https://img-blog.csdnimg.cn/32db9ce43ef64316a2e37a31f4cee033.gif
编程小鱼酱yu612.com,点击前往

Opengl es2.0 学习笔记(API篇)所有API的翻译


包含了 gl2.h 和egl.h两个头文件

gl2.h

gl2数据结构

/*-------------------------------------------------------------------------
 * Data type definitions
 *-----------------------------------------------------------------------*/
typedef void             GLvoid;
typedef char             GLchar;
typedef unsigned int     GLenum;
typedef unsigned char    GLboolean;
typedef unsigned int     GLbitfield;
typedef khronos_int8_t   GLbyte;
typedef short            GLshort;
typedef int              GLint;
typedef int              GLsizei;
typedef khronos_uint8_t  GLubyte;
typedef unsigned short   GLushort;
typedef unsigned int     GLuint;
typedef khronos_float_t  GLfloat;
typedef khronos_float_t  GLclampf;
typedef khronos_int32_t  GLfixed;

/* GL types for handling large vertex buffer objects */

typedef khronos_intptr_t GLintptr;
typedef khronos_ssize_t  GLsizeiptr;

/* OpenGL ES core versions */

#define GL_ES_VERSION_2_0                 1

/* ClearBufferMask */
//
#define GL_DEPTH_BUFFER_BIT               0x00000100
#define GL_STENCIL_BUFFER_BIT             0x00000400
#define GL_COLOR_BUFFER_BIT               0x00004000

/* Boolean */

#define GL_FALSE                          0
#define GL_TRUE                           1

/* BeginMode */

#define GL_POINTS                         0x0000	
#define GL_LINES                          0x0001	
#define GL_LINE_LOOP                      0x0002	
#define GL_LINE_STRIP                     0x0003	
#define GL_TRIANGLES                      0x0004	
#define GL_TRIANGLE_STRIP                 0x0005	
#define GL_TRIANGLE_FAN                   0x0006	

/* AlphaFunction (not supported in ES20) *///涓嶅啀es2.0鏀寔
/*      GL_NEVER */
/*      GL_LESS */
/*      GL_EQUAL */
/*      GL_LEQUAL */
/*      GL_GREATER */
/*      GL_NOTEQUAL */
/*      GL_GEQUAL */
/*      GL_ALWAYS */

/* BlendingFactorDest */	//铻嶅悎鍥犲瓙鏂瑰紡
#define GL_ZERO                           0	
#define GL_ONE                            1
#define GL_SRC_COLOR                      0x0300
#define GL_ONE_MINUS_SRC_COLOR            0x0301
#define GL_SRC_ALPHA                      0x0302
#define GL_ONE_MINUS_SRC_ALPHA            0x0303
#define GL_DST_ALPHA                      0x0304
#define GL_ONE_MINUS_DST_ALPHA            0x0305

/* BlendingFactorSrc */		//铻嶅悎鍥犲瓙鍘?
/*      GL_ZERO */
/*      GL_ONE */
#define GL_DST_COLOR                      0x0306
#define GL_ONE_MINUS_DST_COLOR            0x0307
#define GL_SRC_ALPHA_SATURATE             0x0308
/*      GL_SRC_ALPHA */
/*      GL_ONE_MINUS_SRC_ALPHA */
/*      GL_DST_ALPHA */
/*      GL_ONE_MINUS_DST_ALPHA */

/* BlendEquationSeparate */
#define GL_FUNC_ADD                       0x8006
#define GL_BLEND_EQUATION                 0x8009
#define GL_BLEND_EQUATION_RGB             0x8009    /* same as BLEND_EQUATION */
#define GL_BLEND_EQUATION_ALPHA           0x883D

/* BlendSubtract */
#define GL_FUNC_SUBTRACT                  0x800A
#define GL_FUNC_REVERSE_SUBTRACT          0x800B

/* Separate Blend Functions */
#define GL_BLEND_DST_RGB                  0x80C8
#define GL_BLEND_SRC_RGB                  0x80C9
#define GL_BLEND_DST_ALPHA                0x80CA
#define GL_BLEND_SRC_ALPHA                0x80CB
#define GL_CONSTANT_COLOR                 0x8001
#define GL_ONE_MINUS_CONSTANT_COLOR       0x8002
#define GL_CONSTANT_ALPHA                 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA       0x8004
#define GL_BLEND_COLOR                    0x8005

/* Buffer Objects */
#define GL_ARRAY_BUFFER                   0x8892
#define GL_ELEMENT_ARRAY_BUFFER           0x8893
#define GL_ARRAY_BUFFER_BINDING           0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING   0x8895

#define GL_STREAM_DRAW                    0x88E0
#define GL_STATIC_DRAW                    0x88E4
#define GL_DYNAMIC_DRAW                   0x88E8

#define GL_BUFFER_SIZE                    0x8764
#define GL_BUFFER_USAGE                   0x8765

#define GL_CURRENT_VERTEX_ATTRIB          0x8626

/* CullFaceMode */
#define GL_FRONT                          0x0404
#define GL_BACK                           0x0405
#define GL_FRONT_AND_BACK                 0x0408

/* DepthFunction */
/*      GL_NEVER */
/*      GL_LESS */
/*      GL_EQUAL */
/*      GL_LEQUAL */
/*      GL_GREATER */
/*      GL_NOTEQUAL */
/*      GL_GEQUAL */
/*      GL_ALWAYS */

/* EnableCap */
#define GL_TEXTURE_2D                     0x0DE1
#define GL_CULL_FACE                      0x0B44
#define GL_BLEND                          0x0BE2
#define GL_DITHER                         0x0BD0
#define GL_STENCIL_TEST                   0x0B90
#define GL_DEPTH_TEST                     0x0B71
#define GL_SCISSOR_TEST                   0x0C11
#define GL_POLYGON_OFFSET_FILL            0x8037
#define GL_SAMPLE_ALPHA_TO_COVERAGE       0x809E
#define GL_SAMPLE_COVERAGE                0x80A0

