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The most widely adopted 2D and 3D graphics API in the industry, bringing thousands of applications to a wide variety of computer platforms.
/*
* Copyright LWJGL. All rights reserved.
* License terms: https://www.lwjgl.org/license
* MACHINE GENERATED FILE, DO NOT EDIT
*/
package org.lwjgl.opengl;
import javax.annotation.*;
import java.nio.*;
import org.lwjgl.*;
import org.lwjgl.system.*;
import static org.lwjgl.system.Checks.*;
import static org.lwjgl.system.JNI.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;
/**
* The OpenGL functionality up to version 4.1. Includes only Core Profile symbols.
*
* OpenGL 4.1 implementations support revision 4.10 of the OpenGL Shading Language.
*
* Extensions promoted to core in this release:
*
*
* - ARB_ES2_compatibility
* - ARB_get_program_binary
* - ARB_separate_shader_objects
* - ARB_shader_precision
* - ARB_vertex_attrib_64bit
* - ARB_viewport_array
*
*/
public class GL41C extends GL40C {
/** Accepted by the {@code value} parameter of GetBooleanv, GetIntegerv, GetInteger64v, GetFloatv, and GetDoublev. */
public static final int
GL_SHADER_COMPILER = 0x8DFA,
GL_SHADER_BINARY_FORMATS = 0x8DF8,
GL_NUM_SHADER_BINARY_FORMATS = 0x8DF9,
GL_MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB,
GL_MAX_VARYING_VECTORS = 0x8DFC,
GL_MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD,
GL_IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A,
GL_IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B;
/** Accepted by the {@code type} parameter of VertexAttribPointer. */
public static final int GL_FIXED = 0x140C;
/** Accepted by the {@code precisiontype} parameter of GetShaderPrecisionFormat. */
public static final int
GL_LOW_FLOAT = 0x8DF0,
GL_MEDIUM_FLOAT = 0x8DF1,
GL_HIGH_FLOAT = 0x8DF2,
GL_LOW_INT = 0x8DF3,
GL_MEDIUM_INT = 0x8DF4,
GL_HIGH_INT = 0x8DF5;
/** Accepted by the {@code format} parameter of most commands taking sized internal formats. */
public static final int GL_RGB565 = 0x8D62;
/** Accepted by the {@code pname} parameter of ProgramParameteri and GetProgramiv. */
public static final int GL_PROGRAM_BINARY_RETRIEVABLE_HINT = 0x8257;
/** Accepted by the {@code pname} parameter of GetProgramiv. */
public static final int GL_PROGRAM_BINARY_LENGTH = 0x8741;
/** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetInteger64v, GetFloatv and GetDoublev. */
public static final int
GL_NUM_PROGRAM_BINARY_FORMATS = 0x87FE,
GL_PROGRAM_BINARY_FORMATS = 0x87FF;
/** Accepted by {@code stages} parameter to UseProgramStages. */
public static final int
GL_VERTEX_SHADER_BIT = 0x1,
GL_FRAGMENT_SHADER_BIT = 0x2,
GL_GEOMETRY_SHADER_BIT = 0x4,
GL_TESS_CONTROL_SHADER_BIT = 0x8,
GL_TESS_EVALUATION_SHADER_BIT = 0x10,
GL_ALL_SHADER_BITS = 0xFFFFFFFF;
/** Accepted by the {@code pname} parameter of ProgramParameteri and GetProgramiv. */
public static final int GL_PROGRAM_SEPARABLE = 0x8258;
/** Accepted by {@code type} parameter to GetProgramPipelineiv. */
public static final int GL_ACTIVE_PROGRAM = 0x8259;
/** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetInteger64v, GetFloatv, and GetDoublev. */
public static final int GL_PROGRAM_PIPELINE_BINDING = 0x825A;
/** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, GetDoublev and GetInteger64v. */
public static final int
GL_MAX_VIEWPORTS = 0x825B,
GL_VIEWPORT_SUBPIXEL_BITS = 0x825C,
GL_VIEWPORT_BOUNDS_RANGE = 0x825D,
GL_LAYER_PROVOKING_VERTEX = 0x825E,
GL_VIEWPORT_INDEX_PROVOKING_VERTEX = 0x825F;
/** Returned in the {@code data} parameter from a Get query with a {@code pname} of LAYER_PROVOKING_VERTEX or VIEWPORT_INDEX_PROVOKING_VERTEX. */
public static final int GL_UNDEFINED_VERTEX = 0x8260;
static { GL.initialize(); }
protected GL41C() {
throw new UnsupportedOperationException();
}
// --- [ glReleaseShaderCompiler ] ---
/**
* Releases resources allocated by the shader compiler. This is a hint from the application, and does not prevent later use of the shader compiler.
*
* @see Reference Page
*/
public static native void glReleaseShaderCompiler();
// --- [ glShaderBinary ] ---
/**
* Unsafe version of: {@link #glShaderBinary ShaderBinary}
*
* @param count the number of shader object handles contained in {@code shaders}
* @param length the length of the array whose address is given in binary
*/
public static native void nglShaderBinary(int count, long shaders, int binaryformat, long binary, int length);
/**
* Loads pre-compiled shader binaries.
*
* @param shaders an array of shader handles into which to load pre-compiled shader binaries
* @param binaryformat the format of the shader binaries contained in {@code binary}
* @param binary an array of bytes containing pre-compiled binary shader code
*
* @see Reference Page
*/
public static void glShaderBinary(@NativeType("GLuint const *") IntBuffer shaders, @NativeType("GLenum") int binaryformat, @NativeType("void const *") ByteBuffer binary) {
nglShaderBinary(shaders.remaining(), memAddress(shaders), binaryformat, memAddress(binary), binary.remaining());
}
// --- [ glGetShaderPrecisionFormat ] ---
/** Unsafe version of: {@link #glGetShaderPrecisionFormat GetShaderPrecisionFormat} */
public static native void nglGetShaderPrecisionFormat(int shadertype, int precisiontype, long range, long precision);
/**
* Retrieves the range and precision for numeric formats supported by the shader compiler.
*
* @param shadertype the type of shader whose precision to query. One of:
{@link GL20#GL_VERTEX_SHADER VERTEX_SHADER} {@link GL20#GL_FRAGMENT_SHADER FRAGMENT_SHADER}
* @param precisiontype the numeric format whose precision and range to query
* @param range the address of array of two integers into which encodings of the implementation's numeric range are returned
* @param precision the address of an integer into which the numeric precision of the implementation is written
*
* @see Reference Page
*/
public static void glGetShaderPrecisionFormat(@NativeType("GLenum") int shadertype, @NativeType("GLenum") int precisiontype, @NativeType("GLint *") IntBuffer range, @NativeType("GLint *") IntBuffer precision) {
if (CHECKS) {
check(range, 2);
check(precision, 1);
}
nglGetShaderPrecisionFormat(shadertype, precisiontype, memAddress(range), memAddress(precision));
}
/**
* Retrieves the range and precision for numeric formats supported by the shader compiler.
*
* @param shadertype the type of shader whose precision to query. One of:
{@link GL20#GL_VERTEX_SHADER VERTEX_SHADER} {@link GL20#GL_FRAGMENT_SHADER FRAGMENT_SHADER}
* @param precisiontype the numeric format whose precision and range to query
* @param range the address of array of two integers into which encodings of the implementation's numeric range are returned
*
* @see Reference Page
*/
@NativeType("void")
public static int glGetShaderPrecisionFormat(@NativeType("GLenum") int shadertype, @NativeType("GLenum") int precisiontype, @NativeType("GLint *") IntBuffer range) {
if (CHECKS) {
check(range, 2);
}
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer precision = stack.callocInt(1);
nglGetShaderPrecisionFormat(shadertype, precisiontype, memAddress(range), memAddress(precision));
return precision.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glDepthRangef ] ---
/**
* Specifies mapping of depth values from normalized device coordinates to window coordinates
*
* @param zNear the mapping of the near clipping plane to window coordinates. The initial value is 0.0f.
* @param zFar the mapping of the far clipping plane to window coordinates. The initial value is 1.0f.
*
* @see Reference Page
*/
public static native void glDepthRangef(@NativeType("GLfloat") float zNear, @NativeType("GLfloat") float zFar);
// --- [ glClearDepthf ] ---
/**
* Specifies the clear value for the depth buffer
*
* @param depth the depth value used when the depth buffer is cleared. The initial value is 1.0f.
*
* @see Reference Page
*/
public static native void glClearDepthf(@NativeType("GLfloat") float depth);
// --- [ glGetProgramBinary ] ---
/**
* Unsafe version of: {@link #glGetProgramBinary GetProgramBinary}
*
* @param bufSize the size of the buffer whose address is given by {@code binary}
*/
public static native void nglGetProgramBinary(int program, int bufSize, long length, long binaryFormat, long binary);
/**
* Returns a binary representation of a program object's compiled and linked executable source.
