mirror of
https://github.com/shadowfacts/lwjgl2-arm64.git
synced 2026-04-07 23:44:06 +00:00
Implemented generator support for per-context function pointers. Fixed NV_vertex_array_range
This commit is contained in:
parent
b2c49c20b4
commit
34f4e7ae56
137 changed files with 8660 additions and 4490 deletions
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@ -98,27 +98,51 @@ public final class GL20 {
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static native void initNativeStubs() throws LWJGLException;
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public static native void glBlendEquationSeparate(int modeRGB, int modeAlpha);
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public static void glBlendEquationSeparate(int modeRGB, int modeAlpha) {
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long function_pointer = GLContext.getCapabilities().GL20_glBlendEquationSeparate_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglBlendEquationSeparate(modeRGB, modeAlpha, function_pointer);
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}
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private static native void nglBlendEquationSeparate(int modeRGB, int modeAlpha, long function_pointer);
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public static native void glStencilMaskSeparate(int face, int mask);
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public static void glStencilMaskSeparate(int face, int mask) {
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long function_pointer = GLContext.getCapabilities().GL20_glStencilMaskSeparate_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglStencilMaskSeparate(face, mask, function_pointer);
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}
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private static native void nglStencilMaskSeparate(int face, int mask, long function_pointer);
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public static native void glStencilFuncSeparate(int face, int func, int ref, int mask);
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public static void glStencilFuncSeparate(int face, int func, int ref, int mask) {
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long function_pointer = GLContext.getCapabilities().GL20_glStencilFuncSeparate_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglStencilFuncSeparate(face, func, ref, mask, function_pointer);
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}
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private static native void nglStencilFuncSeparate(int face, int func, int ref, int mask, long function_pointer);
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public static native void glStencilOpSeparate(int face, int sfail, int dpfail, int dppass);
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public static void glStencilOpSeparate(int face, int sfail, int dpfail, int dppass) {
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long function_pointer = GLContext.getCapabilities().GL20_glStencilOpSeparate_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglStencilOpSeparate(face, sfail, dpfail, dppass, function_pointer);
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}
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private static native void nglStencilOpSeparate(int face, int sfail, int dpfail, int dppass, long function_pointer);
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public static void glDrawBuffers(IntBuffer buffers) {
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BufferChecks.checkDirect(buffers);
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nglDrawBuffers((buffers.remaining()), buffers, buffers.position());
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long function_pointer = GLContext.getCapabilities().GL20_glDrawBuffers_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglDrawBuffers((buffers.remaining()), buffers, buffers.position(), function_pointer);
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}
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private static native void nglDrawBuffers(int size, IntBuffer buffers, int buffers_position);
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private static native void nglDrawBuffers(int size, IntBuffer buffers, int buffers_position, long function_pointer);
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public static int glGetAttribLocation(int program, ByteBuffer name) {
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BufferChecks.checkDirect(name);
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BufferChecks.checkNullTerminated(name);
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int __result = nglGetAttribLocation(program, name, name.position());
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long function_pointer = GLContext.getCapabilities().GL20_glGetAttribLocation_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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int __result = nglGetAttribLocation(program, name, name.position(), function_pointer);
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return __result;
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}
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private static native int nglGetAttribLocation(int program, ByteBuffer name, int name_position);
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private static native int nglGetAttribLocation(int program, ByteBuffer name, int name_position, long function_pointer);
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public static void glGetActiveAttrib(int program, int index, IntBuffer length, IntBuffer size, IntBuffer type, ByteBuffer name) {
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if (length != null)
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@ -126,103 +150,184 @@ public final class GL20 {
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BufferChecks.checkBuffer(size, 1);
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BufferChecks.checkBuffer(type, 1);
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BufferChecks.checkDirect(name);
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nglGetActiveAttrib(program, index, (name.remaining()), length, length != null ? length.position() : 0, size, size.position(), type, type.position(), name, name.position());
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long function_pointer = GLContext.getCapabilities().GL20_glGetActiveAttrib_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglGetActiveAttrib(program, index, (name.remaining()), length, length != null ? length.position() : 0, size, size.position(), type, type.position(), name, name.position(), function_pointer);
