public static void glGetProgramiv(uint program, uint pname, int[] pValues) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.glGetProgramiv(program, (GetProgramivPName)pname, pValues); } }
public static void glLinkProgram(uint name) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.LinkProgram(name); } }
public static void glAttachShader(uint program, uint shader) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.AttachShader(program, shader); } }
public static void glUseProgram(uint program) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.UseProgram(program); } }
public static void glBufferData(uint target, int size, IntPtr data, uint usage) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.BufferData((BindBufferTarget)target, size, data, (Usage)usage); } }
public static void glRenderbufferStorage(uint target, uint internalformat, int width, int height) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.RenderbufferStorage(target, internalformat, width, height); } }
public static void glGetFloatv(uint pname, float[] pValues) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.GetFloatv(pname, pValues); } }
public static void glTexParameterf(uint target, uint pname, float param) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.TexParameterf((BindTextureTarget)target, pname, param); } }
public static void glDeleteVertexArrays(int count, uint[] names) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.DeleteVertexArrays(count, names); } }
public static void glBindFramebuffer(uint target, uint name) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.BindFramebuffer((BindFramebufferTarget)target, name); } }
public static void glViewport(int x, int y, int width, int height) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.Viewport(x, y, width, height); } }
public static void glDepthRangef(float nearVal, float farVal) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.DepthRange(nearVal, farVal); } }
public static void glUniform2f(int location, float v0, float v1) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.Uniform2f(location, v0, v1); } }
public static void glShaderSource(uint name, int count, string[] codes, int[] lengths) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.ShaderSource(name, count, codes, lengths); } }
public static void glCompileShader(uint name) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.CompileShader(name); } }
public static void glGetShaderiv(uint name, uint pname, int[] pValues) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.GetShaderiv(name, (ShaderStatus)pname, pValues); } }
public static void glUniform3i(int location, int v0, int v1, int v2) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.Uniform3i(location, v0, v1, v2); } }
public static void glUniform1ui(int location, uint v0) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.Uniform1ui(location, v0); } }
public static void glUniformMatrix3fv(int location, int count, bool transpose, float[] value) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.UniformMatrix3fv(location, count, transpose, value); } }
public static void glUniform1iv(int location, int count, int[] value) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.Uniform1iv(location, count, value); } }
public static void glVertexAttribPointer(uint index, int size, uint type, bool normalized, int stride, IntPtr pointer) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.VertexAttribPointer(index, size, (VertexAttribType)type, normalized, stride, pointer); } }
public static void glSomething(int id) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.Something(id); } }
public static void glTexStorage2D(TexStorageTarget target, int levels, uint internalformat, int width, int height) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.TexStorage2D(target, levels, internalformat, width, height); } }
public static void glTexImage2D(ImageTarget target, int level, int internalFormat, int width, int height, int border, uint format, uint type, IntPtr data) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.TexImage2D(target, level, internalFormat, width, height, border, format, type, data); } }
public static void glGenFramebuffers(int count, uint[] names) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.GenFramebuffers(count, names); } }
public static void glDisableVertexAttribArray(uint index) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.DisableVertexAttribArray(index); } }
public static void glReadPixels(int x, int y, int width, int height, uint format, uint type, IntPtr data) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.ReadPixels(x, y, width, height, (ReadPixelsFormat)format, (ReadPixelsType)type, data); } }
public static void glBindVertexArray(uint name) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.BindVertexArray(name); } }
public static void glDrawBuffers(int count, uint[] buffers) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.DrawBuffers(count, buffers); } }
public static void glActiveTexture(uint textureUnit) { SoftGLRenderContext context = ContextManager.GetCurrentContextObj(); if (context != null) { context.ActiveTexture(textureUnit); } }