[−][src]Struct gleam::gl::GlesFns
Methods
impl GlesFns[src]
impl GlesFnsTrait Implementations
impl Gl for GlesFns[src]
impl Gl for GlesFnsfn get_type(&self) -> GlType[src]
fn get_type(&self) -> GlTypefn buffer_data_untyped(
&self,
target: GLenum,
size: GLsizeiptr,
data: *const GLvoid,
usage: GLenum
)[src]
fn buffer_data_untyped(
&self,
target: GLenum,
size: GLsizeiptr,
data: *const GLvoid,
usage: GLenum
)fn tex_buffer(&self, _target: GLenum, _internal_format: GLenum, _buffer: GLuint)[src]
fn tex_buffer(&self, _target: GLenum, _internal_format: GLenum, _buffer: GLuint)fn buffer_sub_data_untyped(
&self,
target: GLenum,
offset: isize,
size: GLsizeiptr,
data: *const GLvoid
)[src]
fn buffer_sub_data_untyped(
&self,
target: GLenum,
offset: isize,
size: GLsizeiptr,
data: *const GLvoid
)fn shader_source(&self, shader: GLuint, strings: &[&[u8]])[src]
fn shader_source(&self, shader: GLuint, strings: &[&[u8]])fn read_buffer(&self, mode: GLenum)[src]
fn read_buffer(&self, mode: GLenum)fn read_pixels_into_buffer(
&self,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
pixel_type: GLenum,
dst_buffer: &mut [u8]
)[src]
fn read_pixels_into_buffer(
&self,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
pixel_type: GLenum,
dst_buffer: &mut [u8]
)fn read_pixels(
&self,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
pixel_type: GLenum
) -> Vec<u8>[src]
fn read_pixels(
&self,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
pixel_type: GLenum
) -> Vec<u8>fn sample_coverage(&self, value: GLclampf, invert: bool)[src]
fn sample_coverage(&self, value: GLclampf, invert: bool)fn polygon_offset(&self, factor: GLfloat, units: GLfloat)[src]
fn polygon_offset(&self, factor: GLfloat, units: GLfloat)fn pixel_store_i(&self, name: GLenum, param: GLint)[src]
fn pixel_store_i(&self, name: GLenum, param: GLint)fn gen_buffers(&self, n: GLsizei) -> Vec<GLuint>[src]
fn gen_buffers(&self, n: GLsizei) -> Vec<GLuint>fn gen_renderbuffers(&self, n: GLsizei) -> Vec<GLuint>[src]
fn gen_renderbuffers(&self, n: GLsizei) -> Vec<GLuint>fn gen_framebuffers(&self, n: GLsizei) -> Vec<GLuint>[src]
fn gen_framebuffers(&self, n: GLsizei) -> Vec<GLuint>fn gen_textures(&self, n: GLsizei) -> Vec<GLuint>[src]
fn gen_textures(&self, n: GLsizei) -> Vec<GLuint>fn gen_vertex_arrays(&self, n: GLsizei) -> Vec<GLuint>[src]
fn gen_vertex_arrays(&self, n: GLsizei) -> Vec<GLuint>fn gen_queries(&self, n: GLsizei) -> Vec<GLuint>[src]
fn gen_queries(&self, n: GLsizei) -> Vec<GLuint>fn begin_query(&self, target: GLenum, id: GLuint)[src]
fn begin_query(&self, target: GLenum, id: GLuint)fn end_query(&self, target: GLenum)[src]
fn end_query(&self, target: GLenum)fn query_counter(&self, id: GLuint, target: GLenum)[src]
fn query_counter(&self, id: GLuint, target: GLenum)fn get_query_object_iv(&self, id: GLuint, pname: GLenum) -> i32[src]
fn get_query_object_iv(&self, id: GLuint, pname: GLenum) -> i32fn get_query_object_uiv(&self, id: GLuint, pname: GLenum) -> u32[src]
fn get_query_object_uiv(&self, id: GLuint, pname: GLenum) -> u32fn get_query_object_i64v(&self, id: GLuint, pname: GLenum) -> i64[src]
fn get_query_object_i64v(&self, id: GLuint, pname: GLenum) -> i64fn get_query_object_ui64v(&self, id: GLuint, pname: GLenum) -> u64[src]
fn get_query_object_ui64v(&self, id: GLuint, pname: GLenum) -> u64fn delete_queries(&self, queries: &[GLuint])[src]
fn delete_queries(&self, queries: &[GLuint])fn delete_vertex_arrays(&self, vertex_arrays: &[GLuint])[src]
fn delete_vertex_arrays(&self, vertex_arrays: &[GLuint])fn delete_buffers(&self, buffers: &[GLuint])[src]
fn delete_buffers(&self, buffers: &[GLuint])fn delete_renderbuffers(&self, renderbuffers: &[GLuint])[src]
fn delete_renderbuffers(&self, renderbuffers: &[GLuint])fn delete_framebuffers(&self, framebuffers: &[GLuint])[src]
