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

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:Wolf_game    文件:ARB_copy_image.java   
@Reuse("GL43")
void glCopyImageSubData(
    @GLuint int srcName, @GLenum int srcTarget, int srcLevel,
    int srcX, int srcY, int srcZ,
    @GLuint int dstName, @GLenum int dstTarget, int dstLevel,
    int dstX, int dstY, int dstZ,
    @GLsizei int srcWidth, @GLsizei int srcHeight, @GLsizei int srcDepth);
项目:Wolf_game    文件:ARB_texture_storage_multisample.java   
@Reuse("GL43")
void glTexStorage2DMultisample(@GLenum int target,
                               @GLsizei int samples,
                               @GLenum int internalformat,
                               @GLsizei int width,
                               @GLsizei int height,
                               boolean fixedsamplelocations);
项目:Wolf_game    文件:ARB_texture_storage_multisample.java   
@Reuse("GL43")
void glTexStorage3DMultisample(@GLenum int target,
                               @GLsizei int samples,
                               @GLenum int internalformat,
                               @GLsizei int width,
                               @GLsizei int height,
                               @GLsizei int depth,
                               boolean fixedsamplelocations);
项目:Wolf_game    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: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:GPVM    文件:ARB_texture_storage_multisample.java   
@Reuse("GL43")
void glTexStorage2DMultisample(@GLenum int target,
                               @GLsizei int samples,
                               @GLenum int internalformat,
                               @GLsizei int width,
                               @GLsizei int height,
                               boolean fixedsamplelocations);
项目:GPVM    文件:ARB_texture_storage_multisample.java   
@Reuse("GL43")
void glTexStorage3DMultisample(@GLenum int target,
                               @GLsizei int samples,
                               @GLenum int internalformat,
                               @GLsizei int width,
                               @GLsizei int height,
                               @GLsizei int depth,
                               boolean fixedsamplelocations);
项目:TeacherSmash    文件:ARB_texture_storage_multisample.java   
@Reuse("GL43")
void glTexStorage2DMultisample(@GLenum int target,
                               @GLsizei int samples,
                               @GLenum int internalformat,
                               @GLsizei int width,
                               @GLsizei int height,
                               boolean fixedsamplelocations);
项目:TeacherSmash    文件:ARB_texture_storage_multisample.java   
@Reuse("GL43")
void glTexStorage3DMultisample(@GLenum int target,
                               @GLsizei int samples,
                               @GLenum int internalformat,
                               @GLsizei int width,
                               @GLsizei int height,
                               @GLsizei int depth,
                               boolean fixedsamplelocations);
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: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:TeacherSmash    文件:ARB_copy_image.java   
@Reuse("GL43")
void glCopyImageSubData(
    @GLuint int srcName, @GLenum int srcTarget, int srcLevel,
    int srcX, int srcY, int srcZ,
    @GLuint int dstName, @GLenum int dstTarget, int dstLevel,
    int dstX, int dstY, int dstZ,
    @GLsizei int srcWidth, @GLsizei int srcHeight, @GLsizei int srcDepth);
项目:PhET    文件:EXT_texture_array.java   
@Reuse("EXTGeometryShader4")
void glFramebufferTextureLayerEXT(@GLenum int target, @GLenum int attachment, @GLuint int texture, int level, int layer);
项目:PhET    文件:ARB_provoking_vertex.java   
@Reuse("GL32")
void glProvokingVertex(@GLenum int mode);
项目:PhET    文件:NV_geometry_program4.java   
@Reuse("EXTGeometryShader4")
void glFramebufferTextureEXT(@GLenum int target, @GLenum int attachment, @GLuint int texture, int level);
项目:PhET    文件:NV_geometry_program4.java   
@Reuse("EXTGeometryShader4")
void glFramebufferTextureLayerEXT(@GLenum int target, @GLenum int attachment, @GLuint int texture, int level, int layer);
项目:PhET    文件:NV_geometry_program4.java   
@Reuse("EXTGeometryShader4")