*
* @param program the name of a program object whose binary representation to retrieve
* @param length the address of a variable to receive the number of bytes written into {@code binary}
* @param binaryFormat a variable to receive a token indicating the format of the binary data returned by the GL
* @param binary an array into which the GL will return {@code program}'s binary representation
*
* @see Reference Page
*/
public static void glGetProgramBinary(@NativeType("GLuint") int program, @Nullable @NativeType("GLsizei *") IntBuffer length, @NativeType("GLenum *") IntBuffer binaryFormat, @NativeType("void *") ByteBuffer binary) {
if (CHECKS) {
checkSafe(length, 1);
check(binaryFormat, 1);
}
nglGetProgramBinary(program, binary.remaining(), memAddressSafe(length), memAddress(binaryFormat), memAddress(binary));
}
// --- [ glProgramBinary ] ---
/**
* Unsafe version of: {@link #glProgramBinary ProgramBinary}
*
* @param length the number of bytes contained in {@code binary}
*/
public static native void nglProgramBinary(int program, int binaryFormat, long binary, int length);
/**
* Loads a program object with a program binary.
*
* @param program the name of a program object into which to load a program binary
* @param binaryFormat the format of the binary data in binary
* @param binary an array containing the binary to be loaded into {@code program}
*
* @see Reference Page
*/
public static void glProgramBinary(@NativeType("GLuint") int program, @NativeType("GLenum") int binaryFormat, @NativeType("void const *") ByteBuffer binary) {
nglProgramBinary(program, binaryFormat, memAddress(binary), binary.remaining());
}
// --- [ glProgramParameteri ] ---
/**
* Specifies the integer value of a program object parameter.
*
* @param program the name of a program object whose parameter to modify
* @param pname the name of the parameter to modify. One of:
{@link #GL_PROGRAM_BINARY_RETRIEVABLE_HINT PROGRAM_BINARY_RETRIEVABLE_HINT} {@link #GL_PROGRAM_SEPARABLE PROGRAM_SEPARABLE}
* @param value the new value of the parameter specified by {@code pname} for {@code program}
*
* @see Reference Page
*/
public static native void glProgramParameteri(@NativeType("GLuint") int program, @NativeType("GLenum") int pname, @NativeType("GLint") int value);
// --- [ glUseProgramStages ] ---
/**
* Binds stages of a program object to a program pipeline.
*
* @param pipeline the program pipeline object to which to bind stages from {@code program}
* @param stages a set of program stages to bind to the program pipeline object
* @param program the program object containing the shader executables to use in {@code pipeline}
*
* @see Reference Page
*/
public static native void glUseProgramStages(@NativeType("GLuint") int pipeline, @NativeType("GLbitfield") int stages, @NativeType("GLuint") int program);
// --- [ glActiveShaderProgram ] ---
/**
* Sets the active program object for a program pipeline object.
*
* @param pipeline the program pipeline object to set the active program object for
* @param program the program object to set as the active program pipeline object {@code pipeline}
*
* @see Reference Page
*/
public static native void glActiveShaderProgram(@NativeType("GLuint") int pipeline, @NativeType("GLuint") int program);
// --- [ glCreateShaderProgramv ] ---
/**
* Unsafe version of: {@link #glCreateShaderProgramv CreateShaderProgramv}
*
* @param count the number of source code strings in the array {@code strings}
*/
public static native int nglCreateShaderProgramv(int type, int count, long strings);
/**
* Creates a stand-alone program from an array of null-terminated source code strings.
*
* {@code glCreateShaderProgram} is equivalent (assuming no errors are generated) to:
*
*
* const GLuint shader = glCreateShader(type);
* if (shader) {
* glShaderSource(shader, count, strings, NULL);
* glCompileShader(shader);
* const GLuint program = glCreateProgram();
* if (program) {
* GLint compiled = GL_FALSE;
* glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
* glProgramParameteri(program, GL_PROGRAM_SEPARABLE, GL_TRUE);
* if (compiled) {
* glAttachShader(program, shader);
* glLinkProgram(program);
* glDetachShader(program, shader);
* }
* // append-shader-info-log-to-program-info-log
* }
* glDeleteShader(shader);
* return program;
* } else {
* return 0;
* }
*
* The program object created by glCreateShaderProgram has its GL_PROGRAM_SEPARABLE status set to GL_TRUE.
*
* @param type the type of shader to create
* @param strings an array of pointers to source code strings from which to create the program object
*
* @see Reference Page
*/
@NativeType("GLuint")
public static int glCreateShaderProgramv(@NativeType("GLenum") int type, @NativeType("GLchar const **") PointerBuffer strings) {
return nglCreateShaderProgramv(type, strings.remaining(), memAddress(strings));
}
/**
* Creates a stand-alone program from an array of null-terminated source code strings.
*
* {@code glCreateShaderProgram} is equivalent (assuming no errors are generated) to:
*
*
* const GLuint shader = glCreateShader(type);
* if (shader) {
* glShaderSource(shader, count, strings, NULL);
* glCompileShader(shader);
* const GLuint program = glCreateProgram();
* if (program) {
* GLint compiled = GL_FALSE;
* glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
* glProgramParameteri(program, GL_PROGRAM_SEPARABLE, GL_TRUE);
* if (compiled) {
* glAttachShader(program, shader);
* glLinkProgram(program);
* glDetachShader(program, shader);
* }
* // append-shader-info-log-to-program-info-log
* }
* glDeleteShader(shader);
* return program;
* } else {
* return 0;
* }
*
* The program object created by glCreateShaderProgram has its GL_PROGRAM_SEPARABLE status set to GL_TRUE.
*
* @param type the type of shader to create
* @param strings an array of pointers to source code strings from which to create the program object
*
* @see Reference Page
*/
@NativeType("GLuint")
public static int glCreateShaderProgramv(@NativeType("GLenum") int type, @NativeType("GLchar const **") CharSequence... strings) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
long stringsAddress = org.lwjgl.system.APIUtil.apiArray(stack, MemoryUtil::memUTF8, strings);
int __result = nglCreateShaderProgramv(type, strings.length, stringsAddress);
org.lwjgl.system.APIUtil.apiArrayFree(stringsAddress, strings.length);
return __result;
} finally {
stack.setPointer(stackPointer);
}
}
/**
* Creates a stand-alone program from an array of null-terminated source code strings.
*
* {@code glCreateShaderProgram} is equivalent (assuming no errors are generated) to:
*
*
* const GLuint shader = glCreateShader(type);
* if (shader) {
* glShaderSource(shader, count, strings, NULL);
* glCompileShader(shader);
* const GLuint program = glCreateProgram();
* if (program) {
* GLint compiled = GL_FALSE;
* glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
* glProgramParameteri(program, GL_PROGRAM_SEPARABLE, GL_TRUE);
* if (compiled) {
* glAttachShader(program, shader);
* glLinkProgram(program);
* glDetachShader(program, shader);
* }
* // append-shader-info-log-to-program-info-log
* }
* glDeleteShader(shader);
* return program;
* } else {
* return 0;
* }
*
* The program object created by glCreateShaderProgram has its GL_PROGRAM_SEPARABLE status set to GL_TRUE.
*
* @param type the type of shader to create
*
* @see Reference Page
*/
@NativeType("GLuint")
public static int glCreateShaderProgramv(@NativeType("GLenum") int type, @NativeType("GLchar const **") CharSequence string) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
long stringsAddress = org.lwjgl.system.APIUtil.apiArray(stack, MemoryUtil::memUTF8, string);
int __result = nglCreateShaderProgramv(type, 1, stringsAddress);
org.lwjgl.system.APIUtil.apiArrayFree(stringsAddress, 1);
return __result;
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glBindProgramPipeline ] ---
/**
* Binds a program pipeline to the current context.
*
* @param pipeline the name of the pipeline object to bind to the context
*
* @see Reference Page
*/
public static native void glBindProgramPipeline(@NativeType("GLuint") int pipeline);
// --- [ glDeleteProgramPipelines ] ---
/**
* Unsafe version of: {@link #glDeleteProgramPipelines DeleteProgramPipelines}
*
* @param n the number of program pipeline objects to delete
*/
public static native void nglDeleteProgramPipelines(int n, long pipelines);
/**
* Deletes program pipeline objects.
*
* @param pipelines an array of names of program pipeline objects to delete
*
* @see Reference Page
*/
public static void glDeleteProgramPipelines(@NativeType("GLuint const *") IntBuffer pipelines) {
nglDeleteProgramPipelines(pipelines.remaining(), memAddress(pipelines));
}
/**
* Deletes program pipeline objects.
