Java 类org.lwjgl.util.generator.Check 实例源码

项目:TeacherSmash    文件:QCOM_extended_get.java   
void glExtGetTexSubImageQCOM(@GLenum int target, int level,
int xoffset, int yoffset, int zoffset,
@GLsizei int width, @GLsizei int height, @GLsizei int depth,
@GLenum int format, @GLenum int type,
@OutParameter
@Check("GLChecks.calculateImageStorage(texels, format, type, width, height, depth)")
@GLbyte
@GLshort
@GLint
@GLfloat Buffer texels);
项目:TeacherSmash    文件:NV_get_tex_image.java   
void glGetTexImageNV(@GLenum int target, @GLint int level, @GLenum int format, @GLenum int type,
@OutParameter
@Check("GLChecks.calculateImageStorage(img, format, type, 1, 1, 1)")
@GLbyte
@GLshort
@GLint
@GLfloat Buffer img);
项目:Wolf_game    文件:ARB_clear_texture.java   
@Reuse("GL44")
void glClearTexSubImage(@GLuint int texture, int level,
                        int xoffset, int yoffset, int zoffset,
                        @GLsizei int width, @GLsizei int height, @GLsizei int depth,
                        @GLenum int format, @GLenum int type,
                        @Check(value = "1", canBeNull = true)
                        @Const
                        @GLbyte
                        @GLshort
                        @GLint
                        @GLuint64
                        @GLfloat
                        @GLdouble Buffer data);
项目:Wolf_game    文件:CL12GL.java   
@Check(value = "errcode_ret", canBeNull = true)
@PointerWrapper(value = "cl_mem", params = "context")
CLMem clCreateFromGLTexture(@PointerWrapper("cl_context") CLContext context,
                            @NativeType("cl_mem_flags") long flags,
                            @NativeType("GLenum") int target,
                            @NativeType("GLint") int miplevel,
                            @NativeType("GLuint") int texture,
                            @OutParameter @Check(value = "1", canBeNull = true) @cl_int IntBuffer errcode_ret);
项目:Wolf_game    文件:QCOM_extended_get.java   
void glExtGetTexSubImageQCOM(@GLenum int target, int level,
int xoffset, int yoffset, int zoffset,
@GLsizei int width, @GLsizei int height, @GLsizei int depth,
@GLenum int format, @GLenum int type,
@OutParameter
@Check("GLChecks.calculateImageStorage(texels, format, type, width, height, depth)")
@GLbyte
@GLshort
@GLint
@GLfloat Buffer texels);
项目:Wolf_game    文件:NV_get_tex_image.java   
void glGetTexImageNV(@GLenum int target, @GLint int level, @GLenum int format, @GLenum int type,
@OutParameter
@Check("GLChecks.calculateImageStorage(img, format, type, 1, 1, 1)")
@GLbyte
@GLshort
@GLint
@GLfloat Buffer img);
项目:GPVM    文件:ARB_clear_texture.java   
@Reuse("GL44")
void glClearTexImage(@GLuint int texture, int level,
                     @GLenum int format, @GLenum int type,
                     @Check(value = "1", canBeNull = true)
                     @Const
                     @GLbyte
                     @GLshort
                     @GLint
                     @GLuint64
                     @GLfloat
                     @GLdouble Buffer data);
项目:GPVM    文件:ARB_clear_texture.java   
@Reuse("GL44")
void glClearTexSubImage(@GLuint int texture, int level,
                        int xoffset, int yoffset, int zoffset,
                        @GLsizei int width, @GLsizei int height, @GLsizei int depth,
                        @GLenum int format, @GLenum int type,
                        @Check(value = "1", canBeNull = true)
                        @Const
                        @GLbyte
                        @GLshort
                        @GLint
                        @GLuint64
                        @GLfloat
                        @GLdouble Buffer data);
项目:GPVM    文件:CL12GL.java   
@Check(value = "errcode_ret", canBeNull = true)
@PointerWrapper(value = "cl_mem", params = "context")
CLMem clCreateFromGLTexture(@PointerWrapper("cl_context") CLContext context,
                            @NativeType("cl_mem_flags") long flags,
                            @NativeType("GLenum") int target,
                            @NativeType("GLint") int miplevel,
                            @NativeType("GLuint") int texture,
