480 lines
51 KiB
Text
480 lines
51 KiB
Text
SDLgpuStd sdl2_gpu.html#SDLgpuStd sdl2_gpu: SDLgpuStd
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SDLgpuGit sdl2_gpu.html#SDLgpuGit sdl2_gpu: SDLgpuGit
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SDLgpuDL sdl2_gpu.html#SDLgpuDL sdl2_gpu: SDLgpuDL
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SDLgpuStatic sdl2_gpu.html#SDLgpuStatic sdl2_gpu: SDLgpuStatic
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SDLgpuSetVer sdl2_gpu.html#SDLgpuSetVer sdl2_gpu: SDLgpuSetVer
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SDLgpuLPath sdl2_gpu.html#SDLgpuLPath sdl2_gpu: SDLgpuLPath
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SDLgpuPath sdl2_gpu.html#SDLgpuPath sdl2_gpu: SDLgpuPath
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NONE sdl2_gpu.html#NONE sdl2_gpu: NONE
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FEATURE_NON_POWER_OF_TWO sdl2_gpu.html#FEATURE_NON_POWER_OF_TWO sdl2_gpu: FEATURE_NON_POWER_OF_TWO
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FEATURE_RENDER_TARGETS sdl2_gpu.html#FEATURE_RENDER_TARGETS sdl2_gpu: FEATURE_RENDER_TARGETS
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FEATURE_BLEND_EQUATIONS sdl2_gpu.html#FEATURE_BLEND_EQUATIONS sdl2_gpu: FEATURE_BLEND_EQUATIONS
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FEATURE_BLEND_FUNC_SEPARATE sdl2_gpu.html#FEATURE_BLEND_FUNC_SEPARATE sdl2_gpu: FEATURE_BLEND_FUNC_SEPARATE
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FEATURE_BLEND_EQUATIONS_SEPARATE sdl2_gpu.html#FEATURE_BLEND_EQUATIONS_SEPARATE sdl2_gpu: FEATURE_BLEND_EQUATIONS_SEPARATE
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FEATURE_GL_BGR sdl2_gpu.html#FEATURE_GL_BGR sdl2_gpu: FEATURE_GL_BGR
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FEATURE_GL_BGRA sdl2_gpu.html#FEATURE_GL_BGRA sdl2_gpu: FEATURE_GL_BGRA
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FEATURE_GL_ABGR sdl2_gpu.html#FEATURE_GL_ABGR sdl2_gpu: FEATURE_GL_ABGR
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FEATURE_VERTEX_SHADER sdl2_gpu.html#FEATURE_VERTEX_SHADER sdl2_gpu: FEATURE_VERTEX_SHADER
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FEATURE_FRAGMENT_SHADER sdl2_gpu.html#FEATURE_FRAGMENT_SHADER sdl2_gpu: FEATURE_FRAGMENT_SHADER
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FEATURE_PIXEL_SHADER sdl2_gpu.html#FEATURE_PIXEL_SHADER sdl2_gpu: FEATURE_PIXEL_SHADER
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FEATURE_GEOMETRY_SHADER sdl2_gpu.html#FEATURE_GEOMETRY_SHADER sdl2_gpu: FEATURE_GEOMETRY_SHADER
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FEATURE_WRAP_REPEAT_MIRRORED sdl2_gpu.html#FEATURE_WRAP_REPEAT_MIRRORED sdl2_gpu: FEATURE_WRAP_REPEAT_MIRRORED
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FEATURE_CORE_FRAMEBUFFER_OBJECTS sdl2_gpu.html#FEATURE_CORE_FRAMEBUFFER_OBJECTS sdl2_gpu: FEATURE_CORE_FRAMEBUFFER_OBJECTS
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FEATURE_ALL_BASE sdl2_gpu.html#FEATURE_ALL_BASE sdl2_gpu: FEATURE_ALL_BASE
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FEATURE_ALL_BLEND_PRESETS sdl2_gpu.html#FEATURE_ALL_BLEND_PRESETS sdl2_gpu: FEATURE_ALL_BLEND_PRESETS
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FEATURE_ALL_GL_FORMATS sdl2_gpu.html#FEATURE_ALL_GL_FORMATS sdl2_gpu: FEATURE_ALL_GL_FORMATS
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FEATURE_BASIC_SHADERS sdl2_gpu.html#FEATURE_BASIC_SHADERS sdl2_gpu: FEATURE_BASIC_SHADERS
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FEATURE_ALL_SHADERS sdl2_gpu.html#FEATURE_ALL_SHADERS sdl2_gpu: FEATURE_ALL_SHADERS
