output_base */ #ifndef EGL_EXT_output_drm #define EGL_EXT_output_drm 1 #define EGL_DRM_CRTC_EXT 0x3234 #define EGL_DRM_PLANE_EXT 0x3235 #define EGL_DRM_CONNECTOR_EXT 0x3236 #endif /* EGL_EXT_output_drm */ #ifndef EGL_EXT_output_openwf #define EGL_EXT_output_openwf 1 #define EGL_OPENWF_PIPELINE_ID_EXT 0x3238 #define EGL_OPENWF_PORT_ID_EXT 0x3239 #endif /* EGL_EXT_output_openwf */ #ifndef EGL_EXT_pixel_format_float #define EGL_EXT_pixel_format_float 1 #define EGL_COLOR_COMPONENT_TYPE_EXT 0x3339 #define EGL_COLOR_COMPONENT_TYPE_FIXED_EXT 0x333A #define EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT 0x333B #endif /* EGL_EXT_pixel_format_float */ #ifndef EGL_EXT_platform_base #define EGL_EXT_platform_base 1 typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum platform, void *native_display, const EGLint *attrib_list); typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC) (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLint *attrib_list); typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMPIXMAPSURFACEEXTPROC) (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLint *attrib_list); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLDisplay EGLAPIENTRY eglGetPlatformDisplayEXT (EGLenum platform, void *native_display, const EGLint *attrib_list); EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformWindowSurfaceEXT (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLint *attrib_list); EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformPixmapSurfaceEXT (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLint *attrib_list); #endif #endif /* EGL_EXT_platform_base */ #ifndef EGL_EXT_platform_device #define EGL_EXT_platform_device 1 #define EGL_PLATFORM_DEVICE_EXT 0x313F #endif /* EGL_EXT_platform_device */ #ifndef EGL_EXT_platform_wayland #define EGL_EXT_platform_wayland 1 #define EGL_PLATFORM_WAYLAND_EXT 0x31D8 #endif /* EGL_EXT_platform_wayland */ #ifndef EGL_EXT_platform_x11 #define EGL_EXT_platform_x11 1 #define EGL_PLATFORM_X11_EXT 0x31D5 #define EGL_PLATFORM_X11_SCREEN_EXT 0x31D6 #endif /* EGL_EXT_platform_x11 */ #ifndef EGL_EXT_platform_xcb #define EGL_EXT_platform_xcb 1 #define EGL_PLATFORM_XCB_EXT 0x31DC #define EGL_PLATFORM_XCB_SCREEN_EXT 0x31DE #endif /* EGL_EXT_platform_xcb */ #ifndef EGL_EXT_present_opaque #define EGL_EXT_present_opaque 1 #define EGL_PRESENT_OPAQUE_EXT 0x31DF #endif /* EGL_EXT_present_opaque */ #ifndef EGL_EXT_protected_content #define EGL_EXT_protected_content 1 #define EGL_PROTECTED_CONTENT_EXT 0x32C0 #endif /* EGL_EXT_protected_content */ #ifndef EGL_EXT_protected_surface #define EGL_EXT_protected_surface 1 #endif /* EGL_EXT_protected_surface */ #ifndef EGL_EXT_stream_consumer_egloutput #define EGL_EXT_stream_consumer_egloutput 1 typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMEROUTPUTEXTPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLOutputLayerEXT layer); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerOutputEXT (EGLDisplay dpy, EGLStreamKHR stream, EGLOutputLayerEXT layer); #endif #endif /* EGL_EXT_stream_consumer_egloutput */ #ifndef EGL_EXT_surface_CTA861_3_metadata #define EGL_EXT_surface_CTA861_3_metadata 1 #define EGL_CTA861_3_MAX_CONTENT_LIGHT_LEVEL_EXT 0x3360 #define EGL_CTA861_3_MAX_FRAME_AVERAGE_LEVEL_EXT 0x3361 #endif /* EGL_EXT_surface_CTA861_3_metadata */ #ifndef EGL_EXT_surface_SMPTE2086_metadata #define EGL_EXT_surface_SMPTE2086_metadata 1 #define EGL_SMPTE2086_DISPLAY_PRIMARY_RX_EXT 0x3341 #define EGL_SMPTE2086_DISPLAY_PRIMARY_RY_EXT 0x3342 #define EGL_SMPTE2086_DISPLAY_PRIMARY_GX_EXT 0x3343 #define EGL_SMPTE2086_DISPLAY_PRIMARY_GY_EXT 0x3344 #define EGL_SMPTE2086_DISPLAY_PRIMARY_BX_EXT 0x3345 #define EGL_SMPTE2086_DISPLAY_PRIMARY_BY_EXT 0x3346 #define EGL_SMPTE2086_WHITE_POINT_X_EXT 0x3347 #define EGL_SMPTE2086_WHITE_POINT_Y_EXT 0x3348 #define EGL_SMPTE2086_MAX_LUMINANCE_EXT 0x3349 #define EGL_SMPTE2086_MIN_LUMINANCE_EXT 0x334A #define EGL_METADATA_SCALING_EXT 50000 #endif /* EGL_EXT_surface_SMPTE2086_metadata */ #ifndef EGL_EXT_surface_compression #define EGL_EXT_surface_compression 1 #define EGL_SURFACE_COMPRESSION_EXT 0x34B0 #define EGL_SURFACE_COMPRESSION_PLANE1_EXT 0x328E #define EGL_SURFACE_COMPRESSION_PLANE2_EXT 0x328F #define EGL_SURFACE_COMPRESSION_FIXED_RATE_NONE_EXT 0x34B1 #define EGL_SURFACE_COMPRESSION_FIXED_RATE_DEFAULT_EXT 0x34B2 #define EGL_SURFACE_COMPRESSION_FIXED_RATE_1BPC_EXT 0x34B4 #define EGL_SURFACE_COMPRESSION_FIXED_RATE_2BPC_EXT 0x34B5 #define EGL_SURFACE_COMPRESSION_FIXED_RATE_3BPC_EXT 0x34B6 #define EGL_SURFACE_COMPRESSION_FIXED_RATE_4BPC_EXT 0x34B7 #define EGL_SURFACE_COMPRESSION_FIXED_RATE_5BPC_EXT 0x34B8 #define EGL_SURFACE_COMPRESSION_FIXED_RATE_6BPC_EXT 0x34B9 #define EGL_SURFACE_COMPRESSION_FIXED_RATE_7BPC_EXT 0x34BA #define EGL_SURFACE_COMPRESSION_FIXED_RATE_8BPC_EXT 0x34BB #define EGL_SURFACE_COMPRESSION_FIXED_RATE_9BPC_EXT 0x34BC #define EGL_SURFACE_COMPRESSION_FIXED_RATE_10BPC_EXT 0x34BD #define EGL_SURFACE_COMPRESSION_FIXED_RATE_11BPC_EXT 0x34BE #define EGL_SURFACE_COMPRESSION_FIXED_RATE_12BPC_EXT 0x34BF typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSUPPORTEDCOMPRESSIONRATESEXTPROC) (EGLDisplay dpy, EGLConfig config, const EGLAttrib *attrib_list, EGLint *rates, EGLint rate_size, EGLint *num_rates); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglQuerySupportedCompressionRatesEXT (EGLDisplay dpy, EGLConfig config, const EGLAttrib *attrib_list, EGLint *rates, EGLint rate_size, EGLint *num_rates); #endif #endif /* EGL_EXT_surface_compression */ #ifndef EGL_EXT_swap_buffers_with_damage #define EGL_EXT_swap_buffers_with_damage 1 typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageEXT (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); #endif #endif /* EGL_EXT_swap_buffers_with_damage */ #ifndef EGL_EXT_sync_reuse #define EGL_EXT_sync_reuse 1 typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNSIGNALSYNCEXTPROC) (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglUnsignalSyncEXT (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); #endif #endif /* EGL_EXT_sync_reuse */ #ifndef EGL_EXT_yuv_surface #define EGL_EXT_yuv_surface 1 #define EGL_YUV_ORDER_EXT 0x3301 #define EGL_YUV_NUMBER_OF_PLANES_EXT 0x3311 #define EGL_YUV_SUBSAMPLE_EXT 0x3312 #define EGL_YUV_DEPTH_RANGE_EXT 0x3317 #define EGL_YUV_CSC_STANDARD_EXT 0x330A #define EGL_YUV_PLANE_BPP_EXT 0x331A #define EGL_YUV_BUFFER_EXT 0x3300 #define EGL_YUV_ORDER_YUV_EXT 0x3302 #define EGL_YUV_ORDER_YVU_EXT 0x3303 #define EGL_YUV_ORDER_YUYV_EXT 0x3304 #define EGL_YUV_ORDER_UYVY_EXT 0x3305 #define EGL_YUV_ORDER_YVYU_EXT 0x3306 #define EGL_YUV_ORDER_VYUY_EXT 0x3307 #define EGL_YUV_ORDER_AYUV_EXT 0x3308 #define EGL_YUV_SUBSAMPLE_4_2_0_EXT 0x3313 #define EGL_YUV_SUBSAMPLE_4_2_2_EXT 0x3314 #define EGL_YUV_SUBSAMPLE_4_4_4_EXT 0x3315 #define EGL_YUV_DEPTH_RANGE_LIMITED_EXT 0x3318 #define EGL_YUV_DEPTH_RANGE_FULL_EXT 0x3319 #define EGL_YUV_CSC_STANDARD_601_EXT 0x330B #define EGL_YUV_CSC_STANDARD_709_EXT 0x330C #define EGL_YUV_CSC_STANDARD_2020_EXT 0x330D #define EGL_YUV_PLANE_BPP_0_EXT 0x331B #define EGL_YUV_PLANE_BPP_8_EXT 0x331C #define EGL_YUV_PLANE_BPP_10_EXT 0x331D #endif /* EGL_EXT_yuv_surface */ #ifndef EGL_HI_clientpixmap #define EGL_HI_clientpixmap 1 struct EGLClientPixmapHI { void *pData; EGLint iWidth; EGLint iHeight; EGLint iStride; }; #define EGL_CLIENT_PIXMAP_POINTER_HI 0x8F74 typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPIXMAPSURFACEHIPROC) (EGLDisplay dpy, EGLConfig config, struct EGLClientPixmapHI *pixmap); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurfaceHI (EGLDisplay dpy, EGLConfig config, struct EGLClientPixmapHI *pixmap); #endif #endif /* EGL_HI_clientpixmap */ #ifndef EGL_HI_colorformats #define EGL_HI_colorformats 1 #define EGL_COLOR_FORMAT_HI 0x8F70 #define EGL_COLOR_RGB_HI 0x8F71 #define EGL_COLOR_RGBA_HI 0x8F72 #define EGL_COLOR_ARGB_HI 0x8F73 #endif /* EGL_HI_colorformats */ #ifndef EGL_IMG_context_priority #define EGL_IMG_context_priority 1 #define EGL_CONTEXT_PRIORITY_LEVEL_IMG 0x3100 #define EGL_CONTEXT_PRIORITY_HIGH_IMG 0x3101 #define EGL_CONTEXT_PRIORITY_MEDIUM_IMG 0x3102 #define EGL_CONTEXT_PRIORITY_LOW_IMG 0x3103 #endif /* EGL_IMG_context_priority */ #ifndef EGL_IMG_image_plane_attribs #define EGL_IMG_image_plane_attribs 1 #define EGL_NATIVE_BUFFER_MULTIPLANE_SEPARATE_IMG 0x3105 #define EGL_NATIVE_BUFFER_PLANE_OFFSET_IMG 0x3106 #endif /* EGL_IMG_image_plane_attribs */ #ifndef EGL_MESA_drm_image #define EGL_MESA_drm_image 1 #define EGL_DRM_BUFFER_FORMAT_MESA 0x31D0 #define EGL_DRM_BUFFER_USE_MESA 0x31D1 #define EGL_DRM_BUFFER_FORMAT_ARGB32_MESA 0x31D2 #define EGL_DRM_BUFFER_MESA 0x31D3 #define EGL_DRM_BUFFER_STRIDE_MESA 0x31D4 #define EGL_DRM_BUFFER_USE_SCANOUT_MESA 0x00000001 #define EGL_DRM_BUFFER_USE_SHARE_MESA 0x00000002 #define EGL_DRM_BUFFER_USE_CURSOR_MESA 0x00000004 typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEDRMIMAGEMESAPROC) (EGLDisplay dpy, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLEXPORTDRMIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, EGLint *name, EGLint *handle, EGLint *stride); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLImageKHR EGLAPIENTRY eglCreateDRMImageMESA (EGLDisplay dpy, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglExportDRMImageMESA (EGLDisplay dpy, EGLImageKHR image, EGLint *name, EGLint *handle, EGLint *stride); #endif #endif /* EGL_MESA_drm_image */ #ifndef EGL_MESA_image_dma_buf_export #define EGL_MESA_image_dma_buf_export 1 typedef EGLBoolean (EGLAPIENTRYP PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC) (EGLDisplay dpy, EGLImageKHR image, int *fourcc, int *num_planes, EGLuint64KHR *modifiers); typedef EGLBoolean (EGLAPIENTRYP PFNEGLEXPORTDMABUFIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, int *fds, EGLint *strides, EGLint *offsets); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglExportDMABUFImageQueryMESA (EGLDisplay dpy, EGLImageKHR image, int *fourcc, int *num_planes, EGLuint64KHR *modifiers); EGLAPI EGLBoolean EGLAPIENTRY eglExportDMABUFImageMESA (EGLDisplay dpy, EGLImageKHR image, int *fds, EGLint *strides, EGLint *offsets); #endif #endif /* EGL_MESA_image_dma_buf_export */ #ifndef EGL_MESA_platform_gbm #define EGL_MESA_platform_gbm 1 #define EGL_PLATFORM_GBM_MESA 0x31D7 #endif /* EGL_MESA_platform_gbm */ #ifndef EGL_MESA_platform_surfaceless #define EGL_MESA_platform_surfaceless 1 #define EGL_PLATFORM_SURFACELESS_MESA 0x31DD #endif /* EGL_MESA_platform_surfaceless */ #ifndef EGL_MESA_query_driver #define EGL_MESA_query_driver 1 typedef char *(EGLAPIENTRYP PFNEGLGETDISPLAYDRIVERCONFIGPROC) (EGLDisplay dpy); typedef const char *(EGLAPIENTRYP PFNEGLGETDISPLAYDRIVERNAMEPROC) (EGLDisplay dpy); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI char *EGLAPIENTRY eglGetDisplayDriverConfig (EGLDisplay dpy); EGLAPI const char *EGLAPIENTRY eglGetDisplayDriverName (EGLDisplay dpy); #endif #endif /* EGL_MESA_query_driver */ #ifndef EGL_NOK_swap_region #define EGL_NOK_swap_region 1 typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSREGIONNOKPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint *rects); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersRegionNOK (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint *rects); #endif #endif /* EGL_NOK_swap_region */ #ifndef EGL_NOK_swap_region2 #define EGL_NOK_swap_region2 1 typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSREGION2NOKPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint *rects); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersRegion2NOK (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint *rects); #endif #endif /* EGL_NOK_swap_region2 */ #ifndef EGL_NOK_texture_from_pixmap #define EGL_NOK_texture_from_pixmap 1 #define EGL_Y_INVERTED_NOK 0x307F #endif /* EGL_NOK_texture_from_pixmap */ #ifndef EGL_NV_3dvision_surface #define EGL_NV_3dvision_surface 1 #define EGL_AUTO_STEREO_NV 0x3136 #endif /* EGL_NV_3dvision_surface */ #ifndef EGL_NV_context_priority_realtime #define EGL_NV_context_priority_realtime 1 #define EGL_CONTEXT_PRIORITY_REALTIME_NV 0x3357 #endif /* EGL_NV_context_priority_realtime */ #ifndef EGL_NV_coverage_sample #define EGL_NV_coverage_sample 1 #define EGL_COVERAGE_BUFFERS_NV 0x30E0 #define EGL_COVERAGE_SAMPLES_NV 0x30E1 #endif /* EGL_NV_coverage_sample */ #ifndef EGL_NV_coverage_sample_resolve #define EGL_NV_coverage_sample_resolve 1 #define EGL_COVERAGE_SAMPLE_RESOLVE_NV 0x3131 #define EGL_COVERAGE_SAMPLE_RESOLVE_DEFAULT_NV 0x3132 #define EGL_COVERAGE_SAMPLE_RESOLVE_NONE_NV 0x3133 #endif /* EGL_NV_coverage_sample_resolve */ #ifndef EGL_NV_cuda_event #define EGL_NV_cuda_event 1 #define EGL_CUDA_EVENT_HANDLE_NV 0x323B #define EGL_SYNC_CUDA_EVENT_NV 0x323C #define EGL_SYNC_CUDA_EVENT_COMPLETE_NV 0x323D #endif /* EGL_NV_cuda_event */ #ifndef EGL_NV_depth_nonlinear #define EGL_NV_depth_nonlinear 1 #define EGL_DEPTH_ENCODING_NV 0x30E2 #define EGL_DEPTH_ENCODING_NONE_NV 0 #define EGL_DEPTH_ENCODING_NONLINEAR_NV 0x30E3 #endif /* EGL_NV_depth_nonlinear */ #ifndef EGL_NV_device_cuda #define EGL_NV_device_cuda 1 #define EGL_CUDA_DEVICE_NV 0x323A #endif /* EGL_NV_device_cuda */ #ifndef EGL_NV_native_query #define EGL_NV_native_query 1 typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYNATIVEDISPLAYNVPROC) (EGLDisplay dpy, EGLNativeDisplayType *display_id); typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYNATIVEWINDOWNVPROC) (EGLDisplay dpy, EGLSurface surf, EGLNativeWindowType *window); typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYNATIVEPIXMAPNVPROC) (EGLDisplay dpy, EGLSurface surf, EGLNativePixmapType *pixmap); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglQueryNativeDisplayNV (EGLDisplay dpy, EGLNativeDisplayType *display_id); EGLAPI EGLBoolean EGLAPIENTRY eglQueryNativeWindowNV (EGLDisplay dpy, EGLSurface surf, EGLNativeWindowType *window); EGLAPI EGLBoolean EGLAPIENTRY eglQueryNativePixmapNV (EGLDisplay dpy, EGLSurface surf, EGLNativePixmapType *pixmap); #endif #endif /* EGL_NV_native_query */ #ifndef EGL_NV_post_convert_rounding #define EGL_NV_post_convert_rounding 1 #endif /* EGL_NV_post_convert_rounding */ #ifndef EGL_NV_post_sub_buffer #define EGL_NV_post_sub_buffer 1 #define EGL_POST_SUB_BUFFER_SUPPORTED_NV 0x30BE typedef EGLBoolean (EGLAPIENTRYP PFNEGLPOSTSUBBUFFERNVPROC) (EGLDisplay dpy, EGLSurface surface, EGLint x, EGLint y, EGLint width, EGLint height); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglPostSubBufferNV (EGLDisplay dpy, EGLSurface surface, EGLint x, EGLint y, EGLint width, EGLint height); #endif #endif /* EGL_NV_post_sub_buffer */ #ifndef EGL_NV_quadruple_buffer #define EGL_NV_quadruple_buffer 1 #define EGL_QUADRUPLE_BUFFER_NV 0x3231 #endif /* EGL_NV_quadruple_buffer */ #ifndef EGL_NV_robustness_video_memory_purge #define EGL_NV_robustness_video_memory_purge 1 #define EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C #endif /* EGL_NV_robustness_video_memory_purge */ #ifndef EGL_NV_stream_consumer_eglimage #define EGL_NV_stream_consumer_eglimage 1 #define EGL_STREAM_CONSUMER_IMAGE_NV 0x3373 #define EGL_STREAM_IMAGE_ADD_NV 0x3374 #define EGL_STREAM_IMAGE_REMOVE_NV 0x3375 #define EGL_STREAM_IMAGE_AVAILABLE_NV 0x3376 typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMIMAGECONSUMERCONNECTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, const EGLuint64KHR *modifiers, const EGLAttrib *attrib_list); typedef EGLint (EGLAPIENTRYP PFNEGLQUERYSTREAMCONSUMEREVENTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux); typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMACQUIREIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync); typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMRELEASEIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglStreamImageConsumerConnectNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, const EGLuint64KHR *modifiers, const EGLAttrib *attrib_list); EGLAPI EGLint EGLAPIENTRY eglQueryStreamConsumerEventNV (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux); EGLAPI EGLBoolean EGLAPIENTRY eglStreamAcquireImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync); EGLAPI EGLBoolean EGLAPIENTRY eglStreamReleaseImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync); #endif #endif /* EGL_NV_stream_consumer_eglimage */ #ifndef EGL_NV_stream_consumer_gltexture_yuv #define EGL_NV_stream_consumer_gltexture_yuv 1 #define EGL_YUV_PLANE0_TEXTURE_UNIT_NV 0x332C #define EGL_YUV_PLANE1_TEXTURE_UNIT_NV 0x332D #define EGL_YUV_PLANE2_TEXTURE_UNIT_NV 0x332E typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerGLTextureExternalAttribsNV (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); #endif #endif /* EGL_NV_stream_consumer_gltexture_yuv */ #ifndef EGL_NV_stream_cross_display #define EGL_NV_stream_cross_display 1 #define EGL_STREAM_CROSS_DISPLAY_NV 0x334E #endif /* EGL_NV_stream_cross_display */ #ifndef EGL_NV_stream_cross_object #define EGL_NV_stream_cross_object 1 #define EGL_STREAM_CROSS_OBJECT_NV 0x334D #endif /* EGL_NV_stream_cross_object */ #ifndef EGL_NV_stream_cross_partition #define EGL_NV_stream_cross_partition 1 #define EGL_STREAM_CROSS_PARTITION_NV 0x323F #endif /* EGL_NV_stream_cross_partition */ #ifndef EGL_NV_stream_cross_process #define EGL_NV_stream_cross_process 1 #define EGL_STREAM_CROSS_PROCESS_NV 0x3245 #endif /* EGL_NV_stream_cross_process */ #ifndef EGL_NV_stream_cross_system #define EGL_NV_stream_cross_system 1 #define EGL_STREAM_CROSS_SYSTEM_NV 0x334F #endif /* EGL_NV_stream_cross_system */ #ifndef EGL_NV_stream_dma #define EGL_NV_stream_dma 1 #define EGL_STREAM_DMA_NV 0x3371 #define EGL_STREAM_DMA_SERVER_NV 0x3372 #endif /* EGL_NV_stream_dma */ #ifndef EGL_NV_stream_fifo_next #define EGL_NV_stream_fifo_next 1 #define EGL_PENDING_FRAME_NV 0x3329 #define EGL_STREAM_TIME_PENDING_NV 0x332A #endif /* EGL_NV_stream_fifo_next */ #ifndef EGL_NV_stream_fifo_synchronous #define EGL_NV_stream_fifo_synchronous 1 #define EGL_STREAM_FIFO_SYNCHRONOUS_NV 0x3336 #endif /* EGL_NV_stream_fifo_synchronous */ #ifndef EGL_NV_stream_flush #define EGL_NV_stream_flush 1 typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMFLUSHNVPROC) (EGLDisplay dpy, EGLStreamKHR stream); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglStreamFlushNV (EGLDisplay dpy, EGLStreamKHR stream); #endif #endif /* EGL_NV_stream_flush */ #ifndef EGL_NV_stream_frame_limits #define EGL_NV_stream_frame_limits 1 #define EGL_PRODUCER_MAX_FRAME_HINT_NV 0x3337 #define EGL_CONSUMER_MAX_FRAME_HINT_NV 0x3338 #endif /* EGL_NV_stream_frame_limits */ #ifndef EGL_NV_stream_metadata #define EGL_NV_stream_metadata 1 #define EGL_MAX_STREAM_METADATA_BLOCKS_NV 0x3250 #define EGL_MAX_STREAM_METADATA_BLOCK_SIZE_NV 0x3251 #define EGL_MAX_STREAM_METADATA_TOTAL_SIZE_NV 0x3252 #define EGL_PRODUCER_METADATA_NV 0x3253 #define EGL_CONSUMER_METADATA_NV 0x3254 #define EGL_PENDING_METADATA_NV 0x3328 #define EGL_METADATA0_SIZE_NV 0x3255 #define EGL_METADATA1_SIZE_NV 0x3256 #define EGL_METADATA2_SIZE_NV 0x3257 #define EGL_METADATA3_SIZE_NV 0x3258 #define EGL_METADATA0_TYPE_NV 0x3259 #define EGL_METADATA1_TYPE_NV 0x325A #define EGL_METADATA2_TYPE_NV 0x325B #define EGL_METADATA3_TYPE_NV 0x325C typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDISPLAYATTRIBNVPROC) (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint n, EGLint offset, EGLint size, const void *data); typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum name, EGLint n, EGLint offset, EGLint size, void *data); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribNV (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); EGLAPI EGLBoolean EGLAPIENTRY eglSetStreamMetadataNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint n, EGLint offset, EGLint size, const void *data); EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamMetadataNV (EGLDisplay dpy, EGLStreamKHR stream, EGLenum name, EGLint n, EGLint offset, EGLint size, void *data); #endif #endif /* EGL_NV_stream_metadata */ #ifndef EGL_NV_stream_origin #define EGL_NV_stream_origin 1 #define EGL_STREAM_FRAME_ORIGIN_X_NV 0x3366 #define EGL_STREAM_FRAME_ORIGIN_Y_NV 0x3367 #define EGL_STREAM_FRAME_MAJOR_AXIS_NV 0x3368 #define EGL_CONSUMER_AUTO_ORIENTATION_NV 0x3369 #define EGL_PRODUCER_AUTO_ORIENTATION_NV 0x336A #define EGL_LEFT_NV 0x336B #define EGL_RIGHT_NV 0x336C #define EGL_TOP_NV 0x336D #define EGL_BOTTOM_NV 0x336E #define EGL_X_AXIS_NV 0x336F #define EGL_Y_AXIS_NV 0x3370 #endif /* EGL_NV_stream_origin */ #ifndef EGL_NV_stream_remote #define EGL_NV_stream_remote 1 #define EGL_STREAM_STATE_INITIALIZING_NV 0x3240 #define EGL_STREAM_TYPE_NV 0x3241 #define EGL_STREAM_PROTOCOL_NV 0x3242 #define EGL_STREAM_ENDPOINT_NV 0x3243 #define EGL_STREAM_LOCAL_NV 0x3244 #define EGL_STREAM_PRODUCER_NV 0x3247 #define EGL_STREAM_CONSUMER_NV 0x3248 #define EGL_STREAM_PROTOCOL_FD_NV 0x3246 #endif /* EGL_NV_stream_remote */ #ifndef EGL_NV_stream_reset #define EGL_NV_stream_reset 1 #define EGL_SUPPORT_RESET_NV 0x3334 #define EGL_SUPPORT_REUSE_NV 0x3335 typedef EGLBoolean (EGLAPIENTRYP PFNEGLRESETSTREAMNVPROC) (EGLDisplay dpy, EGLStreamKHR stream); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglResetStreamNV (EGLDisplay dpy, EGLStreamKHR stream); #endif #endif /* EGL_NV_stream_reset */ #ifndef EGL_NV_stream_socket #define EGL_NV_stream_socket 1 #define EGL_STREAM_PROTOCOL_SOCKET_NV 0x324B #define EGL_SOCKET_HANDLE_NV 0x324C #define EGL_SOCKET_TYPE_NV 0x324D #endif /* EGL_NV_stream_socket */ #ifndef EGL_NV_stream_socket_inet #define EGL_NV_stream_socket_inet 1 #define EGL_SOCKET_TYPE_INET_NV 0x324F #endif /* EGL_NV_stream_socket_inet */ #ifndef EGL_NV_stream_socket_unix #define EGL_NV_stream_socket_unix 1 #define EGL_SOCKET_TYPE_UNIX_NV 0x324E #endif /* EGL_NV_stream_socket_unix */ #ifndef EGL_NV_stream_sync #define EGL_NV_stream_sync 1 #define EGL_SYNC_NEW_FRAME_NV 0x321F typedef EGLSyncKHR (EGLAPIENTRYP PFNEGLCREATESTREAMSYNCNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum type, const EGLint *attrib_list); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateStreamSyncNV (EGLDisplay dpy, EGLStreamKHR stream, EGLenum type, const EGLint *attrib_list); #endif #endif /* EGL_NV_stream_sync */ #ifndef EGL_NV_sync #define EGL_NV_sync 1 typedef void *EGLSyncNV; typedef khronos_utime_nanoseconds_t EGLTimeNV; #ifdef KHRONOS_SUPPORT_INT64 #define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_NV 0x30E6 #define EGL_SYNC_STATUS_NV 0x30E7 #define EGL_SIGNALED_NV 0x30E8 #define EGL_UNSIGNALED_NV 0x30E9 #define EGL_SYNC_FLUSH_COMMANDS_BIT_NV 0x0001 #define EGL_FOREVER_NV 0xFFFFFFFFFFFFFFFFull #define EGL_ALREADY_SIGNALED_NV 0x30EA #define EGL_TIMEOUT_EXPIRED_NV 0x30EB #define EGL_CONDITION_SATISFIED_NV 0x30EC #define EGL_SYNC_TYPE_NV 0x30ED #define EGL_SYNC_CONDITION_NV 0x30EE #define EGL_SYNC_FENCE_NV 0x30EF #define EGL_NO_SYNC_NV EGL_CAST(EGLSyncNV,0) typedef EGLSyncNV (EGLAPIENTRYP PFNEGLCREATEFENCESYNCNVPROC) (EGLDisplay dpy, EGLenum condition, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCNVPROC) (EGLSyncNV sync); typedef EGLBoolean (EGLAPIENTRYP PFNEGLFENCENVPROC) (EGLSyncNV sync); typedef EGLint (EGLAPIENTRYP PFNEGLCLIENTWAITSYNCNVPROC) (EGLSyncNV sync, EGLint flags, EGLTimeNV timeout); typedef EGLBoolean (EGLAPIENTRYP PFNEGLSIGNALSYNCNVPROC) (EGLSyncNV sync, EGLenum mode); typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBNVPROC) (EGLSyncNV sync, EGLint attribute, EGLint *value); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLSyncNV EGLAPIENTRY eglCreateFenceSyncNV (EGLDisplay dpy, EGLenum condition, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglDestroySyncNV (EGLSyncNV sync); EGLAPI EGLBoolean EGLAPIENTRY eglFenceNV (EGLSyncNV sync); EGLAPI EGLint EGLAPIENTRY eglClientWaitSyncNV (EGLSyncNV sync, EGLint flags, EGLTimeNV timeout); EGLAPI EGLBoolean EGLAPIENTRY eglSignalSyncNV (EGLSyncNV sync, EGLenum mode); EGLAPI EGLBoolean EGLAPIENTRY eglGetSyncAttribNV (EGLSyncNV sync, EGLint attribute, EGLint *value); #endif #endif /* KHRONOS_SUPPORT_INT64 */ #endif /* EGL_NV_sync */ #ifndef EGL_NV_system_time #define EGL_NV_system_time 1 typedef khronos_utime_nanoseconds_t EGLuint64NV; #ifdef KHRONOS_SUPPORT_INT64 typedef EGLuint64NV (EGLAPIENTRYP PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC) (void); typedef EGLuint64NV (EGLAPIENTRYP PFNEGLGETSYSTEMTIMENVPROC) (void); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeFrequencyNV (void); EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeNV (void); #endif #endif /* KHRONOS_SUPPORT_INT64 */ #endif /* EGL_NV_system_time */ #ifndef EGL_NV_triple_buffer #define EGL_NV_triple_buffer 1 #define EGL_TRIPLE_BUFFER_NV 0x3230 #endif /* EGL_NV_triple_buffer */ #ifndef EGL_TIZEN_image_native_buffer #define EGL_TIZEN_image_native_buffer 1 #define EGL_NATIVE_BUFFER_TIZEN 0x32A0 #endif /* EGL_TIZEN_image_native_buffer */ #ifndef EGL_TIZEN_image_native_surface #define EGL_TIZEN_image_native_surface 1 #define EGL_NATIVE_SURFACE_TIZEN 0x32A1 #endif /* EGL_TIZEN_image_native_surface */ #ifndef EGL_WL_bind_wayland_display #define EGL_WL_bind_wayland_display 1 #define PFNEGLBINDWAYLANDDISPLAYWL PFNEGLBINDWAYLANDDISPLAYWLPROC #define PFNEGLUNBINDWAYLANDDISPLAYWL PFNEGLUNBINDWAYLANDDISPLAYWLPROC #define PFNEGLQUERYWAYLANDBUFFERWL PFNEGLQUERYWAYLANDBUFFERWLPROC struct wl_display; struct wl_resource; #define EGL_WAYLAND_BUFFER_WL 0x31D5 #define EGL_WAYLAND_PLANE_WL 0x31D6 #define EGL_TEXTURE_Y_U_V_WL 0x31D7 #define EGL_TEXTURE_Y_UV_WL 0x31D8 #define EGL_TEXTURE_Y_XUXV_WL 0x31D9 #define EGL_TEXTURE_EXTERNAL_WL 0x31DA #define EGL_WAYLAND_Y_INVERTED_WL 0x31DB typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDWAYLANDDISPLAYWLPROC) (EGLDisplay dpy, struct wl_display *display); typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNBINDWAYLANDDISPLAYWLPROC) (EGLDisplay dpy, struct wl_display *display); typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYWAYLANDBUFFERWLPROC) (EGLDisplay dpy, struct wl_resource *buffer, EGLint attribute, EGLint *value); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglBindWaylandDisplayWL (EGLDisplay dpy, struct wl_display *display); EGLAPI EGLBoolean EGLAPIENTRY eglUnbindWaylandDisplayWL (EGLDisplay dpy, struct wl_display *display); EGLAPI EGLBoolean EGLAPIENTRY eglQueryWaylandBufferWL (EGLDisplay dpy, struct wl_resource *buffer, EGLint attribute, EGLint *value); #endif #endif /* EGL_WL_bind_wayland_display */ #ifndef EGL_WL_create_wayland_buffer_from_image #define EGL_WL_create_wayland_buffer_from_image 1 #define PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWL PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWLPROC struct wl_buffer; typedef struct wl_buffer *(EGLAPIENTRYP PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWLPROC) (EGLDisplay dpy, EGLImageKHR image); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI struct wl_buffer *EGLAPIENTRY eglCreateWaylandBufferFromImageWL (EGLDisplay dpy, EGLImageKHR image); #endif #endif /* EGL_WL_create_wayland_buffer_from_image */ #ifdef __cplusplus } #endif #endif /* __eglext_h_ */ #endif /* _MSC_VER */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_oldnames.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* * Definitions to ease transition from SDL2 code */ #ifndef SDL_oldnames_h_ #define SDL_oldnames_h_ #include <SDL3/SDL_platform_defines.h> /* The new function names are recommended, but if you want to have the * old names available while you are in the process of migrating code * to SDL3, you can define `SDL_ENABLE_OLD_NAMES` in your project. * * You can use https://github.com/libsdl-org/SDL/blob/main/build-scripts/rename_symbols.py to mass rename the symbols defined here in your codebase: * rename_symbols.py --all-symbols source_code_path */ #ifdef SDL_ENABLE_OLD_NAMES /* ##SDL_atomic.h */ #define SDL_AtomicCAS SDL_AtomicCompareAndSwap #define SDL_AtomicCASPtr SDL_AtomicCompareAndSwapPointer #define SDL_AtomicLock SDL_LockSpinlock #define SDL_AtomicTryLock SDL_TryLockSpinlock #define SDL_AtomicUnlock SDL_UnlockSpinlock #define SDL_atomic_t SDL_AtomicInt /* ##SDL_audio.h */ #define AUDIO_F32 SDL_AUDIO_F32LE #define AUDIO_F32LSB SDL_AUDIO_F32LE #define AUDIO_F32MSB SDL_AUDIO_F32BE #define AUDIO_F32SYS SDL_AUDIO_F32 #define AUDIO_S16 SDL_AUDIO_S16LE #define AUDIO_S16LSB SDL_AUDIO_S16LE #define AUDIO_S16MSB SDL_AUDIO_S16BE #define AUDIO_S16SYS SDL_AUDIO_S16 #define AUDIO_S32 SDL_AUDIO_S32LE #define AUDIO_S32LSB SDL_AUDIO_S32LE #define AUDIO_S32MSB SDL_AUDIO_S32BE #define AUDIO_S32SYS SDL_AUDIO_S32 #define AUDIO_S8 SDL_AUDIO_S8 #define AUDIO_U8 SDL_AUDIO_U8 #define SDL_AudioStreamAvailable SDL_GetAudioStreamAvailable #define SDL_AudioStreamClear SDL_ClearAudioStream #define SDL_AudioStreamFlush SDL_FlushAudioStream #define SDL_AudioStreamGet SDL_GetAudioStreamData #define SDL_AudioStreamPut SDL_PutAudioStreamData #define SDL_FreeAudioStream SDL_DestroyAudioStream #define SDL_FreeWAV SDL_free #define SDL_LoadWAV_RW SDL_LoadWAV_IO #define SDL_MixAudioFormat SDL_MixAudio #define SDL_NewAudioStream SDL_CreateAudioStream /* ##SDL_cpuinfo.h */ #define SDL_SIMDGetAlignment SDL_GetSIMDAlignment /* ##SDL_endian.h */ #define SDL_SwapBE16 SDL_Swap16BE #define SDL_SwapBE32 SDL_Swap32BE #define SDL_SwapBE64 SDL_Swap64BE #define SDL_SwapLE16 SDL_Swap16LE #define SDL_SwapLE32 SDL_Swap32LE #define SDL_SwapLE64 SDL_Swap64LE /* ##SDL_events.h */ #define SDL_APP_DIDENTERBACKGROUND SDL_EVENT_DID_ENTER_BACKGROUND #define SDL_APP_DIDENTERFOREGROUND SDL_EVENT_DID_ENTER_FOREGROUND #define SDL_APP_LOWMEMORY SDL_EVENT_LOW_MEMORY #define SDL_APP_TERMINATING SDL_EVENT_TERMINATING #define SDL_APP_WILLENTERBACKGROUND SDL_EVENT_WILL_ENTER_BACKGROUND #define SDL_APP_WILLENTERFOREGROUND SDL_EVENT_WILL_ENTER_FOREGROUND #define SDL_AUDIODEVICEADDED SDL_EVENT_AUDIO_DEVICE_ADDED #define SDL_AUDIODEVICEREMOVED SDL_EVENT_AUDIO_DEVICE_REMOVED #define SDL_CLIPBOARDUPDATE SDL_EVENT_CLIPBOARD_UPDATE #define SDL_CONTROLLERAXISMOTION SDL_EVENT_GAMEPAD_AXIS_MOTION #define SDL_CONTROLLERBUTTONDOWN SDL_EVENT_GAMEPAD_BUTTON_DOWN #define SDL_CONTROLLERBUTTONUP SDL_EVENT_GAMEPAD_BUTTON_UP #define SDL_CONTROLLERDEVICEADDED SDL_EVENT_GAMEPAD_ADDED #define SDL_CONTROLLERDEVICEREMAPPED SDL_EVENT_GAMEPAD_REMAPPED #define SDL_CONTROLLERDEVICEREMOVED SDL_EVENT_GAMEPAD_REMOVED #define SDL_CONTROLLERSENSORUPDATE SDL_EVENT_GAMEPAD_SENSOR_UPDATE #define SDL_CONTROLLERSTEAMHANDLEUPDATED SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED #define SDL_CONTROLLERTOUCHPADDOWN SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN #define SDL_CONTROLLERTOUCHPADMOTION SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION #define SDL_CONTROLLERTOUCHPADUP SDL_EVENT_GAMEPAD_TOUCHPAD_UP #define SDL_ControllerAxisEvent SDL_GamepadAxisEvent #define SDL_ControllerButtonEvent SDL_GamepadButtonEvent #define SDL_ControllerDeviceEvent SDL_GamepadDeviceEvent #define SDL_ControllerSensorEvent SDL_GamepadSensorEvent #define SDL_ControllerTouchpadEvent SDL_GamepadTouchpadEvent #define SDL_DISPLAYEVENT_CONNECTED SDL_EVENT_DISPLAY_ADDED #define SDL_DISPLAYEVENT_DISCONNECTED SDL_EVENT_DISPLAY_REMOVED #define SDL_DISPLAYEVENT_MOVED SDL_EVENT_DISPLAY_MOVED #define SDL_DISPLAYEVENT_ORIENTATION SDL_EVENT_DISPLAY_ORIENTATION #define SDL_DROPBEGIN SDL_EVENT_DROP_BEGIN #define SDL_DROPCOMPLETE SDL_EVENT_DROP_COMPLETE #define SDL_DROPFILE SDL_EVENT_DROP_FILE #define SDL_DROPTEXT SDL_EVENT_DROP_TEXT #define SDL_FINGERDOWN SDL_EVENT_FINGER_DOWN #define SDL_FINGERMOTION SDL_EVENT_FINGER_MOTION #define SDL_FINGERUP SDL_EVENT_FINGER_UP #define SDL_FIRSTEVENT SDL_EVENT_FIRST #define SDL_JOYAXISMOTION SDL_EVENT_JOYSTICK_AXIS_MOTION #define SDL_JOYBATTERYUPDATED SDL_EVENT_JOYSTICK_BATTERY_UPDATED #define SDL_JOYBUTTONDOWN SDL_EVENT_JOYSTICK_BUTTON_DOWN #define SDL_JOYBUTTONUP SDL_EVENT_JOYSTICK_BUTTON_UP #define SDL_JOYDEVICEADDED SDL_EVENT_JOYSTICK_ADDED #define SDL_JOYDEVICEREMOVED SDL_EVENT_JOYSTICK_REMOVED #define SDL_JOYBALLMOTION SDL_EVENT_JOYSTICK_BALL_MOTION #define SDL_JOYHATMOTION SDL_EVENT_JOYSTICK_HAT_MOTION #define SDL_KEYDOWN SDL_EVENT_KEY_DOWN #define SDL_KEYMAPCHANGED SDL_EVENT_KEYMAP_CHANGED #define SDL_KEYUP SDL_EVENT_KEY_UP #define SDL_LASTEVENT SDL_EVENT_LAST #define SDL_LOCALECHANGED SDL_EVENT_LOCALE_CHANGED #define SDL_MOUSEBUTTONDOWN SDL_EVENT_MOUSE_BUTTON_DOWN #define SDL_MOUSEBUTTONUP SDL_EVENT_MOUSE_BUTTON_UP #define SDL_MOUSEMOTION SDL_EVENT_MOUSE_MOTION #define SDL_MOUSEWHEEL SDL_EVENT_MOUSE_WHEEL #define SDL_POLLSENTINEL SDL_EVENT_POLL_SENTINEL #define SDL_QUIT SDL_EVENT_QUIT #define SDL_RENDER_DEVICE_RESET SDL_EVENT_RENDER_DEVICE_RESET #define SDL_RENDER_TARGETS_RESET SDL_EVENT_RENDER_TARGETS_RESET #define SDL_SENSORUPDATE SDL_EVENT_SENSOR_UPDATE #define SDL_TEXTEDITING SDL_EVENT_TEXT_EDITING #define SDL_TEXTEDITING_EXT SDL_EVENT_TEXT_EDITING_EXT #define SDL_TEXTINPUT SDL_EVENT_TEXT_INPUT #define SDL_USEREVENT SDL_EVENT_USER #define SDL_WINDOWEVENT_CLOSE SDL_EVENT_WINDOW_CLOSE_REQUESTED #define SDL_WINDOWEVENT_DISPLAY_CHANGED SDL_EVENT_WINDOW_DISPLAY_CHANGED #define SDL_WINDOWEVENT_ENTER SDL_EVENT_WINDOW_MOUSE_ENTER #define SDL_WINDOWEVENT_EXPOSED SDL_EVENT_WINDOW_EXPOSED #define SDL_WINDOWEVENT_FOCUS_GAINED SDL_EVENT_WINDOW_FOCUS_GAINED #define SDL_WINDOWEVENT_FOCUS_LOST SDL_EVENT_WINDOW_FOCUS_LOST #define SDL_WINDOWEVENT_HIDDEN SDL_EVENT_WINDOW_HIDDEN #define SDL_WINDOWEVENT_HIT_TEST SDL_EVENT_WINDOW_HIT_TEST #define SDL_WINDOWEVENT_ICCPROF_CHANGED SDL_EVENT_WINDOW_ICCPROF_CHANGED #define SDL_WINDOWEVENT_LEAVE SDL_EVENT_WINDOW_MOUSE_LEAVE #define SDL_WINDOWEVENT_MAXIMIZED SDL_EVENT_WINDOW_MAXIMIZED #define SDL_WINDOWEVENT_MINIMIZED SDL_EVENT_WINDOW_MINIMIZED #define SDL_WINDOWEVENT_MOVED SDL_EVENT_WINDOW_MOVED #define SDL_WINDOWEVENT_RESIZED SDL_EVENT_WINDOW_RESIZED #define SDL_WINDOWEVENT_RESTORED SDL_EVENT_WINDOW_RESTORED #define SDL_WINDOWEVENT_SHOWN SDL_EVENT_WINDOW_SHOWN #define SDL_WINDOWEVENT_SIZE_CHANGED SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED #define SDL_WINDOWEVENT_TAKE_FOCUS SDL_EVENT_WINDOW_TAKE_FOCUS #define SDL_eventaction SDL_EventAction /* ##SDL_gamecontroller.h */ #define SDL_CONTROLLER_AXIS_INVALID SDL_GAMEPAD_AXIS_INVALID #define SDL_CONTROLLER_AXIS_LEFTX SDL_GAMEPAD_AXIS_LEFTX #define SDL_CONTROLLER_AXIS_LEFTY SDL_GAMEPAD_AXIS_LEFTY #define SDL_CONTROLLER_AXIS_MAX SDL_GAMEPAD_AXIS_MAX #define SDL_CONTROLLER_AXIS_RIGHTX SDL_GAMEPAD_AXIS_RIGHTX #define SDL_CONTROLLER_AXIS_RIGHTY SDL_GAMEPAD_AXIS_RIGHTY #define SDL_CONTROLLER_AXIS_TRIGGERLEFT SDL_GAMEPAD_AXIS_LEFT_TRIGGER #define SDL_CONTROLLER_AXIS_TRIGGERRIGHT SDL_GAMEPAD_AXIS_RIGHT_TRIGGER #define SDL_CONTROLLER_BINDTYPE_AXIS SDL_GAMEPAD_BINDTYPE_AXIS #define SDL_CONTROLLER_BINDTYPE_BUTTON SDL_GAMEPAD_BINDTYPE_BUTTON #define SDL_CONTROLLER_BINDTYPE_HAT SDL_GAMEPAD_BINDTYPE_HAT #define SDL_CONTROLLER_BINDTYPE_NONE SDL_GAMEPAD_BINDTYPE_NONE #define SDL_CONTROLLER_BUTTON_A SDL_GAMEPAD_BUTTON_SOUTH #define SDL_CONTROLLER_BUTTON_B SDL_GAMEPAD_BUTTON_EAST #define SDL_CONTROLLER_BUTTON_BACK SDL_GAMEPAD_BUTTON_BACK #define SDL_CONTROLLER_BUTTON_DPAD_DOWN SDL_GAMEPAD_BUTTON_DPAD_DOWN #define SDL_CONTROLLER_BUTTON_DPAD_LEFT SDL_GAMEPAD_BUTTON_DPAD_LEFT #define SDL_CONTROLLER_BUTTON_DPAD_RIGHT SDL_GAMEPAD_BUTTON_DPAD_RIGHT #define SDL_CONTROLLER_BUTTON_DPAD_UP SDL_GAMEPAD_BUTTON_DPAD_UP #define SDL_CONTROLLER_BUTTON_GUIDE SDL_GAMEPAD_BUTTON_GUIDE #define SDL_CONTROLLER_BUTTON_INVALID SDL_GAMEPAD_BUTTON_INVALID #define SDL_CONTROLLER_BUTTON_LEFTSHOULDER SDL_GAMEPAD_BUTTON_LEFT_SHOULDER #define SDL_CONTROLLER_BUTTON_LEFTSTICK SDL_GAMEPAD_BUTTON_LEFT_STICK #define SDL_CONTROLLER_BUTTON_MAX SDL_GAMEPAD_BUTTON_MAX #define SDL_CONTROLLER_BUTTON_MISC1 SDL_GAMEPAD_BUTTON_MISC1 #define SDL_CONTROLLER_BUTTON_PADDLE1 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 #define SDL_CONTROLLER_BUTTON_PADDLE2 SDL_GAMEPAD_BUTTON_LEFT_PADDLE1 #define SDL_CONTROLLER_BUTTON_PADDLE3 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2 #define SDL_CONTROLLER_BUTTON_PADDLE4 SDL_GAMEPAD_BUTTON_LEFT_PADDLE2 #define SDL_CONTROLLER_BUTTON_RIGHTSHOULDER SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER #define SDL_CONTROLLER_BUTTON_RIGHTSTICK SDL_GAMEPAD_BUTTON_RIGHT_STICK #define SDL_CONTROLLER_BUTTON_START SDL_GAMEPAD_BUTTON_START #define SDL_CONTROLLER_BUTTON_TOUCHPAD SDL_GAMEPAD_BUTTON_TOUCHPAD #define SDL_CONTROLLER_BUTTON_X SDL_GAMEPAD_BUTTON_WEST #define SDL_CONTROLLER_BUTTON_Y SDL_GAMEPAD_BUTTON_NORTH #define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT #define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR #define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT #define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO #define SDL_CONTROLLER_TYPE_PS3 SDL_GAMEPAD_TYPE_PS3 #define SDL_CONTROLLER_TYPE_PS4 SDL_GAMEPAD_TYPE_PS4 #define SDL_CONTROLLER_TYPE_PS5 SDL_GAMEPAD_TYPE_PS5 #define SDL_CONTROLLER_TYPE_UNKNOWN SDL_GAMEPAD_TYPE_STANDARD #define SDL_CONTROLLER_TYPE_VIRTUAL SDL_GAMEPAD_TYPE_VIRTUAL #define SDL_CONTROLLER_TYPE_XBOX360 SDL_GAMEPAD_TYPE_XBOX360 #define SDL_CONTROLLER_TYPE_XBOXONE SDL_GAMEPAD_TYPE_XBOXONE #define SDL_GameController SDL_Gamepad #define SDL_GameControllerAddMapping SDL_AddGamepadMapping #define SDL_GameControllerAddMappingsFromFile SDL_AddGamepadMappingsFromFile #define SDL_GameControllerAddMappingsFromRW SDL_AddGamepadMappingsFromIO #define SDL_GameControllerAxis SDL_GamepadAxis #define SDL_GameControllerBindType SDL_GamepadBindingType #define SDL_GameControllerButton SDL_GamepadButton #define SDL_GameControllerClose SDL_CloseGamepad #define SDL_GameControllerFromInstanceID SDL_GetGamepadFromInstanceID #define SDL_GameControllerFromPlayerIndex SDL_GetGamepadFromPlayerIndex #define SDL_GameControllerGetAppleSFSymbolsNameForAxis SDL_GetGamepadAppleSFSymbolsNameForAxis #define SDL_GameControllerGetAppleSFSymbolsNameForButton SDL_GetGamepadAppleSFSymbolsNameForButton #define SDL_GameControllerGetAttached SDL_GamepadConnected #define SDL_GameControllerGetAxis SDL_GetGamepadAxis #define SDL_GameControllerGetAxisFromString SDL_GetGamepadAxisFromString #define SDL_GameControllerGetButton SDL_GetGamepadButton #define SDL_GameControllerGetButtonFromString SDL_GetGamepadButtonFromString #define SDL_GameControllerGetFirmwareVersion SDL_GetGamepadFirmwareVersion #define SDL_GameControllerGetJoystick SDL_GetGamepadJoystick #define SDL_GameControllerGetNumTouchpadFingers SDL_GetNumGamepadTouchpadFingers #define SDL_GameControllerGetNumTouchpads SDL_GetNumGamepadTouchpads #define SDL_GameControllerGetPlayerIndex SDL_GetGamepadPlayerIndex #define SDL_GameControllerGetProduct SDL_GetGamepadProduct #define SDL_GameControllerGetProductVersion SDL_GetGamepadProductVersion #define SDL_GameControllerGetSensorData SDL_GetGamepadSensorData #define SDL_GameControllerGetSensorDataRate SDL_GetGamepadSensorDataRate #define SDL_GameControllerGetSerial SDL_GetGamepadSerial #define SDL_GameControllerGetSteamHandle SDL_GetGamepadSteamHandle #define SDL_GameControllerGetStringForAxis SDL_GetGamepadStringForAxis #define SDL_GameControllerGetStringForButton SDL_GetGamepadStringForButton #define SDL_GameControllerGetTouchpadFinger SDL_GetGamepadTouchpadFinger #define SDL_GameControllerGetType SDL_GetGamepadType #define SDL_GameControllerGetVendor SDL_GetGamepadVendor #define SDL_GameControllerHasAxis SDL_GamepadHasAxis #define SDL_GameControllerHasButton SDL_GamepadHasButton #define SDL_GameControllerHasSensor SDL_GamepadHasSensor #define SDL_GameControllerIsSensorEnabled SDL_GamepadSensorEnabled #define SDL_GameControllerMapping SDL_GetGamepadMapping #define SDL_GameControllerMappingForGUID SDL_GetGamepadMappingForGUID #define SDL_GameControllerName SDL_GetGamepadName #define SDL_GameControllerOpen SDL_OpenGamepad #define SDL_GameControllerPath SDL_GetGamepadPath #define SDL_GameControllerRumble SDL_RumbleGamepad #define SDL_GameControllerRumbleTriggers SDL_RumbleGamepadTriggers #define SDL_GameControllerSendEffect SDL_SendGamepadEffect #define SDL_GameControllerSetLED SDL_SetGamepadLED #define SDL_GameControllerSetPlayerIndex SDL_SetGamepadPlayerIndex #define SDL_GameControllerSetSensorEnabled SDL_SetGamepadSensorEnabled #define SDL_GameControllerType SDL_GamepadType #define SDL_GameControllerUpdate SDL_UpdateGamepads #define SDL_INIT_GAMECONTROLLER SDL_INIT_GAMEPAD #define SDL_IsGameController SDL_IsGamepad /* ##SDL_haptic.h */ #define SDL_HapticClose SDL_CloseHaptic #define SDL_HapticDestroyEffect SDL_DestroyHapticEffect #define SDL_HapticGetEffectStatus SDL_GetHapticEffectStatus #define SDL_HapticNewEffect SDL_CreateHapticEffect #define SDL_HapticNumAxes SDL_GetNumHapticAxes #define SDL_HapticNumEffects SDL_GetMaxHapticEffects #define SDL_HapticNumEffectsPlaying SDL_GetMaxHapticEffectsPlaying #define SDL_HapticOpen SDL_OpenHaptic #define SDL_HapticOpenFromJoystick SDL_OpenHapticFromJoystick #define SDL_HapticOpenFromMouse SDL_OpenHapticFromMouse #define SDL_HapticPause SDL_PauseHaptic #define SDL_HapticQuery SDL_GetHapticFeatures #define SDL_HapticRumbleInit SDL_InitHapticRumble #define SDL_HapticRumblePlay SDL_PlayHapticRumble #define SDL_HapticRumbleStop SDL_StopHapticRumble #define SDL_HapticRunEffect SDL_RunHapticEffect #define SDL_HapticSetAutocenter SDL_SetHapticAutocenter #define SDL_HapticSetGain SDL_SetHapticGain #define SDL_HapticStopAll SDL_StopHapticEffects #define SDL_HapticStopEffect SDL_StopHapticEffect #define SDL_HapticUnpause SDL_ResumeHaptic #define SDL_HapticUpdateEffect SDL_UpdateHapticEffect #define SDL_JoystickIsHaptic SDL_IsJoystickHaptic #define SDL_MouseIsHaptic SDL_IsMouseHaptic /* ##SDL_hints.h */ #define SDL_HINT_ALLOW_TOPMOST SDL_HINT_WINDOW_ALLOW_TOPMOST #define SDL_HINT_DIRECTINPUT_ENABLED SDL_HINT_JOYSTICK_DIRECTINPUT #define SDL_HINT_GDK_TEXTINPUT_DEFAULT SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT #define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE #define SDL_HINT_LINUX_DIGITAL_HATS SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS #define SDL_HINT_LINUX_HAT_DEADZONES SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES #define SDL_HINT_LINUX_JOYSTICK_CLASSIC SDL_HINT_JOYSTICK_LINUX_CLASSIC #define SDL_HINT_LINUX_JOYSTICK_DEADZONES SDL_HINT_JOYSTICK_LINUX_DEADZONES /* ##SDL_joystick.h */ #define SDL_JOYSTICK_TYPE_GAMECONTROLLER SDL_JOYSTICK_TYPE_GAMEPAD #define SDL_JoystickAttachVirtualEx SDL_AttachVirtualJoystick #define SDL_JoystickClose SDL_CloseJoystick #define SDL_JoystickDetachVirtual SDL_DetachVirtualJoystick #define SDL_JoystickFromInstanceID SDL_GetJoystickFromInstanceID #define SDL_JoystickFromPlayerIndex SDL_GetJoystickFromPlayerIndex #define SDL_JoystickGetAttached SDL_JoystickConnected #define SDL_JoystickGetAxis SDL_GetJoystickAxis #define SDL_JoystickGetAxisInitialState SDL_GetJoystickAxisInitialState #define SDL_JoystickGetBall SDL_GetJoystickBall #define SDL_JoystickGetButton SDL_GetJoystickButton #define SDL_JoystickGetFirmwareVersion SDL_GetJoystickFirmwareVersion #define SDL_JoystickGetGUID SDL_GetJoystickGUID #define SDL_JoystickGetGUIDFromString SDL_GetJoystickGUIDFromString #define SDL_JoystickGetGUIDString SDL_GetJoystickGUIDString #define SDL_JoystickGetHat SDL_GetJoystickHat #define SDL_JoystickGetPlayerIndex SDL_GetJoystickPlayerIndex #define SDL_JoystickGetProduct SDL_GetJoystickProduct #define SDL_JoystickGetProductVersion SDL_GetJoystickProductVersion #define SDL_JoystickGetSerial SDL_GetJoystickSerial #define SDL_JoystickGetType SDL_GetJoystickType #define SDL_JoystickGetVendor SDL_GetJoystickVendor #define SDL_JoystickInstanceID SDL_GetJoystickInstanceID #define SDL_JoystickIsVirtual SDL_IsJoystickVirtual #define SDL_JoystickName SDL_GetJoystickName #define SDL_JoystickNumAxes SDL_GetNumJoystickAxes #define SDL_JoystickNumBalls SDL_GetNumJoystickBalls #define SDL_JoystickNumButtons SDL_GetNumJoystickButtons #define SDL_JoystickNumHats SDL_GetNumJoystickHats #define SDL_JoystickOpen SDL_OpenJoystick #define SDL_JoystickPath SDL_GetJoystickPath #define SDL_JoystickRumble SDL_RumbleJoystick #define SDL_JoystickRumbleTriggers SDL_RumbleJoystickTriggers #define SDL_JoystickSendEffect SDL_SendJoystickEffect #define SDL_JoystickSetLED SDL_SetJoystickLED #define SDL_JoystickSetPlayerIndex SDL_SetJoystickPlayerIndex #define SDL_JoystickSetVirtualAxis SDL_SetJoystickVirtualAxis #define SDL_JoystickSetVirtualButton SDL_SetJoystickVirtualButton #define SDL_JoystickSetVirtualHat SDL_SetJoystickVirtualHat #define SDL_JoystickUpdate SDL_UpdateJoysticks /* ##SDL_keyboard.h */ #define SDL_IsScreenKeyboardShown SDL_ScreenKeyboardShown #define SDL_IsTextInputActive SDL_TextInputActive /* ##SDL_keycode.h */ #define KMOD_ALT SDL_KMOD_ALT #define KMOD_CAPS SDL_KMOD_CAPS #define KMOD_CTRL SDL_KMOD_CTRL #define KMOD_GUI SDL_KMOD_GUI #define KMOD_LALT SDL_KMOD_LALT #define KMOD_LCTRL SDL_KMOD_LCTRL #define KMOD_LGUI SDL_KMOD_LGUI #define KMOD_LSHIFT SDL_KMOD_LSHIFT #define KMOD_MODE SDL_KMOD_MODE #define KMOD_NONE SDL_KMOD_NONE #define KMOD_NUM SDL_KMOD_NUM #define KMOD_RALT SDL_KMOD_RALT #define KMOD_RCTRL SDL_KMOD_RCTRL #define KMOD_RGUI SDL_KMOD_RGUI #define KMOD_RSHIFT SDL_KMOD_RSHIFT #define KMOD_SCROLL SDL_KMOD_SCROLL #define KMOD_SHIFT SDL_KMOD_SHIFT #define SDLK_AUDIOFASTFORWARD SDLK_MEDIA_FAST_FORWARD #define SDLK_AUDIOMUTE SDLK_MUTE #define SDLK_AUDIONEXT SDLK_MEDIA_NEXT_TRACK #define SDLK_AUDIOPLAY SDLK_MEDIA_PLAY #define SDLK_AUDIOPREV SDLK_MEDIA_PREVIOUS_TRACK #define SDLK_AUDIOREWIND SDLK_MEDIA_REWIND #define SDLK_AUDIOSTOP SDLK_MEDIA_STOP #define SDLK_BACKQUOTE SDLK_GRAVE #define SDLK_EJECT SDLK_MEDIA_EJECT #define SDLK_MEDIASELECT SDLK_MEDIA_SELECT #define SDLK_QUOTE SDLK_APOSTROPHE #define SDLK_QUOTEDBL SDLK_DBLAPOSTROPHE /* ##SDL_log.h */ #define SDL_LogGetOutputFunction SDL_GetLogOutputFunction #define SDL_LogGetPriority SDL_GetLogPriority #define SDL_LogResetPriorities SDL_ResetLogPriorities #define SDL_LogSetAllPriority SDL_SetLogPriorities #define SDL_LogSetOutputFunction SDL_SetLogOutputFunction #define SDL_LogSetPriority SDL_SetLogPriority /* ##SDL_mouse.h */ #define SDL_FreeCursor SDL_DestroyCursor #define SDL_SYSTEM_CURSOR_ARROW SDL_SYSTEM_CURSOR_DEFAULT #define SDL_SYSTEM_CURSOR_HAND SDL_SYSTEM_CURSOR_POINTER #define SDL_SYSTEM_CURSOR_IBEAM SDL_SYSTEM_CURSOR_TEXT #define SDL_SYSTEM_CURSOR_NO SDL_SYSTEM_CURSOR_NOT_ALLOWED #define SDL_SYSTEM_CURSOR_SIZEALL SDL_SYSTEM_CURSOR_MOVE #define SDL_SYSTEM_CURSOR_SIZENESW SDL_SYSTEM_CURSOR_NESW_RESIZE #define SDL_SYSTEM_CURSOR_SIZENS SDL_SYSTEM_CURSOR_NS_RESIZE #define SDL_SYSTEM_CURSOR_SIZENWSE SDL_SYSTEM_CURSOR_NWSE_RESIZE #define SDL_SYSTEM_CURSOR_SIZEWE SDL_SYSTEM_CURSOR_EW_RESIZE #define SDL_SYSTEM_CURSOR_WAITARROW SDL_SYSTEM_CURSOR_PROGRESS #define SDL_SYSTEM_CURSOR_WINDOW_BOTTOM SDL_SYSTEM_CURSOR_S_RESIZE #define SDL_SYSTEM_CURSOR_WINDOW_BOTTOMLEFT SDL_SYSTEM_CURSOR_SW_RESIZE #define SDL_SYSTEM_CURSOR_WINDOW_BOTTOMRIGHT SDL_SYSTEM_CURSOR_SE_RESIZE #define SDL_SYSTEM_CURSOR_WINDOW_LEFT SDL_SYSTEM_CURSOR_W_RESIZE #define SDL_SYSTEM_CURSOR_WINDOW_RIGHT SDL_SYSTEM_CURSOR_E_RESIZE #define SDL_SYSTEM_CURSOR_WINDOW_TOP SDL_SYSTEM_CURSOR_N_RESIZE #define SDL_SYSTEM_CURSOR_WINDOW_TOPLEFT SDL_SYSTEM_CURSOR_NW_RESIZE #define SDL_SYSTEM_CURSOR_WINDOW_TOPRIGHT SDL_SYSTEM_CURSOR_NE_RESIZE /* ##SDL_mutex.h */ #define SDL_CondBroadcast SDL_BroadcastCondition #define SDL_CondSignal SDL_SignalCondition #define SDL_CondWait SDL_WaitCondition #define SDL_CondWaitTimeout SDL_WaitConditionTimeout #define SDL_CreateCond SDL_CreateCondition #define SDL_DestroyCond SDL_DestroyCondition #define SDL_SemPost SDL_PostSemaphore #define SDL_SemTryWait SDL_TryWaitSemaphore #define SDL_SemValue SDL_GetSemaphoreValue #define SDL_SemWait SDL_WaitSemaphore #define SDL_SemWaitTimeout SDL_WaitSemaphoreTimeout /* ##SDL_mutex.h */ #define SDL_cond SDL_Condition #define SDL_mutex SDL_Mutex #define SDL_sem SDL_Semaphore /* ##SDL_pixels.h */ #define SDL_AllocFormat SDL_CreatePixelFormat #define SDL_AllocPalette SDL_CreatePalette #define SDL_Colour SDL_Color #define SDL_FreeFormat SDL_DestroyPixelFormat #define SDL_FreePalette SDL_DestroyPalette #define SDL_MasksToPixelFormatEnum SDL_GetPixelFormatEnumForMasks #define SDL_PIXELFORMAT_BGR444 SDL_PIXELFORMAT_XBGR4444 #define SDL_PIXELFORMAT_BGR555 SDL_PIXELFORMAT_XBGR1555 #define SDL_PIXELFORMAT_BGR888 SDL_PIXELFORMAT_XBGR8888 #define SDL_PIXELFORMAT_RGB444 SDL_PIXELFORMAT_XRGB4444 #define SDL_PIXELFORMAT_RGB555 SDL_PIXELFORMAT_XRGB1555 #define SDL_PIXELFORMAT_RGB888 SDL_PIXELFORMAT_XRGB8888 #define SDL_PixelFormatEnumToMasks SDL_GetMasksForPixelFormatEnum /* ##SDL_rect.h */ #define SDL_EncloseFPoints SDL_GetRectEnclosingPointsFloat #define SDL_EnclosePoints SDL_GetRectEnclosingPoints #define SDL_FRectEmpty SDL_RectEmptyFloat #define SDL_FRectEquals SDL_RectsEqualFloat #define SDL_FRectEqualsEpsilon SDL_RectsEqualEpsilon #define SDL_HasIntersection SDL_HasRectIntersection #define SDL_HasIntersectionF SDL_HasRectIntersectionFloat #define SDL_IntersectFRect SDL_GetRectIntersectionFloat #define SDL_IntersectFRectAndLine SDL_GetRectAndLineIntersectionFloat #define SDL_IntersectRect SDL_GetRectIntersection #define SDL_IntersectRectAndLine SDL_GetRectAndLineIntersection #define SDL_PointInFRect SDL_PointInRectFloat #define SDL_RectEquals SDL_RectsEqual #define SDL_UnionFRect SDL_GetRectUnionFloat #define SDL_UnionRect SDL_GetRectUnion /* ##SDL_render.h */ #define SDL_GetRendererOutputSize SDL_GetCurrentRenderOutputSize #define SDL_RenderCopy SDL_RenderTexture #define SDL_RenderCopyEx SDL_RenderTextureRotated #define SDL_RenderCopyExF SDL_RenderTextureRotated #define SDL_RenderCopyF SDL_RenderTexture #define SDL_RenderDrawLine SDL_RenderLine #define SDL_RenderDrawLineF SDL_RenderLine #define SDL_RenderDrawLines SDL_RenderLines #define SDL_RenderDrawLinesF SDL_RenderLines #define SDL_RenderDrawPoint SDL_RenderPoint #define SDL_RenderDrawPointF SDL_RenderPoint #define SDL_RenderDrawPoints SDL_RenderPoints #define SDL_RenderDrawPointsF SDL_RenderPoints #define SDL_RenderDrawRect SDL_RenderRect #define SDL_RenderDrawRectF SDL_RenderRect #define SDL_RenderDrawRects SDL_RenderRects #define SDL_RenderDrawRectsF SDL_RenderRects #define SDL_RenderFillRectF SDL_RenderFillRect #define SDL_RenderFillRectsF SDL_RenderFillRects #define SDL_RendererFlip SDL_FlipMode #define SDL_RenderFlush SDL_FlushRenderer #define SDL_RenderGetClipRect SDL_GetRenderClipRect #define SDL_RenderGetLogicalSize SDL_GetRenderLogicalPresentation #define SDL_RenderGetMetalCommandEncoder SDL_GetRenderMetalCommandEncoder #define SDL_RenderGetMetalLayer SDL_GetRenderMetalLayer #define SDL_RenderGetScale SDL_GetRenderScale #define SDL_RenderGetViewport SDL_GetRenderViewport #define SDL_RenderGetWindow SDL_GetRenderWindow #define SDL_RenderIsClipEnabled SDL_RenderClipEnabled #define SDL_RenderLogicalToWindow SDL_RenderCoordinatesToWindow #define SDL_RenderSetClipRect SDL_SetRenderClipRect #define SDL_RenderSetLogicalSize SDL_SetRenderLogicalPresentation #define SDL_RenderSetScale SDL_SetRenderScale #define SDL_RenderSetVSync SDL_SetRenderVSync #define SDL_RenderSetViewport SDL_SetRenderViewport #define SDL_RenderWindowToLogical SDL_RenderCoordinatesFromWindow #define SDL_ScaleModeBest SDL_SCALEMODE_BEST #define SDL_ScaleModeLinear SDL_SCALEMODE_LINEAR #define SDL_ScaleModeNearest SDL_SCALEMODE_NEAREST /* ##SDL_rwops.h */ #define RW_SEEK_CUR SDL_IO_SEEK_CUR #define RW_SEEK_END SDL_IO_SEEK_END #define RW_SEEK_SET SDL_IO_SEEK_SET #define SDL_RWFromConstMem SDL_IOFromConstMem #define SDL_RWFromFile SDL_IOFromFile #define SDL_RWFromMem SDL_IOFromMem #define SDL_RWclose SDL_CloseIO #define SDL_RWops SDL_IOStream #define SDL_RWread SDL_ReadIO #define SDL_RWseek SDL_SeekIO #define SDL_RWsize SDL_GetIOSize #define SDL_RWtell SDL_TellIO #define SDL_RWwrite SDL_WriteIO #define SDL_ReadBE16 SDL_ReadU16BE #define SDL_ReadBE32 SDL_ReadU32BE #define SDL_ReadBE64 SDL_ReadU64BE #define SDL_ReadLE16 SDL_ReadU16LE #define SDL_ReadLE32 SDL_ReadU32LE #define SDL_ReadLE64 SDL_ReadU64LE #define SDL_WriteBE16 SDL_WriteU16BE #define SDL_WriteBE32 SDL_WriteU32BE #define SDL_WriteBE64 SDL_WriteU64BE #define SDL_WriteLE16 SDL_WriteU16LE #define SDL_WriteLE32 SDL_WriteU32LE #define SDL_WriteLE64 SDL_WriteU64LE /* ##SDL_scancode.h */ #define SDL_SCANCODE_AUDIOFASTFORWARD SDL_SCANCODE_MEDIA_FAST_FORWARD #define SDL_SCANCODE_AUDIOMUTE SDL_SCANCODE_MUTE #define SDL_SCANCODE_AUDIONEXT SDL_SCANCODE_MEDIA_NEXT_TRACK #define SDL_SCANCODE_AUDIOPLAY SDL_SCANCODE_MEDIA_PLAY #define SDL_SCANCODE_AUDIOPREV SDL_SCANCODE_MEDIA_PREVIOUS_TRACK #define SDL_SCANCODE_AUDIOREWIND SDL_SCANCODE_MEDIA_REWIND #define SDL_SCANCODE_AUDIOSTOP SDL_SCANCODE_MEDIA_STOP #define SDL_SCANCODE_EJECT SDL_SCANCODE_MEDIA_EJECT #define SDL_SCANCODE_MEDIASELECT SDL_SCANCODE_MEDIA_SELECT /* ##SDL_sensor.h */ #define SDL_SensorClose SDL_CloseSensor #define SDL_SensorFromInstanceID SDL_GetSensorFromInstanceID #define SDL_SensorGetData SDL_GetSensorData #define SDL_SensorGetInstanceID SDL_GetSensorInstanceID #define SDL_SensorGetName SDL_GetSensorName #define SDL_SensorGetNonPortableType SDL_GetSensorNonPortableType #define SDL_SensorGetType SDL_GetSensorType #define SDL_SensorOpen SDL_OpenSensor #define SDL_SensorUpdate SDL_UpdateSensors /* ##SDL_stdinc.h */ #define SDL_TABLESIZE SDL_arraysize #define SDL_strtokr SDL_strtok_r /* ##SDL_surface.h */ #define SDL_BlitScaled SDL_BlitSurfaceScaled #define SDL_FillRect SDL_FillSurfaceRect #define SDL_FillRects SDL_FillSurfaceRects #define SDL_FreeSurface SDL_DestroySurface #define SDL_GetClipRect SDL_GetSurfaceClipRect #define SDL_GetColorKey SDL_GetSurfaceColorKey #define SDL_HasColorKey SDL_SurfaceHasColorKey #define SDL_HasSurfaceRLE SDL_SurfaceHasRLE #define SDL_LoadBMP_RW SDL_LoadBMP_IO #define SDL_LowerBlit SDL_BlitSurfaceUnchecked #define SDL_LowerBlitScaled SDL_BlitSurfaceUncheckedScaled #define SDL_SaveBMP_RW SDL_SaveBMP_IO #define SDL_SetClipRect SDL_SetSurfaceClipRect #define SDL_SetColorKey SDL_SetSurfaceColorKey #define SDL_UpperBlit SDL_BlitSurface #define SDL_UpperBlitScaled SDL_BlitSurfaceScaled /* ##SDL_system.h */ #define SDL_WinRTGetFSPathUTF8 SDL_WinRTGetFSPath #define SDL_iPhoneSetAnimationCallback SDL_iOSSetAnimationCallback #define SDL_iPhoneSetEventPump SDL_iOSSetEventPump /* ##SDL_thread.h */ #define SDL_TLSCleanup SDL_CleanupTLS #define SDL_TLSCreate SDL_CreateTLS #define SDL_TLSGet SDL_GetTLS #define SDL_TLSSet SDL_SetTLS #define SDL_threadID SDL_ThreadID /* ##SDL_timer.h */ #define SDL_GetTicks64 SDL_GetTicks /* ##SDL_version.h */ #define SDL_COMPILEDVERSION SDL_VERSION #define SDL_PATCHLEVEL SDL_MICRO_VERSION /* ##SDL_video.h */ #define SDL_GetClosestDisplayMode SDL_GetClosestFullscreenDisplayMode #define SDL_GetDisplayOrientation SDL_GetCurrentDisplayOrientation #define SDL_GetPointDisplayIndex SDL_GetDisplayForPoint #define SDL_GetRectDisplayIndex SDL_GetDisplayForRect #define SDL_GetWindowDisplayIndex SDL_GetDisplayForWindow #define SDL_GetWindowDisplayMode SDL_GetWindowFullscreenMode #define SDL_HasWindowSurface SDL_WindowHasSurface #define SDL_IsScreenSaverEnabled SDL_ScreenSaverEnabled #define SDL_SetWindowDisplayMode SDL_SetWindowFullscreenMode #define SDL_WINDOW_ALLOW_HIGHDPI SDL_WINDOW_HIGH_PIXEL_DENSITY #define SDL_WINDOW_INPUT_GRABBED SDL_WINDOW_MOUSE_GRABBED #define SDL_WINDOW_SKIP_TASKBAR SDL_WINDOW_UTILITY #elif !defined(SDL_DISABLE_OLD_NAMES) /* ##SDL_atomic.h */ #define SDL_AtomicCAS SDL_AtomicCAS_renamed_SDL_AtomicCompareAndSwap #define SDL_AtomicCASPtr SDL_AtomicCASPtr_renamed_SDL_AtomicCompareAndSwapPointer #define SDL_AtomicLock SDL_AtomicLock_renamed_SDL_LockSpinlock #define SDL_AtomicTryLock SDL_AtomicTryLock_renamed_SDL_TryLockSpinlock #define SDL_AtomicUnlock SDL_AtomicUnlock_renamed_SDL_UnlockSpinlock #define SDL_atomic_t SDL_atomic_t_renamed_SDL_AtomicInt /* ##SDL_audio.h */ #define AUDIO_F32 AUDIO_F32_renamed_SDL_AUDIO_F32LE #define AUDIO_F32LSB AUDIO_F32LSB_renamed_SDL_AUDIO_F32LE #define AUDIO_F32MSB AUDIO_F32MSB_renamed_SDL_AUDIO_F32BE #define AUDIO_F32SYS AUDIO_F32SYS_renamed_SDL_AUDIO_F32 #define AUDIO_S16 AUDIO_S16_renamed_SDL_AUDIO_S16LE #define AUDIO_S16LSB AUDIO_S16LSB_renamed_SDL_AUDIO_S16LE #define AUDIO_S16MSB AUDIO_S16MSB_renamed_SDL_AUDIO_S16BE #define AUDIO_S16SYS AUDIO_S16SYS_renamed_SDL_AUDIO_S16 #define AUDIO_S32 AUDIO_S32_renamed_SDL_AUDIO_S32LE #define AUDIO_S32LSB AUDIO_S32LSB_renamed_SDL_AUDIO_S32LE #define AUDIO_S32MSB AUDIO_S32MSB_renamed_SDL_AUDIO_S32BE #define AUDIO_S32SYS AUDIO_S32SYS_renamed_SDL_AUDIO_S32 #define AUDIO_S8 AUDIO_S8_renamed_SDL_AUDIO_S8 #define AUDIO_U8 AUDIO_U8_renamed_SDL_AUDIO_U8 #define SDL_AudioStreamAvailable SDL_AudioStreamAvailable_renamed_SDL_GetAudioStreamAvailable #define SDL_AudioStreamClear SDL_AudioStreamClear_renamed_SDL_ClearAudioStream #define SDL_AudioStreamFlush SDL_AudioStreamFlush_renamed_SDL_FlushAudioStream #define SDL_AudioStreamGet SDL_AudioStreamGet_renamed_SDL_GetAudioStreamData #define SDL_AudioStreamPut SDL_AudioStreamPut_renamed_SDL_PutAudioStreamData #define SDL_FreeAudioStream SDL_FreeAudioStream_renamed_SDL_DestroyAudioStream #define SDL_FreeWAV SDL_FreeWAV_renamed_SDL_free #define SDL_LoadWAV_RW SDL_LoadWAV_RW_renamed_SDL_LoadWAV_IO #define SDL_MixAudioFormat SDL_MixAudioFormat_renamed_SDL_MixAudio #define SDL_NewAudioStream SDL_NewAudioStream_renamed_SDL_CreateAudioStream /* ##SDL_cpuinfo.h */ #define SDL_SIMDGetAlignment SDL_SIMDGetAlignment_renamed_SDL_GetSIMDAlignment /* ##SDL_endian.h */ #define SDL_SwapBE16 SDL_SwapBE16_renamed_SDL_Swap16BE #define SDL_SwapBE32 SDL_SwapBE32_renamed_SDL_Swap32BE #define SDL_SwapBE64 SDL_SwapBE64_renamed_SDL_Swap64BE #define SDL_SwapLE16 SDL_SwapLE16_renamed_SDL_Swap16LE #define SDL_SwapLE32 SDL_SwapLE32_renamed_SDL_Swap32LE #define SDL_SwapLE64 SDL_SwapLE64_renamed_SDL_Swap64LE /* ##SDL_events.h */ #define SDL_APP_DIDENTERBACKGROUND SDL_APP_DIDENTERBACKGROUND_renamed_SDL_EVENT_DID_ENTER_BACKGROUND #define SDL_APP_DIDENTERFOREGROUND SDL_APP_DIDENTERFOREGROUND_renamed_SDL_EVENT_DID_ENTER_FOREGROUND #define SDL_APP_LOWMEMORY SDL_APP_LOWMEMORY_renamed_SDL_EVENT_LOW_MEMORY #define SDL_APP_TERMINATING SDL_APP_TERMINATING_renamed_SDL_EVENT_TERMINATING #define SDL_APP_WILLENTERBACKGROUND SDL_APP_WILLENTERBACKGROUND_renamed_SDL_EVENT_WILL_ENTER_BACKGROUND #define SDL_APP_WILLENTERFOREGROUND SDL_APP_WILLENTERFOREGROUND_renamed_SDL_EVENT_WILL_ENTER_FOREGROUND #define SDL_AUDIODEVICEADDED SDL_AUDIODEVICEADDED_renamed_SDL_EVENT_AUDIO_DEVICE_ADDED #define SDL_AUDIODEVICEREMOVED SDL_AUDIODEVICEREMOVED_renamed_SDL_EVENT_AUDIO_DEVICE_REMOVED #define SDL_CLIPBOARDUPDATE SDL_CLIPBOARDUPDATE_renamed_SDL_EVENT_CLIPBOARD_UPDATE #define SDL_CONTROLLERAXISMOTION SDL_CONTROLLERAXISMOTION_renamed_SDL_EVENT_GAMEPAD_AXIS_MOTION #define SDL_CONTROLLERBUTTONDOWN SDL_CONTROLLERBUTTONDOWN_renamed_SDL_EVENT_GAMEPAD_BUTTON_DOWN #define SDL_CONTROLLERBUTTONUP SDL_CONTROLLERBUTTONUP_renamed_SDL_EVENT_GAMEPAD_BUTTON_UP #define SDL_CONTROLLERDEVICEADDED SDL_CONTROLLERDEVICEADDED_renamed_SDL_EVENT_GAMEPAD_ADDED #define SDL_CONTROLLERDEVICEREMAPPED SDL_CONTROLLERDEVICEREMAPPED_renamed_SDL_EVENT_GAMEPAD_REMAPPED #define SDL_CONTROLLERDEVICEREMOVED SDL_CONTROLLERDEVICEREMOVED_renamed_SDL_EVENT_GAMEPAD_REMOVED #define SDL_CONTROLLERSENSORUPDATE SDL_CONTROLLERSENSORUPDATE_renamed_SDL_EVENT_GAMEPAD_SENSOR_UPDATE #define SDL_CONTROLLERSTEAMHANDLEUPDATED SDL_CONTROLLERSTEAMHANDLEUPDATED_renamed_SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED #define SDL_CONTROLLERTOUCHPADDOWN SDL_CONTROLLERTOUCHPADDOWN_renamed_SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN #define SDL_CONTROLLERTOUCHPADMOTION SDL_CONTROLLERTOUCHPADMOTION_renamed_SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION #define SDL_CONTROLLERTOUCHPADUP SDL_CONTROLLERTOUCHPADUP_renamed_SDL_EVENT_GAMEPAD_TOUCHPAD_UP #define SDL_ControllerAxisEvent SDL_ControllerAxisEvent_renamed_SDL_GamepadAxisEvent #define SDL_ControllerButtonEvent SDL_ControllerButtonEvent_renamed_SDL_GamepadButtonEvent #define SDL_ControllerDeviceEvent SDL_ControllerDeviceEvent_renamed_SDL_GamepadDeviceEvent #define SDL_ControllerSensorEvent SDL_ControllerSensorEvent_renamed_SDL_GamepadSensorEvent #define SDL_ControllerTouchpadEvent SDL_ControllerTouchpadEvent_renamed_SDL_GamepadTouchpadEvent #define SDL_DISPLAYEVENT_CONNECTED SDL_DISPLAYEVENT_CONNECTED_renamed_SDL_EVENT_DISPLAY_ADDED #define SDL_DISPLAYEVENT_DISCONNECTED SDL_DISPLAYEVENT_DISCONNECTED_renamed_SDL_EVENT_DISPLAY_REMOVED #define SDL_DISPLAYEVENT_MOVED SDL_DISPLAYEVENT_MOVED_renamed_SDL_EVENT_DISPLAY_MOVED #define SDL_DISPLAYEVENT_ORIENTATION SDL_DISPLAYEVENT_ORIENTATION_renamed_SDL_EVENT_DISPLAY_ORIENTATION #define SDL_DROPBEGIN SDL_DROPBEGIN_renamed_SDL_EVENT_DROP_BEGIN #define SDL_DROPCOMPLETE SDL_DROPCOMPLETE_renamed_SDL_EVENT_DROP_COMPLETE #define SDL_DROPFILE SDL_DROPFILE_renamed_SDL_EVENT_DROP_FILE #define SDL_DROPTEXT SDL_DROPTEXT_renamed_SDL_EVENT_DROP_TEXT #define SDL_FINGERDOWN SDL_FINGERDOWN_renamed_SDL_EVENT_FINGER_DOWN #define SDL_FINGERMOTION SDL_FINGERMOTION_renamed_SDL_EVENT_FINGER_MOTION #define SDL_FINGERUP SDL_FINGERUP_renamed_SDL_EVENT_FINGER_UP #define SDL_FIRSTEVENT SDL_FIRSTEVENT_renamed_SDL_EVENT_FIRST #define SDL_JOYAXISMOTION SDL_JOYAXISMOTION_renamed_SDL_EVENT_JOYSTICK_AXIS_MOTION #define SDL_JOYBATTERYUPDATED SDL_JOYBATTERYUPDATED_renamed_SDL_EVENT_JOYSTICK_BATTERY_UPDATED #define SDL_JOYBUTTONDOWN SDL_JOYBUTTONDOWN_renamed_SDL_EVENT_JOYSTICK_BUTTON_DOWN #define SDL_JOYBUTTONUP SDL_JOYBUTTONUP_renamed_SDL_EVENT_JOYSTICK_BUTTON_UP #define SDL_JOYDEVICEADDED SDL_JOYDEVICEADDED_renamed_SDL_EVENT_JOYSTICK_ADDED #define SDL_JOYDEVICEREMOVED SDL_JOYDEVICEREMOVED_renamed_SDL_EVENT_JOYSTICK_REMOVED #define SDL_JOYBALLMOTION SDL_JOYBALLMOTION_renamed_SDL_EVENT_JOYSTICK_BALL_MOTION #define SDL_JOYHATMOTION SDL_JOYHATMOTION_renamed_SDL_EVENT_JOYSTICK_HAT_MOTION #define SDL_KEYDOWN SDL_KEYDOWN_renamed_SDL_EVENT_KEY_DOWN #define SDL_KEYMAPCHANGED SDL_KEYMAPCHANGED_renamed_SDL_EVENT_KEYMAP_CHANGED #define SDL_KEYUP SDL_KEYUP_renamed_SDL_EVENT_KEY_UP #define SDL_LASTEVENT SDL_LASTEVENT_renamed_SDL_EVENT_LAST #define SDL_LOCALECHANGED SDL_LOCALECHANGED_renamed_SDL_EVENT_LOCALE_CHANGED #define SDL_MOUSEBUTTONDOWN SDL_MOUSEBUTTONDOWN_renamed_SDL_EVENT_MOUSE_BUTTON_DOWN #define SDL_MOUSEBUTTONUP SDL_MOUSEBUTTONUP_renamed_SDL_EVENT_MOUSE_BUTTON_UP #define SDL_MOUSEMOTION SDL_MOUSEMOTION_renamed_SDL_EVENT_MOUSE_MOTION #define SDL_MOUSEWHEEL SDL_MOUSEWHEEL_renamed_SDL_EVENT_MOUSE_WHEEL #define SDL_POLLSENTINEL SDL_POLLSENTINEL_renamed_SDL_EVENT_POLL_SENTINEL #define SDL_QUIT SDL_QUIT_renamed_SDL_EVENT_QUIT #define SDL_RENDER_DEVICE_RESET SDL_RENDER_DEVICE_RESET_renamed_SDL_EVENT_RENDER_DEVICE_RESET #define SDL_RENDER_TARGETS_RESET SDL_RENDER_TARGETS_RESET_renamed_SDL_EVENT_RENDER_TARGETS_RESET #define SDL_SENSORUPDATE SDL_SENSORUPDATE_renamed_SDL_EVENT_SENSOR_UPDATE #define SDL_TEXTEDITING SDL_TEXTEDITING_renamed_SDL_EVENT_TEXT_EDITING #define SDL_TEXTEDITING_EXT SDL_TEXTEDITING_EXT_renamed_SDL_EVENT_TEXT_EDITING_EXT #define SDL_TEXTINPUT SDL_TEXTINPUT_renamed_SDL_EVENT_TEXT_INPUT #define SDL_USEREVENT SDL_USEREVENT_renamed_SDL_EVENT_USER #define SDL_WINDOWEVENT_CLOSE SDL_WINDOWEVENT_CLOSE_renamed_SDL_EVENT_WINDOW_CLOSE_REQUESTED #define SDL_WINDOWEVENT_DISPLAY_CHANGED SDL_WINDOWEVENT_DISPLAY_CHANGED_renamed_SDL_EVENT_WINDOW_DISPLAY_CHANGED #define SDL_WINDOWEVENT_ENTER SDL_WINDOWEVENT_ENTER_renamed_SDL_EVENT_WINDOW_MOUSE_ENTER #define SDL_WINDOWEVENT_EXPOSED SDL_WINDOWEVENT_EXPOSED_renamed_SDL_EVENT_WINDOW_EXPOSED #define SDL_WINDOWEVENT_FOCUS_GAINED SDL_WINDOWEVENT_FOCUS_GAINED_renamed_SDL_EVENT_WINDOW_FOCUS_GAINED #define SDL_WINDOWEVENT_FOCUS_LOST SDL_WINDOWEVENT_FOCUS_LOST_renamed_SDL_EVENT_WINDOW_FOCUS_LOST #define SDL_WINDOWEVENT_HIDDEN SDL_WINDOWEVENT_HIDDEN_renamed_SDL_EVENT_WINDOW_HIDDEN #define SDL_WINDOWEVENT_HIT_TEST SDL_WINDOWEVENT_HIT_TEST_renamed_SDL_EVENT_WINDOW_HIT_TEST #define SDL_WINDOWEVENT_ICCPROF_CHANGED SDL_WINDOWEVENT_ICCPROF_CHANGED_renamed_SDL_EVENT_WINDOW_ICCPROF_CHANGED #define SDL_WINDOWEVENT_LEAVE SDL_WINDOWEVENT_LEAVE_renamed_SDL_EVENT_WINDOW_MOUSE_LEAVE #define SDL_WINDOWEVENT_MAXIMIZED SDL_WINDOWEVENT_MAXIMIZED_renamed_SDL_EVENT_WINDOW_MAXIMIZED #define SDL_WINDOWEVENT_MINIMIZED SDL_WINDOWEVENT_MINIMIZED_renamed_SDL_EVENT_WINDOW_MINIMIZED #define SDL_WINDOWEVENT_MOVED SDL_WINDOWEVENT_MOVED_renamed_SDL_EVENT_WINDOW_MOVED #define SDL_WINDOWEVENT_RESIZED SDL_WINDOWEVENT_RESIZED_renamed_SDL_EVENT_WINDOW_RESIZED #define SDL_WINDOWEVENT_RESTORED SDL_WINDOWEVENT_RESTORED_renamed_SDL_EVENT_WINDOW_RESTORED #define SDL_WINDOWEVENT_SHOWN SDL_WINDOWEVENT_SHOWN_renamed_SDL_EVENT_WINDOW_SHOWN #define SDL_WINDOWEVENT_SIZE_CHANGED SDL_WINDOWEVENT_SIZE_CHANGED_renamed_SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED #define SDL_WINDOWEVENT_TAKE_FOCUS SDL_WINDOWEVENT_TAKE_FOCUS_renamed_SDL_EVENT_WINDOW_TAKE_FOCUS #define SDL_eventaction SDL_eventaction_renamed_SDL_EventAction /* ##SDL_gamecontroller.h */ #define SDL_CONTROLLER_AXIS_INVALID SDL_CONTROLLER_AXIS_INVALID_renamed_SDL_GAMEPAD_AXIS_INVALID #define SDL_CONTROLLER_AXIS_LEFTX SDL_CONTROLLER_AXIS_LEFTX_renamed_SDL_GAMEPAD_AXIS_LEFTX #define SDL_CONTROLLER_AXIS_LEFTY SDL_CONTROLLER_AXIS_LEFTY_renamed_SDL_GAMEPAD_AXIS_LEFTY #define SDL_CONTROLLER_AXIS_MAX SDL_CONTROLLER_AXIS_MAX_renamed_SDL_GAMEPAD_AXIS_MAX #define SDL_CONTROLLER_AXIS_RIGHTX SDL_CONTROLLER_AXIS_RIGHTX_renamed_SDL_GAMEPAD_AXIS_RIGHTX #define SDL_CONTROLLER_AXIS_RIGHTY SDL_CONTROLLER_AXIS_RIGHTY_renamed_SDL_GAMEPAD_AXIS_RIGHTY #define SDL_CONTROLLER_AXIS_TRIGGERLEFT SDL_CONTROLLER_AXIS_TRIGGERLEFT_renamed_SDL_GAMEPAD_AXIS_LEFT_TRIGGER #define SDL_CONTROLLER_AXIS_TRIGGERRIGHT SDL_CONTROLLER_AXIS_TRIGGERRIGHT_renamed_SDL_GAMEPAD_AXIS_RIGHT_TRIGGER #define SDL_CONTROLLER_BINDTYPE_AXIS SDL_CONTROLLER_BINDTYPE_AXIS_renamed_SDL_GAMEPAD_BINDTYPE_AXIS #define SDL_CONTROLLER_BINDTYPE_BUTTON SDL_CONTROLLER_BINDTYPE_BUTTON_renamed_SDL_GAMEPAD_BINDTYPE_BUTTON #define SDL_CONTROLLER_BINDTYPE_HAT SDL_CONTROLLER_BINDTYPE_HAT_renamed_SDL_GAMEPAD_BINDTYPE_HAT #define SDL_CONTROLLER_BINDTYPE_NONE SDL_CONTROLLER_BINDTYPE_NONE_renamed_SDL_GAMEPAD_BINDTYPE_NONE #define SDL_CONTROLLER_BUTTON_A SDL_CONTROLLER_BUTTON_A_renamed_SDL_GAMEPAD_BUTTON_SOUTH #define SDL_CONTROLLER_BUTTON_B SDL_CONTROLLER_BUTTON_B_renamed_SDL_GAMEPAD_BUTTON_EAST #define SDL_CONTROLLER_BUTTON_BACK SDL_CONTROLLER_BUTTON_BACK_renamed_SDL_GAMEPAD_BUTTON_BACK #define SDL_CONTROLLER_BUTTON_DPAD_DOWN SDL_CONTROLLER_BUTTON_DPAD_DOWN_renamed_SDL_GAMEPAD_BUTTON_DPAD_DOWN #define SDL_CONTROLLER_BUTTON_DPAD_LEFT SDL_CONTROLLER_BUTTON_DPAD_LEFT_renamed_SDL_GAMEPAD_BUTTON_DPAD_LEFT #define SDL_CONTROLLER_BUTTON_DPAD_RIGHT SDL_CONTROLLER_BUTTON_DPAD_RIGHT_renamed_SDL_GAMEPAD_BUTTON_DPAD_RIGHT #define SDL_CONTROLLER_BUTTON_DPAD_UP SDL_CONTROLLER_BUTTON_DPAD_UP_renamed_SDL_GAMEPAD_BUTTON_DPAD_UP #define SDL_CONTROLLER_BUTTON_GUIDE SDL_CONTROLLER_BUTTON_GUIDE_renamed_SDL_GAMEPAD_BUTTON_GUIDE #define SDL_CONTROLLER_BUTTON_INVALID SDL_CONTROLLER_BUTTON_INVALID_renamed_SDL_GAMEPAD_BUTTON_INVALID #define SDL_CONTROLLER_BUTTON_LEFTSHOULDER SDL_CONTROLLER_BUTTON_LEFTSHOULDER_renamed_SDL_GAMEPAD_BUTTON_LEFT_SHOULDER #define SDL_CONTROLLER_BUTTON_LEFTSTICK SDL_CONTROLLER_BUTTON_LEFTSTICK_renamed_SDL_GAMEPAD_BUTTON_LEFT_STICK #define SDL_CONTROLLER_BUTTON_MAX SDL_CONTROLLER_BUTTON_MAX_renamed_SDL_GAMEPAD_BUTTON_MAX #define SDL_CONTROLLER_BUTTON_MISC1 SDL_CONTROLLER_BUTTON_MISC1_renamed_SDL_GAMEPAD_BUTTON_MISC1 #define SDL_CONTROLLER_BUTTON_PADDLE1 SDL_CONTROLLER_BUTTON_PADDLE1_renamed_SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 #define SDL_CONTROLLER_BUTTON_PADDLE2 SDL_CONTROLLER_BUTTON_PADDLE2_renamed_SDL_GAMEPAD_BUTTON_LEFT_PADDLE1 #define SDL_CONTROLLER_BUTTON_PADDLE3 SDL_CONTROLLER_BUTTON_PADDLE3_renamed_SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2 #define SDL_CONTROLLER_BUTTON_PADDLE4 SDL_CONTROLLER_BUTTON_PADDLE4_renamed_SDL_GAMEPAD_BUTTON_LEFT_PADDLE2 #define SDL_CONTROLLER_BUTTON_RIGHTSHOULDER SDL_CONTROLLER_BUTTON_RIGHTSHOULDER_renamed_SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER #define SDL_CONTROLLER_BUTTON_RIGHTSTICK SDL_CONTROLLER_BUTTON_RIGHTSTICK_renamed_SDL_GAMEPAD_BUTTON_RIGHT_STICK #define SDL_CONTROLLER_BUTTON_START SDL_CONTROLLER_BUTTON_START_renamed_SDL_GAMEPAD_BUTTON_START #define SDL_CONTROLLER_BUTTON_TOUCHPAD SDL_CONTROLLER_BUTTON_TOUCHPAD_renamed_SDL_GAMEPAD_BUTTON_TOUCHPAD #define SDL_CONTROLLER_BUTTON_X SDL_CONTROLLER_BUTTON_X_renamed_SDL_GAMEPAD_BUTTON_WEST #define SDL_CONTROLLER_BUTTON_Y SDL_CONTROLLER_BUTTON_Y_renamed_SDL_GAMEPAD_BUTTON_NORTH #define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT_renamed_SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT #define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR_renamed_SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR #define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT_renamed_SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT #define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO_renamed_SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO #define SDL_CONTROLLER_TYPE_PS3 SDL_CONTROLLER_TYPE_PS3_renamed_SDL_GAMEPAD_TYPE_PS3 #define SDL_CONTROLLER_TYPE_PS4 SDL_CONTROLLER_TYPE_PS4_renamed_SDL_GAMEPAD_TYPE_PS4 #define SDL_CONTROLLER_TYPE_PS5 SDL_CONTROLLER_TYPE_PS5_renamed_SDL_GAMEPAD_TYPE_PS5 #define SDL_CONTROLLER_TYPE_UNKNOWN SDL_CONTROLLER_TYPE_UNKNOWN_renamed_SDL_GAMEPAD_TYPE_STANDARD #define SDL_CONTROLLER_TYPE_VIRTUAL SDL_CONTROLLER_TYPE_VIRTUAL_renamed_SDL_GAMEPAD_TYPE_VIRTUAL #define SDL_CONTROLLER_TYPE_XBOX360 SDL_CONTROLLER_TYPE_XBOX360_renamed_SDL_GAMEPAD_TYPE_XBOX360 #define SDL_CONTROLLER_TYPE_XBOXONE SDL_CONTROLLER_TYPE_XBOXONE_renamed_SDL_GAMEPAD_TYPE_XBOXONE #define SDL_GameController SDL_GameController_renamed_SDL_Gamepad #define SDL_GameControllerAddMapping SDL_GameControllerAddMapping_renamed_SDL_AddGamepadMapping #define SDL_GameControllerAddMappingsFromFile SDL_GameControllerAddMappingsFromFile_renamed_SDL_AddGamepadMappingsFromFile #define SDL_GameControllerAddMappingsFromRW SDL_GameControllerAddMappingsFromRW_renamed_SDL_AddGamepadMappingsFromIO #define SDL_GameControllerAxis SDL_GameControllerAxis_renamed_SDL_GamepadAxis #define SDL_GameControllerBindType SDL_GameControllerBindType_renamed_SDL_GamepadBindingType #define SDL_GameControllerButton SDL_GameControllerButton_renamed_SDL_GamepadButton #define SDL_GameControllerClose SDL_GameControllerClose_renamed_SDL_CloseGamepad #define SDL_GameControllerFromInstanceID SDL_GameControllerFromInstanceID_renamed_SDL_GetGamepadFromInstanceID #define SDL_GameControllerFromPlayerIndex SDL_GameControllerFromPlayerIndex_renamed_SDL_GetGamepadFromPlayerIndex #define SDL_GameControllerGetAppleSFSymbolsNameForAxis SDL_GameControllerGetAppleSFSymbolsNameForAxis_renamed_SDL_GetGamepadAppleSFSymbolsNameForAxis #define SDL_GameControllerGetAppleSFSymbolsNameForButton SDL_GameControllerGetAppleSFSymbolsNameForButton_renamed_SDL_GetGamepadAppleSFSymbolsNameForButton #define SDL_GameControllerGetAttached SDL_GameControllerGetAttached_renamed_SDL_GamepadConnected #define SDL_GameControllerGetAxis SDL_GameControllerGetAxis_renamed_SDL_GetGamepadAxis #define SDL_GameControllerGetAxisFromString SDL_GameControllerGetAxisFromString_renamed_SDL_GetGamepadAxisFromString #define SDL_GameControllerGetButton SDL_GameControllerGetButton_renamed_SDL_GetGamepadButton #define SDL_GameControllerGetButtonFromString SDL_GameControllerGetButtonFromString_renamed_SDL_GetGamepadButtonFromString #define SDL_GameControllerGetFirmwareVersion SDL_GameControllerGetFirmwareVersion_renamed_SDL_GetGamepadFirmwareVersion #define SDL_GameControllerGetJoystick SDL_GameControllerGetJoystick_renamed_SDL_GetGamepadJoystick #define SDL_GameControllerGetNumTouchpadFingers SDL_GameControllerGetNumTouchpadFingers_renamed_SDL_GetNumGamepadTouchpadFingers #define SDL_GameControllerGetNumTouchpads SDL_GameControllerGetNumTouchpads_renamed_SDL_GetNumGamepadTouchpads #define SDL_GameControllerGetPlayerIndex SDL_GameControllerGetPlayerIndex_renamed_SDL_GetGamepadPlayerIndex #define SDL_GameControllerGetProduct SDL_GameControllerGetProduct_renamed_SDL_GetGamepadProduct #define SDL_GameControllerGetProductVersion SDL_GameControllerGetProductVersion_renamed_SDL_GetGamepadProductVersion #define SDL_GameControllerGetSensorData SDL_GameControllerGetSensorData_renamed_SDL_GetGamepadSensorData #define SDL_GameControllerGetSensorDataRate SDL_GameControllerGetSensorDataRate_renamed_SDL_GetGamepadSensorDataRate #define SDL_GameControllerGetSerial SDL_GameControllerGetSerial_renamed_SDL_GetGamepadSerial #define SDL_GameControllerGetSteamHandle SDL_GameControllerGetSteamHandle_renamed_SDL_GetGamepadSteamHandle #define SDL_GameControllerGetStringForAxis SDL_GameControllerGetStringForAxis_renamed_SDL_GetGamepadStringForAxis #define SDL_GameControllerGetStringForButton SDL_GameControllerGetStringForButton_renamed_SDL_GetGamepadStringForButton #define SDL_GameControllerGetTouchpadFinger SDL_GameControllerGetTouchpadFinger_renamed_SDL_GetGamepadTouchpadFinger #define SDL_GameControllerGetType SDL_GameControllerGetType_renamed_SDL_GetGamepadType #define SDL_GameControllerGetVendor SDL_GameControllerGetVendor_renamed_SDL_GetGamepadVendor #define SDL_GameControllerHasAxis SDL_GameControllerHasAxis_renamed_SDL_GamepadHasAxis #define SDL_GameControllerHasButton SDL_GameControllerHasButton_renamed_SDL_GamepadHasButton #define SDL_GameControllerHasSensor SDL_GameControllerHasSensor_renamed_SDL_GamepadHasSensor #define SDL_GameControllerIsSensorEnabled SDL_GameControllerIsSensorEnabled_renamed_SDL_GamepadSensorEnabled #define SDL_GameControllerMapping SDL_GameControllerMapping_renamed_SDL_GetGamepadMapping #define SDL_GameControllerMappingForDeviceIndex SDL_GameControllerMappingForDeviceIndex_renamed_SDL_GetGamepadMappingForDeviceIndex #define SDL_GameControllerMappingForGUID SDL_GameControllerMappingForGUID_renamed_SDL_GetGamepadMappingForGUID #define SDL_GameControllerName SDL_GameControllerName_renamed_SDL_GetGamepadName #define SDL_GameControllerOpen SDL_GameControllerOpen_renamed_SDL_OpenGamepad #define SDL_GameControllerPath SDL_GameControllerPath_renamed_SDL_GetGamepadPath #define SDL_GameControllerRumble SDL_GameControllerRumble_renamed_SDL_RumbleGamepad #define SDL_GameControllerRumbleTriggers SDL_GameControllerRumbleTriggers_renamed_SDL_RumbleGamepadTriggers #define SDL_GameControllerSendEffect SDL_GameControllerSendEffect_renamed_SDL_SendGamepadEffect #define SDL_GameControllerSetLED SDL_GameControllerSetLED_renamed_SDL_SetGamepadLED #define SDL_GameControllerSetPlayerIndex SDL_GameControllerSetPlayerIndex_renamed_SDL_SetGamepadPlayerIndex #define SDL_GameControllerSetSensorEnabled SDL_GameControllerSetSensorEnabled_renamed_SDL_SetGamepadSensorEnabled #define SDL_GameControllerType SDL_GameControllerType_renamed_SDL_GamepadType #define SDL_GameControllerUpdate SDL_GameControllerUpdate_renamed_SDL_UpdateGamepads #define SDL_INIT_GAMECONTROLLER SDL_INIT_GAMECONTROLLER_renamed_SDL_INIT_GAMEPAD #define SDL_IsGameController SDL_IsGameController_renamed_SDL_IsGamepad /* ##SDL_haptic.h */ #define SDL_HapticClose SDL_HapticClose_renamed_SDL_CloseHaptic #define SDL_HapticDestroyEffect SDL_HapticDestroyEffect_renamed_SDL_DestroyHapticEffect #define SDL_HapticGetEffectStatus SDL_HapticGetEffectStatus_renamed_SDL_GetHapticEffectStatus #define SDL_HapticNewEffect SDL_HapticNewEffect_renamed_SDL_CreateHapticEffect #define SDL_HapticNumAxes SDL_HapticNumAxes_renamed_SDL_GetNumHapticAxes #define SDL_HapticNumEffects SDL_HapticNumEffects_renamed_SDL_GetMaxHapticEffects #define SDL_HapticNumEffectsPlaying SDL_HapticNumEffectsPlaying_renamed_SDL_GetMaxHapticEffectsPlaying #define SDL_HapticOpen SDL_HapticOpen_renamed_SDL_OpenHaptic #define SDL_HapticOpenFromJoystick SDL_HapticOpenFromJoystick_renamed_SDL_OpenHapticFromJoystick #define SDL_HapticOpenFromMouse SDL_HapticOpenFromMouse_renamed_SDL_OpenHapticFromMouse #define SDL_HapticPause SDL_HapticPause_renamed_SDL_PauseHaptic #define SDL_HapticQuery SDL_HapticQuery_renamed_SDL_GetHapticFeatures #define SDL_HapticRumbleInit SDL_HapticRumbleInit_renamed_SDL_InitHapticRumble #define SDL_HapticRumblePlay SDL_HapticRumblePlay_renamed_SDL_PlayHapticRumble #define SDL_HapticRumbleStop SDL_HapticRumbleStop_renamed_SDL_StopHapticRumble #define SDL_HapticRunEffect SDL_HapticRunEffect_renamed_SDL_RunHapticEffect #define SDL_HapticSetAutocenter SDL_HapticSetAutocenter_renamed_SDL_SetHapticAutocenter #define SDL_HapticSetGain SDL_HapticSetGain_renamed_SDL_SetHapticGain #define SDL_HapticStopAll SDL_HapticStopAll_renamed_SDL_StopHapticEffects #define SDL_HapticStopEffect SDL_HapticStopEffect_renamed_SDL_StopHapticEffect #define SDL_HapticUnpause SDL_HapticUnpause_renamed_SDL_ResumeHaptic #define SDL_HapticUpdateEffect SDL_HapticUpdateEffect_renamed_SDL_UpdateHapticEffect #define SDL_JoystickIsHaptic SDL_JoystickIsHaptic_renamed_SDL_IsJoystickHaptic #define SDL_MouseIsHaptic SDL_MouseIsHaptic_renamed_SDL_IsMouseHaptic /* ##SDL_hints.h */ #define SDL_HINT_ALLOW_TOPMOST SDL_HINT_ALLOW_TOPMOST_renamed_SDL_HINT_WINDOW_ALLOW_TOPMOST #define SDL_HINT_DIRECTINPUT_ENABLED SDL_HINT_DIRECTINPUT_ENABLED_renamed_SDL_HINT_JOYSTICK_DIRECTINPUT #define SDL_HINT_GDK_TEXTINPUT_DEFAULT SDL_HINT_GDK_TEXTINPUT_DEFAULT_renamed_SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT #define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE_renamed_SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE #define SDL_HINT_LINUX_DIGITAL_HATS SDL_HINT_LINUX_DIGITAL_HATS_renamed_SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS #define SDL_HINT_LINUX_HAT_DEADZONES SDL_HINT_LINUX_HAT_DEADZONES_renamed_SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES #define SDL_HINT_LINUX_JOYSTICK_CLASSIC SDL_HINT_LINUX_JOYSTICK_CLASSIC_renamed_SDL_HINT_JOYSTICK_LINUX_CLASSIC #define SDL_HINT_LINUX_JOYSTICK_DEADZONES SDL_HINT_LINUX_JOYSTICK_DEADZONES_renamed_SDL_HINT_JOYSTICK_LINUX_DEADZONES /* ##SDL_joystick.h */ #define SDL_JOYSTICK_TYPE_GAMECONTROLLER SDL_JOYSTICK_TYPE_GAMECONTROLLER_renamed_SDL_JOYSTICK_TYPE_GAMEPAD #define SDL_JoystickAttachVirtualEx SDL_JoystickAttachVirtualEx_renamed_SDL_AttachVirtualJoystick #define SDL_JoystickClose SDL_JoystickClose_renamed_SDL_CloseJoystick #define SDL_JoystickDetachVirtual SDL_JoystickDetachVirtual_renamed_SDL_DetachVirtualJoystick #define SDL_JoystickFromInstanceID SDL_JoystickFromInstanceID_renamed_SDL_GetJoystickFromInstanceID #define SDL_JoystickFromPlayerIndex SDL_JoystickFromPlayerIndex_renamed_SDL_GetJoystickFromPlayerIndex #define SDL_JoystickGetAttached SDL_JoystickGetAttached_renamed_SDL_JoystickConnected #define SDL_JoystickGetAxis SDL_JoystickGetAxis_renamed_SDL_GetJoystickAxis #define SDL_JoystickGetAxisInitialState SDL_JoystickGetAxisInitialState_renamed_SDL_GetJoystickAxisInitialState #define SDL_JoystickGetBall SDL_JoystickGetBall_renamed_SDL_GetJoystickBall #define SDL_JoystickGetButton SDL_JoystickGetButton_renamed_SDL_GetJoystickButton #define SDL_JoystickGetFirmwareVersion SDL_JoystickGetFirmwareVersion_renamed_SDL_GetJoystickFirmwareVersion #define SDL_JoystickGetGUID SDL_JoystickGetGUID_renamed_SDL_GetJoystickGUID #define SDL_JoystickGetGUIDFromString SDL_JoystickGetGUIDFromString_renamed_SDL_GetJoystickGUIDFromString #define SDL_JoystickGetGUIDString SDL_JoystickGetGUIDString_renamed_SDL_GetJoystickGUIDString #define SDL_JoystickGetHat SDL_JoystickGetHat_renamed_SDL_GetJoystickHat #define SDL_JoystickGetPlayerIndex SDL_JoystickGetPlayerIndex_renamed_SDL_GetJoystickPlayerIndex #define SDL_JoystickGetProduct SDL_JoystickGetProduct_renamed_SDL_GetJoystickProduct #define SDL_JoystickGetProductVersion SDL_JoystickGetProductVersion_renamed_SDL_GetJoystickProductVersion #define SDL_JoystickGetSerial SDL_JoystickGetSerial_renamed_SDL_GetJoystickSerial #define SDL_JoystickGetType SDL_JoystickGetType_renamed_SDL_GetJoystickType #define SDL_JoystickGetVendor SDL_JoystickGetVendor_renamed_SDL_GetJoystickVendor #define SDL_JoystickInstanceID SDL_JoystickInstanceID_renamed_SDL_GetJoystickInstanceID #define SDL_JoystickIsVirtual SDL_JoystickIsVirtual_renamed_SDL_IsJoystickVirtual #define SDL_JoystickName SDL_JoystickName_renamed_SDL_GetJoystickName #define SDL_JoystickNumAxes SDL_JoystickNumAxes_renamed_SDL_GetNumJoystickAxes #define SDL_JoystickNumBalls SDL_JoystickNumBalls_renamed_SDL_GetNumJoystickBalls #define SDL_JoystickNumButtons SDL_JoystickNumButtons_renamed_SDL_GetNumJoystickButtons #define SDL_JoystickNumHats SDL_JoystickNumHats_renamed_SDL_GetNumJoystickHats #define SDL_JoystickOpen SDL_JoystickOpen_renamed_SDL_OpenJoystick #define SDL_JoystickPath SDL_JoystickPath_renamed_SDL_GetJoystickPath #define SDL_JoystickRumble SDL_JoystickRumble_renamed_SDL_RumbleJoystick #define SDL_JoystickRumbleTriggers SDL_JoystickRumbleTriggers_renamed_SDL_RumbleJoystickTriggers #define SDL_JoystickSendEffect SDL_JoystickSendEffect_renamed_SDL_SendJoystickEffect #define SDL_JoystickSetLED SDL_JoystickSetLED_renamed_SDL_SetJoystickLED #define SDL_JoystickSetPlayerIndex SDL_JoystickSetPlayerIndex_renamed_SDL_SetJoystickPlayerIndex #define SDL_JoystickSetVirtualAxis SDL_JoystickSetVirtualAxis_renamed_SDL_SetJoystickVirtualAxis #define SDL_JoystickSetVirtualButton SDL_JoystickSetVirtualButton_renamed_SDL_SetJoystickVirtualButton #define SDL_JoystickSetVirtualHat SDL_JoystickSetVirtualHat_renamed_SDL_SetJoystickVirtualHat #define SDL_JoystickUpdate SDL_JoystickUpdate_renamed_SDL_UpdateJoysticks /* ##SDL_keyboard.h */ #define SDL_IsScreenKeyboardShown SDL_IsScreenKeyboardShown_renamed_SDL_ScreenKeyboardShown #define SDL_IsTextInputActive SDL_IsTextInputActive_renamed_SDL_TextInputActive /* ##SDL_keycode.h */ #define KMOD_ALT KMOD_ALT_renamed_SDL_KMOD_ALT #define KMOD_CAPS KMOD_CAPS_renamed_SDL_KMOD_CAPS #define KMOD_CTRL KMOD_CTRL_renamed_SDL_KMOD_CTRL #define KMOD_GUI KMOD_GUI_renamed_SDL_KMOD_GUI #define KMOD_LALT KMOD_LALT_renamed_SDL_KMOD_LALT #define KMOD_LCTRL KMOD_LCTRL_renamed_SDL_KMOD_LCTRL #define KMOD_LGUI KMOD_LGUI_renamed_SDL_KMOD_LGUI #define KMOD_LSHIFT KMOD_LSHIFT_renamed_SDL_KMOD_LSHIFT #define KMOD_MODE KMOD_MODE_renamed_SDL_KMOD_MODE #define KMOD_NONE KMOD_NONE_renamed_SDL_KMOD_NONE #define KMOD_NUM KMOD_NUM_renamed_SDL_KMOD_NUM #define KMOD_RALT KMOD_RALT_renamed_SDL_KMOD_RALT #define KMOD_RCTRL KMOD_RCTRL_renamed_SDL_KMOD_RCTRL #define KMOD_RGUI KMOD_RGUI_renamed_SDL_KMOD_RGUI #define KMOD_RSHIFT KMOD_RSHIFT_renamed_SDL_KMOD_RSHIFT #define KMOD_SCROLL KMOD_SCROLL_renamed_SDL_KMOD_SCROLL #define KMOD_SHIFT KMOD_SHIFT_renamed_SDL_KMOD_SHIFT #define SDLK_AUDIOFASTFORWARD SDLK_AUDIOFASTFORWARD_renamed_SDLK_MEDIA_FAST_FORWARD #define SDLK_AUDIOMUTE SDLK_AUDIOMUTE_renamed_SDLK_MUTE #define SDLK_AUDIONEXT SDLK_AUDIONEXT_renamed_SDLK_MEDIA_NEXT_TRACK #define SDLK_AUDIOPLAY SDLK_AUDIOPLAY_renamed_SDLK_MEDIA_PLAY #define SDLK_AUDIOPREV SDLK_AUDIOPREV_renamed_SDLK_MEDIA_PREVIOUS_TRACK #define SDLK_AUDIOREWIND SDLK_AUDIOREWIND_renamed_SDLK_MEDIA_REWIND #define SDLK_AUDIOSTOP SDLK_AUDIOSTOP_renamed_SDLK_MEDIA_STOP #define SDLK_BACKQUOTE SDLK_BACKQUOTE_renamed_SDLK_GRAVE #define SDLK_EJECT SDLK_EJECT_renamed_SDLK_MEDIA_EJECT #define SDLK_MEDIASELECT SDLK_MEDIASELECT_renamed_SDLK_MEDIA_SELECT #define SDLK_QUOTE SDLK_QUOTE_renamed_SDLK_APOSTROPHE #define SDLK_QUOTEDBL SDLK_QUOTEDBL_renamed_SDLK_DBLAPOSTROPHE /* ##SDL_log.h */ #define SDL_LogGetOutputFunction SDL_LogGetOutputFunction_renamed_SDL_GetLogOutputFunction #define SDL_LogGetPriority SDL_LogGetPriority_renamed_SDL_GetLogPriority #define SDL_LogResetPriorities SDL_LogResetPriorities_renamed_SDL_ResetLogPriorities #define SDL_LogSetAllPriority SDL_LogSetAllPriority_renamed_SDL_SetLogPriorities #define SDL_LogSetOutputFunction SDL_LogSetOutputFunction_renamed_SDL_SetLogOutputFunction #define SDL_LogSetPriority SDL_LogSetPriority_renamed_SDL_SetLogPriority /* ##SDL_mouse.h */ #define SDL_FreeCursor SDL_FreeCursor_renamed_SDL_DestroyCursor #define SDL_SYSTEM_CURSOR_ARROW SDL_SYSTEM_CURSOR_ARROW_renamed_SDL_SYSTEM_CURSOR_DEFAULT #define SDL_SYSTEM_CURSOR_HAND SDL_SYSTEM_CURSOR_HAND_renamed_SDL_SYSTEM_CURSOR_POINTER #define SDL_SYSTEM_CURSOR_IBEAM SDL_SYSTEM_CURSOR_IBEAM_renamed_SDL_SYSTEM_CURSOR_TEXT #define SDL_SYSTEM_CURSOR_NO SDL_SYSTEM_CURSOR_NO_renamed_SDL_SYSTEM_CURSOR_NOT_ALLOWED #define SDL_SYSTEM_CURSOR_SIZEALL SDL_SYSTEM_CURSOR_SIZEALL_renamed_SDL_SYSTEM_CURSOR_MOVE #define SDL_SYSTEM_CURSOR_SIZENESW SDL_SYSTEM_CURSOR_SIZENESW_renamed_SDL_SYSTEM_CURSOR_NESW_RESIZE #define SDL_SYSTEM_CURSOR_SIZENS SDL_SYSTEM_CURSOR_SIZENS_renamed_SDL_SYSTEM_CURSOR_NS_RESIZE #define SDL_SYSTEM_CURSOR_SIZENWSE SDL_SYSTEM_CURSOR_SIZENWSE_renamed_SDL_SYSTEM_CURSOR_NWSE_RESIZE #define SDL_SYSTEM_CURSOR_SIZEWE SDL_SYSTEM_CURSOR_SIZEWE_renamed_SDL_SYSTEM_CURSOR_EW_RESIZE #define SDL_SYSTEM_CURSOR_WAITARROW SDL_SYSTEM_CURSOR_WAITARROW_renamed_SDL_SYSTEM_CURSOR_PROGRESS #define SDL_SYSTEM_CURSOR_WINDOW_BOTTOM SDL_SYSTEM_CURSOR_WINDOW_BOTTOM_renamed_SDL_SYSTEM_CURSOR_S_RESIZE #define SDL_SYSTEM_CURSOR_WINDOW_BOTTOMLEFT SDL_SYSTEM_CURSOR_WINDOW_BOTTOMLEFT_renamed_SDL_SYSTEM_CURSOR_SW_RESIZE #define SDL_SYSTEM_CURSOR_WINDOW_BOTTOMRIGHT SDL_SYSTEM_CURSOR_WINDOW_BOTTOMRIGHT_renamed_SDL_SYSTEM_CURSOR_SE_RESIZE #define SDL_SYSTEM_CURSOR_WINDOW_LEFT SDL_SYSTEM_CURSOR_WINDOW_LEFT_renamed_SDL_SYSTEM_CURSOR_W_RESIZE #define SDL_SYSTEM_CURSOR_WINDOW_RIGHT SDL_SYSTEM_CURSOR_WINDOW_RIGHT_renamed_SDL_SYSTEM_CURSOR_E_RESIZE #define SDL_SYSTEM_CURSOR_WINDOW_TOP SDL_SYSTEM_CURSOR_WINDOW_TOP_renamed_SDL_SYSTEM_CURSOR_N_RESIZE #define SDL_SYSTEM_CURSOR_WINDOW_TOPLEFT SDL_SYSTEM_CURSOR_WINDOW_TOPLEFT_renamed_SDL_SYSTEM_CURSOR_NW_RESIZE #define SDL_SYSTEM_CURSOR_WINDOW_TOPRIGHT SDL_SYSTEM_CURSOR_WINDOW_TOPRIGHT_renamed_SDL_SYSTEM_CURSOR_NE_RESIZE /* ##SDL_mutex.h */ #define SDL_CondBroadcast SDL_CondBroadcast_renamed_SDL_BroadcastCondition #define SDL_CondSignal SDL_CondSignal_renamed_SDL_SignalCondition #define SDL_CondWait SDL_CondWait_renamed_SDL_WaitCondition #define SDL_CondWaitTimeout SDL_CondWaitTimeout_renamed_SDL_WaitConditionTimeout #define SDL_CreateCond SDL_CreateCond_renamed_SDL_CreateCondition #define SDL_DestroyCond SDL_DestroyCond_renamed_SDL_DestroyCondition #define SDL_SemPost SDL_SemPost_renamed_SDL_PostSemaphore #define SDL_SemTryWait SDL_SemTryWait_renamed_SDL_TryWaitSemaphore #define SDL_SemValue SDL_SemValue_renamed_SDL_GetSemaphoreValue #define SDL_SemWait SDL_SemWait_renamed_SDL_WaitSemaphore #define SDL_SemWaitTimeout SDL_SemWaitTimeout_renamed_SDL_WaitSemaphoreTimeout /* ##SDL_mutex.h */ #define SDL_cond SDL_cond_renamed_SDL_Condition #define SDL_mutex SDL_mutex_renamed_SDL_Mutex #define SDL_sem SDL_sem_renamed_SDL_Semaphore /* ##SDL_pixels.h */ #define SDL_AllocFormat SDL_AllocFormat_renamed_SDL_CreatePixelFormat #define SDL_AllocPalette SDL_AllocPalette_renamed_SDL_CreatePalette #define SDL_Colour SDL_Colour_renamed_SDL_Color #define SDL_FreeFormat SDL_FreeFormat_renamed_SDL_DestroyPixelFormat #define SDL_FreePalette SDL_FreePalette_renamed_SDL_DestroyPalette #define SDL_MasksToPixelFormatEnum SDL_MasksToPixelFormatEnum_renamed_SDL_GetPixelFormatEnumForMasks #define SDL_PIXELFORMAT_BGR444 SDL_PIXELFORMAT_BGR444_renamed_SDL_PIXELFORMAT_XBGR4444 #define SDL_PIXELFORMAT_BGR555 SDL_PIXELFORMAT_BGR555_renamed_SDL_PIXELFORMAT_XBGR1555 #define SDL_PIXELFORMAT_BGR888 SDL_PIXELFORMAT_BGR888_renamed_SDL_PIXELFORMAT_XBGR8888 #define SDL_PIXELFORMAT_RGB444 SDL_PIXELFORMAT_RGB444_renamed_SDL_PIXELFORMAT_XRGB4444 #define SDL_PIXELFORMAT_RGB555 SDL_PIXELFORMAT_RGB555_renamed_SDL_PIXELFORMAT_XRGB1555 #define SDL_PIXELFORMAT_RGB888 SDL_PIXELFORMAT_RGB888_renamed_SDL_PIXELFORMAT_XRGB8888 #define SDL_PixelFormatEnumToMasks SDL_PixelFormatEnumToMasks_renamed_SDL_GetMasksForPixelFormatEnum /* ##SDL_rect.h */ #define SDL_EncloseFPoints SDL_EncloseFPoints_renamed_SDL_GetRectEnclosingPointsFloat #define SDL_EnclosePoints SDL_EnclosePoints_renamed_SDL_GetRectEnclosingPoints #define SDL_FRectEmpty SDL_FRectEmpty_renamed_SDL_RectEmptyFloat #define SDL_FRectEquals SDL_FRectEquals_renamed_SDL_RectsEqualFloat #define SDL_FRectEqualsEpsilon SDL_FRectEqualsEpsilon_renamed_SDL_RectsEqualEpsilon #define SDL_HasIntersection SDL_HasIntersection_renamed_SDL_HasRectIntersection #define SDL_HasIntersectionF SDL_HasIntersectionF_renamed_SDL_HasRectIntersectionFloat #define SDL_IntersectFRect SDL_IntersectFRect_renamed_SDL_GetRectIntersectionFloat #define SDL_IntersectFRectAndLine SDL_IntersectFRectAndLine_renamed_SDL_GetRectAndLineIntersectionFloat #define SDL_IntersectRect SDL_IntersectRect_renamed_SDL_GetRectIntersection #define SDL_IntersectRectAndLine SDL_IntersectRectAndLine_renamed_SDL_GetRectAndLineIntersection #define SDL_PointInFRect SDL_PointInFRect_renamed_SDL_PointInRectFloat #define SDL_RectEquals SDL_RectEquals_renamed_SDL_RectsEqual #define SDL_UnionFRect SDL_UnionFRect_renamed_SDL_GetRectUnionFloat #define SDL_UnionRect SDL_UnionRect_renamed_SDL_GetRectUnion /* ##SDL_render.h */ #define SDL_GetRendererOutputSize SDL_GetRendererOutputSize_renamed_SDL_GetCurrentRenderOutputSize #define SDL_RenderCopy SDL_RenderCopy_renamed_SDL_RenderTexture #define SDL_RenderCopyEx SDL_RenderCopyEx_renamed_SDL_RenderTextureRotated #define SDL_RenderCopyExF SDL_RenderCopyExF_renamed_SDL_RenderTextureRotated #define SDL_RenderCopyF SDL_RenderCopyF_renamed_SDL_RenderTexture #define SDL_RenderDrawLine SDL_RenderDrawLine_renamed_SDL_RenderLine #define SDL_RenderDrawLineF SDL_RenderDrawLineF_renamed_SDL_RenderLine #define SDL_RenderDrawLines SDL_RenderDrawLines_renamed_SDL_RenderLines #define SDL_RenderDrawLinesF SDL_RenderDrawLinesF_renamed_SDL_RenderLines #define SDL_RenderDrawPoint SDL_RenderDrawPoint_renamed_SDL_RenderPoint #define SDL_RenderDrawPointF SDL_RenderDrawPointF_renamed_SDL_RenderPoint #define SDL_RenderDrawPoints SDL_RenderDrawPoints_renamed_SDL_RenderPoints #define SDL_RenderDrawPointsF SDL_RenderDrawPointsF_renamed_SDL_RenderPoints #define SDL_RenderDrawRect SDL_RenderDrawRect_renamed_SDL_RenderRect #define SDL_RenderDrawRectF SDL_RenderDrawRectF_renamed_SDL_RenderRect #define SDL_RenderDrawRects SDL_RenderDrawRects_renamed_SDL_RenderRects #define SDL_RenderDrawRectsF SDL_RenderDrawRectsF_renamed_SDL_RenderRects #define SDL_RenderFillRectF SDL_RenderFillRectF_renamed_SDL_RenderFillRect #define SDL_RenderFillRectsF SDL_RenderFillRectsF_renamed_SDL_RenderFillRects #define SDL_RendererFlip SDL_RendererFlip_renamed_SDL_FlipMode #define SDL_RenderFlush SDL_RenderFlush_renamed_SDL_FlushRenderer #define SDL_RenderGetClipRect SDL_RenderGetClipRect_renamed_SDL_GetRenderClipRect #define SDL_RenderGetLogicalSize SDL_RenderGetLogicalSize_renamed_SDL_GetRenderLogicalPresentation #define SDL_RenderGetMetalCommandEncoder SDL_RenderGetMetalCommandEncoder_renamed_SDL_GetRenderMetalCommandEncoder #define SDL_RenderGetMetalLayer SDL_RenderGetMetalLayer_renamed_SDL_GetRenderMetalLayer #define SDL_RenderGetScale SDL_RenderGetScale_renamed_SDL_GetRenderScale #define SDL_RenderGetViewport SDL_RenderGetViewport_renamed_SDL_GetRenderViewport #define SDL_RenderGetWindow SDL_RenderGetWindow_renamed_SDL_GetRenderWindow #define SDL_RenderIsClipEnabled SDL_RenderIsClipEnabled_renamed_SDL_RenderClipEnabled #define SDL_RenderLogicalToWindow SDL_RenderLogicalToWindow_renamed_SDL_RenderCoordinatesToWindow #define SDL_RenderSetClipRect SDL_RenderSetClipRect_renamed_SDL_SetRenderClipRect #define SDL_RenderSetLogicalSize SDL_RenderSetLogicalSize_renamed_SDL_SetRenderLogicalPresentation #define SDL_RenderSetScale SDL_RenderSetScale_renamed_SDL_SetRenderScale #define SDL_RenderSetVSync SDL_RenderSetVSync_renamed_SDL_SetRenderVSync #define SDL_RenderSetViewport SDL_RenderSetViewport_renamed_SDL_SetRenderViewport #define SDL_RenderWindowToLogical SDL_RenderWindowToLogical_renamed_SDL_RenderCoordinatesFromWindow #define SDL_ScaleModeBest SDL_ScaleModeBest_renamed_SDL_SCALEMODE_BEST #define SDL_ScaleModeLinear SDL_ScaleModeLinear_renamed_SDL_SCALEMODE_LINEAR #define SDL_ScaleModeNearest SDL_ScaleModeNearest_renamed_SDL_SCALEMODE_NEAREST /* ##SDL_rwops.h */ #define RW_SEEK_CUR RW_SEEK_CUR_renamed_SDL_IO_SEEK_CUR #define RW_SEEK_END RW_SEEK_END_renamed_SDL_IO_SEEK_END #define RW_SEEK_SET RW_SEEK_SET_renamed_SDL_IO_SEEK_SET #define SDL_RWFromConstMem SDL_RWFromConstMem_renamed_SDL_IOFromConstMem #define SDL_RWFromFile SDL_RWFromFile_renamed_SDL_IOFromFile #define SDL_RWFromMem SDL_RWFromMem_renamed_SDL_IOFromMem #define SDL_RWclose SDL_RWclose_renamed_SDL_CloseIO #define SDL_RWops SDL_RWops_renamed_SDL_IOStream #define SDL_RWread SDL_RWread_renamed_SDL_ReadIO #define SDL_RWseek SDL_RWseek_renamed_SDL_SeekIO #define SDL_RWsize SDL_RWsize_renamed_SDL_GetIOSize #define SDL_RWtell SDL_RWtell_renamed_SDL_TellIO #define SDL_RWwrite SDL_RWwrite_renamed_SDL_WriteIO #define SDL_ReadBE16 SDL_ReadBE16_renamed_SDL_ReadU16BE #define SDL_ReadBE32 SDL_ReadBE32_renamed_SDL_ReadU32BE #define SDL_ReadBE64 SDL_ReadBE64_renamed_SDL_ReadU64BE #define SDL_ReadLE16 SDL_ReadLE16_renamed_SDL_ReadU16LE #define SDL_ReadLE32 SDL_ReadLE32_renamed_SDL_ReadU32LE #define SDL_ReadLE64 SDL_ReadLE64_renamed_SDL_ReadU64LE #define SDL_WriteBE16 SDL_WriteBE16_renamed_SDL_WriteU16BE #define SDL_WriteBE32 SDL_WriteBE32_renamed_SDL_WriteU32BE #define SDL_WriteBE64 SDL_WriteBE64_renamed_SDL_WriteU64BE #define SDL_WriteLE16 SDL_WriteLE16_renamed_SDL_WriteU16LE #define SDL_WriteLE32 SDL_WriteLE32_renamed_SDL_WriteU32LE #define SDL_WriteLE64 SDL_WriteLE64_renamed_SDL_WriteU64LE /* ##SDL_scancode.h */ #define SDL_SCANCODE_AUDIOFASTFORWARD SDL_SCANCODE_AUDIOFASTFORWARD_renamed_SDL_SCANCODE_MEDIA_FAST_FORWARD #define SDL_SCANCODE_AUDIOMUTE SDL_SCANCODE_AUDIOMUTE_renamed_SDL_SCANCODE_MUTE #define SDL_SCANCODE_AUDIONEXT SDL_SCANCODE_AUDIONEXT_renamed_SDL_SCANCODE_MEDIA_NEXT_TRACK #define SDL_SCANCODE_AUDIOPLAY SDL_SCANCODE_AUDIOPLAY_renamed_SDL_SCANCODE_MEDIA_PLAY #define SDL_SCANCODE_AUDIOPREV SDL_SCANCODE_AUDIOPREV_renamed_SDL_SCANCODE_MEDIA_PREVIOUS_TRACK #define SDL_SCANCODE_AUDIOREWIND SDL_SCANCODE_AUDIOREWIND_renamed_SDL_SCANCODE_MEDIA_REWIND #define SDL_SCANCODE_AUDIOSTOP SDL_SCANCODE_AUDIOSTOP_renamed_SDL_SCANCODE_MEDIA_STOP #define SDL_SCANCODE_EJECT SDL_SCANCODE_EJECT_renamed_SDL_SCANCODE_MEDIA_EJECT #define SDL_SCANCODE_MEDIASELECT SDL_SCANCODE_MEDIASELECT_renamed_SDL_SCANCODE_MEDIA_SELECT /* ##SDL_sensor.h */ #define SDL_SensorClose SDL_SensorClose_renamed_SDL_CloseSensor #define SDL_SensorFromInstanceID SDL_SensorFromInstanceID_renamed_SDL_GetSensorFromInstanceID #define SDL_SensorGetData SDL_SensorGetData_renamed_SDL_GetSensorData #define SDL_SensorGetInstanceID SDL_SensorGetInstanceID_renamed_SDL_GetSensorInstanceID #define SDL_SensorGetName SDL_SensorGetName_renamed_SDL_GetSensorName #define SDL_SensorGetNonPortableType SDL_SensorGetNonPortableType_renamed_SDL_GetSensorNonPortableType #define SDL_SensorGetType SDL_SensorGetType_renamed_SDL_GetSensorType #define SDL_SensorOpen SDL_SensorOpen_renamed_SDL_OpenSensor #define SDL_SensorUpdate SDL_SensorUpdate_renamed_SDL_UpdateSensors /* ##SDL_stdinc.h */ #define SDL_TABLESIZE SDL_TABLESIZE_renamed_SDL_arraysize #define SDL_strtokr SDL_strtokr_renamed_SDL_strtok_r /* ##SDL_surface.h */ #define SDL_BlitScaled SDL_BlitScaled_renamed_SDL_BlitSurfaceScaled #define SDL_FillRect SDL_FillRect_renamed_SDL_FillSurfaceRect #define SDL_FillRects SDL_FillRects_renamed_SDL_FillSurfaceRects #define SDL_FreeSurface SDL_FreeSurface_renamed_SDL_DestroySurface #define SDL_GetClipRect SDL_GetClipRect_renamed_SDL_GetSurfaceClipRect #define SDL_GetColorKey SDL_GetColorKey_renamed_SDL_GetSurfaceColorKey #define SDL_HasColorKey SDL_HasColorKey_renamed_SDL_SurfaceHasColorKey #define SDL_HasSurfaceRLE SDL_HasSurfaceRLE_renamed_SDL_SurfaceHasRLE #define SDL_LoadBMP_RW SDL_LoadBMP_RW_renamed_SDL_LoadBMP_IO #define SDL_LowerBlit SDL_LowerBlit_renamed_SDL_BlitSurfaceUnchecked #define SDL_LowerBlitScaled SDL_LowerBlitScaled_renamed_SDL_BlitSurfaceUncheckedScaled #define SDL_SaveBMP_RW SDL_SaveBMP_RW_renamed_SDL_SaveBMP_IO #define SDL_SetClipRect SDL_SetClipRect_renamed_SDL_SetSurfaceClipRect #define SDL_SetColorKey SDL_SetColorKey_renamed_SDL_SetSurfaceColorKey #define SDL_UpperBlit SDL_UpperBlit_renamed_SDL_BlitSurface #define SDL_UpperBlitScaled SDL_UpperBlitScaled_renamed_SDL_BlitSurfaceScaled /* ##SDL_system.h */ #define SDL_WinRTGetFSPathUTF8 SDL_WinRTGetFSPathUTF8_renamed_SDL_WinRTGetFSPath #define SDL_iPhoneSetAnimationCallback SDL_iPhoneSetAnimationCallback_renamed_SDL_iOSSetAnimationCallback #define SDL_iPhoneSetEventPump SDL_iPhoneSetEventPump_renamed_SDL_iOSSetEventPump /* ##SDL_thread.h */ #define SDL_TLSCleanup SDL_TLSCleanup_renamed_SDL_CleanupTLS #define SDL_TLSCreate SDL_TLSCreate_renamed_SDL_CreateTLS #define SDL_TLSGet SDL_TLSGet_renamed_SDL_GetTLS #define SDL_TLSSet SDL_TLSSet_renamed_SDL_SetTLS #define SDL_threadID SDL_threadID_renamed_SDL_ThreadID /* ##SDL_timer.h */ #define SDL_GetTicks64 SDL_GetTicks64_renamed_SDL_GetTicks /* ##SDL_version.h */ #define SDL_COMPILEDVERSION SDL_COMPILEDVERSION_renamed_SDL_VERSION #define SDL_PATCHLEVEL SDL_PATCHLEVEL_renamed_SDL_MICRO_VERSION /* ##SDL_video.h */ #define SDL_GetClosestDisplayMode SDL_GetClosestDisplayMode_renamed_SDL_GetClosestFullscreenDisplayMode #define SDL_GetDisplayOrientation SDL_GetDisplayOrientation_renamed_SDL_GetCurrentDisplayOrientation #define SDL_GetPointDisplayIndex SDL_GetPointDisplayIndex_renamed_SDL_GetDisplayForPoint #define SDL_GetRectDisplayIndex SDL_GetRectDisplayIndex_renamed_SDL_GetDisplayForRect #define SDL_GetWindowDisplayIndex SDL_GetWindowDisplayIndex_renamed_SDL_GetDisplayForWindow #define SDL_GetWindowDisplayMode SDL_GetWindowDisplayMode_renamed_SDL_GetWindowFullscreenMode #define SDL_HasWindowSurface SDL_HasWindowSurface_renamed_SDL_WindowHasSurface #define SDL_IsScreenSaverEnabled SDL_IsScreenSaverEnabled_renamed_SDL_ScreenSaverEnabled #define SDL_SetWindowDisplayMode SDL_SetWindowDisplayMode_renamed_SDL_SetWindowFullscreenMode #define SDL_WINDOW_ALLOW_HIGHDPI SDL_WINDOW_ALLOW_HIGHDPI_renamed_SDL_WINDOW_HIGH_PIXEL_DENSITY #define SDL_WINDOW_INPUT_GRABBED SDL_WINDOW_INPUT_GRABBED_renamed_SDL_WINDOW_MOUSE_GRABBED #define SDL_WINDOW_SKIP_TASKBAR SDL_WINDOW_SKIP_TASKBAR_renamed_SDL_WINDOW_UTILITY #endif /* SDL_ENABLE_OLD_NAMES */ #endif /* SDL_oldnames_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_test_common.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * \file SDL_test_common.h * * Common functions of SDL test framework. * * This code is a part of the SDL test library, not the main SDL library. */ /* Ported from original test/common.h file. */ #ifndef SDL_test_common_h_ #define SDL_test_common_h_ #include <SDL3/SDL.h> #ifdef SDL_PLATFORM_PSP #define DEFAULT_WINDOW_WIDTH 480 #define DEFAULT_WINDOW_HEIGHT 272 #elif defined(SDL_PLATFORM_VITA) #define DEFAULT_WINDOW_WIDTH 960 #define DEFAULT_WINDOW_HEIGHT 544 #else #define DEFAULT_WINDOW_WIDTH 640 #define DEFAULT_WINDOW_HEIGHT 480 #endif typedef Uint32 SDLTest_VerboseFlags; #define VERBOSE_VIDEO 0x00000001 #define VERBOSE_MODES 0x00000002 #define VERBOSE_RENDER 0x00000004 #define VERBOSE_EVENT 0x00000008 #define VERBOSE_AUDIO 0x00000010 #define VERBOSE_MOTION 0x00000020 typedef struct { /* SDL init flags */ char **argv; SDL_InitFlags flags; SDLTest_VerboseFlags verbose; /* Video info */ const char *videodriver; int display_index; SDL_DisplayID displayID; const char *window_title; const char *window_icon; SDL_WindowFlags window_flags; SDL_bool flash_on_focus_loss; int window_x; int window_y; int window_w; int window_h; int window_minW; int window_minH; int window_maxW; int window_maxH; float window_min_aspect; float window_max_aspect; int logical_w; int logical_h; SDL_bool auto_scale_content; SDL_RendererLogicalPresentation logical_presentation; SDL_ScaleMode logical_scale_mode; float scale; int depth; float refresh_rate; SDL_bool fill_usable_bounds; SDL_bool fullscreen_exclusive; SDL_DisplayMode fullscreen_mode; int num_windows; SDL_Window **windows; /* Renderer info */ const char *renderdriver; int render_vsync; SDL_bool skip_renderer; SDL_Renderer **renderers; SDL_Texture **targets; /* Audio info */ const char *audiodriver; SDL_AudioFormat audio_format; int audio_channels; int audio_freq; SDL_AudioDeviceID audio_id; /* GL settings */ int gl_red_size; int gl_green_size; int gl_blue_size; int gl_alpha_size; int gl_buffer_size; int gl_depth_size; int gl_stencil_size; int gl_double_buffer; int gl_accum_red_size; int gl_accum_green_size; int gl_accum_blue_size; int gl_accum_alpha_size; int gl_stereo; int gl_multisamplebuffers; int gl_multisamplesamples; int gl_retained_backing; int gl_accelerated; int gl_major_version; int gl_minor_version; int gl_debug; int gl_profile_mask; /* Mouse info */ SDL_Rect confine; SDL_bool hide_cursor; } SDLTest_CommonState; #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* Function prototypes */ /** * Parse command line parameters and create common state. * * \param argv Array of command line parameters * \param flags Flags indicating which subsystem to initialize (i.e. SDL_INIT_VIDEO | SDL_INIT_AUDIO) * * \returns a newly allocated common state object. */ SDLTest_CommonState *SDLTest_CommonCreateState(char **argv, SDL_InitFlags flags); /** * Free the common state object. * * \param state The common state object to destroy */ void SDLTest_CommonDestroyState(SDLTest_CommonState *state); /** * Process one common argument. * * \param state The common state describing the test window to create. * \param index The index of the argument to process in argv[]. * * \returns the number of arguments processed (i.e. 1 for --fullscreen, 2 for --video [videodriver], or -1 on error. */ int SDLTest_CommonArg(SDLTest_CommonState *state, int index); /** * Logs command line usage info. * * This logs the appropriate command line options for the subsystems in use * plus other common options, and then any application-specific options. * This uses the SDL_Log() function and splits up output to be friendly to * 80-character-wide terminals. * * \param state The common state describing the test window for the app. * \param argv0 argv[0], as passed to main/SDL_main. * \param options an array of strings for application specific options. The last element of the array should be NULL. */ void SDLTest_CommonLogUsage(SDLTest_CommonState *state, const char *argv0, const char **options); /** * Open test window. * * \param state The common state describing the test window to create. * * \returns SDL_TRUE if initialization succeeded, false otherwise */ SDL_bool SDLTest_CommonInit(SDLTest_CommonState *state); /** * Easy argument handling when test app doesn't need any custom args. * * \param state The common state describing the test window to create. * \param argc argc, as supplied to SDL_main * \param argv argv, as supplied to SDL_main * * \returns SDL_FALSE if app should quit, true otherwise. */ SDL_bool SDLTest_CommonDefaultArgs(SDLTest_CommonState *state, const int argc, char **argv); /** * Common event handler for test windows if you use a standard SDL_main. * * This will free data from the event, like the string in a drop event! * * \param state The common state used to create test window. * \param event The event to handle. * \param done Flag indicating we are done. */ void SDLTest_CommonEvent(SDLTest_CommonState *state, SDL_Event *event, int *done); /** * Common event handler for test windows if you use SDL_AppEvent. * * This does _not_ free anything in `event`. * * \param state The common state used to create test window. * \param event The event to handle. * \returns Value suitable for returning from SDL_AppEvent(). */ int SDLTest_CommonEventMainCallbacks(SDLTest_CommonState *state, const SDL_Event *event); /** * Close test window. * * \param state The common state used to create test window. * */ void SDLTest_CommonQuit(SDLTest_CommonState *state); /** * Draws various window information (position, size, etc.) to the renderer. * * \param renderer The renderer to draw to. * \param window The window whose information should be displayed. * \param usedHeight Returns the height used, so the caller can draw more below. * */ void SDLTest_CommonDrawWindowInfo(SDL_Renderer *renderer, SDL_Window *window, float *usedHeight); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_test_common_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_video.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryVideo * * SDL video functions. */ #ifndef SDL_video_h_ #define SDL_video_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_pixels.h> #include <SDL3/SDL_properties.h> #include <SDL3/SDL_rect.h> #include <SDL3/SDL_surface.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif typedef Uint32 SDL_DisplayID; typedef Uint32 SDL_WindowID; /* Global video properties... */ /** * The pointer to the global `wl_display` object used by the Wayland video * backend. * * Can be set before the video subsystem is initialized to import an external * `wl_display` object from an application or toolkit for use in SDL, or read * after initialization to export the `wl_display` used by the Wayland video * backend. Setting this property after the video subsystem has been * initialized has no effect, and reading it when the video subsystem is * uninitialized will either return the user provided value, if one was set * prior to initialization, or NULL. See docs/README-wayland.md for more * information. */ #define SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER "SDL.video.wayland.wl_display" /** * System theme. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_SystemTheme { SDL_SYSTEM_THEME_UNKNOWN, /**< Unknown system theme */ SDL_SYSTEM_THEME_LIGHT, /**< Light colored system theme */ SDL_SYSTEM_THEME_DARK /**< Dark colored system theme */ } SDL_SystemTheme; /** * The structure that defines a display mode. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_GetFullscreenDisplayModes * \sa SDL_GetDesktopDisplayMode * \sa SDL_GetCurrentDisplayMode * \sa SDL_SetWindowFullscreenMode * \sa SDL_GetWindowFullscreenMode */ typedef struct SDL_DisplayMode { SDL_DisplayID displayID; /**< the display this mode is associated with */ SDL_PixelFormatEnum format; /**< pixel format */ int w; /**< width */ int h; /**< height */ float pixel_density; /**< scale converting size to pixels (e.g. a 1920x1080 mode with 2.0 scale would have 3840x2160 pixels) */ float refresh_rate; /**< refresh rate (or zero for unspecified) */ void *driverdata; /**< driver-specific data, initialize to 0 */ } SDL_DisplayMode; /** * Display orientation values; the way a display is rotated. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_DisplayOrientation { SDL_ORIENTATION_UNKNOWN, /**< The display orientation can't be determined */ SDL_ORIENTATION_LANDSCAPE, /**< The display is in landscape mode, with the right side up, relative to portrait mode */ SDL_ORIENTATION_LANDSCAPE_FLIPPED, /**< The display is in landscape mode, with the left side up, relative to portrait mode */ SDL_ORIENTATION_PORTRAIT, /**< The display is in portrait mode */ SDL_ORIENTATION_PORTRAIT_FLIPPED /**< The display is in portrait mode, upside down */ } SDL_DisplayOrientation; /** * The struct used as an opaque handle to a window. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_CreateWindow */ typedef struct SDL_Window SDL_Window; /** * The flags on a window. * * These cover a lot of true/false, or on/off, window state. Some of it is * immutable after being set through SDL_CreateWindow(), some of it can be * changed on existing windows by the app, and some of it might be altered by * the user or system outside of the app's control. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_GetWindowFlags */ typedef Uint64 SDL_WindowFlags; #define SDL_WINDOW_FULLSCREEN SDL_UINT64_C(0x0000000000000001) /**< window is in fullscreen mode */ #define SDL_WINDOW_OPENGL SDL_UINT64_C(0x0000000000000002) /**< window usable with OpenGL context */ #define SDL_WINDOW_OCCLUDED SDL_UINT64_C(0x0000000000000004) /**< window is occluded */ #define SDL_WINDOW_HIDDEN SDL_UINT64_C(0x0000000000000008) /**< window is neither mapped onto the desktop nor shown in the taskbar/dock/window list; SDL_ShowWindow() is required for it to become visible */ #define SDL_WINDOW_BORDERLESS SDL_UINT64_C(0x0000000000000010) /**< no window decoration */ #define SDL_WINDOW_RESIZABLE SDL_UINT64_C(0x0000000000000020) /**< window can be resized */ #define SDL_WINDOW_MINIMIZED SDL_UINT64_C(0x0000000000000040) /**< window is minimized */ #define SDL_WINDOW_MAXIMIZED SDL_UINT64_C(0x0000000000000080) /**< window is maximized */ #define SDL_WINDOW_MOUSE_GRABBED SDL_UINT64_C(0x0000000000000100) /**< window has grabbed mouse input */ #define SDL_WINDOW_INPUT_FOCUS SDL_UINT64_C(0x0000000000000200) /**< window has input focus */ #define SDL_WINDOW_MOUSE_FOCUS SDL_UINT64_C(0x0000000000000400) /**< window has mouse focus */ #define SDL_WINDOW_EXTERNAL SDL_UINT64_C(0x0000000000000800) /**< window not created by SDL */ #define SDL_WINDOW_MODAL SDL_UINT64_C(0x0000000000001000) /**< window is modal */ #define SDL_WINDOW_HIGH_PIXEL_DENSITY SDL_UINT64_C(0x0000000000002000) /**< window uses high pixel density back buffer if possible */ #define SDL_WINDOW_MOUSE_CAPTURE SDL_UINT64_C(0x0000000000004000) /**< window has mouse captured (unrelated to MOUSE_GRABBED) */ #define SDL_WINDOW_ALWAYS_ON_TOP SDL_UINT64_C(0x0000000000008000) /**< window should always be above others */ #define SDL_WINDOW_UTILITY SDL_UINT64_C(0x0000000000020000) /**< window should be treated as a utility window, not showing in the task bar and window list */ #define SDL_WINDOW_TOOLTIP SDL_UINT64_C(0x0000000000040000) /**< window should be treated as a tooltip and does not get mouse or keyboard focus, requires a parent window */ #define SDL_WINDOW_POPUP_MENU SDL_UINT64_C(0x0000000000080000) /**< window should be treated as a popup menu, requires a parent window */ #define SDL_WINDOW_KEYBOARD_GRABBED SDL_UINT64_C(0x0000000000100000) /**< window has grabbed keyboard input */ #define SDL_WINDOW_VULKAN SDL_UINT64_C(0x0000000010000000) /**< window usable for Vulkan surface */ #define SDL_WINDOW_METAL SDL_UINT64_C(0x0000000020000000) /**< window usable for Metal view */ #define SDL_WINDOW_TRANSPARENT SDL_UINT64_C(0x0000000040000000) /**< window with transparent buffer */ #define SDL_WINDOW_NOT_FOCUSABLE SDL_UINT64_C(0x0000000080000000) /**< window should not be focusable */ /** * Used to indicate that you don't care what the window position is. * * \since This macro is available since SDL 3.0.0. */ #define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u #define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X)) #define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0) #define SDL_WINDOWPOS_ISUNDEFINED(X) \ (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK) /** * Used to indicate that the window position should be centered. * * \since This macro is available since SDL 3.0.0. */ #define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u #define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X)) #define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0) #define SDL_WINDOWPOS_ISCENTERED(X) \ (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK) /** * Window flash operation. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_FlashOperation { SDL_FLASH_CANCEL, /**< Cancel any window flash state */ SDL_FLASH_BRIEFLY, /**< Flash the window briefly to get attention */ SDL_FLASH_UNTIL_FOCUSED /**< Flash the window until it gets focus */ } SDL_FlashOperation; /** * An opaque handle to an OpenGL context. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_GL_CreateContext */ typedef struct SDL_GLContextState *SDL_GLContext; /** * Opaque EGL types. * * \since This datatype is available since SDL 3.0.0. */ typedef void *SDL_EGLDisplay; typedef void *SDL_EGLConfig; typedef void *SDL_EGLSurface; typedef intptr_t SDL_EGLAttrib; typedef int SDL_EGLint; /** * EGL attribute initialization callback types. * * \since This datatype is available since SDL 3.0.0. */ typedef SDL_EGLAttrib *(SDLCALL *SDL_EGLAttribArrayCallback)(void); typedef SDL_EGLint *(SDLCALL *SDL_EGLIntArrayCallback)(void); /** * An enumeration of OpenGL configuration attributes. * * While you can set most OpenGL attributes normally, the attributes listed * above must be known before SDL creates the window that will be used with * the OpenGL context. These attributes are set and read with * SDL_GL_SetAttribute() and SDL_GL_GetAttribute(). * * In some cases, these attributes are minimum requests; the GL does not * promise to give you exactly what you asked for. It's possible to ask for a * 16-bit depth buffer and get a 24-bit one instead, for example, or to ask * for no stencil buffer and still have one available. Context creation should * fail if the GL can't provide your requested attributes at a minimum, but * you should check to see exactly what you got. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_GLattr { SDL_GL_RED_SIZE, SDL_GL_GREEN_SIZE, SDL_GL_BLUE_SIZE, SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DOUBLEBUFFER, SDL_GL_DEPTH_SIZE, SDL_GL_STENCIL_SIZE, SDL_GL_ACCUM_RED_SIZE, SDL_GL_ACCUM_GREEN_SIZE, SDL_GL_ACCUM_BLUE_SIZE, SDL_GL_ACCUM_ALPHA_SIZE, SDL_GL_STEREO, SDL_GL_MULTISAMPLEBUFFERS, SDL_GL_MULTISAMPLESAMPLES, SDL_GL_ACCELERATED_VISUAL, SDL_GL_RETAINED_BACKING, SDL_GL_CONTEXT_MAJOR_VERSION, SDL_GL_CONTEXT_MINOR_VERSION, SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_SHARE_WITH_CURRENT_CONTEXT, SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, SDL_GL_CONTEXT_RELEASE_BEHAVIOR, SDL_GL_CONTEXT_RESET_NOTIFICATION, SDL_GL_CONTEXT_NO_ERROR, SDL_GL_FLOATBUFFERS, SDL_GL_EGL_PLATFORM } SDL_GLattr; /** * Possible values to be set for the SDL_GL_CONTEXT_PROFILE_MASK attribute. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_GLprofile { SDL_GL_CONTEXT_PROFILE_CORE = 0x0001, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY = 0x0002, SDL_GL_CONTEXT_PROFILE_ES = 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */ } SDL_GLprofile; /** * Possible values to be set for the SDL_GL_CONTEXT_FLAGS attribute. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_GLcontextFlag { SDL_GL_CONTEXT_DEBUG_FLAG = 0x0001, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG = 0x0002, SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG = 0x0004, SDL_GL_CONTEXT_RESET_ISOLATION_FLAG = 0x0008 } SDL_GLcontextFlag; /** * Possible values to be set for the SDL_GL_CONTEXT_RELEASE_BEHAVIOR * attribute. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_GLcontextReleaseFlag { SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE = 0x0000, SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH = 0x0001 } SDL_GLcontextReleaseFlag; /** * Possible values to be set SDL_GL_CONTEXT_RESET_NOTIFICATION attribute. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_GLContextResetNotification { SDL_GL_CONTEXT_RESET_NO_NOTIFICATION = 0x0000, SDL_GL_CONTEXT_RESET_LOSE_CONTEXT = 0x0001 } SDL_GLContextResetNotification; /* Function prototypes */ /** * Get the number of video drivers compiled into SDL. * * \returns a number >= 1 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetVideoDriver */ extern SDL_DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void); /** * Get the name of a built in video driver. * * The video drivers are presented in the order in which they are normally * checked during initialization. * * The names of drivers are all simple, low-ASCII identifiers, like "cocoa", * "x11" or "windows". These never have Unicode characters, and are not meant * to be proper names. * * The returned string follows the SDL_GetStringRule. * * \param index the index of a video driver. * \returns the name of the video driver with the given **index**. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetNumVideoDrivers */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index); /** * Get the name of the currently initialized video driver. * * The names of drivers are all simple, low-ASCII identifiers, like "cocoa", * "x11" or "windows". These never have Unicode characters, and are not meant * to be proper names. * * The returned string follows the SDL_GetStringRule. * * \returns the name of the current video driver or NULL if no driver has been * initialized. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetNumVideoDrivers * \sa SDL_GetVideoDriver */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetCurrentVideoDriver(void); /** * Get the current system theme. * * \returns the current system theme, light, dark, or unknown. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_SystemTheme SDLCALL SDL_GetSystemTheme(void); /** * Get a list of currently connected displays. * * \param count a pointer filled in with the number of displays returned. * \returns a 0 terminated array of display instance IDs which should be freed * with SDL_free(), or NULL on error; call SDL_GetError() for more * details. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_DisplayID *SDLCALL SDL_GetDisplays(int *count); /** * Return the primary display. * * \returns the instance ID of the primary display on success or 0 on failure; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetDisplays */ extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetPrimaryDisplay(void); /** * Get the properties associated with a display. * * The following read-only properties are provided by SDL: * * - `SDL_PROP_DISPLAY_HDR_ENABLED_BOOLEAN`: true if the display has HDR * headroom above the SDR white point. This is for informational and * diagnostic purposes only, as not all platforms provide this information * at the display level. * * On KMS/DRM: * * - `SDL_PROP_DISPLAY_KMSDRM_ORIENTATION_NUMBER`: the "panel orientation" * property for the display in degrees of clockwise rotation. Note that this * is provided only as a hint, and the application is responsible for any * coordinate transformations needed to conform to the requested display * orientation. * * \param displayID the instance ID of the display to query. * \returns a valid property ID on success or 0 on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetProperty * \sa SDL_SetProperty */ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetDisplayProperties(SDL_DisplayID displayID); #define SDL_PROP_DISPLAY_HDR_ENABLED_BOOLEAN "SDL.display.HDR_enabled" #define SDL_PROP_DISPLAY_KMSDRM_PANEL_ORIENTATION_NUMBER "SDL.display.KMSDRM.panel_orientation" /** * Get the name of a display in UTF-8 encoding. * * The returned string follows the SDL_GetStringRule. * * \param displayID the instance ID of the display to query. * \returns the name of a display or NULL on failure; call SDL_GetError() for * more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetDisplays */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetDisplayName(SDL_DisplayID displayID); /** * Get the desktop area represented by a display. * * The primary display is always located at (0,0). * * \param displayID the instance ID of the display to query. * \param rect the SDL_Rect structure filled in with the display bounds. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetDisplayUsableBounds * \sa SDL_GetDisplays */ extern SDL_DECLSPEC int SDLCALL SDL_GetDisplayBounds(SDL_DisplayID displayID, SDL_Rect *rect); /** * Get the usable desktop area represented by a display, in screen * coordinates. * * This is the same area as SDL_GetDisplayBounds() reports, but with portions * reserved by the system removed. For example, on Apple's macOS, this * subtracts the area occupied by the menu bar and dock. * * Setting a window to be fullscreen generally bypasses these unusable areas, * so these are good guidelines for the maximum space available to a * non-fullscreen window. * * \param displayID the instance ID of the display to query. * \param rect the SDL_Rect structure filled in with the display bounds. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetDisplayBounds * \sa SDL_GetDisplays */ extern SDL_DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(SDL_DisplayID displayID, SDL_Rect *rect); /** * Get the orientation of a display when it is unrotated. * * \param displayID the instance ID of the display to query. * \returns the SDL_DisplayOrientation enum value of the display, or * `SDL_ORIENTATION_UNKNOWN` if it isn't available. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetDisplays */ extern SDL_DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetNaturalDisplayOrientation(SDL_DisplayID displayID); /** * Get the orientation of a display. * * \param displayID the instance ID of the display to query. * \returns the SDL_DisplayOrientation enum value of the display, or * `SDL_ORIENTATION_UNKNOWN` if it isn't available. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetDisplays */ extern SDL_DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetCurrentDisplayOrientation(SDL_DisplayID displayID); /** * Get the content scale of a display. * * The content scale is the expected scale for content based on the DPI * settings of the display. For example, a 4K display might have a 2.0 (200%) * display scale, which means that the user expects UI elements to be twice as * big on this display, to aid in readability. * * \param displayID the instance ID of the display to query. * \returns the content scale of the display, or 0.0f on error; call * SDL_GetError() for more details. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetDisplays */ extern SDL_DECLSPEC float SDLCALL SDL_GetDisplayContentScale(SDL_DisplayID displayID); /** * Get a list of fullscreen display modes available on a display. * * The display modes are sorted in this priority: * * - w -> largest to smallest * - h -> largest to smallest * - bits per pixel -> more colors to fewer colors * - packed pixel layout -> largest to smallest * - refresh rate -> highest to lowest * - pixel density -> lowest to highest * * \param displayID the instance ID of the display to query. * \param count a pointer filled in with the number of display modes returned. * \returns a NULL terminated array of display mode pointers which should be * freed with SDL_free(), or NULL on error; call SDL_GetError() for * more details. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetDisplays */ extern SDL_DECLSPEC const SDL_DisplayMode **SDLCALL SDL_GetFullscreenDisplayModes(SDL_DisplayID displayID, int *count); /** * Get the closest match to the requested display mode. * * The available display modes are scanned and `closest` is filled in with the * closest mode matching the requested mode and returned. The mode format and * refresh rate default to the desktop mode if they are set to 0. The modes * are scanned with size being first priority, format being second priority, * and finally checking the refresh rate. If all the available modes are too * small, then NULL is returned. * * \param displayID the instance ID of the display to query. * \param w the width in pixels of the desired display mode. * \param h the height in pixels of the desired display mode. * \param refresh_rate the refresh rate of the desired display mode, or 0.0f * for the desktop refresh rate. * \param include_high_density_modes boolean to include high density modes in * the search. * \returns a pointer to the closest display mode equal to or larger than the * desired mode, or NULL on error; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetDisplays * \sa SDL_GetFullscreenDisplayModes */ extern SDL_DECLSPEC const SDL_DisplayMode *SDLCALL SDL_GetClosestFullscreenDisplayMode(SDL_DisplayID displayID, int w, int h, float refresh_rate, SDL_bool include_high_density_modes); /** * Get information about the desktop's display mode. * * There's a difference between this function and SDL_GetCurrentDisplayMode() * when SDL runs fullscreen and has changed the resolution. In that case this * function will return the previous native display mode, and not the current * display mode. * * \param displayID the instance ID of the display to query. * \returns a pointer to the desktop display mode or NULL on error; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetCurrentDisplayMode * \sa SDL_GetDisplays */ extern SDL_DECLSPEC const SDL_DisplayMode *SDLCALL SDL_GetDesktopDisplayMode(SDL_DisplayID displayID); /** * Get information about the current display mode. * * There's a difference between this function and SDL_GetDesktopDisplayMode() * when SDL runs fullscreen and has changed the resolution. In that case this * function will return the current display mode, and not the previous native * display mode. * * \param displayID the instance ID of the display to query. * \returns a pointer to the desktop display mode or NULL on error; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetDesktopDisplayMode * \sa SDL_GetDisplays */ extern SDL_DECLSPEC const SDL_DisplayMode *SDLCALL SDL_GetCurrentDisplayMode(SDL_DisplayID displayID); /** * Get the display containing a point. * * \param point the point to query. * \returns the instance ID of the display containing the point or 0 on * failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetDisplayBounds * \sa SDL_GetDisplays */ extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForPoint(const SDL_Point *point); /** * Get the display primarily containing a rect. * * \param rect the rect to query. * \returns the instance ID of the display entirely containing the rect or * closest to the center of the rect on success or 0 on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetDisplayBounds * \sa SDL_GetDisplays */ extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForRect(const SDL_Rect *rect); /** * Get the display associated with a window. * * \param window the window to query. * \returns the instance ID of the display containing the center of the window * on success or 0 on failure; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetDisplayBounds * \sa SDL_GetDisplays */ extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForWindow(SDL_Window *window); /** * Get the pixel density of a window. * * This is a ratio of pixel size to window size. For example, if the window is * 1920x1080 and it has a high density back buffer of 3840x2160 pixels, it * would have a pixel density of 2.0. * * \param window the window to query. * \returns the pixel density or 0.0f on failure; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowDisplayScale */ extern SDL_DECLSPEC float SDLCALL SDL_GetWindowPixelDensity(SDL_Window *window); /** * Get the content display scale relative to a window's pixel size. * * This is a combination of the window pixel density and the display content * scale, and is the expected scale for displaying content in this window. For * example, if a 3840x2160 window had a display scale of 2.0, the user expects * the content to take twice as many pixels and be the same physical size as * if it were being displayed in a 1920x1080 window with a display scale of * 1.0. * * Conceptually this value corresponds to the scale display setting, and is * updated when that setting is changed, or the window moves to a display with * a different scale setting. * * \param window the window to query. * \returns the display scale, or 0.0f on failure; call SDL_GetError() for * more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC float SDLCALL SDL_GetWindowDisplayScale(SDL_Window *window); /** * Set the display mode to use when a window is visible and fullscreen. * * This only affects the display mode used when the window is fullscreen. To * change the window size when the window is not fullscreen, use * SDL_SetWindowSize(). * * If the window is currently in the fullscreen state, this request is * asynchronous on some windowing systems and the new mode dimensions may not * be applied immediately upon the return of this function. If an immediate * change is required, call SDL_SyncWindow() to block until the changes have * taken effect. * * When the new mode takes effect, an SDL_EVENT_WINDOW_RESIZED and/or an * SDL_EVENT_WINDOOW_PIXEL_SIZE_CHANGED event will be emitted with the new * mode dimensions. * * \param window the window to affect. * \param mode a pointer to the display mode to use, which can be NULL for * borderless fullscreen desktop mode, or one of the fullscreen * modes returned by SDL_GetFullscreenDisplayModes() to set an * exclusive fullscreen mode. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowFullscreenMode * \sa SDL_SetWindowFullscreen * \sa SDL_SyncWindow */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowFullscreenMode(SDL_Window *window, const SDL_DisplayMode *mode); /** * Query the display mode to use when a window is visible at fullscreen. * * \param window the window to query. * \returns a pointer to the exclusive fullscreen mode to use or NULL for * borderless fullscreen desktop mode. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetWindowFullscreenMode * \sa SDL_SetWindowFullscreen */ extern SDL_DECLSPEC const SDL_DisplayMode *SDLCALL SDL_GetWindowFullscreenMode(SDL_Window *window); /** * Get the raw ICC profile data for the screen the window is currently on. * * Data returned should be freed with SDL_free. * * \param window the window to query. * \param size the size of the ICC profile. * \returns the raw ICC profile data on success or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void *SDLCALL SDL_GetWindowICCProfile(SDL_Window *window, size_t *size); /** * Get the pixel format associated with the window. * * \param window the window to query. * \returns the pixel format of the window on success or * SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window *window); /** * Create a window with the specified dimensions and flags. * * `flags` may be any of the following OR'd together: * * - `SDL_WINDOW_FULLSCREEN`: fullscreen window at desktop resolution * - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context * - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance * - `SDL_WINDOW_METAL`: window usable with a Metal instance * - `SDL_WINDOW_HIDDEN`: window is not visible * - `SDL_WINDOW_BORDERLESS`: no window decoration * - `SDL_WINDOW_RESIZABLE`: window can be resized * - `SDL_WINDOW_MINIMIZED`: window is minimized * - `SDL_WINDOW_MAXIMIZED`: window is maximized * - `SDL_WINDOW_MOUSE_GRABBED`: window has grabbed mouse focus * * The SDL_Window is implicitly shown if SDL_WINDOW_HIDDEN is not set. * * On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist * property to YES, otherwise you will not receive a High-DPI OpenGL canvas. * * The window pixel size may differ from its window coordinate size if the * window is on a high pixel density display. Use SDL_GetWindowSize() to query * the client area's size in window coordinates, and * SDL_GetWindowSizeInPixels() or SDL_GetRenderOutputSize() to query the * drawable size in pixels. Note that the drawable size can vary after the * window is created and should be queried again if you get an * SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event. * * If the window is created with any of the SDL_WINDOW_OPENGL or * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the * corresponding UnloadLibrary function is called by SDL_DestroyWindow(). * * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver, * SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail. * * If SDL_WINDOW_METAL is specified on an OS that does not support Metal, * SDL_CreateWindow() will fail. * * If you intend to use this window with an SDL_Renderer, you should use * SDL_CreateWindowAndRenderer() instead of this function, to avoid window * flicker. * * On non-Apple devices, SDL requires you to either not link to the Vulkan * loader or link to a dynamic library version. This limitation may be removed * in a future version of SDL. * * \param title the title of the window, in UTF-8 encoding. * \param w the width of the window. * \param h the height of the window. * \param flags 0, or one or more SDL_WindowFlags OR'd together. * \returns the window that was created or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreatePopupWindow * \sa SDL_CreateWindowWithProperties * \sa SDL_DestroyWindow */ extern SDL_DECLSPEC SDL_Window *SDLCALL SDL_CreateWindow(const char *title, int w, int h, SDL_WindowFlags flags); /** * Create a child popup window of the specified parent window. * * 'flags' **must** contain exactly one of the following: - * 'SDL_WINDOW_TOOLTIP': The popup window is a tooltip and will not pass any * input events. - 'SDL_WINDOW_POPUP_MENU': The popup window is a popup menu. * The topmost popup menu will implicitly gain the keyboard focus. * * The following flags are not relevant to popup window creation and will be * ignored: * * - 'SDL_WINDOW_MINIMIZED' * - 'SDL_WINDOW_MAXIMIZED' * - 'SDL_WINDOW_FULLSCREEN' * - 'SDL_WINDOW_BORDERLESS' * * The parent parameter **must** be non-null and a valid window. The parent of * a popup window can be either a regular, toplevel window, or another popup * window. * * Popup windows cannot be minimized, maximized, made fullscreen, raised, * flash, be made a modal window, be the parent of a modal window, or grab the * mouse and/or keyboard. Attempts to do so will fail. * * Popup windows implicitly do not have a border/decorations and do not appear * on the taskbar/dock or in lists of windows such as alt-tab menus. * * If a parent window is hidden, any child popup windows will be recursively * hidden as well. Child popup windows not explicitly hidden will be restored * when the parent is shown. * * If the parent window is destroyed, any child popup windows will be * recursively destroyed as well. * * \param parent the parent of the window, must not be NULL. * \param offset_x the x position of the popup window relative to the origin * of the parent. * \param offset_y the y position of the popup window relative to the origin * of the parent window. * \param w the width of the window. * \param h the height of the window. * \param flags SDL_WINDOW_TOOLTIP or SDL_WINDOW_POPUP_MENU, and zero or more * additional SDL_WindowFlags OR'd together. * \returns the window that was created or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateWindow * \sa SDL_CreateWindowWithProperties * \sa SDL_DestroyWindow * \sa SDL_GetWindowParent */ extern SDL_DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, int offset_x, int offset_y, int w, int h, SDL_WindowFlags flags); /** * Create a window with the specified properties. * * These are the supported properties: * * - `SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window should * be always on top * - `SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has no * window decoration * - `SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN`: true if the * window will be used with an externally managed graphics context. * - `SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN`: true if the window should * accept keyboard input (defaults true) * - `SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window should * start in fullscreen mode at desktop resolution * - `SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER`: the height of the window * - `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should start * hidden * - `SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the window * uses a high pixel density buffer if possible * - `SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN`: true if the window should * start maximized * - `SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup menu * - `SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be used * with Metal rendering * - `SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN`: true if the window should * start minimized * - `SDL_PROP_WINDOW_CREATE_MODAL_BOOLEAN`: true if the window is modal to * its parent * - `SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window starts * with grabbed mouse focus * - `SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be used * with OpenGL rendering * - `SDL_PROP_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window that will be the * parent of this window, required for windows with the "toolip", "menu", * and "modal" properties * - `SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the window should be * resizable * - `SDL_PROP_WINDOW_CREATE_TITLE_STRING`: the title of the window, in UTF-8 * encoding * - `SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN`: true if the window show * transparent in the areas with alpha of 0 * - `SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a tooltip * - `SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a utility * window, not showing in the task bar and window list * - `SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be used * with Vulkan rendering * - `SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER`: the width of the window * - `SDL_PROP_WINDOW_CREATE_X_NUMBER`: the x position of the window, or * `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is * relative to the parent for windows with the "parent" property set. * - `SDL_PROP_WINDOW_CREATE_Y_NUMBER`: the y position of the window, or * `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is * relative to the parent for windows with the "parent" property set. * * These are additional supported properties on macOS: * * - `SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER`: the * `(__unsafe_unretained)` NSWindow associated with the window, if you want * to wrap an existing window. * - `SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER`: the `(__unsafe_unretained)` * NSView associated with the window, defaults to `[window contentView]` * * These are additional supported properties on Wayland: * * - `SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` - true if * the application wants to use the Wayland surface for a custom role and * does not want it attached to an XDG toplevel window. See * [README/wayland](README/wayland) for more information on using custom * surfaces. * - `SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN` - true if the * application wants an associated `wl_egl_window` object to be created, * even if the window does not have the OpenGL property or flag set. * - `SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` - the wl_surface * associated with the window, if you want to wrap an existing window. See * [README/wayland](README/wayland) for more information. * * These are additional supported properties on Windows: * * - `SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with the * window, if you want to wrap an existing window. * - `SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional, * another window to share pixel format with, useful for OpenGL windows * * These are additional supported properties with X11: * * - `SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER`: the X11 Window associated * with the window, if you want to wrap an existing window. * * The window is implicitly shown if the "hidden" property is not set. * * Windows with the "tooltip" and "menu" properties are popup windows and have * the behaviors and guidelines outlined in SDL_CreatePopupWindow(). * * If this window is being created to be used with an SDL_Renderer, you should * not add a graphics API specific property * (`SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`, etc), as SDL will handle that * internally when it chooses a renderer. However, SDL might need to recreate * your window at that point, which may cause the window to appear briefly, * and then flicker as it is recreated. The correct approach to this is to * create the window with the `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN` property * set to true, then create the renderer, then show the window with * SDL_ShowWindow(). * * \param props the properties to use. * \returns the window that was created or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateProperties * \sa SDL_CreateWindow * \sa SDL_DestroyWindow */ extern SDL_DECLSPEC SDL_Window *SDLCALL SDL_CreateWindowWithProperties(SDL_PropertiesID props); #define SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN "always_on_top" #define SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN "borderless" #define SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN "focusable" #define SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN "external_graphics_context" #define SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN "fullscreen" #define SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER "height" #define SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN "hidden" #define SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN "high_pixel_density" #define SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN "maximized" #define SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN "menu" #define SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN "metal" #define SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN "minimized" #define SDL_PROP_WINDOW_CREATE_MODAL_BOOLEAN "modal" #define SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN "mouse_grabbed" #define SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN "opengl" #define SDL_PROP_WINDOW_CREATE_PARENT_POINTER "parent" #define SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN "resizable" #define SDL_PROP_WINDOW_CREATE_TITLE_STRING "title" #define SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN "transparent" #define SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN "tooltip" #define SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN "utility" #define SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN "vulkan" #define SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER "width" #define SDL_PROP_WINDOW_CREATE_X_NUMBER "x" #define SDL_PROP_WINDOW_CREATE_Y_NUMBER "y" #define SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER "cocoa.window" #define SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER "cocoa.view" #define SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN "wayland.surface_role_custom" #define SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN "wayland.create_egl_window" #define SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER "wayland.wl_surface" #define SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER "win32.hwnd" #define SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER "win32.pixel_format_hwnd" #define SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER "x11.window" /** * Get the numeric ID of a window. * * The numeric ID is what SDL_WindowEvent references, and is necessary to map * these events to specific SDL_Window objects. * * \param window the window to query. * \returns the ID of the window on success or 0 on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowFromID */ extern SDL_DECLSPEC SDL_WindowID SDLCALL SDL_GetWindowID(SDL_Window *window); /** * Get a window from a stored ID. * * The numeric ID is what SDL_WindowEvent references, and is necessary to map * these events to specific SDL_Window objects. * * \param id the ID of the window. * \returns the window associated with `id` or NULL if it doesn't exist; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowID */ extern SDL_DECLSPEC SDL_Window *SDLCALL SDL_GetWindowFromID(SDL_WindowID id); /** * Get parent of a window. * * \param window the window to query. * \returns the parent of the window on success or NULL if the window has no * parent. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreatePopupWindow */ extern SDL_DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window); /** * Get the properties associated with a window. * * The following read-only properties are provided by SDL: * * - `SDL_PROP_WINDOW_SHAPE_POINTER`: the surface associated with a shaped * window * - `SDL_PROP_WINDOW_HDR_ENABLED_BOOLEAN`: true if the window has HDR * headroom above the SDR white point. This property can change dynamically * when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. * - `SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT`: the value of SDR white in the * SDL_COLORSPACE_SRGB_LINEAR colorspace. On Windows this corresponds to the * SDR white level in scRGB colorspace, and on Apple platforms this is * always 1.0 for EDR content. This property can change dynamically when * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. * - `SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT`: the additional high dynamic range * that can be displayed, in terms of the SDR white point. When HDR is not * enabled, this will be 1.0. This property can change dynamically when * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. * * On Android: * * - `SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow associated * with the window * - `SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated with * the window * * On iOS: * * - `SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER`: the `(__unsafe_unretained)` * UIWindow associated with the window * - `SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER`: the NSInteger tag * assocated with metal views on the window * - `SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER`: the OpenGL view's * framebuffer object. It must be bound when rendering to the screen using * OpenGL. * - `SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER`: the OpenGL view's * renderbuffer object. It must be bound when SDL_GL_SwapWindow is called. * - `SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER`: the OpenGL * view's resolve framebuffer, when MSAA is used. * * On KMS/DRM: * * - `SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index associated * with the window (e.g. the X in /dev/dri/cardX) * - `SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with the * window * - `SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device associated * with the window * * On macOS: * * - `SDL_PROP_WINDOW_COCOA_WINDOW_POINTER`: the `(__unsafe_unretained)` * NSWindow associated with the window * - `SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER`: the NSInteger tag * assocated with metal views on the window * * On Vivante: * * - `SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER`: the EGLNativeDisplayType * associated with the window * - `SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER`: the EGLNativeWindowType * associated with the window * - `SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated with * the window * * On UWP: * * - `SDL_PROP_WINDOW_WINRT_WINDOW_POINTER`: the IInspectable CoreWindow * associated with the window * * On Windows: * * - `SDL_PROP_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the window * - `SDL_PROP_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the window * - `SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated with * the window * * On Wayland: * * Note: The `xdg_*` window objects do not internally persist across window * show/hide calls. They will be null if the window is hidden and must be * queried each time it is shown. * * - `SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated with * the window * - `SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated with * the window * - `SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER`: the wl_egl_window * associated with the window * - `SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface associated * with the window * - `SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER`: the xdg_toplevel role * associated with the window * - 'SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_EXPORT_HANDLE_STRING': the export * handle associated with the window * - `SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER`: the xdg_popup role * associated with the window * - `SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER`: the xdg_positioner * associated with the window, in popup mode * * On X11: * * - `SDL_PROP_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated with * the window * - `SDL_PROP_WINDOW_X11_SCREEN_NUMBER`: the screen number associated with * the window * - `SDL_PROP_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with the * window * * \param window the window to query. * \returns a valid property ID on success or 0 on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetProperty * \sa SDL_GetNumberProperty */ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetWindowProperties(SDL_Window *window); #define SDL_PROP_WINDOW_SHAPE_POINTER "SDL.window.shape" #define SDL_PROP_WINDOW_HDR_ENABLED_BOOLEAN "SDL.window.HDR_enabled" #define SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT "SDL.window.SDR_white_level" #define SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT "SDL.window.HDR_headroom" #define SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER "SDL.window.android.window" #define SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER "SDL.window.android.surface" #define SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER "SDL.window.uikit.window" #define SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER "SDL.window.uikit.metal_view_tag" #define SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.framebuffer" #define SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER "SDL.window.uikit.opengl.renderbuffer" #define SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.resolve_framebuffer" #define SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER "SDL.window.kmsdrm.dev_index" #define SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER "SDL.window.kmsdrm.drm_fd" #define SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER "SDL.window.kmsdrm.gbm_dev" #define SDL_PROP_WINDOW_COCOA_WINDOW_POINTER "SDL.window.cocoa.window" #define SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER "SDL.window.cocoa.metal_view_tag" #define SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER "SDL.window.vivante.display" #define SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER "SDL.window.vivante.window" #define SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER "SDL.window.vivante.surface" #define SDL_PROP_WINDOW_WINRT_WINDOW_POINTER "SDL.window.winrt.window" #define SDL_PROP_WINDOW_WIN32_HWND_POINTER "SDL.window.win32.hwnd" #define SDL_PROP_WINDOW_WIN32_HDC_POINTER "SDL.window.win32.hdc" #define SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER "SDL.window.win32.instance" #define SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER "SDL.window.wayland.display" #define SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER "SDL.window.wayland.surface" #define SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER "SDL.window.wayland.egl_window" #define SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER "SDL.window.wayland.xdg_surface" #define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER "SDL.window.wayland.xdg_toplevel" #define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_EXPORT_HANDLE_STRING "SDL.window.wayland.xdg_toplevel_export_handle" #define SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER "SDL.window.wayland.xdg_popup" #define SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER "SDL.window.wayland.xdg_positioner" #define SDL_PROP_WINDOW_X11_DISPLAY_POINTER "SDL.window.x11.display" #define SDL_PROP_WINDOW_X11_SCREEN_NUMBER "SDL.window.x11.screen" #define SDL_PROP_WINDOW_X11_WINDOW_NUMBER "SDL.window.x11.window" /** * Get the window flags. * * \param window the window to query. * \returns a mask of the SDL_WindowFlags associated with `window`. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateWindow * \sa SDL_HideWindow * \sa SDL_MaximizeWindow * \sa SDL_MinimizeWindow * \sa SDL_SetWindowFullscreen * \sa SDL_SetWindowMouseGrab * \sa SDL_ShowWindow */ extern SDL_DECLSPEC SDL_WindowFlags SDLCALL SDL_GetWindowFlags(SDL_Window *window); /** * Set the title of a window. * * This string is expected to be in UTF-8 encoding. * * \param window the window to change. * \param title the desired window title in UTF-8 format. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowTitle */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowTitle(SDL_Window *window, const char *title); /** * Get the title of a window. * * The returned string follows the SDL_GetStringRule. * * \param window the window to query. * \returns the title of the window in UTF-8 format or "" if there is no * title. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetWindowTitle */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_Window *window); /** * Set the icon for a window. * * \param window the window to change. * \param icon an SDL_Surface structure containing the icon for the window. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowIcon(SDL_Window *window, SDL_Surface *icon); /** * Request that the window's position be set. * * If, at the time of this request, the window is in a fixed-size state such * as maximized, this request may be deferred until the window returns to a * resizable state. * * This can be used to reposition fullscreen-desktop windows onto a different * display, however, exclusive fullscreen windows are locked to a specific * display and can only be repositioned programmatically via * SDL_SetWindowFullscreenMode(). * * On some windowing systems this request is asynchronous and the new * coordinates may not have have been applied immediately upon the return of * this function. If an immediate change is required, call SDL_SyncWindow() to * block until the changes have taken effect. * * When the window position changes, an SDL_EVENT_WINDOW_MOVED event will be * emitted with the window's new coordinates. Note that the new coordinates * may not match the exact coordinates requested, as some windowing systems * can restrict the position of the window in certain scenarios (e.g. * constraining the position so the window is always within desktop bounds). * Additionally, as this is just a request, it can be denied by the windowing * system. * * \param window the window to reposition. * \param x the x coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or * `SDL_WINDOWPOS_UNDEFINED`. * \param y the y coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or * `SDL_WINDOWPOS_UNDEFINED`. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowPosition * \sa SDL_SyncWindow */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowPosition(SDL_Window *window, int x, int y); /** * Get the position of a window. * * This is the current position of the window as last reported by the * windowing system. * * If you do not need the value for one of the positions a NULL may be passed * in the `x` or `y` parameter. * * \param window the window to query. * \param x a pointer filled in with the x position of the window, may be * NULL. * \param y a pointer filled in with the y position of the window, may be * NULL. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetWindowPosition */ extern SDL_DECLSPEC int SDLCALL SDL_GetWindowPosition(SDL_Window *window, int *x, int *y); /** * Request that the size of a window's client area be set. * * If, at the time of this request, the window in a fixed-size state, such as * maximized or fullscreen, the request will be deferred until the window * exits this state and becomes resizable again. * * To change the fullscreen mode of a window, use * SDL_SetWindowFullscreenMode() * * On some windowing systems, this request is asynchronous and the new window * size may not have have been applied immediately upon the return of this * function. If an immediate change is required, call SDL_SyncWindow() to * block until the changes have taken effect. * * When the window size changes, an SDL_EVENT_WINDOW_RESIZED event will be * emitted with the new window dimensions. Note that the new dimensions may * not match the exact size requested, as some windowing systems can restrict * the window size in certain scenarios (e.g. constraining the size of the * content area to remain within the usable desktop bounds). Additionally, as * this is just a request, it can be denied by the windowing system. * * \param window the window to change. * \param w the width of the window, must be > 0. * \param h the height of the window, must be > 0. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowSize * \sa SDL_SetWindowFullscreenMode * \sa SDL_SyncWindow */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowSize(SDL_Window *window, int w, int h); /** * Get the size of a window's client area. * * The window pixel size may differ from its window coordinate size if the * window is on a high pixel density display. Use SDL_GetWindowSizeInPixels() * or SDL_GetRenderOutputSize() to get the real client area size in pixels. * * \param window the window to query the width and height from. * \param w a pointer filled in with the width of the window, may be NULL. * \param h a pointer filled in with the height of the window, may be NULL. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRenderOutputSize * \sa SDL_GetWindowSizeInPixels * \sa SDL_SetWindowSize */ extern SDL_DECLSPEC int SDLCALL SDL_GetWindowSize(SDL_Window *window, int *w, int *h); /** * Request that the aspect ratio of a window's client area be set. * * The aspect ratio is the ratio of width divided by height, e.g. 2560x1600 * would be 1.6. Larger aspect ratios are wider and smaller aspect ratios are * narrower. * * If, at the time of this request, the window in a fixed-size state, such as * maximized or fullscreen, the request will be deferred until the window * exits this state and becomes resizable again. * * On some windowing systems, this request is asynchronous and the new window * aspect ratio may not have have been applied immediately upon the return of * this function. If an immediate change is required, call SDL_SyncWindow() to * block until the changes have taken effect. * * When the window size changes, an SDL_EVENT_WINDOW_RESIZED event will be * emitted with the new window dimensions. Note that the new dimensions may * not match the exact aspect ratio requested, as some windowing systems can * restrict the window size in certain scenarios (e.g. constraining the size * of the content area to remain within the usable desktop bounds). * Additionally, as this is just a request, it can be denied by the windowing * system. * * \param window the window to change. * \param min_aspect the minimum aspect ratio of the window, or 0.0f for no * limit. * \param max_aspect the maximum aspect ratio of the window, or 0.0f for no * limit. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowAspectRatio * \sa SDL_SyncWindow */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowAspectRatio(SDL_Window *window, float min_aspect, float max_aspect); /** * Get the size of a window's client area. * * \param window the window to query the width and height from. * \param min_aspect a pointer filled in with the minimum aspect ratio of the * window, may be NULL. * \param max_aspect a pointer filled in with the maximum aspect ratio of the * window, may be NULL. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetWindowAspectRatio */ extern SDL_DECLSPEC int SDLCALL SDL_GetWindowAspectRatio(SDL_Window *window, float *min_aspect, float *max_aspect); /** * Get the size of a window's borders (decorations) around the client area. * * Note: If this function fails (returns -1), the size values will be * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as if the * window in question was borderless. * * Note: This function may fail on systems where the window has not yet been * decorated by the display server (for example, immediately after calling * SDL_CreateWindow). It is recommended that you wait at least until the * window has been presented and composited, so that the window system has a * chance to decorate the window and provide the border dimensions to SDL. * * This function also returns -1 if getting the information is not supported. * * \param window the window to query the size values of the border * (decorations) from. * \param top pointer to variable for storing the size of the top border; NULL * is permitted. * \param left pointer to variable for storing the size of the left border; * NULL is permitted. * \param bottom pointer to variable for storing the size of the bottom * border; NULL is permitted. * \param right pointer to variable for storing the size of the right border; * NULL is permitted. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowSize */ extern SDL_DECLSPEC int SDLCALL SDL_GetWindowBordersSize(SDL_Window *window, int *top, int *left, int *bottom, int *right); /** * Get the size of a window's client area, in pixels. * * \param window the window from which the drawable size should be queried. * \param w a pointer to variable for storing the width in pixels, may be * NULL. * \param h a pointer to variable for storing the height in pixels, may be * NULL. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateWindow * \sa SDL_GetWindowSize */ extern SDL_DECLSPEC int SDLCALL SDL_GetWindowSizeInPixels(SDL_Window *window, int *w, int *h); /** * Set the minimum size of a window's client area. * * \param window the window to change. * \param min_w the minimum width of the window, or 0 for no limit. * \param min_h the minimum height of the window, or 0 for no limit. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowMinimumSize * \sa SDL_SetWindowMaximumSize */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowMinimumSize(SDL_Window *window, int min_w, int min_h); /** * Get the minimum size of a window's client area. * * \param window the window to query. * \param w a pointer filled in with the minimum width of the window, may be * NULL. * \param h a pointer filled in with the minimum height of the window, may be * NULL. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowMaximumSize * \sa SDL_SetWindowMinimumSize */ extern SDL_DECLSPEC int SDLCALL SDL_GetWindowMinimumSize(SDL_Window *window, int *w, int *h); /** * Set the maximum size of a window's client area. * * \param window the window to change. * \param max_w the maximum width of the window, or 0 for no limit. * \param max_h the maximum height of the window, or 0 for no limit. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowMaximumSize * \sa SDL_SetWindowMinimumSize */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowMaximumSize(SDL_Window *window, int max_w, int max_h); /** * Get the maximum size of a window's client area. * * \param window the window to query. * \param w a pointer filled in with the maximum width of the window, may be * NULL. * \param h a pointer filled in with the maximum height of the window, may be * NULL. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowMinimumSize * \sa SDL_SetWindowMaximumSize */ extern SDL_DECLSPEC int SDLCALL SDL_GetWindowMaximumSize(SDL_Window *window, int *w, int *h); /** * Set the border state of a window. * * This will add or remove the window's `SDL_WINDOW_BORDERLESS` flag and add * or remove the border from the actual window. This is a no-op if the * window's border already matches the requested state. * * You can't change the border state of a fullscreen window. * * \param window the window of which to change the border state. * \param bordered SDL_FALSE to remove border, SDL_TRUE to add border. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowFlags */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowBordered(SDL_Window *window, SDL_bool bordered); /** * Set the user-resizable state of a window. * * This will add or remove the window's `SDL_WINDOW_RESIZABLE` flag and * allow/disallow user resizing of the window. This is a no-op if the window's * resizable state already matches the requested state. * * You can't change the resizable state of a fullscreen window. * * \param window the window of which to change the resizable state. * \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowFlags */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowResizable(SDL_Window *window, SDL_bool resizable); /** * Set the window to always be above the others. * * This will add or remove the window's `SDL_WINDOW_ALWAYS_ON_TOP` flag. This * will bring the window to the front and keep the window above the rest. * * \param window the window of which to change the always on top state. * \param on_top SDL_TRUE to set the window always on top, SDL_FALSE to * disable. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowFlags */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowAlwaysOnTop(SDL_Window *window, SDL_bool on_top); /** * Show a window. * * \param window the window to show. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HideWindow * \sa SDL_RaiseWindow */ extern SDL_DECLSPEC int SDLCALL SDL_ShowWindow(SDL_Window *window); /** * Hide a window. * * \param window the window to hide. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ShowWindow */ extern SDL_DECLSPEC int SDLCALL SDL_HideWindow(SDL_Window *window); /** * Raise a window above other windows and set the input focus. * * \param window the window to raise. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_RaiseWindow(SDL_Window *window); /** * Request that the window be made as large as possible. * * Non-resizable windows can't be maximized. The window must have the * SDL_WINDOW_RESIZABLE flag set, or this will have no effect. * * On some windowing systems this request is asynchronous and the new window * state may not have have been applied immediately upon the return of this * function. If an immediate change is required, call SDL_SyncWindow() to * block until the changes have taken effect. * * When the window state changes, an SDL_EVENT_WINDOW_MAXIMIZED event will be * emitted. Note that, as this is just a request, the windowing system can * deny the state change. * * When maximizing a window, whether the constraints set via * SDL_SetWindowMaximumSize() are honored depends on the policy of the window * manager. Win32 and macOS enforce the constraints when maximizing, while X11 * and Wayland window managers may vary. * * \param window the window to maximize. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_MinimizeWindow * \sa SDL_RestoreWindow * \sa SDL_SyncWindow */ extern SDL_DECLSPEC int SDLCALL SDL_MaximizeWindow(SDL_Window *window); /** * Request that the window be minimized to an iconic representation. * * On some windowing systems this request is asynchronous and the new window * state may not have have been applied immediately upon the return of this * function. If an immediate change is required, call SDL_SyncWindow() to * block until the changes have taken effect. * * When the window state changes, an SDL_EVENT_WINDOW_MINIMIZED event will be * emitted. Note that, as this is just a request, the windowing system can * deny the state change. * * \param window the window to minimize. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_MaximizeWindow * \sa SDL_RestoreWindow * \sa SDL_SyncWindow */ extern SDL_DECLSPEC int SDLCALL SDL_MinimizeWindow(SDL_Window *window); /** * Request that the size and position of a minimized or maximized window be * restored. * * On some windowing systems this request is asynchronous and the new window * state may not have have been applied immediately upon the return of this * function. If an immediate change is required, call SDL_SyncWindow() to * block until the changes have taken effect. * * When the window state changes, an SDL_EVENT_WINDOW_RESTORED event will be * emitted. Note that, as this is just a request, the windowing system can * deny the state change. * * \param window the window to restore. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_MaximizeWindow * \sa SDL_MinimizeWindow * \sa SDL_SyncWindow */ extern SDL_DECLSPEC int SDLCALL SDL_RestoreWindow(SDL_Window *window); /** * Request that the window's fullscreen state be changed. * * By default a window in fullscreen state uses borderless fullscreen desktop * mode, but a specific exclusive display mode can be set using * SDL_SetWindowFullscreenMode(). * * On some windowing systems this request is asynchronous and the new * fullscreen state may not have have been applied immediately upon the return * of this function. If an immediate change is required, call SDL_SyncWindow() * to block until the changes have taken effect. * * When the window state changes, an SDL_EVENT_WINDOW_ENTER_FULLSCREEN or * SDL_EVENT_WINDOW_LEAVE_FULLSCREEN event will be emitted. Note that, as this * is just a request, it can be denied by the windowing system. * * \param window the window to change. * \param fullscreen SDL_TRUE for fullscreen mode, SDL_FALSE for windowed * mode. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowFullscreenMode * \sa SDL_SetWindowFullscreenMode * \sa SDL_SyncWindow */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowFullscreen(SDL_Window *window, SDL_bool fullscreen); /** * Block until any pending window state is finalized. * * On asynchronous windowing systems, this acts as a synchronization barrier * for pending window state. It will attempt to wait until any pending window * state has been applied and is guaranteed to return within finite time. Note * that for how long it can potentially block depends on the underlying window * system, as window state changes may involve somewhat lengthy animations * that must complete before the window is in its final requested state. * * On windowing systems where changes are immediate, this does nothing. * * \param window the window for which to wait for the pending state to be * applied. * \returns 0 on success, a positive value if the operation timed out before * the window was in the requested state, or a negative error code on * failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetWindowSize * \sa SDL_SetWindowPosition * \sa SDL_SetWindowFullscreen * \sa SDL_MinimizeWindow * \sa SDL_MaximizeWindow * \sa SDL_RestoreWindow * \sa SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS */ extern SDL_DECLSPEC int SDLCALL SDL_SyncWindow(SDL_Window *window); /** * Return whether the window has a surface associated with it. * * \param window the window to query. * \returns SDL_TRUE if there is a surface associated with the window, or * SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowSurface */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WindowHasSurface(SDL_Window *window); /** * Get the SDL surface associated with the window. * * A new surface will be created with the optimal format for the window, if * necessary. This surface will be freed when the window is destroyed. Do not * free this surface. * * This surface will be invalidated if the window is resized. After resizing a * window this function must be called again to return a valid surface. * * You may not combine this with 3D or the rendering API on this window. * * This function is affected by `SDL_HINT_FRAMEBUFFER_ACCELERATION`. * * \param window the window to query. * \returns the surface associated with the window, or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DestroyWindowSurface * \sa SDL_WindowHasSurface * \sa SDL_UpdateWindowSurface * \sa SDL_UpdateWindowSurfaceRects */ extern SDL_DECLSPEC SDL_Surface *SDLCALL SDL_GetWindowSurface(SDL_Window *window); /** * Toggle VSync for the window surface. * * When a window surface is created, vsync defaults to * SDL_WINDOW_SURFACE_VSYNC_DISABLED. * * The `vsync` parameter can be 1 to synchronize present with every vertical * refresh, 2 to synchronize present with every second vertical refresh, etc., * SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync), * or SDL_WINDOW_SURFACE_VSYNC_DISABLED to disable. Not every value is * supported by every driver, so you should check the return value to see * whether the requested setting is supported. * * \param window the window. * \param vsync the vertical refresh sync interval. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowSurfaceVSync */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowSurfaceVSync(SDL_Window *window, int vsync); #define SDL_WINDOW_SURFACE_VSYNC_DISABLED 0 #define SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE (-1) /** * Get VSync for the window surface. * * \param window the window to query. * \param vsync an int filled with the current vertical refresh sync interval. * See SDL_SetWindowSurfaceVSync() for the meaning of the value. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetWindowSurfaceVSync */ extern SDL_DECLSPEC int SDLCALL SDL_GetWindowSurfaceVSync(SDL_Window *window, int *vsync); /** * Copy the window surface to the screen. * * This is the function you use to reflect any changes to the surface on the * screen. * * This function is equivalent to the SDL 1.2 API SDL_Flip(). * * \param window the window to update. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowSurface * \sa SDL_UpdateWindowSurfaceRects */ extern SDL_DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window *window); /** * Copy areas of the window surface to the screen. * * This is the function you use to reflect changes to portions of the surface * on the screen. * * This function is equivalent to the SDL 1.2 API SDL_UpdateRects(). * * Note that this function will update _at least_ the rectangles specified, * but this is only intended as an optimization; in practice, this might * update more of the screen (or all of the screen!), depending on what method * SDL uses to send pixels to the system. * * \param window the window to update. * \param rects an array of SDL_Rect structures representing areas of the * surface to copy, in pixels. * \param numrects the number of rectangles. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowSurface * \sa SDL_UpdateWindowSurface */ extern SDL_DECLSPEC int SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window *window, const SDL_Rect *rects, int numrects); /** * Destroy the surface associated with the window. * * \param window the window to update. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowSurface * \sa SDL_WindowHasSurface */ extern SDL_DECLSPEC int SDLCALL SDL_DestroyWindowSurface(SDL_Window *window); /** * Set a window's keyboard grab mode. * * Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or * the Meta/Super key. Note that not all system keyboard shortcuts can be * captured by applications (one example is Ctrl+Alt+Del on Windows). * * This is primarily intended for specialized applications such as VNC clients * or VM frontends. Normal games should not use keyboard grab. * * When keyboard grab is enabled, SDL will continue to handle Alt+Tab when the * window is full-screen to ensure the user is not trapped in your * application. If you have a custom keyboard shortcut to exit fullscreen * mode, you may suppress this behavior with * `SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED`. * * If the caller enables a grab while another window is currently grabbed, the * other window loses its grab in favor of the caller's window. * * \param window the window for which the keyboard grab mode should be set. * \param grabbed this is SDL_TRUE to grab keyboard, and SDL_FALSE to release. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowKeyboardGrab * \sa SDL_SetWindowMouseGrab */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowKeyboardGrab(SDL_Window *window, SDL_bool grabbed); /** * Set a window's mouse grab mode. * * Mouse grab confines the mouse cursor to the window. * * \param window the window for which the mouse grab mode should be set. * \param grabbed this is SDL_TRUE to grab mouse, and SDL_FALSE to release. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowMouseGrab * \sa SDL_SetWindowKeyboardGrab */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowMouseGrab(SDL_Window *window, SDL_bool grabbed); /** * Get a window's keyboard grab mode. * * \param window the window to query. * \returns SDL_TRUE if keyboard is grabbed, and SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetWindowKeyboardGrab */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetWindowKeyboardGrab(SDL_Window *window); /** * Get a window's mouse grab mode. * * \param window the window to query. * \returns SDL_TRUE if mouse is grabbed, and SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetWindowKeyboardGrab */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetWindowMouseGrab(SDL_Window *window); /** * Get the window that currently has an input grab enabled. * * \returns the window if input is grabbed or NULL otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetWindowMouseGrab * \sa SDL_SetWindowKeyboardGrab */ extern SDL_DECLSPEC SDL_Window *SDLCALL SDL_GetGrabbedWindow(void); /** * Confines the cursor to the specified area of a window. * * Note that this does NOT grab the cursor, it only defines the area a cursor * is restricted to when the window has mouse focus. * * \param window the window that will be associated with the barrier. * \param rect a rectangle area in window-relative coordinates. If NULL the * barrier for the specified window will be destroyed. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowMouseRect * \sa SDL_SetWindowMouseGrab */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowMouseRect(SDL_Window *window, const SDL_Rect *rect); /** * Get the mouse confinement rectangle of a window. * * \param window the window to query. * \returns a pointer to the mouse confinement rectangle of a window, or NULL * if there isn't one. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetWindowMouseRect */ extern SDL_DECLSPEC const SDL_Rect *SDLCALL SDL_GetWindowMouseRect(SDL_Window *window); /** * Set the opacity for a window. * * The parameter `opacity` will be clamped internally between 0.0f * (transparent) and 1.0f (opaque). * * This function also returns -1 if setting the opacity isn't supported. * * \param window the window which will be made transparent or opaque. * \param opacity the opacity value (0.0f - transparent, 1.0f - opaque). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetWindowOpacity */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window *window, float opacity); /** * Get the opacity of a window. * * If transparency isn't supported on this platform, opacity will be reported * as 1.0f without error. * * The parameter `opacity` is ignored if it is NULL. * * This function also returns -1 if an invalid window was provided. * * \param window the window to get the current opacity value from. * \param out_opacity the float filled in (0.0f - transparent, 1.0f - opaque). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetWindowOpacity */ extern SDL_DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window *window, float *out_opacity); /** * Set the window as a modal to a parent window. * * If the window is already modal to an existing window, it will be reparented * to the new owner. Setting the parent window to null unparents the modal * window and removes modal status. * * Setting a window as modal to a parent that is a descendent of the modal * window results in undefined behavior. * * \param modal_window the window that should be set modal. * \param parent_window the parent window for the modal window. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window *modal_window, SDL_Window *parent_window); /** * Explicitly set input focus to the window. * * You almost certainly want SDL_RaiseWindow() instead of this function. Use * this with caution, as you might give focus to a window that is completely * obscured by other windows. * * \param window the window that should get the input focus. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RaiseWindow */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window *window); /** * Set whether the window may have input focus. * * \param window the window to set focusable state. * \param focusable SDL_TRUE to allow input focus, SDL_FALSE to not allow * input focus. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowFocusable(SDL_Window *window, SDL_bool focusable); /** * Display the system-level window menu. * * This default window menu is provided by the system and on some platforms * provides functionality for setting or changing privileged state on the * window, such as moving it between workspaces or displays, or toggling the * always-on-top property. * * On platforms or desktops where this is unsupported, this function does * nothing. * * \param window the window for which the menu will be displayed. * \param x the x coordinate of the menu, relative to the origin (top-left) of * the client area. * \param y the y coordinate of the menu, relative to the origin (top-left) of * the client area. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_ShowWindowSystemMenu(SDL_Window *window, int x, int y); /** * Possible return values from the SDL_HitTest callback. * * \since This enum is available since SDL 3.0.0. * * \sa SDL_HitTest */ typedef enum SDL_HitTestResult { SDL_HITTEST_NORMAL, /**< Region is normal. No special properties. */ SDL_HITTEST_DRAGGABLE, /**< Region can drag entire window. */ SDL_HITTEST_RESIZE_TOPLEFT, /**< Region is the resizable top-left corner border. */ SDL_HITTEST_RESIZE_TOP, /**< Region is the resizable top border. */ SDL_HITTEST_RESIZE_TOPRIGHT, /**< Region is the resizable top-right corner border. */ SDL_HITTEST_RESIZE_RIGHT, /**< Region is the resizable right border. */ SDL_HITTEST_RESIZE_BOTTOMRIGHT, /**< Region is the resizable bottom-right corner border. */ SDL_HITTEST_RESIZE_BOTTOM, /**< Region is the resizable bottom border. */ SDL_HITTEST_RESIZE_BOTTOMLEFT, /**< Region is the resizable bottom-left corner border. */ SDL_HITTEST_RESIZE_LEFT /**< Region is the resizable left border. */ } SDL_HitTestResult; /** * Callback used for hit-testing. * * \param win the SDL_Window where hit-testing was set on. * \param area an SDL_Point which should be hit-tested. * \param data what was passed as `callback_data` to SDL_SetWindowHitTest(). * \returns an SDL_HitTestResult value. * * \sa SDL_SetWindowHitTest */ typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win, const SDL_Point *area, void *data); /** * Provide a callback that decides if a window region has special properties. * * Normally windows are dragged and resized by decorations provided by the * system window manager (a title bar, borders, etc), but for some apps, it * makes sense to drag them from somewhere else inside the window itself; for * example, one might have a borderless window that wants to be draggable from * any part, or simulate its own title bar, etc. * * This function lets the app provide a callback that designates pieces of a * given window as special. This callback is run during event processing if we * need to tell the OS to treat a region of the window specially; the use of * this callback is known as "hit testing." * * Mouse input may not be delivered to your application if it is within a * special area; the OS will often apply that input to moving the window or * resizing the window and not deliver it to the application. * * Specifying NULL for a callback disables hit-testing. Hit-testing is * disabled by default. * * Platforms that don't support this functionality will return -1 * unconditionally, even if you're attempting to disable hit-testing. * * Your callback may fire at any time, and its firing does not indicate any * specific behavior (for example, on Windows, this certainly might fire when * the OS is deciding whether to drag your window, but it fires for lots of * other reasons, too, some unrelated to anything you probably care about _and * when the mouse isn't actually at the location it is testing_). Since this * can fire at any time, you should try to keep your callback efficient, * devoid of allocations, etc. * * \param window the window to set hit-testing on. * \param callback the function to call when doing a hit-test. * \param callback_data an app-defined void pointer passed to **callback**. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowHitTest(SDL_Window *window, SDL_HitTest callback, void *callback_data); /** * Set the shape of a transparent window. * * This sets the alpha channel of a transparent window and any fully * transparent areas are also transparent to mouse clicks. If you are using * something besides the SDL render API, then you are responsible for setting * the alpha channel of the window yourself. * * The shape is copied inside this function, so you can free it afterwards. If * your shape surface changes, you should call SDL_SetWindowShape() again to * update the window. * * The window must have been created with the SDL_WINDOW_TRANSPARENT flag. * * \param window the window. * \param shape the surface representing the shape of the window, or NULL to * remove any current shape. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetWindowShape(SDL_Window *window, SDL_Surface *shape); /** * Request a window to demand attention from the user. * * \param window the window to be flashed. * \param operation the operation to perform. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_FlashWindow(SDL_Window *window, SDL_FlashOperation operation); /** * Destroy a window. * * Any popups or modal windows owned by the window will be recursively * destroyed as well. * * If `window` is NULL, this function will return immediately after setting * the SDL error message to "Invalid window". See SDL_GetError(). * * \param window the window to destroy. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreatePopupWindow * \sa SDL_CreateWindow * \sa SDL_CreateWindowWithProperties */ extern SDL_DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window *window); /** * Check whether the screensaver is currently enabled. * * The screensaver is disabled by default. * * The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`. * * \returns SDL_TRUE if the screensaver is enabled, SDL_FALSE if it is * disabled. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DisableScreenSaver * \sa SDL_EnableScreenSaver */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ScreenSaverEnabled(void); /** * Allow the screen to be blanked by a screen saver. * * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DisableScreenSaver * \sa SDL_ScreenSaverEnabled */ extern SDL_DECLSPEC int SDLCALL SDL_EnableScreenSaver(void); /** * Prevent the screen from being blanked by a screen saver. * * If you disable the screensaver, it is automatically re-enabled when SDL * quits. * * The screensaver is disabled by default, but this may by changed by * SDL_HINT_VIDEO_ALLOW_SCREENSAVER. * * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_EnableScreenSaver * \sa SDL_ScreenSaverEnabled */ extern SDL_DECLSPEC int SDLCALL SDL_DisableScreenSaver(void); /** * \name OpenGL support functions */ /* @{ */ /** * Dynamically load an OpenGL library. * * This should be done after initializing the video driver, but before * creating any OpenGL windows. If no OpenGL library is loaded, the default * library will be loaded upon creation of the first OpenGL window. * * If you do this, you need to retrieve all of the GL functions used in your * program from the dynamic library using SDL_GL_GetProcAddress(). * * \param path the platform dependent OpenGL library name, or NULL to open the * default OpenGL library. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GL_GetProcAddress * \sa SDL_GL_UnloadLibrary */ extern SDL_DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path); /** * Get an OpenGL function by name. * * If the GL library is loaded at runtime with SDL_GL_LoadLibrary(), then all * GL functions must be retrieved this way. Usually this is used to retrieve * function pointers to OpenGL extensions. * * There are some quirks to looking up OpenGL functions that require some * extra care from the application. If you code carefully, you can handle * these quirks without any platform-specific code, though: * * - On Windows, function pointers are specific to the current GL context; * this means you need to have created a GL context and made it current * before calling SDL_GL_GetProcAddress(). If you recreate your context or * create a second context, you should assume that any existing function * pointers aren't valid to use with it. This is (currently) a * Windows-specific limitation, and in practice lots of drivers don't suffer * this limitation, but it is still the way the wgl API is documented to * work and you should expect crashes if you don't respect it. Store a copy * of the function pointers that comes and goes with context lifespan. * - On X11, function pointers returned by this function are valid for any * context, and can even be looked up before a context is created at all. * This means that, for at least some common OpenGL implementations, if you * look up a function that doesn't exist, you'll get a non-NULL result that * is _NOT_ safe to call. You must always make sure the function is actually * available for a given GL context before calling it, by checking for the * existence of the appropriate extension with SDL_GL_ExtensionSupported(), * or verifying that the version of OpenGL you're using offers the function * as core functionality. * - Some OpenGL drivers, on all platforms, *will* return NULL if a function * isn't supported, but you can't count on this behavior. Check for * extensions you use, and if you get a NULL anyway, act as if that * extension wasn't available. This is probably a bug in the driver, but you * can code defensively for this scenario anyhow. * - Just because you're on Linux/Unix, don't assume you'll be using X11. * Next-gen display servers are waiting to replace it, and may or may not * make the same promises about function pointers. * - OpenGL function pointers must be declared `APIENTRY` as in the example * code. This will ensure the proper calling convention is followed on * platforms where this matters (Win32) thereby avoiding stack corruption. * * \param proc the name of an OpenGL function. * \returns a pointer to the named OpenGL function. The returned pointer * should be cast to the appropriate function signature. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GL_ExtensionSupported * \sa SDL_GL_LoadLibrary * \sa SDL_GL_UnloadLibrary */ extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_GL_GetProcAddress(const char *proc); /** * Get an EGL library function by name. * * If an EGL library is loaded, this function allows applications to get entry * points for EGL functions. This is useful to provide to an EGL API and * extension loader. * * \param proc the name of an EGL function. * \returns a pointer to the named EGL function. The returned pointer should * be cast to the appropriate function signature. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GL_GetCurrentEGLDisplay */ extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_EGL_GetProcAddress(const char *proc); /** * Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary(). * * \since This function is available since SDL 3.0.0. * * \sa SDL_GL_LoadLibrary */ extern SDL_DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void); /** * Check if an OpenGL extension is supported for the current context. * * This function operates on the current GL context; you must have created a * context and it must be current before calling this function. Do not assume * that all contexts you create will have the same set of extensions * available, or that recreating an existing context will offer the same * extensions again. * * While it's probably not a massive overhead, this function is not an O(1) * operation. Check the extensions you care about after creating the GL * context and save that information somewhere instead of calling the function * every time you need to know. * * \param extension the name of the extension to check. * \returns SDL_TRUE if the extension is supported, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GL_ExtensionSupported(const char *extension); /** * Reset all previously set OpenGL context attributes to their default values. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GL_GetAttribute * \sa SDL_GL_SetAttribute */ extern SDL_DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void); /** * Set an OpenGL window attribute before window creation. * * This function sets the OpenGL attribute `attr` to `value`. The requested * attributes should be set before creating an OpenGL window. You should use * SDL_GL_GetAttribute() to check the values after creating the OpenGL * context, since the values obtained can differ from the requested ones. * * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to * set. * \param value the desired value for the attribute. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GL_GetAttribute * \sa SDL_GL_ResetAttributes */ extern SDL_DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value); /** * Get the actual value for an attribute from the current context. * * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to * get. * \param value a pointer filled in with the current value of `attr`. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GL_ResetAttributes * \sa SDL_GL_SetAttribute */ extern SDL_DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int *value); /** * Create an OpenGL context for an OpenGL window, and make it current. * * Windows users new to OpenGL should note that, for historical reasons, GL * functions added after OpenGL version 1.1 are not available by default. * Those functions must be loaded at run-time, either with an OpenGL * extension-handling library or with SDL_GL_GetProcAddress() and its related * functions. * * SDL_GLContext is opaque to the application. * * \param window the window to associate with the context. * \returns the OpenGL context associated with `window` or NULL on error; call * SDL_GetError() for more details. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GL_DeleteContext * \sa SDL_GL_MakeCurrent */ extern SDL_DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window *window); /** * Set up an OpenGL context for rendering into an OpenGL window. * * The context must have been created with a compatible window. * * \param window the window to associate with the context. * \param context the OpenGL context to associate with the window. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GL_CreateContext */ extern SDL_DECLSPEC int SDLCALL SDL_GL_MakeCurrent(SDL_Window *window, SDL_GLContext context); /** * Get the currently active OpenGL window. * * \returns the currently active OpenGL window on success or NULL on failure; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Window *SDLCALL SDL_GL_GetCurrentWindow(void); /** * Get the currently active OpenGL context. * * \returns the currently active OpenGL context or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GL_MakeCurrent */ extern SDL_DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void); /** * Get the currently active EGL display. * * \returns the currently active EGL display or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_EGLDisplay SDLCALL SDL_EGL_GetCurrentEGLDisplay(void); /** * Get the currently active EGL config. * * \returns the currently active EGL config or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_EGLConfig SDLCALL SDL_EGL_GetCurrentEGLConfig(void); /** * Get the EGL surface associated with the window. * * \param window the window to query. * \returns the EGLSurface pointer associated with the window, or NULL on * failure. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_EGLSurface SDLCALL SDL_EGL_GetWindowEGLSurface(SDL_Window *window); /** * Sets the callbacks for defining custom EGLAttrib arrays for EGL * initialization. * * Each callback should return a pointer to an EGL attribute array terminated * with EGL_NONE. Callbacks may return NULL pointers to signal an error, which * will cause the SDL_CreateWindow process to fail gracefully. * * The arrays returned by each callback will be appended to the existing * attribute arrays defined by SDL. * * NOTE: These callback pointers will be reset after SDL_GL_ResetAttributes. * * \param platformAttribCallback callback for attributes to pass to * eglGetPlatformDisplay. * \param surfaceAttribCallback callback for attributes to pass to * eglCreateSurface. * \param contextAttribCallback callback for attributes to pass to * eglCreateContext. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_EGL_SetEGLAttributeCallbacks(SDL_EGLAttribArrayCallback platformAttribCallback, SDL_EGLIntArrayCallback surfaceAttribCallback, SDL_EGLIntArrayCallback contextAttribCallback); /** * Set the swap interval for the current OpenGL context. * * Some systems allow specifying -1 for the interval, to enable adaptive * vsync. Adaptive vsync works the same as vsync, but if you've already missed * the vertical retrace for a given frame, it swaps buffers immediately, which * might be less jarring for the user during occasional framerate drops. If an * application requests adaptive vsync and the system does not support it, * this function will fail and return -1. In such a case, you should probably * retry the call with 1 for the interval. * * Adaptive vsync is implemented for some glX drivers with * GLX_EXT_swap_control_tear, and for some Windows drivers with * WGL_EXT_swap_control_tear. * * Read more on the Khronos wiki: * https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync * * \param interval 0 for immediate updates, 1 for updates synchronized with * the vertical retrace, -1 for adaptive vsync. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GL_GetSwapInterval */ extern SDL_DECLSPEC int SDLCALL SDL_GL_SetSwapInterval(int interval); /** * Get the swap interval for the current OpenGL context. * * If the system can't determine the swap interval, or there isn't a valid * current context, this function will set *interval to 0 as a safe default. * * \param interval output interval value. 0 if there is no vertical retrace * synchronization, 1 if the buffer swap is synchronized with * the vertical retrace, and -1 if late swaps happen * immediately instead of waiting for the next retrace. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GL_SetSwapInterval */ extern SDL_DECLSPEC int SDLCALL SDL_GL_GetSwapInterval(int *interval); /** * Update a window with OpenGL rendering. * * This is used with double-buffered OpenGL contexts, which are the default. * * On macOS, make sure you bind 0 to the draw framebuffer before swapping the * window, otherwise nothing will happen. If you aren't using * glBindFramebuffer(), this is the default and you won't have to do anything * extra. * * \param window the window to change. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GL_SwapWindow(SDL_Window *window); /** * Delete an OpenGL context. * * \param context the OpenGL context to be deleted. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GL_CreateContext */ extern SDL_DECLSPEC int SDLCALL SDL_GL_DeleteContext(SDL_GLContext context); /* @} *//* OpenGL support functions */ /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_video_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_filesystem.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryFilesystem * * SDL Filesystem API. */ #ifndef SDL_filesystem_h_ #define SDL_filesystem_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * Get the directory where the application was run from. * * This is not necessarily a fast call, so you should call this once near * startup and save the string if you need it. * * **macOS and iOS Specific Functionality**: If the application is in a ".app" * bundle, this function returns the Resource directory (e.g. * MyApp.app/Contents/Resources/). This behaviour can be overridden by adding * a property to the Info.plist file. Adding a string key with the name * SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the * behaviour. * * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an * application in /Applications/SDLApp/MyApp.app): * * - `resource`: bundle resource directory (the default). For example: * `/Applications/SDLApp/MyApp.app/Contents/Resources` * - `bundle`: the Bundle directory. For example: * `/Applications/SDLApp/MyApp.app/` * - `parent`: the containing directory of the bundle. For example: * `/Applications/SDLApp/` * * **Nintendo 3DS Specific Functionality**: This function returns "romfs" * directory of the application as it is uncommon to store resources outside * the executable. As such it is not a writable directory. * * The returned path is guaranteed to end with a path separator ('\\' on * Windows, '/' on most other platforms). * * The pointer returned is owned by the caller. Please call SDL_free() on the * pointer when done with it. * * \returns an absolute path in UTF-8 encoding to the application data * directory. NULL will be returned on error or when the platform * doesn't implement this functionality, call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetPrefPath */ extern SDL_DECLSPEC char *SDLCALL SDL_GetBasePath(void); /** * Get the user-and-app-specific path where files can be written. * * Get the "pref dir". This is meant to be where users can write personal * files (preferences and save games, etc) that are specific to your * application. This directory is unique per user, per application. * * This function will decide the appropriate location in the native * filesystem, create the directory if necessary, and return a string of the * absolute path to the directory in UTF-8 encoding. * * On Windows, the string might look like: * * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\` * * On Linux, the string might look like: * * `/home/bob/.local/share/My Program Name/` * * On macOS, the string might look like: * * `/Users/bob/Library/Application Support/My Program Name/` * * You should assume the path returned by this function is the only safe place * to write files (and that SDL_GetBasePath(), while it might be writable, or * even the parent of the returned path, isn't where you should be writing * things). * * Both the org and app strings may become part of a directory name, so please * follow these rules: * * - Try to use the same org string (_including case-sensitivity_) for all * your applications that use this function. * - Always use a unique app string for each one, and make sure it never * changes for an app once you've decided on it. * - Unicode characters are legal, as long as it's UTF-8 encoded, but... * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient. * * The returned path is guaranteed to end with a path separator ('\\' on * Windows, '/' on most other platforms). * * The pointer returned is owned by the caller. Please call SDL_free() on the * pointer when done with it. * * \param org the name of your organization. * \param app the name of your application. * \returns a UTF-8 string of the user directory in platform-dependent * notation. NULL if there's a problem (creating directory failed, * etc.). * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetBasePath */ extern SDL_DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app); /** * The type of the OS-provided default folder for a specific purpose. * * Note that the Trash folder isn't included here, because trashing files * usually involves extra OS-specific functionality to remember the file's * original location. * * The folders supported per platform are: * * | | Windows | WinRT/UWP |macOS/iOS | tvOS | Unix (XDG) | Haiku | Emscripten | * | ----------- | ------- | --------- |--------- | ---- | ---------- | ----- | ---------- | * | HOME | X | X | X | | X | X | X | * | DESKTOP | X | X | X | | X | X | | * | DOCUMENTS | X | X | X | | X | | | * | DOWNLOADS | Vista+ | X | X | | X | | | * | MUSIC | X | X | X | | X | | | * | PICTURES | X | X | X | | X | | | * | PUBLICSHARE | | | X | | X | | | * | SAVEDGAMES | Vista+ | | | | | | | * | SCREENSHOTS | Vista+ | X | | | | | | * | TEMPLATES | X | X | X | | X | | | * | VIDEOS | X | X | X* | | X | | | * * Note that on macOS/iOS, the Videos folder is called "Movies". * * \since This enum is available since SDL 3.0.0. * * \sa SDL_GetUserFolder */ typedef enum SDL_Folder { /** The folder which contains all of the current user's data, preferences, and documents. It usually contains most of the other folders. If a requested folder does not exist, the home folder can be considered a safe fallback to store a user's documents. */ SDL_FOLDER_HOME, /** The folder of files that are displayed on the desktop. Note that the existence of a desktop folder does not guarantee that the system does show icons on its desktop; certain GNU/Linux distros with a graphical environment may not have desktop icons. */ SDL_FOLDER_DESKTOP, /** User document files, possibly application-specific. This is a good place to save a user's projects. */ SDL_FOLDER_DOCUMENTS, /** Standard folder for user files downloaded from the internet. */ SDL_FOLDER_DOWNLOADS, /** Music files that can be played using a standard music player (mp3, ogg...). */ SDL_FOLDER_MUSIC, /** Image files that can be displayed using a standard viewer (png, jpg...). */ SDL_FOLDER_PICTURES, /** Files that are meant to be shared with other users on the same computer. */ SDL_FOLDER_PUBLICSHARE, /** Save files for games. */ SDL_FOLDER_SAVEDGAMES, /** Application screenshots. */ SDL_FOLDER_SCREENSHOTS, /** Template files to be used when the user requests the desktop environment to create a new file in a certain folder, such as "New Text File.txt". Any file in the Templates folder can be used as a starting point for a new file. */ SDL_FOLDER_TEMPLATES, /** Video files that can be played using a standard video player (mp4, webm...). */ SDL_FOLDER_VIDEOS } SDL_Folder; /** * Finds the most suitable user folder for the specified purpose, and returns * its path in OS-specific notation. * * Many OSes provide certain standard folders for certain purposes, such as * storing pictures, music or videos for a certain user. This function gives * the path for many of those special locations. * * This function is specifically for _user_ folders, which are meant for the * user to access and manage. For application-specific folders, meant to hold * data for the application to manage, see SDL_GetBasePath() and * SDL_GetPrefPath(). * * Note that the function is expensive, and should be called once at the * beginning of the execution and kept for as long as needed. * * The returned path is guaranteed to end with a path separator ('\\' on * Windows, '/' on most other platforms). * * The returned value is owned by the caller and should be freed with * SDL_free(). * * If NULL is returned, the error may be obtained with SDL_GetError(). * * \param folder the type of folder to find. * \returns either a null-terminated C string containing the full path to the * folder, or NULL if an error happened. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Folder */ extern SDL_DECLSPEC char *SDLCALL SDL_GetUserFolder(SDL_Folder folder); /* Abstract filesystem interface */ typedef enum SDL_PathType { SDL_PATHTYPE_NONE, /**< path does not exist */ SDL_PATHTYPE_FILE, /**< a normal file */ SDL_PATHTYPE_DIRECTORY, /**< a directory */ SDL_PATHTYPE_OTHER /**< something completely different like a device node (not a symlink, those are always followed) */ } SDL_PathType; typedef struct SDL_PathInfo { SDL_PathType type; /* the path type */ Uint64 size; /* the file size in bytes */ SDL_Time create_time; /* the time when the path was created */ SDL_Time modify_time; /* the last time the path was modified */ SDL_Time access_time; /* the last time the path was read */ } SDL_PathInfo; /** * Flags for path matching * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_GlobDirectory * \sa SDL_GlobStorageDirectory */ typedef Uint32 SDL_GlobFlags; #define SDL_GLOB_CASEINSENSITIVE (1u << 0) /** * Create a directory. * * \param path the path of the directory to create. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_CreateDirectory(const char *path); /* Callback for directory enumeration. Return 1 to keep enumerating, 0 to stop enumerating (no error), -1 to stop enumerating and report an error. `dirname` is the directory being enumerated, `fname` is the enumerated entry. */ typedef int (SDLCALL *SDL_EnumerateDirectoryCallback)(void *userdata, const char *dirname, const char *fname); /** * Enumerate a directory through a callback function. * * This function provides every directory entry through an app-provided * callback, called once for each directory entry, until all results have been * provided or the callback returns <= 0. * * \param path the path of the directory to enumerate. * \param callback a function that is called for each entry in the directory. * \param userdata a pointer that is passed to `callback`. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_EnumerateDirectory(const char *path, SDL_EnumerateDirectoryCallback callback, void *userdata); /** * Remove a file or an empty directory. * * \param path the path of the directory to enumerate. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_RemovePath(const char *path); /** * Rename a file or directory. * * \param oldpath the old path. * \param newpath the new path. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_RenamePath(const char *oldpath, const char *newpath); /** * Get information about a filesystem path. * * \param path the path to query. * \param info a pointer filled in with information about the path, or NULL to * check for the existence of a file. * \returns 0 on success or a negative error code if the file doesn't exist, * or another failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetPathInfo(const char *path, SDL_PathInfo *info); /** * Enumerate a directory tree, filtered by pattern, and return a list. * * Files are filtered out if they don't match the string in `pattern`, which * may contain wildcard characters '*' (match everything) and '?' (match one * character). If pattern is NULL, no filtering is done and all results are * returned. Subdirectories are permitted, and are specified with a path * separator of '/'. Wildcard characters '*' and '?' never match a path * separator. * * `flags` may be set to SDL_GLOB_CASEINSENSITIVE to make the pattern matching * case-insensitive. * * The returned array is always NULL-terminated, for your iterating * convenience, but if `count` is non-NULL, on return it will contain the * number of items in the array, not counting the NULL terminator. * * You must free the returned pointer with SDL_free() when done with it. * * \param path the path of the directory to enumerate. * \param pattern the pattern that files in the directory must match. Can be * NULL. * \param flags `SDL_GLOB_*` bitflags that affect this search. * \param count on return, will be set to the number of items in the returned * array. Can be NULL. * \returns an array of strings on success or NULL on failure; call * SDL_GetError() for more information. The caller should pass the * returned pointer to SDL_free when done with it. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC char **SDLCALL SDL_GlobDirectory(const char *path, const char *pattern, SDL_GlobFlags flags, int *count); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_filesystem_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_hints.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryHints * * Official documentation for SDL configuration variables * * This file contains functions to set and get configuration hints, as well as * listing each of them alphabetically. * * The convention for naming hints is SDL_HINT_X, where "SDL_X" is the * environment variable that can be used to override the default. * * In general these hints are just that - they may or may not be supported or * applicable on any given platform, but they provide a way for an application * or user to give the library a hint as to how they would like the library to * work. */ #ifndef SDL_hints_h_ #define SDL_hints_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * Specify the behavior of Alt+Tab while the keyboard is grabbed. * * By default, SDL emulates Alt+Tab functionality while the keyboard is * grabbed and your window is full-screen. This prevents the user from getting * stuck in your application if you've enabled keyboard grab. * * The variable can be set to the following values: * * - "0": SDL will not handle Alt+Tab. Your application is responsible for * handling Alt+Tab while the keyboard is grabbed. * - "1": SDL will minimize your window when Alt+Tab is pressed (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED" /** * A variable to control whether the SDL activity is allowed to be re-created. * * If this hint is true, the activity can be recreated on demand by the OS, * and Java static data and C++ static data remain with their current values. * If this hint is false, then SDL will call exit() when you return from your * main function and the application will be terminated and then started fresh * each time. * * The variable can be set to the following values: * * - "0": The application starts fresh at each launch. (default) * - "1": The application activity can be recreated by the OS. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY "SDL_ANDROID_ALLOW_RECREATE_ACTIVITY" /** * A variable to control whether the event loop will block itself when the app * is paused. * * The variable can be set to the following values: * * - "0": Non blocking. * - "1": Blocking. (default) * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" /** * A variable to control whether SDL will pause audio in background. * * The variable can be set to the following values: * * - "0": Not paused, requires that SDL_HINT_ANDROID_BLOCK_ON_PAUSE be set to * "0" * - "1": Paused. (default) * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO" /** * A variable to control whether we trap the Android back button to handle it * manually. * * This is necessary for the right mouse button to work on some Android * devices, or to be able to trap the back button for use in your code * reliably. If this hint is true, the back button will show up as an * SDL_EVENT_KEY_DOWN / SDL_EVENT_KEY_UP pair with a keycode of * SDL_SCANCODE_AC_BACK. * * The variable can be set to the following values: * * - "0": Back button will be handled as usual for system. (default) * - "1": Back button will be trapped, allowing you to handle the key press * manually. (This will also let right mouse click work on systems where the * right mouse button functions as back.) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" /** * A variable setting the app ID string. * * This string is used by desktop compositors to identify and group windows * together, as well as match applications with associated desktop settings * and icons. * * On Wayland this corresponds to the "app ID" window property and on X11 this * corresponds to the WM_CLASS property. Windows inherit the value of this * hint at creation time. Changing this hint after a window has been created * will not change the app ID or class of existing windows. * * For *nix platforms, this string should be formatted in reverse-DNS notation * and follow some basic rules to be valid: * * - The application ID must be composed of two or more elements separated by * a period (.) character. * - Each element must contain one or more of the alphanumeric characters * (A-Z, a-z, 0-9) plus underscore (_) and hyphen (-) and must not start * with a digit. Note that hyphens, while technically allowed, should not be * used if possible, as they are not supported by all components that use * the ID, such as D-Bus. For maximum compatibility, replace hyphens with an * underscore. * - The empty string is not a valid element (ie: your application ID may not * start or end with a period and it is not valid to have two periods in a * row). * - The entire ID must be less than 255 characters in length. * * Examples of valid app ID strings: * * - org.MyOrg.MyApp * - com.your_company.your_app * * Desktops such as GNOME and KDE require that the app ID string matches your * application's .desktop file name (e.g. if the app ID string is * 'org.MyOrg.MyApp', your application's .desktop file should be named * 'org.MyOrg.MyApp.desktop'). * * If you plan to package your application in a container such as Flatpak, the * app ID should match the name of your Flatpak container as well. * * If not set, SDL will attempt to use the application executable name. If the * executable name cannot be retrieved, the generic string "SDL_App" will be * used. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_APP_ID "SDL_APP_ID" /** * Specify an application name. * * This hint lets you specify the application name sent to the OS when * required. For example, this will often appear in volume control applets for * audio streams, and in lists of applications which are inhibiting the * screensaver. You should use a string that describes your program ("My Game * 2: The Revenge") * * Setting this to "" or leaving it unset will have SDL use a reasonable * default: probably the application's name or "SDL Application" if SDL * doesn't have any better information. * * Note that, for audio streams, this can be overridden with * SDL_HINT_AUDIO_DEVICE_APP_NAME. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_APP_NAME "SDL_APP_NAME" /** * A variable controlling whether controllers used with the Apple TV generate * UI events. * * When UI events are generated by controller input, the app will be * backgrounded when the Apple TV remote's menu button is pressed, and when * the pause or B buttons on gamepads are pressed. * * More information about properly making use of controllers for the Apple TV * can be found here: * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ * * The variable can be set to the following values: * * - "0": Controller input does not generate UI events. (default) * - "1": Controller input generates UI events. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" /** * A variable controlling whether the Apple TV remote's joystick axes will * automatically match the rotation of the remote. * * The variable can be set to the following values: * * - "0": Remote orientation does not affect joystick axes. (default) * - "1": Joystick axes are based on the orientation of the remote. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" /** * A variable controlling the audio category on iOS and macOS. * * The variable can be set to the following values: * * - "ambient": Use the AVAudioSessionCategoryAmbient audio category, will be * muted by the phone mute switch (default) * - "playback": Use the AVAudioSessionCategoryPlayback category. * * For more information, see Apple's documentation: * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html * * This hint should be set before an audio device is opened. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" /** * Specify an application name for an audio device. * * Some audio backends (such as PulseAudio) allow you to describe your audio * stream. Among other things, this description might show up in a system * control panel that lets the user adjust the volume on specific audio * streams instead of using one giant master volume slider. * * This hints lets you transmit that information to the OS. The contents of * this hint are used while opening an audio device. You should use a string * that describes your program ("My Game 2: The Revenge") * * Setting this to "" or leaving it unset will have SDL use a reasonable * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is * set. Otherwise, it'll probably the application's name or "SDL Application" * if SDL doesn't have any better information. * * This hint should be set before an audio device is opened. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME" /** * Specify an application icon name for an audio device. * * Some audio backends (such as Pulseaudio and Pipewire) allow you to set an * XDG icon name for your application. Among other things, this icon might * show up in a system control panel that lets the user adjust the volume on * specific audio streams instead of using one giant master volume slider. * Note that this is unrelated to the icon used by the windowing system, which * may be set with SDL_SetWindowIcon (or via desktop file on Wayland). * * Setting this to "" or leaving it unset will have SDL use a reasonable * default, "applications-games", which is likely to be installed. See * https://specifications.freedesktop.org/icon-theme-spec/icon-theme-spec-latest.html * and * https://specifications.freedesktop.org/icon-naming-spec/icon-naming-spec-latest.html * for the relevant XDG icon specs. * * This hint should be set before an audio device is opened. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_AUDIO_DEVICE_APP_ICON_NAME "SDL_AUDIO_DEVICE_APP_ICON_NAME" /** * A variable controlling device buffer size. * * This hint is an integer > 0, that represents the size of the device's * buffer in sample frames (stereo audio data in 16-bit format is 4 bytes per * sample frame, for example). * * SDL3 generally decides this value on behalf of the app, but if for some * reason the app needs to dictate this (because they want either lower * latency or higher throughput AND ARE WILLING TO DEAL WITH what that might * require of the app), they can specify it. * * SDL will try to accommodate this value, but there is no promise you'll get * the buffer size requested. Many platforms won't honor this request at all, * or might adjust it. * * This hint should be set before an audio device is opened. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES "SDL_AUDIO_DEVICE_SAMPLE_FRAMES" /** * Specify an audio stream name for an audio device. * * Some audio backends (such as PulseAudio) allow you to describe your audio * stream. Among other things, this description might show up in a system * control panel that lets the user adjust the volume on specific audio * streams instead of using one giant master volume slider. * * This hints lets you transmit that information to the OS. The contents of * this hint are used while opening an audio device. You should use a string * that describes your what your program is playing ("audio stream" is * probably sufficient in many cases, but this could be useful for something * like "team chat" if you have a headset playing VoIP audio separately). * * Setting this to "" or leaving it unset will have SDL use a reasonable * default: "audio stream" or something similar. * * Note that while this talks about audio streams, this is an OS-level * concept, so it applies to a physical audio device in this case, and not an * SDL_AudioStream, nor an SDL logical audio device. * * This hint should be set before an audio device is opened. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME" /** * Specify an application role for an audio device. * * Some audio backends (such as Pipewire) allow you to describe the role of * your audio stream. Among other things, this description might show up in a * system control panel or software for displaying and manipulating media * playback/recording graphs. * * This hints lets you transmit that information to the OS. The contents of * this hint are used while opening an audio device. You should use a string * that describes your what your program is playing (Game, Music, Movie, * etc...). * * Setting this to "" or leaving it unset will have SDL use a reasonable * default: "Game" or something similar. * * Note that while this talks about audio streams, this is an OS-level * concept, so it applies to a physical audio device in this case, and not an * SDL_AudioStream, nor an SDL logical audio device. * * This hint should be set before an audio device is opened. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE" /** * A variable that specifies an audio backend to use. * * By default, SDL will try all available audio backends in a reasonable order * until it finds one that can work, but this hint allows the app or user to * force a specific driver, such as "pipewire" if, say, you are on PulseAudio * but want to try talking to the lower level instead. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_AUDIO_DRIVER "SDL_AUDIO_DRIVER" /** * A variable that causes SDL to not ignore audio "monitors". * * This is currently only used by the PulseAudio driver. * * By default, SDL ignores audio devices that aren't associated with physical * hardware. Changing this hint to "1" will expose anything SDL sees that * appears to be an audio source or sink. This will add "devices" to the list * that the user probably doesn't want or need, but it can be useful in * scenarios where you want to hook up SDL to some sort of virtual device, * etc. * * The variable can be set to the following values: * * - "0": Audio monitor devices will be ignored. (default) * - "1": Audio monitor devices will show up in the device list. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS" /** * A variable controlling whether SDL updates joystick state when getting * input events. * * The variable can be set to the following values: * * - "0": You'll call SDL_UpdateJoysticks() manually. * - "1": SDL will automatically call SDL_UpdateJoysticks(). (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS" /** * A variable controlling whether SDL updates sensor state when getting input * events. * * The variable can be set to the following values: * * - "0": You'll call SDL_UpdateSensors() manually. * - "1": SDL will automatically call SDL_UpdateSensors(). (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS" /** * Prevent SDL from using version 4 of the bitmap header when saving BMPs. * * The bitmap header version 4 is required for proper alpha channel support * and SDL will use it when required. Should this not be desired, this hint * can force the use of the 40 byte header version which is supported * everywhere. * * The variable can be set to the following values: * * - "0": Surfaces with a colorkey or an alpha channel are saved to a 32-bit * BMP file with an alpha mask. SDL will use the bitmap header version 4 and * set the alpha mask accordingly. (default) * - "1": Surfaces with a colorkey or an alpha channel are saved to a 32-bit * BMP file without an alpha mask. The alpha channel data will be in the * file, but applications are going to ignore it. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" /** * A variable that decides what camera backend to use. * * By default, SDL will try all available camera backends in a reasonable * order until it finds one that can work, but this hint allows the app or * user to force a specific target, such as "directshow" if, say, you are on * Windows Media Foundations but want to try DirectShow instead. * * The default value is unset, in which case SDL will try to figure out the * best camera backend on your behalf. This hint needs to be set before * SDL_Init() is called to be useful. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_CAMERA_DRIVER "SDL_CAMERA_DRIVER" /** * A variable that limits what CPU features are available. * * By default, SDL marks all features the current CPU supports as available. * This hint allows to limit these to a subset. * * When the hint is unset, or empty, SDL will enable all detected CPU * features. * * The variable can be set to a comma separated list containing the following * items: * * - "all" * - "altivec" * - "sse" * - "sse2" * - "sse3" * - "sse41" * - "sse42" * - "avx" * - "avx2" * - "avx512f" * - "arm-simd" * - "neon" * - "lsx" * - "lasx" * * The items can be prefixed by '+'/'-' to add/remove features. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_CPU_FEATURE_MASK "SDL_CPU_FEATURE_MASK" /** * A variable controlling whether DirectInput should be used for controllers. * * The variable can be set to the following values: * * - "0": Disable DirectInput detection. * - "1": Enable DirectInput detection. (default) * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_DIRECTINPUT "SDL_JOYSTICK_DIRECTINPUT" /** * A variable that specifies a dialog backend to use. * * By default, SDL will try all available dialog backends in a reasonable * order until it finds one that can work, but this hint allows the app or * user to force a specific target. * * If the specified target does not exist or is not available, the * dialog-related function calls will fail. * * This hint currently only applies to platforms using the generic "Unix" * dialog implementation, but may be extended to more platforms in the future. * Note that some Unix and Unix-like platforms have their own implementation, * such as macOS and Haiku. * * The variable can be set to the following values: * * - NULL: Select automatically (default, all platforms) * - "portal": Use XDG Portals through DBus (Unix only) * - "zenity": Use the Zenity program (Unix only) * * More options may be added in the future. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_FILE_DIALOG_DRIVER "SDL_FILE_DIALOG_DRIVER" /** * Override for SDL_GetDisplayUsableBounds(). * * If set, this hint will override the expected results for * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want * to do this, but this allows an embedded system to request that some of the * screen be reserved for other uses when paired with a well-behaved * application. * * The contents of this hint must be 4 comma-separated integers, the first is * the bounds x, then y, width and height, in that order. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" /** * Disable giving back control to the browser automatically when running with * asyncify. * * With -s ASYNCIFY, SDL calls emscripten_sleep during operations such as * refreshing the screen or polling events. * * This hint only applies to the emscripten platform. * * The variable can be set to the following values: * * - "0": Disable emscripten_sleep calls (if you give back browser control * manually or use asyncify for other purposes). * - "1": Enable emscripten_sleep calls. (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY" /** * Specify the CSS selector used for the "default" window/canvas. * * This hint only applies to the emscripten platform. * * The default value is "#canvas" * * This hint should be set before creating a window. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR "SDL_EMSCRIPTEN_CANVAS_SELECTOR" /** * Override the binding element for keyboard inputs for Emscripten builds. * * This hint only applies to the emscripten platform. * * The variable can be one of: * * - "#window": the javascript window object (default) * - "#document": the javascript document object * - "#screen": the javascript window.screen object * - "#canvas": the WebGL canvas element * - any other string without a leading # sign applies to the element on the * page with that ID. * * This hint should be set before creating a window. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" /** * A variable that controls whether the on-screen keyboard should be shown * when text input is active. * * The variable can be set to the following values: * * - "auto": The on-screen keyboard will be shown if there is no physical * keyboard attached. (default) * - "0": Do not show the on-screen keyboard. * - "1": Show the on-screen keyboard, if available. * * This hint must be set before SDL_StartTextInput() is called * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD" /** * A variable controlling verbosity of the logging of SDL events pushed onto * the internal queue. * * The variable can be set to the following values, from least to most * verbose: * * - "0": Don't log any events. (default) * - "1": Log most events (other than the really spammy ones). * - "2": Include mouse and finger motion events. * * This is generally meant to be used to debug SDL itself, but can be useful * for application developers that need better visibility into what is going * on in the event queue. Logged events are sent through SDL_Log(), which * means by default they appear on stdout on most platforms or maybe * OutputDebugString() on Windows, and can be funneled by the app with * SDL_SetLogOutputFunction(), etc. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" /** * A variable controlling whether raising the window should be done more * forcefully. * * The variable can be set to the following values: * * - "0": Honor the OS policy for raising windows. (default) * - "1": Force the window to be raised, overriding any OS policy. * * At present, this is only an issue under MS Windows, which makes it nearly * impossible to programmatically move a window to the foreground, for * "security" reasons. See http://stackoverflow.com/a/34414846 for a * discussion. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_FORCE_RAISEWINDOW "SDL_FORCE_RAISEWINDOW" /** * A variable controlling how 3D acceleration is used to accelerate the SDL * screen surface. * * SDL can try to accelerate the SDL screen surface by using streaming * textures with a 3D rendering engine. This variable controls whether and how * this is done. * * The variable can be set to the following values: * * - "0": Disable 3D acceleration * - "1": Enable 3D acceleration, using the default renderer. (default) * - "X": Enable 3D acceleration, using X where X is one of the valid * rendering drivers. (e.g. "direct3d", "opengl", etc.) * * This hint should be set before calling SDL_GetWindowSurface() * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" /** * A variable that lets you manually hint extra gamecontroller db entries. * * The variable should be newline delimited rows of gamecontroller config * data, see SDL_gamepad.h * * You can update mappings after SDL is initialized with * SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping() * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" /** * A variable that lets you provide a file with extra gamecontroller db * entries. * * The file should contain lines of gamecontroller config data, see * SDL_gamepad.h * * You can update mappings after SDL is initialized with * SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping() * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" /** * A variable that overrides the automatic controller type detection. * * The variable should be comma separated entries, in the form: VID/PID=type * * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd * * This hint affects what low level protocol is used with the HIDAPI driver. * * The variable can be set to the following values: * * - "Xbox360" * - "XboxOne" * - "PS3" * - "PS4" * - "PS5" * - "SwitchPro" * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" /** * A variable containing a list of devices to skip when scanning for game * controllers. * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * * The variable can also take the form of "@file", in which case the named * file will be loaded and interpreted as the value of the variable. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" /** * If set, all devices will be skipped when scanning for game controllers * except for the ones listed in this variable. * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * * The variable can also take the form of "@file", in which case the named * file will be loaded and interpreted as the value of the variable. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" /** * A variable that controls whether the device's built-in accelerometer and * gyro should be used as sensors for gamepads. * * The variable can be set to the following values: * * - "0": Sensor fusion is disabled * - "1": Sensor fusion is enabled for all controllers that lack sensors * * Or the variable can be a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * * The variable can also take the form of "@file", in which case the named * file will be loaded and interpreted as the value of the variable. * * This hint should be set before a gamepad is opened. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_GAMECONTROLLER_SENSOR_FUSION "SDL_GAMECONTROLLER_SENSOR_FUSION" /** * This variable sets the default text of the TextInput window on GDK * platforms. * * This hint is available only if SDL_GDK_TEXTINPUT defined. * * This hint should be set before calling SDL_StartTextInput() * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT "SDL_GDK_TEXTINPUT_DEFAULT_TEXT" /** * This variable sets the description of the TextInput window on GDK * platforms. * * This hint is available only if SDL_GDK_TEXTINPUT defined. * * This hint should be set before calling SDL_StartTextInput() * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_GDK_TEXTINPUT_DESCRIPTION "SDL_GDK_TEXTINPUT_DESCRIPTION" /** * This variable sets the maximum input length of the TextInput window on GDK * platforms. * * The value must be a stringified integer, for example "10" to allow for up * to 10 characters of text input. * * This hint is available only if SDL_GDK_TEXTINPUT defined. * * This hint should be set before calling SDL_StartTextInput() * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH "SDL_GDK_TEXTINPUT_MAX_LENGTH" /** * This variable sets the input scope of the TextInput window on GDK * platforms. * * Set this hint to change the XGameUiTextEntryInputScope value that will be * passed to the window creation function. The value must be a stringified * integer, for example "0" for XGameUiTextEntryInputScope::Default. * * This hint is available only if SDL_GDK_TEXTINPUT defined. * * This hint should be set before calling SDL_StartTextInput() * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_GDK_TEXTINPUT_SCOPE "SDL_GDK_TEXTINPUT_SCOPE" /** * This variable sets the title of the TextInput window on GDK platforms. * * This hint is available only if SDL_GDK_TEXTINPUT defined. * * This hint should be set before calling SDL_StartTextInput() * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_GDK_TEXTINPUT_TITLE "SDL_GDK_TEXTINPUT_TITLE" /** * A variable to control whether SDL_hid_enumerate() enumerates all HID * devices or only controllers. * * The variable can be set to the following values: * * - "0": SDL_hid_enumerate() will enumerate all HID devices. * - "1": SDL_hid_enumerate() will only enumerate controllers. (default) * * By default SDL will only enumerate controllers, to reduce risk of hanging * or crashing on devices with bad drivers and avoiding macOS keyboard capture * permission prompts. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS "SDL_HIDAPI_ENUMERATE_ONLY_CONTROLLERS" /** * A variable containing a list of devices to ignore in SDL_hid_enumerate(). * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` * * For example, to ignore the Shanwan DS3 controller and any Valve controller, * you might use the string "0x2563/0x0523,0x28de/0x0000" * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES" /** * A variable to control whether certain IMEs should handle text editing * internally instead of sending SDL_EVENT_TEXT_EDITING events. * * The variable can be set to the following values: * * - "0": SDL_EVENT_TEXT_EDITING events are sent, and it is the application's * responsibility to render the text from these events and differentiate it * somehow from committed text. (default) * - "1": If supported by the IME then SDL_EVENT_TEXT_EDITING events are not * sent, and text that is being composed will be rendered in its own UI. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" /** * A variable to control whether certain IMEs should show native UI components * (such as the Candidate List) instead of suppressing them. * * The variable can be set to the following values: * * - "0": Native UI components are not display. (default) * - "1": Native UI components are displayed. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI" /** * A variable controlling whether the home indicator bar on iPhone X should be * hidden. * * The variable can be set to the following values: * * - "0": The indicator bar is not hidden. (default for windowed applications) * - "1": The indicator bar is hidden and is shown when the screen is touched * (useful for movie playback applications). * - "2": The indicator bar is dim and the first swipe makes it visible and * the second swipe performs the "home" action. (default for fullscreen * applications) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" /** * A variable that lets you enable joystick (and gamecontroller) events even * when your app is in the background. * * The variable can be set to the following values: * * - "0": Disable joystick & gamecontroller input events when the application * is in the background. (default) * - "1": Enable joystick & gamecontroller input events when the application * is in the background. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" /** * A variable containing a list of arcade stick style controllers. * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` * * The variable can also take the form of "@file", in which case the named * file will be loaded and interpreted as the value of the variable. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES "SDL_JOYSTICK_ARCADESTICK_DEVICES" /** * A variable containing a list of devices that are not arcade stick style * controllers. * * This will override SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES and the built in * device list. * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` * * The variable can also take the form of "@file", in which case the named * file will be loaded and interpreted as the value of the variable. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED" /** * A variable containing a list of devices that should not be considered * joysticks. * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` * * The variable can also take the form of "@file", in which case the named * file will be loaded and interpreted as the value of the variable. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES "SDL_JOYSTICK_BLACKLIST_DEVICES" /** * A variable containing a list of devices that should be considered * joysticks. * * This will override SDL_HINT_JOYSTICK_BLACKLIST_DEVICES and the built in * device list. * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` * * The variable can also take the form of "@file", in which case the named * file will be loaded and interpreted as the value of the variable. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED" /** * A variable containing a comma separated list of devices to open as * joysticks. * * This variable is currently only used by the Linux joystick driver. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE" /** * A variable containing a list of flightstick style controllers. * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` * * The variable can also take the form of @file, in which case the named file * will be loaded and interpreted as the value of the variable. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES "SDL_JOYSTICK_FLIGHTSTICK_DEVICES" /** * A variable containing a list of devices that are not flightstick style * controllers. * * This will override SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES and the built in * device list. * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` * * The variable can also take the form of "@file", in which case the named * file will be loaded and interpreted as the value of the variable. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED" /** * A variable containing a list of devices known to have a GameCube form * factor. * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` * * The variable can also take the form of "@file", in which case the named * file will be loaded and interpreted as the value of the variable. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES "SDL_JOYSTICK_GAMECUBE_DEVICES" /** * A variable containing a list of devices known not to have a GameCube form * factor. * * This will override SDL_HINT_JOYSTICK_GAMECUBE_DEVICES and the built in * device list. * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` * * The variable can also take the form of "@file", in which case the named * file will be loaded and interpreted as the value of the variable. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED" /** * A variable controlling whether the HIDAPI joystick drivers should be used. * * The variable can be set to the following values: * * - "0": HIDAPI drivers are not used. * - "1": HIDAPI drivers are used. (default) * * This variable is the default for all drivers, but can be overridden by the * hints for specific drivers below. * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" /** * A variable controlling whether Nintendo Switch Joy-Con controllers will be * combined into a single Pro-like controller when using the HIDAPI driver. * * The variable can be set to the following values: * * - "0": Left and right Joy-Con controllers will not be combined and each * will be a mini-gamepad. * - "1": Left and right Joy-Con controllers will be combined into a single * controller. (default) * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS" /** * A variable controlling whether the HIDAPI driver for Nintendo GameCube * controllers should be used. * * The variable can be set to the following values: * * - "0": HIDAPI driver is not used. * - "1": HIDAPI driver is used. * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" /** * A variable controlling whether rumble is used to implement the GameCube * controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2). * * This is useful for applications that need full compatibility for things * like ADSR envelopes. - Stop is implemented by setting low_frequency_rumble * to 0 and high_frequency_rumble >0 - Rumble is both at any arbitrary value - * StopHard is implemented by setting both low_frequency_rumble and * high_frequency_rumble to 0 * * The variable can be set to the following values: * * - "0": Normal rumble behavior is behavior is used. (default) * - "1": Proper GameCube controller rumble behavior is used. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE" /** * A variable controlling whether the HIDAPI driver for Nintendo Switch * Joy-Cons should be used. * * The variable can be set to the following values: * * - "0": HIDAPI driver is not used. * - "1": HIDAPI driver is used. * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS" /** * A variable controlling whether the Home button LED should be turned on when * a Nintendo Switch Joy-Con controller is opened. * * The variable can be set to the following values: * * - "0": home button LED is turned off * - "1": home button LED is turned on * * By default the Home button LED state is not changed. This hint can also be * set to a floating point value between 0.0 and 1.0 which controls the * brightness of the Home button LED. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED" /** * A variable controlling whether the HIDAPI driver for Amazon Luna * controllers connected via Bluetooth should be used. * * The variable can be set to the following values: * * - "0": HIDAPI driver is not used. * - "1": HIDAPI driver is used. * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA" /** * A variable controlling whether the HIDAPI driver for Nintendo Online * classic controllers should be used. * * The variable can be set to the following values: * * - "0": HIDAPI driver is not used. * - "1": HIDAPI driver is used. * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC" /** * A variable controlling whether the HIDAPI driver for PS3 controllers should * be used. * * The variable can be set to the following values: * * - "0": HIDAPI driver is not used. * - "1": HIDAPI driver is used. * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on * other platforms. * * For official Sony driver (sixaxis.sys) use * SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER. See * https://github.com/ViGEm/DsHidMini for an alternative driver on Windows. * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3" /** * A variable controlling whether the Sony driver (sixaxis.sys) for PS3 * controllers (Sixaxis/DualShock 3) should be used. * * The variable can be set to the following values: * * - "0": Sony driver (sixaxis.sys) is not used. * - "1": Sony driver (sixaxis.sys) is used. * * The default value is 0. * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER "SDL_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER" /** * A variable controlling whether the HIDAPI driver for PS4 controllers should * be used. * * The variable can be set to the following values: * * - "0": HIDAPI driver is not used. * - "1": HIDAPI driver is used. * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" /** * A variable controlling the update rate of the PS4 controller over Bluetooth * when using the HIDAPI driver. * * This defaults to 4 ms, to match the behavior over USB, and to be more * friendly to other Bluetooth devices and older Bluetooth hardware on the * computer. It can be set to "1" (1000Hz), "2" (500Hz) and "4" (250Hz) * * This hint can be set anytime, but only takes effect when extended input * reports are enabled. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL "SDL_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL" /** * A variable controlling whether extended input reports should be used for * PS4 controllers when using the HIDAPI driver. * * The variable can be set to the following values: * * - "0": extended reports are not enabled. (default) * - "1": extended reports are enabled. * * Extended input reports allow rumble on Bluetooth PS4 controllers, but break * DirectInput handling for applications that don't use SDL. * * Once extended reports are enabled, they can not be disabled without power * cycling the controller. * * For compatibility with applications written for versions of SDL prior to * the introduction of PS5 controller support, this value will also control * the state of extended reports on PS5 controllers when the * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set. * * This hint can be enabled anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE" /** * A variable controlling whether the HIDAPI driver for PS5 controllers should * be used. * * The variable can be set to the following values: * * - "0": HIDAPI driver is not used. * - "1": HIDAPI driver is used. * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5" /** * A variable controlling whether the player LEDs should be lit to indicate * which player is associated with a PS5 controller. * * The variable can be set to the following values: * * - "0": player LEDs are not enabled. * - "1": player LEDs are enabled. (default) * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED" /** * A variable controlling whether extended input reports should be used for * PS5 controllers when using the HIDAPI driver. * * The variable can be set to the following values: * * - "0": extended reports are not enabled. (default) * - "1": extended reports. * * Extended input reports allow rumble on Bluetooth PS5 controllers, but break * DirectInput handling for applications that don't use SDL. * * Once extended reports are enabled, they can not be disabled without power * cycling the controller. * * For compatibility with applications written for versions of SDL prior to * the introduction of PS5 controller support, this value defaults to the * value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE. * * This hint can be enabled anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE" /** * A variable controlling whether the HIDAPI driver for NVIDIA SHIELD * controllers should be used. * * The variable can be set to the following values: * * - "0": HIDAPI driver is not used. * - "1": HIDAPI driver is used. * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD" /** * A variable controlling whether the HIDAPI driver for Google Stadia * controllers should be used. * * The variable can be set to the following values: * * - "0": HIDAPI driver is not used. * - "1": HIDAPI driver is used. * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA" /** * A variable controlling whether the HIDAPI driver for Bluetooth Steam * Controllers should be used. * * The variable can be set to the following values: * * - "0": HIDAPI driver is not used. (default) * - "1": HIDAPI driver is used for Steam Controllers, which requires * Bluetooth access and may prompt the user for permission on iOS and * Android. * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" /** * A variable controlling whether the HIDAPI driver for the Steam Deck builtin * controller should be used. * * The variable can be set to the following values: * * - "0": HIDAPI driver is not used. * - "1": HIDAPI driver is used. * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK "SDL_JOYSTICK_HIDAPI_STEAMDECK" /** * A variable controlling whether the HIDAPI driver for Nintendo Switch * controllers should be used. * * The variable can be set to the following values: * * - "0": HIDAPI driver is not used. * - "1": HIDAPI driver is used. * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" /** * A variable controlling whether the Home button LED should be turned on when * a Nintendo Switch Pro controller is opened. * * The variable can be set to the following values: * * - "0": Home button LED is turned off. * - "1": Home button LED is turned on. * * By default the Home button LED state is not changed. This hint can also be * set to a floating point value between 0.0 and 1.0 which controls the * brightness of the Home button LED. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED" /** * A variable controlling whether the player LEDs should be lit to indicate * which player is associated with a Nintendo Switch controller. * * The variable can be set to the following values: * * - "0": Player LEDs are not enabled. * - "1": Player LEDs are enabled. (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED" /** * A variable controlling whether Nintendo Switch Joy-Con controllers will be * in vertical mode when using the HIDAPI driver. * * The variable can be set to the following values: * * - "0": Left and right Joy-Con controllers will not be in vertical mode. * (default) * - "1": Left and right Joy-Con controllers will be in vertical mode. * * This hint should be set before opening a Joy-Con controller. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS" /** * A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U * controllers should be used. * * The variable can be set to the following values: * * - "0": HIDAPI driver is not used. * - "1": HIDAPI driver is used. * * This driver doesn't work with the dolphinbar, so the default is SDL_FALSE * for now. * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII" /** * A variable controlling whether the player LEDs should be lit to indicate * which player is associated with a Wii controller. * * The variable can be set to the following values: * * - "0": Player LEDs are not enabled. * - "1": Player LEDs are enabled. (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED" /** * A variable controlling whether the HIDAPI driver for XBox controllers * should be used. * * The variable can be set to the following values: * * - "0": HIDAPI driver is not used. * - "1": HIDAPI driver is used. * * The default is "0" on Windows, otherwise the value of * SDL_HINT_JOYSTICK_HIDAPI * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" /** * A variable controlling whether the HIDAPI driver for XBox 360 controllers * should be used. * * The variable can be set to the following values: * * - "0": HIDAPI driver is not used. * - "1": HIDAPI driver is used. * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360" /** * A variable controlling whether the player LEDs should be lit to indicate * which player is associated with an Xbox 360 controller. * * The variable can be set to the following values: * * - "0": Player LEDs are not enabled. * - "1": Player LEDs are enabled. (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED" /** * A variable controlling whether the HIDAPI driver for XBox 360 wireless * controllers should be used. * * The variable can be set to the following values: * * - "0": HIDAPI driver is not used. * - "1": HIDAPI driver is used. * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS" /** * A variable controlling whether the HIDAPI driver for XBox One controllers * should be used. * * The variable can be set to the following values: * * - "0": HIDAPI driver is not used. * - "1": HIDAPI driver is used. * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX. * * This hint should be set before enumerating controllers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE" /** * A variable controlling whether the Home button LED should be turned on when * an Xbox One controller is opened. * * The variable can be set to the following values: * * - "0": Home button LED is turned off. * - "1": Home button LED is turned on. * * By default the Home button LED state is not changed. This hint can also be * set to a floating point value between 0.0 and 1.0 which controls the * brightness of the Home button LED. The default brightness is 0.4. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED" /** * A variable controlling whether IOKit should be used for controller * handling. * * The variable can be set to the following values: * * - "0": IOKit is not used. * - "1": IOKit is used. (default) * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_IOKIT "SDL_JOYSTICK_IOKIT" /** * A variable controlling whether to use the classic /dev/input/js* joystick * interface or the newer /dev/input/event* joystick interface on Linux. * * The variable can be set to the following values: * * - "0": Use /dev/input/event* (default) * - "1": Use /dev/input/js* * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_LINUX_CLASSIC "SDL_JOYSTICK_LINUX_CLASSIC" /** * A variable controlling whether joysticks on Linux adhere to their * HID-defined deadzones or return unfiltered values. * * The variable can be set to the following values: * * - "0": Return unfiltered joystick axis values. (default) * - "1": Return axis values with deadzones taken into account. * * This hint should be set before a controller is opened. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_LINUX_DEADZONES "SDL_JOYSTICK_LINUX_DEADZONES" /** * A variable controlling whether joysticks on Linux will always treat 'hat' * axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking * whether they may be analog. * * The variable can be set to the following values: * * - "0": Only map hat axis inputs to digital hat outputs if the input axes * appear to actually be digital. (default) * - "1": Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as * digital hats. * * This hint should be set before a controller is opened. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS "SDL_JOYSTICK_LINUX_DIGITAL_HATS" /** * A variable controlling whether digital hats on Linux will apply deadzones * to their underlying input axes or use unfiltered values. * * The variable can be set to the following values: * * - "0": Return digital hat values based on unfiltered input axis values. * - "1": Return digital hat values with deadzones on the input axes taken * into account. (default) * * This hint should be set before a controller is opened. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES "SDL_JOYSTICK_LINUX_HAT_DEADZONES" /** * A variable controlling whether GCController should be used for controller * handling. * * The variable can be set to the following values: * * - "0": GCController is not used. * - "1": GCController is used. (default) * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_MFI "SDL_JOYSTICK_MFI" /** * A variable controlling whether the RAWINPUT joystick drivers should be used * for better handling XInput-capable devices. * * The variable can be set to the following values: * * - "0": RAWINPUT drivers are not used. * - "1": RAWINPUT drivers are used. (default) * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT" /** * A variable controlling whether the RAWINPUT driver should pull correlated * data from XInput. * * The variable can be set to the following values: * * - "0": RAWINPUT driver will only use data from raw input APIs. * - "1": RAWINPUT driver will also pull data from XInput and * Windows.Gaming.Input, providing better trigger axes, guide button * presses, and rumble support for Xbox controllers. (default) * * This hint should be set before a gamepad is opened. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT" /** * A variable controlling whether the ROG Chakram mice should show up as * joysticks. * * The variable can be set to the following values: * * - "0": ROG Chakram mice do not show up as joysticks. (default) * - "1": ROG Chakram mice show up as joysticks. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM" /** * A variable controlling whether a separate thread should be used for * handling joystick detection and raw input messages on Windows. * * The variable can be set to the following values: * * - "0": A separate thread is not used. (default) * - "1": A separate thread is used for handling raw input messages. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD" /** * A variable containing a list of throttle style controllers. * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` * * The variable can also take the form of "@file", in which case the named * file will be loaded and interpreted as the value of the variable. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_THROTTLE_DEVICES "SDL_JOYSTICK_THROTTLE_DEVICES" /** * A variable containing a list of devices that are not throttle style * controllers. * * This will override SDL_HINT_JOYSTICK_THROTTLE_DEVICES and the built in * device list. * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` * * The variable can also take the form of "@file", in which case the named * file will be loaded and interpreted as the value of the variable. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED" /** * A variable controlling whether Windows.Gaming.Input should be used for * controller handling. * * The variable can be set to the following values: * * - "0": WGI is not used. * - "1": WGI is used. (default) * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI" /** * A variable containing a list of wheel style controllers. * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` * * The variable can also take the form of "@file", in which case the named * file will be loaded and interpreted as the value of the variable. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_WHEEL_DEVICES "SDL_JOYSTICK_WHEEL_DEVICES" /** * A variable containing a list of devices that are not wheel style * controllers. * * This will override SDL_HINT_JOYSTICK_WHEEL_DEVICES and the built in device * list. * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` * * The variable can also take the form of "@file", in which case the named * file will be loaded and interpreted as the value of the variable. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED" /** * A variable containing a list of devices known to have all axes centered at * zero. * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` * * The variable can also take the form of "@file", in which case the named * file will be loaded and interpreted as the value of the variable. * * This hint should be set before a controller is opened. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES" /** * A variable that controls keycode representation in keyboard events. * * This variable is a comma separated set of options for translating keycodes * in events: * * - "unmodified": The keycode is the symbol generated by pressing the key * without any modifiers applied. e.g. Shift+A would yield the keycode * SDLK_a, or 'a'. * - "modified": The keycode is the symbol generated by pressing the key with * modifiers applied. e.g. Shift+A would yield the keycode SDLK_A, or 'A'. * - "french_numbers": The number row on French keyboards is inverted, so * pressing the 1 key would yield the keycode SDLK_1, or '1', instead of * SDLK_AMPERSAND, or '&' * - "latin_letters": For keyboards using non-Latin letters, such as Russian * or Thai, the letter keys generate keycodes as though it had an en_US * layout. e.g. pressing the key associated with SDL_SCANCODE_A on a Russian * keyboard would yield 'a' instead of 'ф'. * * The default value for this hint is equivalent to "modified,french_numbers" * * Some platforms like Emscripten only provide modified keycodes and the * options are not used. * * These options do not affect the return value of SDL_GetKeyFromScancode() or * SDL_GetScancodeFromKey(), they just apply to the keycode included in key * events. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_KEYCODE_OPTIONS "SDL_KEYCODE_OPTIONS" /** * A variable that controls what KMSDRM device to use. * * SDL might open something like "/dev/dri/cardNN" to access KMSDRM * functionality, where "NN" is a device index number. SDL makes a guess at * the best index to use (usually zero), but the app or user can set this hint * to a number between 0 and 99 to force selection. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX" /** * A variable that controls whether SDL requires DRM master access in order to * initialize the KMSDRM video backend. * * The DRM subsystem has a concept of a "DRM master" which is a DRM client * that has the ability to set planes, set cursor, etc. When SDL is DRM * master, it can draw to the screen using the SDL rendering APIs. Without DRM * master, SDL is still able to process input and query attributes of attached * displays, but it cannot change display state or draw to the screen * directly. * * In some cases, it can be useful to have the KMSDRM backend even if it * cannot be used for rendering. An app may want to use SDL for input * processing while using another rendering API (such as an MMAL overlay on * Raspberry Pi) or using its own code to render to DRM overlays that SDL * doesn't support. * * The variable can be set to the following values: * * - "0": SDL will allow usage of the KMSDRM backend without DRM master. * - "1": SDL Will require DRM master to use the KMSDRM backend. (default) * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER" /** * A variable controlling the default SDL log levels. * * This variable is a comma separated set of category=level tokens that define * the default logging levels for SDL applications. * * The category can be a numeric category, one of "app", "error", "assert", * "system", "audio", "video", "render", "input", "test", or `*` for any * unspecified category. * * The level can be a numeric level, one of "verbose", "debug", "info", * "warn", "error", "critical", or "quiet" to disable that category. * * You can omit the category if you want to set the logging level for all * categories. * * If this hint isn't set, the default log levels are equivalent to: * * `app=info,assert=warn,test=verbose,*=error` * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_LOGGING "SDL_LOGGING" /** * A variable controlling whether to force the application to become the * foreground process when launched on macOS. * * The variable can be set to the following values: * * - "0": The application is brought to the foreground when launched. * (default) * - "1": The application may remain in the background when launched. * * This hint should be set before applicationDidFinishLaunching() is called. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" /** * A variable that determines whether Ctrl+Click should generate a right-click * event on macOS. * * The variable can be set to the following values: * * - "0": Ctrl+Click does not generate a right mouse button click event. * (default) * - "1": Ctrl+Click generated a right mouse button click event. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" /** * A variable controlling whether dispatching OpenGL context updates should * block the dispatching thread until the main thread finishes processing on * macOS. * * The variable can be set to the following values: * * - "0": Dispatching OpenGL context updates will block the dispatching thread * until the main thread finishes processing. (default) * - "1": Dispatching OpenGL context updates will allow the dispatching thread * to continue execution. * * Generally you want the default, but if you have OpenGL code in a background * thread on a Mac, and the main thread hangs because it's waiting for that * background thread, but that background thread is also hanging because it's * waiting for the main thread to do an update, this might fix your issue. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH" /** * Request SDL_AppIterate() be called at a specific rate. * * This number is in Hz, so "60" means try to iterate 60 times per second. * * On some platforms, or if you are using SDL_main instead of SDL_AppIterate, * this hint is ignored. When the hint can be used, it is allowed to be * changed at any time. * * This defaults to 60, and specifying NULL for the hint's value will restore * the default. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_MAIN_CALLBACK_RATE "SDL_MAIN_CALLBACK_RATE" /** * A variable controlling whether the mouse is captured while mouse buttons * are pressed. * * The variable can be set to the following values: * * - "0": The mouse is not captured while mouse buttons are pressed. * - "1": The mouse is captured while mouse buttons are pressed. * * By default the mouse is captured while mouse buttons are pressed so if the * mouse is dragged outside the window, the application continues to receive * mouse events until the button is released. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE" /** * A variable setting the double click radius, in pixels. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" /** * A variable setting the double click time, in milliseconds. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" /** * Allow mouse click events when clicking to focus an SDL window. * * The variable can be set to the following values: * * - "0": Ignore mouse clicks that activate a window. (default) * - "1": Generate events for mouse clicks that activate a window. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" /** * A variable setting the speed scale for mouse motion, in floating point, * when the mouse is not in relative mode. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" /** * A variable controlling whether relative mouse mode constrains the mouse to * the center of the window. * * Constraining to the center of the window works better for FPS games and * when the application is running over RDP. Constraining to the whole window * works better for 2D games and increases the chance that the mouse will be * in the correct position when using high DPI mice. * * The variable can be set to the following values: * * - "0": Relative mouse mode constrains the mouse to the window. * - "1": Relative mouse mode constrains the mouse to the center of the * window. (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER" /** * A variable controlling whether relative mouse mode is implemented using * mouse warping. * * The variable can be set to the following values: * * - "0": Relative mouse mode uses raw input. (default) * - "1": Relative mouse mode uses mouse warping. * * This hint can be set anytime relative mode is not currently enabled. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" /** * A variable setting the scale for mouse motion, in floating point, when the * mouse is in relative mode. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" /** * A variable controlling whether the system mouse acceleration curve is used * for relative mouse motion. * * The variable can be set to the following values: * * - "0": Relative mouse motion will be unscaled. (default) * - "1": Relative mouse motion will be scaled using the system mouse * acceleration curve. * * If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the * system speed scale. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE" /** * A variable controlling whether a motion event should be generated for mouse * warping in relative mode. * * The variable can be set to the following values: * * - "0": Warping the mouse will not generate a motion event in relative mode * - "1": Warping the mouse will generate a motion event in relative mode * * By default warping the mouse will not generate motion events in relative * mode. This avoids the application having to filter out large relative * motion due to warping. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION" /** * A variable controlling whether the hardware cursor stays visible when * relative mode is active. * * This variable can be set to the following values: "0" - The cursor will be * hidden while relative mode is active (default) "1" - The cursor will remain * visible while relative mode is active * * Note that for systems without raw hardware inputs, relative mode is * implemented using warping, so the hardware cursor will visibly warp between * frames if this is enabled on those systems. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE "SDL_MOUSE_RELATIVE_CURSOR_VISIBLE" /** * Controls how often SDL issues cursor confinement commands to the operating * system while relative mode is active, in case the desired confinement state * became out-of-sync due to interference from other running programs. * * The variable can be integers representing miliseconds between each refresh. * A value of zero means SDL will not automatically refresh the confinement. * The default value varies depending on the operating system, this variable * might not have any effects on inapplicable platforms such as those without * a cursor. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_MOUSE_RELATIVE_CLIP_INTERVAL "SDL_MOUSE_RELATIVE_CLIP_INTERVAL" /** * A variable controlling whether mouse events should generate synthetic touch * events. * * The variable can be set to the following values: * * - "0": Mouse events will not generate touch events. (default for desktop * platforms) * - "1": Mouse events will generate touch events. (default for mobile * platforms, such as Android and iOS) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" /** * Tell SDL not to catch the SIGINT or SIGTERM signals on POSIX platforms. * * The variable can be set to the following values: * * - "0": SDL will install a SIGINT and SIGTERM handler, and when it catches a * signal, convert it into an SDL_EVENT_QUIT event. (default) * - "1": SDL will not install a signal handler at all. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" /** * A variable controlling what driver to use for OpenGL ES contexts. * * On some platforms, currently Windows and X11, OpenGL drivers may support * creating contexts with an OpenGL ES profile. By default SDL uses these * profiles, when available, otherwise it attempts to load an OpenGL ES * library, e.g. that provided by the ANGLE project. This variable controls * whether SDL follows this default behaviour or will always load an OpenGL ES * library. * * Circumstances where this is useful include - Testing an app with a * particular OpenGL ES implementation, e.g ANGLE, or emulator, e.g. those * from ARM, Imagination or Qualcomm. - Resolving OpenGL ES function addresses * at link time by linking with the OpenGL ES library instead of querying them * at run time with SDL_GL_GetProcAddress(). * * Caution: for an application to work with the default behaviour across * different OpenGL drivers it must query the OpenGL ES function addresses at * run time using SDL_GL_GetProcAddress(). * * This variable is ignored on most platforms because OpenGL ES is native or * not supported. * * The variable can be set to the following values: * * - "0": Use ES profile of OpenGL, if available. (default) * - "1": Load OpenGL ES library using the default library names. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" /** * A variable controlling which orientations are allowed on iOS/Android. * * In some circumstances it is necessary to be able to explicitly control * which UI orientations are allowed. * * This variable is a space delimited list of the following values: * * - "LandscapeLeft" * - "LandscapeRight" * - "Portrait" * - "PortraitUpsideDown" * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_ORIENTATIONS "SDL_ORIENTATIONS" /** * A variable controlling whether pen mouse button emulation triggers only * when the pen touches the tablet surface. * * The variable can be set to the following values: * * - "0": The pen reports mouse button press/release immediately when the pen * button is pressed/released, and the pen tip touching the surface counts * as left mouse button press. * - "1": Mouse button presses are sent when the pen first touches the tablet * (analogously for releases). Not pressing a pen button simulates mouse * button 1, pressing the first pen button simulates mouse button 2 etc.; it * is not possible to report multiple buttons as pressed at the same time. * (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_PEN_DELAY_MOUSE_BUTTON "SDL_PEN_DELAY_MOUSE_BUTTON" /** * A variable controlling whether to treat pen movement as separate from mouse * movement. * * By default, pens report both SDL_MouseMotionEvent and SDL_PenMotionEvent * updates (analogously for button presses). This hint allows decoupling mouse * and pen updates. * * This variable toggles between the following behaviour: * * - "0": Pen acts as a mouse with mouse ID SDL_PEN_MOUSEID. (default) Use * case: client application is not pen aware, user wants to use pen instead * of mouse to interact. * - "1": Pen reports mouse clicks and movement events but does not update * SDL-internal mouse state (buttons pressed, current mouse location). Use * case: client application is not pen aware, user frequently alternates * between pen and "real" mouse. * - "2": Pen reports no mouse events. Use case: pen-aware client application * uses this hint to allow user to toggle between pen+mouse mode ("2") and * pen-only mode ("1" or "0"). * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_PEN_NOT_MOUSE "SDL_PEN_NOT_MOUSE" /** * A variable controlling the use of a sentinel event when polling the event * queue. * * When polling for events, SDL_PumpEvents is used to gather new events from * devices. If a device keeps producing new events between calls to * SDL_PumpEvents, a poll loop will become stuck until the new events stop. * This is most noticeable when moving a high frequency mouse. * * The variable can be set to the following values: * * - "0": Disable poll sentinels. * - "1": Enable poll sentinels. (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL" /** * Override for SDL_GetPreferredLocales(). * * If set, this will be favored over anything the OS might report for the * user's preferred locales. Changing this hint at runtime will not generate a * SDL_EVENT_LOCALE_CHANGED event (but if you can change the hint, you can * push your own event, if you want). * * The format of this hint is a comma-separated list of language and locale, * combined with an underscore, as is a common format: "en_GB". Locale is * optional: "en". So you might have a list like this: "en_GB,jp,es_PT" * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES" /** * A variable that decides whether to send SDL_EVENT_QUIT when closing the * last window. * * The variable can be set to the following values: * * - "0": SDL will not send an SDL_EVENT_QUIT event when the last window is * requesting to close. Note that in this case, there are still other * legitimate reasons one might get an SDL_EVENT_QUIT event: choosing "Quit" * from the macOS menu bar, sending a SIGINT (ctrl-c) on Unix, etc. * - "1": SDL will send a quit event when the last window is requesting to * close. (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE" /** * A variable controlling whether the Direct3D device is initialized for * thread-safe operations. * * The variable can be set to the following values: * * - "0": Thread-safety is not enabled. (default) * - "1": Thread-safety is enabled. * * This hint should be set before creating a renderer. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" /** * A variable controlling whether to enable Direct3D 11+'s Debug Layer. * * This variable does not have any effect on the Direct3D 9 based renderer. * * The variable can be set to the following values: * * - "0": Disable Debug Layer use. (default) * - "1": Enable Debug Layer use. * * This hint should be set before creating a renderer. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" /** * A variable controlling whether to enable Vulkan Validation Layers. * * This variable can be set to the following values: * * - "0": Disable Validation Layer use * - "1": Enable Validation Layer use * * By default, SDL does not use Vulkan Validation Layers. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_RENDER_VULKAN_DEBUG "SDL_RENDER_VULKAN_DEBUG" /** * A variable specifying which render driver to use. * * If the application doesn't pick a specific renderer to use, this variable * specifies the name of the preferred renderer. If the preferred renderer * can't be initialized, the normal default renderer is used. * * This variable is case insensitive and can be set to the following values: * * - "direct3d" * - "direct3d11" * - "direct3d12" * - "opengl" * - "opengles2" * - "opengles" * - "metal" * - "vulkan" * - "software" * * The default varies by platform, but it's the first one in the list that is * available on the current platform. * * This hint should be set before creating a renderer. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" /** * A variable controlling how the 2D render API renders lines. * * The variable can be set to the following values: * * - "0": Use the default line drawing method (Bresenham's line algorithm) * - "1": Use the driver point API using Bresenham's line algorithm (correct, * draws many points) * - "2": Use the driver line API (occasionally misses line endpoints based on * hardware driver quirks * - "3": Use the driver geometry API (correct, draws thicker diagonal lines) * * This hint should be set before creating a renderer. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD" /** * A variable controlling whether the Metal render driver select low power * device over default one. * * The variable can be set to the following values: * * - "0": Use the preferred OS device. (default) * - "1": Select a low power device. * * This hint should be set before creating a renderer. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE" /** * A variable controlling whether updates to the SDL screen surface should be * synchronized with the vertical refresh, to avoid tearing. * * This hint overrides the application preference when creating a renderer. * * The variable can be set to the following values: * * - "0": Disable vsync. (default) * - "1": Enable vsync. * * This hint should be set before creating a renderer. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" /** * A variable to control whether the return key on the soft keyboard should * hide the soft keyboard on Android and iOS. * * The variable can be set to the following values: * * - "0": The return key will be handled as a key event. (default) * - "1": The return key will hide the keyboard. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" /** * A variable containing a list of ROG gamepad capable mice. * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` * * The variable can also take the form of "@file", in which case the named * file will be loaded and interpreted as the value of the variable. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. * * \sa SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED */ #define SDL_HINT_ROG_GAMEPAD_MICE "SDL_ROG_GAMEPAD_MICE" /** * A variable containing a list of devices that are not ROG gamepad capable * mice. * * This will override SDL_HINT_ROG_GAMEPAD_MICE and the built in device list. * * The format of the string is a comma separated list of USB VID/PID pairs in * hexadecimal form, e.g. * * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` * * The variable can also take the form of "@file", in which case the named * file will be loaded and interpreted as the value of the variable. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED "SDL_ROG_GAMEPAD_MICE_EXCLUDED" /** * A variable controlling which Dispmanx layer to use on a Raspberry PI. * * Also known as Z-order. The variable can take a negative or positive value. * The default is 10000. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" /** * Specify an "activity name" for screensaver inhibition. * * Some platforms, notably Linux desktops, list the applications which are * inhibiting the screensaver or other power-saving features. * * This hint lets you specify the "activity name" sent to the OS when * SDL_DisableScreenSaver() is used (or the screensaver is automatically * disabled). The contents of this hint are used when the screensaver is * disabled. You should use a string that describes what your program is doing * (and, therefore, why the screensaver is disabled). For example, "Playing a * game" or "Watching a video". * * Setting this to "" or leaving it unset will have SDL use a reasonable * default: "Playing a game" or something similar. * * This hint should be set before calling SDL_DisableScreenSaver() * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME" /** * A variable controlling whether SDL calls dbus_shutdown() on quit. * * This is useful as a debug tool to validate memory leaks, but shouldn't ever * be set in production applications, as other libraries used by the * application might use dbus under the hood and this cause cause crashes if * they continue after SDL_Quit(). * * The variable can be set to the following values: * * - "0": SDL will not call dbus_shutdown() on quit. (default) * - "1": SDL will call dbus_shutdown() on quit. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT "SDL_SHUTDOWN_DBUS_ON_QUIT" /** * A variable that specifies a backend to use for title storage. * * By default, SDL will try all available storage backends in a reasonable * order until it finds one that can work, but this hint allows the app or * user to force a specific target, such as "pc" if, say, you are on Steam but * want to avoid SteamRemoteStorage for title data. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_STORAGE_TITLE_DRIVER "SDL_STORAGE_TITLE_DRIVER" /** * A variable that specifies a backend to use for user storage. * * By default, SDL will try all available storage backends in a reasonable * order until it finds one that can work, but this hint allows the app or * user to force a specific target, such as "pc" if, say, you are on Steam but * want to avoid SteamRemoteStorage for user data. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_STORAGE_USER_DRIVER "SDL_STORAGE_USER_DRIVER" /** * Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as * realtime. * * On some platforms, like Linux, a realtime priority thread may be subject to * restrictions that require special handling by the application. This hint * exists to let SDL know that the app is prepared to handle said * restrictions. * * On Linux, SDL will apply the following configuration to any thread that * becomes realtime: * * - The SCHED_RESET_ON_FORK bit will be set on the scheduling policy, * - An RLIMIT_RTTIME budget will be configured to the rtkit specified limit. * - Exceeding this limit will result in the kernel sending SIGKILL to the * app, refer to the man pages for more information. * * The variable can be set to the following values: * * - "0": default platform specific behaviour * - "1": Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling * policy * * This hint should be set before calling SDL_SetThreadPriority() * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL" /** * A string specifying additional information to use with * SDL_SetThreadPriority. * * By default SDL_SetThreadPriority will make appropriate system changes in * order to apply a thread priority. For example on systems using pthreads the * scheduler policy is changed automatically to a policy that works well with * a given priority. Code which has specific requirements can override SDL's * default behavior with this hint. * * pthread hint values are "current", "other", "fifo" and "rr". Currently no * other platform hint values are defined but may be in the future. * * On Linux, the kernel may send SIGKILL to realtime tasks which exceed the * distro configured execution budget for rtkit. This budget can be queried * through RLIMIT_RTTIME after calling SDL_SetThreadPriority(). * * This hint should be set before calling SDL_SetThreadPriority() * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY" /** * A variable that controls the timer resolution, in milliseconds. * * The higher resolution the timer, the more frequently the CPU services timer * interrupts, and the more precise delays are, but this takes up power and * CPU time. This hint is only used on Windows. * * See this blog post for more information: * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ * * The default value is "1". * * If this variable is set to "0", the system timer resolution is not set. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" /** * A variable controlling whether touch events should generate synthetic mouse * events. * * The variable can be set to the following values: * * - "0": Touch events will not generate mouse events. * - "1": Touch events will generate mouse events. (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" /** * A variable controlling whether trackpads should be treated as touch * devices. * * On macOS (and possibly other platforms in the future), SDL will report * touches on a trackpad as mouse input, which is generally what users expect * from this device; however, these are often actually full multitouch-capable * touch devices, so it might be preferable to some apps to treat them as * such. * * The variable can be set to the following values: * * - "0": Trackpad will send mouse events. (default) * - "1": Trackpad will send touch events. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY" /** * A variable controlling whether the Android / tvOS remotes should be listed * as joystick devices, instead of sending keyboard events. * * The variable can be set to the following values: * * - "0": Remotes send enter/escape/arrow key events. * - "1": Remotes are available as 2 axis, 2 button joysticks. (default) * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" /** * A variable controlling whether the screensaver is enabled. * * The variable can be set to the following values: * * - "0": Disable screensaver. (default) * - "1": Enable screensaver. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" /** * Tell the video driver that we only want a double buffer. * * By default, most lowlevel 2D APIs will use a triple buffer scheme that * wastes no CPU time on waiting for vsync after issuing a flip, but * introduces a frame of latency. On the other hand, using a double buffer * scheme instead is recommended for cases where low latency is an important * factor because we save a whole frame of latency. * * We do so by waiting for vsync immediately after issuing a flip, usually * just after eglSwapBuffers call in the backend's *_SwapWindow function. * * This hint is currently supported on the following drivers: * * - Raspberry Pi (raspberrypi) * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" /** * A variable that specifies a video backend to use. * * By default, SDL will try all available video backends in a reasonable order * until it finds one that can work, but this hint allows the app or user to * force a specific target, such as "x11" if, say, you are on Wayland but want * to try talking to the X server instead. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_DRIVER "SDL_VIDEO_DRIVER" /** * If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay. * * The variable can be set to one of the following values: * * - "0": Do not fall back to eglGetDisplay. * - "1": Fall back to eglGetDisplay if eglGetPlatformDisplay fails. (default) * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK "SDL_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK" /** * A variable controlling whether the OpenGL context should be created with * EGL. * * The variable can be set to the following values: * * - "0": Use platform-specific GL context creation API (GLX, WGL, CGL, etc). * (default) * - "1": Use EGL * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_FORCE_EGL "SDL_VIDEO_FORCE_EGL" /** * A variable that specifies the policy for fullscreen Spaces on macOS. * * The variable can be set to the following values: * * - "0": Disable Spaces support (FULLSCREEN_DESKTOP won't use them and * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" button on their * titlebars). * - "1": Enable Spaces support (FULLSCREEN_DESKTOP will use them and * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" button on their * titlebars). (default) * * This hint should be set before creating a window. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" /** * A variable controlling whether fullscreen windows are minimized when they * lose focus. * * The variable can be set to the following values: * * - "0": Fullscreen windows will not be minimized when they lose focus. * (default) * - "1": Fullscreen windows are minimized when they lose focus. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" /** * A variable controlling whether all window operations will block until * complete. * * Window systems that run asynchronously may not have the results of window * operations that resize or move the window applied immediately upon the * return of the requesting function. Setting this hint will cause such * operations to block after every call until the pending operation has * completed. Setting this to '1' is the equivalent of calling * SDL_SyncWindow() after every function call. * * Be aware that amount of time spent blocking while waiting for window * operations to complete can be quite lengthy, as animations may have to * complete, which can take upwards of multiple seconds in some cases. * * The variable can be set to the following values: * * - "0": Window operations are non-blocking. (default) * - "1": Window operations will block until completed. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS "SDL_VIDEO_SYNC_WINDOW_OPERATIONS" /** * A variable controlling whether the libdecor Wayland backend is allowed to * be used. * * libdecor is used over xdg-shell when xdg-decoration protocol is * unavailable. * * The variable can be set to the following values: * * - "0": libdecor use is disabled. * - "1": libdecor use is enabled. (default) * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR" /** * Enable or disable hidden mouse pointer warp emulation, needed by some older * games. * * Wayland requires the pointer confinement protocol to warp the mouse, but * that is just a hint that the compositor is free to ignore, and warping the * the pointer to or from regions outside of the focused window is prohibited. * When this hint is set and the pointer is hidden, SDL will emulate mouse * warps using relative mouse mode. This is required for some older games * (such as Source engine games), which warp the mouse to the centre of the * screen rather than using relative mouse motion. Note that relative mouse * mode may have different mouse acceleration behaviour than pointer warps. * * The variable can be set to the following values: * * - "0": Attempts to warp the mouse will be made, if the appropriate protocol * is available. * - "1": Some mouse warps will be emulated by forcing relative mouse mode. * * If not set, this is automatically enabled unless an application uses * relative mouse mode directly. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP" /** * A variable controlling whether video mode emulation is enabled under * Wayland. * * When this hint is set, a standard set of emulated CVT video modes will be * exposed for use by the application. If it is disabled, the only modes * exposed will be the logical desktop size and, in the case of a scaled * desktop, the native display resolution. * * The variable can be set to the following values: * * - "0": Video mode emulation is disabled. * - "1": Video mode emulation is enabled. (default) * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION" /** * A variable controlling how modes with a non-native aspect ratio are * displayed under Wayland. * * When this hint is set, the requested scaling will be used when displaying * fullscreen video modes that don't match the display's native aspect ratio. * This is contingent on compositor viewport support. * * The variable can be set to the following values: * * - "aspect" - Video modes will be displayed scaled, in their proper aspect * ratio, with black bars. * - "stretch" - Video modes will be scaled to fill the entire display. * (default) * - "none" - Video modes will be displayed as 1:1 with no scaling. * * This hint should be set before creating a window. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_WAYLAND_MODE_SCALING "SDL_VIDEO_WAYLAND_MODE_SCALING" /** * A variable controlling whether the libdecor Wayland backend is preferred * over native decorations. * * When this hint is set, libdecor will be used to provide window decorations, * even if xdg-decoration is available. (Note that, by default, libdecor will * use xdg-decoration itself if available). * * The variable can be set to the following values: * * - "0": libdecor is enabled only if server-side decorations are unavailable. * (default) * - "1": libdecor is always enabled if available. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR" /** * A variable forcing non-DPI-aware Wayland windows to output at 1:1 scaling. * * This must be set before initializing the video subsystem. * * When this hint is set, Wayland windows that are not flagged as being * DPI-aware will be output with scaling designed to force 1:1 pixel mapping. * * This is intended to allow legacy applications to be displayed without * desktop scaling being applied, and has issues with certain display * configurations, as this forces the window to behave in a way that Wayland * desktops were not designed to accommodate: * * - Rounding errors can result with odd window sizes and/or desktop scales, * which can cause the window contents to appear slightly blurry. * - The window may be unusably small on scaled desktops. * - The window may jump in size when moving between displays of different * scale factors. * - Displays may appear to overlap when using a multi-monitor setup with * scaling enabled. * - Possible loss of cursor precision due to the logical size of the window * being reduced. * * New applications should be designed with proper DPI awareness handling * instead of enabling this. * * The variable can be set to the following values: * * - "0": Windows will be scaled normally. * - "1": Windows will be forced to scale to achieve 1:1 output. * * This hint should be set before creating a window. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY "SDL_VIDEO_WAYLAND_SCALE_TO_DISPLAY" /** * A variable specifying which shader compiler to preload when using the * Chrome ANGLE binaries. * * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It can * use two different sets of binaries, those compiled by the user from source * or those provided by the Chrome browser. In the later case, these binaries * require that SDL loads a DLL providing the shader compiler. * * The variable can be set to the following values: * * - "d3dcompiler_46.dll" - best for Vista or later. (default) * - "d3dcompiler_43.dll" - for XP support. * - "none" - do not load any library, useful if you compiled ANGLE from * source and included the compiler in your binaries. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" /** * A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint * should be used. * * The variable can be set to the following values: * * - "0": Disable _NET_WM_BYPASS_COMPOSITOR. * - "1": Enable _NET_WM_BYPASS_COMPOSITOR. (default) * * This hint should be set before creating a window. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" /** * A variable controlling whether the X11 _NET_WM_PING protocol should be * supported. * * By default SDL will use _NET_WM_PING, but for applications that know they * will not always be able to respond to ping requests in a timely manner they * can turn it off to avoid the window manager thinking the app is hung. * * The variable can be set to the following values: * * - "0": Disable _NET_WM_PING. * - "1": Enable _NET_WM_PING. (default) * * This hint should be set before creating a window. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" /** * A variable forcing the content scaling factor for X11 displays. * * The variable can be set to a floating point value in the range 1.0-10.0f * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_X11_SCALING_FACTOR "SDL_VIDEO_X11_SCALING_FACTOR" /** * A variable forcing the visual ID chosen for new X11 windows. * * This hint should be set before creating a window. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" /** * A variable controlling whether the X11 XRandR extension should be used. * * The variable can be set to the following values: * * - "0": Disable XRandR. * - "1": Enable XRandR. (default) * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" /** * A variable controlling which touchpad should generate synthetic mouse * events. * * The variable can be set to the following values: * * - "0": Only front touchpad should generate mouse events. (default) * - "1": Only back touchpad should generate mouse events. * - "2": Both touchpads should generate mouse events. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_VITA_TOUCH_MOUSE_DEVICE" /** * A variable controlling how the fact chunk affects the loading of a WAVE * file. * * The fact chunk stores information about the number of samples of a WAVE * file. The Standards Update from Microsoft notes that this value can be used * to 'determine the length of the data in seconds'. This is especially useful * for compressed formats (for which this is a mandatory chunk) if they * produce multiple sample frames per block and truncating the block is not * allowed. The fact chunk can exactly specify how many sample frames there * should be in this case. * * Unfortunately, most application seem to ignore the fact chunk and so SDL * ignores it by default as well. * * The variable can be set to the following values: * * - "truncate" - Use the number of samples to truncate the wave data if the * fact chunk is present and valid. * - "strict" - Like "truncate", but raise an error if the fact chunk is * invalid, not present for non-PCM formats, or if the data chunk doesn't * have that many samples. * - "ignorezero" - Like "truncate", but ignore fact chunk if the number of * samples is zero. * - "ignore" - Ignore fact chunk entirely. (default) * * This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO() * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" /** * A variable controlling how the size of the RIFF chunk affects the loading * of a WAVE file. * * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE * file) is not always reliable. In case the size is wrong, it's possible to * just ignore it and step through the chunks until a fixed limit is reached. * * Note that files that have trailing data unrelated to the WAVE file or * corrupt files may slow down the loading process without a reliable * boundary. By default, SDL stops after 10000 chunks to prevent wasting time. * Use the environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. * * The variable can be set to the following values: * * - "force" - Always use the RIFF chunk size as a boundary for the chunk * search. * - "ignorezero" - Like "force", but a zero size searches up to 4 GiB. * (default) * - "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB. * - "maximum" - Search for chunks until the end of file. (not recommended) * * This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO() * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" /** * A variable controlling how a truncated WAVE file is handled. * * A WAVE file is considered truncated if any of the chunks are incomplete or * the data chunk size is not a multiple of the block size. By default, SDL * decodes until the first incomplete block, as most applications seem to do. * * The variable can be set to the following values: * * - "verystrict" - Raise an error if the file is truncated. * - "strict" - Like "verystrict", but the size of the RIFF chunk is ignored. * - "dropframe" - Decode until the first incomplete sample frame. * - "dropblock" - Decode until the first incomplete block. (default) * * This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO() * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" /** * A variable controlling whether the window is activated when the * SDL_RaiseWindow function is called. * * The variable can be set to the following values: * * - "0": The window is not activated when the SDL_RaiseWindow function is * called. * - "1": The window is activated when the SDL_RaiseWindow function is called. * (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED "SDL_WINDOW_ACTIVATE_WHEN_RAISED" /** * A variable controlling whether the window is activated when the * SDL_ShowWindow function is called. * * The variable can be set to the following values: * * - "0": The window is not activated when the SDL_ShowWindow function is * called. * - "1": The window is activated when the SDL_ShowWindow function is called. * (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN "SDL_WINDOW_ACTIVATE_WHEN_SHOWN" /** * If set to "0" then never set the top-most flag on an SDL Window even if the * application requests it. * * This is a debugging aid for developers and not expected to be used by end * users. * * The variable can be set to the following values: * * - "0": don't allow topmost * - "1": allow topmost (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WINDOW_ALLOW_TOPMOST "SDL_WINDOW_ALLOW_TOPMOST" /** * A variable controlling whether the window frame and title bar are * interactive when the cursor is hidden. * * The variable can be set to the following values: * * - "0": The window frame is not interactive when the cursor is hidden (no * move, resize, etc). * - "1": The window frame is interactive when the cursor is hidden. (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" /** * A variable controlling whether SDL generates window-close events for Alt+F4 * on Windows. * * The variable can be set to the following values: * * - "0": SDL will only do normal key handling for Alt+F4. * - "1": SDL will generate a window-close event when it sees Alt+F4. * (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4 "SDL_WINDOWS_CLOSE_ON_ALT_F4" /** * A variable controlling whether menus can be opened with their keyboard * shortcut (Alt+mnemonic). * * If the mnemonics are enabled, then menus can be opened by pressing the Alt * key and the corresponding mnemonic (for example, Alt+F opens the File * menu). However, in case an invalid mnemonic is pressed, Windows makes an * audible beep to convey that nothing happened. This is true even if the * window has no menu at all! * * Because most SDL applications don't have menus, and some want to use the * Alt key for other purposes, SDL disables mnemonics (and the beeping) by * default. * * Note: This also affects keyboard events: with mnemonics enabled, when a * menu is opened from the keyboard, you will not receive a KEYUP event for * the mnemonic key, and *might* not receive one for Alt. * * The variable can be set to the following values: * * - "0": Alt+mnemonic does nothing, no beeping. (default) * - "1": Alt+mnemonic opens menus, invalid mnemonics produce a beep. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS" /** * A variable controlling whether the windows message loop is processed by * SDL. * * The variable can be set to the following values: * * - "0": The window message loop is not run. * - "1": The window message loop is processed in SDL_PumpEvents(). (default) * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" /** * A variable controlling whether raw keyboard events are used on Windows. * * The variable can be set to the following values: * * - "0": The Windows message loop is used for keyboard events. (default) * - "1": Low latency raw keyboard events are used. * * This hint can be set anytime. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WINDOWS_RAW_KEYBOARD "SDL_WINDOWS_RAW_KEYBOARD" /** * A variable controlling whether SDL uses Critical Sections for mutexes on * Windows. * * On Windows 7 and newer, Slim Reader/Writer Locks are available. They offer * better performance, allocate no kernel resources and use less memory. SDL * will fall back to Critical Sections on older OS versions or if forced to by * this hint. * * The variable can be set to the following values: * * - "0": Use SRW Locks when available, otherwise fall back to Critical * Sections. (default) * - "1": Force the use of Critical Sections in all cases. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS" /** * A variable controlling whether SDL uses Kernel Semaphores on Windows. * * Kernel Semaphores are inter-process and require a context switch on every * interaction. On Windows 8 and newer, the WaitOnAddress API is available. * Using that and atomics to implement semaphores increases performance. SDL * will fall back to Kernel Objects on older OS versions or if forced to by * this hint. * * The variable can be set to the following values: * * - "0": Use Atomics and WaitOnAddress API when available, otherwise fall * back to Kernel Objects. (default) * - "1": Force the use of Kernel Objects in all cases. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL" /** * A variable to specify custom icon resource id from RC file on Windows * platform. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" #define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" /** * A variable controlling whether SDL uses the D3D9Ex API introduced in * Windows Vista, instead of normal D3D9. * * Direct3D 9Ex contains changes to state management that can eliminate device * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may * require some changes to your application to cope with the new behavior, so * this is disabled by default. * * For more information on Direct3D 9Ex, see: * * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements * * The variable can be set to the following values: * * - "0": Use the original Direct3D 9 API. (default) * - "1": Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex * is unavailable) * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX" /** * A variable controlling whether SDL will clear the window contents when the * WM_ERASEBKGND message is received. * * The variable can be set to the following values: * * - "0"/"never": Never clear the window. * - "1"/"initial": Clear the window when the first WM_ERASEBKGND event fires. * (default) * - "2"/"always": Clear the window on every WM_ERASEBKGND event. * * This hint should be set before creating a window. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WINDOWS_ERASE_BACKGROUND_MODE "SDL_WINDOWS_ERASE_BACKGROUND_MODE" /** * A variable controlling whether back-button-press events on Windows Phone to * be marked as handled. * * Windows Phone devices typically feature a Back button. When pressed, the OS * will emit back-button-press events, which apps are expected to handle in an * appropriate manner. If apps do not explicitly mark these events as * 'Handled', then the OS will invoke its default behavior for unhandled * back-button-press events, which on Windows Phone 8 and 8.1 is to terminate * the app (and attempt to switch to the previous app, or to the device's home * screen). * * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL to * mark back-button-press events as Handled, if and when one is sent to the * app. * * Internally, Windows Phone sends back button events as parameters to special * back-button-press callback functions. Apps that need to respond to * back-button-press events are expected to register one or more callback * functions for such, shortly after being launched (during the app's * initialization phase). After the back button is pressed, the OS will invoke * these callbacks. If the app's callback(s) do not explicitly mark the event * as handled by the time they return, or if the app never registers one of * these callback, the OS will consider the event un-handled, and it will * apply its default back button behavior (terminate the app). * * SDL registers its own back-button-press callback with the Windows Phone OS. * This callback will emit a pair of SDL key-press events (SDL_EVENT_KEY_DOWN * and SDL_EVENT_KEY_UP), each with a scancode of SDL_SCANCODE_AC_BACK, after * which it will check the contents of the hint, * SDL_HINT_WINRT_HANDLE_BACK_BUTTON. If the hint's value is set to "1", the * back button event's Handled property will get set to 'true'. If the hint's * value is set to something else, or if it is unset, SDL will leave the * event's Handled property alone. (By default, the OS sets this property to * 'false', to note.) * * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a * back button is pressed, or can set it in direct-response to a back button * being pressed. * * In order to get notified when a back button is pressed, SDL apps should * register a callback function with SDL_AddEventWatch(), and have it listen * for SDL_EVENT_KEY_DOWN events that have a scancode of SDL_SCANCODE_AC_BACK. * (Alternatively, SDL_EVENT_KEY_UP events can be listened-for. Listening for * either event type is suitable.) Any value of * SDL_HINT_WINRT_HANDLE_BACK_BUTTON set by such a callback, will be applied * to the OS' current back-button-press event. * * More details on back button behavior in Windows Phone apps can be found at * the following page, on Microsoft's developer site: * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" /** * A variable specifying the label text for a WinRT app's privacy policy link. * * Network-enabled WinRT apps must include a privacy policy. On Windows 8, * 8.1, and RT, Microsoft mandates that this policy be available via the * Windows Settings charm. SDL provides code to add a link there, with its * label text being set via the optional hint, * SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. * * Please note that a privacy policy's contents are not set via this hint. A * separate hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the * actual text of the policy. * * The contents of this hint should be encoded as a UTF8 string. * * The default value is "Privacy Policy". * * For additional information on linking to a privacy policy, see the * documentation for SDL_HINT_WINRT_PRIVACY_POLICY_URL. * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" /** * A variable specifying the URL to a WinRT app's privacy policy. * * All network-enabled WinRT apps must make a privacy policy available to its * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be be * available in the Windows Settings charm, as accessed from within the app. * SDL provides code to add a URL-based link there, which can point to the * app's privacy policy. * * To setup a URL to an app's privacy policy, set * SDL_HINT_WINRT_PRIVACY_POLICY_URL before calling any SDL_Init() functions. * The contents of the hint should be a valid URL. For example, * "http://www.example.com". * * The default value is "", which will prevent SDL from adding a privacy * policy link to the Settings charm. This hint should only be set during app * init. * * The label text of an app's "Privacy Policy" link may be customized via * another hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. * * Please note that on Windows Phone, Microsoft does not provide standard UI * for displaying a privacy policy link, and as such, * SDL_HINT_WINRT_PRIVACY_POLICY_URL will not get used on that platform. * Network-enabled phone apps should display their privacy policy through some * other, in-app means. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" /** * A variable controlling whether X11 windows are marked as override-redirect. * * If set, this _might_ increase framerate at the expense of the desktop not * working as expected. Override-redirect windows aren't noticed by the window * manager at all. * * You should probably only use this for fullscreen windows, and you probably * shouldn't even use it for that. But it's here if you want to try! * * The variable can be set to the following values: * * - "0": Do not mark the window as override-redirect. (default) * - "1": Mark the window as override-redirect. * * This hint should be set before creating a window. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT" /** * A variable specifying the type of an X11 window. * * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property to * report to the window manager the type of window it wants to create. This * might be set to various things if SDL_WINDOW_TOOLTIP or * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that * haven't set a specific type, this hint can be used to specify a custom * type. For example, a dock window might set this to * "_NET_WM_WINDOW_TYPE_DOCK". * * This hint should be set before creating a window. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE" /** * A variable controlling whether XInput should be used for controller * handling. * * The variable can be set to the following values: * * - "0": XInput is not enabled. * - "1": XInput is enabled. (default) * * This hint should be set before SDL is initialized. * * \since This hint is available since SDL 3.0.0. */ #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" /** * An enumeration of hint priorities. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_HintPriority { SDL_HINT_DEFAULT, SDL_HINT_NORMAL, SDL_HINT_OVERRIDE } SDL_HintPriority; /** * Set a hint with a specific priority. * * The priority controls the behavior when setting a hint that already has a * value. Hints will replace existing hints of their priority and lower. * Environment variables are considered to have override priority. * * \param name the hint to set. * \param value the value of the hint variable. * \param priority the SDL_HintPriority level for the hint. * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetHint * \sa SDL_ResetHint * \sa SDL_SetHint */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name, const char *value, SDL_HintPriority priority); /** * Set a hint with normal priority. * * Hints will not be set if there is an existing override hint or environment * variable that takes precedence. You can use SDL_SetHintWithPriority() to * set the hint with override priority instead. * * \param name the hint to set. * \param value the value of the hint variable. * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetHint * \sa SDL_ResetHint * \sa SDL_SetHintWithPriority */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name, const char *value); /** * Reset a hint to the default value. * * This will reset a hint to the value of the environment variable, or NULL if * the environment isn't set. Callbacks will be called normally with this * change. * * \param name the hint to set. * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetHint * \sa SDL_ResetHints */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ResetHint(const char *name); /** * Reset all hints to the default values. * * This will reset all hints to the value of the associated environment * variable, or NULL if the environment isn't set. Callbacks will be called * normally with this change. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ResetHint */ extern SDL_DECLSPEC void SDLCALL SDL_ResetHints(void); /** * Get the value of a hint. * * The returned string follows the SDL_GetStringRule. * * \param name the hint to query. * \returns the string value of a hint or NULL if the hint isn't set. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetHint * \sa SDL_SetHintWithPriority */ extern SDL_DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); /** * Get the boolean value of a hint variable. * * \param name the name of the hint to get the boolean value from. * \param default_value the value to return if the hint does not exist. * \returns the boolean value of a hint or the provided default value if the * hint does not exist. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetHint * \sa SDL_SetHint */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value); /** * Type definition of the hint callback function. * * \param userdata what was passed as `userdata` to SDL_AddHintCallback(). * \param name what was passed as `name` to SDL_AddHintCallback(). * \param oldValue the previous hint value. * \param newValue the new value hint is to be set to. * * \since This datatype is available since SDL 3.0.0. */ typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); /** * Add a function to watch a particular hint. * * \param name the hint to watch. * \param callback an SDL_HintCallback function that will be called when the * hint value changes. * \param userdata a pointer to pass to the callback function. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is **NOT** safe to call this function from two threads at * once. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DelHintCallback */ extern SDL_DECLSPEC int SDLCALL SDL_AddHintCallback(const char *name, SDL_HintCallback callback, void *userdata); /** * Remove a function watching a particular hint. * * \param name the hint being watched. * \param callback an SDL_HintCallback function that will be called when the * hint value changes. * \param userdata a pointer being passed to the callback function. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AddHintCallback */ extern SDL_DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name, SDL_HintCallback callback, void *userdata); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_hints_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_init.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryInit * * SDL subsystem init and quit functions. */ #ifndef SDL_init_h_ #define SDL_init_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* As of version 0.5, SDL is loaded dynamically into the application */ /** * Initialization flags for SDL_Init and/or SDL_InitSubSystem * * These are the flags which may be passed to SDL_Init(). You should specify * the subsystems which you will be using in your application. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_Init * \sa SDL_Quit * \sa SDL_InitSubSystem * \sa SDL_QuitSubSystem * \sa SDL_WasInit */ typedef Uint32 SDL_InitFlags; #define SDL_INIT_TIMER 0x00000001u #define SDL_INIT_AUDIO 0x00000010u /**< `SDL_INIT_AUDIO` implies `SDL_INIT_EVENTS` */ #define SDL_INIT_VIDEO 0x00000020u /**< `SDL_INIT_VIDEO` implies `SDL_INIT_EVENTS` */ #define SDL_INIT_JOYSTICK 0x00000200u /**< `SDL_INIT_JOYSTICK` implies `SDL_INIT_EVENTS`, should be initialized on the same thread as SDL_INIT_VIDEO on Windows if you don't set SDL_HINT_JOYSTICK_THREAD */ #define SDL_INIT_HAPTIC 0x00001000u #define SDL_INIT_GAMEPAD 0x00002000u /**< `SDL_INIT_GAMEPAD` implies `SDL_INIT_JOYSTICK` */ #define SDL_INIT_EVENTS 0x00004000u #define SDL_INIT_SENSOR 0x00008000u /**< `SDL_INIT_SENSOR` implies `SDL_INIT_EVENTS` */ #define SDL_INIT_CAMERA 0x00010000u /**< `SDL_INIT_CAMERA` implies `SDL_INIT_EVENTS` */ /** * Initialize the SDL library. * * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the * two may be used interchangeably. Though for readability of your code * SDL_InitSubSystem() might be preferred. * * The file I/O (for example: SDL_IOFromFile) and threading (SDL_CreateThread) * subsystems are initialized by default. Message boxes * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the * video subsystem, in hopes of being useful in showing an error dialog when * SDL_Init fails. You must specifically initialize other subsystems if you * use them in your application. * * Logging (such as SDL_Log) works without initialization, too. * * `flags` may be any of the following OR'd together: * * - `SDL_INIT_TIMER`: timer subsystem * - `SDL_INIT_AUDIO`: audio subsystem; automatically initializes the events * subsystem * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events * subsystem * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the * events subsystem * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem * - `SDL_INIT_GAMEPAD`: gamepad subsystem; automatically initializes the * joystick subsystem * - `SDL_INIT_EVENTS`: events subsystem * - `SDL_INIT_SENSOR`: sensor subsystem; automatically initializes the events * subsystem * - `SDL_INIT_CAMERA`: camera subsystem; automatically initializes the events * subsystem * * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem() * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or * call SDL_Quit() to force shutdown). If a subsystem is already loaded then * this call will increase the ref-count and return. * * \param flags subsystem initialization flags. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_InitSubSystem * \sa SDL_Quit * \sa SDL_SetMainReady * \sa SDL_WasInit */ extern SDL_DECLSPEC int SDLCALL SDL_Init(SDL_InitFlags flags); /** * Compatibility function to initialize the SDL library. * * This function and SDL_Init() are interchangeable. * * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Init * \sa SDL_Quit * \sa SDL_QuitSubSystem */ extern SDL_DECLSPEC int SDLCALL SDL_InitSubSystem(SDL_InitFlags flags); /** * Shut down specific SDL subsystems. * * You still need to call SDL_Quit() even if you close all open subsystems * with SDL_QuitSubSystem(). * * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. * * \since This function is available since SDL 3.0.0. * * \sa SDL_InitSubSystem * \sa SDL_Quit */ extern SDL_DECLSPEC void SDLCALL SDL_QuitSubSystem(SDL_InitFlags flags); /** * Get a mask of the specified subsystems which are currently initialized. * * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it * returns the initialization status of the specified subsystems. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Init * \sa SDL_InitSubSystem */ extern SDL_DECLSPEC SDL_InitFlags SDLCALL SDL_WasInit(SDL_InitFlags flags); /** * Clean up all initialized subsystems. * * You should call this function even if you have already shutdown each * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this * function even in the case of errors in initialization. * * You can use this function with atexit() to ensure that it is run when your * application is shutdown, but it is not wise to do this from a library or * other dynamically loaded code. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Init * \sa SDL_QuitSubSystem */ extern SDL_DECLSPEC void SDLCALL SDL_Quit(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_init_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_metal.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryMetal * * Functions to creating Metal layers and views on SDL windows. */ #ifndef SDL_metal_h_ #define SDL_metal_h_ #include <SDL3/SDL_video.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS). * * \since This datatype is available since SDL 3.0.0. */ typedef void *SDL_MetalView; /** * \name Metal support functions */ /* @{ */ /** * Create a CAMetalLayer-backed NSView/UIView and attach it to the specified * window. * * On macOS, this does *not* associate a MTLDevice with the CAMetalLayer on * its own. It is up to user code to do that. * * The returned handle can be casted directly to a NSView or UIView. To access * the backing CAMetalLayer, call SDL_Metal_GetLayer(). * * \param window the window. * \returns handle NSView or UIView. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Metal_DestroyView * \sa SDL_Metal_GetLayer */ extern SDL_DECLSPEC SDL_MetalView SDLCALL SDL_Metal_CreateView(SDL_Window * window); /** * Destroy an existing SDL_MetalView object. * * This should be called before SDL_DestroyWindow, if SDL_Metal_CreateView was * called after SDL_CreateWindow. * * \param view the SDL_MetalView object. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Metal_CreateView */ extern SDL_DECLSPEC void SDLCALL SDL_Metal_DestroyView(SDL_MetalView view); /** * Get a pointer to the backing CAMetalLayer for the given view. * * \param view the SDL_MetalView object. * \returns a pointer. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void *SDLCALL SDL_Metal_GetLayer(SDL_MetalView view); /* @} *//* Metal support functions */ /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_metal_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_opengl_glext.h
/* SDL modified the include guard to be compatible with Mesa and Apple include guards: * - Mesa uses: __gl_glext_h_ * - Apple uses: __glext_h_ */ #if !defined(__glext_h_) && !defined(__gl_glext_h_) #define __glext_h_ 1 #define __gl_glext_h_ 1 #ifdef __cplusplus extern "C" { #endif /* ** Copyright 2013-2020 The Khronos Group Inc. ** SPDX-License-Identifier: MIT ** ** This header is generated from the Khronos OpenGL / OpenGL ES XML ** API Registry. The current version of the Registry, generator scripts ** used to make the header, and the header can be found at ** https://github.com/KhronosGroup/OpenGL-Registry */ #if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #endif #include <windows.h> #endif #ifndef APIENTRY #define APIENTRY #endif #ifndef APIENTRYP #define APIENTRYP APIENTRY * #endif #ifndef GLAPI #define GLAPI extern #endif #define GL_GLEXT_VERSION 20220530 /*#include <KHR/khrplatform.h>*/ #ifndef __khrplatform_h_ #define __khrplatform_h_ /* ** Copyright (c) 2008-2018 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are furnished to do so, subject to ** the following conditions: ** ** The above copyright notice and this permission notice shall be included ** in all copies or substantial portions of the Materials. ** ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ /* Khronos platform-specific types and definitions. * * The master copy of khrplatform.h is maintained in the Khronos EGL * Registry repository at https://github.com/KhronosGroup/EGL-Registry * The last semantic modification to khrplatform.h was at commit ID: * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 * * Adopters may modify this file to suit their platform. Adopters are * encouraged to submit platform specific modifications to the Khronos * group so that they can be included in future versions of this file. * Please submit changes by filing pull requests or issues on * the EGL Registry repository linked above. * * * See the Implementer's Guidelines for information about where this file * should be located on your system and for more details of its use: * http://www.khronos.org/registry/implementers_guide.pdf * * This file should be included as * #include <KHR/khrplatform.h> * by Khronos client API header files that use its types and defines. * * The types in khrplatform.h should only be used to define API-specific types. * * Types defined in khrplatform.h: * khronos_int8_t signed 8 bit * khronos_uint8_t unsigned 8 bit * khronos_int16_t signed 16 bit * khronos_uint16_t unsigned 16 bit * khronos_int32_t signed 32 bit * khronos_uint32_t unsigned 32 bit * khronos_int64_t signed 64 bit * khronos_uint64_t unsigned 64 bit * khronos_intptr_t signed same number of bits as a pointer * khronos_uintptr_t unsigned same number of bits as a pointer * khronos_ssize_t signed size * khronos_usize_t unsigned size * khronos_float_t signed 32 bit floating point * khronos_time_ns_t unsigned 64 bit time in nanoseconds * khronos_utime_nanoseconds_t unsigned time interval or absolute time in * nanoseconds * khronos_stime_nanoseconds_t signed time interval in nanoseconds * khronos_boolean_enum_t enumerated boolean type. This should * only be used as a base type when a client API's boolean type is * an enum. Client APIs which use an integer or other type for * booleans cannot use this as the base type for their boolean. * * Tokens defined in khrplatform.h: * * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. * * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. * * Calling convention macros defined in this file: * KHRONOS_APICALL * KHRONOS_APIENTRY * KHRONOS_APIATTRIBUTES * * These may be used in function prototypes as: * * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( * int arg1, * int arg2) KHRONOS_APIATTRIBUTES; */ #if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) # define KHRONOS_STATIC 1 #endif /*------------------------------------------------------------------------- * Definition of KHRONOS_APICALL *------------------------------------------------------------------------- * This precedes the return type of the function in the function prototype. */ #if defined(KHRONOS_STATIC) /* If the preprocessor constant KHRONOS_STATIC is defined, make the * header compatible with static linking. */ # define KHRONOS_APICALL #elif defined(_WIN32) # define KHRONOS_APICALL __declspec(dllimport) #elif defined (__SYMBIAN32__) # define KHRONOS_APICALL IMPORT_C #elif defined(__ANDROID__) # define KHRONOS_APICALL __attribute__((visibility("default"))) #else # define KHRONOS_APICALL #endif /*------------------------------------------------------------------------- * Definition of KHRONOS_APIENTRY *------------------------------------------------------------------------- * This follows the return type of the function and precedes the function * name in the function prototype. */ #if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) /* Win32 but not WinCE */ # define KHRONOS_APIENTRY __stdcall #else # define KHRONOS_APIENTRY #endif /*------------------------------------------------------------------------- * Definition of KHRONOS_APIATTRIBUTES *------------------------------------------------------------------------- * This follows the closing parenthesis of the function prototype arguments. */ #if defined (__ARMCC_2__) #define KHRONOS_APIATTRIBUTES __softfp #else #define KHRONOS_APIATTRIBUTES #endif /*------------------------------------------------------------------------- * basic type definitions *-----------------------------------------------------------------------*/ #if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) /* * Using <stdint.h> */ #include <stdint.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; typedef int64_t khronos_int64_t; typedef uint64_t khronos_uint64_t; #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 /* * To support platform where unsigned long cannot be used interchangeably with * inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t. * Ideally, we could just use (u)intptr_t everywhere, but this could result in * ABI breakage if khronos_uintptr_t is changed from unsigned long to * unsigned long long or similar (this results in different C++ name mangling). * To avoid changes for existing platforms, we restrict usage of intptr_t to * platforms where the size of a pointer is larger than the size of long. */ #if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__) #if __SIZEOF_POINTER__ > __SIZEOF_LONG__ #define KHRONOS_USE_INTPTR_T #endif #endif #elif defined(__VMS ) || defined(__sgi) /* * Using <inttypes.h> */ #include <inttypes.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; typedef int64_t khronos_int64_t; typedef uint64_t khronos_uint64_t; #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 #elif defined(_WIN32) && !defined(__SCITECH_SNAP__) /* * Win32 */ typedef __int32 khronos_int32_t; typedef unsigned __int32 khronos_uint32_t; typedef __int64 khronos_int64_t; typedef unsigned __int64 khronos_uint64_t; #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 #elif defined(__sun__) || defined(__digital__) /* * Sun or Digital */ typedef int khronos_int32_t; typedef unsigned int khronos_uint32_t; #if defined(__arch64__) || defined(_LP64) typedef long int khronos_int64_t; typedef unsigned long int khronos_uint64_t; #else typedef long long int khronos_int64_t; typedef unsigned long long int khronos_uint64_t; #endif /* __arch64__ */ #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 #elif 0 /* * Hypothetical platform with no float or int64 support */ typedef int khronos_int32_t; typedef unsigned int khronos_uint32_t; #define KHRONOS_SUPPORT_INT64 0 #define KHRONOS_SUPPORT_FLOAT 0 #else /* * Generic fallback */ #include <stdint.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; typedef int64_t khronos_int64_t; typedef uint64_t khronos_uint64_t; #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 #endif /* * Types that are (so far) the same on all platforms */ typedef signed char khronos_int8_t; typedef unsigned char khronos_uint8_t; typedef signed short int khronos_int16_t; typedef unsigned short int khronos_uint16_t; /* * Types that differ between LLP64 and LP64 architectures - in LLP64, * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears * to be the only LLP64 architecture in current use. */ #ifdef KHRONOS_USE_INTPTR_T typedef intptr_t khronos_intptr_t; typedef uintptr_t khronos_uintptr_t; #elif defined(_WIN64) typedef signed long long int khronos_intptr_t; typedef unsigned long long int khronos_uintptr_t; #else typedef signed long int khronos_intptr_t; typedef unsigned long int khronos_uintptr_t; #endif #if defined(_WIN64) typedef signed long long int khronos_ssize_t; typedef unsigned long long int khronos_usize_t; #else typedef signed long int khronos_ssize_t; typedef unsigned long int khronos_usize_t; #endif #if KHRONOS_SUPPORT_FLOAT /* * Float type */ typedef float khronos_float_t; #endif #if KHRONOS_SUPPORT_INT64 /* Time types * * These types can be used to represent a time interval in nanoseconds or * an absolute Unadjusted System Time. Unadjusted System Time is the number * of nanoseconds since some arbitrary system event (e.g. since the last * time the system booted). The Unadjusted System Time is an unsigned * 64 bit value that wraps back to 0 every 584 years. Time intervals * may be either signed or unsigned. */ typedef khronos_uint64_t khronos_utime_nanoseconds_t; typedef khronos_int64_t khronos_stime_nanoseconds_t; #endif /* * Dummy value used to pad enum types to 32 bits. */ #ifndef KHRONOS_MAX_ENUM #define KHRONOS_MAX_ENUM 0x7FFFFFFF #endif /* * Enumerated boolean type * * Values other than zero should be considered to be true. Therefore * comparisons should not be made against KHRONOS_TRUE. */ typedef enum { KHRONOS_FALSE = 0, KHRONOS_TRUE = 1, KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM } khronos_boolean_enum_t; #endif /* __khrplatform_h_ */ /* Generated C header for: * API: gl * Profile: compatibility * Versions considered: .* * Versions emitted: 1\.[2-9]|[234]\.[0-9] * Default extensions included: gl * Additional extensions included: _nomatch_^ * Extensions removed: _nomatch_^ */ #ifndef GL_VERSION_1_2 #define GL_VERSION_1_2 1 #define GL_UNSIGNED_BYTE_3_3_2 0x8032 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #define GL_UNSIGNED_INT_8_8_8_8 0x8035 #define GL_UNSIGNED_INT_10_10_10_2 0x8036 #define GL_TEXTURE_BINDING_3D 0x806A #define GL_PACK_SKIP_IMAGES 0x806B #define GL_PACK_IMAGE_HEIGHT 0x806C #define GL_UNPACK_SKIP_IMAGES 0x806D #define GL_UNPACK_IMAGE_HEIGHT 0x806E #define GL_TEXTURE_3D 0x806F #define GL_PROXY_TEXTURE_3D 0x8070 #define GL_TEXTURE_DEPTH 0x8071 #define GL_TEXTURE_WRAP_R 0x8072 #define GL_MAX_3D_TEXTURE_SIZE 0x8073 #define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 #define GL_UNSIGNED_SHORT_5_6_5 0x8363 #define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 #define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 #define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 #define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 #define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 #define GL_BGR 0x80E0 #define GL_BGRA 0x80E1 #define GL_MAX_ELEMENTS_VERTICES 0x80E8 #define GL_MAX_ELEMENTS_INDICES 0x80E9 #define GL_CLAMP_TO_EDGE 0x812F #define GL_TEXTURE_MIN_LOD 0x813A #define GL_TEXTURE_MAX_LOD 0x813B #define GL_TEXTURE_BASE_LEVEL 0x813C #define GL_TEXTURE_MAX_LEVEL 0x813D #define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 #define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 #define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 #define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 #define GL_ALIASED_LINE_WIDTH_RANGE 0x846E #define GL_RESCALE_NORMAL 0x803A #define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 #define GL_SINGLE_COLOR 0x81F9 #define GL_SEPARATE_SPECULAR_COLOR 0x81FA #define GL_ALIASED_POINT_SIZE_RANGE 0x846D typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawRangeElements (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); GLAPI void APIENTRY glTexImage3D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glCopyTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); #endif #endif /* GL_VERSION_1_2 */ #ifndef GL_VERSION_1_3 #define GL_VERSION_1_3 1 #define GL_TEXTURE0 0x84C0 #define GL_TEXTURE1 0x84C1 #define GL_TEXTURE2 0x84C2 #define GL_TEXTURE3 0x84C3 #define GL_TEXTURE4 0x84C4 #define GL_TEXTURE5 0x84C5 #define GL_TEXTURE6 0x84C6 #define GL_TEXTURE7 0x84C7 #define GL_TEXTURE8 0x84C8 #define GL_TEXTURE9 0x84C9 #define GL_TEXTURE10 0x84CA #define GL_TEXTURE11 0x84CB #define GL_TEXTURE12 0x84CC #define GL_TEXTURE13 0x84CD #define GL_TEXTURE14 0x84CE #define GL_TEXTURE15 0x84CF #define GL_TEXTURE16 0x84D0 #define GL_TEXTURE17 0x84D1 #define GL_TEXTURE18 0x84D2 #define GL_TEXTURE19 0x84D3 #define GL_TEXTURE20 0x84D4 #define GL_TEXTURE21 0x84D5 #define GL_TEXTURE22 0x84D6 #define GL_TEXTURE23 0x84D7 #define GL_TEXTURE24 0x84D8 #define GL_TEXTURE25 0x84D9 #define GL_TEXTURE26 0x84DA #define GL_TEXTURE27 0x84DB #define GL_TEXTURE28 0x84DC #define GL_TEXTURE29 0x84DD #define GL_TEXTURE30 0x84DE #define GL_TEXTURE31 0x84DF #define GL_ACTIVE_TEXTURE 0x84E0 #define GL_MULTISAMPLE 0x809D #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E #define GL_SAMPLE_ALPHA_TO_ONE 0x809F #define GL_SAMPLE_COVERAGE 0x80A0 #define GL_SAMPLE_BUFFERS 0x80A8 #define GL_SAMPLES 0x80A9 #define GL_SAMPLE_COVERAGE_VALUE 0x80AA #define GL_SAMPLE_COVERAGE_INVERT 0x80AB #define GL_TEXTURE_CUBE_MAP 0x8513 #define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 #define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A #define GL_PROXY_TEXTURE_CUBE_MAP 0x851B #define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C #define GL_COMPRESSED_RGB 0x84ED #define GL_COMPRESSED_RGBA 0x84EE #define GL_TEXTURE_COMPRESSION_HINT 0x84EF #define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 #define GL_TEXTURE_COMPRESSED 0x86A1 #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 #define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 #define GL_CLAMP_TO_BORDER 0x812D #define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 #define GL_MAX_TEXTURE_UNITS 0x84E2 #define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 #define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 #define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 #define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 #define GL_MULTISAMPLE_BIT 0x20000000 #define GL_NORMAL_MAP 0x8511 #define GL_REFLECTION_MAP 0x8512 #define GL_COMPRESSED_ALPHA 0x84E9 #define GL_COMPRESSED_LUMINANCE 0x84EA #define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB #define GL_COMPRESSED_INTENSITY 0x84EC #define GL_COMBINE 0x8570 #define GL_COMBINE_RGB 0x8571 #define GL_COMBINE_ALPHA 0x8572 #define GL_SOURCE0_RGB 0x8580 #define GL_SOURCE1_RGB 0x8581 #define GL_SOURCE2_RGB 0x8582 #define GL_SOURCE0_ALPHA 0x8588 #define GL_SOURCE1_ALPHA 0x8589 #define GL_SOURCE2_ALPHA 0x858A #define GL_OPERAND0_RGB 0x8590 #define GL_OPERAND1_RGB 0x8591 #define GL_OPERAND2_RGB 0x8592 #define GL_OPERAND0_ALPHA 0x8598 #define GL_OPERAND1_ALPHA 0x8599 #define GL_OPERAND2_ALPHA 0x859A #define GL_RGB_SCALE 0x8573 #define GL_ADD_SIGNED 0x8574 #define GL_INTERPOLATE 0x8575 #define GL_SUBTRACT 0x84E7 #define GL_CONSTANT 0x8576 #define GL_PRIMARY_COLOR 0x8577 #define GL_PREVIOUS 0x8578 #define GL_DOT3_RGB 0x86AE #define GL_DOT3_RGBA 0x86AF typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLfloat value, GLboolean invert); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint level, void *img); typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture); typedef void (APIENTRYP PFNGLMULTITEXCOORD1DPROC) (GLenum target, GLdouble s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD1FPROC) (GLenum target, GLfloat s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD1IPROC) (GLenum target, GLint s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD1SPROC) (GLenum target, GLshort s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVPROC) (GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2DPROC) (GLenum target, GLdouble s, GLdouble t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2IPROC) (GLenum target, GLint s, GLint t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2SPROC) (GLenum target, GLshort s, GLshort t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVPROC) (GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3IPROC) (GLenum target, GLint s, GLint t, GLint r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3SPROC) (GLenum target, GLshort s, GLshort t, GLshort r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVPROC) (GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4IPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4SPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVPROC) (GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFPROC) (const GLfloat *m); typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDPROC) (const GLdouble *m); typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFPROC) (const GLfloat *m); typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDPROC) (const GLdouble *m); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glActiveTexture (GLenum texture); GLAPI void APIENTRY glSampleCoverage (GLfloat value, GLboolean invert); GLAPI void APIENTRY glCompressedTexImage3D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); GLAPI void APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); GLAPI void APIENTRY glCompressedTexImage1D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); GLAPI void APIENTRY glCompressedTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); GLAPI void APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); GLAPI void APIENTRY glCompressedTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); GLAPI void APIENTRY glGetCompressedTexImage (GLenum target, GLint level, void *img); GLAPI void APIENTRY glClientActiveTexture (GLenum texture); GLAPI void APIENTRY glMultiTexCoord1d (GLenum target, GLdouble s); GLAPI void APIENTRY glMultiTexCoord1dv (GLenum target, const GLdouble *v); GLAPI void APIENTRY glMultiTexCoord1f (GLenum target, GLfloat s); GLAPI void APIENTRY glMultiTexCoord1fv (GLenum target, const GLfloat *v); GLAPI void APIENTRY glMultiTexCoord1i (GLenum target, GLint s); GLAPI void APIENTRY glMultiTexCoord1iv (GLenum target, const GLint *v); GLAPI void APIENTRY glMultiTexCoord1s (GLenum target, GLshort s); GLAPI void APIENTRY glMultiTexCoord1sv (GLenum target, const GLshort *v); GLAPI void APIENTRY glMultiTexCoord2d (GLenum target, GLdouble s, GLdouble t); GLAPI void APIENTRY glMultiTexCoord2dv (GLenum target, const GLdouble *v); GLAPI void APIENTRY glMultiTexCoord2f (GLenum target, GLfloat s, GLfloat t); GLAPI void APIENTRY glMultiTexCoord2fv (GLenum target, const GLfloat *v); GLAPI void APIENTRY glMultiTexCoord2i (GLenum target, GLint s, GLint t); GLAPI void APIENTRY glMultiTexCoord2iv (GLenum target, const GLint *v); GLAPI void APIENTRY glMultiTexCoord2s (GLenum target, GLshort s, GLshort t); GLAPI void APIENTRY glMultiTexCoord2sv (GLenum target, const GLshort *v); GLAPI void APIENTRY glMultiTexCoord3d (GLenum target, GLdouble s, GLdouble t, GLdouble r); GLAPI void APIENTRY glMultiTexCoord3dv (GLenum target, const GLdouble *v); GLAPI void APIENTRY glMultiTexCoord3f (GLenum target, GLfloat s, GLfloat t, GLfloat r); GLAPI void APIENTRY glMultiTexCoord3fv (GLenum target, const GLfloat *v); GLAPI void APIENTRY glMultiTexCoord3i (GLenum target, GLint s, GLint t, GLint r); GLAPI void APIENTRY glMultiTexCoord3iv (GLenum target, const GLint *v); GLAPI void APIENTRY glMultiTexCoord3s (GLenum target, GLshort s, GLshort t, GLshort r); GLAPI void APIENTRY glMultiTexCoord3sv (GLenum target, const GLshort *v); GLAPI void APIENTRY glMultiTexCoord4d (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); GLAPI void APIENTRY glMultiTexCoord4dv (GLenum target, const GLdouble *v); GLAPI void APIENTRY glMultiTexCoord4f (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); GLAPI void APIENTRY glMultiTexCoord4fv (GLenum target, const GLfloat *v); GLAPI void APIENTRY glMultiTexCoord4i (GLenum target, GLint s, GLint t, GLint r, GLint q); GLAPI void APIENTRY glMultiTexCoord4iv (GLenum target, const GLint *v); GLAPI void APIENTRY glMultiTexCoord4s (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); GLAPI void APIENTRY glMultiTexCoord4sv (GLenum target, const GLshort *v); GLAPI void APIENTRY glLoadTransposeMatrixf (const GLfloat *m); GLAPI void APIENTRY glLoadTransposeMatrixd (const GLdouble *m); GLAPI void APIENTRY glMultTransposeMatrixf (const GLfloat *m); GLAPI void APIENTRY glMultTransposeMatrixd (const GLdouble *m); #endif #endif /* GL_VERSION_1_3 */ #ifndef GL_VERSION_1_4 #define GL_VERSION_1_4 1 #define GL_BLEND_DST_RGB 0x80C8 #define GL_BLEND_SRC_RGB 0x80C9 #define GL_BLEND_DST_ALPHA 0x80CA #define GL_BLEND_SRC_ALPHA 0x80CB #define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 #define GL_DEPTH_COMPONENT16 0x81A5 #define GL_DEPTH_COMPONENT24 0x81A6 #define GL_DEPTH_COMPONENT32 0x81A7 #define GL_MIRRORED_REPEAT 0x8370 #define GL_MAX_TEXTURE_LOD_BIAS 0x84FD #define GL_TEXTURE_LOD_BIAS 0x8501 #define GL_INCR_WRAP 0x8507 #define GL_DECR_WRAP 0x8508 #define GL_TEXTURE_DEPTH_SIZE 0x884A #define GL_TEXTURE_COMPARE_MODE 0x884C #define GL_TEXTURE_COMPARE_FUNC 0x884D #define GL_POINT_SIZE_MIN 0x8126 #define GL_POINT_SIZE_MAX 0x8127 #define GL_POINT_DISTANCE_ATTENUATION 0x8129 #define GL_GENERATE_MIPMAP 0x8191 #define GL_GENERATE_MIPMAP_HINT 0x8192 #define GL_FOG_COORDINATE_SOURCE 0x8450 #define GL_FOG_COORDINATE 0x8451 #define GL_FRAGMENT_DEPTH 0x8452 #define GL_CURRENT_FOG_COORDINATE 0x8453 #define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454 #define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455 #define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456 #define GL_FOG_COORDINATE_ARRAY 0x8457 #define GL_COLOR_SUM 0x8458 #define GL_CURRENT_SECONDARY_COLOR 0x8459 #define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A #define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B #define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C #define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D #define GL_SECONDARY_COLOR_ARRAY 0x845E #define GL_TEXTURE_FILTER_CONTROL 0x8500 #define GL_DEPTH_TEXTURE_MODE 0x884B #define GL_COMPARE_R_TO_TEXTURE 0x884E #define GL_BLEND_COLOR 0x8005 #define GL_BLEND_EQUATION 0x8009 #define GL_CONSTANT_COLOR 0x8001 #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 #define GL_CONSTANT_ALPHA 0x8003 #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 #define GL_FUNC_ADD 0x8006 #define GL_FUNC_REVERSE_SUBTRACT 0x800B #define GL_FUNC_SUBTRACT 0x800A #define GL_MIN 0x8007 #define GL_MAX 0x8008 typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount); typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC) (GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC) (GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC) (GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLFOGCOORDFPROC) (GLfloat coord); typedef void (APIENTRYP PFNGLFOGCOORDFVPROC) (const GLfloat *coord); typedef void (APIENTRYP PFNGLFOGCOORDDPROC) (GLdouble coord); typedef void (APIENTRYP PFNGLFOGCOORDDVPROC) (const GLdouble *coord); typedef void (APIENTRYP PFNGLFOGCOORDPOINTERPROC) (GLenum type, GLsizei stride, const void *pointer); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BPROC) (GLbyte red, GLbyte green, GLbyte blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVPROC) (const GLbyte *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DPROC) (GLdouble red, GLdouble green, GLdouble blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FPROC) (GLfloat red, GLfloat green, GLfloat blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IPROC) (GLint red, GLint green, GLint blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVPROC) (const GLint *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SPROC) (GLshort red, GLshort green, GLshort blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVPROC) (const GLshort *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBPROC) (GLubyte red, GLubyte green, GLubyte blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVPROC) (const GLubyte *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIPROC) (GLuint red, GLuint green, GLuint blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVPROC) (const GLuint *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USPROC) (GLushort red, GLushort green, GLushort blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVPROC) (const GLushort *v); typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); typedef void (APIENTRYP PFNGLWINDOWPOS2DPROC) (GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLWINDOWPOS2DVPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLWINDOWPOS2FPROC) (GLfloat x, GLfloat y); typedef void (APIENTRYP PFNGLWINDOWPOS2FVPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLWINDOWPOS2IPROC) (GLint x, GLint y); typedef void (APIENTRYP PFNGLWINDOWPOS2IVPROC) (const GLint *v); typedef void (APIENTRYP PFNGLWINDOWPOS2SPROC) (GLshort x, GLshort y); typedef void (APIENTRYP PFNGLWINDOWPOS2SVPROC) (const GLshort *v); typedef void (APIENTRYP PFNGLWINDOWPOS3DPROC) (GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLWINDOWPOS3DVPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLWINDOWPOS3FPROC) (GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLWINDOWPOS3FVPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLWINDOWPOS3IPROC) (GLint x, GLint y, GLint z); typedef void (APIENTRYP PFNGLWINDOWPOS3IVPROC) (const GLint *v); typedef void (APIENTRYP PFNGLWINDOWPOS3SPROC) (GLshort x, GLshort y, GLshort z); typedef void (APIENTRYP PFNGLWINDOWPOS3SVPROC) (const GLshort *v); typedef void (APIENTRYP PFNGLBLENDCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); GLAPI void APIENTRY glMultiDrawArrays (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); GLAPI void APIENTRY glMultiDrawElements (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount); GLAPI void APIENTRY glPointParameterf (GLenum pname, GLfloat param); GLAPI void APIENTRY glPointParameterfv (GLenum pname, const GLfloat *params); GLAPI void APIENTRY glPointParameteri (GLenum pname, GLint param); GLAPI void APIENTRY glPointParameteriv (GLenum pname, const GLint *params); GLAPI void APIENTRY glFogCoordf (GLfloat coord); GLAPI void APIENTRY glFogCoordfv (const GLfloat *coord); GLAPI void APIENTRY glFogCoordd (GLdouble coord); GLAPI void APIENTRY glFogCoorddv (const GLdouble *coord); GLAPI void APIENTRY glFogCoordPointer (GLenum type, GLsizei stride, const void *pointer); GLAPI void APIENTRY glSecondaryColor3b (GLbyte red, GLbyte green, GLbyte blue); GLAPI void APIENTRY glSecondaryColor3bv (const GLbyte *v); GLAPI void APIENTRY glSecondaryColor3d (GLdouble red, GLdouble green, GLdouble blue); GLAPI void APIENTRY glSecondaryColor3dv (const GLdouble *v); GLAPI void APIENTRY glSecondaryColor3f (GLfloat red, GLfloat green, GLfloat blue); GLAPI void APIENTRY glSecondaryColor3fv (const GLfloat *v); GLAPI void APIENTRY glSecondaryColor3i (GLint red, GLint green, GLint blue); GLAPI void APIENTRY glSecondaryColor3iv (const GLint *v); GLAPI void APIENTRY glSecondaryColor3s (GLshort red, GLshort green, GLshort blue); GLAPI void APIENTRY glSecondaryColor3sv (const GLshort *v); GLAPI void APIENTRY glSecondaryColor3ub (GLubyte red, GLubyte green, GLubyte blue); GLAPI void APIENTRY glSecondaryColor3ubv (const GLubyte *v); GLAPI void APIENTRY glSecondaryColor3ui (GLuint red, GLuint green, GLuint blue); GLAPI void APIENTRY glSecondaryColor3uiv (const GLuint *v); GLAPI void APIENTRY glSecondaryColor3us (GLushort red, GLushort green, GLushort blue); GLAPI void APIENTRY glSecondaryColor3usv (const GLushort *v); GLAPI void APIENTRY glSecondaryColorPointer (GLint size, GLenum type, GLsizei stride, const void *pointer); GLAPI void APIENTRY glWindowPos2d (GLdouble x, GLdouble y); GLAPI void APIENTRY glWindowPos2dv (const GLdouble *v); GLAPI void APIENTRY glWindowPos2f (GLfloat x, GLfloat y); GLAPI void APIENTRY glWindowPos2fv (const GLfloat *v); GLAPI void APIENTRY glWindowPos2i (GLint x, GLint y); GLAPI void APIENTRY glWindowPos2iv (const GLint *v); GLAPI void APIENTRY glWindowPos2s (GLshort x, GLshort y); GLAPI void APIENTRY glWindowPos2sv (const GLshort *v); GLAPI void APIENTRY glWindowPos3d (GLdouble x, GLdouble y, GLdouble z); GLAPI void APIENTRY glWindowPos3dv (const GLdouble *v); GLAPI void APIENTRY glWindowPos3f (GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glWindowPos3fv (const GLfloat *v); GLAPI void APIENTRY glWindowPos3i (GLint x, GLint y, GLint z); GLAPI void APIENTRY glWindowPos3iv (const GLint *v); GLAPI void APIENTRY glWindowPos3s (GLshort x, GLshort y, GLshort z); GLAPI void APIENTRY glWindowPos3sv (const GLshort *v); GLAPI void APIENTRY glBlendColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); GLAPI void APIENTRY glBlendEquation (GLenum mode); #endif #endif /* GL_VERSION_1_4 */ #ifndef GL_VERSION_1_5 #define GL_VERSION_1_5 1 typedef khronos_ssize_t GLsizeiptr; typedef khronos_intptr_t GLintptr; #define GL_BUFFER_SIZE 0x8764 #define GL_BUFFER_USAGE 0x8765 #define GL_QUERY_COUNTER_BITS 0x8864 #define GL_CURRENT_QUERY 0x8865 #define GL_QUERY_RESULT 0x8866 #define GL_QUERY_RESULT_AVAILABLE 0x8867 #define GL_ARRAY_BUFFER 0x8892 #define GL_ELEMENT_ARRAY_BUFFER 0x8893 #define GL_ARRAY_BUFFER_BINDING 0x8894 #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F #define GL_READ_ONLY 0x88B8 #define GL_WRITE_ONLY 0x88B9 #define GL_READ_WRITE 0x88BA #define GL_BUFFER_ACCESS 0x88BB #define GL_BUFFER_MAPPED 0x88BC #define GL_BUFFER_MAP_POINTER 0x88BD #define GL_STREAM_DRAW 0x88E0 #define GL_STREAM_READ 0x88E1 #define GL_STREAM_COPY 0x88E2 #define GL_STATIC_DRAW 0x88E4 #define GL_STATIC_READ 0x88E5 #define GL_STATIC_COPY 0x88E6 #define GL_DYNAMIC_DRAW 0x88E8 #define GL_DYNAMIC_READ 0x88E9 #define GL_DYNAMIC_COPY 0x88EA #define GL_SAMPLES_PASSED 0x8914 #define GL_SRC1_ALPHA 0x8589 #define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896 #define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 #define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 #define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899 #define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A #define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B #define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C #define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D #define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E #define GL_FOG_COORD_SRC 0x8450 #define GL_FOG_COORD 0x8451 #define GL_CURRENT_FOG_COORD 0x8453 #define GL_FOG_COORD_ARRAY_TYPE 0x8454 #define GL_FOG_COORD_ARRAY_STRIDE 0x8455 #define GL_FOG_COORD_ARRAY_POINTER 0x8456 #define GL_FOG_COORD_ARRAY 0x8457 #define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D #define GL_SRC0_RGB 0x8580 #define GL_SRC1_RGB 0x8581 #define GL_SRC2_RGB 0x8582 #define GL_SRC0_ALPHA 0x8588 #define GL_SRC2_ALPHA 0x858A typedef void (APIENTRYP PFNGLGENQUERIESPROC) (GLsizei n, GLuint *ids); typedef void (APIENTRYP PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint *ids); typedef GLboolean (APIENTRYP PFNGLISQUERYPROC) (GLuint id); typedef void (APIENTRYP PFNGLBEGINQUERYPROC) (GLenum target, GLuint id); typedef void (APIENTRYP PFNGLENDQUERYPROC) (GLenum target); typedef void (APIENTRYP PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint *params); typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC) (GLuint buffer); typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage); typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, void *data); typedef void *(APIENTRYP PFNGLMAPBUFFERPROC) (GLenum target, GLenum access); typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC) (GLenum target); typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC) (GLenum target, GLenum pname, void **params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGenQueries (GLsizei n, GLuint *ids); GLAPI void APIENTRY glDeleteQueries (GLsizei n, const GLuint *ids); GLAPI GLboolean APIENTRY glIsQuery (GLuint id); GLAPI void APIENTRY glBeginQuery (GLenum target, GLuint id); GLAPI void APIENTRY glEndQuery (GLenum target); GLAPI void APIENTRY glGetQueryiv (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetQueryObjectiv (GLuint id, GLenum pname, GLint *params); GLAPI void APIENTRY glGetQueryObjectuiv (GLuint id, GLenum pname, GLuint *params); GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer); GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers); GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers); GLAPI GLboolean APIENTRY glIsBuffer (GLuint buffer); GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage); GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); GLAPI void APIENTRY glGetBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, void *data); GLAPI void *APIENTRY glMapBuffer (GLenum target, GLenum access); GLAPI GLboolean APIENTRY glUnmapBuffer (GLenum target); GLAPI void APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetBufferPointerv (GLenum target, GLenum pname, void **params); #endif #endif /* GL_VERSION_1_5 */ #ifndef GL_VERSION_2_0 #define GL_VERSION_2_0 1 typedef char GLchar; #define GL_BLEND_EQUATION_RGB 0x8009 #define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 #define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 #define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 #define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 #define GL_CURRENT_VERTEX_ATTRIB 0x8626 #define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 #define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 #define GL_STENCIL_BACK_FUNC 0x8800 #define GL_STENCIL_BACK_FAIL 0x8801 #define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 #define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 #define GL_MAX_DRAW_BUFFERS 0x8824 #define GL_DRAW_BUFFER0 0x8825 #define GL_DRAW_BUFFER1 0x8826 #define GL_DRAW_BUFFER2 0x8827 #define GL_DRAW_BUFFER3 0x8828 #define GL_DRAW_BUFFER4 0x8829 #define GL_DRAW_BUFFER5 0x882A #define GL_DRAW_BUFFER6 0x882B #define GL_DRAW_BUFFER7 0x882C #define GL_DRAW_BUFFER8 0x882D #define GL_DRAW_BUFFER9 0x882E #define GL_DRAW_BUFFER10 0x882F #define GL_DRAW_BUFFER11 0x8830 #define GL_DRAW_BUFFER12 0x8831 #define GL_DRAW_BUFFER13 0x8832 #define GL_DRAW_BUFFER14 0x8833 #define GL_DRAW_BUFFER15 0x8834 #define GL_BLEND_EQUATION_ALPHA 0x883D #define GL_MAX_VERTEX_ATTRIBS 0x8869 #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 #define GL_FRAGMENT_SHADER 0x8B30 #define GL_VERTEX_SHADER 0x8B31 #define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 #define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A #define GL_MAX_VARYING_FLOATS 0x8B4B #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D #define GL_SHADER_TYPE 0x8B4F #define GL_FLOAT_VEC2 0x8B50 #define GL_FLOAT_VEC3 0x8B51 #define GL_FLOAT_VEC4 0x8B52 #define GL_INT_VEC2 0x8B53 #define GL_INT_VEC3 0x8B54 #define GL_INT_VEC4 0x8B55 #define GL_BOOL 0x8B56 #define GL_BOOL_VEC2 0x8B57 #define GL_BOOL_VEC3 0x8B58 #define GL_BOOL_VEC4 0x8B59 #define GL_FLOAT_MAT2 0x8B5A #define GL_FLOAT_MAT3 0x8B5B #define GL_FLOAT_MAT4 0x8B5C #define GL_SAMPLER_1D 0x8B5D #define GL_SAMPLER_2D 0x8B5E #define GL_SAMPLER_3D 0x8B5F #define GL_SAMPLER_CUBE 0x8B60 #define GL_SAMPLER_1D_SHADOW 0x8B61 #define GL_SAMPLER_2D_SHADOW 0x8B62 #define GL_DELETE_STATUS 0x8B80 #define GL_COMPILE_STATUS 0x8B81 #define GL_LINK_STATUS 0x8B82 #define GL_VALIDATE_STATUS 0x8B83 #define GL_INFO_LOG_LENGTH 0x8B84 #define GL_ATTACHED_SHADERS 0x8B85 #define GL_ACTIVE_UNIFORMS 0x8B86 #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 #define GL_SHADER_SOURCE_LENGTH 0x8B88 #define GL_ACTIVE_ATTRIBUTES 0x8B89 #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B #define GL_SHADING_LANGUAGE_VERSION 0x8B8C #define GL_CURRENT_PROGRAM 0x8B8D #define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 #define GL_LOWER_LEFT 0x8CA1 #define GL_UPPER_LEFT 0x8CA2 #define GL_STENCIL_BACK_REF 0x8CA3 #define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 #define GL_STENCIL_BACK_WRITEMASK 0x8CA5 #define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 #define GL_POINT_SPRITE 0x8861 #define GL_COORD_REPLACE 0x8862 #define GL_MAX_TEXTURE_COORDS 0x8871 typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC) (GLsizei n, const GLenum *bufs); typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC) (GLenum face, GLenum func, GLint ref, GLuint mask); typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask); typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar *name); typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader); typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void); typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat *params); typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer); typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program); typedef GLboolean (APIENTRYP PFNGLISSHADERPROC) (GLuint shader); typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0); typedef void (APIENTRYP PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1); typedef void (APIENTRYP PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); typedef void (APIENTRYP PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0); typedef void (APIENTRYP PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1); typedef void (APIENTRYP PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2); typedef void (APIENTRYP PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); typedef void (APIENTRYP PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC) (GLuint index, GLdouble x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC) (GLuint index, GLshort x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); GLAPI void APIENTRY glDrawBuffers (GLsizei n, const GLenum *bufs); GLAPI void APIENTRY glStencilOpSeparate (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); GLAPI void APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask); GLAPI void APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask); GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader); GLAPI void APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar *name); GLAPI void APIENTRY glCompileShader (GLuint shader); GLAPI GLuint APIENTRY glCreateProgram (void); GLAPI GLuint APIENTRY glCreateShader (GLenum type); GLAPI void APIENTRY glDeleteProgram (GLuint program); GLAPI void APIENTRY glDeleteShader (GLuint shader); GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader); GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index); GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index); GLAPI void APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); GLAPI void APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); GLAPI void APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); GLAPI void APIENTRY glGetShaderSource (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); GLAPI void APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat *params); GLAPI void APIENTRY glGetUniformiv (GLuint program, GLint location, GLint *params); GLAPI void APIENTRY glGetVertexAttribdv (GLuint index, GLenum pname, GLdouble *params); GLAPI void APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params); GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer); GLAPI GLboolean APIENTRY glIsProgram (GLuint program); GLAPI GLboolean APIENTRY glIsShader (GLuint shader); GLAPI void APIENTRY glLinkProgram (GLuint program); GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); GLAPI void APIENTRY glUseProgram (GLuint program); GLAPI void APIENTRY glUniform1f (GLint location, GLfloat v0); GLAPI void APIENTRY glUniform2f (GLint location, GLfloat v0, GLfloat v1); GLAPI void APIENTRY glUniform3f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); GLAPI void APIENTRY glUniform4f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); GLAPI void APIENTRY glUniform1i (GLint location, GLint v0); GLAPI void APIENTRY glUniform2i (GLint location, GLint v0, GLint v1); GLAPI void APIENTRY glUniform3i (GLint location, GLint v0, GLint v1, GLint v2); GLAPI void APIENTRY glUniform4i (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); GLAPI void APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat *value); GLAPI void APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat *value); GLAPI void APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat *value); GLAPI void APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat *value); GLAPI void APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint *value); GLAPI void APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint *value); GLAPI void APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint *value); GLAPI void APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint *value); GLAPI void APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glValidateProgram (GLuint program); GLAPI void APIENTRY glVertexAttrib1d (GLuint index, GLdouble x); GLAPI void APIENTRY glVertexAttrib1dv (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttrib1f (GLuint index, GLfloat x); GLAPI void APIENTRY glVertexAttrib1fv (GLuint index, const GLfloat *v); GLAPI void APIENTRY glVertexAttrib1s (GLuint index, GLshort x); GLAPI void APIENTRY glVertexAttrib1sv (GLuint index, const GLshort *v); GLAPI void APIENTRY glVertexAttrib2d (GLuint index, GLdouble x, GLdouble y); GLAPI void APIENTRY glVertexAttrib2dv (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttrib2f (GLuint index, GLfloat x, GLfloat y); GLAPI void APIENTRY glVertexAttrib2fv (GLuint index, const GLfloat *v); GLAPI void APIENTRY glVertexAttrib2s (GLuint index, GLshort x, GLshort y); GLAPI void APIENTRY glVertexAttrib2sv (GLuint index, const GLshort *v); GLAPI void APIENTRY glVertexAttrib3d (GLuint index, GLdouble x, GLdouble y, GLdouble z); GLAPI void APIENTRY glVertexAttrib3dv (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttrib3f (GLuint index, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glVertexAttrib3fv (GLuint index, const GLfloat *v); GLAPI void APIENTRY glVertexAttrib3s (GLuint index, GLshort x, GLshort y, GLshort z); GLAPI void APIENTRY glVertexAttrib3sv (GLuint index, const GLshort *v); GLAPI void APIENTRY glVertexAttrib4Nbv (GLuint index, const GLbyte *v); GLAPI void APIENTRY glVertexAttrib4Niv (GLuint index, const GLint *v); GLAPI void APIENTRY glVertexAttrib4Nsv (GLuint index, const GLshort *v); GLAPI void APIENTRY glVertexAttrib4Nub (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); GLAPI void APIENTRY glVertexAttrib4Nubv (GLuint index, const GLubyte *v); GLAPI void APIENTRY glVertexAttrib4Nuiv (GLuint index, const GLuint *v); GLAPI void APIENTRY glVertexAttrib4Nusv (GLuint index, const GLushort *v); GLAPI void APIENTRY glVertexAttrib4bv (GLuint index, const GLbyte *v); GLAPI void APIENTRY glVertexAttrib4d (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI void APIENTRY glVertexAttrib4dv (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttrib4f (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); GLAPI void APIENTRY glVertexAttrib4fv (GLuint index, const GLfloat *v); GLAPI void APIENTRY glVertexAttrib4iv (GLuint index, const GLint *v); GLAPI void APIENTRY glVertexAttrib4s (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); GLAPI void APIENTRY glVertexAttrib4sv (GLuint index, const GLshort *v); GLAPI void APIENTRY glVertexAttrib4ubv (GLuint index, const GLubyte *v); GLAPI void APIENTRY glVertexAttrib4uiv (GLuint index, const GLuint *v); GLAPI void APIENTRY glVertexAttrib4usv (GLuint index, const GLushort *v); GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); #endif #endif /* GL_VERSION_2_0 */ #ifndef GL_VERSION_2_1 #define GL_VERSION_2_1 1 #define GL_PIXEL_PACK_BUFFER 0x88EB #define GL_PIXEL_UNPACK_BUFFER 0x88EC #define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED #define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF #define GL_FLOAT_MAT2x3 0x8B65 #define GL_FLOAT_MAT2x4 0x8B66 #define GL_FLOAT_MAT3x2 0x8B67 #define GL_FLOAT_MAT3x4 0x8B68 #define GL_FLOAT_MAT4x2 0x8B69 #define GL_FLOAT_MAT4x3 0x8B6A #define GL_SRGB 0x8C40 #define GL_SRGB8 0x8C41 #define GL_SRGB_ALPHA 0x8C42 #define GL_SRGB8_ALPHA8 0x8C43 #define GL_COMPRESSED_SRGB 0x8C48 #define GL_COMPRESSED_SRGB_ALPHA 0x8C49 #define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F #define GL_SLUMINANCE_ALPHA 0x8C44 #define GL_SLUMINANCE8_ALPHA8 0x8C45 #define GL_SLUMINANCE 0x8C46 #define GL_SLUMINANCE8 0x8C47 #define GL_COMPRESSED_SLUMINANCE 0x8C4A #define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glUniformMatrix2x3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glUniformMatrix3x2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glUniformMatrix2x4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glUniformMatrix4x2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glUniformMatrix3x4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glUniformMatrix4x3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); #endif #endif /* GL_VERSION_2_1 */ #ifndef GL_VERSION_3_0 #define GL_VERSION_3_0 1 typedef khronos_uint16_t GLhalf; #define GL_COMPARE_REF_TO_TEXTURE 0x884E #define GL_CLIP_DISTANCE0 0x3000 #define GL_CLIP_DISTANCE1 0x3001 #define GL_CLIP_DISTANCE2 0x3002 #define GL_CLIP_DISTANCE3 0x3003 #define GL_CLIP_DISTANCE4 0x3004 #define GL_CLIP_DISTANCE5 0x3005 #define GL_CLIP_DISTANCE6 0x3006 #define GL_CLIP_DISTANCE7 0x3007 #define GL_MAX_CLIP_DISTANCES 0x0D32 #define GL_MAJOR_VERSION 0x821B #define GL_MINOR_VERSION 0x821C #define GL_NUM_EXTENSIONS 0x821D #define GL_CONTEXT_FLAGS 0x821E #define GL_COMPRESSED_RED 0x8225 #define GL_COMPRESSED_RG 0x8226 #define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001 #define GL_RGBA32F 0x8814 #define GL_RGB32F 0x8815 #define GL_RGBA16F 0x881A #define GL_RGB16F 0x881B #define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD #define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF #define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 #define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 #define GL_CLAMP_READ_COLOR 0x891C #define GL_FIXED_ONLY 0x891D #define GL_MAX_VARYING_COMPONENTS 0x8B4B #define GL_TEXTURE_1D_ARRAY 0x8C18 #define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 #define GL_TEXTURE_2D_ARRAY 0x8C1A #define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B #define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C #define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D #define GL_R11F_G11F_B10F 0x8C3A #define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B #define GL_RGB9_E5 0x8C3D #define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E #define GL_TEXTURE_SHARED_SIZE 0x8C3F #define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 #define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 #define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 #define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 #define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 #define GL_PRIMITIVES_GENERATED 0x8C87 #define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 #define GL_RASTERIZER_DISCARD 0x8C89 #define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B #define GL_INTERLEAVED_ATTRIBS 0x8C8C #define GL_SEPARATE_ATTRIBS 0x8C8D #define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E #define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F #define GL_RGBA32UI 0x8D70 #define GL_RGB32UI 0x8D71 #define GL_RGBA16UI 0x8D76 #define GL_RGB16UI 0x8D77 #define GL_RGBA8UI 0x8D7C #define GL_RGB8UI 0x8D7D #define GL_RGBA32I 0x8D82 #define GL_RGB32I 0x8D83 #define GL_RGBA16I 0x8D88 #define GL_RGB16I 0x8D89 #define GL_RGBA8I 0x8D8E #define GL_RGB8I 0x8D8F #define GL_RED_INTEGER 0x8D94 #define GL_GREEN_INTEGER 0x8D95 #define GL_BLUE_INTEGER 0x8D96 #define GL_RGB_INTEGER 0x8D98 #define GL_RGBA_INTEGER 0x8D99 #define GL_BGR_INTEGER 0x8D9A #define GL_BGRA_INTEGER 0x8D9B #define GL_SAMPLER_1D_ARRAY 0x8DC0 #define GL_SAMPLER_2D_ARRAY 0x8DC1 #define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 #define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 #define GL_SAMPLER_CUBE_SHADOW 0x8DC5 #define GL_UNSIGNED_INT_VEC2 0x8DC6 #define GL_UNSIGNED_INT_VEC3 0x8DC7 #define GL_UNSIGNED_INT_VEC4 0x8DC8 #define GL_INT_SAMPLER_1D 0x8DC9 #define GL_INT_SAMPLER_2D 0x8DCA #define GL_INT_SAMPLER_3D 0x8DCB #define GL_INT_SAMPLER_CUBE 0x8DCC #define GL_INT_SAMPLER_1D_ARRAY 0x8DCE #define GL_INT_SAMPLER_2D_ARRAY 0x8DCF #define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 #define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 #define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 #define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 #define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 #define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 #define GL_QUERY_WAIT 0x8E13 #define GL_QUERY_NO_WAIT 0x8E14 #define GL_QUERY_BY_REGION_WAIT 0x8E15 #define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 #define GL_BUFFER_ACCESS_FLAGS 0x911F #define GL_BUFFER_MAP_LENGTH 0x9120 #define GL_BUFFER_MAP_OFFSET 0x9121 #define GL_DEPTH_COMPONENT32F 0x8CAC #define GL_DEPTH32F_STENCIL8 0x8CAD #define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 #define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 #define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 #define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 #define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 #define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 #define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 #define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 #define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 #define GL_FRAMEBUFFER_DEFAULT 0x8218 #define GL_FRAMEBUFFER_UNDEFINED 0x8219 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A #define GL_MAX_RENDERBUFFER_SIZE 0x84E8 #define GL_DEPTH_STENCIL 0x84F9 #define GL_UNSIGNED_INT_24_8 0x84FA #define GL_DEPTH24_STENCIL8 0x88F0 #define GL_TEXTURE_STENCIL_SIZE 0x88F1 #define GL_TEXTURE_RED_TYPE 0x8C10 #define GL_TEXTURE_GREEN_TYPE 0x8C11 #define GL_TEXTURE_BLUE_TYPE 0x8C12 #define GL_TEXTURE_ALPHA_TYPE 0x8C13 #define GL_TEXTURE_DEPTH_TYPE 0x8C16 #define GL_UNSIGNED_NORMALIZED 0x8C17 #define GL_FRAMEBUFFER_BINDING 0x8CA6 #define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 #define GL_RENDERBUFFER_BINDING 0x8CA7 #define GL_READ_FRAMEBUFFER 0x8CA8 #define GL_DRAW_FRAMEBUFFER 0x8CA9 #define GL_READ_FRAMEBUFFER_BINDING 0x8CAA #define GL_RENDERBUFFER_SAMPLES 0x8CAB #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 #define GL_FRAMEBUFFER_COMPLETE 0x8CD5 #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 #define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB #define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC #define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD #define GL_MAX_COLOR_ATTACHMENTS 0x8CDF #define GL_COLOR_ATTACHMENT0 0x8CE0 #define GL_COLOR_ATTACHMENT1 0x8CE1 #define GL_COLOR_ATTACHMENT2 0x8CE2 #define GL_COLOR_ATTACHMENT3 0x8CE3 #define GL_COLOR_ATTACHMENT4 0x8CE4 #define GL_COLOR_ATTACHMENT5 0x8CE5 #define GL_COLOR_ATTACHMENT6 0x8CE6 #define GL_COLOR_ATTACHMENT7 0x8CE7 #define GL_COLOR_ATTACHMENT8 0x8CE8 #define GL_COLOR_ATTACHMENT9 0x8CE9 #define GL_COLOR_ATTACHMENT10 0x8CEA #define GL_COLOR_ATTACHMENT11 0x8CEB #define GL_COLOR_ATTACHMENT12 0x8CEC #define GL_COLOR_ATTACHMENT13 0x8CED #define GL_COLOR_ATTACHMENT14 0x8CEE #define GL_COLOR_ATTACHMENT15 0x8CEF #define GL_COLOR_ATTACHMENT16 0x8CF0 #define GL_COLOR_ATTACHMENT17 0x8CF1 #define GL_COLOR_ATTACHMENT18 0x8CF2 #define GL_COLOR_ATTACHMENT19 0x8CF3 #define GL_COLOR_ATTACHMENT20 0x8CF4 #define GL_COLOR_ATTACHMENT21 0x8CF5 #define GL_COLOR_ATTACHMENT22 0x8CF6 #define GL_COLOR_ATTACHMENT23 0x8CF7 #define GL_COLOR_ATTACHMENT24 0x8CF8 #define GL_COLOR_ATTACHMENT25 0x8CF9 #define GL_COLOR_ATTACHMENT26 0x8CFA #define GL_COLOR_ATTACHMENT27 0x8CFB #define GL_COLOR_ATTACHMENT28 0x8CFC #define GL_COLOR_ATTACHMENT29 0x8CFD #define GL_COLOR_ATTACHMENT30 0x8CFE #define GL_COLOR_ATTACHMENT31 0x8CFF #define GL_DEPTH_ATTACHMENT 0x8D00 #define GL_STENCIL_ATTACHMENT 0x8D20 #define GL_FRAMEBUFFER 0x8D40 #define GL_RENDERBUFFER 0x8D41 #define GL_RENDERBUFFER_WIDTH 0x8D42 #define GL_RENDERBUFFER_HEIGHT 0x8D43 #define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 #define GL_STENCIL_INDEX1 0x8D46 #define GL_STENCIL_INDEX4 0x8D47 #define GL_STENCIL_INDEX8 0x8D48 #define GL_STENCIL_INDEX16 0x8D49 #define GL_RENDERBUFFER_RED_SIZE 0x8D50 #define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 #define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 #define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 #define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 #define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 #define GL_MAX_SAMPLES 0x8D57 #define GL_INDEX 0x8222 #define GL_TEXTURE_LUMINANCE_TYPE 0x8C14 #define GL_TEXTURE_INTENSITY_TYPE 0x8C15 #define GL_FRAMEBUFFER_SRGB 0x8DB9 #define GL_HALF_FLOAT 0x140B #define GL_MAP_READ_BIT 0x0001 #define GL_MAP_WRITE_BIT 0x0002 #define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 #define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 #define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 #define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 #define GL_COMPRESSED_RED_RGTC1 0x8DBB #define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC #define GL_COMPRESSED_RG_RGTC2 0x8DBD #define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE #define GL_RG 0x8227 #define GL_RG_INTEGER 0x8228 #define GL_R8 0x8229 #define GL_R16 0x822A #define GL_RG8 0x822B #define GL_RG16 0x822C #define GL_R16F 0x822D #define GL_R32F 0x822E #define GL_RG16F 0x822F #define GL_RG32F 0x8230 #define GL_R8I 0x8231 #define GL_R8UI 0x8232 #define GL_R16I 0x8233 #define GL_R16UI 0x8234 #define GL_R32I 0x8235 #define GL_R32UI 0x8236 #define GL_RG8I 0x8237 #define GL_RG8UI 0x8238 #define GL_RG16I 0x8239 #define GL_RG16UI 0x823A #define GL_RG32I 0x823B #define GL_RG32UI 0x823C #define GL_VERTEX_ARRAY_BINDING 0x85B5 #define GL_CLAMP_VERTEX_COLOR 0x891A #define GL_CLAMP_FRAGMENT_COLOR 0x891B #define GL_ALPHA_INTEGER 0x8D97 typedef void (APIENTRYP PFNGLCOLORMASKIPROC) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data); typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data); typedef void (APIENTRYP PFNGLENABLEIPROC) (GLenum target, GLuint index); typedef void (APIENTRYP PFNGLDISABLEIPROC) (GLenum target, GLuint index); typedef GLboolean (APIENTRYP PFNGLISENABLEDIPROC) (GLenum target, GLuint index); typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKPROC) (GLenum primitiveMode); typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKPROC) (void); typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC) (GLenum target, GLuint index, GLuint buffer); typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSPROC) (GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); typedef void (APIENTRYP PFNGLCLAMPCOLORPROC) (GLenum target, GLenum clamp); typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERPROC) (GLuint id, GLenum mode); typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERPROC) (void); typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVPROC) (GLuint index, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVPROC) (GLuint index, GLenum pname, GLuint *params); typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IPROC) (GLuint index, GLint x); typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IPROC) (GLuint index, GLint x, GLint y); typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IPROC) (GLuint index, GLint x, GLint y, GLint z); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w); typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIPROC) (GLuint index, GLuint x); typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIPROC) (GLuint index, GLuint x, GLuint y); typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIPROC) (GLuint index, GLuint x, GLuint y, GLuint z); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVPROC) (GLuint index, const GLbyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVPROC) (GLuint index, const GLubyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVPROC) (GLuint index, const GLushort *v); typedef void (APIENTRYP PFNGLGETUNIFORMUIVPROC) (GLuint program, GLint location, GLuint *params); typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONPROC) (GLuint program, GLuint color, const GLchar *name); typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONPROC) (GLuint program, const GLchar *name); typedef void (APIENTRYP PFNGLUNIFORM1UIPROC) (GLint location, GLuint v0); typedef void (APIENTRYP PFNGLUNIFORM2UIPROC) (GLint location, GLuint v0, GLuint v1); typedef void (APIENTRYP PFNGLUNIFORM3UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2); typedef void (APIENTRYP PFNGLUNIFORM4UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); typedef void (APIENTRYP PFNGLUNIFORM1UIVPROC) (GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLUNIFORM2UIVPROC) (GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLUNIFORM3UIVPROC) (GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLUNIFORM4UIVPROC) (GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, const GLuint *params); typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, GLuint *params); typedef void (APIENTRYP PFNGLCLEARBUFFERIVPROC) (GLenum buffer, GLint drawbuffer, const GLint *value); typedef void (APIENTRYP PFNGLCLEARBUFFERUIVPROC) (GLenum buffer, GLint drawbuffer, const GLuint *value); typedef void (APIENTRYP PFNGLCLEARBUFFERFVPROC) (GLenum buffer, GLint drawbuffer, const GLfloat *value); typedef void (APIENTRYP PFNGLCLEARBUFFERFIPROC) (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index); typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer); typedef void (APIENTRYP PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer); typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint *renderbuffers); typedef void (APIENTRYP PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint *renderbuffers); typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer); typedef void (APIENTRYP PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer); typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint *framebuffers); typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint *framebuffers); typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGENERATEMIPMAPPROC) (GLenum target); typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); typedef void *(APIENTRYP PFNGLMAPBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length); typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array); typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays); typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays); typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYPROC) (GLuint array); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glColorMaski (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); GLAPI void APIENTRY glGetBooleani_v (GLenum target, GLuint index, GLboolean *data); GLAPI void APIENTRY glGetIntegeri_v (GLenum target, GLuint index, GLint *data); GLAPI void APIENTRY glEnablei (GLenum target, GLuint index); GLAPI void APIENTRY glDisablei (GLenum target, GLuint index); GLAPI GLboolean APIENTRY glIsEnabledi (GLenum target, GLuint index); GLAPI void APIENTRY glBeginTransformFeedback (GLenum primitiveMode); GLAPI void APIENTRY glEndTransformFeedback (void); GLAPI void APIENTRY glBindBufferRange (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); GLAPI void APIENTRY glBindBufferBase (GLenum target, GLuint index, GLuint buffer); GLAPI void APIENTRY glTransformFeedbackVaryings (GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); GLAPI void APIENTRY glGetTransformFeedbackVarying (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); GLAPI void APIENTRY glClampColor (GLenum target, GLenum clamp); GLAPI void APIENTRY glBeginConditionalRender (GLuint id, GLenum mode); GLAPI void APIENTRY glEndConditionalRender (void); GLAPI void APIENTRY glVertexAttribIPointer (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); GLAPI void APIENTRY glGetVertexAttribIiv (GLuint index, GLenum pname, GLint *params); GLAPI void APIENTRY glGetVertexAttribIuiv (GLuint index, GLenum pname, GLuint *params); GLAPI void APIENTRY glVertexAttribI1i (GLuint index, GLint x); GLAPI void APIENTRY glVertexAttribI2i (GLuint index, GLint x, GLint y); GLAPI void APIENTRY glVertexAttribI3i (GLuint index, GLint x, GLint y, GLint z); GLAPI void APIENTRY glVertexAttribI4i (GLuint index, GLint x, GLint y, GLint z, GLint w); GLAPI void APIENTRY glVertexAttribI1ui (GLuint index, GLuint x); GLAPI void APIENTRY glVertexAttribI2ui (GLuint index, GLuint x, GLuint y); GLAPI void APIENTRY glVertexAttribI3ui (GLuint index, GLuint x, GLuint y, GLuint z); GLAPI void APIENTRY glVertexAttribI4ui (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); GLAPI void APIENTRY glVertexAttribI1iv (GLuint index, const GLint *v); GLAPI void APIENTRY glVertexAttribI2iv (GLuint index, const GLint *v); GLAPI void APIENTRY glVertexAttribI3iv (GLuint index, const GLint *v); GLAPI void APIENTRY glVertexAttribI4iv (GLuint index, const GLint *v); GLAPI void APIENTRY glVertexAttribI1uiv (GLuint index, const GLuint *v); GLAPI void APIENTRY glVertexAttribI2uiv (GLuint index, const GLuint *v); GLAPI void APIENTRY glVertexAttribI3uiv (GLuint index, const GLuint *v); GLAPI void APIENTRY glVertexAttribI4uiv (GLuint index, const GLuint *v); GLAPI void APIENTRY glVertexAttribI4bv (GLuint index, const GLbyte *v); GLAPI void APIENTRY glVertexAttribI4sv (GLuint index, const GLshort *v); GLAPI void APIENTRY glVertexAttribI4ubv (GLuint index, const GLubyte *v); GLAPI void APIENTRY glVertexAttribI4usv (GLuint index, const GLushort *v); GLAPI void APIENTRY glGetUniformuiv (GLuint program, GLint location, GLuint *params); GLAPI void APIENTRY glBindFragDataLocation (GLuint program, GLuint color, const GLchar *name); GLAPI GLint APIENTRY glGetFragDataLocation (GLuint program, const GLchar *name); GLAPI void APIENTRY glUniform1ui (GLint location, GLuint v0); GLAPI void APIENTRY glUniform2ui (GLint location, GLuint v0, GLuint v1); GLAPI void APIENTRY glUniform3ui (GLint location, GLuint v0, GLuint v1, GLuint v2); GLAPI void APIENTRY glUniform4ui (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); GLAPI void APIENTRY glUniform1uiv (GLint location, GLsizei count, const GLuint *value); GLAPI void APIENTRY glUniform2uiv (GLint location, GLsizei count, const GLuint *value); GLAPI void APIENTRY glUniform3uiv (GLint location, GLsizei count, const GLuint *value); GLAPI void APIENTRY glUniform4uiv (GLint location, GLsizei count, const GLuint *value); GLAPI void APIENTRY glTexParameterIiv (GLenum target, GLenum pname, const GLint *params); GLAPI void APIENTRY glTexParameterIuiv (GLenum target, GLenum pname, const GLuint *params); GLAPI void APIENTRY glGetTexParameterIiv (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetTexParameterIuiv (GLenum target, GLenum pname, GLuint *params); GLAPI void APIENTRY glClearBufferiv (GLenum buffer, GLint drawbuffer, const GLint *value); GLAPI void APIENTRY glClearBufferuiv (GLenum buffer, GLint drawbuffer, const GLuint *value); GLAPI void APIENTRY glClearBufferfv (GLenum buffer, GLint drawbuffer, const GLfloat *value); GLAPI void APIENTRY glClearBufferfi (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index); GLAPI GLboolean APIENTRY glIsRenderbuffer (GLuint renderbuffer); GLAPI void APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer); GLAPI void APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers); GLAPI void APIENTRY glGenRenderbuffers (GLsizei n, GLuint *renderbuffers); GLAPI void APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); GLAPI void APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint *params); GLAPI GLboolean APIENTRY glIsFramebuffer (GLuint framebuffer); GLAPI void APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer); GLAPI void APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint *framebuffers); GLAPI void APIENTRY glGenFramebuffers (GLsizei n, GLuint *framebuffers); GLAPI GLenum APIENTRY glCheckFramebufferStatus (GLenum target); GLAPI void APIENTRY glFramebufferTexture1D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); GLAPI void APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); GLAPI void APIENTRY glFramebufferTexture3D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); GLAPI void APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); GLAPI void APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint *params); GLAPI void APIENTRY glGenerateMipmap (GLenum target); GLAPI void APIENTRY glBlitFramebuffer (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); GLAPI void APIENTRY glRenderbufferStorageMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); GLAPI void APIENTRY glFramebufferTextureLayer (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); GLAPI void *APIENTRY glMapBufferRange (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); GLAPI void APIENTRY glFlushMappedBufferRange (GLenum target, GLintptr offset, GLsizeiptr length); GLAPI void APIENTRY glBindVertexArray (GLuint array); GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays); GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays); GLAPI GLboolean APIENTRY glIsVertexArray (GLuint array); #endif #endif /* GL_VERSION_3_0 */ #ifndef GL_VERSION_3_1 #define GL_VERSION_3_1 1 #define GL_SAMPLER_2D_RECT 0x8B63 #define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 #define GL_SAMPLER_BUFFER 0x8DC2 #define GL_INT_SAMPLER_2D_RECT 0x8DCD #define GL_INT_SAMPLER_BUFFER 0x8DD0 #define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 #define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 #define GL_TEXTURE_BUFFER 0x8C2A #define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B #define GL_TEXTURE_BINDING_BUFFER 0x8C2C #define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D #define GL_TEXTURE_RECTANGLE 0x84F5 #define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 #define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 #define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 #define GL_R8_SNORM 0x8F94 #define GL_RG8_SNORM 0x8F95 #define GL_RGB8_SNORM 0x8F96 #define GL_RGBA8_SNORM 0x8F97 #define GL_R16_SNORM 0x8F98 #define GL_RG16_SNORM 0x8F99 #define GL_RGB16_SNORM 0x8F9A #define GL_RGBA16_SNORM 0x8F9B #define GL_SIGNED_NORMALIZED 0x8F9C #define GL_PRIMITIVE_RESTART 0x8F9D #define GL_PRIMITIVE_RESTART_INDEX 0x8F9E #define GL_COPY_READ_BUFFER 0x8F36 #define GL_COPY_WRITE_BUFFER 0x8F37 #define GL_UNIFORM_BUFFER 0x8A11 #define GL_UNIFORM_BUFFER_BINDING 0x8A28 #define GL_UNIFORM_BUFFER_START 0x8A29 #define GL_UNIFORM_BUFFER_SIZE 0x8A2A #define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B #define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C #define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D #define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E #define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F #define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 #define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 #define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 #define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 #define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 #define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 #define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 #define GL_UNIFORM_TYPE 0x8A37 #define GL_UNIFORM_SIZE 0x8A38 #define GL_UNIFORM_NAME_LENGTH 0x8A39 #define GL_UNIFORM_BLOCK_INDEX 0x8A3A #define GL_UNIFORM_OFFSET 0x8A3B #define GL_UNIFORM_ARRAY_STRIDE 0x8A3C #define GL_UNIFORM_MATRIX_STRIDE 0x8A3D #define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E #define GL_UNIFORM_BLOCK_BINDING 0x8A3F #define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 #define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 #define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 #define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 #define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 #define GL_INVALID_INDEX 0xFFFFFFFFu typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount); typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount); typedef void (APIENTRYP PFNGLTEXBUFFERPROC) (GLenum target, GLenum internalformat, GLuint buffer); typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXPROC) (GLuint index); typedef void (APIENTRYP PFNGLCOPYBUFFERSUBDATAPROC) (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); typedef void (APIENTRYP PFNGLGETUNIFORMINDICESPROC) (GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices); typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMSIVPROC) (GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMNAMEPROC) (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); typedef GLuint (APIENTRYP PFNGLGETUNIFORMBLOCKINDEXPROC) (GLuint program, const GLchar *uniformBlockName); typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKIVPROC) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); typedef void (APIENTRYP PFNGLUNIFORMBLOCKBINDINGPROC) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawArraysInstanced (GLenum mode, GLint first, GLsizei count, GLsizei instancecount); GLAPI void APIENTRY glDrawElementsInstanced (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount); GLAPI void APIENTRY glTexBuffer (GLenum target, GLenum internalformat, GLuint buffer); GLAPI void APIENTRY glPrimitiveRestartIndex (GLuint index); GLAPI void APIENTRY glCopyBufferSubData (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); GLAPI void APIENTRY glGetUniformIndices (GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices); GLAPI void APIENTRY glGetActiveUniformsiv (GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); GLAPI void APIENTRY glGetActiveUniformName (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); GLAPI GLuint APIENTRY glGetUniformBlockIndex (GLuint program, const GLchar *uniformBlockName); GLAPI void APIENTRY glGetActiveUniformBlockiv (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); GLAPI void APIENTRY glGetActiveUniformBlockName (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); GLAPI void APIENTRY glUniformBlockBinding (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); #endif #endif /* GL_VERSION_3_1 */ #ifndef GL_VERSION_3_2 #define GL_VERSION_3_2 1 typedef struct __GLsync *GLsync; typedef khronos_uint64_t GLuint64; typedef khronos_int64_t GLint64; #define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 #define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 #define GL_LINES_ADJACENCY 0x000A #define GL_LINE_STRIP_ADJACENCY 0x000B #define GL_TRIANGLES_ADJACENCY 0x000C #define GL_TRIANGLE_STRIP_ADJACENCY 0x000D #define GL_PROGRAM_POINT_SIZE 0x8642 #define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29 #define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7 #define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8 #define GL_GEOMETRY_SHADER 0x8DD9 #define GL_GEOMETRY_VERTICES_OUT 0x8916 #define GL_GEOMETRY_INPUT_TYPE 0x8917 #define GL_GEOMETRY_OUTPUT_TYPE 0x8918 #define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF #define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 #define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 #define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 #define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123 #define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124 #define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125 #define GL_CONTEXT_PROFILE_MASK 0x9126 #define GL_DEPTH_CLAMP 0x864F #define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C #define GL_FIRST_VERTEX_CONVENTION 0x8E4D #define GL_LAST_VERTEX_CONVENTION 0x8E4E #define GL_PROVOKING_VERTEX 0x8E4F #define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F #define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 #define GL_OBJECT_TYPE 0x9112 #define GL_SYNC_CONDITION 0x9113 #define GL_SYNC_STATUS 0x9114 #define GL_SYNC_FLAGS 0x9115 #define GL_SYNC_FENCE 0x9116 #define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 #define GL_UNSIGNALED 0x9118 #define GL_SIGNALED 0x9119 #define GL_ALREADY_SIGNALED 0x911A #define GL_TIMEOUT_EXPIRED 0x911B #define GL_CONDITION_SATISFIED 0x911C #define GL_WAIT_FAILED 0x911D #define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull #define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 #define GL_SAMPLE_POSITION 0x8E50 #define GL_SAMPLE_MASK 0x8E51 #define GL_SAMPLE_MASK_VALUE 0x8E52 #define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 #define GL_TEXTURE_2D_MULTISAMPLE 0x9100 #define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 #define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 #define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 #define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 #define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 #define GL_TEXTURE_SAMPLES 0x9106 #define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 #define GL_SAMPLER_2D_MULTISAMPLE 0x9108 #define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 #define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A #define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B #define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C #define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D #define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E #define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F #define GL_MAX_INTEGER_SAMPLES 0x9110 typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); typedef void (APIENTRYP PFNGLPROVOKINGVERTEXPROC) (GLenum mode); typedef GLsync (APIENTRYP PFNGLFENCESYNCPROC) (GLenum condition, GLbitfield flags); typedef GLboolean (APIENTRYP PFNGLISSYNCPROC) (GLsync sync); typedef void (APIENTRYP PFNGLDELETESYNCPROC) (GLsync sync); typedef GLenum (APIENTRYP PFNGLCLIENTWAITSYNCPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout); typedef void (APIENTRYP PFNGLWAITSYNCPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout); typedef void (APIENTRYP PFNGLGETINTEGER64VPROC) (GLenum pname, GLint64 *data); typedef void (APIENTRYP PFNGLGETSYNCIVPROC) (GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data); typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERI64VPROC) (GLenum target, GLenum pname, GLint64 *params); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVPROC) (GLenum pname, GLuint index, GLfloat *val); typedef void (APIENTRYP PFNGLSAMPLEMASKIPROC) (GLuint maskNumber, GLbitfield mask); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); GLAPI void APIENTRY glDrawRangeElementsBaseVertex (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); GLAPI void APIENTRY glDrawElementsInstancedBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); GLAPI void APIENTRY glMultiDrawElementsBaseVertex (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); GLAPI void APIENTRY glProvokingVertex (GLenum mode); GLAPI GLsync APIENTRY glFenceSync (GLenum condition, GLbitfield flags); GLAPI GLboolean APIENTRY glIsSync (GLsync sync); GLAPI void APIENTRY glDeleteSync (GLsync sync); GLAPI GLenum APIENTRY glClientWaitSync (GLsync sync, GLbitfield flags, GLuint64 timeout); GLAPI void APIENTRY glWaitSync (GLsync sync, GLbitfield flags, GLuint64 timeout); GLAPI void APIENTRY glGetInteger64v (GLenum pname, GLint64 *data); GLAPI void APIENTRY glGetSynciv (GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); GLAPI void APIENTRY glGetInteger64i_v (GLenum target, GLuint index, GLint64 *data); GLAPI void APIENTRY glGetBufferParameteri64v (GLenum target, GLenum pname, GLint64 *params); GLAPI void APIENTRY glFramebufferTexture (GLenum target, GLenum attachment, GLuint texture, GLint level); GLAPI void APIENTRY glTexImage2DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); GLAPI void APIENTRY glTexImage3DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); GLAPI void APIENTRY glGetMultisamplefv (GLenum pname, GLuint index, GLfloat *val); GLAPI void APIENTRY glSampleMaski (GLuint maskNumber, GLbitfield mask); #endif #endif /* GL_VERSION_3_2 */ #ifndef GL_VERSION_3_3 #define GL_VERSION_3_3 1 #define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE #define GL_SRC1_COLOR 0x88F9 #define GL_ONE_MINUS_SRC1_COLOR 0x88FA #define GL_ONE_MINUS_SRC1_ALPHA 0x88FB #define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC #define GL_ANY_SAMPLES_PASSED 0x8C2F #define GL_SAMPLER_BINDING 0x8919 #define GL_RGB10_A2UI 0x906F #define GL_TEXTURE_SWIZZLE_R 0x8E42 #define GL_TEXTURE_SWIZZLE_G 0x8E43 #define GL_TEXTURE_SWIZZLE_B 0x8E44 #define GL_TEXTURE_SWIZZLE_A 0x8E45 #define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 #define GL_TIME_ELAPSED 0x88BF #define GL_TIMESTAMP 0x8E28 #define GL_INT_2_10_10_10_REV 0x8D9F typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); typedef GLint (APIENTRYP PFNGLGETFRAGDATAINDEXPROC) (GLuint program, const GLchar *name); typedef void (APIENTRYP PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint *samplers); typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint *samplers); typedef GLboolean (APIENTRYP PFNGLISSAMPLERPROC) (GLuint sampler); typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, const GLint *param); typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFPROC) (GLuint sampler, GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, const GLfloat *param); typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, const GLint *param); typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, const GLuint *param); typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, GLuint *params); typedef void (APIENTRYP PFNGLQUERYCOUNTERPROC) (GLuint id, GLenum target); typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VPROC) (GLuint id, GLenum pname, GLint64 *params); typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VPROC) (GLuint id, GLenum pname, GLuint64 *params); typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORPROC) (GLuint index, GLuint divisor); typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); typedef void (APIENTRYP PFNGLVERTEXP2UIPROC) (GLenum type, GLuint value); typedef void (APIENTRYP PFNGLVERTEXP2UIVPROC) (GLenum type, const GLuint *value); typedef void (APIENTRYP PFNGLVERTEXP3UIPROC) (GLenum type, GLuint value); typedef void (APIENTRYP PFNGLVERTEXP3UIVPROC) (GLenum type, const GLuint *value); typedef void (APIENTRYP PFNGLVERTEXP4UIPROC) (GLenum type, GLuint value); typedef void (APIENTRYP PFNGLVERTEXP4UIVPROC) (GLenum type, const GLuint *value); typedef void (APIENTRYP PFNGLTEXCOORDP1UIPROC) (GLenum type, GLuint coords); typedef void (APIENTRYP PFNGLTEXCOORDP1UIVPROC) (GLenum type, const GLuint *coords); typedef void (APIENTRYP PFNGLTEXCOORDP2UIPROC) (GLenum type, GLuint coords); typedef void (APIENTRYP PFNGLTEXCOORDP2UIVPROC) (GLenum type, const GLuint *coords); typedef void (APIENTRYP PFNGLTEXCOORDP3UIPROC) (GLenum type, GLuint coords); typedef void (APIENTRYP PFNGLTEXCOORDP3UIVPROC) (GLenum type, const GLuint *coords); typedef void (APIENTRYP PFNGLTEXCOORDP4UIPROC) (GLenum type, GLuint coords); typedef void (APIENTRYP PFNGLTEXCOORDP4UIVPROC) (GLenum type, const GLuint *coords); typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIPROC) (GLenum texture, GLenum type, GLuint coords); typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIVPROC) (GLenum texture, GLenum type, const GLuint *coords); typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIPROC) (GLenum texture, GLenum type, GLuint coords); typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIVPROC) (GLenum texture, GLenum type, const GLuint *coords); typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIPROC) (GLenum texture, GLenum type, GLuint coords); typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIVPROC) (GLenum texture, GLenum type, const GLuint *coords); typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIPROC) (GLenum texture, GLenum type, GLuint coords); typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIVPROC) (GLenum texture, GLenum type, const GLuint *coords); typedef void (APIENTRYP PFNGLNORMALP3UIPROC) (GLenum type, GLuint coords); typedef void (APIENTRYP PFNGLNORMALP3UIVPROC) (GLenum type, const GLuint *coords); typedef void (APIENTRYP PFNGLCOLORP3UIPROC) (GLenum type, GLuint color); typedef void (APIENTRYP PFNGLCOLORP3UIVPROC) (GLenum type, const GLuint *color); typedef void (APIENTRYP PFNGLCOLORP4UIPROC) (GLenum type, GLuint color); typedef void (APIENTRYP PFNGLCOLORP4UIVPROC) (GLenum type, const GLuint *color); typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIPROC) (GLenum type, GLuint color); typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIVPROC) (GLenum type, const GLuint *color); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBindFragDataLocationIndexed (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); GLAPI GLint APIENTRY glGetFragDataIndex (GLuint program, const GLchar *name); GLAPI void APIENTRY glGenSamplers (GLsizei count, GLuint *samplers); GLAPI void APIENTRY glDeleteSamplers (GLsizei count, const GLuint *samplers); GLAPI GLboolean APIENTRY glIsSampler (GLuint sampler); GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler); GLAPI void APIENTRY glSamplerParameteri (GLuint sampler, GLenum pname, GLint param); GLAPI void APIENTRY glSamplerParameteriv (GLuint sampler, GLenum pname, const GLint *param); GLAPI void APIENTRY glSamplerParameterf (GLuint sampler, GLenum pname, GLfloat param); GLAPI void APIENTRY glSamplerParameterfv (GLuint sampler, GLenum pname, const GLfloat *param); GLAPI void APIENTRY glSamplerParameterIiv (GLuint sampler, GLenum pname, const GLint *param); GLAPI void APIENTRY glSamplerParameterIuiv (GLuint sampler, GLenum pname, const GLuint *param); GLAPI void APIENTRY glGetSamplerParameteriv (GLuint sampler, GLenum pname, GLint *params); GLAPI void APIENTRY glGetSamplerParameterIiv (GLuint sampler, GLenum pname, GLint *params); GLAPI void APIENTRY glGetSamplerParameterfv (GLuint sampler, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetSamplerParameterIuiv (GLuint sampler, GLenum pname, GLuint *params); GLAPI void APIENTRY glQueryCounter (GLuint id, GLenum target); GLAPI void APIENTRY glGetQueryObjecti64v (GLuint id, GLenum pname, GLint64 *params); GLAPI void APIENTRY glGetQueryObjectui64v (GLuint id, GLenum pname, GLuint64 *params); GLAPI void APIENTRY glVertexAttribDivisor (GLuint index, GLuint divisor); GLAPI void APIENTRY glVertexAttribP1ui (GLuint index, GLenum type, GLboolean normalized, GLuint value); GLAPI void APIENTRY glVertexAttribP1uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); GLAPI void APIENTRY glVertexAttribP2ui (GLuint index, GLenum type, GLboolean normalized, GLuint value); GLAPI void APIENTRY glVertexAttribP2uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); GLAPI void APIENTRY glVertexAttribP3ui (GLuint index, GLenum type, GLboolean normalized, GLuint value); GLAPI void APIENTRY glVertexAttribP3uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); GLAPI void APIENTRY glVertexAttribP4ui (GLuint index, GLenum type, GLboolean normalized, GLuint value); GLAPI void APIENTRY glVertexAttribP4uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); GLAPI void APIENTRY glVertexP2ui (GLenum type, GLuint value); GLAPI void APIENTRY glVertexP2uiv (GLenum type, const GLuint *value); GLAPI void APIENTRY glVertexP3ui (GLenum type, GLuint value); GLAPI void APIENTRY glVertexP3uiv (GLenum type, const GLuint *value); GLAPI void APIENTRY glVertexP4ui (GLenum type, GLuint value); GLAPI void APIENTRY glVertexP4uiv (GLenum type, const GLuint *value); GLAPI void APIENTRY glTexCoordP1ui (GLenum type, GLuint coords); GLAPI void APIENTRY glTexCoordP1uiv (GLenum type, const GLuint *coords); GLAPI void APIENTRY glTexCoordP2ui (GLenum type, GLuint coords); GLAPI void APIENTRY glTexCoordP2uiv (GLenum type, const GLuint *coords); GLAPI void APIENTRY glTexCoordP3ui (GLenum type, GLuint coords); GLAPI void APIENTRY glTexCoordP3uiv (GLenum type, const GLuint *coords); GLAPI void APIENTRY glTexCoordP4ui (GLenum type, GLuint coords); GLAPI void APIENTRY glTexCoordP4uiv (GLenum type, const GLuint *coords); GLAPI void APIENTRY glMultiTexCoordP1ui (GLenum texture, GLenum type, GLuint coords); GLAPI void APIENTRY glMultiTexCoordP1uiv (GLenum texture, GLenum type, const GLuint *coords); GLAPI void APIENTRY glMultiTexCoordP2ui (GLenum texture, GLenum type, GLuint coords); GLAPI void APIENTRY glMultiTexCoordP2uiv (GLenum texture, GLenum type, const GLuint *coords); GLAPI void APIENTRY glMultiTexCoordP3ui (GLenum texture, GLenum type, GLuint coords); GLAPI void APIENTRY glMultiTexCoordP3uiv (GLenum texture, GLenum type, const GLuint *coords); GLAPI void APIENTRY glMultiTexCoordP4ui (GLenum texture, GLenum type, GLuint coords); GLAPI void APIENTRY glMultiTexCoordP4uiv (GLenum texture, GLenum type, const GLuint *coords); GLAPI void APIENTRY glNormalP3ui (GLenum type, GLuint coords); GLAPI void APIENTRY glNormalP3uiv (GLenum type, const GLuint *coords); GLAPI void APIENTRY glColorP3ui (GLenum type, GLuint color); GLAPI void APIENTRY glColorP3uiv (GLenum type, const GLuint *color); GLAPI void APIENTRY glColorP4ui (GLenum type, GLuint color); GLAPI void APIENTRY glColorP4uiv (GLenum type, const GLuint *color); GLAPI void APIENTRY glSecondaryColorP3ui (GLenum type, GLuint color); GLAPI void APIENTRY glSecondaryColorP3uiv (GLenum type, const GLuint *color); #endif #endif /* GL_VERSION_3_3 */ #ifndef GL_VERSION_4_0 #define GL_VERSION_4_0 1 #define GL_SAMPLE_SHADING 0x8C36 #define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37 #define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E #define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F #define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009 #define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A #define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B #define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C #define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D #define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E #define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F #define GL_DRAW_INDIRECT_BUFFER 0x8F3F #define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43 #define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F #define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A #define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B #define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C #define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D #define GL_MAX_VERTEX_STREAMS 0x8E71 #define GL_DOUBLE_VEC2 0x8FFC #define GL_DOUBLE_VEC3 0x8FFD #define GL_DOUBLE_VEC4 0x8FFE #define GL_DOUBLE_MAT2 0x8F46 #define GL_DOUBLE_MAT3 0x8F47 #define GL_DOUBLE_MAT4 0x8F48 #define GL_DOUBLE_MAT2x3 0x8F49 #define GL_DOUBLE_MAT2x4 0x8F4A #define GL_DOUBLE_MAT3x2 0x8F4B #define GL_DOUBLE_MAT3x4 0x8F4C #define GL_DOUBLE_MAT4x2 0x8F4D #define GL_DOUBLE_MAT4x3 0x8F4E #define GL_ACTIVE_SUBROUTINES 0x8DE5 #define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6 #define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47 #define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48 #define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49 #define GL_MAX_SUBROUTINES 0x8DE7 #define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8 #define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A #define GL_COMPATIBLE_SUBROUTINES 0x8E4B #define GL_PATCHES 0x000E #define GL_PATCH_VERTICES 0x8E72 #define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73 #define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74 #define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75 #define GL_TESS_GEN_MODE 0x8E76 #define GL_TESS_GEN_SPACING 0x8E77 #define GL_TESS_GEN_VERTEX_ORDER 0x8E78 #define GL_TESS_GEN_POINT_MODE 0x8E79 #define GL_ISOLINES 0x8E7A #define GL_FRACTIONAL_ODD 0x8E7B #define GL_FRACTIONAL_EVEN 0x8E7C #define GL_MAX_PATCH_VERTICES 0x8E7D #define GL_MAX_TESS_GEN_LEVEL 0x8E7E #define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F #define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80 #define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81 #define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82 #define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83 #define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84 #define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85 #define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86 #define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89 #define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A #define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C #define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D #define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E #define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F #define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0 #define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1 #define GL_TESS_EVALUATION_SHADER 0x8E87 #define GL_TESS_CONTROL_SHADER 0x8E88 #define GL_TRANSFORM_FEEDBACK 0x8E22 #define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23 #define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24 #define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25 #define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70 typedef void (APIENTRYP PFNGLMINSAMPLESHADINGPROC) (GLfloat value); typedef void (APIENTRYP PFNGLBLENDEQUATIONIPROC) (GLuint buf, GLenum mode); typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); typedef void (APIENTRYP PFNGLBLENDFUNCIPROC) (GLuint buf, GLenum src, GLenum dst); typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); typedef void (APIENTRYP PFNGLDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect); typedef void (APIENTRYP PFNGLDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect); typedef void (APIENTRYP PFNGLUNIFORM1DPROC) (GLint location, GLdouble x); typedef void (APIENTRYP PFNGLUNIFORM2DPROC) (GLint location, GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLUNIFORM3DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLUNIFORM4DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLUNIFORM1DVPROC) (GLint location, GLsizei count, const GLdouble *value); typedef void (APIENTRYP PFNGLUNIFORM2DVPROC) (GLint location, GLsizei count, const GLdouble *value); typedef void (APIENTRYP PFNGLUNIFORM3DVPROC) (GLint location, GLsizei count, const GLdouble *value); typedef void (APIENTRYP PFNGLUNIFORM4DVPROC) (GLint location, GLsizei count, const GLdouble *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLGETUNIFORMDVPROC) (GLuint program, GLint location, GLdouble *params); typedef GLint (APIENTRYP PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) (GLuint program, GLenum shadertype, const GLchar *name); typedef GLuint (APIENTRYP PFNGLGETSUBROUTINEINDEXPROC) (GLuint program, GLenum shadertype, const GLchar *name); typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINENAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); typedef void (APIENTRYP PFNGLUNIFORMSUBROUTINESUIVPROC) (GLenum shadertype, GLsizei count, const GLuint *indices); typedef void (APIENTRYP PFNGLGETUNIFORMSUBROUTINEUIVPROC) (GLenum shadertype, GLint location, GLuint *params); typedef void (APIENTRYP PFNGLGETPROGRAMSTAGEIVPROC) (GLuint program, GLenum shadertype, GLenum pname, GLint *values); typedef void (APIENTRYP PFNGLPATCHPARAMETERIPROC) (GLenum pname, GLint value); typedef void (APIENTRYP PFNGLPATCHPARAMETERFVPROC) (GLenum pname, const GLfloat *values); typedef void (APIENTRYP PFNGLBINDTRANSFORMFEEDBACKPROC) (GLenum target, GLuint id); typedef void (APIENTRYP PFNGLDELETETRANSFORMFEEDBACKSPROC) (GLsizei n, const GLuint *ids); typedef void (APIENTRYP PFNGLGENTRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint *ids); typedef GLboolean (APIENTRYP PFNGLISTRANSFORMFEEDBACKPROC) (GLuint id); typedef void (APIENTRYP PFNGLPAUSETRANSFORMFEEDBACKPROC) (void); typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKPROC) (void); typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKPROC) (GLenum mode, GLuint id); typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) (GLenum mode, GLuint id, GLuint stream); typedef void (APIENTRYP PFNGLBEGINQUERYINDEXEDPROC) (GLenum target, GLuint index, GLuint id); typedef void (APIENTRYP PFNGLENDQUERYINDEXEDPROC) (GLenum target, GLuint index); typedef void (APIENTRYP PFNGLGETQUERYINDEXEDIVPROC) (GLenum target, GLuint index, GLenum pname, GLint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glMinSampleShading (GLfloat value); GLAPI void APIENTRY glBlendEquationi (GLuint buf, GLenum mode); GLAPI void APIENTRY glBlendEquationSeparatei (GLuint buf, GLenum modeRGB, GLenum modeAlpha); GLAPI void APIENTRY glBlendFunci (GLuint buf, GLenum src, GLenum dst); GLAPI void APIENTRY glBlendFuncSeparatei (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); GLAPI void APIENTRY glDrawArraysIndirect (GLenum mode, const void *indirect); GLAPI void APIENTRY glDrawElementsIndirect (GLenum mode, GLenum type, const void *indirect); GLAPI void APIENTRY glUniform1d (GLint location, GLdouble x); GLAPI void APIENTRY glUniform2d (GLint location, GLdouble x, GLdouble y); GLAPI void APIENTRY glUniform3d (GLint location, GLdouble x, GLdouble y, GLdouble z); GLAPI void APIENTRY glUniform4d (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI void APIENTRY glUniform1dv (GLint location, GLsizei count, const GLdouble *value); GLAPI void APIENTRY glUniform2dv (GLint location, GLsizei count, const GLdouble *value); GLAPI void APIENTRY glUniform3dv (GLint location, GLsizei count, const GLdouble *value); GLAPI void APIENTRY glUniform4dv (GLint location, GLsizei count, const GLdouble *value); GLAPI void APIENTRY glUniformMatrix2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glUniformMatrix3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glUniformMatrix4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glUniformMatrix2x3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glUniformMatrix2x4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glUniformMatrix3x2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glUniformMatrix3x4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glUniformMatrix4x2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glUniformMatrix4x3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glGetUniformdv (GLuint program, GLint location, GLdouble *params); GLAPI GLint APIENTRY glGetSubroutineUniformLocation (GLuint program, GLenum shadertype, const GLchar *name); GLAPI GLuint APIENTRY glGetSubroutineIndex (GLuint program, GLenum shadertype, const GLchar *name); GLAPI void APIENTRY glGetActiveSubroutineUniformiv (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); GLAPI void APIENTRY glGetActiveSubroutineUniformName (GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); GLAPI void APIENTRY glGetActiveSubroutineName (GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); GLAPI void APIENTRY glUniformSubroutinesuiv (GLenum shadertype, GLsizei count, const GLuint *indices); GLAPI void APIENTRY glGetUniformSubroutineuiv (GLenum shadertype, GLint location, GLuint *params); GLAPI void APIENTRY glGetProgramStageiv (GLuint program, GLenum shadertype, GLenum pname, GLint *values); GLAPI void APIENTRY glPatchParameteri (GLenum pname, GLint value); GLAPI void APIENTRY glPatchParameterfv (GLenum pname, const GLfloat *values); GLAPI void APIENTRY glBindTransformFeedback (GLenum target, GLuint id); GLAPI void APIENTRY glDeleteTransformFeedbacks (GLsizei n, const GLuint *ids); GLAPI void APIENTRY glGenTransformFeedbacks (GLsizei n, GLuint *ids); GLAPI GLboolean APIENTRY glIsTransformFeedback (GLuint id); GLAPI void APIENTRY glPauseTransformFeedback (void); GLAPI void APIENTRY glResumeTransformFeedback (void); GLAPI void APIENTRY glDrawTransformFeedback (GLenum mode, GLuint id); GLAPI void APIENTRY glDrawTransformFeedbackStream (GLenum mode, GLuint id, GLuint stream); GLAPI void APIENTRY glBeginQueryIndexed (GLenum target, GLuint index, GLuint id); GLAPI void APIENTRY glEndQueryIndexed (GLenum target, GLuint index); GLAPI void APIENTRY glGetQueryIndexediv (GLenum target, GLuint index, GLenum pname, GLint *params); #endif #endif /* GL_VERSION_4_0 */ #ifndef GL_VERSION_4_1 #define GL_VERSION_4_1 1 #define GL_FIXED 0x140C #define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A #define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B #define GL_LOW_FLOAT 0x8DF0 #define GL_MEDIUM_FLOAT 0x8DF1 #define GL_HIGH_FLOAT 0x8DF2 #define GL_LOW_INT 0x8DF3 #define GL_MEDIUM_INT 0x8DF4 #define GL_HIGH_INT 0x8DF5 #define GL_SHADER_COMPILER 0x8DFA #define GL_SHADER_BINARY_FORMATS 0x8DF8 #define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 #define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB #define GL_MAX_VARYING_VECTORS 0x8DFC #define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD #define GL_RGB565 0x8D62 #define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257 #define GL_PROGRAM_BINARY_LENGTH 0x8741 #define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE #define GL_PROGRAM_BINARY_FORMATS 0x87FF #define GL_VERTEX_SHADER_BIT 0x00000001 #define GL_FRAGMENT_SHADER_BIT 0x00000002 #define GL_GEOMETRY_SHADER_BIT 0x00000004 #define GL_TESS_CONTROL_SHADER_BIT 0x00000008 #define GL_TESS_EVALUATION_SHADER_BIT 0x00000010 #define GL_ALL_SHADER_BITS 0xFFFFFFFF #define GL_PROGRAM_SEPARABLE 0x8258 #define GL_ACTIVE_PROGRAM 0x8259 #define GL_PROGRAM_PIPELINE_BINDING 0x825A #define GL_MAX_VIEWPORTS 0x825B #define GL_VIEWPORT_SUBPIXEL_BITS 0x825C #define GL_VIEWPORT_BOUNDS_RANGE 0x825D #define GL_LAYER_PROVOKING_VERTEX 0x825E #define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F #define GL_UNDEFINED_VERTEX 0x8260 typedef void (APIENTRYP PFNGLRELEASESHADERCOMPILERPROC) (void); typedef void (APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length); typedef void (APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); typedef void (APIENTRYP PFNGLDEPTHRANGEFPROC) (GLfloat n, GLfloat f); typedef void (APIENTRYP PFNGLCLEARDEPTHFPROC) (GLfloat d); typedef void (APIENTRYP PFNGLGETPROGRAMBINARYPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); typedef void (APIENTRYP PFNGLPROGRAMBINARYPROC) (GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIPROC) (GLuint program, GLenum pname, GLint value); typedef void (APIENTRYP PFNGLUSEPROGRAMSTAGESPROC) (GLuint pipeline, GLbitfield stages, GLuint program); typedef void (APIENTRYP PFNGLACTIVESHADERPROGRAMPROC) (GLuint pipeline, GLuint program); typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMVPROC) (GLenum type, GLsizei count, const GLchar *const*strings); typedef void (APIENTRYP PFNGLBINDPROGRAMPIPELINEPROC) (GLuint pipeline); typedef void (APIENTRYP PFNGLDELETEPROGRAMPIPELINESPROC) (GLsizei n, const GLuint *pipelines); typedef void (APIENTRYP PFNGLGENPROGRAMPIPELINESPROC) (GLsizei n, GLuint *pipelines); typedef GLboolean (APIENTRYP PFNGLISPROGRAMPIPELINEPROC) (GLuint pipeline); typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEIVPROC) (GLuint pipeline, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IPROC) (GLuint program, GLint location, GLint v0); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FPROC) (GLuint program, GLint location, GLfloat v0); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DPROC) (GLuint program, GLint location, GLdouble v0); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIPROC) (GLuint program, GLint location, GLuint v0); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IPROC) (GLuint program, GLint location, GLint v0, GLint v1); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEPROC) (GLuint pipeline); typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGPROC) (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DPROC) (GLuint index, GLdouble x); typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DPROC) (GLuint index, GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBLPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLDVPROC) (GLuint index, GLenum pname, GLdouble *params); typedef void (APIENTRYP PFNGLVIEWPORTARRAYVPROC) (GLuint first, GLsizei count, const GLfloat *v); typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFVPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLSCISSORARRAYVPROC) (GLuint first, GLsizei count, const GLint *v); typedef void (APIENTRYP PFNGLSCISSORINDEXEDPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLSCISSORINDEXEDVPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYVPROC) (GLuint first, GLsizei count, const GLdouble *v); typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDPROC) (GLuint index, GLdouble n, GLdouble f); typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data); typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glReleaseShaderCompiler (void); GLAPI void APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length); GLAPI void APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); GLAPI void APIENTRY glDepthRangef (GLfloat n, GLfloat f); GLAPI void APIENTRY glClearDepthf (GLfloat d); GLAPI void APIENTRY glGetProgramBinary (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); GLAPI void APIENTRY glProgramBinary (GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); GLAPI void APIENTRY glProgramParameteri (GLuint program, GLenum pname, GLint value); GLAPI void APIENTRY glUseProgramStages (GLuint pipeline, GLbitfield stages, GLuint program); GLAPI void APIENTRY glActiveShaderProgram (GLuint pipeline, GLuint program); GLAPI GLuint APIENTRY glCreateShaderProgramv (GLenum type, GLsizei count, const GLchar *const*strings); GLAPI void APIENTRY glBindProgramPipeline (GLuint pipeline); GLAPI void APIENTRY glDeleteProgramPipelines (GLsizei n, const GLuint *pipelines); GLAPI void APIENTRY glGenProgramPipelines (GLsizei n, GLuint *pipelines); GLAPI GLboolean APIENTRY glIsProgramPipeline (GLuint pipeline); GLAPI void APIENTRY glGetProgramPipelineiv (GLuint pipeline, GLenum pname, GLint *params); GLAPI void APIENTRY glProgramUniform1i (GLuint program, GLint location, GLint v0); GLAPI void APIENTRY glProgramUniform1iv (GLuint program, GLint location, GLsizei count, const GLint *value); GLAPI void APIENTRY glProgramUniform1f (GLuint program, GLint location, GLfloat v0); GLAPI void APIENTRY glProgramUniform1fv (GLuint program, GLint location, GLsizei count, const GLfloat *value); GLAPI void APIENTRY glProgramUniform1d (GLuint program, GLint location, GLdouble v0); GLAPI void APIENTRY glProgramUniform1dv (GLuint program, GLint location, GLsizei count, const GLdouble *value); GLAPI void APIENTRY glProgramUniform1ui (GLuint program, GLint location, GLuint v0); GLAPI void APIENTRY glProgramUniform1uiv (GLuint program, GLint location, GLsizei count, const GLuint *value); GLAPI void APIENTRY glProgramUniform2i (GLuint program, GLint location, GLint v0, GLint v1); GLAPI void APIENTRY glProgramUniform2iv (GLuint program, GLint location, GLsizei count, const GLint *value); GLAPI void APIENTRY glProgramUniform2f (GLuint program, GLint location, GLfloat v0, GLfloat v1); GLAPI void APIENTRY glProgramUniform2fv (GLuint program, GLint location, GLsizei count, const GLfloat *value); GLAPI void APIENTRY glProgramUniform2d (GLuint program, GLint location, GLdouble v0, GLdouble v1); GLAPI void APIENTRY glProgramUniform2dv (GLuint program, GLint location, GLsizei count, const GLdouble *value); GLAPI void APIENTRY glProgramUniform2ui (GLuint program, GLint location, GLuint v0, GLuint v1); GLAPI void APIENTRY glProgramUniform2uiv (GLuint program, GLint location, GLsizei count, const GLuint *value); GLAPI void APIENTRY glProgramUniform3i (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); GLAPI void APIENTRY glProgramUniform3iv (GLuint program, GLint location, GLsizei count, const GLint *value); GLAPI void APIENTRY glProgramUniform3f (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); GLAPI void APIENTRY glProgramUniform3fv (GLuint program, GLint location, GLsizei count, const GLfloat *value); GLAPI void APIENTRY glProgramUniform3d (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); GLAPI void APIENTRY glProgramUniform3dv (GLuint program, GLint location, GLsizei count, const GLdouble *value); GLAPI void APIENTRY glProgramUniform3ui (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); GLAPI void APIENTRY glProgramUniform3uiv (GLuint program, GLint location, GLsizei count, const GLuint *value); GLAPI void APIENTRY glProgramUniform4i (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); GLAPI void APIENTRY glProgramUniform4iv (GLuint program, GLint location, GLsizei count, const GLint *value); GLAPI void APIENTRY glProgramUniform4f (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); GLAPI void APIENTRY glProgramUniform4fv (GLuint program, GLint location, GLsizei count, const GLfloat *value); GLAPI void APIENTRY glProgramUniform4d (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); GLAPI void APIENTRY glProgramUniform4dv (GLuint program, GLint location, GLsizei count, const GLdouble *value); GLAPI void APIENTRY glProgramUniform4ui (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); GLAPI void APIENTRY glProgramUniform4uiv (GLuint program, GLint location, GLsizei count, const GLuint *value); GLAPI void APIENTRY glProgramUniformMatrix2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glProgramUniformMatrix3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glProgramUniformMatrix4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glProgramUniformMatrix2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glProgramUniformMatrix3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glProgramUniformMatrix4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glProgramUniformMatrix2x3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glProgramUniformMatrix3x2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glProgramUniformMatrix2x4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glProgramUniformMatrix4x2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glProgramUniformMatrix3x4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glProgramUniformMatrix4x3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glProgramUniformMatrix2x3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glProgramUniformMatrix3x2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glProgramUniformMatrix2x4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glProgramUniformMatrix4x2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glProgramUniformMatrix3x4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glProgramUniformMatrix4x3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glValidateProgramPipeline (GLuint pipeline); GLAPI void APIENTRY glGetProgramPipelineInfoLog (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); GLAPI void APIENTRY glVertexAttribL1d (GLuint index, GLdouble x); GLAPI void APIENTRY glVertexAttribL2d (GLuint index, GLdouble x, GLdouble y); GLAPI void APIENTRY glVertexAttribL3d (GLuint index, GLdouble x, GLdouble y, GLdouble z); GLAPI void APIENTRY glVertexAttribL4d (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI void APIENTRY glVertexAttribL1dv (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttribL2dv (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttribL3dv (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttribL4dv (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttribLPointer (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); GLAPI void APIENTRY glGetVertexAttribLdv (GLuint index, GLenum pname, GLdouble *params); GLAPI void APIENTRY glViewportArrayv (GLuint first, GLsizei count, const GLfloat *v); GLAPI void APIENTRY glViewportIndexedf (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); GLAPI void APIENTRY glViewportIndexedfv (GLuint index, const GLfloat *v); GLAPI void APIENTRY glScissorArrayv (GLuint first, GLsizei count, const GLint *v); GLAPI void APIENTRY glScissorIndexed (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); GLAPI void APIENTRY glScissorIndexedv (GLuint index, const GLint *v); GLAPI void APIENTRY glDepthRangeArrayv (GLuint first, GLsizei count, const GLdouble *v); GLAPI void APIENTRY glDepthRangeIndexed (GLuint index, GLdouble n, GLdouble f); GLAPI void APIENTRY glGetFloati_v (GLenum target, GLuint index, GLfloat *data); GLAPI void APIENTRY glGetDoublei_v (GLenum target, GLuint index, GLdouble *data); #endif #endif /* GL_VERSION_4_1 */ #ifndef GL_VERSION_4_2 #define GL_VERSION_4_2 1 #define GL_COPY_READ_BUFFER_BINDING 0x8F36 #define GL_COPY_WRITE_BUFFER_BINDING 0x8F37 #define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24 #define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23 #define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127 #define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128 #define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129 #define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A #define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B #define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C #define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D #define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E #define GL_NUM_SAMPLE_COUNTS 0x9380 #define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC #define GL_ATOMIC_COUNTER_BUFFER 0x92C0 #define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1 #define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2 #define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3 #define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4 #define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5 #define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6 #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7 #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8 #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9 #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB #define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC #define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD #define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE #define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF #define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0 #define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1 #define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2 #define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3 #define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4 #define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5 #define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6 #define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7 #define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8 #define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC #define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9 #define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA #define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB #define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001 #define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002 #define GL_UNIFORM_BARRIER_BIT 0x00000004 #define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008 #define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020 #define GL_COMMAND_BARRIER_BIT 0x00000040 #define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080 #define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100 #define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200 #define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400 #define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800 #define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000 #define GL_ALL_BARRIER_BITS 0xFFFFFFFF #define GL_MAX_IMAGE_UNITS 0x8F38 #define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39 #define GL_IMAGE_BINDING_NAME 0x8F3A #define GL_IMAGE_BINDING_LEVEL 0x8F3B #define GL_IMAGE_BINDING_LAYERED 0x8F3C #define GL_IMAGE_BINDING_LAYER 0x8F3D #define GL_IMAGE_BINDING_ACCESS 0x8F3E #define GL_IMAGE_1D 0x904C #define GL_IMAGE_2D 0x904D #define GL_IMAGE_3D 0x904E #define GL_IMAGE_2D_RECT 0x904F #define GL_IMAGE_CUBE 0x9050 #define GL_IMAGE_BUFFER 0x9051 #define GL_IMAGE_1D_ARRAY 0x9052 #define GL_IMAGE_2D_ARRAY 0x9053 #define GL_IMAGE_CUBE_MAP_ARRAY 0x9054 #define GL_IMAGE_2D_MULTISAMPLE 0x9055 #define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056 #define GL_INT_IMAGE_1D 0x9057 #define GL_INT_IMAGE_2D 0x9058 #define GL_INT_IMAGE_3D 0x9059 #define GL_INT_IMAGE_2D_RECT 0x905A #define GL_INT_IMAGE_CUBE 0x905B #define GL_INT_IMAGE_BUFFER 0x905C #define GL_INT_IMAGE_1D_ARRAY 0x905D #define GL_INT_IMAGE_2D_ARRAY 0x905E #define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F #define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060 #define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061 #define GL_UNSIGNED_INT_IMAGE_1D 0x9062 #define GL_UNSIGNED_INT_IMAGE_2D 0x9063 #define GL_UNSIGNED_INT_IMAGE_3D 0x9064 #define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065 #define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066 #define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067 #define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068 #define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069 #define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A #define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B #define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C #define GL_MAX_IMAGE_SAMPLES 0x906D #define GL_IMAGE_BINDING_FORMAT 0x906E #define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7 #define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8 #define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9 #define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA #define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB #define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC #define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD #define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE #define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF #define GL_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C #define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D #define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E #define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F #define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); typedef void (APIENTRYP PFNGLGETINTERNALFORMATIVPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint *params); typedef void (APIENTRYP PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) (GLuint program, GLuint bufferIndex, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLBINDIMAGETEXTUREPROC) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); typedef void (APIENTRYP PFNGLMEMORYBARRIERPROC) (GLbitfield barriers); typedef void (APIENTRYP PFNGLTEXSTORAGE1DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); typedef void (APIENTRYP PFNGLTEXSTORAGE2DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLTEXSTORAGE3DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) (GLenum mode, GLuint id, GLsizei instancecount); typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) (GLenum mode, GLuint id, GLuint stream, GLsizei instancecount); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawArraysInstancedBaseInstance (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); GLAPI void APIENTRY glDrawElementsInstancedBaseInstance (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); GLAPI void APIENTRY glDrawElementsInstancedBaseVertexBaseInstance (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); GLAPI void APIENTRY glGetInternalformativ (GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint *params); GLAPI void APIENTRY glGetActiveAtomicCounterBufferiv (GLuint program, GLuint bufferIndex, GLenum pname, GLint *params); GLAPI void APIENTRY glBindImageTexture (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); GLAPI void APIENTRY glMemoryBarrier (GLbitfield barriers); GLAPI void APIENTRY glTexStorage1D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); GLAPI void APIENTRY glTexStorage2D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); GLAPI void APIENTRY glTexStorage3D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); GLAPI void APIENTRY glDrawTransformFeedbackInstanced (GLenum mode, GLuint id, GLsizei instancecount); GLAPI void APIENTRY glDrawTransformFeedbackStreamInstanced (GLenum mode, GLuint id, GLuint stream, GLsizei instancecount); #endif #endif /* GL_VERSION_4_2 */ #ifndef GL_VERSION_4_3 #define GL_VERSION_4_3 1 typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); #define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9 #define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E #define GL_COMPRESSED_RGB8_ETC2 0x9274 #define GL_COMPRESSED_SRGB8_ETC2 0x9275 #define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 #define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 #define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 #define GL_COMPRESSED_R11_EAC 0x9270 #define GL_COMPRESSED_SIGNED_R11_EAC 0x9271 #define GL_COMPRESSED_RG11_EAC 0x9272 #define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273 #define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69 #define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A #define GL_MAX_ELEMENT_INDEX 0x8D6B #define GL_COMPUTE_SHADER 0x91B9 #define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB #define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC #define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD #define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262 #define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263 #define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264 #define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265 #define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266 #define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 0x90EB #define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE #define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF #define GL_COMPUTE_WORK_GROUP_SIZE 0x8267 #define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED #define GL_DISPATCH_INDIRECT_BUFFER 0x90EE #define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF #define GL_COMPUTE_SHADER_BIT 0x00000020 #define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242 #define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243 #define GL_DEBUG_CALLBACK_FUNCTION 0x8244 #define GL_DEBUG_CALLBACK_USER_PARAM 0x8245 #define GL_DEBUG_SOURCE_API 0x8246 #define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247 #define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248 #define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249 #define GL_DEBUG_SOURCE_APPLICATION 0x824A #define GL_DEBUG_SOURCE_OTHER 0x824B #define GL_DEBUG_TYPE_ERROR 0x824C #define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D #define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E #define GL_DEBUG_TYPE_PORTABILITY 0x824F #define GL_DEBUG_TYPE_PERFORMANCE 0x8250 #define GL_DEBUG_TYPE_OTHER 0x8251 #define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143 #define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144 #define GL_DEBUG_LOGGED_MESSAGES 0x9145 #define GL_DEBUG_SEVERITY_HIGH 0x9146 #define GL_DEBUG_SEVERITY_MEDIUM 0x9147 #define GL_DEBUG_SEVERITY_LOW 0x9148 #define GL_DEBUG_TYPE_MARKER 0x8268 #define GL_DEBUG_TYPE_PUSH_GROUP 0x8269 #define GL_DEBUG_TYPE_POP_GROUP 0x826A #define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B #define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C #define GL_DEBUG_GROUP_STACK_DEPTH 0x826D #define GL_BUFFER 0x82E0 #define GL_SHADER 0x82E1 #define GL_PROGRAM 0x82E2 #define GL_QUERY 0x82E3 #define GL_PROGRAM_PIPELINE 0x82E4 #define GL_SAMPLER 0x82E6 #define GL_MAX_LABEL_LENGTH 0x82E8 #define GL_DEBUG_OUTPUT 0x92E0 #define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002 #define GL_MAX_UNIFORM_LOCATIONS 0x826E #define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310 #define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311 #define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312 #define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313 #define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314 #define GL_MAX_FRAMEBUFFER_WIDTH 0x9315 #define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316 #define GL_MAX_FRAMEBUFFER_LAYERS 0x9317 #define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318 #define GL_INTERNALFORMAT_SUPPORTED 0x826F #define GL_INTERNALFORMAT_PREFERRED 0x8270 #define GL_INTERNALFORMAT_RED_SIZE 0x8271 #define GL_INTERNALFORMAT_GREEN_SIZE 0x8272 #define GL_INTERNALFORMAT_BLUE_SIZE 0x8273 #define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274 #define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275 #define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276 #define GL_INTERNALFORMAT_SHARED_SIZE 0x8277 #define GL_INTERNALFORMAT_RED_TYPE 0x8278 #define GL_INTERNALFORMAT_GREEN_TYPE 0x8279 #define GL_INTERNALFORMAT_BLUE_TYPE 0x827A #define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B #define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C #define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D #define GL_MAX_WIDTH 0x827E #define GL_MAX_HEIGHT 0x827F #define GL_MAX_DEPTH 0x8280 #define GL_MAX_LAYERS 0x8281 #define GL_MAX_COMBINED_DIMENSIONS 0x8282 #define GL_COLOR_COMPONENTS 0x8283 #define GL_DEPTH_COMPONENTS 0x8284 #define GL_STENCIL_COMPONENTS 0x8285 #define GL_COLOR_RENDERABLE 0x8286 #define GL_DEPTH_RENDERABLE 0x8287 #define GL_STENCIL_RENDERABLE 0x8288 #define GL_FRAMEBUFFER_RENDERABLE 0x8289 #define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A #define GL_FRAMEBUFFER_BLEND 0x828B #define GL_READ_PIXELS 0x828C #define GL_READ_PIXELS_FORMAT 0x828D #define GL_READ_PIXELS_TYPE 0x828E #define GL_TEXTURE_IMAGE_FORMAT 0x828F #define GL_TEXTURE_IMAGE_TYPE 0x8290 #define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291 #define GL_GET_TEXTURE_IMAGE_TYPE 0x8292 #define GL_MIPMAP 0x8293 #define GL_MANUAL_GENERATE_MIPMAP 0x8294 #define GL_AUTO_GENERATE_MIPMAP 0x8295 #define GL_COLOR_ENCODING 0x8296 #define GL_SRGB_READ 0x8297 #define GL_SRGB_WRITE 0x8298 #define GL_FILTER 0x829A #define GL_VERTEX_TEXTURE 0x829B #define GL_TESS_CONTROL_TEXTURE 0x829C #define GL_TESS_EVALUATION_TEXTURE 0x829D #define GL_GEOMETRY_TEXTURE 0x829E #define GL_FRAGMENT_TEXTURE 0x829F #define GL_COMPUTE_TEXTURE 0x82A0 #define GL_TEXTURE_SHADOW 0x82A1 #define GL_TEXTURE_GATHER 0x82A2 #define GL_TEXTURE_GATHER_SHADOW 0x82A3 #define GL_SHADER_IMAGE_LOAD 0x82A4 #define GL_SHADER_IMAGE_STORE 0x82A5 #define GL_SHADER_IMAGE_ATOMIC 0x82A6 #define GL_IMAGE_TEXEL_SIZE 0x82A7 #define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8 #define GL_IMAGE_PIXEL_FORMAT 0x82A9 #define GL_IMAGE_PIXEL_TYPE 0x82AA #define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC #define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD #define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE #define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF #define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1 #define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2 #define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3 #define GL_CLEAR_BUFFER 0x82B4 #define GL_TEXTURE_VIEW 0x82B5 #define GL_VIEW_COMPATIBILITY_CLASS 0x82B6 #define GL_FULL_SUPPORT 0x82B7 #define GL_CAVEAT_SUPPORT 0x82B8 #define GL_IMAGE_CLASS_4_X_32 0x82B9 #define GL_IMAGE_CLASS_2_X_32 0x82BA #define GL_IMAGE_CLASS_1_X_32 0x82BB #define GL_IMAGE_CLASS_4_X_16 0x82BC #define GL_IMAGE_CLASS_2_X_16 0x82BD #define GL_IMAGE_CLASS_1_X_16 0x82BE #define GL_IMAGE_CLASS_4_X_8 0x82BF #define GL_IMAGE_CLASS_2_X_8 0x82C0 #define GL_IMAGE_CLASS_1_X_8 0x82C1 #define GL_IMAGE_CLASS_11_11_10 0x82C2 #define GL_IMAGE_CLASS_10_10_10_2 0x82C3 #define GL_VIEW_CLASS_128_BITS 0x82C4 #define GL_VIEW_CLASS_96_BITS 0x82C5 #define GL_VIEW_CLASS_64_BITS 0x82C6 #define GL_VIEW_CLASS_48_BITS 0x82C7 #define GL_VIEW_CLASS_32_BITS 0x82C8 #define GL_VIEW_CLASS_24_BITS 0x82C9 #define GL_VIEW_CLASS_16_BITS 0x82CA #define GL_VIEW_CLASS_8_BITS 0x82CB #define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC #define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD #define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE #define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF #define GL_VIEW_CLASS_RGTC1_RED 0x82D0 #define GL_VIEW_CLASS_RGTC2_RG 0x82D1 #define GL_VIEW_CLASS_BPTC_UNORM 0x82D2 #define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3 #define GL_UNIFORM 0x92E1 #define GL_UNIFORM_BLOCK 0x92E2 #define GL_PROGRAM_INPUT 0x92E3 #define GL_PROGRAM_OUTPUT 0x92E4 #define GL_BUFFER_VARIABLE 0x92E5 #define GL_SHADER_STORAGE_BLOCK 0x92E6 #define GL_VERTEX_SUBROUTINE 0x92E8 #define GL_TESS_CONTROL_SUBROUTINE 0x92E9 #define GL_TESS_EVALUATION_SUBROUTINE 0x92EA #define GL_GEOMETRY_SUBROUTINE 0x92EB #define GL_FRAGMENT_SUBROUTINE 0x92EC #define GL_COMPUTE_SUBROUTINE 0x92ED #define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE #define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF #define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0 #define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1 #define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2 #define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3 #define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4 #define GL_ACTIVE_RESOURCES 0x92F5 #define GL_MAX_NAME_LENGTH 0x92F6 #define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7 #define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8 #define GL_NAME_LENGTH 0x92F9 #define GL_TYPE 0x92FA #define GL_ARRAY_SIZE 0x92FB #define GL_OFFSET 0x92FC #define GL_BLOCK_INDEX 0x92FD #define GL_ARRAY_STRIDE 0x92FE #define GL_MATRIX_STRIDE 0x92FF #define GL_IS_ROW_MAJOR 0x9300 #define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301 #define GL_BUFFER_BINDING 0x9302 #define GL_BUFFER_DATA_SIZE 0x9303 #define GL_NUM_ACTIVE_VARIABLES 0x9304 #define GL_ACTIVE_VARIABLES 0x9305 #define GL_REFERENCED_BY_VERTEX_SHADER 0x9306 #define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307 #define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308 #define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309 #define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A #define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B #define GL_TOP_LEVEL_ARRAY_SIZE 0x930C #define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D #define GL_LOCATION 0x930E #define GL_LOCATION_INDEX 0x930F #define GL_IS_PER_PATCH 0x92E7 #define GL_SHADER_STORAGE_BUFFER 0x90D2 #define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3 #define GL_SHADER_STORAGE_BUFFER_START 0x90D4 #define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5 #define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6 #define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7 #define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8 #define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9 #define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA #define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB #define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC #define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD #define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE #define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF #define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000 #define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39 #define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA #define GL_TEXTURE_BUFFER_OFFSET 0x919D #define GL_TEXTURE_BUFFER_SIZE 0x919E #define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F #define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB #define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC #define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD #define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE #define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF #define GL_VERTEX_ATTRIB_BINDING 0x82D4 #define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5 #define GL_VERTEX_BINDING_DIVISOR 0x82D6 #define GL_VERTEX_BINDING_OFFSET 0x82D7 #define GL_VERTEX_BINDING_STRIDE 0x82D8 #define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9 #define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA #define GL_VERTEX_BINDING_BUFFER 0x8F4F #define GL_DISPLAY_LIST 0x82E7 typedef void (APIENTRYP PFNGLCLEARBUFFERDATAPROC) (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); typedef void (APIENTRYP PFNGLCLEARBUFFERSUBDATAPROC) (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEINDIRECTPROC) (GLintptr indirect); typedef void (APIENTRYP PFNGLCOPYIMAGESUBDATAPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); typedef void (APIENTRYP PFNGLFRAMEBUFFERPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETINTERNALFORMATI64VPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint64 *params); typedef void (APIENTRYP PFNGLINVALIDATETEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); typedef void (APIENTRYP PFNGLINVALIDATETEXIMAGEPROC) (GLuint texture, GLint level); typedef void (APIENTRYP PFNGLINVALIDATEBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); typedef void (APIENTRYP PFNGLINVALIDATEBUFFERDATAPROC) (GLuint buffer); typedef void (APIENTRYP PFNGLINVALIDATEFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments); typedef void (APIENTRYP PFNGLINVALIDATESUBFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); typedef void (APIENTRYP PFNGLGETPROGRAMINTERFACEIVPROC) (GLuint program, GLenum programInterface, GLenum pname, GLint *params); typedef GLuint (APIENTRYP PFNGLGETPROGRAMRESOURCEINDEXPROC) (GLuint program, GLenum programInterface, const GLchar *name); typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCENAMEPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCEIVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLint *params); typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONPROC) (GLuint program, GLenum programInterface, const GLchar *name); typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) (GLuint program, GLenum programInterface, const GLchar *name); typedef void (APIENTRYP PFNGLSHADERSTORAGEBLOCKBINDINGPROC) (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); typedef void (APIENTRYP PFNGLTEXBUFFERRANGEPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); typedef void (APIENTRYP PFNGLTEXSTORAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); typedef void (APIENTRYP PFNGLTEXSTORAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); typedef void (APIENTRYP PFNGLTEXTUREVIEWPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERPROC) (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); typedef void (APIENTRYP PFNGLVERTEXATTRIBFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); typedef void (APIENTRYP PFNGLVERTEXATTRIBIFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); typedef void (APIENTRYP PFNGLVERTEXATTRIBLFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); typedef void (APIENTRYP PFNGLVERTEXATTRIBBINDINGPROC) (GLuint attribindex, GLuint bindingindex); typedef void (APIENTRYP PFNGLVERTEXBINDINGDIVISORPROC) (GLuint bindingindex, GLuint divisor); typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKPROC) (GLDEBUGPROC callback, const void *userParam); typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGPROC) (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); typedef void (APIENTRYP PFNGLPUSHDEBUGGROUPPROC) (GLenum source, GLuint id, GLsizei length, const GLchar *message); typedef void (APIENTRYP PFNGLPOPDEBUGGROUPPROC) (void); typedef void (APIENTRYP PFNGLOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar *label); typedef void (APIENTRYP PFNGLGETOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); typedef void (APIENTRYP PFNGLOBJECTPTRLABELPROC) (const void *ptr, GLsizei length, const GLchar *label); typedef void (APIENTRYP PFNGLGETOBJECTPTRLABELPROC) (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glClearBufferData (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); GLAPI void APIENTRY glClearBufferSubData (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); GLAPI void APIENTRY glDispatchCompute (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); GLAPI void APIENTRY glDispatchComputeIndirect (GLintptr indirect); GLAPI void APIENTRY glCopyImageSubData (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); GLAPI void APIENTRY glFramebufferParameteri (GLenum target, GLenum pname, GLint param); GLAPI void APIENTRY glGetFramebufferParameteriv (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetInternalformati64v (GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint64 *params); GLAPI void APIENTRY glInvalidateTexSubImage (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); GLAPI void APIENTRY glInvalidateTexImage (GLuint texture, GLint level); GLAPI void APIENTRY glInvalidateBufferSubData (GLuint buffer, GLintptr offset, GLsizeiptr length); GLAPI void APIENTRY glInvalidateBufferData (GLuint buffer); GLAPI void APIENTRY glInvalidateFramebuffer (GLenum target, GLsizei numAttachments, const GLenum *attachments); GLAPI void APIENTRY glInvalidateSubFramebuffer (GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI void APIENTRY glMultiDrawArraysIndirect (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); GLAPI void APIENTRY glMultiDrawElementsIndirect (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); GLAPI void APIENTRY glGetProgramInterfaceiv (GLuint program, GLenum programInterface, GLenum pname, GLint *params); GLAPI GLuint APIENTRY glGetProgramResourceIndex (GLuint program, GLenum programInterface, const GLchar *name); GLAPI void APIENTRY glGetProgramResourceName (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); GLAPI void APIENTRY glGetProgramResourceiv (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLint *params); GLAPI GLint APIENTRY glGetProgramResourceLocation (GLuint program, GLenum programInterface, const GLchar *name); GLAPI GLint APIENTRY glGetProgramResourceLocationIndex (GLuint program, GLenum programInterface, const GLchar *name); GLAPI void APIENTRY glShaderStorageBlockBinding (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); GLAPI void APIENTRY glTexBufferRange (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); GLAPI void APIENTRY glTexStorage2DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); GLAPI void APIENTRY glTexStorage3DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); GLAPI void APIENTRY glTextureView (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); GLAPI void APIENTRY glBindVertexBuffer (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); GLAPI void APIENTRY glVertexAttribFormat (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); GLAPI void APIENTRY glVertexAttribIFormat (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); GLAPI void APIENTRY glVertexAttribLFormat (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); GLAPI void APIENTRY glVertexAttribBinding (GLuint attribindex, GLuint bindingindex); GLAPI void APIENTRY glVertexBindingDivisor (GLuint bindingindex, GLuint divisor); GLAPI void APIENTRY glDebugMessageControl (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); GLAPI void APIENTRY glDebugMessageInsert (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); GLAPI void APIENTRY glDebugMessageCallback (GLDEBUGPROC callback, const void *userParam); GLAPI GLuint APIENTRY glGetDebugMessageLog (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); GLAPI void APIENTRY glPushDebugGroup (GLenum source, GLuint id, GLsizei length, const GLchar *message); GLAPI void APIENTRY glPopDebugGroup (void); GLAPI void APIENTRY glObjectLabel (GLenum identifier, GLuint name, GLsizei length, const GLchar *label); GLAPI void APIENTRY glGetObjectLabel (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); GLAPI void APIENTRY glObjectPtrLabel (const void *ptr, GLsizei length, const GLchar *label); GLAPI void APIENTRY glGetObjectPtrLabel (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); #endif #endif /* GL_VERSION_4_3 */ #ifndef GL_VERSION_4_4 #define GL_VERSION_4_4 1 #define GL_MAX_VERTEX_ATTRIB_STRIDE 0x82E5 #define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221 #define GL_TEXTURE_BUFFER_BINDING 0x8C2A #define GL_MAP_PERSISTENT_BIT 0x0040 #define GL_MAP_COHERENT_BIT 0x0080 #define GL_DYNAMIC_STORAGE_BIT 0x0100 #define GL_CLIENT_STORAGE_BIT 0x0200 #define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT 0x00004000 #define GL_BUFFER_IMMUTABLE_STORAGE 0x821F #define GL_BUFFER_STORAGE_FLAGS 0x8220 #define GL_CLEAR_TEXTURE 0x9365 #define GL_LOCATION_COMPONENT 0x934A #define GL_TRANSFORM_FEEDBACK_BUFFER_INDEX 0x934B #define GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE 0x934C #define GL_QUERY_BUFFER 0x9192 #define GL_QUERY_BUFFER_BARRIER_BIT 0x00008000 #define GL_QUERY_BUFFER_BINDING 0x9193 #define GL_QUERY_RESULT_NO_WAIT 0x9194 #define GL_MIRROR_CLAMP_TO_EDGE 0x8743 typedef void (APIENTRYP PFNGLBUFFERSTORAGEPROC) (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); typedef void (APIENTRYP PFNGLCLEARTEXIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); typedef void (APIENTRYP PFNGLCLEARTEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); typedef void (APIENTRYP PFNGLBINDBUFFERSBASEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint *buffers); typedef void (APIENTRYP PFNGLBINDBUFFERSRANGEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes); typedef void (APIENTRYP PFNGLBINDTEXTURESPROC) (GLuint first, GLsizei count, const GLuint *textures); typedef void (APIENTRYP PFNGLBINDSAMPLERSPROC) (GLuint first, GLsizei count, const GLuint *samplers); typedef void (APIENTRYP PFNGLBINDIMAGETEXTURESPROC) (GLuint first, GLsizei count, const GLuint *textures); typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERSPROC) (GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBufferStorage (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); GLAPI void APIENTRY glClearTexImage (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); GLAPI void APIENTRY glClearTexSubImage (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); GLAPI void APIENTRY glBindBuffersBase (GLenum target, GLuint first, GLsizei count, const GLuint *buffers); GLAPI void APIENTRY glBindBuffersRange (GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes); GLAPI void APIENTRY glBindTextures (GLuint first, GLsizei count, const GLuint *textures); GLAPI void APIENTRY glBindSamplers (GLuint first, GLsizei count, const GLuint *samplers); GLAPI void APIENTRY glBindImageTextures (GLuint first, GLsizei count, const GLuint *textures); GLAPI void APIENTRY glBindVertexBuffers (GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); #endif #endif /* GL_VERSION_4_4 */ #ifndef GL_VERSION_4_5 #define GL_VERSION_4_5 1 #define GL_CONTEXT_LOST 0x0507 #define GL_NEGATIVE_ONE_TO_ONE 0x935E #define GL_ZERO_TO_ONE 0x935F #define GL_CLIP_ORIGIN 0x935C #define GL_CLIP_DEPTH_MODE 0x935D #define GL_QUERY_WAIT_INVERTED 0x8E17 #define GL_QUERY_NO_WAIT_INVERTED 0x8E18 #define GL_QUERY_BY_REGION_WAIT_INVERTED 0x8E19 #define GL_QUERY_BY_REGION_NO_WAIT_INVERTED 0x8E1A #define GL_MAX_CULL_DISTANCES 0x82F9 #define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES 0x82FA #define GL_TEXTURE_TARGET 0x1006 #define GL_QUERY_TARGET 0x82EA #define GL_GUILTY_CONTEXT_RESET 0x8253 #define GL_INNOCENT_CONTEXT_RESET 0x8254 #define GL_UNKNOWN_CONTEXT_RESET 0x8255 #define GL_RESET_NOTIFICATION_STRATEGY 0x8256 #define GL_LOSE_CONTEXT_ON_RESET 0x8252 #define GL_NO_RESET_NOTIFICATION 0x8261 #define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT 0x00000004 #define GL_COLOR_TABLE 0x80D0 #define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1 #define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2 #define GL_PROXY_COLOR_TABLE 0x80D3 #define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4 #define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5 #define GL_CONVOLUTION_1D 0x8010 #define GL_CONVOLUTION_2D 0x8011 #define GL_SEPARABLE_2D 0x8012 #define GL_HISTOGRAM 0x8024 #define GL_PROXY_HISTOGRAM 0x8025 #define GL_MINMAX 0x802E #define GL_CONTEXT_RELEASE_BEHAVIOR 0x82FB #define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x82FC typedef void (APIENTRYP PFNGLCLIPCONTROLPROC) (GLenum origin, GLenum depth); typedef void (APIENTRYP PFNGLCREATETRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint *ids); typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC) (GLuint xfb, GLuint index, GLuint buffer); typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC) (GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKIVPROC) (GLuint xfb, GLenum pname, GLint *param); typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param); typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param); typedef void (APIENTRYP PFNGLCREATEBUFFERSPROC) (GLsizei n, GLuint *buffers); typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); typedef void (APIENTRYP PFNGLNAMEDBUFFERDATAPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); typedef void (APIENTRYP PFNGLNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); typedef void (APIENTRYP PFNGLCOPYNAMEDBUFFERSUBDATAPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERDATAPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); typedef void *(APIENTRYP PFNGLMAPNAMEDBUFFERPROC) (GLuint buffer, GLenum access); typedef void *(APIENTRYP PFNGLMAPNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); typedef GLboolean (APIENTRYP PFNGLUNMAPNAMEDBUFFERPROC) (GLuint buffer); typedef void (APIENTRYP PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERIVPROC) (GLuint buffer, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERI64VPROC) (GLuint buffer, GLenum pname, GLint64 *params); typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPOINTERVPROC) (GLuint buffer, GLenum pname, void **params); typedef void (APIENTRYP PFNGLGETNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); typedef void (APIENTRYP PFNGLCREATEFRAMEBUFFERSPROC) (GLsizei n, GLuint *framebuffers); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC) (GLuint framebuffer, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTUREPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC) (GLuint framebuffer, GLenum buf); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC) (GLuint framebuffer, GLsizei n, const GLenum *bufs); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC) (GLuint framebuffer, GLenum src); typedef void (APIENTRYP PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments); typedef void (APIENTRYP PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value); typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value); typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERFVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value); typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERFIPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); typedef void (APIENTRYP PFNGLBLITNAMEDFRAMEBUFFERPROC) (GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); typedef GLenum (APIENTRYP PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC) (GLuint framebuffer, GLenum target); typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC) (GLuint framebuffer, GLenum pname, GLint *param); typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLCREATERENDERBUFFERSPROC) (GLsizei n, GLuint *renderbuffers); typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC) (GLuint renderbuffer, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLCREATETEXTURESPROC) (GLenum target, GLsizei n, GLuint *textures); typedef void (APIENTRYP PFNGLTEXTUREBUFFERPROC) (GLuint texture, GLenum internalformat, GLuint buffer); typedef void (APIENTRYP PFNGLTEXTUREBUFFERRANGEPROC) (GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); typedef void (APIENTRYP PFNGLTEXTURESTORAGE1DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFPROC) (GLuint texture, GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, const GLfloat *param); typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIPROC) (GLuint texture, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, const GLuint *params); typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, const GLint *param); typedef void (APIENTRYP PFNGLGENERATETEXTUREMIPMAPPROC) (GLuint texture); typedef void (APIENTRYP PFNGLBINDTEXTUREUNITPROC) (GLuint unit, GLuint texture); typedef void (APIENTRYP PFNGLGETTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLsizei bufSize, void *pixels); typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERFVPROC) (GLuint texture, GLint level, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERIVPROC) (GLuint texture, GLint level, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, GLuint *params); typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLCREATEVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays); typedef void (APIENTRYP PFNGLDISABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index); typedef void (APIENTRYP PFNGLENABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index); typedef void (APIENTRYP PFNGLVERTEXARRAYELEMENTBUFFERPROC) (GLuint vaobj, GLuint buffer); typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBUFFERPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBUFFERSPROC) (GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBBINDINGPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex); typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBIFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBLFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); typedef void (APIENTRYP PFNGLVERTEXARRAYBINDINGDIVISORPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor); typedef void (APIENTRYP PFNGLGETVERTEXARRAYIVPROC) (GLuint vaobj, GLenum pname, GLint *param); typedef void (APIENTRYP PFNGLGETVERTEXARRAYINDEXEDIVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param); typedef void (APIENTRYP PFNGLGETVERTEXARRAYINDEXED64IVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint64 *param); typedef void (APIENTRYP PFNGLCREATESAMPLERSPROC) (GLsizei n, GLuint *samplers); typedef void (APIENTRYP PFNGLCREATEPROGRAMPIPELINESPROC) (GLsizei n, GLuint *pipelines); typedef void (APIENTRYP PFNGLCREATEQUERIESPROC) (GLenum target, GLsizei n, GLuint *ids); typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTI64VPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTIVPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTUI64VPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTUIVPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); typedef void (APIENTRYP PFNGLMEMORYBARRIERBYREGIONPROC) (GLbitfield barriers); typedef void (APIENTRYP PFNGLGETTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels); typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels); typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSPROC) (void); typedef void (APIENTRYP PFNGLGETNCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint lod, GLsizei bufSize, void *pixels); typedef void (APIENTRYP PFNGLGETNTEXIMAGEPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); typedef void (APIENTRYP PFNGLGETNUNIFORMDVPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble *params); typedef void (APIENTRYP PFNGLGETNUNIFORMFVPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); typedef void (APIENTRYP PFNGLGETNUNIFORMIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLint *params); typedef void (APIENTRYP PFNGLGETNUNIFORMUIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint *params); typedef void (APIENTRYP PFNGLREADNPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); typedef void (APIENTRYP PFNGLGETNMAPDVPROC) (GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); typedef void (APIENTRYP PFNGLGETNMAPFVPROC) (GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); typedef void (APIENTRYP PFNGLGETNMAPIVPROC) (GLenum target, GLenum query, GLsizei bufSize, GLint *v); typedef void (APIENTRYP PFNGLGETNPIXELMAPFVPROC) (GLenum map, GLsizei bufSize, GLfloat *values); typedef void (APIENTRYP PFNGLGETNPIXELMAPUIVPROC) (GLenum map, GLsizei bufSize, GLuint *values); typedef void (APIENTRYP PFNGLGETNPIXELMAPUSVPROC) (GLenum map, GLsizei bufSize, GLushort *values); typedef void (APIENTRYP PFNGLGETNPOLYGONSTIPPLEPROC) (GLsizei bufSize, GLubyte *pattern); typedef void (APIENTRYP PFNGLGETNCOLORTABLEPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); typedef void (APIENTRYP PFNGLGETNCONVOLUTIONFILTERPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); typedef void (APIENTRYP PFNGLGETNSEPARABLEFILTERPROC) (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); typedef void (APIENTRYP PFNGLGETNHISTOGRAMPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); typedef void (APIENTRYP PFNGLGETNMINMAXPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); typedef void (APIENTRYP PFNGLTEXTUREBARRIERPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glClipControl (GLenum origin, GLenum depth); GLAPI void APIENTRY glCreateTransformFeedbacks (GLsizei n, GLuint *ids); GLAPI void APIENTRY glTransformFeedbackBufferBase (GLuint xfb, GLuint index, GLuint buffer); GLAPI void APIENTRY glTransformFeedbackBufferRange (GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); GLAPI void APIENTRY glGetTransformFeedbackiv (GLuint xfb, GLenum pname, GLint *param); GLAPI void APIENTRY glGetTransformFeedbacki_v (GLuint xfb, GLenum pname, GLuint index, GLint *param); GLAPI void APIENTRY glGetTransformFeedbacki64_v (GLuint xfb, GLenum pname, GLuint index, GLint64 *param); GLAPI void APIENTRY glCreateBuffers (GLsizei n, GLuint *buffers); GLAPI void APIENTRY glNamedBufferStorage (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); GLAPI void APIENTRY glNamedBufferData (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); GLAPI void APIENTRY glNamedBufferSubData (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); GLAPI void APIENTRY glCopyNamedBufferSubData (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); GLAPI void APIENTRY glClearNamedBufferData (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); GLAPI void APIENTRY glClearNamedBufferSubData (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); GLAPI void *APIENTRY glMapNamedBuffer (GLuint buffer, GLenum access); GLAPI void *APIENTRY glMapNamedBufferRange (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); GLAPI GLboolean APIENTRY glUnmapNamedBuffer (GLuint buffer); GLAPI void APIENTRY glFlushMappedNamedBufferRange (GLuint buffer, GLintptr offset, GLsizeiptr length); GLAPI void APIENTRY glGetNamedBufferParameteriv (GLuint buffer, GLenum pname, GLint *params); GLAPI void APIENTRY glGetNamedBufferParameteri64v (GLuint buffer, GLenum pname, GLint64 *params); GLAPI void APIENTRY glGetNamedBufferPointerv (GLuint buffer, GLenum pname, void **params); GLAPI void APIENTRY glGetNamedBufferSubData (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); GLAPI void APIENTRY glCreateFramebuffers (GLsizei n, GLuint *framebuffers); GLAPI void APIENTRY glNamedFramebufferRenderbuffer (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); GLAPI void APIENTRY glNamedFramebufferParameteri (GLuint framebuffer, GLenum pname, GLint param); GLAPI void APIENTRY glNamedFramebufferTexture (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); GLAPI void APIENTRY glNamedFramebufferTextureLayer (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); GLAPI void APIENTRY glNamedFramebufferDrawBuffer (GLuint framebuffer, GLenum buf); GLAPI void APIENTRY glNamedFramebufferDrawBuffers (GLuint framebuffer, GLsizei n, const GLenum *bufs); GLAPI void APIENTRY glNamedFramebufferReadBuffer (GLuint framebuffer, GLenum src); GLAPI void APIENTRY glInvalidateNamedFramebufferData (GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments); GLAPI void APIENTRY glInvalidateNamedFramebufferSubData (GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI void APIENTRY glClearNamedFramebufferiv (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value); GLAPI void APIENTRY glClearNamedFramebufferuiv (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value); GLAPI void APIENTRY glClearNamedFramebufferfv (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value); GLAPI void APIENTRY glClearNamedFramebufferfi (GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); GLAPI void APIENTRY glBlitNamedFramebuffer (GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); GLAPI GLenum APIENTRY glCheckNamedFramebufferStatus (GLuint framebuffer, GLenum target); GLAPI void APIENTRY glGetNamedFramebufferParameteriv (GLuint framebuffer, GLenum pname, GLint *param); GLAPI void APIENTRY glGetNamedFramebufferAttachmentParameteriv (GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); GLAPI void APIENTRY glCreateRenderbuffers (GLsizei n, GLuint *renderbuffers); GLAPI void APIENTRY glNamedRenderbufferStorage (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); GLAPI void APIENTRY glNamedRenderbufferStorageMultisample (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); GLAPI void APIENTRY glGetNamedRenderbufferParameteriv (GLuint renderbuffer, GLenum pname, GLint *params); GLAPI void APIENTRY glCreateTextures (GLenum target, GLsizei n, GLuint *textures); GLAPI void APIENTRY glTextureBuffer (GLuint texture, GLenum internalformat, GLuint buffer); GLAPI void APIENTRY glTextureBufferRange (GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); GLAPI void APIENTRY glTextureStorage1D (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); GLAPI void APIENTRY glTextureStorage2D (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); GLAPI void APIENTRY glTextureStorage3D (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); GLAPI void APIENTRY glTextureStorage2DMultisample (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); GLAPI void APIENTRY glTextureStorage3DMultisample (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); GLAPI void APIENTRY glTextureSubImage1D (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glTextureSubImage2D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glTextureSubImage3D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glCompressedTextureSubImage1D (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); GLAPI void APIENTRY glCompressedTextureSubImage2D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); GLAPI void APIENTRY glCompressedTextureSubImage3D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); GLAPI void APIENTRY glCopyTextureSubImage1D (GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); GLAPI void APIENTRY glCopyTextureSubImage2D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI void APIENTRY glCopyTextureSubImage3D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI void APIENTRY glTextureParameterf (GLuint texture, GLenum pname, GLfloat param); GLAPI void APIENTRY glTextureParameterfv (GLuint texture, GLenum pname, const GLfloat *param); GLAPI void APIENTRY glTextureParameteri (GLuint texture, GLenum pname, GLint param); GLAPI void APIENTRY glTextureParameterIiv (GLuint texture, GLenum pname, const GLint *params); GLAPI void APIENTRY glTextureParameterIuiv (GLuint texture, GLenum pname, const GLuint *params); GLAPI void APIENTRY glTextureParameteriv (GLuint texture, GLenum pname, const GLint *param); GLAPI void APIENTRY glGenerateTextureMipmap (GLuint texture); GLAPI void APIENTRY glBindTextureUnit (GLuint unit, GLuint texture); GLAPI void APIENTRY glGetTextureImage (GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); GLAPI void APIENTRY glGetCompressedTextureImage (GLuint texture, GLint level, GLsizei bufSize, void *pixels); GLAPI void APIENTRY glGetTextureLevelParameterfv (GLuint texture, GLint level, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetTextureLevelParameteriv (GLuint texture, GLint level, GLenum pname, GLint *params); GLAPI void APIENTRY glGetTextureParameterfv (GLuint texture, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetTextureParameterIiv (GLuint texture, GLenum pname, GLint *params); GLAPI void APIENTRY glGetTextureParameterIuiv (GLuint texture, GLenum pname, GLuint *params); GLAPI void APIENTRY glGetTextureParameteriv (GLuint texture, GLenum pname, GLint *params); GLAPI void APIENTRY glCreateVertexArrays (GLsizei n, GLuint *arrays); GLAPI void APIENTRY glDisableVertexArrayAttrib (GLuint vaobj, GLuint index); GLAPI void APIENTRY glEnableVertexArrayAttrib (GLuint vaobj, GLuint index); GLAPI void APIENTRY glVertexArrayElementBuffer (GLuint vaobj, GLuint buffer); GLAPI void APIENTRY glVertexArrayVertexBuffer (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); GLAPI void APIENTRY glVertexArrayVertexBuffers (GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); GLAPI void APIENTRY glVertexArrayAttribBinding (GLuint vaobj, GLuint attribindex, GLuint bindingindex); GLAPI void APIENTRY glVertexArrayAttribFormat (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); GLAPI void APIENTRY glVertexArrayAttribIFormat (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); GLAPI void APIENTRY glVertexArrayAttribLFormat (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); GLAPI void APIENTRY glVertexArrayBindingDivisor (GLuint vaobj, GLuint bindingindex, GLuint divisor); GLAPI void APIENTRY glGetVertexArrayiv (GLuint vaobj, GLenum pname, GLint *param); GLAPI void APIENTRY glGetVertexArrayIndexediv (GLuint vaobj, GLuint index, GLenum pname, GLint *param); GLAPI void APIENTRY glGetVertexArrayIndexed64iv (GLuint vaobj, GLuint index, GLenum pname, GLint64 *param); GLAPI void APIENTRY glCreateSamplers (GLsizei n, GLuint *samplers); GLAPI void APIENTRY glCreateProgramPipelines (GLsizei n, GLuint *pipelines); GLAPI void APIENTRY glCreateQueries (GLenum target, GLsizei n, GLuint *ids); GLAPI void APIENTRY glGetQueryBufferObjecti64v (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); GLAPI void APIENTRY glGetQueryBufferObjectiv (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); GLAPI void APIENTRY glGetQueryBufferObjectui64v (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); GLAPI void APIENTRY glGetQueryBufferObjectuiv (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); GLAPI void APIENTRY glMemoryBarrierByRegion (GLbitfield barriers); GLAPI void APIENTRY glGetTextureSubImage (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels); GLAPI void APIENTRY glGetCompressedTextureSubImage (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels); GLAPI GLenum APIENTRY glGetGraphicsResetStatus (void); GLAPI void APIENTRY glGetnCompressedTexImage (GLenum target, GLint lod, GLsizei bufSize, void *pixels); GLAPI void APIENTRY glGetnTexImage (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); GLAPI void APIENTRY glGetnUniformdv (GLuint program, GLint location, GLsizei bufSize, GLdouble *params); GLAPI void APIENTRY glGetnUniformfv (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); GLAPI void APIENTRY glGetnUniformiv (GLuint program, GLint location, GLsizei bufSize, GLint *params); GLAPI void APIENTRY glGetnUniformuiv (GLuint program, GLint location, GLsizei bufSize, GLuint *params); GLAPI void APIENTRY glReadnPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); GLAPI void APIENTRY glGetnMapdv (GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); GLAPI void APIENTRY glGetnMapfv (GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); GLAPI void APIENTRY glGetnMapiv (GLenum target, GLenum query, GLsizei bufSize, GLint *v); GLAPI void APIENTRY glGetnPixelMapfv (GLenum map, GLsizei bufSize, GLfloat *values); GLAPI void APIENTRY glGetnPixelMapuiv (GLenum map, GLsizei bufSize, GLuint *values); GLAPI void APIENTRY glGetnPixelMapusv (GLenum map, GLsizei bufSize, GLushort *values); GLAPI void APIENTRY glGetnPolygonStipple (GLsizei bufSize, GLubyte *pattern); GLAPI void APIENTRY glGetnColorTable (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); GLAPI void APIENTRY glGetnConvolutionFilter (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); GLAPI void APIENTRY glGetnSeparableFilter (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); GLAPI void APIENTRY glGetnHistogram (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); GLAPI void APIENTRY glGetnMinmax (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); GLAPI void APIENTRY glTextureBarrier (void); #endif #endif /* GL_VERSION_4_5 */ #ifndef GL_VERSION_4_6 #define GL_VERSION_4_6 1 #define GL_SHADER_BINARY_FORMAT_SPIR_V 0x9551 #define GL_SPIR_V_BINARY 0x9552 #define GL_PARAMETER_BUFFER 0x80EE #define GL_PARAMETER_BUFFER_BINDING 0x80EF #define GL_CONTEXT_FLAG_NO_ERROR_BIT 0x00000008 #define GL_VERTICES_SUBMITTED 0x82EE #define GL_PRIMITIVES_SUBMITTED 0x82EF #define GL_VERTEX_SHADER_INVOCATIONS 0x82F0 #define GL_TESS_CONTROL_SHADER_PATCHES 0x82F1 #define GL_TESS_EVALUATION_SHADER_INVOCATIONS 0x82F2 #define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED 0x82F3 #define GL_FRAGMENT_SHADER_INVOCATIONS 0x82F4 #define GL_COMPUTE_SHADER_INVOCATIONS 0x82F5 #define GL_CLIPPING_INPUT_PRIMITIVES 0x82F6 #define GL_CLIPPING_OUTPUT_PRIMITIVES 0x82F7 #define GL_POLYGON_OFFSET_CLAMP 0x8E1B #define GL_SPIR_V_EXTENSIONS 0x9553 #define GL_NUM_SPIR_V_EXTENSIONS 0x9554 #define GL_TEXTURE_MAX_ANISOTROPY 0x84FE #define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF #define GL_TRANSFORM_FEEDBACK_OVERFLOW 0x82EC #define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW 0x82ED typedef void (APIENTRYP PFNGLSPECIALIZESHADERPROC) (GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC) (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); typedef void (APIENTRYP PFNGLPOLYGONOFFSETCLAMPPROC) (GLfloat factor, GLfloat units, GLfloat clamp); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glSpecializeShader (GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); GLAPI void APIENTRY glMultiDrawArraysIndirectCount (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); GLAPI void APIENTRY glMultiDrawElementsIndirectCount (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); GLAPI void APIENTRY glPolygonOffsetClamp (GLfloat factor, GLfloat units, GLfloat clamp); #endif #endif /* GL_VERSION_4_6 */ #ifndef GL_ARB_ES2_compatibility #define GL_ARB_ES2_compatibility 1 #endif /* GL_ARB_ES2_compatibility */ #ifndef GL_ARB_ES3_1_compatibility #define GL_ARB_ES3_1_compatibility 1 #endif /* GL_ARB_ES3_1_compatibility */ #ifndef GL_ARB_ES3_2_compatibility #define GL_ARB_ES3_2_compatibility 1 #define GL_PRIMITIVE_BOUNDING_BOX_ARB 0x92BE #define GL_MULTISAMPLE_LINE_WIDTH_RANGE_ARB 0x9381 #define GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY_ARB 0x9382 typedef void (APIENTRYP PFNGLPRIMITIVEBOUNDINGBOXARBPROC) (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPrimitiveBoundingBoxARB (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); #endif #endif /* GL_ARB_ES3_2_compatibility */ #ifndef GL_ARB_ES3_compatibility #define GL_ARB_ES3_compatibility 1 #endif /* GL_ARB_ES3_compatibility */ #ifndef GL_ARB_arrays_of_arrays #define GL_ARB_arrays_of_arrays 1 #endif /* GL_ARB_arrays_of_arrays */ #ifndef GL_ARB_base_instance #define GL_ARB_base_instance 1 #endif /* GL_ARB_base_instance */ #ifndef GL_ARB_bindless_texture #define GL_ARB_bindless_texture 1 typedef khronos_uint64_t GLuint64EXT; #define GL_UNSIGNED_INT64_ARB 0x140F typedef GLuint64 (APIENTRYP PFNGLGETTEXTUREHANDLEARBPROC) (GLuint texture); typedef GLuint64 (APIENTRYP PFNGLGETTEXTURESAMPLERHANDLEARBPROC) (GLuint texture, GLuint sampler); typedef void (APIENTRYP PFNGLMAKETEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle); typedef void (APIENTRYP PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC) (GLuint64 handle); typedef GLuint64 (APIENTRYP PFNGLGETIMAGEHANDLEARBPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); typedef void (APIENTRYP PFNGLMAKEIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle, GLenum access); typedef void (APIENTRYP PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC) (GLuint64 handle); typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64ARBPROC) (GLint location, GLuint64 value); typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64VARBPROC) (GLint location, GLsizei count, const GLuint64 *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC) (GLuint program, GLint location, GLuint64 value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *values); typedef GLboolean (APIENTRYP PFNGLISTEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle); typedef GLboolean (APIENTRYP PFNGLISIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle); typedef void (APIENTRYP PFNGLVERTEXATTRIBL1UI64ARBPROC) (GLuint index, GLuint64EXT x); typedef void (APIENTRYP PFNGLVERTEXATTRIBL1UI64VARBPROC) (GLuint index, const GLuint64EXT *v); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLUI64VARBPROC) (GLuint index, GLenum pname, GLuint64EXT *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLuint64 APIENTRY glGetTextureHandleARB (GLuint texture); GLAPI GLuint64 APIENTRY glGetTextureSamplerHandleARB (GLuint texture, GLuint sampler); GLAPI void APIENTRY glMakeTextureHandleResidentARB (GLuint64 handle); GLAPI void APIENTRY glMakeTextureHandleNonResidentARB (GLuint64 handle); GLAPI GLuint64 APIENTRY glGetImageHandleARB (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); GLAPI void APIENTRY glMakeImageHandleResidentARB (GLuint64 handle, GLenum access); GLAPI void APIENTRY glMakeImageHandleNonResidentARB (GLuint64 handle); GLAPI void APIENTRY glUniformHandleui64ARB (GLint location, GLuint64 value); GLAPI void APIENTRY glUniformHandleui64vARB (GLint location, GLsizei count, const GLuint64 *value); GLAPI void APIENTRY glProgramUniformHandleui64ARB (GLuint program, GLint location, GLuint64 value); GLAPI void APIENTRY glProgramUniformHandleui64vARB (GLuint program, GLint location, GLsizei count, const GLuint64 *values); GLAPI GLboolean APIENTRY glIsTextureHandleResidentARB (GLuint64 handle); GLAPI GLboolean APIENTRY glIsImageHandleResidentARB (GLuint64 handle); GLAPI void APIENTRY glVertexAttribL1ui64ARB (GLuint index, GLuint64EXT x); GLAPI void APIENTRY glVertexAttribL1ui64vARB (GLuint index, const GLuint64EXT *v); GLAPI void APIENTRY glGetVertexAttribLui64vARB (GLuint index, GLenum pname, GLuint64EXT *params); #endif #endif /* GL_ARB_bindless_texture */ #ifndef GL_ARB_blend_func_extended #define GL_ARB_blend_func_extended 1 #endif /* GL_ARB_blend_func_extended */ #ifndef GL_ARB_buffer_storage #define GL_ARB_buffer_storage 1 #endif /* GL_ARB_buffer_storage */ #ifndef GL_ARB_cl_event #define GL_ARB_cl_event 1 struct _cl_context; struct _cl_event; #define GL_SYNC_CL_EVENT_ARB 0x8240 #define GL_SYNC_CL_EVENT_COMPLETE_ARB 0x8241 typedef GLsync (APIENTRYP PFNGLCREATESYNCFROMCLEVENTARBPROC) (struct _cl_context *context, struct _cl_event *event, GLbitfield flags); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLsync APIENTRY glCreateSyncFromCLeventARB (struct _cl_context *context, struct _cl_event *event, GLbitfield flags); #endif #endif /* GL_ARB_cl_event */ #ifndef GL_ARB_clear_buffer_object #define GL_ARB_clear_buffer_object 1 #endif /* GL_ARB_clear_buffer_object */ #ifndef GL_ARB_clear_texture #define GL_ARB_clear_texture 1 #endif /* GL_ARB_clear_texture */ #ifndef GL_ARB_clip_control #define GL_ARB_clip_control 1 #endif /* GL_ARB_clip_control */ #ifndef GL_ARB_color_buffer_float #define GL_ARB_color_buffer_float 1 #define GL_RGBA_FLOAT_MODE_ARB 0x8820 #define GL_CLAMP_VERTEX_COLOR_ARB 0x891A #define GL_CLAMP_FRAGMENT_COLOR_ARB 0x891B #define GL_CLAMP_READ_COLOR_ARB 0x891C #define GL_FIXED_ONLY_ARB 0x891D typedef void (APIENTRYP PFNGLCLAMPCOLORARBPROC) (GLenum target, GLenum clamp); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glClampColorARB (GLenum target, GLenum clamp); #endif #endif /* GL_ARB_color_buffer_float */ #ifndef GL_ARB_compatibility #define GL_ARB_compatibility 1 #endif /* GL_ARB_compatibility */ #ifndef GL_ARB_compressed_texture_pixel_storage #define GL_ARB_compressed_texture_pixel_storage 1 #endif /* GL_ARB_compressed_texture_pixel_storage */ #ifndef GL_ARB_compute_shader #define GL_ARB_compute_shader 1 #endif /* GL_ARB_compute_shader */ #ifndef GL_ARB_compute_variable_group_size #define GL_ARB_compute_variable_group_size 1 #define GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB 0x9344 #define GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB 0x90EB #define GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB 0x9345 #define GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB 0x91BF typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z, GLuint group_size_x, GLuint group_size_y, GLuint group_size_z); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDispatchComputeGroupSizeARB (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z, GLuint group_size_x, GLuint group_size_y, GLuint group_size_z); #endif #endif /* GL_ARB_compute_variable_group_size */ #ifndef GL_ARB_conditional_render_inverted #define GL_ARB_conditional_render_inverted 1 #endif /* GL_ARB_conditional_render_inverted */ #ifndef GL_ARB_conservative_depth #define GL_ARB_conservative_depth 1 #endif /* GL_ARB_conservative_depth */ #ifndef GL_ARB_copy_buffer #define GL_ARB_copy_buffer 1 #endif /* GL_ARB_copy_buffer */ #ifndef GL_ARB_copy_image #define GL_ARB_copy_image 1 #endif /* GL_ARB_copy_image */ #ifndef GL_ARB_cull_distance #define GL_ARB_cull_distance 1 #endif /* GL_ARB_cull_distance */ #ifndef GL_ARB_debug_output #define GL_ARB_debug_output 1 typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); #define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 #define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 #define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244 #define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245 #define GL_DEBUG_SOURCE_API_ARB 0x8246 #define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247 #define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248 #define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249 #define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A #define GL_DEBUG_SOURCE_OTHER_ARB 0x824B #define GL_DEBUG_TYPE_ERROR_ARB 0x824C #define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D #define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E #define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F #define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250 #define GL_DEBUG_TYPE_OTHER_ARB 0x8251 #define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143 #define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144 #define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145 #define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146 #define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147 #define GL_DEBUG_SEVERITY_LOW_ARB 0x9148 typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLARBPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTARBPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKARBPROC) (GLDEBUGPROCARB callback, const void *userParam); typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGARBPROC) (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDebugMessageControlARB (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); GLAPI void APIENTRY glDebugMessageInsertARB (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); GLAPI void APIENTRY glDebugMessageCallbackARB (GLDEBUGPROCARB callback, const void *userParam); GLAPI GLuint APIENTRY glGetDebugMessageLogARB (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); #endif #endif /* GL_ARB_debug_output */ #ifndef GL_ARB_depth_buffer_float #define GL_ARB_depth_buffer_float 1 #endif /* GL_ARB_depth_buffer_float */ #ifndef GL_ARB_depth_clamp #define GL_ARB_depth_clamp 1 #endif /* GL_ARB_depth_clamp */ #ifndef GL_ARB_depth_texture #define GL_ARB_depth_texture 1 #define GL_DEPTH_COMPONENT16_ARB 0x81A5 #define GL_DEPTH_COMPONENT24_ARB 0x81A6 #define GL_DEPTH_COMPONENT32_ARB 0x81A7 #define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A #define GL_DEPTH_TEXTURE_MODE_ARB 0x884B #endif /* GL_ARB_depth_texture */ #ifndef GL_ARB_derivative_control #define GL_ARB_derivative_control 1 #endif /* GL_ARB_derivative_control */ #ifndef GL_ARB_direct_state_access #define GL_ARB_direct_state_access 1 #endif /* GL_ARB_direct_state_access */ #ifndef GL_ARB_draw_buffers #define GL_ARB_draw_buffers 1 #define GL_MAX_DRAW_BUFFERS_ARB 0x8824 #define GL_DRAW_BUFFER0_ARB 0x8825 #define GL_DRAW_BUFFER1_ARB 0x8826 #define GL_DRAW_BUFFER2_ARB 0x8827 #define GL_DRAW_BUFFER3_ARB 0x8828 #define GL_DRAW_BUFFER4_ARB 0x8829 #define GL_DRAW_BUFFER5_ARB 0x882A #define GL_DRAW_BUFFER6_ARB 0x882B #define GL_DRAW_BUFFER7_ARB 0x882C #define GL_DRAW_BUFFER8_ARB 0x882D #define GL_DRAW_BUFFER9_ARB 0x882E #define GL_DRAW_BUFFER10_ARB 0x882F #define GL_DRAW_BUFFER11_ARB 0x8830 #define GL_DRAW_BUFFER12_ARB 0x8831 #define GL_DRAW_BUFFER13_ARB 0x8832 #define GL_DRAW_BUFFER14_ARB 0x8833 #define GL_DRAW_BUFFER15_ARB 0x8834 typedef void (APIENTRYP PFNGLDRAWBUFFERSARBPROC) (GLsizei n, const GLenum *bufs); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawBuffersARB (GLsizei n, const GLenum *bufs); #endif #endif /* GL_ARB_draw_buffers */ #ifndef GL_ARB_draw_buffers_blend #define GL_ARB_draw_buffers_blend 1 typedef void (APIENTRYP PFNGLBLENDEQUATIONIARBPROC) (GLuint buf, GLenum mode); typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIARBPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); typedef void (APIENTRYP PFNGLBLENDFUNCIARBPROC) (GLuint buf, GLenum src, GLenum dst); typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIARBPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendEquationiARB (GLuint buf, GLenum mode); GLAPI void APIENTRY glBlendEquationSeparateiARB (GLuint buf, GLenum modeRGB, GLenum modeAlpha); GLAPI void APIENTRY glBlendFunciARB (GLuint buf, GLenum src, GLenum dst); GLAPI void APIENTRY glBlendFuncSeparateiARB (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); #endif #endif /* GL_ARB_draw_buffers_blend */ #ifndef GL_ARB_draw_elements_base_vertex #define GL_ARB_draw_elements_base_vertex 1 #endif /* GL_ARB_draw_elements_base_vertex */ #ifndef GL_ARB_draw_indirect #define GL_ARB_draw_indirect 1 #endif /* GL_ARB_draw_indirect */ #ifndef GL_ARB_draw_instanced #define GL_ARB_draw_instanced 1 typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDARBPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDARBPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawArraysInstancedARB (GLenum mode, GLint first, GLsizei count, GLsizei primcount); GLAPI void APIENTRY glDrawElementsInstancedARB (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); #endif #endif /* GL_ARB_draw_instanced */ #ifndef GL_ARB_enhanced_layouts #define GL_ARB_enhanced_layouts 1 #endif /* GL_ARB_enhanced_layouts */ #ifndef GL_ARB_explicit_attrib_location #define GL_ARB_explicit_attrib_location 1 #endif /* GL_ARB_explicit_attrib_location */ #ifndef GL_ARB_explicit_uniform_location #define GL_ARB_explicit_uniform_location 1 #endif /* GL_ARB_explicit_uniform_location */ #ifndef GL_ARB_fragment_coord_conventions #define GL_ARB_fragment_coord_conventions 1 #endif /* GL_ARB_fragment_coord_conventions */ #ifndef GL_ARB_fragment_layer_viewport #define GL_ARB_fragment_layer_viewport 1 #endif /* GL_ARB_fragment_layer_viewport */ #ifndef GL_ARB_fragment_program #define GL_ARB_fragment_program 1 #define GL_FRAGMENT_PROGRAM_ARB 0x8804 #define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875 #define GL_PROGRAM_LENGTH_ARB 0x8627 #define GL_PROGRAM_FORMAT_ARB 0x8876 #define GL_PROGRAM_BINDING_ARB 0x8677 #define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0 #define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1 #define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2 #define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3 #define GL_PROGRAM_TEMPORARIES_ARB 0x88A4 #define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5 #define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6 #define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7 #define GL_PROGRAM_PARAMETERS_ARB 0x88A8 #define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9 #define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA #define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB #define GL_PROGRAM_ATTRIBS_ARB 0x88AC #define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD #define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE #define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF #define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4 #define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5 #define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6 #define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805 #define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806 #define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807 #define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808 #define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809 #define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A #define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B #define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C #define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D #define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E #define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F #define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810 #define GL_PROGRAM_STRING_ARB 0x8628 #define GL_PROGRAM_ERROR_POSITION_ARB 0x864B #define GL_CURRENT_MATRIX_ARB 0x8641 #define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7 #define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640 #define GL_MAX_PROGRAM_MATRICES_ARB 0x862F #define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E #define GL_MAX_TEXTURE_COORDS_ARB 0x8871 #define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872 #define GL_PROGRAM_ERROR_STRING_ARB 0x8874 #define GL_MATRIX0_ARB 0x88C0 #define GL_MATRIX1_ARB 0x88C1 #define GL_MATRIX2_ARB 0x88C2 #define GL_MATRIX3_ARB 0x88C3 #define GL_MATRIX4_ARB 0x88C4 #define GL_MATRIX5_ARB 0x88C5 #define GL_MATRIX6_ARB 0x88C6 #define GL_MATRIX7_ARB 0x88C7 #define GL_MATRIX8_ARB 0x88C8 #define GL_MATRIX9_ARB 0x88C9 #define GL_MATRIX10_ARB 0x88CA #define GL_MATRIX11_ARB 0x88CB #define GL_MATRIX12_ARB 0x88CC #define GL_MATRIX13_ARB 0x88CD #define GL_MATRIX14_ARB 0x88CE #define GL_MATRIX15_ARB 0x88CF #define GL_MATRIX16_ARB 0x88D0 #define GL_MATRIX17_ARB 0x88D1 #define GL_MATRIX18_ARB 0x88D2 #define GL_MATRIX19_ARB 0x88D3 #define GL_MATRIX20_ARB 0x88D4 #define GL_MATRIX21_ARB 0x88D5 #define GL_MATRIX22_ARB 0x88D6 #define GL_MATRIX23_ARB 0x88D7 #define GL_MATRIX24_ARB 0x88D8 #define GL_MATRIX25_ARB 0x88D9 #define GL_MATRIX26_ARB 0x88DA #define GL_MATRIX27_ARB 0x88DB #define GL_MATRIX28_ARB 0x88DC #define GL_MATRIX29_ARB 0x88DD #define GL_MATRIX30_ARB 0x88DE #define GL_MATRIX31_ARB 0x88DF typedef void (APIENTRYP PFNGLPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const void *string); typedef void (APIENTRYP PFNGLBINDPROGRAMARBPROC) (GLenum target, GLuint program); typedef void (APIENTRYP PFNGLDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint *programs); typedef void (APIENTRYP PFNGLGENPROGRAMSARBPROC) (GLsizei n, GLuint *programs); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params); typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params); typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params); typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params); typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params); typedef void (APIENTRYP PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, void *string); typedef GLboolean (APIENTRYP PFNGLISPROGRAMARBPROC) (GLuint program); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glProgramStringARB (GLenum target, GLenum format, GLsizei len, const void *string); GLAPI void APIENTRY glBindProgramARB (GLenum target, GLuint program); GLAPI void APIENTRY glDeleteProgramsARB (GLsizei n, const GLuint *programs); GLAPI void APIENTRY glGenProgramsARB (GLsizei n, GLuint *programs); GLAPI void APIENTRY glProgramEnvParameter4dARB (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI void APIENTRY glProgramEnvParameter4dvARB (GLenum target, GLuint index, const GLdouble *params); GLAPI void APIENTRY glProgramEnvParameter4fARB (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); GLAPI void APIENTRY glProgramEnvParameter4fvARB (GLenum target, GLuint index, const GLfloat *params); GLAPI void APIENTRY glProgramLocalParameter4dARB (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI void APIENTRY glProgramLocalParameter4dvARB (GLenum target, GLuint index, const GLdouble *params); GLAPI void APIENTRY glProgramLocalParameter4fARB (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); GLAPI void APIENTRY glProgramLocalParameter4fvARB (GLenum target, GLuint index, const GLfloat *params); GLAPI void APIENTRY glGetProgramEnvParameterdvARB (GLenum target, GLuint index, GLdouble *params); GLAPI void APIENTRY glGetProgramEnvParameterfvARB (GLenum target, GLuint index, GLfloat *params); GLAPI void APIENTRY glGetProgramLocalParameterdvARB (GLenum target, GLuint index, GLdouble *params); GLAPI void APIENTRY glGetProgramLocalParameterfvARB (GLenum target, GLuint index, GLfloat *params); GLAPI void APIENTRY glGetProgramivARB (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetProgramStringARB (GLenum target, GLenum pname, void *string); GLAPI GLboolean APIENTRY glIsProgramARB (GLuint program); #endif #endif /* GL_ARB_fragment_program */ #ifndef GL_ARB_fragment_program_shadow #define GL_ARB_fragment_program_shadow 1 #endif /* GL_ARB_fragment_program_shadow */ #ifndef GL_ARB_fragment_shader #define GL_ARB_fragment_shader 1 #define GL_FRAGMENT_SHADER_ARB 0x8B30 #define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49 #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B #endif /* GL_ARB_fragment_shader */ #ifndef GL_ARB_fragment_shader_interlock #define GL_ARB_fragment_shader_interlock 1 #endif /* GL_ARB_fragment_shader_interlock */ #ifndef GL_ARB_framebuffer_no_attachments #define GL_ARB_framebuffer_no_attachments 1 #endif /* GL_ARB_framebuffer_no_attachments */ #ifndef GL_ARB_framebuffer_object #define GL_ARB_framebuffer_object 1 #endif /* GL_ARB_framebuffer_object */ #ifndef GL_ARB_framebuffer_sRGB #define GL_ARB_framebuffer_sRGB 1 #endif /* GL_ARB_framebuffer_sRGB */ #ifndef GL_ARB_geometry_shader4 #define GL_ARB_geometry_shader4 1 #define GL_LINES_ADJACENCY_ARB 0x000A #define GL_LINE_STRIP_ADJACENCY_ARB 0x000B #define GL_TRIANGLES_ADJACENCY_ARB 0x000C #define GL_TRIANGLE_STRIP_ADJACENCY_ARB 0x000D #define GL_PROGRAM_POINT_SIZE_ARB 0x8642 #define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB 0x8C29 #define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB 0x8DA7 #define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB 0x8DA8 #define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB 0x8DA9 #define GL_GEOMETRY_SHADER_ARB 0x8DD9 #define GL_GEOMETRY_VERTICES_OUT_ARB 0x8DDA #define GL_GEOMETRY_INPUT_TYPE_ARB 0x8DDB #define GL_GEOMETRY_OUTPUT_TYPE_ARB 0x8DDC #define GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB 0x8DDD #define GL_MAX_VERTEX_VARYING_COMPONENTS_ARB 0x8DDE #define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB 0x8DDF #define GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB 0x8DE0 #define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB 0x8DE1 typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIARBPROC) (GLuint program, GLenum pname, GLint value); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREFACEARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glProgramParameteriARB (GLuint program, GLenum pname, GLint value); GLAPI void APIENTRY glFramebufferTextureARB (GLenum target, GLenum attachment, GLuint texture, GLint level); GLAPI void APIENTRY glFramebufferTextureLayerARB (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); GLAPI void APIENTRY glFramebufferTextureFaceARB (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); #endif #endif /* GL_ARB_geometry_shader4 */ #ifndef GL_ARB_get_program_binary #define GL_ARB_get_program_binary 1 #endif /* GL_ARB_get_program_binary */ #ifndef GL_ARB_get_texture_sub_image #define GL_ARB_get_texture_sub_image 1 #endif /* GL_ARB_get_texture_sub_image */ #ifndef GL_ARB_gl_spirv #define GL_ARB_gl_spirv 1 #define GL_SHADER_BINARY_FORMAT_SPIR_V_ARB 0x9551 #define GL_SPIR_V_BINARY_ARB 0x9552 typedef void (APIENTRYP PFNGLSPECIALIZESHADERARBPROC) (GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glSpecializeShaderARB (GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); #endif #endif /* GL_ARB_gl_spirv */ #ifndef GL_ARB_gpu_shader5 #define GL_ARB_gpu_shader5 1 #endif /* GL_ARB_gpu_shader5 */ #ifndef GL_ARB_gpu_shader_fp64 #define GL_ARB_gpu_shader_fp64 1 #endif /* GL_ARB_gpu_shader_fp64 */ #ifndef GL_ARB_gpu_shader_int64 #define GL_ARB_gpu_shader_int64 1 #define GL_INT64_ARB 0x140E #define GL_INT64_VEC2_ARB 0x8FE9 #define GL_INT64_VEC3_ARB 0x8FEA #define GL_INT64_VEC4_ARB 0x8FEB #define GL_UNSIGNED_INT64_VEC2_ARB 0x8FF5 #define GL_UNSIGNED_INT64_VEC3_ARB 0x8FF6 #define GL_UNSIGNED_INT64_VEC4_ARB 0x8FF7 typedef void (APIENTRYP PFNGLUNIFORM1I64ARBPROC) (GLint location, GLint64 x); typedef void (APIENTRYP PFNGLUNIFORM2I64ARBPROC) (GLint location, GLint64 x, GLint64 y); typedef void (APIENTRYP PFNGLUNIFORM3I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z); typedef void (APIENTRYP PFNGLUNIFORM4I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); typedef void (APIENTRYP PFNGLUNIFORM1I64VARBPROC) (GLint location, GLsizei count, const GLint64 *value); typedef void (APIENTRYP PFNGLUNIFORM2I64VARBPROC) (GLint location, GLsizei count, const GLint64 *value); typedef void (APIENTRYP PFNGLUNIFORM3I64VARBPROC) (GLint location, GLsizei count, const GLint64 *value); typedef void (APIENTRYP PFNGLUNIFORM4I64VARBPROC) (GLint location, GLsizei count, const GLint64 *value); typedef void (APIENTRYP PFNGLUNIFORM1UI64ARBPROC) (GLint location, GLuint64 x); typedef void (APIENTRYP PFNGLUNIFORM2UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y); typedef void (APIENTRYP PFNGLUNIFORM3UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z); typedef void (APIENTRYP PFNGLUNIFORM4UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); typedef void (APIENTRYP PFNGLUNIFORM1UI64VARBPROC) (GLint location, GLsizei count, const GLuint64 *value); typedef void (APIENTRYP PFNGLUNIFORM2UI64VARBPROC) (GLint location, GLsizei count, const GLuint64 *value); typedef void (APIENTRYP PFNGLUNIFORM3UI64VARBPROC) (GLint location, GLsizei count, const GLuint64 *value); typedef void (APIENTRYP PFNGLUNIFORM4UI64VARBPROC) (GLint location, GLsizei count, const GLuint64 *value); typedef void (APIENTRYP PFNGLGETUNIFORMI64VARBPROC) (GLuint program, GLint location, GLint64 *params); typedef void (APIENTRYP PFNGLGETUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLuint64 *params); typedef void (APIENTRYP PFNGLGETNUNIFORMI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint64 *params); typedef void (APIENTRYP PFNGLGETNUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint64 *params); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1I64ARBPROC) (GLuint program, GLint location, GLint64 x); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64 *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64 *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64 *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64 *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UI64ARBPROC) (GLuint program, GLint location, GLuint64 x); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *value); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glUniform1i64ARB (GLint location, GLint64 x); GLAPI void APIENTRY glUniform2i64ARB (GLint location, GLint64 x, GLint64 y); GLAPI void APIENTRY glUniform3i64ARB (GLint location, GLint64 x, GLint64 y, GLint64 z); GLAPI void APIENTRY glUniform4i64ARB (GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); GLAPI void APIENTRY glUniform1i64vARB (GLint location, GLsizei count, const GLint64 *value); GLAPI void APIENTRY glUniform2i64vARB (GLint location, GLsizei count, const GLint64 *value); GLAPI void APIENTRY glUniform3i64vARB (GLint location, GLsizei count, const GLint64 *value); GLAPI void APIENTRY glUniform4i64vARB (GLint location, GLsizei count, const GLint64 *value); GLAPI void APIENTRY glUniform1ui64ARB (GLint location, GLuint64 x); GLAPI void APIENTRY glUniform2ui64ARB (GLint location, GLuint64 x, GLuint64 y); GLAPI void APIENTRY glUniform3ui64ARB (GLint location, GLuint64 x, GLuint64 y, GLuint64 z); GLAPI void APIENTRY glUniform4ui64ARB (GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); GLAPI void APIENTRY glUniform1ui64vARB (GLint location, GLsizei count, const GLuint64 *value); GLAPI void APIENTRY glUniform2ui64vARB (GLint location, GLsizei count, const GLuint64 *value); GLAPI void APIENTRY glUniform3ui64vARB (GLint location, GLsizei count, const GLuint64 *value); GLAPI void APIENTRY glUniform4ui64vARB (GLint location, GLsizei count, const GLuint64 *value); GLAPI void APIENTRY glGetUniformi64vARB (GLuint program, GLint location, GLint64 *params); GLAPI void APIENTRY glGetUniformui64vARB (GLuint program, GLint location, GLuint64 *params); GLAPI void APIENTRY glGetnUniformi64vARB (GLuint program, GLint location, GLsizei bufSize, GLint64 *params); GLAPI void APIENTRY glGetnUniformui64vARB (GLuint program, GLint location, GLsizei bufSize, GLuint64 *params); GLAPI void APIENTRY glProgramUniform1i64ARB (GLuint program, GLint location, GLint64 x); GLAPI void APIENTRY glProgramUniform2i64ARB (GLuint program, GLint location, GLint64 x, GLint64 y); GLAPI void APIENTRY glProgramUniform3i64ARB (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z); GLAPI void APIENTRY glProgramUniform4i64ARB (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); GLAPI void APIENTRY glProgramUniform1i64vARB (GLuint program, GLint location, GLsizei count, const GLint64 *value); GLAPI void APIENTRY glProgramUniform2i64vARB (GLuint program, GLint location, GLsizei count, const GLint64 *value); GLAPI void APIENTRY glProgramUniform3i64vARB (GLuint program, GLint location, GLsizei count, const GLint64 *value); GLAPI void APIENTRY glProgramUniform4i64vARB (GLuint program, GLint location, GLsizei count, const GLint64 *value); GLAPI void APIENTRY glProgramUniform1ui64ARB (GLuint program, GLint location, GLuint64 x); GLAPI void APIENTRY glProgramUniform2ui64ARB (GLuint program, GLint location, GLuint64 x, GLuint64 y); GLAPI void APIENTRY glProgramUniform3ui64ARB (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z); GLAPI void APIENTRY glProgramUniform4ui64ARB (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); GLAPI void APIENTRY glProgramUniform1ui64vARB (GLuint program, GLint location, GLsizei count, const GLuint64 *value); GLAPI void APIENTRY glProgramUniform2ui64vARB (GLuint program, GLint location, GLsizei count, const GLuint64 *value); GLAPI void APIENTRY glProgramUniform3ui64vARB (GLuint program, GLint location, GLsizei count, const GLuint64 *value); GLAPI void APIENTRY glProgramUniform4ui64vARB (GLuint program, GLint location, GLsizei count, const GLuint64 *value); #endif #endif /* GL_ARB_gpu_shader_int64 */ #ifndef GL_ARB_half_float_pixel #define GL_ARB_half_float_pixel 1 typedef khronos_uint16_t GLhalfARB; #define GL_HALF_FLOAT_ARB 0x140B #endif /* GL_ARB_half_float_pixel */ #ifndef GL_ARB_half_float_vertex #define GL_ARB_half_float_vertex 1 #endif /* GL_ARB_half_float_vertex */ #ifndef GL_ARB_imaging #define GL_ARB_imaging 1 #define GL_CONVOLUTION_BORDER_MODE 0x8013 #define GL_CONVOLUTION_FILTER_SCALE 0x8014 #define GL_CONVOLUTION_FILTER_BIAS 0x8015 #define GL_REDUCE 0x8016 #define GL_CONVOLUTION_FORMAT 0x8017 #define GL_CONVOLUTION_WIDTH 0x8018 #define GL_CONVOLUTION_HEIGHT 0x8019 #define GL_MAX_CONVOLUTION_WIDTH 0x801A #define GL_MAX_CONVOLUTION_HEIGHT 0x801B #define GL_POST_CONVOLUTION_RED_SCALE 0x801C #define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D #define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E #define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F #define GL_POST_CONVOLUTION_RED_BIAS 0x8020 #define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021 #define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022 #define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023 #define GL_HISTOGRAM_WIDTH 0x8026 #define GL_HISTOGRAM_FORMAT 0x8027 #define GL_HISTOGRAM_RED_SIZE 0x8028 #define GL_HISTOGRAM_GREEN_SIZE 0x8029 #define GL_HISTOGRAM_BLUE_SIZE 0x802A #define GL_HISTOGRAM_ALPHA_SIZE 0x802B #define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C #define GL_HISTOGRAM_SINK 0x802D #define GL_MINMAX_FORMAT 0x802F #define GL_MINMAX_SINK 0x8030 #define GL_TABLE_TOO_LARGE 0x8031 #define GL_COLOR_MATRIX 0x80B1 #define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2 #define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3 #define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4 #define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5 #define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6 #define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7 #define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8 #define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9 #define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA #define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB #define GL_COLOR_TABLE_SCALE 0x80D6 #define GL_COLOR_TABLE_BIAS 0x80D7 #define GL_COLOR_TABLE_FORMAT 0x80D8 #define GL_COLOR_TABLE_WIDTH 0x80D9 #define GL_COLOR_TABLE_RED_SIZE 0x80DA #define GL_COLOR_TABLE_GREEN_SIZE 0x80DB #define GL_COLOR_TABLE_BLUE_SIZE 0x80DC #define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD #define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE #define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF #define GL_CONSTANT_BORDER 0x8151 #define GL_REPLICATE_BORDER 0x8153 #define GL_CONVOLUTION_BORDER_COLOR 0x8154 typedef void (APIENTRYP PFNGLCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLCOPYCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); typedef void (APIENTRYP PFNGLGETCOLORTABLEPROC) (GLenum target, GLenum format, GLenum type, void *table); typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); typedef void (APIENTRYP PFNGLCOPYCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat params); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIPROC) (GLenum target, GLenum pname, GLint params); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLGETCONVOLUTIONFILTERPROC) (GLenum target, GLenum format, GLenum type, void *image); typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETSEPARABLEFILTERPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); typedef void (APIENTRYP PFNGLSEPARABLEFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); typedef void (APIENTRYP PFNGLGETHISTOGRAMPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETMINMAXPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLHISTOGRAMPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); typedef void (APIENTRYP PFNGLMINMAXPROC) (GLenum target, GLenum internalformat, GLboolean sink); typedef void (APIENTRYP PFNGLRESETHISTOGRAMPROC) (GLenum target); typedef void (APIENTRYP PFNGLRESETMINMAXPROC) (GLenum target); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glColorTable (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); GLAPI void APIENTRY glColorTableParameterfv (GLenum target, GLenum pname, const GLfloat *params); GLAPI void APIENTRY glColorTableParameteriv (GLenum target, GLenum pname, const GLint *params); GLAPI void APIENTRY glCopyColorTable (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); GLAPI void APIENTRY glGetColorTable (GLenum target, GLenum format, GLenum type, void *table); GLAPI void APIENTRY glGetColorTableParameterfv (GLenum target, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetColorTableParameteriv (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glColorSubTable (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); GLAPI void APIENTRY glCopyColorSubTable (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); GLAPI void APIENTRY glConvolutionFilter1D (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); GLAPI void APIENTRY glConvolutionFilter2D (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); GLAPI void APIENTRY glConvolutionParameterf (GLenum target, GLenum pname, GLfloat params); GLAPI void APIENTRY glConvolutionParameterfv (GLenum target, GLenum pname, const GLfloat *params); GLAPI void APIENTRY glConvolutionParameteri (GLenum target, GLenum pname, GLint params); GLAPI void APIENTRY glConvolutionParameteriv (GLenum target, GLenum pname, const GLint *params); GLAPI void APIENTRY glCopyConvolutionFilter1D (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); GLAPI void APIENTRY glCopyConvolutionFilter2D (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI void APIENTRY glGetConvolutionFilter (GLenum target, GLenum format, GLenum type, void *image); GLAPI void APIENTRY glGetConvolutionParameterfv (GLenum target, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetConvolutionParameteriv (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetSeparableFilter (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); GLAPI void APIENTRY glSeparableFilter2D (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); GLAPI void APIENTRY glGetHistogram (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); GLAPI void APIENTRY glGetHistogramParameterfv (GLenum target, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetHistogramParameteriv (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetMinmax (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); GLAPI void APIENTRY glGetMinmaxParameterfv (GLenum target, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetMinmaxParameteriv (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glHistogram (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); GLAPI void APIENTRY glMinmax (GLenum target, GLenum internalformat, GLboolean sink); GLAPI void APIENTRY glResetHistogram (GLenum target); GLAPI void APIENTRY glResetMinmax (GLenum target); #endif #endif /* GL_ARB_imaging */ #ifndef GL_ARB_indirect_parameters #define GL_ARB_indirect_parameters 1 #define GL_PARAMETER_BUFFER_ARB 0x80EE #define GL_PARAMETER_BUFFER_BINDING_ARB 0x80EF typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC) (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glMultiDrawArraysIndirectCountARB (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); GLAPI void APIENTRY glMultiDrawElementsIndirectCountARB (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); #endif #endif /* GL_ARB_indirect_parameters */ #ifndef GL_ARB_instanced_arrays #define GL_ARB_instanced_arrays 1 #define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB 0x88FE typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORARBPROC) (GLuint index, GLuint divisor); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertexAttribDivisorARB (GLuint index, GLuint divisor); #endif #endif /* GL_ARB_instanced_arrays */ #ifndef GL_ARB_internalformat_query #define GL_ARB_internalformat_query 1 #endif /* GL_ARB_internalformat_query */ #ifndef GL_ARB_internalformat_query2 #define GL_ARB_internalformat_query2 1 #define GL_SRGB_DECODE_ARB 0x8299 #define GL_VIEW_CLASS_EAC_R11 0x9383 #define GL_VIEW_CLASS_EAC_RG11 0x9384 #define GL_VIEW_CLASS_ETC2_RGB 0x9385 #define GL_VIEW_CLASS_ETC2_RGBA 0x9386 #define GL_VIEW_CLASS_ETC2_EAC_RGBA 0x9387 #define GL_VIEW_CLASS_ASTC_4x4_RGBA 0x9388 #define GL_VIEW_CLASS_ASTC_5x4_RGBA 0x9389 #define GL_VIEW_CLASS_ASTC_5x5_RGBA 0x938A #define GL_VIEW_CLASS_ASTC_6x5_RGBA 0x938B #define GL_VIEW_CLASS_ASTC_6x6_RGBA 0x938C #define GL_VIEW_CLASS_ASTC_8x5_RGBA 0x938D #define GL_VIEW_CLASS_ASTC_8x6_RGBA 0x938E #define GL_VIEW_CLASS_ASTC_8x8_RGBA 0x938F #define GL_VIEW_CLASS_ASTC_10x5_RGBA 0x9390 #define GL_VIEW_CLASS_ASTC_10x6_RGBA 0x9391 #define GL_VIEW_CLASS_ASTC_10x8_RGBA 0x9392 #define GL_VIEW_CLASS_ASTC_10x10_RGBA 0x9393 #define GL_VIEW_CLASS_ASTC_12x10_RGBA 0x9394 #define GL_VIEW_CLASS_ASTC_12x12_RGBA 0x9395 #endif /* GL_ARB_internalformat_query2 */ #ifndef GL_ARB_invalidate_subdata #define GL_ARB_invalidate_subdata 1 #endif /* GL_ARB_invalidate_subdata */ #ifndef GL_ARB_map_buffer_alignment #define GL_ARB_map_buffer_alignment 1 #endif /* GL_ARB_map_buffer_alignment */ #ifndef GL_ARB_map_buffer_range #define GL_ARB_map_buffer_range 1 #endif /* GL_ARB_map_buffer_range */ #ifndef GL_ARB_matrix_palette #define GL_ARB_matrix_palette 1 #define GL_MATRIX_PALETTE_ARB 0x8840 #define GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB 0x8841 #define GL_MAX_PALETTE_MATRICES_ARB 0x8842 #define GL_CURRENT_PALETTE_MATRIX_ARB 0x8843 #define GL_MATRIX_INDEX_ARRAY_ARB 0x8844 #define GL_CURRENT_MATRIX_INDEX_ARB 0x8845 #define GL_MATRIX_INDEX_ARRAY_SIZE_ARB 0x8846 #define GL_MATRIX_INDEX_ARRAY_TYPE_ARB 0x8847 #define GL_MATRIX_INDEX_ARRAY_STRIDE_ARB 0x8848 #define GL_MATRIX_INDEX_ARRAY_POINTER_ARB 0x8849 typedef void (APIENTRYP PFNGLCURRENTPALETTEMATRIXARBPROC) (GLint index); typedef void (APIENTRYP PFNGLMATRIXINDEXUBVARBPROC) (GLint size, const GLubyte *indices); typedef void (APIENTRYP PFNGLMATRIXINDEXUSVARBPROC) (GLint size, const GLushort *indices); typedef void (APIENTRYP PFNGLMATRIXINDEXUIVARBPROC) (GLint size, const GLuint *indices); typedef void (APIENTRYP PFNGLMATRIXINDEXPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glCurrentPaletteMatrixARB (GLint index); GLAPI void APIENTRY glMatrixIndexubvARB (GLint size, const GLubyte *indices); GLAPI void APIENTRY glMatrixIndexusvARB (GLint size, const GLushort *indices); GLAPI void APIENTRY glMatrixIndexuivARB (GLint size, const GLuint *indices); GLAPI void APIENTRY glMatrixIndexPointerARB (GLint size, GLenum type, GLsizei stride, const void *pointer); #endif #endif /* GL_ARB_matrix_palette */ #ifndef GL_ARB_multi_bind #define GL_ARB_multi_bind 1 #endif /* GL_ARB_multi_bind */ #ifndef GL_ARB_multi_draw_indirect #define GL_ARB_multi_draw_indirect 1 #endif /* GL_ARB_multi_draw_indirect */ #ifndef GL_ARB_multisample #define GL_ARB_multisample 1 #define GL_MULTISAMPLE_ARB 0x809D #define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E #define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F #define GL_SAMPLE_COVERAGE_ARB 0x80A0 #define GL_SAMPLE_BUFFERS_ARB 0x80A8 #define GL_SAMPLES_ARB 0x80A9 #define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA #define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB #define GL_MULTISAMPLE_BIT_ARB 0x20000000 typedef void (APIENTRYP PFNGLSAMPLECOVERAGEARBPROC) (GLfloat value, GLboolean invert); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glSampleCoverageARB (GLfloat value, GLboolean invert); #endif #endif /* GL_ARB_multisample */ #ifndef GL_ARB_multitexture #define GL_ARB_multitexture 1 #define GL_TEXTURE0_ARB 0x84C0 #define GL_TEXTURE1_ARB 0x84C1 #define GL_TEXTURE2_ARB 0x84C2 #define GL_TEXTURE3_ARB 0x84C3 #define GL_TEXTURE4_ARB 0x84C4 #define GL_TEXTURE5_ARB 0x84C5 #define GL_TEXTURE6_ARB 0x84C6 #define GL_TEXTURE7_ARB 0x84C7 #define GL_TEXTURE8_ARB 0x84C8 #define GL_TEXTURE9_ARB 0x84C9 #define GL_TEXTURE10_ARB 0x84CA #define GL_TEXTURE11_ARB 0x84CB #define GL_TEXTURE12_ARB 0x84CC #define GL_TEXTURE13_ARB 0x84CD #define GL_TEXTURE14_ARB 0x84CE #define GL_TEXTURE15_ARB 0x84CF #define GL_TEXTURE16_ARB 0x84D0 #define GL_TEXTURE17_ARB 0x84D1 #define GL_TEXTURE18_ARB 0x84D2 #define GL_TEXTURE19_ARB 0x84D3 #define GL_TEXTURE20_ARB 0x84D4 #define GL_TEXTURE21_ARB 0x84D5 #define GL_TEXTURE22_ARB 0x84D6 #define GL_TEXTURE23_ARB 0x84D7 #define GL_TEXTURE24_ARB 0x84D8 #define GL_TEXTURE25_ARB 0x84D9 #define GL_TEXTURE26_ARB 0x84DA #define GL_TEXTURE27_ARB 0x84DB #define GL_TEXTURE28_ARB 0x84DC #define GL_TEXTURE29_ARB 0x84DD #define GL_TEXTURE30_ARB 0x84DE #define GL_TEXTURE31_ARB 0x84DF #define GL_ACTIVE_TEXTURE_ARB 0x84E0 #define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1 #define GL_MAX_TEXTURE_UNITS_ARB 0x84E2 typedef void (APIENTRYP PFNGLACTIVETEXTUREARBPROC) (GLenum texture); typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture); typedef void (APIENTRYP PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glActiveTextureARB (GLenum texture); GLAPI void APIENTRY glClientActiveTextureARB (GLenum texture); GLAPI void APIENTRY glMultiTexCoord1dARB (GLenum target, GLdouble s); GLAPI void APIENTRY glMultiTexCoord1dvARB (GLenum target, const GLdouble *v); GLAPI void APIENTRY glMultiTexCoord1fARB (GLenum target, GLfloat s); GLAPI void APIENTRY glMultiTexCoord1fvARB (GLenum target, const GLfloat *v); GLAPI void APIENTRY glMultiTexCoord1iARB (GLenum target, GLint s); GLAPI void APIENTRY glMultiTexCoord1ivARB (GLenum target, const GLint *v); GLAPI void APIENTRY glMultiTexCoord1sARB (GLenum target, GLshort s); GLAPI void APIENTRY glMultiTexCoord1svARB (GLenum target, const GLshort *v); GLAPI void APIENTRY glMultiTexCoord2dARB (GLenum target, GLdouble s, GLdouble t); GLAPI void APIENTRY glMultiTexCoord2dvARB (GLenum target, const GLdouble *v); GLAPI void APIENTRY glMultiTexCoord2fARB (GLenum target, GLfloat s, GLfloat t); GLAPI void APIENTRY glMultiTexCoord2fvARB (GLenum target, const GLfloat *v); GLAPI void APIENTRY glMultiTexCoord2iARB (GLenum target, GLint s, GLint t); GLAPI void APIENTRY glMultiTexCoord2ivARB (GLenum target, const GLint *v); GLAPI void APIENTRY glMultiTexCoord2sARB (GLenum target, GLshort s, GLshort t); GLAPI void APIENTRY glMultiTexCoord2svARB (GLenum target, const GLshort *v); GLAPI void APIENTRY glMultiTexCoord3dARB (GLenum target, GLdouble s, GLdouble t, GLdouble r); GLAPI void APIENTRY glMultiTexCoord3dvARB (GLenum target, const GLdouble *v); GLAPI void APIENTRY glMultiTexCoord3fARB (GLenum target, GLfloat s, GLfloat t, GLfloat r); GLAPI void APIENTRY glMultiTexCoord3fvARB (GLenum target, const GLfloat *v); GLAPI void APIENTRY glMultiTexCoord3iARB (GLenum target, GLint s, GLint t, GLint r); GLAPI void APIENTRY glMultiTexCoord3ivARB (GLenum target, const GLint *v); GLAPI void APIENTRY glMultiTexCoord3sARB (GLenum target, GLshort s, GLshort t, GLshort r); GLAPI void APIENTRY glMultiTexCoord3svARB (GLenum target, const GLshort *v); GLAPI void APIENTRY glMultiTexCoord4dARB (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); GLAPI void APIENTRY glMultiTexCoord4dvARB (GLenum target, const GLdouble *v); GLAPI void APIENTRY glMultiTexCoord4fARB (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); GLAPI void APIENTRY glMultiTexCoord4fvARB (GLenum target, const GLfloat *v); GLAPI void APIENTRY glMultiTexCoord4iARB (GLenum target, GLint s, GLint t, GLint r, GLint q); GLAPI void APIENTRY glMultiTexCoord4ivARB (GLenum target, const GLint *v); GLAPI void APIENTRY glMultiTexCoord4sARB (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); GLAPI void APIENTRY glMultiTexCoord4svARB (GLenum target, const GLshort *v); #endif #endif /* GL_ARB_multitexture */ #ifndef GL_ARB_occlusion_query #define GL_ARB_occlusion_query 1 #define GL_QUERY_COUNTER_BITS_ARB 0x8864 #define GL_CURRENT_QUERY_ARB 0x8865 #define GL_QUERY_RESULT_ARB 0x8866 #define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867 #define GL_SAMPLES_PASSED_ARB 0x8914 typedef void (APIENTRYP PFNGLGENQUERIESARBPROC) (GLsizei n, GLuint *ids); typedef void (APIENTRYP PFNGLDELETEQUERIESARBPROC) (GLsizei n, const GLuint *ids); typedef GLboolean (APIENTRYP PFNGLISQUERYARBPROC) (GLuint id); typedef void (APIENTRYP PFNGLBEGINQUERYARBPROC) (GLenum target, GLuint id); typedef void (APIENTRYP PFNGLENDQUERYARBPROC) (GLenum target); typedef void (APIENTRYP PFNGLGETQUERYIVARBPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVARBPROC) (GLuint id, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVARBPROC) (GLuint id, GLenum pname, GLuint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGenQueriesARB (GLsizei n, GLuint *ids); GLAPI void APIENTRY glDeleteQueriesARB (GLsizei n, const GLuint *ids); GLAPI GLboolean APIENTRY glIsQueryARB (GLuint id); GLAPI void APIENTRY glBeginQueryARB (GLenum target, GLuint id); GLAPI void APIENTRY glEndQueryARB (GLenum target); GLAPI void APIENTRY glGetQueryivARB (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetQueryObjectivARB (GLuint id, GLenum pname, GLint *params); GLAPI void APIENTRY glGetQueryObjectuivARB (GLuint id, GLenum pname, GLuint *params); #endif #endif /* GL_ARB_occlusion_query */ #ifndef GL_ARB_occlusion_query2 #define GL_ARB_occlusion_query2 1 #endif /* GL_ARB_occlusion_query2 */ #ifndef GL_ARB_parallel_shader_compile #define GL_ARB_parallel_shader_compile 1 #define GL_MAX_SHADER_COMPILER_THREADS_ARB 0x91B0 #define GL_COMPLETION_STATUS_ARB 0x91B1 typedef void (APIENTRYP PFNGLMAXSHADERCOMPILERTHREADSARBPROC) (GLuint count); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glMaxShaderCompilerThreadsARB (GLuint count); #endif #endif /* GL_ARB_parallel_shader_compile */ #ifndef GL_ARB_pipeline_statistics_query #define GL_ARB_pipeline_statistics_query 1 #define GL_VERTICES_SUBMITTED_ARB 0x82EE #define GL_PRIMITIVES_SUBMITTED_ARB 0x82EF #define GL_VERTEX_SHADER_INVOCATIONS_ARB 0x82F0 #define GL_TESS_CONTROL_SHADER_PATCHES_ARB 0x82F1 #define GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB 0x82F2 #define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB 0x82F3 #define GL_FRAGMENT_SHADER_INVOCATIONS_ARB 0x82F4 #define GL_COMPUTE_SHADER_INVOCATIONS_ARB 0x82F5 #define GL_CLIPPING_INPUT_PRIMITIVES_ARB 0x82F6 #define GL_CLIPPING_OUTPUT_PRIMITIVES_ARB 0x82F7 #endif /* GL_ARB_pipeline_statistics_query */ #ifndef GL_ARB_pixel_buffer_object #define GL_ARB_pixel_buffer_object 1 #define GL_PIXEL_PACK_BUFFER_ARB 0x88EB #define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC #define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED #define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF #endif /* GL_ARB_pixel_buffer_object */ #ifndef GL_ARB_point_parameters #define GL_ARB_point_parameters 1 #define GL_POINT_SIZE_MIN_ARB 0x8126 #define GL_POINT_SIZE_MAX_ARB 0x8127 #define GL_POINT_FADE_THRESHOLD_SIZE_ARB 0x8128 #define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129 typedef void (APIENTRYP PFNGLPOINTPARAMETERFARBPROC) (GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLPOINTPARAMETERFVARBPROC) (GLenum pname, const GLfloat *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPointParameterfARB (GLenum pname, GLfloat param); GLAPI void APIENTRY glPointParameterfvARB (GLenum pname, const GLfloat *params); #endif #endif /* GL_ARB_point_parameters */ #ifndef GL_ARB_point_sprite #define GL_ARB_point_sprite 1 #define GL_POINT_SPRITE_ARB 0x8861 #define GL_COORD_REPLACE_ARB 0x8862 #endif /* GL_ARB_point_sprite */ #ifndef GL_ARB_polygon_offset_clamp #define GL_ARB_polygon_offset_clamp 1 #endif /* GL_ARB_polygon_offset_clamp */ #ifndef GL_ARB_post_depth_coverage #define GL_ARB_post_depth_coverage 1 #endif /* GL_ARB_post_depth_coverage */ #ifndef GL_ARB_program_interface_query #define GL_ARB_program_interface_query 1 #endif /* GL_ARB_program_interface_query */ #ifndef GL_ARB_provoking_vertex #define GL_ARB_provoking_vertex 1 #endif /* GL_ARB_provoking_vertex */ #ifndef GL_ARB_query_buffer_object #define GL_ARB_query_buffer_object 1 #endif /* GL_ARB_query_buffer_object */ #ifndef GL_ARB_robust_buffer_access_behavior #define GL_ARB_robust_buffer_access_behavior 1 #endif /* GL_ARB_robust_buffer_access_behavior */ #ifndef GL_ARB_robustness #define GL_ARB_robustness 1 #define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004 #define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252 #define GL_GUILTY_CONTEXT_RESET_ARB 0x8253 #define GL_INNOCENT_CONTEXT_RESET_ARB 0x8254 #define GL_UNKNOWN_CONTEXT_RESET_ARB 0x8255 #define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 #define GL_NO_RESET_NOTIFICATION_ARB 0x8261 typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSARBPROC) (void); typedef void (APIENTRYP PFNGLGETNTEXIMAGEARBPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *img); typedef void (APIENTRYP PFNGLREADNPIXELSARBPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); typedef void (APIENTRYP PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, GLsizei bufSize, void *img); typedef void (APIENTRYP PFNGLGETNUNIFORMFVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); typedef void (APIENTRYP PFNGLGETNUNIFORMIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint *params); typedef void (APIENTRYP PFNGLGETNUNIFORMUIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint *params); typedef void (APIENTRYP PFNGLGETNUNIFORMDVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble *params); typedef void (APIENTRYP PFNGLGETNMAPDVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); typedef void (APIENTRYP PFNGLGETNMAPFVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); typedef void (APIENTRYP PFNGLGETNMAPIVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLint *v); typedef void (APIENTRYP PFNGLGETNPIXELMAPFVARBPROC) (GLenum map, GLsizei bufSize, GLfloat *values); typedef void (APIENTRYP PFNGLGETNPIXELMAPUIVARBPROC) (GLenum map, GLsizei bufSize, GLuint *values); typedef void (APIENTRYP PFNGLGETNPIXELMAPUSVARBPROC) (GLenum map, GLsizei bufSize, GLushort *values); typedef void (APIENTRYP PFNGLGETNPOLYGONSTIPPLEARBPROC) (GLsizei bufSize, GLubyte *pattern); typedef void (APIENTRYP PFNGLGETNCOLORTABLEARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); typedef void (APIENTRYP PFNGLGETNCONVOLUTIONFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); typedef void (APIENTRYP PFNGLGETNSEPARABLEFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); typedef void (APIENTRYP PFNGLGETNHISTOGRAMARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); typedef void (APIENTRYP PFNGLGETNMINMAXARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLenum APIENTRY glGetGraphicsResetStatusARB (void); GLAPI void APIENTRY glGetnTexImageARB (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *img); GLAPI void APIENTRY glReadnPixelsARB (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); GLAPI void APIENTRY glGetnCompressedTexImageARB (GLenum target, GLint lod, GLsizei bufSize, void *img); GLAPI void APIENTRY glGetnUniformfvARB (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); GLAPI void APIENTRY glGetnUniformivARB (GLuint program, GLint location, GLsizei bufSize, GLint *params); GLAPI void APIENTRY glGetnUniformuivARB (GLuint program, GLint location, GLsizei bufSize, GLuint *params); GLAPI void APIENTRY glGetnUniformdvARB (GLuint program, GLint location, GLsizei bufSize, GLdouble *params); GLAPI void APIENTRY glGetnMapdvARB (GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); GLAPI void APIENTRY glGetnMapfvARB (GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); GLAPI void APIENTRY glGetnMapivARB (GLenum target, GLenum query, GLsizei bufSize, GLint *v); GLAPI void APIENTRY glGetnPixelMapfvARB (GLenum map, GLsizei bufSize, GLfloat *values); GLAPI void APIENTRY glGetnPixelMapuivARB (GLenum map, GLsizei bufSize, GLuint *values); GLAPI void APIENTRY glGetnPixelMapusvARB (GLenum map, GLsizei bufSize, GLushort *values); GLAPI void APIENTRY glGetnPolygonStippleARB (GLsizei bufSize, GLubyte *pattern); GLAPI void APIENTRY glGetnColorTableARB (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); GLAPI void APIENTRY glGetnConvolutionFilterARB (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); GLAPI void APIENTRY glGetnSeparableFilterARB (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); GLAPI void APIENTRY glGetnHistogramARB (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); GLAPI void APIENTRY glGetnMinmaxARB (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); #endif #endif /* GL_ARB_robustness */ #ifndef GL_ARB_robustness_isolation #define GL_ARB_robustness_isolation 1 #endif /* GL_ARB_robustness_isolation */ #ifndef GL_ARB_sample_locations #define GL_ARB_sample_locations 1 #define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_ARB 0x933D #define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB 0x933E #define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB 0x933F #define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB 0x9340 #define GL_SAMPLE_LOCATION_ARB 0x8E50 #define GL_PROGRAMMABLE_SAMPLE_LOCATION_ARB 0x9341 #define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB 0x9342 #define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB 0x9343 typedef void (APIENTRYP PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat *v); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); typedef void (APIENTRYP PFNGLEVALUATEDEPTHVALUESARBPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFramebufferSampleLocationsfvARB (GLenum target, GLuint start, GLsizei count, const GLfloat *v); GLAPI void APIENTRY glNamedFramebufferSampleLocationsfvARB (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); GLAPI void APIENTRY glEvaluateDepthValuesARB (void); #endif #endif /* GL_ARB_sample_locations */ #ifndef GL_ARB_sample_shading #define GL_ARB_sample_shading 1 #define GL_SAMPLE_SHADING_ARB 0x8C36 #define GL_MIN_SAMPLE_SHADING_VALUE_ARB 0x8C37 typedef void (APIENTRYP PFNGLMINSAMPLESHADINGARBPROC) (GLfloat value); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glMinSampleShadingARB (GLfloat value); #endif #endif /* GL_ARB_sample_shading */ #ifndef GL_ARB_sampler_objects #define GL_ARB_sampler_objects 1 #endif /* GL_ARB_sampler_objects */ #ifndef GL_ARB_seamless_cube_map #define GL_ARB_seamless_cube_map 1 #endif /* GL_ARB_seamless_cube_map */ #ifndef GL_ARB_seamless_cubemap_per_texture #define GL_ARB_seamless_cubemap_per_texture 1 #endif /* GL_ARB_seamless_cubemap_per_texture */ #ifndef GL_ARB_separate_shader_objects #define GL_ARB_separate_shader_objects 1 #endif /* GL_ARB_separate_shader_objects */ #ifndef GL_ARB_shader_atomic_counter_ops #define GL_ARB_shader_atomic_counter_ops 1 #endif /* GL_ARB_shader_atomic_counter_ops */ #ifndef GL_ARB_shader_atomic_counters #define GL_ARB_shader_atomic_counters 1 #endif /* GL_ARB_shader_atomic_counters */ #ifndef GL_ARB_shader_ballot #define GL_ARB_shader_ballot 1 #endif /* GL_ARB_shader_ballot */ #ifndef GL_ARB_shader_bit_encoding #define GL_ARB_shader_bit_encoding 1 #endif /* GL_ARB_shader_bit_encoding */ #ifndef GL_ARB_shader_clock #define GL_ARB_shader_clock 1 #endif /* GL_ARB_shader_clock */ #ifndef GL_ARB_shader_draw_parameters #define GL_ARB_shader_draw_parameters 1 #endif /* GL_ARB_shader_draw_parameters */ #ifndef GL_ARB_shader_group_vote #define GL_ARB_shader_group_vote 1 #endif /* GL_ARB_shader_group_vote */ #ifndef GL_ARB_shader_image_load_store #define GL_ARB_shader_image_load_store 1 #endif /* GL_ARB_shader_image_load_store */ #ifndef GL_ARB_shader_image_size #define GL_ARB_shader_image_size 1 #endif /* GL_ARB_shader_image_size */ #ifndef GL_ARB_shader_objects #define GL_ARB_shader_objects 1 #ifdef __APPLE__ typedef void *GLhandleARB; #else typedef unsigned int GLhandleARB; #endif typedef char GLcharARB; #define GL_PROGRAM_OBJECT_ARB 0x8B40 #define GL_SHADER_OBJECT_ARB 0x8B48 #define GL_OBJECT_TYPE_ARB 0x8B4E #define GL_OBJECT_SUBTYPE_ARB 0x8B4F #define GL_FLOAT_VEC2_ARB 0x8B50 #define GL_FLOAT_VEC3_ARB 0x8B51 #define GL_FLOAT_VEC4_ARB 0x8B52 #define GL_INT_VEC2_ARB 0x8B53 #define GL_INT_VEC3_ARB 0x8B54 #define GL_INT_VEC4_ARB 0x8B55 #define GL_BOOL_ARB 0x8B56 #define GL_BOOL_VEC2_ARB 0x8B57 #define GL_BOOL_VEC3_ARB 0x8B58 #define GL_BOOL_VEC4_ARB 0x8B59 #define GL_FLOAT_MAT2_ARB 0x8B5A #define GL_FLOAT_MAT3_ARB 0x8B5B #define GL_FLOAT_MAT4_ARB 0x8B5C #define GL_SAMPLER_1D_ARB 0x8B5D #define GL_SAMPLER_2D_ARB 0x8B5E #define GL_SAMPLER_3D_ARB 0x8B5F #define GL_SAMPLER_CUBE_ARB 0x8B60 #define GL_SAMPLER_1D_SHADOW_ARB 0x8B61 #define GL_SAMPLER_2D_SHADOW_ARB 0x8B62 #define GL_SAMPLER_2D_RECT_ARB 0x8B63 #define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64 #define GL_OBJECT_DELETE_STATUS_ARB 0x8B80 #define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81 #define GL_OBJECT_LINK_STATUS_ARB 0x8B82 #define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83 #define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84 #define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85 #define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86 #define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87 #define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88 typedef void (APIENTRYP PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj); typedef GLhandleARB (APIENTRYP PFNGLGETHANDLEARBPROC) (GLenum pname); typedef void (APIENTRYP PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj); typedef GLhandleARB (APIENTRYP PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType); typedef void (APIENTRYP PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB **string, const GLint *length); typedef void (APIENTRYP PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj); typedef GLhandleARB (APIENTRYP PFNGLCREATEPROGRAMOBJECTARBPROC) (void); typedef void (APIENTRYP PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj); typedef void (APIENTRYP PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj); typedef void (APIENTRYP PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj); typedef void (APIENTRYP PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj); typedef void (APIENTRYP PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0); typedef void (APIENTRYP PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1); typedef void (APIENTRYP PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); typedef void (APIENTRYP PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); typedef void (APIENTRYP PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0); typedef void (APIENTRYP PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1); typedef void (APIENTRYP PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2); typedef void (APIENTRYP PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); typedef void (APIENTRYP PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog); typedef void (APIENTRYP PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj); typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name); typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); typedef void (APIENTRYP PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat *params); typedef void (APIENTRYP PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint *params); typedef void (APIENTRYP PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDeleteObjectARB (GLhandleARB obj); GLAPI GLhandleARB APIENTRY glGetHandleARB (GLenum pname); GLAPI void APIENTRY glDetachObjectARB (GLhandleARB containerObj, GLhandleARB attachedObj); GLAPI GLhandleARB APIENTRY glCreateShaderObjectARB (GLenum shaderType); GLAPI void APIENTRY glShaderSourceARB (GLhandleARB shaderObj, GLsizei count, const GLcharARB **string, const GLint *length); GLAPI void APIENTRY glCompileShaderARB (GLhandleARB shaderObj); GLAPI GLhandleARB APIENTRY glCreateProgramObjectARB (void); GLAPI void APIENTRY glAttachObjectARB (GLhandleARB containerObj, GLhandleARB obj); GLAPI void APIENTRY glLinkProgramARB (GLhandleARB programObj); GLAPI void APIENTRY glUseProgramObjectARB (GLhandleARB programObj); GLAPI void APIENTRY glValidateProgramARB (GLhandleARB programObj); GLAPI void APIENTRY glUniform1fARB (GLint location, GLfloat v0); GLAPI void APIENTRY glUniform2fARB (GLint location, GLfloat v0, GLfloat v1); GLAPI void APIENTRY glUniform3fARB (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); GLAPI void APIENTRY glUniform4fARB (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); GLAPI void APIENTRY glUniform1iARB (GLint location, GLint v0); GLAPI void APIENTRY glUniform2iARB (GLint location, GLint v0, GLint v1); GLAPI void APIENTRY glUniform3iARB (GLint location, GLint v0, GLint v1, GLint v2); GLAPI void APIENTRY glUniform4iARB (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); GLAPI void APIENTRY glUniform1fvARB (GLint location, GLsizei count, const GLfloat *value); GLAPI void APIENTRY glUniform2fvARB (GLint location, GLsizei count, const GLfloat *value); GLAPI void APIENTRY glUniform3fvARB (GLint location, GLsizei count, const GLfloat *value); GLAPI void APIENTRY glUniform4fvARB (GLint location, GLsizei count, const GLfloat *value); GLAPI void APIENTRY glUniform1ivARB (GLint location, GLsizei count, const GLint *value); GLAPI void APIENTRY glUniform2ivARB (GLint location, GLsizei count, const GLint *value); GLAPI void APIENTRY glUniform3ivARB (GLint location, GLsizei count, const GLint *value); GLAPI void APIENTRY glUniform4ivARB (GLint location, GLsizei count, const GLint *value); GLAPI void APIENTRY glUniformMatrix2fvARB (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glUniformMatrix3fvARB (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glUniformMatrix4fvARB (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glGetObjectParameterfvARB (GLhandleARB obj, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetObjectParameterivARB (GLhandleARB obj, GLenum pname, GLint *params); GLAPI void APIENTRY glGetInfoLogARB (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog); GLAPI void APIENTRY glGetAttachedObjectsARB (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj); GLAPI GLint APIENTRY glGetUniformLocationARB (GLhandleARB programObj, const GLcharARB *name); GLAPI void APIENTRY glGetActiveUniformARB (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); GLAPI void APIENTRY glGetUniformfvARB (GLhandleARB programObj, GLint location, GLfloat *params); GLAPI void APIENTRY glGetUniformivARB (GLhandleARB programObj, GLint location, GLint *params); GLAPI void APIENTRY glGetShaderSourceARB (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source); #endif #endif /* GL_ARB_shader_objects */ #ifndef GL_ARB_shader_precision #define GL_ARB_shader_precision 1 #endif /* GL_ARB_shader_precision */ #ifndef GL_ARB_shader_stencil_export #define GL_ARB_shader_stencil_export 1 #endif /* GL_ARB_shader_stencil_export */ #ifndef GL_ARB_shader_storage_buffer_object #define GL_ARB_shader_storage_buffer_object 1 #endif /* GL_ARB_shader_storage_buffer_object */ #ifndef GL_ARB_shader_subroutine #define GL_ARB_shader_subroutine 1 #endif /* GL_ARB_shader_subroutine */ #ifndef GL_ARB_shader_texture_image_samples #define GL_ARB_shader_texture_image_samples 1 #endif /* GL_ARB_shader_texture_image_samples */ #ifndef GL_ARB_shader_texture_lod #define GL_ARB_shader_texture_lod 1 #endif /* GL_ARB_shader_texture_lod */ #ifndef GL_ARB_shader_viewport_layer_array #define GL_ARB_shader_viewport_layer_array 1 #endif /* GL_ARB_shader_viewport_layer_array */ #ifndef GL_ARB_shading_language_100 #define GL_ARB_shading_language_100 1 #define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C #endif /* GL_ARB_shading_language_100 */ #ifndef GL_ARB_shading_language_420pack #define GL_ARB_shading_language_420pack 1 #endif /* GL_ARB_shading_language_420pack */ #ifndef GL_ARB_shading_language_include #define GL_ARB_shading_language_include 1 #define GL_SHADER_INCLUDE_ARB 0x8DAE #define GL_NAMED_STRING_LENGTH_ARB 0x8DE9 #define GL_NAMED_STRING_TYPE_ARB 0x8DEA typedef void (APIENTRYP PFNGLNAMEDSTRINGARBPROC) (GLenum type, GLint namelen, const GLchar *name, GLint stringlen, const GLchar *string); typedef void (APIENTRYP PFNGLDELETENAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name); typedef void (APIENTRYP PFNGLCOMPILESHADERINCLUDEARBPROC) (GLuint shader, GLsizei count, const GLchar *const*path, const GLint *length); typedef GLboolean (APIENTRYP PFNGLISNAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name); typedef void (APIENTRYP PFNGLGETNAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name, GLsizei bufSize, GLint *stringlen, GLchar *string); typedef void (APIENTRYP PFNGLGETNAMEDSTRINGIVARBPROC) (GLint namelen, const GLchar *name, GLenum pname, GLint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glNamedStringARB (GLenum type, GLint namelen, const GLchar *name, GLint stringlen, const GLchar *string); GLAPI void APIENTRY glDeleteNamedStringARB (GLint namelen, const GLchar *name); GLAPI void APIENTRY glCompileShaderIncludeARB (GLuint shader, GLsizei count, const GLchar *const*path, const GLint *length); GLAPI GLboolean APIENTRY glIsNamedStringARB (GLint namelen, const GLchar *name); GLAPI void APIENTRY glGetNamedStringARB (GLint namelen, const GLchar *name, GLsizei bufSize, GLint *stringlen, GLchar *string); GLAPI void APIENTRY glGetNamedStringivARB (GLint namelen, const GLchar *name, GLenum pname, GLint *params); #endif #endif /* GL_ARB_shading_language_include */ #ifndef GL_ARB_shading_language_packing #define GL_ARB_shading_language_packing 1 #endif /* GL_ARB_shading_language_packing */ #ifndef GL_ARB_shadow #define GL_ARB_shadow 1 #define GL_TEXTURE_COMPARE_MODE_ARB 0x884C #define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D #define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E #endif /* GL_ARB_shadow */ #ifndef GL_ARB_shadow_ambient #define GL_ARB_shadow_ambient 1 #define GL_TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF #endif /* GL_ARB_shadow_ambient */ #ifndef GL_ARB_sparse_buffer #define GL_ARB_sparse_buffer 1 #define GL_SPARSE_STORAGE_BIT_ARB 0x0400 #define GL_SPARSE_BUFFER_PAGE_SIZE_ARB 0x82F8 typedef void (APIENTRYP PFNGLBUFFERPAGECOMMITMENTARBPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLboolean commit); typedef void (APIENTRYP PFNGLNAMEDBUFFERPAGECOMMITMENTEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLboolean commit); typedef void (APIENTRYP PFNGLNAMEDBUFFERPAGECOMMITMENTARBPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLboolean commit); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBufferPageCommitmentARB (GLenum target, GLintptr offset, GLsizeiptr size, GLboolean commit); GLAPI void APIENTRY glNamedBufferPageCommitmentEXT (GLuint buffer, GLintptr offset, GLsizeiptr size, GLboolean commit); GLAPI void APIENTRY glNamedBufferPageCommitmentARB (GLuint buffer, GLintptr offset, GLsizeiptr size, GLboolean commit); #endif #endif /* GL_ARB_sparse_buffer */ #ifndef GL_ARB_sparse_texture #define GL_ARB_sparse_texture 1 #define GL_TEXTURE_SPARSE_ARB 0x91A6 #define GL_VIRTUAL_PAGE_SIZE_INDEX_ARB 0x91A7 #define GL_NUM_SPARSE_LEVELS_ARB 0x91AA #define GL_NUM_VIRTUAL_PAGE_SIZES_ARB 0x91A8 #define GL_VIRTUAL_PAGE_SIZE_X_ARB 0x9195 #define GL_VIRTUAL_PAGE_SIZE_Y_ARB 0x9196 #define GL_VIRTUAL_PAGE_SIZE_Z_ARB 0x9197 #define GL_MAX_SPARSE_TEXTURE_SIZE_ARB 0x9198 #define GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB 0x9199 #define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB 0x919A #define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB 0x91A9 typedef void (APIENTRYP PFNGLTEXPAGECOMMITMENTARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTexPageCommitmentARB (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); #endif #endif /* GL_ARB_sparse_texture */ #ifndef GL_ARB_sparse_texture2 #define GL_ARB_sparse_texture2 1 #endif /* GL_ARB_sparse_texture2 */ #ifndef GL_ARB_sparse_texture_clamp #define GL_ARB_sparse_texture_clamp 1 #endif /* GL_ARB_sparse_texture_clamp */ #ifndef GL_ARB_spirv_extensions #define GL_ARB_spirv_extensions 1 #endif /* GL_ARB_spirv_extensions */ #ifndef GL_ARB_stencil_texturing #define GL_ARB_stencil_texturing 1 #endif /* GL_ARB_stencil_texturing */ #ifndef GL_ARB_sync #define GL_ARB_sync 1 #endif /* GL_ARB_sync */ #ifndef GL_ARB_tessellation_shader #define GL_ARB_tessellation_shader 1 #endif /* GL_ARB_tessellation_shader */ #ifndef GL_ARB_texture_barrier #define GL_ARB_texture_barrier 1 #endif /* GL_ARB_texture_barrier */ #ifndef GL_ARB_texture_border_clamp #define GL_ARB_texture_border_clamp 1 #define GL_CLAMP_TO_BORDER_ARB 0x812D #endif /* GL_ARB_texture_border_clamp */ #ifndef GL_ARB_texture_buffer_object #define GL_ARB_texture_buffer_object 1 #define GL_TEXTURE_BUFFER_ARB 0x8C2A #define GL_MAX_TEXTURE_BUFFER_SIZE_ARB 0x8C2B #define GL_TEXTURE_BINDING_BUFFER_ARB 0x8C2C #define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB 0x8C2D #define GL_TEXTURE_BUFFER_FORMAT_ARB 0x8C2E typedef void (APIENTRYP PFNGLTEXBUFFERARBPROC) (GLenum target, GLenum internalformat, GLuint buffer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTexBufferARB (GLenum target, GLenum internalformat, GLuint buffer); #endif #endif /* GL_ARB_texture_buffer_object */ #ifndef GL_ARB_texture_buffer_object_rgb32 #define GL_ARB_texture_buffer_object_rgb32 1 #endif /* GL_ARB_texture_buffer_object_rgb32 */ #ifndef GL_ARB_texture_buffer_range #define GL_ARB_texture_buffer_range 1 #endif /* GL_ARB_texture_buffer_range */ #ifndef GL_ARB_texture_compression #define GL_ARB_texture_compression 1 #define GL_COMPRESSED_ALPHA_ARB 0x84E9 #define GL_COMPRESSED_LUMINANCE_ARB 0x84EA #define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB #define GL_COMPRESSED_INTENSITY_ARB 0x84EC #define GL_COMPRESSED_RGB_ARB 0x84ED #define GL_COMPRESSED_RGBA_ARB 0x84EE #define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF #define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0 #define GL_TEXTURE_COMPRESSED_ARB 0x86A1 #define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2 #define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3 typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint level, void *img); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glCompressedTexImage3DARB (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); GLAPI void APIENTRY glCompressedTexImage2DARB (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); GLAPI void APIENTRY glCompressedTexImage1DARB (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); GLAPI void APIENTRY glCompressedTexSubImage3DARB (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); GLAPI void APIENTRY glCompressedTexSubImage2DARB (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); GLAPI void APIENTRY glCompressedTexSubImage1DARB (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); GLAPI void APIENTRY glGetCompressedTexImageARB (GLenum target, GLint level, void *img); #endif #endif /* GL_ARB_texture_compression */ #ifndef GL_ARB_texture_compression_bptc #define GL_ARB_texture_compression_bptc 1 #define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C #define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D #define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E #define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F #endif /* GL_ARB_texture_compression_bptc */ #ifndef GL_ARB_texture_compression_rgtc #define GL_ARB_texture_compression_rgtc 1 #endif /* GL_ARB_texture_compression_rgtc */ #ifndef GL_ARB_texture_cube_map #define GL_ARB_texture_cube_map 1 #define GL_NORMAL_MAP_ARB 0x8511 #define GL_REFLECTION_MAP_ARB 0x8512 #define GL_TEXTURE_CUBE_MAP_ARB 0x8513 #define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514 #define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A #define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B #define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C #endif /* GL_ARB_texture_cube_map */ #ifndef GL_ARB_texture_cube_map_array #define GL_ARB_texture_cube_map_array 1 #define GL_TEXTURE_CUBE_MAP_ARRAY_ARB 0x9009 #define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A #define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B #define GL_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900C #define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D #define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E #define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F #endif /* GL_ARB_texture_cube_map_array */ #ifndef GL_ARB_texture_env_add #define GL_ARB_texture_env_add 1 #endif /* GL_ARB_texture_env_add */ #ifndef GL_ARB_texture_env_combine #define GL_ARB_texture_env_combine 1 #define GL_COMBINE_ARB 0x8570 #define GL_COMBINE_RGB_ARB 0x8571 #define GL_COMBINE_ALPHA_ARB 0x8572 #define GL_SOURCE0_RGB_ARB 0x8580 #define GL_SOURCE1_RGB_ARB 0x8581 #define GL_SOURCE2_RGB_ARB 0x8582 #define GL_SOURCE0_ALPHA_ARB 0x8588 #define GL_SOURCE1_ALPHA_ARB 0x8589 #define GL_SOURCE2_ALPHA_ARB 0x858A #define GL_OPERAND0_RGB_ARB 0x8590 #define GL_OPERAND1_RGB_ARB 0x8591 #define GL_OPERAND2_RGB_ARB 0x8592 #define GL_OPERAND0_ALPHA_ARB 0x8598 #define GL_OPERAND1_ALPHA_ARB 0x8599 #define GL_OPERAND2_ALPHA_ARB 0x859A #define GL_RGB_SCALE_ARB 0x8573 #define GL_ADD_SIGNED_ARB 0x8574 #define GL_INTERPOLATE_ARB 0x8575 #define GL_SUBTRACT_ARB 0x84E7 #define GL_CONSTANT_ARB 0x8576 #define GL_PRIMARY_COLOR_ARB 0x8577 #define GL_PREVIOUS_ARB 0x8578 #endif /* GL_ARB_texture_env_combine */ #ifndef GL_ARB_texture_env_crossbar #define GL_ARB_texture_env_crossbar 1 #endif /* GL_ARB_texture_env_crossbar */ #ifndef GL_ARB_texture_env_dot3 #define GL_ARB_texture_env_dot3 1 #define GL_DOT3_RGB_ARB 0x86AE #define GL_DOT3_RGBA_ARB 0x86AF #endif /* GL_ARB_texture_env_dot3 */ #ifndef GL_ARB_texture_filter_anisotropic #define GL_ARB_texture_filter_anisotropic 1 #endif /* GL_ARB_texture_filter_anisotropic */ #ifndef GL_ARB_texture_filter_minmax #define GL_ARB_texture_filter_minmax 1 #define GL_TEXTURE_REDUCTION_MODE_ARB 0x9366 #define GL_WEIGHTED_AVERAGE_ARB 0x9367 #endif /* GL_ARB_texture_filter_minmax */ #ifndef GL_ARB_texture_float #define GL_ARB_texture_float 1 #define GL_TEXTURE_RED_TYPE_ARB 0x8C10 #define GL_TEXTURE_GREEN_TYPE_ARB 0x8C11 #define GL_TEXTURE_BLUE_TYPE_ARB 0x8C12 #define GL_TEXTURE_ALPHA_TYPE_ARB 0x8C13 #define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x8C14 #define GL_TEXTURE_INTENSITY_TYPE_ARB 0x8C15 #define GL_TEXTURE_DEPTH_TYPE_ARB 0x8C16 #define GL_UNSIGNED_NORMALIZED_ARB 0x8C17 #define GL_RGBA32F_ARB 0x8814 #define GL_RGB32F_ARB 0x8815 #define GL_ALPHA32F_ARB 0x8816 #define GL_INTENSITY32F_ARB 0x8817 #define GL_LUMINANCE32F_ARB 0x8818 #define GL_LUMINANCE_ALPHA32F_ARB 0x8819 #define GL_RGBA16F_ARB 0x881A #define GL_RGB16F_ARB 0x881B #define GL_ALPHA16F_ARB 0x881C #define GL_INTENSITY16F_ARB 0x881D #define GL_LUMINANCE16F_ARB 0x881E #define GL_LUMINANCE_ALPHA16F_ARB 0x881F #endif /* GL_ARB_texture_float */ #ifndef GL_ARB_texture_gather #define GL_ARB_texture_gather 1 #define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E #define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F #define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB 0x8F9F #endif /* GL_ARB_texture_gather */ #ifndef GL_ARB_texture_mirror_clamp_to_edge #define GL_ARB_texture_mirror_clamp_to_edge 1 #endif /* GL_ARB_texture_mirror_clamp_to_edge */ #ifndef GL_ARB_texture_mirrored_repeat #define GL_ARB_texture_mirrored_repeat 1 #define GL_MIRRORED_REPEAT_ARB 0x8370 #endif /* GL_ARB_texture_mirrored_repeat */ #ifndef GL_ARB_texture_multisample #define GL_ARB_texture_multisample 1 #endif /* GL_ARB_texture_multisample */ #ifndef GL_ARB_texture_non_power_of_two #define GL_ARB_texture_non_power_of_two 1 #endif /* GL_ARB_texture_non_power_of_two */ #ifndef GL_ARB_texture_query_levels #define GL_ARB_texture_query_levels 1 #endif /* GL_ARB_texture_query_levels */ #ifndef GL_ARB_texture_query_lod #define GL_ARB_texture_query_lod 1 #endif /* GL_ARB_texture_query_lod */ #ifndef GL_ARB_texture_rectangle #define GL_ARB_texture_rectangle 1 #define GL_TEXTURE_RECTANGLE_ARB 0x84F5 #define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6 #define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7 #define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8 #endif /* GL_ARB_texture_rectangle */ #ifndef GL_ARB_texture_rg #define GL_ARB_texture_rg 1 #endif /* GL_ARB_texture_rg */ #ifndef GL_ARB_texture_rgb10_a2ui #define GL_ARB_texture_rgb10_a2ui 1 #endif /* GL_ARB_texture_rgb10_a2ui */ #ifndef GL_ARB_texture_stencil8 #define GL_ARB_texture_stencil8 1 #endif /* GL_ARB_texture_stencil8 */ #ifndef GL_ARB_texture_storage #define GL_ARB_texture_storage 1 #endif /* GL_ARB_texture_storage */ #ifndef GL_ARB_texture_storage_multisample #define GL_ARB_texture_storage_multisample 1 #endif /* GL_ARB_texture_storage_multisample */ #ifndef GL_ARB_texture_swizzle #define GL_ARB_texture_swizzle 1 #endif /* GL_ARB_texture_swizzle */ #ifndef GL_ARB_texture_view #define GL_ARB_texture_view 1 #endif /* GL_ARB_texture_view */ #ifndef GL_ARB_timer_query #define GL_ARB_timer_query 1 #endif /* GL_ARB_timer_query */ #ifndef GL_ARB_transform_feedback2 #define GL_ARB_transform_feedback2 1 #endif /* GL_ARB_transform_feedback2 */ #ifndef GL_ARB_transform_feedback3 #define GL_ARB_transform_feedback3 1 #endif /* GL_ARB_transform_feedback3 */ #ifndef GL_ARB_transform_feedback_instanced #define GL_ARB_transform_feedback_instanced 1 #endif /* GL_ARB_transform_feedback_instanced */ #ifndef GL_ARB_transform_feedback_overflow_query #define GL_ARB_transform_feedback_overflow_query 1 #define GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB 0x82EC #define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB 0x82ED #endif /* GL_ARB_transform_feedback_overflow_query */ #ifndef GL_ARB_transpose_matrix #define GL_ARB_transpose_matrix 1 #define GL_TRANSPOSE_MODELVIEW_MATRIX_ARB 0x84E3 #define GL_TRANSPOSE_PROJECTION_MATRIX_ARB 0x84E4 #define GL_TRANSPOSE_TEXTURE_MATRIX_ARB 0x84E5 #define GL_TRANSPOSE_COLOR_MATRIX_ARB 0x84E6 typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFARBPROC) (const GLfloat *m); typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDARBPROC) (const GLdouble *m); typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFARBPROC) (const GLfloat *m); typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDARBPROC) (const GLdouble *m); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glLoadTransposeMatrixfARB (const GLfloat *m); GLAPI void APIENTRY glLoadTransposeMatrixdARB (const GLdouble *m); GLAPI void APIENTRY glMultTransposeMatrixfARB (const GLfloat *m); GLAPI void APIENTRY glMultTransposeMatrixdARB (const GLdouble *m); #endif #endif /* GL_ARB_transpose_matrix */ #ifndef GL_ARB_uniform_buffer_object #define GL_ARB_uniform_buffer_object 1 #endif /* GL_ARB_uniform_buffer_object */ #ifndef GL_ARB_vertex_array_bgra #define GL_ARB_vertex_array_bgra 1 #endif /* GL_ARB_vertex_array_bgra */ #ifndef