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}
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private static native void nglGetActiveAttrib(int program, int index, int maxLength, IntBuffer length, int length_position, IntBuffer size, int size_position, IntBuffer type, int type_position, ByteBuffer name, int name_position);
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private static native void nglGetActiveAttrib(int program, int index, int maxLength, IntBuffer length, int length_position, IntBuffer size, int size_position, IntBuffer type, int type_position, ByteBuffer name, int name_position, long function_pointer);
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public static void glBindAttribLocation(int program, int index, ByteBuffer name) {
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BufferChecks.checkDirect(name);
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BufferChecks.checkNullTerminated(name);
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nglBindAttribLocation(program, index, name, name.position());
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long function_pointer = GLContext.getCapabilities().GL20_glBindAttribLocation_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglBindAttribLocation(program, index, name, name.position(), function_pointer);
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}
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private static native void nglBindAttribLocation(int program, int index, ByteBuffer name, int name_position);
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private static native void nglBindAttribLocation(int program, int index, ByteBuffer name, int name_position, long function_pointer);
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public static java.nio.ByteBuffer glGetVertexAttribPointer(int index, int pname, int result_size) {
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java.nio.ByteBuffer __result = nglGetVertexAttribPointerv(index, pname, result_size);
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long function_pointer = GLContext.getCapabilities().GL20_glGetVertexAttribPointerv_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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java.nio.ByteBuffer __result = nglGetVertexAttribPointerv(index, pname, result_size, function_pointer);
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return __result;
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}
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private static native java.nio.ByteBuffer nglGetVertexAttribPointerv(int index, int pname, int result_size);
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private static native java.nio.ByteBuffer nglGetVertexAttribPointerv(int index, int pname, int result_size, long function_pointer);
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public static void glGetVertexAttrib(int index, int pname, IntBuffer params) {
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BufferChecks.checkBuffer(params, 4);
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nglGetVertexAttribiv(index, pname, params, params.position());
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long function_pointer = GLContext.getCapabilities().GL20_glGetVertexAttribiv_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglGetVertexAttribiv(index, pname, params, params.position(), function_pointer);
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}
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private static native void nglGetVertexAttribiv(int index, int pname, IntBuffer params, int params_position);
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private static native void nglGetVertexAttribiv(int index, int pname, IntBuffer params, int params_position, long function_pointer);
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public static void glGetVertexAttrib(int index, int pname, FloatBuffer params) {
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BufferChecks.checkBuffer(params, 4);
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nglGetVertexAttribfv(index, pname, params, params.position());
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long function_pointer = GLContext.getCapabilities().GL20_glGetVertexAttribfv_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglGetVertexAttribfv(index, pname, params, params.position(), function_pointer);
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}
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private static native void nglGetVertexAttribfv(int index, int pname, FloatBuffer params, int params_position);
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private static native void nglGetVertexAttribfv(int index, int pname, FloatBuffer params, int params_position, long function_pointer);
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public static native void glDisableVertexAttribArray(int index);
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public static void glDisableVertexAttribArray(int index) {
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long function_pointer = GLContext.getCapabilities().GL20_glDisableVertexAttribArray_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglDisableVertexAttribArray(index, function_pointer);
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}
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private static native void nglDisableVertexAttribArray(int index, long function_pointer);
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public static native void glEnableVertexAttribArray(int index);
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public static void glEnableVertexAttribArray(int index) {
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long function_pointer = GLContext.getCapabilities().GL20_glEnableVertexAttribArray_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglEnableVertexAttribArray(index, function_pointer);
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}
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private static native void nglEnableVertexAttribArray(int index, long function_pointer);
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public static void glVertexAttribPointer(int index, int size, boolean unsigned, boolean normalized, int stride, IntBuffer buffer) {
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GLBufferChecks.ensureArrayVBOdisabled();
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BufferChecks.checkDirect(buffer);
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nglVertexAttribPointer(index, size, unsigned ? GL11.GL_UNSIGNED_INT : GL11.GL_INT, normalized, stride, buffer, buffer.position() << 2);