*
* @see Reference Page
*/
public static void glDeleteProgramPipelines(@NativeType("GLuint const *") int pipeline) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer pipelines = stack.ints(pipeline);
nglDeleteProgramPipelines(1, memAddress(pipelines));
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGenProgramPipelines ] ---
/**
* Unsafe version of: {@link #glGenProgramPipelines GenProgramPipelines}
*
* @param n the number of program pipeline object names to reserve
*/
public static native void nglGenProgramPipelines(int n, long pipelines);
/**
* Reserves program pipeline object names.
*
* @param pipelines an array of into which the reserved names will be written
*
* @see Reference Page
*/
public static void glGenProgramPipelines(@NativeType("GLuint *") IntBuffer pipelines) {
nglGenProgramPipelines(pipelines.remaining(), memAddress(pipelines));
}
/**
* Reserves program pipeline object names.
*
* @see Reference Page
*/
@NativeType("void")
public static int glGenProgramPipelines() {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer pipelines = stack.callocInt(1);
nglGenProgramPipelines(1, memAddress(pipelines));
return pipelines.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glIsProgramPipeline ] ---
/**
* Determines if a name corresponds to a program pipeline object.
*
* @param pipeline a value that may be the name of a program pipeline object
*
* @see Reference Page
*/
@NativeType("GLboolean")
public static native boolean glIsProgramPipeline(@NativeType("GLuint") int pipeline);
// --- [ glGetProgramPipelineiv ] ---
/** Unsafe version of: {@link #glGetProgramPipelineiv GetProgramPipelineiv} */
public static native void nglGetProgramPipelineiv(int pipeline, int pname, long params);
/**
* Retrieves properties of a program pipeline object.
*
* @param pipeline the name of a program pipeline object whose parameter retrieve
* @param pname the name of the parameter to retrieve. One of:
{@link #GL_ACTIVE_PROGRAM ACTIVE_PROGRAM} {@link GL20#GL_INFO_LOG_LENGTH INFO_LOG_LENGTH} {@link GL20#GL_VERTEX_SHADER VERTEX_SHADER} {@link GL20#GL_FRAGMENT_SHADER FRAGMENT_SHADER} {@link GL32#GL_GEOMETRY_SHADER GEOMETRY_SHADER} {@link GL40#GL_TESS_CONTROL_SHADER TESS_CONTROL_SHADER} {@link GL40#GL_TESS_EVALUATION_SHADER TESS_EVALUATION_SHADER}
* @param params a variable into which will be written the value or values of {@code pname} for {@code pipeline}
*
* @see Reference Page
*/
public static void glGetProgramPipelineiv(@NativeType("GLuint") int pipeline, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetProgramPipelineiv(pipeline, pname, memAddress(params));
}
/**
* Retrieves properties of a program pipeline object.
*
* @param pipeline the name of a program pipeline object whose parameter retrieve
* @param pname the name of the parameter to retrieve. One of:
{@link #GL_ACTIVE_PROGRAM ACTIVE_PROGRAM} {@link GL20#GL_INFO_LOG_LENGTH INFO_LOG_LENGTH} {@link GL20#GL_VERTEX_SHADER VERTEX_SHADER} {@link GL20#GL_FRAGMENT_SHADER FRAGMENT_SHADER} {@link GL32#GL_GEOMETRY_SHADER GEOMETRY_SHADER} {@link GL40#GL_TESS_CONTROL_SHADER TESS_CONTROL_SHADER} {@link GL40#GL_TESS_EVALUATION_SHADER TESS_EVALUATION_SHADER}
*
* @see Reference Page
*/
@NativeType("void")
public static int glGetProgramPipelinei(@NativeType("GLuint") int pipeline, @NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer params = stack.callocInt(1);
nglGetProgramPipelineiv(pipeline, pname, memAddress(params));
return params.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glProgramUniform1i ] ---
/**
* Specifies the value of an int uniform variable for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param x the uniform x value
*
* @see Reference Page
*/
public static native void glProgramUniform1i(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint") int x);
// --- [ glProgramUniform2i ] ---
/**
* Specifies the value of an ivec2 uniform variable for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param x the uniform x value
* @param y the uniform y value
*
* @see Reference Page
*/
public static native void glProgramUniform2i(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint") int x, @NativeType("GLint") int y);
// --- [ glProgramUniform3i ] ---
/**
* Specifies the value of an ivec3 uniform variable for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param x the uniform x value
* @param y the uniform y value
* @param z the uniform z value
*
* @see Reference Page
*/
public static native void glProgramUniform3i(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLint") int z);
// --- [ glProgramUniform4i ] ---
/**
* Specifies the value of an ivec4 uniform variable for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param x the uniform x value
* @param y the uniform y value
* @param z the uniform z value
* @param w the uniform w value
*
* @see Reference Page
*/
public static native void glProgramUniform4i(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLint") int z, @NativeType("GLint") int w);
// --- [ glProgramUniform1ui ] ---
/**
* Specifies the value of a uint uniform variable for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param x the uniform x value
*
* @see Reference Page
*/
public static native void glProgramUniform1ui(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint") int x);
// --- [ glProgramUniform2ui ] ---
/**
* Specifies the value of a uvec2 uniform variable for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param x the uniform x value
* @param y the uniform y value
*
* @see Reference Page
*/
public static native void glProgramUniform2ui(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint") int x, @NativeType("GLuint") int y);
// --- [ glProgramUniform3ui ] ---
/**
* Specifies the value of a uvec3 uniform variable for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param x the uniform x value
* @param y the uniform y value
* @param z the uniform z value
*
* @see Reference Page
*/
public static native void glProgramUniform3ui(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint") int x, @NativeType("GLuint") int y, @NativeType("GLuint") int z);
// --- [ glProgramUniform4ui ] ---
/**
* Specifies the value of a uvec4 uniform variable for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param x the uniform x value
* @param y the uniform y value
* @param z the uniform z value
* @param w the uniform w value
*
* @see Reference Page
*/
public static native void glProgramUniform4ui(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint") int x, @NativeType("GLuint") int y, @NativeType("GLuint") int z, @NativeType("GLuint") int w);
// --- [ glProgramUniform1f ] ---
/**
* Specifies the value of a float uniform variable for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param x the uniform x value
*
* @see Reference Page
*/
public static native void glProgramUniform1f(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat") float x);
// --- [ glProgramUniform2f ] ---
/**
* Specifies the value of a vec2 uniform variable for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param x the uniform x value
* @param y the uniform y value
*
* @see Reference Page
*/
public static native void glProgramUniform2f(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat") float x, @NativeType("GLfloat") float y);
// --- [ glProgramUniform3f ] ---
/**
* Specifies the value of a vec3 uniform variable for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param x the uniform x value
* @param y the uniform y value
* @param z the uniform z value
*
* @see Reference Page
*/
public static native void glProgramUniform3f(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z);
// --- [ glProgramUniform4f ] ---
/**
* Specifies the value of a vec4 uniform variable for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param x the uniform x value
* @param y the uniform y value
* @param z the uniform z value
* @param w the uniform w value
*
* @see Reference Page
*/
public static native void glProgramUniform4f(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z, @NativeType("GLfloat") float w);
// --- [ glProgramUniform1d ] ---
/**
* Specifies the value of a double uniform variable for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param x the uniform x value
*
* @see Reference Page
*/
public static native void glProgramUniform1d(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble") double x);
// --- [ glProgramUniform2d ] ---
/**
* Specifies the value of a dvec2 uniform variable for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param x the uniform x value
* @param y the uniform y value
*
* @see Reference Page
*/
public static native void glProgramUniform2d(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble") double x, @NativeType("GLdouble") double y);
// --- [ glProgramUniform3d ] ---
/**
* Specifies the value of a dvec3 uniform variable for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param x the uniform x value
* @param y the uniform y value
* @param z the uniform z value
*
* @see Reference Page
*/
public static native void glProgramUniform3d(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z);
// --- [ glProgramUniform4d ] ---
/**
* Specifies the value of a dvec4 uniform variable for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param x the uniform x value
* @param y the uniform y value
* @param z the uniform z value
* @param w the uniform w value
*
* @see Reference Page
*/
public static native void glProgramUniform4d(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z, @NativeType("GLdouble") double w);
// --- [ glProgramUniform1iv ] ---
/**
* Unsafe version of: {@link #glProgramUniform1iv ProgramUniform1iv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static native void nglProgramUniform1iv(int program, int location, int count, long value);
/**
* Specifies the value of a single float uniform variable or a float uniform variable array for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param value an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glProgramUniform1iv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint const *") IntBuffer value) {
nglProgramUniform1iv(program, location, value.remaining(), memAddress(value));
}
// --- [ glProgramUniform2iv ] ---
/**
* Unsafe version of: {@link #glProgramUniform2iv ProgramUniform2iv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static native void nglProgramUniform2iv(int program, int location, int count, long value);
/**
* Specifies the value of a single ivec2 uniform variable or an ivec2 uniform variable array for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param value an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glProgramUniform2iv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint const *") IntBuffer value) {
nglProgramUniform2iv(program, location, value.remaining() >> 1, memAddress(value));
}
// --- [ glProgramUniform3iv ] ---
/**
* Unsafe version of: {@link #glProgramUniform3iv ProgramUniform3iv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static native void nglProgramUniform3iv(int program, int location, int count, long value);
/**