GL_ARB_vertex_array_object #define GL_ARB_vertex_array_object 1 #endif /* GL_ARB_vertex_array_object */ #ifndef GL_ARB_vertex_attrib_64bit #define GL_ARB_vertex_attrib_64bit 1 #endif /* GL_ARB_vertex_attrib_64bit */ #ifndef GL_ARB_vertex_attrib_binding #define GL_ARB_vertex_attrib_binding 1 #endif /* GL_ARB_vertex_attrib_binding */ #ifndef GL_ARB_vertex_blend #define GL_ARB_vertex_blend 1 #define GL_MAX_VERTEX_UNITS_ARB 0x86A4 #define GL_ACTIVE_VERTEX_UNITS_ARB 0x86A5 #define GL_WEIGHT_SUM_UNITY_ARB 0x86A6 #define GL_VERTEX_BLEND_ARB 0x86A7 #define GL_CURRENT_WEIGHT_ARB 0x86A8 #define GL_WEIGHT_ARRAY_TYPE_ARB 0x86A9 #define GL_WEIGHT_ARRAY_STRIDE_ARB 0x86AA #define GL_WEIGHT_ARRAY_SIZE_ARB 0x86AB #define GL_WEIGHT_ARRAY_POINTER_ARB 0x86AC #define GL_WEIGHT_ARRAY_ARB 0x86AD #define GL_MODELVIEW0_ARB 0x1700 #define GL_MODELVIEW1_ARB 0x850A #define GL_MODELVIEW2_ARB 0x8722 #define GL_MODELVIEW3_ARB 0x8723 #define GL_MODELVIEW4_ARB 0x8724 #define GL_MODELVIEW5_ARB 0x8725 #define GL_MODELVIEW6_ARB 0x8726 #define GL_MODELVIEW7_ARB 0x8727 #define GL_MODELVIEW8_ARB 0x8728 #define GL_MODELVIEW9_ARB 0x8729 #define GL_MODELVIEW10_ARB 0x872A #define GL_MODELVIEW11_ARB 0x872B #define GL_MODELVIEW12_ARB 0x872C #define GL_MODELVIEW13_ARB 0x872D #define GL_MODELVIEW14_ARB 0x872E #define GL_MODELVIEW15_ARB 0x872F #define GL_MODELVIEW16_ARB 0x8730 #define GL_MODELVIEW17_ARB 0x8731 #define GL_MODELVIEW18_ARB 0x8732 #define GL_MODELVIEW19_ARB 0x8733 #define GL_MODELVIEW20_ARB 0x8734 #define GL_MODELVIEW21_ARB 0x8735 #define GL_MODELVIEW22_ARB 0x8736 #define GL_MODELVIEW23_ARB 0x8737 #define GL_MODELVIEW24_ARB 0x8738 #define GL_MODELVIEW25_ARB 0x8739 #define GL_MODELVIEW26_ARB 0x873A #define GL_MODELVIEW27_ARB 0x873B #define GL_MODELVIEW28_ARB 0x873C #define GL_MODELVIEW29_ARB 0x873D #define GL_MODELVIEW30_ARB 0x873E #define GL_MODELVIEW31_ARB 0x873F typedef void (APIENTRYP PFNGLWEIGHTBVARBPROC) (GLint size, const GLbyte *weights); typedef void (APIENTRYP PFNGLWEIGHTSVARBPROC) (GLint size, const GLshort *weights); typedef void (APIENTRYP PFNGLWEIGHTIVARBPROC) (GLint size, const GLint *weights); typedef void (APIENTRYP PFNGLWEIGHTFVARBPROC) (GLint size, const GLfloat *weights); typedef void (APIENTRYP PFNGLWEIGHTDVARBPROC) (GLint size, const GLdouble *weights); typedef void (APIENTRYP PFNGLWEIGHTUBVARBPROC) (GLint size, const GLubyte *weights); typedef void (APIENTRYP PFNGLWEIGHTUSVARBPROC) (GLint size, const GLushort *weights); typedef void (APIENTRYP PFNGLWEIGHTUIVARBPROC) (GLint size, const GLuint *weights); typedef void (APIENTRYP PFNGLWEIGHTPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); typedef void (APIENTRYP PFNGLVERTEXBLENDARBPROC) (GLint count); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glWeightbvARB (GLint size, const GLbyte *weights); GLAPI void APIENTRY glWeightsvARB (GLint size, const GLshort *weights); GLAPI void APIENTRY glWeightivARB (GLint size, const GLint *weights); GLAPI void APIENTRY glWeightfvARB (GLint size, const GLfloat *weights); GLAPI void APIENTRY glWeightdvARB (GLint size, const GLdouble *weights); GLAPI void APIENTRY glWeightubvARB (GLint size, const GLubyte *weights); GLAPI void APIENTRY glWeightusvARB (GLint size, const GLushort *weights); GLAPI void APIENTRY glWeightuivARB (GLint size, const GLuint *weights); GLAPI void APIENTRY glWeightPointerARB (GLint size, GLenum type, GLsizei stride, const void *pointer); GLAPI void APIENTRY glVertexBlendARB (GLint count); #endif #endif /* GL_ARB_vertex_blend */ #ifndef GL_ARB_vertex_buffer_object #define GL_ARB_vertex_buffer_object 1 typedef khronos_ssize_t GLsizeiptrARB; typedef khronos_intptr_t GLintptrARB; #define GL_BUFFER_SIZE_ARB 0x8764 #define GL_BUFFER_USAGE_ARB 0x8765 #define GL_ARRAY_BUFFER_ARB 0x8892 #define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893 #define GL_ARRAY_BUFFER_BINDING_ARB 0x8894 #define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895 #define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896 #define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897 #define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898 #define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899 #define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A #define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B #define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C #define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D #define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F #define GL_READ_ONLY_ARB 0x88B8 #define GL_WRITE_ONLY_ARB 0x88B9 #define GL_READ_WRITE_ARB 0x88BA #define GL_BUFFER_ACCESS_ARB 0x88BB #define GL_BUFFER_MAPPED_ARB 0x88BC #define GL_BUFFER_MAP_POINTER_ARB 0x88BD #define GL_STREAM_DRAW_ARB 0x88E0 #define GL_STREAM_READ_ARB 0x88E1 #define GL_STREAM_COPY_ARB 0x88E2 #define GL_STATIC_DRAW_ARB 0x88E4 #define GL_STATIC_READ_ARB 0x88E5 #define GL_STATIC_COPY_ARB 0x88E6 #define GL_DYNAMIC_DRAW_ARB 0x88E8 #define GL_DYNAMIC_READ_ARB 0x88E9 #define GL_DYNAMIC_COPY_ARB 0x88EA typedef void (APIENTRYP PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer); typedef void (APIENTRYP PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint *buffers); typedef void (APIENTRYP PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint *buffers); typedef GLboolean (APIENTRYP PFNGLISBUFFERARBPROC) (GLuint buffer); typedef void (APIENTRYP PFNGLBUFFERDATAARBPROC) (GLenum target, GLsizeiptrARB size, const void *data, GLenum usage); typedef void (APIENTRYP PFNGLBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const void *data); typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, void *data); typedef void *(APIENTRYP PFNGLMAPBUFFERARBPROC) (GLenum target, GLenum access); typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERARBPROC) (GLenum target); typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, void **params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBindBufferARB (GLenum target, GLuint buffer); GLAPI void APIENTRY glDeleteBuffersARB (GLsizei n, const GLuint *buffers); GLAPI void APIENTRY glGenBuffersARB (GLsizei n, GLuint *buffers); GLAPI GLboolean APIENTRY glIsBufferARB (GLuint buffer); GLAPI void APIENTRY glBufferDataARB (GLenum target, GLsizeiptrARB size, const void *data, GLenum usage); GLAPI void APIENTRY glBufferSubDataARB (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const void *data); GLAPI void APIENTRY glGetBufferSubDataARB (GLenum target, GLintptrARB offset, GLsizeiptrARB size, void *data); GLAPI void *APIENTRY glMapBufferARB (GLenum target, GLenum access); GLAPI GLboolean APIENTRY glUnmapBufferARB (GLenum target); GLAPI void APIENTRY glGetBufferParameterivARB (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetBufferPointervARB (GLenum target, GLenum pname, void **params); #endif #endif /* GL_ARB_vertex_buffer_object */ #ifndef GL_ARB_vertex_program #define GL_ARB_vertex_program 1 #define GL_COLOR_SUM_ARB 0x8458 #define GL_VERTEX_PROGRAM_ARB 0x8620 #define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622 #define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623 #define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624 #define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625 #define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626 #define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642 #define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643 #define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645 #define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869 #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A #define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0 #define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1 #define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2 #define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3 typedef void (APIENTRYP PFNGLVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index); typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, void **pointer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertexAttrib1dARB (GLuint index, GLdouble x); GLAPI void APIENTRY glVertexAttrib1dvARB (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttrib1fARB (GLuint index, GLfloat x); GLAPI void APIENTRY glVertexAttrib1fvARB (GLuint index, const GLfloat *v); GLAPI void APIENTRY glVertexAttrib1sARB (GLuint index, GLshort x); GLAPI void APIENTRY glVertexAttrib1svARB (GLuint index, const GLshort *v); GLAPI void APIENTRY glVertexAttrib2dARB (GLuint index, GLdouble x, GLdouble y); GLAPI void APIENTRY glVertexAttrib2dvARB (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttrib2fARB (GLuint index, GLfloat x, GLfloat y); GLAPI void APIENTRY glVertexAttrib2fvARB (GLuint index, const GLfloat *v); GLAPI void APIENTRY glVertexAttrib2sARB (GLuint index, GLshort x, GLshort y); GLAPI void APIENTRY glVertexAttrib2svARB (GLuint index, const GLshort *v); GLAPI void APIENTRY glVertexAttrib3dARB (GLuint index, GLdouble x, GLdouble y, GLdouble z); GLAPI void APIENTRY glVertexAttrib3dvARB (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttrib3fARB (GLuint index, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glVertexAttrib3fvARB (GLuint index, const GLfloat *v); GLAPI void APIENTRY glVertexAttrib3sARB (GLuint index, GLshort x, GLshort y, GLshort z); GLAPI void APIENTRY glVertexAttrib3svARB (GLuint index, const GLshort *v); GLAPI void APIENTRY glVertexAttrib4NbvARB (GLuint index, const GLbyte *v); GLAPI void APIENTRY glVertexAttrib4NivARB (GLuint index, const GLint *v); GLAPI void APIENTRY glVertexAttrib4NsvARB (GLuint index, const GLshort *v); GLAPI void APIENTRY glVertexAttrib4NubARB (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); GLAPI void APIENTRY glVertexAttrib4NubvARB (GLuint index, const GLubyte *v); GLAPI void APIENTRY glVertexAttrib4NuivARB (GLuint index, const GLuint *v); GLAPI void APIENTRY glVertexAttrib4NusvARB (GLuint index, const GLushort *v); GLAPI void APIENTRY glVertexAttrib4bvARB (GLuint index, const GLbyte *v); GLAPI void APIENTRY glVertexAttrib4dARB (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI void APIENTRY glVertexAttrib4dvARB (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttrib4fARB (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); GLAPI void APIENTRY glVertexAttrib4fvARB (GLuint index, const GLfloat *v); GLAPI void APIENTRY glVertexAttrib4ivARB (GLuint index, const GLint *v); GLAPI void APIENTRY glVertexAttrib4sARB (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); GLAPI void APIENTRY glVertexAttrib4svARB (GLuint index, const GLshort *v); GLAPI void APIENTRY glVertexAttrib4ubvARB (GLuint index, const GLubyte *v); GLAPI void APIENTRY glVertexAttrib4uivARB (GLuint index, const GLuint *v); GLAPI void APIENTRY glVertexAttrib4usvARB (GLuint index, const GLushort *v); GLAPI void APIENTRY glVertexAttribPointerARB (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); GLAPI void APIENTRY glEnableVertexAttribArrayARB (GLuint index); GLAPI void APIENTRY glDisableVertexAttribArrayARB (GLuint index); GLAPI void APIENTRY glGetVertexAttribdvARB (GLuint index, GLenum pname, GLdouble *params); GLAPI void APIENTRY glGetVertexAttribfvARB (GLuint index, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetVertexAttribivARB (GLuint index, GLenum pname, GLint *params); GLAPI void APIENTRY glGetVertexAttribPointervARB (GLuint index, GLenum pname, void **pointer); #endif #endif /* GL_ARB_vertex_program */ #ifndef GL_ARB_vertex_shader #define GL_ARB_vertex_shader 1 #define GL_VERTEX_SHADER_ARB 0x8B31 #define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A #define GL_MAX_VARYING_FLOATS_ARB 0x8B4B #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D #define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89 #define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONARBPROC) (GLhandleARB programObj, GLuint index, const GLcharARB *name); typedef void (APIENTRYP PFNGLGETACTIVEATTRIBARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBindAttribLocationARB (GLhandleARB programObj, GLuint index, const GLcharARB *name); GLAPI void APIENTRY glGetActiveAttribARB (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); GLAPI GLint APIENTRY glGetAttribLocationARB (GLhandleARB programObj, const GLcharARB *name); #endif #endif /* GL_ARB_vertex_shader */ #ifndef GL_ARB_vertex_type_10f_11f_11f_rev #define GL_ARB_vertex_type_10f_11f_11f_rev 1 #endif /* GL_ARB_vertex_type_10f_11f_11f_rev */ #ifndef GL_ARB_vertex_type_2_10_10_10_rev #define GL_ARB_vertex_type_2_10_10_10_rev 1 #endif /* GL_ARB_vertex_type_2_10_10_10_rev */ #ifndef GL_ARB_viewport_array #define GL_ARB_viewport_array 1 typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYDVNVPROC) (GLuint first, GLsizei count, const GLdouble *v); typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDDNVPROC) (GLuint index, GLdouble n, GLdouble f); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDepthRangeArraydvNV (GLuint first, GLsizei count, const GLdouble *v); GLAPI void APIENTRY glDepthRangeIndexeddNV (GLuint index, GLdouble n, GLdouble f); #endif #endif /* GL_ARB_viewport_array */ #ifndef GL_ARB_window_pos #define GL_ARB_window_pos 1 typedef void (APIENTRYP PFNGLWINDOWPOS2DARBPROC) (GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLWINDOWPOS2DVARBPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLWINDOWPOS2FARBPROC) (GLfloat x, GLfloat y); typedef void (APIENTRYP PFNGLWINDOWPOS2FVARBPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLWINDOWPOS2IARBPROC) (GLint x, GLint y); typedef void (APIENTRYP PFNGLWINDOWPOS2IVARBPROC) (const GLint *v); typedef void (APIENTRYP PFNGLWINDOWPOS2SARBPROC) (GLshort x, GLshort y); typedef void (APIENTRYP PFNGLWINDOWPOS2SVARBPROC) (const GLshort *v); typedef void (APIENTRYP PFNGLWINDOWPOS3DARBPROC) (GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLWINDOWPOS3DVARBPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLWINDOWPOS3FARBPROC) (GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLWINDOWPOS3FVARBPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLWINDOWPOS3IARBPROC) (GLint x, GLint y, GLint z); typedef void (APIENTRYP PFNGLWINDOWPOS3IVARBPROC) (const GLint *v); typedef void (APIENTRYP PFNGLWINDOWPOS3SARBPROC) (GLshort x, GLshort y, GLshort z); typedef void (APIENTRYP PFNGLWINDOWPOS3SVARBPROC) (const GLshort *v); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glWindowPos2dARB (GLdouble x, GLdouble y); GLAPI void APIENTRY glWindowPos2dvARB (const GLdouble *v); GLAPI void APIENTRY glWindowPos2fARB (GLfloat x, GLfloat y); GLAPI void APIENTRY glWindowPos2fvARB (const GLfloat *v); GLAPI void APIENTRY glWindowPos2iARB (GLint x, GLint y); GLAPI void APIENTRY glWindowPos2ivARB (const GLint *v); GLAPI void APIENTRY glWindowPos2sARB (GLshort x, GLshort y); GLAPI void APIENTRY glWindowPos2svARB (const GLshort *v); GLAPI void APIENTRY glWindowPos3dARB (GLdouble x, GLdouble y, GLdouble z); GLAPI void APIENTRY glWindowPos3dvARB (const GLdouble *v); GLAPI void APIENTRY glWindowPos3fARB (GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glWindowPos3fvARB (const GLfloat *v); GLAPI void APIENTRY glWindowPos3iARB (GLint x, GLint y, GLint z); GLAPI void APIENTRY glWindowPos3ivARB (const GLint *v); GLAPI void APIENTRY glWindowPos3sARB (GLshort x, GLshort y, GLshort z); GLAPI void APIENTRY glWindowPos3svARB (const GLshort *v); #endif #endif /* GL_ARB_window_pos */ #ifndef GL_KHR_blend_equation_advanced #define GL_KHR_blend_equation_advanced 1 #define GL_MULTIPLY_KHR 0x9294 #define GL_SCREEN_KHR 0x9295 #define GL_OVERLAY_KHR 0x9296 #define GL_DARKEN_KHR 0x9297 #define GL_LIGHTEN_KHR 0x9298 #define GL_COLORDODGE_KHR 0x9299 #define GL_COLORBURN_KHR 0x929A #define GL_HARDLIGHT_KHR 0x929B #define GL_SOFTLIGHT_KHR 0x929C #define GL_DIFFERENCE_KHR 0x929E #define GL_EXCLUSION_KHR 0x92A0 #define GL_HSL_HUE_KHR 0x92AD #define GL_HSL_SATURATION_KHR 0x92AE #define GL_HSL_COLOR_KHR 0x92AF #define GL_HSL_LUMINOSITY_KHR 0x92B0 typedef void (APIENTRYP PFNGLBLENDBARRIERKHRPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendBarrierKHR (void); #endif #endif /* GL_KHR_blend_equation_advanced */ #ifndef GL_KHR_blend_equation_advanced_coherent #define GL_KHR_blend_equation_advanced_coherent 1 #define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285 #endif /* GL_KHR_blend_equation_advanced_coherent */ #ifndef GL_KHR_context_flush_control #define GL_KHR_context_flush_control 1 #endif /* GL_KHR_context_flush_control */ #ifndef GL_KHR_debug #define GL_KHR_debug 1 #endif /* GL_KHR_debug */ #ifndef GL_KHR_no_error #define GL_KHR_no_error 1 #define GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR 0x00000008 #endif /* GL_KHR_no_error */ #ifndef GL_KHR_parallel_shader_compile #define GL_KHR_parallel_shader_compile 1 #define GL_MAX_SHADER_COMPILER_THREADS_KHR 0x91B0 #define GL_COMPLETION_STATUS_KHR 0x91B1 typedef void (APIENTRYP PFNGLMAXSHADERCOMPILERTHREADSKHRPROC) (GLuint count); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glMaxShaderCompilerThreadsKHR (GLuint count); #endif #endif /* GL_KHR_parallel_shader_compile */ #ifndef GL_KHR_robust_buffer_access_behavior #define GL_KHR_robust_buffer_access_behavior 1 #endif /* GL_KHR_robust_buffer_access_behavior */ #ifndef GL_KHR_robustness #define GL_KHR_robustness 1 #define GL_CONTEXT_ROBUST_ACCESS 0x90F3 #endif /* GL_KHR_robustness */ #ifndef GL_KHR_shader_subgroup #define GL_KHR_shader_subgroup 1 #define GL_SUBGROUP_SIZE_KHR 0x9532 #define GL_SUBGROUP_SUPPORTED_STAGES_KHR 0x9533 #define GL_SUBGROUP_SUPPORTED_FEATURES_KHR 0x9534 #define GL_SUBGROUP_QUAD_ALL_STAGES_KHR 0x9535 #define GL_SUBGROUP_FEATURE_BASIC_BIT_KHR 0x00000001 #define GL_SUBGROUP_FEATURE_VOTE_BIT_KHR 0x00000002 #define GL_SUBGROUP_FEATURE_ARITHMETIC_BIT_KHR 0x00000004 #define GL_SUBGROUP_FEATURE_BALLOT_BIT_KHR 0x00000008 #define GL_SUBGROUP_FEATURE_SHUFFLE_BIT_KHR 0x00000010 #define GL_SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT_KHR 0x00000020 #define GL_SUBGROUP_FEATURE_CLUSTERED_BIT_KHR 0x00000040 #define GL_SUBGROUP_FEATURE_QUAD_BIT_KHR 0x00000080 #endif /* GL_KHR_shader_subgroup */ #ifndef GL_KHR_texture_compression_astc_hdr #define GL_KHR_texture_compression_astc_hdr 1 #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 #define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 #define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 #define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 #define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 #define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 #define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 #define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 #define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 #define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA #define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB #define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC #define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC #define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD #endif /* GL_KHR_texture_compression_astc_hdr */ #ifndef GL_KHR_texture_compression_astc_ldr #define GL_KHR_texture_compression_astc_ldr 1 #endif /* GL_KHR_texture_compression_astc_ldr */ #ifndef GL_KHR_texture_compression_astc_sliced_3d #define GL_KHR_texture_compression_astc_sliced_3d 1 #endif /* GL_KHR_texture_compression_astc_sliced_3d */ #ifndef GL_OES_byte_coordinates #define GL_OES_byte_coordinates 1 typedef void (APIENTRYP PFNGLMULTITEXCOORD1BOESPROC) (GLenum texture, GLbyte s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1BVOESPROC) (GLenum texture, const GLbyte *coords); typedef void (APIENTRYP PFNGLMULTITEXCOORD2BOESPROC) (GLenum texture, GLbyte s, GLbyte t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2BVOESPROC) (GLenum texture, const GLbyte *coords); typedef void (APIENTRYP PFNGLMULTITEXCOORD3BOESPROC) (GLenum texture, GLbyte s, GLbyte t, GLbyte r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3BVOESPROC) (GLenum texture, const GLbyte *coords); typedef void (APIENTRYP PFNGLMULTITEXCOORD4BOESPROC) (GLenum texture, GLbyte s, GLbyte t, GLbyte r, GLbyte q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4BVOESPROC) (GLenum texture, const GLbyte *coords); typedef void (APIENTRYP PFNGLTEXCOORD1BOESPROC) (GLbyte s); typedef void (APIENTRYP PFNGLTEXCOORD1BVOESPROC) (const GLbyte *coords); typedef void (APIENTRYP PFNGLTEXCOORD2BOESPROC) (GLbyte s, GLbyte t); typedef void (APIENTRYP PFNGLTEXCOORD2BVOESPROC) (const GLbyte *coords); typedef void (APIENTRYP PFNGLTEXCOORD3BOESPROC) (GLbyte s, GLbyte t, GLbyte r); typedef void (APIENTRYP PFNGLTEXCOORD3BVOESPROC) (const GLbyte *coords); typedef void (APIENTRYP PFNGLTEXCOORD4BOESPROC) (GLbyte s, GLbyte t, GLbyte r, GLbyte q); typedef void (APIENTRYP PFNGLTEXCOORD4BVOESPROC) (const GLbyte *coords); typedef void (APIENTRYP PFNGLVERTEX2BOESPROC) (GLbyte x, GLbyte y); typedef void (APIENTRYP PFNGLVERTEX2BVOESPROC) (const GLbyte *coords); typedef void (APIENTRYP PFNGLVERTEX3BOESPROC) (GLbyte x, GLbyte y, GLbyte z); typedef void (APIENTRYP PFNGLVERTEX3BVOESPROC) (const GLbyte *coords); typedef void (APIENTRYP PFNGLVERTEX4BOESPROC) (GLbyte x, GLbyte y, GLbyte z, GLbyte w); typedef void (APIENTRYP PFNGLVERTEX4BVOESPROC) (const GLbyte *coords); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glMultiTexCoord1bOES (GLenum texture, GLbyte s); GLAPI void APIENTRY glMultiTexCoord1bvOES (GLenum texture, const GLbyte *coords); GLAPI void APIENTRY glMultiTexCoord2bOES (GLenum texture, GLbyte s, GLbyte t); GLAPI void APIENTRY glMultiTexCoord2bvOES (GLenum texture, const GLbyte *coords); GLAPI void APIENTRY glMultiTexCoord3bOES (GLenum texture, GLbyte s, GLbyte t, GLbyte r); GLAPI void APIENTRY glMultiTexCoord3bvOES (GLenum texture, const GLbyte *coords); GLAPI void APIENTRY glMultiTexCoord4bOES (GLenum texture, GLbyte s, GLbyte t, GLbyte r, GLbyte q); GLAPI void APIENTRY glMultiTexCoord4bvOES (GLenum texture, const GLbyte *coords); GLAPI void APIENTRY glTexCoord1bOES (GLbyte s); GLAPI void APIENTRY glTexCoord1bvOES (const GLbyte *coords); GLAPI void APIENTRY glTexCoord2bOES (GLbyte s, GLbyte t); GLAPI void APIENTRY glTexCoord2bvOES (const GLbyte *coords); GLAPI void APIENTRY glTexCoord3bOES (GLbyte s, GLbyte t, GLbyte r); GLAPI void APIENTRY glTexCoord3bvOES (const GLbyte *coords); GLAPI void APIENTRY glTexCoord4bOES (GLbyte s, GLbyte t, GLbyte r, GLbyte q); GLAPI void APIENTRY glTexCoord4bvOES (const GLbyte *coords); GLAPI void APIENTRY glVertex2bOES (GLbyte x, GLbyte y); GLAPI void APIENTRY glVertex2bvOES (const GLbyte *coords); GLAPI void APIENTRY glVertex3bOES (GLbyte x, GLbyte y, GLbyte z); GLAPI void APIENTRY glVertex3bvOES (const GLbyte *coords); GLAPI void APIENTRY glVertex4bOES (GLbyte x, GLbyte y, GLbyte z, GLbyte w); GLAPI void APIENTRY glVertex4bvOES (const GLbyte *coords); #endif #endif /* GL_OES_byte_coordinates */ #ifndef GL_OES_compressed_paletted_texture #define GL_OES_compressed_paletted_texture 1 #define GL_PALETTE4_RGB8_OES 0x8B90 #define GL_PALETTE4_RGBA8_OES 0x8B91 #define GL_PALETTE4_R5_G6_B5_OES 0x8B92 #define GL_PALETTE4_RGBA4_OES 0x8B93 #define GL_PALETTE4_RGB5_A1_OES 0x8B94 #define GL_PALETTE8_RGB8_OES 0x8B95 #define GL_PALETTE8_RGBA8_OES 0x8B96 #define GL_PALETTE8_R5_G6_B5_OES 0x8B97 #define GL_PALETTE8_RGBA4_OES 0x8B98 #define GL_PALETTE8_RGB5_A1_OES 0x8B99 #endif /* GL_OES_compressed_paletted_texture */ #ifndef GL_OES_fixed_point #define GL_OES_fixed_point 1 typedef khronos_int32_t GLfixed; #define GL_FIXED_OES 0x140C typedef void (APIENTRYP PFNGLALPHAFUNCXOESPROC) (GLenum func, GLfixed ref); typedef void (APIENTRYP PFNGLCLEARCOLORXOESPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); typedef void (APIENTRYP PFNGLCLEARDEPTHXOESPROC) (GLfixed depth); typedef void (APIENTRYP PFNGLCLIPPLANEXOESPROC) (GLenum plane, const GLfixed *equation); typedef void (APIENTRYP PFNGLCOLOR4XOESPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); typedef void (APIENTRYP PFNGLDEPTHRANGEXOESPROC) (GLfixed n, GLfixed f); typedef void (APIENTRYP PFNGLFOGXOESPROC) (GLenum pname, GLfixed param); typedef void (APIENTRYP PFNGLFOGXVOESPROC) (GLenum pname, const GLfixed *param); typedef void (APIENTRYP PFNGLFRUSTUMXOESPROC) (GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); typedef void (APIENTRYP PFNGLGETCLIPPLANEXOESPROC) (GLenum plane, GLfixed *equation); typedef void (APIENTRYP PFNGLGETFIXEDVOESPROC) (GLenum pname, GLfixed *params); typedef void (APIENTRYP PFNGLGETTEXENVXVOESPROC) (GLenum target, GLenum pname, GLfixed *params); typedef void (APIENTRYP PFNGLGETTEXPARAMETERXVOESPROC) (GLenum target, GLenum pname, GLfixed *params); typedef void (APIENTRYP PFNGLLIGHTMODELXOESPROC) (GLenum pname, GLfixed param); typedef void (APIENTRYP PFNGLLIGHTMODELXVOESPROC) (GLenum pname, const GLfixed *param); typedef void (APIENTRYP PFNGLLIGHTXOESPROC) (GLenum light, GLenum pname, GLfixed param); typedef void (APIENTRYP PFNGLLIGHTXVOESPROC) (GLenum light, GLenum pname, const GLfixed *params); typedef void (APIENTRYP PFNGLLINEWIDTHXOESPROC) (GLfixed width); typedef void (APIENTRYP PFNGLLOADMATRIXXOESPROC) (const GLfixed *m); typedef void (APIENTRYP PFNGLMATERIALXOESPROC) (GLenum face, GLenum pname, GLfixed param); typedef void (APIENTRYP PFNGLMATERIALXVOESPROC) (GLenum face, GLenum pname, const GLfixed *param); typedef void (APIENTRYP PFNGLMULTMATRIXXOESPROC) (const GLfixed *m); typedef void (APIENTRYP PFNGLMULTITEXCOORD4XOESPROC) (GLenum texture, GLfixed s, GLfixed t, GLfixed r, GLfixed q); typedef void (APIENTRYP PFNGLNORMAL3XOESPROC) (GLfixed nx, GLfixed ny, GLfixed nz); typedef void (APIENTRYP PFNGLORTHOXOESPROC) (GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); typedef void (APIENTRYP PFNGLPOINTPARAMETERXVOESPROC) (GLenum pname, const GLfixed *params); typedef void (APIENTRYP PFNGLPOINTSIZEXOESPROC) (GLfixed size); typedef void (APIENTRYP PFNGLPOLYGONOFFSETXOESPROC) (GLfixed factor, GLfixed units); typedef void (APIENTRYP PFNGLROTATEXOESPROC) (GLfixed angle, GLfixed x, GLfixed y, GLfixed z); typedef void (APIENTRYP PFNGLSCALEXOESPROC) (GLfixed x, GLfixed y, GLfixed z); typedef void (APIENTRYP PFNGLTEXENVXOESPROC) (GLenum target, GLenum pname, GLfixed param); typedef void (APIENTRYP PFNGLTEXENVXVOESPROC) (GLenum target, GLenum pname, const GLfixed *params); typedef void (APIENTRYP PFNGLTEXPARAMETERXOESPROC) (GLenum target, GLenum pname, GLfixed param); typedef void (APIENTRYP PFNGLTEXPARAMETERXVOESPROC) (GLenum target, GLenum pname, const GLfixed *params); typedef void (APIENTRYP PFNGLTRANSLATEXOESPROC) (GLfixed x, GLfixed y, GLfixed z); typedef void (APIENTRYP PFNGLACCUMXOESPROC) (GLenum op, GLfixed value); typedef void (APIENTRYP PFNGLBITMAPXOESPROC) (GLsizei width, GLsizei height, GLfixed xorig, GLfixed yorig, GLfixed xmove, GLfixed ymove, const GLubyte *bitmap); typedef void (APIENTRYP PFNGLBLENDCOLORXOESPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); typedef void (APIENTRYP PFNGLCLEARACCUMXOESPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); typedef void (APIENTRYP PFNGLCOLOR3XOESPROC) (GLfixed red, GLfixed green, GLfixed blue); typedef void (APIENTRYP PFNGLCOLOR3XVOESPROC) (const GLfixed *components); typedef void (APIENTRYP PFNGLCOLOR4XVOESPROC) (const GLfixed *components); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERXOESPROC) (GLenum target, GLenum pname, GLfixed param); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERXVOESPROC) (GLenum target, GLenum pname, const GLfixed *params); typedef void (APIENTRYP PFNGLEVALCOORD1XOESPROC) (GLfixed u); typedef void (APIENTRYP PFNGLEVALCOORD1XVOESPROC) (const GLfixed *coords); typedef void (APIENTRYP PFNGLEVALCOORD2XOESPROC) (GLfixed u, GLfixed v); typedef void (APIENTRYP PFNGLEVALCOORD2XVOESPROC) (const GLfixed *coords); typedef void (APIENTRYP PFNGLFEEDBACKBUFFERXOESPROC) (GLsizei n, GLenum type, const GLfixed *buffer); typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERXVOESPROC) (GLenum target, GLenum pname, GLfixed *params); typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERXVOESPROC) (GLenum target, GLenum pname, GLfixed *params); typedef void (APIENTRYP PFNGLGETLIGHTXOESPROC) (GLenum light, GLenum pname, GLfixed *params); typedef void (APIENTRYP PFNGLGETMAPXVOESPROC) (GLenum target, GLenum query, GLfixed *v); typedef void (APIENTRYP PFNGLGETMATERIALXOESPROC) (GLenum face, GLenum pname, GLfixed param); typedef void (APIENTRYP PFNGLGETPIXELMAPXVPROC) (GLenum map, GLint size, GLfixed *values); typedef void (APIENTRYP PFNGLGETTEXGENXVOESPROC) (GLenum coord, GLenum pname, GLfixed *params); typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERXVOESPROC) (GLenum target, GLint level, GLenum pname, GLfixed *params); typedef void (APIENTRYP PFNGLINDEXXOESPROC) (GLfixed component); typedef void (APIENTRYP PFNGLINDEXXVOESPROC) (const GLfixed *component); typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXXOESPROC) (const GLfixed *m); typedef void (APIENTRYP PFNGLMAP1XOESPROC) (GLenum target, GLfixed u1, GLfixed u2, GLint stride, GLint order, GLfixed points); typedef void (APIENTRYP PFNGLMAP2XOESPROC) (GLenum target, GLfixed u1, GLfixed u2, GLint ustride, GLint uorder, GLfixed v1, GLfixed v2, GLint vstride, GLint vorder, GLfixed points); typedef void (APIENTRYP PFNGLMAPGRID1XOESPROC) (GLint n, GLfixed u1, GLfixed u2); typedef void (APIENTRYP PFNGLMAPGRID2XOESPROC) (GLint n, GLfixed u1, GLfixed u2, GLfixed v1, GLfixed v2); typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXXOESPROC) (const GLfixed *m); typedef void (APIENTRYP PFNGLMULTITEXCOORD1XOESPROC) (GLenum texture, GLfixed s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1XVOESPROC) (GLenum texture, const GLfixed *coords); typedef void (APIENTRYP PFNGLMULTITEXCOORD2XOESPROC) (GLenum texture, GLfixed s, GLfixed t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2XVOESPROC) (GLenum texture, const GLfixed *coords); typedef void (APIENTRYP PFNGLMULTITEXCOORD3XOESPROC) (GLenum texture, GLfixed s, GLfixed t, GLfixed r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3XVOESPROC) (GLenum texture, const GLfixed *coords); typedef void (APIENTRYP PFNGLMULTITEXCOORD4XVOESPROC) (GLenum texture, const GLfixed *coords); typedef void (APIENTRYP PFNGLNORMAL3XVOESPROC) (const GLfixed *coords); typedef void (APIENTRYP PFNGLPASSTHROUGHXOESPROC) (GLfixed token); typedef void (APIENTRYP PFNGLPIXELMAPXPROC) (GLenum map, GLint size, const GLfixed *values); typedef void (APIENTRYP PFNGLPIXELSTOREXPROC) (GLenum pname, GLfixed param); typedef void (APIENTRYP PFNGLPIXELTRANSFERXOESPROC) (GLenum pname, GLfixed param); typedef void (APIENTRYP PFNGLPIXELZOOMXOESPROC) (GLfixed xfactor, GLfixed yfactor); typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESXOESPROC) (GLsizei n, const GLuint *textures, const GLfixed *priorities); typedef void (APIENTRYP PFNGLRASTERPOS2XOESPROC) (GLfixed x, GLfixed y); typedef void (APIENTRYP PFNGLRASTERPOS2XVOESPROC) (const GLfixed *coords); typedef void (APIENTRYP PFNGLRASTERPOS3XOESPROC) (GLfixed x, GLfixed y, GLfixed z); typedef void (APIENTRYP PFNGLRASTERPOS3XVOESPROC) (const GLfixed *coords); typedef void (APIENTRYP PFNGLRASTERPOS4XOESPROC) (GLfixed x, GLfixed y, GLfixed z, GLfixed w); typedef void (APIENTRYP PFNGLRASTERPOS4XVOESPROC) (const GLfixed *coords); typedef void (APIENTRYP PFNGLRECTXOESPROC) (GLfixed x1, GLfixed y1, GLfixed x2, GLfixed y2); typedef void (APIENTRYP PFNGLRECTXVOESPROC) (const GLfixed *v1, const GLfixed *v2); typedef void (APIENTRYP PFNGLTEXCOORD1XOESPROC) (GLfixed s); typedef void (APIENTRYP PFNGLTEXCOORD1XVOESPROC) (const GLfixed *coords); typedef void (APIENTRYP PFNGLTEXCOORD2XOESPROC) (GLfixed s, GLfixed t); typedef void (APIENTRYP PFNGLTEXCOORD2XVOESPROC) (const GLfixed *coords); typedef void (APIENTRYP PFNGLTEXCOORD3XOESPROC) (GLfixed s, GLfixed t, GLfixed r); typedef void (APIENTRYP PFNGLTEXCOORD3XVOESPROC) (const GLfixed *coords); typedef void (APIENTRYP PFNGLTEXCOORD4XOESPROC) (GLfixed s, GLfixed t, GLfixed r, GLfixed q); typedef void (APIENTRYP PFNGLTEXCOORD4XVOESPROC) (const GLfixed *coords); typedef void (APIENTRYP PFNGLTEXGENXOESPROC) (GLenum coord, GLenum pname, GLfixed param); typedef void (APIENTRYP PFNGLTEXGENXVOESPROC) (GLenum coord, GLenum pname, const GLfixed *params); typedef void (APIENTRYP PFNGLVERTEX2XOESPROC) (GLfixed x); typedef void (APIENTRYP PFNGLVERTEX2XVOESPROC) (const GLfixed *coords); typedef void (APIENTRYP PFNGLVERTEX3XOESPROC) (GLfixed x, GLfixed y); typedef void (APIENTRYP PFNGLVERTEX3XVOESPROC) (const GLfixed *coords); typedef void (APIENTRYP PFNGLVERTEX4XOESPROC) (GLfixed x, GLfixed y, GLfixed z); typedef void (APIENTRYP PFNGLVERTEX4XVOESPROC) (const GLfixed *coords); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glAlphaFuncxOES (GLenum func, GLfixed ref); GLAPI void APIENTRY glClearColorxOES (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); GLAPI void APIENTRY glClearDepthxOES (GLfixed depth); GLAPI void APIENTRY glClipPlanexOES (GLenum plane, const GLfixed *equation); GLAPI void APIENTRY glColor4xOES (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); GLAPI void APIENTRY glDepthRangexOES (GLfixed n, GLfixed f); GLAPI void APIENTRY glFogxOES (GLenum pname, GLfixed param); GLAPI void APIENTRY glFogxvOES (GLenum pname, const GLfixed *param); GLAPI void APIENTRY glFrustumxOES (GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); GLAPI void APIENTRY glGetClipPlanexOES (GLenum plane, GLfixed *equation); GLAPI void APIENTRY glGetFixedvOES (GLenum pname, GLfixed *params); GLAPI void APIENTRY glGetTexEnvxvOES (GLenum target, GLenum pname, GLfixed *params); GLAPI void APIENTRY glGetTexParameterxvOES (GLenum target, GLenum pname, GLfixed *params); GLAPI void APIENTRY glLightModelxOES (GLenum pname, GLfixed param); GLAPI void APIENTRY glLightModelxvOES (GLenum pname, const GLfixed *param); GLAPI void APIENTRY glLightxOES (GLenum light, GLenum pname, GLfixed param); GLAPI void APIENTRY glLightxvOES (GLenum light, GLenum pname, const GLfixed *params); GLAPI void APIENTRY glLineWidthxOES (GLfixed width); GLAPI void APIENTRY glLoadMatrixxOES (const GLfixed *m); GLAPI void APIENTRY glMaterialxOES (GLenum face, GLenum pname, GLfixed param); GLAPI void APIENTRY glMaterialxvOES (GLenum face, GLenum pname, const GLfixed *param); GLAPI void APIENTRY glMultMatrixxOES (const GLfixed *m); GLAPI void APIENTRY glMultiTexCoord4xOES (GLenum texture, GLfixed s, GLfixed t, GLfixed r, GLfixed q); GLAPI void APIENTRY glNormal3xOES (GLfixed nx, GLfixed ny, GLfixed nz); GLAPI void APIENTRY glOrthoxOES (GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); GLAPI void APIENTRY glPointParameterxvOES (GLenum pname, const GLfixed *params); GLAPI void APIENTRY glPointSizexOES (GLfixed size); GLAPI void APIENTRY glPolygonOffsetxOES (GLfixed factor, GLfixed units); GLAPI void APIENTRY glRotatexOES (GLfixed angle, GLfixed x, GLfixed y, GLfixed z); GLAPI void APIENTRY glScalexOES (GLfixed x, GLfixed y, GLfixed z); GLAPI void APIENTRY glTexEnvxOES (GLenum target, GLenum pname, GLfixed param); GLAPI void APIENTRY glTexEnvxvOES (GLenum target, GLenum pname, const GLfixed *params); GLAPI void APIENTRY glTexParameterxOES (GLenum target, GLenum pname, GLfixed param); GLAPI void APIENTRY glTexParameterxvOES (GLenum target, GLenum pname, const GLfixed *params); GLAPI void APIENTRY glTranslatexOES (GLfixed x, GLfixed y, GLfixed z); GLAPI void APIENTRY glAccumxOES (GLenum op, GLfixed value); GLAPI void APIENTRY glBitmapxOES (GLsizei width, GLsizei height, GLfixed xorig, GLfixed yorig, GLfixed xmove, GLfixed ymove, const GLubyte *bitmap); GLAPI void APIENTRY glBlendColorxOES (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); GLAPI void APIENTRY glClearAccumxOES (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); GLAPI void APIENTRY glColor3xOES (GLfixed red, GLfixed green, GLfixed blue); GLAPI void APIENTRY glColor3xvOES (const GLfixed *components); GLAPI void APIENTRY glColor4xvOES (const GLfixed *components); GLAPI void APIENTRY glConvolutionParameterxOES (GLenum target, GLenum pname, GLfixed param); GLAPI void APIENTRY glConvolutionParameterxvOES (GLenum target, GLenum pname, const GLfixed *params); GLAPI void APIENTRY glEvalCoord1xOES (GLfixed u); GLAPI void APIENTRY glEvalCoord1xvOES (const GLfixed *coords); GLAPI void APIENTRY glEvalCoord2xOES (GLfixed u, GLfixed v); GLAPI void APIENTRY glEvalCoord2xvOES (const GLfixed *coords); GLAPI void APIENTRY glFeedbackBufferxOES (GLsizei n, GLenum type, const GLfixed *buffer); GLAPI void APIENTRY glGetConvolutionParameterxvOES (GLenum target, GLenum pname, GLfixed *params); GLAPI void APIENTRY glGetHistogramParameterxvOES (GLenum target, GLenum pname, GLfixed *params); GLAPI void APIENTRY glGetLightxOES (GLenum light, GLenum pname, GLfixed *params); GLAPI void APIENTRY glGetMapxvOES (GLenum target, GLenum query, GLfixed *v); GLAPI void APIENTRY glGetMaterialxOES (GLenum face, GLenum pname, GLfixed param); GLAPI void APIENTRY glGetPixelMapxv (GLenum map, GLint size, GLfixed *values); GLAPI void APIENTRY glGetTexGenxvOES (GLenum coord, GLenum pname, GLfixed *params); GLAPI void APIENTRY glGetTexLevelParameterxvOES (GLenum target, GLint level, GLenum pname, GLfixed *params); GLAPI void APIENTRY glIndexxOES (GLfixed component); GLAPI void APIENTRY glIndexxvOES (const GLfixed *component); GLAPI void APIENTRY glLoadTransposeMatrixxOES (const GLfixed *m); GLAPI void APIENTRY glMap1xOES (GLenum target, GLfixed u1, GLfixed u2, GLint stride, GLint order, GLfixed points); GLAPI void APIENTRY glMap2xOES (GLenum target, GLfixed u1, GLfixed u2, GLint ustride, GLint uorder, GLfixed v1, GLfixed v2, GLint vstride, GLint vorder, GLfixed points); GLAPI void APIENTRY glMapGrid1xOES (GLint n, GLfixed u1, GLfixed u2); GLAPI void APIENTRY glMapGrid2xOES (GLint n, GLfixed u1, GLfixed u2, GLfixed v1, GLfixed v2); GLAPI void APIENTRY glMultTransposeMatrixxOES (const GLfixed *m); GLAPI void APIENTRY glMultiTexCoord1xOES (GLenum texture, GLfixed s); GLAPI void APIENTRY glMultiTexCoord1xvOES (GLenum texture, const GLfixed *coords); GLAPI void APIENTRY glMultiTexCoord2xOES (GLenum texture, GLfixed s, GLfixed t); GLAPI void APIENTRY glMultiTexCoord2xvOES (GLenum texture, const GLfixed *coords); GLAPI void APIENTRY glMultiTexCoord3xOES (GLenum texture, GLfixed s, GLfixed t, GLfixed r); GLAPI void APIENTRY glMultiTexCoord3xvOES (GLenum texture, const GLfixed *coords); GLAPI void APIENTRY glMultiTexCoord4xvOES (GLenum texture, const GLfixed *coords); GLAPI void APIENTRY glNormal3xvOES (const GLfixed *coords); GLAPI void APIENTRY glPassThroughxOES (GLfixed token); GLAPI void APIENTRY glPixelMapx (GLenum map, GLint size, const GLfixed *values); GLAPI void APIENTRY glPixelStorex (GLenum pname, GLfixed param); GLAPI void APIENTRY glPixelTransferxOES (GLenum pname, GLfixed param); GLAPI void APIENTRY glPixelZoomxOES (GLfixed xfactor, GLfixed yfactor); GLAPI void APIENTRY glPrioritizeTexturesxOES (GLsizei n, const GLuint *textures, const GLfixed *priorities); GLAPI void APIENTRY glRasterPos2xOES (GLfixed x, GLfixed y); GLAPI void APIENTRY glRasterPos2xvOES (const GLfixed *coords); GLAPI void APIENTRY glRasterPos3xOES (GLfixed x, GLfixed y, GLfixed z); GLAPI void APIENTRY glRasterPos3xvOES (const GLfixed *coords); GLAPI void APIENTRY glRasterPos4xOES (GLfixed x, GLfixed y, GLfixed z, GLfixed w); GLAPI void APIENTRY glRasterPos4xvOES (const GLfixed *coords); GLAPI void APIENTRY glRectxOES (GLfixed x1, GLfixed y1, GLfixed x2, GLfixed y2); GLAPI void APIENTRY glRectxvOES (const GLfixed *v1, const GLfixed *v2); GLAPI void APIENTRY glTexCoord1xOES (GLfixed s); GLAPI void APIENTRY glTexCoord1xvOES (const GLfixed *coords); GLAPI void APIENTRY glTexCoord2xOES (GLfixed s, GLfixed t); GLAPI void APIENTRY glTexCoord2xvOES (const GLfixed *coords); GLAPI void APIENTRY glTexCoord3xOES (GLfixed s, GLfixed t, GLfixed r); GLAPI void APIENTRY glTexCoord3xvOES (const GLfixed *coords); GLAPI void APIENTRY glTexCoord4xOES (GLfixed s, GLfixed t, GLfixed r, GLfixed q); GLAPI void APIENTRY glTexCoord4xvOES (const GLfixed *coords); GLAPI void APIENTRY glTexGenxOES (GLenum coord, GLenum pname, GLfixed param); GLAPI void APIENTRY glTexGenxvOES (GLenum coord, GLenum pname, const GLfixed *params); GLAPI void APIENTRY glVertex2xOES (GLfixed x); GLAPI void APIENTRY glVertex2xvOES (const GLfixed *coords); GLAPI void APIENTRY glVertex3xOES (GLfixed x, GLfixed y); GLAPI void APIENTRY glVertex3xvOES (const GLfixed *coords); GLAPI void APIENTRY glVertex4xOES (GLfixed x, GLfixed y, GLfixed z); GLAPI void APIENTRY glVertex4xvOES (const GLfixed *coords); #endif #endif /* GL_OES_fixed_point */ #ifndef GL_OES_query_matrix #define GL_OES_query_matrix 1 typedef GLbitfield (APIENTRYP PFNGLQUERYMATRIXXOESPROC) (GLfixed *mantissa, GLint *exponent); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLbitfield APIENTRY glQueryMatrixxOES (GLfixed *mantissa, GLint *exponent); #endif #endif /* GL_OES_query_matrix */ #ifndef GL_OES_read_format #define GL_OES_read_format 1 #define GL_IMPLEMENTATION_COLOR_READ_TYPE_OES 0x8B9A #define GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES 0x8B9B #endif /* GL_OES_read_format */ #ifndef GL_OES_single_precision #define GL_OES_single_precision 1 typedef void (APIENTRYP PFNGLCLEARDEPTHFOESPROC) (GLclampf depth); typedef void (APIENTRYP PFNGLCLIPPLANEFOESPROC) (GLenum plane, const GLfloat *equation); typedef void (APIENTRYP PFNGLDEPTHRANGEFOESPROC) (GLclampf n, GLclampf f); typedef void (APIENTRYP PFNGLFRUSTUMFOESPROC) (GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); typedef void (APIENTRYP PFNGLGETCLIPPLANEFOESPROC) (GLenum plane, GLfloat *equation); typedef void (APIENTRYP PFNGLORTHOFOESPROC) (GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glClearDepthfOES (GLclampf depth); GLAPI void APIENTRY glClipPlanefOES (GLenum plane, const GLfloat *equation); GLAPI void APIENTRY glDepthRangefOES (GLclampf n, GLclampf f); GLAPI void APIENTRY glFrustumfOES (GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); GLAPI void APIENTRY glGetClipPlanefOES (GLenum plane, GLfloat *equation); GLAPI void APIENTRY glOrthofOES (GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); #endif #endif /* GL_OES_single_precision */ #ifndef GL_3DFX_multisample #define GL_3DFX_multisample 1 #define GL_MULTISAMPLE_3DFX 0x86B2 #define GL_SAMPLE_BUFFERS_3DFX 0x86B3 #define GL_SAMPLES_3DFX 0x86B4 #define GL_MULTISAMPLE_BIT_3DFX 0x20000000 #endif /* GL_3DFX_multisample */ #ifndef GL_3DFX_tbuffer #define GL_3DFX_tbuffer 1 typedef void (APIENTRYP PFNGLTBUFFERMASK3DFXPROC) (GLuint mask); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTbufferMask3DFX (GLuint mask); #endif #endif /* GL_3DFX_tbuffer */ #ifndef GL_3DFX_texture_compression_FXT1 #define GL_3DFX_texture_compression_FXT1 1 #define GL_COMPRESSED_RGB_FXT1_3DFX 0x86B0 #define GL_COMPRESSED_RGBA_FXT1_3DFX 0x86B1 #endif /* GL_3DFX_texture_compression_FXT1 */ #ifndef GL_AMD_blend_minmax_factor #define GL_AMD_blend_minmax_factor 1 #define GL_FACTOR_MIN_AMD 0x901C #define GL_FACTOR_MAX_AMD 0x901D #endif /* GL_AMD_blend_minmax_factor */ #ifndef GL_AMD_conservative_depth #define GL_AMD_conservative_depth 1 #endif /* GL_AMD_conservative_depth */ #ifndef GL_AMD_debug_output #define GL_AMD_debug_output 1 typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam); #define GL_MAX_DEBUG_MESSAGE_LENGTH_AMD 0x9143 #define GL_MAX_DEBUG_LOGGED_MESSAGES_AMD 0x9144 #define GL_DEBUG_LOGGED_MESSAGES_AMD 0x9145 #define GL_DEBUG_SEVERITY_HIGH_AMD 0x9146 #define GL_DEBUG_SEVERITY_MEDIUM_AMD 0x9147 #define GL_DEBUG_SEVERITY_LOW_AMD 0x9148 #define GL_DEBUG_CATEGORY_API_ERROR_AMD 0x9149 #define GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD 0x914A #define GL_DEBUG_CATEGORY_DEPRECATION_AMD 0x914B #define GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD 0x914C #define GL_DEBUG_CATEGORY_PERFORMANCE_AMD 0x914D #define GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD 0x914E #define GL_DEBUG_CATEGORY_APPLICATION_AMD 0x914F #define GL_DEBUG_CATEGORY_OTHER_AMD 0x9150 typedef void (APIENTRYP PFNGLDEBUGMESSAGEENABLEAMDPROC) (GLenum category, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTAMDPROC) (GLenum category, GLenum severity, GLuint id, GLsizei length, const GLchar *buf); typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKAMDPROC) (GLDEBUGPROCAMD callback, void *userParam); typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGAMDPROC) (GLuint count, GLsizei bufSize, GLenum *categories, GLuint *severities, GLuint *ids, GLsizei *lengths, GLchar *message); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDebugMessageEnableAMD (GLenum category, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); GLAPI void APIENTRY glDebugMessageInsertAMD (GLenum category, GLenum severity, GLuint id, GLsizei length, const GLchar *buf); GLAPI void APIENTRY glDebugMessageCallbackAMD (GLDEBUGPROCAMD callback, void *userParam); GLAPI GLuint APIENTRY glGetDebugMessageLogAMD (GLuint count, GLsizei bufSize, GLenum *categories, GLuint *severities, GLuint *ids, GLsizei *lengths, GLchar *message); #endif #endif /* GL_AMD_debug_output */ #ifndef GL_AMD_depth_clamp_separate #define GL_AMD_depth_clamp_separate 1 #define GL_DEPTH_CLAMP_NEAR_AMD 0x901E #define GL_DEPTH_CLAMP_FAR_AMD 0x901F #endif /* GL_AMD_depth_clamp_separate */ #ifndef GL_AMD_draw_buffers_blend #define GL_AMD_draw_buffers_blend 1 typedef void (APIENTRYP PFNGLBLENDFUNCINDEXEDAMDPROC) (GLuint buf, GLenum src, GLenum dst); typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); typedef void (APIENTRYP PFNGLBLENDEQUATIONINDEXEDAMDPROC) (GLuint buf, GLenum mode); typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendFuncIndexedAMD (GLuint buf, GLenum src, GLenum dst); GLAPI void APIENTRY glBlendFuncSeparateIndexedAMD (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); GLAPI void APIENTRY glBlendEquationIndexedAMD (GLuint buf, GLenum mode); GLAPI void APIENTRY glBlendEquationSeparateIndexedAMD (GLuint buf, GLenum modeRGB, GLenum modeAlpha); #endif #endif /* GL_AMD_draw_buffers_blend */ #ifndef GL_AMD_framebuffer_multisample_advanced #define GL_AMD_framebuffer_multisample_advanced 1 #define GL_RENDERBUFFER_STORAGE_SAMPLES_AMD 0x91B2 #define GL_MAX_COLOR_FRAMEBUFFER_SAMPLES_AMD 0x91B3 #define GL_MAX_COLOR_FRAMEBUFFER_STORAGE_SAMPLES_AMD 0x91B4 #define GL_MAX_DEPTH_STENCIL_FRAMEBUFFER_SAMPLES_AMD 0x91B5 #define GL_NUM_SUPPORTED_MULTISAMPLE_MODES_AMD 0x91B6 #define GL_SUPPORTED_MULTISAMPLE_MODES_AMD 0x91B7 typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC) (GLenum target, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC) (GLuint renderbuffer, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glRenderbufferStorageMultisampleAdvancedAMD (GLenum target, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); GLAPI void APIENTRY glNamedRenderbufferStorageMultisampleAdvancedAMD (GLuint renderbuffer, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); #endif #endif /* GL_AMD_framebuffer_multisample_advanced */ #ifndef GL_AMD_framebuffer_sample_positions #define GL_AMD_framebuffer_sample_positions 1 #define GL_SUBSAMPLE_DISTANCE_AMD 0x883F #define GL_PIXELS_PER_SAMPLE_PATTERN_X_AMD 0x91AE #define GL_PIXELS_PER_SAMPLE_PATTERN_Y_AMD 0x91AF #define GL_ALL_PIXELS_AMD 0xFFFFFFFF typedef void (APIENTRYP PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) (GLenum target, GLuint numsamples, GLuint pixelindex, const GLfloat *values); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) (GLuint framebuffer, GLuint numsamples, GLuint pixelindex, const GLfloat *values); typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC) (GLenum target, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat *values); typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC) (GLuint framebuffer, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat *values); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFramebufferSamplePositionsfvAMD (GLenum target, GLuint numsamples, GLuint pixelindex, const GLfloat *values); GLAPI void APIENTRY glNamedFramebufferSamplePositionsfvAMD (GLuint framebuffer, GLuint numsamples, GLuint pixelindex, const GLfloat *values); GLAPI void APIENTRY glGetFramebufferParameterfvAMD (GLenum target, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat *values); GLAPI void APIENTRY glGetNamedFramebufferParameterfvAMD (GLuint framebuffer, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat *values); #endif #endif /* GL_AMD_framebuffer_sample_positions */ #ifndef GL_AMD_gcn_shader #define GL_AMD_gcn_shader 1 #endif /* GL_AMD_gcn_shader */ #ifndef GL_AMD_gpu_shader_half_float #define GL_AMD_gpu_shader_half_float 1 #define GL_FLOAT16_NV 0x8FF8 #define GL_FLOAT16_VEC2_NV 0x8FF9 #define GL_FLOAT16_VEC3_NV 0x8FFA #define GL_FLOAT16_VEC4_NV 0x8FFB #define GL_FLOAT16_MAT2_AMD 0x91C5 #define GL_FLOAT16_MAT3_AMD 0x91C6 #define GL_FLOAT16_MAT4_AMD 0x91C7 #define GL_FLOAT16_MAT2x3_AMD 0x91C8 #define GL_FLOAT16_MAT2x4_AMD 0x91C9 #define GL_FLOAT16_MAT3x2_AMD 0x91CA #define GL_FLOAT16_MAT3x4_AMD 0x91CB #define GL_FLOAT16_MAT4x2_AMD 0x91CC #define GL_FLOAT16_MAT4x3_AMD 0x91CD #endif /* GL_AMD_gpu_shader_half_float */ #ifndef GL_AMD_gpu_shader_int16 #define GL_AMD_gpu_shader_int16 1 #endif /* GL_AMD_gpu_shader_int16 */ #ifndef GL_AMD_gpu_shader_int64 #define GL_AMD_gpu_shader_int64 1 typedef khronos_int64_t GLint64EXT; #define GL_INT64_NV 0x140E #define GL_UNSIGNED_INT64_NV 0x140F #define GL_INT8_NV 0x8FE0 #define GL_INT8_VEC2_NV 0x8FE1 #define GL_INT8_VEC3_NV 0x8FE2 #define GL_INT8_VEC4_NV 0x8FE3 #define GL_INT16_NV 0x8FE4 #define GL_INT16_VEC2_NV 0x8FE5 #define GL_INT16_VEC3_NV 0x8FE6 #define GL_INT16_VEC4_NV 0x8FE7 #define GL_INT64_VEC2_NV 0x8FE9 #define GL_INT64_VEC3_NV 0x8FEA #define GL_INT64_VEC4_NV 0x8FEB #define GL_UNSIGNED_INT8_NV 0x8FEC #define GL_UNSIGNED_INT8_VEC2_NV 0x8FED #define GL_UNSIGNED_INT8_VEC3_NV 0x8FEE #define GL_UNSIGNED_INT8_VEC4_NV 0x8FEF #define GL_UNSIGNED_INT16_NV 0x8FF0 #define GL_UNSIGNED_INT16_VEC2_NV 0x8FF1 #define GL_UNSIGNED_INT16_VEC3_NV 0x8FF2 #define GL_UNSIGNED_INT16_VEC4_NV 0x8FF3 #define GL_UNSIGNED_INT64_VEC2_NV 0x8FF5 #define GL_UNSIGNED_INT64_VEC3_NV 0x8FF6 #define GL_UNSIGNED_INT64_VEC4_NV 0x8FF7 typedef void (APIENTRYP PFNGLUNIFORM1I64NVPROC) (GLint location, GLint64EXT x); typedef void (APIENTRYP PFNGLUNIFORM2I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y); typedef void (APIENTRYP PFNGLUNIFORM3I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); typedef void (APIENTRYP PFNGLUNIFORM4I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); typedef void (APIENTRYP PFNGLUNIFORM1I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); typedef void (APIENTRYP PFNGLUNIFORM2I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); typedef void (APIENTRYP PFNGLUNIFORM3I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); typedef void (APIENTRYP PFNGLUNIFORM4I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); typedef void (APIENTRYP PFNGLUNIFORM1UI64NVPROC) (GLint location, GLuint64EXT x); typedef void (APIENTRYP PFNGLUNIFORM2UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y); typedef void (APIENTRYP PFNGLUNIFORM3UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); typedef void (APIENTRYP PFNGLUNIFORM4UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); typedef void (APIENTRYP PFNGLUNIFORM1UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); typedef void (APIENTRYP PFNGLUNIFORM2UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); typedef void (APIENTRYP PFNGLUNIFORM3UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); typedef void (APIENTRYP PFNGLUNIFORM4UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); typedef void (APIENTRYP PFNGLGETUNIFORMI64VNVPROC) (GLuint program, GLint location, GLint64EXT *params); typedef void (APIENTRYP PFNGLGETUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLuint64EXT *params); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1I64NVPROC) (GLuint program, GLint location, GLint64EXT x); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glUniform1i64NV (GLint location, GLint64EXT x); GLAPI void APIENTRY glUniform2i64NV (GLint location, GLint64EXT x, GLint64EXT y); GLAPI void APIENTRY glUniform3i64NV (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); GLAPI void APIENTRY glUniform4i64NV (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); GLAPI void APIENTRY glUniform1i64vNV (GLint location, GLsizei count, const GLint64EXT *value); GLAPI void APIENTRY glUniform2i64vNV (GLint location, GLsizei count, const GLint64EXT *value); GLAPI void APIENTRY glUniform3i64vNV (GLint location, GLsizei count, const GLint64EXT *value); GLAPI void APIENTRY glUniform4i64vNV (GLint location, GLsizei count, const GLint64EXT *value); GLAPI void APIENTRY glUniform1ui64NV (GLint location, GLuint64EXT x); GLAPI void APIENTRY glUniform2ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y); GLAPI void APIENTRY glUniform3ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); GLAPI void APIENTRY glUniform4ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); GLAPI void APIENTRY glUniform1ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); GLAPI void APIENTRY glUniform2ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); GLAPI void APIENTRY glUniform3ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); GLAPI void APIENTRY glUniform4ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); GLAPI void APIENTRY glGetUniformi64vNV (GLuint program, GLint location, GLint64EXT *params); GLAPI void APIENTRY glGetUniformui64vNV (GLuint program, GLint location, GLuint64EXT *params); GLAPI void APIENTRY glProgramUniform1i64NV (GLuint program, GLint location, GLint64EXT x); GLAPI void APIENTRY glProgramUniform2i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y); GLAPI void APIENTRY glProgramUniform3i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); GLAPI void APIENTRY glProgramUniform4i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); GLAPI void APIENTRY glProgramUniform1i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); GLAPI void APIENTRY glProgramUniform2i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); GLAPI void APIENTRY glProgramUniform3i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); GLAPI void APIENTRY glProgramUniform4i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); GLAPI void APIENTRY glProgramUniform1ui64NV (GLuint program, GLint location, GLuint64EXT x); GLAPI void APIENTRY glProgramUniform2ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y); GLAPI void APIENTRY glProgramUniform3ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); GLAPI void APIENTRY glProgramUniform4ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); GLAPI void APIENTRY glProgramUniform1ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); GLAPI void APIENTRY glProgramUniform2ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); GLAPI void APIENTRY glProgramUniform3ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); GLAPI void APIENTRY glProgramUniform4ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); #endif #endif /* GL_AMD_gpu_shader_int64 */ #ifndef GL_AMD_interleaved_elements #define GL_AMD_interleaved_elements 1 #define GL_VERTEX_ELEMENT_SWIZZLE_AMD 0x91A4 #define GL_VERTEX_ID_SWIZZLE_AMD 0x91A5 typedef void (APIENTRYP PFNGLVERTEXATTRIBPARAMETERIAMDPROC) (GLuint index, GLenum pname, GLint param); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertexAttribParameteriAMD (GLuint index, GLenum pname, GLint param); #endif #endif /* GL_AMD_interleaved_elements */ #ifndef GL_AMD_multi_draw_indirect #define GL_AMD_multi_draw_indirect 1 typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC) (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride); typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glMultiDrawArraysIndirectAMD (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride); GLAPI void APIENTRY glMultiDrawElementsIndirectAMD (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride); #endif #endif /* GL_AMD_multi_draw_indirect */ #ifndef GL_AMD_name_gen_delete #define GL_AMD_name_gen_delete 1 #define GL_DATA_BUFFER_AMD 0x9151 #define GL_PERFORMANCE_MONITOR_AMD 0x9152 #define GL_QUERY_OBJECT_AMD 0x9153 #define GL_VERTEX_ARRAY_OBJECT_AMD 0x9154 #define GL_SAMPLER_OBJECT_AMD 0x9155 typedef void (APIENTRYP PFNGLGENNAMESAMDPROC) (GLenum identifier, GLuint num, GLuint *names); typedef void (APIENTRYP PFNGLDELETENAMESAMDPROC) (GLenum identifier, GLuint num, const GLuint *names); typedef GLboolean (APIENTRYP PFNGLISNAMEAMDPROC) (GLenum identifier, GLuint name); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGenNamesAMD (GLenum identifier, GLuint num, GLuint *names); GLAPI void APIENTRY glDeleteNamesAMD (GLenum identifier, GLuint num, const GLuint *names); GLAPI GLboolean APIENTRY glIsNameAMD (GLenum identifier, GLuint name); #endif #endif /* GL_AMD_name_gen_delete */ #ifndef GL_AMD_occlusion_query_event #define GL_AMD_occlusion_query_event 1 #define GL_OCCLUSION_QUERY_EVENT_MASK_AMD 0x874F #define GL_QUERY_DEPTH_PASS_EVENT_BIT_AMD 0x00000001 #define GL_QUERY_DEPTH_FAIL_EVENT_BIT_AMD 0x00000002 #define GL_QUERY_STENCIL_FAIL_EVENT_BIT_AMD 0x00000004 #define GL_QUERY_DEPTH_BOUNDS_FAIL_EVENT_BIT_AMD 0x00000008 #define GL_QUERY_ALL_EVENT_BITS_AMD 0xFFFFFFFF typedef void (APIENTRYP PFNGLQUERYOBJECTPARAMETERUIAMDPROC) (GLenum target, GLuint id, GLenum pname, GLuint param); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glQueryObjectParameteruiAMD (GLenum target, GLuint id, GLenum pname, GLuint param); #endif #endif /* GL_AMD_occlusion_query_event */ #ifndef GL_AMD_performance_monitor #define GL_AMD_performance_monitor 1 #define GL_COUNTER_TYPE_AMD 0x8BC0 #define GL_COUNTER_RANGE_AMD 0x8BC1 #define GL_UNSIGNED_INT64_AMD 0x8BC2 #define GL_PERCENTAGE_AMD 0x8BC3 #define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4 #define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5 #define GL_PERFMON_RESULT_AMD 0x8BC6 typedef void (APIENTRYP PFNGLGETPERFMONITORGROUPSAMDPROC) (GLint *numGroups, GLsizei groupsSize, GLuint *groups); typedef void (APIENTRYP PFNGLGETPERFMONITORCOUNTERSAMDPROC) (GLuint group, GLint *numCounters, GLint *maxActiveCounters, GLsizei counterSize, GLuint *counters); typedef void (APIENTRYP PFNGLGETPERFMONITORGROUPSTRINGAMDPROC) (GLuint group, GLsizei bufSize, GLsizei *length, GLchar *groupString); typedef void (APIENTRYP PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei *length, GLchar *counterString); typedef void (APIENTRYP PFNGLGETPERFMONITORCOUNTERINFOAMDPROC) (GLuint group, GLuint counter, GLenum pname, void *data); typedef void (APIENTRYP PFNGLGENPERFMONITORSAMDPROC) (GLsizei n, GLuint *monitors); typedef void (APIENTRYP PFNGLDELETEPERFMONITORSAMDPROC) (GLsizei n, GLuint *monitors); typedef void (APIENTRYP PFNGLSELECTPERFMONITORCOUNTERSAMDPROC) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint *counterList); typedef void (APIENTRYP PFNGLBEGINPERFMONITORAMDPROC) (GLuint monitor); typedef void (APIENTRYP PFNGLENDPERFMONITORAMDPROC) (GLuint monitor); typedef void (APIENTRYP PFNGLGETPERFMONITORCOUNTERDATAAMDPROC) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, GLint *bytesWritten); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGetPerfMonitorGroupsAMD (GLint *numGroups, GLsizei groupsSize, GLuint *groups); GLAPI void APIENTRY glGetPerfMonitorCountersAMD (GLuint group, GLint *numCounters, GLint *maxActiveCounters, GLsizei counterSize, GLuint *counters); GLAPI void APIENTRY glGetPerfMonitorGroupStringAMD (GLuint group, GLsizei bufSize, GLsizei *length, GLchar *groupString); GLAPI void APIENTRY glGetPerfMonitorCounterStringAMD (GLuint group, GLuint counter, GLsizei bufSize, GLsizei *length, GLchar *counterString); GLAPI void APIENTRY glGetPerfMonitorCounterInfoAMD (GLuint group, GLuint counter, GLenum pname, void *data); GLAPI void APIENTRY glGenPerfMonitorsAMD (GLsizei n, GLuint *monitors); GLAPI void APIENTRY glDeletePerfMonitorsAMD (GLsizei n, GLuint *monitors); GLAPI void APIENTRY glSelectPerfMonitorCountersAMD (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint *counterList); GLAPI void APIENTRY glBeginPerfMonitorAMD (GLuint monitor); GLAPI void APIENTRY glEndPerfMonitorAMD (GLuint monitor); GLAPI void APIENTRY glGetPerfMonitorCounterDataAMD (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, GLint *bytesWritten); #endif #endif /* GL_AMD_performance_monitor */ #ifndef GL_AMD_pinned_memory #define GL_AMD_pinned_memory 1 #define GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD 0x9160 #endif /* GL_AMD_pinned_memory */ #ifndef GL_AMD_query_buffer_object #define GL_AMD_query_buffer_object 1 #define GL_QUERY_BUFFER_AMD 0x9192 #define GL_QUERY_BUFFER_BINDING_AMD 0x9193 #define GL_QUERY_RESULT_NO_WAIT_AMD 0x9194 #endif /* GL_AMD_query_buffer_object */ #ifndef GL_AMD_sample_positions #define GL_AMD_sample_positions 1 typedef void (APIENTRYP PFNGLSETMULTISAMPLEFVAMDPROC) (GLenum pname, GLuint index, const GLfloat *val); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glSetMultisamplefvAMD (GLenum pname, GLuint index, const GLfloat *val); #endif #endif /* GL_AMD_sample_positions */ #ifndef GL_AMD_seamless_cubemap_per_texture #define GL_AMD_seamless_cubemap_per_texture 1 #endif /* GL_AMD_seamless_cubemap_per_texture */ #ifndef GL_AMD_shader_atomic_counter_ops #define GL_AMD_shader_atomic_counter_ops 1 #endif /* GL_AMD_shader_atomic_counter_ops */ #ifndef GL_AMD_shader_ballot #define GL_AMD_shader_ballot 1 #endif /* GL_AMD_shader_ballot */ #ifndef GL_AMD_shader_explicit_vertex_parameter #define GL_AMD_shader_explicit_vertex_parameter 1 #endif /* GL_AMD_shader_explicit_vertex_parameter */ #ifndef GL_AMD_shader_gpu_shader_half_float_fetch #define GL_AMD_shader_gpu_shader_half_float_fetch 1 #endif /* GL_AMD_shader_gpu_shader_half_float_fetch */ #ifndef GL_AMD_shader_image_load_store_lod #define GL_AMD_shader_image_load_store_lod 1 #endif /* GL_AMD_shader_image_load_store_lod */ #ifndef GL_AMD_shader_stencil_export #define GL_AMD_shader_stencil_export 1 #endif /* GL_AMD_shader_stencil_export */ #ifndef GL_AMD_shader_trinary_minmax #define GL_AMD_shader_trinary_minmax 1 #endif /* GL_AMD_shader_trinary_minmax */ #ifndef GL_AMD_sparse_texture #define GL_AMD_sparse_texture 1 #define GL_VIRTUAL_PAGE_SIZE_X_AMD 0x9195 #define GL_VIRTUAL_PAGE_SIZE_Y_AMD 0x9196 #define GL_VIRTUAL_PAGE_SIZE_Z_AMD 0x9197 #define GL_MAX_SPARSE_TEXTURE_SIZE_AMD 0x9198 #define GL_MAX_SPARSE_3D_TEXTURE_SIZE_AMD 0x9199 #define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS 0x919A #define GL_MIN_SPARSE_LEVEL_AMD 0x919B #define GL_MIN_LOD_WARNING_AMD 0x919C #define GL_TEXTURE_STORAGE_SPARSE_BIT_AMD 0x00000001 typedef void (APIENTRYP PFNGLTEXSTORAGESPARSEAMDPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); typedef void (APIENTRYP PFNGLTEXTURESTORAGESPARSEAMDPROC) (GLuint texture, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTexStorageSparseAMD (GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); GLAPI void APIENTRY glTextureStorageSparseAMD (GLuint texture, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); #endif #endif /* GL_AMD_sparse_texture */ #ifndef GL_AMD_stencil_operation_extended #define GL_AMD_stencil_operation_extended 1 #define GL_SET_AMD 0x874A #define GL_REPLACE_VALUE_AMD 0x874B #define GL_STENCIL_OP_VALUE_AMD 0x874C #define GL_STENCIL_BACK_OP_VALUE_AMD 0x874D typedef void (APIENTRYP PFNGLSTENCILOPVALUEAMDPROC) (GLenum face, GLuint value); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glStencilOpValueAMD (GLenum face, GLuint value); #endif #endif /* GL_AMD_stencil_operation_extended */ #ifndef GL_AMD_texture_gather_bias_lod #define GL_AMD_texture_gather_bias_lod 1 #endif /* GL_AMD_texture_gather_bias_lod */ #ifndef GL_AMD_texture_texture4 #define GL_AMD_texture_texture4 1 #endif /* GL_AMD_texture_texture4 */ #ifndef GL_AMD_transform_feedback3_lines_triangles #define GL_AMD_transform_feedback3_lines_triangles 1 #endif /* GL_AMD_transform_feedback3_lines_triangles */ #ifndef GL_AMD_transform_feedback4 #define GL_AMD_transform_feedback4 1 #define GL_STREAM_RASTERIZATION_AMD 0x91A0 #endif /* GL_AMD_transform_feedback4 */ #ifndef GL_AMD_vertex_shader_layer #define GL_AMD_vertex_shader_layer 1 #endif /* GL_AMD_vertex_shader_layer */ #ifndef GL_AMD_vertex_shader_tessellator #define GL_AMD_vertex_shader_tessellator 1 #define GL_SAMPLER_BUFFER_AMD 0x9001 #define GL_INT_SAMPLER_BUFFER_AMD 0x9002 #define GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD 0x9003 #define GL_TESSELLATION_MODE_AMD 0x9004 #define GL_TESSELLATION_FACTOR_AMD 0x9005 #define GL_DISCRETE_AMD 0x9006 #define GL_CONTINUOUS_AMD 0x9007 typedef void (APIENTRYP PFNGLTESSELLATIONFACTORAMDPROC) (GLfloat factor); typedef void (APIENTRYP PFNGLTESSELLATIONMODEAMDPROC) (GLenum mode); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTessellationFactorAMD (GLfloat factor); GLAPI void APIENTRY glTessellationModeAMD (GLenum mode); #endif #endif /* GL_AMD_vertex_shader_tessellator */ #ifndef GL_AMD_vertex_shader_viewport_index #define GL_AMD_vertex_shader_viewport_index 1 #endif /* GL_AMD_vertex_shader_viewport_index */ #ifndef GL_APPLE_aux_depth_stencil #define GL_APPLE_aux_depth_stencil 1 #define GL_AUX_DEPTH_STENCIL_APPLE 0x8A14 #endif /* GL_APPLE_aux_depth_stencil */ #ifndef GL_APPLE_client_storage #define GL_APPLE_client_storage 1 #define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2 #endif /* GL_APPLE_client_storage */ #ifndef GL_APPLE_element_array #define GL_APPLE_element_array 1 #define GL_ELEMENT_ARRAY_APPLE 0x8A0C #define GL_ELEMENT_ARRAY_TYPE_APPLE 0x8A0D #define GL_ELEMENT_ARRAY_POINTER_APPLE 0x8A0E typedef void (APIENTRYP PFNGLELEMENTPOINTERAPPLEPROC) (GLenum type, const void *pointer); typedef void (APIENTRYP PFNGLDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, GLint first, GLsizei count); typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count); typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); typedef void (APIENTRYP PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, const GLint *first, const GLsizei *count, GLsizei primcount); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glElementPointerAPPLE (GLenum type, const void *pointer); GLAPI void APIENTRY glDrawElementArrayAPPLE (GLenum mode, GLint first, GLsizei count); GLAPI void APIENTRY glDrawRangeElementArrayAPPLE (GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count); GLAPI void APIENTRY glMultiDrawElementArrayAPPLE (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); GLAPI void APIENTRY glMultiDrawRangeElementArrayAPPLE (GLenum mode, GLuint start, GLuint end, const GLint *first, const GLsizei *count, GLsizei primcount); #endif #endif /* GL_APPLE_element_array */ #ifndef GL_APPLE_fence #define GL_APPLE_fence 1 #define GL_DRAW_PIXELS_APPLE 0x8A0A #define GL_FENCE_APPLE 0x8A0B typedef void (APIENTRYP PFNGLGENFENCESAPPLEPROC) (GLsizei n, GLuint *fences); typedef void (APIENTRYP PFNGLDELETEFENCESAPPLEPROC) (GLsizei n, const GLuint *fences); typedef void (APIENTRYP PFNGLSETFENCEAPPLEPROC) (GLuint fence); typedef GLboolean (APIENTRYP PFNGLISFENCEAPPLEPROC) (GLuint fence); typedef GLboolean (APIENTRYP PFNGLTESTFENCEAPPLEPROC) (GLuint fence); typedef void (APIENTRYP PFNGLFINISHFENCEAPPLEPROC) (GLuint fence); typedef GLboolean (APIENTRYP PFNGLTESTOBJECTAPPLEPROC) (GLenum object, GLuint name); typedef void (APIENTRYP PFNGLFINISHOBJECTAPPLEPROC) (GLenum object, GLint name); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGenFencesAPPLE (GLsizei n, GLuint *fences); GLAPI void APIENTRY glDeleteFencesAPPLE (GLsizei n, const GLuint *fences); GLAPI void APIENTRY glSetFenceAPPLE (GLuint fence); GLAPI GLboolean APIENTRY glIsFenceAPPLE (GLuint fence); GLAPI GLboolean APIENTRY glTestFenceAPPLE (GLuint fence); GLAPI void APIENTRY glFinishFenceAPPLE (GLuint fence); GLAPI GLboolean APIENTRY glTestObjectAPPLE (GLenum object, GLuint name); GLAPI void APIENTRY glFinishObjectAPPLE (GLenum object, GLint name); #endif #endif /* GL_APPLE_fence */ #ifndef GL_APPLE_float_pixels #define GL_APPLE_float_pixels 1 #define GL_HALF_APPLE 0x140B #define GL_RGBA_FLOAT32_APPLE 0x8814 #define GL_RGB_FLOAT32_APPLE 0x8815 #define GL_ALPHA_FLOAT32_APPLE 0x8816 #define GL_INTENSITY_FLOAT32_APPLE 0x8817 #define GL_LUMINANCE_FLOAT32_APPLE 0x8818 #define GL_LUMINANCE_ALPHA_FLOAT32_APPLE 0x8819 #define GL_RGBA_FLOAT16_APPLE 0x881A #define GL_RGB_FLOAT16_APPLE 0x881B #define GL_ALPHA_FLOAT16_APPLE 0x881C #define GL_INTENSITY_FLOAT16_APPLE 0x881D #define GL_LUMINANCE_FLOAT16_APPLE 0x881E #define GL_LUMINANCE_ALPHA_FLOAT16_APPLE 0x881F #define GL_COLOR_FLOAT_APPLE 0x8A0F #endif /* GL_APPLE_float_pixels */ #ifndef GL_APPLE_flush_buffer_range #define GL_APPLE_flush_buffer_range 1 #define GL_BUFFER_SERIALIZED_MODIFY_APPLE 0x8A12 #define GL_BUFFER_FLUSHING_UNMAP_APPLE 0x8A13 typedef void (APIENTRYP PFNGLBUFFERPARAMETERIAPPLEPROC) (GLenum target, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC) (GLenum target, GLintptr offset, GLsizeiptr size); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBufferParameteriAPPLE (GLenum target, GLenum pname, GLint param); GLAPI void APIENTRY glFlushMappedBufferRangeAPPLE (GLenum target, GLintptr offset, GLsizeiptr size); #endif #endif /* GL_APPLE_flush_buffer_range */ #ifndef GL_APPLE_object_purgeable #define GL_APPLE_object_purgeable 1 #define GL_BUFFER_OBJECT_APPLE 0x85B3 #define GL_RELEASED_APPLE 0x8A19 #define GL_VOLATILE_APPLE 0x8A1A #define GL_RETAINED_APPLE 0x8A1B #define GL_UNDEFINED_APPLE 0x8A1C #define GL_PURGEABLE_APPLE 0x8A1D typedef GLenum (APIENTRYP PFNGLOBJECTPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option); typedef GLenum (APIENTRYP PFNGLOBJECTUNPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option); typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERIVAPPLEPROC) (GLenum objectType, GLuint name, GLenum pname, GLint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLenum APIENTRY glObjectPurgeableAPPLE (GLenum objectType, GLuint name, GLenum option); GLAPI GLenum APIENTRY glObjectUnpurgeableAPPLE (GLenum objectType, GLuint name, GLenum option); GLAPI void APIENTRY glGetObjectParameterivAPPLE (GLenum objectType, GLuint name, GLenum pname, GLint *params); #endif #endif /* GL_APPLE_object_purgeable */ #ifndef GL_APPLE_rgb_422 #define GL_APPLE_rgb_422 1 #define GL_RGB_422_APPLE 0x8A1F #define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA #define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB #define GL_RGB_RAW_422_APPLE 0x8A51 #endif /* GL_APPLE_rgb_422 */ #ifndef GL_APPLE_row_bytes #define GL_APPLE_row_bytes 1 #define GL_PACK_ROW_BYTES_APPLE 0x8A15 #define GL_UNPACK_ROW_BYTES_APPLE 0x8A16 #endif /* GL_APPLE_row_bytes */ #ifndef GL_APPLE_specular_vector #define GL_APPLE_specular_vector 1 #define GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE 0x85B0 #endif /* GL_APPLE_specular_vector */ #ifndef GL_APPLE_texture_range #define GL_APPLE_texture_range 1 #define GL_TEXTURE_RANGE_LENGTH_APPLE 0x85B7 #define GL_TEXTURE_RANGE_POINTER_APPLE 0x85B8 #define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC #define GL_STORAGE_PRIVATE_APPLE 0x85BD #define GL_STORAGE_CACHED_APPLE 0x85BE #define GL_STORAGE_SHARED_APPLE 0x85BF typedef void (APIENTRYP PFNGLTEXTURERANGEAPPLEPROC) (GLenum target, GLsizei length, const void *pointer); typedef void (APIENTRYP PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC) (GLenum target, GLenum pname, void **params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTextureRangeAPPLE (GLenum target, GLsizei length, const void *pointer); GLAPI void APIENTRY glGetTexParameterPointervAPPLE (GLenum target, GLenum pname, void **params); #endif #endif /* GL_APPLE_texture_range */ #ifndef GL_APPLE_transform_hint #define GL_APPLE_transform_hint 1 #define GL_TRANSFORM_HINT_APPLE 0x85B1 #endif /* GL_APPLE_transform_hint */ #ifndef GL_APPLE_vertex_array_object #define GL_APPLE_vertex_array_object 1 #define GL_VERTEX_ARRAY_BINDING_APPLE 0x85B5 typedef void (APIENTRYP PFNGLBINDVERTEXARRAYAPPLEPROC) (GLuint array); typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint *arrays); typedef void (APIENTRYP PFNGLGENVERTEXARRAYSAPPLEPROC) (GLsizei n, GLuint *arrays); typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYAPPLEPROC) (GLuint array); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBindVertexArrayAPPLE (GLuint array); GLAPI void APIENTRY glDeleteVertexArraysAPPLE (GLsizei n, const GLuint *arrays); GLAPI void APIENTRY glGenVertexArraysAPPLE (GLsizei n, GLuint *arrays); GLAPI GLboolean APIENTRY glIsVertexArrayAPPLE (GLuint array); #endif #endif /* GL_APPLE_vertex_array_object */ #ifndef GL_APPLE_vertex_array_range #define GL_APPLE_vertex_array_range 1 #define GL_VERTEX_ARRAY_RANGE_APPLE 0x851D #define GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE 0x851E #define GL_VERTEX_ARRAY_STORAGE_HINT_APPLE 0x851F #define GL_VERTEX_ARRAY_RANGE_POINTER_APPLE 0x8521 #define GL_STORAGE_CLIENT_APPLE 0x85B4 typedef void (APIENTRYP PFNGLVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer); typedef void (APIENTRYP PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer); typedef void (APIENTRYP PFNGLVERTEXARRAYPARAMETERIAPPLEPROC) (GLenum pname, GLint param); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertexArrayRangeAPPLE (GLsizei length, void *pointer); GLAPI void APIENTRY glFlushVertexArrayRangeAPPLE (GLsizei length, void *pointer); GLAPI void APIENTRY glVertexArrayParameteriAPPLE (GLenum pname, GLint param); #endif #endif /* GL_APPLE_vertex_array_range */ #ifndef GL_APPLE_vertex_program_evaluators #define GL_APPLE_vertex_program_evaluators 1 #define GL_VERTEX_ATTRIB_MAP1_APPLE 0x8A00 #define GL_VERTEX_ATTRIB_MAP2_APPLE 0x8A01 #define GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE 0x8A02 #define GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE 0x8A03 #define GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE 0x8A04 #define GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE 0x8A05 #define GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE 0x8A06 #define GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE 0x8A07 #define GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE 0x8A08 #define GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE 0x8A09 typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname); typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname); typedef GLboolean (APIENTRYP PFNGLISVERTEXATTRIBENABLEDAPPLEPROC) (GLuint index, GLenum pname); typedef void (APIENTRYP PFNGLMAPVERTEXATTRIB1DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); typedef void (APIENTRYP PFNGLMAPVERTEXATTRIB1FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); typedef void (APIENTRYP PFNGLMAPVERTEXATTRIB2DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); typedef void (APIENTRYP PFNGLMAPVERTEXATTRIB2FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glEnableVertexAttribAPPLE (GLuint index, GLenum pname); GLAPI void APIENTRY glDisableVertexAttribAPPLE (GLuint index, GLenum pname); GLAPI GLboolean APIENTRY glIsVertexAttribEnabledAPPLE (GLuint index, GLenum pname); GLAPI void APIENTRY glMapVertexAttrib1dAPPLE (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); GLAPI void APIENTRY glMapVertexAttrib1fAPPLE (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); GLAPI void APIENTRY glMapVertexAttrib2dAPPLE (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); GLAPI void APIENTRY glMapVertexAttrib2fAPPLE (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); #endif #endif /* GL_APPLE_vertex_program_evaluators */ #ifndef GL_APPLE_ycbcr_422 #define GL_APPLE_ycbcr_422 1 #define GL_YCBCR_422_APPLE 0x85B9 #endif /* GL_APPLE_ycbcr_422 */ #ifndef GL_ATI_draw_buffers #define GL_ATI_draw_buffers 1 #define GL_MAX_DRAW_BUFFERS_ATI 0x8824 #define GL_DRAW_BUFFER0_ATI 0x8825 #define GL_DRAW_BUFFER1_ATI 0x8826 #define GL_DRAW_BUFFER2_ATI 0x8827 #define GL_DRAW_BUFFER3_ATI 0x8828 #define GL_DRAW_BUFFER4_ATI 0x8829 #define GL_DRAW_BUFFER5_ATI 0x882A #define GL_DRAW_BUFFER6_ATI 0x882B #define GL_DRAW_BUFFER7_ATI 0x882C #define GL_DRAW_BUFFER8_ATI 0x882D #define GL_DRAW_BUFFER9_ATI 0x882E #define GL_DRAW_BUFFER10_ATI 0x882F #define GL_DRAW_BUFFER11_ATI 0x8830 #define GL_DRAW_BUFFER12_ATI 0x8831 #define GL_DRAW_BUFFER13_ATI 0x8832 #define GL_DRAW_BUFFER14_ATI 0x8833 #define GL_DRAW_BUFFER15_ATI 0x8834 typedef void (APIENTRYP PFNGLDRAWBUFFERSATIPROC) (GLsizei n, const GLenum *bufs); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawBuffersATI (GLsizei n, const GLenum *bufs); #endif #endif /* GL_ATI_draw_buffers */ #ifndef GL_ATI_element_array #define GL_ATI_element_array 1 #define GL_ELEMENT_ARRAY_ATI 0x8768 #define GL_ELEMENT_ARRAY_TYPE_ATI 0x8769 #define GL_ELEMENT_ARRAY_POINTER_ATI 0x876A typedef void (APIENTRYP PFNGLELEMENTPOINTERATIPROC) (GLenum type, const void *pointer); typedef void (APIENTRYP PFNGLDRAWELEMENTARRAYATIPROC) (GLenum mode, GLsizei count); typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTARRAYATIPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glElementPointerATI (GLenum type, const void *pointer); GLAPI void APIENTRY glDrawElementArrayATI (GLenum mode, GLsizei count); GLAPI void APIENTRY glDrawRangeElementArrayATI (GLenum mode, GLuint start, GLuint end, GLsizei count); #endif #endif /* GL_ATI_element_array */ #ifndef GL_ATI_envmap_bumpmap #define GL_ATI_envmap_bumpmap 1 #define GL_BUMP_ROT_MATRIX_ATI 0x8775 #define GL_BUMP_ROT_MATRIX_SIZE_ATI 0x8776 #define GL_BUMP_NUM_TEX_UNITS_ATI 0x8777 #define GL_BUMP_TEX_UNITS_ATI 0x8778 #define GL_DUDV_ATI 0x8779 #define GL_DU8DV8_ATI 0x877A #define GL_BUMP_ENVMAP_ATI 0x877B #define GL_BUMP_TARGET_ATI 0x877C typedef void (APIENTRYP PFNGLTEXBUMPPARAMETERIVATIPROC) (GLenum pname, const GLint *param); typedef void (APIENTRYP PFNGLTEXBUMPPARAMETERFVATIPROC) (GLenum pname, const GLfloat *param); typedef void (APIENTRYP PFNGLGETTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param); typedef void (APIENTRYP PFNGLGETTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTexBumpParameterivATI (GLenum pname, const GLint *param); GLAPI void APIENTRY glTexBumpParameterfvATI (GLenum pname, const GLfloat *param); GLAPI void APIENTRY glGetTexBumpParameterivATI (GLenum pname, GLint *param); GLAPI void APIENTRY glGetTexBumpParameterfvATI (GLenum pname, GLfloat *param); #endif #endif /* GL_ATI_envmap_bumpmap */ #ifndef GL_ATI_fragment_shader #define GL_ATI_fragment_shader 1 #define GL_FRAGMENT_SHADER_ATI 0x8920 #define GL_REG_0_ATI 0x8921 #define GL_REG_1_ATI 0x8922 #define GL_REG_2_ATI 0x8923 #define GL_REG_3_ATI 0x8924 #define GL_REG_4_ATI 0x8925 #define GL_REG_5_ATI 0x8926 #define GL_REG_6_ATI 0x8927 #define GL_REG_7_ATI 0x8928 #define GL_REG_8_ATI 0x8929 #define GL_REG_9_ATI 0x892A #define GL_REG_10_ATI 0x892B #define GL_REG_11_ATI 0x892C #define GL_REG_12_ATI 0x892D #define GL_REG_13_ATI 0x892E #define GL_REG_14_ATI 0x892F #define GL_REG_15_ATI 0x8930 #define GL_REG_16_ATI 0x8931 #define GL_REG_17_ATI 0x8932 #define GL_REG_18_ATI 0x8933 #define GL_REG_19_ATI 0x8934 #define GL_REG_20_ATI 0x8935 #define GL_REG_21_ATI 0x8936 #define GL_REG_22_ATI 0x8937 #define GL_REG_23_ATI 0x8938 #define GL_REG_24_ATI 0x8939 #define GL_REG_25_ATI 0x893A #define GL_REG_26_ATI 0x893B #define GL_REG_27_ATI 0x893C #define GL_REG_28_ATI 0x893D #define GL_REG_29_ATI 0x893E #define GL_REG_30_ATI 0x893F #define GL_REG_31_ATI 0x8940 #define GL_CON_0_ATI 0x8941 #define GL_CON_1_ATI 0x8942 #define GL_CON_2_ATI 0x8943 #define GL_CON_3_ATI 0x8944 #define GL_CON_4_ATI 0x8945 #define GL_CON_5_ATI 0x8946 #define GL_CON_6_ATI 0x8947 #define GL_CON_7_ATI 0x8948 #define GL_CON_8_ATI 0x8949 #define GL_CON_9_ATI 0x894A #define GL_CON_10_ATI 0x894B #define GL_CON_11_ATI 0x894C #define GL_CON_12_ATI 0x894D #define GL_CON_13_ATI 0x894E #define GL_CON_14_ATI 0x894F #define GL_CON_15_ATI 0x8950 #define GL_CON_16_ATI 0x8951 #define GL_CON_17_ATI 0x8952 #define GL_CON_18_ATI 0x8953 #define GL_CON_19_ATI 0x8954 #define GL_CON_20_ATI 0x8955 #define GL_CON_21_ATI 0x8956 #define GL_CON_22_ATI 0x8957 #define GL_CON_23_ATI 0x8958 #define GL_CON_24_ATI 0x8959 #define GL_CON_25_ATI 0x895A #define GL_CON_26_ATI 0x895B #define GL_CON_27_ATI 0x895C #define GL_CON_28_ATI 0x895D #define GL_CON_29_ATI 0x895E #define GL_CON_30_ATI 0x895F #define GL_CON_31_ATI 0x8960 #define GL_MOV_ATI 0x8961 #define GL_ADD_ATI 0x8963 #define GL_MUL_ATI 0x8964 #define GL_SUB_ATI 0x8965 #define GL_DOT3_ATI 0x8966 #define GL_DOT4_ATI 0x8967 #define GL_MAD_ATI 0x8968 #define GL_LERP_ATI 0x8969 #define GL_CND_ATI 0x896A #define GL_CND0_ATI 0x896B #define GL_DOT2_ADD_ATI 0x896C #define GL_SECONDARY_INTERPOLATOR_ATI 0x896D #define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E #define GL_NUM_FRAGMENT_CONSTANTS_ATI 0x896F #define GL_NUM_PASSES_ATI 0x8970 #define GL_NUM_INSTRUCTIONS_PER_PASS_ATI 0x8971 #define GL_NUM_INSTRUCTIONS_TOTAL_ATI 0x8972 #define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973 #define GL_NUM_LOOPBACK_COMPONENTS_ATI 0x8974 #define GL_COLOR_ALPHA_PAIRING_ATI 0x8975 #define GL_SWIZZLE_STR_ATI 0x8976 #define GL_SWIZZLE_STQ_ATI 0x8977 #define GL_SWIZZLE_STR_DR_ATI 0x8978 #define GL_SWIZZLE_STQ_DQ_ATI 0x8979 #define GL_SWIZZLE_STRQ_ATI 0x897A #define GL_SWIZZLE_STRQ_DQ_ATI 0x897B #define GL_RED_BIT_ATI 0x00000001 #define GL_GREEN_BIT_ATI 0x00000002 #define GL_BLUE_BIT_ATI 0x00000004 #define GL_2X_BIT_ATI 0x00000001 #define GL_4X_BIT_ATI 0x00000002 #define GL_8X_BIT_ATI 0x00000004 #define GL_HALF_BIT_ATI 0x00000008 #define GL_QUARTER_BIT_ATI 0x00000010 #define GL_EIGHTH_BIT_ATI 0x00000020 #define GL_SATURATE_BIT_ATI 0x00000040 #define GL_COMP_BIT_ATI 0x00000002 #define GL_NEGATE_BIT_ATI 0x00000004 #define GL_BIAS_BIT_ATI 0x00000008 typedef GLuint (APIENTRYP PFNGLGENFRAGMENTSHADERSATIPROC) (GLuint range); typedef void (APIENTRYP PFNGLBINDFRAGMENTSHADERATIPROC) (GLuint id); typedef void (APIENTRYP PFNGLDELETEFRAGMENTSHADERATIPROC) (GLuint id); typedef void (APIENTRYP PFNGLBEGINFRAGMENTSHADERATIPROC) (void); typedef void (APIENTRYP PFNGLENDFRAGMENTSHADERATIPROC) (void); typedef void (APIENTRYP PFNGLPASSTEXCOORDATIPROC) (GLuint dst, GLuint coord, GLenum swizzle); typedef void (APIENTRYP PFNGLSAMPLEMAPATIPROC) (GLuint dst, GLuint interp, GLenum swizzle); typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); typedef void (APIENTRYP PFNGLSETFRAGMENTSHADERCONSTANTATIPROC) (GLuint dst, const GLfloat *value); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLuint APIENTRY glGenFragmentShadersATI (GLuint range); GLAPI void APIENTRY glBindFragmentShaderATI (GLuint id); GLAPI void APIENTRY glDeleteFragmentShaderATI (GLuint id); GLAPI void APIENTRY glBeginFragmentShaderATI (void); GLAPI void APIENTRY glEndFragmentShaderATI (void); GLAPI void APIENTRY glPassTexCoordATI (GLuint dst, GLuint coord, GLenum swizzle); GLAPI void APIENTRY glSampleMapATI (GLuint dst, GLuint interp, GLenum swizzle); GLAPI void APIENTRY glColorFragmentOp1ATI (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); GLAPI void APIENTRY glColorFragmentOp2ATI (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); GLAPI void APIENTRY glColorFragmentOp3ATI (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); GLAPI void APIENTRY glAlphaFragmentOp1ATI (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); GLAPI void APIENTRY glAlphaFragmentOp2ATI (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); GLAPI void APIENTRY glAlphaFragmentOp3ATI (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); GLAPI void APIENTRY glSetFragmentShaderConstantATI (GLuint dst, const GLfloat *value); #endif #endif /* GL_ATI_fragment_shader */ #ifndef GL_ATI_map_object_buffer #define GL_ATI_map_object_buffer 1 typedef void *(APIENTRYP PFNGLMAPOBJECTBUFFERATIPROC) (GLuint buffer); typedef void (APIENTRYP PFNGLUNMAPOBJECTBUFFERATIPROC) (GLuint buffer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void *APIENTRY glMapObjectBufferATI (GLuint buffer); GLAPI void APIENTRY glUnmapObjectBufferATI (GLuint buffer); #endif #endif /* GL_ATI_map_object_buffer */ #ifndef GL_ATI_meminfo #define GL_ATI_meminfo 1 #define GL_VBO_FREE_MEMORY_ATI 0x87FB #define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC #define GL_RENDERBUFFER_FREE_MEMORY_ATI 0x87FD #endif /* GL_ATI_meminfo */ #ifndef GL_ATI_pixel_format_float #define GL_ATI_pixel_format_float 1 #define GL_RGBA_FLOAT_MODE_ATI 0x8820 #define GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI 0x8835 #endif /* GL_ATI_pixel_format_float */ #ifndef GL_ATI_pn_triangles #define GL_ATI_pn_triangles 1 #define GL_PN_TRIANGLES_ATI 0x87F0 #define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1 #define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2 #define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3 #define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4 #define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5 #define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6 #define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7 #define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8 typedef void (APIENTRYP PFNGLPNTRIANGLESIATIPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLPNTRIANGLESFATIPROC) (GLenum pname, GLfloat param); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPNTrianglesiATI (GLenum pname, GLint param); GLAPI void APIENTRY glPNTrianglesfATI (GLenum pname, GLfloat param); #endif #endif /* GL_ATI_pn_triangles */ #ifndef GL_ATI_separate_stencil #define GL_ATI_separate_stencil 1 #define GL_STENCIL_BACK_FUNC_ATI 0x8800 #define GL_STENCIL_BACK_FAIL_ATI 0x8801 #define GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI 0x8802 #define GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI 0x8803 typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEATIPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEATIPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glStencilOpSeparateATI (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); GLAPI void APIENTRY glStencilFuncSeparateATI (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); #endif #endif /* GL_ATI_separate_stencil */ #ifndef GL_ATI_text_fragment_shader #define GL_ATI_text_fragment_shader 1 #define GL_TEXT_FRAGMENT_SHADER_ATI 0x8200 #endif /* GL_ATI_text_fragment_shader */ #ifndef GL_ATI_texture_env_combine3 #define GL_ATI_texture_env_combine3 1 #define GL_MODULATE_ADD_ATI 0x8744 #define GL_MODULATE_SIGNED_ADD_ATI 0x8745 #define GL_MODULATE_SUBTRACT_ATI 0x8746 #endif /* GL_ATI_texture_env_combine3 */ #ifndef GL_ATI_texture_float #define GL_ATI_texture_float 1 #define GL_RGBA_FLOAT32_ATI 0x8814 #define GL_RGB_FLOAT32_ATI 0x8815 #define GL_ALPHA_FLOAT32_ATI 0x8816 #define GL_INTENSITY_FLOAT32_ATI 0x8817 #define GL_LUMINANCE_FLOAT32_ATI 0x8818 #define GL_LUMINANCE_ALPHA_FLOAT32_ATI 0x8819 #define GL_RGBA_FLOAT16_ATI 0x881A #define GL_RGB_FLOAT16_ATI 0x881B #define GL_ALPHA_FLOAT16_ATI 0x881C #define GL_INTENSITY_FLOAT16_ATI 0x881D #define GL_LUMINANCE_FLOAT16_ATI 0x881E #define GL_LUMINANCE_ALPHA_FLOAT16_ATI 0x881F #endif /* GL_ATI_texture_float */ #ifndef GL_ATI_texture_mirror_once #define GL_ATI_texture_mirror_once 1 #define GL_MIRROR_CLAMP_ATI 0x8742 #define GL_MIRROR_CLAMP_TO_EDGE_ATI 0x8743 #endif /* GL_ATI_texture_mirror_once */ #ifndef GL_ATI_vertex_array_object #define GL_ATI_vertex_array_object 1 #define GL_STATIC_ATI 0x8760 #define GL_DYNAMIC_ATI 0x8761 #define GL_PRESERVE_ATI 0x8762 #define GL_DISCARD_ATI 0x8763 #define GL_OBJECT_BUFFER_SIZE_ATI 0x8764 #define GL_OBJECT_BUFFER_USAGE_ATI 0x8765 #define GL_ARRAY_OBJECT_BUFFER_ATI 0x8766 #define GL_ARRAY_OBJECT_OFFSET_ATI 0x8767 typedef GLuint (APIENTRYP PFNGLNEWOBJECTBUFFERATIPROC) (GLsizei size, const void *pointer, GLenum usage); typedef GLboolean (APIENTRYP PFNGLISOBJECTBUFFERATIPROC) (GLuint buffer); typedef void (APIENTRYP PFNGLUPDATEOBJECTBUFFERATIPROC) (GLuint buffer, GLuint offset, GLsizei size, const void *pointer, GLenum preserve); typedef void (APIENTRYP PFNGLGETOBJECTBUFFERFVATIPROC) (GLuint buffer, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETOBJECTBUFFERIVATIPROC) (GLuint buffer, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLFREEOBJECTBUFFERATIPROC) (GLuint buffer); typedef void (APIENTRYP PFNGLARRAYOBJECTATIPROC) (GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); typedef void (APIENTRYP PFNGLGETARRAYOBJECTFVATIPROC) (GLenum array, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETARRAYOBJECTIVATIPROC) (GLenum array, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLVARIANTARRAYOBJECTATIPROC) (GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); typedef void (APIENTRYP PFNGLGETVARIANTARRAYOBJECTFVATIPROC) (GLuint id, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETVARIANTARRAYOBJECTIVATIPROC) (GLuint id, GLenum pname, GLint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLuint APIENTRY glNewObjectBufferATI (GLsizei size, const void *pointer, GLenum usage); GLAPI GLboolean APIENTRY glIsObjectBufferATI (GLuint buffer); GLAPI void APIENTRY glUpdateObjectBufferATI (GLuint buffer, GLuint offset, GLsizei size, const void *pointer, GLenum preserve); GLAPI void APIENTRY glGetObjectBufferfvATI (GLuint buffer, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetObjectBufferivATI (GLuint buffer, GLenum pname, GLint *params); GLAPI void APIENTRY glFreeObjectBufferATI (GLuint buffer); GLAPI void APIENTRY glArrayObjectATI (GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); GLAPI void APIENTRY glGetArrayObjectfvATI (GLenum array, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetArrayObjectivATI (GLenum array, GLenum pname, GLint *params); GLAPI void APIENTRY glVariantArrayObjectATI (GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); GLAPI void APIENTRY glGetVariantArrayObjectfvATI (GLuint id, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetVariantArrayObjectivATI (GLuint id, GLenum pname, GLint *params); #endif #endif /* GL_ATI_vertex_array_object */ #ifndef GL_ATI_vertex_attrib_array_object #define GL_ATI_vertex_attrib_array_object 1 typedef void (APIENTRYP PFNGLVERTEXATTRIBARRAYOBJECTATIPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC) (GLuint index, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC) (GLuint index, GLenum pname, GLint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertexAttribArrayObjectATI (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset); GLAPI void APIENTRY glGetVertexAttribArrayObjectfvATI (GLuint index, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetVertexAttribArrayObjectivATI (GLuint index, GLenum pname, GLint *params); #endif #endif /* GL_ATI_vertex_attrib_array_object */ #ifndef GL_ATI_vertex_streams #define GL_ATI_vertex_streams 1 #define GL_MAX_VERTEX_STREAMS_ATI 0x876B #define GL_VERTEX_STREAM0_ATI 0x876C #define GL_VERTEX_STREAM1_ATI 0x876D #define GL_VERTEX_STREAM2_ATI 0x876E #define GL_VERTEX_STREAM3_ATI 0x876F #define GL_VERTEX_STREAM4_ATI 0x8770 #define GL_VERTEX_STREAM5_ATI 0x8771 #define GL_VERTEX_STREAM6_ATI 0x8772 #define GL_VERTEX_STREAM7_ATI 0x8773 #define GL_VERTEX_SOURCE_ATI 0x8774 typedef void (APIENTRYP PFNGLVERTEXSTREAM1SATIPROC) (GLenum stream, GLshort x); typedef void (APIENTRYP PFNGLVERTEXSTREAM1SVATIPROC) (GLenum stream, const GLshort *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM1IATIPROC) (GLenum stream, GLint x); typedef void (APIENTRYP PFNGLVERTEXSTREAM1IVATIPROC) (GLenum stream, const GLint *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM1FATIPROC) (GLenum stream, GLfloat x); typedef void (APIENTRYP PFNGLVERTEXSTREAM1FVATIPROC) (GLenum stream, const GLfloat *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM1DATIPROC) (GLenum stream, GLdouble x); typedef void (APIENTRYP PFNGLVERTEXSTREAM1DVATIPROC) (GLenum stream, const GLdouble *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM2SATIPROC) (GLenum stream, GLshort x, GLshort y); typedef void (APIENTRYP PFNGLVERTEXSTREAM2SVATIPROC) (GLenum stream, const GLshort *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM2IATIPROC) (GLenum stream, GLint x, GLint y); typedef void (APIENTRYP PFNGLVERTEXSTREAM2IVATIPROC) (GLenum stream, const GLint *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM2FATIPROC) (GLenum stream, GLfloat x, GLfloat y); typedef void (APIENTRYP PFNGLVERTEXSTREAM2FVATIPROC) (GLenum stream, const GLfloat *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM2DATIPROC) (GLenum stream, GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLVERTEXSTREAM2DVATIPROC) (GLenum stream, const GLdouble *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z); typedef void (APIENTRYP PFNGLVERTEXSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z); typedef void (APIENTRYP PFNGLVERTEXSTREAM3IVATIPROC) (GLenum stream, const GLint *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLVERTEXSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLVERTEXSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM4SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w); typedef void (APIENTRYP PFNGLVERTEXSTREAM4SVATIPROC) (GLenum stream, const GLshort *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM4IATIPROC) (GLenum stream, GLint x, GLint y, GLint z, GLint w); typedef void (APIENTRYP PFNGLVERTEXSTREAM4IVATIPROC) (GLenum stream, const GLint *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM4FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLVERTEXSTREAM4FVATIPROC) (GLenum stream, const GLfloat *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM4DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLVERTEXSTREAM4DVATIPROC) (GLenum stream, const GLdouble *coords); typedef void (APIENTRYP PFNGLNORMALSTREAM3BATIPROC) (GLenum stream, GLbyte nx, GLbyte ny, GLbyte nz); typedef void (APIENTRYP PFNGLNORMALSTREAM3BVATIPROC) (GLenum stream, const GLbyte *coords); typedef void (APIENTRYP PFNGLNORMALSTREAM3SATIPROC) (GLenum stream, GLshort nx, GLshort ny, GLshort nz); typedef void (APIENTRYP PFNGLNORMALSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords); typedef void (APIENTRYP PFNGLNORMALSTREAM3IATIPROC) (GLenum stream, GLint nx, GLint ny, GLint nz); typedef void (APIENTRYP PFNGLNORMALSTREAM3IVATIPROC) (GLenum stream, const GLint *coords); typedef void (APIENTRYP PFNGLNORMALSTREAM3FATIPROC) (GLenum stream, GLfloat nx, GLfloat ny, GLfloat nz); typedef void (APIENTRYP PFNGLNORMALSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords); typedef void (APIENTRYP PFNGLNORMALSTREAM3DATIPROC) (GLenum stream, GLdouble nx, GLdouble ny, GLdouble nz); typedef void (APIENTRYP PFNGLNORMALSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords); typedef void (APIENTRYP PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC) (GLenum stream); typedef void (APIENTRYP PFNGLVERTEXBLENDENVIATIPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLVERTEXBLENDENVFATIPROC) (GLenum pname, GLfloat param); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertexStream1sATI (GLenum stream, GLshort x); GLAPI void APIENTRY glVertexStream1svATI (GLenum stream, const GLshort *coords); GLAPI void APIENTRY glVertexStream1iATI (GLenum stream, GLint x); GLAPI void APIENTRY glVertexStream1ivATI (GLenum stream, const GLint *coords); GLAPI void APIENTRY glVertexStream1fATI (GLenum stream, GLfloat x); GLAPI void APIENTRY glVertexStream1fvATI (GLenum stream, const GLfloat *coords); GLAPI void APIENTRY glVertexStream1dATI (GLenum stream, GLdouble x); GLAPI void APIENTRY glVertexStream1dvATI (GLenum stream, const GLdouble *coords); GLAPI void APIENTRY glVertexStream2sATI (GLenum stream, GLshort x, GLshort y); GLAPI void APIENTRY glVertexStream2svATI (GLenum stream, const GLshort *coords); GLAPI void APIENTRY glVertexStream2iATI (GLenum stream, GLint x, GLint y); GLAPI void APIENTRY glVertexStream2ivATI (GLenum stream, const GLint *coords); GLAPI void APIENTRY glVertexStream2fATI (GLenum stream, GLfloat x, GLfloat y); GLAPI void APIENTRY glVertexStream2fvATI (GLenum stream, const GLfloat *coords); GLAPI void APIENTRY glVertexStream2dATI (GLenum stream, GLdouble x, GLdouble y); GLAPI void APIENTRY glVertexStream2dvATI (GLenum stream, const GLdouble *coords); GLAPI void APIENTRY glVertexStream3sATI (GLenum stream, GLshort x, GLshort y, GLshort z); GLAPI void APIENTRY glVertexStream3svATI (GLenum stream, const GLshort *coords); GLAPI void APIENTRY glVertexStream3iATI (GLenum stream, GLint x, GLint y, GLint z); GLAPI void APIENTRY glVertexStream3ivATI (GLenum stream, const GLint *coords); GLAPI void APIENTRY glVertexStream3fATI (GLenum stream, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glVertexStream3fvATI (GLenum stream, const GLfloat *coords); GLAPI void APIENTRY glVertexStream3dATI (GLenum stream, GLdouble x, GLdouble y, GLdouble z); GLAPI void APIENTRY glVertexStream3dvATI (GLenum stream, const GLdouble *coords); GLAPI void APIENTRY glVertexStream4sATI (GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w); GLAPI void APIENTRY glVertexStream4svATI (GLenum stream, const GLshort *coords); GLAPI void APIENTRY glVertexStream4iATI (GLenum stream, GLint x, GLint y, GLint z, GLint w); GLAPI void APIENTRY glVertexStream4ivATI (GLenum stream, const GLint *coords); GLAPI void APIENTRY glVertexStream4fATI (GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w); GLAPI void APIENTRY glVertexStream4fvATI (GLenum stream, const GLfloat *coords); GLAPI void APIENTRY glVertexStream4dATI (GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI void APIENTRY glVertexStream4dvATI (GLenum stream, const GLdouble *coords); GLAPI void APIENTRY glNormalStream3bATI (GLenum stream, GLbyte nx, GLbyte ny, GLbyte nz); GLAPI void APIENTRY glNormalStream3bvATI (GLenum stream, const GLbyte *coords); GLAPI void APIENTRY glNormalStream3sATI (GLenum stream, GLshort nx, GLshort ny, GLshort nz); GLAPI void APIENTRY glNormalStream3svATI (GLenum stream, const GLshort *coords); GLAPI void APIENTRY glNormalStream3iATI (GLenum stream, GLint nx, GLint ny, GLint nz); GLAPI void APIENTRY glNormalStream3ivATI (GLenum stream, const GLint *coords); GLAPI void APIENTRY glNormalStream3fATI (GLenum stream, GLfloat nx, GLfloat ny, GLfloat nz); GLAPI void APIENTRY glNormalStream3fvATI (GLenum stream, const GLfloat *coords); GLAPI void APIENTRY glNormalStream3dATI (GLenum stream, GLdouble nx, GLdouble ny, GLdouble nz); GLAPI void APIENTRY glNormalStream3dvATI (GLenum stream, const GLdouble *coords); GLAPI void APIENTRY glClientActiveVertexStreamATI (GLenum stream); GLAPI void APIENTRY glVertexBlendEnviATI (GLenum pname, GLint param); GLAPI void APIENTRY glVertexBlendEnvfATI (GLenum pname, GLfloat param); #endif #endif /* GL_ATI_vertex_streams */ #ifndef GL_EXT_422_pixels #define GL_EXT_422_pixels 1 #define GL_422_EXT 0x80CC #define GL_422_REV_EXT 0x80CD #define GL_422_AVERAGE_EXT 0x80CE #define GL_422_REV_AVERAGE_EXT 0x80CF #endif /* GL_EXT_422_pixels */ #ifndef GL_EXT_EGL_image_storage #define GL_EXT_EGL_image_storage 1 typedef void *GLeglImageOES; typedef void (APIENTRYP PFNGLEGLIMAGETARGETTEXSTORAGEEXTPROC) (GLenum target, GLeglImageOES image, const GLint* attrib_list); typedef void (APIENTRYP PFNGLEGLIMAGETARGETTEXTURESTORAGEEXTPROC) (GLuint texture, GLeglImageOES image, const GLint* attrib_list); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glEGLImageTargetTexStorageEXT (GLenum target, GLeglImageOES image, const GLint* attrib_list); GLAPI void APIENTRY glEGLImageTargetTextureStorageEXT (GLuint texture, GLeglImageOES image, const GLint* attrib_list); #endif #endif /* GL_EXT_EGL_image_storage */ #ifndef GL_EXT_EGL_sync #define GL_EXT_EGL_sync 1 #endif /* GL_EXT_EGL_sync */ #ifndef GL_EXT_abgr #define GL_EXT_abgr 1 #define GL_ABGR_EXT 0x8000 #endif /* GL_EXT_abgr */ #ifndef GL_EXT_bgra #define GL_EXT_bgra 1 #define GL_BGR_EXT 0x80E0 #define GL_BGRA_EXT 0x80E1 #endif /* GL_EXT_bgra */ #ifndef GL_EXT_bindable_uniform #define GL_EXT_bindable_uniform 1 #define GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT 0x8DE2 #define GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT 0x8DE3 #define GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT 0x8DE4 #define GL_MAX_BINDABLE_UNIFORM_SIZE_EXT 0x8DED #define GL_UNIFORM_BUFFER_EXT 0x8DEE #define GL_UNIFORM_BUFFER_BINDING_EXT 0x8DEF typedef void (APIENTRYP PFNGLUNIFORMBUFFEREXTPROC) (GLuint program, GLint location, GLuint buffer); typedef GLint (APIENTRYP PFNGLGETUNIFORMBUFFERSIZEEXTPROC) (GLuint program, GLint location); typedef GLintptr (APIENTRYP PFNGLGETUNIFORMOFFSETEXTPROC) (GLuint program, GLint location); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glUniformBufferEXT (GLuint program, GLint location, GLuint buffer); GLAPI GLint APIENTRY glGetUniformBufferSizeEXT (GLuint program, GLint location); GLAPI GLintptr APIENTRY glGetUniformOffsetEXT (GLuint program, GLint location); #endif #endif /* GL_EXT_bindable_uniform */ #ifndef GL_EXT_blend_color #define GL_EXT_blend_color 1 #define GL_CONSTANT_COLOR_EXT 0x8001 #define GL_ONE_MINUS_CONSTANT_COLOR_EXT 0x8002 #define GL_CONSTANT_ALPHA_EXT 0x8003 #define GL_ONE_MINUS_CONSTANT_ALPHA_EXT 0x8004 #define GL_BLEND_COLOR_EXT 0x8005 typedef void (APIENTRYP PFNGLBLENDCOLOREXTPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendColorEXT (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); #endif #endif /* GL_EXT_blend_color */ #ifndef GL_EXT_blend_equation_separate #define GL_EXT_blend_equation_separate 1 #define GL_BLEND_EQUATION_RGB_EXT 0x8009 #define GL_BLEND_EQUATION_ALPHA_EXT 0x883D typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEEXTPROC) (GLenum modeRGB, GLenum modeAlpha); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendEquationSeparateEXT (GLenum modeRGB, GLenum modeAlpha); #endif #endif /* GL_EXT_blend_equation_separate */ #ifndef GL_EXT_blend_func_separate #define GL_EXT_blend_func_separate 1 #define GL_BLEND_DST_RGB_EXT 0x80C8 #define GL_BLEND_SRC_RGB_EXT 0x80C9 #define GL_BLEND_DST_ALPHA_EXT 0x80CA #define GL_BLEND_SRC_ALPHA_EXT 0x80CB typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEEXTPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendFuncSeparateEXT (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); #endif #endif /* GL_EXT_blend_func_separate */ #ifndef GL_EXT_blend_logic_op #define GL_EXT_blend_logic_op 1 #endif /* GL_EXT_blend_logic_op */ #ifndef GL_EXT_blend_minmax #define GL_EXT_blend_minmax 1 #define GL_MIN_EXT 0x8007 #define GL_MAX_EXT 0x8008 #define GL_FUNC_ADD_EXT 0x8006 #define GL_BLEND_EQUATION_EXT 0x8009 typedef void (APIENTRYP PFNGLBLENDEQUATIONEXTPROC) (GLenum mode); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendEquationEXT (GLenum mode); #endif #endif /* GL_EXT_blend_minmax */ #ifndef GL_EXT_blend_subtract #define GL_EXT_blend_subtract 1 #define GL_FUNC_SUBTRACT_EXT 0x800A #define GL_FUNC_REVERSE_SUBTRACT_EXT 0x800B #endif /* GL_EXT_blend_subtract */ #ifndef GL_EXT_clip_volume_hint #define GL_EXT_clip_volume_hint 1 #define GL_CLIP_VOLUME_CLIPPING_HINT_EXT 0x80F0 #endif /* GL_EXT_clip_volume_hint */ #ifndef GL_EXT_cmyka #define GL_EXT_cmyka 1 #define GL_CMYK_EXT 0x800C #define GL_CMYKA_EXT 0x800D #define GL_PACK_CMYK_HINT_EXT 0x800E #define GL_UNPACK_CMYK_HINT_EXT 0x800F #endif /* GL_EXT_cmyka */ #ifndef GL_EXT_color_subtable #define GL_EXT_color_subtable 1 typedef void (APIENTRYP PFNGLCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); typedef void (APIENTRYP PFNGLCOPYCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glColorSubTableEXT (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); GLAPI void APIENTRY glCopyColorSubTableEXT (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); #endif #endif /* GL_EXT_color_subtable */ #ifndef GL_EXT_compiled_vertex_array #define GL_EXT_compiled_vertex_array 1 #define GL_ARRAY_ELEMENT_LOCK_FIRST_EXT 0x81A8 #define GL_ARRAY_ELEMENT_LOCK_COUNT_EXT 0x81A9 typedef void (APIENTRYP PFNGLLOCKARRAYSEXTPROC) (GLint first, GLsizei count); typedef void (APIENTRYP PFNGLUNLOCKARRAYSEXTPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glLockArraysEXT (GLint first, GLsizei count); GLAPI void APIENTRY glUnlockArraysEXT (void); #endif #endif /* GL_EXT_compiled_vertex_array */ #ifndef GL_EXT_convolution #define GL_EXT_convolution 1 #define GL_CONVOLUTION_1D_EXT 0x8010 #define GL_CONVOLUTION_2D_EXT 0x8011 #define GL_SEPARABLE_2D_EXT 0x8012 #define GL_CONVOLUTION_BORDER_MODE_EXT 0x8013 #define GL_CONVOLUTION_FILTER_SCALE_EXT 0x8014 #define GL_CONVOLUTION_FILTER_BIAS_EXT 0x8015 #define GL_REDUCE_EXT 0x8016 #define GL_CONVOLUTION_FORMAT_EXT 0x8017 #define GL_CONVOLUTION_WIDTH_EXT 0x8018 #define GL_CONVOLUTION_HEIGHT_EXT 0x8019 #define GL_MAX_CONVOLUTION_WIDTH_EXT 0x801A #define GL_MAX_CONVOLUTION_HEIGHT_EXT 0x801B #define GL_POST_CONVOLUTION_RED_SCALE_EXT 0x801C #define GL_POST_CONVOLUTION_GREEN_SCALE_EXT 0x801D #define GL_POST_CONVOLUTION_BLUE_SCALE_EXT 0x801E #define GL_POST_CONVOLUTION_ALPHA_SCALE_EXT 0x801F #define GL_POST_CONVOLUTION_RED_BIAS_EXT 0x8020 #define GL_POST_CONVOLUTION_GREEN_BIAS_EXT 0x8021 #define GL_POST_CONVOLUTION_BLUE_BIAS_EXT 0x8022 #define GL_POST_CONVOLUTION_ALPHA_BIAS_EXT 0x8023 typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat params); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint params); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLGETCONVOLUTIONFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *image); typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETSEPARABLEFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); typedef void (APIENTRYP PFNGLSEPARABLEFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glConvolutionFilter1DEXT (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); GLAPI void APIENTRY glConvolutionFilter2DEXT (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); GLAPI void APIENTRY glConvolutionParameterfEXT (GLenum target, GLenum pname, GLfloat params); GLAPI void APIENTRY glConvolutionParameterfvEXT (GLenum target, GLenum pname, const GLfloat *params); GLAPI void APIENTRY glConvolutionParameteriEXT (GLenum target, GLenum pname, GLint params); GLAPI void APIENTRY glConvolutionParameterivEXT (GLenum target, GLenum pname, const GLint *params); GLAPI void APIENTRY glCopyConvolutionFilter1DEXT (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); GLAPI void APIENTRY glCopyConvolutionFilter2DEXT (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI void APIENTRY glGetConvolutionFilterEXT (GLenum target, GLenum format, GLenum type, void *image); GLAPI void APIENTRY glGetConvolutionParameterfvEXT (GLenum target, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetConvolutionParameterivEXT (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetSeparableFilterEXT (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); GLAPI void APIENTRY glSeparableFilter2DEXT (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); #endif #endif /* GL_EXT_convolution */ #ifndef GL_EXT_coordinate_frame #define GL_EXT_coordinate_frame 1 #define GL_TANGENT_ARRAY_EXT 0x8439 #define GL_BINORMAL_ARRAY_EXT 0x843A #define GL_CURRENT_TANGENT_EXT 0x843B #define GL_CURRENT_BINORMAL_EXT 0x843C #define GL_TANGENT_ARRAY_TYPE_EXT 0x843E #define GL_TANGENT_ARRAY_STRIDE_EXT 0x843F #define GL_BINORMAL_ARRAY_TYPE_EXT 0x8440 #define GL_BINORMAL_ARRAY_STRIDE_EXT 0x8441 #define GL_TANGENT_ARRAY_POINTER_EXT 0x8442 #define GL_BINORMAL_ARRAY_POINTER_EXT 0x8443 #define GL_MAP1_TANGENT_EXT 0x8444 #define GL_MAP2_TANGENT_EXT 0x8445 #define GL_MAP1_BINORMAL_EXT 0x8446 #define GL_MAP2_BINORMAL_EXT 0x8447 typedef void (APIENTRYP PFNGLTANGENT3BEXTPROC) (GLbyte tx, GLbyte ty, GLbyte tz); typedef void (APIENTRYP PFNGLTANGENT3BVEXTPROC) (const GLbyte *v); typedef void (APIENTRYP PFNGLTANGENT3DEXTPROC) (GLdouble tx, GLdouble ty, GLdouble tz); typedef void (APIENTRYP PFNGLTANGENT3DVEXTPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLTANGENT3FEXTPROC) (GLfloat tx, GLfloat ty, GLfloat tz); typedef void (APIENTRYP PFNGLTANGENT3FVEXTPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLTANGENT3IEXTPROC) (GLint tx, GLint ty, GLint tz); typedef void (APIENTRYP PFNGLTANGENT3IVEXTPROC) (const GLint *v); typedef void (APIENTRYP PFNGLTANGENT3SEXTPROC) (GLshort tx, GLshort ty, GLshort tz); typedef void (APIENTRYP PFNGLTANGENT3SVEXTPROC) (const GLshort *v); typedef void (APIENTRYP PFNGLBINORMAL3BEXTPROC) (GLbyte bx, GLbyte by, GLbyte bz); typedef void (APIENTRYP PFNGLBINORMAL3BVEXTPROC) (const GLbyte *v); typedef void (APIENTRYP PFNGLBINORMAL3DEXTPROC) (GLdouble bx, GLdouble by, GLdouble bz); typedef void (APIENTRYP PFNGLBINORMAL3DVEXTPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLBINORMAL3FEXTPROC) (GLfloat bx, GLfloat by, GLfloat bz); typedef void (APIENTRYP PFNGLBINORMAL3FVEXTPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLBINORMAL3IEXTPROC) (GLint bx, GLint by, GLint bz); typedef void (APIENTRYP PFNGLBINORMAL3IVEXTPROC) (const GLint *v); typedef void (APIENTRYP PFNGLBINORMAL3SEXTPROC) (GLshort bx, GLshort by, GLshort bz); typedef void (APIENTRYP PFNGLBINORMAL3SVEXTPROC) (const GLshort *v); typedef void (APIENTRYP PFNGLTANGENTPOINTEREXTPROC) (GLenum type, GLsizei stride, const void *pointer); typedef void (APIENTRYP PFNGLBINORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, const void *pointer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTangent3bEXT (GLbyte tx, GLbyte ty, GLbyte tz); GLAPI void APIENTRY glTangent3bvEXT (const GLbyte *v); GLAPI void APIENTRY glTangent3dEXT (GLdouble tx, GLdouble ty, GLdouble tz); GLAPI void APIENTRY glTangent3dvEXT (const GLdouble *v); GLAPI void APIENTRY glTangent3fEXT (GLfloat tx, GLfloat ty, GLfloat tz); GLAPI void APIENTRY glTangent3fvEXT (const GLfloat *v); GLAPI void APIENTRY glTangent3iEXT (GLint tx, GLint ty, GLint tz); GLAPI void APIENTRY glTangent3ivEXT (const GLint *v); GLAPI void APIENTRY glTangent3sEXT (GLshort tx, GLshort ty, GLshort tz); GLAPI void APIENTRY glTangent3svEXT (const GLshort *v); GLAPI void APIENTRY glBinormal3bEXT (GLbyte bx, GLbyte by, GLbyte bz); GLAPI void APIENTRY glBinormal3bvEXT (const GLbyte *v); GLAPI void APIENTRY glBinormal3dEXT (GLdouble bx, GLdouble by, GLdouble bz); GLAPI void APIENTRY glBinormal3dvEXT (const GLdouble *v); GLAPI void APIENTRY glBinormal3fEXT (GLfloat bx, GLfloat by, GLfloat bz); GLAPI void APIENTRY glBinormal3fvEXT (const GLfloat *v); GLAPI void APIENTRY glBinormal3iEXT (GLint bx, GLint by, GLint bz); GLAPI void APIENTRY glBinormal3ivEXT (const GLint *v); GLAPI void APIENTRY glBinormal3sEXT (GLshort bx, GLshort by, GLshort bz); GLAPI void APIENTRY glBinormal3svEXT (const GLshort *v); GLAPI void APIENTRY glTangentPointerEXT (GLenum type, GLsizei stride, const void *pointer); GLAPI void APIENTRY glBinormalPointerEXT (GLenum type, GLsizei stride, const void *pointer); #endif #endif /* GL_EXT_coordinate_frame */ #ifndef GL_EXT_copy_texture #define GL_EXT_copy_texture 1 typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glCopyTexImage1DEXT (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); GLAPI void APIENTRY glCopyTexImage2DEXT (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); GLAPI void APIENTRY glCopyTexSubImage1DEXT (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); GLAPI void APIENTRY glCopyTexSubImage2DEXT (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI void APIENTRY glCopyTexSubImage3DEXT (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); #endif #endif /* GL_EXT_copy_texture */ #ifndef GL_EXT_cull_vertex #define GL_EXT_cull_vertex 1 #define GL_CULL_VERTEX_EXT 0x81AA #define GL_CULL_VERTEX_EYE_POSITION_EXT 0x81AB #define GL_CULL_VERTEX_OBJECT_POSITION_EXT 0x81AC typedef void (APIENTRYP PFNGLCULLPARAMETERDVEXTPROC) (GLenum pname, GLdouble *params); typedef void (APIENTRYP PFNGLCULLPARAMETERFVEXTPROC) (GLenum pname, GLfloat *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glCullParameterdvEXT (GLenum pname, GLdouble *params); GLAPI void APIENTRY glCullParameterfvEXT (GLenum pname, GLfloat *params); #endif #endif /* GL_EXT_cull_vertex */ #ifndef GL_EXT_debug_label #define GL_EXT_debug_label 1 #define GL_PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F #define GL_PROGRAM_OBJECT_EXT 0x8B40 #define GL_SHADER_OBJECT_EXT 0x8B48 #define GL_BUFFER_OBJECT_EXT 0x9151 #define GL_QUERY_OBJECT_EXT 0x9153 #define GL_VERTEX_ARRAY_OBJECT_EXT 0x9154 typedef void (APIENTRYP PFNGLLABELOBJECTEXTPROC) (GLenum type, GLuint object, GLsizei length, const GLchar *label); typedef void (APIENTRYP PFNGLGETOBJECTLABELEXTPROC) (GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glLabelObjectEXT (GLenum type, GLuint object, GLsizei length, const GLchar *label); GLAPI void APIENTRY glGetObjectLabelEXT (GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label); #endif #endif /* GL_EXT_debug_label */ #ifndef GL_EXT_debug_marker #define GL_EXT_debug_marker 1 typedef void (APIENTRYP PFNGLINSERTEVENTMARKEREXTPROC) (GLsizei length, const GLchar *marker); typedef void (APIENTRYP PFNGLPUSHGROUPMARKEREXTPROC) (GLsizei length, const GLchar *marker); typedef void (APIENTRYP PFNGLPOPGROUPMARKEREXTPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glInsertEventMarkerEXT (GLsizei length, const GLchar *marker); GLAPI void APIENTRY glPushGroupMarkerEXT (GLsizei length, const GLchar *marker); GLAPI void APIENTRY glPopGroupMarkerEXT (void); #endif #endif /* GL_EXT_debug_marker */ #ifndef GL_EXT_depth_bounds_test #define GL_EXT_depth_bounds_test 1 #define GL_DEPTH_BOUNDS_TEST_EXT 0x8890 #define GL_DEPTH_BOUNDS_EXT 0x8891 typedef void (APIENTRYP PFNGLDEPTHBOUNDSEXTPROC) (GLclampd zmin, GLclampd zmax); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDepthBoundsEXT (GLclampd zmin, GLclampd zmax); #endif #endif /* GL_EXT_depth_bounds_test */ #ifndef GL_EXT_direct_state_access #define GL_EXT_direct_state_access 1 #define GL_PROGRAM_MATRIX_EXT 0x8E2D #define GL_TRANSPOSE_PROGRAM_MATRIX_EXT 0x8E2E #define GL_PROGRAM_MATRIX_STACK_DEPTH_EXT 0x8E2F typedef void (APIENTRYP PFNGLMATRIXLOADFEXTPROC) (GLenum mode, const GLfloat *m); typedef void (APIENTRYP PFNGLMATRIXLOADDEXTPROC) (GLenum mode, const GLdouble *m); typedef void (APIENTRYP PFNGLMATRIXMULTFEXTPROC) (GLenum mode, const GLfloat *m); typedef void (APIENTRYP PFNGLMATRIXMULTDEXTPROC) (GLenum mode, const GLdouble *m); typedef void (APIENTRYP PFNGLMATRIXLOADIDENTITYEXTPROC) (GLenum mode); typedef void (APIENTRYP PFNGLMATRIXROTATEFEXTPROC) (GLenum mode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLMATRIXROTATEDEXTPROC) (GLenum mode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLMATRIXSCALEFEXTPROC) (GLenum mode, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLMATRIXSCALEDEXTPROC) (GLenum mode, GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLMATRIXTRANSLATEFEXTPROC) (GLenum mode, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLMATRIXTRANSLATEDEXTPROC) (GLenum mode, GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLMATRIXFRUSTUMEXTPROC) (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); typedef void (APIENTRYP PFNGLMATRIXORTHOEXTPROC) (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); typedef void (APIENTRYP PFNGLMATRIXPOPEXTPROC) (GLenum mode); typedef void (APIENTRYP PFNGLMATRIXPUSHEXTPROC) (GLenum mode); typedef void (APIENTRYP PFNGLCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask); typedef void (APIENTRYP PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask); typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLCOPYTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); typedef void (APIENTRYP PFNGLCOPYTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLGETTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLBINDMULTITEXTUREEXTPROC) (GLenum texunit, GLenum target, GLuint texture); typedef void (APIENTRYP PFNGLMULTITEXCOORDPOINTEREXTPROC) (GLenum texunit, GLint size, GLenum type, GLsizei stride, const void *pointer); typedef void (APIENTRYP PFNGLMULTITEXENVFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLMULTITEXENVIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLMULTITEXGENDEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble param); typedef void (APIENTRYP PFNGLMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLdouble *params); typedef void (APIENTRYP PFNGLMULTITEXGENFEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLMULTITEXGENIEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLGETMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble *params); typedef void (APIENTRYP PFNGLGETMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLMULTITEXPARAMETERIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLMULTITEXPARAMETERFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLCOPYMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); typedef void (APIENTRYP PFNGLCOPYMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); typedef void (APIENTRYP PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); typedef void (APIENTRYP PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLGETMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); typedef void (APIENTRYP PFNGLGETMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLENABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index); typedef void (APIENTRYP PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index); typedef void (APIENTRYP PFNGLGETFLOATINDEXEDVEXTPROC) (GLenum target, GLuint index, GLfloat *data); typedef void (APIENTRYP PFNGLGETDOUBLEINDEXEDVEXTPROC) (GLenum target, GLuint index, GLdouble *data); typedef void (APIENTRYP PFNGLGETPOINTERINDEXEDVEXTPROC) (GLenum target, GLuint index, void **data); typedef void (APIENTRYP PFNGLENABLEINDEXEDEXTPROC) (GLenum target, GLuint index); typedef void (APIENTRYP PFNGLDISABLEINDEXEDEXTPROC) (GLenum target, GLuint index); typedef GLboolean (APIENTRYP PFNGLISENABLEDINDEXEDEXTPROC) (GLenum target, GLuint index); typedef void (APIENTRYP PFNGLGETINTEGERINDEXEDVEXTPROC) (GLenum target, GLuint index, GLint *data); typedef void (APIENTRYP PFNGLGETBOOLEANINDEXEDVEXTPROC) (GLenum target, GLuint index, GLboolean *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *bits); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *bits); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *bits); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *bits); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *bits); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *bits); typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint lod, void *img); typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *bits); typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *bits); typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *bits); typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *bits); typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *bits); typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *bits); typedef void (APIENTRYP PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint lod, void *img); typedef void (APIENTRYP PFNGLMATRIXLOADTRANSPOSEFEXTPROC) (GLenum mode, const GLfloat *m); typedef void (APIENTRYP PFNGLMATRIXLOADTRANSPOSEDEXTPROC) (GLenum mode, const GLdouble *m); typedef void (APIENTRYP PFNGLMATRIXMULTTRANSPOSEFEXTPROC) (GLenum mode, const GLfloat *m); typedef void (APIENTRYP PFNGLMATRIXMULTTRANSPOSEDEXTPROC) (GLenum mode, const GLdouble *m); typedef void (APIENTRYP PFNGLNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); typedef void (APIENTRYP PFNGLNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); typedef void *(APIENTRYP PFNGLMAPNAMEDBUFFEREXTPROC) (GLuint buffer, GLenum access); typedef GLboolean (APIENTRYP PFNGLUNMAPNAMEDBUFFEREXTPROC) (GLuint buffer); typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC) (GLuint buffer, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPOINTERVEXTPROC) (GLuint buffer, GLenum pname, void **params); typedef void (APIENTRYP PFNGLGETNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FEXTPROC) (GLuint program, GLint location, GLfloat v0); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IEXTPROC) (GLuint program, GLint location, GLint v0); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLTEXTUREBUFFEREXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer); typedef void (APIENTRYP PFNGLMULTITEXBUFFEREXTPROC) (GLenum texunit, GLenum target, GLenum internalformat, GLuint buffer); typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLuint *params); typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLuint *params); typedef void (APIENTRYP PFNGLMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLuint *params); typedef void (APIENTRYP PFNGLGETMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLuint *params); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIEXTPROC) (GLuint program, GLint location, GLuint v0); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLfloat *params); typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC) (GLuint program, GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLint *params); typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLint *params); typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLuint *params); typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLuint *params); typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLint *params); typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint *params); typedef void (APIENTRYP PFNGLENABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index); typedef void (APIENTRYP PFNGLDISABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index); typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params); typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params); typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params); typedef void (APIENTRYP PFNGLNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum format, GLsizei len, const void *string); typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLdouble *params); typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLfloat *params); typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble *params); typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat *params); typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMIVEXTPROC) (GLuint program, GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum pname, void *string); typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC) (GLuint renderbuffer, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC) (GLuint renderbuffer, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); typedef GLenum (APIENTRYP PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC) (GLuint framebuffer, GLenum target); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGENERATETEXTUREMIPMAPEXTPROC) (GLuint texture, GLenum target); typedef void (APIENTRYP PFNGLGENERATEMULTITEXMIPMAPEXTPROC) (GLenum texunit, GLenum target); typedef void (APIENTRYP PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC) (GLuint framebuffer, GLenum mode); typedef void (APIENTRYP PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC) (GLuint framebuffer, GLsizei n, const GLenum *bufs); typedef void (APIENTRYP PFNGLFRAMEBUFFERREADBUFFEREXTPROC) (GLuint framebuffer, GLenum mode); typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLenum face); typedef void (APIENTRYP PFNGLTEXTURERENDERBUFFEREXTPROC) (GLuint texture, GLenum target, GLuint renderbuffer); typedef void (APIENTRYP PFNGLMULTITEXRENDERBUFFEREXTPROC) (GLenum texunit, GLenum target, GLuint renderbuffer); typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); typedef void (APIENTRYP PFNGLVERTEXARRAYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); typedef void (APIENTRYP PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLsizei stride, GLintptr offset); typedef void (APIENTRYP PFNGLVERTEXARRAYINDEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); typedef void (APIENTRYP PFNGLVERTEXARRAYNORMALOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); typedef void (APIENTRYP PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); typedef void (APIENTRYP PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum texunit, GLint size, GLenum type, GLsizei stride, GLintptr offset); typedef void (APIENTRYP PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); typedef void (APIENTRYP PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset); typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); typedef void (APIENTRYP PFNGLENABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array); typedef void (APIENTRYP PFNGLDISABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array); typedef void (APIENTRYP PFNGLENABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index); typedef void (APIENTRYP PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index); typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERVEXTPROC) (GLuint vaobj, GLenum pname, GLint *param); typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERVEXTPROC) (GLuint vaobj, GLenum pname, void **param); typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param); typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param); typedef void *(APIENTRYP PFNGLMAPNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); typedef void (APIENTRYP PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLsizeiptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) (GLuint framebuffer, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DEXTPROC) (GLuint program, GLint location, GLdouble x); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DEXTPROC) (GLuint program, GLint location, GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DEXTPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DEXTPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); typedef void (APIENTRYP PFNGLTEXTUREBUFFERRANGEEXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); typedef void (APIENTRYP PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); typedef void (APIENTRYP PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex); typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor); typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); typedef void (APIENTRYP PFNGLTEXTUREPAGECOMMITMENTEXTPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC) (GLuint vaobj, GLuint index, GLuint divisor); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glMatrixLoadfEXT (GLenum mode, const GLfloat *m); GLAPI void APIENTRY glMatrixLoaddEXT (GLenum mode, const GLdouble *m); GLAPI void APIENTRY glMatrixMultfEXT (GLenum mode, const GLfloat *m); GLAPI void APIENTRY glMatrixMultdEXT (GLenum mode, const GLdouble *m); GLAPI void APIENTRY glMatrixLoadIdentityEXT (GLenum mode); GLAPI void APIENTRY glMatrixRotatefEXT (GLenum mode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glMatrixRotatedEXT (GLenum mode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); GLAPI void APIENTRY glMatrixScalefEXT (GLenum mode, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glMatrixScaledEXT (GLenum mode, GLdouble x, GLdouble y, GLdouble z); GLAPI void APIENTRY glMatrixTranslatefEXT (GLenum mode, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glMatrixTranslatedEXT (GLenum mode, GLdouble x, GLdouble y, GLdouble z); GLAPI void APIENTRY glMatrixFrustumEXT (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); GLAPI void APIENTRY glMatrixOrthoEXT (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); GLAPI void APIENTRY glMatrixPopEXT (GLenum mode); GLAPI void APIENTRY glMatrixPushEXT (GLenum mode); GLAPI void APIENTRY glClientAttribDefaultEXT (GLbitfield mask); GLAPI void APIENTRY glPushClientAttribDefaultEXT (GLbitfield mask); GLAPI void APIENTRY glTextureParameterfEXT (GLuint texture, GLenum target, GLenum pname, GLfloat param); GLAPI void APIENTRY glTextureParameterfvEXT (GLuint texture, GLenum target, GLenum pname, const GLfloat *params); GLAPI void APIENTRY glTextureParameteriEXT (GLuint texture, GLenum target, GLenum pname, GLint param); GLAPI void APIENTRY glTextureParameterivEXT (GLuint texture, GLenum target, GLenum pname, const GLint *params); GLAPI void APIENTRY glTextureImage1DEXT (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glTextureImage2DEXT (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glTextureSubImage1DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glTextureSubImage2DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glCopyTextureImage1DEXT (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); GLAPI void APIENTRY glCopyTextureImage2DEXT (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); GLAPI void APIENTRY glCopyTextureSubImage1DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); GLAPI void APIENTRY glCopyTextureSubImage2DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI void APIENTRY glGetTextureImageEXT (GLuint texture, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); GLAPI void APIENTRY glGetTextureParameterfvEXT (GLuint texture, GLenum target, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetTextureParameterivEXT (GLuint texture, GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetTextureLevelParameterfvEXT (GLuint texture, GLenum target, GLint level, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetTextureLevelParameterivEXT (GLuint texture, GLenum target, GLint level, GLenum pname, GLint *params); GLAPI void APIENTRY glTextureImage3DEXT (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glTextureSubImage3DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glCopyTextureSubImage3DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI void APIENTRY glBindMultiTextureEXT (GLenum texunit, GLenum target, GLuint texture); GLAPI void APIENTRY glMultiTexCoordPointerEXT (GLenum texunit, GLint size, GLenum type, GLsizei stride, const void *pointer); GLAPI void APIENTRY glMultiTexEnvfEXT (GLenum texunit, GLenum target, GLenum pname, GLfloat param); GLAPI void APIENTRY glMultiTexEnvfvEXT (GLenum texunit, GLenum target, GLenum pname, const GLfloat *params); GLAPI void APIENTRY glMultiTexEnviEXT (GLenum texunit, GLenum target, GLenum pname, GLint param); GLAPI void APIENTRY glMultiTexEnvivEXT (GLenum texunit, GLenum target, GLenum pname, const GLint *params); GLAPI void APIENTRY glMultiTexGendEXT (GLenum texunit, GLenum coord, GLenum pname, GLdouble param); GLAPI void APIENTRY glMultiTexGendvEXT (GLenum texunit, GLenum coord, GLenum pname, const GLdouble *params); GLAPI void APIENTRY glMultiTexGenfEXT (GLenum texunit, GLenum coord, GLenum pname, GLfloat param); GLAPI void APIENTRY glMultiTexGenfvEXT (GLenum texunit, GLenum coord, GLenum pname, const GLfloat *params); GLAPI void APIENTRY glMultiTexGeniEXT (GLenum texunit, GLenum coord, GLenum pname, GLint param); GLAPI void APIENTRY glMultiTexGenivEXT (GLenum texunit, GLenum coord, GLenum pname, const GLint *params); GLAPI void APIENTRY glGetMultiTexEnvfvEXT (GLenum texunit, GLenum target, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetMultiTexEnvivEXT (GLenum texunit, GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetMultiTexGendvEXT (GLenum texunit, GLenum coord, GLenum pname, GLdouble *params); GLAPI void APIENTRY glGetMultiTexGenfvEXT (GLenum texunit, GLenum coord, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetMultiTexGenivEXT (GLenum texunit, GLenum coord, GLenum pname, GLint *params); GLAPI void APIENTRY glMultiTexParameteriEXT (GLenum texunit, GLenum target, GLenum pname, GLint param); GLAPI void APIENTRY glMultiTexParameterivEXT (GLenum texunit, GLenum target, GLenum pname, const GLint *params); GLAPI void APIENTRY glMultiTexParameterfEXT (GLenum texunit, GLenum target, GLenum pname, GLfloat param); GLAPI void APIENTRY glMultiTexParameterfvEXT (GLenum texunit, GLenum target, GLenum pname, const GLfloat *params); GLAPI void APIENTRY glMultiTexImage1DEXT (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glMultiTexImage2DEXT (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glMultiTexSubImage1DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glMultiTexSubImage2DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glCopyMultiTexImage1DEXT (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); GLAPI void APIENTRY glCopyMultiTexImage2DEXT (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); GLAPI void APIENTRY glCopyMultiTexSubImage1DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); GLAPI void APIENTRY glCopyMultiTexSubImage2DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI void APIENTRY glGetMultiTexImageEXT (GLenum texunit, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); GLAPI void APIENTRY glGetMultiTexParameterfvEXT (GLenum texunit, GLenum target, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetMultiTexParameterivEXT (GLenum texunit, GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetMultiTexLevelParameterfvEXT (GLenum texunit, GLenum target, GLint level, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetMultiTexLevelParameterivEXT (GLenum texunit, GLenum target, GLint level, GLenum pname, GLint *params); GLAPI void APIENTRY glMultiTexImage3DEXT (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glMultiTexSubImage3DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glCopyMultiTexSubImage3DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI void APIENTRY glEnableClientStateIndexedEXT (GLenum array, GLuint index); GLAPI void APIENTRY glDisableClientStateIndexedEXT (GLenum array, GLuint index); GLAPI void APIENTRY glGetFloatIndexedvEXT (GLenum target, GLuint index, GLfloat *data); GLAPI void APIENTRY glGetDoubleIndexedvEXT (GLenum target, GLuint index, GLdouble *data); GLAPI void APIENTRY glGetPointerIndexedvEXT (GLenum target, GLuint index, void **data); GLAPI void APIENTRY glEnableIndexedEXT (GLenum target, GLuint index); GLAPI void APIENTRY glDisableIndexedEXT (GLenum target, GLuint index); GLAPI GLboolean APIENTRY glIsEnabledIndexedEXT (GLenum target, GLuint index); GLAPI void APIENTRY glGetIntegerIndexedvEXT (GLenum target, GLuint index, GLint *data); GLAPI void APIENTRY glGetBooleanIndexedvEXT (GLenum target, GLuint index, GLboolean *data); GLAPI void APIENTRY glCompressedTextureImage3DEXT (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *bits); GLAPI void APIENTRY glCompressedTextureImage2DEXT (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *bits); GLAPI void APIENTRY glCompressedTextureImage1DEXT (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *bits); GLAPI void APIENTRY glCompressedTextureSubImage3DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *bits); GLAPI void APIENTRY glCompressedTextureSubImage2DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *bits); GLAPI void APIENTRY glCompressedTextureSubImage1DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *bits); GLAPI void APIENTRY glGetCompressedTextureImageEXT (GLuint texture, GLenum target, GLint lod, void *img); GLAPI void APIENTRY glCompressedMultiTexImage3DEXT (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *bits); GLAPI void APIENTRY glCompressedMultiTexImage2DEXT (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *bits); GLAPI void APIENTRY glCompressedMultiTexImage1DEXT (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *bits); GLAPI void APIENTRY glCompressedMultiTexSubImage3DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *bits); GLAPI void APIENTRY glCompressedMultiTexSubImage2DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *bits); GLAPI void APIENTRY glCompressedMultiTexSubImage1DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *bits); GLAPI void APIENTRY glGetCompressedMultiTexImageEXT (GLenum texunit, GLenum target, GLint lod, void *img); GLAPI void APIENTRY glMatrixLoadTransposefEXT (GLenum mode, const GLfloat *m); GLAPI void APIENTRY glMatrixLoadTransposedEXT (GLenum mode, const GLdouble *m); GLAPI void APIENTRY glMatrixMultTransposefEXT (GLenum mode, const GLfloat *m); GLAPI void APIENTRY glMatrixMultTransposedEXT (GLenum mode, const GLdouble *m); GLAPI void APIENTRY glNamedBufferDataEXT (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); GLAPI void APIENTRY glNamedBufferSubDataEXT (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); GLAPI void *APIENTRY glMapNamedBufferEXT (GLuint buffer, GLenum access); GLAPI GLboolean APIENTRY glUnmapNamedBufferEXT (GLuint buffer); GLAPI void APIENTRY glGetNamedBufferParameterivEXT (GLuint buffer, GLenum pname, GLint *params); GLAPI void APIENTRY glGetNamedBufferPointervEXT (GLuint buffer, GLenum pname, void **params); GLAPI void APIENTRY glGetNamedBufferSubDataEXT (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); GLAPI void APIENTRY glProgramUniform1fEXT (GLuint program, GLint location, GLfloat v0); GLAPI void APIENTRY glProgramUniform2fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1); GLAPI void APIENTRY glProgramUniform3fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); GLAPI void APIENTRY glProgramUniform4fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); GLAPI void APIENTRY glProgramUniform1iEXT (GLuint program, GLint location, GLint v0); GLAPI void APIENTRY glProgramUniform2iEXT (GLuint program, GLint location, GLint v0, GLint v1); GLAPI void APIENTRY glProgramUniform3iEXT (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); GLAPI void APIENTRY glProgramUniform4iEXT (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); GLAPI void APIENTRY glProgramUniform1fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); GLAPI void APIENTRY glProgramUniform2fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); GLAPI void APIENTRY glProgramUniform3fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); GLAPI void APIENTRY glProgramUniform4fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); GLAPI void APIENTRY glProgramUniform1ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); GLAPI void APIENTRY glProgramUniform2ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); GLAPI void APIENTRY glProgramUniform3ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); GLAPI void APIENTRY glProgramUniform4ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); GLAPI void APIENTRY glProgramUniformMatrix2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glProgramUniformMatrix3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glProgramUniformMatrix4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glProgramUniformMatrix2x3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glProgramUniformMatrix3x2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glProgramUniformMatrix2x4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glProgramUniformMatrix4x2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glProgramUniformMatrix3x4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glProgramUniformMatrix4x3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glTextureBufferEXT (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer); GLAPI void APIENTRY glMultiTexBufferEXT (GLenum texunit, GLenum target, GLenum internalformat, GLuint buffer); GLAPI void APIENTRY glTextureParameterIivEXT (GLuint texture, GLenum target, GLenum pname, const GLint *params); GLAPI void APIENTRY glTextureParameterIuivEXT (GLuint texture, GLenum target, GLenum pname, const GLuint *params); GLAPI void APIENTRY glGetTextureParameterIivEXT (GLuint texture, GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetTextureParameterIuivEXT (GLuint texture, GLenum target, GLenum pname, GLuint *params); GLAPI void APIENTRY glMultiTexParameterIivEXT (GLenum texunit, GLenum target, GLenum pname, const GLint *params); GLAPI void APIENTRY glMultiTexParameterIuivEXT (GLenum texunit, GLenum target, GLenum pname, const GLuint *params); GLAPI void APIENTRY glGetMultiTexParameterIivEXT (GLenum texunit, GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetMultiTexParameterIuivEXT (GLenum texunit, GLenum target, GLenum pname, GLuint *params); GLAPI void APIENTRY glProgramUniform1uiEXT (GLuint program, GLint location, GLuint v0); GLAPI void APIENTRY glProgramUniform2uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1); GLAPI void APIENTRY glProgramUniform3uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); GLAPI void APIENTRY glProgramUniform4uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); GLAPI void APIENTRY glProgramUniform1uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); GLAPI void APIENTRY glProgramUniform2uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); GLAPI void APIENTRY glProgramUniform3uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); GLAPI void APIENTRY glProgramUniform4uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); GLAPI void APIENTRY glNamedProgramLocalParameters4fvEXT (GLuint program, GLenum target, GLuint index, GLsizei count, const GLfloat *params); GLAPI void APIENTRY glNamedProgramLocalParameterI4iEXT (GLuint program, GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); GLAPI void APIENTRY glNamedProgramLocalParameterI4ivEXT (GLuint program, GLenum target, GLuint index, const GLint *params); GLAPI void APIENTRY glNamedProgramLocalParametersI4ivEXT (GLuint program, GLenum target, GLuint index, GLsizei count, const GLint *params); GLAPI void APIENTRY glNamedProgramLocalParameterI4uiEXT (GLuint program, GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); GLAPI void APIENTRY glNamedProgramLocalParameterI4uivEXT (GLuint program, GLenum target, GLuint index, const GLuint *params); GLAPI void APIENTRY glNamedProgramLocalParametersI4uivEXT (GLuint program, GLenum target, GLuint index, GLsizei count, const GLuint *params); GLAPI void APIENTRY glGetNamedProgramLocalParameterIivEXT (GLuint program, GLenum target, GLuint index, GLint *params); GLAPI void APIENTRY glGetNamedProgramLocalParameterIuivEXT (GLuint program, GLenum target, GLuint index, GLuint *params); GLAPI void APIENTRY glEnableClientStateiEXT (GLenum array, GLuint index); GLAPI void APIENTRY glDisableClientStateiEXT (GLenum array, GLuint index); GLAPI void APIENTRY glGetFloati_vEXT (GLenum pname, GLuint index, GLfloat *params); GLAPI void APIENTRY glGetDoublei_vEXT (GLenum pname, GLuint index, GLdouble *params); GLAPI void APIENTRY glGetPointeri_vEXT (GLenum pname, GLuint index, void **params); GLAPI void APIENTRY glNamedProgramStringEXT (GLuint program, GLenum target, GLenum format, GLsizei len, const void *string); GLAPI void APIENTRY glNamedProgramLocalParameter4dEXT (GLuint program, GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI void APIENTRY glNamedProgramLocalParameter4dvEXT (GLuint program, GLenum target, GLuint index, const GLdouble *params); GLAPI void APIENTRY glNamedProgramLocalParameter4fEXT (GLuint program, GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); GLAPI void APIENTRY glNamedProgramLocalParameter4fvEXT (GLuint program, GLenum target, GLuint index, const GLfloat *params); GLAPI void APIENTRY glGetNamedProgramLocalParameterdvEXT (GLuint program, GLenum target, GLuint index, GLdouble *params); GLAPI void APIENTRY glGetNamedProgramLocalParameterfvEXT (GLuint program, GLenum target, GLuint index, GLfloat *params); GLAPI void APIENTRY glGetNamedProgramivEXT (GLuint program, GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetNamedProgramStringEXT (GLuint program, GLenum target, GLenum pname, void *string); GLAPI void APIENTRY glNamedRenderbufferStorageEXT (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); GLAPI void APIENTRY glGetNamedRenderbufferParameterivEXT (GLuint renderbuffer, GLenum pname, GLint *params); GLAPI void APIENTRY glNamedRenderbufferStorageMultisampleEXT (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); GLAPI void APIENTRY glNamedRenderbufferStorageMultisampleCoverageEXT (GLuint renderbuffer, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); GLAPI GLenum APIENTRY glCheckNamedFramebufferStatusEXT (GLuint framebuffer, GLenum target); GLAPI void APIENTRY glNamedFramebufferTexture1DEXT (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); GLAPI void APIENTRY glNamedFramebufferTexture2DEXT (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); GLAPI void APIENTRY glNamedFramebufferTexture3DEXT (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); GLAPI void APIENTRY glNamedFramebufferRenderbufferEXT (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); GLAPI void APIENTRY glGetNamedFramebufferAttachmentParameterivEXT (GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); GLAPI void APIENTRY glGenerateTextureMipmapEXT (GLuint texture, GLenum target); GLAPI void APIENTRY glGenerateMultiTexMipmapEXT (GLenum texunit, GLenum target); GLAPI void APIENTRY glFramebufferDrawBufferEXT (GLuint framebuffer, GLenum mode); GLAPI void APIENTRY glFramebufferDrawBuffersEXT (GLuint framebuffer, GLsizei n, const GLenum *bufs); GLAPI void APIENTRY glFramebufferReadBufferEXT (GLuint framebuffer, GLenum mode); GLAPI void APIENTRY glGetFramebufferParameterivEXT (GLuint framebuffer, GLenum pname, GLint *params); GLAPI void APIENTRY glNamedCopyBufferSubDataEXT (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); GLAPI void APIENTRY glNamedFramebufferTextureEXT (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); GLAPI void APIENTRY glNamedFramebufferTextureLayerEXT (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); GLAPI void APIENTRY glNamedFramebufferTextureFaceEXT (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLenum face); GLAPI void APIENTRY glTextureRenderbufferEXT (GLuint texture, GLenum target, GLuint renderbuffer); GLAPI void APIENTRY glMultiTexRenderbufferEXT (GLenum texunit, GLenum target, GLuint renderbuffer); GLAPI void APIENTRY glVertexArrayVertexOffsetEXT (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); GLAPI void APIENTRY glVertexArrayColorOffsetEXT (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); GLAPI void APIENTRY glVertexArrayEdgeFlagOffsetEXT (GLuint vaobj, GLuint buffer, GLsizei stride, GLintptr offset); GLAPI void APIENTRY glVertexArrayIndexOffsetEXT (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); GLAPI void APIENTRY glVertexArrayNormalOffsetEXT (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); GLAPI void APIENTRY glVertexArrayTexCoordOffsetEXT (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); GLAPI void APIENTRY glVertexArrayMultiTexCoordOffsetEXT (GLuint vaobj, GLuint buffer, GLenum texunit, GLint size, GLenum type, GLsizei stride, GLintptr offset); GLAPI void APIENTRY glVertexArrayFogCoordOffsetEXT (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); GLAPI void APIENTRY glVertexArraySecondaryColorOffsetEXT (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); GLAPI void APIENTRY glVertexArrayVertexAttribOffsetEXT (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset); GLAPI void APIENTRY glVertexArrayVertexAttribIOffsetEXT (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); GLAPI void APIENTRY glEnableVertexArrayEXT (GLuint vaobj, GLenum array); GLAPI void APIENTRY glDisableVertexArrayEXT (GLuint vaobj, GLenum array); GLAPI void APIENTRY glEnableVertexArrayAttribEXT (GLuint vaobj, GLuint index); GLAPI void APIENTRY glDisableVertexArrayAttribEXT (GLuint vaobj, GLuint index); GLAPI void APIENTRY glGetVertexArrayIntegervEXT (GLuint vaobj, GLenum pname, GLint *param); GLAPI void APIENTRY glGetVertexArrayPointervEXT (GLuint vaobj, GLenum pname, void **param); GLAPI void APIENTRY glGetVertexArrayIntegeri_vEXT (GLuint vaobj, GLuint index, GLenum pname, GLint *param); GLAPI void APIENTRY glGetVertexArrayPointeri_vEXT (GLuint vaobj, GLuint index, GLenum pname, void **param); GLAPI void *APIENTRY glMapNamedBufferRangeEXT (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); GLAPI void APIENTRY glFlushMappedNamedBufferRangeEXT (GLuint buffer, GLintptr offset, GLsizeiptr length); GLAPI void APIENTRY glNamedBufferStorageEXT (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); GLAPI void APIENTRY glClearNamedBufferDataEXT (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); GLAPI void APIENTRY glClearNamedBufferSubDataEXT (GLuint buffer, GLenum internalformat, GLsizeiptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); GLAPI void APIENTRY glNamedFramebufferParameteriEXT (GLuint framebuffer, GLenum pname, GLint param); GLAPI void APIENTRY glGetNamedFramebufferParameterivEXT (GLuint framebuffer, GLenum pname, GLint *params); GLAPI void APIENTRY glProgramUniform1dEXT (GLuint program, GLint location, GLdouble x); GLAPI void APIENTRY glProgramUniform2dEXT (GLuint program, GLint location, GLdouble x, GLdouble y); GLAPI void APIENTRY glProgramUniform3dEXT (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z); GLAPI void APIENTRY glProgramUniform4dEXT (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI void APIENTRY glProgramUniform1dvEXT (GLuint program, GLint location, GLsizei count, const GLdouble *value); GLAPI void APIENTRY glProgramUniform2dvEXT (GLuint program, GLint location, GLsizei count, const GLdouble *value); GLAPI void APIENTRY glProgramUniform3dvEXT (GLuint program, GLint location, GLsizei count, const GLdouble *value); GLAPI void APIENTRY glProgramUniform4dvEXT (GLuint program, GLint location, GLsizei count, const GLdouble *value); GLAPI void APIENTRY glProgramUniformMatrix2dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glProgramUniformMatrix3dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glProgramUniformMatrix4dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glProgramUniformMatrix2x3dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glProgramUniformMatrix2x4dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glProgramUniformMatrix3x2dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glProgramUniformMatrix3x4dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glProgramUniformMatrix4x2dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glProgramUniformMatrix4x3dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI void APIENTRY glTextureBufferRangeEXT (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); GLAPI void APIENTRY glTextureStorage1DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); GLAPI void APIENTRY glTextureStorage2DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); GLAPI void APIENTRY glTextureStorage3DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); GLAPI void APIENTRY glTextureStorage2DMultisampleEXT (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); GLAPI void APIENTRY glTextureStorage3DMultisampleEXT (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); GLAPI void APIENTRY glVertexArrayBindVertexBufferEXT (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); GLAPI void APIENTRY glVertexArrayVertexAttribFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); GLAPI void APIENTRY glVertexArrayVertexAttribIFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); GLAPI void APIENTRY glVertexArrayVertexAttribLFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); GLAPI void APIENTRY glVertexArrayVertexAttribBindingEXT (GLuint vaobj, GLuint attribindex, GLuint bindingindex); GLAPI void APIENTRY glVertexArrayVertexBindingDivisorEXT (GLuint vaobj, GLuint bindingindex, GLuint divisor); GLAPI void APIENTRY glVertexArrayVertexAttribLOffsetEXT (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); GLAPI void APIENTRY glTexturePageCommitmentEXT (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); GLAPI void APIENTRY glVertexArrayVertexAttribDivisorEXT (GLuint vaobj, GLuint index, GLuint divisor); #endif #endif /* GL_EXT_direct_state_access */ #ifndef GL_EXT_draw_buffers2 #define GL_EXT_draw_buffers2 1 typedef void (APIENTRYP PFNGLCOLORMASKINDEXEDEXTPROC) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glColorMaskIndexedEXT (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); #endif #endif /* GL_EXT_draw_buffers2 */ #ifndef GL_EXT_draw_instanced #define GL_EXT_draw_instanced 1 typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawArraysInstancedEXT (GLenum mode, GLint start, GLsizei count, GLsizei primcount); GLAPI void APIENTRY glDrawElementsInstancedEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); #endif #endif /* GL_EXT_draw_instanced */ #ifndef GL_EXT_draw_range_elements #define GL_EXT_draw_range_elements 1 #define GL_MAX_ELEMENTS_VERTICES_EXT 0x80E8 #define GL_MAX_ELEMENTS_INDICES_EXT 0x80E9 typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawRangeElementsEXT (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); #endif #endif /* GL_EXT_draw_range_elements */ #ifndef GL_EXT_external_buffer #define GL_EXT_external_buffer 1 typedef void *GLeglClientBufferEXT; typedef void (APIENTRYP PFNGLBUFFERSTORAGEEXTERNALEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBufferStorageExternalEXT (GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); GLAPI void APIENTRY glNamedBufferStorageExternalEXT (GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); #endif #endif /* GL_EXT_external_buffer */ #ifndef GL_EXT_fog_coord #define GL_EXT_fog_coord 1 #define GL_FOG_COORDINATE_SOURCE_EXT 0x8450 #define GL_FOG_COORDINATE_EXT 0x8451 #define GL_FRAGMENT_DEPTH_EXT 0x8452 #define GL_CURRENT_FOG_COORDINATE_EXT 0x8453 #define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454 #define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455 #define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456 #define GL_FOG_COORDINATE_ARRAY_EXT 0x8457 typedef void (APIENTRYP PFNGLFOGCOORDFEXTPROC) (GLfloat coord); typedef void (APIENTRYP PFNGLFOGCOORDFVEXTPROC) (const GLfloat *coord); typedef void (APIENTRYP PFNGLFOGCOORDDEXTPROC) (GLdouble coord); typedef void (APIENTRYP PFNGLFOGCOORDDVEXTPROC) (const GLdouble *coord); typedef void (APIENTRYP PFNGLFOGCOORDPOINTEREXTPROC) (GLenum type, GLsizei stride, const void *pointer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFogCoordfEXT (GLfloat coord); GLAPI void APIENTRY glFogCoordfvEXT (const GLfloat *coord); GLAPI void APIENTRY glFogCoorddEXT (GLdouble coord); GLAPI void APIENTRY glFogCoorddvEXT (const GLdouble *coord); GLAPI void APIENTRY glFogCoordPointerEXT (GLenum type, GLsizei stride, const void *pointer); #endif #endif /* GL_EXT_fog_coord */ #ifndef GL_EXT_framebuffer_blit #define GL_EXT_framebuffer_blit 1 #define GL_READ_FRAMEBUFFER_EXT 0x8CA8 #define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9 #define GL_DRAW_FRAMEBUFFER_BINDING_EXT 0x8CA6 #define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA typedef void (APIENTRYP PFNGLBLITFRAMEBUFFEREXTPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlitFramebufferEXT (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); #endif #endif /* GL_EXT_framebuffer_blit */ #ifndef GL_EXT_framebuffer_multisample #define GL_EXT_framebuffer_multisample 1 #define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56 #define GL_MAX_SAMPLES_EXT 0x8D57 typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glRenderbufferStorageMultisampleEXT (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); #endif #endif /* GL_EXT_framebuffer_multisample */ #ifndef GL_EXT_framebuffer_multisample_blit_scaled #define GL_EXT_framebuffer_multisample_blit_scaled 1 #define GL_SCALED_RESOLVE_FASTEST_EXT 0x90BA #define GL_SCALED_RESOLVE_NICEST_EXT 0x90BB #endif /* GL_EXT_framebuffer_multisample_blit_scaled */ #ifndef GL_EXT_framebuffer_object #define GL_EXT_framebuffer_object 1 #define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506 #define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8 #define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6 #define GL_RENDERBUFFER_BINDING_EXT 0x8CA7 #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0 #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4 #define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5 #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6 #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7 #define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9 #define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA #define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB #define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC #define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD #define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF #define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 #define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 #define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 #define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 #define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 #define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 #define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 #define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 #define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 #define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 #define GL_COLOR_ATTACHMENT10_EXT 0x8CEA #define GL_COLOR_ATTACHMENT11_EXT 0x8CEB #define GL_COLOR_ATTACHMENT12_EXT 0x8CEC #define GL_COLOR_ATTACHMENT13_EXT 0x8CED #define GL_COLOR_ATTACHMENT14_EXT 0x8CEE #define GL_COLOR_ATTACHMENT15_EXT 0x8CEF #define GL_DEPTH_ATTACHMENT_EXT 0x8D00 #define GL_STENCIL_ATTACHMENT_EXT 0x8D20 #define GL_FRAMEBUFFER_EXT 0x8D40 #define GL_RENDERBUFFER_EXT 0x8D41 #define GL_RENDERBUFFER_WIDTH_EXT 0x8D42 #define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43 #define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44 #define GL_STENCIL_INDEX1_EXT 0x8D46 #define GL_STENCIL_INDEX4_EXT 0x8D47 #define GL_STENCIL_INDEX8_EXT 0x8D48 #define GL_STENCIL_INDEX16_EXT 0x8D49 #define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50 #define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51 #define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52 #define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53 #define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54 #define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55 typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFEREXTPROC) (GLuint renderbuffer); typedef void (APIENTRYP PFNGLBINDRENDERBUFFEREXTPROC) (GLenum target, GLuint renderbuffer); typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSEXTPROC) (GLsizei n, const GLuint *renderbuffers); typedef void (APIENTRYP PFNGLGENRENDERBUFFERSEXTPROC) (GLsizei n, GLuint *renderbuffers); typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFEREXTPROC) (GLuint framebuffer); typedef void (APIENTRYP PFNGLBINDFRAMEBUFFEREXTPROC) (GLenum target, GLuint framebuffer); typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSEXTPROC) (GLsizei n, const GLuint *framebuffers); typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSEXTPROC) (GLsizei n, GLuint *framebuffers); typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) (GLenum target); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGENERATEMIPMAPEXTPROC) (GLenum target); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLboolean APIENTRY glIsRenderbufferEXT (GLuint renderbuffer); GLAPI void APIENTRY glBindRenderbufferEXT (GLenum target, GLuint renderbuffer); GLAPI void APIENTRY glDeleteRenderbuffersEXT (GLsizei n, const GLuint *renderbuffers); GLAPI void APIENTRY glGenRenderbuffersEXT (GLsizei n, GLuint *renderbuffers); GLAPI void APIENTRY glRenderbufferStorageEXT (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); GLAPI void APIENTRY glGetRenderbufferParameterivEXT (GLenum target, GLenum pname, GLint *params); GLAPI GLboolean APIENTRY glIsFramebufferEXT (GLuint framebuffer); GLAPI void APIENTRY glBindFramebufferEXT (GLenum target, GLuint framebuffer); GLAPI void APIENTRY glDeleteFramebuffersEXT (GLsizei n, const GLuint *framebuffers); GLAPI void APIENTRY glGenFramebuffersEXT (GLsizei n, GLuint *framebuffers); GLAPI GLenum APIENTRY glCheckFramebufferStatusEXT (GLenum target); GLAPI void APIENTRY glFramebufferTexture1DEXT (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); GLAPI void APIENTRY glFramebufferTexture2DEXT (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); GLAPI void APIENTRY glFramebufferTexture3DEXT (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); GLAPI void APIENTRY glFramebufferRenderbufferEXT (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); GLAPI void APIENTRY glGetFramebufferAttachmentParameterivEXT (GLenum target, GLenum attachment, GLenum pname, GLint *params); GLAPI void APIENTRY glGenerateMipmapEXT (GLenum target); #endif #endif /* GL_EXT_framebuffer_object */ #ifndef GL_EXT_framebuffer_sRGB #define GL_EXT_framebuffer_sRGB 1 #define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9 #define GL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x8DBA #endif /* GL_EXT_framebuffer_sRGB */ #ifndef GL_EXT_geometry_shader4 #define GL_EXT_geometry_shader4 1 #define GL_GEOMETRY_SHADER_EXT 0x8DD9 #define GL_GEOMETRY_VERTICES_OUT_EXT 0x8DDA #define GL_GEOMETRY_INPUT_TYPE_EXT 0x8DDB #define GL_GEOMETRY_OUTPUT_TYPE_EXT 0x8DDC #define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 #define GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT 0x8DDD #define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT 0x8DDE #define GL_MAX_VARYING_COMPONENTS_EXT 0x8B4B #define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF #define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 #define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 #define GL_LINES_ADJACENCY_EXT 0x000A #define GL_LINE_STRIP_ADJACENCY_EXT 0x000B #define GL_TRIANGLES_ADJACENCY_EXT 0x000C #define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0x000D #define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 #define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT 0x8DA9 #define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4 #define GL_PROGRAM_POINT_SIZE_EXT 0x8642 typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIEXTPROC) (GLuint program, GLenum pname, GLint value); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glProgramParameteriEXT (GLuint program, GLenum pname, GLint value); #endif #endif /* GL_EXT_geometry_shader4 */ #ifndef GL_EXT_gpu_program_parameters #define GL_EXT_gpu_program_parameters 1 typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat *params); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glProgramEnvParameters4fvEXT (GLenum target, GLuint index, GLsizei count, const GLfloat *params); GLAPI void APIENTRY glProgramLocalParameters4fvEXT (GLenum target, GLuint index, GLsizei count, const GLfloat *params); #endif #endif /* GL_EXT_gpu_program_parameters */ #ifndef GL_EXT_gpu_shader4 #define GL_EXT_gpu_shader4 1 #define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0 #define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1 #define GL_SAMPLER_BUFFER_EXT 0x8DC2 #define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3 #define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4 #define GL_SAMPLER_CUBE_SHADOW_EXT 0x8DC5 #define GL_UNSIGNED_INT_VEC2_EXT 0x8DC6 #define GL_UNSIGNED_INT_VEC3_EXT 0x8DC7 #define GL_UNSIGNED_INT_VEC4_EXT 0x8DC8 #define GL_INT_SAMPLER_1D_EXT 0x8DC9 #define GL_INT_SAMPLER_2D_EXT 0x8DCA #define GL_INT_SAMPLER_3D_EXT 0x8DCB #define GL_INT_SAMPLER_CUBE_EXT 0x8DCC #define GL_INT_SAMPLER_2D_RECT_EXT 0x8DCD #define GL_INT_SAMPLER_1D_ARRAY_EXT 0x8DCE #define GL_INT_SAMPLER_2D_ARRAY_EXT 0x8DCF #define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0 #define GL_UNSIGNED_INT_SAMPLER_1D_EXT 0x8DD1 #define GL_UNSIGNED_INT_SAMPLER_2D_EXT 0x8DD2 #define GL_UNSIGNED_INT_SAMPLER_3D_EXT 0x8DD3 #define GL_UNSIGNED_INT_SAMPLER_CUBE_EXT 0x8DD4 #define GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT 0x8DD5 #define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT 0x8DD6 #define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT 0x8DD7 #define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8 #define GL_MIN_PROGRAM_TEXEL_OFFSET_EXT 0x8904 #define GL_MAX_PROGRAM_TEXEL_OFFSET_EXT 0x8905 #define GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT 0x88FD typedef void (APIENTRYP PFNGLGETUNIFORMUIVEXTPROC) (GLuint program, GLint location, GLuint *params); typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONEXTPROC) (GLuint program, GLuint color, const GLchar *name); typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONEXTPROC) (GLuint program, const GLchar *name); typedef void (APIENTRYP PFNGLUNIFORM1UIEXTPROC) (GLint location, GLuint v0); typedef void (APIENTRYP PFNGLUNIFORM2UIEXTPROC) (GLint location, GLuint v0, GLuint v1); typedef void (APIENTRYP PFNGLUNIFORM3UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2); typedef void (APIENTRYP PFNGLUNIFORM4UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); typedef void (APIENTRYP PFNGLUNIFORM1UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLUNIFORM2UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLUNIFORM3UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLUNIFORM4UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IEXTPROC) (GLuint index, GLint x); typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IEXTPROC) (GLuint index, GLint x, GLint y); typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IEXTPROC) (GLuint index, GLint x, GLint y, GLint z); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IEXTPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w); typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIEXTPROC) (GLuint index, GLuint x); typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIEXTPROC) (GLuint index, GLuint x, GLuint y); typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVEXTPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVEXTPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVEXTPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVEXTPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVEXTPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVEXTPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVEXTPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVEXTPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVEXTPROC) (GLuint index, const GLbyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVEXTPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVEXTPROC) (GLuint index, const GLubyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVEXTPROC) (GLuint index, const GLushort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVEXTPROC) (GLuint index, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVEXTPROC) (GLuint index, GLenum pname, GLuint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGetUniformuivEXT (GLuint program, GLint location, GLuint *params); GLAPI void APIENTRY glBindFragDataLocationEXT (GLuint program, GLuint color, const GLchar *name); GLAPI GLint APIENTRY glGetFragDataLocationEXT (GLuint program, const GLchar *name); GLAPI void APIENTRY glUniform1uiEXT (GLint location, GLuint v0); GLAPI void APIENTRY glUniform2uiEXT (GLint location, GLuint v0, GLuint v1); GLAPI void APIENTRY glUniform3uiEXT (GLint location, GLuint v0, GLuint v1, GLuint v2); GLAPI void APIENTRY glUniform4uiEXT (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); GLAPI void APIENTRY glUniform1uivEXT (GLint location, GLsizei count, const GLuint *value); GLAPI void APIENTRY glUniform2uivEXT (GLint location, GLsizei count, const GLuint *value); GLAPI void APIENTRY glUniform3uivEXT (GLint location, GLsizei count, const GLuint *value); GLAPI void APIENTRY glUniform4uivEXT (GLint location, GLsizei count, const GLuint *value); GLAPI void APIENTRY glVertexAttribI1iEXT (GLuint index, GLint x); GLAPI void APIENTRY glVertexAttribI2iEXT (GLuint index, GLint x, GLint y); GLAPI void APIENTRY glVertexAttribI3iEXT (GLuint index, GLint x, GLint y, GLint z); GLAPI void APIENTRY glVertexAttribI4iEXT (GLuint index, GLint x, GLint y, GLint z, GLint w); GLAPI void APIENTRY glVertexAttribI1uiEXT (GLuint index, GLuint x); GLAPI void APIENTRY glVertexAttribI2uiEXT (GLuint index, GLuint x, GLuint y); GLAPI void APIENTRY glVertexAttribI3uiEXT (GLuint index, GLuint x, GLuint y, GLuint z); GLAPI void APIENTRY glVertexAttribI4uiEXT (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); GLAPI void APIENTRY glVertexAttribI1ivEXT (GLuint index, const GLint *v); GLAPI void APIENTRY glVertexAttribI2ivEXT (GLuint index, const GLint *v); GLAPI void APIENTRY glVertexAttribI3ivEXT (GLuint index, const GLint *v); GLAPI void APIENTRY glVertexAttribI4ivEXT (GLuint index, const GLint *v); GLAPI void APIENTRY glVertexAttribI1uivEXT (GLuint index, const GLuint *v); GLAPI void APIENTRY glVertexAttribI2uivEXT (GLuint index, const GLuint *v); GLAPI void APIENTRY glVertexAttribI3uivEXT (GLuint index, const GLuint *v); GLAPI void APIENTRY glVertexAttribI4uivEXT (GLuint index, const GLuint *v); GLAPI void APIENTRY glVertexAttribI4bvEXT (GLuint index, const GLbyte *v); GLAPI void APIENTRY glVertexAttribI4svEXT (GLuint index, const GLshort *v); GLAPI void APIENTRY glVertexAttribI4ubvEXT (GLuint index, const GLubyte *v); GLAPI void APIENTRY glVertexAttribI4usvEXT (GLuint index, const GLushort *v); GLAPI void APIENTRY glVertexAttribIPointerEXT (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); GLAPI void APIENTRY glGetVertexAttribIivEXT (GLuint index, GLenum pname, GLint *params); GLAPI void APIENTRY glGetVertexAttribIuivEXT (GLuint index, GLenum pname, GLuint *params); #endif #endif /* GL_EXT_gpu_shader4 */ #ifndef GL_EXT_histogram #define GL_EXT_histogram 1 #define GL_HISTOGRAM_EXT 0x8024 #define GL_PROXY_HISTOGRAM_EXT 0x8025 #define GL_HISTOGRAM_WIDTH_EXT 0x8026 #define GL_HISTOGRAM_FORMAT_EXT 0x8027 #define GL_HISTOGRAM_RED_SIZE_EXT 0x8028 #define GL_HISTOGRAM_GREEN_SIZE_EXT 0x8029 #define GL_HISTOGRAM_BLUE_SIZE_EXT 0x802A #define GL_HISTOGRAM_ALPHA_SIZE_EXT 0x802B #define GL_HISTOGRAM_LUMINANCE_SIZE_EXT 0x802C #define GL_HISTOGRAM_SINK_EXT 0x802D #define GL_MINMAX_EXT 0x802E #define GL_MINMAX_FORMAT_EXT 0x802F #define GL_MINMAX_SINK_EXT 0x8030 #define GL_TABLE_TOO_LARGE_EXT 0x8031 typedef void (APIENTRYP PFNGLGETHISTOGRAMEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETMINMAXEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLHISTOGRAMEXTPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); typedef void (APIENTRYP PFNGLMINMAXEXTPROC) (GLenum target, GLenum internalformat, GLboolean sink); typedef void (APIENTRYP PFNGLRESETHISTOGRAMEXTPROC) (GLenum target); typedef void (APIENTRYP PFNGLRESETMINMAXEXTPROC) (GLenum target); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGetHistogramEXT (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); GLAPI void APIENTRY glGetHistogramParameterfvEXT (GLenum target, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetHistogramParameterivEXT (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetMinmaxEXT (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); GLAPI void APIENTRY glGetMinmaxParameterfvEXT (GLenum target, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetMinmaxParameterivEXT (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glHistogramEXT (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); GLAPI void APIENTRY glMinmaxEXT (GLenum target, GLenum internalformat, GLboolean sink); GLAPI void APIENTRY glResetHistogramEXT (GLenum target); GLAPI void APIENTRY glResetMinmaxEXT (GLenum target); #endif #endif /* GL_EXT_histogram */ #ifndef GL_EXT_index_array_formats #define GL_EXT_index_array_formats 1 #define GL_IUI_V2F_EXT 0x81AD #define GL_IUI_V3F_EXT 0x81AE #define GL_IUI_N3F_V2F_EXT 0x81AF #define GL_IUI_N3F_V3F_EXT 0x81B0 #define GL_T2F_IUI_V2F_EXT 0x81B1 #define GL_T2F_IUI_V3F_EXT 0x81B2 #define GL_T2F_IUI_N3F_V2F_EXT 0x81B3 #define GL_T2F_IUI_N3F_V3F_EXT 0x81B4 #endif /* GL_EXT_index_array_formats */ #ifndef GL_EXT_index_func #define GL_EXT_index_func 1 #define GL_INDEX_TEST_EXT 0x81B5 #define GL_INDEX_TEST_FUNC_EXT 0x81B6 #define GL_INDEX_TEST_REF_EXT 0x81B7 typedef void (APIENTRYP PFNGLINDEXFUNCEXTPROC) (GLenum func, GLclampf ref); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glIndexFuncEXT (GLenum func, GLclampf ref); #endif #endif /* GL_EXT_index_func */ #ifndef GL_EXT_index_material #define GL_EXT_index_material 1 #define GL_INDEX_MATERIAL_EXT 0x81B8 #define GL_INDEX_MATERIAL_PARAMETER_EXT 0x81B9 #define GL_INDEX_MATERIAL_FACE_EXT 0x81BA typedef void (APIENTRYP PFNGLINDEXMATERIALEXTPROC) (GLenum face, GLenum mode); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glIndexMaterialEXT (GLenum face, GLenum mode); #endif #endif /* GL_EXT_index_material */ #ifndef GL_EXT_index_texture #define GL_EXT_index_texture 1 #endif /* GL_EXT_index_texture */ #ifndef GL_EXT_light_texture #define GL_EXT_light_texture 1 #define GL_FRAGMENT_MATERIAL_EXT 0x8349 #define GL_FRAGMENT_NORMAL_EXT 0x834A #define GL_FRAGMENT_COLOR_EXT 0x834C #define GL_ATTENUATION_EXT 0x834D #define GL_SHADOW_ATTENUATION_EXT 0x834E #define GL_TEXTURE_APPLICATION_MODE_EXT 0x834F #define GL_TEXTURE_LIGHT_EXT 0x8350 #define GL_TEXTURE_MATERIAL_FACE_EXT 0x8351 #define GL_TEXTURE_MATERIAL_PARAMETER_EXT 0x8352 typedef void (APIENTRYP PFNGLAPPLYTEXTUREEXTPROC) (GLenum mode); typedef void (APIENTRYP PFNGLTEXTURELIGHTEXTPROC) (GLenum pname); typedef void (APIENTRYP PFNGLTEXTUREMATERIALEXTPROC) (GLenum face, GLenum mode); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glApplyTextureEXT (GLenum mode); GLAPI void APIENTRY glTextureLightEXT (GLenum pname); GLAPI void APIENTRY glTextureMaterialEXT (GLenum face, GLenum mode); #endif #endif /* GL_EXT_light_texture */ #ifndef GL_EXT_memory_object #define GL_EXT_memory_object 1 #define GL_TEXTURE_TILING_EXT 0x9580 #define GL_DEDICATED_MEMORY_OBJECT_EXT 0x9581 #define GL_PROTECTED_MEMORY_OBJECT_EXT 0x959B #define GL_NUM_TILING_TYPES_EXT 0x9582 #define GL_TILING_TYPES_EXT 0x9583 #define GL_OPTIMAL_TILING_EXT 0x9584 #define GL_LINEAR_TILING_EXT 0x9585 #define GL_NUM_DEVICE_UUIDS_EXT 0x9596 #define GL_DEVICE_UUID_EXT 0x9597 #define GL_DRIVER_UUID_EXT 0x9598 #define GL_UUID_SIZE_EXT 16 typedef void (APIENTRYP PFNGLGETUNSIGNEDBYTEVEXTPROC) (GLenum pname, GLubyte *data); typedef void (APIENTRYP PFNGLGETUNSIGNEDBYTEI_VEXTPROC) (GLenum target, GLuint index, GLubyte *data); typedef void (APIENTRYP PFNGLDELETEMEMORYOBJECTSEXTPROC) (GLsizei n, const GLuint *memoryObjects); typedef GLboolean (APIENTRYP PFNGLISMEMORYOBJECTEXTPROC) (GLuint memoryObject); typedef void (APIENTRYP PFNGLCREATEMEMORYOBJECTSEXTPROC) (GLsizei n, GLuint *memoryObjects); typedef void (APIENTRYP PFNGLMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLTEXSTORAGEMEM2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); typedef void (APIENTRYP PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); typedef void (APIENTRYP PFNGLTEXSTORAGEMEM3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); typedef void (APIENTRYP PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); typedef void (APIENTRYP PFNGLBUFFERSTORAGEMEMEXTPROC) (GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset); typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM2DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM3DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC) (GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset); typedef void (APIENTRYP PFNGLTEXSTORAGEMEM1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM1DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGetUnsignedBytevEXT (GLenum pname, GLubyte *data); GLAPI void APIENTRY glGetUnsignedBytei_vEXT (GLenum target, GLuint index, GLubyte *data); GLAPI void APIENTRY glDeleteMemoryObjectsEXT (GLsizei n, const GLuint *memoryObjects); GLAPI GLboolean APIENTRY glIsMemoryObjectEXT (GLuint memoryObject); GLAPI void APIENTRY glCreateMemoryObjectsEXT (GLsizei n, GLuint *memoryObjects); GLAPI void APIENTRY glMemoryObjectParameterivEXT (GLuint memoryObject, GLenum pname, const GLint *params); GLAPI void APIENTRY glGetMemoryObjectParameterivEXT (GLuint memoryObject, GLenum pname, GLint *params); GLAPI void APIENTRY glTexStorageMem2DEXT (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); GLAPI void APIENTRY glTexStorageMem2DMultisampleEXT (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); GLAPI void APIENTRY glTexStorageMem3DEXT (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); GLAPI void APIENTRY glTexStorageMem3DMultisampleEXT (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); GLAPI void APIENTRY glBufferStorageMemEXT (GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset); GLAPI void APIENTRY glTextureStorageMem2DEXT (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); GLAPI void APIENTRY glTextureStorageMem2DMultisampleEXT (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); GLAPI void APIENTRY glTextureStorageMem3DEXT (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); GLAPI void APIENTRY glTextureStorageMem3DMultisampleEXT (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); GLAPI void APIENTRY glNamedBufferStorageMemEXT (GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset); GLAPI void APIENTRY glTexStorageMem1DEXT (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); GLAPI void APIENTRY glTextureStorageMem1DEXT (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); #endif #endif /* GL_EXT_memory_object */ #ifndef GL_EXT_memory_object_fd #define GL_EXT_memory_object_fd 1 #define GL_HANDLE_TYPE_OPAQUE_FD_EXT 0x9586 typedef void (APIENTRYP PFNGLIMPORTMEMORYFDEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, GLint fd); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glImportMemoryFdEXT (GLuint memory, GLuint64 size, GLenum handleType, GLint fd); #endif #endif /* GL_EXT_memory_object_fd */ #ifndef GL_EXT_memory_object_win32 #define GL_EXT_memory_object_win32 1 #define GL_HANDLE_TYPE_OPAQUE_WIN32_EXT 0x9587 #define GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT 0x9588 #define GL_DEVICE_LUID_EXT 0x9599 #define GL_DEVICE_NODE_MASK_EXT 0x959A #define GL_LUID_SIZE_EXT 8 #define GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT 0x9589 #define GL_HANDLE_TYPE_D3D12_RESOURCE_EXT 0x958A #define GL_HANDLE_TYPE_D3D11_IMAGE_EXT 0x958B #define GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT 0x958C typedef void (APIENTRYP PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, void *handle); typedef void (APIENTRYP PFNGLIMPORTMEMORYWIN32NAMEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, const void *name); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glImportMemoryWin32HandleEXT (GLuint memory, GLuint64 size, GLenum handleType, void *handle); GLAPI void APIENTRY glImportMemoryWin32NameEXT (GLuint memory, GLuint64 size, GLenum handleType, const void *name); #endif #endif /* GL_EXT_memory_object_win32 */ #ifndef GL_EXT_misc_attribute #define GL_EXT_misc_attribute 1 #endif /* GL_EXT_misc_attribute */ #ifndef GL_EXT_multi_draw_arrays #define GL_EXT_multi_draw_arrays 1 typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSEXTPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSEXTPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glMultiDrawArraysEXT (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); GLAPI void APIENTRY glMultiDrawElementsEXT (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount); #endif #endif /* GL_EXT_multi_draw_arrays */ #ifndef GL_EXT_multisample #define GL_EXT_multisample 1 #define GL_MULTISAMPLE_EXT 0x809D #define GL_SAMPLE_ALPHA_TO_MASK_EXT 0x809E #define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F #define GL_SAMPLE_MASK_EXT 0x80A0 #define GL_1PASS_EXT 0x80A1 #define GL_2PASS_0_EXT 0x80A2 #define GL_2PASS_1_EXT 0x80A3 #define GL_4PASS_0_EXT 0x80A4 #define GL_4PASS_1_EXT 0x80A5 #define GL_4PASS_2_EXT 0x80A6 #define GL_4PASS_3_EXT 0x80A7 #define GL_SAMPLE_BUFFERS_EXT 0x80A8 #define GL_SAMPLES_EXT 0x80A9 #define GL_SAMPLE_MASK_VALUE_EXT 0x80AA #define GL_SAMPLE_MASK_INVERT_EXT 0x80AB #define GL_SAMPLE_PATTERN_EXT 0x80AC #define GL_MULTISAMPLE_BIT_EXT 0x20000000 typedef void (APIENTRYP PFNGLSAMPLEMASKEXTPROC) (GLclampf value, GLboolean invert); typedef void (APIENTRYP PFNGLSAMPLEPATTERNEXTPROC) (GLenum pattern); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glSampleMaskEXT (GLclampf value, GLboolean invert); GLAPI void APIENTRY glSamplePatternEXT (GLenum pattern); #endif #endif /* GL_EXT_multisample */ #ifndef GL_EXT_multiview_tessellation_geometry_shader #define GL_EXT_multiview_tessellation_geometry_shader 1 #endif /* GL_EXT_multiview_tessellation_geometry_shader */ #ifndef GL_EXT_multiview_texture_multisample #define GL_EXT_multiview_texture_multisample 1 #endif /* GL_EXT_multiview_texture_multisample */ #ifndef GL_EXT_multiview_timer_query #define GL_EXT_multiview_timer_query 1 #endif /* GL_EXT_multiview_timer_query */ #ifndef GL_EXT_packed_depth_stencil #define GL_EXT_packed_depth_stencil 1 #define GL_DEPTH_STENCIL_EXT 0x84F9 #define GL_UNSIGNED_INT_24_8_EXT 0x84FA #define GL_DEPTH24_STENCIL8_EXT 0x88F0 #define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1 #endif /* GL_EXT_packed_depth_stencil */ #ifndef GL_EXT_packed_float #define GL_EXT_packed_float 1 #define GL_R11F_G11F_B10F_EXT 0x8C3A #define GL_UNSIGNED_INT_10F_11F_11F_REV_EXT 0x8C3B #define GL_RGBA_SIGNED_COMPONENTS_EXT 0x8C3C #endif /* GL_EXT_packed_float */ #ifndef GL_EXT_packed_pixels #define GL_EXT_packed_pixels 1 #define GL_UNSIGNED_BYTE_3_3_2_EXT 0x8032 #define GL_UNSIGNED_SHORT_4_4_4_4_EXT 0x8033 #define GL_UNSIGNED_SHORT_5_5_5_1_EXT 0x8034 #define GL_UNSIGNED_INT_8_8_8_8_EXT 0x8035 #define GL_UNSIGNED_INT_10_10_10_2_EXT 0x8036 #endif /* GL_EXT_packed_pixels */ #ifndef GL_EXT_paletted_texture #define GL_EXT_paletted_texture 1 #define GL_COLOR_INDEX1_EXT 0x80E2 #define GL_COLOR_INDEX2_EXT 0x80E3 #define GL_COLOR_INDEX4_EXT 0x80E4 #define GL_COLOR_INDEX8_EXT 0x80E5 #define GL_COLOR_INDEX12_EXT 0x80E6 #define GL_COLOR_INDEX16_EXT 0x80E7 #define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED typedef void (APIENTRYP PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const void *table); typedef void (APIENTRYP PFNGLGETCOLORTABLEEXTPROC) (GLenum target, GLenum format, GLenum type, void *data); typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glColorTableEXT (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const void *table); GLAPI void APIENTRY glGetColorTableEXT (GLenum target, GLenum format, GLenum type, void *data); GLAPI void APIENTRY glGetColorTableParameterivEXT (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetColorTableParameterfvEXT (GLenum target, GLenum pname, GLfloat *params); #endif #endif /* GL_EXT_paletted_texture */ #ifndef GL_EXT_pixel_buffer_object #define GL_EXT_pixel_buffer_object 1 #define GL_PIXEL_PACK_BUFFER_EXT 0x88EB #define GL_PIXEL_UNPACK_BUFFER_EXT 0x88EC #define GL_PIXEL_PACK_BUFFER_BINDING_EXT 0x88ED #define GL_PIXEL_UNPACK_BUFFER_BINDING_EXT 0x88EF #endif /* GL_EXT_pixel_buffer_object */ #ifndef GL_EXT_pixel_transform #define GL_EXT_pixel_transform 1 #define GL_PIXEL_TRANSFORM_2D_EXT 0x8330 #define GL_PIXEL_MAG_FILTER_EXT 0x8331 #define GL_PIXEL_MIN_FILTER_EXT 0x8332 #define GL_PIXEL_CUBIC_WEIGHT_EXT 0x8333 #define GL_CUBIC_EXT 0x8334 #define GL_AVERAGE_EXT 0x8335 #define GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8336 #define GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8337 #define GL_PIXEL_TRANSFORM_2D_MATRIX_EXT 0x8338 typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPixelTransformParameteriEXT (GLenum target, GLenum pname, GLint param); GLAPI void APIENTRY glPixelTransformParameterfEXT (GLenum target, GLenum pname, GLfloat param); GLAPI void APIENTRY glPixelTransformParameterivEXT (GLenum target, GLenum pname, const GLint *params); GLAPI void APIENTRY glPixelTransformParameterfvEXT (GLenum target, GLenum pname, const GLfloat *params); GLAPI void APIENTRY glGetPixelTransformParameterivEXT (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetPixelTransformParameterfvEXT (GLenum target, GLenum pname, GLfloat *params); #endif #endif /* GL_EXT_pixel_transform */ #ifndef GL_EXT_pixel_transform_color_table #define GL_EXT_pixel_transform_color_table 1 #endif /* GL_EXT_pixel_transform_color_table */ #ifndef GL_EXT_point_parameters #define GL_EXT_point_parameters 1 #define GL_POINT_SIZE_MIN_EXT 0x8126 #define GL_POINT_SIZE_MAX_EXT 0x8127 #define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128 #define GL_DISTANCE_ATTENUATION_EXT 0x8129 typedef void (APIENTRYP PFNGLPOINTPARAMETERFEXTPROC) (GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLPOINTPARAMETERFVEXTPROC) (GLenum pname, const GLfloat *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPointParameterfEXT (GLenum pname, GLfloat param); GLAPI void APIENTRY glPointParameterfvEXT (GLenum pname, const GLfloat *params); #endif #endif /* GL_EXT_point_parameters */ #ifndef GL_EXT_polygon_offset #define GL_EXT_polygon_offset 1 #define GL_POLYGON_OFFSET_EXT 0x8037 #define GL_POLYGON_OFFSET_FACTOR_EXT 0x8038 #define GL_POLYGON_OFFSET_BIAS_EXT 0x8039 typedef void (APIENTRYP PFNGLPOLYGONOFFSETEXTPROC) (GLfloat factor, GLfloat bias); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPolygonOffsetEXT (GLfloat factor, GLfloat bias); #endif #endif /* GL_EXT_polygon_offset */ #ifndef GL_EXT_polygon_offset_clamp #define GL_EXT_polygon_offset_clamp 1 #define GL_POLYGON_OFFSET_CLAMP_EXT 0x8E1B typedef void (APIENTRYP PFNGLPOLYGONOFFSETCLAMPEXTPROC) (GLfloat factor, GLfloat units, GLfloat clamp); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPolygonOffsetClampEXT (GLfloat factor, GLfloat units, GLfloat clamp); #endif #endif /* GL_EXT_polygon_offset_clamp */ #ifndef GL_EXT_post_depth_coverage #define GL_EXT_post_depth_coverage 1 #endif /* GL_EXT_post_depth_coverage */ #ifndef GL_EXT_provoking_vertex #define GL_EXT_provoking_vertex 1 #define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT 0x8E4C #define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D #define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E #define GL_PROVOKING_VERTEX_EXT 0x8E4F typedef void (APIENTRYP PFNGLPROVOKINGVERTEXEXTPROC) (GLenum mode); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glProvokingVertexEXT (GLenum mode); #endif #endif /* GL_EXT_provoking_vertex */ #ifndef GL_EXT_raster_multisample #define GL_EXT_raster_multisample 1 #define GL_RASTER_MULTISAMPLE_EXT 0x9327 #define GL_RASTER_SAMPLES_EXT 0x9328 #define GL_MAX_RASTER_SAMPLES_EXT 0x9329 #define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A #define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B #define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C typedef void (APIENTRYP PFNGLRASTERSAMPLESEXTPROC) (GLuint samples, GLboolean fixedsamplelocations); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glRasterSamplesEXT (GLuint samples, GLboolean fixedsamplelocations); #endif #endif /* GL_EXT_raster_multisample */ #ifndef GL_EXT_rescale_normal #define GL_EXT_rescale_normal 1 #define GL_RESCALE_NORMAL_EXT 0x803A #endif /* GL_EXT_rescale_normal */ #ifndef GL_EXT_secondary_color #define GL_EXT_secondary_color 1 #define GL_COLOR_SUM_EXT 0x8458 #define GL_CURRENT_SECONDARY_COLOR_EXT 0x8459 #define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A #define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B #define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C #define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D #define GL_SECONDARY_COLOR_ARRAY_EXT 0x845E typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BEXTPROC) (GLbyte red, GLbyte green, GLbyte blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVEXTPROC) (const GLbyte *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DEXTPROC) (GLdouble red, GLdouble green, GLdouble blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVEXTPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FEXTPROC) (GLfloat red, GLfloat green, GLfloat blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVEXTPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IEXTPROC) (GLint red, GLint green, GLint blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVEXTPROC) (const GLint *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SEXTPROC) (GLshort red, GLshort green, GLshort blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVEXTPROC) (const GLshort *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBEXTPROC) (GLubyte red, GLubyte green, GLubyte blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVEXTPROC) (const GLubyte *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIEXTPROC) (GLuint red, GLuint green, GLuint blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVEXTPROC) (const GLuint *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USEXTPROC) (GLushort red, GLushort green, GLushort blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVEXTPROC) (const GLushort *v); typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glSecondaryColor3bEXT (GLbyte red, GLbyte green, GLbyte blue); GLAPI void APIENTRY glSecondaryColor3bvEXT (const GLbyte *v); GLAPI void APIENTRY glSecondaryColor3dEXT (GLdouble red, GLdouble green, GLdouble blue); GLAPI void APIENTRY glSecondaryColor3dvEXT (const GLdouble *v); GLAPI void APIENTRY glSecondaryColor3fEXT (GLfloat red, GLfloat green, GLfloat blue); GLAPI void APIENTRY glSecondaryColor3fvEXT (const GLfloat *v); GLAPI void APIENTRY glSecondaryColor3iEXT (GLint red, GLint green, GLint blue); GLAPI void APIENTRY glSecondaryColor3ivEXT (const GLint *v); GLAPI void APIENTRY glSecondaryColor3sEXT (GLshort red, GLshort green, GLshort blue); GLAPI void APIENTRY glSecondaryColor3svEXT (const GLshort *v); GLAPI void APIENTRY glSecondaryColor3ubEXT (GLubyte red, GLubyte green, GLubyte blue); GLAPI void APIENTRY glSecondaryColor3ubvEXT (const GLubyte *v); GLAPI void APIENTRY glSecondaryColor3uiEXT (GLuint red, GLuint green, GLuint blue); GLAPI void APIENTRY glSecondaryColor3uivEXT (const GLuint *v); GLAPI void APIENTRY glSecondaryColor3usEXT (GLushort red, GLushort green, GLushort blue); GLAPI void APIENTRY glSecondaryColor3usvEXT (const GLushort *v); GLAPI void APIENTRY glSecondaryColorPointerEXT (GLint size, GLenum type, GLsizei stride, const void *pointer); #endif #endif /* GL_EXT_secondary_color */ #ifndef GL_EXT_semaphore #define GL_EXT_semaphore 1 #define GL_LAYOUT_GENERAL_EXT 0x958D #define GL_LAYOUT_COLOR_ATTACHMENT_EXT 0x958E #define GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT 0x958F #define GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT 0x9590 #define GL_LAYOUT_SHADER_READ_ONLY_EXT 0x9591 #define GL_LAYOUT_TRANSFER_SRC_EXT 0x9592 #define GL_LAYOUT_TRANSFER_DST_EXT 0x9593 #define GL_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_EXT 0x9530 #define GL_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_EXT 0x9531 typedef void (APIENTRYP PFNGLGENSEMAPHORESEXTPROC) (GLsizei n, GLuint *semaphores); typedef void (APIENTRYP PFNGLDELETESEMAPHORESEXTPROC) (GLsizei n, const GLuint *semaphores); typedef GLboolean (APIENTRYP PFNGLISSEMAPHOREEXTPROC) (GLuint semaphore); typedef void (APIENTRYP PFNGLSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, const GLuint64 *params); typedef void (APIENTRYP PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, GLuint64 *params); typedef void (APIENTRYP PFNGLWAITSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts); typedef void (APIENTRYP PFNGLSIGNALSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGenSemaphoresEXT (GLsizei n, GLuint *semaphores); GLAPI void APIENTRY glDeleteSemaphoresEXT (GLsizei n, const GLuint *semaphores); GLAPI GLboolean APIENTRY glIsSemaphoreEXT (GLuint semaphore); GLAPI void APIENTRY glSemaphoreParameterui64vEXT (GLuint semaphore, GLenum pname, const GLuint64 *params); GLAPI void APIENTRY glGetSemaphoreParameterui64vEXT (GLuint semaphore, GLenum pname, GLuint64 *params); GLAPI void APIENTRY glWaitSemaphoreEXT (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts); GLAPI void APIENTRY glSignalSemaphoreEXT (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts); #endif #endif /* GL_EXT_semaphore */ #ifndef GL_EXT_semaphore_fd #define GL_EXT_semaphore_fd 1 typedef void (APIENTRYP PFNGLIMPORTSEMAPHOREFDEXTPROC) (GLuint semaphore, GLenum handleType, GLint fd); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glImportSemaphoreFdEXT (GLuint semaphore, GLenum handleType, GLint fd); #endif #endif /* GL_EXT_semaphore_fd */ #ifndef GL_EXT_semaphore_win32 #define GL_EXT_semaphore_win32 1 #define GL_HANDLE_TYPE_D3D12_FENCE_EXT 0x9594 #define GL_D3D12_FENCE_VALUE_EXT 0x9595 typedef void (APIENTRYP PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC) (GLuint semaphore, GLenum handleType, void *handle); typedef void (APIENTRYP PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC) (GLuint semaphore, GLenum handleType, const void *name); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glImportSemaphoreWin32HandleEXT (GLuint semaphore, GLenum handleType, void *handle); GLAPI void APIENTRY glImportSemaphoreWin32NameEXT (GLuint semaphore, GLenum handleType, const void *name); #endif #endif /* GL_EXT_semaphore_win32 */ #ifndef GL_EXT_separate_shader_objects #define GL_EXT_separate_shader_objects 1 #define GL_ACTIVE_PROGRAM_EXT 0x8B8D typedef void (APIENTRYP PFNGLUSESHADERPROGRAMEXTPROC) (GLenum type, GLuint program); typedef void (APIENTRYP PFNGLACTIVEPROGRAMEXTPROC) (GLuint program); typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMEXTPROC) (GLenum type, const GLchar *string); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glUseShaderProgramEXT (GLenum type, GLuint program); GLAPI void APIENTRY glActiveProgramEXT (GLuint program); GLAPI GLuint APIENTRY glCreateShaderProgramEXT (GLenum type, const GLchar *string); #endif #endif /* GL_EXT_separate_shader_objects */ #ifndef GL_EXT_separate_specular_color #define GL_EXT_separate_specular_color 1 #define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8 #define GL_SINGLE_COLOR_EXT 0x81F9 #define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA #endif /* GL_EXT_separate_specular_color */ #ifndef GL_EXT_shader_framebuffer_fetch #define GL_EXT_shader_framebuffer_fetch 1 #define GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT 0x8A52 #endif /* GL_EXT_shader_framebuffer_fetch */ #ifndef GL_EXT_shader_framebuffer_fetch_non_coherent #define GL_EXT_shader_framebuffer_fetch_non_coherent 1 typedef void (APIENTRYP PFNGLFRAMEBUFFERFETCHBARRIEREXTPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFramebufferFetchBarrierEXT (void); #endif #endif /* GL_EXT_shader_framebuffer_fetch_non_coherent */ #ifndef GL_EXT_shader_image_load_formatted #define GL_EXT_shader_image_load_formatted 1 #endif /* GL_EXT_shader_image_load_formatted */ #ifndef GL_EXT_shader_image_load_store #define GL_EXT_shader_image_load_store 1 #define GL_MAX_IMAGE_UNITS_EXT 0x8F38 #define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT 0x8F39 #define GL_IMAGE_BINDING_NAME_EXT 0x8F3A #define GL_IMAGE_BINDING_LEVEL_EXT 0x8F3B #define GL_IMAGE_BINDING_LAYERED_EXT 0x8F3C #define GL_IMAGE_BINDING_LAYER_EXT 0x8F3D #define GL_IMAGE_BINDING_ACCESS_EXT 0x8F3E #define GL_IMAGE_1D_EXT 0x904C #define GL_IMAGE_2D_EXT 0x904D #define GL_IMAGE_3D_EXT 0x904E #define GL_IMAGE_2D_RECT_EXT 0x904F #define GL_IMAGE_CUBE_EXT 0x9050 #define GL_IMAGE_BUFFER_EXT 0x9051 #define GL_IMAGE_1D_ARRAY_EXT 0x9052 #define GL_IMAGE_2D_ARRAY_EXT 0x9053 #define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054 #define GL_IMAGE_2D_MULTISAMPLE_EXT 0x9055 #define GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9056 #define GL_INT_IMAGE_1D_EXT 0x9057 #define GL_INT_IMAGE_2D_EXT 0x9058 #define GL_INT_IMAGE_3D_EXT 0x9059 #define GL_INT_IMAGE_2D_RECT_EXT 0x905A #define GL_INT_IMAGE_CUBE_EXT 0x905B #define GL_INT_IMAGE_BUFFER_EXT 0x905C #define GL_INT_IMAGE_1D_ARRAY_EXT 0x905D #define GL_INT_IMAGE_2D_ARRAY_EXT 0x905E #define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F #define GL_INT_IMAGE_2D_MULTISAMPLE_EXT 0x9060 #define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9061 #define GL_UNSIGNED_INT_IMAGE_1D_EXT 0x9062 #define GL_UNSIGNED_INT_IMAGE_2D_EXT 0x9063 #define GL_UNSIGNED_INT_IMAGE_3D_EXT 0x9064 #define GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT 0x9065 #define GL_UNSIGNED_INT_IMAGE_CUBE_EXT 0x9066 #define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT 0x9067 #define GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT 0x9068 #define GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT 0x9069 #define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A #define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT 0x906B #define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x906C #define GL_MAX_IMAGE_SAMPLES_EXT 0x906D #define GL_IMAGE_BINDING_FORMAT_EXT 0x906E #define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT 0x00000001 #define GL_ELEMENT_ARRAY_BARRIER_BIT_EXT 0x00000002 #define GL_UNIFORM_BARRIER_BIT_EXT 0x00000004 #define GL_TEXTURE_FETCH_BARRIER_BIT_EXT 0x00000008 #define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT 0x00000020 #define GL_COMMAND_BARRIER_BIT_EXT 0x00000040 #define GL_PIXEL_BUFFER_BARRIER_BIT_EXT 0x00000080 #define GL_TEXTURE_UPDATE_BARRIER_BIT_EXT 0x00000100 #define GL_BUFFER_UPDATE_BARRIER_BIT_EXT 0x00000200 #define GL_FRAMEBUFFER_BARRIER_BIT_EXT 0x00000400 #define GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT 0x00000800 #define GL_ATOMIC_COUNTER_BARRIER_BIT_EXT 0x00001000 #define GL_ALL_BARRIER_BITS_EXT 0xFFFFFFFF typedef void (APIENTRYP PFNGLBINDIMAGETEXTUREEXTPROC) (GLuint index, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLint format); typedef void (APIENTRYP PFNGLMEMORYBARRIEREXTPROC) (GLbitfield barriers); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBindImageTextureEXT (GLuint index, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLint format); GLAPI void APIENTRY glMemoryBarrierEXT (GLbitfield barriers); #endif #endif /* GL_EXT_shader_image_load_store */ #ifndef GL_EXT_shader_integer_mix #define GL_EXT_shader_integer_mix 1 #endif /* GL_EXT_shader_integer_mix */ #ifndef GL_EXT_shader_samples_identical #define GL_EXT_shader_samples_identical 1 #endif /* GL_EXT_shader_samples_identical */ #ifndef GL_EXT_shadow_funcs #define GL_EXT_shadow_funcs 1 #endif /* GL_EXT_shadow_funcs */ #ifndef GL_EXT_shared_texture_palette #define GL_EXT_shared_texture_palette 1 #define GL_SHARED_TEXTURE_PALETTE_EXT 0x81FB #endif /* GL_EXT_shared_texture_palette */ #ifndef GL_EXT_sparse_texture2 #define GL_EXT_sparse_texture2 1 #endif /* GL_EXT_sparse_texture2 */ #ifndef GL_EXT_stencil_clear_tag #define GL_EXT_stencil_clear_tag 1 #define GL_STENCIL_TAG_BITS_EXT 0x88F2 #define GL_STENCIL_CLEAR_TAG_VALUE_EXT 0x88F3 typedef void (APIENTRYP PFNGLSTENCILCLEARTAGEXTPROC) (GLsizei stencilTagBits, GLuint stencilClearTag); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glStencilClearTagEXT (GLsizei stencilTagBits, GLuint stencilClearTag); #endif #endif /* GL_EXT_stencil_clear_tag */ #ifndef GL_EXT_stencil_two_side #define GL_EXT_stencil_two_side 1 #define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910 #define GL_ACTIVE_STENCIL_FACE_EXT 0x8911 typedef void (APIENTRYP PFNGLACTIVESTENCILFACEEXTPROC) (GLenum face); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glActiveStencilFaceEXT (GLenum face); #endif #endif /* GL_EXT_stencil_two_side */ #ifndef GL_EXT_stencil_wrap #define GL_EXT_stencil_wrap 1 #define GL_INCR_WRAP_EXT 0x8507 #define GL_DECR_WRAP_EXT 0x8508 #endif /* GL_EXT_stencil_wrap */ #ifndef GL_EXT_subtexture #define GL_EXT_subtexture 1 typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTexSubImage1DEXT (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glTexSubImage2DEXT (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); #endif #endif /* GL_EXT_subtexture */ #ifndef GL_EXT_texture #define GL_EXT_texture 1 #define GL_ALPHA4_EXT 0x803B #define GL_ALPHA8_EXT 0x803C #define GL_ALPHA12_EXT 0x803D #define GL_ALPHA16_EXT 0x803E #define GL_LUMINANCE4_EXT 0x803F #define GL_LUMINANCE8_EXT 0x8040 #define GL_LUMINANCE12_EXT 0x8041 #define GL_LUMINANCE16_EXT 0x8042 #define GL_LUMINANCE4_ALPHA4_EXT 0x8043 #define GL_LUMINANCE6_ALPHA2_EXT 0x8044 #define GL_LUMINANCE8_ALPHA8_EXT 0x8045 #define GL_LUMINANCE12_ALPHA4_EXT 0x8046 #define GL_LUMINANCE12_ALPHA12_EXT 0x8047 #define GL_LUMINANCE16_ALPHA16_EXT 0x8048 #define GL_INTENSITY_EXT 0x8049 #define GL_INTENSITY4_EXT 0x804A #define GL_INTENSITY8_EXT 0x804B #define GL_INTENSITY12_EXT 0x804C #define GL_INTENSITY16_EXT 0x804D #define GL_RGB2_EXT 0x804E #define GL_RGB4_EXT 0x804F #define GL_RGB5_EXT 0x8050 #define GL_RGB8_EXT 0x8051 #define GL_RGB10_EXT 0x8052 #define GL_RGB12_EXT 0x8053 #define GL_RGB16_EXT 0x8054 #define GL_RGBA2_EXT 0x8055 #define GL_RGBA4_EXT 0x8056 #define GL_RGB5_A1_EXT 0x8057 #define GL_RGBA8_EXT 0x8058 #define GL_RGB10_A2_EXT 0x8059 #define GL_RGBA12_EXT 0x805A #define GL_RGBA16_EXT 0x805B #define GL_TEXTURE_RED_SIZE_EXT 0x805C #define GL_TEXTURE_GREEN_SIZE_EXT 0x805D #define GL_TEXTURE_BLUE_SIZE_EXT 0x805E #define GL_TEXTURE_ALPHA_SIZE_EXT 0x805F #define GL_TEXTURE_LUMINANCE_SIZE_EXT 0x8060 #define GL_TEXTURE_INTENSITY_SIZE_EXT 0x8061 #define GL_REPLACE_EXT 0x8062 #define GL_PROXY_TEXTURE_1D_EXT 0x8063 #define GL_PROXY_TEXTURE_2D_EXT 0x8064 #define GL_TEXTURE_TOO_LARGE_EXT 0x8065 #endif /* GL_EXT_texture */ #ifndef GL_EXT_texture3D #define GL_EXT_texture3D 1 #define GL_PACK_SKIP_IMAGES_EXT 0x806B #define GL_PACK_IMAGE_HEIGHT_EXT 0x806C #define GL_UNPACK_SKIP_IMAGES_EXT 0x806D #define GL_UNPACK_IMAGE_HEIGHT_EXT 0x806E #define GL_TEXTURE_3D_EXT 0x806F #define GL_PROXY_TEXTURE_3D_EXT 0x8070 #define GL_TEXTURE_DEPTH_EXT 0x8071 #define GL_TEXTURE_WRAP_R_EXT 0x8072 #define GL_MAX_3D_TEXTURE_SIZE_EXT 0x8073 typedef void (APIENTRYP PFNGLTEXIMAGE3DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTexImage3DEXT (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glTexSubImage3DEXT (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); #endif #endif /* GL_EXT_texture3D */ #ifndef GL_EXT_texture_array #define GL_EXT_texture_array 1 #define GL_TEXTURE_1D_ARRAY_EXT 0x8C18 #define GL_PROXY_TEXTURE_1D_ARRAY_EXT 0x8C19 #define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A #define GL_PROXY_TEXTURE_2D_ARRAY_EXT 0x8C1B #define GL_TEXTURE_BINDING_1D_ARRAY_EXT 0x8C1C #define GL_TEXTURE_BINDING_2D_ARRAY_EXT 0x8C1D #define GL_MAX_ARRAY_TEXTURE_LAYERS_EXT 0x88FF #define GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT 0x884E typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFramebufferTextureLayerEXT (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); #endif #endif /* GL_EXT_texture_array */ #ifndef GL_EXT_texture_buffer_object #define GL_EXT_texture_buffer_object 1 #define GL_TEXTURE_BUFFER_EXT 0x8C2A #define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B #define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C #define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D #define GL_TEXTURE_BUFFER_FORMAT_EXT 0x8C2E typedef void (APIENTRYP PFNGLTEXBUFFEREXTPROC) (GLenum target, GLenum internalformat, GLuint buffer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTexBufferEXT (GLenum target, GLenum internalformat, GLuint buffer); #endif #endif /* GL_EXT_texture_buffer_object */ #ifndef GL_EXT_texture_compression_latc #define GL_EXT_texture_compression_latc 1 #define GL_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70 #define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71 #define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72 #define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73 #endif /* GL_EXT_texture_compression_latc */ #ifndef GL_EXT_texture_compression_rgtc #define GL_EXT_texture_compression_rgtc 1 #define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB #define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC #define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD #define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE #endif /* GL_EXT_texture_compression_rgtc */ #ifndef GL_EXT_texture_compression_s3tc #define GL_EXT_texture_compression_s3tc 1 #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 #endif /* GL_EXT_texture_compression_s3tc */ #ifndef GL_EXT_texture_cube_map #define GL_EXT_texture_cube_map 1 #define GL_NORMAL_MAP_EXT 0x8511 #define GL_REFLECTION_MAP_EXT 0x8512 #define GL_TEXTURE_CUBE_MAP_EXT 0x8513 #define GL_TEXTURE_BINDING_CUBE_MAP_EXT 0x8514 #define GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT 0x8515 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT 0x8516 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT 0x8517 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT 0x8518 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT 0x8519 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT 0x851A #define GL_PROXY_TEXTURE_CUBE_MAP_EXT 0x851B #define GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT 0x851C #endif /* GL_EXT_texture_cube_map */ #ifndef GL_EXT_texture_env_add #define GL_EXT_texture_env_add 1 #endif /* GL_EXT_texture_env_add */ #ifndef GL_EXT_texture_env_combine #define GL_EXT_texture_env_combine 1 #define GL_COMBINE_EXT 0x8570 #define GL_COMBINE_RGB_EXT 0x8571 #define GL_COMBINE_ALPHA_EXT 0x8572 #define GL_RGB_SCALE_EXT 0x8573 #define GL_ADD_SIGNED_EXT 0x8574 #define GL_INTERPOLATE_EXT 0x8575 #define GL_CONSTANT_EXT 0x8576 #define GL_PRIMARY_COLOR_EXT 0x8577 #define GL_PREVIOUS_EXT 0x8578 #define GL_SOURCE0_RGB_EXT 0x8580 #define GL_SOURCE1_RGB_EXT 0x8581 #define GL_SOURCE2_RGB_EXT 0x8582 #define GL_SOURCE0_ALPHA_EXT 0x8588 #define GL_SOURCE1_ALPHA_EXT 0x8589 #define GL_SOURCE2_ALPHA_EXT 0x858A #define GL_OPERAND0_RGB_EXT 0x8590 #define GL_OPERAND1_RGB_EXT 0x8591 #define GL_OPERAND2_RGB_EXT 0x8592 #define GL_OPERAND0_ALPHA_EXT 0x8598 #define GL_OPERAND1_ALPHA_EXT 0x8599 #define GL_OPERAND2_ALPHA_EXT 0x859A #endif /* GL_EXT_texture_env_combine */ #ifndef GL_EXT_texture_env_dot3 #define GL_EXT_texture_env_dot3 1 #define GL_DOT3_RGB_EXT 0x8740 #define GL_DOT3_RGBA_EXT 0x8741 #endif /* GL_EXT_texture_env_dot3 */ #ifndef GL_EXT_texture_filter_anisotropic #define GL_EXT_texture_filter_anisotropic 1 #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF #endif /* GL_EXT_texture_filter_anisotropic */ #ifndef GL_EXT_texture_filter_minmax #define GL_EXT_texture_filter_minmax 1 #define GL_TEXTURE_REDUCTION_MODE_EXT 0x9366 #define GL_WEIGHTED_AVERAGE_EXT 0x9367 #endif /* GL_EXT_texture_filter_minmax */ #ifndef GL_EXT_texture_integer #define GL_EXT_texture_integer 1 #define GL_RGBA32UI_EXT 0x8D70 #define GL_RGB32UI_EXT 0x8D71 #define GL_ALPHA32UI_EXT 0x8D72 #define GL_INTENSITY32UI_EXT 0x8D73 #define GL_LUMINANCE32UI_EXT 0x8D74 #define GL_LUMINANCE_ALPHA32UI_EXT 0x8D75 #define GL_RGBA16UI_EXT 0x8D76 #define GL_RGB16UI_EXT 0x8D77 #define GL_ALPHA16UI_EXT 0x8D78 #define GL_INTENSITY16UI_EXT 0x8D79 #define GL_LUMINANCE16UI_EXT 0x8D7A #define GL_LUMINANCE_ALPHA16UI_EXT 0x8D7B #define GL_RGBA8UI_EXT 0x8D7C #define GL_RGB8UI_EXT 0x8D7D #define GL_ALPHA8UI_EXT 0x8D7E #define GL_INTENSITY8UI_EXT 0x8D7F #define GL_LUMINANCE8UI_EXT 0x8D80 #define GL_LUMINANCE_ALPHA8UI_EXT 0x8D81 #define GL_RGBA32I_EXT 0x8D82 #define GL_RGB32I_EXT 0x8D83 #define GL_ALPHA32I_EXT 0x8D84 #define GL_INTENSITY32I_EXT 0x8D85 #define GL_LUMINANCE32I_EXT 0x8D86 #define GL_LUMINANCE_ALPHA32I_EXT 0x8D87 #define GL_RGBA16I_EXT 0x8D88 #define GL_RGB16I_EXT 0x8D89 #define GL_ALPHA16I_EXT 0x8D8A #define GL_INTENSITY16I_EXT 0x8D8B #define GL_LUMINANCE16I_EXT 0x8D8C #define GL_LUMINANCE_ALPHA16I_EXT 0x8D8D #define GL_RGBA8I_EXT 0x8D8E #define GL_RGB8I_EXT 0x8D8F #define GL_ALPHA8I_EXT 0x8D90 #define GL_INTENSITY8I_EXT 0x8D91 #define GL_LUMINANCE8I_EXT 0x8D92 #define GL_LUMINANCE_ALPHA8I_EXT 0x8D93 #define GL_RED_INTEGER_EXT 0x8D94 #define GL_GREEN_INTEGER_EXT 0x8D95 #define GL_BLUE_INTEGER_EXT 0x8D96 #define GL_ALPHA_INTEGER_EXT 0x8D97 #define GL_RGB_INTEGER_EXT 0x8D98 #define GL_RGBA_INTEGER_EXT 0x8D99 #define GL_BGR_INTEGER_EXT 0x8D9A #define GL_BGRA_INTEGER_EXT 0x8D9B #define GL_LUMINANCE_INTEGER_EXT 0x8D9C #define GL_LUMINANCE_ALPHA_INTEGER_EXT 0x8D9D #define GL_RGBA_INTEGER_MODE_EXT 0x8D9E typedef void (APIENTRYP PFNGLTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, const GLuint *params); typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, GLuint *params); typedef void (APIENTRYP PFNGLCLEARCOLORIIEXTPROC) (GLint red, GLint green, GLint blue, GLint alpha); typedef void (APIENTRYP PFNGLCLEARCOLORIUIEXTPROC) (GLuint red, GLuint green, GLuint blue, GLuint alpha); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTexParameterIivEXT (GLenum target, GLenum pname, const GLint *params); GLAPI void APIENTRY glTexParameterIuivEXT (GLenum target, GLenum pname, const GLuint *params); GLAPI void APIENTRY glGetTexParameterIivEXT (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetTexParameterIuivEXT (GLenum target, GLenum pname, GLuint *params); GLAPI void APIENTRY glClearColorIiEXT (GLint red, GLint green, GLint blue, GLint alpha); GLAPI void APIENTRY glClearColorIuiEXT (GLuint red, GLuint green, GLuint blue, GLuint alpha); #endif #endif /* GL_EXT_texture_integer */ #ifndef GL_EXT_texture_lod_bias #define GL_EXT_texture_lod_bias 1 #define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD #define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500 #define GL_TEXTURE_LOD_BIAS_EXT 0x8501 #endif /* GL_EXT_texture_lod_bias */ #ifndef GL_EXT_texture_mirror_clamp #define GL_EXT_texture_mirror_clamp 1 #define GL_MIRROR_CLAMP_EXT 0x8742 #define GL_MIRROR_CLAMP_TO_EDGE_EXT 0x8743 #define GL_MIRROR_CLAMP_TO_BORDER_EXT 0x8912 #endif /* GL_EXT_texture_mirror_clamp */ #ifndef GL_EXT_texture_object #define GL_EXT_texture_object 1 #define GL_TEXTURE_PRIORITY_EXT 0x8066 #define GL_TEXTURE_RESIDENT_EXT 0x8067 #define GL_TEXTURE_1D_BINDING_EXT 0x8068 #define GL_TEXTURE_2D_BINDING_EXT 0x8069 #define GL_TEXTURE_3D_BINDING_EXT 0x806A typedef GLboolean (APIENTRYP PFNGLARETEXTURESRESIDENTEXTPROC) (GLsizei n, const GLuint *textures, GLboolean *residences); typedef void (APIENTRYP PFNGLBINDTEXTUREEXTPROC) (GLenum target, GLuint texture); typedef void (APIENTRYP PFNGLDELETETEXTURESEXTPROC) (GLsizei n, const GLuint *textures); typedef void (APIENTRYP PFNGLGENTEXTURESEXTPROC) (GLsizei n, GLuint *textures); typedef GLboolean (APIENTRYP PFNGLISTEXTUREEXTPROC) (GLuint texture); typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESEXTPROC) (GLsizei n, const GLuint *textures, const GLclampf *priorities); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLboolean APIENTRY glAreTexturesResidentEXT (GLsizei n, const GLuint *textures, GLboolean *residences); GLAPI void APIENTRY glBindTextureEXT (GLenum target, GLuint texture); GLAPI void APIENTRY glDeleteTexturesEXT (GLsizei n, const GLuint *textures); GLAPI void APIENTRY glGenTexturesEXT (GLsizei n, GLuint *textures); GLAPI GLboolean APIENTRY glIsTextureEXT (GLuint texture); GLAPI void APIENTRY glPrioritizeTexturesEXT (GLsizei n, const GLuint *textures, const GLclampf *priorities); #endif #endif /* GL_EXT_texture_object */ #ifndef GL_EXT_texture_perturb_normal #define GL_EXT_texture_perturb_normal 1 #define GL_PERTURB_EXT 0x85AE #define GL_TEXTURE_NORMAL_EXT 0x85AF typedef void (APIENTRYP PFNGLTEXTURENORMALEXTPROC) (GLenum mode); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTextureNormalEXT (GLenum mode); #endif #endif /* GL_EXT_texture_perturb_normal */ #ifndef GL_EXT_texture_sRGB #define GL_EXT_texture_sRGB 1 #define GL_SRGB_EXT 0x8C40 #define GL_SRGB8_EXT 0x8C41 #define GL_SRGB_ALPHA_EXT 0x8C42 #define GL_SRGB8_ALPHA8_EXT 0x8C43 #define GL_SLUMINANCE_ALPHA_EXT 0x8C44 #define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45 #define GL_SLUMINANCE_EXT 0x8C46 #define GL_SLUMINANCE8_EXT 0x8C47 #define GL_COMPRESSED_SRGB_EXT 0x8C48 #define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49 #define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A #define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B #define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F #endif /* GL_EXT_texture_sRGB */ #ifndef GL_EXT_texture_sRGB_R8 #define GL_EXT_texture_sRGB_R8 1 #define GL_SR8_EXT 0x8FBD #endif /* GL_EXT_texture_sRGB_R8 */ #ifndef GL_EXT_texture_sRGB_RG8 #define GL_EXT_texture_sRGB_RG8 1 #define GL_SRG8_EXT 0x8FBE #endif /* GL_EXT_texture_sRGB_RG8 */ #ifndef GL_EXT_texture_sRGB_decode #define GL_EXT_texture_sRGB_decode 1 #define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48 #define GL_DECODE_EXT 0x8A49 #define GL_SKIP_DECODE_EXT 0x8A4A #endif /* GL_EXT_texture_sRGB_decode */ #ifndef GL_EXT_texture_shadow_lod #define GL_EXT_texture_shadow_lod 1 #endif /* GL_EXT_texture_shadow_lod */ #ifndef GL_EXT_texture_shared_exponent #define GL_EXT_texture_shared_exponent 1 #define GL_RGB9_E5_EXT 0x8C3D #define GL_UNSIGNED_INT_5_9_9_9_REV_EXT 0x8C3E #define GL_TEXTURE_SHARED_SIZE_EXT 0x8C3F #endif /* GL_EXT_texture_shared_exponent */ #ifndef GL_EXT_texture_snorm #define GL_EXT_texture_snorm 1 #define GL_ALPHA_SNORM 0x9010 #define GL_LUMINANCE_SNORM 0x9011 #define GL_LUMINANCE_ALPHA_SNORM 0x9012 #define GL_INTENSITY_SNORM 0x9013 #define GL_ALPHA8_SNORM 0x9014 #define GL_LUMINANCE8_SNORM 0x9015 #define GL_LUMINANCE8_ALPHA8_SNORM 0x9016 #define GL_INTENSITY8_SNORM 0x9017 #define GL_ALPHA16_SNORM 0x9018 #define GL_LUMINANCE16_SNORM 0x9019 #define GL_LUMINANCE16_ALPHA16_SNORM 0x901A #define GL_INTENSITY16_SNORM 0x901B #define GL_RED_SNORM 0x8F90 #define GL_RG_SNORM 0x8F91 #define GL_RGB_SNORM 0x8F92 #define GL_RGBA_SNORM 0x8F93 #endif /* GL_EXT_texture_snorm */ #ifndef GL_EXT_texture_storage #define GL_EXT_texture_storage 1 #define GL_TEXTURE_IMMUTABLE_FORMAT_EXT 0x912F #define GL_RGBA32F_EXT 0x8814 #define GL_RGB32F_EXT 0x8815 #define GL_ALPHA32F_EXT 0x8816 #define GL_LUMINANCE32F_EXT 0x8818 #define GL_LUMINANCE_ALPHA32F_EXT 0x8819 #define GL_RGBA16F_EXT 0x881A #define GL_RGB16F_EXT 0x881B #define GL_ALPHA16F_EXT 0x881C #define GL_LUMINANCE16F_EXT 0x881E #define GL_LUMINANCE_ALPHA16F_EXT 0x881F #define GL_BGRA8_EXT 0x93A1 #define GL_R8_EXT 0x8229 #define GL_RG8_EXT 0x822B #define GL_R32F_EXT 0x822E #define GL_RG32F_EXT 0x8230 #define GL_R16F_EXT 0x822D #define GL_RG16F_EXT 0x822F typedef void (APIENTRYP PFNGLTEXSTORAGE1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); typedef void (APIENTRYP PFNGLTEXSTORAGE2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLTEXSTORAGE3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTexStorage1DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); GLAPI void APIENTRY glTexStorage2DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); GLAPI void APIENTRY glTexStorage3DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); #endif #endif /* GL_EXT_texture_storage */ #ifndef GL_EXT_texture_swizzle #define GL_EXT_texture_swizzle 1 #define GL_TEXTURE_SWIZZLE_R_EXT 0x8E42 #define GL_TEXTURE_SWIZZLE_G_EXT 0x8E43 #define GL_TEXTURE_SWIZZLE_B_EXT 0x8E44 #define GL_TEXTURE_SWIZZLE_A_EXT 0x8E45 #define GL_TEXTURE_SWIZZLE_RGBA_EXT 0x8E46 #endif /* GL_EXT_texture_swizzle */ #ifndef GL_EXT_timer_query #define GL_EXT_timer_query 1 #define GL_TIME_ELAPSED_EXT 0x88BF typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VEXTPROC) (GLuint id, GLenum pname, GLint64 *params); typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VEXTPROC) (GLuint id, GLenum pname, GLuint64 *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGetQueryObjecti64vEXT (GLuint id, GLenum pname, GLint64 *params); GLAPI void APIENTRY glGetQueryObjectui64vEXT (GLuint id, GLenum pname, GLuint64 *params); #endif #endif /* GL_EXT_timer_query */ #ifndef GL_EXT_transform_feedback #define GL_EXT_transform_feedback 1 #define GL_TRANSFORM_FEEDBACK_BUFFER_EXT 0x8C8E #define GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT 0x8C84 #define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT 0x8C85 #define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT 0x8C8F #define GL_INTERLEAVED_ATTRIBS_EXT 0x8C8C #define GL_SEPARATE_ATTRIBS_EXT 0x8C8D #define GL_PRIMITIVES_GENERATED_EXT 0x8C87 #define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT 0x8C88 #define GL_RASTERIZER_DISCARD_EXT 0x8C89 #define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT 0x8C8A #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT 0x8C8B #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT 0x8C80 #define GL_TRANSFORM_FEEDBACK_VARYINGS_EXT 0x8C83 #define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT 0x8C7F #define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT 0x8C76 typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKEXTPROC) (GLenum primitiveMode); typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKEXTPROC) (void); typedef void (APIENTRYP PFNGLBINDBUFFERRANGEEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); typedef void (APIENTRYP PFNGLBINDBUFFEROFFSETEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset); typedef void (APIENTRYP PFNGLBINDBUFFERBASEEXTPROC) (GLenum target, GLuint index, GLuint buffer); typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC) (GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBeginTransformFeedbackEXT (GLenum primitiveMode); GLAPI void APIENTRY glEndTransformFeedbackEXT (void); GLAPI void APIENTRY glBindBufferRangeEXT (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); GLAPI void APIENTRY glBindBufferOffsetEXT (GLenum target, GLuint index, GLuint buffer, GLintptr offset); GLAPI void APIENTRY glBindBufferBaseEXT (GLenum target, GLuint index, GLuint buffer); GLAPI void APIENTRY glTransformFeedbackVaryingsEXT (GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); GLAPI void APIENTRY glGetTransformFeedbackVaryingEXT (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); #endif #endif /* GL_EXT_transform_feedback */ #ifndef GL_EXT_vertex_array #define GL_EXT_vertex_array 1 #define GL_VERTEX_ARRAY_EXT 0x8074 #define GL_NORMAL_ARRAY_EXT 0x8075 #define GL_COLOR_ARRAY_EXT 0x8076 #define GL_INDEX_ARRAY_EXT 0x8077 #define GL_TEXTURE_COORD_ARRAY_EXT 0x8078 #define GL_EDGE_FLAG_ARRAY_EXT 0x8079 #define GL_VERTEX_ARRAY_SIZE_EXT 0x807A #define GL_VERTEX_ARRAY_TYPE_EXT 0x807B #define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C #define GL_VERTEX_ARRAY_COUNT_EXT 0x807D #define GL_NORMAL_ARRAY_TYPE_EXT 0x807E #define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F #define GL_NORMAL_ARRAY_COUNT_EXT 0x8080 #define GL_COLOR_ARRAY_SIZE_EXT 0x8081 #define GL_COLOR_ARRAY_TYPE_EXT 0x8082 #define GL_COLOR_ARRAY_STRIDE_EXT 0x8083 #define GL_COLOR_ARRAY_COUNT_EXT 0x8084 #define GL_INDEX_ARRAY_TYPE_EXT 0x8085 #define GL_INDEX_ARRAY_STRIDE_EXT 0x8086 #define GL_INDEX_ARRAY_COUNT_EXT 0x8087 #define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088 #define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089 #define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A #define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B #define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C #define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D #define GL_VERTEX_ARRAY_POINTER_EXT 0x808E #define GL_NORMAL_ARRAY_POINTER_EXT 0x808F #define GL_COLOR_ARRAY_POINTER_EXT 0x8090 #define GL_INDEX_ARRAY_POINTER_EXT 0x8091 #define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092 #define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093 typedef void (APIENTRYP PFNGLARRAYELEMENTEXTPROC) (GLint i); typedef void (APIENTRYP PFNGLCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); typedef void (APIENTRYP PFNGLDRAWARRAYSEXTPROC) (GLenum mode, GLint first, GLsizei count); typedef void (APIENTRYP PFNGLEDGEFLAGPOINTEREXTPROC) (GLsizei stride, GLsizei count, const GLboolean *pointer); typedef void (APIENTRYP PFNGLGETPOINTERVEXTPROC) (GLenum pname, void **params); typedef void (APIENTRYP PFNGLINDEXPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer); typedef void (APIENTRYP PFNGLNORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer); typedef void (APIENTRYP PFNGLTEXCOORDPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); typedef void (APIENTRYP PFNGLVERTEXPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glArrayElementEXT (GLint i); GLAPI void APIENTRY glColorPointerEXT (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); GLAPI void APIENTRY glDrawArraysEXT (GLenum mode, GLint first, GLsizei count); GLAPI void APIENTRY glEdgeFlagPointerEXT (GLsizei stride, GLsizei count, const GLboolean *pointer); GLAPI void APIENTRY glGetPointervEXT (GLenum pname, void **params); GLAPI void APIENTRY glIndexPointerEXT (GLenum type, GLsizei stride, GLsizei count, const void *pointer); GLAPI void APIENTRY glNormalPointerEXT (GLenum type, GLsizei stride, GLsizei count, const void *pointer); GLAPI void APIENTRY glTexCoordPointerEXT (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); GLAPI void APIENTRY glVertexPointerEXT (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); #endif #endif /* GL_EXT_vertex_array */ #ifndef GL_EXT_vertex_array_bgra #define GL_EXT_vertex_array_bgra 1 #endif /* GL_EXT_vertex_array_bgra */ #ifndef GL_EXT_vertex_attrib_64bit #define GL_EXT_vertex_attrib_64bit 1 #define GL_DOUBLE_VEC2_EXT 0x8FFC #define GL_DOUBLE_VEC3_EXT 0x8FFD #define GL_DOUBLE_VEC4_EXT 0x8FFE #define GL_DOUBLE_MAT2_EXT 0x8F46 #define GL_DOUBLE_MAT3_EXT 0x8F47 #define GL_DOUBLE_MAT4_EXT 0x8F48 #define GL_DOUBLE_MAT2x3_EXT 0x8F49 #define GL_DOUBLE_MAT2x4_EXT 0x8F4A #define GL_DOUBLE_MAT3x2_EXT 0x8F4B #define GL_DOUBLE_MAT3x4_EXT 0x8F4C #define GL_DOUBLE_MAT4x2_EXT 0x8F4D #define GL_DOUBLE_MAT4x3_EXT 0x8F4E typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DEXTPROC) (GLuint index, GLdouble x); typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DEXTPROC) (GLuint index, GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DVEXTPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DVEXTPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DVEXTPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DVEXTPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBLPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLDVEXTPROC) (GLuint index, GLenum pname, GLdouble *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertexAttribL1dEXT (GLuint index, GLdouble x); GLAPI void APIENTRY glVertexAttribL2dEXT (GLuint index, GLdouble x, GLdouble y); GLAPI void APIENTRY glVertexAttribL3dEXT (GLuint index, GLdouble x, GLdouble y, GLdouble z); GLAPI void APIENTRY glVertexAttribL4dEXT (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI void APIENTRY glVertexAttribL1dvEXT (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttribL2dvEXT (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttribL3dvEXT (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttribL4dvEXT (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttribLPointerEXT (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); GLAPI void APIENTRY glGetVertexAttribLdvEXT (GLuint index, GLenum pname, GLdouble *params); #endif #endif /* GL_EXT_vertex_attrib_64bit */ #ifndef GL_EXT_vertex_shader #define GL_EXT_vertex_shader 1 #define GL_VERTEX_SHADER_EXT 0x8780 #define GL_VERTEX_SHADER_BINDING_EXT 0x8781 #define GL_OP_INDEX_EXT 0x8782 #define GL_OP_NEGATE_EXT 0x8783 #define GL_OP_DOT3_EXT 0x8784 #define GL_OP_DOT4_EXT 0x8785 #define GL_OP_MUL_EXT 0x8786 #define GL_OP_ADD_EXT 0x8787 #define GL_OP_MADD_EXT 0x8788 #define GL_OP_FRAC_EXT 0x8789 #define GL_OP_MAX_EXT 0x878A #define GL_OP_MIN_EXT 0x878B #define GL_OP_SET_GE_EXT 0x878C #define GL_OP_SET_LT_EXT 0x878D #define GL_OP_CLAMP_EXT 0x878E #define GL_OP_FLOOR_EXT 0x878F #define GL_OP_ROUND_EXT 0x8790 #define GL_OP_EXP_BASE_2_EXT 0x8791 #define GL_OP_LOG_BASE_2_EXT 0x8792 #define GL_OP_POWER_EXT 0x8793 #define GL_OP_RECIP_EXT 0x8794 #define GL_OP_RECIP_SQRT_EXT 0x8795 #define GL_OP_SUB_EXT 0x8796 #define GL_OP_CROSS_PRODUCT_EXT 0x8797 #define GL_OP_MULTIPLY_MATRIX_EXT 0x8798 #define GL_OP_MOV_EXT 0x8799 #define GL_OUTPUT_VERTEX_EXT 0x879A #define GL_OUTPUT_COLOR0_EXT 0x879B #define GL_OUTPUT_COLOR1_EXT 0x879C #define GL_OUTPUT_TEXTURE_COORD0_EXT 0x879D #define GL_OUTPUT_TEXTURE_COORD1_EXT 0x879E #define GL_OUTPUT_TEXTURE_COORD2_EXT 0x879F #define GL_OUTPUT_TEXTURE_COORD3_EXT 0x87A0 #define GL_OUTPUT_TEXTURE_COORD4_EXT 0x87A1 #define GL_OUTPUT_TEXTURE_COORD5_EXT 0x87A2 #define GL_OUTPUT_TEXTURE_COORD6_EXT 0x87A3 #define GL_OUTPUT_TEXTURE_COORD7_EXT 0x87A4 #define GL_OUTPUT_TEXTURE_COORD8_EXT 0x87A5 #define GL_OUTPUT_TEXTURE_COORD9_EXT 0x87A6 #define GL_OUTPUT_TEXTURE_COORD10_EXT 0x87A7 #define GL_OUTPUT_TEXTURE_COORD11_EXT 0x87A8 #define GL_OUTPUT_TEXTURE_COORD12_EXT 0x87A9 #define GL_OUTPUT_TEXTURE_COORD13_EXT 0x87AA #define GL_OUTPUT_TEXTURE_COORD14_EXT 0x87AB #define GL_OUTPUT_TEXTURE_COORD15_EXT 0x87AC #define GL_OUTPUT_TEXTURE_COORD16_EXT 0x87AD #define GL_OUTPUT_TEXTURE_COORD17_EXT 0x87AE #define GL_OUTPUT_TEXTURE_COORD18_EXT 0x87AF #define GL_OUTPUT_TEXTURE_COORD19_EXT 0x87B0 #define GL_OUTPUT_TEXTURE_COORD20_EXT 0x87B1 #define GL_OUTPUT_TEXTURE_COORD21_EXT 0x87B2 #define GL_OUTPUT_TEXTURE_COORD22_EXT 0x87B3 #define GL_OUTPUT_TEXTURE_COORD23_EXT 0x87B4 #define GL_OUTPUT_TEXTURE_COORD24_EXT 0x87B5 #define GL_OUTPUT_TEXTURE_COORD25_EXT 0x87B6 #define GL_OUTPUT_TEXTURE_COORD26_EXT 0x87B7 #define GL_OUTPUT_TEXTURE_COORD27_EXT 0x87B8 #define GL_OUTPUT_TEXTURE_COORD28_EXT 0x87B9 #define GL_OUTPUT_TEXTURE_COORD29_EXT 0x87BA #define GL_OUTPUT_TEXTURE_COORD30_EXT 0x87BB #define GL_OUTPUT_TEXTURE_COORD31_EXT 0x87BC #define GL_OUTPUT_FOG_EXT 0x87BD #define GL_SCALAR_EXT 0x87BE #define GL_VECTOR_EXT 0x87BF #define GL_MATRIX_EXT 0x87C0 #define GL_VARIANT_EXT 0x87C1 #define GL_INVARIANT_EXT 0x87C2 #define GL_LOCAL_CONSTANT_EXT 0x87C3 #define GL_LOCAL_EXT 0x87C4 #define GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87C5 #define GL_MAX_VERTEX_SHADER_VARIANTS_EXT 0x87C6 #define GL_MAX_VERTEX_SHADER_INVARIANTS_EXT 0x87C7 #define GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87C8 #define GL_MAX_VERTEX_SHADER_LOCALS_EXT 0x87C9 #define GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CA #define GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT 0x87CB #define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87CC #define GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT 0x87CD #define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT 0x87CE #define GL_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CF #define GL_VERTEX_SHADER_VARIANTS_EXT 0x87D0 #define GL_VERTEX_SHADER_INVARIANTS_EXT 0x87D1 #define GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87D2 #define GL_VERTEX_SHADER_LOCALS_EXT 0x87D3 #define GL_VERTEX_SHADER_OPTIMIZED_EXT 0x87D4 #define GL_X_EXT 0x87D5 #define GL_Y_EXT 0x87D6 #define GL_Z_EXT 0x87D7 #define GL_W_EXT 0x87D8 #define GL_NEGATIVE_X_EXT 0x87D9 #define GL_NEGATIVE_Y_EXT 0x87DA #define GL_NEGATIVE_Z_EXT 0x87DB #define GL_NEGATIVE_W_EXT 0x87DC #define GL_ZERO_EXT 0x87DD #define GL_ONE_EXT 0x87DE #define GL_NEGATIVE_ONE_EXT 0x87DF #define GL_NORMALIZED_RANGE_EXT 0x87E0 #define GL_FULL_RANGE_EXT 0x87E1 #define GL_CURRENT_VERTEX_EXT 0x87E2 #define GL_MVP_MATRIX_EXT 0x87E3 #define GL_VARIANT_VALUE_EXT 0x87E4 #define GL_VARIANT_DATATYPE_EXT 0x87E5 #define GL_VARIANT_ARRAY_STRIDE_EXT 0x87E6 #define GL_VARIANT_ARRAY_TYPE_EXT 0x87E7 #define GL_VARIANT_ARRAY_EXT 0x87E8 #define GL_VARIANT_ARRAY_POINTER_EXT 0x87E9 #define GL_INVARIANT_VALUE_EXT 0x87EA #define GL_INVARIANT_DATATYPE_EXT 0x87EB #define GL_LOCAL_CONSTANT_VALUE_EXT 0x87EC #define GL_LOCAL_CONSTANT_DATATYPE_EXT 0x87ED typedef void (APIENTRYP PFNGLBEGINVERTEXSHADEREXTPROC) (void); typedef void (APIENTRYP PFNGLENDVERTEXSHADEREXTPROC) (void); typedef void (APIENTRYP PFNGLBINDVERTEXSHADEREXTPROC) (GLuint id); typedef GLuint (APIENTRYP PFNGLGENVERTEXSHADERSEXTPROC) (GLuint range); typedef void (APIENTRYP PFNGLDELETEVERTEXSHADEREXTPROC) (GLuint id); typedef void (APIENTRYP PFNGLSHADEROP1EXTPROC) (GLenum op, GLuint res, GLuint arg1); typedef void (APIENTRYP PFNGLSHADEROP2EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2); typedef void (APIENTRYP PFNGLSHADEROP3EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3); typedef void (APIENTRYP PFNGLSWIZZLEEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); typedef void (APIENTRYP PFNGLWRITEMASKEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); typedef void (APIENTRYP PFNGLINSERTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num); typedef void (APIENTRYP PFNGLEXTRACTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num); typedef GLuint (APIENTRYP PFNGLGENSYMBOLSEXTPROC) (GLenum datatype, GLenum storagetype, GLenum range, GLuint components); typedef void (APIENTRYP PFNGLSETINVARIANTEXTPROC) (GLuint id, GLenum type, const void *addr); typedef void (APIENTRYP PFNGLSETLOCALCONSTANTEXTPROC) (GLuint id, GLenum type, const void *addr); typedef void (APIENTRYP PFNGLVARIANTBVEXTPROC) (GLuint id, const GLbyte *addr); typedef void (APIENTRYP PFNGLVARIANTSVEXTPROC) (GLuint id, const GLshort *addr); typedef void (APIENTRYP PFNGLVARIANTIVEXTPROC) (GLuint id, const GLint *addr); typedef void (APIENTRYP PFNGLVARIANTFVEXTPROC) (GLuint id, const GLfloat *addr); typedef void (APIENTRYP PFNGLVARIANTDVEXTPROC) (GLuint id, const GLdouble *addr); typedef void (APIENTRYP PFNGLVARIANTUBVEXTPROC) (GLuint id, const GLubyte *addr); typedef void (APIENTRYP PFNGLVARIANTUSVEXTPROC) (GLuint id, const GLushort *addr); typedef void (APIENTRYP PFNGLVARIANTUIVEXTPROC) (GLuint id, const GLuint *addr); typedef void (APIENTRYP PFNGLVARIANTPOINTEREXTPROC) (GLuint id, GLenum type, GLuint stride, const void *addr); typedef void (APIENTRYP PFNGLENABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id); typedef void (APIENTRYP PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id); typedef GLuint (APIENTRYP PFNGLBINDLIGHTPARAMETEREXTPROC) (GLenum light, GLenum value); typedef GLuint (APIENTRYP PFNGLBINDMATERIALPARAMETEREXTPROC) (GLenum face, GLenum value); typedef GLuint (APIENTRYP PFNGLBINDTEXGENPARAMETEREXTPROC) (GLenum unit, GLenum coord, GLenum value); typedef GLuint (APIENTRYP PFNGLBINDTEXTUREUNITPARAMETEREXTPROC) (GLenum unit, GLenum value); typedef GLuint (APIENTRYP PFNGLBINDPARAMETEREXTPROC) (GLenum value); typedef GLboolean (APIENTRYP PFNGLISVARIANTENABLEDEXTPROC) (GLuint id, GLenum cap); typedef void (APIENTRYP PFNGLGETVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); typedef void (APIENTRYP PFNGLGETVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); typedef void (APIENTRYP PFNGLGETVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); typedef void (APIENTRYP PFNGLGETVARIANTPOINTERVEXTPROC) (GLuint id, GLenum value, void **data); typedef void (APIENTRYP PFNGLGETINVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); typedef void (APIENTRYP PFNGLGETINVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); typedef void (APIENTRYP PFNGLGETINVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); typedef void (APIENTRYP PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); typedef void (APIENTRYP PFNGLGETLOCALCONSTANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); typedef void (APIENTRYP PFNGLGETLOCALCONSTANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBeginVertexShaderEXT (void); GLAPI void APIENTRY glEndVertexShaderEXT (void); GLAPI void APIENTRY glBindVertexShaderEXT (GLuint id); GLAPI GLuint APIENTRY glGenVertexShadersEXT (GLuint range); GLAPI void APIENTRY glDeleteVertexShaderEXT (GLuint id); GLAPI void APIENTRY glShaderOp1EXT (GLenum op, GLuint res, GLuint arg1); GLAPI void APIENTRY glShaderOp2EXT (GLenum op, GLuint res, GLuint arg1, GLuint arg2); GLAPI void APIENTRY glShaderOp3EXT (GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3); GLAPI void APIENTRY glSwizzleEXT (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); GLAPI void APIENTRY glWriteMaskEXT (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); GLAPI void APIENTRY glInsertComponentEXT (GLuint res, GLuint src, GLuint num); GLAPI void APIENTRY glExtractComponentEXT (GLuint res, GLuint src, GLuint num); GLAPI GLuint APIENTRY glGenSymbolsEXT (GLenum datatype, GLenum storagetype, GLenum range, GLuint components); GLAPI void APIENTRY glSetInvariantEXT (GLuint id, GLenum type, const void *addr); GLAPI void APIENTRY glSetLocalConstantEXT (GLuint id, GLenum type, const void *addr); GLAPI void APIENTRY glVariantbvEXT (GLuint id, const GLbyte *addr); GLAPI void APIENTRY glVariantsvEXT (GLuint id, const GLshort *addr); GLAPI void APIENTRY glVariantivEXT (GLuint id, const GLint *addr); GLAPI void APIENTRY glVariantfvEXT (GLuint id, const GLfloat *addr); GLAPI void APIENTRY glVariantdvEXT (GLuint id, const GLdouble *addr); GLAPI void APIENTRY glVariantubvEXT (GLuint id, const GLubyte *addr); GLAPI void APIENTRY glVariantusvEXT (GLuint id, const GLushort *addr); GLAPI void APIENTRY glVariantuivEXT (GLuint id, const GLuint *addr); GLAPI void APIENTRY glVariantPointerEXT (GLuint id, GLenum type, GLuint stride, const void *addr); GLAPI void APIENTRY glEnableVariantClientStateEXT (GLuint id); GLAPI void APIENTRY glDisableVariantClientStateEXT (GLuint id); GLAPI GLuint APIENTRY glBindLightParameterEXT (GLenum light, GLenum value); GLAPI GLuint APIENTRY glBindMaterialParameterEXT (GLenum face, GLenum value); GLAPI GLuint APIENTRY glBindTexGenParameterEXT (GLenum unit, GLenum coord, GLenum value); GLAPI GLuint APIENTRY glBindTextureUnitParameterEXT (GLenum unit, GLenum value); GLAPI GLuint APIENTRY glBindParameterEXT (GLenum value); GLAPI GLboolean APIENTRY glIsVariantEnabledEXT (GLuint id, GLenum cap); GLAPI void APIENTRY glGetVariantBooleanvEXT (GLuint id, GLenum value, GLboolean *data); GLAPI void APIENTRY glGetVariantIntegervEXT (GLuint id, GLenum value, GLint *data); GLAPI void APIENTRY glGetVariantFloatvEXT (GLuint id, GLenum value, GLfloat *data); GLAPI void APIENTRY glGetVariantPointervEXT (GLuint id, GLenum value, void **data); GLAPI void APIENTRY glGetInvariantBooleanvEXT (GLuint id, GLenum value, GLboolean *data); GLAPI void APIENTRY glGetInvariantIntegervEXT (GLuint id, GLenum value, GLint *data); GLAPI void APIENTRY glGetInvariantFloatvEXT (GLuint id, GLenum value, GLfloat *data); GLAPI void APIENTRY glGetLocalConstantBooleanvEXT (GLuint id, GLenum value, GLboolean *data); GLAPI void APIENTRY glGetLocalConstantIntegervEXT (GLuint id, GLenum value, GLint *data); GLAPI void APIENTRY glGetLocalConstantFloatvEXT (GLuint id, GLenum value, GLfloat *data); #endif #endif /* GL_EXT_vertex_shader */ #ifndef GL_EXT_vertex_weighting #define GL_EXT_vertex_weighting 1 #define GL_MODELVIEW0_STACK_DEPTH_EXT 0x0BA3 #define GL_MODELVIEW1_STACK_DEPTH_EXT 0x8502 #define GL_MODELVIEW0_MATRIX_EXT 0x0BA6 #define GL_MODELVIEW1_MATRIX_EXT 0x8506 #define GL_VERTEX_WEIGHTING_EXT 0x8509 #define GL_MODELVIEW0_EXT 0x1700 #define GL_MODELVIEW1_EXT 0x850A #define GL_CURRENT_VERTEX_WEIGHT_EXT 0x850B #define GL_VERTEX_WEIGHT_ARRAY_EXT 0x850C #define GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT 0x850D #define GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT 0x850E #define GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT 0x850F #define GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT 0x8510 typedef void (APIENTRYP PFNGLVERTEXWEIGHTFEXTPROC) (GLfloat weight); typedef void (APIENTRYP PFNGLVERTEXWEIGHTFVEXTPROC) (const GLfloat *weight); typedef void (APIENTRYP PFNGLVERTEXWEIGHTPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertexWeightfEXT (GLfloat weight); GLAPI void APIENTRY glVertexWeightfvEXT (const GLfloat *weight); GLAPI void APIENTRY glVertexWeightPointerEXT (GLint size, GLenum type, GLsizei stride, const void *pointer); #endif #endif /* GL_EXT_vertex_weighting */ #ifndef GL_EXT_win32_keyed_mutex #define GL_EXT_win32_keyed_mutex 1 typedef GLboolean (APIENTRYP PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key, GLuint timeout); typedef GLboolean (APIENTRYP PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLboolean APIENTRY glAcquireKeyedMutexWin32EXT (GLuint memory, GLuint64 key, GLuint timeout); GLAPI GLboolean APIENTRY glReleaseKeyedMutexWin32EXT (GLuint memory, GLuint64 key); #endif #endif /* GL_EXT_win32_keyed_mutex */ #ifndef GL_EXT_window_rectangles #define GL_EXT_window_rectangles 1 #define GL_INCLUSIVE_EXT 0x8F10 #define GL_EXCLUSIVE_EXT 0x8F11 #define GL_WINDOW_RECTANGLE_EXT 0x8F12 #define GL_WINDOW_RECTANGLE_MODE_EXT 0x8F13 #define GL_MAX_WINDOW_RECTANGLES_EXT 0x8F14 #define GL_NUM_WINDOW_RECTANGLES_EXT 0x8F15 typedef void (APIENTRYP PFNGLWINDOWRECTANGLESEXTPROC) (GLenum mode, GLsizei count, const GLint *box); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glWindowRectanglesEXT (GLenum mode, GLsizei count, const GLint *box); #endif #endif /* GL_EXT_window_rectangles */ #ifndef GL_EXT_x11_sync_object #define GL_EXT_x11_sync_object 1 #define GL_SYNC_X11_FENCE_EXT 0x90E1 typedef GLsync (APIENTRYP PFNGLIMPORTSYNCEXTPROC) (GLenum external_sync_type, GLintptr external_sync, GLbitfield flags); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLsync APIENTRY glImportSyncEXT (GLenum external_sync_type, GLintptr external_sync, GLbitfield flags); #endif #endif /* GL_EXT_x11_sync_object */ #ifndef GL_GREMEDY_frame_terminator #define GL_GREMEDY_frame_terminator 1 typedef void (APIENTRYP PFNGLFRAMETERMINATORGREMEDYPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFrameTerminatorGREMEDY (void); #endif #endif /* GL_GREMEDY_frame_terminator */ #ifndef GL_GREMEDY_string_marker #define GL_GREMEDY_string_marker 1 typedef void (APIENTRYP PFNGLSTRINGMARKERGREMEDYPROC) (GLsizei len, const void *string); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glStringMarkerGREMEDY (GLsizei len, const void *string); #endif #endif /* GL_GREMEDY_string_marker */ #ifndef GL_HP_convolution_border_modes #define GL_HP_convolution_border_modes 1 #define GL_IGNORE_BORDER_HP 0x8150 #define GL_CONSTANT_BORDER_HP 0x8151 #define GL_REPLICATE_BORDER_HP 0x8153 #define GL_CONVOLUTION_BORDER_COLOR_HP 0x8154 #endif /* GL_HP_convolution_border_modes */ #ifndef GL_HP_image_transform #define GL_HP_image_transform 1 #define GL_IMAGE_SCALE_X_HP 0x8155 #define GL_IMAGE_SCALE_Y_HP 0x8156 #define GL_IMAGE_TRANSLATE_X_HP 0x8157 #define GL_IMAGE_TRANSLATE_Y_HP 0x8158 #define GL_IMAGE_ROTATE_ANGLE_HP 0x8159 #define GL_IMAGE_ROTATE_ORIGIN_X_HP 0x815A #define GL_IMAGE_ROTATE_ORIGIN_Y_HP 0x815B #define GL_IMAGE_MAG_FILTER_HP 0x815C #define GL_IMAGE_MIN_FILTER_HP 0x815D #define GL_IMAGE_CUBIC_WEIGHT_HP 0x815E #define GL_CUBIC_HP 0x815F #define GL_AVERAGE_HP 0x8160 #define GL_IMAGE_TRANSFORM_2D_HP 0x8161 #define GL_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8162 #define GL_PROXY_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8163 typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERIHPPROC) (GLenum target, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERFHPPROC) (GLenum target, GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, GLfloat *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glImageTransformParameteriHP (GLenum target, GLenum pname, GLint param); GLAPI void APIENTRY glImageTransformParameterfHP (GLenum target, GLenum pname, GLfloat param); GLAPI void APIENTRY glImageTransformParameterivHP (GLenum target, GLenum pname, const GLint *params); GLAPI void APIENTRY glImageTransformParameterfvHP (GLenum target, GLenum pname, const GLfloat *params); GLAPI void APIENTRY glGetImageTransformParameterivHP (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetImageTransformParameterfvHP (GLenum target, GLenum pname, GLfloat *params); #endif #endif /* GL_HP_image_transform */ #ifndef GL_HP_occlusion_test #define GL_HP_occlusion_test 1 #define GL_OCCLUSION_TEST_HP 0x8165 #define GL_OCCLUSION_TEST_RESULT_HP 0x8166 #endif /* GL_HP_occlusion_test */ #ifndef GL_HP_texture_lighting #define GL_HP_texture_lighting 1 #define GL_TEXTURE_LIGHTING_MODE_HP 0x8167 #define GL_TEXTURE_POST_SPECULAR_HP 0x8168 #define GL_TEXTURE_PRE_SPECULAR_HP 0x8169 #endif /* GL_HP_texture_lighting */ #ifndef GL_IBM_cull_vertex #define GL_IBM_cull_vertex 1 #define GL_CULL_VERTEX_IBM 103050 #endif /* GL_IBM_cull_vertex */ #ifndef GL_IBM_multimode_draw_arrays #define GL_IBM_multimode_draw_arrays 1 typedef void (APIENTRYP PFNGLMULTIMODEDRAWARRAYSIBMPROC) (const GLenum *mode, const GLint *first, const GLsizei *count, GLsizei primcount, GLint modestride); typedef void (APIENTRYP PFNGLMULTIMODEDRAWELEMENTSIBMPROC) (const GLenum *mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount, GLint modestride); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glMultiModeDrawArraysIBM (const GLenum *mode, const GLint *first, const GLsizei *count, GLsizei primcount, GLint modestride); GLAPI void APIENTRY glMultiModeDrawElementsIBM (const GLenum *mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount, GLint modestride); #endif #endif /* GL_IBM_multimode_draw_arrays */ #ifndef GL_IBM_rasterpos_clip #define GL_IBM_rasterpos_clip 1 #define GL_RASTER_POSITION_UNCLIPPED_IBM 0x19262 #endif /* GL_IBM_rasterpos_clip */ #ifndef GL_IBM_static_data #define GL_IBM_static_data 1 #define GL_ALL_STATIC_DATA_IBM 103060 #define GL_STATIC_VERTEX_ARRAY_IBM 103061 typedef void (APIENTRYP PFNGLFLUSHSTATICDATAIBMPROC) (GLenum target); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFlushStaticDataIBM (GLenum target); #endif #endif /* GL_IBM_static_data */ #ifndef GL_IBM_texture_mirrored_repeat #define GL_IBM_texture_mirrored_repeat 1 #define GL_MIRRORED_REPEAT_IBM 0x8370 #endif /* GL_IBM_texture_mirrored_repeat */ #ifndef GL_IBM_vertex_array_lists #define GL_IBM_vertex_array_lists 1 #define GL_VERTEX_ARRAY_LIST_IBM 103070 #define GL_NORMAL_ARRAY_LIST_IBM 103071 #define GL_COLOR_ARRAY_LIST_IBM 103072 #define GL_INDEX_ARRAY_LIST_IBM 103073 #define GL_TEXTURE_COORD_ARRAY_LIST_IBM 103074 #define GL_EDGE_FLAG_ARRAY_LIST_IBM 103075 #define GL_FOG_COORDINATE_ARRAY_LIST_IBM 103076 #define GL_SECONDARY_COLOR_ARRAY_LIST_IBM 103077 #define GL_VERTEX_ARRAY_LIST_STRIDE_IBM 103080 #define GL_NORMAL_ARRAY_LIST_STRIDE_IBM 103081 #define GL_COLOR_ARRAY_LIST_STRIDE_IBM 103082 #define GL_INDEX_ARRAY_LIST_STRIDE_IBM 103083 #define GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM 103084 #define GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM 103085 #define GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM 103086 #define GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM 103087 typedef void (APIENTRYP PFNGLCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); typedef void (APIENTRYP PFNGLEDGEFLAGPOINTERLISTIBMPROC) (GLint stride, const GLboolean **pointer, GLint ptrstride); typedef void (APIENTRYP PFNGLFOGCOORDPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void **pointer, GLint ptrstride); typedef void (APIENTRYP PFNGLINDEXPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void **pointer, GLint ptrstride); typedef void (APIENTRYP PFNGLNORMALPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void **pointer, GLint ptrstride); typedef void (APIENTRYP PFNGLTEXCOORDPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); typedef void (APIENTRYP PFNGLVERTEXPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glColorPointerListIBM (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); GLAPI void APIENTRY glSecondaryColorPointerListIBM (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); GLAPI void APIENTRY glEdgeFlagPointerListIBM (GLint stride, const GLboolean **pointer, GLint ptrstride); GLAPI void APIENTRY glFogCoordPointerListIBM (GLenum type, GLint stride, const void **pointer, GLint ptrstride); GLAPI void APIENTRY glIndexPointerListIBM (GLenum type, GLint stride, const void **pointer, GLint ptrstride); GLAPI void APIENTRY glNormalPointerListIBM (GLenum type, GLint stride, const void **pointer, GLint ptrstride); GLAPI void APIENTRY glTexCoordPointerListIBM (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); GLAPI void APIENTRY glVertexPointerListIBM (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); #endif #endif /* GL_IBM_vertex_array_lists */ #ifndef GL_INGR_blend_func_separate #define GL_INGR_blend_func_separate 1 typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEINGRPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendFuncSeparateINGR (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); #endif #endif /* GL_INGR_blend_func_separate */ #ifndef GL_INGR_color_clamp #define GL_INGR_color_clamp 1 #define GL_RED_MIN_CLAMP_INGR 0x8560 #define GL_GREEN_MIN_CLAMP_INGR 0x8561 #define GL_BLUE_MIN_CLAMP_INGR 0x8562 #define GL_ALPHA_MIN_CLAMP_INGR 0x8563 #define GL_RED_MAX_CLAMP_INGR 0x8564 #define GL_GREEN_MAX_CLAMP_INGR 0x8565 #define GL_BLUE_MAX_CLAMP_INGR 0x8566 #define GL_ALPHA_MAX_CLAMP_INGR 0x8567 #endif /* GL_INGR_color_clamp */ #ifndef GL_INGR_interlace_read #define GL_INGR_interlace_read 1 #define GL_INTERLACE_READ_INGR 0x8568 #endif /* GL_INGR_interlace_read */ #ifndef GL_INTEL_blackhole_render #define GL_INTEL_blackhole_render 1 #define GL_BLACKHOLE_RENDER_INTEL 0x83FC #endif /* GL_INTEL_blackhole_render */ #ifndef GL_INTEL_conservative_rasterization #define GL_INTEL_conservative_rasterization 1 #define GL_CONSERVATIVE_RASTERIZATION_INTEL 0x83FE #endif /* GL_INTEL_conservative_rasterization */ #ifndef GL_INTEL_fragment_shader_ordering #define GL_INTEL_fragment_shader_ordering 1 #endif /* GL_INTEL_fragment_shader_ordering */ #ifndef GL_INTEL_framebuffer_CMAA #define GL_INTEL_framebuffer_CMAA 1 typedef void (APIENTRYP PFNGLAPPLYFRAMEBUFFERATTACHMENTCMAAINTELPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glApplyFramebufferAttachmentCMAAINTEL (void); #endif #endif /* GL_INTEL_framebuffer_CMAA */ #ifndef GL_INTEL_map_texture #define GL_INTEL_map_texture 1 #define GL_TEXTURE_MEMORY_LAYOUT_INTEL 0x83FF #define GL_LAYOUT_DEFAULT_INTEL 0 #define GL_LAYOUT_LINEAR_INTEL 1 #define GL_LAYOUT_LINEAR_CPU_CACHED_INTEL 2 typedef void (APIENTRYP PFNGLSYNCTEXTUREINTELPROC) (GLuint texture); typedef void (APIENTRYP PFNGLUNMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level); typedef void *(APIENTRYP PFNGLMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level, GLbitfield access, GLint *stride, GLenum *layout); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glSyncTextureINTEL (GLuint texture); GLAPI void APIENTRY glUnmapTexture2DINTEL (GLuint texture, GLint level); GLAPI void *APIENTRY glMapTexture2DINTEL (GLuint texture, GLint level, GLbitfield access, GLint *stride, GLenum *layout); #endif #endif /* GL_INTEL_map_texture */ #ifndef GL_INTEL_parallel_arrays #define GL_INTEL_parallel_arrays 1 #define GL_PARALLEL_ARRAYS_INTEL 0x83F4 #define GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL 0x83F5 #define GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL 0x83F6 #define GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL 0x83F7 #define GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL 0x83F8 typedef void (APIENTRYP PFNGLVERTEXPOINTERVINTELPROC) (GLint size, GLenum type, const void **pointer); typedef void (APIENTRYP PFNGLNORMALPOINTERVINTELPROC) (GLenum type, const void **pointer); typedef void (APIENTRYP PFNGLCOLORPOINTERVINTELPROC) (GLint size, GLenum type, const void **pointer); typedef void (APIENTRYP PFNGLTEXCOORDPOINTERVINTELPROC) (GLint size, GLenum type, const void **pointer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertexPointervINTEL (GLint size, GLenum type, const void **pointer); GLAPI void APIENTRY glNormalPointervINTEL (GLenum type, const void **pointer); GLAPI void APIENTRY glColorPointervINTEL (GLint size, GLenum type, const void **pointer); GLAPI void APIENTRY glTexCoordPointervINTEL (GLint size, GLenum type, const void **pointer); #endif #endif /* GL_INTEL_parallel_arrays */ #ifndef GL_INTEL_performance_query #define GL_INTEL_performance_query 1 #define GL_PERFQUERY_SINGLE_CONTEXT_INTEL 0x00000000 #define GL_PERFQUERY_GLOBAL_CONTEXT_INTEL 0x00000001 #define GL_PERFQUERY_WAIT_INTEL 0x83FB #define GL_PERFQUERY_FLUSH_INTEL 0x83FA #define GL_PERFQUERY_DONOT_FLUSH_INTEL 0x83F9 #define GL_PERFQUERY_COUNTER_EVENT_INTEL 0x94F0 #define GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL 0x94F1 #define GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL 0x94F2 #define GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL 0x94F3 #define GL_PERFQUERY_COUNTER_RAW_INTEL 0x94F4 #define GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL 0x94F5 #define GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL 0x94F8 #define GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL 0x94F9 #define GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL 0x94FA #define GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL 0x94FB #define GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL 0x94FC #define GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL 0x94FD #define GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL 0x94FE #define GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL 0x94FF #define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL 0x9500 typedef void (APIENTRYP PFNGLBEGINPERFQUERYINTELPROC) (GLuint queryHandle); typedef void (APIENTRYP PFNGLCREATEPERFQUERYINTELPROC) (GLuint queryId, GLuint *queryHandle); typedef void (APIENTRYP PFNGLDELETEPERFQUERYINTELPROC) (GLuint queryHandle); typedef void (APIENTRYP PFNGLENDPERFQUERYINTELPROC) (GLuint queryHandle); typedef void (APIENTRYP PFNGLGETFIRSTPERFQUERYIDINTELPROC) (GLuint *queryId); typedef void (APIENTRYP PFNGLGETNEXTPERFQUERYIDINTELPROC) (GLuint queryId, GLuint *nextQueryId); typedef void (APIENTRYP PFNGLGETPERFCOUNTERINFOINTELPROC) (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar *counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue); typedef void (APIENTRYP PFNGLGETPERFQUERYDATAINTELPROC) (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten); typedef void (APIENTRYP PFNGLGETPERFQUERYIDBYNAMEINTELPROC) (GLchar *queryName, GLuint *queryId); typedef void (APIENTRYP PFNGLGETPERFQUERYINFOINTELPROC) (GLuint queryId, GLuint queryNameLength, GLchar *queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBeginPerfQueryINTEL (GLuint queryHandle); GLAPI void APIENTRY glCreatePerfQueryINTEL (GLuint queryId, GLuint *queryHandle); GLAPI void APIENTRY glDeletePerfQueryINTEL (GLuint queryHandle); GLAPI void APIENTRY glEndPerfQueryINTEL (GLuint queryHandle); GLAPI void APIENTRY glGetFirstPerfQueryIdINTEL (GLuint *queryId); GLAPI void APIENTRY glGetNextPerfQueryIdINTEL (GLuint queryId, GLuint *nextQueryId); GLAPI void APIENTRY glGetPerfCounterInfoINTEL (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar *counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue); GLAPI void APIENTRY glGetPerfQueryDataINTEL (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten); GLAPI void APIENTRY glGetPerfQueryIdByNameINTEL (GLchar *queryName, GLuint *queryId); GLAPI void APIENTRY glGetPerfQueryInfoINTEL (GLuint queryId, GLuint queryNameLength, GLchar *queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask); #endif #endif /* GL_INTEL_performance_query */ #ifndef GL_MESAX_texture_stack #define GL_MESAX_texture_stack 1 #define GL_TEXTURE_1D_STACK_MESAX 0x8759 #define GL_TEXTURE_2D_STACK_MESAX 0x875A #define GL_PROXY_TEXTURE_1D_STACK_MESAX 0x875B #define GL_PROXY_TEXTURE_2D_STACK_MESAX 0x875C #define GL_TEXTURE_1D_STACK_BINDING_MESAX 0x875D #define GL_TEXTURE_2D_STACK_BINDING_MESAX 0x875E #endif /* GL_MESAX_texture_stack */ #ifndef GL_MESA_framebuffer_flip_x #define GL_MESA_framebuffer_flip_x 1 #define GL_FRAMEBUFFER_FLIP_X_MESA 0x8BBC #endif /* GL_MESA_framebuffer_flip_x */ #ifndef GL_MESA_framebuffer_flip_y #define GL_MESA_framebuffer_flip_y 1 #define GL_FRAMEBUFFER_FLIP_Y_MESA 0x8BBB typedef void (APIENTRYP PFNGLFRAMEBUFFERPARAMETERIMESAPROC) (GLenum target, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVMESAPROC) (GLenum target, GLenum pname, GLint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFramebufferParameteriMESA (GLenum target, GLenum pname, GLint param); GLAPI void APIENTRY glGetFramebufferParameterivMESA (GLenum target, GLenum pname, GLint *params); #endif #endif /* GL_MESA_framebuffer_flip_y */ #ifndef GL_MESA_framebuffer_swap_xy #define GL_MESA_framebuffer_swap_xy 1 #define GL_FRAMEBUFFER_SWAP_XY_MESA 0x8BBD #endif /* GL_MESA_framebuffer_swap_xy */ #ifndef GL_MESA_pack_invert #define GL_MESA_pack_invert 1 #define GL_PACK_INVERT_MESA 0x8758 #endif /* GL_MESA_pack_invert */ #ifndef GL_MESA_program_binary_formats #define GL_MESA_program_binary_formats 1 #define GL_PROGRAM_BINARY_FORMAT_MESA 0x875F #endif /* GL_MESA_program_binary_formats */ #ifndef GL_MESA_resize_buffers #define GL_MESA_resize_buffers 1 typedef void (APIENTRYP PFNGLRESIZEBUFFERSMESAPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glResizeBuffersMESA (void); #endif #endif /* GL_MESA_resize_buffers */ #ifndef GL_MESA_shader_integer_functions #define GL_MESA_shader_integer_functions 1 #endif /* GL_MESA_shader_integer_functions */ #ifndef GL_MESA_tile_raster_order #define GL_MESA_tile_raster_order 1 #define GL_TILE_RASTER_ORDER_FIXED_MESA 0x8BB8 #define GL_TILE_RASTER_ORDER_INCREASING_X_MESA 0x8BB9 #define GL_TILE_RASTER_ORDER_INCREASING_Y_MESA 0x8BBA #endif /* GL_MESA_tile_raster_order */ #ifndef GL_MESA_window_pos #define GL_MESA_window_pos 1 typedef void (APIENTRYP PFNGLWINDOWPOS2DMESAPROC) (GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLWINDOWPOS2DVMESAPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLWINDOWPOS2FMESAPROC) (GLfloat x, GLfloat y); typedef void (APIENTRYP PFNGLWINDOWPOS2FVMESAPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLWINDOWPOS2IMESAPROC) (GLint x, GLint y); typedef void (APIENTRYP PFNGLWINDOWPOS2IVMESAPROC) (const GLint *v); typedef void (APIENTRYP PFNGLWINDOWPOS2SMESAPROC) (GLshort x, GLshort y); typedef void (APIENTRYP PFNGLWINDOWPOS2SVMESAPROC) (const GLshort *v); typedef void (APIENTRYP PFNGLWINDOWPOS3DMESAPROC) (GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLWINDOWPOS3DVMESAPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLWINDOWPOS3FMESAPROC) (GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLWINDOWPOS3FVMESAPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLWINDOWPOS3IMESAPROC) (GLint x, GLint y, GLint z); typedef void (APIENTRYP PFNGLWINDOWPOS3IVMESAPROC) (const GLint *v); typedef void (APIENTRYP PFNGLWINDOWPOS3SMESAPROC) (GLshort x, GLshort y, GLshort z); typedef void (APIENTRYP PFNGLWINDOWPOS3SVMESAPROC) (const GLshort *v); typedef void (APIENTRYP PFNGLWINDOWPOS4DMESAPROC) (GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLWINDOWPOS4DVMESAPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLWINDOWPOS4FMESAPROC) (GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLWINDOWPOS4FVMESAPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLWINDOWPOS4IMESAPROC) (GLint x, GLint y, GLint z, GLint w); typedef void (APIENTRYP PFNGLWINDOWPOS4IVMESAPROC) (const GLint *v); typedef void (APIENTRYP PFNGLWINDOWPOS4SMESAPROC) (GLshort x, GLshort y, GLshort z, GLshort w); typedef void (APIENTRYP PFNGLWINDOWPOS4SVMESAPROC) (const GLshort *v); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glWindowPos2dMESA (GLdouble x, GLdouble y); GLAPI void APIENTRY glWindowPos2dvMESA (const GLdouble *v); GLAPI void APIENTRY glWindowPos2fMESA (GLfloat x, GLfloat y); GLAPI void APIENTRY glWindowPos2fvMESA (const GLfloat *v); GLAPI void APIENTRY glWindowPos2iMESA (GLint x, GLint y); GLAPI void APIENTRY glWindowPos2ivMESA (const GLint *v); GLAPI void APIENTRY glWindowPos2sMESA (GLshort x, GLshort y); GLAPI void APIENTRY glWindowPos2svMESA (const GLshort *v); GLAPI void APIENTRY glWindowPos3dMESA (GLdouble x, GLdouble y, GLdouble z); GLAPI void APIENTRY glWindowPos3dvMESA (const GLdouble *v); GLAPI void APIENTRY glWindowPos3fMESA (GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glWindowPos3fvMESA (const GLfloat *v); GLAPI void APIENTRY glWindowPos3iMESA (GLint x, GLint y, GLint z); GLAPI void APIENTRY glWindowPos3ivMESA (const GLint *v); GLAPI void APIENTRY glWindowPos3sMESA (GLshort x, GLshort y, GLshort z); GLAPI void APIENTRY glWindowPos3svMESA (const GLshort *v); GLAPI void APIENTRY glWindowPos4dMESA (GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI void APIENTRY glWindowPos4dvMESA (const GLdouble *v); GLAPI void APIENTRY glWindowPos4fMESA (GLfloat x, GLfloat y, GLfloat z, GLfloat w); GLAPI void APIENTRY glWindowPos4fvMESA (const GLfloat *v); GLAPI void APIENTRY glWindowPos4iMESA (GLint x, GLint y, GLint z, GLint w); GLAPI void APIENTRY glWindowPos4ivMESA (const GLint *v); GLAPI void APIENTRY glWindowPos4sMESA (GLshort x, GLshort y, GLshort z, GLshort w); GLAPI void APIENTRY glWindowPos4svMESA (const GLshort *v); #endif #endif /* GL_MESA_window_pos */ #ifndef GL_MESA_ycbcr_texture #define GL_MESA_ycbcr_texture 1 #define GL_UNSIGNED_SHORT_8_8_MESA 0x85BA #define GL_UNSIGNED_SHORT_8_8_REV_MESA 0x85BB #define GL_YCBCR_MESA 0x8757 #endif /* GL_MESA_ycbcr_texture */ #ifndef GL_NVX_blend_equation_advanced_multi_draw_buffers #define GL_NVX_blend_equation_advanced_multi_draw_buffers 1 #endif /* GL_NVX_blend_equation_advanced_multi_draw_buffers */ #ifndef GL_NVX_conditional_render #define GL_NVX_conditional_render 1 typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERNVXPROC) (GLuint id); typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERNVXPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBeginConditionalRenderNVX (GLuint id); GLAPI void APIENTRY glEndConditionalRenderNVX (void); #endif #endif /* GL_NVX_conditional_render */ #ifndef GL_NVX_gpu_memory_info #define GL_NVX_gpu_memory_info 1 #define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047 #define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048 #define GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049 #define GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX 0x904A #define GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX 0x904B #endif /* GL_NVX_gpu_memory_info */ #ifndef GL_NVX_gpu_multicast2 #define GL_NVX_gpu_multicast2 1 #define GL_UPLOAD_GPU_MASK_NVX 0x954A typedef void (APIENTRYP PFNGLUPLOADGPUMASKNVXPROC) (GLbitfield mask); typedef void (APIENTRYP PFNGLMULTICASTVIEWPORTARRAYVNVXPROC) (GLuint gpu, GLuint first, GLsizei count, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTICASTVIEWPORTPOSITIONWSCALENVXPROC) (GLuint gpu, GLuint index, GLfloat xcoeff, GLfloat ycoeff); typedef void (APIENTRYP PFNGLMULTICASTSCISSORARRAYVNVXPROC) (GLuint gpu, GLuint first, GLsizei count, const GLint *v); typedef GLuint (APIENTRYP PFNGLASYNCCOPYBUFFERSUBDATANVXPROC) (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *fenceValueArray, GLuint readGpu, GLbitfield writeGpuMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray); typedef GLuint (APIENTRYP PFNGLASYNCCOPYIMAGESUBDATANVXPROC) (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *waitValueArray, GLuint srcGpu, GLbitfield dstGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glUploadGpuMaskNVX (GLbitfield mask); GLAPI void APIENTRY glMulticastViewportArrayvNVX (GLuint gpu, GLuint first, GLsizei count, const GLfloat *v); GLAPI void APIENTRY glMulticastViewportPositionWScaleNVX (GLuint gpu, GLuint index, GLfloat xcoeff, GLfloat ycoeff); GLAPI void APIENTRY glMulticastScissorArrayvNVX (GLuint gpu, GLuint first, GLsizei count, const GLint *v); GLAPI GLuint APIENTRY glAsyncCopyBufferSubDataNVX (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *fenceValueArray, GLuint readGpu, GLbitfield writeGpuMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray); GLAPI GLuint APIENTRY glAsyncCopyImageSubDataNVX (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *waitValueArray, GLuint srcGpu, GLbitfield dstGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray); #endif #endif /* GL_NVX_gpu_multicast2 */ #ifndef GL_NVX_linked_gpu_multicast #define GL_NVX_linked_gpu_multicast 1 #define GL_LGPU_SEPARATE_STORAGE_BIT_NVX 0x0800 #define GL_MAX_LGPU_GPUS_NVX 0x92BA typedef void (APIENTRYP PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); typedef void (APIENTRYP PFNGLLGPUCOPYIMAGESUBDATANVXPROC) (GLuint sourceGpu, GLbitfield destinationGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srxY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); typedef void (APIENTRYP PFNGLLGPUINTERLOCKNVXPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glLGPUNamedBufferSubDataNVX (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); GLAPI void APIENTRY glLGPUCopyImageSubDataNVX (GLuint sourceGpu, GLbitfield destinationGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srxY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); GLAPI void APIENTRY glLGPUInterlockNVX (void); #endif #endif /* GL_NVX_linked_gpu_multicast */ #ifndef GL_NVX_progress_fence #define GL_NVX_progress_fence 1 typedef GLuint (APIENTRYP PFNGLCREATEPROGRESSFENCENVXPROC) (void); typedef void (APIENTRYP PFNGLSIGNALSEMAPHOREUI64NVXPROC) (GLuint signalGpu, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); typedef void (APIENTRYP PFNGLWAITSEMAPHOREUI64NVXPROC) (GLuint waitGpu, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); typedef void (APIENTRYP PFNGLCLIENTWAITSEMAPHOREUI64NVXPROC) (GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLuint APIENTRY glCreateProgressFenceNVX (void); GLAPI void APIENTRY glSignalSemaphoreui64NVX (GLuint signalGpu, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); GLAPI void APIENTRY glWaitSemaphoreui64NVX (GLuint waitGpu, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); GLAPI void APIENTRY glClientWaitSemaphoreui64NVX (GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); #endif #endif /* GL_NVX_progress_fence */ #ifndef GL_NV_alpha_to_coverage_dither_control #define GL_NV_alpha_to_coverage_dither_control 1 #define GL_ALPHA_TO_COVERAGE_DITHER_DEFAULT_NV 0x934D #define GL_ALPHA_TO_COVERAGE_DITHER_ENABLE_NV 0x934E #define GL_ALPHA_TO_COVERAGE_DITHER_DISABLE_NV 0x934F #define GL_ALPHA_TO_COVERAGE_DITHER_MODE_NV 0x92BF typedef void (APIENTRYP PFNGLALPHATOCOVERAGEDITHERCONTROLNVPROC) (GLenum mode); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glAlphaToCoverageDitherControlNV (GLenum mode); #endif #endif /* GL_NV_alpha_to_coverage_dither_control */ #ifndef GL_NV_bindless_multi_draw_indirect #define GL_NV_bindless_multi_draw_indirect 1 typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC) (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glMultiDrawArraysIndirectBindlessNV (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); GLAPI void APIENTRY glMultiDrawElementsIndirectBindlessNV (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); #endif #endif /* GL_NV_bindless_multi_draw_indirect */ #ifndef GL_NV_bindless_multi_draw_indirect_count #define GL_NV_bindless_multi_draw_indirect_count 1 typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glMultiDrawArraysIndirectBindlessCountNV (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); GLAPI void APIENTRY glMultiDrawElementsIndirectBindlessCountNV (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); #endif #endif /* GL_NV_bindless_multi_draw_indirect_count */ #ifndef GL_NV_bindless_texture #define GL_NV_bindless_texture 1 typedef GLuint64 (APIENTRYP PFNGLGETTEXTUREHANDLENVPROC) (GLuint texture); typedef GLuint64 (APIENTRYP PFNGLGETTEXTURESAMPLERHANDLENVPROC) (GLuint texture, GLuint sampler); typedef void (APIENTRYP PFNGLMAKETEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); typedef void (APIENTRYP PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC) (GLuint64 handle); typedef GLuint64 (APIENTRYP PFNGLGETIMAGEHANDLENVPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); typedef void (APIENTRYP PFNGLMAKEIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle, GLenum access); typedef void (APIENTRYP PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC) (GLuint64 handle); typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64NVPROC) (GLint location, GLuint64 value); typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64VNVPROC) (GLint location, GLsizei count, const GLuint64 *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC) (GLuint program, GLint location, GLuint64 value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *values); typedef GLboolean (APIENTRYP PFNGLISTEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); typedef GLboolean (APIENTRYP PFNGLISIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLuint64 APIENTRY glGetTextureHandleNV (GLuint texture); GLAPI GLuint64 APIENTRY glGetTextureSamplerHandleNV (GLuint texture, GLuint sampler); GLAPI void APIENTRY glMakeTextureHandleResidentNV (GLuint64 handle); GLAPI void APIENTRY glMakeTextureHandleNonResidentNV (GLuint64 handle); GLAPI GLuint64 APIENTRY glGetImageHandleNV (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); GLAPI void APIENTRY glMakeImageHandleResidentNV (GLuint64 handle, GLenum access); GLAPI void APIENTRY glMakeImageHandleNonResidentNV (GLuint64 handle); GLAPI void APIENTRY glUniformHandleui64NV (GLint location, GLuint64 value); GLAPI void APIENTRY glUniformHandleui64vNV (GLint location, GLsizei count, const GLuint64 *value); GLAPI void APIENTRY glProgramUniformHandleui64NV (GLuint program, GLint location, GLuint64 value); GLAPI void APIENTRY glProgramUniformHandleui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64 *values); GLAPI GLboolean APIENTRY glIsTextureHandleResidentNV (GLuint64 handle); GLAPI GLboolean APIENTRY glIsImageHandleResidentNV (GLuint64 handle); #endif #endif /* GL_NV_bindless_texture */ #ifndef GL_NV_blend_equation_advanced #define GL_NV_blend_equation_advanced 1 #define GL_BLEND_OVERLAP_NV 0x9281 #define GL_BLEND_PREMULTIPLIED_SRC_NV 0x9280 #define GL_BLUE_NV 0x1905 #define GL_COLORBURN_NV 0x929A #define GL_COLORDODGE_NV 0x9299 #define GL_CONJOINT_NV 0x9284 #define GL_CONTRAST_NV 0x92A1 #define GL_DARKEN_NV 0x9297 #define GL_DIFFERENCE_NV 0x929E #define GL_DISJOINT_NV 0x9283 #define GL_DST_ATOP_NV 0x928F #define GL_DST_IN_NV 0x928B #define GL_DST_NV 0x9287 #define GL_DST_OUT_NV 0x928D #define GL_DST_OVER_NV 0x9289 #define GL_EXCLUSION_NV 0x92A0 #define GL_GREEN_NV 0x1904 #define GL_HARDLIGHT_NV 0x929B #define GL_HARDMIX_NV 0x92A9 #define GL_HSL_COLOR_NV 0x92AF #define GL_HSL_HUE_NV 0x92AD #define GL_HSL_LUMINOSITY_NV 0x92B0 #define GL_HSL_SATURATION_NV 0x92AE #define GL_INVERT_OVG_NV 0x92B4 #define GL_INVERT_RGB_NV 0x92A3 #define GL_LIGHTEN_NV 0x9298 #define GL_LINEARBURN_NV 0x92A5 #define GL_LINEARDODGE_NV 0x92A4 #define GL_LINEARLIGHT_NV 0x92A7 #define GL_MINUS_CLAMPED_NV 0x92B3 #define GL_MINUS_NV 0x929F #define GL_MULTIPLY_NV 0x9294 #define GL_OVERLAY_NV 0x9296 #define GL_PINLIGHT_NV 0x92A8 #define GL_PLUS_CLAMPED_ALPHA_NV 0x92B2 #define GL_PLUS_CLAMPED_NV 0x92B1 #define GL_PLUS_DARKER_NV 0x9292 #define GL_PLUS_NV 0x9291 #define GL_RED_NV 0x1903 #define GL_SCREEN_NV 0x9295 #define GL_SOFTLIGHT_NV 0x929C #define GL_SRC_ATOP_NV 0x928E #define GL_SRC_IN_NV 0x928A #define GL_SRC_NV 0x9286 #define GL_SRC_OUT_NV 0x928C #define GL_SRC_OVER_NV 0x9288 #define GL_UNCORRELATED_NV 0x9282 #define GL_VIVIDLIGHT_NV 0x92A6 #define GL_XOR_NV 0x1506 typedef void (APIENTRYP PFNGLBLENDPARAMETERINVPROC) (GLenum pname, GLint value); typedef void (APIENTRYP PFNGLBLENDBARRIERNVPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendParameteriNV (GLenum pname, GLint value); GLAPI void APIENTRY glBlendBarrierNV (void); #endif #endif /* GL_NV_blend_equation_advanced */ #ifndef GL_NV_blend_equation_advanced_coherent #define GL_NV_blend_equation_advanced_coherent 1 #define GL_BLEND_ADVANCED_COHERENT_NV 0x9285 #endif /* GL_NV_blend_equation_advanced_coherent */ #ifndef GL_NV_blend_minmax_factor #define GL_NV_blend_minmax_factor 1 #endif /* GL_NV_blend_minmax_factor */ #ifndef GL_NV_blend_square #define GL_NV_blend_square 1 #endif /* GL_NV_blend_square */ #ifndef GL_NV_clip_space_w_scaling #define GL_NV_clip_space_w_scaling 1 #define GL_VIEWPORT_POSITION_W_SCALE_NV 0x937C #define GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV 0x937D #define GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV 0x937E typedef void (APIENTRYP PFNGLVIEWPORTPOSITIONWSCALENVPROC) (GLuint index, GLfloat xcoeff, GLfloat ycoeff); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glViewportPositionWScaleNV (GLuint index, GLfloat xcoeff, GLfloat ycoeff); #endif #endif /* GL_NV_clip_space_w_scaling */ #ifndef GL_NV_command_list #define GL_NV_command_list 1 #define GL_TERMINATE_SEQUENCE_COMMAND_NV 0x0000 #define GL_NOP_COMMAND_NV 0x0001 #define GL_DRAW_ELEMENTS_COMMAND_NV 0x0002 #define GL_DRAW_ARRAYS_COMMAND_NV 0x0003 #define GL_DRAW_ELEMENTS_STRIP_COMMAND_NV 0x0004 #define GL_DRAW_ARRAYS_STRIP_COMMAND_NV 0x0005 #define GL_DRAW_ELEMENTS_INSTANCED_COMMAND_NV 0x0006 #define GL_DRAW_ARRAYS_INSTANCED_COMMAND_NV 0x0007 #define GL_ELEMENT_ADDRESS_COMMAND_NV 0x0008 #define GL_ATTRIBUTE_ADDRESS_COMMAND_NV 0x0009 #define GL_UNIFORM_ADDRESS_COMMAND_NV 0x000A #define GL_BLEND_COLOR_COMMAND_NV 0x000B #define GL_STENCIL_REF_COMMAND_NV 0x000C #define GL_LINE_WIDTH_COMMAND_NV 0x000D #define GL_POLYGON_OFFSET_COMMAND_NV 0x000E #define GL_ALPHA_REF_COMMAND_NV 0x000F #define GL_VIEWPORT_COMMAND_NV 0x0010 #define GL_SCISSOR_COMMAND_NV 0x0011 #define GL_FRONT_FACE_COMMAND_NV 0x0012 typedef void (APIENTRYP PFNGLCREATESTATESNVPROC) (GLsizei n, GLuint *states); typedef void (APIENTRYP PFNGLDELETESTATESNVPROC) (GLsizei n, const GLuint *states); typedef GLboolean (APIENTRYP PFNGLISSTATENVPROC) (GLuint state); typedef void (APIENTRYP PFNGLSTATECAPTURENVPROC) (GLuint state, GLenum mode); typedef GLuint (APIENTRYP PFNGLGETCOMMANDHEADERNVPROC) (GLenum tokenID, GLuint size); typedef GLushort (APIENTRYP PFNGLGETSTAGEINDEXNVPROC) (GLenum shadertype); typedef void (APIENTRYP PFNGLDRAWCOMMANDSNVPROC) (GLenum primitiveMode, GLuint buffer, const GLintptr *indirects, const GLsizei *sizes, GLuint count); typedef void (APIENTRYP PFNGLDRAWCOMMANDSADDRESSNVPROC) (GLenum primitiveMode, const GLuint64 *indirects, const GLsizei *sizes, GLuint count); typedef void (APIENTRYP PFNGLDRAWCOMMANDSSTATESNVPROC) (GLuint buffer, const GLintptr *indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); typedef void (APIENTRYP PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC) (const GLuint64 *indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); typedef void (APIENTRYP PFNGLCREATECOMMANDLISTSNVPROC) (GLsizei n, GLuint *lists); typedef void (APIENTRYP PFNGLDELETECOMMANDLISTSNVPROC) (GLsizei n, const GLuint *lists); typedef GLboolean (APIENTRYP PFNGLISCOMMANDLISTNVPROC) (GLuint list); typedef void (APIENTRYP PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC) (GLuint list, GLuint segment, const void **indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); typedef void (APIENTRYP PFNGLCOMMANDLISTSEGMENTSNVPROC) (GLuint list, GLuint segments); typedef void (APIENTRYP PFNGLCOMPILECOMMANDLISTNVPROC) (GLuint list); typedef void (APIENTRYP PFNGLCALLCOMMANDLISTNVPROC) (GLuint list); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glCreateStatesNV (GLsizei n, GLuint *states); GLAPI void APIENTRY glDeleteStatesNV (GLsizei n, const GLuint *states); GLAPI GLboolean APIENTRY glIsStateNV (GLuint state); GLAPI void APIENTRY glStateCaptureNV (GLuint state, GLenum mode); GLAPI GLuint APIENTRY glGetCommandHeaderNV (GLenum tokenID, GLuint size); GLAPI GLushort APIENTRY glGetStageIndexNV (GLenum shadertype); GLAPI void APIENTRY glDrawCommandsNV (GLenum primitiveMode, GLuint buffer, const GLintptr *indirects, const GLsizei *sizes, GLuint count); GLAPI void APIENTRY glDrawCommandsAddressNV (GLenum primitiveMode, const GLuint64 *indirects, const GLsizei *sizes, GLuint count); GLAPI void APIENTRY glDrawCommandsStatesNV (GLuint buffer, const GLintptr *indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); GLAPI void APIENTRY glDrawCommandsStatesAddressNV (const GLuint64 *indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); GLAPI void APIENTRY glCreateCommandListsNV (GLsizei n, GLuint *lists); GLAPI void APIENTRY glDeleteCommandListsNV (GLsizei n, const GLuint *lists); GLAPI GLboolean APIENTRY glIsCommandListNV (GLuint list); GLAPI void APIENTRY glListDrawCommandsStatesClientNV (GLuint list, GLuint segment, const void **indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); GLAPI void APIENTRY glCommandListSegmentsNV (GLuint list, GLuint segments); GLAPI void APIENTRY glCompileCommandListNV (GLuint list); GLAPI void APIENTRY glCallCommandListNV (GLuint list); #endif #endif /* GL_NV_command_list */ #ifndef GL_NV_compute_program5 #define GL_NV_compute_program5 1 #define GL_COMPUTE_PROGRAM_NV 0x90FB #define GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV 0x90FC #endif /* GL_NV_compute_program5 */ #ifndef GL_NV_compute_shader_derivatives #define GL_NV_compute_shader_derivatives 1 #endif /* GL_NV_compute_shader_derivatives */ #ifndef GL_NV_conditional_render #define GL_NV_conditional_render 1 #define GL_QUERY_WAIT_NV 0x8E13 #define GL_QUERY_NO_WAIT_NV 0x8E14 #define GL_QUERY_BY_REGION_WAIT_NV 0x8E15 #define GL_QUERY_BY_REGION_NO_WAIT_NV 0x8E16 typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERNVPROC) (GLuint id, GLenum mode); typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERNVPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBeginConditionalRenderNV (GLuint id, GLenum mode); GLAPI void APIENTRY glEndConditionalRenderNV (void); #endif #endif /* GL_NV_conditional_render */ #ifndef GL_NV_conservative_raster #define GL_NV_conservative_raster 1 #define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346 #define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV 0x9347 #define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV 0x9348 #define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV 0x9349 typedef void (APIENTRYP PFNGLSUBPIXELPRECISIONBIASNVPROC) (GLuint xbits, GLuint ybits); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glSubpixelPrecisionBiasNV (GLuint xbits, GLuint ybits); #endif #endif /* GL_NV_conservative_raster */ #ifndef GL_NV_conservative_raster_dilate #define GL_NV_conservative_raster_dilate 1 #define GL_CONSERVATIVE_RASTER_DILATE_NV 0x9379 #define GL_CONSERVATIVE_RASTER_DILATE_RANGE_NV 0x937A #define GL_CONSERVATIVE_RASTER_DILATE_GRANULARITY_NV 0x937B typedef void (APIENTRYP PFNGLCONSERVATIVERASTERPARAMETERFNVPROC) (GLenum pname, GLfloat value); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glConservativeRasterParameterfNV (GLenum pname, GLfloat value); #endif #endif /* GL_NV_conservative_raster_dilate */ #ifndef GL_NV_conservative_raster_pre_snap #define GL_NV_conservative_raster_pre_snap 1 #define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_NV 0x9550 #endif /* GL_NV_conservative_raster_pre_snap */ #ifndef GL_NV_conservative_raster_pre_snap_triangles #define GL_NV_conservative_raster_pre_snap_triangles 1 #define GL_CONSERVATIVE_RASTER_MODE_NV 0x954D #define GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV 0x954E #define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV 0x954F typedef void (APIENTRYP PFNGLCONSERVATIVERASTERPARAMETERINVPROC) (GLenum pname, GLint param); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glConservativeRasterParameteriNV (GLenum pname, GLint param); #endif #endif /* GL_NV_conservative_raster_pre_snap_triangles */ #ifndef GL_NV_conservative_raster_underestimation #define GL_NV_conservative_raster_underestimation 1 #endif /* GL_NV_conservative_raster_underestimation */ #ifndef GL_NV_copy_depth_to_color #define GL_NV_copy_depth_to_color 1 #define GL_DEPTH_STENCIL_TO_RGBA_NV 0x886E #define GL_DEPTH_STENCIL_TO_BGRA_NV 0x886F #endif /* GL_NV_copy_depth_to_color */ #ifndef GL_NV_copy_image #define GL_NV_copy_image 1 typedef void (APIENTRYP PFNGLCOPYIMAGESUBDATANVPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glCopyImageSubDataNV (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); #endif #endif /* GL_NV_copy_image */ #ifndef GL_NV_deep_texture3D #define GL_NV_deep_texture3D 1 #define GL_MAX_DEEP_3D_TEXTURE_WIDTH_HEIGHT_NV 0x90D0 #define GL_MAX_DEEP_3D_TEXTURE_DEPTH_NV 0x90D1 #endif /* GL_NV_deep_texture3D */ #ifndef GL_NV_depth_buffer_float #define GL_NV_depth_buffer_float 1 #define GL_DEPTH_COMPONENT32F_NV 0x8DAB #define GL_DEPTH32F_STENCIL8_NV 0x8DAC #define GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV 0x8DAD #define GL_DEPTH_BUFFER_FLOAT_MODE_NV 0x8DAF typedef void (APIENTRYP PFNGLDEPTHRANGEDNVPROC) (GLdouble zNear, GLdouble zFar); typedef void (APIENTRYP PFNGLCLEARDEPTHDNVPROC) (GLdouble depth); typedef void (APIENTRYP PFNGLDEPTHBOUNDSDNVPROC) (GLdouble zmin, GLdouble zmax); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDepthRangedNV (GLdouble zNear, GLdouble zFar); GLAPI void APIENTRY glClearDepthdNV (GLdouble depth); GLAPI void APIENTRY glDepthBoundsdNV (GLdouble zmin, GLdouble zmax); #endif #endif /* GL_NV_depth_buffer_float */ #ifndef GL_NV_depth_clamp #define GL_NV_depth_clamp 1 #define GL_DEPTH_CLAMP_NV 0x864F #endif /* GL_NV_depth_clamp */ #ifndef GL_NV_draw_texture #define GL_NV_draw_texture 1 typedef void (APIENTRYP PFNGLDRAWTEXTURENVPROC) (GLuint texture, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawTextureNV (GLuint texture, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); #endif #endif /* GL_NV_draw_texture */ #ifndef GL_NV_draw_vulkan_image #define GL_NV_draw_vulkan_image 1 typedef void (APIENTRY *GLVULKANPROCNV)(void); typedef void (APIENTRYP PFNGLDRAWVKIMAGENVPROC) (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); typedef GLVULKANPROCNV (APIENTRYP PFNGLGETVKPROCADDRNVPROC) (const GLchar *name); typedef void (APIENTRYP PFNGLWAITVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); typedef void (APIENTRYP PFNGLSIGNALVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); typedef void (APIENTRYP PFNGLSIGNALVKFENCENVPROC) (GLuint64 vkFence); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawVkImageNV (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); GLAPI GLVULKANPROCNV APIENTRY glGetVkProcAddrNV (const GLchar *name); GLAPI void APIENTRY glWaitVkSemaphoreNV (GLuint64 vkSemaphore); GLAPI void APIENTRY glSignalVkSemaphoreNV (GLuint64 vkSemaphore); GLAPI void APIENTRY glSignalVkFenceNV (GLuint64 vkFence); #endif #endif /* GL_NV_draw_vulkan_image */ #ifndef GL_NV_evaluators #define GL_NV_evaluators 1 #define GL_EVAL_2D_NV 0x86C0 #define GL_EVAL_TRIANGULAR_2D_NV 0x86C1 #define GL_MAP_TESSELLATION_NV 0x86C2 #define GL_MAP_ATTRIB_U_ORDER_NV 0x86C3 #define GL_MAP_ATTRIB_V_ORDER_NV 0x86C4 #define GL_EVAL_FRACTIONAL_TESSELLATION_NV 0x86C5 #define GL_EVAL_VERTEX_ATTRIB0_NV 0x86C6 #define GL_EVAL_VERTEX_ATTRIB1_NV 0x86C7 #define GL_EVAL_VERTEX_ATTRIB2_NV 0x86C8 #define GL_EVAL_VERTEX_ATTRIB3_NV 0x86C9 #define GL_EVAL_VERTEX_ATTRIB4_NV 0x86CA #define GL_EVAL_VERTEX_ATTRIB5_NV 0x86CB #define GL_EVAL_VERTEX_ATTRIB6_NV 0x86CC #define GL_EVAL_VERTEX_ATTRIB7_NV 0x86CD #define GL_EVAL_VERTEX_ATTRIB8_NV 0x86CE #define GL_EVAL_VERTEX_ATTRIB9_NV 0x86CF #define GL_EVAL_VERTEX_ATTRIB10_NV 0x86D0 #define GL_EVAL_VERTEX_ATTRIB11_NV 0x86D1 #define GL_EVAL_VERTEX_ATTRIB12_NV 0x86D2 #define GL_EVAL_VERTEX_ATTRIB13_NV 0x86D3 #define GL_EVAL_VERTEX_ATTRIB14_NV 0x86D4 #define GL_EVAL_VERTEX_ATTRIB15_NV 0x86D5 #define GL_MAX_MAP_TESSELLATION_NV 0x86D6 #define GL_MAX_RATIONAL_EVAL_ORDER_NV 0x86D7 typedef void (APIENTRYP PFNGLMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const void *points); typedef void (APIENTRYP PFNGLMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLGETMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, void *points); typedef void (APIENTRYP PFNGLGETMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETMAPATTRIBPARAMETERIVNVPROC) (GLenum target, GLuint index, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETMAPATTRIBPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLEVALMAPSNVPROC) (GLenum target, GLenum mode); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glMapControlPointsNV (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const void *points); GLAPI void APIENTRY glMapParameterivNV (GLenum target, GLenum pname, const GLint *params); GLAPI void APIENTRY glMapParameterfvNV (GLenum target, GLenum pname, const GLfloat *params); GLAPI void APIENTRY glGetMapControlPointsNV (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, void *points); GLAPI void APIENTRY glGetMapParameterivNV (GLenum target, GLenum pname, GLint *params); GLAPI void APIENTRY glGetMapParameterfvNV (GLenum target, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetMapAttribParameterivNV (GLenum target, GLuint index, GLenum pname, GLint *params); GLAPI void APIENTRY glGetMapAttribParameterfvNV (GLenum target, GLuint index, GLenum pname, GLfloat *params); GLAPI void APIENTRY glEvalMapsNV (GLenum target, GLenum mode); #endif #endif /* GL_NV_evaluators */ #ifndef GL_NV_explicit_multisample #define GL_NV_explicit_multisample 1 #define GL_SAMPLE_POSITION_NV 0x8E50 #define GL_SAMPLE_MASK_NV 0x8E51 #define GL_SAMPLE_MASK_VALUE_NV 0x8E52 #define GL_TEXTURE_BINDING_RENDERBUFFER_NV 0x8E53 #define GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV 0x8E54 #define GL_TEXTURE_RENDERBUFFER_NV 0x8E55 #define GL_SAMPLER_RENDERBUFFER_NV 0x8E56 #define GL_INT_SAMPLER_RENDERBUFFER_NV 0x8E57 #define GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV 0x8E58 #define GL_MAX_SAMPLE_MASK_WORDS_NV 0x8E59 typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVNVPROC) (GLenum pname, GLuint index, GLfloat *val); typedef void (APIENTRYP PFNGLSAMPLEMASKINDEXEDNVPROC) (GLuint index, GLbitfield mask); typedef void (APIENTRYP PFNGLTEXRENDERBUFFERNVPROC) (GLenum target, GLuint renderbuffer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGetMultisamplefvNV (GLenum pname, GLuint index, GLfloat *val); GLAPI void APIENTRY glSampleMaskIndexedNV (GLuint index, GLbitfield mask); GLAPI void APIENTRY glTexRenderbufferNV (GLenum target, GLuint renderbuffer); #endif #endif /* GL_NV_explicit_multisample */ #ifndef GL_NV_fence #define GL_NV_fence 1 #define GL_ALL_COMPLETED_NV 0x84F2 #define GL_FENCE_STATUS_NV 0x84F3 #define GL_FENCE_CONDITION_NV 0x84F4 typedef void (APIENTRYP PFNGLDELETEFENCESNVPROC) (GLsizei n, const GLuint *fences); typedef void (APIENTRYP PFNGLGENFENCESNVPROC) (GLsizei n, GLuint *fences); typedef GLboolean (APIENTRYP PFNGLISFENCENVPROC) (GLuint fence); typedef GLboolean (APIENTRYP PFNGLTESTFENCENVPROC) (GLuint fence); typedef void (APIENTRYP PFNGLGETFENCEIVNVPROC) (GLuint fence, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLFINISHFENCENVPROC) (GLuint fence); typedef void (APIENTRYP PFNGLSETFENCENVPROC) (GLuint fence, GLenum condition); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDeleteFencesNV (GLsizei n, const GLuint *fences); GLAPI void APIENTRY glGenFencesNV (GLsizei n, GLuint *fences); GLAPI GLboolean APIENTRY glIsFenceNV (GLuint fence); GLAPI GLboolean APIENTRY glTestFenceNV (GLuint fence); GLAPI void APIENTRY glGetFenceivNV (GLuint fence, GLenum pname, GLint *params); GLAPI void APIENTRY glFinishFenceNV (GLuint fence); GLAPI void APIENTRY glSetFenceNV (GLuint fence, GLenum condition); #endif #endif /* GL_NV_fence */ #ifndef GL_NV_fill_rectangle #define GL_NV_fill_rectangle 1 #define GL_FILL_RECTANGLE_NV 0x933C #endif /* GL_NV_fill_rectangle */ #ifndef GL_NV_float_buffer #define GL_NV_float_buffer 1 #define GL_FLOAT_R_NV 0x8880 #define GL_FLOAT_RG_NV 0x8881 #define GL_FLOAT_RGB_NV 0x8882 #define GL_FLOAT_RGBA_NV 0x8883 #define GL_FLOAT_R16_NV 0x8884 #define GL_FLOAT_R32_NV 0x8885 #define GL_FLOAT_RG16_NV 0x8886 #define GL_FLOAT_RG32_NV 0x8887 #define GL_FLOAT_RGB16_NV 0x8888 #define GL_FLOAT_RGB32_NV 0x8889 #define GL_FLOAT_RGBA16_NV 0x888A #define GL_FLOAT_RGBA32_NV 0x888B #define GL_TEXTURE_FLOAT_COMPONENTS_NV 0x888C #define GL_FLOAT_CLEAR_COLOR_VALUE_NV 0x888D #define GL_FLOAT_RGBA_MODE_NV 0x888E #endif /* GL_NV_float_buffer */ #ifndef GL_NV_fog_distance #define GL_NV_fog_distance 1 #define GL_FOG_DISTANCE_MODE_NV 0x855A #define GL_EYE_RADIAL_NV 0x855B #define GL_EYE_PLANE_ABSOLUTE_NV 0x855C #endif /* GL_NV_fog_distance */ #ifndef GL_NV_fragment_coverage_to_color #define GL_NV_fragment_coverage_to_color 1 #define GL_FRAGMENT_COVERAGE_TO_COLOR_NV 0x92DD #define GL_FRAGMENT_COVERAGE_COLOR_NV 0x92DE typedef void (APIENTRYP PFNGLFRAGMENTCOVERAGECOLORNVPROC) (GLuint color); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFragmentCoverageColorNV (GLuint color); #endif #endif /* GL_NV_fragment_coverage_to_color */ #ifndef GL_NV_fragment_program #define GL_NV_fragment_program 1 #define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868 #define GL_FRAGMENT_PROGRAM_NV 0x8870 #define GL_MAX_TEXTURE_COORDS_NV 0x8871 #define GL_MAX_TEXTURE_IMAGE_UNITS_NV 0x8872 #define GL_FRAGMENT_PROGRAM_BINDING_NV 0x8873 #define GL_PROGRAM_ERROR_STRING_NV 0x8874 typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4FNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, const GLfloat *v); typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4DNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, const GLdouble *v); typedef void (APIENTRYP PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLfloat *params); typedef void (APIENTRYP PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLdouble *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glProgramNamedParameter4fNV (GLuint id, GLsizei len, const GLubyte *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w); GLAPI void APIENTRY glProgramNamedParameter4fvNV (GLuint id, GLsizei len, const GLubyte *name, const GLfloat *v); GLAPI void APIENTRY glProgramNamedParameter4dNV (GLuint id, GLsizei len, const GLubyte *name, GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI void APIENTRY glProgramNamedParameter4dvNV (GLuint id, GLsizei len, const GLubyte *name, const GLdouble *v); GLAPI void APIENTRY glGetProgramNamedParameterfvNV (GLuint id, GLsizei len, const GLubyte *name, GLfloat *params); GLAPI void APIENTRY glGetProgramNamedParameterdvNV (GLuint id, GLsizei len, const GLubyte *name, GLdouble *params); #endif #endif /* GL_NV_fragment_program */ #ifndef GL_NV_fragment_program2 #define GL_NV_fragment_program2 1 #define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4 #define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5 #define GL_MAX_PROGRAM_IF_DEPTH_NV 0x88F6 #define GL_MAX_PROGRAM_LOOP_DEPTH_NV 0x88F7 #define GL_MAX_PROGRAM_LOOP_COUNT_NV 0x88F8 #endif /* GL_NV_fragment_program2 */ #ifndef GL_NV_fragment_program4 #define GL_NV_fragment_program4 1 #endif /* GL_NV_fragment_program4 */ #ifndef GL_NV_fragment_program_option #define GL_NV_fragment_program_option 1 #endif /* GL_NV_fragment_program_option */ #ifndef GL_NV_fragment_shader_barycentric #define GL_NV_fragment_shader_barycentric 1 #endif /* GL_NV_fragment_shader_barycentric */ #ifndef GL_NV_fragment_shader_interlock #define GL_NV_fragment_shader_interlock 1 #endif /* GL_NV_fragment_shader_interlock */ #ifndef GL_NV_framebuffer_mixed_samples #define GL_NV_framebuffer_mixed_samples 1 #define GL_COVERAGE_MODULATION_TABLE_NV 0x9331 #define GL_COLOR_SAMPLES_NV 0x8E20 #define GL_DEPTH_SAMPLES_NV 0x932D #define GL_STENCIL_SAMPLES_NV 0x932E #define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F #define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330 #define GL_COVERAGE_MODULATION_NV 0x9332 #define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333 typedef void (APIENTRYP PFNGLCOVERAGEMODULATIONTABLENVPROC) (GLsizei n, const GLfloat *v); typedef void (APIENTRYP PFNGLGETCOVERAGEMODULATIONTABLENVPROC) (GLsizei bufSize, GLfloat *v); typedef void (APIENTRYP PFNGLCOVERAGEMODULATIONNVPROC) (GLenum components); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glCoverageModulationTableNV (GLsizei n, const GLfloat *v); GLAPI void APIENTRY glGetCoverageModulationTableNV (GLsizei bufSize, GLfloat *v); GLAPI void APIENTRY glCoverageModulationNV (GLenum components); #endif #endif /* GL_NV_framebuffer_mixed_samples */ #ifndef GL_NV_framebuffer_multisample_coverage #define GL_NV_framebuffer_multisample_coverage 1 #define GL_RENDERBUFFER_COVERAGE_SAMPLES_NV 0x8CAB #define GL_RENDERBUFFER_COLOR_SAMPLES_NV 0x8E10 #define GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV 0x8E11 #define GL_MULTISAMPLE_COVERAGE_MODES_NV 0x8E12 typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glRenderbufferStorageMultisampleCoverageNV (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); #endif #endif /* GL_NV_framebuffer_multisample_coverage */ #ifndef GL_NV_geometry_program4 #define GL_NV_geometry_program4 1 #define GL_GEOMETRY_PROGRAM_NV 0x8C26 #define GL_MAX_PROGRAM_OUTPUT_VERTICES_NV 0x8C27 #define GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV 0x8C28 typedef void (APIENTRYP PFNGLPROGRAMVERTEXLIMITNVPROC) (GLenum target, GLint limit); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glProgramVertexLimitNV (GLenum target, GLint limit); GLAPI void APIENTRY glFramebufferTextureEXT (GLenum target, GLenum attachment, GLuint texture, GLint level); GLAPI void APIENTRY glFramebufferTextureFaceEXT (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); #endif #endif /* GL_NV_geometry_program4 */ #ifndef GL_NV_geometry_shader4 #define GL_NV_geometry_shader4 1 #endif /* GL_NV_geometry_shader4 */ #ifndef GL_NV_geometry_shader_passthrough #define GL_NV_geometry_shader_passthrough 1 #endif /* GL_NV_geometry_shader_passthrough */ #ifndef GL_NV_gpu_multicast #define GL_NV_gpu_multicast 1 #define GL_PER_GPU_STORAGE_BIT_NV 0x0800 #define GL_MULTICAST_GPUS_NV 0x92BA #define GL_RENDER_GPU_MASK_NV 0x9558 #define GL_PER_GPU_STORAGE_NV 0x9548 #define GL_MULTICAST_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9549 typedef void (APIENTRYP PFNGLRENDERGPUMASKNVPROC) (GLbitfield mask); typedef void (APIENTRYP PFNGLMULTICASTBUFFERSUBDATANVPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); typedef void (APIENTRYP PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC) (GLuint readGpu, GLbitfield writeGpuMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); typedef void (APIENTRYP PFNGLMULTICASTCOPYIMAGESUBDATANVPROC) (GLuint srcGpu, GLbitfield dstGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); typedef void (APIENTRYP PFNGLMULTICASTBLITFRAMEBUFFERNVPROC) (GLuint srcGpu, GLuint dstGpu, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); typedef void (APIENTRYP PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint gpu, GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTICASTBARRIERNVPROC) (void); typedef void (APIENTRYP PFNGLMULTICASTWAITSYNCNVPROC) (GLuint signalGpu, GLbitfield waitGpuMask); typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint *params); typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint64 *params); typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint64 *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glRenderGpuMaskNV (GLbitfield mask); GLAPI void APIENTRY glMulticastBufferSubDataNV (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); GLAPI void APIENTRY glMulticastCopyBufferSubDataNV (GLuint readGpu, GLbitfield writeGpuMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); GLAPI void APIENTRY glMulticastCopyImageSubDataNV (GLuint srcGpu, GLbitfield dstGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); GLAPI void APIENTRY glMulticastBlitFramebufferNV (GLuint srcGpu, GLuint dstGpu, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); GLAPI void APIENTRY glMulticastFramebufferSampleLocationsfvNV (GLuint gpu, GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); GLAPI void APIENTRY glMulticastBarrierNV (void); GLAPI void APIENTRY glMulticastWaitSyncNV (GLuint signalGpu, GLbitfield waitGpuMask); GLAPI void APIENTRY glMulticastGetQueryObjectivNV (GLuint gpu, GLuint id, GLenum pname, GLint *params); GLAPI void APIENTRY glMulticastGetQueryObjectuivNV (GLuint gpu, GLuint id, GLenum pname, GLuint *params); GLAPI void APIENTRY glMulticastGetQueryObjecti64vNV (GLuint gpu, GLuint id, GLenum pname, GLint64 *params); GLAPI void APIENTRY glMulticastGetQueryObjectui64vNV (GLuint gpu, GLuint id, GLenum pname, GLuint64 *params); #endif #endif /* GL_NV_gpu_multicast */ #ifndef GL_NV_gpu_program4 #define GL_NV_gpu_program4 1 #define GL_MIN_PROGRAM_TEXEL_OFFSET_NV 0x8904 #define GL_MAX_PROGRAM_TEXEL_OFFSET_NV 0x8905 #define GL_PROGRAM_ATTRIB_COMPONENTS_NV 0x8906 #define GL_PROGRAM_RESULT_COMPONENTS_NV 0x8907 #define GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV 0x8908 #define GL_MAX_PROGRAM_RESULT_COMPONENTS_NV 0x8909 #define GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV 0x8DA5 #define GL_MAX_PROGRAM_GENERIC_RESULTS_NV 0x8DA6 typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params); typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERIIVNVPROC) (GLenum target, GLuint index, GLint *params); typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERIUIVNVPROC) (GLenum target, GLuint index, GLuint *params); typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERIIVNVPROC) (GLenum target, GLuint index, GLint *params); typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERIUIVNVPROC) (GLenum target, GLuint index, GLuint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glProgramLocalParameterI4iNV (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); GLAPI void APIENTRY glProgramLocalParameterI4ivNV (GLenum target, GLuint index, const GLint *params); GLAPI void APIENTRY glProgramLocalParametersI4ivNV (GLenum target, GLuint index, GLsizei count, const GLint *params); GLAPI void APIENTRY glProgramLocalParameterI4uiNV (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); GLAPI void APIENTRY glProgramLocalParameterI4uivNV (GLenum target, GLuint index, const GLuint *params); GLAPI void APIENTRY glProgramLocalParametersI4uivNV (GLenum target, GLuint index, GLsizei count, const GLuint *params); GLAPI void APIENTRY glProgramEnvParameterI4iNV (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); GLAPI void APIENTRY glProgramEnvParameterI4ivNV (GLenum target, GLuint index, const GLint *params); GLAPI void APIENTRY glProgramEnvParametersI4ivNV (GLenum target, GLuint index, GLsizei count, const GLint *params); GLAPI void APIENTRY glProgramEnvParameterI4uiNV (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); GLAPI void APIENTRY glProgramEnvParameterI4uivNV (GLenum target, GLuint index, const GLuint *params); GLAPI void APIENTRY glProgramEnvParametersI4uivNV (GLenum target, GLuint index, GLsizei count, const GLuint *params); GLAPI void APIENTRY glGetProgramLocalParameterIivNV (GLenum target, GLuint index, GLint *params); GLAPI void APIENTRY glGetProgramLocalParameterIuivNV (GLenum target, GLuint index, GLuint *params); GLAPI void APIENTRY glGetProgramEnvParameterIivNV (GLenum target, GLuint index, GLint *params); GLAPI void APIENTRY glGetProgramEnvParameterIuivNV (GLenum target, GLuint index, GLuint *params); #endif #endif /* GL_NV_gpu_program4 */ #ifndef GL_NV_gpu_program5 #define GL_NV_gpu_program5 1 #define GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV 0x8E5A #define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5B #define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5C #define GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV 0x8E5D #define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5E #define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5F #define GL_MAX_PROGRAM_SUBROUTINE_PARAMETERS_NV 0x8F44 #define GL_MAX_PROGRAM_SUBROUTINE_NUM_NV 0x8F45 typedef void (APIENTRYP PFNGLPROGRAMSUBROUTINEPARAMETERSUIVNVPROC) (GLenum target, GLsizei count, const GLuint *params); typedef void (APIENTRYP PFNGLGETPROGRAMSUBROUTINEPARAMETERUIVNVPROC) (GLenum target, GLuint index, GLuint *param); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glProgramSubroutineParametersuivNV (GLenum target, GLsizei count, const GLuint *params); GLAPI void APIENTRY glGetProgramSubroutineParameteruivNV (GLenum target, GLuint index, GLuint *param); #endif #endif /* GL_NV_gpu_program5 */ #ifndef GL_NV_gpu_program5_mem_extended #define GL_NV_gpu_program5_mem_extended 1 #endif /* GL_NV_gpu_program5_mem_extended */ #ifndef GL_NV_gpu_shader5 #define GL_NV_gpu_shader5 1 #endif /* GL_NV_gpu_shader5 */ #ifndef GL_NV_half_float #define GL_NV_half_float 1 typedef unsigned short GLhalfNV; #define GL_HALF_FLOAT_NV 0x140B typedef void (APIENTRYP PFNGLVERTEX2HNVPROC) (GLhalfNV x, GLhalfNV y); typedef void (APIENTRYP PFNGLVERTEX2HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEX3HNVPROC) (GLhalfNV x, GLhalfNV y, GLhalfNV z); typedef void (APIENTRYP PFNGLVERTEX3HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEX4HNVPROC) (GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); typedef void (APIENTRYP PFNGLVERTEX4HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLNORMAL3HNVPROC) (GLhalfNV nx, GLhalfNV ny, GLhalfNV nz); typedef void (APIENTRYP PFNGLNORMAL3HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLCOLOR3HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue); typedef void (APIENTRYP PFNGLCOLOR3HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLCOLOR4HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue, GLhalfNV alpha); typedef void (APIENTRYP PFNGLCOLOR4HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLTEXCOORD1HNVPROC) (GLhalfNV s); typedef void (APIENTRYP PFNGLTEXCOORD1HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLTEXCOORD2HNVPROC) (GLhalfNV s, GLhalfNV t); typedef void (APIENTRYP PFNGLTEXCOORD2HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLTEXCOORD3HNVPROC) (GLhalfNV s, GLhalfNV t, GLhalfNV r); typedef void (APIENTRYP PFNGLTEXCOORD3HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLTEXCOORD4HNVPROC) (GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); typedef void (APIENTRYP PFNGLTEXCOORD4HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD1HNVPROC) (GLenum target, GLhalfNV s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1HVNVPROC) (GLenum target, const GLhalfNV *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2HVNVPROC) (GLenum target, const GLhalfNV *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3HVNVPROC) (GLenum target, const GLhalfNV *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4HVNVPROC) (GLenum target, const GLhalfNV *v); typedef void (APIENTRYP PFNGLFOGCOORDHNVPROC) (GLhalfNV fog); typedef void (APIENTRYP PFNGLFOGCOORDHVNVPROC) (const GLhalfNV *fog); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEXWEIGHTHNVPROC) (GLhalfNV weight); typedef void (APIENTRYP PFNGLVERTEXWEIGHTHVNVPROC) (const GLhalfNV *weight); typedef void (APIENTRYP PFNGLVERTEXATTRIB1HNVPROC) (GLuint index, GLhalfNV x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1HVNVPROC) (GLuint index, const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2HVNVPROC) (GLuint index, const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3HVNVPROC) (GLuint index, const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4HVNVPROC) (GLuint index, const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS1HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS2HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS3HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS4HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertex2hNV (GLhalfNV x, GLhalfNV y); GLAPI void APIENTRY glVertex2hvNV (const GLhalfNV *v); GLAPI void APIENTRY glVertex3hNV (GLhalfNV x, GLhalfNV y, GLhalfNV z); GLAPI void APIENTRY glVertex3hvNV (const GLhalfNV *v); GLAPI void APIENTRY glVertex4hNV (GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); GLAPI void APIENTRY glVertex4hvNV (const GLhalfNV *v); GLAPI void APIENTRY glNormal3hNV (GLhalfNV nx, GLhalfNV ny, GLhalfNV nz); GLAPI void APIENTRY glNormal3hvNV (const GLhalfNV *v); GLAPI void APIENTRY glColor3hNV (GLhalfNV red, GLhalfNV green, GLhalfNV blue); GLAPI void APIENTRY glColor3hvNV (const GLhalfNV *v); GLAPI void APIENTRY glColor4hNV (GLhalfNV red, GLhalfNV green, GLhalfNV blue, GLhalfNV alpha); GLAPI void APIENTRY glColor4hvNV (const GLhalfNV *v); GLAPI void APIENTRY glTexCoord1hNV (GLhalfNV s); GLAPI void APIENTRY glTexCoord1hvNV (const GLhalfNV *v); GLAPI void APIENTRY glTexCoord2hNV (GLhalfNV s, GLhalfNV t); GLAPI void APIENTRY glTexCoord2hvNV (const GLhalfNV *v); GLAPI void APIENTRY glTexCoord3hNV (GLhalfNV s, GLhalfNV t, GLhalfNV r); GLAPI void APIENTRY glTexCoord3hvNV (const GLhalfNV *v); GLAPI void APIENTRY glTexCoord4hNV (GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); GLAPI void APIENTRY glTexCoord4hvNV (const GLhalfNV *v); GLAPI void APIENTRY glMultiTexCoord1hNV (GLenum target, GLhalfNV s); GLAPI void APIENTRY glMultiTexCoord1hvNV (GLenum target, const GLhalfNV *v); GLAPI void APIENTRY glMultiTexCoord2hNV (GLenum target, GLhalfNV s, GLhalfNV t); GLAPI void APIENTRY glMultiTexCoord2hvNV (GLenum target, const GLhalfNV *v); GLAPI void APIENTRY glMultiTexCoord3hNV (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r); GLAPI void APIENTRY glMultiTexCoord3hvNV (GLenum target, const GLhalfNV *v); GLAPI void APIENTRY glMultiTexCoord4hNV (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); GLAPI void APIENTRY glMultiTexCoord4hvNV (GLenum target, const GLhalfNV *v); GLAPI void APIENTRY glFogCoordhNV (GLhalfNV fog); GLAPI void APIENTRY glFogCoordhvNV (const GLhalfNV *fog); GLAPI void APIENTRY glSecondaryColor3hNV (GLhalfNV red, GLhalfNV green, GLhalfNV blue); GLAPI void APIENTRY glSecondaryColor3hvNV (const GLhalfNV *v); GLAPI void APIENTRY glVertexWeighthNV (GLhalfNV weight); GLAPI void APIENTRY glVertexWeighthvNV (const GLhalfNV *weight); GLAPI void APIENTRY glVertexAttrib1hNV (GLuint index, GLhalfNV x); GLAPI void APIENTRY glVertexAttrib1hvNV (GLuint index, const GLhalfNV *v); GLAPI void APIENTRY glVertexAttrib2hNV (GLuint index, GLhalfNV x, GLhalfNV y); GLAPI void APIENTRY glVertexAttrib2hvNV (GLuint index, const GLhalfNV *v); GLAPI void APIENTRY glVertexAttrib3hNV (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z); GLAPI void APIENTRY glVertexAttrib3hvNV (GLuint index, const GLhalfNV *v); GLAPI void APIENTRY glVertexAttrib4hNV (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); GLAPI void APIENTRY glVertexAttrib4hvNV (GLuint index, const GLhalfNV *v); GLAPI void APIENTRY glVertexAttribs1hvNV (GLuint index, GLsizei n, const GLhalfNV *v); GLAPI void APIENTRY glVertexAttribs2hvNV (GLuint index, GLsizei n, const GLhalfNV *v); GLAPI void APIENTRY glVertexAttribs3hvNV (GLuint index, GLsizei n, const GLhalfNV *v); GLAPI void APIENTRY glVertexAttribs4hvNV (GLuint index, GLsizei n, const GLhalfNV *v); #endif #endif /* GL_NV_half_float */ #ifndef GL_NV_internalformat_sample_query #define GL_NV_internalformat_sample_query 1 #define GL_MULTISAMPLES_NV 0x9371 #define GL_SUPERSAMPLE_SCALE_X_NV 0x9372 #define GL_SUPERSAMPLE_SCALE_Y_NV 0x9373 #define GL_CONFORMANT_NV 0x9374 typedef void (APIENTRYP PFNGLGETINTERNALFORMATSAMPLEIVNVPROC) (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei count, GLint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGetInternalformatSampleivNV (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei count, GLint *params); #endif #endif /* GL_NV_internalformat_sample_query */ #ifndef GL_NV_light_max_exponent #define GL_NV_light_max_exponent 1 #define GL_MAX_SHININESS_NV 0x8504 #define GL_MAX_SPOT_EXPONENT_NV 0x8505 #endif /* GL_NV_light_max_exponent */ #ifndef GL_NV_memory_attachment #define GL_NV_memory_attachment 1 #define GL_ATTACHED_MEMORY_OBJECT_NV 0x95A4 #define GL_ATTACHED_MEMORY_OFFSET_NV 0x95A5 #define GL_MEMORY_ATTACHABLE_ALIGNMENT_NV 0x95A6 #define GL_MEMORY_ATTACHABLE_SIZE_NV 0x95A7 #define GL_MEMORY_ATTACHABLE_NV 0x95A8 #define GL_DETACHED_MEMORY_INCARNATION_NV 0x95A9 #define GL_DETACHED_TEXTURES_NV 0x95AA #define GL_DETACHED_BUFFERS_NV 0x95AB #define GL_MAX_DETACHED_TEXTURES_NV 0x95AC #define GL_MAX_DETACHED_BUFFERS_NV 0x95AD typedef void (APIENTRYP PFNGLGETMEMORYOBJECTDETACHEDRESOURCESUIVNVPROC) (GLuint memory, GLenum pname, GLint first, GLsizei count, GLuint *params); typedef void (APIENTRYP PFNGLRESETMEMORYOBJECTPARAMETERNVPROC) (GLuint memory, GLenum pname); typedef void (APIENTRYP PFNGLTEXATTACHMEMORYNVPROC) (GLenum target, GLuint memory, GLuint64 offset); typedef void (APIENTRYP PFNGLBUFFERATTACHMEMORYNVPROC) (GLenum target, GLuint memory, GLuint64 offset); typedef void (APIENTRYP PFNGLTEXTUREATTACHMEMORYNVPROC) (GLuint texture, GLuint memory, GLuint64 offset); typedef void (APIENTRYP PFNGLNAMEDBUFFERATTACHMEMORYNVPROC) (GLuint buffer, GLuint memory, GLuint64 offset); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGetMemoryObjectDetachedResourcesuivNV (GLuint memory, GLenum pname, GLint first, GLsizei count, GLuint *params); GLAPI void APIENTRY glResetMemoryObjectParameterNV (GLuint memory, GLenum pname); GLAPI void APIENTRY glTexAttachMemoryNV (GLenum target, GLuint memory, GLuint64 offset); GLAPI void APIENTRY glBufferAttachMemoryNV (GLenum target, GLuint memory, GLuint64 offset); GLAPI void APIENTRY glTextureAttachMemoryNV (GLuint texture, GLuint memory, GLuint64 offset); GLAPI void APIENTRY glNamedBufferAttachMemoryNV (GLuint buffer, GLuint memory, GLuint64 offset); #endif #endif /* GL_NV_memory_attachment */ #ifndef GL_NV_memory_object_sparse #define GL_NV_memory_object_sparse 1 typedef void (APIENTRYP PFNGLBUFFERPAGECOMMITMENTMEMNVPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); typedef void (APIENTRYP PFNGLTEXPAGECOMMITMENTMEMNVPROC) (GLenum target, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); typedef void (APIENTRYP PFNGLNAMEDBUFFERPAGECOMMITMENTMEMNVPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); typedef void (APIENTRYP PFNGLTEXTUREPAGECOMMITMENTMEMNVPROC) (GLuint texture, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBufferPageCommitmentMemNV (GLenum target, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); GLAPI void APIENTRY glTexPageCommitmentMemNV (GLenum target, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); GLAPI void APIENTRY glNamedBufferPageCommitmentMemNV (GLuint buffer, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); GLAPI void APIENTRY glTexturePageCommitmentMemNV (GLuint texture, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); #endif #endif /* GL_NV_memory_object_sparse */ #ifndef GL_NV_mesh_shader #define GL_NV_mesh_shader 1 #define GL_MESH_SHADER_NV 0x9559 #define GL_TASK_SHADER_NV 0x955A #define GL_MAX_MESH_UNIFORM_BLOCKS_NV 0x8E60 #define GL_MAX_MESH_TEXTURE_IMAGE_UNITS_NV 0x8E61 #define GL_MAX_MESH_IMAGE_UNIFORMS_NV 0x8E62 #define GL_MAX_MESH_UNIFORM_COMPONENTS_NV 0x8E63 #define GL_MAX_MESH_ATOMIC_COUNTER_BUFFERS_NV 0x8E64 #define GL_MAX_MESH_ATOMIC_COUNTERS_NV 0x8E65 #define GL_MAX_MESH_SHADER_STORAGE_BLOCKS_NV 0x8E66 #define GL_MAX_COMBINED_MESH_UNIFORM_COMPONENTS_NV 0x8E67 #define GL_MAX_TASK_UNIFORM_BLOCKS_NV 0x8E68 #define GL_MAX_TASK_TEXTURE_IMAGE_UNITS_NV 0x8E69 #define GL_MAX_TASK_IMAGE_UNIFORMS_NV 0x8E6A #define GL_MAX_TASK_UNIFORM_COMPONENTS_NV 0x8E6B #define GL_MAX_TASK_ATOMIC_COUNTER_BUFFERS_NV 0x8E6C #define GL_MAX_TASK_ATOMIC_COUNTERS_NV 0x8E6D #define GL_MAX_TASK_SHADER_STORAGE_BLOCKS_NV 0x8E6E #define GL_MAX_COMBINED_TASK_UNIFORM_COMPONENTS_NV 0x8E6F #define GL_MAX_MESH_WORK_GROUP_INVOCATIONS_NV 0x95A2 #define GL_MAX_TASK_WORK_GROUP_INVOCATIONS_NV 0x95A3 #define GL_MAX_MESH_TOTAL_MEMORY_SIZE_NV 0x9536 #define GL_MAX_TASK_TOTAL_MEMORY_SIZE_NV 0x9537 #define GL_MAX_MESH_OUTPUT_VERTICES_NV 0x9538 #define GL_MAX_MESH_OUTPUT_PRIMITIVES_NV 0x9539 #define GL_MAX_TASK_OUTPUT_COUNT_NV 0x953A #define GL_MAX_DRAW_MESH_TASKS_COUNT_NV 0x953D #define GL_MAX_MESH_VIEWS_NV 0x9557 #define GL_MESH_OUTPUT_PER_VERTEX_GRANULARITY_NV 0x92DF #define GL_MESH_OUTPUT_PER_PRIMITIVE_GRANULARITY_NV 0x9543 #define GL_MAX_MESH_WORK_GROUP_SIZE_NV 0x953B #define GL_MAX_TASK_WORK_GROUP_SIZE_NV 0x953C #define GL_MESH_WORK_GROUP_SIZE_NV 0x953E #define GL_TASK_WORK_GROUP_SIZE_NV 0x953F #define GL_MESH_VERTICES_OUT_NV 0x9579 #define GL_MESH_PRIMITIVES_OUT_NV 0x957A #define GL_MESH_OUTPUT_TYPE_NV 0x957B #define GL_UNIFORM_BLOCK_REFERENCED_BY_MESH_SHADER_NV 0x959C #define GL_UNIFORM_BLOCK_REFERENCED_BY_TASK_SHADER_NV 0x959D #define GL_REFERENCED_BY_MESH_SHADER_NV 0x95A0 #define GL_REFERENCED_BY_TASK_SHADER_NV 0x95A1 #define GL_MESH_SHADER_BIT_NV 0x00000040 #define GL_TASK_SHADER_BIT_NV 0x00000080 #define GL_MESH_SUBROUTINE_NV 0x957C #define GL_TASK_SUBROUTINE_NV 0x957D #define GL_MESH_SUBROUTINE_UNIFORM_NV 0x957E #define GL_TASK_SUBROUTINE_UNIFORM_NV 0x957F #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_MESH_SHADER_NV 0x959E #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TASK_SHADER_NV 0x959F typedef void (APIENTRYP PFNGLDRAWMESHTASKSNVPROC) (GLuint first, GLuint count); typedef void (APIENTRYP PFNGLDRAWMESHTASKSINDIRECTNVPROC) (GLintptr indirect); typedef void (APIENTRYP PFNGLMULTIDRAWMESHTASKSINDIRECTNVPROC) (GLintptr indirect, GLsizei drawcount, GLsizei stride); typedef void (APIENTRYP PFNGLMULTIDRAWMESHTASKSINDIRECTCOUNTNVPROC) (GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawMeshTasksNV (GLuint first, GLuint count); GLAPI void APIENTRY glDrawMeshTasksIndirectNV (GLintptr indirect); GLAPI void APIENTRY glMultiDrawMeshTasksIndirectNV (GLintptr indirect, GLsizei drawcount, GLsizei stride); GLAPI void APIENTRY glMultiDrawMeshTasksIndirectCountNV (GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); #endif #endif /* GL_NV_mesh_shader */ #ifndef GL_NV_multisample_coverage #define GL_NV_multisample_coverage 1 #endif /* GL_NV_multisample_coverage */ #ifndef GL_NV_multisample_filter_hint #define GL_NV_multisample_filter_hint 1 #define GL_MULTISAMPLE_FILTER_HINT_NV 0x8534 #endif /* GL_NV_multisample_filter_hint */ #ifndef GL_NV_occlusion_query #define GL_NV_occlusion_query 1 #define GL_PIXEL_COUNTER_BITS_NV 0x8864 #define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865 #define GL_PIXEL_COUNT_NV 0x8866 #define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867 typedef void (APIENTRYP PFNGLGENOCCLUSIONQUERIESNVPROC) (GLsizei n, GLuint *ids); typedef void (APIENTRYP PFNGLDELETEOCCLUSIONQUERIESNVPROC) (GLsizei n, const GLuint *ids); typedef GLboolean (APIENTRYP PFNGLISOCCLUSIONQUERYNVPROC) (GLuint id); typedef void (APIENTRYP PFNGLBEGINOCCLUSIONQUERYNVPROC) (GLuint id); typedef void (APIENTRYP PFNGLENDOCCLUSIONQUERYNVPROC) (void); typedef void (APIENTRYP PFNGLGETOCCLUSIONQUERYIVNVPROC) (GLuint id, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETOCCLUSIONQUERYUIVNVPROC) (GLuint id, GLenum pname, GLuint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGenOcclusionQueriesNV (GLsizei n, GLuint *ids); GLAPI void APIENTRY glDeleteOcclusionQueriesNV (GLsizei n, const GLuint *ids); GLAPI GLboolean APIENTRY glIsOcclusionQueryNV (GLuint id); GLAPI void APIENTRY glBeginOcclusionQueryNV (GLuint id); GLAPI void APIENTRY glEndOcclusionQueryNV (void); GLAPI void APIENTRY glGetOcclusionQueryivNV (GLuint id, GLenum pname, GLint *params); GLAPI void APIENTRY glGetOcclusionQueryuivNV (GLuint id, GLenum pname, GLuint *params); #endif #endif /* GL_NV_occlusion_query */ #ifndef GL_NV_packed_depth_stencil #define GL_NV_packed_depth_stencil 1 #define GL_DEPTH_STENCIL_NV 0x84F9 #define GL_UNSIGNED_INT_24_8_NV 0x84FA #endif /* GL_NV_packed_depth_stencil */ #ifndef GL_NV_parameter_buffer_object #define GL_NV_parameter_buffer_object 1 #define GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV 0x8DA0 #define GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV 0x8DA1 #define GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV 0x8DA2 #define GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV 0x8DA3 #define GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV 0x8DA4 typedef void (APIENTRYP PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC) (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLfloat *params); typedef void (APIENTRYP PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC) (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLint *params); typedef void (APIENTRYP PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC) (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLuint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glProgramBufferParametersfvNV (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLfloat *params); GLAPI void APIENTRY glProgramBufferParametersIivNV (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLint *params); GLAPI void APIENTRY glProgramBufferParametersIuivNV (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLuint *params); #endif #endif /* GL_NV_parameter_buffer_object */ #ifndef GL_NV_parameter_buffer_object2 #define GL_NV_parameter_buffer_object2 1 #endif /* GL_NV_parameter_buffer_object2 */ #ifndef GL_NV_path_rendering #define GL_NV_path_rendering 1 #define GL_PATH_FORMAT_SVG_NV 0x9070 #define GL_PATH_FORMAT_PS_NV 0x9071 #define GL_STANDARD_FONT_NAME_NV 0x9072 #define GL_SYSTEM_FONT_NAME_NV 0x9073 #define GL_FILE_NAME_NV 0x9074 #define GL_PATH_STROKE_WIDTH_NV 0x9075 #define GL_PATH_END_CAPS_NV 0x9076 #define GL_PATH_INITIAL_END_CAP_NV 0x9077 #define GL_PATH_TERMINAL_END_CAP_NV 0x9078 #define GL_PATH_JOIN_STYLE_NV 0x9079 #define GL_PATH_MITER_LIMIT_NV 0x907A #define GL_PATH_DASH_CAPS_NV 0x907B #define GL_PATH_INITIAL_DASH_CAP_NV 0x907C #define GL_PATH_TERMINAL_DASH_CAP_NV 0x907D #define GL_PATH_DASH_OFFSET_NV 0x907E #define GL_PATH_CLIENT_LENGTH_NV 0x907F #define GL_PATH_FILL_MODE_NV 0x9080 #define GL_PATH_FILL_MASK_NV 0x9081 #define GL_PATH_FILL_COVER_MODE_NV 0x9082 #define GL_PATH_STROKE_COVER_MODE_NV 0x9083 #define GL_PATH_STROKE_MASK_NV 0x9084 #define GL_COUNT_UP_NV 0x9088 #define GL_COUNT_DOWN_NV 0x9089 #define GL_PATH_OBJECT_BOUNDING_BOX_NV 0x908A #define GL_CONVEX_HULL_NV 0x908B #define GL_BOUNDING_BOX_NV 0x908D #define GL_TRANSLATE_X_NV 0x908E #define GL_TRANSLATE_Y_NV 0x908F #define GL_TRANSLATE_2D_NV 0x9090 #define GL_TRANSLATE_3D_NV 0x9091 #define GL_AFFINE_2D_NV 0x9092 #define GL_AFFINE_3D_NV 0x9094 #define GL_TRANSPOSE_AFFINE_2D_NV 0x9096 #define GL_TRANSPOSE_AFFINE_3D_NV 0x9098 #define GL_UTF8_NV 0x909A #define GL_UTF16_NV 0x909B #define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV 0x909C #define GL_PATH_COMMAND_COUNT_NV 0x909D #define GL_PATH_COORD_COUNT_NV 0x909E #define GL_PATH_DASH_ARRAY_COUNT_NV 0x909F #define GL_PATH_COMPUTED_LENGTH_NV 0x90A0 #define GL_PATH_FILL_BOUNDING_BOX_NV 0x90A1 #define GL_PATH_STROKE_BOUNDING_BOX_NV 0x90A2 #define GL_SQUARE_NV 0x90A3 #define GL_ROUND_NV 0x90A4 #define GL_TRIANGULAR_NV 0x90A5 #define GL_BEVEL_NV 0x90A6 #define GL_MITER_REVERT_NV 0x90A7 #define GL_MITER_TRUNCATE_NV 0x90A8 #define GL_SKIP_MISSING_GLYPH_NV 0x90A9 #define GL_USE_MISSING_GLYPH_NV 0x90AA #define GL_PATH_ERROR_POSITION_NV 0x90AB #define GL_ACCUM_ADJACENT_PAIRS_NV 0x90AD #define GL_ADJACENT_PAIRS_NV 0x90AE #define GL_FIRST_TO_REST_NV 0x90AF #define GL_PATH_GEN_MODE_NV 0x90B0 #define GL_PATH_GEN_COEFF_NV 0x90B1 #define GL_PATH_GEN_COMPONENTS_NV 0x90B3 #define GL_PATH_STENCIL_FUNC_NV 0x90B7 #define GL_PATH_STENCIL_REF_NV 0x90B8 #define GL_PATH_STENCIL_VALUE_MASK_NV 0x90B9 #define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV 0x90BD #define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV 0x90BE #define GL_PATH_COVER_DEPTH_FUNC_NV 0x90BF #define GL_PATH_DASH_OFFSET_RESET_NV 0x90B4 #define GL_MOVE_TO_RESETS_NV 0x90B5 #define GL_MOVE_TO_CONTINUES_NV 0x90B6 #define GL_CLOSE_PATH_NV 0x00 #define GL_MOVE_TO_NV 0x02 #define GL_RELATIVE_MOVE_TO_NV 0x03 #define GL_LINE_TO_NV 0x04 #define GL_RELATIVE_LINE_TO_NV 0x05 #define GL_HORIZONTAL_LINE_TO_NV 0x06 #define GL_RELATIVE_HORIZONTAL_LINE_TO_NV 0x07 #define GL_VERTICAL_LINE_TO_NV 0x08 #define GL_RELATIVE_VERTICAL_LINE_TO_NV 0x09 #define GL_QUADRATIC_CURVE_TO_NV 0x0A #define GL_RELATIVE_QUADRATIC_CURVE_TO_NV 0x0B #define GL_CUBIC_CURVE_TO_NV 0x0C #define GL_RELATIVE_CUBIC_CURVE_TO_NV 0x0D #define GL_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0E #define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0F #define GL_SMOOTH_CUBIC_CURVE_TO_NV 0x10 #define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV 0x11 #define GL_SMALL_CCW_ARC_TO_NV 0x12 #define GL_RELATIVE_SMALL_CCW_ARC_TO_NV 0x13 #define GL_SMALL_CW_ARC_TO_NV 0x14 #define GL_RELATIVE_SMALL_CW_ARC_TO_NV 0x15 #define GL_LARGE_CCW_ARC_TO_NV 0x16 #define GL_RELATIVE_LARGE_CCW_ARC_TO_NV 0x17 #define GL_LARGE_CW_ARC_TO_NV 0x18 #define GL_RELATIVE_LARGE_CW_ARC_TO_NV 0x19 #define GL_RESTART_PATH_NV 0xF0 #define GL_DUP_FIRST_CUBIC_CURVE_TO_NV 0xF2 #define GL_DUP_LAST_CUBIC_CURVE_TO_NV 0xF4 #define GL_RECT_NV 0xF6 #define GL_CIRCULAR_CCW_ARC_TO_NV 0xF8 #define GL_CIRCULAR_CW_ARC_TO_NV 0xFA #define GL_CIRCULAR_TANGENT_ARC_TO_NV 0xFC #define GL_ARC_TO_NV 0xFE #define GL_RELATIVE_ARC_TO_NV 0xFF #define GL_BOLD_BIT_NV 0x01 #define GL_ITALIC_BIT_NV 0x02 #define GL_GLYPH_WIDTH_BIT_NV 0x01 #define GL_GLYPH_HEIGHT_BIT_NV 0x02 #define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV 0x04 #define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV 0x08 #define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV 0x10 #define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV 0x20 #define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV 0x40 #define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV 0x80 #define GL_GLYPH_HAS_KERNING_BIT_NV 0x100 #define GL_FONT_X_MIN_BOUNDS_BIT_NV 0x00010000 #define GL_FONT_Y_MIN_BOUNDS_BIT_NV 0x00020000 #define GL_FONT_X_MAX_BOUNDS_BIT_NV 0x00040000 #define GL_FONT_Y_MAX_BOUNDS_BIT_NV 0x00080000 #define GL_FONT_UNITS_PER_EM_BIT_NV 0x00100000 #define GL_FONT_ASCENDER_BIT_NV 0x00200000 #define GL_FONT_DESCENDER_BIT_NV 0x00400000 #define GL_FONT_HEIGHT_BIT_NV 0x00800000 #define GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV 0x01000000 #define GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV 0x02000000 #define GL_FONT_UNDERLINE_POSITION_BIT_NV 0x04000000 #define GL_FONT_UNDERLINE_THICKNESS_BIT_NV 0x08000000 #define GL_FONT_HAS_KERNING_BIT_NV 0x10000000 #define GL_ROUNDED_RECT_NV 0xE8 #define GL_RELATIVE_ROUNDED_RECT_NV 0xE9 #define GL_ROUNDED_RECT2_NV 0xEA #define GL_RELATIVE_ROUNDED_RECT2_NV 0xEB #define GL_ROUNDED_RECT4_NV 0xEC #define GL_RELATIVE_ROUNDED_RECT4_NV 0xED #define GL_ROUNDED_RECT8_NV 0xEE #define GL_RELATIVE_ROUNDED_RECT8_NV 0xEF #define GL_RELATIVE_RECT_NV 0xF7 #define GL_FONT_GLYPHS_AVAILABLE_NV 0x9368 #define GL_FONT_TARGET_UNAVAILABLE_NV 0x9369 #define GL_FONT_UNAVAILABLE_NV 0x936A #define GL_FONT_UNINTELLIGIBLE_NV 0x936B #define GL_CONIC_CURVE_TO_NV 0x1A #define GL_RELATIVE_CONIC_CURVE_TO_NV 0x1B #define GL_FONT_NUM_GLYPH_INDICES_BIT_NV 0x20000000 #define GL_STANDARD_FONT_FORMAT_NV 0x936C #define GL_2_BYTES_NV 0x1407 #define GL_3_BYTES_NV 0x1408 #define GL_4_BYTES_NV 0x1409 #define GL_EYE_LINEAR_NV 0x2400 #define GL_OBJECT_LINEAR_NV 0x2401 #define GL_CONSTANT_NV 0x8576 #define GL_PATH_FOG_GEN_MODE_NV 0x90AC #define GL_PRIMARY_COLOR_NV 0x852C #define GL_SECONDARY_COLOR_NV 0x852D #define GL_PATH_GEN_COLOR_FORMAT_NV 0x90B2 #define GL_PATH_PROJECTION_NV 0x1701 #define GL_PATH_MODELVIEW_NV 0x1700 #define GL_PATH_MODELVIEW_STACK_DEPTH_NV 0x0BA3 #define GL_PATH_MODELVIEW_MATRIX_NV 0x0BA6 #define GL_PATH_MAX_MODELVIEW_STACK_DEPTH_NV 0x0D36 #define GL_PATH_TRANSPOSE_MODELVIEW_MATRIX_NV 0x84E3 #define GL_PATH_PROJECTION_STACK_DEPTH_NV 0x0BA4 #define GL_PATH_PROJECTION_MATRIX_NV 0x0BA7 #define GL_PATH_MAX_PROJECTION_STACK_DEPTH_NV 0x0D38 #define GL_PATH_TRANSPOSE_PROJECTION_MATRIX_NV 0x84E4 #define GL_FRAGMENT_INPUT_NV 0x936D typedef GLuint (APIENTRYP PFNGLGENPATHSNVPROC) (GLsizei range); typedef void (APIENTRYP PFNGLDELETEPATHSNVPROC) (GLuint path, GLsizei range); typedef GLboolean (APIENTRYP PFNGLISPATHNVPROC) (GLuint path); typedef void (APIENTRYP PFNGLPATHCOMMANDSNVPROC) (GLuint path, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); typedef void (APIENTRYP PFNGLPATHCOORDSNVPROC) (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords); typedef void (APIENTRYP PFNGLPATHSUBCOMMANDSNVPROC) (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); typedef void (APIENTRYP PFNGLPATHSUBCOORDSNVPROC) (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords); typedef void (APIENTRYP PFNGLPATHSTRINGNVPROC) (GLuint path, GLenum format, GLsizei length, const void *pathString); typedef void (APIENTRYP PFNGLPATHGLYPHSNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void *charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); typedef void (APIENTRYP PFNGLPATHGLYPHRANGENVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); typedef void (APIENTRYP PFNGLWEIGHTPATHSNVPROC) (GLuint resultPath, GLsizei numPaths, const GLuint *paths, const GLfloat *weights); typedef void (APIENTRYP PFNGLCOPYPATHNVPROC) (GLuint resultPath, GLuint srcPath); typedef void (APIENTRYP PFNGLINTERPOLATEPATHSNVPROC) (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight); typedef void (APIENTRYP PFNGLTRANSFORMPATHNVPROC) (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat *transformValues); typedef void (APIENTRYP PFNGLPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, const GLint *value); typedef void (APIENTRYP PFNGLPATHPARAMETERINVPROC) (GLuint path, GLenum pname, GLint value); typedef void (APIENTRYP PFNGLPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, const GLfloat *value); typedef void (APIENTRYP PFNGLPATHPARAMETERFNVPROC) (GLuint path, GLenum pname, GLfloat value); typedef void (APIENTRYP PFNGLPATHDASHARRAYNVPROC) (GLuint path, GLsizei dashCount, const GLfloat *dashArray); typedef void (APIENTRYP PFNGLPATHSTENCILFUNCNVPROC) (GLenum func, GLint ref, GLuint mask); typedef void (APIENTRYP PFNGLPATHSTENCILDEPTHOFFSETNVPROC) (GLfloat factor, GLfloat units); typedef void (APIENTRYP PFNGLSTENCILFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask); typedef void (APIENTRYP PFNGLSTENCILSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask); typedef void (APIENTRYP PFNGLSTENCILFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); typedef void (APIENTRYP PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); typedef void (APIENTRYP PFNGLPATHCOVERDEPTHFUNCNVPROC) (GLenum func); typedef void (APIENTRYP PFNGLCOVERFILLPATHNVPROC) (GLuint path, GLenum coverMode); typedef void (APIENTRYP PFNGLCOVERSTROKEPATHNVPROC) (GLuint path, GLenum coverMode); typedef void (APIENTRYP PFNGLCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); typedef void (APIENTRYP PFNGLCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); typedef void (APIENTRYP PFNGLGETPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, GLint *value); typedef void (APIENTRYP PFNGLGETPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, GLfloat *value); typedef void (APIENTRYP PFNGLGETPATHCOMMANDSNVPROC) (GLuint path, GLubyte *commands); typedef void (APIENTRYP PFNGLGETPATHCOORDSNVPROC) (GLuint path, GLfloat *coords); typedef void (APIENTRYP PFNGLGETPATHDASHARRAYNVPROC) (GLuint path, GLfloat *dashArray); typedef void (APIENTRYP PFNGLGETPATHMETRICSNVPROC) (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics); typedef void (APIENTRYP PFNGLGETPATHMETRICRANGENVPROC) (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat *metrics); typedef void (APIENTRYP PFNGLGETPATHSPACINGNVPROC) (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing); typedef GLboolean (APIENTRYP PFNGLISPOINTINFILLPATHNVPROC) (GLuint path, GLuint mask, GLfloat x, GLfloat y); typedef GLboolean (APIENTRYP PFNGLISPOINTINSTROKEPATHNVPROC) (GLuint path, GLfloat x, GLfloat y); typedef GLfloat (APIENTRYP PFNGLGETPATHLENGTHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments); typedef GLboolean (APIENTRYP PFNGLPOINTALONGPATHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat *x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY); typedef void (APIENTRYP PFNGLMATRIXLOAD3X2FNVPROC) (GLenum matrixMode, const GLfloat *m); typedef void (APIENTRYP PFNGLMATRIXLOAD3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); typedef void (APIENTRYP PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); typedef void (APIENTRYP PFNGLMATRIXMULT3X2FNVPROC) (GLenum matrixMode, const GLfloat *m); typedef void (APIENTRYP PFNGLMATRIXMULT3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); typedef void (APIENTRYP PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); typedef void (APIENTRYP PFNGLSTENCILTHENCOVERFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); typedef void (APIENTRYP PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask, GLenum coverMode); typedef void (APIENTRYP PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); typedef void (APIENTRYP PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); typedef GLenum (APIENTRYP PFNGLPATHGLYPHINDEXRANGENVPROC) (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint *baseAndCount); typedef GLenum (APIENTRYP PFNGLPATHGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); typedef GLenum (APIENTRYP PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); typedef void (APIENTRYP PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC) (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat *coeffs); typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCEFVNVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLfloat *params); typedef void (APIENTRYP PFNGLPATHCOLORGENNVPROC) (GLenum color, GLenum genMode, GLenum colorFormat, const GLfloat *coeffs); typedef void (APIENTRYP PFNGLPATHTEXGENNVPROC) (GLenum texCoordSet, GLenum genMode, GLint components, const GLfloat *coeffs); typedef void (APIENTRYP PFNGLPATHFOGGENNVPROC) (GLenum genMode); typedef void (APIENTRYP PFNGLGETPATHCOLORGENIVNVPROC) (GLenum color, GLenum pname, GLint *value); typedef void (APIENTRYP PFNGLGETPATHCOLORGENFVNVPROC) (GLenum color, GLenum pname, GLfloat *value); typedef void (APIENTRYP PFNGLGETPATHTEXGENIVNVPROC) (GLenum texCoordSet, GLenum pname, GLint *value); typedef void (APIENTRYP PFNGLGETPATHTEXGENFVNVPROC) (GLenum texCoordSet, GLenum pname, GLfloat *value); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLuint APIENTRY glGenPathsNV (GLsizei range); GLAPI void APIENTRY glDeletePathsNV (GLuint path, GLsizei range); GLAPI GLboolean APIENTRY glIsPathNV (GLuint path); GLAPI void APIENTRY glPathCommandsNV (GLuint path, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); GLAPI void APIENTRY glPathCoordsNV (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords); GLAPI void APIENTRY glPathSubCommandsNV (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); GLAPI void APIENTRY glPathSubCoordsNV (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords); GLAPI void APIENTRY glPathStringNV (GLuint path, GLenum format, GLsizei length, const void *pathString); GLAPI void APIENTRY glPathGlyphsNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void *charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); GLAPI void APIENTRY glPathGlyphRangeNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); GLAPI void APIENTRY glWeightPathsNV (GLuint resultPath, GLsizei numPaths, const GLuint *paths, const GLfloat *weights); GLAPI void APIENTRY glCopyPathNV (GLuint resultPath, GLuint srcPath); GLAPI void APIENTRY glInterpolatePathsNV (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight); GLAPI void APIENTRY glTransformPathNV (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat *transformValues); GLAPI void APIENTRY glPathParameterivNV (GLuint path, GLenum pname, const GLint *value); GLAPI void APIENTRY glPathParameteriNV (GLuint path, GLenum pname, GLint value); GLAPI void APIENTRY glPathParameterfvNV (GLuint path, GLenum pname, const GLfloat *value); GLAPI void APIENTRY glPathParameterfNV (GLuint path, GLenum pname, GLfloat value); GLAPI void APIENTRY glPathDashArrayNV (GLuint path, GLsizei dashCount, const GLfloat *dashArray); GLAPI void APIENTRY glPathStencilFuncNV (GLenum func, GLint ref, GLuint mask); GLAPI void APIENTRY glPathStencilDepthOffsetNV (GLfloat factor, GLfloat units); GLAPI void APIENTRY glStencilFillPathNV (GLuint path, GLenum fillMode, GLuint mask); GLAPI void APIENTRY glStencilStrokePathNV (GLuint path, GLint reference, GLuint mask); GLAPI void APIENTRY glStencilFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); GLAPI void APIENTRY glStencilStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); GLAPI void APIENTRY glPathCoverDepthFuncNV (GLenum func); GLAPI void APIENTRY glCoverFillPathNV (GLuint path, GLenum coverMode); GLAPI void APIENTRY glCoverStrokePathNV (GLuint path, GLenum coverMode); GLAPI void APIENTRY glCoverFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); GLAPI void APIENTRY glCoverStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); GLAPI void APIENTRY glGetPathParameterivNV (GLuint path, GLenum pname, GLint *value); GLAPI void APIENTRY glGetPathParameterfvNV (GLuint path, GLenum pname, GLfloat *value); GLAPI void APIENTRY glGetPathCommandsNV (GLuint path, GLubyte *commands); GLAPI void APIENTRY glGetPathCoordsNV (GLuint path, GLfloat *coords); GLAPI void APIENTRY glGetPathDashArrayNV (GLuint path, GLfloat *dashArray); GLAPI void APIENTRY glGetPathMetricsNV (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics); GLAPI void APIENTRY glGetPathMetricRangeNV (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat *metrics); GLAPI void APIENTRY glGetPathSpacingNV (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing); GLAPI GLboolean APIENTRY glIsPointInFillPathNV (GLuint path, GLuint mask, GLfloat x, GLfloat y); GLAPI GLboolean APIENTRY glIsPointInStrokePathNV (GLuint path, GLfloat x, GLfloat y); GLAPI GLfloat APIENTRY glGetPathLengthNV (GLuint path, GLsizei startSegment, GLsizei numSegments); GLAPI GLboolean APIENTRY glPointAlongPathNV (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat *x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY); GLAPI void APIENTRY glMatrixLoad3x2fNV (GLenum matrixMode, const GLfloat *m); GLAPI void APIENTRY glMatrixLoad3x3fNV (GLenum matrixMode, const GLfloat *m); GLAPI void APIENTRY glMatrixLoadTranspose3x3fNV (GLenum matrixMode, const GLfloat *m); GLAPI void APIENTRY glMatrixMult3x2fNV (GLenum matrixMode, const GLfloat *m); GLAPI void APIENTRY glMatrixMult3x3fNV (GLenum matrixMode, const GLfloat *m); GLAPI void APIENTRY glMatrixMultTranspose3x3fNV (GLenum matrixMode, const GLfloat *m); GLAPI void APIENTRY glStencilThenCoverFillPathNV (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); GLAPI void APIENTRY glStencilThenCoverStrokePathNV (GLuint path, GLint reference, GLuint mask, GLenum coverMode); GLAPI void APIENTRY glStencilThenCoverFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); GLAPI void APIENTRY glStencilThenCoverStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); GLAPI GLenum APIENTRY glPathGlyphIndexRangeNV (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint *baseAndCount); GLAPI GLenum APIENTRY glPathGlyphIndexArrayNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); GLAPI GLenum APIENTRY glPathMemoryGlyphIndexArrayNV (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); GLAPI void APIENTRY glProgramPathFragmentInputGenNV (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat *coeffs); GLAPI void APIENTRY glGetProgramResourcefvNV (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLfloat *params); GLAPI void APIENTRY glPathColorGenNV (GLenum color, GLenum genMode, GLenum colorFormat, const GLfloat *coeffs); GLAPI void APIENTRY glPathTexGenNV (GLenum texCoordSet, GLenum genMode, GLint components, const GLfloat *coeffs); GLAPI void APIENTRY glPathFogGenNV (GLenum genMode); GLAPI void APIENTRY glGetPathColorGenivNV (GLenum color, GLenum pname, GLint *value); GLAPI void APIENTRY glGetPathColorGenfvNV (GLenum color, GLenum pname, GLfloat *value); GLAPI void APIENTRY glGetPathTexGenivNV (GLenum texCoordSet, GLenum pname, GLint *value); GLAPI void APIENTRY glGetPathTexGenfvNV (GLenum texCoordSet, GLenum pname, GLfloat *value); #endif #endif /* GL_NV_path_rendering */ #ifndef GL_NV_path_rendering_shared_edge #define GL_NV_path_rendering_shared_edge 1 #define GL_SHARED_EDGE_NV 0xC0 #endif /* GL_NV_path_rendering_shared_edge */ #ifndef GL_NV_pixel_data_range #define GL_NV_pixel_data_range 1 #define GL_WRITE_PIXEL_DATA_RANGE_NV 0x8878 #define GL_READ_PIXEL_DATA_RANGE_NV 0x8879 #define GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV 0x887A #define GL_READ_PIXEL_DATA_RANGE_LENGTH_NV 0x887B #define GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV 0x887C #define GL_READ_PIXEL_DATA_RANGE_POINTER_NV 0x887D typedef void (APIENTRYP PFNGLPIXELDATARANGENVPROC) (GLenum target, GLsizei length, const void *pointer); typedef void (APIENTRYP PFNGLFLUSHPIXELDATARANGENVPROC) (GLenum target); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPixelDataRangeNV (GLenum target, GLsizei length, const void *pointer); GLAPI void APIENTRY glFlushPixelDataRangeNV (GLenum target); #endif #endif /* GL_NV_pixel_data_range */ #ifndef GL_NV_point_sprite #define GL_NV_point_sprite 1 #define GL_POINT_SPRITE_NV 0x8861 #define GL_COORD_REPLACE_NV 0x8862 #define GL_POINT_SPRITE_R_MODE_NV 0x8863 typedef void (APIENTRYP PFNGLPOINTPARAMETERINVPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLPOINTPARAMETERIVNVPROC) (GLenum pname, const GLint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPointParameteriNV (GLenum pname, GLint param); GLAPI void APIENTRY glPointParameterivNV (GLenum pname, const GLint *params); #endif #endif /* GL_NV_point_sprite */ #ifndef GL_NV_present_video #define GL_NV_present_video 1 #define GL_FRAME_NV 0x8E26 #define GL_FIELDS_NV 0x8E27 #define GL_CURRENT_TIME_NV 0x8E28 #define GL_NUM_FILL_STREAMS_NV 0x8E29 #define GL_PRESENT_TIME_NV 0x8E2A #define GL_PRESENT_DURATION_NV 0x8E2B typedef void (APIENTRYP PFNGLPRESENTFRAMEKEYEDNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLuint key0, GLenum target1, GLuint fill1, GLuint key1); typedef void (APIENTRYP PFNGLPRESENTFRAMEDUALFILLNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLenum target1, GLuint fill1, GLenum target2, GLuint fill2, GLenum target3, GLuint fill3); typedef void (APIENTRYP PFNGLGETVIDEOIVNVPROC) (GLuint video_slot, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETVIDEOUIVNVPROC) (GLuint video_slot, GLenum pname, GLuint *params); typedef void (APIENTRYP PFNGLGETVIDEOI64VNVPROC) (GLuint video_slot, GLenum pname, GLint64EXT *params); typedef void (APIENTRYP PFNGLGETVIDEOUI64VNVPROC) (GLuint video_slot, GLenum pname, GLuint64EXT *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPresentFrameKeyedNV (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLuint key0, GLenum target1, GLuint fill1, GLuint key1); GLAPI void APIENTRY glPresentFrameDualFillNV (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLenum target1, GLuint fill1, GLenum target2, GLuint fill2, GLenum target3, GLuint fill3); GLAPI void APIENTRY glGetVideoivNV (GLuint video_slot, GLenum pname, GLint *params); GLAPI void APIENTRY glGetVideouivNV (GLuint video_slot, GLenum pname, GLuint *params); GLAPI void APIENTRY glGetVideoi64vNV (GLuint video_slot, GLenum pname, GLint64EXT *params); GLAPI void APIENTRY glGetVideoui64vNV (GLuint video_slot, GLenum pname, GLuint64EXT *params); #endif #endif /* GL_NV_present_video */ #ifndef GL_NV_primitive_restart #define GL_NV_primitive_restart 1 #define GL_PRIMITIVE_RESTART_NV 0x8558 #define GL_PRIMITIVE_RESTART_INDEX_NV 0x8559 typedef void (APIENTRYP PFNGLPRIMITIVERESTARTNVPROC) (void); typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXNVPROC) (GLuint index); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPrimitiveRestartNV (void); GLAPI void APIENTRY glPrimitiveRestartIndexNV (GLuint index); #endif #endif /* GL_NV_primitive_restart */ #ifndef GL_NV_primitive_shading_rate #define GL_NV_primitive_shading_rate 1 #define GL_SHADING_RATE_IMAGE_PER_PRIMITIVE_NV 0x95B1 #define GL_SHADING_RATE_IMAGE_PALETTE_COUNT_NV 0x95B2 #endif /* GL_NV_primitive_shading_rate */ #ifndef GL_NV_query_resource #define GL_NV_query_resource 1 #define GL_QUERY_RESOURCE_TYPE_VIDMEM_ALLOC_NV 0x9540 #define GL_QUERY_RESOURCE_MEMTYPE_VIDMEM_NV 0x9542 #define GL_QUERY_RESOURCE_SYS_RESERVED_NV 0x9544 #define GL_QUERY_RESOURCE_TEXTURE_NV 0x9545 #define GL_QUERY_RESOURCE_RENDERBUFFER_NV 0x9546 #define GL_QUERY_RESOURCE_BUFFEROBJECT_NV 0x9547 typedef GLint (APIENTRYP PFNGLQUERYRESOURCENVPROC) (GLenum queryType, GLint tagId, GLuint count, GLint *buffer); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLint APIENTRY glQueryResourceNV (GLenum queryType, GLint tagId, GLuint count, GLint *buffer); #endif #endif /* GL_NV_query_resource */ #ifndef GL_NV_query_resource_tag #define GL_NV_query_resource_tag 1 typedef void (APIENTRYP PFNGLGENQUERYRESOURCETAGNVPROC) (GLsizei n, GLint *tagIds); typedef void (APIENTRYP PFNGLDELETEQUERYRESOURCETAGNVPROC) (GLsizei n, const GLint *tagIds); typedef void (APIENTRYP PFNGLQUERYRESOURCETAGNVPROC) (GLint tagId, const GLchar *tagString); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGenQueryResourceTagNV (GLsizei n, GLint *tagIds); GLAPI void APIENTRY glDeleteQueryResourceTagNV (GLsizei n, const GLint *tagIds); GLAPI void APIENTRY glQueryResourceTagNV (GLint tagId, const GLchar *tagString); #endif #endif /* GL_NV_query_resource_tag */ #ifndef GL_NV_register_combiners #define GL_NV_register_combiners 1 #define GL_REGISTER_COMBINERS_NV 0x8522 #define GL_VARIABLE_A_NV 0x8523 #define GL_VARIABLE_B_NV 0x8524 #define GL_VARIABLE_C_NV 0x8525 #define GL_VARIABLE_D_NV 0x8526 #define GL_VARIABLE_E_NV 0x8527 #define GL_VARIABLE_F_NV 0x8528 #define GL_VARIABLE_G_NV 0x8529 #define GL_CONSTANT_COLOR0_NV 0x852A #define GL_CONSTANT_COLOR1_NV 0x852B #define GL_SPARE0_NV 0x852E #define GL_SPARE1_NV 0x852F #define GL_DISCARD_NV 0x8530 #define GL_E_TIMES_F_NV 0x8531 #define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532 #define GL_UNSIGNED_IDENTITY_NV 0x8536 #define GL_UNSIGNED_INVERT_NV 0x8537 #define GL_EXPAND_NORMAL_NV 0x8538 #define GL_EXPAND_NEGATE_NV 0x8539 #define GL_HALF_BIAS_NORMAL_NV 0x853A #define GL_HALF_BIAS_NEGATE_NV 0x853B #define GL_SIGNED_IDENTITY_NV 0x853C #define GL_SIGNED_NEGATE_NV 0x853D #define GL_SCALE_BY_TWO_NV 0x853E #define GL_SCALE_BY_FOUR_NV 0x853F #define GL_SCALE_BY_ONE_HALF_NV 0x8540 #define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV 0x8541 #define GL_COMBINER_INPUT_NV 0x8542 #define GL_COMBINER_MAPPING_NV 0x8543 #define GL_COMBINER_COMPONENT_USAGE_NV 0x8544 #define GL_COMBINER_AB_DOT_PRODUCT_NV 0x8545 #define GL_COMBINER_CD_DOT_PRODUCT_NV 0x8546 #define GL_COMBINER_MUX_SUM_NV 0x8547 #define GL_COMBINER_SCALE_NV 0x8548 #define GL_COMBINER_BIAS_NV 0x8549 #define GL_COMBINER_AB_OUTPUT_NV 0x854A #define GL_COMBINER_CD_OUTPUT_NV 0x854B #define GL_COMBINER_SUM_OUTPUT_NV 0x854C #define GL_MAX_GENERAL_COMBINERS_NV 0x854D #define GL_NUM_GENERAL_COMBINERS_NV 0x854E #define GL_COLOR_SUM_CLAMP_NV 0x854F #define GL_COMBINER0_NV 0x8550 #define GL_COMBINER1_NV 0x8551 #define GL_COMBINER2_NV 0x8552 #define GL_COMBINER3_NV 0x8553 #define GL_COMBINER4_NV 0x8554 #define GL_COMBINER5_NV 0x8555 #define GL_COMBINER6_NV 0x8556 #define GL_COMBINER7_NV 0x8557 typedef void (APIENTRYP PFNGLCOMBINERPARAMETERFVNVPROC) (GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLCOMBINERPARAMETERFNVPROC) (GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLCOMBINERPARAMETERIVNVPROC) (GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLCOMBINERPARAMETERINVPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLCOMBINERINPUTNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); typedef void (APIENTRYP PFNGLCOMBINEROUTPUTNVPROC) (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum); typedef void (APIENTRYP PFNGLFINALCOMBINERINPUTNVPROC) (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); typedef void (APIENTRYP PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC) (GLenum variable, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC) (GLenum variable, GLenum pname, GLint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glCombinerParameterfvNV (GLenum pname, const GLfloat *params); GLAPI void APIENTRY glCombinerParameterfNV (GLenum pname, GLfloat param); GLAPI void APIENTRY glCombinerParameterivNV (GLenum pname, const GLint *params); GLAPI void APIENTRY glCombinerParameteriNV (GLenum pname, GLint param); GLAPI void APIENTRY glCombinerInputNV (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); GLAPI void APIENTRY glCombinerOutputNV (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum); GLAPI void APIENTRY glFinalCombinerInputNV (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); GLAPI void APIENTRY glGetCombinerInputParameterfvNV (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetCombinerInputParameterivNV (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint *params); GLAPI void APIENTRY glGetCombinerOutputParameterfvNV (GLenum stage, GLenum portion, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetCombinerOutputParameterivNV (GLenum stage, GLenum portion, GLenum pname, GLint *params); GLAPI void APIENTRY glGetFinalCombinerInputParameterfvNV (GLenum variable, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetFinalCombinerInputParameterivNV (GLenum variable, GLenum pname, GLint *params); #endif #endif /* GL_NV_register_combiners */ #ifndef GL_NV_register_combiners2 #define GL_NV_register_combiners2 1 #define GL_PER_STAGE_CONSTANTS_NV 0x8535 typedef void (APIENTRYP PFNGLCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, GLfloat *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glCombinerStageParameterfvNV (GLenum stage, GLenum pname, const GLfloat *params); GLAPI void APIENTRY glGetCombinerStageParameterfvNV (GLenum stage, GLenum pname, GLfloat *params); #endif #endif /* GL_NV_register_combiners2 */ #ifndef GL_NV_representative_fragment_test #define GL_NV_representative_fragment_test 1 #define GL_REPRESENTATIVE_FRAGMENT_TEST_NV 0x937F #endif /* GL_NV_representative_fragment_test */ #ifndef GL_NV_robustness_video_memory_purge #define GL_NV_robustness_video_memory_purge 1 #define GL_PURGED_CONTEXT_RESET_NV 0x92BB #endif /* GL_NV_robustness_video_memory_purge */ #ifndef GL_NV_sample_locations #define GL_NV_sample_locations 1 #define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV 0x933D #define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV 0x933E #define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV 0x933F #define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV 0x9340 #define GL_SAMPLE_LOCATION_NV 0x8E50 #define GL_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9341 #define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV 0x9342 #define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV 0x9343 typedef void (APIENTRYP PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat *v); typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); typedef void (APIENTRYP PFNGLRESOLVEDEPTHVALUESNVPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFramebufferSampleLocationsfvNV (GLenum target, GLuint start, GLsizei count, const GLfloat *v); GLAPI void APIENTRY glNamedFramebufferSampleLocationsfvNV (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); GLAPI void APIENTRY glResolveDepthValuesNV (void); #endif #endif /* GL_NV_sample_locations */ #ifndef GL_NV_sample_mask_override_coverage #define GL_NV_sample_mask_override_coverage 1 #endif /* GL_NV_sample_mask_override_coverage */ #ifndef GL_NV_scissor_exclusive #define GL_NV_scissor_exclusive 1 #define GL_SCISSOR_TEST_EXCLUSIVE_NV 0x9555 #define GL_SCISSOR_BOX_EXCLUSIVE_NV 0x9556 typedef void (APIENTRYP PFNGLSCISSOREXCLUSIVENVPROC) (GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLSCISSOREXCLUSIVEARRAYVNVPROC) (GLuint first, GLsizei count, const GLint *v); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glScissorExclusiveNV (GLint x, GLint y, GLsizei width, GLsizei height); GLAPI void APIENTRY glScissorExclusiveArrayvNV (GLuint first, GLsizei count, const GLint *v); #endif #endif /* GL_NV_scissor_exclusive */ #ifndef GL_NV_shader_atomic_counters #define GL_NV_shader_atomic_counters 1 #endif /* GL_NV_shader_atomic_counters */ #ifndef GL_NV_shader_atomic_float #define GL_NV_shader_atomic_float 1 #endif /* GL_NV_shader_atomic_float */ #ifndef GL_NV_shader_atomic_float64 #define GL_NV_shader_atomic_float64 1 #endif /* GL_NV_shader_atomic_float64 */ #ifndef GL_NV_shader_atomic_fp16_vector #define GL_NV_shader_atomic_fp16_vector 1 #endif /* GL_NV_shader_atomic_fp16_vector */ #ifndef GL_NV_shader_atomic_int64 #define GL_NV_shader_atomic_int64 1 #endif /* GL_NV_shader_atomic_int64 */ #ifndef GL_NV_shader_buffer_load #define GL_NV_shader_buffer_load 1 #define GL_BUFFER_GPU_ADDRESS_NV 0x8F1D #define GL_GPU_ADDRESS_NV 0x8F34 #define GL_MAX_SHADER_BUFFER_ADDRESS_NV 0x8F35 typedef void (APIENTRYP PFNGLMAKEBUFFERRESIDENTNVPROC) (GLenum target, GLenum access); typedef void (APIENTRYP PFNGLMAKEBUFFERNONRESIDENTNVPROC) (GLenum target); typedef GLboolean (APIENTRYP PFNGLISBUFFERRESIDENTNVPROC) (GLenum target); typedef void (APIENTRYP PFNGLMAKENAMEDBUFFERRESIDENTNVPROC) (GLuint buffer, GLenum access); typedef void (APIENTRYP PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC) (GLuint buffer); typedef GLboolean (APIENTRYP PFNGLISNAMEDBUFFERRESIDENTNVPROC) (GLuint buffer); typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERUI64VNVPROC) (GLenum target, GLenum pname, GLuint64EXT *params); typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC) (GLuint buffer, GLenum pname, GLuint64EXT *params); typedef void (APIENTRYP PFNGLGETINTEGERUI64VNVPROC) (GLenum value, GLuint64EXT *result); typedef void (APIENTRYP PFNGLUNIFORMUI64NVPROC) (GLint location, GLuint64EXT value); typedef void (APIENTRYP PFNGLUNIFORMUI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMUI64NVPROC) (GLuint program, GLint location, GLuint64EXT value); typedef void (APIENTRYP PFNGLPROGRAMUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glMakeBufferResidentNV (GLenum target, GLenum access); GLAPI void APIENTRY glMakeBufferNonResidentNV (GLenum target); GLAPI GLboolean APIENTRY glIsBufferResidentNV (GLenum target); GLAPI void APIENTRY glMakeNamedBufferResidentNV (GLuint buffer, GLenum access); GLAPI void APIENTRY glMakeNamedBufferNonResidentNV (GLuint buffer); GLAPI GLboolean APIENTRY glIsNamedBufferResidentNV (GLuint buffer); GLAPI void APIENTRY glGetBufferParameterui64vNV (GLenum target, GLenum pname, GLuint64EXT *params); GLAPI void APIENTRY glGetNamedBufferParameterui64vNV (GLuint buffer, GLenum pname, GLuint64EXT *params); GLAPI void APIENTRY glGetIntegerui64vNV (GLenum value, GLuint64EXT *result); GLAPI void APIENTRY glUniformui64NV (GLint location, GLuint64EXT value); GLAPI void APIENTRY glUniformui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); GLAPI void APIENTRY glProgramUniformui64NV (GLuint program, GLint location, GLuint64EXT value); GLAPI void APIENTRY glProgramUniformui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); #endif #endif /* GL_NV_shader_buffer_load */ #ifndef GL_NV_shader_buffer_store #define GL_NV_shader_buffer_store 1 #define GL_SHADER_GLOBAL_ACCESS_BARRIER_BIT_NV 0x00000010 #endif /* GL_NV_shader_buffer_store */ #ifndef GL_NV_shader_storage_buffer_object #define GL_NV_shader_storage_buffer_object 1 #endif /* GL_NV_shader_storage_buffer_object */ #ifndef GL_NV_shader_subgroup_partitioned #define GL_NV_shader_subgroup_partitioned 1 #define GL_SUBGROUP_FEATURE_PARTITIONED_BIT_NV 0x00000100 #endif /* GL_NV_shader_subgroup_partitioned */ #ifndef GL_NV_shader_texture_footprint #define GL_NV_shader_texture_footprint 1 #endif /* GL_NV_shader_texture_footprint */ #ifndef GL_NV_shader_thread_group #define GL_NV_shader_thread_group 1 #define GL_WARP_SIZE_NV 0x9339 #define GL_WARPS_PER_SM_NV 0x933A #define GL_SM_COUNT_NV 0x933B #endif /* GL_NV_shader_thread_group */ #ifndef GL_NV_shader_thread_shuffle #define GL_NV_shader_thread_shuffle 1 #endif /* GL_NV_shader_thread_shuffle */ #ifndef GL_NV_shading_rate_image #define GL_NV_shading_rate_image 1 #define GL_SHADING_RATE_IMAGE_NV 0x9563 #define GL_SHADING_RATE_NO_INVOCATIONS_NV 0x9564 #define GL_SHADING_RATE_1_INVOCATION_PER_PIXEL_NV 0x9565 #define GL_SHADING_RATE_1_INVOCATION_PER_1X2_PIXELS_NV 0x9566 #define GL_SHADING_RATE_1_INVOCATION_PER_2X1_PIXELS_NV 0x9567 #define GL_SHADING_RATE_1_INVOCATION_PER_2X2_PIXELS_NV 0x9568 #define GL_SHADING_RATE_1_INVOCATION_PER_2X4_PIXELS_NV 0x9569 #define GL_SHADING_RATE_1_INVOCATION_PER_4X2_PIXELS_NV 0x956A #define GL_SHADING_RATE_1_INVOCATION_PER_4X4_PIXELS_NV 0x956B #define GL_SHADING_RATE_2_INVOCATIONS_PER_PIXEL_NV 0x956C #define GL_SHADING_RATE_4_INVOCATIONS_PER_PIXEL_NV 0x956D #define GL_SHADING_RATE_8_INVOCATIONS_PER_PIXEL_NV 0x956E #define GL_SHADING_RATE_16_INVOCATIONS_PER_PIXEL_NV 0x956F #define GL_SHADING_RATE_IMAGE_BINDING_NV 0x955B #define GL_SHADING_RATE_IMAGE_TEXEL_WIDTH_NV 0x955C #define GL_SHADING_RATE_IMAGE_TEXEL_HEIGHT_NV 0x955D #define GL_SHADING_RATE_IMAGE_PALETTE_SIZE_NV 0x955E #define GL_MAX_COARSE_FRAGMENT_SAMPLES_NV 0x955F #define GL_SHADING_RATE_SAMPLE_ORDER_DEFAULT_NV 0x95AE #define GL_SHADING_RATE_SAMPLE_ORDER_PIXEL_MAJOR_NV 0x95AF #define GL_SHADING_RATE_SAMPLE_ORDER_SAMPLE_MAJOR_NV 0x95B0 typedef void (APIENTRYP PFNGLBINDSHADINGRATEIMAGENVPROC) (GLuint texture); typedef void (APIENTRYP PFNGLGETSHADINGRATEIMAGEPALETTENVPROC) (GLuint viewport, GLuint entry, GLenum *rate); typedef void (APIENTRYP PFNGLGETSHADINGRATESAMPLELOCATIONIVNVPROC) (GLenum rate, GLuint samples, GLuint index, GLint *location); typedef void (APIENTRYP PFNGLSHADINGRATEIMAGEBARRIERNVPROC) (GLboolean synchronize); typedef void (APIENTRYP PFNGLSHADINGRATEIMAGEPALETTENVPROC) (GLuint viewport, GLuint first, GLsizei count, const GLenum *rates); typedef void (APIENTRYP PFNGLSHADINGRATESAMPLEORDERNVPROC) (GLenum order); typedef void (APIENTRYP PFNGLSHADINGRATESAMPLEORDERCUSTOMNVPROC) (GLenum rate, GLuint samples, const GLint *locations); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBindShadingRateImageNV (GLuint texture); GLAPI void APIENTRY glGetShadingRateImagePaletteNV (GLuint viewport, GLuint entry, GLenum *rate); GLAPI void APIENTRY glGetShadingRateSampleLocationivNV (GLenum rate, GLuint samples, GLuint index, GLint *location); GLAPI void APIENTRY glShadingRateImageBarrierNV (GLboolean synchronize); GLAPI void APIENTRY glShadingRateImagePaletteNV (GLuint viewport, GLuint first, GLsizei count, const GLenum *rates); GLAPI void APIENTRY glShadingRateSampleOrderNV (GLenum order); GLAPI void APIENTRY glShadingRateSampleOrderCustomNV (GLenum rate, GLuint samples, const GLint *locations); #endif #endif /* GL_NV_shading_rate_image */ #ifndef GL_NV_stereo_view_rendering #define GL_NV_stereo_view_rendering 1 #endif /* GL_NV_stereo_view_rendering */ #ifndef GL_NV_tessellation_program5 #define GL_NV_tessellation_program5 1 #define GL_MAX_PROGRAM_PATCH_ATTRIBS_NV 0x86D8 #define GL_TESS_CONTROL_PROGRAM_NV 0x891E #define GL_TESS_EVALUATION_PROGRAM_NV 0x891F #define GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV 0x8C74 #define GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV 0x8C75 #endif /* GL_NV_tessellation_program5 */ #ifndef GL_NV_texgen_emboss #define GL_NV_texgen_emboss 1 #define GL_EMBOSS_LIGHT_NV 0x855D #define GL_EMBOSS_CONSTANT_NV 0x855E #define GL_EMBOSS_MAP_NV 0x855F #endif /* GL_NV_texgen_emboss */ #ifndef GL_NV_texgen_reflection #define GL_NV_texgen_reflection 1 #define GL_NORMAL_MAP_NV 0x8511 #define GL_REFLECTION_MAP_NV 0x8512 #endif /* GL_NV_texgen_reflection */ #ifndef GL_NV_texture_barrier #define GL_NV_texture_barrier 1 typedef void (APIENTRYP PFNGLTEXTUREBARRIERNVPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTextureBarrierNV (void); #endif #endif /* GL_NV_texture_barrier */ #ifndef GL_NV_texture_compression_vtc #define GL_NV_texture_compression_vtc 1 #endif /* GL_NV_texture_compression_vtc */ #ifndef GL_NV_texture_env_combine4 #define GL_NV_texture_env_combine4 1 #define GL_COMBINE4_NV 0x8503 #define GL_SOURCE3_RGB_NV 0x8583 #define GL_SOURCE3_ALPHA_NV 0x858B #define GL_OPERAND3_RGB_NV 0x8593 #define GL_OPERAND3_ALPHA_NV 0x859B #endif /* GL_NV_texture_env_combine4 */ #ifndef GL_NV_texture_expand_normal #define GL_NV_texture_expand_normal 1 #define GL_TEXTURE_UNSIGNED_REMAP_MODE_NV 0x888F #endif /* GL_NV_texture_expand_normal */ #ifndef GL_NV_texture_multisample #define GL_NV_texture_multisample 1 #define GL_TEXTURE_COVERAGE_SAMPLES_NV 0x9045 #define GL_TEXTURE_COLOR_SAMPLES_NV 0x9046 typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); typedef void (APIENTRYP PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); typedef void (APIENTRYP PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); typedef void (APIENTRYP PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); typedef void (APIENTRYP PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTexImage2DMultisampleCoverageNV (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); GLAPI void APIENTRY glTexImage3DMultisampleCoverageNV (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); GLAPI void APIENTRY glTextureImage2DMultisampleNV (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); GLAPI void APIENTRY glTextureImage3DMultisampleNV (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); GLAPI void APIENTRY glTextureImage2DMultisampleCoverageNV (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); GLAPI void APIENTRY glTextureImage3DMultisampleCoverageNV (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); #endif #endif /* GL_NV_texture_multisample */ #ifndef GL_NV_texture_rectangle #define GL_NV_texture_rectangle 1 #define GL_TEXTURE_RECTANGLE_NV 0x84F5 #define GL_TEXTURE_BINDING_RECTANGLE_NV 0x84F6 #define GL_PROXY_TEXTURE_RECTANGLE_NV 0x84F7 #define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV 0x84F8 #endif /* GL_NV_texture_rectangle */ #ifndef GL_NV_texture_rectangle_compressed #define GL_NV_texture_rectangle_compressed 1 #endif /* GL_NV_texture_rectangle_compressed */ #ifndef GL_NV_texture_shader #define GL_NV_texture_shader 1 #define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C #define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D #define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E #define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9 #define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA #define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB #define GL_DSDT_MAG_INTENSITY_NV 0x86DC #define GL_SHADER_CONSISTENT_NV 0x86DD #define GL_TEXTURE_SHADER_NV 0x86DE #define GL_SHADER_OPERATION_NV 0x86DF #define GL_CULL_MODES_NV 0x86E0 #define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1 #define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2 #define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3 #define GL_OFFSET_TEXTURE_2D_MATRIX_NV 0x86E1 #define GL_OFFSET_TEXTURE_2D_SCALE_NV 0x86E2 #define GL_OFFSET_TEXTURE_2D_BIAS_NV 0x86E3 #define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4 #define GL_CONST_EYE_NV 0x86E5 #define GL_PASS_THROUGH_NV 0x86E6 #define GL_CULL_FRAGMENT_NV 0x86E7 #define GL_OFFSET_TEXTURE_2D_NV 0x86E8 #define GL_DEPENDENT_AR_TEXTURE_2D_NV 0x86E9 #define GL_DEPENDENT_GB_TEXTURE_2D_NV 0x86EA #define GL_DOT_PRODUCT_NV 0x86EC #define GL_DOT_PRODUCT_DEPTH_REPLACE_NV 0x86ED #define GL_DOT_PRODUCT_TEXTURE_2D_NV 0x86EE #define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0 #define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1 #define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2 #define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3 #define GL_HILO_NV 0x86F4 #define GL_DSDT_NV 0x86F5 #define GL_DSDT_MAG_NV 0x86F6 #define GL_DSDT_MAG_VIB_NV 0x86F7 #define GL_HILO16_NV 0x86F8 #define GL_SIGNED_HILO_NV 0x86F9 #define GL_SIGNED_HILO16_NV 0x86FA #define GL_SIGNED_RGBA_NV 0x86FB #define GL_SIGNED_RGBA8_NV 0x86FC #define GL_SIGNED_RGB_NV 0x86FE #define GL_SIGNED_RGB8_NV 0x86FF #define GL_SIGNED_LUMINANCE_NV 0x8701 #define GL_SIGNED_LUMINANCE8_NV 0x8702 #define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703 #define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704 #define GL_SIGNED_ALPHA_NV 0x8705 #define GL_SIGNED_ALPHA8_NV 0x8706 #define GL_SIGNED_INTENSITY_NV 0x8707 #define GL_SIGNED_INTENSITY8_NV 0x8708 #define GL_DSDT8_NV 0x8709 #define GL_DSDT8_MAG8_NV 0x870A #define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B #define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C #define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D #define GL_HI_SCALE_NV 0x870E #define GL_LO_SCALE_NV 0x870F #define GL_DS_SCALE_NV 0x8710 #define GL_DT_SCALE_NV 0x8711 #define GL_MAGNITUDE_SCALE_NV 0x8712 #define GL_VIBRANCE_SCALE_NV 0x8713 #define GL_HI_BIAS_NV 0x8714 #define GL_LO_BIAS_NV 0x8715 #define GL_DS_BIAS_NV 0x8716 #define GL_DT_BIAS_NV 0x8717 #define GL_MAGNITUDE_BIAS_NV 0x8718 #define GL_VIBRANCE_BIAS_NV 0x8719 #define GL_TEXTURE_BORDER_VALUES_NV 0x871A #define GL_TEXTURE_HI_SIZE_NV 0x871B #define GL_TEXTURE_LO_SIZE_NV 0x871C #define GL_TEXTURE_DS_SIZE_NV 0x871D #define GL_TEXTURE_DT_SIZE_NV 0x871E #define GL_TEXTURE_MAG_SIZE_NV 0x871F #endif /* GL_NV_texture_shader */ #ifndef GL_NV_texture_shader2 #define GL_NV_texture_shader2 1 #define GL_DOT_PRODUCT_TEXTURE_3D_NV 0x86EF #endif /* GL_NV_texture_shader2 */ #ifndef GL_NV_texture_shader3 #define GL_NV_texture_shader3 1 #define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850 #define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851 #define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852 #define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853 #define GL_OFFSET_HILO_TEXTURE_2D_NV 0x8854 #define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855 #define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856 #define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857 #define GL_DEPENDENT_HILO_TEXTURE_2D_NV 0x8858 #define GL_DEPENDENT_RGB_TEXTURE_3D_NV 0x8859 #define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A #define GL_DOT_PRODUCT_PASS_THROUGH_NV 0x885B #define GL_DOT_PRODUCT_TEXTURE_1D_NV 0x885C #define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D #define GL_HILO8_NV 0x885E #define GL_SIGNED_HILO8_NV 0x885F #define GL_FORCE_BLUE_TO_ONE_NV 0x8860 #endif /* GL_NV_texture_shader3 */ #ifndef GL_NV_timeline_semaphore #define GL_NV_timeline_semaphore 1 #define GL_TIMELINE_SEMAPHORE_VALUE_NV 0x9595 #define GL_SEMAPHORE_TYPE_NV 0x95B3 #define GL_SEMAPHORE_TYPE_BINARY_NV 0x95B4 #define GL_SEMAPHORE_TYPE_TIMELINE_NV 0x95B5 #define GL_MAX_TIMELINE_SEMAPHORE_VALUE_DIFFERENCE_NV 0x95B6 typedef void (APIENTRYP PFNGLCREATESEMAPHORESNVPROC) (GLsizei n, GLuint *semaphores); typedef void (APIENTRYP PFNGLSEMAPHOREPARAMETERIVNVPROC) (GLuint semaphore, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLGETSEMAPHOREPARAMETERIVNVPROC) (GLuint semaphore, GLenum pname, GLint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glCreateSemaphoresNV (GLsizei n, GLuint *semaphores); GLAPI void APIENTRY glSemaphoreParameterivNV (GLuint semaphore, GLenum pname, const GLint *params); GLAPI void APIENTRY glGetSemaphoreParameterivNV (GLuint semaphore, GLenum pname, GLint *params); #endif #endif /* GL_NV_timeline_semaphore */ #ifndef GL_NV_transform_feedback #define GL_NV_transform_feedback 1 #define GL_BACK_PRIMARY_COLOR_NV 0x8C77 #define GL_BACK_SECONDARY_COLOR_NV 0x8C78 #define GL_TEXTURE_COORD_NV 0x8C79 #define GL_CLIP_DISTANCE_NV 0x8C7A #define GL_VERTEX_ID_NV 0x8C7B #define GL_PRIMITIVE_ID_NV 0x8C7C #define GL_GENERIC_ATTRIB_NV 0x8C7D #define GL_TRANSFORM_FEEDBACK_ATTRIBS_NV 0x8C7E #define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV 0x8C7F #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV 0x8C80 #define GL_ACTIVE_VARYINGS_NV 0x8C81 #define GL_ACTIVE_VARYING_MAX_LENGTH_NV 0x8C82 #define GL_TRANSFORM_FEEDBACK_VARYINGS_NV 0x8C83 #define GL_TRANSFORM_FEEDBACK_BUFFER_START_NV 0x8C84 #define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV 0x8C85 #define GL_TRANSFORM_FEEDBACK_RECORD_NV 0x8C86 #define GL_PRIMITIVES_GENERATED_NV 0x8C87 #define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV 0x8C88 #define GL_RASTERIZER_DISCARD_NV 0x8C89 #define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV 0x8C8A #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV 0x8C8B #define GL_INTERLEAVED_ATTRIBS_NV 0x8C8C #define GL_SEPARATE_ATTRIBS_NV 0x8C8D #define GL_TRANSFORM_FEEDBACK_BUFFER_NV 0x8C8E #define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV 0x8C8F #define GL_LAYER_NV 0x8DAA #define GL_NEXT_BUFFER_NV -2 #define GL_SKIP_COMPONENTS4_NV -3 #define GL_SKIP_COMPONENTS3_NV -4 #define GL_SKIP_COMPONENTS2_NV -5 #define GL_SKIP_COMPONENTS1_NV -6 typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKNVPROC) (GLenum primitiveMode); typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKNVPROC) (void); typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC) (GLsizei count, const GLint *attribs, GLenum bufferMode); typedef void (APIENTRYP PFNGLBINDBUFFERRANGENVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); typedef void (APIENTRYP PFNGLBINDBUFFEROFFSETNVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset); typedef void (APIENTRYP PFNGLBINDBUFFERBASENVPROC) (GLenum target, GLuint index, GLuint buffer); typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC) (GLuint program, GLsizei count, const GLint *locations, GLenum bufferMode); typedef void (APIENTRYP PFNGLACTIVEVARYINGNVPROC) (GLuint program, const GLchar *name); typedef GLint (APIENTRYP PFNGLGETVARYINGLOCATIONNVPROC) (GLuint program, const GLchar *name); typedef void (APIENTRYP PFNGLGETACTIVEVARYINGNVPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC) (GLuint program, GLuint index, GLint *location); typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKSTREAMATTRIBSNVPROC) (GLsizei count, const GLint *attribs, GLsizei nbuffers, const GLint *bufstreams, GLenum bufferMode); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBeginTransformFeedbackNV (GLenum primitiveMode); GLAPI void APIENTRY glEndTransformFeedbackNV (void); GLAPI void APIENTRY glTransformFeedbackAttribsNV (GLsizei count, const GLint *attribs, GLenum bufferMode); GLAPI void APIENTRY glBindBufferRangeNV (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); GLAPI void APIENTRY glBindBufferOffsetNV (GLenum target, GLuint index, GLuint buffer, GLintptr offset); GLAPI void APIENTRY glBindBufferBaseNV (GLenum target, GLuint index, GLuint buffer); GLAPI void APIENTRY glTransformFeedbackVaryingsNV (GLuint program, GLsizei count, const GLint *locations, GLenum bufferMode); GLAPI void APIENTRY glActiveVaryingNV (GLuint program, const GLchar *name); GLAPI GLint APIENTRY glGetVaryingLocationNV (GLuint program, const GLchar *name); GLAPI void APIENTRY glGetActiveVaryingNV (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); GLAPI void APIENTRY glGetTransformFeedbackVaryingNV (GLuint program, GLuint index, GLint *location); GLAPI void APIENTRY glTransformFeedbackStreamAttribsNV (GLsizei count, const GLint *attribs, GLsizei nbuffers, const GLint *bufstreams, GLenum bufferMode); #endif #endif /* GL_NV_transform_feedback */ #ifndef GL_NV_transform_feedback2 #define GL_NV_transform_feedback2 1 #define GL_TRANSFORM_FEEDBACK_NV 0x8E22 #define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV 0x8E23 #define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV 0x8E24 #define GL_TRANSFORM_FEEDBACK_BINDING_NV 0x8E25 typedef void (APIENTRYP PFNGLBINDTRANSFORMFEEDBACKNVPROC) (GLenum target, GLuint id); typedef void (APIENTRYP PFNGLDELETETRANSFORMFEEDBACKSNVPROC) (GLsizei n, const GLuint *ids); typedef void (APIENTRYP PFNGLGENTRANSFORMFEEDBACKSNVPROC) (GLsizei n, GLuint *ids); typedef GLboolean (APIENTRYP PFNGLISTRANSFORMFEEDBACKNVPROC) (GLuint id); typedef void (APIENTRYP PFNGLPAUSETRANSFORMFEEDBACKNVPROC) (void); typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKNVPROC) (void); typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKNVPROC) (GLenum mode, GLuint id); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBindTransformFeedbackNV (GLenum target, GLuint id); GLAPI void APIENTRY glDeleteTransformFeedbacksNV (GLsizei n, const GLuint *ids); GLAPI void APIENTRY glGenTransformFeedbacksNV (GLsizei n, GLuint *ids); GLAPI GLboolean APIENTRY glIsTransformFeedbackNV (GLuint id); GLAPI void APIENTRY glPauseTransformFeedbackNV (void); GLAPI void APIENTRY glResumeTransformFeedbackNV (void); GLAPI void APIENTRY glDrawTransformFeedbackNV (GLenum mode, GLuint id); #endif #endif /* GL_NV_transform_feedback2 */ #ifndef GL_NV_uniform_buffer_unified_memory #define GL_NV_uniform_buffer_unified_memory 1 #define GL_UNIFORM_BUFFER_UNIFIED_NV 0x936E #define GL_UNIFORM_BUFFER_ADDRESS_NV 0x936F #define GL_UNIFORM_BUFFER_LENGTH_NV 0x9370 #endif /* GL_NV_uniform_buffer_unified_memory */ #ifndef GL_NV_vdpau_interop #define GL_NV_vdpau_interop 1 typedef GLintptr GLvdpauSurfaceNV; #define GL_SURFACE_STATE_NV 0x86EB #define GL_SURFACE_REGISTERED_NV 0x86FD #define GL_SURFACE_MAPPED_NV 0x8700 #define GL_WRITE_DISCARD_NV 0x88BE typedef void (APIENTRYP PFNGLVDPAUINITNVPROC) (const void *vdpDevice, const void *getProcAddress); typedef void (APIENTRYP PFNGLVDPAUFININVPROC) (void); typedef GLvdpauSurfaceNV (APIENTRYP PFNGLVDPAUREGISTERVIDEOSURFACENVPROC) (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); typedef GLvdpauSurfaceNV (APIENTRYP PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC) (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); typedef GLboolean (APIENTRYP PFNGLVDPAUISSURFACENVPROC) (GLvdpauSurfaceNV surface); typedef void (APIENTRYP PFNGLVDPAUUNREGISTERSURFACENVPROC) (GLvdpauSurfaceNV surface); typedef void (APIENTRYP PFNGLVDPAUGETSURFACEIVNVPROC) (GLvdpauSurfaceNV surface, GLenum pname, GLsizei count, GLsizei *length, GLint *values); typedef void (APIENTRYP PFNGLVDPAUSURFACEACCESSNVPROC) (GLvdpauSurfaceNV surface, GLenum access); typedef void (APIENTRYP PFNGLVDPAUMAPSURFACESNVPROC) (GLsizei numSurfaces, const GLvdpauSurfaceNV *surfaces); typedef void (APIENTRYP PFNGLVDPAUUNMAPSURFACESNVPROC) (GLsizei numSurface, const GLvdpauSurfaceNV *surfaces); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVDPAUInitNV (const void *vdpDevice, const void *getProcAddress); GLAPI void APIENTRY glVDPAUFiniNV (void); GLAPI GLvdpauSurfaceNV APIENTRY glVDPAURegisterVideoSurfaceNV (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); GLAPI GLvdpauSurfaceNV APIENTRY glVDPAURegisterOutputSurfaceNV (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); GLAPI GLboolean APIENTRY glVDPAUIsSurfaceNV (GLvdpauSurfaceNV surface); GLAPI void APIENTRY glVDPAUUnregisterSurfaceNV (GLvdpauSurfaceNV surface); GLAPI void APIENTRY glVDPAUGetSurfaceivNV (GLvdpauSurfaceNV surface, GLenum pname, GLsizei count, GLsizei *length, GLint *values); GLAPI void APIENTRY glVDPAUSurfaceAccessNV (GLvdpauSurfaceNV surface, GLenum access); GLAPI void APIENTRY glVDPAUMapSurfacesNV (GLsizei numSurfaces, const GLvdpauSurfaceNV *surfaces); GLAPI void APIENTRY glVDPAUUnmapSurfacesNV (GLsizei numSurface, const GLvdpauSurfaceNV *surfaces); #endif #endif /* GL_NV_vdpau_interop */ #ifndef GL_NV_vdpau_interop2 #define GL_NV_vdpau_interop2 1 typedef GLvdpauSurfaceNV (APIENTRYP PFNGLVDPAUREGISTERVIDEOSURFACEWITHPICTURESTRUCTURENVPROC) (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames, GLboolean isFrameStructure); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLvdpauSurfaceNV APIENTRY glVDPAURegisterVideoSurfaceWithPictureStructureNV (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames, GLboolean isFrameStructure); #endif #endif /* GL_NV_vdpau_interop2 */ #ifndef GL_NV_vertex_array_range #define GL_NV_vertex_array_range 1 #define GL_VERTEX_ARRAY_RANGE_NV 0x851D #define GL_VERTEX_ARRAY_RANGE_LENGTH_NV 0x851E #define GL_VERTEX_ARRAY_RANGE_VALID_NV 0x851F #define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV 0x8520 #define GL_VERTEX_ARRAY_RANGE_POINTER_NV 0x8521 typedef void (APIENTRYP PFNGLFLUSHVERTEXARRAYRANGENVPROC) (void); typedef void (APIENTRYP PFNGLVERTEXARRAYRANGENVPROC) (GLsizei length, const void *pointer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFlushVertexArrayRangeNV (void); GLAPI void APIENTRY glVertexArrayRangeNV (GLsizei length, const void *pointer); #endif #endif /* GL_NV_vertex_array_range */ #ifndef GL_NV_vertex_array_range2 #define GL_NV_vertex_array_range2 1 #define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533 #endif /* GL_NV_vertex_array_range2 */ #ifndef GL_NV_vertex_attrib_integer_64bit #define GL_NV_vertex_attrib_integer_64bit 1 typedef void (APIENTRYP PFNGLVERTEXATTRIBL1I64NVPROC) (GLuint index, GLint64EXT x); typedef void (APIENTRYP PFNGLVERTEXATTRIBL2I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y); typedef void (APIENTRYP PFNGLVERTEXATTRIBL3I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z); typedef void (APIENTRYP PFNGLVERTEXATTRIBL4I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); typedef void (APIENTRYP PFNGLVERTEXATTRIBL1I64VNVPROC) (GLuint index, const GLint64EXT *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBL2I64VNVPROC) (GLuint index, const GLint64EXT *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBL3I64VNVPROC) (GLuint index, const GLint64EXT *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBL4I64VNVPROC) (GLuint index, const GLint64EXT *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBL1UI64NVPROC) (GLuint index, GLuint64EXT x); typedef void (APIENTRYP PFNGLVERTEXATTRIBL2UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y); typedef void (APIENTRYP PFNGLVERTEXATTRIBL3UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); typedef void (APIENTRYP PFNGLVERTEXATTRIBL4UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); typedef void (APIENTRYP PFNGLVERTEXATTRIBL1UI64VNVPROC) (GLuint index, const GLuint64EXT *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBL2UI64VNVPROC) (GLuint index, const GLuint64EXT *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBL3UI64VNVPROC) (GLuint index, const GLuint64EXT *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBL4UI64VNVPROC) (GLuint index, const GLuint64EXT *v); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLI64VNVPROC) (GLuint index, GLenum pname, GLint64EXT *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLUI64VNVPROC) (GLuint index, GLenum pname, GLuint64EXT *params); typedef void (APIENTRYP PFNGLVERTEXATTRIBLFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertexAttribL1i64NV (GLuint index, GLint64EXT x); GLAPI void APIENTRY glVertexAttribL2i64NV (GLuint index, GLint64EXT x, GLint64EXT y); GLAPI void APIENTRY glVertexAttribL3i64NV (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z); GLAPI void APIENTRY glVertexAttribL4i64NV (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); GLAPI void APIENTRY glVertexAttribL1i64vNV (GLuint index, const GLint64EXT *v); GLAPI void APIENTRY glVertexAttribL2i64vNV (GLuint index, const GLint64EXT *v); GLAPI void APIENTRY glVertexAttribL3i64vNV (GLuint index, const GLint64EXT *v); GLAPI void APIENTRY glVertexAttribL4i64vNV (GLuint index, const GLint64EXT *v); GLAPI void APIENTRY glVertexAttribL1ui64NV (GLuint index, GLuint64EXT x); GLAPI void APIENTRY glVertexAttribL2ui64NV (GLuint index, GLuint64EXT x, GLuint64EXT y); GLAPI void APIENTRY glVertexAttribL3ui64NV (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); GLAPI void APIENTRY glVertexAttribL4ui64NV (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); GLAPI void APIENTRY glVertexAttribL1ui64vNV (GLuint index, const GLuint64EXT *v); GLAPI void APIENTRY glVertexAttribL2ui64vNV (GLuint index, const GLuint64EXT *v); GLAPI void APIENTRY glVertexAttribL3ui64vNV (GLuint index, const GLuint64EXT *v); GLAPI void APIENTRY glVertexAttribL4ui64vNV (GLuint index, const GLuint64EXT *v); GLAPI void APIENTRY glGetVertexAttribLi64vNV (GLuint index, GLenum pname, GLint64EXT *params); GLAPI void APIENTRY glGetVertexAttribLui64vNV (GLuint index, GLenum pname, GLuint64EXT *params); GLAPI void APIENTRY glVertexAttribLFormatNV (GLuint index, GLint size, GLenum type, GLsizei stride); #endif #endif /* GL_NV_vertex_attrib_integer_64bit */ #ifndef GL_NV_vertex_buffer_unified_memory #define GL_NV_vertex_buffer_unified_memory 1 #define GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV 0x8F1E #define GL_ELEMENT_ARRAY_UNIFIED_NV 0x8F1F #define GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV 0x8F20 #define GL_VERTEX_ARRAY_ADDRESS_NV 0x8F21 #define GL_NORMAL_ARRAY_ADDRESS_NV 0x8F22 #define GL_COLOR_ARRAY_ADDRESS_NV 0x8F23 #define GL_INDEX_ARRAY_ADDRESS_NV 0x8F24 #define GL_TEXTURE_COORD_ARRAY_ADDRESS_NV 0x8F25 #define GL_EDGE_FLAG_ARRAY_ADDRESS_NV 0x8F26 #define GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV 0x8F27 #define GL_FOG_COORD_ARRAY_ADDRESS_NV 0x8F28 #define GL_ELEMENT_ARRAY_ADDRESS_NV 0x8F29 #define GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV 0x8F2A #define GL_VERTEX_ARRAY_LENGTH_NV 0x8F2B #define GL_NORMAL_ARRAY_LENGTH_NV 0x8F2C #define GL_COLOR_ARRAY_LENGTH_NV 0x8F2D #define GL_INDEX_ARRAY_LENGTH_NV 0x8F2E #define GL_TEXTURE_COORD_ARRAY_LENGTH_NV 0x8F2F #define GL_EDGE_FLAG_ARRAY_LENGTH_NV 0x8F30 #define GL_SECONDARY_COLOR_ARRAY_LENGTH_NV 0x8F31 #define GL_FOG_COORD_ARRAY_LENGTH_NV 0x8F32 #define GL_ELEMENT_ARRAY_LENGTH_NV 0x8F33 #define GL_DRAW_INDIRECT_UNIFIED_NV 0x8F40 #define GL_DRAW_INDIRECT_ADDRESS_NV 0x8F41 #define GL_DRAW_INDIRECT_LENGTH_NV 0x8F42 typedef void (APIENTRYP PFNGLBUFFERADDRESSRANGENVPROC) (GLenum pname, GLuint index, GLuint64EXT address, GLsizeiptr length); typedef void (APIENTRYP PFNGLVERTEXFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); typedef void (APIENTRYP PFNGLNORMALFORMATNVPROC) (GLenum type, GLsizei stride); typedef void (APIENTRYP PFNGLCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); typedef void (APIENTRYP PFNGLINDEXFORMATNVPROC) (GLenum type, GLsizei stride); typedef void (APIENTRYP PFNGLTEXCOORDFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); typedef void (APIENTRYP PFNGLEDGEFLAGFORMATNVPROC) (GLsizei stride); typedef void (APIENTRYP PFNGLSECONDARYCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); typedef void (APIENTRYP PFNGLFOGCOORDFORMATNVPROC) (GLenum type, GLsizei stride); typedef void (APIENTRYP PFNGLVERTEXATTRIBFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride); typedef void (APIENTRYP PFNGLVERTEXATTRIBIFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride); typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBufferAddressRangeNV (GLenum pname, GLuint index, GLuint64EXT address, GLsizeiptr length); GLAPI void APIENTRY glVertexFormatNV (GLint size, GLenum type, GLsizei stride); GLAPI void APIENTRY glNormalFormatNV (GLenum type, GLsizei stride); GLAPI void APIENTRY glColorFormatNV (GLint size, GLenum type, GLsizei stride); GLAPI void APIENTRY glIndexFormatNV (GLenum type, GLsizei stride); GLAPI void APIENTRY glTexCoordFormatNV (GLint size, GLenum type, GLsizei stride); GLAPI void APIENTRY glEdgeFlagFormatNV (GLsizei stride); GLAPI void APIENTRY glSecondaryColorFormatNV (GLint size, GLenum type, GLsizei stride); GLAPI void APIENTRY glFogCoordFormatNV (GLenum type, GLsizei stride); GLAPI void APIENTRY glVertexAttribFormatNV (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride); GLAPI void APIENTRY glVertexAttribIFormatNV (GLuint index, GLint size, GLenum type, GLsizei stride); GLAPI void APIENTRY glGetIntegerui64i_vNV (GLenum value, GLuint index, GLuint64EXT *result); #endif #endif /* GL_NV_vertex_buffer_unified_memory */ #ifndef GL_NV_vertex_program #define GL_NV_vertex_program 1 #define GL_VERTEX_PROGRAM_NV 0x8620 #define GL_VERTEX_STATE_PROGRAM_NV 0x8621 #define GL_ATTRIB_ARRAY_SIZE_NV 0x8623 #define GL_ATTRIB_ARRAY_STRIDE_NV 0x8624 #define GL_ATTRIB_ARRAY_TYPE_NV 0x8625 #define GL_CURRENT_ATTRIB_NV 0x8626 #define GL_PROGRAM_LENGTH_NV 0x8627 #define GL_PROGRAM_STRING_NV 0x8628 #define GL_MODELVIEW_PROJECTION_NV 0x8629 #define GL_IDENTITY_NV 0x862A #define GL_INVERSE_NV 0x862B #define GL_TRANSPOSE_NV 0x862C #define GL_INVERSE_TRANSPOSE_NV 0x862D #define GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV 0x862E #define GL_MAX_TRACK_MATRICES_NV 0x862F #define GL_MATRIX0_NV 0x8630 #define GL_MATRIX1_NV 0x8631 #define GL_MATRIX2_NV 0x8632 #define GL_MATRIX3_NV 0x8633 #define GL_MATRIX4_NV 0x8634 #define GL_MATRIX5_NV 0x8635 #define GL_MATRIX6_NV 0x8636 #define GL_MATRIX7_NV 0x8637 #define GL_CURRENT_MATRIX_STACK_DEPTH_NV 0x8640 #define GL_CURRENT_MATRIX_NV 0x8641 #define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642 #define GL_VERTEX_PROGRAM_TWO_SIDE_NV 0x8643 #define GL_PROGRAM_PARAMETER_NV 0x8644 #define GL_ATTRIB_ARRAY_POINTER_NV 0x8645 #define GL_PROGRAM_TARGET_NV 0x8646 #define GL_PROGRAM_RESIDENT_NV 0x8647 #define GL_TRACK_MATRIX_NV 0x8648 #define GL_TRACK_MATRIX_TRANSFORM_NV 0x8649 #define GL_VERTEX_PROGRAM_BINDING_NV 0x864A #define GL_PROGRAM_ERROR_POSITION_NV 0x864B #define GL_VERTEX_ATTRIB_ARRAY0_NV 0x8650 #define GL_VERTEX_ATTRIB_ARRAY1_NV 0x8651 #define GL_VERTEX_ATTRIB_ARRAY2_NV 0x8652 #define GL_VERTEX_ATTRIB_ARRAY3_NV 0x8653 #define GL_VERTEX_ATTRIB_ARRAY4_NV 0x8654 #define GL_VERTEX_ATTRIB_ARRAY5_NV 0x8655 #define GL_VERTEX_ATTRIB_ARRAY6_NV 0x8656 #define GL_VERTEX_ATTRIB_ARRAY7_NV 0x8657 #define GL_VERTEX_ATTRIB_ARRAY8_NV 0x8658 #define GL_VERTEX_ATTRIB_ARRAY9_NV 0x8659 #define GL_VERTEX_ATTRIB_ARRAY10_NV 0x865A #define GL_VERTEX_ATTRIB_ARRAY11_NV 0x865B #define GL_VERTEX_ATTRIB_ARRAY12_NV 0x865C #define GL_VERTEX_ATTRIB_ARRAY13_NV 0x865D #define GL_VERTEX_ATTRIB_ARRAY14_NV 0x865E #define GL_VERTEX_ATTRIB_ARRAY15_NV 0x865F #define GL_MAP1_VERTEX_ATTRIB0_4_NV 0x8660 #define GL_MAP1_VERTEX_ATTRIB1_4_NV 0x8661 #define GL_MAP1_VERTEX_ATTRIB2_4_NV 0x8662 #define GL_MAP1_VERTEX_ATTRIB3_4_NV 0x8663 #define GL_MAP1_VERTEX_ATTRIB4_4_NV 0x8664 #define GL_MAP1_VERTEX_ATTRIB5_4_NV 0x8665 #define GL_MAP1_VERTEX_ATTRIB6_4_NV 0x8666 #define GL_MAP1_VERTEX_ATTRIB7_4_NV 0x8667 #define GL_MAP1_VERTEX_ATTRIB8_4_NV 0x8668 #define GL_MAP1_VERTEX_ATTRIB9_4_NV 0x8669 #define GL_MAP1_VERTEX_ATTRIB10_4_NV 0x866A #define GL_MAP1_VERTEX_ATTRIB11_4_NV 0x866B #define GL_MAP1_VERTEX_ATTRIB12_4_NV 0x866C #define GL_MAP1_VERTEX_ATTRIB13_4_NV 0x866D #define GL_MAP1_VERTEX_ATTRIB14_4_NV 0x866E #define GL_MAP1_VERTEX_ATTRIB15_4_NV 0x866F #define GL_MAP2_VERTEX_ATTRIB0_4_NV 0x8670 #define GL_MAP2_VERTEX_ATTRIB1_4_NV 0x8671 #define GL_MAP2_VERTEX_ATTRIB2_4_NV 0x8672 #define GL_MAP2_VERTEX_ATTRIB3_4_NV 0x8673 #define GL_MAP2_VERTEX_ATTRIB4_4_NV 0x8674 #define GL_MAP2_VERTEX_ATTRIB5_4_NV 0x8675 #define GL_MAP2_VERTEX_ATTRIB6_4_NV 0x8676 #define GL_MAP2_VERTEX_ATTRIB7_4_NV 0x8677 #define GL_MAP2_VERTEX_ATTRIB8_4_NV 0x8678 #define GL_MAP2_VERTEX_ATTRIB9_4_NV 0x8679 #define GL_MAP2_VERTEX_ATTRIB10_4_NV 0x867A #define GL_MAP2_VERTEX_ATTRIB11_4_NV 0x867B #define GL_MAP2_VERTEX_ATTRIB12_4_NV 0x867C #define GL_MAP2_VERTEX_ATTRIB13_4_NV 0x867D #define GL_MAP2_VERTEX_ATTRIB14_4_NV 0x867E #define GL_MAP2_VERTEX_ATTRIB15_4_NV 0x867F typedef GLboolean (APIENTRYP PFNGLAREPROGRAMSRESIDENTNVPROC) (GLsizei n, const GLuint *programs, GLboolean *residences); typedef void (APIENTRYP PFNGLBINDPROGRAMNVPROC) (GLenum target, GLuint id); typedef void (APIENTRYP PFNGLDELETEPROGRAMSNVPROC) (GLsizei n, const GLuint *programs); typedef void (APIENTRYP PFNGLEXECUTEPROGRAMNVPROC) (GLenum target, GLuint id, const GLfloat *params); typedef void (APIENTRYP PFNGLGENPROGRAMSNVPROC) (GLsizei n, GLuint *programs); typedef void (APIENTRYP PFNGLGETPROGRAMPARAMETERDVNVPROC) (GLenum target, GLuint index, GLenum pname, GLdouble *params); typedef void (APIENTRYP PFNGLGETPROGRAMPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETPROGRAMIVNVPROC) (GLuint id, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETPROGRAMSTRINGNVPROC) (GLuint id, GLenum pname, GLubyte *program); typedef void (APIENTRYP PFNGLGETTRACKMATRIXIVNVPROC) (GLenum target, GLuint address, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVNVPROC) (GLuint index, GLenum pname, GLdouble *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVNVPROC) (GLuint index, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVNVPROC) (GLuint index, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVNVPROC) (GLuint index, GLenum pname, void **pointer); typedef GLboolean (APIENTRYP PFNGLISPROGRAMNVPROC) (GLuint id); typedef void (APIENTRYP PFNGLLOADPROGRAMNVPROC) (GLenum target, GLuint id, GLsizei len, const GLubyte *program); typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4DNVPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4DVNVPROC) (GLenum target, GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4FNVPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4FVNVPROC) (GLenum target, GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLPROGRAMPARAMETERS4DVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLdouble *v); typedef void (APIENTRYP PFNGLPROGRAMPARAMETERS4FVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat *v); typedef void (APIENTRYP PFNGLREQUESTRESIDENTPROGRAMSNVPROC) (GLsizei n, const GLuint *programs); typedef void (APIENTRYP PFNGLTRACKMATRIXNVPROC) (GLenum target, GLuint address, GLenum matrix, GLenum transform); typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERNVPROC) (GLuint index, GLint fsize, GLenum type, GLsizei stride, const void *pointer); typedef void (APIENTRYP PFNGLVERTEXATTRIB1DNVPROC) (GLuint index, GLdouble x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVNVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB1FNVPROC) (GLuint index, GLfloat x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVNVPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB1SNVPROC) (GLuint index, GLshort x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVNVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2DNVPROC) (GLuint index, GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVNVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2FNVPROC) (GLuint index, GLfloat x, GLfloat y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVNVPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2SNVPROC) (GLuint index, GLshort x, GLshort y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVNVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVNVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVNVPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVNVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVNVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVNVPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVNVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBNVPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVNVPROC) (GLuint