fn delete_framebuffers(&self, framebuffers: &[GLuint])fn delete_textures(&self, textures: &[GLuint])[src]
fn delete_textures(&self, textures: &[GLuint])fn framebuffer_renderbuffer(
&self,
target: GLenum,
attachment: GLenum,
renderbuffertarget: GLenum,
renderbuffer: GLuint
)[src]
fn framebuffer_renderbuffer(
&self,
target: GLenum,
attachment: GLenum,
renderbuffertarget: GLenum,
renderbuffer: GLuint
)fn renderbuffer_storage(
&self,
target: GLenum,
internalformat: GLenum,
width: GLsizei,
height: GLsizei
)[src]
fn renderbuffer_storage(
&self,
target: GLenum,
internalformat: GLenum,
width: GLsizei,
height: GLsizei
)fn depth_func(&self, func: GLenum)[src]
fn depth_func(&self, func: GLenum)fn active_texture(&self, texture: GLenum)[src]
fn active_texture(&self, texture: GLenum)fn attach_shader(&self, program: GLuint, shader: GLuint)[src]
fn attach_shader(&self, program: GLuint, shader: GLuint)fn bind_attrib_location(&self, program: GLuint, index: GLuint, name: &str)[src]
fn bind_attrib_location(&self, program: GLuint, index: GLuint, name: &str)unsafe fn get_uniform_iv(
&self,
program: GLuint,
location: GLint,
result: &mut [GLint]
)[src]
unsafe fn get_uniform_iv(
&self,
program: GLuint,
location: GLint,
result: &mut [GLint]
)unsafe fn get_uniform_fv(
&self,
program: GLuint,
location: GLint,
result: &mut [GLfloat]
)[src]
unsafe fn get_uniform_fv(
&self,
program: GLuint,
location: GLint,
result: &mut [GLfloat]
)fn get_uniform_block_index(&self, program: GLuint, name: &str) -> GLuint[src]
fn get_uniform_block_index(&self, program: GLuint, name: &str) -> GLuintfn get_uniform_indices(&self, program: GLuint, names: &[&str]) -> Vec<GLuint>[src]
fn get_uniform_indices(&self, program: GLuint, names: &[&str]) -> Vec<GLuint>fn bind_buffer_base(&self, target: GLenum, index: GLuint, buffer: GLuint)[src]
fn bind_buffer_base(&self, target: GLenum, index: GLuint, buffer: GLuint)fn bind_buffer_range(
&self,
target: GLenum,
index: GLuint,
buffer: GLuint,
offset: GLintptr,
size: GLsizeiptr
)[src]
fn bind_buffer_range(
&self,
target: GLenum,
index: GLuint,
buffer: GLuint,
offset: GLintptr,
size: GLsizeiptr
)fn uniform_block_binding(
&self,
program: GLuint,
uniform_block_index: GLuint,
uniform_block_binding: GLuint
)[src]
fn uniform_block_binding(
&self,
program: GLuint,
uniform_block_index: GLuint,
uniform_block_binding: GLuint
)fn bind_buffer(&self, target: GLenum, buffer: GLuint)[src]
fn bind_buffer(&self, target: GLenum, buffer: GLuint)fn bind_vertex_array(&self, vao: GLuint)[src]
fn bind_vertex_array(&self, vao: GLuint)fn bind_renderbuffer(&self, target: GLenum, renderbuffer: GLuint)[src]
fn bind_renderbuffer(&self, target: GLenum, renderbuffer: GLuint)fn bind_framebuffer(&self, target: GLenum, framebuffer: GLuint)[src]
fn bind_framebuffer(&self, target: GLenum, framebuffer: GLuint)fn bind_texture(&self, target: GLenum, texture: GLuint)[src]
fn bind_texture(&self, target: GLenum, texture: GLuint)fn draw_buffers(&self, bufs: &[GLenum])[src]
fn draw_buffers(&self, bufs: &[GLenum])fn tex_image_2d(
&self,
target: GLenum,
level: GLint,
internal_format: GLint,
width: GLsizei,
height: GLsizei,
border: GLint,
format: GLenum,
ty: GLenum,
opt_data: Option<&[u8]>
)[src]
fn tex_image_2d(
&self,
target: GLenum,
level: GLint,
internal_format: GLint,
width: GLsizei,
height: GLsizei,
border: GLint,
format: GLenum,
ty: GLenum,
opt_data: Option<&[u8]>
)fn compressed_tex_image_2d(
&self,
target: GLenum,
level: GLint,
internal_format: GLenum,
width: GLsizei,
height: GLsizei,
border: GLint,
data: &[u8]
)[src]
fn compressed_tex_image_2d(
&self,
target: GLenum,
level: GLint,
internal_format: GLenum,
width: GLsizei,
height: GLsizei,
border: GLint,
data: &[u8]
)fn compressed_tex_sub_image_2d(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