* Specifies the value of a single ivec3 uniform variable or an ivec3 uniform variable array for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param value an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glProgramUniform3iv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint const *") IntBuffer value) {
nglProgramUniform3iv(program, location, value.remaining() / 3, memAddress(value));
}
// --- [ glProgramUniform4iv ] ---
/**
* Unsafe version of: {@link #glProgramUniform4iv ProgramUniform4iv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static native void nglProgramUniform4iv(int program, int location, int count, long value);
/**
* Specifies the value of a single ivec4 uniform variable or an ivec4 uniform variable array for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param value an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glProgramUniform4iv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint const *") IntBuffer value) {
nglProgramUniform4iv(program, location, value.remaining() >> 2, memAddress(value));
}
// --- [ glProgramUniform1uiv ] ---
/**
* Unsafe version of: {@link #glProgramUniform1uiv ProgramUniform1uiv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static native void nglProgramUniform1uiv(int program, int location, int count, long value);
/**
* Specifies the value of a single uint uniform variable or a uint uniform variable array for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param value an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glProgramUniform1uiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint const *") IntBuffer value) {
nglProgramUniform1uiv(program, location, value.remaining(), memAddress(value));
}
// --- [ glProgramUniform2uiv ] ---
/**
* Unsafe version of: {@link #glProgramUniform2uiv ProgramUniform2uiv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static native void nglProgramUniform2uiv(int program, int location, int count, long value);
/**
* Specifies the value of a single uvec2 uniform variable or a uvec2 uniform variable array for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param value an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glProgramUniform2uiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint const *") IntBuffer value) {
nglProgramUniform2uiv(program, location, value.remaining() >> 1, memAddress(value));
}
// --- [ glProgramUniform3uiv ] ---
/**
* Unsafe version of: {@link #glProgramUniform3uiv ProgramUniform3uiv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static native void nglProgramUniform3uiv(int program, int location, int count, long value);
/**
* Specifies the value of a single uvec3 uniform variable or a uvec3 uniform variable array for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param value an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glProgramUniform3uiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint const *") IntBuffer value) {
nglProgramUniform3uiv(program, location, value.remaining() / 3, memAddress(value));
}
// --- [ glProgramUniform4uiv ] ---
/**
* Unsafe version of: {@link #glProgramUniform4uiv ProgramUniform4uiv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static native void nglProgramUniform4uiv(int program, int location, int count, long value);
/**
* Specifies the value of a single uvec4 uniform variable or a uvec4 uniform variable array for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param value an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glProgramUniform4uiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint const *") IntBuffer value) {
nglProgramUniform4uiv(program, location, value.remaining() >> 2, memAddress(value));
}
// --- [ glProgramUniform1fv ] ---
/**
* Unsafe version of: {@link #glProgramUniform1fv ProgramUniform1fv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static native void nglProgramUniform1fv(int program, int location, int count, long value);
/**
* Specifies the value of a single float uniform variable or a float uniform variable array for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param value an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glProgramUniform1fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat const *") FloatBuffer value) {
nglProgramUniform1fv(program, location, value.remaining(), memAddress(value));
}
// --- [ glProgramUniform2fv ] ---
/**
* Unsafe version of: {@link #glProgramUniform2fv ProgramUniform2fv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static native void nglProgramUniform2fv(int program, int location, int count, long value);
/**
* Specifies the value of a single vec2 uniform variable or a vec2 uniform variable array for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param value an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glProgramUniform2fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat const *") FloatBuffer value) {
nglProgramUniform2fv(program, location, value.remaining() >> 1, memAddress(value));
}
// --- [ glProgramUniform3fv ] ---
/**
* Unsafe version of: {@link #glProgramUniform3fv ProgramUniform3fv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static native void nglProgramUniform3fv(int program, int location, int count, long value);
/**
* Specifies the value of a single vec3 uniform variable or a vec3 uniform variable array for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param value an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glProgramUniform3fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat const *") FloatBuffer value) {
nglProgramUniform3fv(program, location, value.remaining() / 3, memAddress(value));
}
// --- [ glProgramUniform4fv ] ---
/**
* Unsafe version of: {@link #glProgramUniform4fv ProgramUniform4fv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static native void nglProgramUniform4fv(int program, int location, int count, long value);
/**
* Specifies the value of a single vec4 uniform variable or a vec4 uniform variable array for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param value an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glProgramUniform4fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat const *") FloatBuffer value) {
nglProgramUniform4fv(program, location, value.remaining() >> 2, memAddress(value));
}
// --- [ glProgramUniform1dv ] ---
/**
* Unsafe version of: {@link #glProgramUniform1dv ProgramUniform1dv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static native void nglProgramUniform1dv(int program, int location, int count, long value);
/**
* Specifies the value of a single double uniform variable or a double uniform variable array for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param value an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glProgramUniform1dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble const *") DoubleBuffer value) {
nglProgramUniform1dv(program, location, value.remaining(), memAddress(value));
}
// --- [ glProgramUniform2dv ] ---
/**
* Unsafe version of: {@link #glProgramUniform2dv ProgramUniform2dv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static native void nglProgramUniform2dv(int program, int location, int count, long value);
/**
* Specifies the value of a single dvec2 uniform variable or a dvec2 uniform variable array for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param value an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glProgramUniform2dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble const *") DoubleBuffer value) {
nglProgramUniform2dv(program, location, value.remaining() >> 1, memAddress(value));
}
// --- [ glProgramUniform3dv ] ---
/**
* Unsafe version of: {@link #glProgramUniform3dv ProgramUniform3dv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static native void nglProgramUniform3dv(int program, int location, int count, long value);
/**
* Specifies the value of a single dvec3 uniform variable or a dvec3 uniform variable array for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param value an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glProgramUniform3dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble const *") DoubleBuffer value) {
nglProgramUniform3dv(program, location, value.remaining() / 3, memAddress(value));
}
// --- [ glProgramUniform4dv ] ---
/**
* Unsafe version of: {@link #glProgramUniform4dv ProgramUniform4dv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static native void nglProgramUniform4dv(int program, int location, int count, long value);
/**
* Specifies the value of a single dvec4 uniform variable or a dvec4 uniform variable array for a specified program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param value an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glProgramUniform4dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble const *") DoubleBuffer value) {
nglProgramUniform4dv(program, location, value.remaining() >> 2, memAddress(value));
}
// --- [ glProgramUniformMatrix2fv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix2fv ProgramUniformMatrix2fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix2fv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single mat2 uniform variable or a mat2 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix2fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) {
nglProgramUniformMatrix2fv(program, location, value.remaining() >> 2, transpose, memAddress(value));
}
// --- [ glProgramUniformMatrix3fv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix3fv ProgramUniformMatrix3fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix3fv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single mat3 uniform variable or a mat3 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix3fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) {
nglProgramUniformMatrix3fv(program, location, value.remaining() / 9, transpose, memAddress(value));
}
// --- [ glProgramUniformMatrix4fv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix4fv ProgramUniformMatrix4fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix4fv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single mat4 uniform variable or a mat4 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix4fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) {
nglProgramUniformMatrix4fv(program, location, value.remaining() >> 4, transpose, memAddress(value));
}
// --- [ glProgramUniformMatrix2dv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix2dv ProgramUniformMatrix2dv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix2dv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single dmat2 uniform variable or a dmat2 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix2dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) {
nglProgramUniformMatrix2dv(program, location, value.remaining() >> 2, transpose, memAddress(value));
}
// --- [ glProgramUniformMatrix3dv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix3dv ProgramUniformMatrix3dv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix3dv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single dmat3 uniform variable or a dmat3 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix3dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) {
