Trait gleam::gl::Gl
source · pub trait Gl {
Show 228 methods
// Required methods
fn get_type(&self) -> GlType;
fn buffer_data_untyped(
&self,
target: GLenum,
size: GLsizeiptr,
data: *const GLvoid,
usage: GLenum,
);
fn buffer_sub_data_untyped(
&self,
target: GLenum,
offset: isize,
size: GLsizeiptr,
data: *const GLvoid,
);
fn map_buffer(&self, target: GLenum, access: GLbitfield) -> *mut c_void;
fn map_buffer_range(
&self,
target: GLenum,
offset: GLintptr,
length: GLsizeiptr,
access: GLbitfield,
) -> *mut c_void;
fn unmap_buffer(&self, target: GLenum) -> GLboolean;
fn tex_buffer(
&self,
target: GLenum,
internal_format: GLenum,
buffer: GLuint,
);
fn shader_source(&self, shader: GLuint, strings: &[&[u8]]);
fn read_buffer(&self, mode: GLenum);
fn read_pixels_into_buffer(
&self,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
pixel_type: GLenum,
dst_buffer: &mut [u8],
);
fn read_pixels(
&self,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
pixel_type: GLenum,
) -> Vec<u8>;
unsafe fn read_pixels_into_pbo(
&self,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
pixel_type: GLenum,
);
fn sample_coverage(&self, value: GLclampf, invert: bool);
fn polygon_offset(&self, factor: GLfloat, units: GLfloat);
fn pixel_store_i(&self, name: GLenum, param: GLint);
fn gen_buffers(&self, n: GLsizei) -> Vec<GLuint>;
fn gen_renderbuffers(&self, n: GLsizei) -> Vec<GLuint>;
fn gen_framebuffers(&self, n: GLsizei) -> Vec<GLuint>;
fn gen_textures(&self, n: GLsizei) -> Vec<GLuint>;
fn gen_vertex_arrays(&self, n: GLsizei) -> Vec<GLuint>;
fn gen_vertex_arrays_apple(&self, n: GLsizei) -> Vec<GLuint>;
fn gen_queries(&self, n: GLsizei) -> Vec<GLuint>;
fn begin_query(&self, target: GLenum, id: GLuint);
fn end_query(&self, target: GLenum);
fn query_counter(&self, id: GLuint, target: GLenum);
fn get_query_object_iv(&self, id: GLuint, pname: GLenum) -> i32;
fn get_query_object_uiv(&self, id: GLuint, pname: GLenum) -> u32;
fn get_query_object_i64v(&self, id: GLuint, pname: GLenum) -> i64;
fn get_query_object_ui64v(&self, id: GLuint, pname: GLenum) -> u64;
fn delete_queries(&self, queries: &[GLuint]);
fn delete_vertex_arrays(&self, vertex_arrays: &[GLuint]);
fn delete_vertex_arrays_apple(&self, vertex_arrays: &[GLuint]);
fn delete_buffers(&self, buffers: &[GLuint]);
fn delete_renderbuffers(&self, renderbuffers: &[GLuint]);
fn delete_framebuffers(&self, framebuffers: &[GLuint]);
fn delete_textures(&self, textures: &[GLuint]);
fn framebuffer_renderbuffer(
&self,
target: GLenum,
attachment: GLenum,
renderbuffertarget: GLenum,
renderbuffer: GLuint,
);
fn renderbuffer_storage(
&self,
target: GLenum,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
);
fn depth_func(&self, func: GLenum);
fn active_texture(&self, texture: GLenum);
fn attach_shader(&self, program: GLuint, shader: GLuint);
fn bind_attrib_location(&self, program: GLuint, index: GLuint, name: &str);
unsafe fn get_uniform_iv(
&self,
program: GLuint,
location: GLint,
result: &mut [GLint],
);
unsafe fn get_uniform_fv(
&self,
program: GLuint,
location: GLint,
result: &mut [GLfloat],
);
fn get_uniform_block_index(&self, program: GLuint, name: &str) -> GLuint;
fn get_uniform_indices(
&self,
program: GLuint,
names: &[&str],
) -> Vec<GLuint>;
fn bind_buffer_base(&self, target: GLenum, index: GLuint, buffer: GLuint);
fn bind_buffer_range(
&self,
target: GLenum,
index: GLuint,
buffer: GLuint,
offset: GLintptr,
size: GLsizeiptr,
);
fn uniform_block_binding(
&self,
program: GLuint,
uniform_block_index: GLuint,
uniform_block_binding: GLuint,
);
fn bind_buffer(&self, target: GLenum, buffer: GLuint);
fn bind_vertex_array(&self, vao: GLuint);
