!gles2_only # OpenGL functions which are needed ONLY for implementing GLES 2.0 void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); void glStencilMaskSeparate(GLenum face, GLuint mask); void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); GLboolean glIsProgram(GLuint program); GLboolean glIsShader(GLuint shader); void glVertexAttrib1f(GLuint indx, GLfloat x); void glVertexAttrib1fv(GLuint indx, const GLfloat* values); void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); void glVertexAttrib2fv(GLuint indx, const GLfloat* values); void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); void glVertexAttrib3fv(GLuint indx, const GLfloat* values); void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glVertexAttrib4fv(GLuint indx, const GLfloat* values); void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr); void glDisableVertexAttribArray(GLuint index); void glEnableVertexAttribArray(GLuint index); void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params); void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params); void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer); void glUniform1f(GLint location, GLfloat x); void glUniform1fv(GLint location, GLsizei count, const GLfloat* v); void glUniform1i(GLint location, GLint x); void glUniform1iv(GLint location, GLsizei count, const GLint* v); void glUniform2f(GLint location, GLfloat x, GLfloat y); void glUniform2fv(GLint location, GLsizei count, const GLfloat* v); void glUniform2i(GLint location, GLint x, GLint y); void glUniform2iv(GLint location, GLsizei count, const GLint* v); void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z); void glUniform3fv(GLint location, GLsizei count, const GLfloat* v); void glUniform3i(GLint location, GLint x, GLint y, GLint z); void glUniform3iv(GLint location, GLsizei count, const GLint* v); void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glUniform4fv(GLint location, GLsizei count, const GLfloat* v); void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w); void glUniform4iv(GLint location, GLsizei count, const GLint* v); void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glAttachShader(GLuint program, GLuint shader); void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name); void glCompileShader(GLuint shader); GLuint glCreateProgram(void); GLuint glCreateShader(GLenum type); void glDeleteProgram(GLuint program); void glDeleteShader(GLuint shader); void glDetachShader(GLuint program, GLuint shader); void glLinkProgram(GLuint program); void glUseProgram(GLuint program); void glValidateProgram(GLuint program); void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); int glGetAttribLocation(GLuint program, const GLchar* name); void glGetProgramiv(GLuint program, GLenum pname, GLint* params); void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); void glGetShaderiv(GLuint shader, GLenum pname, GLint* params); void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); void glGetUniformfv(GLuint program, GLint location, GLfloat* params); void glGetUniformiv(GLuint program, GLint location, GLint* params); int glGetUniformLocation(GLuint program, const GLchar* name); void glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length); # The following are not used by GLDispatch but by GLESv2Dispatch void glBindFramebuffer(GLenum target, GLuint framebuffer); void glGenFramebuffers(GLsizei n, GLuint* framebuffers); void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); GLenum glCheckFramebufferStatus(GLenum target); void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers); GLboolean glIsRenderbuffer(GLuint renderbuffer); void glBindRenderbuffer(GLenum target, GLuint renderbuffer); void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers); void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers); void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params); void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);