nglProgramUniformMatrix3dv(program, location, value.remaining() / 9, transpose, memAddress(value));
}
// --- [ glProgramUniformMatrix4dv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix4dv ProgramUniformMatrix4dv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix4dv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single dmat4 uniform variable or a dmat4 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix4dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) {
nglProgramUniformMatrix4dv(program, location, value.remaining() >> 4, transpose, memAddress(value));
}
// --- [ glProgramUniformMatrix2x3fv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix2x3fv ProgramUniformMatrix2x3fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix2x3fv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single mat2x3 uniform variable or a mat2x3 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix2x3fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) {
nglProgramUniformMatrix2x3fv(program, location, value.remaining() / 6, transpose, memAddress(value));
}
// --- [ glProgramUniformMatrix3x2fv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix3x2fv ProgramUniformMatrix3x2fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix3x2fv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single mat3x2 uniform variable or a mat3x2 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix3x2fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) {
nglProgramUniformMatrix3x2fv(program, location, value.remaining() / 6, transpose, memAddress(value));
}
// --- [ glProgramUniformMatrix2x4fv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix2x4fv ProgramUniformMatrix2x4fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix2x4fv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single mat2x4 uniform variable or a mat2x4 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix2x4fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) {
nglProgramUniformMatrix2x4fv(program, location, value.remaining() >> 3, transpose, memAddress(value));
}
// --- [ glProgramUniformMatrix4x2fv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix4x2fv ProgramUniformMatrix4x2fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix4x2fv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single mat4x2 uniform variable or a mat4x2 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix4x2fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) {
nglProgramUniformMatrix4x2fv(program, location, value.remaining() >> 3, transpose, memAddress(value));
}
// --- [ glProgramUniformMatrix3x4fv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix3x4fv ProgramUniformMatrix3x4fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix3x4fv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single mat3x4 uniform variable or a mat3x4 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix3x4fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) {
nglProgramUniformMatrix3x4fv(program, location, value.remaining() / 12, transpose, memAddress(value));
}
// --- [ glProgramUniformMatrix4x3fv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix4x3fv ProgramUniformMatrix4x3fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix4x3fv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single mat4x3 uniform variable or a mat4x3 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix4x3fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) {
nglProgramUniformMatrix4x3fv(program, location, value.remaining() / 12, transpose, memAddress(value));
}
// --- [ glProgramUniformMatrix2x3dv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix2x3dv ProgramUniformMatrix2x3dv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix2x3dv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single dmat2x3 uniform variable or a dmat2x3 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix2x3dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) {
nglProgramUniformMatrix2x3dv(program, location, value.remaining() / 6, transpose, memAddress(value));
}
// --- [ glProgramUniformMatrix3x2dv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix3x2dv ProgramUniformMatrix3x2dv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix3x2dv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single dmat3x2 uniform variable or a dmat3x2 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix3x2dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) {
nglProgramUniformMatrix3x2dv(program, location, value.remaining() / 6, transpose, memAddress(value));
}
// --- [ glProgramUniformMatrix2x4dv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix2x4dv ProgramUniformMatrix2x4dv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix2x4dv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single dmat2x4 uniform variable or a dmat2x4 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix2x4dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) {
nglProgramUniformMatrix2x4dv(program, location, value.remaining() >> 3, transpose, memAddress(value));
}
// --- [ glProgramUniformMatrix4x2dv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix4x2dv ProgramUniformMatrix4x2dv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix4x2dv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single dmat4x2 uniform variable or a dmat4x2 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix4x2dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) {
nglProgramUniformMatrix4x2dv(program, location, value.remaining() >> 3, transpose, memAddress(value));
}
// --- [ glProgramUniformMatrix3x4dv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix3x4dv ProgramUniformMatrix3x4dv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix3x4dv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single dmat3x4 uniform variable or a dmat3x4 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix3x4dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) {
nglProgramUniformMatrix3x4dv(program, location, value.remaining() / 12, transpose, memAddress(value));
}
// --- [ glProgramUniformMatrix4x3dv ] ---
/**
* Unsafe version of: {@link #glProgramUniformMatrix4x3dv ProgramUniformMatrix4x3dv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static native void nglProgramUniformMatrix4x3dv(int program, int location, int count, boolean transpose, long value);
/**
* Specifies the value of a single dmat4x3 uniform variable or a dmat4x3 uniform variable array for the current program object.
*
* @param program the handle of the program containing the uniform variable to be modified
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value an array of {@code count} values that will be used to update the specified uniform matrix variable
*
* @see Reference Page
*/
public static void glProgramUniformMatrix4x3dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) {
nglProgramUniformMatrix4x3dv(program, location, value.remaining() / 12, transpose, memAddress(value));
}
// --- [ glValidateProgramPipeline ] ---
/**
* Validates a program pipeline object against current GL state.
*
* @param pipeline the name of a program pipeline object to validate
*
* @see Reference Page
*/
public static native void glValidateProgramPipeline(@NativeType("GLuint") int pipeline);
// --- [ glGetProgramPipelineInfoLog ] ---
/**
* Unsafe version of: {@link #glGetProgramPipelineInfoLog GetProgramPipelineInfoLog}
*
* @param bufSize the maximum number of characters, including the null terminator, that may be written into {@code infoLog}
*/
public static native void nglGetProgramPipelineInfoLog(int pipeline, int bufSize, long length, long infoLog);
/**
* Retrieves the info log string from a program pipeline object.
*
* @param pipeline the name of a program pipeline object from which to retrieve the info log
* @param length a variable into which will be written the number of characters written into {@code infoLog}
* @param infoLog an array of characters into which will be written the info log for {@code pipeline}
*
* @see Reference Page
*/
public static void glGetProgramPipelineInfoLog(@NativeType("GLuint") int pipeline, @Nullable @NativeType("GLsizei *") IntBuffer length, @NativeType("GLchar *") ByteBuffer infoLog) {
if (CHECKS) {
checkSafe(length, 1);
}
nglGetProgramPipelineInfoLog(pipeline, infoLog.remaining(), memAddressSafe(length), memAddress(infoLog));
}
/**
* Retrieves the info log string from a program pipeline object.
*
* @param pipeline the name of a program pipeline object from which to retrieve the info log
* @param bufSize the maximum number of characters, including the null terminator, that may be written into {@code infoLog}
*
* @see Reference Page
*/
@NativeType("void")
public static String glGetProgramPipelineInfoLog(@NativeType("GLuint") int pipeline, @NativeType("GLsizei") int bufSize) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
ByteBuffer infoLog = memAlloc(bufSize);
try {
IntBuffer length = stack.ints(0);
nglGetProgramPipelineInfoLog(pipeline, bufSize, memAddress(length), memAddress(infoLog));
return memUTF8(infoLog, length.get(0));
} finally {
memFree(infoLog);
stack.setPointer(stackPointer);
}
}
/**
* Retrieves the info log string from a program pipeline object.
*
* @param pipeline the name of a program pipeline object from which to retrieve the info log
*
* @see Reference Page
*/
@NativeType("void")
public static String glGetProgramPipelineInfoLog(@NativeType("GLuint") int pipeline) {
return glGetProgramPipelineInfoLog(pipeline, glGetProgramPipelinei(pipeline, GL20.GL_INFO_LOG_LENGTH));
}
// --- [ glVertexAttribL1d ] ---
/**
* Specifies the value of a generic vertex attribute. The y and z components are implicitly set to 0.0 and w to 1.0.
*
* @param index the index of the generic vertex attribute to be modified
* @param x the vertex attribute x component
*
* @see Reference Page
*/
public static native void glVertexAttribL1d(@NativeType("GLuint") int index, @NativeType("GLdouble") double x);
// --- [ glVertexAttribL2d ] ---
/**
* Specifies the value of a generic vertex attribute. The y component is implicitly set to 0.0 and w to 1.0.
*
* @param index the index of the generic vertex attribute to be modified
* @param x the vertex attribute x component
* @param y the vertex attribute y component
*
* @see Reference Page
*/
public static native void glVertexAttribL2d(@NativeType("GLuint") int index, @NativeType("GLdouble") double x, @NativeType("GLdouble") double y);
// --- [ glVertexAttribL3d ] ---
/**
* Specifies the value of a generic vertex attribute. The w is implicitly set to 1.0.
*
* @param index the index of the generic vertex attribute to be modified
* @param x the vertex attribute x component
* @param y the vertex attribute y component
* @param z the vertex attribute z component
*
* @see Reference Page
*/
public static native void glVertexAttribL3d(@NativeType("GLuint") int index, @NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z);
// --- [ glVertexAttribL4d ] ---
/**
* Specifies the value of a generic vertex attribute.