void glFramebufferTextureFaceEXT(@GLenum int target, @GLenum int attachment, @GLuint int texture, int level, @GLenum int face);
项目:PhET    文件:ARB_copy_buffer.java   
@Reuse("GL31")
void glCopyBufferSubData(@GLenum int readTarget, @GLenum int writeTarget,
                         @GLintptr long readOffset, @GLintptr long writeOffset,
                         @GLsizeiptr long size);
项目:Wolf_game    文件:ARB_multi_bind.java   
@Reuse("GL44")
void glBindBuffersBase(@GLenum int target, @GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer buffers);
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:Wolf_game    文件:ARB_multi_bind.java   
@Reuse("GL44")
void glBindSamplers(@GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer samplers);
项目:TeacherSmash    文件:ARB_vertex_attrib_binding.java   
@Reuse("GL43")
void glVertexAttribFormat(@GLuint int attribindex, int size, @GLenum int type,
                          boolean normalized, @GLuint int relativeoffset);
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:ARB_invalidate_subdata.java   
@Reuse("GL43")
void glInvalidateTexSubImage(@GLuint int texture, int level,
                             int xoffset, int yoffset, int zoffset,
                             @GLsizei int width, @GLsizei int height, @GLsizei int depth);
项目:Wolf_game    文件:ARB_invalidate_subdata.java   
@Reuse("GL43")
void glInvalidateTexImage(@GLuint int texture, int level);
项目:Wolf_game    文件:ARB_invalidate_subdata.java   
@Reuse("GL43")
void glInvalidateBufferData(@GLuint int buffer);
项目:Wolf_game    文件:ARB_invalidate_subdata.java   
@Reuse("GL43")
void glInvalidateFramebuffer(@GLenum int target,
                             @AutoSize("attachments") @GLsizei int numAttachments,
                             @Const @GLenum IntBuffer attachments);
项目:Wolf_game    文件:ARB_invalidate_subdata.java   
@Reuse("GL43")
void glInvalidateSubFramebuffer(@GLenum int target,
                                @AutoSize("attachments") @GLsizei int numAttachments,
                                @Const @GLenum IntBuffer attachments,
                                int x, int y, @GLsizei int width, @GLsizei int height);
项目:Wolf_game    文件:ARB_texture_buffer_range.java   
@Reuse("GL43")
void glTexBufferRange(@GLenum int target,
                      @GLenum int internalformat,
                      @GLuint int buffer,
                      @GLintptr long offset,
                      @GLsizeiptr long size);
项目:Wolf_game    文件:ARB_compute_shader.java   
@Reuse("GL43")
void glDispatchCompute(@GLuint int num_groups_x,
                       @GLuint int num_groups_y,
                       @GLuint int num_groups_z);
项目:TeacherSmash    文件:ARB_shader_image_load_store.java   
@Reuse("GL42")
void glBindImageTexture(@GLuint int unit, @GLuint int texture, int level,
                        boolean layered, int layer, @GLenum int access,
                        @GLenum int format);
项目:Wolf_game    文件:ARB_texture_view.java   
@Reuse("GL43")
void glTextureView(@GLuint int texture, @GLenum int target, @GLuint int origtexture,
                   @GLenum int internalformat,
                   @GLuint int minlevel, @GLuint int numlevels,
                   @GLuint int minlayer, @GLuint int numlayers);
项目:Wolf_game    文件:EXT_texture_array.java   
@Reuse("EXTGeometryShader4")
void glFramebufferTextureLayerEXT(@GLenum int target, @GLenum int attachment, @GLuint int texture, int level, int layer);
项目:Wolf_game    文件:ARB_shader_image_load_store.java   
@Reuse("GL42")
void glBindImageTexture(@GLuint int unit, @GLuint int texture, int level,
                        boolean layered, int layer, @GLenum int access,
                        @GLenum int format);
项目:Wolf_game    文件:ARB_shader_image_load_store.java   
@Reuse("GL42")
void glMemoryBarrier(@GLbitfield int barriers);
项目:Wolf_game    文件:ARB_provoking_vertex.java   
@Reuse("GL32")
void glProvokingVertex(@GLenum int mode);
项目:Wolf_game    文件:NV_geometry_program4.java   
@Reuse("EXTGeometryShader4")
void glFramebufferTextureEXT(@GLenum int target, @GLenum int attachment, @GLuint int texture, int level);
项目:Wolf_game    文件:NV_geometry_program4.java   
@Reuse("EXTGeometryShader4")
void glFramebufferTextureLayerEXT(@GLenum int target, @GLenum int attachment, @GLuint int texture, int level, int layer);