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long function_pointer = GLContext.getCapabilities().GL20_glVertexAttribPointer_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglVertexAttribPointer(index, size, unsigned ? GL11.GL_UNSIGNED_INT : GL11.GL_INT, normalized, stride, buffer, buffer.position() << 2, function_pointer);
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}
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public static void glVertexAttribPointer(int index, int size, boolean unsigned, boolean normalized, int stride, ShortBuffer buffer) {
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GLBufferChecks.ensureArrayVBOdisabled();
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BufferChecks.checkDirect(buffer);
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nglVertexAttribPointer(index, size, unsigned ? GL11.GL_UNSIGNED_SHORT : GL11.GL_SHORT, normalized, stride, buffer, buffer.position() << 1);
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long function_pointer = GLContext.getCapabilities().GL20_glVertexAttribPointer_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglVertexAttribPointer(index, size, unsigned ? GL11.GL_UNSIGNED_SHORT : GL11.GL_SHORT, normalized, stride, buffer, buffer.position() << 1, function_pointer);
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}
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public static void glVertexAttribPointer(int index, int size, boolean normalized, int stride, FloatBuffer buffer) {
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GLBufferChecks.ensureArrayVBOdisabled();
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BufferChecks.checkDirect(buffer);
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nglVertexAttribPointer(index, size, GL11.GL_FLOAT, normalized, stride, buffer, buffer.position() << 2);
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long function_pointer = GLContext.getCapabilities().GL20_glVertexAttribPointer_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglVertexAttribPointer(index, size, GL11.GL_FLOAT, normalized, stride, buffer, buffer.position() << 2, function_pointer);
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}
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public static void glVertexAttribPointer(int index, int size, boolean unsigned, boolean normalized, int stride, ByteBuffer buffer) {
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GLBufferChecks.ensureArrayVBOdisabled();
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BufferChecks.checkDirect(buffer);
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nglVertexAttribPointer(index, size, unsigned ? GL11.GL_UNSIGNED_BYTE : GL11.GL_BYTE, normalized, stride, buffer, buffer.position());
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long function_pointer = GLContext.getCapabilities().GL20_glVertexAttribPointer_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglVertexAttribPointer(index, size, unsigned ? GL11.GL_UNSIGNED_BYTE : GL11.GL_BYTE, normalized, stride, buffer, buffer.position(), function_pointer);
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}
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private static native void nglVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, Buffer buffer, int buffer_position);
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private static native void nglVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, Buffer buffer, int buffer_position, long function_pointer);
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public static void glVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, int buffer_buffer_offset) {
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GLBufferChecks.ensureArrayVBOenabled();
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nglVertexAttribPointerBO(index, size, type, normalized, stride, buffer_buffer_offset);
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long function_pointer = GLContext.getCapabilities().GL20_glVertexAttribPointer_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglVertexAttribPointerBO(index, size, type, normalized, stride, buffer_buffer_offset, function_pointer);
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}
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private static native void nglVertexAttribPointerBO(int index, int size, int type, boolean normalized, int stride, int buffer_buffer_offset);
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private static native void nglVertexAttribPointerBO(int index, int size, int type, boolean normalized, int stride, int buffer_buffer_offset, long function_pointer);
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public static native void glVertexAttrib4Nub(int index, byte x, byte y, byte z, byte w);
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public static void glVertexAttrib4Nub(int index, byte x, byte y, byte z, byte w) {
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long function_pointer = GLContext.getCapabilities().GL20_glVertexAttrib4Nub_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglVertexAttrib4Nub(index, x, y, z, w, function_pointer);
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}
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private static native void nglVertexAttrib4Nub(int index, byte x, byte y, byte z, byte w, long function_pointer);
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public static native void glVertexAttrib4f(int index, float x, float y, float z, float w);
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public static void glVertexAttrib4f(int index, float x, float y, float z, float w) {
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long function_pointer = GLContext.getCapabilities().GL20_glVertexAttrib4f_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglVertexAttrib4f(index, x, y, z, w, function_pointer);
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}
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private static native void nglVertexAttrib4f(int index, float x, float y, float z, float w, long function_pointer);
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public static native void glVertexAttrib4s(int index, short x, short y, short z, short w);
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public static void glVertexAttrib4s(int index, short x, short y, short z, short w) {
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long function_pointer = GLContext.getCapabilities().GL20_glVertexAttrib4s_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglVertexAttrib4s(index, x, y, z, w, function_pointer);
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}