*
* @param index the index of the generic vertex attribute to be modified
* @param x the vertex attribute x component
* @param y the vertex attribute y component
* @param z the vertex attribute z component
* @param w the vertex attribute w component
*
* @see Reference Page
*/
public static native void glVertexAttribL4d(@NativeType("GLuint") int index, @NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z, @NativeType("GLdouble") double w);
// --- [ glVertexAttribL1dv ] ---
/** Unsafe version of: {@link #glVertexAttribL1dv VertexAttribL1dv} */
public static native void nglVertexAttribL1dv(int index, long v);
/**
* Pointer version of {@link #glVertexAttribL1d VertexAttribL1d}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttribL1dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") DoubleBuffer v) {
if (CHECKS) {
check(v, 1);
}
nglVertexAttribL1dv(index, memAddress(v));
}
// --- [ glVertexAttribL2dv ] ---
/** Unsafe version of: {@link #glVertexAttribL2dv VertexAttribL2dv} */
public static native void nglVertexAttribL2dv(int index, long v);
/**
* Pointer version of {@link #glVertexAttribL2d VertexAttribL2d}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttribL2dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") DoubleBuffer v) {
if (CHECKS) {
check(v, 2);
}
nglVertexAttribL2dv(index, memAddress(v));
}
// --- [ glVertexAttribL3dv ] ---
/** Unsafe version of: {@link #glVertexAttribL3dv VertexAttribL3dv} */
public static native void nglVertexAttribL3dv(int index, long v);
/**
* Pointer version of {@link #glVertexAttribL3d VertexAttribL3d}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttribL3dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") DoubleBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglVertexAttribL3dv(index, memAddress(v));
}
// --- [ glVertexAttribL4dv ] ---
/** Unsafe version of: {@link #glVertexAttribL4dv VertexAttribL4dv} */
public static native void nglVertexAttribL4dv(int index, long v);
/**
* Pointer version of {@link #glVertexAttribL4d VertexAttribL4d}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttribL4dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") DoubleBuffer v) {
if (CHECKS) {
check(v, 4);
}
nglVertexAttribL4dv(index, memAddress(v));
}
// --- [ glVertexAttribLPointer ] ---
/**
* Unsafe version of: {@link #glVertexAttribLPointer VertexAttribLPointer}
*
* @param type the data type of each component in the array. Must be:
{@link GL11#GL_DOUBLE DOUBLE}
*/
public static native void nglVertexAttribLPointer(int index, int size, int type, int stride, long pointer);
/**
* Specifies the location and organization of a 64-bit vertex attribute array.
*
* @param index the index of the generic vertex attribute to be modified
* @param size the number of values per vertex that are stored in the array. The initial value is 4. One of:
1 2 3 4 {@link GL12#GL_BGRA BGRA}
* @param type the data type of each component in the array. Must be:
{@link GL11#GL_DOUBLE DOUBLE}
* @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in
* the array. The initial value is 0.
* @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer
* currently bound to the {@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0.
*
* @see Reference Page
*/
public static void glVertexAttribLPointer(@NativeType("GLuint") int index, @NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") ByteBuffer pointer) {
nglVertexAttribLPointer(index, size, type, stride, memAddress(pointer));
}
/**
* Specifies the location and organization of a 64-bit vertex attribute array.
*
* @param index the index of the generic vertex attribute to be modified
* @param size the number of values per vertex that are stored in the array. The initial value is 4. One of:
1 2 3 4 {@link GL12#GL_BGRA BGRA}
* @param type the data type of each component in the array. Must be:
{@link GL11#GL_DOUBLE DOUBLE}
* @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in
* the array. The initial value is 0.
* @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer
* currently bound to the {@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0.
*
* @see Reference Page
*/
public static void glVertexAttribLPointer(@NativeType("GLuint") int index, @NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") long pointer) {
nglVertexAttribLPointer(index, size, type, stride, pointer);
}
/**
* Specifies the location and organization of a 64-bit vertex attribute array.
*
* @param index the index of the generic vertex attribute to be modified
* @param size the number of values per vertex that are stored in the array. The initial value is 4. One of:
1 2 3 4 {@link GL12#GL_BGRA BGRA}
* @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in
* the array. The initial value is 0.
* @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer
* currently bound to the {@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0.
*
* @see Reference Page
*/
public static void glVertexAttribLPointer(@NativeType("GLuint") int index, @NativeType("GLint") int size, @NativeType("GLsizei") int stride, @NativeType("void const *") DoubleBuffer pointer) {
nglVertexAttribLPointer(index, size, GL11.GL_DOUBLE, stride, memAddress(pointer));
}
// --- [ glGetVertexAttribLdv ] ---
/** Unsafe version of: {@link #glGetVertexAttribLdv GetVertexAttribLdv} */
public static native void nglGetVertexAttribLdv(int index, int pname, long params);
/**
* Double version of {@link GL20C#glGetVertexAttribiv GetVertexAttribiv}.
*
* @param index the generic vertex attribute parameter to be queried
* @param pname the symbolic name of the vertex attribute parameter to be queried
* @param params the requested data
*
* @see Reference Page
*/
public static void glGetVertexAttribLdv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("GLdouble *") DoubleBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetVertexAttribLdv(index, pname, memAddress(params));
}
// --- [ glViewportArrayv ] ---
/**
* Unsafe version of: {@link #glViewportArrayv ViewportArrayv}
*
* @param count the number of viewports to set
*/
public static native void nglViewportArrayv(int first, int count, long v);
/**
* Sets multiple viewports.
*
* @param first the first viewport to set
* @param v an array containing the viewport parameters
*
* @see Reference Page
*/
public static void glViewportArrayv(@NativeType("GLuint") int first, @NativeType("GLfloat const *") FloatBuffer v) {
nglViewportArrayv(first, v.remaining() >> 2, memAddress(v));
}
// --- [ glViewportIndexedf ] ---
/**
* Sets a specified viewport.
*
* @param index the viewport to set
* @param x the left viewport coordinate
* @param y the bottom viewport coordinate
* @param w the viewport width
* @param h the viewport height
*
* @see Reference Page
*/
public static native void glViewportIndexedf(@NativeType("GLuint") int index, @NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float w, @NativeType("GLfloat") float h);
// --- [ glViewportIndexedfv ] ---
/** Unsafe version of: {@link #glViewportIndexedfv ViewportIndexedfv} */
public static native void nglViewportIndexedfv(int index, long v);
/**
* Pointer version of {@link #glViewportIndexedf ViewportIndexedf}.
*
* @param index the viewport to set
* @param v the viewport parameters
*
* @see Reference Page
*/
public static void glViewportIndexedfv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") FloatBuffer v) {
if (CHECKS) {
check(v, 4);
}
nglViewportIndexedfv(index, memAddress(v));
}
// --- [ glScissorArrayv ] ---
/**
* Unsafe version of: {@link #glScissorArrayv ScissorArrayv}
*
* @param count the number of scissor boxes to modify
*/
public static native void nglScissorArrayv(int first, int count, long v);
/**
* Defines the scissor box for multiple viewports.
*
* @param first the index of the first viewport whose scissor box to modify
* @param v an array containing the left, bottom, width and height of each scissor box, in that order
*
* @see Reference Page
*/
public static void glScissorArrayv(@NativeType("GLuint") int first, @NativeType("GLint const *") IntBuffer v) {
nglScissorArrayv(first, v.remaining() >> 2, memAddress(v));
}
// --- [ glScissorIndexed ] ---
/**
* Defines the scissor box for a specific viewport.
*
* @param index the index of the viewport whose scissor box to modify
* @param left the left scissor box coordinate
* @param bottom the bottom scissor box coordinate
* @param width the scissor box width
* @param height the scissor box height
*
* @see Reference Page
*/
public static native void glScissorIndexed(@NativeType("GLuint") int index, @NativeType("GLint") int left, @NativeType("GLint") int bottom, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height);
// --- [ glScissorIndexedv ] ---
/** Unsafe version of: {@link #glScissorIndexedv ScissorIndexedv} */
public static native void nglScissorIndexedv(int index, long v);
/**
* Pointer version of {@link #glScissorIndexed ScissorIndexed}.
*
* @param index the index of the viewport whose scissor box to modify
* @param v an array containing the left, bottom, width and height of each scissor box, in that order
*
* @see Reference Page
*/
public static void glScissorIndexedv(@NativeType("GLuint") int index, @NativeType("GLint const *") IntBuffer v) {
if (CHECKS) {
check(v, 4);
}
nglScissorIndexedv(index, memAddress(v));
}
// --- [ glDepthRangeArrayv ] ---
/**
* Unsafe version of: {@link #glDepthRangeArrayv DepthRangeArrayv}
*
* @param count the number of viewports whose depth range to update
*/
public static native void nglDepthRangeArrayv(int first, int count, long v);
/**
* Specifies mapping of depth values from normalized device coordinates to window coordinates for a specified set of viewports.
*
* @param first the index of the first viewport whose depth range to update
* @param v n array containing the near and far values for the depth range of each modified viewport
*
* @see Reference Page
*/
public static void glDepthRangeArrayv(@NativeType("GLuint") int first, @NativeType("GLdouble const *") DoubleBuffer v) {
nglDepthRangeArrayv(first, v.remaining() >> 1, memAddress(v));
}
// --- [ glDepthRangeIndexed ] ---
/**
* Specifies mapping of depth values from normalized device coordinates to window coordinates for a specified viewport.
*
* @param index the index of the viewport whose depth range to update
* @param zNear the mapping of the near clipping plane to window coordinates. The initial value is 0.
* @param zFar the mapping of the far clipping plane to window coordinates. The initial value is 1.
*
* @see Reference Page
*/
public static native void glDepthRangeIndexed(@NativeType("GLuint") int index, @NativeType("GLdouble") double zNear, @NativeType("GLdouble") double zFar);
// --- [ glGetFloati_v ] ---
/** Unsafe version of: {@link #glGetFloati_v GetFloati_v} */
public static native void nglGetFloati_v(int target, int index, long data);
/**
* Queries the float value of an indexed state variable.
*
* @param target the indexed state to query
* @param index the index of the element being queried
* @param data a scalar or buffer in which to place the returned data
*
* @see Reference Page
*/
public static void glGetFloati_v(@NativeType("GLenum") int target, @NativeType("GLuint") int index, @NativeType("GLfloat *") FloatBuffer data) {
if (CHECKS) {
check(data, 1);
}
nglGetFloati_v(target, index, memAddress(data));
}
/**
* Queries the float value of an indexed state variable.
*
* @param target the indexed state to query
* @param index the index of the element being queried
*
* @see Reference Page
*/
@NativeType("void")
public static float glGetFloati(@NativeType("GLenum") int target, @NativeType("GLuint") int index) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
FloatBuffer data = stack.callocFloat(1);
nglGetFloati_v(target, index, memAddress(data));
return data.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetDoublei_v ] ---
/** Unsafe version of: {@link #glGetDoublei_v GetDoublei_v} */
public static native void nglGetDoublei_v(int target, int index, long data);
/**
* Queries the double value of an indexed state variable.
*
* @param target the indexed state to query
* @param index the index of the element being queried
* @param data a scalar or buffer in which to place the returned data
*
* @see Reference Page
*/
public static void glGetDoublei_v(@NativeType("GLenum") int target, @NativeType("GLuint") int index, @NativeType("GLdouble *") DoubleBuffer data) {
if (CHECKS) {
check(data, 1);
}
nglGetDoublei_v(target, index, memAddress(data));
}
/**
* Queries the double value of an indexed state variable.
*
* @param target the indexed state to query
* @param index the index of the element being queried
*
* @see Reference Page
*/
@NativeType("void")
public static double glGetDoublei(@NativeType("GLenum") int target, @NativeType("GLuint") int index) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
DoubleBuffer data = stack.callocDouble(1);
nglGetDoublei_v(target, index, memAddress(data));
return data.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
/**
* Array version of: {@link #glShaderBinary ShaderBinary}
*
* @see Reference Page
*/
public static void glShaderBinary(@NativeType("GLuint const *") int[] shaders, @NativeType("GLenum") int binaryformat, @NativeType("void const *") ByteBuffer binary) {
long __functionAddress = GL.getICD().glShaderBinary;
if (CHECKS) {
check(__functionAddress);
}
callPPV(__functionAddress, shaders.length, shaders, binaryformat, memAddress(binary), binary.remaining());
}
/**
* Array version of: {@link #glGetShaderPrecisionFormat GetShaderPrecisionFormat}
*
* @see Reference Page
*/
public static void glGetShaderPrecisionFormat(@NativeType("GLenum") int shadertype, @NativeType("GLenum") int precisiontype, @NativeType("GLint *") int[] range, @NativeType("GLint *") int[] precision) {
long __functionAddress = GL.getICD().glGetShaderPrecisionFormat;
if (CHECKS) {
check(__functionAddress);
check(range, 2);
check(precision, 1);
}
callPPV(__functionAddress, shadertype, precisiontype, range, precision);
}
/**
* Array version of: {@link #glGetProgramBinary GetProgramBinary}
*
* @see Reference Page
*/
public static void glGetProgramBinary(@NativeType("GLuint") int program, @Nullable @NativeType("GLsizei *") int[] length, @NativeType("GLenum *") int[] binaryFormat, @NativeType("void *") ByteBuffer binary) {
long __functionAddress = GL.getICD().glGetProgramBinary;
if (CHECKS) {
check(__functionAddress);
checkSafe(length, 1);
check(binaryFormat, 1);
}
callPPPV(__functionAddress, program, binary.remaining(), length, binaryFormat, memAddress(binary));
}
/**
* Array version of: {@link #glDeleteProgramPipelines DeleteProgramPipelines}
*
* @see Reference Page
*/
public static void glDeleteProgramPipelines(@NativeType("GLuint const *") int[] pipelines) {
long __functionAddress = GL.getICD().glDeleteProgramPipelines;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, pipelines.length, pipelines);
}
/**
* Array version of: {@link #glGenProgramPipelines GenProgramPipelines}
*
* @see Reference Page
*/
public static void glGenProgramPipelines(@NativeType("GLuint *") int[] pipelines) {
long __functionAddress = GL.getICD().glGenProgramPipelines;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, pipelines.length, pipelines);
}
/**
* Array version of: {@link #glGetProgramPipelineiv GetProgramPipelineiv}
*
* @see Reference Page
*/
public static void glGetProgramPipelineiv(@NativeType("GLuint") int pipeline, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] params) {
long __functionAddress = GL.getICD().glGetProgramPipelineiv;
if (CHECKS) {
check(__functionAddress);
check(params, 1);
}
callPV(__functionAddress, pipeline, pname, params);
}
/**
* Array version of: {@link #glProgramUniform1iv ProgramUniform1iv}
*
* @see Reference Page
*/
public static void glProgramUniform1iv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint const *") int[] value) {
long __functionAddress = GL.getICD().glProgramUniform1iv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length, value);
}
/**
* Array version of: {@link #glProgramUniform2iv ProgramUniform2iv}
*
* @see Reference Page
*/
public static void glProgramUniform2iv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint const *") int[] value) {
long __functionAddress = GL.getICD().glProgramUniform2iv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length >> 1, value);
}
/**
* Array version of: {@link #glProgramUniform3iv ProgramUniform3iv}
*
* @see Reference Page
*/
public static void glProgramUniform3iv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint const *") int[] value) {
long __functionAddress = GL.getICD().glProgramUniform3iv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length / 3, value);
}
/**
* Array version of: {@link #glProgramUniform4iv ProgramUniform4iv}
*
* @see Reference Page
*/
public static void glProgramUniform4iv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint const *") int[] value) {
long __functionAddress = GL.getICD().glProgramUniform4iv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length >> 2, value);
}
/**
* Array version of: {@link #glProgramUniform1uiv ProgramUniform1uiv}
*
* @see Reference Page
*/
public static void glProgramUniform1uiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint const *") int[] value) {
long __functionAddress = GL.getICD().glProgramUniform1uiv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length, value);
}
/**
* Array version of: {@link #glProgramUniform2uiv ProgramUniform2uiv}
*
* @see Reference Page
*/
public static void glProgramUniform2uiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint const *") int[] value) {
long __functionAddress = GL.getICD().glProgramUniform2uiv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length >> 1, value);
}
/**
* Array version of: {@link #glProgramUniform3uiv ProgramUniform3uiv}
*
* @see Reference Page
*/
public static void glProgramUniform3uiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint const *") int[] value) {
long __functionAddress = GL.getICD().glProgramUniform3uiv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length / 3, value);
}
/**
* Array version of: {@link #glProgramUniform4uiv ProgramUniform4uiv}
*
* @see Reference Page
*/
public static void glProgramUniform4uiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint const *") int[] value) {
long __functionAddress = GL.getICD().glProgramUniform4uiv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length >> 2, value);
}
/**
* Array version of: {@link #glProgramUniform1fv ProgramUniform1fv}
*
* @see Reference Page
*/
public static void glProgramUniform1fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat const *") float[] value) {
long __functionAddress = GL.getICD().glProgramUniform1fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length, value);
}
/**
* Array version of: {@link #glProgramUniform2fv ProgramUniform2fv}
*
* @see Reference Page
*/
public static void glProgramUniform2fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat const *") float[] value) {
long __functionAddress = GL.getICD().glProgramUniform2fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length >> 1, value);
}
/**
* Array version of: {@link #glProgramUniform3fv ProgramUniform3fv}
*
* @see Reference Page
*/
public static void glProgramUniform3fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat const *") float[] value) {
long __functionAddress = GL.getICD().glProgramUniform3fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length / 3, value);
}
/**
* Array version of: {@link #glProgramUniform4fv ProgramUniform4fv}
*
* @see Reference Page
*/
public static void glProgramUniform4fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat const *") float[] value) {
long __functionAddress = GL.getICD().glProgramUniform4fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length >> 2, value);
}
/**
* Array version of: {@link #glProgramUniform1dv ProgramUniform1dv}
*
* @see Reference Page
*/
public static void glProgramUniform1dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble const *") double[] value) {
long __functionAddress = GL.getICD().glProgramUniform1dv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length, value);
}
/**
* Array version of: {@link #glProgramUniform2dv ProgramUniform2dv}
*
* @see Reference Page
*/
public static void glProgramUniform2dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble const *") double[] value) {
