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Add OpenGL 3.3, 4.0 and 4.1 language mapping.
- Update header: - GL/glext.h to khronos 2010-08-03 - GL3/gl3.h to khronos 2010-08-03 - Move platform code to GL/glplatform.h GL3/glplatform.h - Unify 64bit typedefs: gl-64bit-types.h - Move GL 3.[123] and 4.[01] complete subsumed extension enums and functions into their extension spec and just reference them. This ensures proper extension availability via lower OpenGL profiles, hence a proper GL2GL3 interface. - GL3/GL4 cleanup: - make-glextension-depignore.sh: determine required GL version for extensions for proper positioning, ie GL2GL3 or GL3 or GL4 via gluegen IgnoreExtension commands. - use ARB_ES2_compatibility for common GL2ES2 methods, if available - consolidated gl2-gl4 subsumed extension to gl-common.cfg - Missing GL3/GL4 Functions: glMultiDrawElementsBaseVertex glDebugMessageCallbackARB glDebugMessageCallbackAMD - TODO (new feature integration): - ARB_ES2_compatibility / ARB_get_program_binary for com/jogamp/opengl/util/glsl, ie - store binaries com/jogamp/opengl/util/glsl/sdk/CompileShader* - query supported binary formats (enums ?) - optional prio binaries - ARB_ES2_compatibility, if available GLES2/GL2ES12 would be available - ARB_separate_shader_objects for com/jogamp/opengl/util/glsl, ie - swizzle vertex/fragment shader in programs - ..
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/** Start: GL_ARB_ES2_compatibility functions, which are part of ES2 core as well */ | ||
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/** Entry point to C language function: | ||
* <code> void {@native glReleaseShaderCompiler}(void); </code> | ||
* <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>. | ||
* <br> Nop if no native implementation is available. */ | ||
public void glReleaseShaderCompiler(); | ||
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/** Entry point to C language function: | ||
* <code> void {@native glShaderBinary}(GLint n, const GLuint * shaders, GLenum binaryformat, const void * binary, GLint length); </code> | ||
* <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>. | ||
* <br> Throws GLException if no native implementation is available. */ | ||
public void glShaderBinary(int n, IntBuffer shaders, int binaryformat, Buffer binary, int length); | ||
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/** Entry point to C language function: | ||
* <code> void {@native glShaderBinary}(GLint n, const GLuint * shaders, GLenum binaryformat, const void * binary, GLint length); </code> | ||
* <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>. | ||
* <br> Throws GLException if no native implementation is available. */ | ||
public void glShaderBinary(int n, int[] shaders, int shaders_offset, int binaryformat, Buffer binary, int length); | ||
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/** Entry point to C language function: | ||
* <code> void {@native glGetShaderPrecisionFormat}(GLenum shadertype, GLenum precisiontype, GLint * range, GLint * precision); </code> | ||
* <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>. | ||
* <br> Throws GLException if no native implementation is available. */ | ||
public void glGetShaderPrecisionFormat(int shadertype, int precisiontype, IntBuffer range, IntBuffer precision); | ||
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/** Entry point to C language function: | ||
* <code> void {@native glGetShaderPrecisionFormat}(GLenum shadertype, GLenum precisiontype, GLint * range, GLint * precision); </code> | ||
* <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>. | ||
* <br> Throws GLException if no native implementation is available. */ | ||
public void glGetShaderPrecisionFormat(int shadertype, int precisiontype, int[] range, int range_offset, int[] precision, int precision_offset); | ||
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/** Entry point to C language function: | ||
* <code> void {@native glDepthRangef}(GLclampf zNear, GLclampf zFar); </code> | ||
* <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>. | ||
* <br> Calls <code> void {@native glDepthRange}(GLclampd zNear, GLclampd zFar); </code> if no native implementation is available. */ | ||
public void glDepthRangef(float zNear, float zFar); | ||
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/** Entry point to C language function: | ||
* <code> void {@native glClearDepthf}(GLclampf depth); </code> | ||
* <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>. | ||
* <br> Calls <code> void {@native glClearDepth}(GLclampd depth); </code> if no native implementation is available. */ | ||
public void glClearDepthf(float depth); | ||
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/** End: GL_ARB_ES2_compatibility functions, which are part of ES2 core as well */ |
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# | ||
# Generated Configuration File | ||
# Use make-glextension-depignore.sh to update! | ||
# | ||
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# | ||
# OpenGL 3.x dependencies | ||
# | ||
# We allow GL_VERSION_3_0 within GL2 | ||
IgnoreExtension GL_VERSION_3_1 | ||
IgnoreExtension GL_VERSION_3_2 | ||
IgnoreExtension GL_VERSION_3_3 | ||
IgnoreExtension GL_VERSION_3_4 | ||
IgnoreExtension GL_ARB_sync | ||
IgnoreExtension GL_ARB_texture_compression_bptc | ||
IgnoreExtension GL_ARB_draw_indirect | ||
IgnoreExtension GL_ARB_gpu_shader5 | ||
IgnoreExtension GL_ARB_gpu_shader_fp64 | ||
IgnoreExtension GL_ARB_tessellation_shader | ||
IgnoreExtension GL_NV_gpu_shader5 | ||
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