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private static native void nglVertexAttrib4s(int index, short x, short y, short z, short w, long function_pointer);
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public static native void glVertexAttrib3f(int index, float x, float y, float z);
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public static void glVertexAttrib3f(int index, float x, float y, float z) {
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long function_pointer = GLContext.getCapabilities().GL20_glVertexAttrib3f_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglVertexAttrib3f(index, x, y, z, function_pointer);
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}
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private static native void nglVertexAttrib3f(int index, float x, float y, float z, long function_pointer);
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public static native void glVertexAttrib3s(int index, short x, short y, short z);
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public static void glVertexAttrib3s(int index, short x, short y, short z) {
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long function_pointer = GLContext.getCapabilities().GL20_glVertexAttrib3s_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglVertexAttrib3s(index, x, y, z, function_pointer);
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}
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private static native void nglVertexAttrib3s(int index, short x, short y, short z, long function_pointer);
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public static native void glVertexAttrib2f(int index, float x, float y);
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public static void glVertexAttrib2f(int index, float x, float y) {
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long function_pointer = GLContext.getCapabilities().GL20_glVertexAttrib2f_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglVertexAttrib2f(index, x, y, function_pointer);
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}
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private static native void nglVertexAttrib2f(int index, float x, float y, long function_pointer);
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public static native void glVertexAttrib2s(int index, short x, short y);
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public static void glVertexAttrib2s(int index, short x, short y) {
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long function_pointer = GLContext.getCapabilities().GL20_glVertexAttrib2s_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglVertexAttrib2s(index, x, y, function_pointer);
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}
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private static native void nglVertexAttrib2s(int index, short x, short y, long function_pointer);
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public static native void glVertexAttrib1f(int index, float x);
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public static void glVertexAttrib1f(int index, float x) {
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long function_pointer = GLContext.getCapabilities().GL20_glVertexAttrib1f_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglVertexAttrib1f(index, x, function_pointer);
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}
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private static native void nglVertexAttrib1f(int index, float x, long function_pointer);
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public static native void glVertexAttrib1s(int index, short x);
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public static void glVertexAttrib1s(int index, short x) {
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long function_pointer = GLContext.getCapabilities().GL20_glVertexAttrib1s_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglVertexAttrib1s(index, x, function_pointer);
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}
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private static native void nglVertexAttrib1s(int index, short x, long function_pointer);
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public static void glGetShaderSource(int shader, IntBuffer length, ByteBuffer source) {
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if (length != null)
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BufferChecks.checkBuffer(length, 1);
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BufferChecks.checkDirect(source);
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nglGetShaderSource(shader, (source.remaining()), length, length != null ? length.position() : 0, source, source.position());
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long function_pointer = GLContext.getCapabilities().GL20_glGetShaderSource_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglGetShaderSource(shader, (source.remaining()), length, length != null ? length.position() : 0, source, source.position(), function_pointer);
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}
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private static native void nglGetShaderSource(int shader, int maxLength, IntBuffer length, int length_position, ByteBuffer source, int source_position);
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private static native void nglGetShaderSource(int shader, int maxLength, IntBuffer length, int length_position, ByteBuffer source, int source_position, long function_pointer);
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public static void glGetUniform(int program, int location, IntBuffer params) {
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BufferChecks.checkDirect(params);
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nglGetUniformiv(program, location, params, params.position());
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long function_pointer = GLContext.getCapabilities().GL20_glGetUniformiv_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglGetUniformiv(program, location, params, params.position(), function_pointer);
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}
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private static native void nglGetUniformiv(int program, int location, IntBuffer params, int params_position);
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private static native void nglGetUniformiv(int program, int location, IntBuffer params, int params_position, long function_pointer);
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public static void glGetUniform(int program, int location, FloatBuffer params) {