index, const GLubyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS1DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS1FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS1SVNVPROC) (GLuint index, GLsizei count, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS2DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS2FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS2SVNVPROC) (GLuint index, GLsizei count, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS3DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS3FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS3SVNVPROC) (GLuint index, GLsizei count, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS4DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS4FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS4SVNVPROC) (GLuint index, GLsizei count, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS4UBVNVPROC) (GLuint index, GLsizei count, const GLubyte *v); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLboolean APIENTRY glAreProgramsResidentNV (GLsizei n, const GLuint *programs, GLboolean *residences); GLAPI void APIENTRY glBindProgramNV (GLenum target, GLuint id); GLAPI void APIENTRY glDeleteProgramsNV (GLsizei n, const GLuint *programs); GLAPI void APIENTRY glExecuteProgramNV (GLenum target, GLuint id, const GLfloat *params); GLAPI void APIENTRY glGenProgramsNV (GLsizei n, GLuint *programs); GLAPI void APIENTRY glGetProgramParameterdvNV (GLenum target, GLuint index, GLenum pname, GLdouble *params); GLAPI void APIENTRY glGetProgramParameterfvNV (GLenum target, GLuint index, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetProgramivNV (GLuint id, GLenum pname, GLint *params); GLAPI void APIENTRY glGetProgramStringNV (GLuint id, GLenum pname, GLubyte *program); GLAPI void APIENTRY glGetTrackMatrixivNV (GLenum target, GLuint address, GLenum pname, GLint *params); GLAPI void APIENTRY glGetVertexAttribdvNV (GLuint index, GLenum pname, GLdouble *params); GLAPI void APIENTRY glGetVertexAttribfvNV (GLuint index, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetVertexAttribivNV (GLuint index, GLenum pname, GLint *params); GLAPI void APIENTRY glGetVertexAttribPointervNV (GLuint index, GLenum pname, void **pointer); GLAPI GLboolean APIENTRY glIsProgramNV (GLuint id); GLAPI void APIENTRY glLoadProgramNV (GLenum target, GLuint id, GLsizei len, const GLubyte *program); GLAPI void APIENTRY glProgramParameter4dNV (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI void APIENTRY glProgramParameter4dvNV (GLenum target, GLuint index, const GLdouble *v); GLAPI void APIENTRY glProgramParameter4fNV (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); GLAPI void APIENTRY glProgramParameter4fvNV (GLenum target, GLuint index, const GLfloat *v); GLAPI void APIENTRY glProgramParameters4dvNV (GLenum target, GLuint index, GLsizei count, const GLdouble *v); GLAPI void APIENTRY glProgramParameters4fvNV (GLenum target, GLuint index, GLsizei count, const GLfloat *v); GLAPI void APIENTRY glRequestResidentProgramsNV (GLsizei n, const GLuint *programs); GLAPI void APIENTRY glTrackMatrixNV (GLenum target, GLuint address, GLenum matrix, GLenum transform); GLAPI void APIENTRY glVertexAttribPointerNV (GLuint index, GLint fsize, GLenum type, GLsizei stride, const void *pointer); GLAPI void APIENTRY glVertexAttrib1dNV (GLuint index, GLdouble x); GLAPI void APIENTRY glVertexAttrib1dvNV (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttrib1fNV (GLuint index, GLfloat x); GLAPI void APIENTRY glVertexAttrib1fvNV (GLuint index, const GLfloat *v); GLAPI void APIENTRY glVertexAttrib1sNV (GLuint index, GLshort x); GLAPI void APIENTRY glVertexAttrib1svNV (GLuint index, const GLshort *v); GLAPI void APIENTRY glVertexAttrib2dNV (GLuint index, GLdouble x, GLdouble y); GLAPI void APIENTRY glVertexAttrib2dvNV (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttrib2fNV (GLuint index, GLfloat x, GLfloat y); GLAPI void APIENTRY glVertexAttrib2fvNV (GLuint index, const GLfloat *v); GLAPI void APIENTRY glVertexAttrib2sNV (GLuint index, GLshort x, GLshort y); GLAPI void APIENTRY glVertexAttrib2svNV (GLuint index, const GLshort *v); GLAPI void APIENTRY glVertexAttrib3dNV (GLuint index, GLdouble x, GLdouble y, GLdouble z); GLAPI void APIENTRY glVertexAttrib3dvNV (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttrib3fNV (GLuint index, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glVertexAttrib3fvNV (GLuint index, const GLfloat *v); GLAPI void APIENTRY glVertexAttrib3sNV (GLuint index, GLshort x, GLshort y, GLshort z); GLAPI void APIENTRY glVertexAttrib3svNV (GLuint index, const GLshort *v); GLAPI void APIENTRY glVertexAttrib4dNV (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI void APIENTRY glVertexAttrib4dvNV (GLuint index, const GLdouble *v); GLAPI void APIENTRY glVertexAttrib4fNV (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); GLAPI void APIENTRY glVertexAttrib4fvNV (GLuint index, const GLfloat *v); GLAPI void APIENTRY glVertexAttrib4sNV (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); GLAPI void APIENTRY glVertexAttrib4svNV (GLuint index, const GLshort *v); GLAPI void APIENTRY glVertexAttrib4ubNV (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); GLAPI void APIENTRY glVertexAttrib4ubvNV (GLuint index, const GLubyte *v); GLAPI void APIENTRY glVertexAttribs1dvNV (GLuint index, GLsizei count, const GLdouble *v); GLAPI void APIENTRY glVertexAttribs1fvNV (GLuint index, GLsizei count, const GLfloat *v); GLAPI void APIENTRY glVertexAttribs1svNV (GLuint index, GLsizei count, const GLshort *v); GLAPI void APIENTRY glVertexAttribs2dvNV (GLuint index, GLsizei count, const GLdouble *v); GLAPI void APIENTRY glVertexAttribs2fvNV (GLuint index, GLsizei count, const GLfloat *v); GLAPI void APIENTRY glVertexAttribs2svNV (GLuint index, GLsizei count, const GLshort *v); GLAPI void APIENTRY glVertexAttribs3dvNV (GLuint index, GLsizei count, const GLdouble *v); GLAPI void APIENTRY glVertexAttribs3fvNV (GLuint index, GLsizei count, const GLfloat *v); GLAPI void APIENTRY glVertexAttribs3svNV (GLuint index, GLsizei count, const GLshort *v); GLAPI void APIENTRY glVertexAttribs4dvNV (GLuint index, GLsizei count, const GLdouble *v); GLAPI void APIENTRY glVertexAttribs4fvNV (GLuint index, GLsizei count, const GLfloat *v); GLAPI void APIENTRY glVertexAttribs4svNV (GLuint index, GLsizei count, const GLshort *v); GLAPI void APIENTRY glVertexAttribs4ubvNV (GLuint index, GLsizei count, const GLubyte *v); #endif #endif /* GL_NV_vertex_program */ #ifndef GL_NV_vertex_program1_1 #define GL_NV_vertex_program1_1 1 #endif /* GL_NV_vertex_program1_1 */ #ifndef GL_NV_vertex_program2 #define GL_NV_vertex_program2 1 #endif /* GL_NV_vertex_program2 */ #ifndef GL_NV_vertex_program2_option #define GL_NV_vertex_program2_option 1 #endif /* GL_NV_vertex_program2_option */ #ifndef GL_NV_vertex_program3 #define GL_NV_vertex_program3 1 #endif /* GL_NV_vertex_program3 */ #ifndef GL_NV_vertex_program4 #define GL_NV_vertex_program4 1 #define GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV 0x88FD #endif /* GL_NV_vertex_program4 */ #ifndef GL_NV_video_capture #define GL_NV_video_capture 1 #define GL_VIDEO_BUFFER_NV 0x9020 #define GL_VIDEO_BUFFER_BINDING_NV 0x9021 #define GL_FIELD_UPPER_NV 0x9022 #define GL_FIELD_LOWER_NV 0x9023 #define GL_NUM_VIDEO_CAPTURE_STREAMS_NV 0x9024 #define GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV 0x9025 #define GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV 0x9026 #define GL_LAST_VIDEO_CAPTURE_STATUS_NV 0x9027 #define GL_VIDEO_BUFFER_PITCH_NV 0x9028 #define GL_VIDEO_COLOR_CONVERSION_MATRIX_NV 0x9029 #define GL_VIDEO_COLOR_CONVERSION_MAX_NV 0x902A #define GL_VIDEO_COLOR_CONVERSION_MIN_NV 0x902B #define GL_VIDEO_COLOR_CONVERSION_OFFSET_NV 0x902C #define GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV 0x902D #define GL_PARTIAL_SUCCESS_NV 0x902E #define GL_SUCCESS_NV 0x902F #define GL_FAILURE_NV 0x9030 #define GL_YCBYCR8_422_NV 0x9031 #define GL_YCBAYCR8A_4224_NV 0x9032 #define GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV 0x9033 #define GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV 0x9034 #define GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV 0x9035 #define GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV 0x9036 #define GL_Z4Y12Z4CB12Z4CR12_444_NV 0x9037 #define GL_VIDEO_CAPTURE_FRAME_WIDTH_NV 0x9038 #define GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV 0x9039 #define GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV 0x903A #define GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV 0x903B #define GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV 0x903C typedef void (APIENTRYP PFNGLBEGINVIDEOCAPTURENVPROC) (GLuint video_capture_slot); typedef void (APIENTRYP PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLintptrARB offset); typedef void (APIENTRYP PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLenum target, GLuint texture); typedef void (APIENTRYP PFNGLENDVIDEOCAPTURENVPROC) (GLuint video_capture_slot); typedef void (APIENTRYP PFNGLGETVIDEOCAPTUREIVNVPROC) (GLuint video_capture_slot, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETVIDEOCAPTURESTREAMIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETVIDEOCAPTURESTREAMFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETVIDEOCAPTURESTREAMDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLdouble *params); typedef GLenum (APIENTRYP PFNGLVIDEOCAPTURENVPROC) (GLuint video_capture_slot, GLuint *sequence_num, GLuint64EXT *capture_time); typedef void (APIENTRYP PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLdouble *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBeginVideoCaptureNV (GLuint video_capture_slot); GLAPI void APIENTRY glBindVideoCaptureStreamBufferNV (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLintptrARB offset); GLAPI void APIENTRY glBindVideoCaptureStreamTextureNV (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLenum target, GLuint texture); GLAPI void APIENTRY glEndVideoCaptureNV (GLuint video_capture_slot); GLAPI void APIENTRY glGetVideoCaptureivNV (GLuint video_capture_slot, GLenum pname, GLint *params); GLAPI void APIENTRY glGetVideoCaptureStreamivNV (GLuint video_capture_slot, GLuint stream, GLenum pname, GLint *params); GLAPI void APIENTRY glGetVideoCaptureStreamfvNV (GLuint video_capture_slot, GLuint stream, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetVideoCaptureStreamdvNV (GLuint video_capture_slot, GLuint stream, GLenum pname, GLdouble *params); GLAPI GLenum APIENTRY glVideoCaptureNV (GLuint video_capture_slot, GLuint *sequence_num, GLuint64EXT *capture_time); GLAPI void APIENTRY glVideoCaptureStreamParameterivNV (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLint *params); GLAPI void APIENTRY glVideoCaptureStreamParameterfvNV (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLfloat *params); GLAPI void APIENTRY glVideoCaptureStreamParameterdvNV (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLdouble *params); #endif #endif /* GL_NV_video_capture */ #ifndef GL_NV_viewport_array2 #define GL_NV_viewport_array2 1 #endif /* GL_NV_viewport_array2 */ #ifndef GL_NV_viewport_swizzle #define GL_NV_viewport_swizzle 1 #define GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV 0x9350 #define GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV 0x9351 #define GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV 0x9352 #define GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV 0x9353 #define GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV 0x9354 #define GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV 0x9355 #define GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV 0x9356 #define GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV 0x9357 #define GL_VIEWPORT_SWIZZLE_X_NV 0x9358 #define GL_VIEWPORT_SWIZZLE_Y_NV 0x9359 #define GL_VIEWPORT_SWIZZLE_Z_NV 0x935A #define GL_VIEWPORT_SWIZZLE_W_NV 0x935B typedef void (APIENTRYP PFNGLVIEWPORTSWIZZLENVPROC) (GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glViewportSwizzleNV (GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew); #endif #endif /* GL_NV_viewport_swizzle */ #ifndef GL_OML_interlace #define GL_OML_interlace 1 #define GL_INTERLACE_OML 0x8980 #define GL_INTERLACE_READ_OML 0x8981 #endif /* GL_OML_interlace */ #ifndef GL_OML_resample #define GL_OML_resample 1 #define GL_PACK_RESAMPLE_OML 0x8984 #define GL_UNPACK_RESAMPLE_OML 0x8985 #define GL_RESAMPLE_REPLICATE_OML 0x8986 #define GL_RESAMPLE_ZERO_FILL_OML 0x8987 #define GL_RESAMPLE_AVERAGE_OML 0x8988 #define GL_RESAMPLE_DECIMATE_OML 0x8989 #endif /* GL_OML_resample */ #ifndef GL_OML_subsample #define GL_OML_subsample 1 #define GL_FORMAT_SUBSAMPLE_24_24_OML 0x8982 #define GL_FORMAT_SUBSAMPLE_244_244_OML 0x8983 #endif /* GL_OML_subsample */ #ifndef GL_OVR_multiview #define GL_OVR_multiview 1 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR 0x9630 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR 0x9632 #define GL_MAX_VIEWS_OVR 0x9631 #define GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR 0x9633 typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFramebufferTextureMultiviewOVR (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews); #endif #endif /* GL_OVR_multiview */ #ifndef GL_OVR_multiview2 #define GL_OVR_multiview2 1 #endif /* GL_OVR_multiview2 */ #ifndef GL_PGI_misc_hints #define GL_PGI_misc_hints 1 #define GL_PREFER_DOUBLEBUFFER_HINT_PGI 0x1A1F8 #define GL_CONSERVE_MEMORY_HINT_PGI 0x1A1FD #define GL_RECLAIM_MEMORY_HINT_PGI 0x1A1FE #define GL_NATIVE_GRAPHICS_HANDLE_PGI 0x1A202 #define GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI 0x1A203 #define GL_NATIVE_GRAPHICS_END_HINT_PGI 0x1A204 #define GL_ALWAYS_FAST_HINT_PGI 0x1A20C #define GL_ALWAYS_SOFT_HINT_PGI 0x1A20D #define GL_ALLOW_DRAW_OBJ_HINT_PGI 0x1A20E #define GL_ALLOW_DRAW_WIN_HINT_PGI 0x1A20F #define GL_ALLOW_DRAW_FRG_HINT_PGI 0x1A210 #define GL_ALLOW_DRAW_MEM_HINT_PGI 0x1A211 #define GL_STRICT_DEPTHFUNC_HINT_PGI 0x1A216 #define GL_STRICT_LIGHTING_HINT_PGI 0x1A217 #define GL_STRICT_SCISSOR_HINT_PGI 0x1A218 #define GL_FULL_STIPPLE_HINT_PGI 0x1A219 #define GL_CLIP_NEAR_HINT_PGI 0x1A220 #define GL_CLIP_FAR_HINT_PGI 0x1A221 #define GL_WIDE_LINE_HINT_PGI 0x1A222 #define GL_BACK_NORMALS_HINT_PGI 0x1A223 typedef void (APIENTRYP PFNGLHINTPGIPROC) (GLenum target, GLint mode); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glHintPGI (GLenum target, GLint mode); #endif #endif /* GL_PGI_misc_hints */ #ifndef GL_PGI_vertex_hints #define GL_PGI_vertex_hints 1 #define GL_VERTEX_DATA_HINT_PGI 0x1A22A #define GL_VERTEX_CONSISTENT_HINT_PGI 0x1A22B #define GL_MATERIAL_SIDE_HINT_PGI 0x1A22C #define GL_MAX_VERTEX_HINT_PGI 0x1A22D #define GL_COLOR3_BIT_PGI 0x00010000 #define GL_COLOR4_BIT_PGI 0x00020000 #define GL_EDGEFLAG_BIT_PGI 0x00040000 #define GL_INDEX_BIT_PGI 0x00080000 #define GL_MAT_AMBIENT_BIT_PGI 0x00100000 #define GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI 0x00200000 #define GL_MAT_DIFFUSE_BIT_PGI 0x00400000 #define GL_MAT_EMISSION_BIT_PGI 0x00800000 #define GL_MAT_COLOR_INDEXES_BIT_PGI 0x01000000 #define GL_MAT_SHININESS_BIT_PGI 0x02000000 #define GL_MAT_SPECULAR_BIT_PGI 0x04000000 #define GL_NORMAL_BIT_PGI 0x08000000 #define GL_TEXCOORD1_BIT_PGI 0x10000000 #define GL_TEXCOORD2_BIT_PGI 0x20000000 #define GL_TEXCOORD3_BIT_PGI 0x40000000 #define GL_TEXCOORD4_BIT_PGI 0x80000000 #define GL_VERTEX23_BIT_PGI 0x00000004 #define GL_VERTEX4_BIT_PGI 0x00000008 #endif /* GL_PGI_vertex_hints */ #ifndef GL_REND_screen_coordinates #define GL_REND_screen_coordinates 1 #define GL_SCREEN_COORDINATES_REND 0x8490 #define GL_INVERTED_SCREEN_W_REND 0x8491 #endif /* GL_REND_screen_coordinates */ #ifndef GL_S3_s3tc #define GL_S3_s3tc 1 #define GL_RGB_S3TC 0x83A0 #define GL_RGB4_S3TC 0x83A1 #define GL_RGBA_S3TC 0x83A2 #define GL_RGBA4_S3TC 0x83A3 #define GL_RGBA_DXT5_S3TC 0x83A4 #define GL_RGBA4_DXT5_S3TC 0x83A5 #endif /* GL_S3_s3tc */ #ifndef GL_SGIS_detail_texture #define GL_SGIS_detail_texture 1 #define GL_DETAIL_TEXTURE_2D_SGIS 0x8095 #define GL_DETAIL_TEXTURE_2D_BINDING_SGIS 0x8096 #define GL_LINEAR_DETAIL_SGIS 0x8097 #define GL_LINEAR_DETAIL_ALPHA_SGIS 0x8098 #define GL_LINEAR_DETAIL_COLOR_SGIS 0x8099 #define GL_DETAIL_TEXTURE_LEVEL_SGIS 0x809A #define GL_DETAIL_TEXTURE_MODE_SGIS 0x809B #define GL_DETAIL_TEXTURE_FUNC_POINTS_SGIS 0x809C typedef void (APIENTRYP PFNGLDETAILTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat *points); typedef void (APIENTRYP PFNGLGETDETAILTEXFUNCSGISPROC) (GLenum target, GLfloat *points); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDetailTexFuncSGIS (GLenum target, GLsizei n, const GLfloat *points); GLAPI void APIENTRY glGetDetailTexFuncSGIS (GLenum target, GLfloat *points); #endif #endif /* GL_SGIS_detail_texture */ #ifndef GL_SGIS_fog_function #define GL_SGIS_fog_function 1 #define GL_FOG_FUNC_SGIS 0x812A #define GL_FOG_FUNC_POINTS_SGIS 0x812B #define GL_MAX_FOG_FUNC_POINTS_SGIS 0x812C typedef void (APIENTRYP PFNGLFOGFUNCSGISPROC) (GLsizei n, const GLfloat *points); typedef void (APIENTRYP PFNGLGETFOGFUNCSGISPROC) (GLfloat *points); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFogFuncSGIS (GLsizei n, const GLfloat *points); GLAPI void APIENTRY glGetFogFuncSGIS (GLfloat *points); #endif #endif /* GL_SGIS_fog_function */ #ifndef GL_SGIS_generate_mipmap #define GL_SGIS_generate_mipmap 1 #define GL_GENERATE_MIPMAP_SGIS 0x8191 #define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192 #endif /* GL_SGIS_generate_mipmap */ #ifndef GL_SGIS_multisample #define GL_SGIS_multisample 1 #define GL_MULTISAMPLE_SGIS 0x809D #define GL_SAMPLE_ALPHA_TO_MASK_SGIS 0x809E #define GL_SAMPLE_ALPHA_TO_ONE_SGIS 0x809F #define GL_SAMPLE_MASK_SGIS 0x80A0 #define GL_1PASS_SGIS 0x80A1 #define GL_2PASS_0_SGIS 0x80A2 #define GL_2PASS_1_SGIS 0x80A3 #define GL_4PASS_0_SGIS 0x80A4 #define GL_4PASS_1_SGIS 0x80A5 #define GL_4PASS_2_SGIS 0x80A6 #define GL_4PASS_3_SGIS 0x80A7 #define GL_SAMPLE_BUFFERS_SGIS 0x80A8 #define GL_SAMPLES_SGIS 0x80A9 #define GL_SAMPLE_MASK_VALUE_SGIS 0x80AA #define GL_SAMPLE_MASK_INVERT_SGIS 0x80AB #define GL_SAMPLE_PATTERN_SGIS 0x80AC typedef void (APIENTRYP PFNGLSAMPLEMASKSGISPROC) (GLclampf value, GLboolean invert); typedef void (APIENTRYP PFNGLSAMPLEPATTERNSGISPROC) (GLenum pattern); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glSampleMaskSGIS (GLclampf value, GLboolean invert); GLAPI void APIENTRY glSamplePatternSGIS (GLenum pattern); #endif #endif /* GL_SGIS_multisample */ #ifndef GL_SGIS_pixel_texture #define GL_SGIS_pixel_texture 1 #define GL_PIXEL_TEXTURE_SGIS 0x8353 #define GL_PIXEL_FRAGMENT_RGB_SOURCE_SGIS 0x8354 #define GL_PIXEL_FRAGMENT_ALPHA_SOURCE_SGIS 0x8355 #define GL_PIXEL_GROUP_COLOR_SGIS 0x8356 typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERISGISPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERIVSGISPROC) (GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERFSGISPROC) (GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERFVSGISPROC) (GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLGETPIXELTEXGENPARAMETERIVSGISPROC) (GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETPIXELTEXGENPARAMETERFVSGISPROC) (GLenum pname, GLfloat *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPixelTexGenParameteriSGIS (GLenum pname, GLint param); GLAPI void APIENTRY glPixelTexGenParameterivSGIS (GLenum pname, const GLint *params); GLAPI void APIENTRY glPixelTexGenParameterfSGIS (GLenum pname, GLfloat param); GLAPI void APIENTRY glPixelTexGenParameterfvSGIS (GLenum pname, const GLfloat *params); GLAPI void APIENTRY glGetPixelTexGenParameterivSGIS (GLenum pname, GLint *params); GLAPI void APIENTRY glGetPixelTexGenParameterfvSGIS (GLenum pname, GLfloat *params); #endif #endif /* GL_SGIS_pixel_texture */ #ifndef GL_SGIS_point_line_texgen #define GL_SGIS_point_line_texgen 1 #define GL_EYE_DISTANCE_TO_POINT_SGIS 0x81F0 #define GL_OBJECT_DISTANCE_TO_POINT_SGIS 0x81F1 #define GL_EYE_DISTANCE_TO_LINE_SGIS 0x81F2 #define GL_OBJECT_DISTANCE_TO_LINE_SGIS 0x81F3 #define GL_EYE_POINT_SGIS 0x81F4 #define GL_OBJECT_POINT_SGIS 0x81F5 #define GL_EYE_LINE_SGIS 0x81F6 #define GL_OBJECT_LINE_SGIS 0x81F7 #endif /* GL_SGIS_point_line_texgen */ #ifndef GL_SGIS_point_parameters #define GL_SGIS_point_parameters 1 #define GL_POINT_SIZE_MIN_SGIS 0x8126 #define GL_POINT_SIZE_MAX_SGIS 0x8127 #define GL_POINT_FADE_THRESHOLD_SIZE_SGIS 0x8128 #define GL_DISTANCE_ATTENUATION_SGIS 0x8129 typedef void (APIENTRYP PFNGLPOINTPARAMETERFSGISPROC) (GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLPOINTPARAMETERFVSGISPROC) (GLenum pname, const GLfloat *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPointParameterfSGIS (GLenum pname, GLfloat param); GLAPI void APIENTRY glPointParameterfvSGIS (GLenum pname, const GLfloat *params); #endif #endif /* GL_SGIS_point_parameters */ #ifndef GL_SGIS_sharpen_texture #define GL_SGIS_sharpen_texture 1 #define GL_LINEAR_SHARPEN_SGIS 0x80AD #define GL_LINEAR_SHARPEN_ALPHA_SGIS 0x80AE #define GL_LINEAR_SHARPEN_COLOR_SGIS 0x80AF #define GL_SHARPEN_TEXTURE_FUNC_POINTS_SGIS 0x80B0 typedef void (APIENTRYP PFNGLSHARPENTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat *points); typedef void (APIENTRYP PFNGLGETSHARPENTEXFUNCSGISPROC) (GLenum target, GLfloat *points); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glSharpenTexFuncSGIS (GLenum target, GLsizei n, const GLfloat *points); GLAPI void APIENTRY glGetSharpenTexFuncSGIS (GLenum target, GLfloat *points); #endif #endif /* GL_SGIS_sharpen_texture */ #ifndef GL_SGIS_texture4D #define GL_SGIS_texture4D 1 #define GL_PACK_SKIP_VOLUMES_SGIS 0x8130 #define GL_PACK_IMAGE_DEPTH_SGIS 0x8131 #define GL_UNPACK_SKIP_VOLUMES_SGIS 0x8132 #define GL_UNPACK_IMAGE_DEPTH_SGIS 0x8133 #define GL_TEXTURE_4D_SGIS 0x8134 #define GL_PROXY_TEXTURE_4D_SGIS 0x8135 #define GL_TEXTURE_4DSIZE_SGIS 0x8136 #define GL_TEXTURE_WRAP_Q_SGIS 0x8137 #define GL_MAX_4D_TEXTURE_SIZE_SGIS 0x8138 #define GL_TEXTURE_4D_BINDING_SGIS 0x814F typedef void (APIENTRYP PFNGLTEXIMAGE4DSGISPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLint border, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLTEXSUBIMAGE4DSGISPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLenum format, GLenum type, const void *pixels); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTexImage4DSGIS (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLint border, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glTexSubImage4DSGIS (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLenum format, GLenum type, const void *pixels); #endif #endif /* GL_SGIS_texture4D */ #ifndef GL_SGIS_texture_border_clamp #define GL_SGIS_texture_border_clamp 1 #define GL_CLAMP_TO_BORDER_SGIS 0x812D #endif /* GL_SGIS_texture_border_clamp */ #ifndef GL_SGIS_texture_color_mask #define GL_SGIS_texture_color_mask 1 #define GL_TEXTURE_COLOR_WRITEMASK_SGIS 0x81EF typedef void (APIENTRYP PFNGLTEXTURECOLORMASKSGISPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTextureColorMaskSGIS (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); #endif #endif /* GL_SGIS_texture_color_mask */ #ifndef GL_SGIS_texture_edge_clamp #define GL_SGIS_texture_edge_clamp 1 #define GL_CLAMP_TO_EDGE_SGIS 0x812F #endif /* GL_SGIS_texture_edge_clamp */ #ifndef GL_SGIS_texture_filter4 #define GL_SGIS_texture_filter4 1 #define GL_FILTER4_SGIS 0x8146 #define GL_TEXTURE_FILTER4_SIZE_SGIS 0x8147 typedef void (APIENTRYP PFNGLGETTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLfloat *weights); typedef void (APIENTRYP PFNGLTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLsizei n, const GLfloat *weights); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGetTexFilterFuncSGIS (GLenum target, GLenum filter, GLfloat *weights); GLAPI void APIENTRY glTexFilterFuncSGIS (GLenum target, GLenum filter, GLsizei n, const GLfloat *weights); #endif #endif /* GL_SGIS_texture_filter4 */ #ifndef GL_SGIS_texture_lod #define GL_SGIS_texture_lod 1 #define GL_TEXTURE_MIN_LOD_SGIS 0x813A #define GL_TEXTURE_MAX_LOD_SGIS 0x813B #define GL_TEXTURE_BASE_LEVEL_SGIS 0x813C #define GL_TEXTURE_MAX_LEVEL_SGIS 0x813D #endif /* GL_SGIS_texture_lod */ #ifndef GL_SGIS_texture_select #define GL_SGIS_texture_select 1 #define GL_DUAL_ALPHA4_SGIS 0x8110 #define GL_DUAL_ALPHA8_SGIS 0x8111 #define GL_DUAL_ALPHA12_SGIS 0x8112 #define GL_DUAL_ALPHA16_SGIS 0x8113 #define GL_DUAL_LUMINANCE4_SGIS 0x8114 #define GL_DUAL_LUMINANCE8_SGIS 0x8115 #define GL_DUAL_LUMINANCE12_SGIS 0x8116 #define GL_DUAL_LUMINANCE16_SGIS 0x8117 #define GL_DUAL_INTENSITY4_SGIS 0x8118 #define GL_DUAL_INTENSITY8_SGIS 0x8119 #define GL_DUAL_INTENSITY12_SGIS 0x811A #define GL_DUAL_INTENSITY16_SGIS 0x811B #define GL_DUAL_LUMINANCE_ALPHA4_SGIS 0x811C #define GL_DUAL_LUMINANCE_ALPHA8_SGIS 0x811D #define GL_QUAD_ALPHA4_SGIS 0x811E #define GL_QUAD_ALPHA8_SGIS 0x811F #define GL_QUAD_LUMINANCE4_SGIS 0x8120 #define GL_QUAD_LUMINANCE8_SGIS 0x8121 #define GL_QUAD_INTENSITY4_SGIS 0x8122 #define GL_QUAD_INTENSITY8_SGIS 0x8123 #define GL_DUAL_TEXTURE_SELECT_SGIS 0x8124 #define GL_QUAD_TEXTURE_SELECT_SGIS 0x8125 #endif /* GL_SGIS_texture_select */ #ifndef GL_SGIX_async #define GL_SGIX_async 1 #define GL_ASYNC_MARKER_SGIX 0x8329 typedef void (APIENTRYP PFNGLASYNCMARKERSGIXPROC) (GLuint marker); typedef GLint (APIENTRYP PFNGLFINISHASYNCSGIXPROC) (GLuint *markerp); typedef GLint (APIENTRYP PFNGLPOLLASYNCSGIXPROC) (GLuint *markerp); typedef GLuint (APIENTRYP PFNGLGENASYNCMARKERSSGIXPROC) (GLsizei range); typedef void (APIENTRYP PFNGLDELETEASYNCMARKERSSGIXPROC) (GLuint marker, GLsizei range); typedef GLboolean (APIENTRYP PFNGLISASYNCMARKERSGIXPROC) (GLuint marker); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glAsyncMarkerSGIX (GLuint marker); GLAPI GLint APIENTRY glFinishAsyncSGIX (GLuint *markerp); GLAPI GLint APIENTRY glPollAsyncSGIX (GLuint *markerp); GLAPI GLuint APIENTRY glGenAsyncMarkersSGIX (GLsizei range); GLAPI void APIENTRY glDeleteAsyncMarkersSGIX (GLuint marker, GLsizei range); GLAPI GLboolean APIENTRY glIsAsyncMarkerSGIX (GLuint marker); #endif #endif /* GL_SGIX_async */ #ifndef GL_SGIX_async_histogram #define GL_SGIX_async_histogram 1 #define GL_ASYNC_HISTOGRAM_SGIX 0x832C #define GL_MAX_ASYNC_HISTOGRAM_SGIX 0x832D #endif /* GL_SGIX_async_histogram */ #ifndef GL_SGIX_async_pixel #define GL_SGIX_async_pixel 1 #define GL_ASYNC_TEX_IMAGE_SGIX 0x835C #define GL_ASYNC_DRAW_PIXELS_SGIX 0x835D #define GL_ASYNC_READ_PIXELS_SGIX 0x835E #define GL_MAX_ASYNC_TEX_IMAGE_SGIX 0x835F #define GL_MAX_ASYNC_DRAW_PIXELS_SGIX 0x8360 #define GL_MAX_ASYNC_READ_PIXELS_SGIX 0x8361 #endif /* GL_SGIX_async_pixel */ #ifndef GL_SGIX_blend_alpha_minmax #define GL_SGIX_blend_alpha_minmax 1 #define GL_ALPHA_MIN_SGIX 0x8320 #define GL_ALPHA_MAX_SGIX 0x8321 #endif /* GL_SGIX_blend_alpha_minmax */ #ifndef GL_SGIX_calligraphic_fragment #define GL_SGIX_calligraphic_fragment 1 #define GL_CALLIGRAPHIC_FRAGMENT_SGIX 0x8183 #endif /* GL_SGIX_calligraphic_fragment */ #ifndef GL_SGIX_clipmap #define GL_SGIX_clipmap 1 #define GL_LINEAR_CLIPMAP_LINEAR_SGIX 0x8170 #define GL_TEXTURE_CLIPMAP_CENTER_SGIX 0x8171 #define GL_TEXTURE_CLIPMAP_FRAME_SGIX 0x8172 #define GL_TEXTURE_CLIPMAP_OFFSET_SGIX 0x8173 #define GL_TEXTURE_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8174 #define GL_TEXTURE_CLIPMAP_LOD_OFFSET_SGIX 0x8175 #define GL_TEXTURE_CLIPMAP_DEPTH_SGIX 0x8176 #define GL_MAX_CLIPMAP_DEPTH_SGIX 0x8177 #define GL_MAX_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8178 #define GL_NEAREST_CLIPMAP_NEAREST_SGIX 0x844D #define GL_NEAREST_CLIPMAP_LINEAR_SGIX 0x844E #define GL_LINEAR_CLIPMAP_NEAREST_SGIX 0x844F #endif /* GL_SGIX_clipmap */ #ifndef GL_SGIX_convolution_accuracy #define GL_SGIX_convolution_accuracy 1 #define GL_CONVOLUTION_HINT_SGIX 0x8316 #endif /* GL_SGIX_convolution_accuracy */ #ifndef GL_SGIX_depth_pass_instrument #define GL_SGIX_depth_pass_instrument 1 #endif /* GL_SGIX_depth_pass_instrument */ #ifndef GL_SGIX_depth_texture #define GL_SGIX_depth_texture 1 #define GL_DEPTH_COMPONENT16_SGIX 0x81A5 #define GL_DEPTH_COMPONENT24_SGIX 0x81A6 #define GL_DEPTH_COMPONENT32_SGIX 0x81A7 #endif /* GL_SGIX_depth_texture */ #ifndef GL_SGIX_flush_raster #define GL_SGIX_flush_raster 1 typedef void (APIENTRYP PFNGLFLUSHRASTERSGIXPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFlushRasterSGIX (void); #endif #endif /* GL_SGIX_flush_raster */ #ifndef GL_SGIX_fog_offset #define GL_SGIX_fog_offset 1 #define GL_FOG_OFFSET_SGIX 0x8198 #define GL_FOG_OFFSET_VALUE_SGIX 0x8199 #endif /* GL_SGIX_fog_offset */ #ifndef GL_SGIX_fragment_lighting #define GL_SGIX_fragment_lighting 1 #define GL_FRAGMENT_LIGHTING_SGIX 0x8400 #define GL_FRAGMENT_COLOR_MATERIAL_SGIX 0x8401 #define GL_FRAGMENT_COLOR_MATERIAL_FACE_SGIX 0x8402 #define GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_SGIX 0x8403 #define GL_MAX_FRAGMENT_LIGHTS_SGIX 0x8404 #define GL_MAX_ACTIVE_LIGHTS_SGIX 0x8405 #define GL_CURRENT_RASTER_NORMAL_SGIX 0x8406 #define GL_LIGHT_ENV_MODE_SGIX 0x8407 #define GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX 0x8408 #define GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX 0x8409 #define GL_FRAGMENT_LIGHT_MODEL_AMBIENT_SGIX 0x840A #define GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX 0x840B #define GL_FRAGMENT_LIGHT0_SGIX 0x840C #define GL_FRAGMENT_LIGHT1_SGIX 0x840D #define GL_FRAGMENT_LIGHT2_SGIX 0x840E #define GL_FRAGMENT_LIGHT3_SGIX 0x840F #define GL_FRAGMENT_LIGHT4_SGIX 0x8410 #define GL_FRAGMENT_LIGHT5_SGIX 0x8411 #define GL_FRAGMENT_LIGHT6_SGIX 0x8412 #define GL_FRAGMENT_LIGHT7_SGIX 0x8413 typedef void (APIENTRYP PFNGLFRAGMENTCOLORMATERIALSGIXPROC) (GLenum face, GLenum mode); typedef void (APIENTRYP PFNGLFRAGMENTLIGHTFSGIXPROC) (GLenum light, GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLFRAGMENTLIGHTISGIXPROC) (GLenum light, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELFSGIXPROC) (GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELFVSGIXPROC) (GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELISGIXPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELIVSGIXPROC) (GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLFRAGMENTMATERIALFSGIXPROC) (GLenum face, GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLFRAGMENTMATERIALISGIXPROC) (GLenum face, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLGETFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLLIGHTENVISGIXPROC) (GLenum pname, GLint param); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFragmentColorMaterialSGIX (GLenum face, GLenum mode); GLAPI void APIENTRY glFragmentLightfSGIX (GLenum light, GLenum pname, GLfloat param); GLAPI void APIENTRY glFragmentLightfvSGIX (GLenum light, GLenum pname, const GLfloat *params); GLAPI void APIENTRY glFragmentLightiSGIX (GLenum light, GLenum pname, GLint param); GLAPI void APIENTRY glFragmentLightivSGIX (GLenum light, GLenum pname, const GLint *params); GLAPI void APIENTRY glFragmentLightModelfSGIX (GLenum pname, GLfloat param); GLAPI void APIENTRY glFragmentLightModelfvSGIX (GLenum pname, const GLfloat *params); GLAPI void APIENTRY glFragmentLightModeliSGIX (GLenum pname, GLint param); GLAPI void APIENTRY glFragmentLightModelivSGIX (GLenum pname, const GLint *params); GLAPI void APIENTRY glFragmentMaterialfSGIX (GLenum face, GLenum pname, GLfloat param); GLAPI void APIENTRY glFragmentMaterialfvSGIX (GLenum face, GLenum pname, const GLfloat *params); GLAPI void APIENTRY glFragmentMaterialiSGIX (GLenum face, GLenum pname, GLint param); GLAPI void APIENTRY glFragmentMaterialivSGIX (GLenum face, GLenum pname, const GLint *params); GLAPI void APIENTRY glGetFragmentLightfvSGIX (GLenum light, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetFragmentLightivSGIX (GLenum light, GLenum pname, GLint *params); GLAPI void APIENTRY glGetFragmentMaterialfvSGIX (GLenum face, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetFragmentMaterialivSGIX (GLenum face, GLenum pname, GLint *params); GLAPI void APIENTRY glLightEnviSGIX (GLenum pname, GLint param); #endif #endif /* GL_SGIX_fragment_lighting */ #ifndef GL_SGIX_framezoom #define GL_SGIX_framezoom 1 #define GL_FRAMEZOOM_SGIX 0x818B #define GL_FRAMEZOOM_FACTOR_SGIX 0x818C #define GL_MAX_FRAMEZOOM_FACTOR_SGIX 0x818D typedef void (APIENTRYP PFNGLFRAMEZOOMSGIXPROC) (GLint factor); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFrameZoomSGIX (GLint factor); #endif #endif /* GL_SGIX_framezoom */ #ifndef GL_SGIX_igloo_interface #define GL_SGIX_igloo_interface 1 typedef void (APIENTRYP PFNGLIGLOOINTERFACESGIXPROC) (GLenum pname, const void *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glIglooInterfaceSGIX (GLenum pname, const void *params); #endif #endif /* GL_SGIX_igloo_interface */ #ifndef GL_SGIX_instruments #define GL_SGIX_instruments 1 #define GL_INSTRUMENT_BUFFER_POINTER_SGIX 0x8180 #define GL_INSTRUMENT_MEASUREMENTS_SGIX 0x8181 typedef GLint (APIENTRYP PFNGLGETINSTRUMENTSSGIXPROC) (void); typedef void (APIENTRYP PFNGLINSTRUMENTSBUFFERSGIXPROC) (GLsizei size, GLint *buffer); typedef GLint (APIENTRYP PFNGLPOLLINSTRUMENTSSGIXPROC) (GLint *marker_p); typedef void (APIENTRYP PFNGLREADINSTRUMENTSSGIXPROC) (GLint marker); typedef void (APIENTRYP PFNGLSTARTINSTRUMENTSSGIXPROC) (void); typedef void (APIENTRYP PFNGLSTOPINSTRUMENTSSGIXPROC) (GLint marker); #ifdef GL_GLEXT_PROTOTYPES GLAPI GLint APIENTRY glGetInstrumentsSGIX (void); GLAPI void APIENTRY glInstrumentsBufferSGIX (GLsizei size, GLint *buffer); GLAPI GLint APIENTRY glPollInstrumentsSGIX (GLint *marker_p); GLAPI void APIENTRY glReadInstrumentsSGIX (GLint marker); GLAPI void APIENTRY glStartInstrumentsSGIX (void); GLAPI void APIENTRY glStopInstrumentsSGIX (GLint marker); #endif #endif /* GL_SGIX_instruments */ #ifndef GL_SGIX_interlace #define GL_SGIX_interlace 1 #define GL_INTERLACE_SGIX 0x8094 #endif /* GL_SGIX_interlace */ #ifndef GL_SGIX_ir_instrument1 #define GL_SGIX_ir_instrument1 1 #define GL_IR_INSTRUMENT1_SGIX 0x817F #endif /* GL_SGIX_ir_instrument1 */ #ifndef GL_SGIX_list_priority #define GL_SGIX_list_priority 1 #define GL_LIST_PRIORITY_SGIX 0x8182 typedef void (APIENTRYP PFNGLGETLISTPARAMETERFVSGIXPROC) (GLuint list, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETLISTPARAMETERIVSGIXPROC) (GLuint list, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLLISTPARAMETERFSGIXPROC) (GLuint list, GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLLISTPARAMETERFVSGIXPROC) (GLuint list, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLLISTPARAMETERISGIXPROC) (GLuint list, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLLISTPARAMETERIVSGIXPROC) (GLuint list, GLenum pname, const GLint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGetListParameterfvSGIX (GLuint list, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetListParameterivSGIX (GLuint list, GLenum pname, GLint *params); GLAPI void APIENTRY glListParameterfSGIX (GLuint list, GLenum pname, GLfloat param); GLAPI void APIENTRY glListParameterfvSGIX (GLuint list, GLenum pname, const GLfloat *params); GLAPI void APIENTRY glListParameteriSGIX (GLuint list, GLenum pname, GLint param); GLAPI void APIENTRY glListParameterivSGIX (GLuint list, GLenum pname, const GLint *params); #endif #endif /* GL_SGIX_list_priority */ #ifndef GL_SGIX_pixel_texture #define GL_SGIX_pixel_texture 1 #define GL_PIXEL_TEX_GEN_SGIX 0x8139 #define GL_PIXEL_TEX_GEN_MODE_SGIX 0x832B typedef void (APIENTRYP PFNGLPIXELTEXGENSGIXPROC) (GLenum mode); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPixelTexGenSGIX (GLenum mode); #endif #endif /* GL_SGIX_pixel_texture */ #ifndef GL_SGIX_pixel_tiles #define GL_SGIX_pixel_tiles 1 #define GL_PIXEL_TILE_BEST_ALIGNMENT_SGIX 0x813E #define GL_PIXEL_TILE_CACHE_INCREMENT_SGIX 0x813F #define GL_PIXEL_TILE_WIDTH_SGIX 0x8140 #define GL_PIXEL_TILE_HEIGHT_SGIX 0x8141 #define GL_PIXEL_TILE_GRID_WIDTH_SGIX 0x8142 #define GL_PIXEL_TILE_GRID_HEIGHT_SGIX 0x8143 #define GL_PIXEL_TILE_GRID_DEPTH_SGIX 0x8144 #define GL_PIXEL_TILE_CACHE_SIZE_SGIX 0x8145 #endif /* GL_SGIX_pixel_tiles */ #ifndef GL_SGIX_polynomial_ffd #define GL_SGIX_polynomial_ffd 1 #define GL_TEXTURE_DEFORMATION_BIT_SGIX 0x00000001 #define GL_GEOMETRY_DEFORMATION_BIT_SGIX 0x00000002 #define GL_GEOMETRY_DEFORMATION_SGIX 0x8194 #define GL_TEXTURE_DEFORMATION_SGIX 0x8195 #define GL_DEFORMATIONS_MASK_SGIX 0x8196 #define GL_MAX_DEFORMATION_ORDER_SGIX 0x8197 typedef void (APIENTRYP PFNGLDEFORMATIONMAP3DSGIXPROC) (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, GLdouble w1, GLdouble w2, GLint wstride, GLint worder, const GLdouble *points); typedef void (APIENTRYP PFNGLDEFORMATIONMAP3FSGIXPROC) (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, GLfloat w1, GLfloat w2, GLint wstride, GLint worder, const GLfloat *points); typedef void (APIENTRYP PFNGLDEFORMSGIXPROC) (GLbitfield mask); typedef void (APIENTRYP PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC) (GLbitfield mask); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDeformationMap3dSGIX (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, GLdouble w1, GLdouble w2, GLint wstride, GLint worder, const GLdouble *points); GLAPI void APIENTRY glDeformationMap3fSGIX (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, GLfloat w1, GLfloat w2, GLint wstride, GLint worder, const GLfloat *points); GLAPI void APIENTRY glDeformSGIX (GLbitfield mask); GLAPI void APIENTRY glLoadIdentityDeformationMapSGIX (GLbitfield mask); #endif #endif /* GL_SGIX_polynomial_ffd */ #ifndef GL_SGIX_reference_plane #define GL_SGIX_reference_plane 1 #define GL_REFERENCE_PLANE_SGIX 0x817D #define GL_REFERENCE_PLANE_EQUATION_SGIX 0x817E typedef void (APIENTRYP PFNGLREFERENCEPLANESGIXPROC) (const GLdouble *equation); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glReferencePlaneSGIX (const GLdouble *equation); #endif #endif /* GL_SGIX_reference_plane */ #ifndef GL_SGIX_resample #define GL_SGIX_resample 1 #define GL_PACK_RESAMPLE_SGIX 0x842E #define GL_UNPACK_RESAMPLE_SGIX 0x842F #define GL_RESAMPLE_REPLICATE_SGIX 0x8433 #define GL_RESAMPLE_ZERO_FILL_SGIX 0x8434 #define GL_RESAMPLE_DECIMATE_SGIX 0x8430 #endif /* GL_SGIX_resample */ #ifndef GL_SGIX_scalebias_hint #define GL_SGIX_scalebias_hint 1 #define GL_SCALEBIAS_HINT_SGIX 0x8322 #endif /* GL_SGIX_scalebias_hint */ #ifndef GL_SGIX_shadow #define GL_SGIX_shadow 1 #define GL_TEXTURE_COMPARE_SGIX 0x819A #define GL_TEXTURE_COMPARE_OPERATOR_SGIX 0x819B #define GL_TEXTURE_LEQUAL_R_SGIX 0x819C #define GL_TEXTURE_GEQUAL_R_SGIX 0x819D #endif /* GL_SGIX_shadow */ #ifndef GL_SGIX_shadow_ambient #define GL_SGIX_shadow_ambient 1 #define GL_SHADOW_AMBIENT_SGIX 0x80BF #endif /* GL_SGIX_shadow_ambient */ #ifndef GL_SGIX_sprite #define GL_SGIX_sprite 1 #define GL_SPRITE_SGIX 0x8148 #define GL_SPRITE_MODE_SGIX 0x8149 #define GL_SPRITE_AXIS_SGIX 0x814A #define GL_SPRITE_TRANSLATION_SGIX 0x814B #define GL_SPRITE_AXIAL_SGIX 0x814C #define GL_SPRITE_OBJECT_ALIGNED_SGIX 0x814D #define GL_SPRITE_EYE_ALIGNED_SGIX 0x814E typedef void (APIENTRYP PFNGLSPRITEPARAMETERFSGIXPROC) (GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLSPRITEPARAMETERFVSGIXPROC) (GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLSPRITEPARAMETERISGIXPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLSPRITEPARAMETERIVSGIXPROC) (GLenum pname, const GLint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glSpriteParameterfSGIX (GLenum pname, GLfloat param); GLAPI void APIENTRY glSpriteParameterfvSGIX (GLenum pname, const GLfloat *params); GLAPI void APIENTRY glSpriteParameteriSGIX (GLenum pname, GLint param); GLAPI void APIENTRY glSpriteParameterivSGIX (GLenum pname, const GLint *params); #endif #endif /* GL_SGIX_sprite */ #ifndef GL_SGIX_subsample #define GL_SGIX_subsample 1 #define GL_PACK_SUBSAMPLE_RATE_SGIX 0x85A0 #define GL_UNPACK_SUBSAMPLE_RATE_SGIX 0x85A1 #define GL_PIXEL_SUBSAMPLE_4444_SGIX 0x85A2 #define GL_PIXEL_SUBSAMPLE_2424_SGIX 0x85A3 #define GL_PIXEL_SUBSAMPLE_4242_SGIX 0x85A4 #endif /* GL_SGIX_subsample */ #ifndef GL_SGIX_tag_sample_buffer #define GL_SGIX_tag_sample_buffer 1 typedef void (APIENTRYP PFNGLTAGSAMPLEBUFFERSGIXPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTagSampleBufferSGIX (void); #endif #endif /* GL_SGIX_tag_sample_buffer */ #ifndef GL_SGIX_texture_add_env #define GL_SGIX_texture_add_env 1 #define GL_TEXTURE_ENV_BIAS_SGIX 0x80BE #endif /* GL_SGIX_texture_add_env */ #ifndef GL_SGIX_texture_coordinate_clamp #define GL_SGIX_texture_coordinate_clamp 1 #define GL_TEXTURE_MAX_CLAMP_S_SGIX 0x8369 #define GL_TEXTURE_MAX_CLAMP_T_SGIX 0x836A #define GL_TEXTURE_MAX_CLAMP_R_SGIX 0x836B #endif /* GL_SGIX_texture_coordinate_clamp */ #ifndef GL_SGIX_texture_lod_bias #define GL_SGIX_texture_lod_bias 1 #define GL_TEXTURE_LOD_BIAS_S_SGIX 0x818E #define GL_TEXTURE_LOD_BIAS_T_SGIX 0x818F #define GL_TEXTURE_LOD_BIAS_R_SGIX 0x8190 #endif /* GL_SGIX_texture_lod_bias */ #ifndef GL_SGIX_texture_multi_buffer #define GL_SGIX_texture_multi_buffer 1 #define GL_TEXTURE_MULTI_BUFFER_HINT_SGIX 0x812E #endif /* GL_SGIX_texture_multi_buffer */ #ifndef GL_SGIX_texture_scale_bias #define GL_SGIX_texture_scale_bias 1 #define GL_POST_TEXTURE_FILTER_BIAS_SGIX 0x8179 #define GL_POST_TEXTURE_FILTER_SCALE_SGIX 0x817A #define GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX 0x817B #define GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX 0x817C #endif /* GL_SGIX_texture_scale_bias */ #ifndef GL_SGIX_vertex_preclip #define GL_SGIX_vertex_preclip 1 #define GL_VERTEX_PRECLIP_SGIX 0x83EE #define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF #endif /* GL_SGIX_vertex_preclip */ #ifndef GL_SGIX_ycrcb #define GL_SGIX_ycrcb 1 #define GL_YCRCB_422_SGIX 0x81BB #define GL_YCRCB_444_SGIX 0x81BC #endif /* GL_SGIX_ycrcb */ #ifndef GL_SGIX_ycrcb_subsample #define GL_SGIX_ycrcb_subsample 1 #endif /* GL_SGIX_ycrcb_subsample */ #ifndef GL_SGIX_ycrcba #define GL_SGIX_ycrcba 1 #define GL_YCRCB_SGIX 0x8318 #define GL_YCRCBA_SGIX 0x8319 #endif /* GL_SGIX_ycrcba */ #ifndef GL_SGI_color_matrix #define GL_SGI_color_matrix 1 #define GL_COLOR_MATRIX_SGI 0x80B1 #define GL_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B2 #define GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B3 #define GL_POST_COLOR_MATRIX_RED_SCALE_SGI 0x80B4 #define GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI 0x80B5 #define GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI 0x80B6 #define GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI 0x80B7 #define GL_POST_COLOR_MATRIX_RED_BIAS_SGI 0x80B8 #define GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI 0x80B9 #define GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI 0x80BA #define GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI 0x80BB #endif /* GL_SGI_color_matrix */ #ifndef GL_SGI_color_table #define GL_SGI_color_table 1 #define GL_COLOR_TABLE_SGI 0x80D0 #define GL_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D1 #define GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D2 #define GL_PROXY_COLOR_TABLE_SGI 0x80D3 #define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D4 #define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D5 #define GL_COLOR_TABLE_SCALE_SGI 0x80D6 #define GL_COLOR_TABLE_BIAS_SGI 0x80D7 #define GL_COLOR_TABLE_FORMAT_SGI 0x80D8 #define GL_COLOR_TABLE_WIDTH_SGI 0x80D9 #define GL_COLOR_TABLE_RED_SIZE_SGI 0x80DA #define GL_COLOR_TABLE_GREEN_SIZE_SGI 0x80DB #define GL_COLOR_TABLE_BLUE_SIZE_SGI 0x80DC #define GL_COLOR_TABLE_ALPHA_SIZE_SGI 0x80DD #define GL_COLOR_TABLE_LUMINANCE_SIZE_SGI 0x80DE #define GL_COLOR_TABLE_INTENSITY_SIZE_SGI 0x80DF typedef void (APIENTRYP PFNGLCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLCOPYCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); typedef void (APIENTRYP PFNGLGETCOLORTABLESGIPROC) (GLenum target, GLenum format, GLenum type, void *table); typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint *params); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glColorTableSGI (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); GLAPI void APIENTRY glColorTableParameterfvSGI (GLenum target, GLenum pname, const GLfloat *params); GLAPI void APIENTRY glColorTableParameterivSGI (GLenum target, GLenum pname, const GLint *params); GLAPI void APIENTRY glCopyColorTableSGI (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); GLAPI void APIENTRY glGetColorTableSGI (GLenum target, GLenum format, GLenum type, void *table); GLAPI void APIENTRY glGetColorTableParameterfvSGI (GLenum target, GLenum pname, GLfloat *params); GLAPI void APIENTRY glGetColorTableParameterivSGI (GLenum target, GLenum pname, GLint *params); #endif #endif /* GL_SGI_color_table */ #ifndef GL_SGI_texture_color_table #define GL_SGI_texture_color_table 1 #define GL_TEXTURE_COLOR_TABLE_SGI 0x80BC #define GL_PROXY_TEXTURE_COLOR_TABLE_SGI 0x80BD #endif /* GL_SGI_texture_color_table */ #ifndef GL_SUNX_constant_data #define GL_SUNX_constant_data 1 #define GL_UNPACK_CONSTANT_DATA_SUNX 0x81D5 #define GL_TEXTURE_CONSTANT_DATA_SUNX 0x81D6 typedef void (APIENTRYP PFNGLFINISHTEXTURESUNXPROC) (void); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFinishTextureSUNX (void); #endif #endif /* GL_SUNX_constant_data */ #ifndef GL_SUN_convolution_border_modes #define GL_SUN_convolution_border_modes 1 #define GL_WRAP_BORDER_SUN 0x81D4 #endif /* GL_SUN_convolution_border_modes */ #ifndef GL_SUN_global_alpha #define GL_SUN_global_alpha 1 #define GL_GLOBAL_ALPHA_SUN 0x81D9 #define GL_GLOBAL_ALPHA_FACTOR_SUN 0x81DA typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORBSUNPROC) (GLbyte factor); typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORSSUNPROC) (GLshort factor); typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORISUNPROC) (GLint factor); typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORFSUNPROC) (GLfloat factor); typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORDSUNPROC) (GLdouble factor); typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUBSUNPROC) (GLubyte factor); typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUSSUNPROC) (GLushort factor); typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUISUNPROC) (GLuint factor); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGlobalAlphaFactorbSUN (GLbyte factor); GLAPI void APIENTRY glGlobalAlphaFactorsSUN (GLshort factor); GLAPI void APIENTRY glGlobalAlphaFactoriSUN (GLint factor); GLAPI void APIENTRY glGlobalAlphaFactorfSUN (GLfloat factor); GLAPI void APIENTRY glGlobalAlphaFactordSUN (GLdouble factor); GLAPI void APIENTRY glGlobalAlphaFactorubSUN (GLubyte factor); GLAPI void APIENTRY glGlobalAlphaFactorusSUN (GLushort factor); GLAPI void APIENTRY glGlobalAlphaFactoruiSUN (GLuint factor); #endif #endif /* GL_SUN_global_alpha */ #ifndef GL_SUN_mesh_array #define GL_SUN_mesh_array 1 #define GL_QUAD_MESH_SUN 0x8614 #define GL_TRIANGLE_MESH_SUN 0x8615 typedef void (APIENTRYP PFNGLDRAWMESHARRAYSSUNPROC) (GLenum mode, GLint first, GLsizei count, GLsizei width); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawMeshArraysSUN (GLenum mode, GLint first, GLsizei count, GLsizei width); #endif #endif /* GL_SUN_mesh_array */ #ifndef GL_SUN_slice_accum #define GL_SUN_slice_accum 1 #define GL_SLICE_ACCUM_SUN 0x85CC #endif /* GL_SUN_slice_accum */ #ifndef GL_SUN_triangle_list #define GL_SUN_triangle_list 1 #define GL_RESTART_SUN 0x0001 #define GL_REPLACE_MIDDLE_SUN 0x0002 #define GL_REPLACE_OLDEST_SUN 0x0003 #define GL_TRIANGLE_LIST_SUN 0x81D7 #define GL_REPLACEMENT_CODE_SUN 0x81D8 #define GL_REPLACEMENT_CODE_ARRAY_SUN 0x85C0 #define GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN 0x85C1 #define GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN 0x85C2 #define GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN 0x85C3 #define GL_R1UI_V3F_SUN 0x85C4 #define GL_R1UI_C4UB_V3F_SUN 0x85C5 #define GL_R1UI_C3F_V3F_SUN 0x85C6 #define GL_R1UI_N3F_V3F_SUN 0x85C7 #define GL_R1UI_C4F_N3F_V3F_SUN 0x85C8 #define GL_R1UI_T2F_V3F_SUN 0x85C9 #define GL_R1UI_T2F_N3F_V3F_SUN 0x85CA #define GL_R1UI_T2F_C4F_N3F_V3F_SUN 0x85CB typedef void (APIENTRYP PFNGLREPLACEMENTCODEUISUNPROC) (GLuint code); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUSSUNPROC) (GLushort code); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUBSUNPROC) (GLubyte code); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVSUNPROC) (const GLuint *code); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUSVSUNPROC) (const GLushort *code); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUBVSUNPROC) (const GLubyte *code); typedef void (APIENTRYP PFNGLREPLACEMENTCODEPOINTERSUNPROC) (GLenum type, GLsizei stride, const void **pointer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glReplacementCodeuiSUN (GLuint code); GLAPI void APIENTRY glReplacementCodeusSUN (GLushort code); GLAPI void APIENTRY glReplacementCodeubSUN (GLubyte code); GLAPI void APIENTRY glReplacementCodeuivSUN (const GLuint *code); GLAPI void APIENTRY glReplacementCodeusvSUN (const GLushort *code); GLAPI void APIENTRY glReplacementCodeubvSUN (const GLubyte *code); GLAPI void APIENTRY glReplacementCodePointerSUN (GLenum type, GLsizei stride, const void **pointer); #endif #endif /* GL_SUN_triangle_list */ #ifndef GL_SUN_vertex #define GL_SUN_vertex 1 typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX2FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y); typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX2FVSUNPROC) (const GLubyte *c, const GLfloat *v); typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX3FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX3FVSUNPROC) (const GLubyte *c, const GLfloat *v); typedef void (APIENTRYP PFNGLCOLOR3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLCOLOR3FVERTEX3FVSUNPROC) (const GLfloat *c, const GLfloat *v); typedef void (APIENTRYP PFNGLNORMAL3FVERTEX3FSUNPROC) (GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *n, const GLfloat *v); typedef void (APIENTRYP PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *c, const GLfloat *n, const GLfloat *v); typedef void (APIENTRYP PFNGLTEXCOORD2FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLTEXCOORD2FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *v); typedef void (APIENTRYP PFNGLTEXCOORD4FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLTEXCOORD4FVERTEX4FVSUNPROC) (const GLfloat *tc, const GLfloat *v); typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC) (const GLfloat *tc, const GLubyte *c, const GLfloat *v); typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *v); typedef void (APIENTRYP PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *n, const GLfloat *v); typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); typedef void (APIENTRYP PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC) (GLuint rc, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *v); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC) (GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC) (const GLuint *rc, const GLubyte *c, const GLfloat *v); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *c, const GLfloat *v); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *n, const GLfloat *v); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *c, const GLfloat *n, const GLfloat *v); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *v); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *n, const GLfloat *v); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glColor4ubVertex2fSUN (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y); GLAPI void APIENTRY glColor4ubVertex2fvSUN (const GLubyte *c, const GLfloat *v); GLAPI void APIENTRY glColor4ubVertex3fSUN (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glColor4ubVertex3fvSUN (const GLubyte *c, const GLfloat *v); GLAPI void APIENTRY glColor3fVertex3fSUN (GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glColor3fVertex3fvSUN (const GLfloat *c, const GLfloat *v); GLAPI void APIENTRY glNormal3fVertex3fSUN (GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glNormal3fVertex3fvSUN (const GLfloat *n, const GLfloat *v); GLAPI void APIENTRY glColor4fNormal3fVertex3fSUN (GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glColor4fNormal3fVertex3fvSUN (const GLfloat *c, const GLfloat *n, const GLfloat *v); GLAPI void APIENTRY glTexCoord2fVertex3fSUN (GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glTexCoord2fVertex3fvSUN (const GLfloat *tc, const GLfloat *v); GLAPI void APIENTRY glTexCoord4fVertex4fSUN (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w); GLAPI void APIENTRY glTexCoord4fVertex4fvSUN (const GLfloat *tc, const GLfloat *v); GLAPI void APIENTRY glTexCoord2fColor4ubVertex3fSUN (GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glTexCoord2fColor4ubVertex3fvSUN (const GLfloat *tc, const GLubyte *c, const GLfloat *v); GLAPI void APIENTRY glTexCoord2fColor3fVertex3fSUN (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glTexCoord2fColor3fVertex3fvSUN (const GLfloat *tc, const GLfloat *c, const GLfloat *v); GLAPI void APIENTRY glTexCoord2fNormal3fVertex3fSUN (GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glTexCoord2fNormal3fVertex3fvSUN (const GLfloat *tc, const GLfloat *n, const GLfloat *v); GLAPI void APIENTRY glTexCoord2fColor4fNormal3fVertex3fSUN (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glTexCoord2fColor4fNormal3fVertex3fvSUN (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); GLAPI void APIENTRY glTexCoord4fColor4fNormal3fVertex4fSUN (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w); GLAPI void APIENTRY glTexCoord4fColor4fNormal3fVertex4fvSUN (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); GLAPI void APIENTRY glReplacementCodeuiVertex3fSUN (GLuint rc, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glReplacementCodeuiVertex3fvSUN (const GLuint *rc, const GLfloat *v); GLAPI void APIENTRY glReplacementCodeuiColor4ubVertex3fSUN (GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glReplacementCodeuiColor4ubVertex3fvSUN (const GLuint *rc, const GLubyte *c, const GLfloat *v); GLAPI void APIENTRY glReplacementCodeuiColor3fVertex3fSUN (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glReplacementCodeuiColor3fVertex3fvSUN (const GLuint *rc, const GLfloat *c, const GLfloat *v); GLAPI void APIENTRY glReplacementCodeuiNormal3fVertex3fSUN (GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glReplacementCodeuiNormal3fVertex3fvSUN (const GLuint *rc, const GLfloat *n, const GLfloat *v); GLAPI void APIENTRY glReplacementCodeuiColor4fNormal3fVertex3fSUN (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glReplacementCodeuiColor4fNormal3fVertex3fvSUN (const GLuint *rc, const GLfloat *c, const GLfloat *n, const GLfloat *v); GLAPI void APIENTRY glReplacementCodeuiTexCoord2fVertex3fSUN (GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glReplacementCodeuiTexCoord2fVertex3fvSUN (const GLuint *rc, const GLfloat *tc, const GLfloat *v); GLAPI void APIENTRY glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN (GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN (const GLuint *rc, const GLfloat *tc, const GLfloat *n, const GLfloat *v); GLAPI void APIENTRY glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN (GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); GLAPI void APIENTRY glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN (const GLuint *rc, const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); #endif #endif /* GL_SUN_vertex */ #ifndef GL_WIN_phong_shading #define GL_WIN_phong_shading 1 #define GL_PHONG_WIN 0x80EA #define GL_PHONG_HINT_WIN 0x80EB #endif /* GL_WIN_phong_shading */ #ifndef GL_WIN_specular_fog #define GL_WIN_specular_fog 1 #define GL_FOG_SPECULAR_TEXTURE_WIN 0x80EC #endif /* GL_WIN_specular_fog */ #ifdef __cplusplus } #endif #endif
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_scancode.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryScancode * * Defines keyboard scancodes. */ #ifndef SDL_scancode_h_ #define SDL_scancode_h_ #include <SDL3/SDL_stdinc.h> /** * The SDL keyboard scancode representation. * * An SDL scancode is the physical representation of a key on the keyboard, * independent of language and keyboard mapping. * * Values of this type are used to represent keyboard keys, among other places * in the `keysym.scancode` field of the SDL_KeyboardEvent structure. * * The values in this enumeration are based on the USB usage page standard: * https://usb.org/sites/default/files/hut1_5.pdf * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_Scancode { SDL_SCANCODE_UNKNOWN = 0, /** * \name Usage page 0x07 * * These values are from usage page 0x07 (USB keyboard page). */ /* @{ */ SDL_SCANCODE_A = 4, SDL_SCANCODE_B = 5, SDL_SCANCODE_C = 6, SDL_SCANCODE_D = 7, SDL_SCANCODE_E = 8, SDL_SCANCODE_F = 9, SDL_SCANCODE_G = 10, SDL_SCANCODE_H = 11, SDL_SCANCODE_I = 12, SDL_SCANCODE_J = 13, SDL_SCANCODE_K = 14, SDL_SCANCODE_L = 15, SDL_SCANCODE_M = 16, SDL_SCANCODE_N = 17, SDL_SCANCODE_O = 18, SDL_SCANCODE_P = 19, SDL_SCANCODE_Q = 20, SDL_SCANCODE_R = 21, SDL_SCANCODE_S = 22, SDL_SCANCODE_T = 23, SDL_SCANCODE_U = 24, SDL_SCANCODE_V = 25, SDL_SCANCODE_W = 26, SDL_SCANCODE_X = 27, SDL_SCANCODE_Y = 28, SDL_SCANCODE_Z = 29, SDL_SCANCODE_1 = 30, SDL_SCANCODE_2 = 31, SDL_SCANCODE_3 = 32, SDL_SCANCODE_4 = 33, SDL_SCANCODE_5 = 34, SDL_SCANCODE_6 = 35, SDL_SCANCODE_7 = 36, SDL_SCANCODE_8 = 37, SDL_SCANCODE_9 = 38, SDL_SCANCODE_0 = 39, SDL_SCANCODE_RETURN = 40, SDL_SCANCODE_ESCAPE = 41, SDL_SCANCODE_BACKSPACE = 42, SDL_SCANCODE_TAB = 43, SDL_SCANCODE_SPACE = 44, SDL_SCANCODE_MINUS = 45, SDL_SCANCODE_EQUALS = 46, SDL_SCANCODE_LEFTBRACKET = 47, SDL_SCANCODE_RIGHTBRACKET = 48, SDL_SCANCODE_BACKSLASH = 49, /**< Located at the lower left of the return * key on ISO keyboards and at the right end * of the QWERTY row on ANSI keyboards. * Produces REVERSE SOLIDUS (backslash) and * VERTICAL LINE in a US layout, REVERSE * SOLIDUS and VERTICAL LINE in a UK Mac * layout, NUMBER SIGN and TILDE in a UK * Windows layout, DOLLAR SIGN and POUND SIGN * in a Swiss German layout, NUMBER SIGN and * APOSTROPHE in a German layout, GRAVE * ACCENT and POUND SIGN in a French Mac * layout, and ASTERISK and MICRO SIGN in a * French Windows layout. */ SDL_SCANCODE_NONUSHASH = 50, /**< ISO USB keyboards actually use this code * instead of 49 for the same key, but all * OSes I've seen treat the two codes * identically. So, as an implementor, unless * your keyboard generates both of those * codes and your OS treats them differently, * you should generate SDL_SCANCODE_BACKSLASH * instead of this code. As a user, you * should not rely on this code because SDL * will never generate it with most (all?) * keyboards. */ SDL_SCANCODE_SEMICOLON = 51, SDL_SCANCODE_APOSTROPHE = 52, SDL_SCANCODE_GRAVE = 53, /**< Located in the top left corner (on both ANSI * and ISO keyboards). Produces GRAVE ACCENT and * TILDE in a US Windows layout and in US and UK * Mac layouts on ANSI keyboards, GRAVE ACCENT * and NOT SIGN in a UK Windows layout, SECTION * SIGN and PLUS-MINUS SIGN in US and UK Mac * layouts on ISO keyboards, SECTION SIGN and * DEGREE SIGN in a Swiss German layout (Mac: * only on ISO keyboards), CIRCUMFLEX ACCENT and * DEGREE SIGN in a German layout (Mac: only on * ISO keyboards), SUPERSCRIPT TWO and TILDE in a * French Windows layout, COMMERCIAL AT and * NUMBER SIGN in a French Mac layout on ISO * keyboards, and LESS-THAN SIGN and GREATER-THAN * SIGN in a Swiss German, German, or French Mac * layout on ANSI keyboards. */ SDL_SCANCODE_COMMA = 54, SDL_SCANCODE_PERIOD = 55, SDL_SCANCODE_SLASH = 56, SDL_SCANCODE_CAPSLOCK = 57, SDL_SCANCODE_F1 = 58, SDL_SCANCODE_F2 = 59, SDL_SCANCODE_F3 = 60, SDL_SCANCODE_F4 = 61, SDL_SCANCODE_F5 = 62, SDL_SCANCODE_F6 = 63, SDL_SCANCODE_F7 = 64, SDL_SCANCODE_F8 = 65, SDL_SCANCODE_F9 = 66, SDL_SCANCODE_F10 = 67, SDL_SCANCODE_F11 = 68, SDL_SCANCODE_F12 = 69, SDL_SCANCODE_PRINTSCREEN = 70, SDL_SCANCODE_SCROLLLOCK = 71, SDL_SCANCODE_PAUSE = 72, SDL_SCANCODE_INSERT = 73, /**< insert on PC, help on some Mac keyboards (but does send code 73, not 117) */ SDL_SCANCODE_HOME = 74, SDL_SCANCODE_PAGEUP = 75, SDL_SCANCODE_DELETE = 76, SDL_SCANCODE_END = 77, SDL_SCANCODE_PAGEDOWN = 78, SDL_SCANCODE_RIGHT = 79, SDL_SCANCODE_LEFT = 80, SDL_SCANCODE_DOWN = 81, SDL_SCANCODE_UP = 82, SDL_SCANCODE_NUMLOCKCLEAR = 83, /**< num lock on PC, clear on Mac keyboards */ SDL_SCANCODE_KP_DIVIDE = 84, SDL_SCANCODE_KP_MULTIPLY = 85, SDL_SCANCODE_KP_MINUS = 86, SDL_SCANCODE_KP_PLUS = 87, SDL_SCANCODE_KP_ENTER = 88, SDL_SCANCODE_KP_1 = 89, SDL_SCANCODE_KP_2 = 90, SDL_SCANCODE_KP_3 = 91, SDL_SCANCODE_KP_4 = 92, SDL_SCANCODE_KP_5 = 93, SDL_SCANCODE_KP_6 = 94, SDL_SCANCODE_KP_7 = 95, SDL_SCANCODE_KP_8 = 96, SDL_SCANCODE_KP_9 = 97, SDL_SCANCODE_KP_0 = 98, SDL_SCANCODE_KP_PERIOD = 99, SDL_SCANCODE_NONUSBACKSLASH = 100, /**< This is the additional key that ISO * keyboards have over ANSI ones, * located between left shift and Y. * Produces GRAVE ACCENT and TILDE in a * US or UK Mac layout, REVERSE SOLIDUS * (backslash) and VERTICAL LINE in a * US or UK Windows layout, and * LESS-THAN SIGN and GREATER-THAN SIGN * in a Swiss German, German, or French * layout. */ SDL_SCANCODE_APPLICATION = 101, /**< windows contextual menu, compose */ SDL_SCANCODE_POWER = 102, /**< The USB document says this is a status flag, * not a physical key - but some Mac keyboards * do have a power key. */ SDL_SCANCODE_KP_EQUALS = 103, SDL_SCANCODE_F13 = 104, SDL_SCANCODE_F14 = 105, SDL_SCANCODE_F15 = 106, SDL_SCANCODE_F16 = 107, SDL_SCANCODE_F17 = 108, SDL_SCANCODE_F18 = 109, SDL_SCANCODE_F19 = 110, SDL_SCANCODE_F20 = 111, SDL_SCANCODE_F21 = 112, SDL_SCANCODE_F22 = 113, SDL_SCANCODE_F23 = 114, SDL_SCANCODE_F24 = 115, SDL_SCANCODE_EXECUTE = 116, SDL_SCANCODE_HELP = 117, /**< AL Integrated Help Center */ SDL_SCANCODE_MENU = 118, /**< Menu (show menu) */ SDL_SCANCODE_SELECT = 119, SDL_SCANCODE_STOP = 120, /**< AC Stop */ SDL_SCANCODE_AGAIN = 121, /**< AC Redo/Repeat */ SDL_SCANCODE_UNDO = 122, /**< AC Undo */ SDL_SCANCODE_CUT = 123, /**< AC Cut */ SDL_SCANCODE_COPY = 124, /**< AC Copy */ SDL_SCANCODE_PASTE = 125, /**< AC Paste */ SDL_SCANCODE_FIND = 126, /**< AC Find */ SDL_SCANCODE_MUTE = 127, SDL_SCANCODE_VOLUMEUP = 128, SDL_SCANCODE_VOLUMEDOWN = 129, /* not sure whether there's a reason to enable these */ /* SDL_SCANCODE_LOCKINGCAPSLOCK = 130, */ /* SDL_SCANCODE_LOCKINGNUMLOCK = 131, */ /* SDL_SCANCODE_LOCKINGSCROLLLOCK = 132, */ SDL_SCANCODE_KP_COMMA = 133, SDL_SCANCODE_KP_EQUALSAS400 = 134, SDL_SCANCODE_INTERNATIONAL1 = 135, /**< used on Asian keyboards, see footnotes in USB doc */ SDL_SCANCODE_INTERNATIONAL2 = 136, SDL_SCANCODE_INTERNATIONAL3 = 137, /**< Yen */ SDL_SCANCODE_INTERNATIONAL4 = 138, SDL_SCANCODE_INTERNATIONAL5 = 139, SDL_SCANCODE_INTERNATIONAL6 = 140, SDL_SCANCODE_INTERNATIONAL7 = 141, SDL_SCANCODE_INTERNATIONAL8 = 142, SDL_SCANCODE_INTERNATIONAL9 = 143, SDL_SCANCODE_LANG1 = 144, /**< Hangul/English toggle */ SDL_SCANCODE_LANG2 = 145, /**< Hanja conversion */ SDL_SCANCODE_LANG3 = 146, /**< Katakana */ SDL_SCANCODE_LANG4 = 147, /**< Hiragana */ SDL_SCANCODE_LANG5 = 148, /**< Zenkaku/Hankaku */ SDL_SCANCODE_LANG6 = 149, /**< reserved */ SDL_SCANCODE_LANG7 = 150, /**< reserved */ SDL_SCANCODE_LANG8 = 151, /**< reserved */ SDL_SCANCODE_LANG9 = 152, /**< reserved */ SDL_SCANCODE_ALTERASE = 153, /**< Erase-Eaze */ SDL_SCANCODE_SYSREQ = 154, SDL_SCANCODE_CANCEL = 155, /**< AC Cancel */ SDL_SCANCODE_CLEAR = 156, SDL_SCANCODE_PRIOR = 157, SDL_SCANCODE_RETURN2 = 158, SDL_SCANCODE_SEPARATOR = 159, SDL_SCANCODE_OUT = 160, SDL_SCANCODE_OPER = 161, SDL_SCANCODE_CLEARAGAIN = 162, SDL_SCANCODE_CRSEL = 163, SDL_SCANCODE_EXSEL = 164, SDL_SCANCODE_KP_00 = 176, SDL_SCANCODE_KP_000 = 177, SDL_SCANCODE_THOUSANDSSEPARATOR = 178, SDL_SCANCODE_DECIMALSEPARATOR = 179, SDL_SCANCODE_CURRENCYUNIT = 180, SDL_SCANCODE_CURRENCYSUBUNIT = 181, SDL_SCANCODE_KP_LEFTPAREN = 182, SDL_SCANCODE_KP_RIGHTPAREN = 183, SDL_SCANCODE_KP_LEFTBRACE = 184, SDL_SCANCODE_KP_RIGHTBRACE = 185, SDL_SCANCODE_KP_TAB = 186, SDL_SCANCODE_KP_BACKSPACE = 187, SDL_SCANCODE_KP_A = 188, SDL_SCANCODE_KP_B = 189, SDL_SCANCODE_KP_C = 190, SDL_SCANCODE_KP_D = 191, SDL_SCANCODE_KP_E = 192, SDL_SCANCODE_KP_F = 193, SDL_SCANCODE_KP_XOR = 194, SDL_SCANCODE_KP_POWER = 195, SDL_SCANCODE_KP_PERCENT = 196, SDL_SCANCODE_KP_LESS = 197, SDL_SCANCODE_KP_GREATER = 198, SDL_SCANCODE_KP_AMPERSAND = 199, SDL_SCANCODE_KP_DBLAMPERSAND = 200, SDL_SCANCODE_KP_VERTICALBAR = 201, SDL_SCANCODE_KP_DBLVERTICALBAR = 202, SDL_SCANCODE_KP_COLON = 203, SDL_SCANCODE_KP_HASH = 204, SDL_SCANCODE_KP_SPACE = 205, SDL_SCANCODE_KP_AT = 206, SDL_SCANCODE_KP_EXCLAM = 207, SDL_SCANCODE_KP_MEMSTORE = 208, SDL_SCANCODE_KP_MEMRECALL = 209, SDL_SCANCODE_KP_MEMCLEAR = 210, SDL_SCANCODE_KP_MEMADD = 211, SDL_SCANCODE_KP_MEMSUBTRACT = 212, SDL_SCANCODE_KP_MEMMULTIPLY = 213, SDL_SCANCODE_KP_MEMDIVIDE = 214, SDL_SCANCODE_KP_PLUSMINUS = 215, SDL_SCANCODE_KP_CLEAR = 216, SDL_SCANCODE_KP_CLEARENTRY = 217, SDL_SCANCODE_KP_BINARY = 218, SDL_SCANCODE_KP_OCTAL = 219, SDL_SCANCODE_KP_DECIMAL = 220, SDL_SCANCODE_KP_HEXADECIMAL = 221, SDL_SCANCODE_LCTRL = 224, SDL_SCANCODE_LSHIFT = 225, SDL_SCANCODE_LALT = 226, /**< alt, option */ SDL_SCANCODE_LGUI = 227, /**< windows, command (apple), meta */ SDL_SCANCODE_RCTRL = 228, SDL_SCANCODE_RSHIFT = 229, SDL_SCANCODE_RALT = 230, /**< alt gr, option */ SDL_SCANCODE_RGUI = 231, /**< windows, command (apple), meta */ SDL_SCANCODE_MODE = 257, /**< I'm not sure if this is really not covered * by any of the above, but since there's a * special SDL_KMOD_MODE for it I'm adding it here */ /* @} *//* Usage page 0x07 */ /** * \name Usage page 0x0C * * These values are mapped from usage page 0x0C (USB consumer page). * * There are way more keys in the spec than we can represent in the * current scancode range, so pick the ones that commonly come up in * real world usage. */ /* @{ */ SDL_SCANCODE_SLEEP = 258, /**< Sleep */ SDL_SCANCODE_WAKE = 259, /**< Wake */ SDL_SCANCODE_CHANNEL_INCREMENT = 260, /**< Channel Increment */ SDL_SCANCODE_CHANNEL_DECREMENT = 261, /**< Channel Decrement */ SDL_SCANCODE_MEDIA_PLAY = 262, /**< Play */ SDL_SCANCODE_MEDIA_PAUSE = 263, /**< Pause */ SDL_SCANCODE_MEDIA_RECORD = 264, /**< Record */ SDL_SCANCODE_MEDIA_FAST_FORWARD = 265, /**< Fast Forward */ SDL_SCANCODE_MEDIA_REWIND = 266, /**< Rewind */ SDL_SCANCODE_MEDIA_NEXT_TRACK = 267, /**< Next Track */ SDL_SCANCODE_MEDIA_PREVIOUS_TRACK = 268, /**< Previous Track */ SDL_SCANCODE_MEDIA_STOP = 269, /**< Stop */ SDL_SCANCODE_MEDIA_EJECT = 270, /**< Eject */ SDL_SCANCODE_MEDIA_PLAY_PAUSE = 271, /**< Play / Pause */ SDL_SCANCODE_MEDIA_SELECT = 272, /* Media Select */ SDL_SCANCODE_AC_NEW = 273, /**< AC New */ SDL_SCANCODE_AC_OPEN = 274, /**< AC Open */ SDL_SCANCODE_AC_CLOSE = 275, /**< AC Close */ SDL_SCANCODE_AC_EXIT = 276, /**< AC Exit */ SDL_SCANCODE_AC_SAVE = 277, /**< AC Save */ SDL_SCANCODE_AC_PRINT = 278, /**< AC Print */ SDL_SCANCODE_AC_PROPERTIES = 279, /**< AC Properties */ SDL_SCANCODE_AC_SEARCH = 280, /**< AC Search */ SDL_SCANCODE_AC_HOME = 281, /**< AC Home */ SDL_SCANCODE_AC_BACK = 282, /**< AC Back */ SDL_SCANCODE_AC_FORWARD = 283, /**< AC Forward */ SDL_SCANCODE_AC_STOP = 284, /**< AC Stop */ SDL_SCANCODE_AC_REFRESH = 285, /**< AC Refresh */ SDL_SCANCODE_AC_BOOKMARKS = 286, /**< AC Bookmarks */ /* @} *//* Usage page 0x0C */ /** * \name Mobile keys * * These are values that are often used on mobile phones. */ /* @{ */ SDL_SCANCODE_SOFTLEFT = 287, /**< Usually situated below the display on phones and used as a multi-function feature key for selecting a software defined function shown on the bottom left of the display. */ SDL_SCANCODE_SOFTRIGHT = 288, /**< Usually situated below the display on phones and used as a multi-function feature key for selecting a software defined function shown on the bottom right of the display. */ SDL_SCANCODE_CALL = 289, /**< Used for accepting phone calls. */ SDL_SCANCODE_ENDCALL = 290, /**< Used for rejecting phone calls. */ /* @} *//* Mobile keys */ /* Add any other keys here. */ SDL_NUM_SCANCODES = 512 /**< not a key, just marks the number of scancodes for array bounds */ } SDL_Scancode; #endif /* SDL_scancode_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_test_crc32.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * CRC32 functions of SDL test framework. * * This code is a part of the SDL test library, not the main SDL library. */ /* Implements CRC32 calculations (default output is Perl String::CRC32 compatible). */ #ifndef SDL_test_crc32_h_ #define SDL_test_crc32_h_ #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* ------------ Definitions --------- */ /* Definition shared by all CRC routines */ #ifndef CrcUint32 #define CrcUint32 unsigned int #endif #ifndef CrcUint8 #define CrcUint8 unsigned char #endif #ifdef ORIGINAL_METHOD #define CRC32_POLY 0x04c11db7 /* AUTODIN II, Ethernet, & FDDI */ #else #define CRC32_POLY 0xEDB88320 /* Perl String::CRC32 compatible */ #endif /* * Data structure for CRC32 (checksum) computation */ typedef struct SDLTest_Crc32Context { CrcUint32 crc32_table[256]; /* CRC table */ } SDLTest_Crc32Context; /* ---------- Function Prototypes ------------- */ /* * Initialize the CRC context * * Note: The function initializes the crc table required for all crc calculations. * * \param crcContext pointer to context variable * * \returns 0 for OK, -1 on error * */ int SDLTest_Crc32Init(SDLTest_Crc32Context *crcContext); /* * calculate a crc32 from a data block * * \param crcContext pointer to context variable * \param inBuf input buffer to checksum * \param inLen length of input buffer * \param crc32 pointer to Uint32 to store the final CRC into * * \returns 0 for OK, -1 on error * */ int SDLTest_Crc32Calc(SDLTest_Crc32Context *crcContext, CrcUint8 *inBuf, CrcUint32 inLen, CrcUint32 *crc32); /* Same routine broken down into three steps */ int SDLTest_Crc32CalcStart(SDLTest_Crc32Context *crcContext, CrcUint32 *crc32); int SDLTest_Crc32CalcEnd(SDLTest_Crc32Context *crcContext, CrcUint32 *crc32); int SDLTest_Crc32CalcBuffer(SDLTest_Crc32Context *crcContext, CrcUint8 *inBuf, CrcUint32 inLen, CrcUint32 *crc32); /* * clean up CRC context * * \param crcContext pointer to context variable * * \returns 0 for OK, -1 on error * */ int SDLTest_Crc32Done(SDLTest_Crc32Context *crcContext); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_test_crc32_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_power.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef SDL_power_h_ #define SDL_power_h_ /** * # CategoryPower * * SDL power management routines. */ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * The basic state for the system's power supply. * * These are results returned by SDL_GetPowerInfo(). * * \since This enum is available since SDL 3.0.0 */ typedef enum SDL_PowerState { SDL_POWERSTATE_ERROR = -1, /**< error determining power status */ SDL_POWERSTATE_UNKNOWN, /**< cannot determine power status */ SDL_POWERSTATE_ON_BATTERY, /**< Not plugged in, running on the battery */ SDL_POWERSTATE_NO_BATTERY, /**< Plugged in, no battery available */ SDL_POWERSTATE_CHARGING, /**< Plugged in, charging battery */ SDL_POWERSTATE_CHARGED /**< Plugged in, battery charged */ } SDL_PowerState; /** * Get the current power supply details. * * You should never take a battery status as absolute truth. Batteries * (especially failing batteries) are delicate hardware, and the values * reported here are best estimates based on what that hardware reports. It's * not uncommon for older batteries to lose stored power much faster than it * reports, or completely drain when reporting it has 20 percent left, etc. * * Battery status can change at any time; if you are concerned with power * state, you should call this function frequently, and perhaps ignore changes * until they seem to be stable for a few seconds. * * It's possible a platform can only report battery percentage or time left * but not both. * * \param seconds a pointer filled in with the seconds of battery life left, * or NULL to ignore. This will be filled in with -1 if we * can't determine a value or there is no battery. * \param percent a pointer filled in with the percentage of battery life * left, between 0 and 100, or NULL to ignore. This will be * filled in with -1 we can't determine a value or there is no * battery. * \returns the current battery state or `SDL_POWERSTATE_ERROR` on failure; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *seconds, int *percent); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_power_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_timer.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef SDL_timer_h_ #define SDL_timer_h_ /** * # CategoryTimer * * SDL time management routines. */ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* SDL time constants */ #define SDL_MS_PER_SECOND 1000 #define SDL_US_PER_SECOND 1000000 #define SDL_NS_PER_SECOND 1000000000LL #define SDL_NS_PER_MS 1000000 #define SDL_NS_PER_US 1000 #define SDL_SECONDS_TO_NS(S) (((Uint64)(S)) * SDL_NS_PER_SECOND) #define SDL_NS_TO_SECONDS(NS) ((NS) / SDL_NS_PER_SECOND) #define SDL_MS_TO_NS(MS) (((Uint64)(MS)) * SDL_NS_PER_MS) #define SDL_NS_TO_MS(NS) ((NS) / SDL_NS_PER_MS) #define SDL_US_TO_NS(US) (((Uint64)(US)) * SDL_NS_PER_US) #define SDL_NS_TO_US(NS) ((NS) / SDL_NS_PER_US) /** * Get the number of milliseconds since SDL library initialization. * * \returns an unsigned 64-bit value representing the number of milliseconds * since the SDL library initialized. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetTicks(void); /** * Get the number of nanoseconds since SDL library initialization. * * \returns an unsigned 64-bit value representing the number of nanoseconds * since the SDL library initialized. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetTicksNS(void); /** * Get the current value of the high resolution counter. * * This function is typically used for profiling. * * The counter values are only meaningful relative to each other. Differences * between values can be converted to times by using * SDL_GetPerformanceFrequency(). * * \returns the current counter value. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetPerformanceFrequency */ extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetPerformanceCounter(void); /** * Get the count per second of the high resolution counter. * * \returns a platform-specific count per second. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetPerformanceCounter */ extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetPerformanceFrequency(void); /** * Wait a specified number of milliseconds before returning. * * This function waits a specified number of milliseconds before returning. It * waits at least the specified time, but possibly longer due to OS * scheduling. * * \param ms the number of milliseconds to delay. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_Delay(Uint32 ms); /** * Wait a specified number of nanoseconds before returning. * * This function waits a specified number of nanoseconds before returning. It * waits at least the specified time, but possibly longer due to OS * scheduling. * * \param ns the number of nanoseconds to delay. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_DelayNS(Uint64 ns); /** * Definition of the timer ID type. * * \since This datatype is available since SDL 3.0.0. */ typedef Uint32 SDL_TimerID; /** * Function prototype for the millisecond timer callback function. * * The callback function is passed the current timer interval and returns the * next timer interval, in milliseconds. If the returned value is the same as * the one passed in, the periodic alarm continues, otherwise a new alarm is * scheduled. If the callback returns 0, the periodic alarm is cancelled. * * \param userdata an arbitrary pointer provided by the app through * SDL_AddTimer, for its own use. * \param timerID the current timer being processed. * \param interval the current callback time interval. * \returns the new callback time interval, or 0 to disable further runs of * the callback. * * \threadsafety SDL may call this callback at any time from a background * thread; the application is responsible for locking resources * the callback touches that need to be protected. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_AddTimer */ typedef Uint32 (SDLCALL *SDL_TimerCallback)(void *userdata, SDL_TimerID timerID, Uint32 interval); /** * Call a callback function at a future time. * * If you use this function, you must pass `SDL_INIT_TIMER` to SDL_Init(). * * The callback function is passed the current timer interval and the user * supplied parameter from the SDL_AddTimer() call and should return the next * timer interval. If the value returned from the callback is 0, the timer is * canceled. * * The callback is run on a separate thread, and for short timeouts can * potentially be called before this function returns. * * Timers take into account the amount of time it took to execute the * callback. For example, if the callback took 250 ms to execute and returned * 1000 (ms), the timer would only wait another 750 ms before its next * iteration. * * Timing may be inexact due to OS scheduling. Be sure to note the current * time with SDL_GetTicksNS() or SDL_GetPerformanceCounter() in case your * callback needs to adjust for variances. * * \param interval the timer delay, in milliseconds, passed to `callback`. * \param callback the SDL_TimerCallback function to call when the specified * `interval` elapses. * \param userdata a pointer that is passed to `callback`. * \returns a timer ID or 0 if an error occurs; call SDL_GetError() for more * information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AddTimerNS * \sa SDL_RemoveTimer */ extern SDL_DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *userdata); /** * Function prototype for the nanosecond timer callback function. * * The callback function is passed the current timer interval and returns the * next timer interval, in nanoseconds. If the returned value is the same as * the one passed in, the periodic alarm continues, otherwise a new alarm is * scheduled. If the callback returns 0, the periodic alarm is cancelled. * * \param userdata an arbitrary pointer provided by the app through * SDL_AddTimer, for its own use. * \param timerID the current timer being processed. * \param interval the current callback time interval. * \returns the new callback time interval, or 0 to disable further runs of * the callback. * * \threadsafety SDL may call this callback at any time from a background * thread; the application is responsible for locking resources * the callback touches that need to be protected. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_AddTimerNS */ typedef Uint64 (SDLCALL *SDL_NSTimerCallback)(void *userdata, SDL_TimerID timerID, Uint64 interval); /** * Call a callback function at a future time. * * If you use this function, you must pass `SDL_INIT_TIMER` to SDL_Init(). * * The callback function is passed the current timer interval and the user * supplied parameter from the SDL_AddTimerNS() call and should return the * next timer interval. If the value returned from the callback is 0, the * timer is canceled. * * The callback is run on a separate thread, and for short timeouts can * potentially be called before this function returns. * * Timers take into account the amount of time it took to execute the * callback. For example, if the callback took 250 ns to execute and returned * 1000 (ns), the timer would only wait another 750 ns before its next * iteration. * * Timing may be inexact due to OS scheduling. Be sure to note the current * time with SDL_GetTicksNS() or SDL_GetPerformanceCounter() in case your * callback needs to adjust for variances. * * \param interval the timer delay, in nanoseconds, passed to `callback`. * \param callback the SDL_TimerCallback function to call when the specified * `interval` elapses. * \param userdata a pointer that is passed to `callback`. * \returns a timer ID or 0 if an error occurs; call SDL_GetError() for more * information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AddTimer * \sa SDL_RemoveTimer */ extern SDL_DECLSPEC SDL_TimerID SDLCALL SDL_AddTimerNS(Uint64 interval, SDL_NSTimerCallback callback, void *userdata); /** * Remove a timer created with SDL_AddTimer(). * * \param id the ID of the timer to remove. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AddTimer */ extern SDL_DECLSPEC int SDLCALL SDL_RemoveTimer(SDL_TimerID id); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_timer_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_opengles2_gl2platform.h
#ifndef __gl2platform_h_ #define __gl2platform_h_ /* ** Copyright 2017-2020 The Khronos Group Inc. ** SPDX-License-Identifier: Apache-2.0 */ /* Platform-specific types and definitions for OpenGL ES 2.X gl2.h * * Adopters may modify khrplatform.h and this file to suit their platform. * Please contribute modifications back to Khronos as pull requests on the * public github repository: * https://github.com/KhronosGroup/OpenGL-Registry */ /*#include <KHR/khrplatform.h>*/ #ifndef GL_APICALL #define GL_APICALL KHRONOS_APICALL #endif #ifndef GL_APIENTRY #define GL_APIENTRY KHRONOS_APIENTRY #endif #endif /* __gl2platform_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_clipboard.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryClipboard * * SDL provides access to the system clipboard, both for reading information * from other processes and publishing information of its own. * * This is not just text! SDL apps can access and publish data by mimetype. */ #ifndef SDL_clipboard_h_ #define SDL_clipboard_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* Function prototypes */ /** * Put UTF-8 text into the clipboard. * * \param text the text to store in the clipboard. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetClipboardText * \sa SDL_HasClipboardText */ extern SDL_DECLSPEC int SDLCALL SDL_SetClipboardText(const char *text); /** * Get UTF-8 text from the clipboard, which must be freed with SDL_free(). * * This functions returns empty string if there was not enough memory left for * a copy of the clipboard's content. * * \returns the clipboard text on success or an empty string on failure; call * SDL_GetError() for more information. Caller must call SDL_free() * on the returned pointer when done with it (even if there was an * error). * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasClipboardText * \sa SDL_SetClipboardText */ extern SDL_DECLSPEC char * SDLCALL SDL_GetClipboardText(void); /** * Query whether the clipboard exists and contains a non-empty text string. * * \returns SDL_TRUE if the clipboard has text, or SDL_FALSE if it does not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetClipboardText * \sa SDL_SetClipboardText */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasClipboardText(void); /** * Put UTF-8 text into the primary selection. * * \param text the text to store in the primary selection. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetPrimarySelectionText * \sa SDL_HasPrimarySelectionText */ extern SDL_DECLSPEC int SDLCALL SDL_SetPrimarySelectionText(const char *text); /** * Get UTF-8 text from the primary selection, which must be freed with * SDL_free(). * * This functions returns empty string if there was not enough memory left for * a copy of the primary selection's content. * * \returns the primary selection text on success or an empty string on * failure; call SDL_GetError() for more information. Caller must * call SDL_free() on the returned pointer when done with it (even if * there was an error). * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasPrimarySelectionText * \sa SDL_SetPrimarySelectionText */ extern SDL_DECLSPEC char * SDLCALL SDL_GetPrimarySelectionText(void); /** * Query whether the primary selection exists and contains a non-empty text * string. * * \returns SDL_TRUE if the primary selection has text, or SDL_FALSE if it * does not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetPrimarySelectionText * \sa SDL_SetPrimarySelectionText */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasPrimarySelectionText(void); /** * Callback function that will be called when data for the specified mime-type * is requested by the OS. * * The callback function is called with NULL as the mime_type when the * clipboard is cleared or new data is set. The clipboard is automatically * cleared in SDL_Quit(). * * \param userdata a pointer to provided user data. * \param mime_type the requested mime-type. * \param size a pointer filled in with the length of the returned data. * \returns a pointer to the data for the provided mime-type. Returning NULL * or setting length to 0 will cause no data to be sent to the * "receiver". It is up to the receiver to handle this. Essentially * returning no data is more or less undefined behavior and may cause * breakage in receiving applications. The returned data will not be * freed so it needs to be retained and dealt with internally. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetClipboardData */ typedef const void *(SDLCALL *SDL_ClipboardDataCallback)(void *userdata, const char *mime_type, size_t *size); /** * Callback function that will be called when the clipboard is cleared, or new * data is set. * * \param userdata a pointer to provided user data. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetClipboardData */ typedef void (SDLCALL *SDL_ClipboardCleanupCallback)(void *userdata); /** * Offer clipboard data to the OS. * * Tell the operating system that the application is offering clipboard data * for each of the proivded mime-types. Once another application requests the * data the callback function will be called allowing it to generate and * respond with the data for the requested mime-type. * * The size of text data does not include any terminator, and the text does * not need to be null terminated (e.g. you can directly copy a portion of a * document) * * \param callback a function pointer to the function that provides the * clipboard data. * \param cleanup a function pointer to the function that cleans up the * clipboard data. * \param userdata an opaque pointer that will be forwarded to the callbacks. * \param mime_types a list of mime-types that are being offered. * \param num_mime_types the number of mime-types in the mime_types list. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ClearClipboardData * \sa SDL_GetClipboardData * \sa SDL_HasClipboardData */ extern SDL_DECLSPEC int SDLCALL SDL_SetClipboardData(SDL_ClipboardDataCallback callback, SDL_ClipboardCleanupCallback cleanup, void *userdata, const char **mime_types, size_t num_mime_types); /** * Clear the clipboard data. * * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetClipboardData */ extern SDL_DECLSPEC int SDLCALL SDL_ClearClipboardData(void); /** * Get the data from clipboard for a given mime type. * * The size of text data does not include the terminator, but the text is * guaranteed to be null terminated. * * \param mime_type the mime type to read from the clipboard. * \param size a pointer filled in with the length of the returned data. * \returns the retrieved data buffer or NULL on failure; call SDL_GetError() * for more information. Caller must call SDL_free() on the returned * pointer when done with it. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasClipboardData * \sa SDL_SetClipboardData */ extern SDL_DECLSPEC void *SDLCALL SDL_GetClipboardData(const char *mime_type, size_t *size); /** * Query whether there is data in the clipboard for the provided mime type. * * \param mime_type the mime type to check for data for. * \returns SDL_TRUE if there exists data in clipboard for the provided mime * type, SDL_FALSE if it does not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetClipboardData * \sa SDL_GetClipboardData */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasClipboardData(const char *mime_type); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_clipboard_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_touch.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryTouch * * SDL touch management. */ #ifndef SDL_touch_h_ #define SDL_touch_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_mouse.h> #include <SDL3/SDL_video.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif typedef Uint64 SDL_TouchID; typedef Uint64 SDL_FingerID; typedef enum SDL_TouchDeviceType { SDL_TOUCH_DEVICE_INVALID = -1, SDL_TOUCH_DEVICE_DIRECT, /* touch screen with window-relative coordinates */ SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE, /* trackpad with absolute device coordinates */ SDL_TOUCH_DEVICE_INDIRECT_RELATIVE /* trackpad with screen cursor-relative coordinates */ } SDL_TouchDeviceType; /** * Data about a single finger in a multitouch event. * * Each touch even is a collection of fingers that are simultaneously in * contact with the touch device (so a "touch" can be a "multitouch," in * reality), and this struct reports details of the specific fingers. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_GetTouchFinger */ typedef struct SDL_Finger { SDL_FingerID id; /**< the finger ID */ float x; /**< the x-axis location of the touch event, normalized (0...1) */ float y; /**< the y-axis location of the touch event, normalized (0...1) */ float pressure; /**< the quantity of pressure applied, normalized (0...1) */ } SDL_Finger; /* Used as the device ID for mouse events simulated with touch input */ #define SDL_TOUCH_MOUSEID ((SDL_MouseID)-1) /* Used as the SDL_TouchID for touch events simulated with mouse input */ #define SDL_MOUSE_TOUCHID ((SDL_TouchID)-1) /** * Get a list of registered touch devices. * * On some platforms SDL first sees the touch device if it was actually used. * Therefore the returned list might be empty, although devices are available. * After using all devices at least once the number will be correct. * * \param count a pointer filled in with the number of devices returned, can * be NULL. * \returns a 0 terminated array of touch device IDs which should be freed * with SDL_free(), or NULL on error; call SDL_GetError() for more * details. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_TouchID *SDLCALL SDL_GetTouchDevices(int *count); /** * Get the touch device name as reported from the driver. * * The returned string follows the SDL_GetStringRule. * * \param touchID the touch device instance ID. * \returns touch device name, or NULL on error; call SDL_GetError() for more * details. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetTouchDeviceName(SDL_TouchID touchID); /** * Get the type of the given touch device. * * \param touchID the ID of a touch device. * \returns touch device type. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_TouchDeviceType SDLCALL SDL_GetTouchDeviceType(SDL_TouchID touchID); /** * Get a list of active fingers for a given touch device. * * \param touchID the ID of a touch device. * \param count a pointer filled in with the number of fingers returned, can * be NULL. * \returns a NULL terminated array of SDL_Finger pointers which should be * freed with SDL_free(), or NULL on error; call SDL_GetError() for * more details. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Finger **SDLCALL SDL_GetTouchFingers(SDL_TouchID touchID, int *count); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_touch_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_storage.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryStorage * * SDL storage container management. */ #ifndef SDL_storage_h_ #define SDL_storage_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_filesystem.h> #include <SDL3/SDL_properties.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* !!! FIXME: Don't let this ship without async R/W support!!! */ /** * Function interface for SDL_Storage. * * Apps that want to supply a custom implementation of SDL_Storage will fill * in all the functions in this struct, and then pass it to SDL_OpenStorage to * create a custom SDL_Storage object. * * It is not usually necessary to do this; SDL provides standard * implementations for many things you might expect to do with an SDL_Storage. * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_StorageInterface { /* Called when the storage is closed */ int (SDLCALL *close)(void *userdata); /* Optional, returns whether the storage is currently ready for access */ SDL_bool (SDLCALL *ready)(void *userdata); /* Enumerate a directory, optional for write-only storage */ int (SDLCALL *enumerate)(void *userdata, const char *path, SDL_EnumerateDirectoryCallback callback, void *callback_userdata); /* Get path information, optional for write-only storage */ int (SDLCALL *info)(void *userdata, const char *path, SDL_PathInfo *info); /* Read a file from storage, optional for write-only storage */ int (SDLCALL *read_file)(void *userdata, const char *path, void *destination, Uint64 length); /* Write a file to storage, optional for read-only storage */ int (SDLCALL *write_file)(void *userdata, const char *path, const void *source, Uint64 length); /* Create a directory, optional for read-only storage */ int (SDLCALL *mkdir)(void *userdata, const char *path); /* Remove a file or empty directory, optional for read-only storage */ int (SDLCALL *remove)(void *userdata, const char *path); /* Rename a path, optional for read-only storage */ int (SDLCALL *rename)(void *userdata, const char *oldpath, const char *newpath); /* Get the space remaining, optional for read-only storage */ Uint64 (SDLCALL *space_remaining)(void *userdata); } SDL_StorageInterface; /** * An abstract interface for filesystem access. * * This is an opaque datatype. One can create this object using standard SDL * functions like SDL_OpenTitleStorage or SDL_OpenUserStorage, etc, or create * an object with a custom implementation using SDL_OpenStorage. * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_Storage SDL_Storage; /** * Opens up a read-only container for the application's filesystem. * * \param override a path to override the backend's default title root. * \param props a property list that may contain backend-specific information. * \returns a title storage container on success or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CloseStorage * \sa SDL_GetStorageFileSize * \sa SDL_OpenUserStorage * \sa SDL_ReadStorageFile */ extern SDL_DECLSPEC SDL_Storage *SDLCALL SDL_OpenTitleStorage(const char *override, SDL_PropertiesID props); /** * Opens up a container for a user's unique read/write filesystem. * * While title storage can generally be kept open throughout runtime, user * storage should only be opened when the client is ready to read/write files. * This allows the backend to properly batch file operations and flush them * when the container has been closed; ensuring safe and optimal save I/O. * * \param org the name of your organization. * \param app the name of your application. * \param props a property list that may contain backend-specific information. * \returns a user storage container on success or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CloseStorage * \sa SDL_GetStorageFileSize * \sa SDL_GetStorageSpaceRemaining * \sa SDL_OpenTitleStorage * \sa SDL_ReadStorageFile * \sa SDL_StorageReady * \sa SDL_WriteStorageFile */ extern SDL_DECLSPEC SDL_Storage *SDLCALL SDL_OpenUserStorage(const char *org, const char *app, SDL_PropertiesID props); /** * Opens up a container for local filesystem storage. * * This is provided for development and tools. Portable applications should * use SDL_OpenTitleStorage() for access to game data and * SDL_OpenUserStorage() for access to user data. * * \param path the base path prepended to all storage paths, or NULL for no * base path. * \returns a filesystem storage container on success or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CloseStorage * \sa SDL_GetStorageFileSize * \sa SDL_GetStorageSpaceRemaining * \sa SDL_OpenTitleStorage * \sa SDL_OpenUserStorage * \sa SDL_ReadStorageFile * \sa SDL_WriteStorageFile */ extern SDL_DECLSPEC SDL_Storage *SDLCALL SDL_OpenFileStorage(const char *path); /** * Opens up a container using a client-provided storage interface. * * Applications do not need to use this function unless they are providing * their own SDL_Storage implementation. If you just need an SDL_Storage, you * should use the built-in implementations in SDL, like SDL_OpenTitleStorage() * or SDL_OpenUserStorage(). * * \param iface the function table to be used by this container. * \param userdata the pointer that will be passed to the store interface. * \returns a storage container on success or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CloseStorage * \sa SDL_GetStorageFileSize * \sa SDL_GetStorageSpaceRemaining * \sa SDL_ReadStorageFile * \sa SDL_StorageReady * \sa SDL_WriteStorageFile */ extern SDL_DECLSPEC SDL_Storage *SDLCALL SDL_OpenStorage(const SDL_StorageInterface *iface, void *userdata); /** * Closes and frees a storage container. * * \param storage a storage container to close. * \returns 0 if the container was freed with no errors, a negative value * otherwise; call SDL_GetError() for more information. Even if the * function returns an error, the container data will be freed; the * error is only for informational purposes. * * \since This function is available since SDL 3.0.0. * * \sa SDL_OpenFileStorage * \sa SDL_OpenStorage * \sa SDL_OpenTitleStorage * \sa SDL_OpenUserStorage */ extern SDL_DECLSPEC int SDLCALL SDL_CloseStorage(SDL_Storage *storage); /** * Checks if the storage container is ready to use. * * This function should be called in regular intervals until it returns * SDL_TRUE - however, it is not recommended to spinwait on this call, as the * backend may depend on a synchronous message loop. * * \param storage a storage container to query. * \returns SDL_TRUE if the container is ready, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_StorageReady(SDL_Storage *storage); /** * Query the size of a file within a storage container. * * \param storage a storage container to query. * \param path the relative path of the file to query. * \param length a pointer to be filled with the file's length. * \returns 0 if the file could be queried, a negative value otherwise; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ReadStorageFile * \sa SDL_StorageReady */ extern SDL_DECLSPEC int SDLCALL SDL_GetStorageFileSize(SDL_Storage *storage, const char *path, Uint64 *length); /** * Synchronously read a file from a storage container into a client-provided * buffer. * * \param storage a storage container to read from. * \param path the relative path of the file to read. * \param destination a client-provided buffer to read the file into. * \param length the length of the destination buffer. * \returns 0 if the file was read, a negative value otherwise; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetStorageFileSize * \sa SDL_StorageReady * \sa SDL_WriteStorageFile */ extern SDL_DECLSPEC int SDLCALL SDL_ReadStorageFile(SDL_Storage *storage, const char *path, void *destination, Uint64 length); /** * Synchronously write a file from client memory into a storage container. * * \param storage a storage container to write to. * \param path the relative path of the file to write. * \param source a client-provided buffer to write from. * \param length the length of the source buffer. * \returns 0 if the file was written, a negative value otherwise; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetStorageSpaceRemaining * \sa SDL_ReadStorageFile * \sa SDL_StorageReady */ extern SDL_DECLSPEC int SDLCALL SDL_WriteStorageFile(SDL_Storage *storage, const char *path, const void *source, Uint64 length); /** * Create a directory in a writable storage container. * * \param storage a storage container. * \param path the path of the directory to create. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_StorageReady */ extern SDL_DECLSPEC int SDLCALL SDL_CreateStorageDirectory(SDL_Storage *storage, const char *path); /** * Enumerate a directory in a storage container through a callback function. * * This function provides every directory entry through an app-provided * callback, called once for each directory entry, until all results have been * provided or the callback returns <= 0. * * \param storage a storage container. * \param path the path of the directory to enumerate. * \param callback a function that is called for each entry in the directory. * \param userdata a pointer that is passed to `callback`. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_StorageReady */ extern SDL_DECLSPEC int SDLCALL SDL_EnumerateStorageDirectory(SDL_Storage *storage, const char *path, SDL_EnumerateDirectoryCallback callback, void *userdata); /** * Remove a file or an empty directory in a writable storage container. * * \param storage a storage container. * \param path the path of the directory to enumerate. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_StorageReady */ extern SDL_DECLSPEC int SDLCALL SDL_RemoveStoragePath(SDL_Storage *storage, const char *path); /** * Rename a file or directory in a writable storage container. * * \param storage a storage container. * \param oldpath the old path. * \param newpath the new path. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_StorageReady */ extern SDL_DECLSPEC int SDLCALL SDL_RenameStoragePath(SDL_Storage *storage, const char *oldpath, const char *newpath); /** * Get information about a filesystem path in a storage container. * * \param storage a storage container. * \param path the path to query. * \param info a pointer filled in with information about the path, or NULL to * check for the existence of a file. * \returns 0 on success or a negative error code if the file doesn't exist, * or another failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_StorageReady */ extern SDL_DECLSPEC int SDLCALL SDL_GetStoragePathInfo(SDL_Storage *storage, const char *path, SDL_PathInfo *info); /** * Queries the remaining space in a storage container. * * \param storage a storage container to query. * \returns the amount of remaining space, in bytes. * * \since This function is available since SDL 3.0.0. * * \sa SDL_StorageReady * \sa SDL_WriteStorageFile */ extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetStorageSpaceRemaining(SDL_Storage *storage); /** * Enumerate a directory tree, filtered by pattern, and return a list. * * Files are filtered out if they don't match the string in `pattern`, which * may contain wildcard characters '*' (match everything) and '?' (match one * character). If pattern is NULL, no filtering is done and all results are * returned. Subdirectories are permitted, and are specified with a path * separator of '/'. Wildcard characters '*' and '?' never match a path * separator. * * `flags` may be set to SDL_GLOB_CASEINSENSITIVE to make the pattern matching * case-insensitive. * * The returned array is always NULL-terminated, for your iterating * convenience, but if `count` is non-NULL, on return it will contain the * number of items in the array, not counting the NULL terminator. * * You must free the returned pointer with SDL_free() when done with it. * * \param storage a storage container. * \param path the path of the directory to enumerate. * \param pattern the pattern that files in the directory must match. Can be * NULL. * \param flags `SDL_GLOB_*` bitflags that affect this search. * \param count on return, will be set to the number of items in the returned * array. Can be NULL. * \returns an array of strings on success or NULL on failure; call * SDL_GetError() for more information. The caller should pass the * returned pointer to SDL_free when done with it. * * \threadsafety It is safe to call this function from any thread, assuming * the `storage` object is thread-safe. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC char **SDLCALL SDL_GlobStorageDirectory(SDL_Storage *storage, const char *path, const char *pattern, SDL_GlobFlags flags, int *count); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_storage_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_keyboard.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryKeyboard * * SDL keyboard management. */ #ifndef SDL_keyboard_h_ #define SDL_keyboard_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_keycode.h> #include <SDL3/SDL_video.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * This is a unique ID for a keyboard for the time it is connected to the * system, and is never reused for the lifetime of the application. * * If the keyboard is disconnected and reconnected, it will get a new ID. * * The ID value starts at 1 and increments from there. The value 0 is an * invalid ID. * * \since This datatype is available since SDL 3.0.0. */ typedef Uint32 SDL_KeyboardID; /* Function prototypes */ /** * Return whether a keyboard is currently connected. * * \returns SDL_TRUE if a keyboard is connected, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetKeyboards */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasKeyboard(void); /** * Get a list of currently connected keyboards. * * Note that this will include any device or virtual driver that includes * keyboard functionality, including some mice, KVM switches, motherboard * power buttons, etc. You should wait for input from a device before you * consider it actively in use. * * \param count a pointer filled in with the number of keyboards returned. * \returns a 0 terminated array of keyboards instance IDs which should be * freed with SDL_free(), or NULL on error; call SDL_GetError() for * more details. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetKeyboardInstanceName * \sa SDL_HasKeyboard */ extern SDL_DECLSPEC SDL_KeyboardID *SDLCALL SDL_GetKeyboards(int *count); /** * Get the name of a keyboard. * * This function returns "" if the keyboard doesn't have a name. * * The returned string follows the SDL_GetStringRule. * * \param instance_id the keyboard instance ID. * \returns the name of the selected keyboard, or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetKeyboards */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetKeyboardInstanceName(SDL_KeyboardID instance_id); /** * Query the window which currently has keyboard focus. * * \returns the window with keyboard focus. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void); /** * Get a snapshot of the current state of the keyboard. * * The pointer returned is a pointer to an internal SDL array. It will be * valid for the whole lifetime of the application and should not be freed by * the caller. * * A array element with a value of 1 means that the key is pressed and a value * of 0 means that it is not. Indexes into this array are obtained by using * SDL_Scancode values. * * Use SDL_PumpEvents() to update the state array. * * This function gives you the current state after all events have been * processed, so if a key or button has been pressed and released before you * process events, then the pressed state will never show up in the * SDL_GetKeyboardState() calls. * * Note: This function doesn't take into account whether shift has been * pressed or not. * * \param numkeys if non-NULL, receives the length of the returned array. * \returns a pointer to an array of key states. * * \since This function is available since SDL 3.0.0. * * \sa SDL_PumpEvents * \sa SDL_ResetKeyboard */ extern SDL_DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys); /** * Clear the state of the keyboard. * * This function will generate key up events for all pressed keys. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetKeyboardState */ extern SDL_DECLSPEC void SDLCALL SDL_ResetKeyboard(void); /** * Get the current key modifier state for the keyboard. * * \returns an OR'd combination of the modifier keys for the keyboard. See * SDL_Keymod for details. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetKeyboardState * \sa SDL_SetModState */ extern SDL_DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void); /** * Set the current key modifier state for the keyboard. * * The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose * modifier key states on your application. Simply pass your desired modifier * states into `modstate`. This value may be a bitwise, OR'd combination of * SDL_Keymod values. * * This does not change the keyboard state, only the key modifier flags that * SDL reports. * * \param modstate the desired SDL_Keymod for the keyboard. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetModState */ extern SDL_DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate); /** * Get the key code corresponding to the given scancode according to a default * en_US keyboard layout. * * See SDL_Keycode for details. * * \param scancode the desired SDL_Scancode to query. * \param modstate the modifier state to use when translating the scancode to * a keycode. * \returns the SDL_Keycode that corresponds to the given SDL_Scancode. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetKeyName * \sa SDL_GetScancodeFromKey */ extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetDefaultKeyFromScancode(SDL_Scancode scancode, SDL_Keymod modstate); /** * Get the key code corresponding to the given scancode according to the * current keyboard layout. * * See SDL_Keycode for details. * * \param scancode the desired SDL_Scancode to query. * \param modstate the modifier state to use when translating the scancode to * a keycode. * \returns the SDL_Keycode that corresponds to the given SDL_Scancode. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetDefaultKeyFromScancode * \sa SDL_GetKeyName * \sa SDL_GetScancodeFromKey */ extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode, SDL_Keymod modstate); /** * Get the scancode corresponding to the given key code according to a default * en_US keyboard layout. * * Note that there may be multiple scancode+modifier states that can generate * this keycode, this will just return the first one found. * * \param key the desired SDL_Keycode to query. * \param modstate a pointer to the modifier state that would be used when the * scancode generates this key, may be NULL. * \returns the SDL_Scancode that corresponds to the given SDL_Keycode. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetScancodeFromKey * \sa SDL_GetScancodeName */ extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetDefaultScancodeFromKey(SDL_Keycode key, SDL_Keymod *modstate); /** * Get the scancode corresponding to the given key code according to the * current keyboard layout. * * Note that there may be multiple scancode+modifier states that can generate * this keycode, this will just return the first one found. * * \param key the desired SDL_Keycode to query. * \param modstate a pointer to the modifier state that would be used when the * scancode generates this key, may be NULL. * \returns the SDL_Scancode that corresponds to the given SDL_Keycode. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetDefaultScancodeFromKey * \sa SDL_GetKeyFromScancode * \sa SDL_GetScancodeName */ extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key, SDL_Keymod *modstate); /** * Set a human-readable name for a scancode. * * \param scancode the desired SDL_Scancode. * \param name the name to use for the scancode, encoded as UTF-8. The string * is not copied, so the pointer given to this function must stay * valid while SDL is being used. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetScancodeName */ extern SDL_DECLSPEC int SDLCALL SDL_SetScancodeName(SDL_Scancode scancode, const char *name); /** * Get a human-readable name for a scancode. * * The returned string follows the SDL_GetStringRule. * * **Warning**: The returned name is by design not stable across platforms, * e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left * Windows" under Microsoft Windows, and some scancodes like * `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even * scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and * `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore * unsuitable for creating a stable cross-platform two-way mapping between * strings and scancodes. * * \param scancode the desired SDL_Scancode to query. * \returns a pointer to the name for the scancode. If the scancode doesn't * have a name this function returns an empty string (""). * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetScancodeFromKey * \sa SDL_GetScancodeFromName * \sa SDL_SetScancodeName */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode); /** * Get a scancode from a human-readable name. * * \param name the human-readable scancode name. * \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't * recognized; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetKeyFromName * \sa SDL_GetScancodeFromKey * \sa SDL_GetScancodeName */ extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name); /** * Get a human-readable name for a key. * * The returned string follows the SDL_GetStringRule. * * \param key the desired SDL_Keycode to query. * \returns a pointer to a UTF-8 string that stays valid at least until the * next call to this function. If you need it around any longer, you * must copy it. If the key doesn't have a name, this function * returns an empty string (""). * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetKeyFromName * \sa SDL_GetKeyFromScancode * \sa SDL_GetScancodeFromKey */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key); /** * Get a key code from a human-readable name. * * \param name the human-readable key name. * \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetKeyFromScancode * \sa SDL_GetKeyName * \sa SDL_GetScancodeFromName */ extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name); /** * Start accepting Unicode text input events. * * This function will start accepting Unicode text input events in the focused * SDL window, and start emitting SDL_TextInputEvent (SDL_EVENT_TEXT_INPUT) * and SDL_TextEditingEvent (SDL_EVENT_TEXT_EDITING) events. Please use this * function in pair with SDL_StopTextInput(). * * Text input events are not received by default. * * On some platforms using this function activates the screen keyboard. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetTextInputRect * \sa SDL_StopTextInput */ extern SDL_DECLSPEC void SDLCALL SDL_StartTextInput(void); /** * Check whether or not Unicode text input events are enabled. * * \returns SDL_TRUE if text input events are enabled else SDL_FALSE. * * \since This function is available since SDL 3.0.0. * * \sa SDL_StartTextInput */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_TextInputActive(void); /** * Stop receiving any text input events. * * Text input events are not received by default. * * \since This function is available since SDL 3.0.0. * * \sa SDL_StartTextInput */ extern SDL_DECLSPEC void SDLCALL SDL_StopTextInput(void); /** * Dismiss the composition window/IME without disabling the subsystem. * * \since This function is available since SDL 3.0.0. * * \sa SDL_StartTextInput * \sa SDL_StopTextInput */ extern SDL_DECLSPEC void SDLCALL SDL_ClearComposition(void); /** * Set the rectangle used to type Unicode text inputs. * * Native input methods will place a window with word suggestions near it, * without covering the text being inputted. * * To start text input in a given location, this function is intended to be * called before SDL_StartTextInput, although some platforms support moving * the rectangle even while text input (and a composition) is active. * * Note: If you want to use the system native IME window, try setting hint * **SDL_HINT_IME_SHOW_UI** to **1**, otherwise this function won't give you * any feedback. * * \param rect the SDL_Rect structure representing the rectangle to receive * text (ignored if NULL). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_StartTextInput */ extern SDL_DECLSPEC int SDLCALL SDL_SetTextInputRect(const SDL_Rect *rect); /** * Check whether the platform has screen keyboard support. * * \returns SDL_TRUE if the platform has some screen keyboard support or * SDL_FALSE if not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_StartTextInput * \sa SDL_ScreenKeyboardShown */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void); /** * Check whether the screen keyboard is shown for given window. * * \param window the window for which screen keyboard should be queried. * \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasScreenKeyboardSupport */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ScreenKeyboardShown(SDL_Window *window); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_keyboard_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_render.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryRender * * Header file for SDL 2D rendering functions. * * This API supports the following features: * * - single pixel points * - single pixel lines * - filled rectangles * - texture images * - 2D polygons * * The primitives may be drawn in opaque, blended, or additive modes. * * The texture images may be drawn in opaque, blended, or additive modes. They * can have an additional color tint or alpha modulation applied to them, and * may also be stretched with linear interpolation. * * This API is designed to accelerate simple 2D operations. You may want more * functionality such as polygons and particle effects and in that case you * should use SDL's OpenGL/Direct3D support or one of the many good 3D * engines. * * These functions must be called from the main thread. See this bug for * details: https://github.com/libsdl-org/SDL/issues/986 */ #ifndef SDL_render_h_ #define SDL_render_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_events.h> #include <SDL3/SDL_properties.h> #include <SDL3/SDL_rect.h> #include <SDL3/SDL_video.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * The name of the software renderer. * * \since This macro is available since SDL 3.0.0. */ #define SDL_SOFTWARE_RENDERER "software" /** * Vertex structure. * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_Vertex { SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */ SDL_FColor color; /**< Vertex color */ SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */ } SDL_Vertex; /** * The access pattern allowed for a texture. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_TextureAccess { SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */ SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */ SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */ } SDL_TextureAccess; /** * How the logical size is mapped to the output. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_RendererLogicalPresentation { SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */ SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */ SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */ SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */ SDL_LOGICAL_PRESENTATION_INTEGER_SCALE /**< The rendered content is scaled up by integer multiples to fit the output resolution */ } SDL_RendererLogicalPresentation; /** * A structure representing rendering state * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_Renderer SDL_Renderer; /** * An efficient driver-specific representation of pixel data * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_Texture SDL_Texture; /* Function prototypes */ /** * Get the number of 2D rendering drivers available for the current display. * * A render driver is a set of code that handles rendering and texture * management on a particular display. Normally there is only one, but some * drivers may have several available with different capabilities. * * There may be none if SDL was compiled without render support. * * \returns a number >= 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateRenderer * \sa SDL_GetRenderDriver */ extern SDL_DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void); /** * Use this function to get the name of a built in 2D rendering driver. * * The list of rendering drivers is given in the order that they are normally * initialized by default; the drivers that seem more reasonable to choose * first (as far as the SDL developers believe) are earlier in the list. * * The names of drivers are all simple, low-ASCII identifiers, like "opengl", * "direct3d12" or "metal". These never have Unicode characters, and are not * meant to be proper names. * * The returned string follows the SDL_GetStringRule. * * \param index the index of the rendering driver; the value ranges from 0 to * SDL_GetNumRenderDrivers() - 1. * \returns the name of the rendering driver at the requested index, or NULL * if an invalid index was specified. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetNumRenderDrivers */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetRenderDriver(int index); /** * Create a window and default renderer. * * \param title the title of the window, in UTF-8 encoding. * \param width the width of the window. * \param height the height of the window. * \param window_flags the flags used to create the window (see * SDL_CreateWindow()). * \param window a pointer filled with the window, or NULL on error. * \param renderer a pointer filled with the renderer, or NULL on error. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateRenderer * \sa SDL_CreateWindow */ extern SDL_DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(const char *title, int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer); /** * Create a 2D rendering context for a window. * * If you want a specific renderer, you can specify its name here. A list of * available renderers can be obtained by calling SDL_GetRenderDriver multiple * times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you don't * need a specific renderer, specify NULL and SDL will attempt to choose the * best option for you, based on what is available on the user's system. * * By default the rendering size matches the window size in pixels, but you * can call SDL_SetRenderLogicalPresentation() to change the content size and * scaling options. * * \param window the window where rendering is displayed. * \param name the name of the rendering driver to initialize, or NULL to * initialize the first one supporting the requested flags. * \returns a valid rendering context or NULL if there was an error; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateRendererWithProperties * \sa SDL_CreateSoftwareRenderer * \sa SDL_DestroyRenderer * \sa SDL_GetNumRenderDrivers * \sa SDL_GetRenderDriver * \sa SDL_GetRendererName */ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name); /** * Create a 2D rendering context for a window, with the specified properties. * * These are the supported properties: * * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver * to use, if a specific one is desired * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is * displayed, required if this isn't a software renderer using a surface * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering * is displayed, if you want a software renderer without a window * - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace * value describing the colorspace for output to the display, defaults to * SDL_COLORSPACE_SRGB. The direct3d11, direct3d12, and metal renderers * support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and * supports HDR output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing * still uses the sRGB colorspace, but values can go beyond 1.0 and float * (linear) format textures can be used for HDR content. * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER`: non-zero if you want * present synchronized with the refresh rate. This property can take any * value that is supported by SDL_SetRenderVSync() for the renderer. * * With the vulkan renderer: * * - `SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER`: the VkInstance to use * with the renderer, optional. * - `SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR to use * with the renderer, optional. * - `SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER`: the * VkPhysicalDevice to use with the renderer, optional. * - `SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER`: the VkDevice to use * with the renderer, optional. * - `SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the * queue family index used for rendering. * - `SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the * queue family index used for presentation. * * \param props the properties to use. * \returns a valid rendering context or NULL if there was an error; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateProperties * \sa SDL_CreateRenderer * \sa SDL_CreateSoftwareRenderer * \sa SDL_DestroyRenderer * \sa SDL_GetRendererName */ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props); #define SDL_PROP_RENDERER_CREATE_NAME_STRING "name" #define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "window" #define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "surface" #define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "output_colorspace" #define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER "present_vsync" #define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER "vulkan.instance" #define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER "vulkan.surface" #define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER "vulkan.physical_device" #define SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER "vulkan.device" #define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "vulkan.graphics_queue_family_index" #define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "vulkan.present_queue_family_index" /** * Create a 2D software rendering context for a surface. * * Two other API which can be used to create SDL_Renderer: * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_ * create a software renderer, but they are intended to be used with an * SDL_Window as the final destination and not an SDL_Surface. * * \param surface the SDL_Surface structure representing the surface where * rendering is done. * \returns a valid rendering context or NULL if there was an error; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DestroyRenderer */ extern SDL_DECLSPEC SDL_Renderer *SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface); /** * Get the renderer associated with a window. * * \param window the window to query. * \returns the rendering context on success or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Renderer *SDLCALL SDL_GetRenderer(SDL_Window *window); /** * Get the window associated with a renderer. * * \param renderer the renderer to query. * \returns the window on success or NULL on failure; call SDL_GetError() for * more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Window *SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer); /** * Get the name of a renderer. * * The returned string follows the SDL_GetStringRule. * * \param renderer the rendering context. * \returns the name of the selected renderer, or NULL if the renderer is * invalid. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateRenderer * \sa SDL_CreateRendererWithProperties */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetRendererName(SDL_Renderer *renderer); /** * Get the properties associated with a renderer. * * The following read-only properties are provided by SDL: * * - `SDL_PROP_RENDERER_NAME_STRING`: the name of the rendering driver * - `SDL_PROP_RENDERER_WINDOW_POINTER`: the window where rendering is * displayed, if any * - `SDL_PROP_RENDERER_SURFACE_POINTER`: the surface where rendering is * displayed, if this is a software renderer without a window * - `SDL_PROP_RENDERER_VSYNC_NUMBER`: the current vsync setting * - `SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER`: the maximum texture width * and height * - `SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER`: a (const SDL_PixelFormatEnum * *) array of pixel formats, terminated with SDL_PIXELFORMAT_UNKNOWN, * representing the available texture formats for this renderer. * - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace value * describing the colorspace for output to the display, defaults to * SDL_COLORSPACE_SRGB. * - `SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN`: true if the output colorspace is * SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with * HDR enabled. This property can change dynamically when * SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent. * - `SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT`: the value of SDR white in the * SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is * automatically multiplied into the color scale. This property can change * dynamically when SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent. * - `SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT`: the additional high dynamic range * that can be displayed, in terms of the SDR white point. When HDR is not * enabled, this will be 1.0. This property can change dynamically when * SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent. * * With the direct3d renderer: * * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated * with the renderer * * With the direct3d11 renderer: * * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated * with the renderer * - `SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER`: the IDXGISwapChain1 * associated with the renderer. This may change when the window is resized. * * With the direct3d12 renderer: * * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated * with the renderer * - `SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER`: the IDXGISwapChain4 * associated with the renderer. * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue * associated with the renderer * * With the vulkan renderer: * * - `SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER`: the VkInstance associated * with the renderer * - `SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR associated * with the renderer * - `SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER`: the VkPhysicalDevice * associated with the renderer * - `SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER`: the VkDevice associated with * the renderer * - `SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the queue * family index used for rendering * - `SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the queue * family index used for presentation * - `SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER`: the number of * swapchain images, or potential frames in flight, used by the Vulkan * renderer * * \param renderer the rendering context. * \returns a valid property ID on success or 0 on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetProperty * \sa SDL_SetProperty */ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer); #define SDL_PROP_RENDERER_NAME_STRING "SDL.renderer.name" #define SDL_PROP_RENDERER_WINDOW_POINTER "SDL.renderer.window" #define SDL_PROP_RENDERER_SURFACE_POINTER "SDL.renderer.surface" #define SDL_PROP_RENDERER_VSYNC_NUMBER "SDL.renderer.vsync" #define SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER "SDL.renderer.max_texture_size" #define SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER "SDL.renderer.texture_formats" #define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.output_colorspace" #define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN "SDL.renderer.HDR_enabled" #define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT "SDL.renderer.SDR_white_point" #define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT "SDL.renderer.HDR_headroom" #define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device" #define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device" #define SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER "SDL.renderer.d3d11.swap_chain" #define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device" #define SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER "SDL.renderer.d3d12.swap_chain" #define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue" #define SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER "SDL.renderer.vulkan.instance" #define SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER "SDL.renderer.vulkan.surface" #define SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.vulkan.physical_device" #define SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER "SDL.renderer.vulkan.device" #define SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.graphics_queue_family_index" #define SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.present_queue_family_index" #define SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER "SDL.renderer.vulkan.swapchain_image_count" /** * Get the output size in pixels of a rendering context. * * This returns the true output size in pixels, ignoring any render targets or * logical size and presentation. * * \param renderer the rendering context. * \param w a pointer filled in with the width in pixels. * \param h a pointer filled in with the height in pixels. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetCurrentRenderOutputSize */ extern SDL_DECLSPEC int SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h); /** * Get the current output size in pixels of a rendering context. * * If a rendering target is active, this will return the size of the rendering * target in pixels, otherwise if a logical size is set, it will return the * logical size, otherwise it will return the value of * SDL_GetRenderOutputSize(). * * \param renderer the rendering context. * \param w a pointer filled in with the current width. * \param h a pointer filled in with the current height. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRenderOutputSize */ extern SDL_DECLSPEC int SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h); /** * Create a texture for a rendering context. * * \param renderer the rendering context. * \param format one of the enumerated values in SDL_PixelFormatEnum. * \param access one of the enumerated values in SDL_TextureAccess. * \param w the width of the texture in pixels. * \param h the height of the texture in pixels. * \returns a pointer to the created texture or NULL if no rendering context * was active, the format was unsupported, or the width or height * were out of range; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateTextureFromSurface * \sa SDL_CreateTextureWithProperties * \sa SDL_DestroyTexture * \sa SDL_GetTextureSize * \sa SDL_UpdateTexture */ extern SDL_DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormatEnum format, int access, int w, int h); /** * Create a texture from an existing surface. * * The surface is not modified or freed by this function. * * The SDL_TextureAccess hint for the created texture is * `SDL_TEXTUREACCESS_STATIC`. * * The pixel format of the created texture may be different from the pixel * format of the surface, and can be queried using the * SDL_PROP_TEXTURE_FORMAT_NUMBER property. * * \param renderer the rendering context. * \param surface the SDL_Surface structure containing pixel data used to fill * the texture. * \returns the created texture or NULL on failure; call SDL_GetError() for * more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateTexture * \sa SDL_CreateTextureWithProperties * \sa SDL_DestroyTexture */ extern SDL_DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface); /** * Create a texture for a rendering context with the specified properties. * * These are the supported properties: * * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value * describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR * for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures, * SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for * YUV textures. * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in * SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in * SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC * - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in * pixels, required * - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in * pixels, required * - `SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating * point textures, this defines the value of 100% diffuse white, with higher * values being displayed in the High Dynamic Range headroom. This defaults * to 100 for HDR10 textures and 1.0 for floating point textures. * - `SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT`: for HDR10 and floating * point textures, this defines the maximum dynamic range used by the * content, in terms of the SDR white point. This would be equivalent to * maxCLL / SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT for HDR10 content. * If this is defined, any values outside the range supported by the display * will be scaled into the available HDR headroom, otherwise they are * clipped. * * With the direct3d11 renderer: * * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D * associated with the texture, if you want to wrap an existing texture. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D * associated with the U plane of a YUV texture, if you want to wrap an * existing texture. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D * associated with the V plane of a YUV texture, if you want to wrap an * existing texture. * * With the direct3d12 renderer: * * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource * associated with the texture, if you want to wrap an existing texture. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource * associated with the U plane of a YUV texture, if you want to wrap an * existing texture. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource * associated with the V plane of a YUV texture, if you want to wrap an * existing texture. * * With the metal renderer: * * - `SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER`: the CVPixelBufferRef * associated with the texture, if you want to create a texture from an * existing pixel buffer. * * With the opengl renderer: * * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture * associated with the texture, if you want to wrap an existing texture. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture * associated with the UV plane of an NV12 texture, if you want to wrap an * existing texture. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture * associated with the U plane of a YUV texture, if you want to wrap an * existing texture. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture * associated with the V plane of a YUV texture, if you want to wrap an * existing texture. * * With the opengles2 renderer: * * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture * associated with the texture, if you want to wrap an existing texture. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture * associated with the texture, if you want to wrap an existing texture. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture * associated with the UV plane of an NV12 texture, if you want to wrap an * existing texture. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture * associated with the U plane of a YUV texture, if you want to wrap an * existing texture. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture * associated with the V plane of a YUV texture, if you want to wrap an * existing texture. * * With the vulkan renderer: * * - `SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER`: the VkImage with layout * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL associated with the texture, if * you want to wrap an existing texture. * * \param renderer the rendering context. * \param props the properties to use. * \returns a pointer to the created texture or NULL if no rendering context * was active, the format was unsupported, or the width or height * were out of range; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateProperties * \sa SDL_CreateTexture * \sa SDL_CreateTextureFromSurface * \sa SDL_DestroyTexture * \sa SDL_GetTextureSize * \sa SDL_UpdateTexture */ extern SDL_DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props); #define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "colorspace" #define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "format" #define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "access" #define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "width" #define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "height" #define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDR_white_point" #define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "HDR_headroom" #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture" #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u" #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v" #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture" #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u" #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v" #define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "metal.pixelbuffer" #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture" #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv" #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u" #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v" #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture" #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv" #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u" #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v" #define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER "vulkan.texture" /** * Get the properties associated with a texture. * * The following read-only properties are provided by SDL: * * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing * the texture colorspace. * - `SDL_PROP_TEXTURE_FORMAT_NUMBER`: one of the enumerated values in * SDL_PixelFormatEnum. * - `SDL_PROP_TEXTURE_ACCESS_NUMBER`: one of the enumerated values in * SDL_TextureAccess. * - `SDL_PROP_TEXTURE_WIDTH_NUMBER`: the width of the texture in pixels. * - `SDL_PROP_TEXTURE_HEIGHT_NUMBER`: the height of the texture in pixels. * - `SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point * textures, this defines the value of 100% diffuse white, with higher * values being displayed in the High Dynamic Range headroom. This defaults * to 100 for HDR10 textures and 1.0 for other textures. * - `SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point * textures, this defines the maximum dynamic range used by the content, in * terms of the SDR white point. If this is defined, any values outside the * range supported by the display will be scaled into the available HDR * headroom, otherwise they are clipped. This defaults to 1.0 for SDR * textures, 4.0 for HDR10 textures, and no default for floating point * textures. * * With the direct3d11 renderer: * * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated * with the texture * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D * associated with the U plane of a YUV texture * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D * associated with the V plane of a YUV texture * * With the direct3d12 renderer: * * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated * with the texture * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated * with the U plane of a YUV texture * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated * with the V plane of a YUV texture * * With the vulkan renderer: * * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_POINTER`: the VkImage associated with * the texture * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_U_POINTER`: the VkImage associated with * the U plane of a YUV texture * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_V_POINTER`: the VkImage associated with * the V plane of a YUV texture * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_UV_POINTER`: the VkImage associated with * the UV plane of a NV12/NV21 texture * * With the opengl renderer: * * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated * with the texture * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture * associated with the UV plane of an NV12 texture * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated * with the U plane of a YUV texture * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated * with the V plane of a YUV texture * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER`: the GLenum for the * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc) * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of * the texture (0.0 - 1.0) * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of * the texture (0.0 - 1.0) * * With the opengles2 renderer: * * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture * associated with the texture * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture * associated with the UV plane of an NV12 texture * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture * associated with the U plane of a YUV texture * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture * associated with the V plane of a YUV texture * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc) * * With the vulkan renderer: * * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER`: the VkImage associated with the * texture * * \param texture the texture to query. * \returns a valid property ID on success or 0 on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetProperty * \sa SDL_SetProperty */ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture); #define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace" #define SDL_PROP_TEXTURE_FORMAT_NUMBER "SDL.texture.format" #define SDL_PROP_TEXTURE_ACCESS_NUMBER "SDL.texture.access" #define SDL_PROP_TEXTURE_WIDTH_NUMBER "SDL.texture.width" #define SDL_PROP_TEXTURE_HEIGHT_NUMBER "SDL.texture.height" #define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT "SDL.texture.SDR_white_point" #define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT "SDL.texture.HDR_headroom" #define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture" #define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u" #define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v" #define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture" #define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u" #define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v" #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture" #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv" #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u" #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v" #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER "SDL.texture.opengl.target" #define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w" #define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h" #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture" #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv" #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u" #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v" #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER "SDL.texture.opengles2.target" #define SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER "SDL.texture.vulkan.texture" /** * Get the renderer that created an SDL_Texture. * * \param texture the texture to query. * \returns a pointer to the SDL_Renderer that created the texture, or NULL on * failure; call SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Renderer *SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture); /** * Get the size of a texture, as floating point values. * * \param texture the texture to query. * \param w a pointer filled in with the width of the texture in pixels. This * argument can be NULL if you don't need this information. * \param h a pointer filled in with the height of the texture in pixels. This * argument can be NULL if you don't need this information. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_GetTextureSize(SDL_Texture *texture, float *w, float *h); /** * Set an additional color value multiplied into render copy operations. * * When this texture is rendered, during the copy operation each source color * channel is modulated by the appropriate color value according to the * following formula: * * `srcC = srcC * (color / 255)` * * Color modulation is not always supported by the renderer; it will return -1 * if color modulation is not supported. * * \param texture the texture to update. * \param r the red color value multiplied into copy operations. * \param g the green color value multiplied into copy operations. * \param b the blue color value multiplied into copy operations. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetTextureColorMod * \sa SDL_SetTextureAlphaMod * \sa SDL_SetTextureColorModFloat */ extern SDL_DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b); /** * Set an additional color value multiplied into render copy operations. * * When this texture is rendered, during the copy operation each source color * channel is modulated by the appropriate color value according to the * following formula: * * `srcC = srcC * color` * * Color modulation is not always supported by the renderer; it will return -1 * if color modulation is not supported. * * \param texture the texture to update. * \param r the red color value multiplied into copy operations. * \param g the green color value multiplied into copy operations. * \param b the blue color value multiplied into copy operations. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetTextureColorModFloat * \sa SDL_SetTextureAlphaModFloat * \sa SDL_SetTextureColorMod */ extern SDL_DECLSPEC int SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b); /** * Get the additional color value multiplied into render copy operations. * * \param texture the texture to query. * \param r a pointer filled in with the current red color value. * \param g a pointer filled in with the current green color value. * \param b a pointer filled in with the current blue color value. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetTextureAlphaMod * \sa SDL_GetTextureColorModFloat * \sa SDL_SetTextureColorMod */ extern SDL_DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b); /** * Get the additional color value multiplied into render copy operations. * * \param texture the texture to query. * \param r a pointer filled in with the current red color value. * \param g a pointer filled in with the current green color value. * \param b a pointer filled in with the current blue color value. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetTextureAlphaModFloat * \sa SDL_GetTextureColorMod * \sa SDL_SetTextureColorModFloat */ extern SDL_DECLSPEC int SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b); /** * Set an additional alpha value multiplied into render copy operations. * * When this texture is rendered, during the copy operation the source alpha * value is modulated by this alpha value according to the following formula: * * `srcA = srcA * (alpha / 255)` * * Alpha modulation is not always supported by the renderer; it will return -1 * if alpha modulation is not supported. * * \param texture the texture to update. * \param alpha the source alpha value multiplied into copy operations. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetTextureAlphaMod * \sa SDL_SetTextureAlphaModFloat * \sa SDL_SetTextureColorMod */ extern SDL_DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha); /** * Set an additional alpha value multiplied into render copy operations. * * When this texture is rendered, during the copy operation the source alpha * value is modulated by this alpha value according to the following formula: * * `srcA = srcA * alpha` * * Alpha modulation is not always supported by the renderer; it will return -1 * if alpha modulation is not supported. * * \param texture the texture to update. * \param alpha the source alpha value multiplied into copy operations. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetTextureAlphaModFloat * \sa SDL_SetTextureAlphaMod * \sa SDL_SetTextureColorModFloat */ extern SDL_DECLSPEC int SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha); /** * Get the additional alpha value multiplied into render copy operations. * * \param texture the texture to query. * \param alpha a pointer filled in with the current alpha value. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetTextureAlphaModFloat * \sa SDL_GetTextureColorMod * \sa SDL_SetTextureAlphaMod */ extern SDL_DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha); /** * Get the additional alpha value multiplied into render copy operations. * * \param texture the texture to query. * \param alpha a pointer filled in with the current alpha value. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetTextureAlphaMod * \sa SDL_GetTextureColorModFloat * \sa SDL_SetTextureAlphaModFloat */ extern SDL_DECLSPEC int SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha); /** * Set the blend mode for a texture, used by SDL_RenderTexture(). * * If the blend mode is not supported, the closest supported mode is chosen * and this function returns -1. * * \param texture the texture to update. * \param blendMode the SDL_BlendMode to use for texture blending. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetTextureBlendMode */ extern SDL_DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode); /** * Get the blend mode used for texture copy operations. * * \param texture the texture to query. * \param blendMode a pointer filled in with the current SDL_BlendMode. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetTextureBlendMode */ extern SDL_DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode); /** * Set the scale mode used for texture scale operations. * * The default texture scale mode is SDL_SCALEMODE_LINEAR. * * If the scale mode is not supported, the closest supported mode is chosen. * * \param texture the texture to update. * \param scaleMode the SDL_ScaleMode to use for texture scaling. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetTextureScaleMode */ extern SDL_DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode); /** * Get the scale mode used for texture scale operations. * * \param texture the texture to query. * \param scaleMode a pointer filled in with the current scale mode. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetTextureScaleMode */ extern SDL_DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode); /** * Update the given texture rectangle with new pixel data. * * The pixel data must be in the pixel format of the texture, which can be * queried using the SDL_PROP_TEXTURE_FORMAT_NUMBER property. * * This is a fairly slow function, intended for use with static textures that * do not change often. * * If the texture is intended to be updated often, it is preferred to create * the texture as streaming and use the locking functions referenced below. * While this function will work with streaming textures, for optimization * reasons you may not get the pixels back if you lock the texture afterward. * * \param texture the texture to update. * \param rect an SDL_Rect structure representing the area to update, or NULL * to update the entire texture. * \param pixels the raw pixel data in the format of the texture. * \param pitch the number of bytes in a row of pixel data, including padding * between lines. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LockTexture * \sa SDL_UnlockTexture * \sa SDL_UpdateNVTexture * \sa SDL_UpdateYUVTexture */ extern SDL_DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch); /** * Update a rectangle within a planar YV12 or IYUV texture with new pixel * data. * * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous * block of Y and U/V planes in the proper order, but this function is * available if your pixel data is not contiguous. * * \param texture the texture to update. * \param rect a pointer to the rectangle of pixels to update, or NULL to * update the entire texture. * \param Yplane the raw pixel data for the Y plane. * \param Ypitch the number of bytes between rows of pixel data for the Y * plane. * \param Uplane the raw pixel data for the U plane. * \param Upitch the number of bytes between rows of pixel data for the U * plane. * \param Vplane the raw pixel data for the V plane. * \param Vpitch the number of bytes between rows of pixel data for the V * plane. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_UpdateNVTexture * \sa SDL_UpdateTexture */ extern SDL_DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture, const SDL_Rect *rect, const Uint8 *Yplane, int Ypitch, const Uint8 *Uplane, int Upitch, const Uint8 *Vplane, int Vpitch); /** * Update a rectangle within a planar NV12 or NV21 texture with new pixels. * * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous * block of NV12/21 planes in the proper order, but this function is available * if your pixel data is not contiguous. * * \param texture the texture to update. * \param rect a pointer to the rectangle of pixels to update, or NULL to * update the entire texture. * \param Yplane the raw pixel data for the Y plane. * \param Ypitch the number of bytes between rows of pixel data for the Y * plane. * \param UVplane the raw pixel data for the UV plane. * \param UVpitch the number of bytes between rows of pixel data for the UV * plane. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_UpdateTexture * \sa SDL_UpdateYUVTexture */ extern SDL_DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture, const SDL_Rect *rect, const Uint8 *Yplane, int Ypitch, const Uint8 *UVplane, int UVpitch); /** * Lock a portion of the texture for **write-only** pixel access. * * As an optimization, the pixels made available for editing don't necessarily * contain the old texture data. This is a write-only operation, and if you * need to keep a copy of the texture data you should do that at the * application level. * * You must use SDL_UnlockTexture() to unlock the pixels and apply any * changes. * * \param texture the texture to lock for access, which was created with * `SDL_TEXTUREACCESS_STREAMING`. * \param rect an SDL_Rect structure representing the area to lock for access; * NULL to lock the entire texture. * \param pixels this is filled in with a pointer to the locked pixels, * appropriately offset by the locked area. * \param pitch this is filled in with the pitch of the locked pixels; the * pitch is the length of one row in bytes. * \returns 0 on success or a negative error code if the texture is not valid * or was not created with `SDL_TEXTUREACCESS_STREAMING`; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LockTextureToSurface * \sa SDL_UnlockTexture */ extern SDL_DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch); /** * Lock a portion of the texture for **write-only** pixel access, and expose * it as a SDL surface. * * Besides providing an SDL_Surface instead of raw pixel data, this function * operates like SDL_LockTexture. * * As an optimization, the pixels made available for editing don't necessarily * contain the old texture data. This is a write-only operation, and if you * need to keep a copy of the texture data you should do that at the * application level. * * You must use SDL_UnlockTexture() to unlock the pixels and apply any * changes. * * The returned surface is freed internally after calling SDL_UnlockTexture() * or SDL_DestroyTexture(). The caller should not free it. * * \param texture the texture to lock for access, which must be created with * `SDL_TEXTUREACCESS_STREAMING`. * \param rect a pointer to the rectangle to lock for access. If the rect is * NULL, the entire texture will be locked. * \param surface this is filled in with an SDL surface representing the * locked area. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LockTexture * \sa SDL_UnlockTexture */ extern SDL_DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface); /** * Unlock a texture, uploading the changes to video memory, if needed. * * **Warning**: Please note that SDL_LockTexture() is intended to be * write-only; it will not guarantee the previous contents of the texture will * be provided. You must fully initialize any area of a texture that you lock * before unlocking it, as the pixels might otherwise be uninitialized memory. * * Which is to say: locking and immediately unlocking a texture can result in * corrupted textures, depending on the renderer in use. * * \param texture a texture locked by SDL_LockTexture(). * * \since This function is available since SDL 3.0.0. * * \sa SDL_LockTexture */ extern SDL_DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture); /** * Set a texture as the current rendering target. * * The default render target is the window for which the renderer was created. * To stop rendering to a texture and render to the window again, call this * function with a NULL `texture`. * * \param renderer the rendering context. * \param texture the targeted texture, which must be created with the * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the * window instead of a texture. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRenderTarget */ extern SDL_DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture); /** * Get the current render target. * * The default render target is the window for which the renderer was created, * and is reported a NULL here. * * \param renderer the rendering context. * \returns the current render target or NULL for the default render target. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetRenderTarget */ extern SDL_DECLSPEC SDL_Texture *SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer); /** * Set a device independent resolution and presentation mode for rendering. * * This function sets the width and height of the logical rendering output. A * render target is created at the specified size and used for rendering and * then copied to the output during presentation. * * You can disable logical coordinates by setting the mode to * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel * resolution of the output window. * * You can convert coordinates in an event into rendering coordinates using * SDL_ConvertEventToRenderCoordinates(). * * \param renderer the rendering context. * \param w the width of the logical resolution. * \param h the height of the logical resolution. * \param mode the presentation mode used. * \param scale_mode the scale mode used. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ConvertEventToRenderCoordinates * \sa SDL_GetRenderLogicalPresentation */ extern SDL_DECLSPEC int SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode); /** * Get device independent resolution and presentation mode for rendering. * * This function gets the width and height of the logical rendering output, or * the output size in pixels if a logical resolution is not enabled. * * \param renderer the rendering context. * \param w an int to be filled with the width. * \param h an int to be filled with the height. * \param mode a pointer filled in with the presentation mode. * \param scale_mode a pointer filled in with the scale mode. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetRenderLogicalPresentation */ extern SDL_DECLSPEC int SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode); /** * Get a point in render coordinates when given a point in window coordinates. * * \param renderer the rendering context. * \param window_x the x coordinate in window coordinates. * \param window_y the y coordinate in window coordinates. * \param x a pointer filled with the x coordinate in render coordinates. * \param y a pointer filled with the y coordinate in render coordinates. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetRenderLogicalPresentation * \sa SDL_SetRenderScale */ extern SDL_DECLSPEC int SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y); /** * Get a point in window coordinates when given a point in render coordinates. * * \param renderer the rendering context. * \param x the x coordinate in render coordinates. * \param y the y coordinate in render coordinates. * \param window_x a pointer filled with the x coordinate in window * coordinates. * \param window_y a pointer filled with the y coordinate in window * coordinates. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetRenderLogicalPresentation * \sa SDL_SetRenderScale */ extern SDL_DECLSPEC int SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y); /** * Convert the coordinates in an event to render coordinates. * * Touch coordinates are converted from normalized coordinates in the window * to non-normalized rendering coordinates. * * Once converted, the coordinates may be outside the rendering area. * * \param renderer the rendering context. * \param event the event to modify. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderCoordinatesFromWindow */ extern SDL_DECLSPEC int SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event); /** * Set the drawing area for rendering on the current target. * * \param renderer the rendering context. * \param rect the SDL_Rect structure representing the drawing area, or NULL * to set the viewport to the entire target. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRenderViewport * \sa SDL_RenderViewportSet */ extern SDL_DECLSPEC int SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect); /** * Get the drawing area for the current target. * * \param renderer the rendering context. * \param rect an SDL_Rect structure filled in with the current drawing area. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderViewportSet * \sa SDL_SetRenderViewport */ extern SDL_DECLSPEC int SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect); /** * Return whether an explicit rectangle was set as the viewport. * * This is useful if you're saving and restoring the viewport and want to know * whether you should restore a specific rectangle or NULL. Note that the * viewport is always reset when changing rendering targets. * * \param renderer the rendering context. * \returns SDL_TRUE if the viewport was set to a specific rectangle, or * SDL_FALSE if it was set to NULL (the entire target). * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRenderViewport * \sa SDL_SetRenderViewport */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_RenderViewportSet(SDL_Renderer *renderer); /** * Set the clip rectangle for rendering on the specified target. * * \param renderer the rendering context. * \param rect an SDL_Rect structure representing the clip area, relative to * the viewport, or NULL to disable clipping. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRenderClipRect * \sa SDL_RenderClipEnabled */ extern SDL_DECLSPEC int SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect); /** * Get the clip rectangle for the current target. * * \param renderer the rendering context. * \param rect an SDL_Rect structure filled in with the current clipping area * or an empty rectangle if clipping is disabled. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderClipEnabled * \sa SDL_SetRenderClipRect */ extern SDL_DECLSPEC int SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect); /** * Get whether clipping is enabled on the given renderer. * * \param renderer the rendering context. * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRenderClipRect * \sa SDL_SetRenderClipRect */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer); /** * Set the drawing scale for rendering on the current target. * * The drawing coordinates are scaled by the x/y scaling factors before they * are used by the renderer. This allows resolution independent drawing with a * single coordinate system. * * If this results in scaling or subpixel drawing by the rendering backend, it * will be handled using the appropriate quality hints. For best results use * integer scaling factors. * * \param renderer the rendering context. * \param scaleX the horizontal scaling factor. * \param scaleY the vertical scaling factor. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRenderScale */ extern SDL_DECLSPEC int SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY); /** * Get the drawing scale for the current target. * * \param renderer the rendering context. * \param scaleX a pointer filled in with the horizontal scaling factor. * \param scaleY a pointer filled in with the vertical scaling factor. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetRenderScale */ extern SDL_DECLSPEC int SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY); /** * Set the color used for drawing operations. * * Set the color for drawing or filling rectangles, lines, and points, and for * SDL_RenderClear(). * * \param renderer the rendering context. * \param r the red value used to draw on the rendering target. * \param g the green value used to draw on the rendering target. * \param b the blue value used to draw on the rendering target. * \param a the alpha value used to draw on the rendering target; usually * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to * specify how the alpha channel is used. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRenderDrawColor * \sa SDL_SetRenderDrawColorFloat */ extern SDL_DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /** * Set the color used for drawing operations (Rect, Line and Clear). * * Set the color for drawing or filling rectangles, lines, and points, and for * SDL_RenderClear(). * * \param renderer the rendering context. * \param r the red value used to draw on the rendering target. * \param g the green value used to draw on the rendering target. * \param b the blue value used to draw on the rendering target. * \param a the alpha value used to draw on the rendering target. Use * SDL_SetRenderDrawBlendMode to specify how the alpha channel is * used. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRenderDrawColorFloat * \sa SDL_SetRenderDrawColor */ extern SDL_DECLSPEC int SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a); /** * Get the color used for drawing operations (Rect, Line and Clear). * * \param renderer the rendering context. * \param r a pointer filled in with the red value used to draw on the * rendering target. * \param g a pointer filled in with the green value used to draw on the * rendering target. * \param b a pointer filled in with the blue value used to draw on the * rendering target. * \param a a pointer filled in with the alpha value used to draw on the * rendering target; usually `SDL_ALPHA_OPAQUE` (255). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRenderDrawColorFloat * \sa SDL_SetRenderDrawColor */ extern SDL_DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a); /** * Get the color used for drawing operations (Rect, Line and Clear). * * \param renderer the rendering context. * \param r a pointer filled in with the red value used to draw on the * rendering target. * \param g a pointer filled in with the green value used to draw on the * rendering target. * \param b a pointer filled in with the blue value used to draw on the * rendering target. * \param a a pointer filled in with the alpha value used to draw on the * rendering target. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetRenderDrawColorFloat * \sa SDL_GetRenderDrawColor */ extern SDL_DECLSPEC int SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a); /** * Set the color scale used for render operations. * * The color scale is an additional scale multiplied into the pixel color * value while rendering. This can be used to adjust the brightness of colors * during HDR rendering, or changing HDR video brightness when playing on an * SDR display. * * The color scale does not affect the alpha channel, only the color * brightness. * * \param renderer the rendering context. * \param scale the color scale value. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRenderColorScale */ extern SDL_DECLSPEC int SDLCALL SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale); /** * Get the color scale used for render operations. * * \param renderer the rendering context. * \param scale a pointer filled in with the current color scale value. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetRenderColorScale */ extern SDL_DECLSPEC int SDLCALL SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale); /** * Set the blend mode used for drawing operations (Fill and Line). * * If the blend mode is not supported, the closest supported mode is chosen. * * \param renderer the rendering context. * \param blendMode the SDL_BlendMode to use for blending. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRenderDrawBlendMode */ extern SDL_DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode); /** * Get the blend mode used for drawing operations. * * \param renderer the rendering context. * \param blendMode a pointer filled in with the current SDL_BlendMode. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetRenderDrawBlendMode */ extern SDL_DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode); /** * Clear the current rendering target with the drawing color. * * This function clears the entire rendering target, ignoring the viewport and * the clip rectangle. Note, that clearing will also set/fill all pixels of * the rendering target to current renderer draw color, so make sure to invoke * SDL_SetRenderDrawColor() when needed. * * \param renderer the rendering context. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetRenderDrawColor */ extern SDL_DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer *renderer); /** * Draw a point on the current rendering target at subpixel precision. * * \param renderer the renderer which should draw a point. * \param x the x coordinate of the point. * \param y the y coordinate of the point. * \returns 0 on success, or -1 on error. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderPoints */ extern SDL_DECLSPEC int SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y); /** * Draw multiple points on the current rendering target at subpixel precision. * * \param renderer the renderer which should draw multiple points. * \param points the points to draw. * \param count the number of points to draw. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderPoint */ extern SDL_DECLSPEC int SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count); /** * Draw a line on the current rendering target at subpixel precision. * * \param renderer the renderer which should draw a line. * \param x1 the x coordinate of the start point. * \param y1 the y coordinate of the start point. * \param x2 the x coordinate of the end point. * \param y2 the y coordinate of the end point. * \returns 0 on success, or -1 on error. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderLines */ extern SDL_DECLSPEC int SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2); /** * Draw a series of connected lines on the current rendering target at * subpixel precision. * * \param renderer the renderer which should draw multiple lines. * \param points the points along the lines. * \param count the number of points, drawing count-1 lines. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderLine */ extern SDL_DECLSPEC int SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count); /** * Draw a rectangle on the current rendering target at subpixel precision. * * \param renderer the renderer which should draw a rectangle. * \param rect a pointer to the destination rectangle, or NULL to outline the * entire rendering target. * \returns 0 on success, or -1 on error. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderRects */ extern SDL_DECLSPEC int SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect); /** * Draw some number of rectangles on the current rendering target at subpixel * precision. * * \param renderer the renderer which should draw multiple rectangles. * \param rects a pointer to an array of destination rectangles. * \param count the number of rectangles. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderRect */ extern SDL_DECLSPEC int SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count); /** * Fill a rectangle on the current rendering target with the drawing color at * subpixel precision. * * \param renderer the renderer which should fill a rectangle. * \param rect a pointer to the destination rectangle, or NULL for the entire * rendering target. * \returns 0 on success, or -1 on error. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderFillRects */ extern SDL_DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect); /** * Fill some number of rectangles on the current rendering target with the * drawing color at subpixel precision. * * \param renderer the renderer which should fill multiple rectangles. * \param rects a pointer to an array of destination rectangles. * \param count the number of rectangles. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderFillRect */ extern SDL_DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count); /** * Copy a portion of the texture to the current rendering target at subpixel * precision. * * \param renderer the renderer which should copy parts of a texture. * \param texture the source texture. * \param srcrect a pointer to the source rectangle, or NULL for the entire * texture. * \param dstrect a pointer to the destination rectangle, or NULL for the * entire rendering target. * \returns 0 on success, or -1 on error. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderTextureRotated */ extern SDL_DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect); /** * Copy a portion of the source texture to the current rendering target, with * rotation and flipping, at subpixel precision. * * \param renderer the renderer which should copy parts of a texture. * \param texture the source texture. * \param srcrect a pointer to the source rectangle, or NULL for the entire * texture. * \param dstrect a pointer to the destination rectangle, or NULL for the * entire rendering target. * \param angle an angle in degrees that indicates the rotation that will be * applied to dstrect, rotating it in a clockwise direction. * \param center a pointer to a point indicating the point around which * dstrect will be rotated (if NULL, rotation will be done * around dstrect.w/2, dstrect.h/2). * \param flip an SDL_FlipMode value stating which flipping actions should be * performed on the texture. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderTexture */ extern SDL_DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_FlipMode flip); /** * Render a list of triangles, optionally using a texture and indices into the * vertex array Color and alpha modulation is done per vertex * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). * * \param renderer the rendering context. * \param texture (optional) The SDL texture to use. * \param vertices vertices. * \param num_vertices number of vertices. * \param indices (optional) An array of integer indices into the 'vertices' * array, if NULL all vertices will be rendered in sequential * order. * \param num_indices number of indices. * \returns 0 on success, or -1 if the operation is not supported. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderGeometryRaw */ extern SDL_DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Vertex *vertices, int num_vertices, const int *indices, int num_indices); /** * Render a list of triangles, optionally using a texture and indices into the * vertex arrays Color and alpha modulation is done per vertex * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). * * \param renderer the rendering context. * \param texture (optional) The SDL texture to use. * \param xy vertex positions. * \param xy_stride byte size to move from one element to the next element. * \param color vertex colors (as SDL_Color). * \param color_stride byte size to move from one element to the next element. * \param uv vertex normalized texture coordinates. * \param uv_stride byte size to move from one element to the next element. * \param num_vertices number of vertices. * \param indices (optional) An array of indices into the 'vertices' arrays, * if NULL all vertices will be rendered in sequential order. * \param num_indices number of indices. * \param size_indices index size: 1 (byte), 2 (short), 4 (int). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderGeometry */ extern SDL_DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer, SDL_Texture *texture, const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride, int num_vertices, const void *indices, int num_indices, int size_indices); /** * Render a list of triangles, optionally using a texture and indices into the * vertex arrays Color and alpha modulation is done per vertex * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). * * \param renderer the rendering context. * \param texture (optional) The SDL texture to use. * \param xy vertex positions. * \param xy_stride byte size to move from one element to the next element. * \param color vertex colors (as SDL_FColor). * \param color_stride byte size to move from one element to the next element. * \param uv vertex normalized texture coordinates. * \param uv_stride byte size to move from one element to the next element. * \param num_vertices number of vertices. * \param indices (optional) An array of indices into the 'vertices' arrays, * if NULL all vertices will be rendered in sequential order. * \param num_indices number of indices. * \param size_indices index size: 1 (byte), 2 (short), 4 (int). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderGeometry * \sa SDL_RenderGeometryRaw */ extern SDL_DECLSPEC int SDLCALL SDL_RenderGeometryRawFloat(SDL_Renderer *renderer, SDL_Texture *texture, const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, int num_vertices, const void *indices, int num_indices, int size_indices); /** * Read pixels from the current rendering target. * * The returned surface should be freed with SDL_DestroySurface() * * **WARNING**: This is a very slow operation, and should not be used * frequently. If you're using this on the main rendering target, it should be * called after rendering and before SDL_RenderPresent(). * * \param renderer the rendering context. * \param rect an SDL_Rect structure representing the area in pixels relative * to the to current viewport, or NULL for the entire viewport. * \returns a new SDL_Surface on success or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect); /** * Update the screen with any rendering performed since the previous call. * * SDL's rendering functions operate on a backbuffer; that is, calling a * rendering function such as SDL_RenderLine() does not directly put a line on * the screen, but rather updates the backbuffer. As such, you compose your * entire scene and *present* the composed backbuffer to the screen as a * complete picture. * * Therefore, when using SDL's rendering API, one does all drawing intended * for the frame, and then calls this function once per frame to present the * final drawing to the user. * * The backbuffer should be considered invalidated after each present; do not * assume that previous contents will exist between frames. You are strongly * encouraged to call SDL_RenderClear() to initialize the backbuffer before * starting each new frame's drawing, even if you plan to overwrite every * pixel. * * \param renderer the rendering context. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety You may only call this function on the main thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderClear * \sa SDL_RenderLine * \sa SDL_RenderLines * \sa SDL_RenderPoint * \sa SDL_RenderPoints * \sa SDL_RenderRect * \sa SDL_RenderRects * \sa SDL_RenderFillRect * \sa SDL_RenderFillRects * \sa SDL_SetRenderDrawBlendMode * \sa SDL_SetRenderDrawColor */ extern SDL_DECLSPEC int SDLCALL SDL_RenderPresent(SDL_Renderer *renderer); /** * Destroy the specified texture. * * Passing NULL or an otherwise invalid texture will set the SDL error message * to "Invalid texture". * * \param texture the texture to destroy. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateTexture * \sa SDL_CreateTextureFromSurface */ extern SDL_DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture); /** * Destroy the rendering context for a window and free associated textures. * * If `renderer` is NULL, this function will return immediately after setting * the SDL error message to "Invalid renderer". See SDL_GetError(). * * \param renderer the rendering context. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateRenderer */ extern SDL_DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer); /** * Force the rendering context to flush any pending commands and state. * * You do not need to (and in fact, shouldn't) call this function unless you * are planning to call into OpenGL/Direct3D/Metal/whatever directly, in * addition to using an SDL_Renderer. * * This is for a very-specific case: if you are using SDL's render API, and * you plan to make OpenGL/D3D/whatever calls in addition to SDL render API * calls. If this applies, you should call this function between calls to * SDL's render API and the low-level API you're using in cooperation. * * In all other cases, you can ignore this function. * * This call makes SDL flush any pending rendering work it was queueing up to * do later in a single batch, and marks any internal cached state as invalid, * so it'll prepare all its state again later, from scratch. * * This means you do not need to save state in your rendering code to protect * the SDL renderer. However, there lots of arbitrary pieces of Direct3D and * OpenGL state that can confuse things; you should use your best judgment and * be prepared to make changes if specific state needs to be protected. * * \param renderer the rendering context. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer); /** * Get the CAMetalLayer associated with the given Metal renderer. * * This function returns `void *`, so SDL doesn't have to include Metal's * headers, but it can be safely cast to a `CAMetalLayer *`. * * \param renderer the renderer to query. * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a * Metal renderer. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRenderMetalCommandEncoder */ extern SDL_DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer); /** * Get the Metal command encoder for the current frame. * * This function returns `void *`, so SDL doesn't have to include Metal's * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`. * * This will return NULL if Metal refuses to give SDL a drawable to render to, * which might happen if the window is hidden/minimized/offscreen. This * doesn't apply to command encoders for render targets, just the window's * backbuffer. Check your return values! * * \param renderer the renderer to query. * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the * renderer isn't a Metal renderer or there was an error. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRenderMetalLayer */ extern SDL_DECLSPEC void *SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer); /** * Add a set of synchronization semaphores for the current frame. * * The Vulkan renderer will wait for `wait_semaphore` before submitting * rendering commands and signal `signal_semaphore` after rendering commands * are complete for this frame. * * This should be called each frame that you want semaphore synchronization. * The Vulkan renderer may have multiple frames in flight on the GPU, so you * should have multiple semaphores that are used for synchronization. Querying * SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the * maximum number of semaphores you'll need. * * \param renderer the rendering context. * \param wait_stage_mask the VkPipelineStageFlags for the wait. * \param wait_semaphore a VkSempahore to wait on before rendering the current * frame, or 0 if not needed. * \param signal_semaphore a VkSempahore that SDL will signal when rendering * for the current frame is complete, or 0 if not * needed. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is **NOT** safe to call this function from two threads at * once. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore); /** * Toggle VSync of the given renderer. * * When a renderer is created, vsync defaults to SDL_RENDERER_VSYNC_DISABLED. * * The `vsync` parameter can be 1 to synchronize present with every vertical * refresh, 2 to synchronize present with every second vertical refresh, etc., * SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync), * or SDL_WINDOW_SURFACE_VSYNC_DISABLED to disable. Not every value is * supported by every driver, so you should check the return value to see * whether the requested setting is supported. * * \param renderer the renderer to toggle. * \param vsync the vertical refresh sync interval. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetRenderVSync */ extern SDL_DECLSPEC int SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync); #define SDL_RENDERER_VSYNC_DISABLED 0 #define SDL_RENDERER_VSYNC_ADAPTIVE (-1) /** * Get VSync of the given renderer. * * \param renderer the renderer to toggle. * \param vsync an int filled with the current vertical refresh sync interval. * See SDL_SetRenderVSync() for the meaning of the value. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetRenderVSync */ extern SDL_DECLSPEC int SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_render_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_platform_defines.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* WIKI CATEGORY: Platform */ /* * SDL_platform_defines.h tries to get a standard set of platform defines. */ #ifndef SDL_platform_defines_h_ #define SDL_platform_defines_h_ #ifdef _AIX #define SDL_PLATFORM_AIX 1 #endif #ifdef __HAIKU__ #define SDL_PLATFORM_HAIKU 1 #endif #if defined(bsdi) || defined(__bsdi) || defined(__bsdi__) #define SDL_PLATFORM_BSDI 1 #endif #if defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || defined(__DragonFly__) #define SDL_PLATFORM_FREEBSD 1 #endif #if defined(hpux) || defined(__hpux) || defined(__hpux__) #define SDL_PLATFORM_HPUX 1 #endif #if defined(sgi) || defined(__sgi) || defined(__sgi__) || defined(_SGI_SOURCE) #define SDL_PLATFORM_IRIX 1 #endif #if (defined(linux) || defined(__linux) || defined(__linux__)) #define SDL_PLATFORM_LINUX 1 #endif #if defined(ANDROID) || defined(__ANDROID__) #undef SDL_PLATFORM_LINUX /* do we need to do this? */ #define SDL_PLATFORM_ANDROID 1 #endif #ifdef __NGAGE__ #define SDL_PLATFORM_NGAGE 1 #endif #if defined(__unix__) || defined(__unix) || defined(unix) #define SDL_PLATFORM_UNIX 1 #endif #ifdef __APPLE__ #define SDL_PLATFORM_APPLE 1 /* lets us know what version of macOS we're compiling on */ #include <AvailabilityMacros.h> #ifndef __has_extension /* Older compilers don't support this */ #define __has_extension(x) 0 #include <TargetConditionals.h> #undef __has_extension #else #include <TargetConditionals.h> #endif /* Fix building with older SDKs that don't define these See this for more information: https://stackoverflow.com/questions/12132933/preprocessor-macro-for-os-x-targets */ #ifndef TARGET_OS_MACCATALYST #define TARGET_OS_MACCATALYST 0 #endif #ifndef TARGET_OS_IOS #define TARGET_OS_IOS 0 #endif #ifndef TARGET_OS_IPHONE #define TARGET_OS_IPHONE 0 #endif #ifndef TARGET_OS_TV #define TARGET_OS_TV 0 #endif #ifndef TARGET_OS_SIMULATOR #define TARGET_OS_SIMULATOR 0 #endif #ifndef TARGET_OS_VISION #define TARGET_OS_VISION 0 #endif #if TARGET_OS_TV #define SDL_PLATFORM_TVOS 1 #endif #if TARGET_OS_VISION #define SDL_PLATFORM_VISIONOS 1 #endif #if TARGET_OS_IPHONE #define SDL_PLATFORM_IOS 1 #else #define SDL_PLATFORM_MACOS 1 #if MAC_OS_X_VERSION_MIN_REQUIRED < 1070 # error SDL for macOS only supports deploying on 10.7 and above. #endif /* MAC_OS_X_VERSION_MIN_REQUIRED < 1070 */ #endif /* TARGET_OS_IPHONE */ #endif /* defined(SDL_PLATFORM_APPLE) */ #ifdef __EMSCRIPTEN__ #define SDL_PLATFORM_EMSCRIPTEN 1 #endif #ifdef __NetBSD__ #define SDL_PLATFORM_NETBSD 1 #endif #ifdef __OpenBSD__ #define SDL_PLATFORM_OPENBSD 1 #endif #if defined(__OS2__) || defined(__EMX__) #define SDL_PLATFORM_OS2 1 #endif #if defined(osf) || defined(__osf) || defined(__osf__) || defined(_OSF_SOURCE) #define SDL_PLATFORM_OSF 1 #endif #ifdef __QNXNTO__ #define SDL_PLATFORM_QNXNTO 1 #endif #if defined(riscos) || defined(__riscos) || defined(__riscos__) #define SDL_PLATFORM_RISCOS 1 #endif #if defined(__sun) && defined(__SVR4) #define SDL_PLATFORM_SOLARIS 1 #endif #if defined(__CYGWIN__) #define SDL_PLATFORM_CYGWIN 1 #endif #if defined(_WIN32) || defined(SDL_PLATFORM_CYGWIN) #define SDL_PLATFORM_WINDOWS 1 /* Win32 api and Windows-based OSs */ /* Try to find out if we're compiling for WinRT, GDK or non-WinRT/GDK */ #if defined(_MSC_VER) && defined(__has_include) #if __has_include(<winapifamily.h>) #define HAVE_WINAPIFAMILY_H 1 #else #define HAVE_WINAPIFAMILY_H 0 #endif /* If _USING_V110_SDK71_ is defined it means we are using the Windows XP toolset. */ #elif defined(_MSC_VER) && (_MSC_VER >= 1700 && !_USING_V110_SDK71_) /* _MSC_VER == 1700 for Visual Studio 2012 */ #define HAVE_WINAPIFAMILY_H 1 #else #define HAVE_WINAPIFAMILY_H 0 #endif #if HAVE_WINAPIFAMILY_H #include <winapifamily.h> #define WINAPI_FAMILY_WINRT (!WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)) #else #define WINAPI_FAMILY_WINRT 0 #endif /* HAVE_WINAPIFAMILY_H */ #if HAVE_WINAPIFAMILY_H && HAVE_WINAPIFAMILY_H #define SDL_WINAPI_FAMILY_PHONE (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) #else #define SDL_WINAPI_FAMILY_PHONE 0 #endif #if WINAPI_FAMILY_WINRT #define SDL_PLATFORM_WINRT 1 #elif defined(_GAMING_DESKTOP) /* GDK project configuration always defines _GAMING_XXX */ #define SDL_PLATFORM_WINGDK 1 #elif defined(_GAMING_XBOX_XBOXONE) #define SDL_PLATFORM_XBOXONE 1 #elif defined(_GAMING_XBOX_SCARLETT) #define SDL_PLATFORM_XBOXSERIES 1 #else #define SDL_PLATFORM_WIN32 1 #endif #endif /* defined(WIN32) || defined(_WIN32) || defined(SDL_PLATFORM_CYGWIN) */ /* This is to support generic "any GDK" separate from a platform-specific GDK */ #if defined(SDL_PLATFORM_WINGDK) || defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) #define SDL_PLATFORM_GDK 1 #endif #if defined(__PSP__) || defined(__psp__) #define SDL_PLATFORM_PSP 1 #endif #if defined(__PS2__) || defined(PS2) #define SDL_PLATFORM_PS2 1 #endif #if defined(__vita__) || defined(__psp2__) #define SDL_PLATFORM_VITA 1 #endif #ifdef __3DS__ #undef __3DS__ #define SDL_PLATFORM_3DS 1 #endif #endif /* SDL_platform_defines_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_opengles2.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* * This is a simple file to encapsulate the OpenGL ES 2.0 API headers. */ #include <SDL3/SDL_platform_defines.h> #if !defined(_MSC_VER) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS) #ifdef SDL_PLATFORM_IOS #include <OpenGLES/ES2/gl.h> #include <OpenGLES/ES2/glext.h> #else #include <GLES2/gl2platform.h> #include <GLES2/gl2.h> #include <GLES2/gl2ext.h> #endif #else /* _MSC_VER */ /* OpenGL ES2 headers for Visual Studio */ #include <SDL3/SDL_opengles2_khrplatform.h> #include <SDL3/SDL_opengles2_gl2platform.h> #include <SDL3/SDL_opengles2_gl2.h> #include <SDL3/SDL_opengles2_gl2ext.h> #endif /* _MSC_VER */ #ifndef APIENTRY #define APIENTRY GL_APIENTRY #endif