fn bind_vertex_array_apple(&self, vao: GLuint);
fn bind_renderbuffer(&self, target: GLenum, renderbuffer: GLuint);
fn bind_framebuffer(&self, target: GLenum, framebuffer: GLuint);
fn bind_texture(&self, target: GLenum, texture: GLuint);
fn bind_vertex_buffer(
&self,
binding_index: GLuint,
buffer: GLuint,
offset: GLintptr,
stride: GLint,
);
fn draw_buffers(&self, bufs: &[GLenum]);
fn tex_image_2d(
&self,
target: GLenum,
level: GLint,
internal_format: GLint,
width: GLsizei,
height: GLsizei,
border: GLint,
format: GLenum,
ty: GLenum,
opt_data: Option<&[u8]>,
);
fn compressed_tex_image_2d(
&self,
target: GLenum,
level: GLint,
internal_format: GLenum,
width: GLsizei,
height: GLsizei,
border: GLint,
data: &[u8],
);
fn compressed_tex_sub_image_2d(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
data: &[u8],
);
fn tex_image_3d(
&self,
target: GLenum,
level: GLint,
internal_format: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
border: GLint,
format: GLenum,
ty: GLenum,
opt_data: Option<&[u8]>,
);
fn copy_tex_image_2d(
&self,
target: GLenum,
level: GLint,
internal_format: GLenum,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
border: GLint,
);
fn copy_tex_sub_image_2d(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
);
fn copy_tex_sub_image_3d(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
zoffset: GLint,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
);
fn tex_sub_image_2d(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
ty: GLenum,
data: &[u8],
);
fn tex_sub_image_2d_pbo(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
ty: GLenum,
offset: usize,
);
fn tex_sub_image_3d(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
zoffset: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
format: GLenum,
ty: GLenum,
data: &[u8],
);
fn tex_sub_image_3d_pbo(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
zoffset: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
format: GLenum,
ty: GLenum,
offset: usize,
);
fn tex_storage_2d(
&self,
target: GLenum,
levels: GLint,
internal_format: GLenum,
width: GLsizei,
height: GLsizei,
);
fn tex_storage_3d(
&self,
target: GLenum,
levels: GLint,
internal_format: GLenum,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
);
fn get_tex_image_into_buffer(
&self,
target: GLenum,
level: GLint,
format: GLenum,
ty: GLenum,
output: &mut [u8],
);
unsafe fn copy_image_sub_data(
&self,
src_name: GLuint,
src_target: GLenum,
src_level: GLint,
src_x: GLint,
src_y: GLint,
src_z: GLint,
dst_name: GLuint,
dst_target: GLenum,
dst_level: GLint,
dst_x: GLint,
dst_y: GLint,
dst_z: GLint,
src_width: GLsizei,
src_height: GLsizei,
src_depth: GLsizei,
);
fn invalidate_framebuffer(&self, target: GLenum, attachments: &[GLenum]);
fn invalidate_sub_framebuffer(
&self,
target: GLenum,
attachments: &[GLenum],
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
);
unsafe fn get_integer_v(&self, name: GLenum, result: &mut [GLint]);
unsafe fn get_integer_64v(&self, name: GLenum, result: &mut [GLint64]);
unsafe fn get_integer_iv(
&self,
name: GLenum,
index: GLuint,
result: &mut [GLint],
);
unsafe fn get_integer_64iv(
&self,
name: GLenum,
index: GLuint,
result: &mut [GLint64],
);
unsafe fn get_boolean_v(&self, name: GLenum, result: &mut [GLboolean]);
unsafe fn get_float_v(&self, name: GLenum, result: &mut [GLfloat]);
fn get_framebuffer_attachment_parameter_iv(
&self,
target: GLenum,
attachment: GLenum,
pname: GLenum,
) -> GLint;
fn get_renderbuffer_parameter_iv(
&self,
target: GLenum,
pname: GLenum,
) -> GLint;
fn get_tex_parameter_iv(&self, target: GLenum, name: GLenum) -> GLint;