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BufferChecks.checkDirect(params);
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nglGetUniformfv(program, location, params, params.position());
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long function_pointer = GLContext.getCapabilities().GL20_glGetUniformfv_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglGetUniformfv(program, location, params, params.position(), function_pointer);
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}
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private static native void nglGetUniformfv(int program, int location, FloatBuffer params, int params_position);
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private static native void nglGetUniformfv(int program, int location, FloatBuffer params, int params_position, long function_pointer);
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public static void glGetActiveUniform(int program, int index, IntBuffer length, IntBuffer size, IntBuffer type, ByteBuffer name) {
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if (length != null)
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@ -230,9 +335,11 @@ public final class GL20 {
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BufferChecks.checkDirect(size);
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BufferChecks.checkDirect(type);
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BufferChecks.checkDirect(name);
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nglGetActiveUniform(program, index, (name.remaining()), length, length != null ? length.position() : 0, size, size.position(), type, type.position(), name, name.position());
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long function_pointer = GLContext.getCapabilities().GL20_glGetActiveUniform_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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nglGetActiveUniform(program, index, (name.remaining()), length, length != null ? length.position() : 0, size, size.position(), type, type.position(), name, name.position(), function_pointer);
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}
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private static native void nglGetActiveUniform(int program, int index, int maxLength, IntBuffer length, int length_position, IntBuffer size, int size_position, IntBuffer type, int type_position, ByteBuffer name, int name_position);
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private static native void nglGetActiveUniform(int program, int index, int maxLength, IntBuffer length, int length_position, IntBuffer size, int size_position, IntBuffer type, int type_position, ByteBuffer name, int name_position, long function_pointer);
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/**
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* Returns the location of the uniform with the specified name. The ByteBuffer should contain the uniform name as a
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@ -244,164 +351,306 @@ public final class GL20 {
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public static int glGetUniformLocation(int program, ByteBuffer name) {
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BufferChecks.checkBuffer(name, 1);
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BufferChecks.checkNullTerminated(name);
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int __result = nglGetUniformLocation(program, name, name.position());
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long function_pointer = GLContext.getCapabilities().GL20_glGetUniformLocation_pointer;
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BufferChecks.checkFunctionAddress(function_pointer);
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int __result = nglGetUniformLocation(program, name, name.position(), function_pointer);
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return __result;
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}
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private static native int nglGetUniformLocation(int program, ByteBuffer name, int name_position);
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private static native int nglGetUniformLocation(int program, ByteBuffer name, int name_position, long function_pointer);
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public static void glGetAttachedShaders(int program, IntBuffer count, IntBuffer shaders) {
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if (count != null)
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BufferChecks.checkBuffer(count, 1);
|
||||
BufferChecks.checkDirect(shaders);
|
||||
nglGetAttachedShaders(program, (shaders.remaining()), count, count != null ? count.position() : 0, shaders, shaders.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glGetAttachedShaders_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglGetAttachedShaders(program, (shaders.remaining()), count, count != null ? count.position() : 0, shaders, shaders.position(), function_pointer);
|
||||
}
|
||||
private static native void nglGetAttachedShaders(int program, int maxCount, IntBuffer count, int count_position, IntBuffer shaders, int shaders_position);
|
||||
private static native void nglGetAttachedShaders(int program, int maxCount, IntBuffer count, int count_position, IntBuffer shaders, int shaders_position, long function_pointer);
|
||||
|
||||
public static void glGetProgramInfoLog(int program, IntBuffer length, ByteBuffer infoLog) {
|
||||
if (length != null)
|
||||
BufferChecks.checkBuffer(length, 1);
|
||||
BufferChecks.checkDirect(infoLog);
|
||||
nglGetProgramInfoLog(program, (infoLog.remaining()), length, length != null ? length.position() : 0, infoLog, infoLog.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glGetProgramInfoLog_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglGetProgramInfoLog(program, (infoLog.remaining()), length, length != null ? length.position() : 0, infoLog, infoLog.position(), function_pointer);
|
||||
}
|
||||
private static native void nglGetProgramInfoLog(int program, int maxLength, IntBuffer length, int length_position, ByteBuffer infoLog, int infoLog_position);
|
||||
private static native void nglGetProgramInfoLog(int program, int maxLength, IntBuffer length, int length_position, ByteBuffer infoLog, int infoLog_position, long function_pointer);
|
||||
|
||||
public static void glGetShaderInfoLog(int shader, IntBuffer length, ByteBuffer infoLog) {
|
||||
if (length != null)
|
||||
BufferChecks.checkBuffer(length, 1);
|
||||
BufferChecks.checkDirect(infoLog);
|
||||