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INIT_ENABLE_VSYNC sdl2_gpu.html#INIT_ENABLE_VSYNC sdl2_gpu: INIT_ENABLE_VSYNC
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INIT_DISABLE_VSYNC sdl2_gpu.html#INIT_DISABLE_VSYNC sdl2_gpu: INIT_DISABLE_VSYNC
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INIT_DISABLE_DOUBLE_BUFFER sdl2_gpu.html#INIT_DISABLE_DOUBLE_BUFFER sdl2_gpu: INIT_DISABLE_DOUBLE_BUFFER
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INIT_DISABLE_AUTO_VIRTUAL_RESOLUTION sdl2_gpu.html#INIT_DISABLE_AUTO_VIRTUAL_RESOLUTION sdl2_gpu: INIT_DISABLE_AUTO_VIRTUAL_RESOLUTION
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INIT_REQUEST_COMPATIBILITY_PROFILE sdl2_gpu.html#INIT_REQUEST_COMPATIBILITY_PROFILE sdl2_gpu: INIT_REQUEST_COMPATIBILITY_PROFILE
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INIT_USE_ROW_BY_ROW_TEXTURE_UPLOAD_FALLBACK sdl2_gpu.html#INIT_USE_ROW_BY_ROW_TEXTURE_UPLOAD_FALLBACK sdl2_gpu: INIT_USE_ROW_BY_ROW_TEXTURE_UPLOAD_FALLBACK
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INIT_USE_COPY_TEXTURE_UPLOAD_FALLBACK sdl2_gpu.html#INIT_USE_COPY_TEXTURE_UPLOAD_FALLBACK sdl2_gpu: INIT_USE_COPY_TEXTURE_UPLOAD_FALLBACK
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POINTS sdl2_gpu.html#POINTS sdl2_gpu: POINTS
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LINES sdl2_gpu.html#LINES sdl2_gpu: LINES
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LINE_LOOP sdl2_gpu.html#LINE_LOOP sdl2_gpu: LINE_LOOP
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LINE_STRIP sdl2_gpu.html#LINE_STRIP sdl2_gpu: LINE_STRIP
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TRIANGLES sdl2_gpu.html#TRIANGLES sdl2_gpu: TRIANGLES
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TRIANGLE_STRIP sdl2_gpu.html#TRIANGLE_STRIP sdl2_gpu: TRIANGLE_STRIP
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TRIANGLE_FAN sdl2_gpu.html#TRIANGLE_FAN sdl2_gpu: TRIANGLE_FAN
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BATCH_XY sdl2_gpu.html#BATCH_XY sdl2_gpu: BATCH_XY
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BATCH_XYZ sdl2_gpu.html#BATCH_XYZ sdl2_gpu: BATCH_XYZ
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BATCH_ST sdl2_gpu.html#BATCH_ST sdl2_gpu: BATCH_ST
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BATCH_RGB sdl2_gpu.html#BATCH_RGB sdl2_gpu: BATCH_RGB
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BATCH_RGBA sdl2_gpu.html#BATCH_RGBA sdl2_gpu: BATCH_RGBA
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BATCH_RGB8 sdl2_gpu.html#BATCH_RGB8 sdl2_gpu: BATCH_RGB8
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BATCH_RGBA8 sdl2_gpu.html#BATCH_RGBA8 sdl2_gpu: BATCH_RGBA8
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BATCH_XY_ST sdl2_gpu.html#BATCH_XY_ST sdl2_gpu: BATCH_XY_ST
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BATCH_XYZ_ST sdl2_gpu.html#BATCH_XYZ_ST sdl2_gpu: BATCH_XYZ_ST
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BATCH_XY_RGB sdl2_gpu.html#BATCH_XY_RGB sdl2_gpu: BATCH_XY_RGB
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BATCH_XYZ_RGB sdl2_gpu.html#BATCH_XYZ_RGB sdl2_gpu: BATCH_XYZ_RGB
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BATCH_XY_RGBA sdl2_gpu.html#BATCH_XY_RGBA sdl2_gpu: BATCH_XY_RGBA
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BATCH_XYZ_RGBA sdl2_gpu.html#BATCH_XYZ_RGBA sdl2_gpu: BATCH_XYZ_RGBA
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BATCH_XY_ST_RGBA sdl2_gpu.html#BATCH_XY_ST_RGBA sdl2_gpu: BATCH_XY_ST_RGBA