/* ErrorCode */
#define GL_NO_ERROR                       0
#define GL_INVALID_ENUM                   0x0500
#define GL_INVALID_VALUE                  0x0501
#define GL_INVALID_OPERATION              0x0502
#define GL_OUT_OF_MEMORY                  0x0505

/* FrontFaceDirection */
#define GL_CW                             0x0900
#define GL_CCW                            0x0901

/* GetPName */
#define GL_LINE_WIDTH                     0x0B21
#define GL_ALIASED_POINT_SIZE_RANGE       0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE       0x846E
#define GL_CULL_FACE_MODE                 0x0B45
#define GL_FRONT_FACE                     0x0B46
#define GL_DEPTH_RANGE                    0x0B70
#define GL_DEPTH_WRITEMASK                0x0B72
#define GL_DEPTH_CLEAR_VALUE              0x0B73
#define GL_DEPTH_FUNC                     0x0B74
#define GL_STENCIL_CLEAR_VALUE            0x0B91
#define GL_STENCIL_FUNC                   0x0B92
#define GL_STENCIL_FAIL                   0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL        0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS        0x0B96
#define GL_STENCIL_REF                    0x0B97
#define GL_STENCIL_VALUE_MASK             0x0B93
#define GL_STENCIL_WRITEMASK              0x0B98
#define GL_STENCIL_BACK_FUNC              0x8800
#define GL_STENCIL_BACK_FAIL              0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL   0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS   0x8803
#define GL_STENCIL_BACK_REF               0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK        0x8CA4
#define GL_STENCIL_BACK_WRITEMASK         0x8CA5
#define GL_VIEWPORT                       0x0BA2
#define GL_SCISSOR_BOX                    0x0C10
/*      GL_SCISSOR_TEST */
#define GL_COLOR_CLEAR_VALUE              0x0C22
#define GL_COLOR_WRITEMASK                0x0C23
#define GL_UNPACK_ALIGNMENT               0x0CF5
#define GL_PACK_ALIGNMENT                 0x0D05
#define GL_MAX_TEXTURE_SIZE               0x0D33
#define GL_MAX_VIEWPORT_DIMS              0x0D3A
#define GL_SUBPIXEL_BITS                  0x0D50
#define GL_RED_BITS                       0x0D52
#define GL_GREEN_BITS                     0x0D53
#define GL_BLUE_BITS                      0x0D54
#define GL_ALPHA_BITS                     0x0D55
#define GL_DEPTH_BITS                     0x0D56
#define GL_STENCIL_BITS                   0x0D57
#define GL_POLYGON_OFFSET_UNITS           0x2A00
/*      GL_POLYGON_OFFSET_FILL */
#define GL_POLYGON_OFFSET_FACTOR          0x8038
#define GL_TEXTURE_BINDING_2D             0x8069
#define GL_SAMPLE_BUFFERS                 0x80A8
#define GL_SAMPLES                        0x80A9
#define GL_SAMPLE_COVERAGE_VALUE          0x80AA
#define GL_SAMPLE_COVERAGE_INVERT         0x80AB

/* GetTextureParameter */
/*      GL_TEXTURE_MAG_FILTER */
/*      GL_TEXTURE_MIN_FILTER */
/*      GL_TEXTURE_WRAP_S */
/*      GL_TEXTURE_WRAP_T */

#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS     0x86A3

/* HintMode */
#define GL_DONT_CARE                      0x1100
#define GL_FASTEST                        0x1101
#define GL_NICEST                         0x1102

/* HintTarget */
#define GL_GENERATE_MIPMAP_HINT            0x8192

/* DataType */
#define GL_BYTE                           0x1400
#define GL_UNSIGNED_BYTE                  0x1401
#define GL_SHORT                          0x1402
#define GL_UNSIGNED_SHORT                 0x1403
#define GL_INT                            0x1404
#define GL_UNSIGNED_INT                   0x1405
#define GL_FLOAT                          0x1406
#define GL_FIXED                          0x140C

/* PixelFormat */
#define GL_DEPTH_COMPONENT                0x1902
#define GL_ALPHA                          0x1906
#define GL_RGB                            0x1907
#define GL_RGBA                           0x1908
#define GL_LUMINANCE                      0x1909
#define GL_LUMINANCE_ALPHA                0x190A

/* PixelType */
/*      GL_UNSIGNED_BYTE */
#define GL_UNSIGNED_SHORT_4_4_4_4         0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1         0x8034
#define GL_UNSIGNED_SHORT_5_6_5           0x8363

/* Shaders */
#define GL_FRAGMENT_SHADER                  0x8B30
#define GL_VERTEX_SHADER                    0x8B31
#define GL_MAX_VERTEX_ATTRIBS               0x8869
#define GL_MAX_VERTEX_UNIFORM_VECTORS       0x8DFB
#define GL_MAX_VARYING_VECTORS              0x8DFC
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS   0x8B4C
#define GL_MAX_TEXTURE_IMAGE_UNITS          0x8872
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS     0x8DFD
#define GL_SHADER_TYPE                      0x8B4F
#define GL_DELETE_STATUS                    0x8B80
#define GL_LINK_STATUS                      0x8B82
#define GL_VALIDATE_STATUS                  0x8B83
#define GL_ATTACHED_SHADERS                 0x8B85
#define GL_ACTIVE_UNIFORMS                  0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH        0x8B87
#define GL_ACTIVE_ATTRIBUTES                0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH      0x8B8A
#define GL_SHADING_LANGUAGE_VERSION         0x8B8C
#define GL_CURRENT_PROGRAM                  0x8B8D

/* StencilFunction */
#define GL_NEVER                          0x0200
#define GL_LESS                           0x0201
#define GL_EQUAL                          0x0202
#define GL_LEQUAL                         0x0203
#define GL_GREATER                        0x0204
#define GL_NOTEQUAL                       0x0205
#define GL_GEQUAL                         0x0206
#define GL_ALWAYS                         0x0207

