!gles_common

# Functions common to both GLES 1.x and 2.0

%#include <GLES/gl.h>
%// Return types must be single words, see GLDispatch.cpp
%typedef const GLubyte* GLconstubyteptr;

void glActiveTexture( GLenum texture );
void glBindBuffer(GLenum target, GLuint buffer);
void glBindTexture(GLenum target, GLuint texture);
void glBlendFunc(GLenum sfactor, GLenum dfactor);
void glBlendEquation( GLenum mode );
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
void glClear(GLbitfield mask);
void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void glClearDepth(GLclampd depth);
void glClearStencil(GLint s);
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void glCompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data );
void glCompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data );
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void glCullFace(GLenum mode);
void glDeleteBuffers(GLsizei n, const GLuint *buffers);
void glDeleteTextures(GLsizei n, const GLuint *textures);
void glDepthFunc(GLenum func);
void glDepthMask(GLboolean flag);
void glDepthRange(GLclampd zNear, GLclampd zFar);
void glDisable(GLenum cap);
void glDrawArrays(GLenum mode, GLint first, GLsizei count);
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
void glEnable(GLenum cap);
void glFinish(void);
void glFlush(void);
void glFrontFace(GLenum mode);
void glGenBuffers(GLsizei n, GLuint *buffers);
void glGenTextures(GLsizei n, GLuint *textures);
void glGetBooleanv(GLenum pname, GLboolean *params);
void glGetBufferParameteriv(GLenum buffer, GLenum parameter, GLint *value);
GLenum glGetError(void);
void glGetFloatv(GLenum pname, GLfloat *params);
void glGetIntegerv(GLenum pname, GLint *params);
GLconstubyteptr glGetString(GLenum name);
void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params);
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params);
void glHint(GLenum target, GLenum mode);
GLboolean glIsBuffer(GLuint buffer);
GLboolean glIsEnabled(GLenum cap);
GLboolean glIsTexture(GLuint texture);
void glLineWidth(GLfloat width);
void glPolygonOffset(GLfloat factor, GLfloat units);
void glPixelStorei(GLenum pname, GLint param);
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
void glSampleCoverage( GLclampf value, GLboolean invert );
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
void glStencilFunc(GLenum func, GLint ref, GLuint mask);
void glStencilMask(GLuint mask);
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
void glTexParameteri(GLenum target, GLenum pname, GLint param);
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params);
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
void glPushAttrib( GLbitfield mask );
void glPushClientAttrib( GLbitfield mask );
void glPopAttrib( void );
void glPopClientAttrib( void );