nglGetShaderInfoLog(shader, (infoLog.remaining()), length, length != null ? length.position() : 0, infoLog, infoLog.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glGetShaderInfoLog_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglGetShaderInfoLog(shader, (infoLog.remaining()), length, length != null ? length.position() : 0, infoLog, infoLog.position(), function_pointer);
|
||||
}
|
||||
private static native void nglGetShaderInfoLog(int shader, int maxLength, IntBuffer length, int length_position, ByteBuffer infoLog, int infoLog_position);
|
||||
private static native void nglGetShaderInfoLog(int shader, int maxLength, IntBuffer length, int length_position, ByteBuffer infoLog, int infoLog_position, long function_pointer);
|
||||
|
||||
public static void glGetProgram(int program, int pname, IntBuffer params) {
|
||||
BufferChecks.checkDirect(params);
|
||||
nglGetProgramiv(program, pname, params, params.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glGetProgramiv_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglGetProgramiv(program, pname, params, params.position(), function_pointer);
|
||||
}
|
||||
private static native void nglGetProgramiv(int program, int pname, IntBuffer params, int params_position);
|
||||
private static native void nglGetProgramiv(int program, int pname, IntBuffer params, int params_position, long function_pointer);
|
||||
|
||||
public static void glGetProgram(int program, int pname, FloatBuffer params) {
|
||||
BufferChecks.checkDirect(params);
|
||||
nglGetProgramfv(program, pname, params, params.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glGetProgramfv_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglGetProgramfv(program, pname, params, params.position(), function_pointer);
|
||||
}
|
||||
private static native void nglGetProgramfv(int program, int pname, FloatBuffer params, int params_position);
|
||||
private static native void nglGetProgramfv(int program, int pname, FloatBuffer params, int params_position, long function_pointer);
|
||||
|
||||
public static void glGetShader(int shader, int pname, IntBuffer params) {
|
||||
BufferChecks.checkDirect(params);
|
||||
nglGetShaderiv(shader, pname, params, params.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glGetShaderiv_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglGetShaderiv(shader, pname, params, params.position(), function_pointer);
|
||||
}
|
||||
private static native void nglGetShaderiv(int shader, int pname, IntBuffer params, int params_position);
|
||||
private static native void nglGetShaderiv(int shader, int pname, IntBuffer params, int params_position, long function_pointer);
|
||||
|
||||
public static void glGetShader(int shader, int pname, FloatBuffer params) {
|
||||
BufferChecks.checkDirect(params);
|
||||
nglGetShaderfv(shader, pname, params, params.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glGetShaderfv_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglGetShaderfv(shader, pname, params, params.position(), function_pointer);
|
||||
}
|
||||
private static native void nglGetShaderfv(int shader, int pname, FloatBuffer params, int params_position);
|
||||
private static native void nglGetShaderfv(int shader, int pname, FloatBuffer params, int params_position, long function_pointer);
|
||||
|
||||
public static void glUniformMatrix4(int location, boolean transpose, FloatBuffer matrices) {
|
||||
BufferChecks.checkDirect(matrices);
|
||||
nglUniformMatrix4fv(location, (matrices.remaining()) >> 4, transpose, matrices, matrices.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniformMatrix4fv_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniformMatrix4fv(location, (matrices.remaining()) >> 4, transpose, matrices, matrices.position(), function_pointer);
|
||||
}
|
||||
private static native void nglUniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer matrices, int matrices_position);
|
||||
private static native void nglUniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer matrices, int matrices_position, long function_pointer);
|
||||
|
||||
public static void glUniformMatrix3(int location, boolean transpose, FloatBuffer matrices) {
|
||||
BufferChecks.checkDirect(matrices);
|
||||
nglUniformMatrix3fv(location, (matrices.remaining()) / (3 * 3), transpose, matrices, matrices.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniformMatrix3fv_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniformMatrix3fv(location, (matrices.remaining()) / (3 * 3), transpose, matrices, matrices.position(), function_pointer);
|
||||
}
|
||||
private static native void nglUniformMatrix3fv(int location, int count, boolean transpose, FloatBuffer matrices, int matrices_position);
|
||||
private static native void nglUniformMatrix3fv(int location, int count, boolean transpose, FloatBuffer matrices, int matrices_position, long function_pointer);
|
||||
|
||||
public static void glUniformMatrix2(int location, boolean transpose, FloatBuffer matrices) {
|
||||
BufferChecks.checkDirect(matrices);
|
||||
nglUniformMatrix2fv(location, (matrices.remaining()) >> 2, transpose, matrices, matrices.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniformMatrix2fv_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniformMatrix2fv(location, (matrices.remaining()) >> 2, transpose, matrices, matrices.position(), function_pointer);
|
||||
}
|
||||
private static native void nglUniformMatrix2fv(int location, int count, boolean transpose, FloatBuffer matrices, int matrices_position);
|
||||
private static native void nglUniformMatrix2fv(int location, int count, boolean transpose, FloatBuffer matrices, int matrices_position, long function_pointer);
|
||||
|
||||
public static void glUniform4(int location, IntBuffer values) {
|
||||
BufferChecks.checkDirect(values);
|
||||
nglUniform4iv(location, (values.remaining()) >> 2, values, values.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniform4iv_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniform4iv(location, (values.remaining()) >> 2, values, values.position(), function_pointer);
|
||||
}
|
||||
private static native void nglUniform4iv(int location, int count, IntBuffer values, int values_position);
|
||||
private static native void nglUniform4iv(int location, int count, IntBuffer values, int values_position, long function_pointer);
|
||||
|
||||
public static void glUniform3(int location, IntBuffer values) {
|
||||
BufferChecks.checkDirect(values);
|
||||
nglUniform3iv(location, (values.remaining()) / 3, values, values.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniform3iv_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniform3iv(location, (values.remaining()) / 3, values, values.position(), function_pointer);
|
||||
}
|
||||