data: &[u8]
)[src]
fn compressed_tex_sub_image_2d(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
data: &[u8]
)fn tex_image_3d(
&self,
target: GLenum,
level: GLint,
internal_format: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
border: GLint,
format: GLenum,
ty: GLenum,
opt_data: Option<&[u8]>
)[src]
fn tex_image_3d(
&self,
target: GLenum,
level: GLint,
internal_format: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
border: GLint,
format: GLenum,
ty: GLenum,
opt_data: Option<&[u8]>
)fn copy_tex_image_2d(
&self,
target: GLenum,
level: GLint,
internal_format: GLenum,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
border: GLint
)[src]
fn copy_tex_image_2d(
&self,
target: GLenum,
level: GLint,
internal_format: GLenum,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
border: GLint
)fn copy_tex_sub_image_2d(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei
)[src]
fn copy_tex_sub_image_2d(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei
)fn copy_tex_sub_image_3d(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
zoffset: GLint,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei
)[src]
fn copy_tex_sub_image_3d(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
zoffset: GLint,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei
)fn tex_sub_image_2d(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
ty: GLenum,
data: &[u8]
)[src]
fn tex_sub_image_2d(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
ty: GLenum,
data: &[u8]
)fn tex_sub_image_2d_pbo(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
ty: GLenum,
offset: usize
)[src]
fn tex_sub_image_2d_pbo(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
ty: GLenum,
offset: usize
)fn tex_sub_image_3d(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
zoffset: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
format: GLenum,
ty: GLenum,
data: &[u8]
)[src]
fn tex_sub_image_3d(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
zoffset: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
format: GLenum,
ty: GLenum,
data: &[u8]
)fn tex_sub_image_3d_pbo(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
zoffset: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
format: GLenum,
ty: GLenum,
offset: usize
)[src]
fn tex_sub_image_3d_pbo(
&self,
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
zoffset: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
format: GLenum,
ty: GLenum,
offset: usize
)fn get_tex_image_into_buffer(
&self,
target: GLenum,
level: GLint,
format: GLenum,
ty: GLenum,
output: &mut [u8]
)[src]
fn get_tex_image_into_buffer(
&self,
target: GLenum,
level: GLint,
format: GLenum,
ty: GLenum,
output: &mut [u8]
)unsafe fn get_integer_v(&self, name: GLenum, result: &mut [GLint])[src]
unsafe fn get_integer_v(&self, name: GLenum, result: &mut [GLint])unsafe fn get_integer_64v(&self, name: GLenum, result: &mut [GLint64])[src]
unsafe fn get_integer_64v(&self, name: GLenum, result: &mut [GLint64])unsafe fn get_integer_iv(
&self,
name: GLenum,
index: GLuint,
result: &mut [GLint]
)[src]
unsafe fn get_integer_iv(
&self,
name: GLenum,
index: GLuint,
result: &mut [GLint]
)unsafe fn get_integer_64iv(
&self,
name: GLenum,
index: GLuint,
result: &mut [GLint64]
)[src]
unsafe fn get_integer_64iv(
&self,
name: GLenum,
index: GLuint,
result: &mut [GLint64]
)unsafe fn get_boolean_v(&self, name: GLenum, result: &mut [GLboolean])[src]
unsafe fn get_boolean_v(&self, name: GLenum, result: &mut [GLboolean])unsafe fn get_float_v(&self, name: GLenum, result: &mut [GLfloat])[src]
unsafe fn get_float_v(&self, name: GLenum, result: &mut [GLfloat])fn get_renderbuffer_parameter_iv(&self, target: GLenum, pname: GLenum) -> GLint[src]