fn get_tex_parameter_fv(&self, target: GLenum, name: GLenum) -> GLfloat;
fn tex_parameter_i(&self, target: GLenum, pname: GLenum, param: GLint);
fn tex_parameter_f(&self, target: GLenum, pname: GLenum, param: GLfloat);
fn framebuffer_texture_2d(
&self,
target: GLenum,
attachment: GLenum,
textarget: GLenum,
texture: GLuint,
level: GLint,
);
fn framebuffer_texture_layer(
&self,
target: GLenum,
attachment: GLenum,
texture: GLuint,
level: GLint,
layer: GLint,
);
fn blit_framebuffer(
&self,
src_x0: GLint,
src_y0: GLint,
src_x1: GLint,
src_y1: GLint,
dst_x0: GLint,
dst_y0: GLint,
dst_x1: GLint,
dst_y1: GLint,
mask: GLbitfield,
filter: GLenum,
);
fn vertex_attrib_4f(
&self,
index: GLuint,
x: GLfloat,
y: GLfloat,
z: GLfloat,
w: GLfloat,
);
fn vertex_attrib_binding(&self, attrib_index: GLuint, binding_index: GLuint);
fn vertex_attrib_pointer_f32(
&self,
index: GLuint,
size: GLint,
normalized: bool,
stride: GLsizei,
offset: GLuint,
);
fn vertex_attrib_pointer(
&self,
index: GLuint,
size: GLint,
type_: GLenum,
normalized: bool,
stride: GLsizei,
offset: GLuint,
);
fn vertex_attrib_i_pointer(
&self,
index: GLuint,
size: GLint,
type_: GLenum,
stride: GLsizei,
offset: GLuint,
);
fn vertex_attrib_divisor(&self, index: GLuint, divisor: GLuint);
fn vertex_attrib_format(
&self,
attrib_index: GLuint,
size: GLint,
type_: GLenum,
normalized: bool,
relative_offset: GLuint,
);
fn vertex_attrib_i_format(
&self,
attrib_index: GLuint,
size: GLint,
type_: GLenum,
relative_offset: GLuint,
);
fn vertex_binding_divisor(&self, binding_index: GLuint, divisor: GLuint);
fn viewport(&self, x: GLint, y: GLint, width: GLsizei, height: GLsizei);
fn scissor(&self, x: GLint, y: GLint, width: GLsizei, height: GLsizei);
fn line_width(&self, width: GLfloat);
fn use_program(&self, program: GLuint);
fn validate_program(&self, program: GLuint);
fn draw_arrays(&self, mode: GLenum, first: GLint, count: GLsizei);
fn draw_arrays_instanced(
&self,
mode: GLenum,
first: GLint,
count: GLsizei,
primcount: GLsizei,
);
fn draw_elements(
&self,
mode: GLenum,
count: GLsizei,
element_type: GLenum,
indices_offset: GLuint,
);
fn draw_elements_instanced(
&self,
mode: GLenum,
count: GLsizei,
element_type: GLenum,
indices_offset: GLuint,
primcount: GLsizei,
);
fn blend_color(&self, r: f32, g: f32, b: f32, a: f32);
fn blend_func(&self, sfactor: GLenum, dfactor: GLenum);
fn blend_func_separate(
&self,
src_rgb: GLenum,
dest_rgb: GLenum,
src_alpha: GLenum,
dest_alpha: GLenum,
);
fn blend_equation(&self, mode: GLenum);
fn blend_equation_separate(&self, mode_rgb: GLenum, mode_alpha: GLenum);
fn color_mask(&self, r: bool, g: bool, b: bool, a: bool);
fn cull_face(&self, mode: GLenum);
fn front_face(&self, mode: GLenum);
fn enable(&self, cap: GLenum);
fn disable(&self, cap: GLenum);
fn hint(&self, param_name: GLenum, param_val: GLenum);
fn is_enabled(&self, cap: GLenum) -> GLboolean;
fn is_shader(&self, shader: GLuint) -> GLboolean;
fn is_texture(&self, texture: GLenum) -> GLboolean;
fn is_framebuffer(&self, framebuffer: GLenum) -> GLboolean;
fn is_renderbuffer(&self, renderbuffer: GLenum) -> GLboolean;
fn check_frame_buffer_status(&self, target: GLenum) -> GLenum;
fn enable_vertex_attrib_array(&self, index: GLuint);
fn disable_vertex_attrib_array(&self, index: GLuint);
fn uniform_1f(&self, location: GLint, v0: GLfloat);
fn uniform_1fv(&self, location: GLint, values: &[f32]);
fn uniform_1i(&self, location: GLint, v0: GLint);
fn uniform_1iv(&self, location: GLint, values: &[i32]);
fn uniform_1ui(&self, location: GLint, v0: GLuint);
fn uniform_2f(&self, location: GLint, v0: GLfloat, v1: GLfloat);
fn uniform_2fv(&self, location: GLint, values: &[f32]);