private static native void nglUniform3iv(int location, int count, IntBuffer values, int values_position);
|
||||
private static native void nglUniform3iv(int location, int count, IntBuffer values, int values_position, long function_pointer);
|
||||
|
||||
public static void glUniform2(int location, IntBuffer values) {
|
||||
BufferChecks.checkDirect(values);
|
||||
nglUniform2iv(location, (values.remaining()) >> 1, values, values.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniform2iv_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniform2iv(location, (values.remaining()) >> 1, values, values.position(), function_pointer);
|
||||
}
|
||||
private static native void nglUniform2iv(int location, int count, IntBuffer values, int values_position);
|
||||
private static native void nglUniform2iv(int location, int count, IntBuffer values, int values_position, long function_pointer);
|
||||
|
||||
public static void glUniform1(int location, IntBuffer values) {
|
||||
BufferChecks.checkDirect(values);
|
||||
nglUniform1iv(location, (values.remaining()), values, values.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniform1iv_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniform1iv(location, (values.remaining()), values, values.position(), function_pointer);
|
||||
}
|
||||
private static native void nglUniform1iv(int location, int count, IntBuffer values, int values_position);
|
||||
private static native void nglUniform1iv(int location, int count, IntBuffer values, int values_position, long function_pointer);
|
||||
|
||||
public static void glUniform4(int location, FloatBuffer values) {
|
||||
BufferChecks.checkDirect(values);
|
||||
nglUniform4fv(location, (values.remaining()) >> 2, values, values.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniform4fv_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniform4fv(location, (values.remaining()) >> 2, values, values.position(), function_pointer);
|
||||
}
|
||||
private static native void nglUniform4fv(int location, int count, FloatBuffer values, int values_position);
|
||||
private static native void nglUniform4fv(int location, int count, FloatBuffer values, int values_position, long function_pointer);
|
||||
|
||||
public static void glUniform3(int location, FloatBuffer values) {
|
||||
BufferChecks.checkDirect(values);
|
||||
nglUniform3fv(location, (values.remaining()) / 3, values, values.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniform3fv_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniform3fv(location, (values.remaining()) / 3, values, values.position(), function_pointer);
|
||||
}
|
||||
private static native void nglUniform3fv(int location, int count, FloatBuffer values, int values_position);
|
||||
private static native void nglUniform3fv(int location, int count, FloatBuffer values, int values_position, long function_pointer);
|
||||
|
||||
public static void glUniform2(int location, FloatBuffer values) {
|
||||
BufferChecks.checkDirect(values);
|
||||
nglUniform2fv(location, (values.remaining()) >> 1, values, values.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniform2fv_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniform2fv(location, (values.remaining()) >> 1, values, values.position(), function_pointer);
|
||||
}
|
||||
private static native void nglUniform2fv(int location, int count, FloatBuffer values, int values_position);
|
||||
private static native void nglUniform2fv(int location, int count, FloatBuffer values, int values_position, long function_pointer);
|
||||
|
||||
public static void glUniform1(int location, FloatBuffer values) {
|
||||
BufferChecks.checkDirect(values);
|
||||
nglUniform1fv(location, (values.remaining()), values, values.position());
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniform1fv_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniform1fv(location, (values.remaining()), values, values.position(), function_pointer);
|
||||
}
|
||||
private static native void nglUniform1fv(int location, int count, FloatBuffer values, int values_position);
|
||||
private static native void nglUniform1fv(int location, int count, FloatBuffer values, int values_position, long function_pointer);
|
||||
|
||||
public static native void glUniform4i(int location, int v0, int v1, int v2, int v3);
|
||||
public static void glUniform4i(int location, int v0, int v1, int v2, int v3) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniform4i_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniform4i(location, v0, v1, v2, v3, function_pointer);
|
||||
}
|
||||
private static native void nglUniform4i(int location, int v0, int v1, int v2, int v3, long function_pointer);
|
||||
|
||||
public static native void glUniform3i(int location, int v0, int v1, int v2);
|
||||
public static void glUniform3i(int location, int v0, int v1, int v2) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniform3i_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniform3i(location, v0, v1, v2, function_pointer);
|
||||
}
|
||||
private static native void nglUniform3i(int location, int v0, int v1, int v2, long function_pointer);
|
||||
|
||||
public static native void glUniform2i(int location, int v0, int v1);
|
||||
public static void glUniform2i(int location, int v0, int v1) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniform2i_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniform2i(location, v0, v1, function_pointer);
|
||||
}
|
||||
private static native void nglUniform2i(int location, int v0, int v1, long function_pointer);
|
||||
|
||||
public static native void glUniform1i(int location, int v0);
|
||||
public static void glUniform1i(int location, int v0) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniform1i_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniform1i(location, v0, function_pointer);
|
||||
}
|
||||
private static native void nglUniform1i(int location, int v0, long function_pointer);
|
||||
|
||||
public static native void glUniform4f(int location, float v0, float v1, float v2, float v3);
|
||||
public static void glUniform4f(int location, float v0, float v1, float v2, float v3) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniform4f_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniform4f(location, v0, v1, v2, v3, function_pointer);
|
||||
}
|
||||
private static native void nglUniform4f(int location, float v0, float v1, float v2, float v3, long function_pointer);
|
||||
|
||||
public static native void glUniform3f(int location, float v0, float v1, float v2);
|
||||
public static void glUniform3f(int location, float v0, float v1, float v2) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniform3f_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniform3f(location, v0, v1, v2, function_pointer);