/* StencilOp */
/*      GL_ZERO */
#define GL_KEEP                           0x1E00
#define GL_REPLACE                        0x1E01
#define GL_INCR                           0x1E02
#define GL_DECR                           0x1E03
#define GL_INVERT                         0x150A
#define GL_INCR_WRAP                      0x8507
#define GL_DECR_WRAP                      0x8508

/* StringName */
#define GL_VENDOR                         0x1F00
#define GL_RENDERER                       0x1F01
#define GL_VERSION                        0x1F02
#define GL_EXTENSIONS                     0x1F03

/* TextureMagFilter */
#define GL_NEAREST                        0x2600
#define GL_LINEAR                         0x2601

/* TextureMinFilter */
/*      GL_NEAREST */
/*      GL_LINEAR */
#define GL_NEAREST_MIPMAP_NEAREST         0x2700
#define GL_LINEAR_MIPMAP_NEAREST          0x2701
#define GL_NEAREST_MIPMAP_LINEAR          0x2702
#define GL_LINEAR_MIPMAP_LINEAR           0x2703

/* TextureParameterName */
#define GL_TEXTURE_MAG_FILTER             0x2800
#define GL_TEXTURE_MIN_FILTER             0x2801
#define GL_TEXTURE_WRAP_S                 0x2802
#define GL_TEXTURE_WRAP_T                 0x2803

/* TextureTarget */
/*      GL_TEXTURE_2D */
#define GL_TEXTURE                        0x1702

#define GL_TEXTURE_CUBE_MAP               0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP       0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X    0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X    0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y    0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y    0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z    0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z    0x851A
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE      0x851C

/* TextureUnit */
#define GL_TEXTURE0                       0x84C0
#define GL_TEXTURE1                       0x84C1
#define GL_TEXTURE2                       0x84C2
#define GL_TEXTURE3                       0x84C3
#define GL_TEXTURE4                       0x84C4
#define GL_TEXTURE5                       0x84C5
#define GL_TEXTURE6                       0x84C6
#define GL_TEXTURE7                       0x84C7
#define GL_TEXTURE8                       0x84C8
#define GL_TEXTURE9                       0x84C9
#define GL_TEXTURE10                      0x84CA
#define GL_TEXTURE11                      0x84CB
#define GL_TEXTURE12                      0x84CC
#define GL_TEXTURE13                      0x84CD
#define GL_TEXTURE14                      0x84CE
#define GL_TEXTURE15                      0x84CF
#define GL_TEXTURE16                      0x84D0
#define GL_TEXTURE17                      0x84D1
#define GL_TEXTURE18                      0x84D2
#define GL_TEXTURE19                      0x84D3
#define GL_TEXTURE20                      0x84D4
#define GL_TEXTURE21                      0x84D5
#define GL_TEXTURE22                      0x84D6
#define GL_TEXTURE23                      0x84D7
#define GL_TEXTURE24                      0x84D8
#define GL_TEXTURE25                      0x84D9
#define GL_TEXTURE26                      0x84DA
#define GL_TEXTURE27                      0x84DB
#define GL_TEXTURE28                      0x84DC
#define GL_TEXTURE29                      0x84DD
#define GL_TEXTURE30                      0x84DE
#define GL_TEXTURE31                      0x84DF
#define GL_ACTIVE_TEXTURE                 0x84E0

/* TextureWrapMode */
#define GL_REPEAT                         0x2901
#define GL_CLAMP_TO_EDGE                  0x812F
#define GL_MIRRORED_REPEAT                0x8370

/* Uniform Types */
#define GL_FLOAT_VEC2                     0x8B50
#define GL_FLOAT_VEC3                     0x8B51
#define GL_FLOAT_VEC4                     0x8B52
#define GL_INT_VEC2                       0x8B53
#define GL_INT_VEC3                       0x8B54
#define GL_INT_VEC4                       0x8B55
#define GL_BOOL                           0x8B56
#define GL_BOOL_VEC2                      0x8B57
#define GL_BOOL_VEC3                      0x8B58
#define GL_BOOL_VEC4                      0x8B59
#define GL_FLOAT_MAT2                     0x8B5A
#define GL_FLOAT_MAT3                     0x8B5B
#define GL_FLOAT_MAT4                     0x8B5C
#define GL_SAMPLER_2D                     0x8B5E
#define GL_SAMPLER_CUBE                   0x8B60

/* Vertex Arrays */
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED        0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE           0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE         0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE           0x8625
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED     0x886A
#define GL_VERTEX_ATTRIB_ARRAY_POINTER        0x8645
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F

/* Read Format */
#define GL_IMPLEMENTATION_COLOR_READ_TYPE   0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B

/* Shader Source */
#define GL_COMPILE_STATUS                 0x8B81
#define GL_INFO_LOG_LENGTH                0x8B84
#define GL_SHADER_SOURCE_LENGTH           0x8B88
#define GL_SHADER_COMPILER                0x8DFA

/* Shader Binary */
#define GL_SHADER_BINARY_FORMATS          0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS      0x8DF9

/* Shader Precision-Specified Types */
#define GL_LOW_FLOAT                      0x8DF0
#define GL_MEDIUM_FLOAT                   0x8DF1
#define GL_HIGH_FLOAT                     0x8DF2
#define GL_LOW_INT                        0x8DF3
#define GL_MEDIUM_INT                     0x8DF4
#define GL_HIGH_INT                       0x8DF5

/* Framebuffer Object. */
#define GL_FRAMEBUFFER                    0x8D40
#define GL_RENDERBUFFER                   0x8D41

#define GL_RGBA4                          0x8056
#define GL_RGB5_A1                        0x8057
#define GL_RGB565                         0x8D62
#define GL_DEPTH_COMPONENT16              0x81A5
#define GL_STENCIL_INDEX                  0x1901
#define GL_STENCIL_INDEX8                 0x8D48