                            @OutParameter @Check(value = "1", canBeNull = true) @cl_int IntBuffer errcode_ret);
项目:TeacherSmash    文件:ARB_clear_texture.java   
@Reuse("GL44")
void glClearTexSubImage(@GLuint int texture, int level,
                        int xoffset, int yoffset, int zoffset,
                        @GLsizei int width, @GLsizei int height, @GLsizei int depth,
                        @GLenum int format, @GLenum int type,
                        @Check(value = "1", canBeNull = true)
                        @Const
                        @GLbyte
                        @GLshort
                        @GLint
                        @GLuint64
                        @GLfloat
                        @GLdouble Buffer data);
项目:GPVM    文件:QCOM_extended_get.java   
void glExtGetTexSubImageQCOM(@GLenum int target, int level,
int xoffset, int yoffset, int zoffset,
@GLsizei int width, @GLsizei int height, @GLsizei int depth,
@GLenum int format, @GLenum int type,
@OutParameter
@Check("GLChecks.calculateImageStorage(texels, format, type, width, height, depth)")
@GLbyte
@GLshort
@GLint
@GLfloat Buffer texels);
项目:GPVM    文件:NV_get_tex_image.java   
void glGetTexImageNV(@GLenum int target, @GLint int level, @GLenum int format, @GLenum int type,
@OutParameter
@Check("GLChecks.calculateImageStorage(img, format, type, 1, 1, 1)")
@GLbyte
@GLshort
@GLint
@GLfloat Buffer img);
项目:TeacherSmash    文件:ARB_clear_texture.java   
@Reuse("GL44")
void glClearTexImage(@GLuint int texture, int level,
                     @GLenum int format, @GLenum int type,
                     @Check(value = "1", canBeNull = true)
                     @Const
                     @GLbyte
                     @GLshort
                     @GLint
                     @GLuint64
                     @GLfloat
                     @GLdouble Buffer data);
项目:PhET    文件:APPLE_vertex_program_evaluators.java   
void glMapVertexAttrib1dAPPLE(@GLuint int index, @GLuint int size, double u1, double u2,
int stride, int order, @Check @Const DoubleBuffer points);
项目:PhET    文件:APPLE_vertex_program_evaluators.java   
void glMapVertexAttrib1fAPPLE(@GLuint int index, @GLuint int size, float u1, float u2,
int stride, int order, @Check @Const FloatBuffer points);
项目:PhET    文件:APPLE_vertex_program_evaluators.java   
void glMapVertexAttrib2dAPPLE(@GLuint int index, @GLuint int size, double u1, double u2,
int ustride, int uorder, double v1, double v2, int vstride, int vorder,
@Check @Const DoubleBuffer points);
项目:PhET    文件:APPLE_vertex_program_evaluators.java   
void glMapVertexAttrib2fAPPLE(@GLuint int index, @GLuint int size, float u1, float u2,
int ustride, int uorder, float v1, float v2, int vstride, int vorder,
@Check @Const FloatBuffer points);
项目:TeacherSmash    文件:ARB_bindless_texture.java   
@StripPostfix("v")
void glVertexAttribL1ui64vARB(@GLuint int index, @Check("1") @Const @GLuint64EXT LongBuffer v);
项目:Wolf_game    文件:ARB_multi_bind.java   
@Reuse("GL44")
void glBindBuffersRange(@GLenum int target, @GLuint int first, @GLsizei int count,
                        @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer buffers,
                        @Check(value = "count", canBeNull = true) @Const @GLintptr PointerBuffer offsets,
                        @Check(value = "count", canBeNull = true) @Const @GLsizeiptr PointerBuffer sizes);
项目:Wolf_game    文件:ARB_multi_bind.java   
@Reuse("GL44")
void glBindTextures(@GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer textures);
项目:TeacherSmash    文件:NV_get_tex_image.java   
@StripPostfix("params")
void glGetTexLevelParameterfvNV(@GLenum int target, @GLint int level, @GLenum int pname, @OutParameter @Check("1") @GLfloat FloatBuffer params);
项目:Wolf_game    文件:ARB_multi_bind.java   
@Reuse("GL44")
void glBindImageTextures(@GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer textures);
项目:Wolf_game    文件:ARB_multi_bind.java   
@Reuse("GL44")
void glBindVertexBuffers(@GLuint int first, @GLsizei int count,
                         @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer buffers,