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BATCH_XYZ_ST_RGBA sdl2_gpu.html#BATCH_XYZ_ST_RGBA sdl2_gpu: BATCH_XYZ_ST_RGBA
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BATCH_XY_RGB8 sdl2_gpu.html#BATCH_XY_RGB8 sdl2_gpu: BATCH_XY_RGB8
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BATCH_XYZ_RGB8 sdl2_gpu.html#BATCH_XYZ_RGB8 sdl2_gpu: BATCH_XYZ_RGB8
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BATCH_XY_RGBA8 sdl2_gpu.html#BATCH_XY_RGBA8 sdl2_gpu: BATCH_XY_RGBA8
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BATCH_XYZ_RGBA8 sdl2_gpu.html#BATCH_XYZ_RGBA8 sdl2_gpu: BATCH_XYZ_RGBA8
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BATCH_XY_ST_RGBA8 sdl2_gpu.html#BATCH_XY_ST_RGBA8 sdl2_gpu: BATCH_XY_ST_RGBA8
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BATCH_XYZ_ST_RGBA8 sdl2_gpu.html#BATCH_XYZ_ST_RGBA8 sdl2_gpu: BATCH_XYZ_ST_RGBA8
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FLIP_NONE sdl2_gpu.html#FLIP_NONE sdl2_gpu: FLIP_NONE
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FLIP_HORIZONTAL sdl2_gpu.html#FLIP_HORIZONTAL sdl2_gpu: FLIP_HORIZONTAL
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FLIP_VERTICAL sdl2_gpu.html#FLIP_VERTICAL sdl2_gpu: FLIP_VERTICAL
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TYPE_BYTE sdl2_gpu.html#TYPE_BYTE sdl2_gpu: TYPE_BYTE
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TYPE_UNSIGNED_BYTE sdl2_gpu.html#TYPE_UNSIGNED_BYTE sdl2_gpu: TYPE_UNSIGNED_BYTE
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TYPE_SHORT sdl2_gpu.html#TYPE_SHORT sdl2_gpu: TYPE_SHORT
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TYPE_UNSIGNED_SHORT sdl2_gpu.html#TYPE_UNSIGNED_SHORT sdl2_gpu: TYPE_UNSIGNED_SHORT
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TYPE_INT sdl2_gpu.html#TYPE_INT sdl2_gpu: TYPE_INT
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TYPE_UNSIGNED_INT sdl2_gpu.html#TYPE_UNSIGNED_INT sdl2_gpu: TYPE_UNSIGNED_INT
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TYPE_FLOAT sdl2_gpu.html#TYPE_FLOAT sdl2_gpu: TYPE_FLOAT
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TYPE_DOUBLE sdl2_gpu.html#TYPE_DOUBLE sdl2_gpu: TYPE_DOUBLE
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RENDERER_UNKNOWN sdl2_gpu.html#RENDERER_UNKNOWN sdl2_gpu: RENDERER_UNKNOWN
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RENDERER_OPENGL_1_BASE sdl2_gpu.html#RENDERER_OPENGL_1_BASE sdl2_gpu: RENDERER_OPENGL_1_BASE
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RENDERER_OPENGL_1 sdl2_gpu.html#RENDERER_OPENGL_1 sdl2_gpu: RENDERER_OPENGL_1
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RENDERER_OPENGL_2 sdl2_gpu.html#RENDERER_OPENGL_2 sdl2_gpu: RENDERER_OPENGL_2
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RENDERER_OPENGL_3 sdl2_gpu.html#RENDERER_OPENGL_3 sdl2_gpu: RENDERER_OPENGL_3
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RENDERER_OPENGL_4 sdl2_gpu.html#RENDERER_OPENGL_4 sdl2_gpu: RENDERER_OPENGL_4
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RENDERER_GLES_1 sdl2_gpu.html#RENDERER_GLES_1 sdl2_gpu: RENDERER_GLES_1
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RENDERER_GLES_2 sdl2_gpu.html#RENDERER_GLES_2 sdl2_gpu: RENDERER_GLES_2
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RENDERER_GLES_3 sdl2_gpu.html#RENDERER_GLES_3 sdl2_gpu: RENDERER_GLES_3
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RENDERER_D3D9 sdl2_gpu.html#RENDERER_D3D9 sdl2_gpu: RENDERER_D3D9
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RENDERER_D3D10 sdl2_gpu.html#RENDERER_D3D10 sdl2_gpu: RENDERER_D3D10
