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s.cr
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lib LibGL
# Specifies multisample coverage parameters.
fun sample_coverage = glSampleCoverage( value : Float,
invert : Boolean) : Void
# Sets the value of a sub-word of the sample mask.
fun sample_mask_i = glSampleMaski(mask_number : UInt,
mask : Bitfield) : Void
# Sets sampler parameters.
fun sampler_parameter_f = glSamplerParameterf(sampler : UInt,
p_name : Enum,
param : Float) : Void
# Sets sampler parameters.
fun sampler_parameter_i = glSamplerParameteri(sampler : UInt,
p_name : Enum,
param : Int) : Void
# Sets sampler parameters.
fun sampler_parameter_fv = glSamplerParameterfv(sampler : UInt,
p_name : Enum,
params : Pointer(Float)) : Void
# Sets sampler parameters.
fun sampler_parameter_iv = glSamplerParameteriv(sampler : UInt,
p_name : Enum,
params : Pointer(Int)) : Void
# Sets sampler parameters.
fun sampler_parameter_iiv = glSamplerParameterIiv(sampler : UInt,
p_name : Enum,
params : Pointer(Int)) : Void
# Sets sampler parameters.
fun sampler_parameter_iuiv = glSamplerParameterIuiv(sampler : UInt,
p_name : Enum,
params : Pointer(UInt)) : Void
# Defines the scissor box.
fun scissor = glScissor(x : Int,
y : Int,
width : Sizei,
height : Sizei) : Void
# Defines the scissor box for multiple viewports.
fun scissor_array_v = glScissorArrayv(first : UInt,
count : Sizei,
v : Pointer(Int)) : Void
# Defines the scissor box for a specific viewport.
fun scissor_indexed = glScissorIndexed( index : UInt,
left : Int,
bottom : Int,
width : Sizei,
height : Sizei) : Void
# Defines the scissor box for a specific viewport.
fun scissor_indexed_v = glScissorIndexedv(index : UInt,
v : Pointer(Int)) : Void
# Loads pre-compiled shader binaries.
fun shader_binary = glShaderBinary( count : Sizei,
shaders : Pointer(UInt),
binary_format : Enum,
binary : Pointer(Void),
length : Sizei) : Void
# Replaces the source code in a shader object.
fun shader_source = glShaderSource( shader : UInt,
count : Sizei,
string : Pointer(Pointer(Char)),
length : Pointer(Int)) : Void
# Changes an active shader storage block binding.
fun shader_storage_block_binding = glShaderStorageBlockBinding( program : UInt,
storage_block_index : UInt,
storage_block_binding : UInt) : Void
# Sets front and back function and reference value for stencil testing.
fun stencil_func = glStencilFunc( func : Enum,
ref : Int,
mask : UInt) : Void
# Sets front and/or back function and references value for stencil testing.
fun stencil_func_separate = glStencilFuncSeparate(face : Enum,
func : Enum,
ref : Int,
mask : UInt) : Void
# Controls the front and back writing of individual bits in the stencil planes.
fun stencil_mask = glStencilMask(mask : UInt) : Void
# Controls the front and/or back writing of individual bits in the stencil planes.
fun stencil_mask_separate = glStencilMaskSeparate(face : Enum,
mask : UInt) : Void
# Sets front and back stencil test actions.
fun stencil_op = glStencilOp( s_fail : Enum,
dp_fail : Enum,
dp_pass : Enum) : Void
# Sets front and/or back stencil test actions.
fun stencil_op_separate = glStencilOpSeparate(face : Enum,
s_fail : Enum,
dp_fail : Enum,
dp_pass : Enum) : Void
end