#define GL_RENDERBUFFER_WIDTH             0x8D42
#define GL_RENDERBUFFER_HEIGHT            0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT   0x8D44
#define GL_RENDERBUFFER_RED_SIZE          0x8D50
#define GL_RENDERBUFFER_GREEN_SIZE        0x8D51
#define GL_RENDERBUFFER_BLUE_SIZE         0x8D52
#define GL_RENDERBUFFER_ALPHA_SIZE        0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE        0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE      0x8D55

#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE           0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME           0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL         0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3

#define GL_COLOR_ATTACHMENT0              0x8CE0
#define GL_DEPTH_ATTACHMENT               0x8D00
#define GL_STENCIL_ATTACHMENT             0x8D20

#define GL_NONE                           0

#define GL_FRAMEBUFFER_COMPLETE                      0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT         0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS         0x8CD9
#define GL_FRAMEBUFFER_UNSUPPORTED                   0x8CDD

#define GL_FRAMEBUFFER_BINDING            0x8CA6
#define GL_RENDERBUFFER_BINDING           0x8CA7
#define GL_MAX_RENDERBUFFER_SIZE          0x84E8

#define GL_INVALID_FRAMEBUFFER_OPERATION  0x0506

gl2核心函数

/*-------------------------------------------------------------------------
 * GL core functions.
 *-----------------------------------------------------------------------*/
//Parametersd
//多级纹理时使用
//指定要激活的纹理单元。 纹理单元的数量取决于实现,但必须至少为8.
//纹理必须是GL_TEXTURE之一
//其中i的范围从0到(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)。 GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS最大纹理单元数
//初始值为GL_TEXTURE0。
//Description
//指定要激活的纹理单元。
//实现支持的纹理单元的数量取决于实现,但必须至少为8。
//选择当前活跃的纹理单元
GL_APICALL void         GL_APIENTRY glActiveTexture (GLenum texture);
//将着色器对象附加到program对象
GL_APICALL void         GL_APIENTRY glAttachShader (GLuint program, GLuint shader);
//关联program的通用顶点属性,在shader通常是 attribute这么声明的
//使顶点着色器可以使用属性变量的描述性名称
GL_APICALL void         GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar* name);
//激活缓冲区对象
GL_APICALL void         GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer);
//绑定FBO
GL_APICALL void         GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);
GL_APICALL void         GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);
//允许建立一个绑定到目标纹理的 有名称的纹理
GL_APICALL void         GL_APIENTRY glBindTexture (GLenum target, GLuint texture);
//颜色混合相关
GL_APICALL void         GL_APIENTRY glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
GL_APICALL void         GL_APIENTRY glBlendEquation ( GLenum mode );
GL_APICALL void         GL_APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
//指定颜色混合的方式
GL_APICALL void         GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);
GL_APICALL void         GL_APIENTRY glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
//将数据上传到缓冲区
GL_APICALL void         GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
GL_APICALL void         GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
GL_APICALL GLenum       GL_APIENTRY glCheckFramebufferStatus (GLenum target);
//表明需要清除的缓冲, 将缓存清除为预先的设置值
GL_APICALL void         GL_APIENTRY glClear (GLbitfield mask);
//设置颜色缓存的清除值
GL_APICALL void         GL_APIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
//设置深度缓存的清除值
GL_APICALL void         GL_APIENTRY glClearDepthf (GLclampf depth);
//glClearStencil指定glClear用于清除模板缓冲区的索引
GL_APICALL void         GL_APIENTRY glClearStencil (GLint s);
//glColorMask指定是否可以写入帧缓冲区中的各个颜色分量。
GL_APICALL void         GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
//编译shader
GL_APICALL void         GL_APIENTRY glCompileShader (GLuint shader);
//提取纹理压缩数据
GL_APICALL void         GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);
GL_APICALL void         GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);
//从颜色缓冲区加载纹理
GL_APICALL void         GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
//替换纹理
GL_APICALL void         GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
//创建program 对象
GL_APICALL GLuint       GL_APIENTRY glCreateProgram (void);
//创建shader
//GL_VERTEX_SHADER 定点shader
//GL_FRAGMENT_SHADER 像素shader
GL_APICALL GLuint       GL_APIENTRY glCreateShader (GLenum type);
//剔除面
GL_APICALL void         GL_APIENTRY glCullFace (GLenum mode);
//删除buffer
GL_APICALL void         GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint* buffers);
//删除FBO
GL_APICALL void         GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint* framebuffers);
//删除program
GL_APICALL void         GL_APIENTRY glDeleteProgram (GLuint program);
//删除renderer buffer
GL_APICALL void         GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint* renderbuffers);
//删除shader
GL_APICALL void         GL_APIENTRY glDeleteShader (GLuint shader);
//删除纹理
GL_APICALL void         GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint* textures);
//指定“目标像素与当前像素在z方向上值大小比较”(即深度的比较)的函数,符合该函数关系的目标像素才进行绘制(渲染),否则对目标像素不予绘制
GL_APICALL void         GL_APIENTRY glDepthFunc (GLenum func);
//
GL_APICALL void         GL_APIENTRY glDepthMask (GLboolean flag);
GL_APICALL void         GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar);
GL_APICALL void         GL_APIENTRY glDetachShader (GLuint program, GLuint shader);
//关闭一种状态
GL_APICALL void         GL_APIENTRY glDisable (GLenum cap);
//关闭顶点属性
GL_APICALL void         GL_APIENTRY glDisableVertexAttribArray (GLuint index);
GL_APICALL void         GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);
GL_APICALL void         GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
//开启一种状态
GL_APICALL void         GL_APIENTRY glEnable (GLenum cap);
//开启定点属性
GL_APICALL void         GL_APIENTRY glEnableVertexAttribArray (GLuint index);
//将缓冲区的指令立即送往硬件执行,但是要一直等到硬件执行完这些指令之后才返回。
GL_APICALL void         GL_APIENTRY glFinish (void);
//将GL命令队列中的命令发送给显卡并清空命令队列,发送完立即返回