fn get_renderbuffer_parameter_iv(&self, target: GLenum, pname: GLenum) -> GLintfn get_framebuffer_attachment_parameter_iv(
&self,
target: GLenum,
attachment: GLenum,
pname: GLenum
) -> GLint[src]
fn get_framebuffer_attachment_parameter_iv(
&self,
target: GLenum,
attachment: GLenum,
pname: GLenum
) -> GLintfn get_tex_parameter_iv(&self, target: GLenum, pname: GLenum) -> GLint[src]
fn get_tex_parameter_iv(&self, target: GLenum, pname: GLenum) -> GLintfn get_tex_parameter_fv(&self, target: GLenum, pname: GLenum) -> GLfloat[src]
fn get_tex_parameter_fv(&self, target: GLenum, pname: GLenum) -> GLfloatfn tex_parameter_i(&self, target: GLenum, pname: GLenum, param: GLint)[src]
fn tex_parameter_i(&self, target: GLenum, pname: GLenum, param: GLint)fn tex_parameter_f(&self, target: GLenum, pname: GLenum, param: GLfloat)[src]
fn tex_parameter_f(&self, target: GLenum, pname: GLenum, param: GLfloat)fn framebuffer_texture_2d(
&self,
target: GLenum,
attachment: GLenum,
textarget: GLenum,
texture: GLuint,
level: GLint
)[src]
fn framebuffer_texture_2d(
&self,
target: GLenum,
attachment: GLenum,
textarget: GLenum,
texture: GLuint,
level: GLint
)fn framebuffer_texture_layer(
&self,
target: GLenum,
attachment: GLenum,
texture: GLuint,
level: GLint,
layer: GLint
)[src]
fn framebuffer_texture_layer(
&self,
target: GLenum,
attachment: GLenum,
texture: GLuint,
level: GLint,
layer: GLint
)fn blit_framebuffer(
&self,
src_x0: GLint,
src_y0: GLint,
src_x1: GLint,
src_y1: GLint,
dst_x0: GLint,
dst_y0: GLint,
dst_x1: GLint,
dst_y1: GLint,
mask: GLbitfield,
filter: GLenum
)[src]
fn blit_framebuffer(
&self,
src_x0: GLint,
src_y0: GLint,
src_x1: GLint,
src_y1: GLint,
dst_x0: GLint,
dst_y0: GLint,
dst_x1: GLint,
dst_y1: GLint,
mask: GLbitfield,
filter: GLenum
)fn vertex_attrib_4f(
&self,
index: GLuint,
x: GLfloat,
y: GLfloat,
z: GLfloat,
w: GLfloat
)[src]
fn vertex_attrib_4f(
&self,
index: GLuint,
x: GLfloat,
y: GLfloat,
z: GLfloat,
w: GLfloat
)fn vertex_attrib_pointer_f32(
&self,
index: GLuint,
size: GLint,
normalized: bool,
stride: GLsizei,
offset: GLuint
)[src]
fn vertex_attrib_pointer_f32(
&self,
index: GLuint,
size: GLint,
normalized: bool,
stride: GLsizei,
offset: GLuint
)fn vertex_attrib_pointer(
&self,
index: GLuint,
size: GLint,
type_: GLenum,
normalized: bool,
stride: GLsizei,
offset: GLuint
)[src]
fn vertex_attrib_pointer(
&self,
index: GLuint,
size: GLint,
type_: GLenum,
normalized: bool,
stride: GLsizei,
offset: GLuint
)fn vertex_attrib_i_pointer(
&self,
index: GLuint,
size: GLint,
type_: GLenum,
stride: GLsizei,
offset: GLuint
)[src]
fn vertex_attrib_i_pointer(
&self,
index: GLuint,
size: GLint,
type_: GLenum,
stride: GLsizei,
offset: GLuint
)fn vertex_attrib_divisor(&self, index: GLuint, divisor: GLuint)[src]
fn vertex_attrib_divisor(&self, index: GLuint, divisor: GLuint)fn viewport(&self, x: GLint, y: GLint, width: GLsizei, height: GLsizei)[src]
fn viewport(&self, x: GLint, y: GLint, width: GLsizei, height: GLsizei)fn scissor(&self, x: GLint, y: GLint, width: GLsizei, height: GLsizei)[src]
fn scissor(&self, x: GLint, y: GLint, width: GLsizei, height: GLsizei)fn line_width(&self, width: GLfloat)[src]
fn line_width(&self, width: GLfloat)fn use_program(&self, program: GLuint)[src]
fn use_program(&self, program: GLuint)fn validate_program(&self, program: GLuint)[src]
fn validate_program(&self, program: GLuint)fn draw_arrays(&self, mode: GLenum, first: GLint, count: GLsizei)[src]
fn draw_arrays(&self, mode: GLenum, first: GLint, count: GLsizei)fn draw_arrays_instanced(
&self,
mode: GLenum,
first: GLint,
count: GLsizei,
primcount: GLsizei
)[src]
fn draw_arrays_instanced(
&self,
mode: GLenum,
first: GLint,
count: GLsizei,
primcount: GLsizei
)fn draw_elements(
&self,
mode: GLenum,
count: GLsizei,
element_type: GLenum,
indices_offset: GLuint
)[src]
fn draw_elements(