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_hidapi.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* WIKI CATEGORY: HIDAPI */ /** * # CategoryHIDAPI * * Header file for SDL HIDAPI functions. * * This is an adaptation of the original HIDAPI interface by Alan Ott, and * includes source code licensed under the following license: * * ``` * HIDAPI - Multi-Platform library for * communication with HID devices. * * Copyright 2009, Alan Ott, Signal 11 Software. * All Rights Reserved. * * This software may be used by anyone for any reason so * long as the copyright notice in the source files * remains intact. * ``` * * (Note that this license is the same as item three of SDL's zlib license, so * it adds no new requirements on the user.) * * If you would like a version of SDL without this code, you can build SDL * with SDL_HIDAPI_DISABLED defined to 1. You might want to do this for * example on iOS or tvOS to avoid a dependency on the CoreBluetooth * framework. */ #ifndef SDL_hidapi_h_ #define SDL_hidapi_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * A handle representing an open HID device * * \since This struct is available since SDL 3.0.0. */ struct SDL_hid_device; typedef struct SDL_hid_device SDL_hid_device; /**< opaque hidapi structure */ /** * HID underlying bus types. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_hid_bus_type { /** Unknown bus type */ SDL_HID_API_BUS_UNKNOWN = 0x00, /** USB bus Specifications: https://usb.org/hid */ SDL_HID_API_BUS_USB = 0x01, /** Bluetooth or Bluetooth LE bus Specifications: https://www.bluetooth.com/specifications/specs/human-interface-device-profile-1-1-1/ https://www.bluetooth.com/specifications/specs/hid-service-1-0/ https://www.bluetooth.com/specifications/specs/hid-over-gatt-profile-1-0/ */ SDL_HID_API_BUS_BLUETOOTH = 0x02, /** I2C bus Specifications: https://docs.microsoft.com/previous-versions/windows/hardware/design/dn642101(v=vs.85) */ SDL_HID_API_BUS_I2C = 0x03, /** SPI bus Specifications: https://www.microsoft.com/download/details.aspx?id=103325 */ SDL_HID_API_BUS_SPI = 0x04 } SDL_hid_bus_type; /** hidapi info structure */ /** * Information about a connected HID device * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_hid_device_info { /** Platform-specific device path */ char *path; /** Device Vendor ID */ unsigned short vendor_id; /** Device Product ID */ unsigned short product_id; /** Serial Number */ wchar_t *serial_number; /** Device Release Number in binary-coded decimal, also known as Device Version Number */ unsigned short release_number; /** Manufacturer String */ wchar_t *manufacturer_string; /** Product string */ wchar_t *product_string; /** Usage Page for this Device/Interface (Windows/Mac/hidraw only) */ unsigned short usage_page; /** Usage for this Device/Interface (Windows/Mac/hidraw only) */ unsigned short usage; /** The USB interface which this logical device represents. Valid only if the device is a USB HID device. Set to -1 in all other cases. */ int interface_number; /** Additional information about the USB interface. Valid on libusb and Android implementations. */ int interface_class; int interface_subclass; int interface_protocol; /** Underlying bus type */ SDL_hid_bus_type bus_type; /** Pointer to the next device */ struct SDL_hid_device_info *next; } SDL_hid_device_info; /** * Initialize the HIDAPI library. * * This function initializes the HIDAPI library. Calling it is not strictly * necessary, as it will be called automatically by SDL_hid_enumerate() and * any of the SDL_hid_open_*() functions if it is needed. This function should * be called at the beginning of execution however, if there is a chance of * HIDAPI handles being opened by different threads simultaneously. * * Each call to this function should have a matching call to SDL_hid_exit() * * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_hid_exit */ extern SDL_DECLSPEC int SDLCALL SDL_hid_init(void); /** * Finalize the HIDAPI library. * * This function frees all of the static data associated with HIDAPI. It * should be called at the end of execution to avoid memory leaks. * * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_hid_init */ extern SDL_DECLSPEC int SDLCALL SDL_hid_exit(void); /** * Check to see if devices may have been added or removed. * * Enumerating the HID devices is an expensive operation, so you can call this * to see if there have been any system device changes since the last call to * this function. A change in the counter returned doesn't necessarily mean * that anything has changed, but you can call SDL_hid_enumerate() to get an * updated device list. * * Calling this function for the first time may cause a thread or other system * resource to be allocated to track device change notifications. * * \returns a change counter that is incremented with each potential device * change, or 0 if device change detection isn't available. * * \since This function is available since SDL 3.0.0. * * \sa SDL_hid_enumerate */ extern SDL_DECLSPEC Uint32 SDLCALL SDL_hid_device_change_count(void); /** * Enumerate the HID Devices. * * This function returns a linked list of all the HID devices attached to the * system which match vendor_id and product_id. If `vendor_id` is set to 0 * then any vendor matches. If `product_id` is set to 0 then any product * matches. If `vendor_id` and `product_id` are both set to 0, then all HID * devices will be returned. * * By default SDL will only enumerate controllers, to reduce risk of hanging * or crashing on bad drivers, but SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS * can be set to "0" to enumerate all HID devices. * * \param vendor_id the Vendor ID (VID) of the types of device to open, or 0 * to match any vendor. * \param product_id the Product ID (PID) of the types of device to open, or 0 * to match any product. * \returns a pointer to a linked list of type SDL_hid_device_info, containing * information about the HID devices attached to the system, or NULL * in the case of failure. Free this linked list by calling * SDL_hid_free_enumeration(). * * \since This function is available since SDL 3.0.0. * * \sa SDL_hid_device_change_count */ extern SDL_DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_enumerate(unsigned short vendor_id, unsigned short product_id); /** * Free an enumeration linked list. * * This function frees a linked list created by SDL_hid_enumerate(). * * \param devs pointer to a list of struct_device returned from * SDL_hid_enumerate(). * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_hid_free_enumeration(SDL_hid_device_info *devs); /** * Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally * a serial number. * * If `serial_number` is NULL, the first device with the specified VID and PID * is opened. * * \param vendor_id the Vendor ID (VID) of the device to open. * \param product_id the Product ID (PID) of the device to open. * \param serial_number the Serial Number of the device to open (Optionally * NULL). * \returns a pointer to a SDL_hid_device object on success or NULL on * failure. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open(unsigned short vendor_id, unsigned short product_id, const wchar_t *serial_number); /** * Open a HID device by its path name. * * The path name be determined by calling SDL_hid_enumerate(), or a * platform-specific path name can be used (eg: /dev/hidraw0 on Linux). * * \param path the path name of the device to open. * \returns a pointer to a SDL_hid_device object on success or NULL on * failure. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path); /** * Write an Output report to a HID device. * * The first byte of `data` must contain the Report ID. For devices which only * support a single report, this must be set to 0x0. The remaining bytes * contain the report data. Since the Report ID is mandatory, calls to * SDL_hid_write() will always contain one more byte than the report contains. * For example, if a hid report is 16 bytes long, 17 bytes must be passed to * SDL_hid_write(), the Report ID (or 0x0, for devices with a single report), * followed by the report data (16 bytes). In this example, the length passed * in would be 17. * * SDL_hid_write() will send the data on the first OUT endpoint, if one * exists. If it does not, it will send the data through the Control Endpoint * (Endpoint 0). * * \param dev a device handle returned from SDL_hid_open(). * \param data the data to send, including the report number as the first * byte. * \param length the length in bytes of the data to send. * \returns the actual number of bytes written and -1 on error. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_hid_write(SDL_hid_device *dev, const unsigned char *data, size_t length); /** * Read an Input report from a HID device with timeout. * * Input reports are returned to the host through the INTERRUPT IN endpoint. * The first byte will contain the Report number if the device uses numbered * reports. * * \param dev a device handle returned from SDL_hid_open(). * \param data a buffer to put the read data into. * \param length the number of bytes to read. For devices with multiple * reports, make sure to read an extra byte for the report * number. * \param milliseconds timeout in milliseconds or -1 for blocking wait. * \returns the actual number of bytes read and -1 on error. If no packet was * available to be read within the timeout period, this function * returns 0. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_hid_read_timeout(SDL_hid_device *dev, unsigned char *data, size_t length, int milliseconds); /** * Read an Input report from a HID device. * * Input reports are returned to the host through the INTERRUPT IN endpoint. * The first byte will contain the Report number if the device uses numbered * reports. * * \param dev a device handle returned from SDL_hid_open(). * \param data a buffer to put the read data into. * \param length the number of bytes to read. For devices with multiple * reports, make sure to read an extra byte for the report * number. * \returns the actual number of bytes read and -1 on error. If no packet was * available to be read and the handle is in non-blocking mode, this * function returns 0. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_hid_read(SDL_hid_device *dev, unsigned char *data, size_t length); /** * Set the device handle to be non-blocking. * * In non-blocking mode calls to SDL_hid_read() will return immediately with a * value of 0 if there is no data to be read. In blocking mode, SDL_hid_read() * will wait (block) until there is data to read before returning. * * Nonblocking can be turned on and off at any time. * * \param dev a device handle returned from SDL_hid_open(). * \param nonblock enable or not the nonblocking reads - 1 to enable * nonblocking - 0 to disable nonblocking. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_hid_set_nonblocking(SDL_hid_device *dev, int nonblock); /** * Send a Feature report to the device. * * Feature reports are sent over the Control endpoint as a Set_Report * transfer. The first byte of `data` must contain the Report ID. For devices * which only support a single report, this must be set to 0x0. The remaining * bytes contain the report data. Since the Report ID is mandatory, calls to * SDL_hid_send_feature_report() will always contain one more byte than the * report contains. For example, if a hid report is 16 bytes long, 17 bytes * must be passed to SDL_hid_send_feature_report(): the Report ID (or 0x0, for * devices which do not use numbered reports), followed by the report data (16 * bytes). In this example, the length passed in would be 17. * * \param dev a device handle returned from SDL_hid_open(). * \param data the data to send, including the report number as the first * byte. * \param length the length in bytes of the data to send, including the report * number. * \returns the actual number of bytes written and -1 on error. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_hid_send_feature_report(SDL_hid_device *dev, const unsigned char *data, size_t length); /** * Get a feature report from a HID device. * * Set the first byte of `data` to the Report ID of the report to be read. * Make sure to allow space for this extra byte in `data`. Upon return, the * first byte will still contain the Report ID, and the report data will start * in data[1]. * * \param dev a device handle returned from SDL_hid_open(). * \param data a buffer to put the read data into, including the Report ID. * Set the first byte of `data` to the Report ID of the report to * be read, or set it to zero if your device does not use numbered * reports. * \param length the number of bytes to read, including an extra byte for the * report ID. The buffer can be longer than the actual report. * \returns the number of bytes read plus one for the report ID (which is * still in the first byte), or -1 on error. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_hid_get_feature_report(SDL_hid_device *dev, unsigned char *data, size_t length); /** * Get an input report from a HID device. * * Set the first byte of `data` to the Report ID of the report to be read. * Make sure to allow space for this extra byte in `data`. Upon return, the * first byte will still contain the Report ID, and the report data will start * in data[1]. * * \param dev a device handle returned from SDL_hid_open(). * \param data a buffer to put the read data into, including the Report ID. * Set the first byte of `data` to the Report ID of the report to * be read, or set it to zero if your device does not use numbered * reports. * \param length the number of bytes to read, including an extra byte for the * report ID. The buffer can be longer than the actual report. * \returns the number of bytes read plus one for the report ID (which is * still in the first byte), or -1 on error. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_hid_get_input_report(SDL_hid_device *dev, unsigned char *data, size_t length); /** * Close a HID device. * * \param dev a device handle returned from SDL_hid_open(). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_hid_close(SDL_hid_device *dev); /** * Get The Manufacturer String from a HID device. * * \param dev a device handle returned from SDL_hid_open(). * \param string a wide string buffer to put the data into. * \param maxlen the length of the buffer in multiples of wchar_t. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_hid_get_manufacturer_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); /** * Get The Product String from a HID device. * * \param dev a device handle returned from SDL_hid_open(). * \param string a wide string buffer to put the data into. * \param maxlen the length of the buffer in multiples of wchar_t. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_hid_get_product_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); /** * Get The Serial Number String from a HID device. * * \param dev a device handle returned from SDL_hid_open(). * \param string a wide string buffer to put the data into. * \param maxlen the length of the buffer in multiples of wchar_t. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_hid_get_serial_number_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); /** * Get a string from a HID device, based on its string index. * * \param dev a device handle returned from SDL_hid_open(). * \param string_index the index of the string to get. * \param string a wide string buffer to put the data into. * \param maxlen the length of the buffer in multiples of wchar_t. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_hid_get_indexed_string(SDL_hid_device *dev, int string_index, wchar_t *string, size_t maxlen); /** * Get the device info from a HID device. * * \param dev a device handle returned from SDL_hid_open(). * \returns a pointer to the SDL_hid_device_info for this hid_device, or NULL * in the case of failure; call SDL_GetError() for more information. * This struct is valid until the device is closed with * SDL_hid_close(). * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_get_device_info(SDL_hid_device *dev); /** * Get a report descriptor from a HID device. * * User has to provide a preallocated buffer where descriptor will be copied * to. The recommended size for a preallocated buffer is 4096 bytes. * * \param dev a device handle returned from SDL_hid_open(). * \param buf the buffer to copy descriptor into. * \param buf_size the size of the buffer in bytes. * \returns the number of bytes actually copied, or -1 on error; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_hid_get_report_descriptor(SDL_hid_device *dev, unsigned char *buf, size_t buf_size); /** * Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers. * * \param active SDL_TRUE to start the scan, SDL_FALSE to stop the scan. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_hid_ble_scan(SDL_bool active); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_hidapi_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_test_memory.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * \file SDL_test_memory.h * * Memory tracking related functions of SDL test framework. * * This code is a part of the SDL test library, not the main SDL library. */ #ifndef SDL_test_memory_h_ #define SDL_test_memory_h_ #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * Start tracking SDL memory allocations * * \note This should be called before any other SDL functions for complete tracking coverage */ void SDLTest_TrackAllocations(void); /** * Fill allocations with random data * * \note This implicitly calls SDLTest_TrackAllocations() */ void SDLTest_RandFillAllocations(); /** * Print a log of any outstanding allocations * * \note This can be called after SDL_Quit() */ void SDLTest_LogAllocations(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_test_memory_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_opengl.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* * This is a simple file to encapsulate the OpenGL API headers. * * Define NO_SDL_GLEXT if you have your own version of glext.h and want * to disable the version included in SDL_opengl.h. */ #ifndef SDL_opengl_h_ #define SDL_opengl_h_ #include <SDL3/SDL_platform.h> #ifndef SDL_PLATFORM_IOS /* No OpenGL on iOS. */ /* * Mesa 3-D graphics library * * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. * Copyright (C) 2009 VMware, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ #ifndef __gl_h_ #define __gl_h_ #ifdef USE_MGL_NAMESPACE #include <SDL3/gl_mangle.h> #endif /********************************************************************** * Begin system-specific stuff. */ #if defined(_WIN32) && !defined(__CYGWIN__) # if (defined(_MSC_VER) || defined(__MINGW32__)) && defined(BUILD_GL32) /* tag specify we're building mesa as a DLL */ # define GLAPI __declspec(dllexport) # elif (defined(_MSC_VER) || defined(__MINGW32__)) && defined(_DLL) /* tag specifying we're building for DLL runtime support */ # define GLAPI __declspec(dllimport) # else /* for use with static link lib build of Win32 edition only */ # define GLAPI extern # endif /* _STATIC_MESA support */ # if defined(__MINGW32__) && defined(GL_NO_STDCALL) || defined(UNDER_CE) /* The generated DLLs by MingW with STDCALL are not compatible with the ones done by Microsoft's compilers */ # define GLAPIENTRY # else # define GLAPIENTRY __stdcall # endif #elif defined(__CYGWIN__) && defined(USE_OPENGL32) /* use native windows opengl32 */ # define GLAPI extern # define GLAPIENTRY __stdcall #elif (defined(__GNUC__) && __GNUC__ >= 4) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x590)) # define GLAPI __attribute__((visibility("default"))) # define GLAPIENTRY #endif /* WIN32 && !CYGWIN */ /* * WINDOWS: Include windows.h here to define APIENTRY. * It is also useful when applications include this file by * including only glut.h, since glut.h depends on windows.h. * Applications needing to include windows.h with parms other * than "WIN32_LEAN_AND_MEAN" may include windows.h before * glut.h or gl.h. */ #if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #endif #ifndef NOMINMAX /* don't define min() and max(). */ #define NOMINMAX #endif #include <windows.h> #endif #ifndef GLAPI #define GLAPI extern #endif #ifndef GLAPIENTRY #define GLAPIENTRY #endif #ifndef APIENTRY #define APIENTRY GLAPIENTRY #endif /* "P" suffix to be used for a pointer to a function */ #ifndef APIENTRYP #define APIENTRYP APIENTRY * #endif #ifndef GLAPIENTRYP #define GLAPIENTRYP GLAPIENTRY * #endif #if defined(PRAGMA_EXPORT_SUPPORTED) #pragma export on #endif /* * End system-specific stuff. **********************************************************************/ #ifdef __cplusplus extern "C" { #endif #define GL_VERSION_1_1 1 #define GL_VERSION_1_2 1 #define GL_VERSION_1_3 1 #define GL_ARB_imaging 1 /* * Datatypes */ typedef unsigned int GLenum; typedef unsigned char GLboolean; typedef unsigned int GLbitfield; typedef void GLvoid; typedef signed char GLbyte; /* 1-byte signed */ typedef short GLshort; /* 2-byte signed */ typedef int GLint; /* 4-byte signed */ typedef unsigned char GLubyte; /* 1-byte unsigned */ typedef unsigned short GLushort; /* 2-byte unsigned */ typedef unsigned int GLuint; /* 4-byte unsigned */ typedef int GLsizei; /* 4-byte signed */ typedef float GLfloat; /* single precision float */ typedef float GLclampf; /* single precision float in [0,1] */ typedef double GLdouble; /* double precision float */ typedef double GLclampd; /* double precision float in [0,1] */ /* * Constants */ /* Boolean values */ #define GL_FALSE 0 #define GL_TRUE 1 /* Data types */ #define GL_BYTE 0x1400 #define GL_UNSIGNED_BYTE 0x1401 #define GL_SHORT 0x1402 #define GL_UNSIGNED_SHORT 0x1403 #define GL_INT 0x1404 #define GL_UNSIGNED_INT 0x1405 #define GL_FLOAT 0x1406 #define GL_2_BYTES 0x1407 #define GL_3_BYTES 0x1408 #define GL_4_BYTES 0x1409 #define GL_DOUBLE 0x140A /* Primitives */ #define GL_POINTS 0x0000 #define GL_LINES 0x0001 #define GL_LINE_LOOP 0x0002 #define GL_LINE_STRIP 0x0003 #define GL_TRIANGLES 0x0004 #define GL_TRIANGLE_STRIP 0x0005 #define GL_TRIANGLE_FAN 0x0006 #define GL_QUADS 0x0007 #define GL_QUAD_STRIP 0x0008 #define GL_POLYGON 0x0009 /* Vertex Arrays */ #define GL_VERTEX_ARRAY 0x8074 #define GL_NORMAL_ARRAY 0x8075 #define GL_COLOR_ARRAY 0x8076 #define GL_INDEX_ARRAY 0x8077 #define GL_TEXTURE_COORD_ARRAY 0x8078 #define GL_EDGE_FLAG_ARRAY 0x8079 #define GL_VERTEX_ARRAY_SIZE 0x807A #define GL_VERTEX_ARRAY_TYPE 0x807B #define GL_VERTEX_ARRAY_STRIDE 0x807C #define GL_NORMAL_ARRAY_TYPE 0x807E #define GL_NORMAL_ARRAY_STRIDE 0x807F #define GL_COLOR_ARRAY_SIZE 0x8081 #define GL_COLOR_ARRAY_TYPE 0x8082 #define GL_COLOR_ARRAY_STRIDE 0x8083 #define GL_INDEX_ARRAY_TYPE 0x8085 #define GL_INDEX_ARRAY_STRIDE 0x8086 #define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 #define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 #define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A #define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C #define GL_VERTEX_ARRAY_POINTER 0x808E #define GL_NORMAL_ARRAY_POINTER 0x808F #define GL_COLOR_ARRAY_POINTER 0x8090 #define GL_INDEX_ARRAY_POINTER 0x8091 #define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 #define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 #define GL_V2F 0x2A20 #define GL_V3F 0x2A21 #define GL_C4UB_V2F 0x2A22 #define GL_C4UB_V3F 0x2A23 #define GL_C3F_V3F 0x2A24 #define GL_N3F_V3F 0x2A25 #define GL_C4F_N3F_V3F 0x2A26 #define GL_T2F_V3F 0x2A27 #define GL_T4F_V4F 0x2A28 #define GL_T2F_C4UB_V3F 0x2A29 #define GL_T2F_C3F_V3F 0x2A2A #define GL_T2F_N3F_V3F 0x2A2B #define GL_T2F_C4F_N3F_V3F 0x2A2C #define GL_T4F_C4F_N3F_V4F 0x2A2D /* Matrix Mode */ #define GL_MATRIX_MODE 0x0BA0 #define GL_MODELVIEW 0x1700 #define GL_PROJECTION 0x1701 #define GL_TEXTURE 0x1702 /* Points */ #define GL_POINT_SMOOTH 0x0B10 #define GL_POINT_SIZE 0x0B11 #define GL_POINT_SIZE_GRANULARITY 0x0B13 #define GL_POINT_SIZE_RANGE 0x0B12 /* Lines */ #define GL_LINE_SMOOTH 0x0B20 #define GL_LINE_STIPPLE 0x0B24 #define GL_LINE_STIPPLE_PATTERN 0x0B25 #define GL_LINE_STIPPLE_REPEAT 0x0B26 #define GL_LINE_WIDTH 0x0B21 #define GL_LINE_WIDTH_GRANULARITY 0x0B23 #define GL_LINE_WIDTH_RANGE 0x0B22 /* Polygons */ #define GL_POINT 0x1B00 #define GL_LINE 0x1B01 #define GL_FILL 0x1B02 #define GL_CW 0x0900 #define GL_CCW 0x0901 #define GL_FRONT 0x0404 #define GL_BACK 0x0405 #define GL_POLYGON_MODE 0x0B40 #define GL_POLYGON_SMOOTH 0x0B41 #define GL_POLYGON_STIPPLE 0x0B42 #define GL_EDGE_FLAG 0x0B43 #define GL_CULL_FACE 0x0B44 #define GL_CULL_FACE_MODE 0x0B45 #define GL_FRONT_FACE 0x0B46 #define GL_POLYGON_OFFSET_FACTOR 0x8038 #define GL_POLYGON_OFFSET_UNITS 0x2A00 #define GL_POLYGON_OFFSET_POINT 0x2A01 #define GL_POLYGON_OFFSET_LINE 0x2A02 #define GL_POLYGON_OFFSET_FILL 0x8037 /* Display Lists */ #define GL_COMPILE 0x1300 #define GL_COMPILE_AND_EXECUTE 0x1301 #define GL_LIST_BASE 0x0B32 #define GL_LIST_INDEX 0x0B33 #define GL_LIST_MODE 0x0B30 /* Depth buffer */ #define GL_NEVER 0x0200 #define GL_LESS 0x0201 #define GL_EQUAL 0x0202 #define GL_LEQUAL 0x0203 #define GL_GREATER 0x0204 #define GL_NOTEQUAL 0x0205 #define GL_GEQUAL 0x0206 #define GL_ALWAYS 0x0207 #define GL_DEPTH_TEST 0x0B71 #define GL_DEPTH_BITS 0x0D56 #define GL_DEPTH_CLEAR_VALUE 0x0B73 #define GL_DEPTH_FUNC 0x0B74 #define GL_DEPTH_RANGE 0x0B70 #define GL_DEPTH_WRITEMASK 0x0B72 #define GL_DEPTH_COMPONENT 0x1902 /* Lighting */ #define GL_LIGHTING 0x0B50 #define GL_LIGHT0 0x4000 #define GL_LIGHT1 0x4001 #define GL_LIGHT2 0x4002 #define GL_LIGHT3 0x4003 #define GL_LIGHT4 0x4004 #define GL_LIGHT5 0x4005 #define GL_LIGHT6 0x4006 #define GL_LIGHT7 0x4007 #define GL_SPOT_EXPONENT 0x1205 #define GL_SPOT_CUTOFF 0x1206 #define GL_CONSTANT_ATTENUATION 0x1207 #define GL_LINEAR_ATTENUATION 0x1208 #define GL_QUADRATIC_ATTENUATION 0x1209 #define GL_AMBIENT 0x1200 #define GL_DIFFUSE 0x1201 #define GL_SPECULAR 0x1202 #define GL_SHININESS 0x1601 #define GL_EMISSION 0x1600 #define GL_POSITION 0x1203 #define GL_SPOT_DIRECTION 0x1204 #define GL_AMBIENT_AND_DIFFUSE 0x1602 #define GL_COLOR_INDEXES 0x1603 #define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 #define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 #define GL_LIGHT_MODEL_AMBIENT 0x0B53 #define GL_FRONT_AND_BACK 0x0408 #define GL_SHADE_MODEL 0x0B54 #define GL_FLAT 0x1D00 #define GL_SMOOTH 0x1D01 #define GL_COLOR_MATERIAL 0x0B57 #define GL_COLOR_MATERIAL_FACE 0x0B55 #define GL_COLOR_MATERIAL_PARAMETER 0x0B56 #define GL_NORMALIZE 0x0BA1 /* User clipping planes */ #define GL_CLIP_PLANE0 0x3000 #define GL_CLIP_PLANE1 0x3001 #define GL_CLIP_PLANE2 0x3002 #define GL_CLIP_PLANE3 0x3003 #define GL_CLIP_PLANE4 0x3004 #define GL_CLIP_PLANE5 0x3005 /* Accumulation buffer */ #define GL_ACCUM_RED_BITS 0x0D58 #define GL_ACCUM_GREEN_BITS 0x0D59 #define GL_ACCUM_BLUE_BITS 0x0D5A #define GL_ACCUM_ALPHA_BITS 0x0D5B #define GL_ACCUM_CLEAR_VALUE 0x0B80 #define GL_ACCUM 0x0100 #define GL_ADD 0x0104 #define GL_LOAD 0x0101 #define GL_MULT 0x0103 #define GL_RETURN 0x0102 /* Alpha testing */ #define GL_ALPHA_TEST 0x0BC0 #define GL_ALPHA_TEST_REF 0x0BC2 #define GL_ALPHA_TEST_FUNC 0x0BC1 /* Blending */ #define GL_BLEND 0x0BE2 #define GL_BLEND_SRC 0x0BE1 #define GL_BLEND_DST 0x0BE0 #define GL_ZERO 0 #define GL_ONE 1 #define GL_SRC_COLOR 0x0300 #define GL_ONE_MINUS_SRC_COLOR 0x0301 #define GL_SRC_ALPHA 0x0302 #define GL_ONE_MINUS_SRC_ALPHA 0x0303 #define GL_DST_ALPHA 0x0304 #define GL_ONE_MINUS_DST_ALPHA 0x0305 #define GL_DST_COLOR 0x0306 #define GL_ONE_MINUS_DST_COLOR 0x0307 #define GL_SRC_ALPHA_SATURATE 0x0308 /* Render Mode */ #define GL_FEEDBACK 0x1C01 #define GL_RENDER 0x1C00 #define GL_SELECT 0x1C02 /* Feedback */ #define GL_2D 0x0600 #define GL_3D 0x0601 #define GL_3D_COLOR 0x0602 #define GL_3D_COLOR_TEXTURE 0x0603 #define GL_4D_COLOR_TEXTURE 0x0604 #define GL_POINT_TOKEN 0x0701 #define GL_LINE_TOKEN 0x0702 #define GL_LINE_RESET_TOKEN 0x0707 #define GL_POLYGON_TOKEN 0x0703 #define GL_BITMAP_TOKEN 0x0704 #define GL_DRAW_PIXEL_TOKEN 0x0705 #define GL_COPY_PIXEL_TOKEN 0x0706 #define GL_PASS_THROUGH_TOKEN 0x0700 #define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 #define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 #define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 /* Selection */ #define GL_SELECTION_BUFFER_POINTER 0x0DF3 #define GL_SELECTION_BUFFER_SIZE 0x0DF4 /* Fog */ #define GL_FOG 0x0B60 #define GL_FOG_MODE 0x0B65 #define GL_FOG_DENSITY 0x0B62 #define GL_FOG_COLOR 0x0B66 #define GL_FOG_INDEX 0x0B61 #define GL_FOG_START 0x0B63 #define GL_FOG_END 0x0B64 #define GL_LINEAR 0x2601 #define GL_EXP 0x0800 #define GL_EXP2 0x0801 /* Logic Ops */ #define GL_LOGIC_OP 0x0BF1 #define GL_INDEX_LOGIC_OP 0x0BF1 #define GL_COLOR_LOGIC_OP 0x0BF2 #define GL_LOGIC_OP_MODE 0x0BF0 #define GL_CLEAR 0x1500 #define GL_SET 0x150F #define GL_COPY 0x1503 #define GL_COPY_INVERTED 0x150C #define GL_NOOP 0x1505 #define GL_INVERT 0x150A #define GL_AND 0x1501 #define GL_NAND 0x150E #define GL_OR 0x1507 #define GL_NOR 0x1508 #define GL_XOR 0x1506 #define GL_EQUIV 0x1509 #define GL_AND_REVERSE 0x1502 #define GL_AND_INVERTED 0x1504 #define GL_OR_REVERSE 0x150B #define GL_OR_INVERTED 0x150D /* Stencil */ #define GL_STENCIL_BITS 0x0D57 #define GL_STENCIL_TEST 0x0B90 #define GL_STENCIL_CLEAR_VALUE 0x0B91 #define GL_STENCIL_FUNC 0x0B92 #define GL_STENCIL_VALUE_MASK 0x0B93 #define GL_STENCIL_FAIL 0x0B94 #define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 #define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 #define GL_STENCIL_REF 0x0B97 #define GL_STENCIL_WRITEMASK 0x0B98 #define GL_STENCIL_INDEX 0x1901 #define GL_KEEP 0x1E00 #define GL_REPLACE 0x1E01 #define GL_INCR 0x1E02 #define GL_DECR 0x1E03 /* Buffers, Pixel Drawing/Reading */ #define GL_NONE 0 #define GL_LEFT 0x0406 #define GL_RIGHT 0x0407 /*GL_FRONT 0x0404 */ /*GL_BACK 0x0405 */ /*GL_FRONT_AND_BACK 0x0408 */ #define GL_FRONT_LEFT 0x0400 #define GL_FRONT_RIGHT 0x0401 #define GL_BACK_LEFT 0x0402 #define GL_BACK_RIGHT 0x0403 #define GL_AUX0 0x0409 #define GL_AUX1 0x040A #define GL_AUX2 0x040B #define GL_AUX3 0x040C #define GL_COLOR_INDEX 0x1900 #define GL_RED 0x1903 #define GL_GREEN 0x1904 #define GL_BLUE 0x1905 #define GL_ALPHA 0x1906 #define GL_LUMINANCE 0x1909 #define GL_LUMINANCE_ALPHA 0x190A #define GL_ALPHA_BITS 0x0D55 #define GL_RED_BITS 0x0D52 #define GL_GREEN_BITS 0x0D53 #define GL_BLUE_BITS 0x0D54 #define GL_INDEX_BITS 0x0D51 #define GL_SUBPIXEL_BITS 0x0D50 #define GL_AUX_BUFFERS 0x0C00 #define GL_READ_BUFFER 0x0C02 #define GL_DRAW_BUFFER 0x0C01 #define GL_DOUBLEBUFFER 0x0C32 #define GL_STEREO 0x0C33 #define GL_BITMAP 0x1A00 #define GL_COLOR 0x1800 #define GL_DEPTH 0x1801 #define GL_STENCIL 0x1802 #define GL_DITHER 0x0BD0 #define GL_RGB 0x1907 #define GL_RGBA 0x1908 /* Implementation limits */ #define GL_MAX_LIST_NESTING 0x0B31 #define GL_MAX_EVAL_ORDER 0x0D30 #define GL_MAX_LIGHTS 0x0D31 #define GL_MAX_CLIP_PLANES 0x0D32 #define GL_MAX_TEXTURE_SIZE 0x0D33 #define GL_MAX_PIXEL_MAP_TABLE 0x0D34 #define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 #define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 #define GL_MAX_NAME_STACK_DEPTH 0x0D37 #define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 #define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 #define GL_MAX_VIEWPORT_DIMS 0x0D3A #define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B /* Gets */ #define GL_ATTRIB_STACK_DEPTH 0x0BB0 #define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 #define GL_COLOR_CLEAR_VALUE 0x0C22 #define GL_COLOR_WRITEMASK 0x0C23 #define GL_CURRENT_INDEX 0x0B01 #define GL_CURRENT_COLOR 0x0B00 #define GL_CURRENT_NORMAL 0x0B02 #define GL_CURRENT_RASTER_COLOR 0x0B04 #define GL_CURRENT_RASTER_DISTANCE 0x0B09 #define GL_CURRENT_RASTER_INDEX 0x0B05 #define GL_CURRENT_RASTER_POSITION 0x0B07 #define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 #define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 #define GL_CURRENT_TEXTURE_COORDS 0x0B03 #define GL_INDEX_CLEAR_VALUE 0x0C20 #define GL_INDEX_MODE 0x0C30 #define GL_INDEX_WRITEMASK 0x0C21 #define GL_MODELVIEW_MATRIX 0x0BA6 #define GL_MODELVIEW_STACK_DEPTH 0x0BA3 #define GL_NAME_STACK_DEPTH 0x0D70 #define GL_PROJECTION_MATRIX 0x0BA7 #define GL_PROJECTION_STACK_DEPTH 0x0BA4 #define GL_RENDER_MODE 0x0C40 #define GL_RGBA_MODE 0x0C31 #define GL_TEXTURE_MATRIX 0x0BA8 #define GL_TEXTURE_STACK_DEPTH 0x0BA5 #define GL_VIEWPORT 0x0BA2 /* Evaluators */ #define GL_AUTO_NORMAL 0x0D80 #define GL_MAP1_COLOR_4 0x0D90 #define GL_MAP1_INDEX 0x0D91 #define GL_MAP1_NORMAL 0x0D92 #define GL_MAP1_TEXTURE_COORD_1 0x0D93 #define GL_MAP1_TEXTURE_COORD_2 0x0D94 #define GL_MAP1_TEXTURE_COORD_3 0x0D95 #define GL_MAP1_TEXTURE_COORD_4 0x0D96 #define GL_MAP1_VERTEX_3 0x0D97 #define GL_MAP1_VERTEX_4 0x0D98 #define GL_MAP2_COLOR_4 0x0DB0 #define GL_MAP2_INDEX 0x0DB1 #define GL_MAP2_NORMAL 0x0DB2 #define GL_MAP2_TEXTURE_COORD_1 0x0DB3 #define GL_MAP2_TEXTURE_COORD_2 0x0DB4 #define GL_MAP2_TEXTURE_COORD_3 0x0DB5 #define GL_MAP2_TEXTURE_COORD_4 0x0DB6 #define GL_MAP2_VERTEX_3 0x0DB7 #define GL_MAP2_VERTEX_4 0x0DB8 #define GL_MAP1_GRID_DOMAIN 0x0DD0 #define GL_MAP1_GRID_SEGMENTS 0x0DD1 #define GL_MAP2_GRID_DOMAIN 0x0DD2 #define GL_MAP2_GRID_SEGMENTS 0x0DD3 #define GL_COEFF 0x0A00 #define GL_ORDER 0x0A01 #define GL_DOMAIN 0x0A02 /* Hints */ #define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 #define GL_POINT_SMOOTH_HINT 0x0C51 #define GL_LINE_SMOOTH_HINT 0x0C52 #define GL_POLYGON_SMOOTH_HINT 0x0C53 #define GL_FOG_HINT 0x0C54 #define GL_DONT_CARE 0x1100 #define GL_FASTEST 0x1101 #define GL_NICEST 0x1102 /* Scissor box */ #define GL_SCISSOR_BOX 0x0C10 #define GL_SCISSOR_TEST 0x0C11 /* Pixel Mode / Transfer */ #define GL_MAP_COLOR 0x0D10 #define GL_MAP_STENCIL 0x0D11 #define GL_INDEX_SHIFT 0x0D12 #define GL_INDEX_OFFSET 0x0D13 #define GL_RED_SCALE 0x0D14 #define GL_RED_BIAS 0x0D15 #define GL_GREEN_SCALE 0x0D18 #define GL_GREEN_BIAS 0x0D19 #define GL_BLUE_SCALE 0x0D1A #define GL_BLUE_BIAS 0x0D1B #define GL_ALPHA_SCALE 0x0D1C #define GL_ALPHA_BIAS 0x0D1D #define GL_DEPTH_SCALE 0x0D1E #define GL_DEPTH_BIAS 0x0D1F #define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 #define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 #define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 #define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 #define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 #define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 #define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 #define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 #define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 #define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 #define GL_PIXEL_MAP_S_TO_S 0x0C71 #define GL_PIXEL_MAP_I_TO_I 0x0C70 #define GL_PIXEL_MAP_I_TO_R 0x0C72 #define GL_PIXEL_MAP_I_TO_G 0x0C73 #define GL_PIXEL_MAP_I_TO_B 0x0C74 #define GL_PIXEL_MAP_I_TO_A 0x0C75 #define GL_PIXEL_MAP_R_TO_R 0x0C76 #define GL_PIXEL_MAP_G_TO_G 0x0C77 #define GL_PIXEL_MAP_B_TO_B 0x0C78 #define GL_PIXEL_MAP_A_TO_A 0x0C79 #define GL_PACK_ALIGNMENT 0x0D05 #define GL_PACK_LSB_FIRST 0x0D01 #define GL_PACK_ROW_LENGTH 0x0D02 #define GL_PACK_SKIP_PIXELS 0x0D04 #define GL_PACK_SKIP_ROWS 0x0D03 #define GL_PACK_SWAP_BYTES 0x0D00 #define GL_UNPACK_ALIGNMENT 0x0CF5 #define GL_UNPACK_LSB_FIRST 0x0CF1 #define GL_UNPACK_ROW_LENGTH 0x0CF2 #define GL_UNPACK_SKIP_PIXELS 0x0CF4 #define GL_UNPACK_SKIP_ROWS 0x0CF3 #define GL_UNPACK_SWAP_BYTES 0x0CF0 #define GL_ZOOM_X 0x0D16 #define GL_ZOOM_Y 0x0D17 /* Texture mapping */ #define GL_TEXTURE_ENV 0x2300 #define GL_TEXTURE_ENV_MODE 0x2200 #define GL_TEXTURE_1D 0x0DE0 #define GL_TEXTURE_2D 0x0DE1 #define GL_TEXTURE_WRAP_S 0x2802 #define GL_TEXTURE_WRAP_T 0x2803 #define GL_TEXTURE_MAG_FILTER 0x2800 #define GL_TEXTURE_MIN_FILTER 0x2801 #define GL_TEXTURE_ENV_COLOR 0x2201 #define GL_TEXTURE_GEN_S 0x0C60 #define GL_TEXTURE_GEN_T 0x0C61 #define GL_TEXTURE_GEN_R 0x0C62 #define GL_TEXTURE_GEN_Q 0x0C63 #define GL_TEXTURE_GEN_MODE 0x2500 #define GL_TEXTURE_BORDER_COLOR 0x1004 #define GL_TEXTURE_WIDTH 0x1000 #define GL_TEXTURE_HEIGHT 0x1001 #define GL_TEXTURE_BORDER 0x1005 #define GL_TEXTURE_COMPONENTS 0x1003 #define GL_TEXTURE_RED_SIZE 0x805C #define GL_TEXTURE_GREEN_SIZE 0x805D #define GL_TEXTURE_BLUE_SIZE 0x805E #define GL_TEXTURE_ALPHA_SIZE 0x805F #define GL_TEXTURE_LUMINANCE_SIZE 0x8060 #define GL_TEXTURE_INTENSITY_SIZE 0x8061 #define GL_NEAREST_MIPMAP_NEAREST 0x2700 #define GL_NEAREST_MIPMAP_LINEAR 0x2702 #define GL_LINEAR_MIPMAP_NEAREST 0x2701 #define GL_LINEAR_MIPMAP_LINEAR 0x2703 #define GL_OBJECT_LINEAR 0x2401 #define GL_OBJECT_PLANE 0x2501 #define GL_EYE_LINEAR 0x2400 #define GL_EYE_PLANE 0x2502 #define GL_SPHERE_MAP 0x2402 #define GL_DECAL 0x2101 #define GL_MODULATE 0x2100 #define GL_NEAREST 0x2600 #define GL_REPEAT 0x2901 #define GL_CLAMP 0x2900 #define GL_S 0x2000 #define GL_T 0x2001 #define GL_R 0x2002 #define GL_Q 0x2003 /* Utility */ #define GL_VENDOR 0x1F00 #define GL_RENDERER 0x1F01 #define GL_VERSION 0x1F02 #define GL_EXTENSIONS 0x1F03 /* Errors */ #define GL_NO_ERROR 0 #define GL_INVALID_ENUM 0x0500 #define GL_INVALID_VALUE 0x0501 #define GL_INVALID_OPERATION 0x0502 #define GL_STACK_OVERFLOW 0x0503 #define GL_STACK_UNDERFLOW 0x0504 #define GL_OUT_OF_MEMORY 0x0505 /* glPush/PopAttrib bits */ #define GL_CURRENT_BIT 0x00000001 #define GL_POINT_BIT 0x00000002 #define GL_LINE_BIT 0x00000004 #define GL_POLYGON_BIT 0x00000008 #define GL_POLYGON_STIPPLE_BIT 0x00000010 #define GL_PIXEL_MODE_BIT 0x00000020 #define GL_LIGHTING_BIT 0x00000040 #define GL_FOG_BIT 0x00000080 #define GL_DEPTH_BUFFER_BIT 0x00000100 #define GL_ACCUM_BUFFER_BIT 0x00000200 #define GL_STENCIL_BUFFER_BIT 0x00000400 #define GL_VIEWPORT_BIT 0x00000800 #define GL_TRANSFORM_BIT 0x00001000 #define GL_ENABLE_BIT 0x00002000 #define GL_COLOR_BUFFER_BIT 0x00004000 #define GL_HINT_BIT 0x00008000 #define GL_EVAL_BIT 0x00010000 #define GL_LIST_BIT 0x00020000 #define GL_TEXTURE_BIT 0x00040000 #define GL_SCISSOR_BIT 0x00080000 #define GL_ALL_ATTRIB_BITS 0x000FFFFF /* OpenGL 1.1 */ #define GL_PROXY_TEXTURE_1D 0x8063 #define GL_PROXY_TEXTURE_2D 0x8064 #define GL_TEXTURE_PRIORITY 0x8066 #define GL_TEXTURE_RESIDENT 0x8067 #define GL_TEXTURE_BINDING_1D 0x8068 #define GL_TEXTURE_BINDING_2D 0x8069 #define GL_TEXTURE_INTERNAL_FORMAT 0x1003 #define GL_ALPHA4 0x803B #define GL_ALPHA8 0x803C #define GL_ALPHA12 0x803D #define GL_ALPHA16 0x803E #define GL_LUMINANCE4 0x803F #define GL_LUMINANCE8 0x8040 #define GL_LUMINANCE12 0x8041 #define GL_LUMINANCE16 0x8042 #define GL_LUMINANCE4_ALPHA4 0x8043 #define GL_LUMINANCE6_ALPHA2 0x8044 #define GL_LUMINANCE8_ALPHA8 0x8045 #define GL_LUMINANCE12_ALPHA4 0x8046 #define GL_LUMINANCE12_ALPHA12 0x8047 #define GL_LUMINANCE16_ALPHA16 0x8048 #define GL_INTENSITY 0x8049 #define GL_INTENSITY4 0x804A #define GL_INTENSITY8 0x804B #define GL_INTENSITY12 0x804C #define GL_INTENSITY16 0x804D #define GL_R3_G3_B2 0x2A10 #define GL_RGB4 0x804F #define GL_RGB5 0x8050 #define GL_RGB8 0x8051 #define GL_RGB10 0x8052 #define GL_RGB12 0x8053 #define GL_RGB16 0x8054 #define GL_RGBA2 0x8055 #define GL_RGBA4 0x8056 #define GL_RGB5_A1 0x8057 #define GL_RGBA8 0x8058 #define GL_RGB10_A2 0x8059 #define GL_RGBA12 0x805A #define GL_RGBA16 0x805B #define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 #define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 #define GL_ALL_CLIENT_ATTRIB_BITS 0xFFFFFFFF #define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF /* * Miscellaneous */ GLAPI void GLAPIENTRY glClearIndex( GLfloat c ); GLAPI void GLAPIENTRY glClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ); GLAPI void GLAPIENTRY glClear( GLbitfield mask ); GLAPI void GLAPIENTRY glIndexMask( GLuint mask ); GLAPI void GLAPIENTRY glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ); GLAPI void GLAPIENTRY glAlphaFunc( GLenum func, GLclampf ref ); GLAPI void GLAPIENTRY glBlendFunc( GLenum sfactor, GLenum dfactor ); GLAPI void GLAPIENTRY glLogicOp( GLenum opcode ); GLAPI void GLAPIENTRY glCullFace( GLenum mode ); GLAPI void GLAPIENTRY glFrontFace( GLenum mode ); GLAPI void GLAPIENTRY glPointSize( GLfloat size ); GLAPI void GLAPIENTRY glLineWidth( GLfloat width ); GLAPI void GLAPIENTRY glLineStipple( GLint factor, GLushort pattern ); GLAPI void GLAPIENTRY glPolygonMode( GLenum face, GLenum mode ); GLAPI void GLAPIENTRY glPolygonOffset( GLfloat factor, GLfloat units ); GLAPI void GLAPIENTRY glPolygonStipple( const GLubyte *mask ); GLAPI void GLAPIENTRY glGetPolygonStipple( GLubyte *mask ); GLAPI void GLAPIENTRY glEdgeFlag( GLboolean flag ); GLAPI void GLAPIENTRY glEdgeFlagv( const GLboolean *flag ); GLAPI void GLAPIENTRY glScissor( GLint x, GLint y, GLsizei width, GLsizei height); GLAPI void GLAPIENTRY glClipPlane( GLenum plane, const GLdouble *equation ); GLAPI void GLAPIENTRY glGetClipPlane( GLenum plane, GLdouble *equation ); GLAPI void GLAPIENTRY glDrawBuffer( GLenum mode ); GLAPI void GLAPIENTRY glReadBuffer( GLenum mode ); GLAPI void GLAPIENTRY glEnable( GLenum cap ); GLAPI void GLAPIENTRY glDisable( GLenum cap ); GLAPI GLboolean GLAPIENTRY glIsEnabled( GLenum cap ); GLAPI void GLAPIENTRY glEnableClientState( GLenum cap ); /* 1.1 */ GLAPI void GLAPIENTRY glDisableClientState( GLenum cap ); /* 1.1 */ GLAPI void GLAPIENTRY glGetBooleanv( GLenum pname, GLboolean *params ); GLAPI void GLAPIENTRY glGetDoublev( GLenum pname, GLdouble *params ); GLAPI void GLAPIENTRY glGetFloatv( GLenum pname, GLfloat *params ); GLAPI void GLAPIENTRY glGetIntegerv( GLenum pname, GLint *params ); GLAPI void GLAPIENTRY glPushAttrib( GLbitfield mask ); GLAPI void GLAPIENTRY glPopAttrib( void ); GLAPI void GLAPIENTRY glPushClientAttrib( GLbitfield mask ); /* 1.1 */ GLAPI void GLAPIENTRY glPopClientAttrib( void ); /* 1.1 */ GLAPI GLint GLAPIENTRY glRenderMode( GLenum mode ); GLAPI GLenum GLAPIENTRY glGetError( void ); GLAPI const GLubyte * GLAPIENTRY glGetString( GLenum name ); GLAPI void GLAPIENTRY glFinish( void ); GLAPI void GLAPIENTRY glFlush( void ); GLAPI void GLAPIENTRY glHint( GLenum target, GLenum mode ); /* * Depth Buffer */ GLAPI void GLAPIENTRY glClearDepth( GLclampd depth ); GLAPI void GLAPIENTRY glDepthFunc( GLenum func ); GLAPI void GLAPIENTRY glDepthMask( GLboolean flag ); GLAPI void GLAPIENTRY glDepthRange( GLclampd near_val, GLclampd far_val ); /* * Accumulation Buffer */ GLAPI void GLAPIENTRY glClearAccum( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ); GLAPI void GLAPIENTRY glAccum( GLenum op, GLfloat value ); /* * Transformation */ GLAPI void GLAPIENTRY glMatrixMode( GLenum mode ); GLAPI void GLAPIENTRY glOrtho( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val ); GLAPI void GLAPIENTRY glFrustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val ); GLAPI void GLAPIENTRY glViewport( GLint x, GLint y, GLsizei width, GLsizei height ); GLAPI void GLAPIENTRY glPushMatrix( void ); GLAPI void GLAPIENTRY glPopMatrix( void ); GLAPI void GLAPIENTRY glLoadIdentity( void ); GLAPI void GLAPIENTRY glLoadMatrixd( const GLdouble *m ); GLAPI void GLAPIENTRY glLoadMatrixf( const GLfloat *m ); GLAPI void GLAPIENTRY glMultMatrixd( const GLdouble *m ); GLAPI void GLAPIENTRY glMultMatrixf( const GLfloat *m ); GLAPI void GLAPIENTRY glRotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z ); GLAPI void GLAPIENTRY glRotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ); GLAPI void GLAPIENTRY glScaled( GLdouble x, GLdouble y, GLdouble z ); GLAPI void GLAPIENTRY glScalef( GLfloat x, GLfloat y, GLfloat z ); GLAPI void GLAPIENTRY glTranslated( GLdouble x, GLdouble y, GLdouble z ); GLAPI void GLAPIENTRY glTranslatef( GLfloat x, GLfloat y, GLfloat z ); /* * Display Lists */ GLAPI GLboolean GLAPIENTRY glIsList( GLuint list ); GLAPI void GLAPIENTRY glDeleteLists( GLuint list, GLsizei range ); GLAPI GLuint GLAPIENTRY glGenLists( GLsizei range ); GLAPI void GLAPIENTRY glNewList( GLuint list, GLenum mode ); GLAPI void GLAPIENTRY glEndList( void ); GLAPI void GLAPIENTRY glCallList( GLuint list ); GLAPI void GLAPIENTRY glCallLists( GLsizei n, GLenum type, const GLvoid *lists ); GLAPI void GLAPIENTRY glListBase( GLuint base ); /* * Drawing Functions */ GLAPI void GLAPIENTRY glBegin( GLenum mode ); GLAPI void GLAPIENTRY glEnd( void ); GLAPI void GLAPIENTRY glVertex2d( GLdouble x, GLdouble y ); GLAPI void GLAPIENTRY glVertex2f( GLfloat x, GLfloat y ); GLAPI void GLAPIENTRY glVertex2i( GLint x, GLint y ); GLAPI void GLAPIENTRY glVertex2s( GLshort x, GLshort y ); GLAPI void GLAPIENTRY glVertex3d( GLdouble x, GLdouble y, GLdouble z ); GLAPI void GLAPIENTRY glVertex3f( GLfloat x, GLfloat y, GLfloat z ); GLAPI void GLAPIENTRY glVertex3i( GLint x, GLint y, GLint z ); GLAPI void GLAPIENTRY glVertex3s( GLshort x, GLshort y, GLshort z ); GLAPI void GLAPIENTRY glVertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ); GLAPI void GLAPIENTRY glVertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ); GLAPI void GLAPIENTRY glVertex4i( GLint x, GLint y, GLint z, GLint w ); GLAPI void GLAPIENTRY glVertex4s( GLshort x, GLshort y, GLshort z, GLshort w ); GLAPI void GLAPIENTRY glVertex2dv( const GLdouble *v ); GLAPI void GLAPIENTRY glVertex2fv( const GLfloat *v ); GLAPI void GLAPIENTRY glVertex2iv( const GLint *v ); GLAPI void GLAPIENTRY glVertex2sv( const GLshort *v ); GLAPI void GLAPIENTRY glVertex3dv( const GLdouble *v ); GLAPI void GLAPIENTRY glVertex3fv( const GLfloat *v ); GLAPI void GLAPIENTRY glVertex3iv( const GLint *v ); GLAPI void GLAPIENTRY glVertex3sv( const GLshort *v ); GLAPI void GLAPIENTRY glVertex4dv( const GLdouble *v ); GLAPI void GLAPIENTRY glVertex4fv( const GLfloat *v ); GLAPI void GLAPIENTRY glVertex4iv( const GLint *v ); GLAPI void GLAPIENTRY glVertex4sv( const GLshort *v ); GLAPI void GLAPIENTRY glNormal3b( GLbyte nx, GLbyte ny, GLbyte nz ); GLAPI void GLAPIENTRY glNormal3d( GLdouble nx, GLdouble ny, GLdouble nz ); GLAPI void GLAPIENTRY glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz ); GLAPI void GLAPIENTRY glNormal3i( GLint nx, GLint ny, GLint nz ); GLAPI void GLAPIENTRY glNormal3s( GLshort nx, GLshort ny, GLshort nz ); GLAPI void GLAPIENTRY glNormal3bv( const GLbyte *v ); GLAPI void GLAPIENTRY glNormal3dv( const GLdouble *v ); GLAPI void GLAPIENTRY glNormal3fv( const GLfloat *v ); GLAPI void GLAPIENTRY glNormal3iv( const GLint *v ); GLAPI void GLAPIENTRY glNormal3sv( const GLshort *v ); GLAPI void GLAPIENTRY glIndexd( GLdouble c ); GLAPI void GLAPIENTRY glIndexf( GLfloat c ); GLAPI void GLAPIENTRY glIndexi( GLint c ); GLAPI void GLAPIENTRY glIndexs( GLshort c ); GLAPI void GLAPIENTRY glIndexub( GLubyte c ); /* 1.1 */ GLAPI void GLAPIENTRY glIndexdv( const GLdouble *c ); GLAPI void GLAPIENTRY glIndexfv( const GLfloat *c ); GLAPI void GLAPIENTRY glIndexiv( const GLint *c ); GLAPI void GLAPIENTRY glIndexsv( const GLshort *c ); GLAPI void GLAPIENTRY glIndexubv( const GLubyte *c ); /* 1.1 */ GLAPI void GLAPIENTRY glColor3b( GLbyte red, GLbyte green, GLbyte blue ); GLAPI void GLAPIENTRY glColor3d( GLdouble red, GLdouble green, GLdouble blue ); GLAPI void GLAPIENTRY glColor3f( GLfloat red, GLfloat green, GLfloat blue ); GLAPI void GLAPIENTRY glColor3i( GLint red, GLint green, GLint blue ); GLAPI void GLAPIENTRY glColor3s( GLshort red, GLshort green, GLshort blue ); GLAPI void GLAPIENTRY glColor3ub( GLubyte red, GLubyte green, GLubyte blue ); GLAPI void GLAPIENTRY glColor3ui( GLuint red, GLuint green, GLuint blue ); GLAPI void GLAPIENTRY glColor3us( GLushort red, GLushort green, GLushort blue ); GLAPI void GLAPIENTRY glColor4b( GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha ); GLAPI void GLAPIENTRY glColor4d( GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha ); GLAPI void GLAPIENTRY glColor4f( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ); GLAPI void GLAPIENTRY glColor4i( GLint red, GLint green, GLint blue, GLint alpha ); GLAPI void GLAPIENTRY glColor4s( GLshort red, GLshort green, GLshort blue, GLshort alpha ); GLAPI void GLAPIENTRY glColor4ub( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha ); GLAPI void GLAPIENTRY glColor4ui( GLuint red, GLuint green, GLuint blue, GLuint alpha ); GLAPI void GLAPIENTRY glColor4us( GLushort red, GLushort green, GLushort blue, GLushort alpha ); GLAPI void GLAPIENTRY glColor3bv( const GLbyte *v ); GLAPI void GLAPIENTRY glColor3dv( const GLdouble *v ); GLAPI void GLAPIENTRY glColor3fv( const GLfloat *v ); GLAPI void GLAPIENTRY glColor3iv( const GLint *v ); GLAPI void GLAPIENTRY glColor3sv( const GLshort *v ); GLAPI void GLAPIENTRY glColor3ubv( const GLubyte *v ); GLAPI void GLAPIENTRY glColor3uiv( const GLuint *v ); GLAPI void GLAPIENTRY glColor3usv( const GLushort *v ); GLAPI void GLAPIENTRY glColor4bv( const GLbyte *v ); GLAPI void GLAPIENTRY glColor4dv( const GLdouble *v ); GLAPI void GLAPIENTRY glColor4fv( const GLfloat *v ); GLAPI void GLAPIENTRY glColor4iv( const GLint *v ); GLAPI void GLAPIENTRY glColor4sv( const GLshort *v ); GLAPI void GLAPIENTRY glColor4ubv( const GLubyte *v ); GLAPI void GLAPIENTRY glColor4uiv( const GLuint *v ); GLAPI void GLAPIENTRY glColor4usv( const GLushort *v ); GLAPI void GLAPIENTRY glTexCoord1d( GLdouble s ); GLAPI void GLAPIENTRY glTexCoord1f( GLfloat s ); GLAPI void GLAPIENTRY glTexCoord1i( GLint s ); GLAPI void GLAPIENTRY glTexCoord1s( GLshort s ); GLAPI void GLAPIENTRY glTexCoord2d( GLdouble s, GLdouble t ); GLAPI void GLAPIENTRY glTexCoord2f( GLfloat s, GLfloat t ); GLAPI void GLAPIENTRY glTexCoord2i( GLint s, GLint t ); GLAPI void GLAPIENTRY glTexCoord2s( GLshort s, GLshort t ); GLAPI void GLAPIENTRY glTexCoord3d( GLdouble s, GLdouble t, GLdouble r ); GLAPI void GLAPIENTRY glTexCoord3f( GLfloat s, GLfloat t, GLfloat r ); GLAPI void GLAPIENTRY glTexCoord3i( GLint s, GLint t, GLint r ); GLAPI void GLAPIENTRY glTexCoord3s( GLshort s, GLshort t, GLshort r ); GLAPI void GLAPIENTRY glTexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q ); GLAPI void GLAPIENTRY glTexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q ); GLAPI void GLAPIENTRY glTexCoord4i( GLint s, GLint t, GLint r, GLint q ); GLAPI void GLAPIENTRY glTexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q ); GLAPI void GLAPIENTRY glTexCoord1dv( const GLdouble *v ); GLAPI void GLAPIENTRY glTexCoord1fv( const GLfloat *v ); GLAPI void GLAPIENTRY glTexCoord1iv( const GLint *v ); GLAPI void GLAPIENTRY glTexCoord1sv( const GLshort *v ); GLAPI void GLAPIENTRY glTexCoord2dv( const GLdouble *v ); GLAPI void GLAPIENTRY glTexCoord2fv( const GLfloat *v ); GLAPI void GLAPIENTRY glTexCoord2iv( const GLint *v ); GLAPI void GLAPIENTRY glTexCoord2sv( const GLshort *v ); GLAPI void GLAPIENTRY glTexCoord3dv( const GLdouble *v ); GLAPI void GLAPIENTRY glTexCoord3fv( const GLfloat *v ); GLAPI void GLAPIENTRY glTexCoord3iv( const GLint *v ); GLAPI void GLAPIENTRY glTexCoord3sv( const GLshort *v ); GLAPI void GLAPIENTRY glTexCoord4dv( const GLdouble *v ); GLAPI void GLAPIENTRY glTexCoord4fv( const GLfloat *v ); GLAPI void GLAPIENTRY glTexCoord4iv( const GLint *v ); GLAPI void GLAPIENTRY glTexCoord4sv( const GLshort *v ); GLAPI void GLAPIENTRY glRasterPos2d( GLdouble x, GLdouble y ); GLAPI void GLAPIENTRY glRasterPos2f( GLfloat x, GLfloat y ); GLAPI void GLAPIENTRY glRasterPos2i( GLint x, GLint y ); GLAPI void GLAPIENTRY glRasterPos2s( GLshort x, GLshort y ); GLAPI void GLAPIENTRY glRasterPos3d( GLdouble x, GLdouble y, GLdouble z ); GLAPI void GLAPIENTRY glRasterPos3f( GLfloat x, GLfloat y, GLfloat z ); GLAPI void GLAPIENTRY glRasterPos3i( GLint x, GLint y, GLint z ); GLAPI void GLAPIENTRY glRasterPos3s( GLshort x, GLshort y, GLshort z ); GLAPI void GLAPIENTRY glRasterPos4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ); GLAPI void GLAPIENTRY glRasterPos4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ); GLAPI void GLAPIENTRY glRasterPos4i( GLint x, GLint y, GLint z, GLint w ); GLAPI void GLAPIENTRY glRasterPos4s( GLshort x, GLshort y, GLshort z, GLshort w ); GLAPI void GLAPIENTRY glRasterPos2dv( const GLdouble *v ); GLAPI void GLAPIENTRY glRasterPos2fv( const GLfloat *v ); GLAPI void GLAPIENTRY glRasterPos2iv( const GLint *v ); GLAPI void GLAPIENTRY glRasterPos2sv( const GLshort *v ); GLAPI void GLAPIENTRY glRasterPos3dv( const GLdouble *v ); GLAPI void GLAPIENTRY glRasterPos3fv( const GLfloat *v ); GLAPI void GLAPIENTRY glRasterPos3iv( const GLint *v ); GLAPI void GLAPIENTRY glRasterPos3sv( const GLshort *v ); GLAPI void GLAPIENTRY glRasterPos4dv( const GLdouble *v ); GLAPI void GLAPIENTRY glRasterPos4fv( const GLfloat *v ); GLAPI void GLAPIENTRY glRasterPos4iv( const GLint *v ); GLAPI void GLAPIENTRY glRasterPos4sv( const GLshort *v ); GLAPI void GLAPIENTRY glRectd( GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2 ); GLAPI void GLAPIENTRY glRectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ); GLAPI void GLAPIENTRY glRecti( GLint x1, GLint y1, GLint x2, GLint y2 ); GLAPI void GLAPIENTRY glRects( GLshort x1, GLshort y1, GLshort x2, GLshort y2 ); GLAPI void GLAPIENTRY glRectdv( const GLdouble *v1, const GLdouble *v2 ); GLAPI void GLAPIENTRY glRectfv( const GLfloat *v1, const GLfloat *v2 ); GLAPI void GLAPIENTRY glRectiv( const GLint *v1, const GLint *v2 ); GLAPI void GLAPIENTRY glRectsv( const GLshort *v1, const GLshort *v2 ); /* * Vertex Arrays (1.1) */ GLAPI void GLAPIENTRY glVertexPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr ); GLAPI void GLAPIENTRY glNormalPointer( GLenum type, GLsizei stride, const GLvoid *ptr ); GLAPI void GLAPIENTRY glColorPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr ); GLAPI void GLAPIENTRY glIndexPointer( GLenum type, GLsizei stride, const GLvoid *ptr ); GLAPI void GLAPIENTRY glTexCoordPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr ); GLAPI void GLAPIENTRY glEdgeFlagPointer( GLsizei stride, const GLvoid *ptr ); GLAPI void GLAPIENTRY glGetPointerv( GLenum pname, GLvoid **params ); GLAPI void GLAPIENTRY glArrayElement( GLint i ); GLAPI void GLAPIENTRY glDrawArrays( GLenum mode, GLint first, GLsizei count ); GLAPI void GLAPIENTRY glDrawElements( GLenum mode, GLsizei count, GLenum type, const GLvoid *indices ); GLAPI void GLAPIENTRY glInterleavedArrays( GLenum format, GLsizei stride, const GLvoid *pointer ); /* * Lighting */ GLAPI void GLAPIENTRY glShadeModel( GLenum mode ); GLAPI void GLAPIENTRY glLightf( GLenum light, GLenum pname, GLfloat param ); GLAPI void GLAPIENTRY glLighti( GLenum light, GLenum pname, GLint param ); GLAPI void GLAPIENTRY glLightfv( GLenum light, GLenum pname, const GLfloat *params ); GLAPI void GLAPIENTRY glLightiv( GLenum light, GLenum pname, const GLint *params ); GLAPI void GLAPIENTRY glGetLightfv( GLenum light, GLenum pname, GLfloat *params ); GLAPI void GLAPIENTRY glGetLightiv( GLenum light, GLenum pname, GLint *params ); GLAPI void GLAPIENTRY glLightModelf( GLenum pname, GLfloat param ); GLAPI void GLAPIENTRY glLightModeli( GLenum pname, GLint param ); GLAPI void GLAPIENTRY glLightModelfv( GLenum pname, const GLfloat *params ); GLAPI void GLAPIENTRY glLightModeliv( GLenum pname, const GLint *params ); GLAPI void GLAPIENTRY glMaterialf( GLenum face, GLenum pname, GLfloat param ); GLAPI void GLAPIENTRY glMateriali( GLenum face, GLenum pname, GLint param ); GLAPI void GLAPIENTRY glMaterialfv( GLenum face, GLenum pname, const GLfloat *params ); GLAPI void GLAPIENTRY glMaterialiv( GLenum face, GLenum pname, const GLint *params ); GLAPI void GLAPIENTRY glGetMaterialfv( GLenum face, GLenum pname, GLfloat *params ); GLAPI void GLAPIENTRY glGetMaterialiv( GLenum face, GLenum pname, GLint *params ); GLAPI void GLAPIENTRY glColorMaterial( GLenum face, GLenum mode ); /* * Raster functions */ GLAPI void GLAPIENTRY glPixelZoom( GLfloat xfactor, GLfloat yfactor ); GLAPI void GLAPIENTRY glPixelStoref( GLenum pname, GLfloat param ); GLAPI void GLAPIENTRY glPixelStorei( GLenum pname, GLint param ); GLAPI void GLAPIENTRY glPixelTransferf( GLenum pname, GLfloat param ); GLAPI void GLAPIENTRY glPixelTransferi( GLenum pname, GLint param ); GLAPI void GLAPIENTRY glPixelMapfv( GLenum map, GLsizei mapsize, const GLfloat *values ); GLAPI void GLAPIENTRY glPixelMapuiv( GLenum map, GLsizei mapsize, const GLuint *values ); GLAPI void GLAPIENTRY glPixelMapusv( GLenum map, GLsizei mapsize, const GLushort *values ); GLAPI void GLAPIENTRY glGetPixelMapfv( GLenum map, GLfloat *values ); GLAPI void GLAPIENTRY glGetPixelMapuiv( GLenum map, GLuint *values ); GLAPI void GLAPIENTRY glGetPixelMapusv( GLenum map, GLushort *values ); GLAPI void GLAPIENTRY glBitmap( GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap ); GLAPI void GLAPIENTRY glReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels ); GLAPI void GLAPIENTRY glDrawPixels( GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels ); GLAPI void GLAPIENTRY glCopyPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum type ); /* * Stenciling */ GLAPI void GLAPIENTRY glStencilFunc( GLenum func, GLint ref, GLuint mask ); GLAPI void GLAPIENTRY glStencilMask( GLuint mask ); GLAPI void GLAPIENTRY glStencilOp( GLenum fail, GLenum zfail, GLenum zpass ); GLAPI void GLAPIENTRY glClearStencil( GLint s ); /* * Texture mapping */ GLAPI void GLAPIENTRY glTexGend( GLenum coord, GLenum pname, GLdouble param ); GLAPI void GLAPIENTRY glTexGenf( GLenum coord, GLenum pname, GLfloat param ); GLAPI void GLAPIENTRY glTexGeni( GLenum coord, GLenum pname, GLint param ); GLAPI void GLAPIENTRY glTexGendv( GLenum coord, GLenum pname, const GLdouble *params ); GLAPI void GLAPIENTRY glTexGenfv( GLenum coord, GLenum pname, const GLfloat *params ); GLAPI void GLAPIENTRY glTexGeniv( GLenum coord, GLenum pname, const GLint *params ); GLAPI void GLAPIENTRY glGetTexGendv( GLenum coord, GLenum pname, GLdouble *params ); GLAPI void GLAPIENTRY glGetTexGenfv( GLenum coord, GLenum pname, GLfloat *params ); GLAPI void GLAPIENTRY glGetTexGeniv( GLenum coord, GLenum pname, GLint *params ); GLAPI void GLAPIENTRY glTexEnvf( GLenum target, GLenum pname, GLfloat param ); GLAPI void GLAPIENTRY glTexEnvi( GLenum target, GLenum pname, GLint param ); GLAPI void GLAPIENTRY glTexEnvfv( GLenum target, GLenum pname, const GLfloat *params ); GLAPI void GLAPIENTRY glTexEnviv( GLenum target, GLenum pname, const GLint *params ); GLAPI void GLAPIENTRY glGetTexEnvfv( GLenum target, GLenum pname, GLfloat *params ); GLAPI void GLAPIENTRY glGetTexEnviv( GLenum target, GLenum pname, GLint *params ); GLAPI void GLAPIENTRY glTexParameterf( GLenum target, GLenum pname, GLfloat param ); GLAPI void GLAPIENTRY glTexParameteri( GLenum target, GLenum pname, GLint param ); GLAPI void GLAPIENTRY glTexParameterfv( GLenum target, GLenum pname, const GLfloat *params ); GLAPI void GLAPIENTRY glTexParameteriv( GLenum target, GLenum pname, const GLint *params ); GLAPI void GLAPIENTRY glGetTexParameterfv( GLenum target, GLenum pname, GLfloat *params); GLAPI void GLAPIENTRY glGetTexParameteriv( GLenum target, GLenum pname, GLint *params ); GLAPI void GLAPIENTRY glGetTexLevelParameterfv( GLenum target, GLint level, GLenum pname, GLfloat *params ); GLAPI void GLAPIENTRY glGetTexLevelParameteriv( GLenum target, GLint level, GLenum pname, GLint *params ); GLAPI void GLAPIENTRY glTexImage1D( GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels ); GLAPI void GLAPIENTRY glTexImage2D( GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels ); GLAPI void GLAPIENTRY glGetTexImage( GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels ); /* 1.1 functions */ GLAPI void GLAPIENTRY glGenTextures( GLsizei n, GLuint *textures ); GLAPI void GLAPIENTRY glDeleteTextures( GLsizei n, const GLuint *textures); GLAPI void GLAPIENTRY glBindTexture( GLenum target, GLuint texture ); GLAPI void GLAPIENTRY glPrioritizeTextures( GLsizei n, const GLuint *textures, const GLclampf *priorities ); GLAPI GLboolean GLAPIENTRY glAreTexturesResident( GLsizei n, const GLuint *textures, GLboolean *residences ); GLAPI GLboolean GLAPIENTRY glIsTexture( GLuint texture ); GLAPI void GLAPIENTRY glTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels ); GLAPI void GLAPIENTRY glTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels ); GLAPI void GLAPIENTRY glCopyTexImage1D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border ); GLAPI void GLAPIENTRY glCopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border ); GLAPI void GLAPIENTRY glCopyTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width ); GLAPI void GLAPIENTRY glCopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height ); /* * Evaluators */ GLAPI void GLAPIENTRY glMap1d( GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points ); GLAPI void GLAPIENTRY glMap1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points ); GLAPI void GLAPIENTRY glMap2d( GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points ); GLAPI void GLAPIENTRY glMap2f( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points ); GLAPI void GLAPIENTRY glGetMapdv( GLenum target, GLenum query, GLdouble *v ); GLAPI void GLAPIENTRY glGetMapfv( GLenum target, GLenum query, GLfloat *v ); GLAPI void GLAPIENTRY glGetMapiv( GLenum target, GLenum query, GLint *v ); GLAPI void GLAPIENTRY glEvalCoord1d( GLdouble u ); GLAPI void GLAPIENTRY glEvalCoord1f( GLfloat u ); GLAPI void GLAPIENTRY glEvalCoord1dv( const GLdouble *u ); GLAPI void GLAPIENTRY glEvalCoord1fv( const GLfloat *u ); GLAPI void GLAPIENTRY glEvalCoord2d( GLdouble u, GLdouble v ); GLAPI void GLAPIENTRY glEvalCoord2f( GLfloat u, GLfloat v ); GLAPI void GLAPIENTRY glEvalCoord2dv( const GLdouble *u ); GLAPI void GLAPIENTRY glEvalCoord2fv( const GLfloat *u ); GLAPI void GLAPIENTRY glMapGrid1d( GLint un, GLdouble u1, GLdouble u2 ); GLAPI void GLAPIENTRY glMapGrid1f( GLint un, GLfloat u1, GLfloat u2 ); GLAPI void GLAPIENTRY glMapGrid2d( GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2 ); GLAPI void GLAPIENTRY glMapGrid2f( GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2 ); GLAPI void GLAPIENTRY glEvalPoint1( GLint i ); GLAPI void GLAPIENTRY glEvalPoint2( GLint i, GLint j ); GLAPI void GLAPIENTRY glEvalMesh1( GLenum mode, GLint i1, GLint i2 ); GLAPI void GLAPIENTRY glEvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ); /* * Fog */ GLAPI void GLAPIENTRY glFogf( GLenum pname, GLfloat param ); GLAPI void GLAPIENTRY glFogi( GLenum pname, GLint param ); GLAPI void GLAPIENTRY glFogfv( GLenum pname, const GLfloat *params ); GLAPI void GLAPIENTRY glFogiv( GLenum pname, const GLint *params ); /* * Selection and Feedback */ GLAPI void GLAPIENTRY glFeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer ); GLAPI void GLAPIENTRY glPassThrough( GLfloat token ); GLAPI void GLAPIENTRY glSelectBuffer( GLsizei size, GLuint *buffer ); GLAPI void GLAPIENTRY glInitNames( void ); GLAPI void GLAPIENTRY glLoadName( GLuint name ); GLAPI void GLAPIENTRY glPushName( GLuint name ); GLAPI void GLAPIENTRY glPopName( void ); /* * OpenGL 1.2 */ #define GL_RESCALE_NORMAL 0x803A #define GL_CLAMP_TO_EDGE 0x812F #define GL_MAX_ELEMENTS_VERTICES 0x80E8 #define GL_MAX_ELEMENTS_INDICES 0x80E9 #define GL_BGR 0x80E0 #define GL_BGRA 0x80E1 #define GL_UNSIGNED_BYTE_3_3_2 0x8032 #define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 #define GL_UNSIGNED_SHORT_5_6_5 0x8363 #define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 #define GL_UNSIGNED_INT_8_8_8_8 0x8035 #define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 #define GL_UNSIGNED_INT_10_10_10_2 0x8036 #define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 #define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 #define GL_SINGLE_COLOR 0x81F9 #define GL_SEPARATE_SPECULAR_COLOR 0x81FA #define GL_TEXTURE_MIN_LOD 0x813A #define GL_TEXTURE_MAX_LOD 0x813B #define GL_TEXTURE_BASE_LEVEL 0x813C #define GL_TEXTURE_MAX_LEVEL 0x813D #define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 #define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 #define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 #define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 #define GL_ALIASED_POINT_SIZE_RANGE 0x846D #define GL_ALIASED_LINE_WIDTH_RANGE 0x846E #define GL_PACK_SKIP_IMAGES 0x806B #define GL_PACK_IMAGE_HEIGHT 0x806C #define GL_UNPACK_SKIP_IMAGES 0x806D #define GL_UNPACK_IMAGE_HEIGHT 0x806E #define GL_TEXTURE_3D 0x806F #define GL_PROXY_TEXTURE_3D 0x8070 #define GL_TEXTURE_DEPTH 0x8071 #define GL_TEXTURE_WRAP_R 0x8072 #define GL_MAX_3D_TEXTURE_SIZE 0x8073 #define GL_TEXTURE_BINDING_3D 0x806A GLAPI void GLAPIENTRY glDrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices ); GLAPI void GLAPIENTRY glTexImage3D( GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels ); GLAPI void GLAPIENTRY glTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels); GLAPI void GLAPIENTRY glCopyTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height ); typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices); typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels); typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); /* * GL_ARB_imaging */ #define GL_CONSTANT_COLOR 0x8001 #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 #define GL_CONSTANT_ALPHA 0x8003 #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 #define GL_COLOR_TABLE 0x80D0 #define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1 #define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2 #define GL_PROXY_COLOR_TABLE 0x80D3 #define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4 #define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5 #define GL_COLOR_TABLE_SCALE 0x80D6 #define GL_COLOR_TABLE_BIAS 0x80D7 #define GL_COLOR_TABLE_FORMAT 0x80D8 #define GL_COLOR_TABLE_WIDTH 0x80D9 #define GL_COLOR_TABLE_RED_SIZE 0x80DA #define GL_COLOR_TABLE_GREEN_SIZE 0x80DB #define GL_COLOR_TABLE_BLUE_SIZE 0x80DC #define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD #define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE #define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF #define GL_CONVOLUTION_1D 0x8010 #define GL_CONVOLUTION_2D 0x8011 #define GL_SEPARABLE_2D 0x8012 #define GL_CONVOLUTION_BORDER_MODE 0x8013 #define GL_CONVOLUTION_FILTER_SCALE 0x8014 #define GL_CONVOLUTION_FILTER_BIAS 0x8015 #define GL_REDUCE 0x8016 #define GL_CONVOLUTION_FORMAT 0x8017 #define GL_CONVOLUTION_WIDTH 0x8018 #define GL_CONVOLUTION_HEIGHT 0x8019 #define GL_MAX_CONVOLUTION_WIDTH 0x801A #define GL_MAX_CONVOLUTION_HEIGHT 0x801B #define GL_POST_CONVOLUTION_RED_SCALE 0x801C #define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D #define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E #define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F #define GL_POST_CONVOLUTION_RED_BIAS 0x8020 #define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021 #define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022 #define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023 #define GL_CONSTANT_BORDER 0x8151 #define GL_REPLICATE_BORDER 0x8153 #define GL_CONVOLUTION_BORDER_COLOR 0x8154 #define GL_COLOR_MATRIX 0x80B1 #define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2 #define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3 #define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4 #define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5 #define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6 #define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7 #define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8 #define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9 #define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA #define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB #define GL_HISTOGRAM 0x8024 #define GL_PROXY_HISTOGRAM 0x8025 #define GL_HISTOGRAM_WIDTH 0x8026 #define GL_HISTOGRAM_FORMAT 0x8027 #define GL_HISTOGRAM_RED_SIZE 0x8028 #define GL_HISTOGRAM_GREEN_SIZE 0x8029 #define GL_HISTOGRAM_BLUE_SIZE 0x802A #define GL_HISTOGRAM_ALPHA_SIZE 0x802B #define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C #define GL_HISTOGRAM_SINK 0x802D #define GL_MINMAX 0x802E #define GL_MINMAX_FORMAT 0x802F #define GL_MINMAX_SINK 0x8030 #define GL_TABLE_TOO_LARGE 0x8031 #define GL_BLEND_EQUATION 0x8009 #define GL_MIN 0x8007 #define GL_MAX 0x8008 #define GL_FUNC_ADD 0x8006 #define GL_FUNC_SUBTRACT 0x800A #define GL_FUNC_REVERSE_SUBTRACT 0x800B #define GL_BLEND_COLOR 0x8005 GLAPI void GLAPIENTRY glColorTable( GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table ); GLAPI void GLAPIENTRY glColorSubTable( GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data ); GLAPI void GLAPIENTRY glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params); GLAPI void GLAPIENTRY glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params); GLAPI void GLAPIENTRY glCopyColorSubTable( GLenum target, GLsizei start, GLint x, GLint y, GLsizei width ); GLAPI void GLAPIENTRY glCopyColorTable( GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width ); GLAPI void GLAPIENTRY glGetColorTable( GLenum target, GLenum format, GLenum type, GLvoid *table ); GLAPI void GLAPIENTRY glGetColorTableParameterfv( GLenum target, GLenum pname, GLfloat *params ); GLAPI void GLAPIENTRY glGetColorTableParameteriv( GLenum target, GLenum pname, GLint *params ); GLAPI void GLAPIENTRY glBlendEquation( GLenum mode ); GLAPI void GLAPIENTRY glBlendColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ); GLAPI void GLAPIENTRY glHistogram( GLenum target, GLsizei width, GLenum internalformat, GLboolean sink ); GLAPI void GLAPIENTRY glResetHistogram( GLenum target ); GLAPI void GLAPIENTRY glGetHistogram( GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values ); GLAPI void GLAPIENTRY glGetHistogramParameterfv( GLenum target, GLenum pname, GLfloat *params ); GLAPI void GLAPIENTRY glGetHistogramParameteriv( GLenum target, GLenum pname, GLint *params ); GLAPI void GLAPIENTRY glMinmax( GLenum target, GLenum internalformat, GLboolean sink ); GLAPI void GLAPIENTRY glResetMinmax( GLenum target ); GLAPI void GLAPIENTRY glGetMinmax( GLenum target, GLboolean reset, GLenum format, GLenum types, GLvoid *values ); GLAPI void GLAPIENTRY glGetMinmaxParameterfv( GLenum target, GLenum pname, GLfloat *params ); GLAPI void GLAPIENTRY glGetMinmaxParameteriv( GLenum target, GLenum pname, GLint *params ); GLAPI void GLAPIENTRY glConvolutionFilter1D( GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image ); GLAPI void GLAPIENTRY glConvolutionFilter2D( GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image ); GLAPI void GLAPIENTRY glConvolutionParameterf( GLenum target, GLenum pname, GLfloat params ); GLAPI void GLAPIENTRY glConvolutionParameterfv( GLenum target, GLenum pname, const GLfloat *params ); GLAPI void GLAPIENTRY glConvolutionParameteri( GLenum target, GLenum pname, GLint params ); GLAPI void GLAPIENTRY glConvolutionParameteriv( GLenum target, GLenum pname, const GLint *params ); GLAPI void GLAPIENTRY glCopyConvolutionFilter1D( GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width ); GLAPI void GLAPIENTRY glCopyConvolutionFilter2D( GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI void GLAPIENTRY glGetConvolutionFilter( GLenum target, GLenum format, GLenum type, GLvoid *image ); GLAPI void GLAPIENTRY glGetConvolutionParameterfv( GLenum target, GLenum pname, GLfloat *params ); GLAPI void GLAPIENTRY glGetConvolutionParameteriv( GLenum target, GLenum pname, GLint *params ); GLAPI void GLAPIENTRY glSeparableFilter2D( GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column ); GLAPI void GLAPIENTRY glGetSeparableFilter( GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span ); /* * OpenGL 1.3 */ /* multitexture */ #define GL_TEXTURE0 0x84C0 #define GL_TEXTURE1 0x84C1 #define GL_TEXTURE2 0x84C2 #define GL_TEXTURE3 0x84C3 #define GL_TEXTURE4 0x84C4 #define GL_TEXTURE5 0x84C5 #define GL_TEXTURE6 0x84C6 #define GL_TEXTURE7 0x84C7 #define GL_TEXTURE8 0x84C8 #define GL_TEXTURE9 0x84C9 #define GL_TEXTURE10 0x84CA #define GL_TEXTURE11 0x84CB #define GL_TEXTURE12 0x84CC #define GL_TEXTURE13 0x84CD #define GL_TEXTURE14 0x84CE #define GL_TEXTURE15 0x84CF #define GL_TEXTURE16 0x84D0 #define GL_TEXTURE17 0x84D1 #define GL_TEXTURE18 0x84D2 #define GL_TEXTURE19 0x84D3 #define GL_TEXTURE20 0x84D4 #define GL_TEXTURE21 0x84D5 #define GL_TEXTURE22 0x84D6 #define GL_TEXTURE23 0x84D7 #define GL_TEXTURE24 0x84D8 #define GL_TEXTURE25 0x84D9 #define GL_TEXTURE26 0x84DA #define GL_TEXTURE27 0x84DB #define GL_TEXTURE28 0x84DC #define GL_TEXTURE29 0x84DD #define GL_TEXTURE30 0x84DE #define GL_TEXTURE31 0x84DF #define GL_ACTIVE_TEXTURE 0x84E0 #define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 #define GL_MAX_TEXTURE_UNITS 0x84E2 /* texture_cube_map */ #define GL_NORMAL_MAP 0x8511 #define GL_REFLECTION_MAP 0x8512 #define GL_TEXTURE_CUBE_MAP 0x8513 #define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 #define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A #define GL_PROXY_TEXTURE_CUBE_MAP 0x851B #define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C /* texture_compression */ #define GL_COMPRESSED_ALPHA 0x84E9 #define GL_COMPRESSED_LUMINANCE 0x84EA #define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB #define GL_COMPRESSED_INTENSITY 0x84EC #define GL_COMPRESSED_RGB 0x84ED #define GL_COMPRESSED_RGBA 0x84EE #define GL_TEXTURE_COMPRESSION_HINT 0x84EF #define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 #define GL_TEXTURE_COMPRESSED 0x86A1 #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 #define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 /* multisample */ #define GL_MULTISAMPLE 0x809D #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E #define GL_SAMPLE_ALPHA_TO_ONE 0x809F #define GL_SAMPLE_COVERAGE 0x80A0 #define GL_SAMPLE_BUFFERS 0x80A8 #define GL_SAMPLES 0x80A9 #define GL_SAMPLE_COVERAGE_VALUE 0x80AA #define GL_SAMPLE_COVERAGE_INVERT 0x80AB #define GL_MULTISAMPLE_BIT 0x20000000 /* transpose_matrix */ #define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 #define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 #define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 #define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 /* texture_env_combine */ #define GL_COMBINE 0x8570 #define GL_COMBINE_RGB 0x8571 #define GL_COMBINE_ALPHA 0x8572 #define GL_SOURCE0_RGB 0x8580 #define GL_SOURCE1_RGB 0x8581 #define GL_SOURCE2_RGB 0x8582 #define GL_SOURCE0_ALPHA 0x8588 #define GL_SOURCE1_ALPHA 0x8589 #define GL_SOURCE2_ALPHA 0x858A #define GL_OPERAND0_RGB 0x8590 #define GL_OPERAND1_RGB 0x8591 #define GL_OPERAND2_RGB 0x8592 #define GL_OPERAND0_ALPHA 0x8598 #define GL_OPERAND1_ALPHA 0x8599 #define GL_OPERAND2_ALPHA 0x859A #define GL_RGB_SCALE 0x8573 #define GL_ADD_SIGNED 0x8574 #define GL_INTERPOLATE 0x8575 #define GL_SUBTRACT 0x84E7 #define GL_CONSTANT 0x8576 #define GL_PRIMARY_COLOR 0x8577 #define GL_PREVIOUS 0x8578 /* texture_env_dot3 */ #define GL_DOT3_RGB 0x86AE #define GL_DOT3_RGBA 0x86AF /* texture_border_clamp */ #define GL_CLAMP_TO_BORDER 0x812D GLAPI void GLAPIENTRY glActiveTexture( GLenum texture ); GLAPI void GLAPIENTRY glClientActiveTexture( GLenum texture ); GLAPI void GLAPIENTRY glCompressedTexImage1D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data ); GLAPI void GLAPIENTRY glCompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data ); GLAPI void GLAPIENTRY glCompressedTexImage3D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data ); GLAPI void GLAPIENTRY glCompressedTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data ); GLAPI void GLAPIENTRY glCompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data ); GLAPI void GLAPIENTRY glCompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data ); GLAPI void GLAPIENTRY glGetCompressedTexImage( GLenum target, GLint lod, GLvoid *img ); GLAPI void GLAPIENTRY glMultiTexCoord1d( GLenum target, GLdouble s ); GLAPI void GLAPIENTRY glMultiTexCoord1dv( GLenum target, const GLdouble *v ); GLAPI void GLAPIENTRY glMultiTexCoord1f( GLenum target, GLfloat s ); GLAPI void GLAPIENTRY glMultiTexCoord1fv( GLenum target, const GLfloat *v ); GLAPI void GLAPIENTRY glMultiTexCoord1i( GLenum target, GLint s ); GLAPI void GLAPIENTRY glMultiTexCoord1iv( GLenum target, const GLint *v ); GLAPI void GLAPIENTRY glMultiTexCoord1s( GLenum target, GLshort s ); GLAPI void GLAPIENTRY glMultiTexCoord1sv( GLenum target, const GLshort *v ); GLAPI void GLAPIENTRY glMultiTexCoord2d( GLenum target, GLdouble s, GLdouble t ); GLAPI void GLAPIENTRY glMultiTexCoord2dv( GLenum target, const GLdouble *v ); GLAPI void GLAPIENTRY glMultiTexCoord2f( GLenum target, GLfloat s, GLfloat t ); GLAPI void GLAPIENTRY glMultiTexCoord2fv( GLenum target, const GLfloat *v ); GLAPI void GLAPIENTRY glMultiTexCoord2i( GLenum target, GLint s, GLint t ); GLAPI void GLAPIENTRY glMultiTexCoord2iv( GLenum target, const GLint *v ); GLAPI void GLAPIENTRY glMultiTexCoord2s( GLenum target, GLshort s, GLshort t ); GLAPI void GLAPIENTRY glMultiTexCoord2sv( GLenum target, const GLshort *v ); GLAPI void GLAPIENTRY glMultiTexCoord3d( GLenum target, GLdouble s, GLdouble t, GLdouble r ); GLAPI void GLAPIENTRY glMultiTexCoord3dv( GLenum target, const GLdouble *v ); GLAPI void GLAPIENTRY glMultiTexCoord3f( GLenum target, GLfloat s, GLfloat t, GLfloat r ); GLAPI void GLAPIENTRY glMultiTexCoord3fv( GLenum target, const GLfloat *v ); GLAPI void GLAPIENTRY glMultiTexCoord3i( GLenum target, GLint s, GLint t, GLint r ); GLAPI void GLAPIENTRY glMultiTexCoord3iv( GLenum target, const GLint *v ); GLAPI void GLAPIENTRY glMultiTexCoord3s( GLenum target, GLshort s, GLshort t, GLshort r ); GLAPI void GLAPIENTRY glMultiTexCoord3sv( GLenum target, const GLshort *v ); GLAPI void GLAPIENTRY glMultiTexCoord4d( GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q ); GLAPI void GLAPIENTRY glMultiTexCoord4dv( GLenum target, const GLdouble *v ); GLAPI void GLAPIENTRY glMultiTexCoord4f( GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q ); GLAPI void GLAPIENTRY glMultiTexCoord4fv( GLenum target, const GLfloat *v ); GLAPI void GLAPIENTRY glMultiTexCoord4i( GLenum target, GLint s, GLint t, GLint r, GLint q ); GLAPI void GLAPIENTRY glMultiTexCoord4iv( GLenum target, const GLint *v ); GLAPI void GLAPIENTRY glMultiTexCoord4s( GLenum target, GLshort s, GLshort t, GLshort r, GLshort q ); GLAPI void GLAPIENTRY glMultiTexCoord4sv( GLenum target, const GLshort *v ); GLAPI void GLAPIENTRY glLoadTransposeMatrixd( const GLdouble m[16] ); GLAPI void GLAPIENTRY glLoadTransposeMatrixf( const GLfloat m[16] ); GLAPI void GLAPIENTRY glMultTransposeMatrixd( const GLdouble m[16] ); GLAPI void GLAPIENTRY glMultTransposeMatrixf( const GLfloat m[16] ); GLAPI void GLAPIENTRY glSampleCoverage( GLclampf value, GLboolean invert ); typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLclampf value, GLboolean invert); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint level, GLvoid *img); /* * GL_ARB_multitexture (ARB extension 1 and OpenGL 1.2.1) */ #ifndef GL_ARB_multitexture #define GL_ARB_multitexture 1 #define GL_TEXTURE0_ARB 0x84C0 #define GL_TEXTURE1_ARB 0x84C1 #define GL_TEXTURE2_ARB 0x84C2 #define GL_TEXTURE3_ARB 0x84C3 #define GL_TEXTURE4_ARB 0x84C4 #define GL_TEXTURE5_ARB 0x84C5 #define GL_TEXTURE6_ARB 0x84C6 #define GL_TEXTURE7_ARB 0x84C7 #define GL_TEXTURE8_ARB 0x84C8 #define GL_TEXTURE9_ARB 0x84C9 #define GL_TEXTURE10_ARB 0x84CA #define GL_TEXTURE11_ARB 0x84CB #define GL_TEXTURE12_ARB 0x84CC #define GL_TEXTURE13_ARB 0x84CD #define GL_TEXTURE14_ARB 0x84CE #define GL_TEXTURE15_ARB 0x84CF #define GL_TEXTURE16_ARB 0x84D0 #define GL_TEXTURE17_ARB 0x84D1 #define GL_TEXTURE18_ARB 0x84D2 #define GL_TEXTURE19_ARB 0x84D3 #define GL_TEXTURE20_ARB 0x84D4 #define GL_TEXTURE21_ARB 0x84D5 #define GL_TEXTURE22_ARB 0x84D6 #define GL_TEXTURE23_ARB 0x84D7 #define GL_TEXTURE24_ARB 0x84D8 #define GL_TEXTURE25_ARB 0x84D9 #define GL_TEXTURE26_ARB 0x84DA #define GL_TEXTURE27_ARB 0x84DB #define GL_TEXTURE28_ARB 0x84DC #define GL_TEXTURE29_ARB 0x84DD #define GL_TEXTURE30_ARB 0x84DE #define GL_TEXTURE31_ARB 0x84DF #define GL_ACTIVE_TEXTURE_ARB 0x84E0 #define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1 #define GL_MAX_TEXTURE_UNITS_ARB 0x84E2 GLAPI void GLAPIENTRY glActiveTextureARB(GLenum texture); GLAPI void GLAPIENTRY glClientActiveTextureARB(GLenum texture); GLAPI void GLAPIENTRY glMultiTexCoord1dARB(GLenum target, GLdouble s); GLAPI void GLAPIENTRY glMultiTexCoord1dvARB(GLenum target, const GLdouble *v); GLAPI void GLAPIENTRY glMultiTexCoord1fARB(GLenum target, GLfloat s); GLAPI void GLAPIENTRY glMultiTexCoord1fvARB(GLenum target, const GLfloat *v); GLAPI void GLAPIENTRY glMultiTexCoord1iARB(GLenum target, GLint s); GLAPI void GLAPIENTRY glMultiTexCoord1ivARB(GLenum target, const GLint *v); GLAPI void GLAPIENTRY glMultiTexCoord1sARB(GLenum target, GLshort s); GLAPI void GLAPIENTRY glMultiTexCoord1svARB(GLenum target, const GLshort *v); GLAPI void GLAPIENTRY glMultiTexCoord2dARB(GLenum target, GLdouble s, GLdouble t); GLAPI void GLAPIENTRY glMultiTexCoord2dvARB(GLenum target, const GLdouble *v); GLAPI void GLAPIENTRY glMultiTexCoord2fARB(GLenum target, GLfloat s, GLfloat t); GLAPI void GLAPIENTRY glMultiTexCoord2fvARB(GLenum target, const GLfloat *v); GLAPI void GLAPIENTRY glMultiTexCoord2iARB(GLenum target, GLint s, GLint t); GLAPI void GLAPIENTRY glMultiTexCoord2ivARB(GLenum target, const GLint *v); GLAPI void GLAPIENTRY glMultiTexCoord2sARB(GLenum target, GLshort s, GLshort t); GLAPI void GLAPIENTRY glMultiTexCoord2svARB(GLenum target, const GLshort *v); GLAPI void GLAPIENTRY glMultiTexCoord3dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r); GLAPI void GLAPIENTRY glMultiTexCoord3dvARB(GLenum target, const GLdouble *v); GLAPI void GLAPIENTRY glMultiTexCoord3fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r); GLAPI void GLAPIENTRY glMultiTexCoord3fvARB(GLenum target, const GLfloat *v); GLAPI void GLAPIENTRY glMultiTexCoord3iARB(GLenum target, GLint s, GLint t, GLint r); GLAPI void GLAPIENTRY glMultiTexCoord3ivARB(GLenum target, const GLint *v); GLAPI void GLAPIENTRY glMultiTexCoord3sARB(GLenum target, GLshort s, GLshort t, GLshort r); GLAPI void GLAPIENTRY glMultiTexCoord3svARB(GLenum target, const GLshort *v); GLAPI void GLAPIENTRY glMultiTexCoord4dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); GLAPI void GLAPIENTRY glMultiTexCoord4dvARB(GLenum target, const GLdouble *v); GLAPI void GLAPIENTRY glMultiTexCoord4fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); GLAPI void GLAPIENTRY glMultiTexCoord4fvARB(GLenum target, const GLfloat *v); GLAPI void GLAPIENTRY glMultiTexCoord4iARB(GLenum target, GLint s, GLint t, GLint r, GLint q); GLAPI void GLAPIENTRY glMultiTexCoord4ivARB(GLenum target, const GLint *v); GLAPI void GLAPIENTRY glMultiTexCoord4sARB(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); GLAPI void GLAPIENTRY glMultiTexCoord4svARB(GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLACTIVETEXTUREARBPROC) (GLenum texture); typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture); typedef void (APIENTRYP PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v); #endif /* GL_ARB_multitexture */ /* * Define this token if you want "old-style" header file behaviour (extensions * defined in gl.h). Otherwise, extensions will be included from glext.h. */ #if !defined(NO_SDL_GLEXT) && !defined(GL_GLEXT_LEGACY) #include <SDL3/SDL_opengl_glext.h> #endif /* GL_GLEXT_LEGACY */ /********************************************************************** * Begin system-specific stuff */ #if defined(PRAGMA_EXPORT_SUPPORTED) #pragma export off #endif /* * End system-specific stuff **********************************************************************/ #ifdef __cplusplus } #endif #endif /* __gl_h_ */ #endif /* !SDL_PLATFORM_IOS */ #endif /* SDL_opengl_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_error.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryError * * Simple error message routines for SDL. */ #ifndef SDL_error_h_ #define SDL_error_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* Public functions */ /** * Set the SDL error message for the current thread. * * Calling this function will replace any previous error message that was set. * * This function always returns -1, since SDL frequently uses -1 to signify an * failing result, leading to this idiom: * * ```c * if (error_code) { * return SDL_SetError("This operation has failed: %d", error_code); * } * ``` * * \param fmt a printf()-style message format string. * \param ... additional parameters matching % tokens in the `fmt` string, if * any. * \returns always -1. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ClearError * \sa SDL_GetError */ extern SDL_DECLSPEC int SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1); /** * Set an error indicating that memory allocation failed. * * This function does not do any memory allocation. * * \returns -1. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_OutOfMemory(void); /** * Retrieve a message about the last error that occurred on the current * thread. * * It is possible for multiple errors to occur before calling SDL_GetError(). * Only the last error is returned. * * The message is only applicable when an SDL function has signaled an error. * You must check the return values of SDL function calls to determine when to * appropriately call SDL_GetError(). You should *not* use the results of * SDL_GetError() to decide if an error has occurred! Sometimes SDL will set * an error string even when reporting success. * * SDL will *not* clear the error string for successful API calls. You *must* * check return values for failure cases before you can assume the error * string applies. * * Error strings are set per-thread, so an error set in a different thread * will not interfere with the current thread's operation. * * The returned string does **NOT** follow the SDL_GetStringRule! The pointer * is valid until the current thread's error string is changed, so the caller * should make a copy if the string is to be used after calling into SDL * again. * * \returns a message with information about the specific error that occurred, * or an empty string if there hasn't been an error message set since * the last call to SDL_ClearError(). * * \since This function is available since SDL 3.0.0. * * \sa SDL_ClearError * \sa SDL_SetError */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetError(void); /** * Clear any previous error message for this thread. * * \returns 0. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetError * \sa SDL_SetError */ extern SDL_DECLSPEC int SDLCALL SDL_ClearError(void); /** * \name Internal error functions * * \internal * Private error reporting function - used internally. */ /* @{ */ #define SDL_Unsupported() SDL_SetError("That operation is not supported") #define SDL_InvalidParamError(param) SDL_SetError("Parameter '%s' is invalid", (param)) /* @} *//* Internal error functions */ /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_error_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_guid.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* WIKI CATEGORY: GUID */ /** * # CategoryGUID * * A GUID is a 128-bit value that represents something that is uniquely * identifiable by this value: "globally unique." */ #ifndef SDL_guid_h_ #define SDL_guid_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * An SDL_GUID is a 128-bit identifier for an input device that identifies * that device across runs of SDL programs on the same platform. * * If the device is detached and then re-attached to a different port, or if * the base system is rebooted, the device should still report the same GUID. * * GUIDs are as precise as possible but are not guaranteed to distinguish * physically distinct but equivalent devices. For example, two game * controllers from the same vendor with the same product ID and revision may * have the same GUID. * * GUIDs may be platform-dependent (i.e., the same device may report different * GUIDs on different operating systems). * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_GUID { Uint8 data[16]; } SDL_GUID; /* Function prototypes */ /** * Get an ASCII string representation for a given SDL_GUID. * * You should supply at least 33 bytes for pszGUID. * * \param guid the SDL_GUID you wish to convert to string. * \param pszGUID buffer in which to write the ASCII string. * \param cbGUID the size of pszGUID. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GUIDFromString */ extern SDL_DECLSPEC int SDLCALL SDL_GUIDToString(SDL_GUID guid, char *pszGUID, int cbGUID); /** * Convert a GUID string into a SDL_GUID structure. * * Performs no error checking. If this function is given a string containing * an invalid GUID, the function will silently succeed, but the GUID generated * will not be useful. * * \param pchGUID string containing an ASCII representation of a GUID. * \returns a SDL_GUID structure. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GUIDToString */ extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GUIDFromString(const char *pchGUID); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_guid_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_revision.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* WIKI CATEGORY: Version */ /* * SDL_revision.h contains the SDL revision, which might be defined on the * compiler command line, or generated right into the header itself by the * build system. */ #ifndef SDL_revision_h_ #define SDL_revision_h_ #ifdef SDL_WIKI_DOCUMENTATION_SECTION /** * This macro is a string describing the source at a particular point in * development. * * This string is often generated from revision control's state at build time. * * This string can be quite complex and does not follow any standard. For * example, it might be something like "SDL-prerelease-3.1.1-47-gf687e0732". * It might also be user-defined at build time, so it's best to treat it as a * clue in debugging forensics and not something the app will parse in any * way. * * \since This macro is available since SDL 3.0.0. */ #define SDL_REVISION "Some arbitrary string decided at SDL build time" #elif defined(SDL_VENDOR_INFO) #define SDL_REVISION SDL_VENDOR_INFO #else #define SDL_REVISION "" #endif #endif /* SDL_revision_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_properties.h
/* Simple DiretMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryProperties * * SDL properties. */ #ifndef SDL_properties_h_ #define SDL_properties_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * SDL properties ID * * \since This datatype is available since SDL 3.0.0. */ typedef Uint32 SDL_PropertiesID; /** * SDL property type * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_PropertyType { SDL_PROPERTY_TYPE_INVALID, SDL_PROPERTY_TYPE_POINTER, SDL_PROPERTY_TYPE_STRING, SDL_PROPERTY_TYPE_NUMBER, SDL_PROPERTY_TYPE_FLOAT, SDL_PROPERTY_TYPE_BOOLEAN } SDL_PropertyType; /** * Get the global SDL properties. * * \returns a valid property ID on success or 0 on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetProperty * \sa SDL_SetProperty */ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGlobalProperties(void); /** * Create a set of properties. * * All properties are automatically destroyed when SDL_Quit() is called. * * \returns an ID for a new set of properties, or 0 on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DestroyProperties */ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_CreateProperties(void); /** * Copy a set of properties. * * Copy all the properties from one set of properties to another, with the * exception of properties requiring cleanup (set using * SDL_SetPropertyWithCleanup()), which will not be copied. Any property that * already exists on `dst` will be overwritten. * * \param src the properties to copy. * \param dst the destination properties. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_CopyProperties(SDL_PropertiesID src, SDL_PropertiesID dst); /** * Lock a set of properties. * * Obtain a multi-threaded lock for these properties. Other threads will wait * while trying to lock these properties until they are unlocked. Properties * must be unlocked before they are destroyed. * * The lock is automatically taken when setting individual properties, this * function is only needed when you want to set several properties atomically * or want to guarantee that properties being queried aren't freed in another * thread. * * \param props the properties to lock. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_UnlockProperties */ extern SDL_DECLSPEC int SDLCALL SDL_LockProperties(SDL_PropertiesID props); /** * Unlock a set of properties. * * \param props the properties to unlock. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LockProperties */ extern SDL_DECLSPEC void SDLCALL SDL_UnlockProperties(SDL_PropertiesID props); /** * A callback used to free resources when a property is deleted. * * This should release any resources associated with `value` that are no * longer needed. * * This callback is set per-property. Different properties in the same set can * have different cleanup callbacks. * * This callback will be called _during_ SDL_SetPropertyWithCleanup if the * function fails for any reason. * * \param userdata an app-defined pointer passed to the callback. * \param value the pointer assigned to the property to clean up. * * \threadsafety This callback may fire without any locks held; if this is a * concern, the app should provide its own locking. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_SetPropertyWithCleanup */ typedef void (SDLCALL *SDL_CleanupPropertyCallback)(void *userdata, void *value); /** * Set a property on a set of properties with a cleanup function that is * called when the property is deleted. * * The cleanup function is also called if setting the property fails for any * reason. * * For simply setting basic data types, like numbers, bools, or strings, use * SDL_SetNumberProperty, SDL_SetBooleanProperty, or SDL_SetStringProperty * instead, as those functions will handle cleanup on your behalf. This * function is only for more complex, custom data. * * \param props the properties to modify. * \param name the name of the property to modify. * \param value the new value of the property, or NULL to delete the property. * \param cleanup the function to call when this property is deleted, or NULL * if no cleanup is necessary. * \param userdata a pointer that is passed to the cleanup function. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetProperty * \sa SDL_SetProperty * \sa SDL_CleanupPropertyCallback */ extern SDL_DECLSPEC int SDLCALL SDL_SetPropertyWithCleanup(SDL_PropertiesID props, const char *name, void *value, SDL_CleanupPropertyCallback cleanup, void *userdata); /** * Set a property on a set of properties. * * \param props the properties to modify. * \param name the name of the property to modify. * \param value the new value of the property, or NULL to delete the property. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetProperty * \sa SDL_HasProperty * \sa SDL_SetBooleanProperty * \sa SDL_SetFloatProperty * \sa SDL_SetNumberProperty * \sa SDL_SetPropertyWithCleanup * \sa SDL_SetStringProperty */ extern SDL_DECLSPEC int SDLCALL SDL_SetProperty(SDL_PropertiesID props, const char *name, void *value); /** * Set a string property on a set of properties. * * This function makes a copy of the string; the caller does not have to * preserve the data after this call completes. * * \param props the properties to modify. * \param name the name of the property to modify. * \param value the new value of the property, or NULL to delete the property. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetStringProperty */ extern SDL_DECLSPEC int SDLCALL SDL_SetStringProperty(SDL_PropertiesID props, const char *name, const char *value); /** * Set an integer property on a set of properties. * * \param props the properties to modify. * \param name the name of the property to modify. * \param value the new value of the property. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetNumberProperty */ extern SDL_DECLSPEC int SDLCALL SDL_SetNumberProperty(SDL_PropertiesID props, const char *name, Sint64 value); /** * Set a floating point property on a set of properties. * * \param props the properties to modify. * \param name the name of the property to modify. * \param value the new value of the property. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetFloatProperty */ extern SDL_DECLSPEC int SDLCALL SDL_SetFloatProperty(SDL_PropertiesID props, const char *name, float value); /** * Set a boolean property on a set of properties. * * \param props the properties to modify. * \param name the name of the property to modify. * \param value the new value of the property. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetBooleanProperty */ extern SDL_DECLSPEC int SDLCALL SDL_SetBooleanProperty(SDL_PropertiesID props, const char *name, SDL_bool value); /** * Return whether a property exists in a set of properties. * * \param props the properties to query. * \param name the name of the property to query. * \returns SDL_TRUE if the property exists, or SDL_FALSE if it doesn't. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetPropertyType */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasProperty(SDL_PropertiesID props, const char *name); /** * Get the type of a property on a set of properties. * * \param props the properties to query. * \param name the name of the property to query. * \returns the type of the property, or SDL_PROPERTY_TYPE_INVALID if it is * not set. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasProperty */ extern SDL_DECLSPEC SDL_PropertyType SDLCALL SDL_GetPropertyType(SDL_PropertiesID props, const char *name); /** * Get a property on a set of properties. * * By convention, the names of properties that SDL exposes on objects will * start with "SDL.", and properties that SDL uses internally will start with * "SDL.internal.". These should be considered read-only and should not be * modified by applications. * * \param props the properties to query. * \param name the name of the property to query. * \param default_value the default value of the property. * \returns the value of the property, or `default_value` if it is not set or * not a pointer property. * * \threadsafety It is safe to call this function from any thread, although * the data returned is not protected and could potentially be * freed if you call SDL_SetProperty() or SDL_ClearProperty() on * these properties from another thread. If you need to avoid * this, use SDL_LockProperties() and SDL_UnlockProperties(). * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetBooleanProperty * \sa SDL_GetFloatProperty * \sa SDL_GetNumberProperty * \sa SDL_GetPropertyType * \sa SDL_GetStringProperty * \sa SDL_HasProperty * \sa SDL_SetProperty */ extern SDL_DECLSPEC void *SDLCALL SDL_GetProperty(SDL_PropertiesID props, const char *name, void *default_value); /** * Get a string property on a set of properties. * * The returned string follows the SDL_GetStringRule. * * \param props the properties to query. * \param name the name of the property to query. * \param default_value the default value of the property. * \returns the value of the property, or `default_value` if it is not set or * not a string property. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetPropertyType * \sa SDL_HasProperty * \sa SDL_SetStringProperty */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetStringProperty(SDL_PropertiesID props, const char *name, const char *default_value); /** * Get a number property on a set of properties. * * You can use SDL_GetPropertyType() to query whether the property exists and * is a number property. * * \param props the properties to query. * \param name the name of the property to query. * \param default_value the default value of the property. * \returns the value of the property, or `default_value` if it is not set or * not a number property. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetPropertyType * \sa SDL_HasProperty * \sa SDL_SetNumberProperty */ extern SDL_DECLSPEC Sint64 SDLCALL SDL_GetNumberProperty(SDL_PropertiesID props, const char *name, Sint64 default_value); /** * Get a floating point property on a set of properties. * * You can use SDL_GetPropertyType() to query whether the property exists and * is a floating point property. * * \param props the properties to query. * \param name the name of the property to query. * \param default_value the default value of the property. * \returns the value of the property, or `default_value` if it is not set or * not a float property. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetPropertyType * \sa SDL_HasProperty * \sa SDL_SetFloatProperty */ extern SDL_DECLSPEC float SDLCALL SDL_GetFloatProperty(SDL_PropertiesID props, const char *name, float default_value); /** * Get a boolean property on a set of properties. * * You can use SDL_GetPropertyType() to query whether the property exists and * is a boolean property. * * \param props the properties to query. * \param name the name of the property to query. * \param default_value the default value of the property. * \returns the value of the property, or `default_value` if it is not set or * not a float property. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetPropertyType * \sa SDL_HasProperty * \sa SDL_SetBooleanProperty */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetBooleanProperty(SDL_PropertiesID props, const char *name, SDL_bool default_value); /** * Clear a property on a set of properties. * * \param props the properties to modify. * \param name the name of the property to clear. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_ClearProperty(SDL_PropertiesID props, const char *name); /** * A callback used to enumerate all properties set in an SDL_PropertiesID. * * This callback is called from SDL_EnumerateProperties(), and is called once * per property in the set. * * \param userdata an app-defined pointer passed to the callback. * \param props the SDL_PropertiesID that is being enumerated. * \param name the next property name in the enumeration. * * \threadsafety SDL_EnumerateProperties holds a lock on `props` during this * callback. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_EnumerateProperties */ typedef void (SDLCALL *SDL_EnumeratePropertiesCallback)(void *userdata, SDL_PropertiesID props, const char *name); /** * Enumerate the properties on a set of properties. * * The callback function is called for each property on the set of properties. * The properties are locked during enumeration. * * \param props the properties to query. * \param callback the function to call for each property. * \param userdata a pointer that is passed to `callback`. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_EnumerateProperties(SDL_PropertiesID props, SDL_EnumeratePropertiesCallback callback, void *userdata); /** * Destroy a set of properties. * * All properties are deleted and their cleanup functions will be called, if * any. * * \param props the properties to destroy. * * \threadsafety This function should not be called while these properties are * locked or other threads might be setting or getting values * from these properties. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CreateProperties */ extern SDL_DECLSPEC void SDLCALL SDL_DestroyProperties(SDL_PropertiesID props); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_properties_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_test_compare.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * \file SDL_test_compare.h * * Comparison function of SDL test framework. * * This code is a part of the SDL test library, not the main SDL library. */ /* Defines comparison functions (i.e. for surfaces). */ #ifndef SDL_test_compare_h_ #define SDL_test_compare_h_ #include <SDL3/SDL.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * Compares a surface and with reference image data for equality * * \param surface Surface used in comparison * \param referenceSurface Test Surface used in comparison * \param allowable_error Allowable difference (=sum of squared difference for each RGB component) in blending accuracy. * * \returns 0 if comparison succeeded, >0 (=number of pixels for which the comparison failed) if comparison failed, -1 if any of the surfaces were NULL, -2 if the surface sizes differ. */ int SDLTest_CompareSurfaces(SDL_Surface *surface, SDL_Surface *referenceSurface, int allowable_error); /** * Compares 2 memory blocks for equality * * \param actual Memory used in comparison, displayed on the left * \param size_actual Size of actual in bytes * \param reference Reference memory, displayed on the right * \param size_reference Size of reference in bytes * * \returns 0 if the left and right memory block are equal, non-zero if they are non-equal. * * \since This function is available since SDL 3.0.0. */ extern int SDLTest_CompareMemory(const void *actual, size_t size_actual, const void *reference, size_t size_reference); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_test_compare_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_begin_code.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* WIKI CATEGORY: BeginCode */ /** * SDL_begin_code.h sets things up for C dynamic library function definitions, * static inlined functions, and structures aligned at 4-byte alignment. * If you don't like ugly C preprocessor code, don't look at this file. :) */ /* This shouldn't be nested -- included it around code only. */ #ifdef SDL_begin_code_h #error Nested inclusion of SDL_begin_code.h #endif #define SDL_begin_code_h #ifndef SDL_DEPRECATED # if defined(__GNUC__) && (__GNUC__ >= 4) /* technically, this arrived in gcc 3.1, but oh well. */ # define SDL_DEPRECATED __attribute__((deprecated)) # elif defined(_MSC_VER) # define SDL_DEPRECATED __declspec(deprecated) # else # define SDL_DEPRECATED # endif #endif #ifndef SDL_UNUSED # ifdef __GNUC__ # define SDL_UNUSED __attribute__((unused)) # else # define SDL_UNUSED # endif #endif /* Some compilers use a special export keyword */ #ifndef SDL_DECLSPEC # if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINRT) || defined(SDL_PLATFORM_CYGWIN) || defined(SDL_PLATFORM_GDK) # ifdef DLL_EXPORT # define SDL_DECLSPEC __declspec(dllexport) # else # define SDL_DECLSPEC # endif # else # if defined(__GNUC__) && __GNUC__ >= 4 # define SDL_DECLSPEC __attribute__ ((visibility("default"))) # else # define SDL_DECLSPEC # endif # endif #endif /* By default SDL uses the C calling convention */ #ifndef SDLCALL #if (defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINRT) || defined(SDL_PLATFORM_GDK)) && !defined(__GNUC__) #define SDLCALL __cdecl #else #define SDLCALL #endif #endif /* SDLCALL */ /* Force structure packing at 4 byte alignment. This is necessary if the header is included in code which has structure packing set to an alternate value, say for loading structures from disk. The packing is reset to the previous value in SDL_close_code.h */ #if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__) #ifdef _MSC_VER #pragma warning(disable: 4103) #endif #ifdef __clang__ #pragma clang diagnostic ignored "-Wpragma-pack" #endif #ifdef __BORLANDC__ #pragma nopackwarning #endif #ifdef _WIN64 /* Use 8-byte alignment on 64-bit architectures, so pointers are aligned */ #pragma pack(push,8) #else #pragma pack(push,4) #endif #endif /* Compiler needs structure packing set */ #ifndef SDL_INLINE #ifdef __GNUC__ #define SDL_INLINE __inline__ #elif defined(_MSC_VER) || defined(__BORLANDC__) || \ defined(__DMC__) || defined(__SC__) || \ defined(__WATCOMC__) || defined(__LCC__) || \ defined(__DECC) || defined(__CC_ARM) #define SDL_INLINE __inline #ifndef __inline__ #define __inline__ __inline #endif #else #define SDL_INLINE inline #ifndef __inline__ #define __inline__ inline #endif #endif #endif /* SDL_INLINE not defined */ #ifndef SDL_FORCE_INLINE #ifdef _MSC_VER #define SDL_FORCE_INLINE __forceinline #elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) ) #define SDL_FORCE_INLINE __attribute__((always_inline)) static __inline__ #else #define SDL_FORCE_INLINE static SDL_INLINE #endif #endif /* SDL_FORCE_INLINE not defined */ #ifndef SDL_NORETURN #ifdef __GNUC__ #define SDL_NORETURN __attribute__((noreturn)) #elif defined(_MSC_VER) #define SDL_NORETURN __declspec(noreturn) #else #define SDL_NORETURN #endif #endif /* SDL_NORETURN not defined */ #ifdef __clang__ #if __has_feature(attribute_analyzer_noreturn) #define SDL_ANALYZER_NORETURN __attribute__((analyzer_noreturn)) #endif #endif #ifndef SDL_ANALYZER_NORETURN #define SDL_ANALYZER_NORETURN #endif /* Apparently this is needed by several Windows compilers */ #ifndef __MACH__ #ifndef NULL #ifdef __cplusplus #define NULL 0 #else #define NULL ((void *)0) #endif #endif /* NULL */ #endif /* ! macOS - breaks precompiled headers */ #ifndef SDL_FALLTHROUGH #if (defined(__cplusplus) && __cplusplus >= 201703L) || \ (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202000L) #define SDL_FALLTHROUGH [[fallthrough]] #else #ifdef __has_attribute #define SDL_HAS_FALLTHROUGH __has_attribute(__fallthrough__) #else #define SDL_HAS_FALLTHROUGH 0 #endif /* __has_attribute */ #if SDL_HAS_FALLTHROUGH && \ ((defined(__GNUC__) && __GNUC__ >= 7) || \ (defined(__clang_major__) && __clang_major__ >= 10)) #define SDL_FALLTHROUGH __attribute__((__fallthrough__)) #else #define SDL_FALLTHROUGH do {} while (0) /* fallthrough */ #endif /* SDL_HAS_FALLTHROUGH */ #undef SDL_HAS_FALLTHROUGH #endif /* C++17 or C2x */ #endif /* SDL_FALLTHROUGH not defined */ #ifndef SDL_NODISCARD #if (defined(__cplusplus) && __cplusplus >= 201703L) || \ (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202311L) #define SDL_NODISCARD [[nodiscard]] #elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) ) #define SDL_NODISCARD __attribute__((warn_unused_result)) #elif defined(_MSC_VER) && (_MSC_VER >= 1700) #define SDL_NODISCARD _Check_return_ #else #define SDL_NODISCARD #endif /* C++17 or C23 */ #endif /* SDL_NODISCARD not defined */ #ifndef SDL_MALLOC #if defined(__GNUC__) && (__GNUC__ >= 3) #define SDL_MALLOC __attribute__((malloc)) /** FIXME #elif defined(_MSC_VER) #define SDL_MALLOC __declspec(allocator) __desclspec(restrict) **/ #else #define SDL_MALLOC #endif #endif /* SDL_MALLOC not defined */ #ifndef SDL_ALLOC_SIZE #if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))) #define SDL_ALLOC_SIZE(p) __attribute__((alloc_size(p))) #elif defined(_MSC_VER) #define SDL_ALLOC_SIZE(p) #else #define SDL_ALLOC_SIZE(p) #endif #endif /* SDL_ALLOC_SIZE not defined */ #ifndef SDL_ALLOC_SIZE2 #if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))) #define SDL_ALLOC_SIZE2(p1, p2) __attribute__((alloc_size(p1, p2))) #elif defined(_MSC_VER) #define SDL_ALLOC_SIZE2(p1, p2) #else #define SDL_ALLOC_SIZE2(p1, p2) #endif #endif /* SDL_ALLOC_SIZE2 not defined */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_blendmode.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryBlendmode * * Blend modes decide how two colors will mix together. There are both * standard modes for basic needs and a means to create custom modes, * dictating what sort of math to do what on what color components. */ #ifndef SDL_blendmode_h_ #define SDL_blendmode_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * A set of blend modes used in drawing operations. * * Note that additional values may be obtained from * SDL_ComposeCustomBlendMode. * * \since This datatype is available since SDL 3.0.0. * * \sa SDL_ComposeCustomBlendMode */ typedef Uint32 SDL_BlendMode; #define SDL_BLENDMODE_NONE 0x00000000u /**< no blending dstRGBA = srcRGBA */ #define SDL_BLENDMODE_BLEND 0x00000001u /**< alpha blending dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) dstA = srcA + (dstA * (1-srcA)) */ #define SDL_BLENDMODE_ADD 0x00000002u /**< additive blending dstRGB = (srcRGB * srcA) + dstRGB dstA = dstA */ #define SDL_BLENDMODE_MOD 0x00000004u /**< color modulate dstRGB = srcRGB * dstRGB dstA = dstA */ #define SDL_BLENDMODE_MUL 0x00000008u /**< color multiply dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)) dstA = dstA */ #define SDL_BLENDMODE_INVALID 0x7FFFFFFFu /** * The blend operation used when combining source and destination pixel * components. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_BlendOperation { SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */ SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */ SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */ SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D9, D3D11 */ SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D9, D3D11 */ } SDL_BlendOperation; /** * The normalized factor used to multiply pixel components. * * The blend factors are multiplied with the pixels from a drawing operation * (src) and the pixels from the render target (dst) before the blend * operation. The comma-separated factors listed above are always applied in * the component order red, green, blue, and alpha. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_BlendFactor { SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */ SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */ SDL_BLENDFACTOR_SRC_COLOR = 0x3, /**< srcR, srcG, srcB, srcA */ SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4, /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */ SDL_BLENDFACTOR_SRC_ALPHA = 0x5, /**< srcA, srcA, srcA, srcA */ SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6, /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */ SDL_BLENDFACTOR_DST_COLOR = 0x7, /**< dstR, dstG, dstB, dstA */ SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */ SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */ SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */ } SDL_BlendFactor; /** * Compose a custom blend mode for renderers. * * The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept * the SDL_BlendMode returned by this function if the renderer supports it. * * A blend mode controls how the pixels from a drawing operation (source) get * combined with the pixels from the render target (destination). First, the * components of the source and destination pixels get multiplied with their * blend factors. Then, the blend operation takes the two products and * calculates the result that will get stored in the render target. * * Expressed in pseudocode, it would look like this: * * ```c * dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor); * dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor); * ``` * * Where the functions `colorOperation(src, dst)` and `alphaOperation(src, * dst)` can return one of the following: * * - `src + dst` * - `src - dst` * - `dst - src` * - `min(src, dst)` * - `max(src, dst)` * * The red, green, and blue components are always multiplied with the first, * second, and third components of the SDL_BlendFactor, respectively. The * fourth component is not used. * * The alpha component is always multiplied with the fourth component of the * SDL_BlendFactor. The other components are not used in the alpha * calculation. * * Support for these blend modes varies for each renderer. To check if a * specific SDL_BlendMode is supported, create a renderer and pass it to * either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will * return with an error if the blend mode is not supported. * * This list describes the support of custom blend modes for each renderer. * All renderers support the four blend modes listed in the SDL_BlendMode * enumeration. * * - **direct3d**: Supports all operations with all factors. However, some * factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and * `SDL_BLENDOPERATION_MAXIMUM`. * - **direct3d11**: Same as Direct3D 9. * - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all * factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly here. * - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`, * `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT` * operations with all factors. * - **psp**: No custom blend mode support. * - **software**: No custom blend mode support. * * Some renderers do not provide an alpha component for the default render * target. The `SDL_BLENDFACTOR_DST_ALPHA` and * `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this * case. * * \param srcColorFactor the SDL_BlendFactor applied to the red, green, and * blue components of the source pixels. * \param dstColorFactor the SDL_BlendFactor applied to the red, green, and * blue components of the destination pixels. * \param colorOperation the SDL_BlendOperation used to combine the red, * green, and blue components of the source and * destination pixels. * \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of * the source pixels. * \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of * the destination pixels. * \param alphaOperation the SDL_BlendOperation used to combine the alpha * component of the source and destination pixels. * \returns an SDL_BlendMode that represents the chosen factors and * operations. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetRenderDrawBlendMode * \sa SDL_GetRenderDrawBlendMode * \sa SDL_SetTextureBlendMode * \sa SDL_GetTextureBlendMode */ extern SDL_DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor, SDL_BlendFactor dstColorFactor, SDL_BlendOperation colorOperation, SDL_BlendFactor srcAlphaFactor, SDL_BlendFactor dstAlphaFactor, SDL_BlendOperation alphaOperation); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_blendmode_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_log.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryLog * * Simple log messages with categories and priorities. * * By default logs are quiet, but if you're debugging SDL you might want: * * SDL_SetLogPriorities(SDL_LOG_PRIORITY_WARN); * * Here's where the messages go on different platforms: * * - Windows: debug output stream * - Android: log output * - Others: standard error output (stderr) */ #ifndef SDL_log_h_ #define SDL_log_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * The predefined log categories * * By default the application category is enabled at the INFO level, the * assert category is enabled at the WARN level, test is enabled at the * VERBOSE level and all other categories are enabled at the ERROR level. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_LogCategory { SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_CATEGORY_ERROR, SDL_LOG_CATEGORY_ASSERT, SDL_LOG_CATEGORY_SYSTEM, SDL_LOG_CATEGORY_AUDIO, SDL_LOG_CATEGORY_VIDEO, SDL_LOG_CATEGORY_RENDER, SDL_LOG_CATEGORY_INPUT, SDL_LOG_CATEGORY_TEST, /* Reserved for future SDL library use */ SDL_LOG_CATEGORY_RESERVED1, SDL_LOG_CATEGORY_RESERVED2, SDL_LOG_CATEGORY_RESERVED3, SDL_LOG_CATEGORY_RESERVED4, SDL_LOG_CATEGORY_RESERVED5, SDL_LOG_CATEGORY_RESERVED6, SDL_LOG_CATEGORY_RESERVED7, SDL_LOG_CATEGORY_RESERVED8, SDL_LOG_CATEGORY_RESERVED9, SDL_LOG_CATEGORY_RESERVED10, /* Beyond this point is reserved for application use, e.g. enum { MYAPP_CATEGORY_AWESOME1 = SDL_LOG_CATEGORY_CUSTOM, MYAPP_CATEGORY_AWESOME2, MYAPP_CATEGORY_AWESOME3, ... }; */ SDL_LOG_CATEGORY_CUSTOM } SDL_LogCategory; /** * The predefined log priorities * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_LogPriority { SDL_LOG_PRIORITY_VERBOSE = 1, SDL_LOG_PRIORITY_DEBUG, SDL_LOG_PRIORITY_INFO, SDL_LOG_PRIORITY_WARN, SDL_LOG_PRIORITY_ERROR, SDL_LOG_PRIORITY_CRITICAL, SDL_NUM_LOG_PRIORITIES } SDL_LogPriority; /** * Set the priority of all log categories. * * \param priority the SDL_LogPriority to assign. * * \since This function is available since SDL 3.0.0. * * \sa SDL_ResetLogPriorities * \sa SDL_SetLogPriority */ extern SDL_DECLSPEC void SDLCALL SDL_SetLogPriorities(SDL_LogPriority priority); /** * Set the priority of a particular log category. * * \param category the category to assign a priority to. * \param priority the SDL_LogPriority to assign. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetLogPriority * \sa SDL_ResetLogPriorities * \sa SDL_SetLogPriorities */ extern SDL_DECLSPEC void SDLCALL SDL_SetLogPriority(int category, SDL_LogPriority priority); /** * Get the priority of a particular log category. * * \param category the category to query. * \returns the SDL_LogPriority for the requested category. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetLogPriority */ extern SDL_DECLSPEC SDL_LogPriority SDLCALL SDL_GetLogPriority(int category); /** * Reset all priorities to default. * * This is called by SDL_Quit(). * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetLogPriorities * \sa SDL_SetLogPriority */ extern SDL_DECLSPEC void SDLCALL SDL_ResetLogPriorities(void); /** * Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO. * * \param fmt a printf() style message format string. * \param ... additional parameters matching % tokens in the `fmt` string, if * any. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LogCritical * \sa SDL_LogDebug * \sa SDL_LogError * \sa SDL_LogInfo * \sa SDL_LogMessage * \sa SDL_LogMessageV * \sa SDL_LogVerbose * \sa SDL_LogWarn */ extern SDL_DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1); /** * Log a message with SDL_LOG_PRIORITY_VERBOSE. * * \param category the category of the message. * \param fmt a printf() style message format string. * \param ... additional parameters matching % tokens in the **fmt** string, * if any. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Log * \sa SDL_LogCritical * \sa SDL_LogDebug * \sa SDL_LogError * \sa SDL_LogInfo * \sa SDL_LogMessage * \sa SDL_LogMessageV * \sa SDL_LogWarn */ extern SDL_DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); /** * Log a message with SDL_LOG_PRIORITY_DEBUG. * * \param category the category of the message. * \param fmt a printf() style message format string. * \param ... additional parameters matching % tokens in the **fmt** string, * if any. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Log * \sa SDL_LogCritical * \sa SDL_LogError * \sa SDL_LogInfo * \sa SDL_LogMessage * \sa SDL_LogMessageV * \sa SDL_LogVerbose * \sa SDL_LogWarn */ extern SDL_DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); /** * Log a message with SDL_LOG_PRIORITY_INFO. * * \param category the category of the message. * \param fmt a printf() style message format string. * \param ... additional parameters matching % tokens in the **fmt** string, * if any. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Log * \sa SDL_LogCritical * \sa SDL_LogDebug * \sa SDL_LogError * \sa SDL_LogMessage * \sa SDL_LogMessageV * \sa SDL_LogVerbose * \sa SDL_LogWarn */ extern SDL_DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); /** * Log a message with SDL_LOG_PRIORITY_WARN. * * \param category the category of the message. * \param fmt a printf() style message format string. * \param ... additional parameters matching % tokens in the **fmt** string, * if any. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Log * \sa SDL_LogCritical * \sa SDL_LogDebug * \sa SDL_LogError * \sa SDL_LogInfo * \sa SDL_LogMessage * \sa SDL_LogMessageV * \sa SDL_LogVerbose */ extern SDL_DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); /** * Log a message with SDL_LOG_PRIORITY_ERROR. * * \param category the category of the message. * \param fmt a printf() style message format string. * \param ... additional parameters matching % tokens in the **fmt** string, * if any. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Log * \sa SDL_LogCritical * \sa SDL_LogDebug * \sa SDL_LogInfo * \sa SDL_LogMessage * \sa SDL_LogMessageV * \sa SDL_LogVerbose * \sa SDL_LogWarn */ extern SDL_DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); /** * Log a message with SDL_LOG_PRIORITY_CRITICAL. * * \param category the category of the message. * \param fmt a printf() style message format string. * \param ... additional parameters matching % tokens in the **fmt** string, * if any. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Log * \sa SDL_LogDebug * \sa SDL_LogError * \sa SDL_LogInfo * \sa SDL_LogMessage * \sa SDL_LogMessageV * \sa SDL_LogVerbose * \sa SDL_LogWarn */ extern SDL_DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); /** * Log a message with the specified category and priority. * * \param category the category of the message. * \param priority the priority of the message. * \param fmt a printf() style message format string. * \param ... additional parameters matching % tokens in the **fmt** string, * if any. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Log * \sa SDL_LogCritical * \sa SDL_LogDebug * \sa SDL_LogError * \sa SDL_LogInfo * \sa SDL_LogMessageV * \sa SDL_LogVerbose * \sa SDL_LogWarn */ extern SDL_DECLSPEC void SDLCALL SDL_LogMessage(int category, SDL_LogPriority priority, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3); /** * Log a message with the specified category and priority. * * \param category the category of the message. * \param priority the priority of the message. * \param fmt a printf() style message format string. * \param ap a variable argument list. * * \since This function is available since SDL 3.0.0. * * \sa SDL_Log * \sa SDL_LogCritical * \sa SDL_LogDebug * \sa SDL_LogError * \sa SDL_LogInfo * \sa SDL_LogMessage * \sa SDL_LogVerbose * \sa SDL_LogWarn */ extern SDL_DECLSPEC void SDLCALL SDL_LogMessageV(int category, SDL_LogPriority priority, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(3); /** * The prototype for the log output callback function. * * This function is called by SDL when there is new text to be logged. * * \param userdata what was passed as `userdata` to * SDL_SetLogOutputFunction(). * \param category the category of the message. * \param priority the priority of the message. * \param message the message being output. * * \since This datatype is available since SDL 3.0.0. */ typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message); /** * Get the current log output function. * * \param callback an SDL_LogOutputFunction filled in with the current log * callback. * \param userdata a pointer filled in with the pointer that is passed to * `callback`. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetLogOutputFunction */ extern SDL_DECLSPEC void SDLCALL SDL_GetLogOutputFunction(SDL_LogOutputFunction *callback, void **userdata); /** * Replace the default log output function with one of your own. * * \param callback an SDL_LogOutputFunction to call instead of the default. * \param userdata a pointer that is passed to `callback`. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetLogOutputFunction */ extern SDL_DECLSPEC void SDLCALL SDL_SetLogOutputFunction(SDL_LogOutputFunction callback, void *userdata); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_log_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_test_log.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * \file SDL_test_log.h * * Logging related functions of SDL test framework. * * This code is a part of the SDL test library, not the main SDL library. */ /* * * Wrapper to log in the TEST category * */ #ifndef SDL_test_log_h_ #define SDL_test_log_h_ #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * Prints given message with a timestamp in the TEST category and INFO priority. * * \param fmt Message to be logged */ void SDLTest_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1); /** * Prints given message with a timestamp in the TEST category and the ERROR priority. * * \param fmt Message to be logged */ void SDLTest_LogError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_test_log_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_loadso.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* WIKI CATEGORY: SharedObject */ /** * # CategorySharedObject * * System-dependent library loading routines. * * Some things to keep in mind: * * - These functions only work on C function names. Other languages may have * name mangling and intrinsic language support that varies from compiler to * compiler. * - Make sure you declare your function pointers with the same calling * convention as the actual library function. Your code will crash * mysteriously if you do not do this. * - Avoid namespace collisions. If you load a symbol from the library, it is * not defined whether or not it goes into the global symbol namespace for * the application. If it does and it conflicts with symbols in your code or * other shared libraries, you will not get the results you expect. :) */ #ifndef SDL_loadso_h_ #define SDL_loadso_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * Dynamically load a shared object. * * \param sofile a system-dependent name of the object file. * \returns an opaque pointer to the object handle or NULL if there was an * error; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LoadFunction * \sa SDL_UnloadObject */ extern SDL_DECLSPEC void *SDLCALL SDL_LoadObject(const char *sofile); /** * Look up the address of the named function in a shared object. * * This function pointer is no longer valid after calling SDL_UnloadObject(). * * This function can only look up C function names. Other languages may have * name mangling and intrinsic language support that varies from compiler to * compiler. * * Make sure you declare your function pointers with the same calling * convention as the actual library function. Your code will crash * mysteriously if you do not do this. * * If the requested function doesn't exist, NULL is returned. * * \param handle a valid shared object handle returned by SDL_LoadObject(). * \param name the name of the function to look up. * \returns a pointer to the function or NULL if there was an error; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_LoadObject */ extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_LoadFunction(void *handle, const char *name); /** * Unload a shared object from memory. * * \param handle a valid shared object handle returned by SDL_LoadObject(). * * \since This function is available since SDL 3.0.0. * * \sa SDL_LoadObject */ extern SDL_DECLSPEC void SDLCALL SDL_UnloadObject(void *handle); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_loadso_h_ */
0
repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_test_harness.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * \file SDL_test_harness.h * * Test suite related functions of SDL test framework. * * This code is a part of the SDL test library, not the main SDL library. */ /* Defines types for test case definitions and the test execution harness API. Based on original GSOC code by Markus Kauppila <[email protected]> */ #ifndef SDL_test_h_arness_h #define SDL_test_h_arness_h #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* ! Definitions for test case structures */ #define TEST_ENABLED 1 #define TEST_DISABLED 0 /* ! Definition of all the possible test return values of the test case method */ #define TEST_ABORTED -1 #define TEST_STARTED 0 #define TEST_COMPLETED 1 #define TEST_SKIPPED 2 /* ! Definition of all the possible test results for the harness */ #define TEST_RESULT_PASSED 0 #define TEST_RESULT_FAILED 1 #define TEST_RESULT_NO_ASSERT 2 #define TEST_RESULT_SKIPPED 3 #define TEST_RESULT_SETUP_FAILURE 4 /* !< Function pointer to a test case setup function (run before every test) */ typedef void (*SDLTest_TestCaseSetUpFp)(void *arg); /* !< Function pointer to a test case function */ typedef int (*SDLTest_TestCaseFp)(void *arg); /* !< Function pointer to a test case teardown function (run after every test) */ typedef void (*SDLTest_TestCaseTearDownFp)(void *arg); /* * Holds information about a single test case. */ typedef struct SDLTest_TestCaseReference { /* !< Func2Stress */ SDLTest_TestCaseFp testCase; /* !< Short name (or function name) "Func2Stress" */ const char *name; /* !< Long name or full description "This test pushes func2() to the limit." */ const char *description; /* !< Set to TEST_ENABLED or TEST_DISABLED (test won't be run) */ int enabled; } SDLTest_TestCaseReference; /* * Holds information about a test suite (multiple test cases). */ typedef struct SDLTest_TestSuiteReference { /* !< "PlatformSuite" */ const char *name; /* !< The function that is run before each test. NULL skips. */ SDLTest_TestCaseSetUpFp testSetUp; /* !< The test cases that are run as part of the suite. Last item should be NULL. */ const SDLTest_TestCaseReference **testCases; /* !< The function that is run after each test. NULL skips. */ SDLTest_TestCaseTearDownFp testTearDown; } SDLTest_TestSuiteReference; /* * Generates a random run seed string for the harness. The generated seed will contain alphanumeric characters (0-9A-Z). * * Note: The returned string needs to be deallocated by the caller. * * \param length The length of the seed string to generate * * \returns the generated seed string */ char *SDLTest_GenerateRunSeed(const int length); /* * Execute a test suite using the given run seed and execution key. * * \param testSuites Suites containing the test case. * \param userRunSeed Custom run seed provided by user, or NULL to autogenerate one. * \param userExecKey Custom execution key provided by user, or 0 to autogenerate one. * \param filter Filter specification. NULL disables. Case sensitive. * \param testIterations Number of iterations to run each test case. * * \returns the test run result: 0 when all tests passed, 1 if any tests failed. */ int SDLTest_RunSuites(SDLTest_TestSuiteReference *testSuites[], const char *userRunSeed, Uint64 userExecKey, const char *filter, int testIterations); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_test_h_arness_h */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_joystick.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * # CategoryJoystick * * SDL joystick support. * * This is the lower-level joystick handling. If you want the simpler option, * where what buttons does what is well-defined, you should use the gamepad * API instead. * * The term "instance_id" is the current instantiation of a joystick device in * the system, if the joystick is removed and then re-inserted then it will * get a new instance_id, instance_id's are monotonically increasing * identifiers of a joystick plugged in. * * The term "player_index" is the number assigned to a player on a specific * controller. For XInput controllers this returns the XInput user index. Many * joysticks will not be able to supply this information. * * The term SDL_JoystickGUID is a stable 128-bit identifier for a joystick * device that does not change over time, it identifies class of the device (a * X360 wired controller for example). This identifier is platform dependent. * * In order to use these functions, SDL_Init() must have been called with the * SDL_INIT_JOYSTICK flag. This causes SDL to scan the system for joysticks, * and load appropriate drivers. * * If you would like to receive joystick updates while the application is in * the background, you should set the following hint before calling * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS */ #ifndef SDL_joystick_h_ #define SDL_joystick_h_ #include <SDL3/SDL_stdinc.h> #include <SDL3/SDL_error.h> #include <SDL3/SDL_guid.h> #include <SDL3/SDL_mutex.h> #include <SDL3/SDL_power.h> #include <SDL3/SDL_properties.h> #include <SDL3/SDL_sensor.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif #ifdef SDL_THREAD_SAFETY_ANALYSIS /* * This is not an exported symbol from SDL, this is only in the headers to * help Clang's thread safety analysis tools to function. Do not attempt * to access this symbol from your app, it will not work! */ extern SDL_Mutex *SDL_joystick_lock; #endif /** * The joystick structure used to identify an SDL joystick. * * This is opaque data. * * \since This struct is available since SDL 3.0.0. */ typedef struct SDL_Joystick SDL_Joystick; /** * A structure that encodes the stable unique id for a joystick device. * * This is just a standard SDL_GUID by a different name. * * \since This datatype is available since SDL 3.0.0. */ typedef SDL_GUID SDL_JoystickGUID; /** * This is a unique ID for a joystick for the time it is connected to the * system, and is never reused for the lifetime of the application. * * If the joystick is disconnected and reconnected, it will get a new ID. * * The ID value starts at 1 and increments from there. The value 0 is an * invalid ID. * * \since This datatype is available since SDL 3.0.0. */ typedef Uint32 SDL_JoystickID; /** * An enum of some common joystick types. * * In some cases, SDL can identify a low-level joystick as being a certain * type of device, and will report it through SDL_GetJoystickType (or * SDL_GetJoystickInstanceType). * * This is by no means a complete list of everything that can be plugged into * a computer. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_JoystickType { SDL_JOYSTICK_TYPE_UNKNOWN, SDL_JOYSTICK_TYPE_GAMEPAD, SDL_JOYSTICK_TYPE_WHEEL, SDL_JOYSTICK_TYPE_ARCADE_STICK, SDL_JOYSTICK_TYPE_FLIGHT_STICK, SDL_JOYSTICK_TYPE_DANCE_PAD, SDL_JOYSTICK_TYPE_GUITAR, SDL_JOYSTICK_TYPE_DRUM_KIT, SDL_JOYSTICK_TYPE_ARCADE_PAD, SDL_JOYSTICK_TYPE_THROTTLE } SDL_JoystickType; /** * Possible connection states for a joystick device. * * This is used by SDL_GetJoystickConnectionState to report how a device is * connected to the system. * * \since This enum is available since SDL 3.0.0. */ typedef enum SDL_JoystickConnectionState { SDL_JOYSTICK_CONNECTION_INVALID = -1, SDL_JOYSTICK_CONNECTION_UNKNOWN, SDL_JOYSTICK_CONNECTION_WIRED, SDL_JOYSTICK_CONNECTION_WIRELESS } SDL_JoystickConnectionState; /** * The largest value an SDL_Joystick's axis can report. * * \since This macro is available since SDL 3.0.0. * * \sa SDL_JOYSTICK_AXIS_MIN */ #define SDL_JOYSTICK_AXIS_MAX 32767 /** * The smallest value an SDL_Joystick's axis can report. * * This is a negative number! * * \since This macro is available since SDL 3.0.0. * * \sa SDL_JOYSTICK_AXIS_MAX */ #define SDL_JOYSTICK_AXIS_MIN -32768 /* Set max recognized G-force from accelerometer See src/joystick/uikit/SDL_sysjoystick.m for notes on why this is needed */ #define SDL_IPHONE_MAX_GFORCE 5.0 /* Function prototypes */ /** * Locking for atomic access to the joystick API. * * The SDL joystick functions are thread-safe, however you can lock the * joysticks while processing to guarantee that the joystick list won't change * and joystick and gamepad events will not be delivered. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_LockJoysticks(void) SDL_ACQUIRE(SDL_joystick_lock); /** * Unlocking for atomic access to the joystick API. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_UnlockJoysticks(void) SDL_RELEASE(SDL_joystick_lock); /** * Return whether a joystick is currently connected. * * \returns SDL_TRUE if a joystick is connected, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoysticks */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasJoystick(void); /** * Get a list of currently connected joysticks. * * \param count a pointer filled in with the number of joysticks returned. * \returns a 0 terminated array of joystick instance IDs which should be * freed with SDL_free(), or NULL on error; call SDL_GetError() for * more details. * * \since This function is available since SDL 3.0.0. * * \sa SDL_HasJoystick * \sa SDL_OpenJoystick */ extern SDL_DECLSPEC SDL_JoystickID *SDLCALL SDL_GetJoysticks(int *count); /** * Get the implementation dependent name of a joystick. * * This can be called before any joysticks are opened. * * The returned string follows the SDL_GetStringRule. * * \param instance_id the joystick instance ID. * \returns the name of the selected joystick. If no name can be found, this * function returns NULL; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickName * \sa SDL_GetJoysticks */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetJoystickInstanceName(SDL_JoystickID instance_id); /** * Get the implementation dependent path of a joystick. * * This can be called before any joysticks are opened. * * The returned string follows the SDL_GetStringRule. * * \param instance_id the joystick instance ID. * \returns the path of the selected joystick. If no path can be found, this * function returns NULL; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickPath * \sa SDL_GetJoysticks */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetJoystickInstancePath(SDL_JoystickID instance_id); /** * Get the player index of a joystick. * * This can be called before any joysticks are opened. * * \param instance_id the joystick instance ID. * \returns the player index of a joystick, or -1 if it's not available. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickPlayerIndex * \sa SDL_GetJoysticks */ extern SDL_DECLSPEC int SDLCALL SDL_GetJoystickInstancePlayerIndex(SDL_JoystickID instance_id); /** * Get the implementation-dependent GUID of a joystick. * * This can be called before any joysticks are opened. * * \param instance_id the joystick instance ID. * \returns the GUID of the selected joystick. If called with an invalid * instance_id, this function returns a zero GUID. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickGUID * \sa SDL_GetJoystickGUIDString */ extern SDL_DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetJoystickInstanceGUID(SDL_JoystickID instance_id); /** * Get the USB vendor ID of a joystick, if available. * * This can be called before any joysticks are opened. If the vendor ID isn't * available this function returns 0. * * \param instance_id the joystick instance ID. * \returns the USB vendor ID of the selected joystick. If called with an * invalid instance_id, this function returns 0. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickVendor * \sa SDL_GetJoysticks */ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickInstanceVendor(SDL_JoystickID instance_id); /** * Get the USB product ID of a joystick, if available. * * This can be called before any joysticks are opened. If the product ID isn't * available this function returns 0. * * \param instance_id the joystick instance ID. * \returns the USB product ID of the selected joystick. If called with an * invalid instance_id, this function returns 0. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickProduct * \sa SDL_GetJoysticks */ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickInstanceProduct(SDL_JoystickID instance_id); /** * Get the product version of a joystick, if available. * * This can be called before any joysticks are opened. If the product version * isn't available this function returns 0. * * \param instance_id the joystick instance ID. * \returns the product version of the selected joystick. If called with an * invalid instance_id, this function returns 0. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickProductVersion * \sa SDL_GetJoysticks */ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickInstanceProductVersion(SDL_JoystickID instance_id); /** * Get the type of a joystick, if available. * * This can be called before any joysticks are opened. * * \param instance_id the joystick instance ID. * \returns the SDL_JoystickType of the selected joystick. If called with an * invalid instance_id, this function returns * `SDL_JOYSTICK_TYPE_UNKNOWN`. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickType * \sa SDL_GetJoysticks */ extern SDL_DECLSPEC SDL_JoystickType SDLCALL SDL_GetJoystickInstanceType(SDL_JoystickID instance_id); /** * Open a joystick for use. * * The joystick subsystem must be initialized before a joystick can be opened * for use. * * \param instance_id the joystick instance ID. * \returns a joystick identifier or NULL if an error occurred; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_CloseJoystick */ extern SDL_DECLSPEC SDL_Joystick *SDLCALL SDL_OpenJoystick(SDL_JoystickID instance_id); /** * Get the SDL_Joystick associated with an instance ID, if it has been opened. * * \param instance_id the instance ID to get the SDL_Joystick for. * \returns an SDL_Joystick on success or NULL on failure or if it hasn't been * opened yet; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_Joystick *SDLCALL SDL_GetJoystickFromInstanceID(SDL_JoystickID instance_id); /** * Get the SDL_Joystick associated with a player index. * * \param player_index the player index to get the SDL_Joystick for. * \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError() * for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickPlayerIndex * \sa SDL_SetJoystickPlayerIndex */ extern SDL_DECLSPEC SDL_Joystick *SDLCALL SDL_GetJoystickFromPlayerIndex(int player_index); /** * The structure that describes a virtual joystick touchpad. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_VirtualJoystickDesc */ typedef struct SDL_VirtualJoystickTouchpadDesc { Uint16 nfingers; /**< the number of simultaneous fingers on this touchpad */ Uint16 padding[3]; } SDL_VirtualJoystickTouchpadDesc; /** * The structure that describes a virtual joystick sensor. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_VirtualJoystickDesc */ typedef struct SDL_VirtualJoystickSensorDesc { SDL_SensorType type; /**< the type of this sensor */ float rate; /**< the update frequency of this sensor, may be 0.0f */ } SDL_VirtualJoystickSensorDesc; /** * The structure that describes a virtual joystick. * * All elements of this structure are optional and can be left 0. * * \since This struct is available since SDL 3.0.0. * * \sa SDL_AttachVirtualJoystick * \sa SDL_VirtualJoystickSensorDesc * \sa SDL_VirtualJoystickTouchpadDesc */ typedef struct SDL_VirtualJoystickDesc { Uint16 type; /**< `SDL_JoystickType` */ Uint16 padding; /**< unused */ Uint16 vendor_id; /**< the USB vendor ID of this joystick */ Uint16 product_id; /**< the USB product ID of this joystick */ Uint16 naxes; /**< the number of axes on this joystick */ Uint16 nbuttons; /**< the number of buttons on this joystick */ Uint16 nballs; /**< the number of balls on this joystick */ Uint16 nhats; /**< the number of hats on this joystick */ Uint16 ntouchpads; /**< the number of touchpads on this joystick, requires `touchpads` to point at valid descriptions */ Uint16 nsensors; /**< the number of sensors on this joystick, requires `sensors` to point at valid descriptions */ Uint16 padding2[2]; /**< unused */ Uint32 button_mask; /**< A mask of which buttons are valid for this controller e.g. (1 << SDL_GAMEPAD_BUTTON_SOUTH) */ Uint32 axis_mask; /**< A mask of which axes are valid for this controller e.g. (1 << SDL_GAMEPAD_AXIS_LEFTX) */ const char *name; /**< the name of the joystick */ const SDL_VirtualJoystickTouchpadDesc *touchpads; /**< A pointer to an array of touchpad descriptions, required if `ntouchpads` is > 0 */ const SDL_VirtualJoystickSensorDesc *sensors; /**< A pointer to an array of sensor descriptions, required if `nsensors` is > 0 */ void *userdata; /**< User data pointer passed to callbacks */ void (SDLCALL *Update)(void *userdata); /**< Called when the joystick state should be updated */ void (SDLCALL *SetPlayerIndex)(void *userdata, int player_index); /**< Called when the player index is set */ int (SDLCALL *Rumble)(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble); /**< Implements SDL_RumbleJoystick() */ int (SDLCALL *RumbleTriggers)(void *userdata, Uint16 left_rumble, Uint16 right_rumble); /**< Implements SDL_RumbleJoystickTriggers() */ int (SDLCALL *SetLED)(void *userdata, Uint8 red, Uint8 green, Uint8 blue); /**< Implements SDL_SetJoystickLED() */ int (SDLCALL *SendEffect)(void *userdata, const void *data, int size); /**< Implements SDL_SendJoystickEffect() */ int (SDLCALL *SetSensorsEnabled)(void *userdata, SDL_bool enabled); /**< Implements SDL_SetGamepadSensorEnabled() */ } SDL_VirtualJoystickDesc; /** * Attach a new virtual joystick. * * \param desc joystick description. * \returns the joystick instance ID, or 0 if an error occurred; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_DetachVirtualJoystick */ extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_AttachVirtualJoystick(const SDL_VirtualJoystickDesc *desc); /** * Detach a virtual joystick. * * \param instance_id the joystick instance ID, previously returned from * SDL_AttachVirtualJoystick(). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_AttachVirtualJoystick */ extern SDL_DECLSPEC int SDLCALL SDL_DetachVirtualJoystick(SDL_JoystickID instance_id); /** * Query whether or not a joystick is virtual. * * \param instance_id the joystick instance ID. * \returns SDL_TRUE if the joystick is virtual, SDL_FALSE otherwise. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_IsJoystickVirtual(SDL_JoystickID instance_id); /** * Set the state of an axis on an opened virtual joystick. * * Please note that values set here will not be applied until the next call to * SDL_UpdateJoysticks, which can either be called directly, or can be called * indirectly through various other SDL APIs, including, but not limited to * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, * SDL_WaitEvent. * * Note that when sending trigger axes, you should scale the value to the full * range of Sint16. For example, a trigger at rest would have the value of * `SDL_JOYSTICK_AXIS_MIN`. * * \param joystick the virtual joystick on which to set state. * \param axis the index of the axis on the virtual joystick to update. * \param value the new value for the specified axis. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetJoystickVirtualAxis(SDL_Joystick *joystick, int axis, Sint16 value); /** * Generate ball motion on an opened virtual joystick. * * Please note that values set here will not be applied until the next call to * SDL_UpdateJoysticks, which can either be called directly, or can be called * indirectly through various other SDL APIs, including, but not limited to * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, * SDL_WaitEvent. * * \param joystick the virtual joystick on which to set state. * \param ball the index of the ball on the virtual joystick to update. * \param xrel the relative motion on the X axis. * \param yrel the relative motion on the Y axis. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetJoystickVirtualBall(SDL_Joystick *joystick, int ball, Sint16 xrel, Sint16 yrel); /** * Set the state of a button on an opened virtual joystick. * * Please note that values set here will not be applied until the next call to * SDL_UpdateJoysticks, which can either be called directly, or can be called * indirectly through various other SDL APIs, including, but not limited to * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, * SDL_WaitEvent. * * \param joystick the virtual joystick on which to set state. * \param button the index of the button on the virtual joystick to update. * \param value the new value for the specified button. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetJoystickVirtualButton(SDL_Joystick *joystick, int button, Uint8 value); /** * Set the state of a hat on an opened virtual joystick. * * Please note that values set here will not be applied until the next call to * SDL_UpdateJoysticks, which can either be called directly, or can be called * indirectly through various other SDL APIs, including, but not limited to * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, * SDL_WaitEvent. * * \param joystick the virtual joystick on which to set state. * \param hat the index of the hat on the virtual joystick to update. * \param value the new value for the specified hat. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetJoystickVirtualHat(SDL_Joystick *joystick, int hat, Uint8 value); /** * Set touchpad finger state on an opened virtual joystick. * * Please note that values set here will not be applied until the next call to * SDL_UpdateJoysticks, which can either be called directly, or can be called * indirectly through various other SDL APIs, including, but not limited to * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, * SDL_WaitEvent. * * \param joystick the virtual joystick on which to set state. * \param touchpad the index of the touchpad on the virtual joystick to * update. * \param finger the index of the finger on the touchpad to set. * \param state `SDL_PRESSED` if the finger is pressed, `SDL_RELEASED` if the * finger is released. * \param x the x coordinate of the finger on the touchpad, normalized 0 to 1, * with the origin in the upper left. * \param y the y coordinate of the finger on the touchpad, normalized 0 to 1, * with the origin in the upper left. * \param pressure the pressure of the finger. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetJoystickVirtualTouchpad(SDL_Joystick *joystick, int touchpad, int finger, Uint8 state, float x, float y, float pressure); /** * Send a sensor update for an opened virtual joystick. * * Please note that values set here will not be applied until the next call to * SDL_UpdateJoysticks, which can either be called directly, or can be called * indirectly through various other SDL APIs, including, but not limited to * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, * SDL_WaitEvent. * * \param joystick the virtual joystick on which to set state. * \param type the type of the sensor on the virtual joystick to update. * \param sensor_timestamp a 64-bit timestamp in nanoseconds associated with * the sensor reading. * \param data the data associated with the sensor reading. * \param num_values the number of values pointed to by `data`. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SendJoystickVirtualSensorData(SDL_Joystick *joystick, SDL_SensorType type, Uint64 sensor_timestamp, const float *data, int num_values); /** * Get the properties associated with a joystick. * * The following read-only properties are provided by SDL: * * - `SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN`: true if this joystick has an * LED that has adjustable brightness * - `SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN`: true if this joystick has an LED * that has adjustable color * - `SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN`: true if this joystick has a * player LED * - `SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN`: true if this joystick has * left/right rumble * - `SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN`: true if this joystick has * simple trigger rumble * * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). * \returns a valid property ID on success or 0 on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetProperty * \sa SDL_SetProperty */ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetJoystickProperties(SDL_Joystick *joystick); #define SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN "SDL.joystick.cap.mono_led" #define SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN "SDL.joystick.cap.rgb_led" #define SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN "SDL.joystick.cap.player_led" #define SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN "SDL.joystick.cap.rumble" #define SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN "SDL.joystick.cap.trigger_rumble" /** * Get the implementation dependent name of a joystick. * * The returned string follows the SDL_GetStringRule. * * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). * \returns the name of the selected joystick. If no name can be found, this * function returns NULL; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickInstanceName */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetJoystickName(SDL_Joystick *joystick); /** * Get the implementation dependent path of a joystick. * * The returned string follows the SDL_GetStringRule. * * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). * \returns the path of the selected joystick. If no path can be found, this * function returns NULL; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickInstancePath */ extern SDL_DECLSPEC const char *SDLCALL SDL_GetJoystickPath(SDL_Joystick *joystick); /** * Get the player index of an opened joystick. * * For XInput controllers this returns the XInput user index. Many joysticks * will not be able to supply this information. * * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). * \returns the player index, or -1 if it's not available. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetJoystickPlayerIndex */ extern SDL_DECLSPEC int SDLCALL SDL_GetJoystickPlayerIndex(SDL_Joystick *joystick); /** * Set the player index of an opened joystick. * * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). * \param player_index player index to assign to this joystick, or -1 to clear * the player index and turn off player LEDs. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickPlayerIndex */ extern SDL_DECLSPEC int SDLCALL SDL_SetJoystickPlayerIndex(SDL_Joystick *joystick, int player_index); /** * Get the implementation-dependent GUID for the joystick. * * This function requires an open joystick. * * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). * \returns the GUID of the given joystick. If called on an invalid index, * this function returns a zero GUID; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickInstanceGUID * \sa SDL_GetJoystickGUIDString */ extern SDL_DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetJoystickGUID(SDL_Joystick *joystick); /** * Get the USB vendor ID of an opened joystick, if available. * * If the vendor ID isn't available this function returns 0. * * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). * \returns the USB vendor ID of the selected joystick, or 0 if unavailable. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickInstanceVendor */ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickVendor(SDL_Joystick *joystick); /** * Get the USB product ID of an opened joystick, if available. * * If the product ID isn't available this function returns 0. * * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). * \returns the USB product ID of the selected joystick, or 0 if unavailable. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickInstanceProduct */ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickProduct(SDL_Joystick *joystick); /** * Get the product version of an opened joystick, if available. * * If the product version isn't available this function returns 0. * * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). * \returns the product version of the selected joystick, or 0 if unavailable. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickInstanceProductVersion */ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickProductVersion(SDL_Joystick *joystick); /** * Get the firmware version of an opened joystick, if available. * * If the firmware version isn't available this function returns 0. * * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). * \returns the firmware version of the selected joystick, or 0 if * unavailable. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickFirmwareVersion(SDL_Joystick *joystick); /** * Get the serial number of an opened joystick, if available. * * Returns the serial number of the joystick, or NULL if it is not available. * * The returned string follows the SDL_GetStringRule. * * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). * \returns the serial number of the selected joystick, or NULL if * unavailable. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC const char * SDLCALL SDL_GetJoystickSerial(SDL_Joystick *joystick); /** * Get the type of an opened joystick. * * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). * \returns the SDL_JoystickType of the selected joystick. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickInstanceType */ extern SDL_DECLSPEC SDL_JoystickType SDLCALL SDL_GetJoystickType(SDL_Joystick *joystick); /** * Get an ASCII string representation for a given SDL_JoystickGUID. * * You should supply at least 33 bytes for pszGUID. * * \param guid the SDL_JoystickGUID you wish to convert to string. * \param pszGUID buffer in which to write the ASCII string. * \param cbGUID the size of pszGUID. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickInstanceGUID * \sa SDL_GetJoystickGUID * \sa SDL_GetJoystickGUIDFromString */ extern SDL_DECLSPEC int SDLCALL SDL_GetJoystickGUIDString(SDL_JoystickGUID guid, char *pszGUID, int cbGUID); /** * Convert a GUID string into a SDL_JoystickGUID structure. * * Performs no error checking. If this function is given a string containing * an invalid GUID, the function will silently succeed, but the GUID generated * will not be useful. * * \param pchGUID string containing an ASCII representation of a GUID. * \returns a SDL_JoystickGUID structure. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickGUIDString */ extern SDL_DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetJoystickGUIDFromString(const char *pchGUID); /** * Get the device information encoded in a SDL_JoystickGUID structure. * * \param guid the SDL_JoystickGUID you wish to get info about. * \param vendor a pointer filled in with the device VID, or 0 if not * available. * \param product a pointer filled in with the device PID, or 0 if not * available. * \param version a pointer filled in with the device version, or 0 if not * available. * \param crc16 a pointer filled in with a CRC used to distinguish different * products with the same VID/PID, or 0 if not available. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickInstanceGUID */ extern SDL_DECLSPEC void SDLCALL SDL_GetJoystickGUIDInfo(SDL_JoystickGUID guid, Uint16 *vendor, Uint16 *product, Uint16 *version, Uint16 *crc16); /** * Get the status of a specified joystick. * * \param joystick the joystick to query. * \returns SDL_TRUE if the joystick has been opened, SDL_FALSE if it has not; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_JoystickConnected(SDL_Joystick *joystick); /** * Get the instance ID of an opened joystick. * * \param joystick an SDL_Joystick structure containing joystick information. * \returns the instance ID of the specified joystick on success or 0 on * failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetJoystickInstanceID(SDL_Joystick *joystick); /** * Get the number of general axis controls on a joystick. * * Often, the directional pad on a game controller will either look like 4 * separate buttons or a POV hat, and not axes, but all of this is up to the * device and platform. * * \param joystick an SDL_Joystick structure containing joystick information. * \returns the number of axis controls/number of axes on success or a * negative error code on failure; call SDL_GetError() for more * information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickAxis * \sa SDL_GetNumJoystickBalls * \sa SDL_GetNumJoystickButtons * \sa SDL_GetNumJoystickHats */ extern SDL_DECLSPEC int SDLCALL SDL_GetNumJoystickAxes(SDL_Joystick *joystick); /** * Get the number of trackballs on a joystick. * * Joystick trackballs have only relative motion events associated with them * and their state cannot be polled. * * Most joysticks do not have trackballs. * * \param joystick an SDL_Joystick structure containing joystick information. * \returns the number of trackballs on success or a negative error code on * failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickBall * \sa SDL_GetNumJoystickAxes * \sa SDL_GetNumJoystickButtons * \sa SDL_GetNumJoystickHats */ extern SDL_DECLSPEC int SDLCALL SDL_GetNumJoystickBalls(SDL_Joystick *joystick); /** * Get the number of POV hats on a joystick. * * \param joystick an SDL_Joystick structure containing joystick information. * \returns the number of POV hats on success or a negative error code on * failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickHat * \sa SDL_GetNumJoystickAxes * \sa SDL_GetNumJoystickBalls * \sa SDL_GetNumJoystickButtons */ extern SDL_DECLSPEC int SDLCALL SDL_GetNumJoystickHats(SDL_Joystick *joystick); /** * Get the number of buttons on a joystick. * * \param joystick an SDL_Joystick structure containing joystick information. * \returns the number of buttons on success or a negative error code on * failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetJoystickButton * \sa SDL_GetNumJoystickAxes * \sa SDL_GetNumJoystickBalls * \sa SDL_GetNumJoystickHats */ extern SDL_DECLSPEC int SDLCALL SDL_GetNumJoystickButtons(SDL_Joystick *joystick); /** * Set the state of joystick event processing. * * If joystick events are disabled, you must call SDL_UpdateJoysticks() * yourself and check the state of the joystick when you want joystick * information. * * \param enabled whether to process joystick events or not. * * \since This function is available since SDL 3.0.0. * * \sa SDL_JoystickEventsEnabled * \sa SDL_UpdateJoysticks */ extern SDL_DECLSPEC void SDLCALL SDL_SetJoystickEventsEnabled(SDL_bool enabled); /** * Query the state of joystick event processing. * * If joystick events are disabled, you must call SDL_UpdateJoysticks() * yourself and check the state of the joystick when you want joystick * information. * * \returns SDL_TRUE if joystick events are being processed, SDL_FALSE * otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_SetJoystickEventsEnabled */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_JoystickEventsEnabled(void); /** * Update the current state of the open joysticks. * * This is called automatically by the event loop if any joystick events are * enabled. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC void SDLCALL SDL_UpdateJoysticks(void); /** * Get the current state of an axis control on a joystick. * * SDL makes no promises about what part of the joystick any given axis refers * to. Your game should have some sort of configuration UI to let users * specify what each axis should be bound to. Alternately, SDL's higher-level * Game Controller API makes a great effort to apply order to this lower-level * interface, so you know that a specific axis is the "left thumb stick," etc. * * The value returned by SDL_GetJoystickAxis() is a signed integer (-32768 to * 32767) representing the current position of the axis. It may be necessary * to impose certain tolerances on these values to account for jitter. * * \param joystick an SDL_Joystick structure containing joystick information. * \param axis the axis to query; the axis indices start at index 0. * \returns a 16-bit signed integer representing the current position of the * axis or 0 on failure; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetNumJoystickAxes */ extern SDL_DECLSPEC Sint16 SDLCALL SDL_GetJoystickAxis(SDL_Joystick *joystick, int axis); /** * Get the initial state of an axis control on a joystick. * * The state is a value ranging from -32768 to 32767. * * The axis indices start at index 0. * * \param joystick an SDL_Joystick structure containing joystick information. * \param axis the axis to query; the axis indices start at index 0. * \param state upon return, the initial value is supplied here. * \returns SDL_TRUE if this axis has any initial value, or SDL_FALSE if not. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetJoystickAxisInitialState(SDL_Joystick *joystick, int axis, Sint16 *state); /** * Get the ball axis change since the last poll. * * Trackballs can only return relative motion since the last call to * SDL_GetJoystickBall(), these motion deltas are placed into `dx` and `dy`. * * Most joysticks do not have trackballs. * * \param joystick the SDL_Joystick to query. * \param ball the ball index to query; ball indices start at index 0. * \param dx stores the difference in the x axis position since the last poll. * \param dy stores the difference in the y axis position since the last poll. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetNumJoystickBalls */ extern SDL_DECLSPEC int SDLCALL SDL_GetJoystickBall(SDL_Joystick *joystick, int ball, int *dx, int *dy); /** * Get the current state of a POV hat on a joystick. * * The returned value will be one of the `SDL_HAT_*` values. * * \param joystick an SDL_Joystick structure containing joystick information. * \param hat the hat index to get the state from; indices start at index 0. * \returns the current hat position. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetNumJoystickHats */ extern SDL_DECLSPEC Uint8 SDLCALL SDL_GetJoystickHat(SDL_Joystick *joystick, int hat); #define SDL_HAT_CENTERED 0x00u #define SDL_HAT_UP 0x01u #define SDL_HAT_RIGHT 0x02u #define SDL_HAT_DOWN 0x04u #define SDL_HAT_LEFT 0x08u #define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP) #define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN) #define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP) #define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN) /** * Get the current state of a button on a joystick. * * \param joystick an SDL_Joystick structure containing joystick information. * \param button the button index to get the state from; indices start at * index 0. * \returns 1 if the specified button is pressed, 0 otherwise. * * \since This function is available since SDL 3.0.0. * * \sa SDL_GetNumJoystickButtons */ extern SDL_DECLSPEC Uint8 SDLCALL SDL_GetJoystickButton(SDL_Joystick *joystick, int button); /** * Start a rumble effect. * * Each call to this function cancels any previous rumble effect, and calling * it with 0 intensity stops any rumbling. * * This function requires you to process SDL events or call * SDL_UpdateJoysticks() to update rumble state. * * \param joystick the joystick to vibrate. * \param low_frequency_rumble the intensity of the low frequency (left) * rumble motor, from 0 to 0xFFFF. * \param high_frequency_rumble the intensity of the high frequency (right) * rumble motor, from 0 to 0xFFFF. * \param duration_ms the duration of the rumble effect, in milliseconds. * \returns 0, or -1 if rumble isn't supported on this joystick. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_RumbleJoystick(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); /** * Start a rumble effect in the joystick's triggers. * * Each call to this function cancels any previous trigger rumble effect, and * calling it with 0 intensity stops any rumbling. * * Note that this is rumbling of the _triggers_ and not the game controller as * a whole. This is currently only supported on Xbox One controllers. If you * want the (more common) whole-controller rumble, use SDL_RumbleJoystick() * instead. * * This function requires you to process SDL events or call * SDL_UpdateJoysticks() to update rumble state. * * \param joystick the joystick to vibrate. * \param left_rumble the intensity of the left trigger rumble motor, from 0 * to 0xFFFF. * \param right_rumble the intensity of the right trigger rumble motor, from 0 * to 0xFFFF. * \param duration_ms the duration of the rumble effect, in milliseconds. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * * \sa SDL_RumbleJoystick */ extern SDL_DECLSPEC int SDLCALL SDL_RumbleJoystickTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); /** * Update a joystick's LED color. * * An example of a joystick LED is the light on the back of a PlayStation 4's * DualShock 4 controller. * * For joysticks with a single color LED, the maximum of the RGB values will * be used as the LED brightness. * * \param joystick the joystick to update. * \param red the intensity of the red LED. * \param green the intensity of the green LED. * \param blue the intensity of the blue LED. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SetJoystickLED(SDL_Joystick *joystick, Uint8 red, Uint8 green, Uint8 blue); /** * Send a joystick specific effect packet. * * \param joystick the joystick to affect. * \param data the data to send to the joystick. * \param size the size of the data to send to the joystick. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC int SDLCALL SDL_SendJoystickEffect(SDL_Joystick *joystick, const void *data, int size); /** * Close a joystick previously opened with SDL_OpenJoystick(). * * \param joystick the joystick device to close. * * \since This function is available since SDL 3.0.0. * * \sa SDL_OpenJoystick */ extern SDL_DECLSPEC void SDLCALL SDL_CloseJoystick(SDL_Joystick *joystick); /** * Get the connection state of a joystick. * * \param joystick the joystick to query. * \returns the connection state on success or * `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError() * for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetJoystickConnectionState(SDL_Joystick *joystick); /** * Get the battery state of a joystick. * * You should never take a battery status as absolute truth. Batteries * (especially failing batteries) are delicate hardware, and the values * reported here are best estimates based on what that hardware reports. It's * not uncommon for older batteries to lose stored power much faster than it * reports, or completely drain when reporting it has 20 percent left, etc. * * \param joystick the joystick to query. * \param percent a pointer filled in with the percentage of battery life * left, between 0 and 100, or NULL to ignore. This will be * filled in with -1 we can't determine a value or there is no * battery. * \returns the current battery state or `SDL_POWERSTATE_ERROR` on failure; * call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetJoystickPowerInfo(SDL_Joystick *joystick, int *percent); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_joystick_h_ */
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repos/zig_workbench/BaseSDL3/lib/SDL3
repos/zig_workbench/BaseSDL3/lib/SDL3/include/SDL_test.h
/* Simple DirectMedia Layer Copyright (C) 1997-2024 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * \file SDL_test.h * * Include file for SDL test framework. * * This code is a part of the SDL test library, not the main SDL library. */ #ifndef SDL_test_h_ #define SDL_test_h_ #include <SDL3/SDL.h> #include <SDL3/SDL_test_assert.h> #include <SDL3/SDL_test_common.h> #include <SDL3/SDL_test_compare.h> #include <SDL3/SDL_test_crc32.h> #include <SDL3/SDL_test_font.h> #include <SDL3/SDL_test_fuzzer.h> #include <SDL3/SDL_test_harness.h> #include <SDL3/SDL_test_log.h> #include <SDL3/SDL_test_md5.h> #include <SDL3/SDL_test_memory.h> #include <SDL3/SDL_test_random.h> #include <SDL3/SDL_begin_code.h> /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* Global definitions */ /* * Note: Maximum size of SDLTest log message is less than SDL's limit * to ensure we can fit additional information such as the timestamp. */ #define SDLTEST_MAX_LOGMESSAGE_LENGTH 3584 /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include <SDL3/SDL_close_code.h> #endif /* SDL_test_h_ */
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repos/zig_workbench/BaseSDL3
repos/zig_workbench/BaseSDL3/.vscode/launch.json
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repos/zig_workbench/BaseSDL3
repos/zig_workbench/BaseSDL3/.vscode/tasks.json
{ "tasks": [{ "label": "Zig: Build", "args": [ "build", "--summary", "all" ], "detail": "zig build --summary all", "command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "build", "isDefault": true }, "presentation": { "group": "build", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": [] }, { "label": "Zig: Build Release Safe.", "args": [ "build", "-Doptimize=ReleaseSafe", "--summary", "all" ], "detail": "zig build -Doptimize=ReleaseSafe --summary all", "command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "build", "isDefault": false }, "presentation": { "group": "build", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": [] }, { "label": "Zig: Build Release Fast.", "args": [ "build", "-Doptimize=ReleaseFast", "--summary", "all" ], "detail": "zig build -Doptimize=ReleaseFast --summary all", "command": "zig","type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "build", "isDefault": false }, "presentation": { "group": "build", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": [] }, { "label": "Zig: Build Release Small.", "args": [ "build", "-Doptimize=ReleaseSmall", "--summary", "all" ], "detail": "zig build -Doptimize=ReleaseSmall --summary all", "command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "build", "isDefault": false }, "presentation": { "group": "build", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": [] }, { "label": "Zig: Build Release Strip.", "args": [ ], "detail": "zig build-exe -O ReleaseSmall -fstrip -fsingle-threaded (+ lots of options) main.zig", "command": "buildReleaseStrip.bat", "type": "shell", "options": { "cwd": "${workspaceRoot}\\tools" }, "group": { "kind": "build", "isDefault": false }, "presentation": { "group": "build", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": [] }, { "label": "Zig: Test", "args": [ "test", "${file}" ], "detail": "'zig test' in the current workspace.", "command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "test", "isDefault": true }, "presentation": { "group": "test", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": [] }, { "label": "Zig: Run main", "args": [ "run", "-lc", "-lSDL3", "-L", "lib/SDL3", "-I", "lib/SDL3/include", "main.zig" ], "detail": "zig run main.zig", "command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": true }, "presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": [] }, { "label": "Zig: Run main (With Args)", "args": [ "run", "-lc", "-lSDL3", "-L", "lib/SDL3", "-I", "lib/SDL3/include", "main.zig", "--", "ArgsForYourProgram" ], "detail": "zig run main.zig -- ArgsForYourProgram", "command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false }, "presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": [] }, { "label": "Zig: Run main (Fast)", "args": [ "run", "-lc", "-lSDL3", "-L", "lib/SDL3", "-I", "lib/SDL3/include", "main.zig", "-O", "ReleaseFast" ], "detail": "zig run main.zig -O ReleaseFast", "command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false }, "presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": [] }, { "label": "Zig: Run main (Safe)", "args": [ "run", "-lc", "-lSDL3", "-L", "lib/SDL3", "-I", "lib/SDL3/include", "main.zig", "-O", "ReleaseSafe" ], "detail": "zig run main.zig -O ReleaseSafe", "command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false }, "presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": [] }, { "label": "Zig: Run main (Small)", "args": [ "run", "-lc", "-lSDL3", "-L", "lib/SDL3", "-I", "lib/SDL3/include", "main.zig", "-O", "ReleaseSmall" ], "detail": "zig run main.zig -O ReleaseSmall", "command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false }, "presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": [] }, { "label": "Zig: Run current file", "args": [ "run", "${file}" ], "detail": "'zig run' active file in the current workspace.", "command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false }, "presentation": { "group": "launch", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": [] }, { "label": "zTime Zig: Run current file", "args": [ "zig", "run", "${file}" ], "detail": "'zTime zig run' active file in the current workspace.", "command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false }, "presentation": { "group": "zTime", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": [] }, { "label": "Zig: Docs", "args": [ "run", "-femit-docs", "main.zig" ], "detail": "Generate docs from source comments.", "command": "zig", "type": "shell", "options": { "cwd": "${workspaceRoot}" }, "group": { "kind": "none", "isDefault": false }, "presentation": { "group": "docs", "echo": true, "reveal": "always", "focus": false, "panel": "shared", "showReuseMessage": false, "clear": true, "close": false }, "problemMatcher": [] }], "version": "2.0.0" }
0
repos/zig_workbench/BaseSDL3
repos/zig_workbench/BaseSDL3/.vscode/BaseSDL3.code-workspace
{ "folders": [{ "path": ".." }], "settings": { // Zig Workspace "files.exclude": { "*.lnk": true, "**/.git": true, ".gitignore": true, "**/.svn": true, "**/.hg": true, "**/CVS": true, "**/.DS_Store": true, "**/Thumbs.db": true, // VSCODE FOLDERS -------- "**/.vscode": true, "**/.code-workspace": true, // ZIG FOLDERS -------- "**/zig-cache": true }, "search.exclude": { "**/node_modules": true, "**/bower_components": true, "**/*.code-search": true, // ZIG FOLDERS -------- "**/zig-out": true }, "files.watcherExclude": { // ZIG FOLDERS -------- "**/zig-cache": true }, // DarknessFX settings "telemetry.telemetryLevel": "off", "workbench.colorTheme": "Default Dark+", "workbench.startupEditor": "none", "workbench.colorCustomizations": { "statusBar.background" : "#1A1A1A", "statusBar.noFolderBackground" : "#212121", "statusBar.debuggingBackground": "#263238", "editorBracketHighlight.foreground1": "#888888", "editorBracketHighlight.foreground2": "#686888", "editorBracketHighlight.foreground3": "#688868", "editorBracketHighlight.foreground4": "#886868", "editorBracketHighlight.foreground5": "#686868", }, "editor.tokenColorCustomizations": { "comments": "#546E7A", "functions": "#DFAB4B", "keywords": "#367CB6", "numbers": "#CE9178", "strings": "#CE9178", "types": "#2EA990", "variables": "#7CBCDE", "[Default Dark+]": { "textMateRules": [ { "scope": [ "other", "source", "keyword.operator", "keyword.operator.noexcept", "punctuation", "punctuation.dot", "punctuation.comma", "punctuation.definitions", "punctuation.definition.comment", "punctuation.definition.tag", "punctuation.definition.tag.html", "punctuation.definition.tag.begin.html", "punctuation.definition.tag.end.html", "punctuation.section.embedded", "punctuation.separator", "punctuation.separator.inheritance.php", ], "settings": { "foreground": "#758E68", "fontStyle": "", } }, { "scope": [ "comment", ], "settings": { "fontStyle": "italic", } }, { "scope": [ "keyword", "keyword.control", "keyword.other", "keyword.other.template", "keyword.other.substitution", "keyword.other.unit", "storage", "storage.type", "storage.modifier", "keywordLiteral", "keyword.literal", "keyword.constant.default", ], "settings": { "fontStyle": "italic", "foreground": "#367CB6" } }, { "scope": [ "support.class", "support.type", "entity.name.type", "entity.name.namespace", "entity.other.attribute", "entity.name.scope-resolution", "entity.name.class", ], "settings": { "foreground": "#2EA990" } }, ], }, }, "editor.tabSize": 2, "editor.fontSize": 16, "editor.unicodeHighlight.invisibleCharacters": false, "editor.autoClosingBrackets": "never", "editor.autoSurround": "never", "editor.autoClosingQuotes": "never", "editor.detectIndentation": false, "editor.lightbulb.enabled": "off", "workbench.editor.focusRecentEditorAfterClose": false, "workbench.panel.defaultLocation": "left", "workbench.panel.opensMaximized": "never", "workbench.editor.tabSizing": "fixed", "workbench.editor.tabSizingFixedMaxWidth": 140, "workbench.sideBar.location": "right", "debug.allowBreakpointsEverywhere": true, "debug.onTaskErrors": "abort", "explorer.confirmDragAndDrop": false, "explorer.compactFolders": false, "explorer.confirmDelete": false, "terminal.integrated.profiles.windows": { "Windows Terminal": { "path": "wt", "args": [ "-p", "cmd", "cmd" ], "icon": "terminal-bash", }, "Command Prompt": { "path": [ "${env:windir}\\Sysnative\\cmd.exe", "${env:windir}\\System32\\cmd.exe" ], "args": [], "icon": "terminal-cmd" }, "PowerShell": { "source": "PowerShell", "icon": "terminal-powershell" }, "Git Bash": { "source": "Git Bash" }, }, "terminal.integrated.tabs.location": "left", "terminal.integrated.defaultProfile.windows": "Command Prompt", "C_Cpp.vcFormat.space.groupSquareBrackets": false, "C_Cpp.loggingLevel": "Debug", "C_Cpp.codeAnalysis.clangTidy.codeAction.formatFixes": false, "git.openRepositoryInParentFolders": "never", "html.autoCreateQuotes": false, "zig.buildFilePath": "${workspaceFolder}", "zig.formattingProvider": "off", "zig.checkForUpdate": false, "zig.zls.enabled": true, "zig.zls.highlightGlobalVarDeclarations": true, "zig.zls.semanticTokens": "full", "zig.zls.enableArgumentPlaceholders": false, "zig.zls.inlayHintsExcludeSingleArgument": false, "zig.zls.enableAutofix": false, "zig.zls.checkForUpdate": false, "zig.zls.enableInlayHints": false, "zig.zls.preferAstCheckAsChildProcess": false, }, "extensions": { "recommendations": [ "pkief.material-icon-theme" ] } }
0
repos/zig_workbench/BaseSDL3
repos/zig_workbench/BaseSDL3/tools/buildReleaseStrip.bat
@ECHO OFF CD .. REM EXTRA ARGS SHORTCUT REM =================== REM Linking system libraries (note: -l and library name all together): REM -lSDL2 -lOpenGL32 REM Adding libraries DLL+LIB folders (note: -L SPACE Folder path): REM -L %CD%\lib\SDL2 REM Adding cImport .H include folders (note: -I SPACE Folder path): REM -I %CD%\lib\microui -I %CD%\lib\SDL2\include REM REM Full extra_args sample of a project that use SDL2 + OpenGL + microui : REM SET extra_args=-lSDL2 -lOpenGL32 -L "%CD%\lib\SDL2" -I "%CD%\lib\microui" -I "%CD%\lib\SDL2\include" SET extra_args=-lSDL3 -lOpenGL32 -L lib/SDL3 -I lib/SDL3/include REM AddCSource REM ========== REM If your project use C Source Files, add here the list of files you want to add to your build. REM REM SET addCSourceFile="%CD%\lib\microui\microui.c" SET addCSourceFile= IF NOT EXIST %CD%\bin\ReleaseStrip ( MKDIR %CD%\bin\ReleaseStrip ) IF NOT EXIST %CD%\bin\ReleaseStrip\obj ( MKDIR %CD%\bin\ReleaseStrip\obj ) REM GET CURRENT FOLDER NAME for %%* in (%CD%) do SET ProjectName=%%~n* SET rcmd= IF EXIST "*.rc" ( SET rcmd=-rcflags /c65001 -- %CD%\%ProjectName%.rc ) SET libc= FINDSTR /L linkLibC build.zig > NUL && ( SET libc=-lc ) REM OUTPUT TO ZIG_REPORT.EXE > bin/ReleaseStrip/obj/zig_report.txt ( zig build-exe -O ReleaseSmall %rcmd% %libc% -fstrip -fsingle-threaded --color off -femit-bin=bin/ReleaseStrip/%ProjectName%.exe -femit-asm=bin/ReleaseStrip/obj/%ProjectName%.s -femit-llvm-ir=bin/ReleaseStrip/obj/%ProjectName%.ll -femit-llvm-bc=bin/ReleaseStrip/obj/%ProjectName%.bc -femit-h=bin/ReleaseStrip/obj/%ProjectName%.h -ftime-report -fstack-report %extra_args% --name %ProjectName% main.zig %addCSourceFile% ) 2>&1 IF EXIST "%CD%\bin\ReleaseStrip\%ProjectName%.exe.obj" ( MOVE %CD%\bin\ReleaseStrip\%ProjectName%.exe.obj %CD%\bin\ReleaseStrip\obj > NUL ) ECHO. ECHO Done!