GL_APICALL void         GL_APIENTRY glFlush (void);
GL_APICALL void         GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
GL_APICALL void         GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
//设置正面
GL_APICALL void         GL_APIENTRY glFrontFace (GLenum mode);
//创建缓冲区
GL_APICALL void         GL_APIENTRY glGenBuffers (GLsizei n, GLuint* buffers);
//创建Mipmap
GL_APICALL void         GL_APIENTRY glGenerateMipmap (GLenum target);
//生成缓冲区名称
GL_APICALL void         GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint* framebuffers);
GL_APICALL void         GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint* renderbuffers);
//纹理对象
GL_APICALL void         GL_APIENTRY glGenTextures (GLsizei n, GLuint* textures);
GL_APICALL void         GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
GL_APICALL void         GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
GL_APICALL void         GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
//cpu属性和gpu属性绑定关联
GL_APICALL int          GL_APIENTRY glGetAttribLocation (GLuint program, const GLchar* name);
GL_APICALL void         GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean* params);
GL_APICALL void         GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint* params);
//获取error code 
GL_APICALL GLenum       GL_APIENTRY glGetError (void);
//获取支持点的大小范围和步长
GL_APICALL void         GL_APIENTRY glGetFloatv (GLenum pname, GLfloat* params);
GL_APICALL void         GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint* params);
GL_APICALL void         GL_APIENTRY glGetIntegerv (GLenum pname, GLint* params);
GL_APICALL void         GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint* params);
GL_APICALL void         GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
GL_APICALL void         GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint* params);
GL_APICALL void         GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint* params);
//获取shader日志
GL_APICALL void         GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
GL_APICALL void         GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
GL_APICALL void         GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
GL_APICALL const GLubyte* GL_APIENTRY glGetString (GLenum name);
GL_APICALL void         GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat* params);
GL_APICALL void         GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint* params);
GL_APICALL void         GL_APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat* params);
GL_APICALL void         GL_APIENTRY glGetUniformiv (GLuint program, GLint location, GLint* params);
//绑定uniform cpu与gpu变量关联
GL_APICALL int          GL_APIENTRY glGetUniformLocation (GLuint program, const GLchar* name);
GL_APICALL void         GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat* params);
GL_APICALL void         GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint* params);
GL_APICALL void         GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid** pointer);
//纹理压缩模式
GL_APICALL void         GL_APIENTRY glHint (GLenum target, GLenum mode);
//判断是否是缓冲区对象
GL_APICALL GLboolean    GL_APIENTRY glIsBuffer (GLuint buffer);
//获取是否有效 GL_BLEND /GL_CULL_FACE  等
GL_APICALL GLboolean    GL_APIENTRY glIsEnabled (GLenum cap);
//判断是否是framebuffer
GL_APICALL GLboolean    GL_APIENTRY glIsFramebuffer (GLuint framebuffer);
//判断是否为Program
GL_APICALL GLboolean    GL_APIENTRY glIsProgram (GLuint program);
//判断是否为rendererbuffer
GL_APICALL GLboolean    GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer);
//判断是否为shader
GL_APICALL GLboolean    GL_APIENTRY glIsShader (GLuint shader);
//判断是否为纹理
GL_APICALL GLboolean    GL_APIENTRY glIsTexture (GLuint texture);
//线宽度设置
GL_APICALL void         GL_APIENTRY glLineWidth (GLfloat width);
//链接program 对象
GL_APICALL void         GL_APIENTRY glLinkProgram (GLuint program);
//控制的是所读取数据的对齐方式,默认4字节对齐,即一行的图像数据字节数必须是4的整数倍,
//即读取数据时,读取4个字节用来渲染一行,之后读取4字节数据用来渲染第二行。
//对RGB 3字节像素而言,若一行10个像素,即30个字节,在4字节对齐模式下,OpenGL会读取32个字节的数据,若不加注意,
//会导致glTextImage中致函数的读取越界,从而全面崩溃。
GL_APICALL void         GL_APIENTRY glPixelStorei (GLenum pname, GLint param);
//深度值偏移
GL_APICALL void         GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units);
//把已经绘制好的像素(它可能已经被保存到显卡的显存中)读取到内存
GL_APICALL void         GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
//释放shader编译器占的资源
GL_APICALL void         GL_APIENTRY glReleaseShaderCompiler (void);
//--没翻译呢start
GL_APICALL void         GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
GL_APICALL void         GL_APIENTRY glSampleCoverage (GLclampf value, GLboolean invert);
//--没翻译呢end
//裁剪
GL_APICALL void         GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
//--没翻译呢start
GL_APICALL void         GL_APIENTRY glShaderBinary (GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
GL_APICALL void         GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar** string, const GLint* length);
GL_APICALL void         GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);
GL_APICALL void         GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask);
GL_APICALL void         GL_APIENTRY glStencilMask (GLuint mask);
GL_APICALL void         GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask);
GL_APICALL void         GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);
GL_APICALL void         GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
//--没翻译呢end

//载入纹理
GL_APICALL void         GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
//纹理参数相关
GL_APICALL void         GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);
GL_APICALL void         GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat* params);
GL_APICALL void         GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
GL_APICALL void         GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint* params);
//部分更新纹理
GL_APICALL void         GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);