                         @Check(value = "count", canBeNull = true) @Const @GLintptr PointerBuffer offsets,
                         @Check(value = "count", canBeNull = true) @Const @GLsizei IntBuffer strides);
项目:Wolf_game    文件:AMD_sample_positions.java   
@StripPostfix("val")
void glSetMultisamplefvAMD(@GLenum int pname, @GLuint int index, @Check("2") @Const FloatBuffer val);
项目:Wolf_game    文件:NV_present_video.java   
@StripPostfix("params")
void glGetVideouivNV(@GLuint int video_slot, @GLenum int pname, @OutParameter @Check("1") @GLuint IntBuffer params);
项目:Wolf_game    文件:NV_present_video.java   
@StripPostfix("params")
void glGetVideoi64vNV(@GLuint int video_slot, @GLenum int pname, @OutParameter @Check("1") @GLint64EXT LongBuffer params);
项目:Wolf_game    文件:NV_present_video.java   
@StripPostfix("params")
void glGetVideoui64vNV(@GLuint int video_slot, @GLenum int pname, @OutParameter @Check("1") @GLuint64EXT LongBuffer params);
项目:Wolf_game    文件:APPLE_vertex_program_evaluators.java   
void glMapVertexAttrib1dAPPLE(@GLuint int index, @GLuint int size, double u1, double u2,
int stride, int order, @Check @Const DoubleBuffer points);
项目:Wolf_game    文件:APPLE_vertex_program_evaluators.java   
void glMapVertexAttrib1fAPPLE(@GLuint int index, @GLuint int size, float u1, float u2,
int stride, int order, @Check @Const FloatBuffer points);
项目:Wolf_game    文件:APPLE_vertex_program_evaluators.java   
void glMapVertexAttrib2dAPPLE(@GLuint int index, @GLuint int size, double u1, double u2,
int ustride, int uorder, double v1, double v2, int vstride, int vorder,
@Check @Const DoubleBuffer points);
项目:Wolf_game    文件:APPLE_vertex_program_evaluators.java   
void glMapVertexAttrib2fAPPLE(@GLuint int index, @GLuint int size, float u1, float u2,
int ustride, int uorder, float v1, float v2, int vstride, int vorder,
@Check @Const FloatBuffer points);
项目:Wolf_game    文件:ARB_bindless_texture.java   
@StripPostfix("v")
void glVertexAttribL1ui64vARB(@GLuint int index, @Check("1") @Const @GLuint64EXT LongBuffer v);
项目:Wolf_game    文件:ARB_bindless_texture.java   
@StripPostfix("params")
void glGetVertexAttribLui64vARB(@GLuint int index, @GLenum int pname, @Check("4") @GLuint64EXT LongBuffer params);
项目:Wolf_game    文件:NV_bindless_multi_draw_indirect.java   
void glMultiDrawArraysIndirectBindlessNV(@GLenum int mode,
@BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 20 + 24 * vertexBufferCount : stride) * drawCount") @Const @GLvoid ByteBuffer indirect,
@GLsizei int drawCount,
@GLsizei int stride,
int vertexBufferCount);
项目:Wolf_game    文件:NV_bindless_multi_draw_indirect.java   
void glMultiDrawElementsIndirectBindlessNV(@GLenum int mode,
@GLenum int type,
@BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 48 + 24 * vertexBufferCount : stride) * drawCount") @Const @GLvoid ByteBuffer indirect,
@GLsizei int drawCount,
@GLsizei int stride,
int vertexBufferCount);
项目:Wolf_game    文件:QCOM_extended_get.java   
void glExtGetTexturesQCOM(@OutParameter @Check("1") @GLuint IntBuffer textures,
@AutoSize("textures") int maxTextures,
@OutParameter @Check("1") IntBuffer numTextures);
项目:Wolf_game    文件:QCOM_extended_get.java   
void glExtGetBuffersQCOM(@OutParameter @Check("1") @GLuint IntBuffer buffers,
@AutoSize("buffers") int maxBuffers,
@OutParameter @Check("1") IntBuffer numBuffers);
项目:Wolf_game    文件:QCOM_extended_get.java   
void glExtGetRenderbuffersQCOM(@OutParameter @Check("1") @GLuint IntBuffer renderbuffers,
@AutoSize("renderbuffers") int maxRenderbuffers,
@OutParameter @Check("1") IntBuffer numRenderbuffers);
项目:Wolf_game    文件:QCOM_extended_get.java   
void glExtGetFramebuffersQCOM(@OutParameter @Check("1") @GLuint IntBuffer framebuffers,
@AutoSize("framebuffers") int maxFramebuffers,
@OutParameter @Check("1") IntBuffer numFramebuffers);
项目:TeacherSmash    文件:NV_bindless_multi_draw_indirect.java   
void glMultiDrawArraysIndirectBindlessNV(@GLenum int mode,
@BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 20 + 24 * vertexBufferCount : stride) * drawCount") @Const @GLvoid ByteBuffer indirect,
@GLsizei int drawCount,
@GLsizei int stride,
int vertexBufferCount);