&self,
mode: GLenum,
count: GLsizei,
element_type: GLenum,
indices_offset: GLuint
)fn draw_elements_instanced(
&self,
mode: GLenum,
count: GLsizei,
element_type: GLenum,
indices_offset: GLuint,
primcount: GLsizei
)[src]
fn draw_elements_instanced(
&self,
mode: GLenum,
count: GLsizei,
element_type: GLenum,
indices_offset: GLuint,
primcount: GLsizei
)fn blend_color(&self, r: f32, g: f32, b: f32, a: f32)[src]
fn blend_color(&self, r: f32, g: f32, b: f32, a: f32)fn blend_func(&self, sfactor: GLenum, dfactor: GLenum)[src]
fn blend_func(&self, sfactor: GLenum, dfactor: GLenum)fn blend_func_separate(
&self,
src_rgb: GLenum,
dest_rgb: GLenum,
src_alpha: GLenum,
dest_alpha: GLenum
)[src]
fn blend_func_separate(
&self,
src_rgb: GLenum,
dest_rgb: GLenum,
src_alpha: GLenum,
dest_alpha: GLenum
)fn blend_equation(&self, mode: GLenum)[src]
fn blend_equation(&self, mode: GLenum)fn blend_equation_separate(&self, mode_rgb: GLenum, mode_alpha: GLenum)[src]
fn blend_equation_separate(&self, mode_rgb: GLenum, mode_alpha: GLenum)fn color_mask(&self, r: bool, g: bool, b: bool, a: bool)[src]
fn color_mask(&self, r: bool, g: bool, b: bool, a: bool)fn cull_face(&self, mode: GLenum)[src]
fn cull_face(&self, mode: GLenum)fn front_face(&self, mode: GLenum)[src]
fn front_face(&self, mode: GLenum)fn enable(&self, cap: GLenum)[src]
fn enable(&self, cap: GLenum)fn disable(&self, cap: GLenum)[src]
fn disable(&self, cap: GLenum)fn hint(&self, param_name: GLenum, param_val: GLenum)[src]
fn hint(&self, param_name: GLenum, param_val: GLenum)fn is_enabled(&self, cap: GLenum) -> GLboolean[src]
fn is_enabled(&self, cap: GLenum) -> GLbooleanfn is_shader(&self, shader: GLuint) -> GLboolean[src]
fn is_shader(&self, shader: GLuint) -> GLbooleanfn is_texture(&self, texture: GLenum) -> GLboolean[src]
fn is_texture(&self, texture: GLenum) -> GLbooleanfn is_framebuffer(&self, framebuffer: GLenum) -> GLboolean[src]
fn is_framebuffer(&self, framebuffer: GLenum) -> GLbooleanfn is_renderbuffer(&self, renderbuffer: GLenum) -> GLboolean[src]
fn is_renderbuffer(&self, renderbuffer: GLenum) -> GLbooleanfn check_frame_buffer_status(&self, target: GLenum) -> GLenum[src]
fn check_frame_buffer_status(&self, target: GLenum) -> GLenumfn enable_vertex_attrib_array(&self, index: GLuint)[src]
fn enable_vertex_attrib_array(&self, index: GLuint)fn disable_vertex_attrib_array(&self, index: GLuint)[src]
fn disable_vertex_attrib_array(&self, index: GLuint)fn uniform_1f(&self, location: GLint, v0: GLfloat)[src]
fn uniform_1f(&self, location: GLint, v0: GLfloat)fn uniform_1fv(&self, location: GLint, values: &[f32])[src]
fn uniform_1fv(&self, location: GLint, values: &[f32])fn uniform_1i(&self, location: GLint, v0: GLint)[src]
fn uniform_1i(&self, location: GLint, v0: GLint)fn uniform_1iv(&self, location: GLint, values: &[i32])[src]
fn uniform_1iv(&self, location: GLint, values: &[i32])fn uniform_1ui(&self, location: GLint, v0: GLuint)[src]
fn uniform_1ui(&self, location: GLint, v0: GLuint)fn uniform_2f(&self, location: GLint, v0: GLfloat, v1: GLfloat)[src]
fn uniform_2f(&self, location: GLint, v0: GLfloat, v1: GLfloat)fn uniform_2fv(&self, location: GLint, values: &[f32])[src]
fn uniform_2fv(&self, location: GLint, values: &[f32])fn uniform_2i(&self, location: GLint, v0: GLint, v1: GLint)[src]
fn uniform_2i(&self, location: GLint, v0: GLint, v1: GLint)fn uniform_2iv(&self, location: GLint, values: &[i32])[src]
fn uniform_2iv(&self, location: GLint, values: &[i32])fn uniform_2ui(&self, location: GLint, v0: GLuint, v1: GLuint)[src]
fn uniform_2ui(&self, location: GLint, v0: GLuint, v1: GLuint)fn uniform_3f(&self, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat)[src]
fn uniform_3f(&self, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat)fn uniform_3fv(&self, location: GLint, values: &[f32])[src]