//向着色器传递参数
GL_APICALL void         GL_APIENTRY glUniform1f (GLint location, GLfloat x);
GL_APICALL void         GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void         GL_APIENTRY glUniform1i (GLint location, GLint x);
GL_APICALL void         GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void         GL_APIENTRY glUniform2f (GLint location, GLfloat x, GLfloat y);
GL_APICALL void         GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void         GL_APIENTRY glUniform2i (GLint location, GLint x, GLint y);
GL_APICALL void         GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void         GL_APIENTRY glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z);
GL_APICALL void         GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void         GL_APIENTRY glUniform3i (GLint location, GLint x, GLint y, GLint z);
GL_APICALL void         GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void         GL_APIENTRY glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_APICALL void         GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void         GL_APIENTRY glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w);
GL_APICALL void         GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void         GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void         GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void         GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
//使用program
GL_APICALL void         GL_APIENTRY glUseProgram (GLuint program);
//验证program是否可以执行
GL_APICALL void         GL_APIENTRY glValidateProgram (GLuint program);
//顶点着色器传递参数
GL_APICALL void         GL_APIENTRY glVertexAttrib1f (GLuint indx, GLfloat x);
GL_APICALL void         GL_APIENTRY glVertexAttrib1fv (GLuint indx, const GLfloat* values);
GL_APICALL void         GL_APIENTRY glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y);
GL_APICALL void         GL_APIENTRY glVertexAttrib2fv (GLuint indx, const GLfloat* values);
GL_APICALL void         GL_APIENTRY glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z);
GL_APICALL void         GL_APIENTRY glVertexAttrib3fv (GLuint indx, const GLfloat* values);
GL_APICALL void         GL_APIENTRY glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_APICALL void         GL_APIENTRY glVertexAttrib4fv (GLuint indx, const GLfloat* values);
GL_APICALL void         GL_APIENTRY glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
//设置视口
GL_APICALL void         GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);

egl.h

egl数据结构

/* EGL Types */
/* EGLint is defined in eglplatform.h */
typedef unsigned int EGLBoolean;
typedef unsigned int EGLenum;
typedef void *EGLConfig;
typedef void *EGLContext;
typedef void *EGLDisplay;
typedef void *EGLSurface;
typedef void *EGLClientBuffer;

/* EGL Versioning */
#define EGL_VERSION_1_0			1
#define EGL_VERSION_1_1			1
#define EGL_VERSION_1_2			1
#define EGL_VERSION_1_3			1
#define EGL_VERSION_1_4			1

/* EGL Enumerants. Bitmasks and other exceptional cases aside, most
 * enums are assigned unique values starting at 0x3000.
 */

/* EGL aliases */
#define EGL_FALSE			0
#define EGL_TRUE			1

/* Out-of-band handle values */
#define EGL_DEFAULT_DISPLAY		((EGLNativeDisplayType)0)
#define EGL_NO_CONTEXT			((EGLContext)0)
#define EGL_NO_DISPLAY			((EGLDisplay)0)
#define EGL_NO_SURFACE			((EGLSurface)0)

/* Out-of-band attribute value */
#define EGL_DONT_CARE			((EGLint)-1)

/* Errors / GetError return values */
#define EGL_SUCCESS			0x3000
#define EGL_NOT_INITIALIZED		0x3001
#define EGL_BAD_ACCESS			0x3002
#define EGL_BAD_ALLOC			0x3003
#define EGL_BAD_ATTRIBUTE		0x3004
#define EGL_BAD_CONFIG			0x3005
#define EGL_BAD_CONTEXT			0x3006
#define EGL_BAD_CURRENT_SURFACE		0x3007
#define EGL_BAD_DISPLAY			0x3008
#define EGL_BAD_MATCH			0x3009
#define EGL_BAD_NATIVE_PIXMAP		0x300A
#define EGL_BAD_NATIVE_WINDOW		0x300B
#define EGL_BAD_PARAMETER		0x300C
#define EGL_BAD_SURFACE			0x300D
#define EGL_CONTEXT_LOST		0x300E	/* EGL 1.1 - IMG_power_management */

/* Reserved 0x300F-0x301F for additional errors */

/* Config attributes */
#define EGL_BUFFER_SIZE			0x3020
#define EGL_ALPHA_SIZE			0x3021
#define EGL_BLUE_SIZE			0x3022
#define EGL_GREEN_SIZE			0x3023
#define EGL_RED_SIZE			0x3024
#define EGL_DEPTH_SIZE			0x3025
#define EGL_STENCIL_SIZE		0x3026
#define EGL_CONFIG_CAVEAT		0x3027
#define EGL_CONFIG_ID			0x3028
#define EGL_LEVEL			0x3029
#define EGL_MAX_PBUFFER_HEIGHT		0x302A
#define EGL_MAX_PBUFFER_PIXELS		0x302B
#define EGL_MAX_PBUFFER_WIDTH		0x302C
#define EGL_NATIVE_RENDERABLE		0x302D
#define EGL_NATIVE_VISUAL_ID		0x302E
#define EGL_NATIVE_VISUAL_TYPE		0x302F
#define EGL_SAMPLES			0x3031
#define EGL_SAMPLE_BUFFERS		0x3032
#define EGL_SURFACE_TYPE		0x3033
#define EGL_TRANSPARENT_TYPE		0x3034
#define EGL_TRANSPARENT_BLUE_VALUE	0x3035
#define EGL_TRANSPARENT_GREEN_VALUE	0x3036
#define EGL_TRANSPARENT_RED_VALUE	0x3037
#define EGL_NONE			0x3038	/* Attrib list terminator */
#define EGL_BIND_TO_TEXTURE_RGB		0x3039
#define EGL_BIND_TO_TEXTURE_RGBA	0x303A
#define EGL_MIN_SWAP_INTERVAL		0x303B
#define EGL_MAX_SWAP_INTERVAL		0x303C
#define EGL_LUMINANCE_SIZE		0x303D
#define EGL_ALPHA_MASK_SIZE		0x303E
#define EGL_COLOR_BUFFER_TYPE		0x303F
#define EGL_RENDERABLE_TYPE		0x3040
#define EGL_MATCH_NATIVE_PIXMAP		0x3041	/* Pseudo-attribute (not queryable) */
#define EGL_CONFORMANT			0x3042