|
||||
}
|
||||
private static native void nglUniform3f(int location, float v0, float v1, float v2, long function_pointer);
|
||||
|
||||
public static native void glUniform2f(int location, float v0, float v1);
|
||||
public static void glUniform2f(int location, float v0, float v1) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniform2f_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniform2f(location, v0, v1, function_pointer);
|
||||
}
|
||||
private static native void nglUniform2f(int location, float v0, float v1, long function_pointer);
|
||||
|
||||
public static native void glUniform1f(int location, float v0);
|
||||
public static void glUniform1f(int location, float v0) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUniform1f_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUniform1f(location, v0, function_pointer);
|
||||
}
|
||||
private static native void nglUniform1f(int location, float v0, long function_pointer);
|
||||
|
||||
public static native void glDeleteProgram(int program);
|
||||
public static void glDeleteProgram(int program) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glDeleteProgram_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglDeleteProgram(program, function_pointer);
|
||||
}
|
||||
private static native void nglDeleteProgram(int program, long function_pointer);
|
||||
|
||||
public static native void glValidateProgram(int program);
|
||||
public static void glValidateProgram(int program) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glValidateProgram_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglValidateProgram(program, function_pointer);
|
||||
}
|
||||
private static native void nglValidateProgram(int program, long function_pointer);
|
||||
|
||||
public static native void glUseProgram(int program);
|
||||
public static void glUseProgram(int program) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glUseProgram_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglUseProgram(program, function_pointer);
|
||||
}
|
||||
private static native void nglUseProgram(int program, long function_pointer);
|
||||
|
||||
public static native void glLinkProgram(int program);
|
||||
public static void glLinkProgram(int program) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glLinkProgram_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglLinkProgram(program, function_pointer);
|
||||
}
|
||||
private static native void nglLinkProgram(int program, long function_pointer);
|
||||
|
||||
public static native void glDetachShader(int program, int shader);
|
||||
public static void glDetachShader(int program, int shader) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glDetachShader_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglDetachShader(program, shader, function_pointer);
|
||||
}
|
||||
private static native void nglDetachShader(int program, int shader, long function_pointer);
|
||||
|
||||
public static native void glAttachShader(int program, int shader);
|
||||
public static void glAttachShader(int program, int shader) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glAttachShader_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglAttachShader(program, shader, function_pointer);
|
||||
}
|
||||
private static native void nglAttachShader(int program, int shader, long function_pointer);
|
||||
|
||||
public static native boolean glIsProgram(int program);
|
||||
public static boolean glIsProgram(int program) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glIsProgram_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
boolean __result = nglIsProgram(program, function_pointer);
|
||||
return __result;
|
||||
}
|
||||
private static native boolean nglIsProgram(int program, long function_pointer);
|
||||
|
||||
public static native int glCreateProgram();
|
||||
public static int glCreateProgram() {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glCreateProgram_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
int __result = nglCreateProgram(function_pointer);
|
||||
return __result;
|
||||
}
|
||||
private static native int nglCreateProgram(long function_pointer);
|
||||
|
||||
public static native void glDeleteShader(int shader);
|
||||
public static void glDeleteShader(int shader) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glDeleteShader_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglDeleteShader(shader, function_pointer);
|
||||
}
|
||||
private static native void nglDeleteShader(int shader, long function_pointer);
|
||||
|
||||
public static native void glCompileShader(int shader);
|
||||
public static void glCompileShader(int shader) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glCompileShader_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglCompileShader(shader, function_pointer);
|
||||
}
|
||||
private static native void nglCompileShader(int shader, long function_pointer);
|
||||
|
||||
public static native boolean glIsShader(int shader);
|
||||
public static boolean glIsShader(int shader) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glIsShader_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
boolean __result = nglIsShader(shader, function_pointer);
|
||||
return __result;
|
||||
}
|
||||
private static native boolean nglIsShader(int shader, long function_pointer);
|
||||
|
||||
public static native int glCreateShader(int type);
|
||||
public static int glCreateShader(int type) {
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glCreateShader_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
int __result = nglCreateShader(type, function_pointer);
|
||||
return __result;
|
||||
}
|
||||
private static native int nglCreateShader(int type, long function_pointer);
|
||||
|
||||
/**
|
||||
* The ARB_shader_objects extension allows multiple, optionally null-terminated, source strings to define a shader program.
|
||||
|
|
@ -412,7 +661,9 @@ public final class GL20 {
|
|||
*/
|
||||
public static void glShaderSource(int shader, ByteBuffer string) {
|
||||
BufferChecks.checkDirect(string);
|
||||
nglShaderSource(shader, 1, string, string.position(), (string.remaining()));
|
||||
long function_pointer = GLContext.getCapabilities().GL20_glShaderSource_pointer;
|
||||
BufferChecks.checkFunctionAddress(function_pointer);
|
||||
nglShaderSource(shader, 1, string, string.position(), (string.remaining()), function_pointer);
|
||||
}
|
||||
private static native void nglShaderSource(int shader, int count, ByteBuffer string, int string_position, int length);
|
||||
private static native void nglShaderSource(int shader, int count, ByteBuffer string, int string_position, int length, long function_pointer);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue