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/*
 * 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:

* * */ public class GL41C extends GL40C { static { GL.initialize(); } /** 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; 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:
1234{@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:
1234{@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:
1234{@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(shaders.length, shaders, binaryformat, memAddress(binary), binary.remaining(), __functionAddress); } /** * 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(shadertype, precisiontype, range, precision, __functionAddress); } /** * 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(program, binary.remaining(), length, binaryFormat, memAddress(binary), __functionAddress); } /** * 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(pipelines.length, pipelines, __functionAddress); } /** * 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(pipelines.length, pipelines, __functionAddress); } /** * 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(pipeline, pname, params, __functionAddress); } /** * 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(program, location, value.length, value, __functionAddress); } /** * 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(program, location, value.length >> 1, value, __functionAddress); } /** * 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(program, location, value.length / 3, value, __functionAddress); } /** * 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(program, location, value.length >> 2, value, __functionAddress); } /** * 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(program, location, value.length, value, __functionAddress); } /** * 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(program, location, value.length >> 1, value, __functionAddress); } /** * 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(program, location, value.length / 3, value, __functionAddress); } /** * 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(program, location, value.length >> 2, value, __functionAddress); } /** * 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(program, location, value.length, value, __functionAddress); } /** * 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(program, location, value.length >> 1, value, __functionAddress); } /** * 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(program, location, value.length / 3, value, __functionAddress); } /** * 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(program, location, value.length >> 2, value, __functionAddress); } /** * 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(program, location, value.length, value, __functionAddress); } /** * 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(program, location, value.length >> 1, value, __functionAddress); } /** * 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(program, location, value.length / 3, value, __functionAddress); } /** * 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(program, location, value.length >> 2, value, __functionAddress); } /** * 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(program, location, value.length >> 2, transpose, value, __functionAddress); } /** * 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(program, location, value.length / 9, transpose, value, __functionAddress); } /** * 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(program, location, value.length >> 4, transpose, value, __functionAddress); } /** * 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(program, location, value.length >> 2, transpose, value, __functionAddress); } /** * 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(program, location, value.length / 9, transpose, value, __functionAddress); } /** * 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(program, location, value.length >> 4, transpose, value, __functionAddress); } /** * 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(program, location, value.length / 6, transpose, value, __functionAddress); } /** * 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(program, location, value.length / 6, transpose, value, __functionAddress); } /** * 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(program, location, value.length >> 3, transpose, value, __functionAddress); } /** * 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(program, location, value.length >> 3, transpose, value, __functionAddress); } /** * 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(program, location, value.length / 12, transpose, value, __functionAddress); } /** * 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(program, location, value.length / 12, transpose, value, __functionAddress); } /** * 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(program, location, value.length / 6, transpose, value, __functionAddress); } /** * 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(program, location, value.length / 6, transpose, value, __functionAddress); } /** * 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(program, location, value.length >> 3, transpose, value, __functionAddress); } /** * 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(program, location, value.length >> 3, transpose, value, __functionAddress); } /** * 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(program, location, value.length / 12, transpose, value, __functionAddress); } /** * 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(program, location, value.length / 12, transpose, value, __functionAddress); } /** * 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(pipeline, infoLog.remaining(), length, memAddress(infoLog), __functionAddress); } /** * 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(index, v, __functionAddress); } /** * 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(index, v, __functionAddress); } /** * 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(index, v, __functionAddress); } /** * 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(index, v, __functionAddress); } /** * 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(index, pname, params, __functionAddress); } /** * 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(first, v.length >> 2, v, __functionAddress); } /** * 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(index, v, __functionAddress); } /** * 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(first, v.length >> 2, v, __functionAddress); } /** * 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(index, v, __functionAddress); } /** * 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(first, v.length >> 1, v, __functionAddress); } /** * 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(target, index, data, __functionAddress); } /** * 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(target, index, data, __functionAddress); } }




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