fn uniform_3fv(&self, location: GLint, values: &[f32])fn uniform_3i(&self, location: GLint, v0: GLint, v1: GLint, v2: GLint)[src]
fn uniform_3i(&self, location: GLint, v0: GLint, v1: GLint, v2: GLint)fn uniform_3iv(&self, location: GLint, values: &[i32])[src]
fn uniform_3iv(&self, location: GLint, values: &[i32])fn uniform_3ui(&self, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint)[src]
fn uniform_3ui(&self, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint)fn uniform_4f(
&self,
location: GLint,
x: GLfloat,
y: GLfloat,
z: GLfloat,
w: GLfloat
)[src]
fn uniform_4f(
&self,
location: GLint,
x: GLfloat,
y: GLfloat,
z: GLfloat,
w: GLfloat
)fn uniform_4i(&self, location: GLint, x: GLint, y: GLint, z: GLint, w: GLint)[src]
fn uniform_4i(&self, location: GLint, x: GLint, y: GLint, z: GLint, w: GLint)fn uniform_4iv(&self, location: GLint, values: &[i32])[src]
fn uniform_4iv(&self, location: GLint, values: &[i32])fn uniform_4ui(
&self,
location: GLint,
x: GLuint,
y: GLuint,
z: GLuint,
w: GLuint
)[src]
fn uniform_4ui(
&self,
location: GLint,
x: GLuint,
y: GLuint,
z: GLuint,
w: GLuint
)fn uniform_4fv(&self, location: GLint, values: &[f32])[src]
fn uniform_4fv(&self, location: GLint, values: &[f32])fn uniform_matrix_2fv(&self, location: GLint, transpose: bool, value: &[f32])[src]
fn uniform_matrix_2fv(&self, location: GLint, transpose: bool, value: &[f32])fn uniform_matrix_3fv(&self, location: GLint, transpose: bool, value: &[f32])[src]
fn uniform_matrix_3fv(&self, location: GLint, transpose: bool, value: &[f32])fn uniform_matrix_4fv(&self, location: GLint, transpose: bool, value: &[f32])[src]
fn uniform_matrix_4fv(&self, location: GLint, transpose: bool, value: &[f32])fn depth_mask(&self, flag: bool)[src]
fn depth_mask(&self, flag: bool)fn depth_range(&self, near: f64, far: f64)[src]
fn depth_range(&self, near: f64, far: f64)fn get_active_attrib(
&self,
program: GLuint,
index: GLuint
) -> (i32, u32, String)[src]
fn get_active_attrib(
&self,
program: GLuint,
index: GLuint
) -> (i32, u32, String)fn get_active_uniform(
&self,
program: GLuint,
index: GLuint
) -> (i32, u32, String)[src]
fn get_active_uniform(
&self,
program: GLuint,
index: GLuint
) -> (i32, u32, String)fn get_active_uniforms_iv(
&self,
program: GLuint,
indices: Vec<GLuint>,
pname: GLenum
) -> Vec<GLint>[src]
fn get_active_uniforms_iv(
&self,
program: GLuint,
indices: Vec<GLuint>,
pname: GLenum
) -> Vec<GLint>fn get_active_uniform_block_i(
&self,
program: GLuint,
index: GLuint,
pname: GLenum
) -> GLint[src]
fn get_active_uniform_block_i(
&self,
program: GLuint,
index: GLuint,
pname: GLenum
) -> GLintfn get_active_uniform_block_iv(
&self,
program: GLuint,
index: GLuint,
pname: GLenum
) -> Vec<GLint>[src]
fn get_active_uniform_block_iv(
&self,
program: GLuint,
index: GLuint,
pname: GLenum
) -> Vec<GLint>fn get_active_uniform_block_name(
&self,
program: GLuint,
index: GLuint
) -> String[src]
fn get_active_uniform_block_name(
&self,
program: GLuint,
index: GLuint
) -> Stringfn get_attrib_location(&self, program: GLuint, name: &str) -> c_int[src]
fn get_attrib_location(&self, program: GLuint, name: &str) -> c_intfn get_frag_data_location(&self, program: GLuint, name: &str) -> c_int[src]
fn get_frag_data_location(&self, program: GLuint, name: &str) -> c_intfn get_uniform_location(&self, program: GLuint, name: &str) -> c_int[src]
fn get_uniform_location(&self, program: GLuint, name: &str) -> c_intfn get_program_info_log(&self, program: GLuint) -> String[src]
fn get_program_info_log(&self, program: GLuint) -> Stringunsafe fn get_program_iv(
&self,
program: GLuint,
pname: GLenum,
result: &mut [GLint]
)[src]
unsafe fn get_program_iv(
&self,
program: GLuint,
pname: GLenum,
result: &mut [GLint]
)fn get_program_binary(&self, program: GLuint) -> (Vec<u8>, GLenum)[src]
fn get_program_binary(&self, program: GLuint) -> (Vec<u8>, GLenum)fn program_binary(&self, program: GLuint, format: GLenum, binary: &[u8])[src]
fn program_binary(&self, program: GLuint, format: GLenum, binary: &[u8])fn program_parameter_i(&self, program: GLuint, pname: GLenum, value: GLint)[src]
fn program_parameter_i(&self, program: GLuint, pname: GLenum, value: GLint)unsafe fn get_vertex_attrib_iv(
&self,
index: GLuint,
pname: GLenum,
result: &mut [GLint]
)[src]
unsafe fn get_vertex_attrib_iv(
&self,
index: GLuint,
pname: GLenum,
result: &mut [GLint]
)unsafe fn get_vertex_attrib_fv(
&self,
index: GLuint,
pname: GLenum,
result: &mut [GLfloat]
)[src]
unsafe fn get_vertex_attrib_fv(
&self,
index: GLuint,
pname: GLenum,
result: &mut [GLfloat]
)fn get_vertex_attrib_pointer_v(
&self,
index: GLuint,
pname: GLenum
) -> GLsizeiptr[src]
fn get_vertex_attrib_pointer_v(
&self,
index: GLuint,
pname: GLenum
) -> GLsizeiptrfn get_buffer_parameter_iv(&self, target: GLuint, pname: GLenum) -> GLint[src]
fn get_buffer_parameter_iv(&self, target: GLuint, pname: GLenum) -> GLintfn get_shader_info_log(&self, shader: GLuint) -> String[src]
fn get_shader_info_log(&self, shader: GLuint) -> Stringfn get_string(&self, which: GLenum) -> String[src]
fn get_string(&self, which: GLenum) -> Stringfn get_string_i(&self, which: GLenum, index: GLuint) -> String[src]
fn get_string_i(&self, which: GLenum, index: GLuint) -> Stringunsafe fn get_shader_iv(
&self,
shader: GLuint,
pname: GLenum,
result: &mut [GLint]
)[src]
unsafe fn get_shader_iv(
&self,
shader: GLuint,
pname: GLenum,
result: &mut [GLint]
)fn get_shader_precision_format(
&self,
shader_type: GLuint,
precision_type: GLuint
) -> (GLint, GLint, GLint)[src]
fn get_shader_precision_format(
&self,
shader_type: GLuint,
precision_type: GLuint
) -> (GLint, GLint, GLint)fn compile_shader(&self, shader: GLuint)[src]
fn compile_shader(&self, shader: GLuint)fn create_program(&self) -> GLuint[src]
fn create_program(&self) -> GLuintfn delete_program(&self, program: GLuint)[src]
fn delete_program(&self, program: GLuint)fn create_shader(&self, shader_type: GLenum) -> GLuint[src]
fn create_shader(&self, shader_type: GLenum) -> GLuintfn delete_shader(&self, shader: GLuint)[src]
fn delete_shader(&self, shader: GLuint)fn detach_shader(&self, program: GLuint, shader: GLuint)[src]
fn detach_shader(&self, program: GLuint, shader: GLuint)fn link_program(&self, program: GLuint)[src]
fn link_program(&self, program: GLuint)fn clear_color(&self, r: f32, g: f32, b: f32, a: f32)[src]
fn clear_color(&self, r: f32, g: f32, b: f32, a: f32)fn clear(&self, buffer_mask: GLbitfield)[src]
fn clear(&self, buffer_mask: GLbitfield)fn clear_depth(&self, depth: f64)[src]
fn clear_depth(&self, depth: f64)fn clear_stencil(&self, s: GLint)[src]
fn clear_stencil(&self, s: GLint)fn flush(&self)[src]
fn flush(&self)fn finish(&self)[src]
fn finish(&self)fn get_error(&self) -> GLenum[src]
fn get_error(&self) -> GLenumfn stencil_mask(&self, mask: GLuint)[src]
fn stencil_mask(&self, mask: GLuint)fn stencil_mask_separate(&self, face: GLenum, mask: GLuint)[src]
fn stencil_mask_separate(&self, face: GLenum, mask: GLuint)fn stencil_func(&self, func: GLenum, ref_: GLint, mask: GLuint)[src]
fn stencil_func(&self, func: GLenum, ref_: GLint, mask: GLuint)fn stencil_func_separate(
&self,
face: GLenum,
func: GLenum,
ref_: GLint,
mask: GLuint
)[src]
fn stencil_func_separate(
&self,
face: GLenum,
func: GLenum,
ref_: GLint,
mask: GLuint
)fn stencil_op(&self, sfail: GLenum, dpfail: GLenum, dppass: GLenum)[src]
fn stencil_op(&self, sfail: GLenum, dpfail: GLenum, dppass: GLenum)fn stencil_op_separate(
&self,
face: GLenum,
sfail: GLenum,
dpfail: GLenum,
dppass: GLenum
)[src]