/* Reserved 0x3041-0x304F for additional config attributes */

/* Config attribute values */
#define EGL_SLOW_CONFIG			0x3050	/* EGL_CONFIG_CAVEAT value */
#define EGL_NON_CONFORMANT_CONFIG	0x3051	/* EGL_CONFIG_CAVEAT value */
#define EGL_TRANSPARENT_RGB		0x3052	/* EGL_TRANSPARENT_TYPE value */
#define EGL_RGB_BUFFER			0x308E	/* EGL_COLOR_BUFFER_TYPE value */
#define EGL_LUMINANCE_BUFFER		0x308F	/* EGL_COLOR_BUFFER_TYPE value */

/* More config attribute values, for EGL_TEXTURE_FORMAT */
#define EGL_NO_TEXTURE			0x305C
#define EGL_TEXTURE_RGB			0x305D
#define EGL_TEXTURE_RGBA		0x305E
#define EGL_TEXTURE_2D			0x305F

/* Config attribute mask bits */
#define EGL_PBUFFER_BIT			0x0001	/* EGL_SURFACE_TYPE mask bits */
#define EGL_PIXMAP_BIT			0x0002	/* EGL_SURFACE_TYPE mask bits */
#define EGL_WINDOW_BIT			0x0004	/* EGL_SURFACE_TYPE mask bits */
#define EGL_VG_COLORSPACE_LINEAR_BIT	0x0020	/* EGL_SURFACE_TYPE mask bits */
#define EGL_VG_ALPHA_FORMAT_PRE_BIT	0x0040	/* EGL_SURFACE_TYPE mask bits */
#define EGL_MULTISAMPLE_RESOLVE_BOX_BIT 0x0200	/* EGL_SURFACE_TYPE mask bits */
#define EGL_SWAP_BEHAVIOR_PRESERVED_BIT 0x0400	/* EGL_SURFACE_TYPE mask bits */

#define EGL_OPENGL_ES_BIT		0x0001	/* EGL_RENDERABLE_TYPE mask bits */
#define EGL_OPENVG_BIT			0x0002	/* EGL_RENDERABLE_TYPE mask bits */
#define EGL_OPENGL_ES2_BIT		0x0004	/* EGL_RENDERABLE_TYPE mask bits */
#define EGL_OPENGL_BIT			0x0008	/* EGL_RENDERABLE_TYPE mask bits */

/* QueryString targets */
#define EGL_VENDOR			0x3053
#define EGL_VERSION			0x3054
#define EGL_EXTENSIONS			0x3055
#define EGL_CLIENT_APIS			0x308D

/* QuerySurface / SurfaceAttrib / CreatePbufferSurface targets */
#define EGL_HEIGHT			0x3056
#define EGL_WIDTH			0x3057
#define EGL_LARGEST_PBUFFER		0x3058
#define EGL_TEXTURE_FORMAT		0x3080
#define EGL_TEXTURE_TARGET		0x3081
#define EGL_MIPMAP_TEXTURE		0x3082
#define EGL_MIPMAP_LEVEL		0x3083
#define EGL_RENDER_BUFFER		0x3086
#define EGL_VG_COLORSPACE		0x3087
#define EGL_VG_ALPHA_FORMAT		0x3088
#define EGL_HORIZONTAL_RESOLUTION	0x3090
#define EGL_VERTICAL_RESOLUTION		0x3091
#define EGL_PIXEL_ASPECT_RATIO		0x3092
#define EGL_SWAP_BEHAVIOR		0x3093
#define EGL_MULTISAMPLE_RESOLVE		0x3099

/* EGL_RENDER_BUFFER values / BindTexImage / ReleaseTexImage buffer targets */
#define EGL_BACK_BUFFER			0x3084
#define EGL_SINGLE_BUFFER		0x3085

/* OpenVG color spaces */
#define EGL_VG_COLORSPACE_sRGB		0x3089	/* EGL_VG_COLORSPACE value */
#define EGL_VG_COLORSPACE_LINEAR	0x308A	/* EGL_VG_COLORSPACE value */

/* OpenVG alpha formats */
#define EGL_VG_ALPHA_FORMAT_NONPRE	0x308B	/* EGL_ALPHA_FORMAT value */
#define EGL_VG_ALPHA_FORMAT_PRE		0x308C	/* EGL_ALPHA_FORMAT value */

/* Constant scale factor by which fractional display resolutions &
 * aspect ratio are scaled when queried as integer values.
 */
#define EGL_DISPLAY_SCALING		10000

/* Unknown display resolution/aspect ratio */
#define EGL_UNKNOWN			((EGLint)-1)

/* Back buffer swap behaviors */
#define EGL_BUFFER_PRESERVED		0x3094	/* EGL_SWAP_BEHAVIOR value */
#define EGL_BUFFER_DESTROYED		0x3095	/* EGL_SWAP_BEHAVIOR value */

/* CreatePbufferFromClientBuffer buffer types */
#define EGL_OPENVG_IMAGE		0x3096

/* QueryContext targets */
#define EGL_CONTEXT_CLIENT_TYPE		0x3097

/* CreateContext attributes */
#define EGL_CONTEXT_CLIENT_VERSION	0x3098

/* Multisample resolution behaviors */
#define EGL_MULTISAMPLE_RESOLVE_DEFAULT 0x309A	/* EGL_MULTISAMPLE_RESOLVE value */
#define EGL_MULTISAMPLE_RESOLVE_BOX	0x309B	/* EGL_MULTISAMPLE_RESOLVE value */

/* BindAPI/QueryAPI targets */
#define EGL_OPENGL_ES_API		0x30A0
#define EGL_OPENVG_API			0x30A1
#define EGL_OPENGL_API			0x30A2

/* GetCurrentSurface targets */
#define EGL_DRAW			0x3059
#define EGL_READ			0x305A

