mirror of
https://github.com/hajimehoshi/ebiten.git
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78 lines
3.4 KiB
Go
78 lines
3.4 KiB
Go
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// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build android ios
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package gles
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type Context interface {
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ActiveTexture(texture uint32)
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AttachShader(program uint32, shader uint32)
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BindAttribLocation(program uint32, index uint32, name string)
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BindBuffer(target uint32, buffer uint32)
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BindFramebuffer(target uint32, framebuffer uint32)
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BindTexture(target uint32, texture uint32)
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BlendFunc(sfactor uint32, dfactor uint32)
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BufferData(target uint32, size int, data []byte, usage uint32)
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BufferSubData(target uint32, offset int, data []byte)
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CheckFramebufferStatus(target uint32) uint32
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CompileShader(shader uint32)
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CreateProgram() uint32
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CreateShader(xtype uint32) uint32
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DeleteBuffers(buffers []uint32)
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DeleteFramebuffers(framebuffers []uint32)
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DeleteProgram(program uint32)
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DeleteShader(shader uint32)
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DeleteTextures(textures []uint32)
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DisableVertexAttribArray(index uint32)
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DrawElements(mode uint32, count int32, xtype uint32, offset int)
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Enable(cap uint32)
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EnableVertexAttribArray(index uint32)
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Flush()
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FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32)
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GenBuffers(n int32) []uint32
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GenFramebuffers(n int32) []uint32
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GenTextures(n int32) []uint32
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GetError() uint32
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GetIntegerv(dst []int32, pname uint32)
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GetProgramiv(dst []int32, program uint32, pname uint32)
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GetProgramInfoLog(program uint32) string
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GetShaderiv(dst []int32, shader uint32, pname uint32)
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GetShaderInfoLog(shader uint32) string
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GetShaderPrecisionFormat(shadertype uint32, precisiontype uint32) (rangeLow, rangeHigh, precision int)
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GetUniformLocation(program uint32, name string) int32
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IsFramebuffer(framebuffer uint32) bool
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IsProgram(program uint32) bool
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IsTexture(texture uint32) bool
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LinkProgram(program uint32)
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PixelStorei(pname uint32, param int32)
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ReadPixels(dst []byte, x int32, y int32, width int32, height int32, format uint32, xtype uint32)
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ShaderSource(shader uint32, xstring string)
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TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, format uint32, xtype uint32, pixels []byte)
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TexParameteri(target uint32, pname uint32, param int32)
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TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels []byte)
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Uniform1f(location int32, v0 float32)
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Uniform1fv(location int32, value []float32)
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Uniform1i(location int32, v0 int32)
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Uniform2fv(location int32, value []float32)
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Uniform3fv(location int32, value []float32)
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Uniform4fv(location int32, value []float32)
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UniformMatrix2fv(location int32, transpose bool, value []float32)
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UniformMatrix3fv(location int32, transpose bool, value []float32)
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UniformMatrix4fv(location int32, transpose bool, value []float32)
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UseProgram(program uint32)
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VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, offset int)
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Viewport(x int32, y int32, width int32, height int32)
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}
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