0
repos/zig_workbench
repos/zig_workbench/Basemicroui/Basemicroui.rc
#include "windows.h" IDI_ICON1 ICON "Basemicroui.ico" 1 VERSIONINFO FILEVERSION 1,0,0,0 PRODUCTVERSION 1,0,0,0 FILEFLAGSMASK 0x3fL FILEFLAGS 0x1L FILEOS 0x4L FILETYPE 0x1L FILESUBTYPE 0x0L BEGIN BLOCK "StringFileInfo" BEGIN BLOCK "040904e4" BEGIN VALUE "CompanyName", "Basemicroui" VALUE "FileDescription", "Basemicroui" VALUE "FileVersion", "1.0.0.0" VALUE "InternalName", "Basemicroui.exe" VALUE "LegalCopyright", "Copyleft(c) Created by DarknessFX, http://dfx.lv/ , @DrkFX." VALUE "OriginalFilename", "Basemicroui.exe" VALUE "ProductName", "Basemicroui" VALUE "ProductVersion", "1.0.0.0" END END BLOCK "VarFileInfo" BEGIN VALUE "Translation", 0x409, 1252 END END
0
repos/zig_workbench
repos/zig_workbench/Basemicroui/main_GDI.zig
// microui Windows GDI // Change to .vscode/Tasks_GDI.json to build without SDL2/OpenGL dependencies. const std = @import("std"); const win = struct { usingnamespace std.os.windows; usingnamespace std.os.windows.kernel32; }; const WINAPI = win.WINAPI; const L = std.unicode.utf8ToUtf16LeStringLiteral; // NOTE ABOUT VSCODE + ZLS: // Use full path for all cIncludes: // @cInclude("C:/zig_microui/lib/SDL2/include/SDL.h"); // // Verify other .ZIG files, there are cInclude too that need full path. // pub const mu = @cImport({ @cInclude("microui.h"); }); // Demos: // gui_min.zig - minimal window with one button. //const gui = @import("gui_min.zig"); // // gui_demo.zig - microui default SDL2 demo sample. const gui = @import("gui.zig"); // // MAIN // var wnd: win.HWND = undefined; var hFont: ?HFONT = undefined; var mHDC: win.HDC = undefined; var mBDC: win.HDC = undefined; var Client_Rect: win.RECT = undefined; var mPS: PAINTSTRUCT = undefined; var mBitmap: HBITMAP = undefined; var ctx: *mu.mu_Context = undefined; var width: c_int = 1024; var height: c_int = 768; var buf_idx: c_int = 0; var bg: [3]c_int = [3]c_int { 50, 50, 50 }; pub export fn WinMain(hInstance: win.HINSTANCE, hPrevInstance: ?win.HINSTANCE, pCmdLine: ?win.LPWSTR, nCmdShow: win.INT) callconv(WINAPI) win.INT { _ = hPrevInstance; _ = pCmdLine; const wnd_name = L("microui_GDI"); const class_name = wnd_name; const wnd_class: WNDCLASSEXW = .{ .cbSize = @sizeOf(WNDCLASSEXW), .style = CS_CLASSDC | CS_HREDRAW | CS_VREDRAW, .lpfnWndProc = WindowProc, .cbClsExtra = 0, .cbWndExtra = 0, .hInstance = hInstance, .hIcon = null, .hCursor = LoadCursorW(null, IDC_ARROW), .hbrBackground = null, .lpszMenuName = null, .lpszClassName = class_name, .hIconSm = null, }; _ = RegisterClassExW(&wnd_class); defer _ = UnregisterClassW(class_name, hInstance); const hwnd = CreateWindowExW( WS_EX_APPWINDOW, class_name, wnd_name, WS_OVERLAPPEDWINDOW | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, null, null, hInstance, null) orelse undefined; if (hwnd == undefined) { const err = win.GetLastError(); std.log.err("{}", .{ err }); return @intFromEnum(err); } defer _ = DestroyWindow(hwnd); wnd = hwnd; hFont = GetStockObject(ANSI_VAR_FONT); var ctx_arena = std.heap.ArenaAllocator.init(std.heap.page_allocator); defer ctx_arena.deinit(); const ctx_alloc = ctx_arena.allocator(); ctx = ctx_alloc.create(mu.mu_Context) catch unreachable; defer ctx_alloc.destroy(ctx); mu.mu_init(ctx); ctx.text_width = text_width; ctx.text_height = text_height; _ = ShowWindow(wnd, nCmdShow); _ = UpdateWindow(wnd); _ = SetForegroundWindow(wnd); _ = SetCursor(LoadCursorW(null, IDC_ARROW)); // @constCast(L("IDC_ARROW")))); var msg: MSG = std.mem.zeroes(MSG); while (GetMessageW(&msg, null, 0, 0) != 0) { _ = TranslateMessage(&msg); _ = DispatchMessageW(&msg); gui.present(ctx); r_begin(); r_clear(mu.mu_color(bg[0], bg[1], bg[2], 255)); var cmd: [*c]mu.mu_Command = null; while (mu.mu_next_command(ctx, &cmd) != 0) { switch (cmd.*.type) { mu.MU_COMMAND_TEXT => { r_draw_text(&cmd.*.text.str, cmd.*.text.pos, cmd.*.text.color); }, mu.MU_COMMAND_RECT => { r_draw_rect(cmd.*.rect.rect, cmd.*.rect.color); }, mu.MU_COMMAND_ICON => { r_draw_icon(cmd.*.icon.id, cmd.*.icon.rect, cmd.*.icon.color); }, mu.MU_COMMAND_CLIP => { r_set_clip_rect(cmd.*.clip.rect); }, else => { } } } r_end(); } return 0; } fn WindowProc( hWnd: win.HWND, uMsg: win.UINT, wParam: win.WPARAM, lParam: win.LPARAM ) callconv(WINAPI) win.LRESULT { switch (uMsg) { WM_DESTROY => { PostQuitMessage(0); return 0; }, WM_PAINT => { const hdc: win.HDC = BeginPaint(hWnd, &ps) orelse undefined; _ = FillRect(hdc, &ps.rcPaint, @ptrFromInt(COLOR_WINDOW+1)); _ = EndPaint(hWnd, &ps); mPS = ps; }, //win.WM_SETCURSOR => { }, //r_handle_input(ctx); WM_KEYDOWN, WM_KEYUP, WM_SYSKEYDOWN, WM_SYSKEYUP => { switch (wParam) { VK_SHIFT, VK_LSHIFT, VK_RSHIFT => { mu.mu_input_keydown(ctx, mu.MU_KEY_SHIFT); }, VK_BACK, VK_DELETE => { mu.mu_input_keydown(ctx, mu.MU_KEY_BACKSPACE); }, VK_RETURN => { mu.mu_input_keydown(ctx, mu.MU_KEY_RETURN); }, VK_MENU, VK_RMENU, VK_LMENU => { mu.mu_input_keydown(ctx, mu.MU_KEY_ALT); }, VK_TAB, VK_LEFT, VK_RIGHT, VK_HOME, VK_END, VK_NEXT, VK_PRIOR => { }, else => _=.{}, } }, WM_CHAR => { const result: [*c]const u8 = @as([*c]const u8, @ptrCast(&wParam)); mu.mu_input_text(ctx, result); }, WM_MOUSEMOVE => { mu.mu_input_mousemove(ctx, LOWORD(lParam), HIWORD(lParam)); }, WM_LBUTTONUP, WM_LBUTTONDOWN, WM_RBUTTONDOWN, WM_RBUTTONUP => { if (wParam == MK_LBUTTON) { mu.mu_input_mousedown(ctx, LOWORD(lParam), HIWORD(lParam), 1); _ = SetCapture(wnd); } else { mu.mu_input_mouseup(ctx, LOWORD(lParam), HIWORD(lParam), 1); _ = ReleaseCapture(); } if (wParam == MK_RBUTTON) { mu.mu_input_mousedown(ctx, LOWORD(lParam), HIWORD(lParam), 2); _ = SetCapture(wnd); } else { mu.mu_input_mouseup(ctx, LOWORD(lParam), HIWORD(lParam), 2); _ = ReleaseCapture(); } }, else => _=.{}, } return DefWindowProcW(hWnd, uMsg, wParam, lParam); } // // RENDERER // pub fn r_begin() void { _ = DeleteDC(mHDC); _ = GetClientRect(wnd, &Client_Rect); _ = InvalidateRect(wnd, &Client_Rect, win.FALSE); width = Client_Rect.right - Client_Rect.left; height = Client_Rect.bottom + Client_Rect.left; mBDC = BeginPaint(wnd, &mPS) orelse undefined; mHDC = CreateCompatibleDC(mBDC); mBitmap = CreateCompatibleBitmap(mBDC, width, height); const cBitmap: selObj = @as(selObj, @ptrCast(mBitmap)); _ = SelectObject(mHDC, cBitmap); } pub fn r_clear(clr: mu.mu_Color) void { var rect: win.RECT = undefined; _ = SetRect(&rect, Client_Rect.left, Client_Rect.top, Client_Rect.right, Client_Rect.bottom); _ = SetBkColor(mHDC, RGB(clr.r, clr.g, clr.b)); _ = ExtTextOutA(mHDC, 0, 0, ETO_OPAQUE, &rect, null, 0, null); } pub fn r_end() void { _ = BitBlt(mBDC, 0, 0, width, height, mHDC, 0, 0, SRCCOPY); _ = DeleteDC(mBDC); const cBitmap: HGDIOBJ = @as(HGDIOBJ, @ptrCast(mBitmap)); _ = DeleteObject(cBitmap); _ = EndPaint(wnd, &mPS); const cPS: HGDIOBJ = @as(HGDIOBJ, @ptrCast(mPS.hdc)); _ = DeleteObject(cPS); } pub fn text_width(font: ?*anyopaque, text: [*c]const u8, len: c_int) callconv(.C) c_int { _ = font; return r_get_text_width(text, len); } pub fn text_height(font: ?*anyopaque) callconv(.C) c_int { _ = font; return r_get_text_height(); } pub fn r_get_text_width(text: [*c]const u8, len: c_int) callconv(.C) c_int { _ = len; var res: usize = 0; var p = text; while (p.* != 0) : (p += 1) { res += 1; } var size : SIZE = undefined; const cFont: selObj = @as(selObj, @ptrCast(hFont)); _ = SelectObject(mHDC, cFont); _ = GetTextExtentPoint32A(mHDC, @as([*:0]u8, @ptrCast(@constCast(text[0..res]))), @as(c_int, @intCast(res)), &size); //return size.cx; return @as(c_int, @intCast(res * 18)); } pub fn r_get_text_height() callconv(.C) c_int { var size : SIZE = undefined; const cFont: selObj = @as(selObj, @ptrCast(hFont)); _ = SelectObject(mHDC, cFont); _ = GetTextExtentPoint32A(mHDC, @as([*:0]u8, @ptrCast(@constCast("E"))), 1, &size); return size.cy; } fn push_quad(dst: mu.mu_Rect, color: mu.mu_Color) void { if (color.a < 1) { return; } var rect: win.RECT = undefined; _ = SetRect(&rect, dst.x, dst.y, dst.x + dst.w, dst.y + dst.h); _ = SetBkColor(mHDC, RGB(color.r, color.g, color.b)); _ = ExtTextOutA(mHDC, 0, 0, ETO_OPAQUE, &rect, null, 0, null); } pub fn r_draw_rect(rect: mu.mu_Rect, color: mu.mu_Color) void { push_quad(rect, color); } pub fn r_draw_text(text: []const u8, pos: mu.mu_Vec2, color: mu.mu_Color) void { var res: u8 = 0; while (text.ptr[res] != 0) { res += 1; } const cFont: selObj = @as(selObj, @ptrCast(hFont)); _ = SelectObject(mHDC, cFont); _ = SetBkMode(mHDC, TRANSPARENT); _ = SetTextColor(mHDC, RGB(color.r, color.g, color.b)); _ = ExtTextOutA(mHDC, pos.x, pos.y, ETO_OPAQUE, null, @as(win.LPSTR, @ptrCast(@constCast(text))), @as(c_uint, @intCast(res)), null); } pub fn r_draw_icon(id: c_int, rect: mu.mu_Rect, color: mu.mu_Color) void { var c: c_int = 0; var w: c_int = 0; var h: c_int = 0; var pos: mu.mu_Vec2 = undefined; var buf: [2]u8 = undefined; switch (id) { mu.MU_ICON_CLOSE=> { c = 'x'; }, mu.MU_ICON_CHECK=> { c = 'X'; }, mu.MU_ICON_COLLAPSED=> {c = '>'; }, mu.MU_ICON_EXPANDED=> {c = 'v'; }, //case MU_ICON_RESIZE: c = '+'; break; else => {} } buf[0] = @as(u8, @intCast(c)); buf[1] = 0; w = r_get_text_width(@as([*c]const u8, @constCast(&buf)), 1); h = r_get_text_height(); pos.x = rect.x; //@divFloor( rect.x + (rect.w - w) , 2); pos.y = rect.y; //@divFloor( rect.y + (rect.h - h) , 2); r_draw_text(&buf, pos, color); } pub fn r_set_clip_rect(rect: mu.mu_Rect) void { _ = SelectClipRgn(mHDC, null); _ = IntersectClipRect(mHDC, rect.x, rect.y, rect.x + rect.w, rect.y + rect.h); } // // WINAPI // // Fix for libc linking error. pub export fn wWinMain(hInstance: win.HINSTANCE, hPrevInstance: ?win.HINSTANCE, pCmdLine: ?win.LPWSTR, nCmdShow: win.INT) callconv(WINAPI) win.INT { return WinMain(hInstance, hPrevInstance, pCmdLine, nCmdShow); } fn LOWORD(l: win.LONG_PTR) win.INT { return @as(i32, @intCast(l)) & 0xFFFF; } fn HIWORD(l: win.LONG_PTR) win.INT { return (@as(i32, @intCast(l)) >> 16) & 0xFFFF; } const HFONT = win.HANDLE; const PM_REMOVE = 0x0001; const WM_QUIT = 0x0012; const IDC_ARROW: win.LONG = 32512; const CW_USEDEFAULT: i32 = @bitCast(@as(u32, 0x80000000)); const CS_DBLCLKS = 0x0008; const CS_OWNDC = 0x0020; const CS_VREDRAW = 0x0001; const CS_HREDRAW = 0x0002; const CS_CLASSDC = 0x0040; const WS_OVERLAPPED = 0x00000000; const WS_POPUP = 0x80000000; const WS_CHILD = 0x40000000; const WS_MINIMIZE = 0x20000000; const WS_VISIBLE = 0x10000000; const WS_DISABLED = 0x08000000; const WS_CLIPSIBLINGS = 0x04000000; const WS_CLIPCHILDREN = 0x02000000; const WS_MAXIMIZE = 0x01000000; const WS_CAPTION = WS_BORDER | WS_DLGFRAME; const WS_BORDER = 0x00800000; const WS_DLGFRAME = 0x00400000; const WS_VSCROLL = 0x00200000; const WS_HSCROLL = 0x00100000; const WS_SYSMENU = 0x00080000; const WS_THICKFRAME = 0x00040000; const WS_GROUP = 0x00020000; const WS_TABSTOP = 0x00010000; const WS_MINIMIZEBOX = 0x00020000; const WS_MAXIMIZEBOX = 0x00010000; const WS_TILED = WS_OVERLAPPED; const WS_ICONIC = WS_MINIMIZE; const WS_SIZEBOX = WS_THICKFRAME; const WS_TILEDWINDOW = WS_OVERLAPPEDWINDOW; const WS_OVERLAPPEDWINDOW = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME | WS_MINIMIZEBOX | WS_MAXIMIZEBOX; const WS_POPUPWINDOW = WS_POPUP | WS_BORDER | WS_SYSMENU; const WS_CHILDWINDOW = WS_CHILD; const COLOR_WINDOW = 5; const WM_DESTROY = 0x0002; const WM_CLOSE = 0x0010; const WM_PAINT = 0x000F; const WM_SIZE = 0x0005; const WM_KEYDOWN = 0x0100; const WM_SYSKEYDOWN = 0x0104; const WM_ACTIVATE = 0x0006; const WM_PALETTECHANGED = 0x0311; const WM_QUERYNEWPALETTE = 0x030F; const WM_KEYUP = 0x0101; const WM_SYSKEYUP = 0x0105; const WM_CHAR = 0x0102; const WM_MOUSEMOVE = 0x0200; const WM_LBUTTONDOWN = 0x0201; const WM_LBUTTONUP = 0x0202; const WM_LBUTTONDBLCLK = 0x0203; const WM_RBUTTONDOWN = 0x0204; const WM_RBUTTONUP = 0x0205; const WM_RBUTTONDBLCLK = 0x0206; const WM_MBUTTONDOWN = 0x0207; const WM_MBUTTONUP = 0x0208; const WM_MBUTTONDBLCLK = 0x0209; const WM_MOUSEWHEEL = 0x020A; const MK_LBUTTON = 1; const MK_RBUTTON = 2; const WS_EX_APPWINDOW = 0x00040000; const ANSI_VAR_FONT = 12; pub const HBRUSH = *opaque{}; var ps: PAINTSTRUCT = undefined; pub const PAINTSTRUCT = extern struct { hdc: win.HDC, fErase: win.BOOL, rcPaint: win.RECT, fRestore: win.BOOL, fIncUpdate: win.BOOL, rgbReserved: [32]win.BYTE }; const WNDCLASSEXW = extern struct { cbSize: win.UINT = @sizeOf(WNDCLASSEXW), style: win.UINT, lpfnWndProc: WNDPROC, cbClsExtra: i32 = 0, cbWndExtra: i32 = 0, hInstance: win.HINSTANCE, hIcon: ?win.HICON, hCursor: ?win.HCURSOR, hbrBackground: ?HBRUSH, lpszMenuName: ?[*:0]const u16, lpszClassName: [*:0]const u16, hIconSm: ?win.HICON, }; const WNDPROC = *const fn ( hwnd: win.HWND, uMsg: win.UINT, wParam: win.WPARAM, lParam: win.LPARAM ) callconv(WINAPI) win.LRESULT; extern "user32" fn RegisterClassExW( *const WNDCLASSEXW ) callconv(WINAPI) win.ATOM; extern "user32" fn CreateWindowExW( dwExStyle: win.DWORD, lpClassName: [*:0]const u16, lpWindowName: [*:0]const u16, dwStyle: win.DWORD, X: i32, Y: i32, nWidth: i32, nHeight: i32, hWindParent: ?win.HWND, hMenu: ?win.HMENU, hInstance: win.HINSTANCE, lpParam: ?win.LPVOID ) callconv(WINAPI) ?win.HWND; pub extern "user32" fn BeginPaint( hWnd: ?win.HWND, lpPaint: ?*PAINTSTRUCT, ) callconv(WINAPI) ?win.HDC; pub extern "user32" fn FillRect( hDC: ?win.HDC, lprc: ?*const win.RECT, hbr: ?HBRUSH ) callconv(WINAPI) win.INT; pub extern "user32" fn EndPaint( hWnd: win.HWND, lpPaint: *const PAINTSTRUCT ) callconv(WINAPI) win.BOOL; pub extern "gdi32" fn TextOutW( hDC: ?win.HDC, x: win.INT, y: win.INT, lpString: win.LPCWSTR, c: win.INT ) callconv(WINAPI) win.BOOL; pub extern "user32" fn GetAsyncKeyState( nKey: c_int ) callconv(WINAPI) win.INT; pub extern "user32" fn LoadCursorW( hInstance: ?win.HINSTANCE, lpCursorName: win.LONG, ) callconv(WINAPI) win.HCURSOR; // _ = win.MessageBoxA(null, "Sample text.", "Title", win.MB_OK); // _ = OutputDebugStringA("\x1b[31mRed\x1b[0m"); pub extern "kernel32" fn OutputDebugStringA( lpOutputString: win.LPCSTR ) callconv(WINAPI) win.INT; pub extern "user32" fn GetWindowRect( hWnd: win.HWND, lpRect: *win.RECT ) callconv(WINAPI) win.INT; pub const SM_CXSCREEN = 0; pub const SM_CYSCREEN = 1; pub extern "user32" fn GetSystemMetricsForDpi( nIndex: win.INT, dpi: win.UINT ) callconv(WINAPI) win.INT; pub extern "user32" fn GetDpiForWindow( hWnd: win.HWND, ) callconv(WINAPI) win.UINT; pub const SWP_NOCOPYBITS = 0x0100; pub extern "user32" fn SetWindowPos( hWnd: win.HWND, hWndInsertAfter: ?win.HWND, X: win.INT, Y: win.INT, cx: win.INT, cy: win.INT, uFlags: win.UINT, ) callconv(WINAPI) win.BOOL; pub extern "user32" fn PostMessageW( hWnd: ?win.HWND, Msg: win.UINT, wParam: win.WPARAM, lParam: win.LPARAM ) callconv(WINAPI) win.BOOL; pub extern "user32" fn IsIconic( hWnd: win.HWND, ) callconv(WINAPI) win.BOOL; pub extern "gdi32" fn DescribePixelFormat( hDC: win.HDC, iPixelFormat: win.INT, nBytes: win.UINT, ppfd: *PIXELFORMATDESCRIPTOR, ) callconv(WINAPI) win.INT; pub fn ToWinObj(comptime T: type, obj: anytype) T { return @as(T, @ptrCast(obj.*)); } pub const HGDIOBJ = *opaque{}; pub const HPALETTE = *opaque{}; pub extern "gdi32" fn DeleteObject( ho: HGDIOBJ ) callconv(WINAPI) win.BOOL; pub extern "gdi32" fn UnrealizeObject( ho: HGDIOBJ ) callconv(WINAPI) win.BOOL; pub extern "gdi32" fn RealizePalette( hdc: win.HDC ) callconv(WINAPI) win.UINT; pub extern "gdi32" fn SelectPalette( hdc: win.HDC, hPal: HPALETTE, bForceBkgd: win.BOOL ) callconv(WINAPI) HPALETTE; const PALETTEENTRY = struct { peRed: win.BYTE, peGreen: win.BYTE, peBlue: win.BYTE, peFlags: win.BYTE }; const LOGPALETTE = struct { palVersion: win.WORD, palNumEntries : win.WORD, palPalEntry: [4]PALETTEENTRY }; extern "gdi32" fn CreatePalette( plpal: *LOGPALETTE ) callconv(WINAPI) ?HPALETTE; extern "user32" fn ShowWindow( hWnd: win.HWND, nCmdShow: win.INT ) callconv(WINAPI) void; extern "user32" fn UpdateWindow( hWnd: win.HWND ) callconv(WINAPI) win.BOOL; const MSG = extern struct { hWnd: ?win.HWND, message: win.UINT, wParam: win.WPARAM, lParam: win.LPARAM, time: win.DWORD, pt: win.POINT, lPrivate: win.DWORD, }; extern "user32" fn PeekMessageW( lpMsg: *MSG, hWnd: ?win.HWND, wMsgFilterMin: win.UINT, wMsgFilterMax: win.UINT, wRemoveMsg: win.UINT ) callconv(WINAPI) win.BOOL; extern "user32" fn TranslateMessage( lpMsg: *const MSG ) callconv(WINAPI) win.BOOL; extern "user32" fn DispatchMessageW( lpMsg: *const MSG ) callconv(WINAPI) win.LRESULT; extern "user32" fn UnregisterClassW( lpClassName: [*:0]const u16, hInstance: win.HINSTANCE ) callconv(WINAPI) win.BOOL; extern "user32" fn DestroyWindow( hWnd: win.HWND ) callconv(WINAPI) win.BOOL; extern "user32" fn GetDC( hWnd: ?win.HWND ) callconv(WINAPI) ?win.HDC; extern "user32" fn ReleaseDC( hWnd: ?win.HWND, hDC: win.HDC ) callconv(WINAPI) win.INT; pub const PIXELFORMATDESCRIPTOR = extern struct { nSize: win.WORD = @sizeOf(PIXELFORMATDESCRIPTOR), nVersion: win.WORD, dwFlags: win.DWORD, iPixelType: win.BYTE, cColorBits: win.BYTE, cRedBits: win.BYTE, cRedShift: win.BYTE, cGreenBits: win.BYTE, cGreenShift: win.BYTE, cBlueBits: win.BYTE, cBlueShift: win.BYTE, cAlphaBits: win.BYTE, cAlphaShift: win.BYTE, cAccumBits: win.BYTE, cAccumRedBits: win.BYTE, cAccumGreenBits: win.BYTE, cAccumBlueBits: win.BYTE, cAccumAlphaBits: win.BYTE, cDepthBits: win.BYTE, cStencilBits: win.BYTE, cAuxBuffers: win.BYTE, iLayerType: win.BYTE, bReserved: win.BYTE, dwLayerMask: win.DWORD, dwVisibleMask: win.DWORD, dwDamageMask: win.DWORD, }; pub extern "gdi32" fn SetPixelFormat( hdc: ?win.HDC, format: win.INT, ppfd: ?*const PIXELFORMATDESCRIPTOR, ) callconv(WINAPI) bool; pub extern "gdi32" fn ChoosePixelFormat( hdc: ?win.HDC, ppfd: ?*const PIXELFORMATDESCRIPTOR, ) callconv(WINAPI) win.INT; pub extern "gdi32" fn SwapBuffers(hdc: ?win.HDC) callconv(WINAPI) bool; pub extern "gdi32" fn wglCreateContext(hdc: ?win.HDC) callconv(WINAPI) ?win.HGLRC; pub extern "gdi32" fn wglMakeCurrent(hdc: ?win.HDC, hglrc: ?win.HGLRC) callconv(WINAPI) bool; pub extern "user32" fn PostQuitMessage(nExitCode: i32) callconv(WINAPI) void; pub extern "user32" fn DefWindowProcW(hWnd: win.HWND, Msg: win.UINT, wParam: win.WPARAM, lParam: win.LPARAM) callconv(WINAPI) win.LRESULT; pub extern "gdi32" fn GetStockObject( i: win.INT, ) callconv(WINAPI) ?HFONT; pub extern "user32" fn SetRect( lprc: *win.RECT, xLeft: win.INT, yTop: win.INT, xRight: win.INT, yBottom: win.INT ) callconv(WINAPI) win.BOOL; const COLORREF = win.DWORD; const LPCOLORREF = win.DWORD_PTR; pub extern "gdi32" fn SetBkColor( hdc: win.HDC, color: COLORREF ) callconv(WINAPI) COLORREF; pub extern "gdi32" fn SetBkMode( hdc: win.HDC, mode: win.INT ) callconv(WINAPI) win.INT; const TRANSPARENT = 1; const OPAQUE = 2; pub extern "gdi32" fn SetTextColor( hdc: win.HDC, mode: COLORREF ) callconv(WINAPI) COLORREF; pub fn RGB(r: u8, g: u8, b: u8) COLORREF { const gs = @as(u32, @intCast(g)) << 8; const bs = @as(u32, @intCast(b)) << 16; return @as(COLORREF, r | gs | bs); } const ETO_OPAQUE = 0x00000002; pub extern "gdi32" fn ExtTextOutA( hdc: win.HDC, x: win.INT, y: win.INT, options: win.UINT, lprect: ?*const win.RECT, lpString: ?win.LPCSTR, c: win.UINT, lpDx: ?*const win.INT ) callconv(WINAPI) win.BOOL; pub extern "gdi32" fn DeleteDC( hdc: win.HDC ) callconv(WINAPI) win.BOOL; pub extern "user32" fn GetClientRect( hWnd: win.HWND, lpRect: *win.RECT ) callconv(WINAPI) win.BOOL; pub extern "user32" fn InvalidateRect( hWnd: win.HWND, lpRect: *const win.RECT, bErase: win.BOOL ) callconv(WINAPI) win.BOOL; pub extern "gdi32" fn CreateCompatibleDC( hdc: win.HDC ) callconv(WINAPI) win.HDC; pub const BITMAP = extern struct { bmType: win.INT, bmWidth: win.INT, bmHeight: win.INT, bmWidthBytes: win.INT, bmPlanes: win.INT, bmBitsPixel: win.INT, bmBits: win.INT }; pub const HBITMAP = *BITMAP; pub extern "gdi32" fn CreateCompatibleBitmap( hdc: win.HDC, cx: win.INT, cy: win.INT ) callconv(WINAPI) HBITMAP; const selObj = *opaque{}; const delObj = *opaque{}; pub extern "gdi32" fn SelectObject( hdc: win.HDC, h: selObj ) callconv(WINAPI) HGDIOBJ; const SRCCOPY = 0xCC0020; pub extern "gdi32" fn BitBlt( hdc: win.HDC, x: win.INT, y: win.INT, cx: win.INT, cy: win.INT, hdcSrc: win.HDC, x1: win.INT, y1: win.INT, rop: win.DWORD ) callconv(WINAPI) win.BOOL; pub const SIZE = extern struct { cx: win.LONG, cy: win.LONG }; const PSIZE = *SIZE; const LPSIZE = *SIZE; pub extern "gdi32" fn GetTextExtentPoint32A( hdc: win.HDC, lpString: win.LPSTR, c: win.INT, psizl: LPSIZE ) callconv(WINAPI) win.BOOL; const HRGN = ?*opaque{}; pub extern "gdi32" fn SelectClipRgn( hdc: win.HDC, hrgn: HRGN ) callconv(WINAPI) win.INT; pub extern "gdi32" fn IntersectClipRect( hdc: win.HDC, left: win.INT, top: win.INT, right: win.INT, bottom: win.INT ) callconv(WINAPI) win.INT; pub extern "gdi32" fn TextOutA( hDC: ?win.HDC, x: win.INT, y: win.INT, lpString: win.LPCSTR, c: win.INT ) callconv(WINAPI) win.BOOL; pub extern "user32" fn SetForegroundWindow( hWnd: win.HWND, ) callconv(WINAPI) win.BOOL; pub extern "user32" fn SetCursor( hCursor: ?win.HCURSOR, ) callconv(WINAPI) win.HCURSOR; pub extern "user32" fn GetMessageW( lpMsg: *MSG, hWnd: ?win.HWND, wMsgFilterMin: win.UINT, wMsgFilterMax: win.UINT ) callconv(WINAPI) win.BOOL; pub extern "user32" fn SetCapture( hWnd: win.HWND ) callconv(WINAPI) win.HWND; pub extern "user32" fn ReleaseCapture( ) callconv(WINAPI) win.BOOL; // VIRTUAL_KEYS // Copied from marlersoft zigwin32 // https://github.com/marlersoft/zigwin32/blob/main/win32/ui/input/keyboard_and_mouse.zig // pub const VIRTUAL_KEY = enum(u16) { @"0" = 48, @"1" = 49, @"2" = 50, @"3" = 51, @"4" = 52, @"5" = 53, @"6" = 54, @"7" = 55, @"8" = 56, @"9" = 57, A = 65, B = 66, C = 67, D = 68, E = 69, F = 70, G = 71, H = 72, I = 73, J = 74, K = 75, L = 76, M = 77, N = 78, O = 79, P = 80, Q = 81, R = 82, S = 83, T = 84, U = 85, V = 86, W = 87, X = 88, Y = 89, Z = 90, LBUTTON = 1, RBUTTON = 2, CANCEL = 3, MBUTTON = 4, XBUTTON1 = 5, XBUTTON2 = 6, BACK = 8, TAB = 9, CLEAR = 12, RETURN = 13, SHIFT = 16, CONTROL = 17, MENU = 18, PAUSE = 19, CAPITAL = 20, KANA = 21, // HANGEUL = 21, this enum value conflicts with KANA // HANGUL = 21, this enum value conflicts with KANA IME_ON = 22, JUNJA = 23, FINAL = 24, HANJA = 25, // KANJI = 25, this enum value conflicts with HANJA IME_OFF = 26, ESCAPE = 27, CONVERT = 28, NONCONVERT = 29, ACCEPT = 30, MODECHANGE = 31, SPACE = 32, PRIOR = 33, NEXT = 34, END = 35, HOME = 36, LEFT = 37, UP = 38, RIGHT = 39, DOWN = 40, SELECT = 41, PRINT = 42, EXECUTE = 43, SNAPSHOT = 44, INSERT = 45, DELETE = 46, HELP = 47, LWIN = 91, RWIN = 92, APPS = 93, SLEEP = 95, NUMPAD0 = 96, NUMPAD1 = 97, NUMPAD2 = 98, NUMPAD3 = 99, NUMPAD4 = 100, NUMPAD5 = 101, NUMPAD6 = 102, NUMPAD7 = 103, NUMPAD8 = 104, NUMPAD9 = 105, MULTIPLY = 106, ADD = 107, SEPARATOR = 108, SUBTRACT = 109, DECIMAL = 110, DIVIDE = 111, F1 = 112, F2 = 113, F3 = 114, F4 = 115, F5 = 116, F6 = 117, F7 = 118, F8 = 119, F9 = 120, F10 = 121, F11 = 122, F12 = 123, F13 = 124, F14 = 125, F15 = 126, F16 = 127, F17 = 128, F18 = 129, F19 = 130, F20 = 131, F21 = 132, F22 = 133, F23 = 134, F24 = 135, NAVIGATION_VIEW = 136, NAVIGATION_MENU = 137, NAVIGATION_UP = 138, NAVIGATION_DOWN = 139, NAVIGATION_LEFT = 140, NAVIGATION_RIGHT = 141, NAVIGATION_ACCEPT = 142, NAVIGATION_CANCEL = 143, NUMLOCK = 144, SCROLL = 145, OEM_NEC_EQUAL = 146, // OEM_FJ_JISHO = 146, this enum value conflicts with OEM_NEC_EQUAL OEM_FJ_MASSHOU = 147, OEM_FJ_TOUROKU = 148, OEM_FJ_LOYA = 149, OEM_FJ_ROYA = 150, LSHIFT = 160, RSHIFT = 161, LCONTROL = 162, RCONTROL = 163, LMENU = 164, RMENU = 165, BROWSER_BACK = 166, BROWSER_FORWARD = 167, BROWSER_REFRESH = 168, BROWSER_STOP = 169, BROWSER_SEARCH = 170, BROWSER_FAVORITES = 171, BROWSER_HOME = 172, VOLUME_MUTE = 173, VOLUME_DOWN = 174, VOLUME_UP = 175, MEDIA_NEXT_TRACK = 176, MEDIA_PREV_TRACK = 177, MEDIA_STOP = 178, MEDIA_PLAY_PAUSE = 179, LAUNCH_MAIL = 180, LAUNCH_MEDIA_SELECT = 181, LAUNCH_APP1 = 182, LAUNCH_APP2 = 183, OEM_1 = 186, OEM_PLUS = 187, OEM_COMMA = 188, OEM_MINUS = 189, OEM_PERIOD = 190, OEM_2 = 191, OEM_3 = 192, GAMEPAD_A = 195, GAMEPAD_B = 196, GAMEPAD_X = 197, GAMEPAD_Y = 198, GAMEPAD_RIGHT_SHOULDER = 199, GAMEPAD_LEFT_SHOULDER = 200, GAMEPAD_LEFT_TRIGGER = 201, GAMEPAD_RIGHT_TRIGGER = 202, GAMEPAD_DPAD_UP = 203, GAMEPAD_DPAD_DOWN = 204, GAMEPAD_DPAD_LEFT = 205, GAMEPAD_DPAD_RIGHT = 206, GAMEPAD_MENU = 207, GAMEPAD_VIEW = 208, GAMEPAD_LEFT_THUMBSTICK_BUTTON = 209, GAMEPAD_RIGHT_THUMBSTICK_BUTTON = 210, GAMEPAD_LEFT_THUMBSTICK_UP = 211, GAMEPAD_LEFT_THUMBSTICK_DOWN = 212, GAMEPAD_LEFT_THUMBSTICK_RIGHT = 213, GAMEPAD_LEFT_THUMBSTICK_LEFT = 214, GAMEPAD_RIGHT_THUMBSTICK_UP = 215, GAMEPAD_RIGHT_THUMBSTICK_DOWN = 216, GAMEPAD_RIGHT_THUMBSTICK_RIGHT = 217, GAMEPAD_RIGHT_THUMBSTICK_LEFT = 218, OEM_4 = 219, OEM_5 = 220, OEM_6 = 221, OEM_7 = 222, OEM_8 = 223, OEM_AX = 225, OEM_102 = 226, ICO_HELP = 227, ICO_00 = 228, PROCESSKEY = 229, ICO_CLEAR = 230, PACKET = 231, OEM_RESET = 233, OEM_JUMP = 234, OEM_PA1 = 235, OEM_PA2 = 236, OEM_PA3 = 237, OEM_WSCTRL = 238, OEM_CUSEL = 239, OEM_ATTN = 240, OEM_FINISH = 241, OEM_COPY = 242, OEM_AUTO = 243, OEM_ENLW = 244, OEM_BACKTAB = 245, ATTN = 246, CRSEL = 247, EXSEL = 248, EREOF = 249, PLAY = 250, ZOOM = 251, NONAME = 252, PA1 = 253, OEM_CLEAR = 254, }; pub const VK_0 = @intFromEnum(VIRTUAL_KEY.@"0"); pub const VK_1 = @intFromEnum(VIRTUAL_KEY.@"1"); pub const VK_2 = @intFromEnum(VIRTUAL_KEY.@"2"); pub const VK_3 = @intFromEnum(VIRTUAL_KEY.@"3"); pub const VK_4 = @intFromEnum(VIRTUAL_KEY.@"4"); pub const VK_5 = @intFromEnum(VIRTUAL_KEY.@"5"); pub const VK_6 = @intFromEnum(VIRTUAL_KEY.@"6"); pub const VK_7 = @intFromEnum(VIRTUAL_KEY.@"7"); pub const VK_8 = @intFromEnum(VIRTUAL_KEY.@"8"); pub const VK_9 = @intFromEnum(VIRTUAL_KEY.@"9"); pub const VK_A = @intFromEnum(VIRTUAL_KEY.A); pub const VK_B = @intFromEnum(VIRTUAL_KEY.B); pub const VK_C = @intFromEnum(VIRTUAL_KEY.C); pub const VK_D = @intFromEnum(VIRTUAL_KEY.D); pub const VK_E = @intFromEnum(VIRTUAL_KEY.E); pub const VK_F = @intFromEnum(VIRTUAL_KEY.F); pub const VK_G = @intFromEnum(VIRTUAL_KEY.G); pub const VK_H = @intFromEnum(VIRTUAL_KEY.H); pub const VK_I = @intFromEnum(VIRTUAL_KEY.I); pub const VK_J = @intFromEnum(VIRTUAL_KEY.J); pub const VK_K = @intFromEnum(VIRTUAL_KEY.K); pub const VK_L = @intFromEnum(VIRTUAL_KEY.L); pub const VK_M = @intFromEnum(VIRTUAL_KEY.M); pub const VK_N = @intFromEnum(VIRTUAL_KEY.N); pub const VK_O = @intFromEnum(VIRTUAL_KEY.O); pub const VK_P = @intFromEnum(VIRTUAL_KEY.P); pub const VK_Q = @intFromEnum(VIRTUAL_KEY.Q); pub const VK_R = @intFromEnum(VIRTUAL_KEY.R); pub const VK_S = @intFromEnum(VIRTUAL_KEY.S); pub const VK_T = @intFromEnum(VIRTUAL_KEY.T); pub const VK_U = @intFromEnum(VIRTUAL_KEY.U); pub const VK_V = @intFromEnum(VIRTUAL_KEY.V); pub const VK_W = @intFromEnum(VIRTUAL_KEY.W); pub const VK_X = @intFromEnum(VIRTUAL_KEY.X); pub const VK_Y = @intFromEnum(VIRTUAL_KEY.Y); pub const VK_Z = @intFromEnum(VIRTUAL_KEY.Z); pub const VK_LBUTTON = @intFromEnum(VIRTUAL_KEY.LBUTTON); pub const VK_RBUTTON = @intFromEnum(VIRTUAL_KEY.RBUTTON); pub const VK_CANCEL = @intFromEnum(VIRTUAL_KEY.CANCEL); pub const VK_MBUTTON = @intFromEnum(VIRTUAL_KEY.MBUTTON); pub const VK_XBUTTON1 = @intFromEnum(VIRTUAL_KEY.XBUTTON1); pub const VK_XBUTTON2 = @intFromEnum(VIRTUAL_KEY.XBUTTON2); pub const VK_BACK = @intFromEnum(VIRTUAL_KEY.BACK); pub const VK_TAB = @intFromEnum(VIRTUAL_KEY.TAB); pub const VK_CLEAR = @intFromEnum(VIRTUAL_KEY.CLEAR); pub const VK_RETURN = @intFromEnum(VIRTUAL_KEY.RETURN); pub const VK_SHIFT = @intFromEnum(VIRTUAL_KEY.SHIFT); pub const VK_CONTROL = @intFromEnum(VIRTUAL_KEY.CONTROL); pub const VK_MENU = @intFromEnum(VIRTUAL_KEY.MENU); pub const VK_PAUSE = @intFromEnum(VIRTUAL_KEY.PAUSE); pub const VK_CAPITAL = @intFromEnum(VIRTUAL_KEY.CAPITAL); pub const VK_KANA = @intFromEnum(VIRTUAL_KEY.KANA); pub const VK_HANGEUL = @intFromEnum(VIRTUAL_KEY.KANA); pub const VK_HANGUL = @intFromEnum(VIRTUAL_KEY.KANA); pub const VK_IME_ON = @intFromEnum(VIRTUAL_KEY.IME_ON); pub const VK_JUNJA = @intFromEnum(VIRTUAL_KEY.JUNJA); pub const VK_FINAL = @intFromEnum(VIRTUAL_KEY.FINAL); pub const VK_HANJA = @intFromEnum(VIRTUAL_KEY.HANJA); pub const VK_KANJI = @intFromEnum(VIRTUAL_KEY.HANJA); pub const VK_IME_OFF = @intFromEnum(VIRTUAL_KEY.IME_OFF); pub const VK_ESCAPE = @intFromEnum(VIRTUAL_KEY.ESCAPE); pub const VK_CONVERT = @intFromEnum(VIRTUAL_KEY.CONVERT); pub const VK_NONCONVERT = @intFromEnum(VIRTUAL_KEY.NONCONVERT); pub const VK_ACCEPT = @intFromEnum(VIRTUAL_KEY.ACCEPT); pub const VK_MODECHANGE = @intFromEnum(VIRTUAL_KEY.MODECHANGE); pub const VK_SPACE = @intFromEnum(VIRTUAL_KEY.SPACE); pub const VK_PRIOR = @intFromEnum(VIRTUAL_KEY.PRIOR); pub const VK_NEXT = @intFromEnum(VIRTUAL_KEY.NEXT); pub const VK_END = @intFromEnum(VIRTUAL_KEY.END); pub const VK_HOME = @intFromEnum(VIRTUAL_KEY.HOME); pub const VK_LEFT = @intFromEnum(VIRTUAL_KEY.LEFT); pub const VK_UP = @intFromEnum(VIRTUAL_KEY.UP); pub const VK_RIGHT = @intFromEnum(VIRTUAL_KEY.RIGHT); pub const VK_DOWN = @intFromEnum(VIRTUAL_KEY.DOWN); pub const VK_SELECT = @intFromEnum(VIRTUAL_KEY.SELECT); pub const VK_PRINT = @intFromEnum(VIRTUAL_KEY.PRINT); pub const VK_EXECUTE = @intFromEnum(VIRTUAL_KEY.EXECUTE); pub const VK_SNAPSHOT = @intFromEnum(VIRTUAL_KEY.SNAPSHOT); pub const VK_INSERT = @intFromEnum(VIRTUAL_KEY.INSERT); pub const VK_DELETE = @intFromEnum(VIRTUAL_KEY.DELETE); pub const VK_HELP = @intFromEnum(VIRTUAL_KEY.HELP); pub const VK_LWIN = @intFromEnum(VIRTUAL_KEY.LWIN); pub const VK_RWIN = @intFromEnum(VIRTUAL_KEY.RWIN); pub const VK_APPS = @intFromEnum(VIRTUAL_KEY.APPS); pub const VK_SLEEP = @intFromEnum(VIRTUAL_KEY.SLEEP); pub const VK_NUMPAD0 = @intFromEnum(VIRTUAL_KEY.NUMPAD0); pub const VK_NUMPAD1 = @intFromEnum(VIRTUAL_KEY.NUMPAD1); pub const VK_NUMPAD2 = @intFromEnum(VIRTUAL_KEY.NUMPAD2); pub const VK_NUMPAD3 = @intFromEnum(VIRTUAL_KEY.NUMPAD3); pub const VK_NUMPAD4 = @intFromEnum(VIRTUAL_KEY.NUMPAD4); pub const VK_NUMPAD5 = @intFromEnum(VIRTUAL_KEY.NUMPAD5); pub const VK_NUMPAD6 = @intFromEnum(VIRTUAL_KEY.NUMPAD6); pub const VK_NUMPAD7 = @intFromEnum(VIRTUAL_KEY.NUMPAD7); pub const VK_NUMPAD8 = @intFromEnum(VIRTUAL_KEY.NUMPAD8); pub const VK_NUMPAD9 = @intFromEnum(VIRTUAL_KEY.NUMPAD9); pub const VK_MULTIPLY = @intFromEnum(VIRTUAL_KEY.MULTIPLY); pub const VK_ADD = @intFromEnum(VIRTUAL_KEY.ADD); pub const VK_SEPARATOR = @intFromEnum(VIRTUAL_KEY.SEPARATOR); pub const VK_SUBTRACT = @intFromEnum(VIRTUAL_KEY.SUBTRACT); pub const VK_DECIMAL = @intFromEnum(VIRTUAL_KEY.DECIMAL); pub const VK_DIVIDE = @intFromEnum(VIRTUAL_KEY.DIVIDE); pub const VK_F1 = @intFromEnum(VIRTUAL_KEY.F1); pub const VK_F2 = @intFromEnum(VIRTUAL_KEY.F2); pub const VK_F3 = @intFromEnum(VIRTUAL_KEY.F3); pub const VK_F4 = @intFromEnum(VIRTUAL_KEY.F4); pub const VK_F5 = @intFromEnum(VIRTUAL_KEY.F5); pub const VK_F6 = @intFromEnum(VIRTUAL_KEY.F6); pub const VK_F7 = @intFromEnum(VIRTUAL_KEY.F7); pub const VK_F8 = @intFromEnum(VIRTUAL_KEY.F8); pub const VK_F9 = @intFromEnum(VIRTUAL_KEY.F9); pub const VK_F10 = @intFromEnum(VIRTUAL_KEY.F10); pub const VK_F11 = @intFromEnum(VIRTUAL_KEY.F11); pub const VK_F12 = @intFromEnum(VIRTUAL_KEY.F12); pub const VK_F13 = @intFromEnum(VIRTUAL_KEY.F13); pub const VK_F14 = @intFromEnum(VIRTUAL_KEY.F14); pub const VK_F15 = @intFromEnum(VIRTUAL_KEY.F15); pub const VK_F16 = @intFromEnum(VIRTUAL_KEY.F16); pub const VK_F17 = @intFromEnum(VIRTUAL_KEY.F17); pub const VK_F18 = @intFromEnum(VIRTUAL_KEY.F18); pub const VK_F19 = @intFromEnum(VIRTUAL_KEY.F19); pub const VK_F20 = @intFromEnum(VIRTUAL_KEY.F20); pub const VK_F21 = @intFromEnum(VIRTUAL_KEY.F21); pub const VK_F22 = @intFromEnum(VIRTUAL_KEY.F22); pub const VK_F23 = @intFromEnum(VIRTUAL_KEY.F23); pub const VK_F24 = @intFromEnum(VIRTUAL_KEY.F24); pub const VK_NAVIGATION_VIEW = @intFromEnum(VIRTUAL_KEY.NAVIGATION_VIEW); pub const VK_NAVIGATION_MENU = @intFromEnum(VIRTUAL_KEY.NAVIGATION_MENU); pub const VK_NAVIGATION_UP = @intFromEnum(VIRTUAL_KEY.NAVIGATION_UP); pub const VK_NAVIGATION_DOWN = @intFromEnum(VIRTUAL_KEY.NAVIGATION_DOWN); pub const VK_NAVIGATION_LEFT = @intFromEnum(VIRTUAL_KEY.NAVIGATION_LEFT); pub const VK_NAVIGATION_RIGHT = @intFromEnum(VIRTUAL_KEY.NAVIGATION_RIGHT); pub const VK_NAVIGATION_ACCEPT = @intFromEnum(VIRTUAL_KEY.NAVIGATION_ACCEPT); pub const VK_NAVIGATION_CANCEL = @intFromEnum(VIRTUAL_KEY.NAVIGATION_CANCEL); pub const VK_NUMLOCK = @intFromEnum(VIRTUAL_KEY.NUMLOCK); pub const VK_SCROLL = @intFromEnum(VIRTUAL_KEY.SCROLL); pub const VK_OEM_NEC_EQUAL = @intFromEnum(VIRTUAL_KEY.OEM_NEC_EQUAL); pub const VK_OEM_FJ_JISHO = @intFromEnum(VIRTUAL_KEY.OEM_NEC_EQUAL); pub const VK_OEM_FJ_MASSHOU = @intFromEnum(VIRTUAL_KEY.OEM_FJ_MASSHOU); pub const VK_OEM_FJ_TOUROKU = @intFromEnum(VIRTUAL_KEY.OEM_FJ_TOUROKU); pub const VK_OEM_FJ_LOYA = @intFromEnum(VIRTUAL_KEY.OEM_FJ_LOYA); pub const VK_OEM_FJ_ROYA = @intFromEnum(VIRTUAL_KEY.OEM_FJ_ROYA); pub const VK_LSHIFT = @intFromEnum(VIRTUAL_KEY.LSHIFT); pub const VK_RSHIFT = @intFromEnum(VIRTUAL_KEY.RSHIFT); pub const VK_LCONTROL = @intFromEnum(VIRTUAL_KEY.LCONTROL); pub const VK_RCONTROL = @intFromEnum(VIRTUAL_KEY.RCONTROL); pub const VK_LMENU = @intFromEnum(VIRTUAL_KEY.LMENU); pub const VK_RMENU = @intFromEnum(VIRTUAL_KEY.RMENU); pub const VK_BROWSER_BACK = @intFromEnum(VIRTUAL_KEY.BROWSER_BACK); pub const VK_BROWSER_FORWARD = @intFromEnum(VIRTUAL_KEY.BROWSER_FORWARD); pub const VK_BROWSER_REFRESH = @intFromEnum(VIRTUAL_KEY.BROWSER_REFRESH); pub const VK_BROWSER_STOP = @intFromEnum(VIRTUAL_KEY.BROWSER_STOP); pub const VK_BROWSER_SEARCH = @intFromEnum(VIRTUAL_KEY.BROWSER_SEARCH); pub const VK_BROWSER_FAVORITES = @intFromEnum(VIRTUAL_KEY.BROWSER_FAVORITES); pub const VK_BROWSER_HOME = @intFromEnum(VIRTUAL_KEY.BROWSER_HOME); pub const VK_VOLUME_MUTE = @intFromEnum(VIRTUAL_KEY.VOLUME_MUTE); pub const VK_VOLUME_DOWN = @intFromEnum(VIRTUAL_KEY.VOLUME_DOWN); pub const VK_VOLUME_UP = @intFromEnum(VIRTUAL_KEY.VOLUME_UP); pub const VK_MEDIA_NEXT_TRACK = @intFromEnum(VIRTUAL_KEY.MEDIA_NEXT_TRACK); pub const VK_MEDIA_PREV_TRACK = @intFromEnum(VIRTUAL_KEY.MEDIA_PREV_TRACK); pub const VK_MEDIA_STOP = @intFromEnum(VIRTUAL_KEY.MEDIA_STOP); pub const VK_MEDIA_PLAY_PAUSE = @intFromEnum(VIRTUAL_KEY.MEDIA_PLAY_PAUSE); pub const VK_LAUNCH_MAIL = @intFromEnum(VIRTUAL_KEY.LAUNCH_MAIL); pub const VK_LAUNCH_MEDIA_SELECT = @intFromEnum(VIRTUAL_KEY.LAUNCH_MEDIA_SELECT); pub const VK_LAUNCH_APP1 = @intFromEnum(VIRTUAL_KEY.LAUNCH_APP1); pub const VK_LAUNCH_APP2 = @intFromEnum(VIRTUAL_KEY.LAUNCH_APP2); pub const VK_OEM_1 = @intFromEnum(VIRTUAL_KEY.OEM_1); pub const VK_OEM_PLUS = @intFromEnum(VIRTUAL_KEY.OEM_PLUS); pub const VK_OEM_COMMA = @intFromEnum(VIRTUAL_KEY.OEM_COMMA); pub const VK_OEM_MINUS = @intFromEnum(VIRTUAL_KEY.OEM_MINUS); pub const VK_OEM_PERIOD = @intFromEnum(VIRTUAL_KEY.OEM_PERIOD); pub const VK_OEM_2 = @intFromEnum(VIRTUAL_KEY.OEM_2); pub const VK_OEM_3 = @intFromEnum(VIRTUAL_KEY.OEM_3); pub const VK_GAMEPAD_A = @intFromEnum(VIRTUAL_KEY.GAMEPAD_A); pub const VK_GAMEPAD_B = @intFromEnum(VIRTUAL_KEY.GAMEPAD_B); pub const VK_GAMEPAD_X = @intFromEnum(VIRTUAL_KEY.GAMEPAD_X); pub const VK_GAMEPAD_Y = @intFromEnum(VIRTUAL_KEY.GAMEPAD_Y); pub const VK_GAMEPAD_RIGHT_SHOULDER = @intFromEnum(VIRTUAL_KEY.GAMEPAD_RIGHT_SHOULDER); pub const VK_GAMEPAD_LEFT_SHOULDER = @intFromEnum(VIRTUAL_KEY.GAMEPAD_LEFT_SHOULDER); pub const VK_GAMEPAD_LEFT_TRIGGER = @intFromEnum(VIRTUAL_KEY.GAMEPAD_LEFT_TRIGGER); pub const VK_GAMEPAD_RIGHT_TRIGGER = @intFromEnum(VIRTUAL_KEY.GAMEPAD_RIGHT_TRIGGER); pub const VK_GAMEPAD_DPAD_UP = @intFromEnum(VIRTUAL_KEY.GAMEPAD_DPAD_UP); pub const VK_GAMEPAD_DPAD_DOWN = @intFromEnum(VIRTUAL_KEY.GAMEPAD_DPAD_DOWN); pub const VK_GAMEPAD_DPAD_LEFT = @intFromEnum(VIRTUAL_KEY.GAMEPAD_DPAD_LEFT); pub const VK_GAMEPAD_DPAD_RIGHT = @intFromEnum(VIRTUAL_KEY.GAMEPAD_DPAD_RIGHT); pub const VK_GAMEPAD_MENU = @intFromEnum(VIRTUAL_KEY.GAMEPAD_MENU); pub const VK_GAMEPAD_VIEW = @intFromEnum(VIRTUAL_KEY.GAMEPAD_VIEW); pub const VK_GAMEPAD_LEFT_THUMBSTICK_BUTTON = @intFromEnum(VIRTUAL_KEY.GAMEPAD_LEFT_THUMBSTICK_BUTTON); pub const VK_GAMEPAD_RIGHT_THUMBSTICK_BUTTON = @intFromEnum(VIRTUAL_KEY.GAMEPAD_RIGHT_THUMBSTICK_BUTTON); pub const VK_GAMEPAD_LEFT_THUMBSTICK_UP = @intFromEnum(VIRTUAL_KEY.GAMEPAD_LEFT_THUMBSTICK_UP); pub const VK_GAMEPAD_LEFT_THUMBSTICK_DOWN = @intFromEnum(VIRTUAL_KEY.GAMEPAD_LEFT_THUMBSTICK_DOWN); pub const VK_GAMEPAD_LEFT_THUMBSTICK_RIGHT = @intFromEnum(VIRTUAL_KEY.GAMEPAD_LEFT_THUMBSTICK_RIGHT); pub const VK_GAMEPAD_LEFT_THUMBSTICK_LEFT = @intFromEnum(VIRTUAL_KEY.GAMEPAD_LEFT_THUMBSTICK_LEFT); pub const VK_GAMEPAD_RIGHT_THUMBSTICK_UP = @intFromEnum(VIRTUAL_KEY.GAMEPAD_RIGHT_THUMBSTICK_UP); pub const VK_GAMEPAD_RIGHT_THUMBSTICK_DOWN = @intFromEnum(VIRTUAL_KEY.GAMEPAD_RIGHT_THUMBSTICK_DOWN); pub const VK_GAMEPAD_RIGHT_THUMBSTICK_RIGHT = @intFromEnum(VIRTUAL_KEY.GAMEPAD_RIGHT_THUMBSTICK_RIGHT); pub const VK_GAMEPAD_RIGHT_THUMBSTICK_LEFT = @intFromEnum(VIRTUAL_KEY.GAMEPAD_RIGHT_THUMBSTICK_LEFT); pub const VK_OEM_4 = @intFromEnum(VIRTUAL_KEY.OEM_4); pub const VK_OEM_5 = @intFromEnum(VIRTUAL_KEY.OEM_5); pub const VK_OEM_6 = @intFromEnum(VIRTUAL_KEY.OEM_6); pub const VK_OEM_7 = @intFromEnum(VIRTUAL_KEY.OEM_7); pub const VK_OEM_8 = @intFromEnum(VIRTUAL_KEY.OEM_8); pub const VK_OEM_AX = @intFromEnum(VIRTUAL_KEY.OEM_AX); pub const VK_OEM_102 = @intFromEnum(VIRTUAL_KEY.OEM_102); pub const VK_ICO_HELP = @intFromEnum(VIRTUAL_KEY.ICO_HELP); pub const VK_ICO_00 = @intFromEnum(VIRTUAL_KEY.ICO_00); pub const VK_PROCESSKEY = @intFromEnum(VIRTUAL_KEY.PROCESSKEY); pub const VK_ICO_CLEAR = @intFromEnum(VIRTUAL_KEY.ICO_CLEAR); pub const VK_PACKET = @intFromEnum(VIRTUAL_KEY.PACKET); pub const VK_OEM_RESET = @intFromEnum(VIRTUAL_KEY.OEM_RESET); pub const VK_OEM_JUMP = @intFromEnum(VIRTUAL_KEY.OEM_JUMP); pub const VK_OEM_PA1 = @intFromEnum(VIRTUAL_KEY.OEM_PA1); pub const VK_OEM_PA2 = @intFromEnum(VIRTUAL_KEY.OEM_PA2); pub const VK_OEM_PA3 = @intFromEnum(VIRTUAL_KEY.OEM_PA3); pub const VK_OEM_WSCTRL = @intFromEnum(VIRTUAL_KEY.OEM_WSCTRL); pub const VK_OEM_CUSEL = @intFromEnum(VIRTUAL_KEY.OEM_CUSEL); pub const VK_OEM_ATTN = @intFromEnum(VIRTUAL_KEY.OEM_ATTN); pub const VK_OEM_FINISH = @intFromEnum(VIRTUAL_KEY.OEM_FINISH); pub const VK_OEM_COPY = @intFromEnum(VIRTUAL_KEY.OEM_COPY); pub const VK_OEM_AUTO = @intFromEnum(VIRTUAL_KEY.OEM_AUTO); pub const VK_OEM_ENLW = @intFromEnum(VIRTUAL_KEY.OEM_ENLW); pub const VK_OEM_BACKTAB = @intFromEnum(VIRTUAL_KEY.OEM_BACKTAB); pub const VK_ATTN = @intFromEnum(VIRTUAL_KEY.ATTN); pub const VK_CRSEL = @intFromEnum(VIRTUAL_KEY.CRSEL); pub const VK_EXSEL = @intFromEnum(VIRTUAL_KEY.EXSEL); pub const VK_EREOF = @intFromEnum(VIRTUAL_KEY.EREOF); pub const VK_PLAY = @intFromEnum(VIRTUAL_KEY.PLAY); pub const VK_ZOOM = @intFromEnum(VIRTUAL_KEY.ZOOM); pub const VK_NONAME = @intFromEnum(VIRTUAL_KEY.NONAME); pub const VK_PA1 = @intFromEnum(VIRTUAL_KEY.PA1); pub const VK_OEM_CLEAR = @intFromEnum(VIRTUAL_KEY.OEM_CLEAR);
0
repos/zig_workbench
repos/zig_workbench/Basemicroui/main.zig
const std = @import("std"); const win = struct { usingnamespace std.os.windows; usingnamespace std.os.windows.kernel32; }; const WINAPI = win.WINAPI; const L = std.unicode.utf8ToUtf16LeStringLiteral; // NOTE ABOUT VSCODE + ZLS: // Use full path for all cIncludes: // @cInclude("C:/zig_microui/lib/SDL2/include/SDL.h"); // // Verify other .ZIG files, there are cInclude too that need full path. // pub const sdl = @cImport({ @cInclude("SDL.h"); @cInclude("SDL_opengl.h"); }); pub const mu = @cImport({ @cInclude("microui.h"); }); const atlas = @import("atlas.zig"); // Demos: // gui_min.zig - minimal window with one button. //const gui = @import("gui_min.zig"); // // gui_demo.zig - microui default SDL2 demo sample. const gui = @import("gui.zig"); // // MAIN // var winhWnd: win.HWND = undefined; var window: *(sdl.SDL_Window) = undefined; var glctx: sdl.SDL_GLContext = undefined; var width: c_int = 1024; var height: c_int = 768; var buf_idx: c_int = 0; var bg: [3]c_int = [3]c_int { 50, 50, 50 }; const BUFFER_SIZE: c_int = 16384; var tex_buf: [16384 * 6]sdl.GLfloat = std.mem.zeroes([16384 * 6]sdl.GLfloat); var vert_buf: [16384 * 6]sdl.GLfloat = std.mem.zeroes([16384 * 6]sdl.GLfloat); var color_buf: [16384 * 6]sdl.GLubyte = std.mem.zeroes([16384 * 6]sdl.GLubyte); var index_buf: [16384 * 6]sdl.GLuint = std.mem.zeroes([16384 * 6]sdl.GLuint ); pub export fn WinMain(hInstance: win.HINSTANCE, hPrevInstance: ?win.HINSTANCE, pCmdLine: ?win.LPWSTR, nCmdShow: win.INT) callconv(WINAPI) win.INT { _ = hInstance; _ = hPrevInstance; _ = pCmdLine; _ = nCmdShow; _ = sdl.SDL_Init(sdl.SDL_INIT_EVERYTHING); window = sdl.SDL_CreateWindow( "microui", sdl.SDL_WINDOWPOS_CENTERED, sdl.SDL_WINDOWPOS_CENTERED, width, height, sdl.SDL_WINDOW_OPENGL | sdl.SDL_RENDERER_PRESENTVSYNC ).?; // | sdl.SDL_WINDOW_BORDERLESS | sdl.SDL_WINDOW_ALLOW_HIGHDPI | sdl.SDL_WINDOW_RESIZABLE defer sdl.SDL_DestroyWindow(window); r_init(); var ctx_arena = std.heap.ArenaAllocator.init(std.heap.page_allocator); defer ctx_arena.deinit(); const ctx_alloc = ctx_arena.allocator(); var ctx: *mu.mu_Context = ctx_alloc.create(mu.mu_Context) catch unreachable; defer ctx_alloc.destroy(ctx); mu.mu_init(ctx); ctx.text_width = text_width; ctx.text_height = text_height; var e: sdl.SDL_Event = undefined; var quit: bool = false; while( !quit ) { while (sdl.SDL_PollEvent(&e) != 0) { switch (e.type) { sdl.SDL_QUIT => { quit = true; break; }, sdl.SDL_MOUSEMOTION => { mu.mu_input_mousemove(ctx, e.motion.x, e.motion.y); break; }, sdl.SDL_MOUSEWHEEL => { mu.mu_input_scroll(ctx, 0, e.wheel.y * -30); break; }, sdl.SDL_TEXTINPUT => { mu.mu_input_text(ctx, @as([*]const u8, @constCast(&e.text.text))); break; }, sdl.SDL_MOUSEBUTTONDOWN => { mu.mu_input_mousedown(ctx, e.button.x, e.button.y, e.button.button); break; }, sdl.SDL_MOUSEBUTTONUP => { mu.mu_input_mouseup(ctx, e.button.x, e.button.y, e.button.button); break; }, sdl.SDL_KEYDOWN => { switch (e.key.keysym.sym) { // Shortcut: Shift+Esc quits. sdl.SDLK_ESCAPE => { if ((e.key.keysym.mod & sdl.KMOD_LSHIFT) != 0){ quit = true; } }, else => { mu.mu_input_keyup(ctx, e.key.keysym.sym); }, } }, else => {}, } } gui.present(ctx); r_clear(mu.mu_color(bg[0], bg[1], bg[2], 255)); var cmd: [*c]mu.mu_Command = null; while (mu.mu_next_command(ctx, &cmd) != 0) { switch (cmd.*.type) { mu.MU_COMMAND_TEXT => { r_draw_text(&cmd.*.text.str, cmd.*.text.pos, cmd.*.text.color); }, mu.MU_COMMAND_RECT => { r_draw_rect(cmd.*.rect.rect, cmd.*.rect.color); }, mu.MU_COMMAND_ICON => { r_draw_icon(cmd.*.icon.id, cmd.*.icon.rect, cmd.*.icon.color); }, mu.MU_COMMAND_CLIP => { r_set_clip_rect(cmd.*.clip.rect); }, else => { } } } r_present(); } return 0; } //Fix when using subsystem Windows and linking Libc pub export fn wWinMain(hInstance: win.HINSTANCE, hPrevInstance: ?win.HINSTANCE, pCmdLine: ?win.LPWSTR, nCmdShow: win.INT) callconv(WINAPI) win.INT { return wWinMain(hInstance, hPrevInstance, pCmdLine, nCmdShow); } // // microui/SRC/RENDERER.C Port // pub fn r_present() void { //sdl.glDisable(sdl.GL_SCISSOR_TEST); flush(); sdl.SDL_GL_SwapWindow(window); } pub fn text_width(font: ?*anyopaque, text: [*c]const u8, len: c_int) callconv(.C) c_int { _ = font; return r_get_text_width(text, len); } pub fn text_height(font: ?*anyopaque) callconv(.C) c_int { _ = font; return r_get_text_height(); } pub fn r_get_text_width(text: [*c]const u8, len: c_int) callconv(.C) c_int { _ = len; var res: c_int = 0; var p = text; while (p.* != 0) : (p += 1) { const chr: u8 = @min(p.*, 127); res += atlas.atlas[@as(usize, atlas.ATLAS_FONT) + @as(usize, chr)].w; } return res; } pub fn r_get_text_height() callconv(.C) c_int { return 18; } pub fn r_init() void { glctx = sdl.SDL_GL_CreateContext(window); sdl.glEnable(sdl.GL_BLEND); sdl.glBlendFunc(sdl.GL_SRC_ALPHA, sdl.GL_ONE_MINUS_SRC_ALPHA); sdl.glDisable(sdl.GL_CULL_FACE); sdl.glDisable(sdl.GL_DEPTH_TEST); sdl.glEnable(sdl.GL_SCISSOR_TEST); sdl.glEnable(sdl.GL_TEXTURE_2D); sdl.glEnableClientState(sdl.GL_VERTEX_ARRAY); sdl.glEnableClientState(sdl.GL_TEXTURE_COORD_ARRAY); sdl.glEnableClientState(sdl.GL_COLOR_ARRAY); var id: sdl.GLuint = undefined; sdl.glGenTextures(1, &id); sdl.glBindTexture(sdl.GL_TEXTURE_2D, id); sdl.glTexImage2D(sdl.GL_TEXTURE_2D, 0, sdl.GL_ALPHA, atlas.ATLAS_WIDTH, atlas.ATLAS_HEIGHT, 0, sdl.GL_ALPHA, sdl.GL_UNSIGNED_BYTE, &atlas.atlas_texture); sdl.glTexParameteri(sdl.GL_TEXTURE_2D, sdl.GL_TEXTURE_MIN_FILTER, sdl.GL_NEAREST); sdl.glTexParameteri(sdl.GL_TEXTURE_2D, sdl.GL_TEXTURE_MAG_FILTER, sdl.GL_NEAREST); } pub fn flush() void { if (buf_idx == 0) { return; } sdl.glViewport(0, 0, width, height); sdl.glMatrixMode(sdl.GL_PROJECTION); sdl.glPushMatrix(); sdl.glLoadIdentity(); sdl.glOrtho(0.0, @as(f64, @floatFromInt(width)), @as(f64, @floatFromInt(height)), 0.0, -1.0, 1.0); sdl.glMatrixMode(sdl.GL_MODELVIEW); sdl.glPushMatrix(); sdl.glLoadIdentity(); sdl.glTexCoordPointer(2, sdl.GL_FLOAT, 0, &tex_buf); sdl.glVertexPointer(2, sdl.GL_FLOAT, 0, &vert_buf); sdl.glColorPointer(4, sdl.GL_UNSIGNED_BYTE, 0, &color_buf); const cBuf_idx: c_int = buf_idx * 6; sdl.glDrawElements(sdl.GL_TRIANGLES, cBuf_idx, sdl.GL_UNSIGNED_INT, &index_buf); sdl.glMatrixMode(sdl.GL_MODELVIEW); sdl.glPopMatrix(); sdl.glMatrixMode(sdl.GL_PROJECTION); sdl.glPopMatrix(); buf_idx = 0; } pub fn r_clear(clr: mu.mu_Color) void { flush(); sdl.glClearColor( @as(f32, @floatFromInt(clr.r)) / 255.0, @as(f32, @floatFromInt(clr.g)) / 255.0, @as(f32, @floatFromInt(clr.b)) / 255.0, @as(f32, @floatFromInt(clr.a)) / 255.0); //sdl.glEnable(sdl.GL_SCISSOR_TEST); sdl.glClear(sdl.GL_COLOR_BUFFER_BIT); } fn push_quad(dst: mu.mu_Rect, src: mu.mu_Rect, color: mu.mu_Color) void { if (buf_idx == BUFFER_SIZE) { flush(); } const texvert_idx: usize = @as(usize, @intCast(buf_idx * 8)); const color_idx: usize = @as(usize, @intCast(buf_idx * 16)); const element_idx: c_uint = @as(c_uint, @intCast(buf_idx * 4)); const index_idx: usize = @as(usize, @intCast(buf_idx * 6)); buf_idx += 1; const x: sdl.GLfloat = @as(sdl.GLfloat, @floatFromInt(src.x)) / @as(sdl.GLfloat, @floatFromInt(atlas.ATLAS_WIDTH)); const y: sdl.GLfloat = @as(sdl.GLfloat, @floatFromInt(src.y)) / @as(sdl.GLfloat, @floatFromInt(atlas.ATLAS_HEIGHT)); const w: sdl.GLfloat = @as(sdl.GLfloat, @floatFromInt(src.w)) / @as(sdl.GLfloat, @floatFromInt(atlas.ATLAS_WIDTH)); const h: sdl.GLfloat = @as(sdl.GLfloat, @floatFromInt(src.h)) / @as(sdl.GLfloat, @floatFromInt(atlas.ATLAS_HEIGHT)); tex_buf[texvert_idx + 0] = x; tex_buf[texvert_idx + 1] = y; tex_buf[texvert_idx + 2] = x + w; tex_buf[texvert_idx + 3] = y; tex_buf[texvert_idx + 4] = x; tex_buf[texvert_idx + 5] = y + h; tex_buf[texvert_idx + 6] = x + w; tex_buf[texvert_idx + 7] = y + h; vert_buf[texvert_idx + 0] = @as(sdl.GLfloat, @floatFromInt(dst.x)); vert_buf[texvert_idx + 1] = @as(sdl.GLfloat, @floatFromInt(dst.y)); vert_buf[texvert_idx + 2] = @as(sdl.GLfloat, @floatFromInt(dst.x + dst.w)); vert_buf[texvert_idx + 3] = @as(sdl.GLfloat, @floatFromInt(dst.y)); vert_buf[texvert_idx + 4] = @as(sdl.GLfloat, @floatFromInt(dst.x)); vert_buf[texvert_idx + 5] = @as(sdl.GLfloat, @floatFromInt(dst.y + dst.h)); vert_buf[texvert_idx + 6] = @as(sdl.GLfloat, @floatFromInt(dst.x + dst.w)); vert_buf[texvert_idx + 7] = @as(sdl.GLfloat, @floatFromInt(dst.y + dst.h)); _ = @memcpy(@as([*]u8, @ptrCast(color_buf[color_idx + 0..])), @as([*]const u8, @ptrCast(&color))[0..4]); _ = @memcpy(@as([*]u8, @ptrCast(color_buf[color_idx + 4..])), @as([*]const u8, @ptrCast(&color))[0..4]); _ = @memcpy(@as([*]u8, @ptrCast(color_buf[color_idx + 8..])), @as([*]const u8, @ptrCast(&color))[0..4]); _ = @memcpy(@as([*]u8, @ptrCast(color_buf[color_idx + 12..])), @as([*]const u8, @ptrCast(&color))[0..4]); index_buf[index_idx + 0] = element_idx + 0; index_buf[index_idx + 1] = element_idx + 1; index_buf[index_idx + 2] = element_idx + 2; index_buf[index_idx + 3] = element_idx + 2; index_buf[index_idx + 4] = element_idx + 3; index_buf[index_idx + 5] = element_idx + 1; } pub fn r_draw_rect(rect: mu.mu_Rect, color: mu.mu_Color) void { push_quad(rect, atlas.atlas[atlas.ATLAS_WHITE], color); } pub fn r_draw_text(text: []const u8, pos: mu.mu_Vec2, color: mu.mu_Color) void { var dst:mu.mu_Rect = .{ .x = pos.x, .y = pos.y, .w = 0, .h = 0 }; var idx: u8 = 0; while (text.ptr[idx] != 0) { const chr: u8 = @min(text.ptr[idx], 127); const src: mu.mu_Rect = @as(mu.mu_Rect, atlas.atlas[@as(usize, atlas.ATLAS_FONT) + @as(usize, chr)]); dst.w = src.w; dst.h = src.h; push_quad(dst, src, color); dst.x += dst.w; idx += 1; } } pub fn r_draw_icon(id: c_int, rect: mu.mu_Rect, color: mu.mu_Color) void { const src: mu.mu_Rect = atlas.atlas[@as(usize, @intCast(id))]; const x: c_int = rect.x + @divTrunc((rect.w - src.w), 2); const y: c_int = rect.y + @divTrunc((rect.h - src.h), 2); push_quad(mu.mu_rect(x, y, src.w, src.h), src, color); } pub fn r_set_clip_rect(rect: mu.mu_Rect) void { flush(); sdl.glScissor(rect.x, height - (rect.y + rect.h), rect.w, rect.h); }
0
repos/zig_workbench
repos/zig_workbench/Basemicroui/atlas.zig
pub const mu = @cImport({ @cInclude("microui.h"); }); pub const MU_ICON_CLOSE: c_int = 1; pub const MU_ICON_CHECK: c_int = 2; pub const MU_ICON_COLLAPSED: c_int = 3; pub const MU_ICON_EXPANDED: c_int = 4; pub const MU_ICON_MAX: c_int = 5; pub const ATLAS_WHITE: c_int = 5; pub const ATLAS_FONT: c_int = 6; pub const ATLAS_WIDTH: c_int = 128; pub const ATLAS_HEIGHT: c_int = 128; pub const atlas_texture: [10584]u8 = [10584]u8{ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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0x00, 0x00, 0x00, 0x49, 0x33, 0x00, 0x00, 0x00, 0x00, 0xf9, 0xad, 0x00, 0x1c, 0xd1, 0xd1, 0x95, 0xd1, 0xc0, 0x00, 0x00, 0x00, 0xba, 0xf7, 0x0e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; pub const atlas: [ATLAS_FONT+128]mu.mu_Rect = atlas: { var atlas_init: [ATLAS_FONT+128]mu.mu_Rect = undefined; atlas_init[ MU_ICON_CLOSE ] = .{ .x=88, .y=68, .w=16, .h=16 }; atlas_init[ MU_ICON_CHECK ] = .{ .x=0, .y=0, .w=18, .h=18 }; atlas_init[ MU_ICON_EXPANDED ] = .{ .x=118, .y=68, .w=7, .h=5 }; atlas_init[ MU_ICON_COLLAPSED ] = .{ .x=113, .y=68, .w=5, .h=7 }; atlas_init[ ATLAS_WHITE ] = .{ .x=125, .y=68, .w=3, .h=3 }; atlas_init[ ATLAS_FONT+32 ] = .{ .x=84, .y=68, .w=2, .h=17 }; atlas_init[ ATLAS_FONT+33 ] = .{ .x=39, .y=68, .w=3, .h=17 }; atlas_init[ ATLAS_FONT+34 ] = .{ .x=114, .y=51, .w=5, .h=17 }; atlas_init[ ATLAS_FONT+35 ] = .{ .x=34, .y=17, .w=7, .h=17 }; atlas_init[ ATLAS_FONT+36 ] = .{ .x=28, .y=34, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+37 ] = .{ .x=58, .y=0, .w=9, .h=17 }; atlas_init[ ATLAS_FONT+38 ] = .{ .x=103, .y=0, .w=8, .h=17 }; atlas_init[ ATLAS_FONT+39 ] = .{ .x=86, .y=68, .w=2, .h=17 }; atlas_init[ ATLAS_FONT+40 ] = .{ .x=42, .y=68, .w=3, .h=17 }; atlas_init[ ATLAS_FONT+41 ] = .{ .x=45, .y=68, .w=3, .h=17 }; atlas_init[ ATLAS_FONT+42 ] = .{ .x=34, .y=34, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+43 ] = .{ .x=40, .y=34, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+44 ] = .{ .x=48, .y=68, .w=3, .h=17 }; atlas_init[ ATLAS_FONT+45 ] = .{ .x=51, .y=68, .w=3, .h=17 }; atlas_init[ ATLAS_FONT+46 ] = .{ .x=54, .y=68, .w=3, .h=17 }; atlas_init[ ATLAS_FONT+47 ] = .{ .x=124, .y=34, .w=4, .h=17 }; atlas_init[ ATLAS_FONT+48 ] = .{ .x=46, .y=34, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+49 ] = .{ .x=52, .y=34, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+50 ] = .{ .x=58, .y=34, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+51 ] = .{ .x=64, .y=34, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+52 ] = .{ .x=70, .y=34, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+53 ] = .{ .x=76, .y=34, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+54 ] = .{ .x=82, .y=34, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+55 ] = .{ .x=88, .y=34, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+56 ] = .{ .x=94, .y=34, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+57 ] = .{ .x=100, .y=34, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+58 ] = .{ .x=57, .y=68, .w=3, .h=17 }; atlas_init[ ATLAS_FONT+59 ] = .{ .x=60, .y=68, .w=3, .h=17 }; atlas_init[ ATLAS_FONT+60 ] = .{ .x=106, .y=34, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+61 ] = .{ .x=112, .y=34, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+62 ] = .{ .x=118, .y=34, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+63 ] = .{ .x=119, .y=51, .w=5, .h=17 }; atlas_init[ ATLAS_FONT+64 ] = .{ .x=18, .y=0, .w=10, .h=17 }; atlas_init[ ATLAS_FONT+65 ] = .{ .x=41, .y=17, .w=7, .h=17 }; atlas_init[ ATLAS_FONT+66 ] = .{ .x=48, .y=17, .w=7, .h=17 }; atlas_init[ ATLAS_FONT+67 ] = .{ .x=55, .y=17, .w=7, .h=17 }; atlas_init[ ATLAS_FONT+68 ] = .{ .x=111, .y=0, .w=8, .h=17 }; atlas_init[ ATLAS_FONT+69 ] = .{ .x=0, .y=35, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+70 ] = .{ .x=6, .y=35, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+71 ] = .{ .x=119, .y=0, .w=8, .h=17 }; atlas_init[ ATLAS_FONT+72 ] = .{ .x=18, .y=17, .w=8, .h=17 }; atlas_init[ ATLAS_FONT+73 ] = .{ .x=63, .y=68, .w=3, .h=17 }; atlas_init[ ATLAS_FONT+74 ] = .{ .x=66, .y=68, .w=3, .h=17 }; atlas_init[ ATLAS_FONT+75 ] = .{ .x=62, .y=17, .w=7, .h=17 }; atlas_init[ ATLAS_FONT+76 ] = .{ .x=12, .y=51, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+77 ] = .{ .x=28, .y=0, .w=10, .h=17 }; atlas_init[ ATLAS_FONT+78 ] = .{ .x=67, .y=0, .w=9, .h=17 }; atlas_init[ ATLAS_FONT+79 ] = .{ .x=76, .y=0, .w=9, .h=17 }; atlas_init[ ATLAS_FONT+80 ] = .{ .x=69, .y=17, .w=7, .h=17 }; atlas_init[ ATLAS_FONT+81 ] = .{ .x=85, .y=0, .w=9, .h=17 }; atlas_init[ ATLAS_FONT+82 ] = .{ .x=76, .y=17, .w=7, .h=17 }; atlas_init[ ATLAS_FONT+83 ] = .{ .x=18, .y=51, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+84 ] = .{ .x=24, .y=51, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+85 ] = .{ .x=26, .y=17, .w=8, .h=17 }; atlas_init[ ATLAS_FONT+86 ] = .{ .x=83, .y=17, .w=7, .h=17 }; atlas_init[ ATLAS_FONT+87 ] = .{ .x=38, .y=0, .w=10, .h=17 }; atlas_init[ ATLAS_FONT+88 ] = .{ .x=90, .y=17, .w=7, .h=17 }; atlas_init[ ATLAS_FONT+89 ] = .{ .x=30, .y=51, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+90 ] = .{ .x=36, .y=51, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+91 ] = .{ .x=69, .y=68, .w=3, .h=17 }; atlas_init[ ATLAS_FONT+92 ] = .{ .x=124, .y=51, .w=4, .h=17 }; atlas_init[ ATLAS_FONT+93 ] = .{ .x=72, .y=68, .w=3, .h=17 }; atlas_init[ ATLAS_FONT+94 ] = .{ .x=42, .y=51, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+95 ] = .{ .x=15, .y=68, .w=4, .h=17 }; atlas_init[ ATLAS_FONT+96 ] = .{ .x=48, .y=51, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+97 ] = .{ .x=54, .y=51, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+98 ] = .{ .x=97, .y=17, .w=7, .h=17 }; atlas_init[ ATLAS_FONT+99 ] = .{ .x=0, .y=52, .w=5, .h=17 }; atlas_init[ ATLAS_FONT+100 ] = .{ .x=104, .y=17, .w=7, .h=17 }; atlas_init[ ATLAS_FONT+101 ] = .{ .x=60, .y=51, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+102 ] = .{ .x=19, .y=68, .w=4, .h=17 }; atlas_init[ ATLAS_FONT+103 ] = .{ .x=66, .y=51, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+104 ] = .{ .x=111, .y=17, .w=7, .h=17 }; atlas_init[ ATLAS_FONT+105 ] = .{ .x=75, .y=68, .w=3, .h=17 }; atlas_init[ ATLAS_FONT+106 ] = .{ .x=78, .y=68, .w=3, .h=17 }; atlas_init[ ATLAS_FONT+107 ] = .{ .x=72, .y=51, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+108 ] = .{ .x=81, .y=68, .w=3, .h=17 }; atlas_init[ ATLAS_FONT+109 ] = .{ .x=48, .y=0, .w=10, .h=17 }; atlas_init[ ATLAS_FONT+110 ] = .{ .x=118, .y=17, .w=7, .h=17 }; atlas_init[ ATLAS_FONT+111 ] = .{ .x=0, .y=18, .w=7, .h=17 }; atlas_init[ ATLAS_FONT+112 ] = .{ .x=7, .y=18, .w=7, .h=17 }; atlas_init[ ATLAS_FONT+113 ] = .{ .x=14, .y=34, .w=7, .h=17 }; atlas_init[ ATLAS_FONT+114 ] = .{ .x=23, .y=68, .w=4, .h=17 }; atlas_init[ ATLAS_FONT+115 ] = .{ .x=5, .y=52, .w=5, .h=17 }; atlas_init[ ATLAS_FONT+116 ] = .{ .x=27, .y=68, .w=4, .h=17 }; atlas_init[ ATLAS_FONT+117 ] = .{ .x=21, .y=34, .w=7, .h=17 }; atlas_init[ ATLAS_FONT+118 ] = .{ .x=78, .y=51, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+119 ] = .{ .x=94, .y=0, .w=9, .h=17 }; atlas_init[ ATLAS_FONT+120 ] = .{ .x=84, .y=51, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+121 ] = .{ .x=90, .y=51, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+122 ] = .{ .x=10, .y=68, .w=5, .h=17 }; atlas_init[ ATLAS_FONT+123 ] = .{ .x=31, .y=68, .w=4, .h=17 }; atlas_init[ ATLAS_FONT+124 ] = .{ .x=96, .y=51, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+125 ] = .{ .x=35, .y=68, .w=4, .h=17 }; atlas_init[ ATLAS_FONT+126 ] = .{ .x=102, .y=51, .w=6, .h=17 }; atlas_init[ ATLAS_FONT+127 ] = .{ .x=108, .y=51, .w=6, .h=17 }; break :atlas atlas_init; };
0
repos/zig_workbench
repos/zig_workbench/Basemicroui/main_SDL2.zig
// microui Windows with SDL2 const std = @import("std"); const win = struct { usingnamespace std.os.windows; usingnamespace std.os.windows.kernel32; }; const WINAPI = win.WINAPI; const L = std.unicode.utf8ToUtf16LeStringLiteral; // NOTE ABOUT VSCODE + ZLS: // Use full path for all cIncludes: // @cInclude("C:/zig_microui/lib/SDL2/include/SDL.h"); // // Verify other .ZIG files, there are cInclude too that need full path. // pub const sdl = @cImport({ @cInclude("SDL.h"); @cInclude("SDL_opengl.h"); }); pub const mu = @cImport({ @cInclude("microui.h"); }); const atlas = @import("atlas.zig"); // Demos: // gui_min.zig - minimal window with one button. //const gui = @import("gui_min.zig"); // // gui_demo.zig - microui default SDL2 demo sample. const gui = @import("gui.zig"); // // MAIN // var winhWnd: win.HWND = undefined; var window: *(sdl.SDL_Window) = undefined; var glctx: sdl.SDL_GLContext = undefined; var width: c_int = 1024; var height: c_int = 768; var buf_idx: c_int = 0; var bg: [3]c_int = [3]c_int { 50, 50, 50 }; const BUFFER_SIZE: c_int = 16384; var tex_buf: [16384 * 6]sdl.GLfloat = std.mem.zeroes([16384 * 6]sdl.GLfloat); var vert_buf: [16384 * 6]sdl.GLfloat = std.mem.zeroes([16384 * 6]sdl.GLfloat); var color_buf: [16384 * 6]sdl.GLubyte = std.mem.zeroes([16384 * 6]sdl.GLubyte); var index_buf: [16384 * 6]sdl.GLuint = std.mem.zeroes([16384 * 6]sdl.GLuint ); pub export fn WinMain(hInstance: win.HINSTANCE, hPrevInstance: ?win.HINSTANCE, pCmdLine: ?win.LPWSTR, nCmdShow: win.INT) callconv(WINAPI) win.INT { _ = hInstance; _ = hPrevInstance; _ = pCmdLine; _ = nCmdShow; _ = sdl.SDL_Init(sdl.SDL_INIT_EVERYTHING); window = sdl.SDL_CreateWindow( "microui", sdl.SDL_WINDOWPOS_CENTERED, sdl.SDL_WINDOWPOS_CENTERED, width, height, sdl.SDL_WINDOW_OPENGL | sdl.SDL_RENDERER_PRESENTVSYNC ).?; // | sdl.SDL_WINDOW_BORDERLESS | sdl.SDL_WINDOW_ALLOW_HIGHDPI | sdl.SDL_WINDOW_RESIZABLE defer sdl.SDL_DestroyWindow(window); r_init(); var ctx_arena = std.heap.ArenaAllocator.init(std.heap.page_allocator); defer ctx_arena.deinit(); const ctx_alloc = ctx_arena.allocator(); var ctx: *mu.mu_Context = ctx_alloc.create(mu.mu_Context) catch unreachable; defer ctx_alloc.destroy(ctx); mu.mu_init(ctx); ctx.text_width = text_width; ctx.text_height = text_height; var e: sdl.SDL_Event = undefined; var quit: bool = false; while( !quit ) { while (sdl.SDL_PollEvent(&e) != 0) { switch (e.type) { sdl.SDL_QUIT => { quit = true; break; }, sdl.SDL_MOUSEMOTION => { mu.mu_input_mousemove(ctx, e.motion.x, e.motion.y); break; }, sdl.SDL_MOUSEWHEEL => { mu.mu_input_scroll(ctx, 0, e.wheel.y * -30); break; }, sdl.SDL_TEXTINPUT => { mu.mu_input_text(ctx, @as([*]const u8, @constCast(&e.text.text))); break; }, sdl.SDL_MOUSEBUTTONDOWN => { mu.mu_input_mousedown(ctx, e.button.x, e.button.y, e.button.button); break; }, sdl.SDL_MOUSEBUTTONUP => { mu.mu_input_mouseup(ctx, e.button.x, e.button.y, e.button.button); break; }, sdl.SDL_KEYDOWN => { switch (e.key.keysym.sym) { // Shortcut: Shift+Esc quits. sdl.SDLK_ESCAPE => { if ((e.key.keysym.mod & sdl.KMOD_LSHIFT) != 0){ quit = true; } }, else => { mu.mu_input_keyup(ctx, e.key.keysym.sym); }, } }, else => {}, } } gui.present(ctx); r_clear(mu.mu_color(bg[0], bg[1], bg[2], 255)); var cmd: [*c]mu.mu_Command = null; while (mu.mu_next_command(ctx, &cmd) != 0) { switch (cmd.*.type) { mu.MU_COMMAND_TEXT => { r_draw_text(&cmd.*.text.str, cmd.*.text.pos, cmd.*.text.color); }, mu.MU_COMMAND_RECT => { r_draw_rect(cmd.*.rect.rect, cmd.*.rect.color); }, mu.MU_COMMAND_ICON => { r_draw_icon(cmd.*.icon.id, cmd.*.icon.rect, cmd.*.icon.color); }, mu.MU_COMMAND_CLIP => { r_set_clip_rect(cmd.*.clip.rect); }, else => { } } } r_present(); } return 0; } //Fix when using subsystem Windows and linking Libc pub export fn wWinMain(hInstance: win.HINSTANCE, hPrevInstance: ?win.HINSTANCE, pCmdLine: ?win.LPWSTR, nCmdShow: win.INT) callconv(WINAPI) win.INT { return wWinMain(hInstance, hPrevInstance, pCmdLine, nCmdShow); } // // microui/SRC/RENDERER.C Port // pub fn r_present() void { //sdl.glDisable(sdl.GL_SCISSOR_TEST); flush(); sdl.SDL_GL_SwapWindow(window); } pub fn text_width(font: ?*anyopaque, text: [*c]const u8, len: c_int) callconv(.C) c_int { _ = font; return r_get_text_width(text, len); } pub fn text_height(font: ?*anyopaque) callconv(.C) c_int { _ = font; return r_get_text_height(); } pub fn r_get_text_width(text: [*c]const u8, len: c_int) callconv(.C) c_int { _ = len; var res: c_int = 0; var p = text; while (p.* != 0) : (p += 1) { const chr: u8 = @min(p.*, 127); res += atlas.atlas[@as(usize, atlas.ATLAS_FONT) + @as(usize, chr)].w; } return res; } pub fn r_get_text_height() callconv(.C) c_int { return 18; } pub fn r_init() void { glctx = sdl.SDL_GL_CreateContext(window); sdl.glEnable(sdl.GL_BLEND); sdl.glBlendFunc(sdl.GL_SRC_ALPHA, sdl.GL_ONE_MINUS_SRC_ALPHA); sdl.glDisable(sdl.GL_CULL_FACE); sdl.glDisable(sdl.GL_DEPTH_TEST); sdl.glEnable(sdl.GL_SCISSOR_TEST); sdl.glEnable(sdl.GL_TEXTURE_2D); sdl.glEnableClientState(sdl.GL_VERTEX_ARRAY); sdl.glEnableClientState(sdl.GL_TEXTURE_COORD_ARRAY); sdl.glEnableClientState(sdl.GL_COLOR_ARRAY); var id: sdl.GLuint = undefined; sdl.glGenTextures(1, &id); sdl.glBindTexture(sdl.GL_TEXTURE_2D, id); sdl.glTexImage2D(sdl.GL_TEXTURE_2D, 0, sdl.GL_ALPHA, atlas.ATLAS_WIDTH, atlas.ATLAS_HEIGHT, 0, sdl.GL_ALPHA, sdl.GL_UNSIGNED_BYTE, &atlas.atlas_texture); sdl.glTexParameteri(sdl.GL_TEXTURE_2D, sdl.GL_TEXTURE_MIN_FILTER, sdl.GL_NEAREST); sdl.glTexParameteri(sdl.GL_TEXTURE_2D, sdl.GL_TEXTURE_MAG_FILTER, sdl.GL_NEAREST); } pub fn flush() void { if (buf_idx == 0) { return; } sdl.glViewport(0, 0, width, height); sdl.glMatrixMode(sdl.GL_PROJECTION); sdl.glPushMatrix(); sdl.glLoadIdentity(); sdl.glOrtho(0.0, @as(f64, @floatFromInt(width)), @as(f64, @floatFromInt(height)), 0.0, -1.0, 1.0); sdl.glMatrixMode(sdl.GL_MODELVIEW); sdl.glPushMatrix(); sdl.glLoadIdentity(); sdl.glTexCoordPointer(2, sdl.GL_FLOAT, 0, &tex_buf); sdl.glVertexPointer(2, sdl.GL_FLOAT, 0, &vert_buf); sdl.glColorPointer(4, sdl.GL_UNSIGNED_BYTE, 0, &color_buf); const cBuf_idx: c_int = buf_idx * 6; sdl.glDrawElements(sdl.GL_TRIANGLES, cBuf_idx, sdl.GL_UNSIGNED_INT, &index_buf); sdl.glMatrixMode(sdl.GL_MODELVIEW); sdl.glPopMatrix(); sdl.glMatrixMode(sdl.GL_PROJECTION); sdl.glPopMatrix(); buf_idx = 0; } pub fn r_clear(clr: mu.mu_Color) void { flush(); sdl.glClearColor( @as(f32, @floatFromInt(clr.r)) / 255.0, @as(f32, @floatFromInt(clr.g)) / 255.0, @as(f32, @floatFromInt(clr.b)) / 255.0, @as(f32, @floatFromInt(clr.a)) / 255.0); //sdl.glEnable(sdl.GL_SCISSOR_TEST); sdl.glClear(sdl.GL_COLOR_BUFFER_BIT); } fn push_quad(dst: mu.mu_Rect, src: mu.mu_Rect, color: mu.mu_Color) void { if (buf_idx == BUFFER_SIZE) { flush(); } const texvert_idx: usize = @as(usize, @intCast(buf_idx * 8)); const color_idx: usize = @as(usize, @intCast(buf_idx * 16)); const element_idx: c_uint = @as(c_uint, @intCast(buf_idx * 4)); const index_idx: usize = @as(usize, @intCast(buf_idx * 6)); buf_idx += 1; const x: sdl.GLfloat = @as(sdl.GLfloat, @floatFromInt(src.x)) / @as(sdl.GLfloat, @floatFromInt(atlas.ATLAS_WIDTH)); const y: sdl.GLfloat = @as(sdl.GLfloat, @floatFromInt(src.y)) / @as(sdl.GLfloat, @floatFromInt(atlas.ATLAS_HEIGHT)); const w: sdl.GLfloat = @as(sdl.GLfloat, @floatFromInt(src.w)) / @as(sdl.GLfloat, @floatFromInt(atlas.ATLAS_WIDTH)); const h: sdl.GLfloat = @as(sdl.GLfloat, @floatFromInt(src.h)) / @as(sdl.GLfloat, @floatFromInt(atlas.ATLAS_HEIGHT)); tex_buf[texvert_idx + 0] = x; tex_buf[texvert_idx + 1] = y; tex_buf[texvert_idx + 2] = x + w; tex_buf[texvert_idx + 3] = y; tex_buf[texvert_idx + 4] = x; tex_buf[texvert_idx + 5] = y + h; tex_buf[texvert_idx + 6] = x + w; tex_buf[texvert_idx + 7] = y + h; vert_buf[texvert_idx + 0] = @as(sdl.GLfloat, @floatFromInt(dst.x)); vert_buf[texvert_idx + 1] = @as(sdl.GLfloat, @floatFromInt(dst.y)); vert_buf[texvert_idx + 2] = @as(sdl.GLfloat, @floatFromInt(dst.x + dst.w)); vert_buf[texvert_idx + 3] = @as(sdl.GLfloat, @floatFromInt(dst.y)); vert_buf[texvert_idx + 4] = @as(sdl.GLfloat, @floatFromInt(dst.x)); vert_buf[texvert_idx + 5] = @as(sdl.GLfloat, @floatFromInt(dst.y + dst.h)); vert_buf[texvert_idx + 6] = @as(sdl.GLfloat, @floatFromInt(dst.x + dst.w)); vert_buf[texvert_idx + 7] = @as(sdl.GLfloat, @floatFromInt(dst.y + dst.h)); _ = @memcpy(@as([*]u8, @ptrCast(color_buf[color_idx + 0..])), @as([*]const u8, @ptrCast(&color))[0..4]); _ = @memcpy(@as([*]u8, @ptrCast(color_buf[color_idx + 4..])), @as([*]const u8, @ptrCast(&color))[0..4]); _ = @memcpy(@as([*]u8, @ptrCast(color_buf[color_idx + 8..])), @as([*]const u8, @ptrCast(&color))[0..4]); _ = @memcpy(@as([*]u8, @ptrCast(color_buf[color_idx + 12..])), @as([*]const u8, @ptrCast(&color))[0..4]); index_buf[index_idx + 0] = element_idx + 0; index_buf[index_idx + 1] = element_idx + 1; index_buf[index_idx + 2] = element_idx + 2; index_buf[index_idx + 3] = element_idx + 2; index_buf[index_idx + 4] = element_idx + 3; index_buf[index_idx + 5] = element_idx + 1; } pub fn r_draw_rect(rect: mu.mu_Rect, color: mu.mu_Color) void { push_quad(rect, atlas.atlas[atlas.ATLAS_WHITE], color); } pub fn r_draw_text(text: []const u8, pos: mu.mu_Vec2, color: mu.mu_Color) void { var dst:mu.mu_Rect = .{ .x = pos.x, .y = pos.y, .w = 0, .h = 0 }; var idx: u8 = 0; while (text.ptr[idx] != 0) { const chr: u8 = @min(text.ptr[idx], 127); const src: mu.mu_Rect = @as(mu.mu_Rect, atlas.atlas[@as(usize, atlas.ATLAS_FONT) + @as(usize, chr)]); dst.w = src.w; dst.h = src.h; push_quad(dst, src, color); dst.x += dst.w; idx += 1; } } pub fn r_draw_icon(id: c_int, rect: mu.mu_Rect, color: mu.mu_Color) void { const src: mu.mu_Rect = atlas.atlas[@as(usize, @intCast(id))]; const x: c_int = rect.x + @divTrunc((rect.w - src.w), 2); const y: c_int = rect.y + @divTrunc((rect.h - src.h), 2); push_quad(mu.mu_rect(x, y, src.w, src.h), src, color); } pub fn r_set_clip_rect(rect: mu.mu_Rect) void { flush(); sdl.glScissor(rect.x, height - (rect.y + rect.h), rect.w, rect.h); }
0
repos/zig_workbench
repos/zig_workbench/Basemicroui/gui_min.zig
pub const mu = @cImport({ @cInclude("microui.h"); }); pub fn present(ctx: *mu.mu_Context) void { mu.mu_begin(ctx); if (mu.mu_begin_window(ctx, "Sample Window", mu.mu_rect(350, 250, 300, 240)) != 0) { const cnt: *mu.mu_Container = mu.mu_get_current_container(ctx); cnt.rect.w = @max(cnt.rect.w, 240); cnt.rect.h = @max(cnt.rect.h, 300); mu.mu_layout_row(ctx, 2, &[_]c_int{ -70, -1 }, 0); _ = mu.mu_button_ex(ctx, "Submit", 0, mu.MU_OPT_ALIGNCENTER); mu.mu_end_window(ctx); } mu.mu_end(ctx); }
0
repos/zig_workbench
repos/zig_workbench/Basemicroui/_credits.txt
~jamii/focus - https://git.sr.ht/~jamii/focus , used focus microui zig as reference when I couldn't find the right way to code (like [*c][*c] in mu_push_next_command and @memcopy in push_quad). Applied andreas-jonsson fix, from https://github.com/rxi/microui/issues/19#issuecomment-979063923 , for microui.c mu_push_command() . Applied other commits from https://github.com/rxi/microui/pulls zig translate-c /lib/microui/renderer.c , gui.zig is almost copy-paste from translated .c GDI version ported from nlapinski - https://github.com/nlapinski/microui/tree/master/demo/GDI
0
repos/zig_workbench
repos/zig_workbench/Basemicroui/build.zig
const std = @import("std"); pub fn build(b: *std.Build) void { const target = b.standardTargetOptions(.{}); const optimize = b.standardOptimizeOption(.{}); const projectname = "Basemicroui"; const rootfile = "main.zig"; const exe = b.addExecutable(.{ .name = projectname, .root_source_file = b.path(rootfile), .target = target, .optimize = optimize, }); exe.addWin32ResourceFile(.{ .file = b.path(projectname ++ ".rc"), .flags = &.{"/c65001"} // UTF-8 codepage }); //SDL2 exe.addIncludePath( b.path("lib/SDL2/include") ); exe.addLibraryPath( b.path("lib/SDL2/") ); exe.linkSystemLibrary("SDL2"); exe.linkSystemLibrary("OpenGL32"); b.installBinFile("lib/SDL2/SDL2.dll", "SDL2.dll"); // microui exe.addCSourceFile(.{ .file = b.path("lib/microui/microui.c"), .flags = &.{ } }); exe.addIncludePath( b.path("lib/microui") ); exe.linkLibC(); switch (optimize) { .Debug => b.exe_dir = "bin/Debug", .ReleaseSafe => b.exe_dir = "bin/ReleaseSafe", .ReleaseFast => b.exe_dir = "bin/ReleaseFast", .ReleaseSmall => b.exe_dir = "bin/ReleaseSmall", //else => b.exe_dir = "bin/Else" } b.installArtifact(exe); const run_cmd = b.addRunArtifact(exe); run_cmd.step.dependOn(b.getInstallStep()); if (b.args) |args| { run_cmd.addArgs(args); } const run_step = b.step("run", "Run the app"); run_step.dependOn(&run_cmd.step); //Tests const unit_tests = b.addTest(.{ .root_source_file = b.path(rootfile), .target = target, .optimize = optimize, }); const run_unit_tests = b.addRunArtifact(unit_tests); const test_step = b.step("test", "Run unit tests"); test_step.dependOn(&run_unit_tests.step); }
0
repos/zig_workbench
repos/zig_workbench/Basemicroui/gui.zig
pub const mu = @cImport({ @cInclude("microui.h"); }); pub extern fn strcat([*c]u8, [*c]const u8) [*c]u8; pub extern fn sprintf(__stream: [*c]u8, __format: [*c]const u8, ...) c_int; pub var logbuf: [64000]u8 = @import("std").mem.zeroes([64000]u8); pub var logbuf_updated: c_int = 0; pub var bg: [3]f32 = [3]f32{ 90, 95, 100, }; pub fn present(ctx: *mu.mu_Context) void { mu.mu_begin(ctx); style_window(ctx); log_window(ctx); test_window(ctx); mu.mu_end(ctx); } fn style_window(ctx: *mu.mu_Context) void { const s_colors = extern struct { label: [*c]const u8, idx: c_int, }; var colors: [14]s_colors = undefined; colors[0] = .{ .label="text:", .idx=mu.MU_COLOR_TEXT }; colors[1] = .{ .label="border:", .idx=mu.MU_COLOR_BORDER }; colors[2] = .{ .label="windowbg:", .idx=mu.MU_COLOR_WINDOWBG }; colors[3] = .{ .label="titlebg:", .idx=mu.MU_COLOR_TITLEBG }; colors[4] = .{ .label="titletext:", .idx=mu.MU_COLOR_TITLETEXT }; colors[5] = .{ .label="panelbg:", .idx=mu.MU_COLOR_PANELBG }; colors[6] = .{ .label="button:", .idx=mu.MU_COLOR_BUTTON }; colors[7] = .{ .label="buttonhover:", .idx=mu.MU_COLOR_BUTTONHOVER }; colors[8] = .{ .label="buttonfocus:", .idx=mu.MU_COLOR_BUTTONFOCUS }; colors[9] = .{ .label="base:", .idx=mu.MU_COLOR_BASE }; colors[10] = .{ .label="basehover:", .idx=mu.MU_COLOR_BASEHOVER }; colors[11] = .{ .label="basefocus:", .idx=mu.MU_COLOR_BASEFOCUS }; colors[12] = .{ .label="scrollbase:", .idx=mu.MU_COLOR_SCROLLBASE }; colors[13] = .{ .label="scrollthumb:", .idx=mu.MU_COLOR_SCROLLTHUMB }; if (mu.mu_begin_window(ctx, "Style Editor", mu.mu_rect(350, 250, 300, 240)) != 0) { //var bctx = mu.mu_get_current_container(ctx).*; //var sw: c_int = @as(c_int, @intFromFloat(@as(f32, @floatFromInt(bctx.body.w)) * 0.14)); //var lrow = @as([*c]c_int, @ptrCast(@constCast(&.{ 80, sw, sw, sw, sw, -1 }))); const clow: c_int = @as(c_int, 0); const chigh: c_int = @as(c_int, 255); //mu.mu_layout_row(ctx, 6, lrow, 0); const sw: c_int = @as(c_int, @intFromFloat(@as(f64, @floatFromInt(mu.mu_get_current_container(ctx).*.body.w)) * 0.14)); mu.mu_layout_row(ctx, @as(c_int, 6), @as([*c]c_int, @constCast(@ptrCast(@alignCast(&([6]c_int{ 80, sw, sw, sw, sw, -@as(c_int, 1), }))))), @as(c_int, 0)); for (colors, 0..) |sc, i| { mu.mu_label(ctx, sc.label); _ = slider(ctx, &ctx.*.style.*.colors[@as(c_uint, @intCast(i))].r, clow, chigh); _ = slider(ctx, &ctx.*.style.*.colors[@as(c_uint, @intCast(i))].g, clow, chigh); _ = slider(ctx, &ctx.*.style.*.colors[@as(c_uint, @intCast(i))].b, clow, chigh); _ = slider(ctx, &ctx.*.style.*.colors[@as(c_uint, @intCast(i))].a, clow, chigh); mu.mu_draw_rect(ctx, mu.mu_layout_next(ctx), ctx.*.style.*.colors[@as(c_uint, @intCast(i))]); } mu.mu_end_window(ctx); } } pub fn slider(arg_ctx: [*c]mu.mu_Context, arg_value: [*c]u8, arg_low: c_int, arg_high: c_int) callconv(.C) c_int { const ctx = arg_ctx; var value = arg_value; const low = arg_low; const high = arg_high; const tmp = struct { var static: f32 = @import("std").mem.zeroes(f32); }; mu.mu_push_id(ctx, @as(?*const anyopaque, @ptrCast(&value)), @as(c_int, @bitCast(@as(c_uint, @truncate(@sizeOf([*c]u8)))))); tmp.static = @as(f32, @floatFromInt(value.*)); const res: c_int = mu.mu_slider_ex(ctx, &tmp.static, @as(mu.mu_Real, @floatFromInt(low)), @as(mu.mu_Real, @floatFromInt(high)), @as(mu.mu_Real, @floatFromInt(@as(c_int, 0))), "%.0f", mu.MU_OPT_ALIGNCENTER); value.* = @as(u8, @intFromFloat(tmp.static)); mu.mu_pop_id(ctx); return res; } pub fn log_window(arg_ctx: [*c]mu.mu_Context) callconv(.C) void { const ctx = arg_ctx; if (mu.mu_begin_window_ex(ctx, "Log Window", mu.mu_rect(@as(c_int, 350), @as(c_int, 40), @as(c_int, 300), @as(c_int, 200)), @as(c_int, 0)) != 0) { mu.mu_layout_row(ctx, @as(c_int, 1), @as([*c]c_int, @constCast(@ptrCast(@alignCast(&([1]c_int{ -@as(c_int, 1), }))))), -@as(c_int, 25)); mu.mu_begin_panel_ex(ctx, "Log Output", @as(c_int, 0)); const panel: [*c]mu.mu_Container = mu.mu_get_current_container(ctx); mu.mu_layout_row(ctx, @as(c_int, 1), @as([*c]c_int, @constCast(@ptrCast(@alignCast(&([1]c_int{ -@as(c_int, 1), }))))), -@as(c_int, 1)); mu.mu_text(ctx, @as([*c]u8, @constCast(@ptrCast(@alignCast(&logbuf))))); mu.mu_end_panel(ctx); if (logbuf_updated != 0) { panel.*.scroll.y = panel.*.content_size.y; logbuf_updated = 0; } const buf = struct { var static: [128]u8 = @import("std").mem.zeroes([128]u8); }; var submitted: c_int = 0; mu.mu_layout_row(ctx, @as(c_int, 2), @as([*c]c_int, @constCast(@ptrCast(@alignCast(&([2]c_int{ -@as(c_int, 70), -@as(c_int, 1), }))))), @as(c_int, 0)); if ((mu.mu_textbox_ex(ctx, @as([*c]u8, @ptrCast(@alignCast(&buf.static))), @as(c_int, @bitCast(@as(c_uint, @truncate(@sizeOf([128]u8))))), @as(c_int, 0)) & mu.MU_RES_SUBMIT) != 0) { mu.mu_set_focus(ctx, ctx.*.last_id); submitted = 1; } if (mu.mu_button_ex(ctx, "Submit", @as(c_int, 0), mu.MU_OPT_ALIGNCENTER) != 0) { submitted = 1; } if (submitted != 0) { write_log(@as([*c]u8, @ptrCast(@alignCast(&buf.static)))); buf.static[@as(c_uint, @intCast(@as(c_int, 0)))] = '\x00'; } mu.mu_end_window(ctx); } } pub fn write_log(arg_text: [*c]const u8) callconv(.C) void { const text = arg_text; if (logbuf[@as(c_uint, @intCast(@as(c_int, 0)))] != 0) { _ = strcat(@as([*c]u8, @ptrCast(@alignCast(&logbuf))), "\n"); } _ = strcat(@as([*c]u8, @ptrCast(@alignCast(&logbuf))), text); logbuf_updated = 1; } pub fn test_window(arg_ctx: [*c]mu.mu_Context) callconv(.C) void { const ctx = arg_ctx; if (mu.mu_begin_window_ex(ctx, "Demo Window", mu.mu_rect(@as(c_int, 40), @as(c_int, 40), @as(c_int, 300), @as(c_int, 450)), @as(c_int, 0)) != 0) { const win: [*c]mu.mu_Container = mu.mu_get_current_container(ctx); win.*.rect.w = if (win.*.rect.w > @as(c_int, 240)) win.*.rect.w else @as(c_int, 240); win.*.rect.h = if (win.*.rect.h > @as(c_int, 300)) win.*.rect.h else @as(c_int, 300); if (mu.mu_header_ex(ctx, "Window Info", @as(c_int, 0)) != 0) { const win_1: [*c]mu.mu_Container = mu.mu_get_current_container(ctx); var buf: [64]u8 = undefined; mu.mu_layout_row(ctx, @as(c_int, 2), @as([*c]c_int, @constCast(@ptrCast(@alignCast(&([2]c_int{ 54, -@as(c_int, 1), }))))), @as(c_int, 0)); mu.mu_label(ctx, "Position:"); _ = sprintf(@as([*c]u8, @ptrCast(@alignCast(&buf))), "%d, %d", win_1.*.rect.x, win_1.*.rect.y); mu.mu_label(ctx, @as([*c]u8, @ptrCast(@alignCast(&buf)))); mu.mu_label(ctx, "Size:"); _ = sprintf(@as([*c]u8, @ptrCast(@alignCast(&buf))), "%d, %d", win_1.*.rect.w, win_1.*.rect.h); mu.mu_label(ctx, @as([*c]u8, @ptrCast(@alignCast(&buf)))); } if (mu.mu_header_ex(ctx, "Test Buttons", mu.MU_OPT_EXPANDED) != 0) { mu.mu_layout_row(ctx, @as(c_int, 3), @as([*c]c_int, @constCast(@ptrCast(@alignCast(&([3]c_int{ 86, -@as(c_int, 110), -@as(c_int, 1), }))))), @as(c_int, 0)); mu.mu_label(ctx, "Test buttons 1:"); if (mu.mu_button_ex(ctx, "Button 1", @as(c_int, 0), mu.MU_OPT_ALIGNCENTER) != 0) { write_log("Pressed button 1"); } if (mu.mu_button_ex(ctx, "Button 2", @as(c_int, 0), mu.MU_OPT_ALIGNCENTER) != 0) { write_log("Pressed button 2"); } mu.mu_label(ctx, "Test buttons 2:"); if (mu.mu_button_ex(ctx, "Button 3", @as(c_int, 0), mu.MU_OPT_ALIGNCENTER) != 0) { write_log("Pressed button 3"); } if (mu.mu_button_ex(ctx, "Popup", @as(c_int, 0), mu.MU_OPT_ALIGNCENTER) != 0) { mu.mu_open_popup(ctx, "Test Popup"); } if (mu.mu_begin_popup(ctx, "Test Popup") != 0) { _ = mu.mu_button_ex(ctx, "Hello", @as(c_int, 0), mu.MU_OPT_ALIGNCENTER); _ = mu.mu_button_ex(ctx, "World", @as(c_int, 0), mu.MU_OPT_ALIGNCENTER); mu.mu_end_popup(ctx); } } if (mu.mu_header_ex(ctx, "Tree and Text", mu.MU_OPT_EXPANDED) != 0) { mu.mu_layout_row(ctx, @as(c_int, 2), @as([*c]c_int, @constCast(@ptrCast(@alignCast(&([2]c_int{ 140, -@as(c_int, 1), }))))), @as(c_int, 0)); mu.mu_layout_begin_column(ctx); if (mu.mu_begin_treenode_ex(ctx, "Test 1", @as(c_int, 0)) != 0) { if (mu.mu_begin_treenode_ex(ctx, "Test 1a", @as(c_int, 0)) != 0) { mu.mu_label(ctx, "Hello"); mu.mu_label(ctx, "world"); mu.mu_end_treenode(ctx); } if (mu.mu_begin_treenode_ex(ctx, "Test 1b", @as(c_int, 0)) != 0) { if (mu.mu_button_ex(ctx, "Button 1", @as(c_int, 0), mu.MU_OPT_ALIGNCENTER) != 0) { write_log("Pressed button 1"); } if (mu.mu_button_ex(ctx, "Button 2", @as(c_int, 0), mu.MU_OPT_ALIGNCENTER) != 0) { write_log("Pressed button 2"); } mu.mu_end_treenode(ctx); } mu.mu_end_treenode(ctx); } if (mu.mu_begin_treenode_ex(ctx, "Test 2", @as(c_int, 0)) != 0) { mu.mu_layout_row(ctx, @as(c_int, 2), @as([*c]c_int, @constCast(@ptrCast(@alignCast(&([2]c_int{ 54, 54, }))))), @as(c_int, 0)); if (mu.mu_button_ex(ctx, "Button 3", @as(c_int, 0), mu.MU_OPT_ALIGNCENTER) != 0) { write_log("Pressed button 3"); } if (mu.mu_button_ex(ctx, "Button 4", @as(c_int, 0), mu.MU_OPT_ALIGNCENTER) != 0) { write_log("Pressed button 4"); } if (mu.mu_button_ex(ctx, "Button 5", @as(c_int, 0), mu.MU_OPT_ALIGNCENTER) != 0) { write_log("Pressed button 5"); } if (mu.mu_button_ex(ctx, "Button 6", @as(c_int, 0), mu.MU_OPT_ALIGNCENTER) != 0) { write_log("Pressed button 6"); } mu.mu_end_treenode(ctx); } if (mu.mu_begin_treenode_ex(ctx, "Test 3", @as(c_int, 0)) != 0) { const checks = struct { var static: [3]c_int = [3]c_int{ 1, 0, 1, }; }; _ = mu.mu_checkbox(ctx, "Checkbox 1", &checks.static[@as(c_uint, @intCast(@as(c_int, 0)))]); _ = mu.mu_checkbox(ctx, "Checkbox 2", &checks.static[@as(c_uint, @intCast(@as(c_int, 1)))]); _ = mu.mu_checkbox(ctx, "Checkbox 3", &checks.static[@as(c_uint, @intCast(@as(c_int, 2)))]); mu.mu_end_treenode(ctx); } mu.mu_layout_end_column(ctx); mu.mu_layout_begin_column(ctx); mu.mu_layout_row(ctx, @as(c_int, 1), @as([*c]c_int, @constCast(@ptrCast(@alignCast(&([1]c_int{ -@as(c_int, 1), }))))), @as(c_int, 0)); mu.mu_text(ctx, "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Maecenas lacinia, sem eu lacinia molestie, mi risus faucibus ipsum, eu varius magna felis a nulla."); mu.mu_layout_end_column(ctx); } if (mu.mu_header_ex(ctx, "Background Color", mu.MU_OPT_EXPANDED) != 0) { mu.mu_layout_row(ctx, @as(c_int, 2), @as([*c]c_int, @constCast(@ptrCast(@alignCast(&([2]c_int{ -@as(c_int, 78), -@as(c_int, 1), }))))), @as(c_int, 74)); mu.mu_layout_begin_column(ctx); mu.mu_layout_row(ctx, @as(c_int, 2), @as([*c]c_int, @constCast(@ptrCast(@alignCast(&([2]c_int{ 46, -@as(c_int, 1), }))))), @as(c_int, 0)); mu.mu_label(ctx, "Red:"); _ = mu.mu_slider_ex(ctx, &bg[@as(c_uint, @intCast(@as(c_int, 0)))], @as(mu.mu_Real, @floatFromInt(@as(c_int, 0))), @as(mu.mu_Real, @floatFromInt(@as(c_int, 255))), @as(mu.mu_Real, @floatFromInt(@as(c_int, 0))), "%.2f", mu.MU_OPT_ALIGNCENTER); mu.mu_label(ctx, "Green:"); _ = mu.mu_slider_ex(ctx, &bg[@as(c_uint, @intCast(@as(c_int, 1)))], @as(mu.mu_Real, @floatFromInt(@as(c_int, 0))), @as(mu.mu_Real, @floatFromInt(@as(c_int, 255))), @as(mu.mu_Real, @floatFromInt(@as(c_int, 0))), "%.2f", mu.MU_OPT_ALIGNCENTER); mu.mu_label(ctx, "Blue:"); _ = mu.mu_slider_ex(ctx, &bg[@as(c_uint, @intCast(@as(c_int, 2)))], @as(mu.mu_Real, @floatFromInt(@as(c_int, 0))), @as(mu.mu_Real, @floatFromInt(@as(c_int, 255))), @as(mu.mu_Real, @floatFromInt(@as(c_int, 0))), "%.2f", mu.MU_OPT_ALIGNCENTER); mu.mu_layout_end_column(ctx); const r: mu.mu_Rect = mu.mu_layout_next(ctx); mu.mu_draw_rect(ctx, r, mu.mu_color(@as(c_int, @intFromFloat(bg[@as(c_uint, @intCast(@as(c_int, 0)))])), @as(c_int, @intFromFloat(bg[@as(c_uint, @intCast(@as(c_int, 1)))])), @as(c_int, @intFromFloat(bg[@as(c_uint, @intCast(@as(c_int, 2)))])), @as(c_int, 255))); var buf: [32]u8 = undefined; _ = sprintf(@as([*c]u8, @ptrCast(@alignCast(&buf))), "#%02X%02X%02X", @as(c_int, @intFromFloat(bg[@as(c_uint, @intCast(@as(c_int, 0)))])), @as(c_int, @intFromFloat(bg[@as(c_uint, @intCast(@as(c_int, 1)))])), @as(c_int, @intFromFloat(bg[@as(c_uint, @intCast(@as(c_int, 2)))]))); mu.mu_draw_control_text(ctx, @as([*c]u8, @ptrCast(@alignCast(&buf))), r, mu.MU_COLOR_TEXT, mu.MU_OPT_ALIGNCENTER); } mu.mu_end_window(ctx); } }
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repos/zig_workbench/Basemicroui/lib
repos/zig_workbench/Basemicroui/lib/SDL2/filelist.txt
Using SDL2 v2.28.4 Download SDL2 from: https://github.com/libsdl-org/SDL/releases/tag/release-2.28.4 For Windows devs: SDL2-devel-2.28.4-VC.zip 2.57 MB https://github.com/libsdl-org/SDL/releases/download/release-2.28.4/SDL2-devel-2.28.4-VC.zip == lib/SDL2 | SDL2.dll | SDL2.lib | /---include begin_code.h close_code.h SDL.h SDL_assert.h SDL_atomic.h SDL_audio.h SDL_bits.h SDL_blendmode.h SDL_clipboard.h SDL_config.h SDL_cpuinfo.h SDL_egl.h SDL_endian.h SDL_error.h SDL_events.h SDL_filesystem.h SDL_gamecontroller.h SDL_gesture.h SDL_guid.h SDL_haptic.h SDL_hidapi.h SDL_hints.h SDL_joystick.h SDL_keyboard.h SDL_keycode.h SDL_loadso.h SDL_locale.h SDL_log.h SDL_main.h SDL_messagebox.h SDL_metal.h SDL_misc.h SDL_mouse.h SDL_mutex.h SDL_name.h SDL_opengl.h SDL_opengles.h SDL_opengles2.h SDL_opengles2_gl2.h SDL_opengles2_gl2ext.h SDL_opengles2_gl2platform.h SDL_opengles2_khrplatform.h SDL_opengl_glext.h SDL_pixels.h SDL_platform.h SDL_power.h SDL_quit.h SDL_rect.h SDL_render.h SDL_revision.h SDL_rwops.h SDL_scancode.h SDL_sensor.h SDL_shape.h SDL_stdinc.h SDL_surface.h SDL_system.h SDL_syswm.h SDL_test.h SDL_test_assert.h SDL_test_common.h SDL_test_compare.h SDL_test_crc32.h SDL_test_font.h SDL_test_fuzzer.h SDL_test_harness.h SDL_test_images.h SDL_test_log.h SDL_test_md5.h SDL_test_memory.h SDL_test_random.h SDL_thread.h SDL_timer.h SDL_touch.h SDL_types.h SDL_version.h SDL_video.h SDL_vulkan.h
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repos/zig_workbench/Basemicroui/lib/SDL2
repos/zig_workbench/Basemicroui/lib/SDL2/include/SDL_assert.h
/* Simple DirectMedia Layer Copyright (C) 1997-2023 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef SDL_assert_h_ #define SDL_assert_h_ #include "SDL_stdinc.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif #ifndef SDL_ASSERT_LEVEL #ifdef SDL_DEFAULT_ASSERT_LEVEL #define SDL_ASSERT_LEVEL SDL_DEFAULT_ASSERT_LEVEL #elif defined(_DEBUG) || defined(DEBUG) || \ (defined(__GNUC__) && !defined(__OPTIMIZE__)) #define SDL_ASSERT_LEVEL 2 #else #define SDL_ASSERT_LEVEL 1 #endif #endif /* SDL_ASSERT_LEVEL */ /* These are macros and not first class functions so that the debugger breaks on the assertion line and not in some random guts of SDL, and so each assert can have unique static variables associated with it. */ #if defined(_MSC_VER) /* Don't include intrin.h here because it contains C++ code */ extern void __cdecl __debugbreak(void); #define SDL_TriggerBreakpoint() __debugbreak() #elif _SDL_HAS_BUILTIN(__builtin_debugtrap) #define SDL_TriggerBreakpoint() __builtin_debugtrap() #elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) ) #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" ) #elif (defined(__GNUC__) || defined(__clang__)) && defined(__riscv) #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "ebreak\n\t" ) #elif ( defined(__APPLE__) && (defined(__arm64__) || defined(__aarch64__)) ) /* this might work on other ARM targets, but this is a known quantity... */ #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" ) #elif defined(__APPLE__) && defined(__arm__) #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" ) #elif defined(__386__) && defined(__WATCOMC__) #define SDL_TriggerBreakpoint() { _asm { int 0x03 } } #elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__) #include <signal.h> #define SDL_TriggerBreakpoint() raise(SIGTRAP) #else /* How do we trigger breakpoints on this platform? */ #define SDL_TriggerBreakpoint() #endif #if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */ # define SDL_FUNCTION __func__ #elif ((defined(__GNUC__) && (__GNUC__ >= 2)) || defined(_MSC_VER) || defined (__WATCOMC__)) # define SDL_FUNCTION __FUNCTION__ #else # define SDL_FUNCTION "???" #endif #define SDL_FILE __FILE__ #define SDL_LINE __LINE__ /* sizeof (x) makes the compiler still parse the expression even without assertions enabled, so the code is always checked at compile time, but doesn't actually generate code for it, so there are no side effects or expensive checks at run time, just the constant size of what x WOULD be, which presumably gets optimized out as unused. This also solves the problem of... int somevalue = blah(); SDL_assert(somevalue == 1); ...which would cause compiles to complain that somevalue is unused if we disable assertions. */ /* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking this condition isn't constant. And looks like an owl's face! */ #ifdef _MSC_VER /* stupid /W4 warnings. */ #define SDL_NULL_WHILE_LOOP_CONDITION (0,0) #else #define SDL_NULL_WHILE_LOOP_CONDITION (0) #endif #define SDL_disabled_assert(condition) \ do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION) typedef enum { SDL_ASSERTION_RETRY, /**< Retry the assert immediately. */ SDL_ASSERTION_BREAK, /**< Make the debugger trigger a breakpoint. */ SDL_ASSERTION_ABORT, /**< Terminate the program. */ SDL_ASSERTION_IGNORE, /**< Ignore the assert. */ SDL_ASSERTION_ALWAYS_IGNORE /**< Ignore the assert from now on. */ } SDL_AssertState; typedef struct SDL_AssertData { int always_ignore; unsigned int trigger_count; const char *condition; const char *filename; int linenum; const char *function; const struct SDL_AssertData *next; } SDL_AssertData; /* Never call this directly. Use the SDL_assert* macros. */ extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *, const char *, const char *, int) #if defined(__clang__) #if __has_feature(attribute_analyzer_noreturn) /* this tells Clang's static analysis that we're a custom assert function, and that the analyzer should assume the condition was always true past this SDL_assert test. */ __attribute__((analyzer_noreturn)) #endif #endif ; /* the do {} while(0) avoids dangling else problems: if (x) SDL_assert(y); else blah(); ... without the do/while, the "else" could attach to this macro's "if". We try to handle just the minimum we need here in a macro...the loop, the static vars, and break points. The heavy lifting is handled in SDL_ReportAssertion(), in SDL_assert.c. */ #define SDL_enabled_assert(condition) \ do { \ while ( !(condition) ) { \ static struct SDL_AssertData sdl_assert_data = { 0, 0, #condition, 0, 0, 0, 0 }; \ const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \ if (sdl_assert_state == SDL_ASSERTION_RETRY) { \ continue; /* go again. */ \ } else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \ SDL_TriggerBreakpoint(); \ } \ break; /* not retrying. */ \ } \ } while (SDL_NULL_WHILE_LOOP_CONDITION) /* Enable various levels of assertions. */ #if SDL_ASSERT_LEVEL == 0 /* assertions disabled */ # define SDL_assert(condition) SDL_disabled_assert(condition) # define SDL_assert_release(condition) SDL_disabled_assert(condition) # define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) #elif SDL_ASSERT_LEVEL == 1 /* release settings. */ # define SDL_assert(condition) SDL_disabled_assert(condition) # define SDL_assert_release(condition) SDL_enabled_assert(condition) # define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) #elif SDL_ASSERT_LEVEL == 2 /* normal settings. */ # define SDL_assert(condition) SDL_enabled_assert(condition) # define SDL_assert_release(condition) SDL_enabled_assert(condition) # define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) #elif SDL_ASSERT_LEVEL == 3 /* paranoid settings. */ # define SDL_assert(condition) SDL_enabled_assert(condition) # define SDL_assert_release(condition) SDL_enabled_assert(condition) # define SDL_assert_paranoid(condition) SDL_enabled_assert(condition) #else # error Unknown assertion level. #endif /* this assertion is never disabled at any level. */ #define SDL_assert_always(condition) SDL_enabled_assert(condition) /** * A callback that fires when an SDL assertion fails. * * \param data a pointer to the SDL_AssertData structure corresponding to the * current assertion * \param userdata what was passed as `userdata` to SDL_SetAssertionHandler() * \returns an SDL_AssertState value indicating how to handle the failure. */ typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)( const SDL_AssertData* data, void* userdata); /** * Set an application-defined assertion handler. * * This function allows an application to show its own assertion UI and/or * force the response to an assertion failure. If the application doesn't * provide this, SDL will try to do the right thing, popping up a * system-specific GUI dialog, and probably minimizing any fullscreen windows. * * This callback may fire from any thread, but it runs wrapped in a mutex, so * it will only fire from one thread at a time. * * This callback is NOT reset to SDL's internal handler upon SDL_Quit()! * * \param handler the SDL_AssertionHandler function to call when an assertion * fails or NULL for the default handler * \param userdata a pointer that is passed to `handler` * * \since This function is available since SDL 2.0.0. * * \sa SDL_GetAssertionHandler */ extern DECLSPEC void SDLCALL SDL_SetAssertionHandler( SDL_AssertionHandler handler, void *userdata); /** * Get the default assertion handler. * * This returns the function pointer that is called by default when an * assertion is triggered. This is an internal function provided by SDL, that * is used for assertions when SDL_SetAssertionHandler() hasn't been used to * provide a different function. * * \returns the default SDL_AssertionHandler that is called when an assert * triggers. * * \since This function is available since SDL 2.0.2. * * \sa SDL_GetAssertionHandler */ extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void); /** * Get the current assertion handler. * * This returns the function pointer that is called when an assertion is * triggered. This is either the value last passed to * SDL_SetAssertionHandler(), or if no application-specified function is set, * is equivalent to calling SDL_GetDefaultAssertionHandler(). * * The parameter `puserdata` is a pointer to a void*, which will store the * "userdata" pointer that was passed to SDL_SetAssertionHandler(). This value * will always be NULL for the default handler. If you don't care about this * data, it is safe to pass a NULL pointer to this function to ignore it. * * \param puserdata pointer which is filled with the "userdata" pointer that * was passed to SDL_SetAssertionHandler() * \returns the SDL_AssertionHandler that is called when an assert triggers. * * \since This function is available since SDL 2.0.2. * * \sa SDL_SetAssertionHandler */ extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata); /** * Get a list of all assertion failures. * * This function gets all assertions triggered since the last call to * SDL_ResetAssertionReport(), or the start of the program. * * The proper way to examine this data looks something like this: * * ```c * const SDL_AssertData *item = SDL_GetAssertionReport(); * while (item) { * printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n", * item->condition, item->function, item->filename, * item->linenum, item->trigger_count, * item->always_ignore ? "yes" : "no"); * item = item->next; * } * ``` * * \returns a list of all failed assertions or NULL if the list is empty. This * memory should not be modified or freed by the application. * * \since This function is available since SDL 2.0.0. * * \sa SDL_ResetAssertionReport */ extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void); /** * Clear the list of all assertion failures. * * This function will clear the list of all assertions triggered up to that * point. Immediately following this call, SDL_GetAssertionReport will return * no items. In addition, any previously-triggered assertions will be reset to * a trigger_count of zero, and their always_ignore state will be false. * * \since This function is available since SDL 2.0.0. * * \sa SDL_GetAssertionReport */ extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void); /* these had wrong naming conventions until 2.0.4. Please update your app! */ #define SDL_assert_state SDL_AssertState #define SDL_assert_data SDL_AssertData /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* SDL_assert_h_ */ /* vi: set ts=4 sw=4 expandtab: */
0
repos/zig_workbench/Basemicroui/lib/SDL2
repos/zig_workbench/Basemicroui/lib/SDL2/include/SDL_test_images.h
/* Simple DirectMedia Layer Copyright (C) 1997-2023 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** * \file SDL_test_images.h * * Include file for SDL test framework. * * This code is a part of the SDL2_test library, not the main SDL library. */ /* Defines some images for tests. */ #ifndef SDL_test_images_h_ #define SDL_test_images_h_ #include "SDL.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** *Type for test images. */ typedef struct SDLTest_SurfaceImage_s { int width; int height; unsigned int bytes_per_pixel; /* 3:RGB, 4:RGBA */ const char *pixel_data; } SDLTest_SurfaceImage_t; /* Test images */ SDL_Surface *SDLTest_ImageBlit(void); SDL_Surface *SDLTest_ImageBlitColor(void); SDL_Surface *SDLTest_ImageBlitAlpha(void); SDL_Surface *SDLTest_ImageBlitBlendAdd(void); SDL_Surface *SDLTest_ImageBlitBlend(void); SDL_Surface *SDLTest_ImageBlitBlendMod(void); SDL_Surface *SDLTest_ImageBlitBlendNone(void); SDL_Surface *SDLTest_ImageBlitBlendAll(void); SDL_Surface *SDLTest_ImageFace(void); SDL_Surface *SDLTest_ImagePrimitives(void); SDL_Surface *SDLTest_ImagePrimitivesBlend(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* SDL_test_images_h_ */ /* vi: set ts=4 sw=4 expandtab: */
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repos/zig_workbench/Basemicroui/lib/SDL2
repos/zig_workbench/Basemicroui/lib/SDL2/include/SDL_messagebox.h
/* Simple DirectMedia Layer Copyright (C) 1997-2023 Sam Lantinga <[email protected]> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef SDL_messagebox_h_ #define SDL_messagebox_h_ #include "SDL_stdinc.h" #include "SDL_video.h" /* For SDL_Window */ #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * SDL_MessageBox flags. If supported will display warning icon, etc. */ typedef enum { SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */ SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning dialog */ SDL_MESSAGEBOX_INFORMATION = 0x00000040, /**< informational dialog */ SDL_MESSAGEBOX_BUTTONS_LEFT_TO_RIGHT = 0x00000080, /**< buttons placed left to right */ SDL_MESSAGEBOX_BUTTONS_RIGHT_TO_LEFT = 0x00000100 /**< buttons placed right to left */ } SDL_MessageBoxFlags; /** * Flags for SDL_MessageBoxButtonData. */ typedef enum { SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT = 0x00000001, /**< Marks the default button when return is hit */ SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT = 0x00000002 /**< Marks the default button when escape is hit */ } SDL_MessageBoxButtonFlags; /** * Individual button data. */ typedef struct { Uint32 flags; /**< ::SDL_MessageBoxButtonFlags */ int buttonid; /**< User defined button id (value returned via SDL_ShowMessageBox) */ const char * text; /**< The UTF-8 button text */ } SDL_MessageBoxButtonData; /** * RGB value used in a message box color scheme */ typedef struct { Uint8 r, g, b; } SDL_MessageBoxColor; typedef enum { SDL_MESSAGEBOX_COLOR_BACKGROUND, SDL_MESSAGEBOX_COLOR_TEXT, SDL_MESSAGEBOX_COLOR_BUTTON_BORDER, SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND, SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED, SDL_MESSAGEBOX_COLOR_MAX } SDL_MessageBoxColorType; /** * A set of colors to use for message box dialogs */ typedef struct { SDL_MessageBoxColor colors[SDL_MESSAGEBOX_COLOR_MAX]; } SDL_MessageBoxColorScheme; /** * MessageBox structure containing title, text, window, etc. */ typedef struct { Uint32 flags; /**< ::SDL_MessageBoxFlags */ SDL_Window *window; /**< Parent window, can be NULL */ const char *title; /**< UTF-8 title */ const char *message; /**< UTF-8 message text */ int numbuttons; const SDL_MessageBoxButtonData *buttons; const SDL_MessageBoxColorScheme *colorScheme; /**< ::SDL_MessageBoxColorScheme, can be NULL to use system settings */ } SDL_MessageBoxData; /** * Create a modal message box. * * If your needs aren't complex, it might be easier to use * SDL_ShowSimpleMessageBox. * * This function should be called on the thread that created the parent * window, or on the main thread if the messagebox has no parent. It will * block execution of that thread until the user clicks a button or closes the * messagebox. * * This function may be called at any time, even before SDL_Init(). This makes * it useful for reporting errors like a failure to create a renderer or * OpenGL context. * * On X11, SDL rolls its own dialog box with X11 primitives instead of a * formal toolkit like GTK+ or Qt. * * Note that if SDL_Init() would fail because there isn't any available video * target, this function is likely to fail for the same reasons. If this is a * concern, check the return value from this function and fall back to writing * to stderr if you can. * * \param messageboxdata the SDL_MessageBoxData structure with title, text and * other options * \param buttonid the pointer to which user id of hit button should be copied * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 2.0.0. * * \sa SDL_ShowSimpleMessageBox */ extern DECLSPEC int SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid); /** * Display a simple modal message box. * * If your needs aren't complex, this function is preferred over * SDL_ShowMessageBox. * * `flags` may be any of the following: * * - `SDL_MESSAGEBOX_ERROR`: error dialog * - `SDL_MESSAGEBOX_WARNING`: warning dialog * - `SDL_MESSAGEBOX_INFORMATION`: informational dialog * * This function should be called on the thread that created the parent * window, or on the main thread if the messagebox has no parent. It will * block execution of that thread until the user clicks a button or closes the * messagebox. * * This function may be called at any time, even before SDL_Init(). This makes * it useful for reporting errors like a failure to create a renderer or * OpenGL context. * * On X11, SDL rolls its own dialog box with X11 primitives instead of a * formal toolkit like GTK+ or Qt. * * Note that if SDL_Init() would fail because there isn't any available video * target, this function is likely to fail for the same reasons. If this is a * concern, check the return value from this function and fall back to writing * to stderr if you can. * * \param flags an SDL_MessageBoxFlags value * \param title UTF-8 title text * \param message UTF-8 message text * \param window the parent window, or NULL for no parent * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 2.0.0. * * \sa SDL_ShowMessageBox */ extern DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(Uint32 flags, const char *title, const char *message, SDL_Window *window); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* SDL_messagebox_h_ */ /* vi: set ts=4 sw=4 expandtab: */