fn stencil_op_separate(
&self,
face: GLenum,
sfail: GLenum,
dpfail: GLenum,
dppass: GLenum
)fn egl_image_target_texture2d_oes(&self, target: GLenum, image: GLeglImageOES)[src]
fn egl_image_target_texture2d_oes(&self, target: GLenum, image: GLeglImageOES)fn generate_mipmap(&self, target: GLenum)[src]
fn generate_mipmap(&self, target: GLenum)fn insert_event_marker_ext(&self, message: &str)[src]
fn insert_event_marker_ext(&self, message: &str)fn push_group_marker_ext(&self, message: &str)[src]
fn push_group_marker_ext(&self, message: &str)fn pop_group_marker_ext(&self)[src]
fn pop_group_marker_ext(&self)fn fence_sync(&self, condition: GLenum, flags: GLbitfield) -> GLsync[src]
fn fence_sync(&self, condition: GLenum, flags: GLbitfield) -> GLsyncfn client_wait_sync(&self, sync: GLsync, flags: GLbitfield, timeout: GLuint64)[src]
fn client_wait_sync(&self, sync: GLsync, flags: GLbitfield, timeout: GLuint64)fn wait_sync(&self, sync: GLsync, flags: GLbitfield, timeout: GLuint64)[src]
fn wait_sync(&self, sync: GLsync, flags: GLbitfield, timeout: GLuint64)fn delete_sync(&self, sync: GLsync)[src]
fn delete_sync(&self, sync: GLsync)fn texture_range_apple(&self, _target: GLenum, _data: &[u8])[src]
fn texture_range_apple(&self, _target: GLenum, _data: &[u8])fn gen_fences_apple(&self, _n: GLsizei) -> Vec<GLuint>[src]
fn gen_fences_apple(&self, _n: GLsizei) -> Vec<GLuint>fn delete_fences_apple(&self, _fences: &[GLuint])[src]
fn delete_fences_apple(&self, _fences: &[GLuint])fn set_fence_apple(&self, _fence: GLuint)[src]
fn set_fence_apple(&self, _fence: GLuint)fn finish_fence_apple(&self, _fence: GLuint)[src]
fn finish_fence_apple(&self, _fence: GLuint)fn test_fence_apple(&self, _fence: GLuint)[src]
fn test_fence_apple(&self, _fence: GLuint)fn bind_frag_data_location_indexed(
&self,
_program: GLuint,
_color_number: GLuint,
_index: GLuint,
_name: &str
)[src]
fn bind_frag_data_location_indexed(
&self,
_program: GLuint,
_color_number: GLuint,
_index: GLuint,
_name: &str
)fn get_frag_data_index(&self, _program: GLuint, _name: &str) -> GLint[src]
fn get_frag_data_index(&self, _program: GLuint, _name: &str) -> GLintfn get_debug_messages(&self) -> Vec<DebugMessage>[src]
fn get_debug_messages(&self) -> Vec<DebugMessage>Auto Trait Implementations
Blanket Implementations
impl<T, U> Into for T where
U: From<T>, [src]
impl<T, U> Into for T where
U: From<T>, impl<T> From for T[src]
impl<T> From for Timpl<T, U> TryFrom for T where
T: From<U>, [src]
impl<T, U> TryFrom for T where
T: From<U>, type Error = !
🔬 This is a nightly-only experimental API. (
try_from)The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>[src]
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>🔬 This is a nightly-only experimental API. (
try_from)Performs the conversion.
impl<T> Borrow for T where
T: ?Sized, [src]
impl<T> Borrow for T where
T: ?Sized, impl<T, U> TryInto for T where
U: TryFrom<T>, [src]
impl<T, U> TryInto for T where
U: TryFrom<T>, type Error = <U as TryFrom<T>>::Error
🔬 This is a nightly-only experimental API. (
try_from)The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>[src]
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>🔬 This is a nightly-only experimental API. (
try_from)Performs the conversion.
impl<T> BorrowMut for T where
T: ?Sized, [src]
impl<T> BorrowMut for T where
T: ?Sized, fn borrow_mut(&mut self) -> &mut T[src]
fn borrow_mut(&mut self) -> &mut TMutably borrows from an owned value. Read more
impl<T> Any for T where
T: 'static + ?Sized, [src]
impl<T> Any for T where
T: 'static + ?Sized, fn get_type_id(&self) -> TypeId[src]
fn get_type_id(&self) -> TypeId🔬 This is a nightly-only experimental API. (get_type_id)
this method will likely be replaced by an associated static
Gets the TypeId of self. Read more