fn uniform_2i(&self, location: GLint, v0: GLint, v1: GLint);
fn uniform_2iv(&self, location: GLint, values: &[i32]);
fn uniform_2ui(&self, location: GLint, v0: GLuint, v1: GLuint);
fn uniform_3f(&self, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat);
fn uniform_3fv(&self, location: GLint, values: &[f32]);
fn uniform_3i(&self, location: GLint, v0: GLint, v1: GLint, v2: GLint);
fn uniform_3iv(&self, location: GLint, values: &[i32]);
fn uniform_3ui(&self, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint);
fn uniform_4f(
&self,
location: GLint,
x: GLfloat,
y: GLfloat,
z: GLfloat,
w: GLfloat,
);
fn uniform_4i(
&self,
location: GLint,
x: GLint,
y: GLint,
z: GLint,
w: GLint,
);
fn uniform_4iv(&self, location: GLint, values: &[i32]);
fn uniform_4ui(
&self,
location: GLint,
x: GLuint,
y: GLuint,
z: GLuint,
w: GLuint,
);
fn uniform_4fv(&self, location: GLint, values: &[f32]);
fn uniform_matrix_2fv(
&self,
location: GLint,
transpose: bool,
value: &[f32],
);
fn uniform_matrix_3fv(
&self,
location: GLint,
transpose: bool,
value: &[f32],
);
fn uniform_matrix_4fv(
&self,
location: GLint,
transpose: bool,
value: &[f32],
);
fn depth_mask(&self, flag: bool);
fn depth_range(&self, near: f64, far: f64);
fn get_active_attrib(
&self,
program: GLuint,
index: GLuint,
) -> (i32, u32, String);
fn get_active_uniform(
&self,
program: GLuint,
index: GLuint,
) -> (i32, u32, String);
fn get_active_uniforms_iv(
&self,
program: GLuint,
indices: Vec<GLuint>,
pname: GLenum,
) -> Vec<GLint>;
fn get_active_uniform_block_i(
&self,
program: GLuint,
index: GLuint,
pname: GLenum,
) -> GLint;
fn get_active_uniform_block_iv(
&self,
program: GLuint,
index: GLuint,
pname: GLenum,
) -> Vec<GLint>;
fn get_active_uniform_block_name(
&self,
program: GLuint,
index: GLuint,
) -> String;
fn get_attrib_location(&self, program: GLuint, name: &str) -> c_int;
fn get_frag_data_location(&self, program: GLuint, name: &str) -> c_int;
fn get_uniform_location(&self, program: GLuint, name: &str) -> c_int;
fn get_program_info_log(&self, program: GLuint) -> String;
unsafe fn get_program_iv(
&self,
program: GLuint,
pname: GLenum,
result: &mut [GLint],
);
fn get_program_binary(&self, program: GLuint) -> (Vec<u8>, GLenum);
fn program_binary(&self, program: GLuint, format: GLenum, binary: &[u8]);
fn program_parameter_i(&self, program: GLuint, pname: GLenum, value: GLint);
unsafe fn get_vertex_attrib_iv(
&self,
index: GLuint,
pname: GLenum,
result: &mut [GLint],
);
unsafe fn get_vertex_attrib_fv(
&self,
index: GLuint,
pname: GLenum,
result: &mut [GLfloat],
);
fn get_vertex_attrib_pointer_v(
&self,
index: GLuint,
pname: GLenum,
) -> GLsizeiptr;
fn get_buffer_parameter_iv(&self, target: GLuint, pname: GLenum) -> GLint;
fn get_shader_info_log(&self, shader: GLuint) -> String;
fn get_string(&self, which: GLenum) -> String;
fn get_string_i(&self, which: GLenum, index: GLuint) -> String;
unsafe fn get_shader_iv(
&self,
shader: GLuint,
pname: GLenum,
result: &mut [GLint],
);
fn get_shader_precision_format(
&self,
shader_type: GLuint,
precision_type: GLuint,
) -> (GLint, GLint, GLint);
fn compile_shader(&self, shader: GLuint);
fn create_program(&self) -> GLuint;
fn delete_program(&self, program: GLuint);
fn create_shader(&self, shader_type: GLenum) -> GLuint;
fn delete_shader(&self, shader: GLuint);
fn detach_shader(&self, program: GLuint, shader: GLuint);
fn link_program(&self, program: GLuint);
fn clear_color(&self, r: f32, g: f32, b: f32, a: f32);
fn clear(&self, buffer_mask: GLbitfield);
fn clear_depth(&self, depth: f64);
fn clear_stencil(&self, s: GLint);
fn flush(&self);
fn finish(&self);