long __functionAddress = GL.getICD().glProgramUniform2dv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length >> 1, value);
}
/**
* Array version of: {@link #glProgramUniform3dv ProgramUniform3dv}
*
* @see Reference Page
*/
public static void glProgramUniform3dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble const *") double[] value) {
long __functionAddress = GL.getICD().glProgramUniform3dv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length / 3, value);
}
/**
* Array version of: {@link #glProgramUniform4dv ProgramUniform4dv}
*
* @see Reference Page
*/
public static void glProgramUniform4dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble const *") double[] value) {
long __functionAddress = GL.getICD().glProgramUniform4dv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length >> 2, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix2fv ProgramUniformMatrix2fv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix2fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix2fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length >> 2, transpose, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix3fv ProgramUniformMatrix3fv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix3fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix3fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length / 9, transpose, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix4fv ProgramUniformMatrix4fv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix4fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix4fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length >> 4, transpose, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix2dv ProgramUniformMatrix2dv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix2dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix2dv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length >> 2, transpose, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix3dv ProgramUniformMatrix3dv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix3dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix3dv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length / 9, transpose, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix4dv ProgramUniformMatrix4dv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix4dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix4dv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length >> 4, transpose, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix2x3fv ProgramUniformMatrix2x3fv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix2x3fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix2x3fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length / 6, transpose, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix3x2fv ProgramUniformMatrix3x2fv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix3x2fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix3x2fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length / 6, transpose, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix2x4fv ProgramUniformMatrix2x4fv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix2x4fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix2x4fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length >> 3, transpose, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix4x2fv ProgramUniformMatrix4x2fv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix4x2fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix4x2fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length >> 3, transpose, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix3x4fv ProgramUniformMatrix3x4fv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix3x4fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix3x4fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length / 12, transpose, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix4x3fv ProgramUniformMatrix4x3fv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix4x3fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix4x3fv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length / 12, transpose, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix2x3dv ProgramUniformMatrix2x3dv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix2x3dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix2x3dv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length / 6, transpose, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix3x2dv ProgramUniformMatrix3x2dv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix3x2dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix3x2dv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length / 6, transpose, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix2x4dv ProgramUniformMatrix2x4dv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix2x4dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix2x4dv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length >> 3, transpose, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix4x2dv ProgramUniformMatrix4x2dv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix4x2dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix4x2dv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length >> 3, transpose, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix3x4dv ProgramUniformMatrix3x4dv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix3x4dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix3x4dv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length / 12, transpose, value);
}
/**
* Array version of: {@link #glProgramUniformMatrix4x3dv ProgramUniformMatrix4x3dv}
*
* @see Reference Page
*/
public static void glProgramUniformMatrix4x3dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) {
long __functionAddress = GL.getICD().glProgramUniformMatrix4x3dv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, program, location, value.length / 12, transpose, value);
}
/**
* Array version of: {@link #glGetProgramPipelineInfoLog GetProgramPipelineInfoLog}
*
* @see Reference Page
*/
public static void glGetProgramPipelineInfoLog(@NativeType("GLuint") int pipeline, @Nullable @NativeType("GLsizei *") int[] length, @NativeType("GLchar *") ByteBuffer infoLog) {
long __functionAddress = GL.getICD().glGetProgramPipelineInfoLog;
if (CHECKS) {
check(__functionAddress);
checkSafe(length, 1);
}
callPPV(__functionAddress, pipeline, infoLog.remaining(), length, memAddress(infoLog));
}
/**
* Array version of: {@link #glVertexAttribL1dv VertexAttribL1dv}
*
* @see Reference Page
*/
public static void glVertexAttribL1dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") double[] v) {
long __functionAddress = GL.getICD().glVertexAttribL1dv;
if (CHECKS) {
check(__functionAddress);
check(v, 1);
}
callPV(__functionAddress, index, v);
}
/**
* Array version of: {@link #glVertexAttribL2dv VertexAttribL2dv}
*
* @see Reference Page
*/
public static void glVertexAttribL2dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") double[] v) {
long __functionAddress = GL.getICD().glVertexAttribL2dv;
if (CHECKS) {
check(__functionAddress);
check(v, 2);
}
callPV(__functionAddress, index, v);
}
/**
* Array version of: {@link #glVertexAttribL3dv VertexAttribL3dv}
*
* @see Reference Page
*/
public static void glVertexAttribL3dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") double[] v) {
long __functionAddress = GL.getICD().glVertexAttribL3dv;
if (CHECKS) {
check(__functionAddress);
check(v, 3);
}
callPV(__functionAddress, index, v);
}
/**
* Array version of: {@link #glVertexAttribL4dv VertexAttribL4dv}
*
* @see Reference Page
*/
public static void glVertexAttribL4dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") double[] v) {
long __functionAddress = GL.getICD().glVertexAttribL4dv;
if (CHECKS) {
check(__functionAddress);
check(v, 4);
}
callPV(__functionAddress, index, v);
}
/**
* Array version of: {@link #glGetVertexAttribLdv GetVertexAttribLdv}
*
* @see Reference Page
*/
public static void glGetVertexAttribLdv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("GLdouble *") double[] params) {
long __functionAddress = GL.getICD().glGetVertexAttribLdv;
if (CHECKS) {
check(__functionAddress);
check(params, 1);
}
callPV(__functionAddress, index, pname, params);
}
/**
* Array version of: {@link #glViewportArrayv ViewportArrayv}
*
* @see Reference Page
*/
public static void glViewportArrayv(@NativeType("GLuint") int first, @NativeType("GLfloat const *") float[] v) {
long __functionAddress = GL.getICD().glViewportArrayv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, first, v.length >> 2, v);
}
/**
* Array version of: {@link #glViewportIndexedfv ViewportIndexedfv}
*
* @see Reference Page
*/
public static void glViewportIndexedfv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") float[] v) {
long __functionAddress = GL.getICD().glViewportIndexedfv;
if (CHECKS) {
check(__functionAddress);
check(v, 4);
}
callPV(__functionAddress, index, v);
}
/**
* Array version of: {@link #glScissorArrayv ScissorArrayv}
*
* @see Reference Page
*/
public static void glScissorArrayv(@NativeType("GLuint") int first, @NativeType("GLint const *") int[] v) {
long __functionAddress = GL.getICD().glScissorArrayv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, first, v.length >> 2, v);
}
/**
* Array version of: {@link #glScissorIndexedv ScissorIndexedv}
*
* @see Reference Page
*/
public static void glScissorIndexedv(@NativeType("GLuint") int index, @NativeType("GLint const *") int[] v) {
long __functionAddress = GL.getICD().glScissorIndexedv;
if (CHECKS) {
check(__functionAddress);
check(v, 4);
}
callPV(__functionAddress, index, v);
}
/**
* Array version of: {@link #glDepthRangeArrayv DepthRangeArrayv}
*
* @see Reference Page
*/
public static void glDepthRangeArrayv(@NativeType("GLuint") int first, @NativeType("GLdouble const *") double[] v) {
long __functionAddress = GL.getICD().glDepthRangeArrayv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, first, v.length >> 1, v);
}
/**
* Array version of: {@link #glGetFloati_v GetFloati_v}
*
* @see Reference Page
*/
public static void glGetFloati_v(@NativeType("GLenum") int target, @NativeType("GLuint") int index, @NativeType("GLfloat *") float[] data) {
long __functionAddress = GL.getICD().glGetFloati_v;
if (CHECKS) {
check(__functionAddress);
check(data, 1);
}
callPV(__functionAddress, target, index, data);
}
/**
* Array version of: {@link #glGetDoublei_v GetDoublei_v}
*
* @see Reference Page
*/
public static void glGetDoublei_v(@NativeType("GLenum") int target, @NativeType("GLuint") int index, @NativeType("GLdouble *") double[] data) {
long __functionAddress = GL.getICD().glGetDoublei_v;
if (CHECKS) {
check(__functionAddress);
check(data, 1);
}
callPV(__functionAddress, target, index, data);
}
}