/* WaitNative engines */
#define EGL_CORE_NATIVE_ENGINE		0x305B

/* EGL 1.2 tokens renamed for consistency in EGL 1.3 */
#define EGL_COLORSPACE			EGL_VG_COLORSPACE
#define EGL_ALPHA_FORMAT		EGL_VG_ALPHA_FORMAT
#define EGL_COLORSPACE_sRGB		EGL_VG_COLORSPACE_sRGB
#define EGL_COLORSPACE_LINEAR		EGL_VG_COLORSPACE_LINEAR
#define EGL_ALPHA_FORMAT_NONPRE		EGL_VG_ALPHA_FORMAT_NONPRE
#define EGL_ALPHA_FORMAT_PRE		EGL_VG_ALPHA_FORMAT_PRE

/* EGL extensions must request enum blocks from the Khronos
 * API Registrar, who maintains the enumerant registry. Submit
 * a bug in Khronos Bugzilla against task "Registry".
 */

egl函数

/* EGL Functions */

EGLAPI EGLint EGLAPIENTRY eglGetError(void);

EGLAPI EGLDisplay EGLAPIENTRY eglGetDisplay(EGLNativeDisplayType display_id);
EGLAPI EGLBoolean EGLAPIENTRY eglInitialize(EGLDisplay dpy, EGLint *major, EGLint *minor);
EGLAPI EGLBoolean EGLAPIENTRY eglTerminate(EGLDisplay dpy);

EGLAPI const char * EGLAPIENTRY eglQueryString(EGLDisplay dpy, EGLint name);

EGLAPI EGLBoolean EGLAPIENTRY eglGetConfigs(EGLDisplay dpy, EGLConfig *configs,
			 EGLint config_size, EGLint *num_config);
EGLAPI EGLBoolean EGLAPIENTRY eglChooseConfig(EGLDisplay dpy, const EGLint *attrib_list,
			   EGLConfig *configs, EGLint config_size,
			   EGLint *num_config);
EGLAPI EGLBoolean EGLAPIENTRY eglGetConfigAttrib(EGLDisplay dpy, EGLConfig config,
			      EGLint attribute, EGLint *value);

EGLAPI EGLSurface EGLAPIENTRY eglCreateWindowSurface(EGLDisplay dpy, EGLConfig config,
				  EGLNativeWindowType win,
				  const EGLint *attrib_list);
EGLAPI EGLSurface EGLAPIENTRY eglCreatePbufferSurface(EGLDisplay dpy, EGLConfig config,
				   const EGLint *attrib_list);
EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurface(EGLDisplay dpy, EGLConfig config,
				  EGLNativePixmapType pixmap,
				  const EGLint *attrib_list);
EGLAPI EGLBoolean EGLAPIENTRY eglDestroySurface(EGLDisplay dpy, EGLSurface surface);
EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurface(EGLDisplay dpy, EGLSurface surface,
			   EGLint attribute, EGLint *value);

EGLAPI EGLBoolean EGLAPIENTRY eglBindAPI(EGLenum api);
EGLAPI EGLenum EGLAPIENTRY eglQueryAPI(void);

EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient(void);

EGLAPI EGLBoolean EGLAPIENTRY eglReleaseThread(void);

EGLAPI EGLSurface EGLAPIENTRY eglCreatePbufferFromClientBuffer(
	      EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer,
	      EGLConfig config, const EGLint *attrib_list);

EGLAPI EGLBoolean EGLAPIENTRY eglSurfaceAttrib(EGLDisplay dpy, EGLSurface surface,
			    EGLint attribute, EGLint value);
EGLAPI EGLBoolean EGLAPIENTRY eglBindTexImage(EGLDisplay dpy, EGLSurface surface, EGLint buffer);
EGLAPI EGLBoolean EGLAPIENTRY eglReleaseTexImage(EGLDisplay dpy, EGLSurface surface, EGLint buffer);


EGLAPI EGLBoolean EGLAPIENTRY eglSwapInterval(EGLDisplay dpy, EGLint interval);


EGLAPI EGLContext EGLAPIENTRY eglCreateContext(EGLDisplay dpy, EGLConfig config,
			    EGLContext share_context,
			    const EGLint *attrib_list);
EGLAPI EGLBoolean EGLAPIENTRY eglDestroyContext(EGLDisplay dpy, EGLContext ctx);
EGLAPI EGLBoolean EGLAPIENTRY eglMakeCurrent(EGLDisplay dpy, EGLSurface draw,
			  EGLSurface read, EGLContext ctx);

EGLAPI EGLContext EGLAPIENTRY eglGetCurrentContext(void);
EGLAPI EGLSurface EGLAPIENTRY eglGetCurrentSurface(EGLint readdraw);
EGLAPI EGLDisplay EGLAPIENTRY eglGetCurrentDisplay(void);
EGLAPI EGLBoolean EGLAPIENTRY eglQueryContext(EGLDisplay dpy, EGLContext ctx,
			   EGLint attribute, EGLint *value);

EGLAPI EGLBoolean EGLAPIENTRY eglWaitGL(void);
EGLAPI EGLBoolean EGLAPIENTRY eglWaitNative(EGLint engine);
EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffers(EGLDisplay dpy, EGLSurface surface);
EGLAPI EGLBoolean EGLAPIENTRY eglCopyBuffers(EGLDisplay dpy, EGLSurface surface,
			  EGLNativePixmapType target);

/* This is a generic function pointer type, whose name indicates it must
 * be cast to the proper type *and calling convention* before use.
 */
typedef void (*__eglMustCastToProperFunctionPointerType)(void);

/* Now, define eglGetProcAddress using the generic function ptr. type */
EGLAPI __eglMustCastToProperFunctionPointerType EGLAPIENTRY
       eglGetProcAddress(const char *procname);

posted @ 2018-11-16 08:32  鱼酱  阅读(1123)  评论(0编辑  收藏  举报

https://img-blog.csdnimg.cn/32db9ce43ef64316a2e37a31f4cee033.gif
编程小鱼酱yu612.com,点击前往