fn get_error(&self) -> GLenum;
fn stencil_mask(&self, mask: GLuint);
fn stencil_mask_separate(&self, face: GLenum, mask: GLuint);
fn stencil_func(&self, func: GLenum, ref_: GLint, mask: GLuint);
fn stencil_func_separate(
&self,
face: GLenum,
func: GLenum,
ref_: GLint,
mask: GLuint,
);
fn stencil_op(&self, sfail: GLenum, dpfail: GLenum, dppass: GLenum);
fn stencil_op_separate(
&self,
face: GLenum,
sfail: GLenum,
dpfail: GLenum,
dppass: GLenum,
);
fn egl_image_target_texture2d_oes(
&self,
target: GLenum,
image: GLeglImageOES,
);
fn egl_image_target_renderbuffer_storage_oes(
&self,
target: GLenum,
image: GLeglImageOES,
);
fn generate_mipmap(&self, target: GLenum);
fn insert_event_marker_ext(&self, message: &str);
fn push_group_marker_ext(&self, message: &str);
fn pop_group_marker_ext(&self);
fn debug_message_insert_khr(
&self,
source: GLenum,
type_: GLenum,
id: GLuint,
severity: GLenum,
message: &str,
);
fn push_debug_group_khr(&self, source: GLenum, id: GLuint, message: &str);
fn pop_debug_group_khr(&self);
fn fence_sync(&self, condition: GLenum, flags: GLbitfield) -> GLsync;
fn client_wait_sync(
&self,
sync: GLsync,
flags: GLbitfield,
timeout: GLuint64,
) -> GLenum;
fn wait_sync(&self, sync: GLsync, flags: GLbitfield, timeout: GLuint64);
fn delete_sync(&self, sync: GLsync);
fn texture_range_apple(&self, target: GLenum, data: &[u8]);
fn gen_fences_apple(&self, n: GLsizei) -> Vec<GLuint>;
fn delete_fences_apple(&self, fences: &[GLuint]);
fn set_fence_apple(&self, fence: GLuint);
fn finish_fence_apple(&self, fence: GLuint);
fn test_fence_apple(&self, fence: GLuint);
fn test_object_apple(&self, object: GLenum, name: GLuint) -> GLboolean;
fn finish_object_apple(&self, object: GLenum, name: GLuint);
fn blend_barrier_khr(&self);
fn bind_frag_data_location_indexed(
&self,
program: GLuint,
color_number: GLuint,
index: GLuint,
name: &str,
);
fn get_frag_data_index(&self, program: GLuint, name: &str) -> GLint;
fn get_debug_messages(&self) -> Vec<DebugMessage>;
fn provoking_vertex_angle(&self, mode: GLenum);
fn copy_texture_chromium(
&self,
source_id: GLuint,
source_level: GLint,
dest_target: GLenum,
dest_id: GLuint,
dest_level: GLint,
internal_format: GLint,
dest_type: GLenum,
unpack_flip_y: GLboolean,
unpack_premultiply_alpha: GLboolean,
unpack_unmultiply_alpha: GLboolean,
);
fn copy_sub_texture_chromium(
&self,
source_id: GLuint,
source_level: GLint,
dest_target: GLenum,
dest_id: GLuint,
dest_level: GLint,
x_offset: GLint,
y_offset: GLint,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
unpack_flip_y: GLboolean,
unpack_premultiply_alpha: GLboolean,
unpack_unmultiply_alpha: GLboolean,
);
fn copy_texture_3d_angle(
&self,
source_id: GLuint,
source_level: GLint,
dest_target: GLenum,
dest_id: GLuint,
dest_level: GLint,
internal_format: GLint,
dest_type: GLenum,
unpack_flip_y: GLboolean,
unpack_premultiply_alpha: GLboolean,
unpack_unmultiply_alpha: GLboolean,
);
fn copy_sub_texture_3d_angle(
&self,
source_id: GLuint,
source_level: GLint,
dest_target: GLenum,
dest_id: GLuint,
dest_level: GLint,
x_offset: GLint,
y_offset: GLint,
z_offset: GLint,
x: GLint,
y: GLint,
z: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
unpack_flip_y: GLboolean,
unpack_premultiply_alpha: GLboolean,
unpack_unmultiply_alpha: GLboolean,
);
fn buffer_storage(
&self,
target: GLenum,
size: GLsizeiptr,
data: *const GLvoid,
flags: GLbitfield,
);
fn flush_mapped_buffer_range(
&self,
target: GLenum,
offset: GLintptr,
length: GLsizeiptr,
);
fn start_tiling_qcom(
&self,
x: GLuint,
y: GLuint,
width: GLuint,
height: GLuint,
preserve_mask: GLbitfield,
);
fn end_tiling_qcom(&self, preserve_mask: GLbitfield);
}