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RENDERER_D3D11 sdl2_gpu.html#RENDERER_D3D11 sdl2_gpu: RENDERER_D3D11
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ComparisonEnum sdl2_gpu.html#ComparisonEnum sdl2_gpu: ComparisonEnum
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BlendFuncEnum sdl2_gpu.html#BlendFuncEnum sdl2_gpu: BlendFuncEnum
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BlendEqEnum sdl2_gpu.html#BlendEqEnum sdl2_gpu: BlendEqEnum
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BlendPresetEnum sdl2_gpu.html#BlendPresetEnum sdl2_gpu: BlendPresetEnum
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FilterEnum sdl2_gpu.html#FilterEnum sdl2_gpu: FilterEnum
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SnapEnum sdl2_gpu.html#SnapEnum sdl2_gpu: SnapEnum
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WrapEnum sdl2_gpu.html#WrapEnum sdl2_gpu: WrapEnum
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FormatEnum sdl2_gpu.html#FormatEnum sdl2_gpu: FormatEnum
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FileFormatEnum sdl2_gpu.html#FileFormatEnum sdl2_gpu: FileFormatEnum
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ShaderEnum sdl2_gpu.html#ShaderEnum sdl2_gpu: ShaderEnum
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ShaderLanguageEnum sdl2_gpu.html#ShaderLanguageEnum sdl2_gpu: ShaderLanguageEnum
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ErrorEnum sdl2_gpu.html#ErrorEnum sdl2_gpu: ErrorEnum
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DebugLevelEnum sdl2_gpu.html#DebugLevelEnum sdl2_gpu: DebugLevelEnum
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GPU_VERSION_MAJOR sdl2_gpu.html#GPU_VERSION_MAJOR sdl2_gpu: GPU_VERSION_MAJOR
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GPU_VERSION_MINOR sdl2_gpu.html#GPU_VERSION_MINOR sdl2_gpu: GPU_VERSION_MINOR
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GPU_VERSION_PATCH sdl2_gpu.html#GPU_VERSION_PATCH sdl2_gpu: GPU_VERSION_PATCH
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HAVE_STDC sdl2_gpu.html#HAVE_STDC sdl2_gpu: HAVE_STDC
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HAVE_GNUC sdl2_gpu.html#HAVE_GNUC sdl2_gpu: HAVE_GNUC
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HAVE_MSVC sdl2_gpu.html#HAVE_MSVC sdl2_gpu: HAVE_MSVC
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FALSE sdl2_gpu.html#FALSE sdl2_gpu: FALSE
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TRUE sdl2_gpu.html#TRUE sdl2_gpu: TRUE
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RENDERER_ORDER_MAX sdl2_gpu.html#RENDERER_ORDER_MAX sdl2_gpu: RENDERER_ORDER_MAX
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RENDERER_CUSTOM_0 sdl2_gpu.html#RENDERER_CUSTOM_0 sdl2_gpu: RENDERER_CUSTOM_0
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NEVER sdl2_gpu.html#NEVER sdl2_gpu: NEVER
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LESS sdl2_gpu.html#LESS sdl2_gpu: LESS
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EQUAL sdl2_gpu.html#EQUAL sdl2_gpu: EQUAL
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LEQUAL sdl2_gpu.html#LEQUAL sdl2_gpu: LEQUAL
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GREATER sdl2_gpu.html#GREATER sdl2_gpu: GREATER
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NOTEQUAL sdl2_gpu.html#NOTEQUAL sdl2_gpu: NOTEQUAL
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GEQUAL sdl2_gpu.html#GEQUAL sdl2_gpu: GEQUAL
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ALWAYS sdl2_gpu.html#ALWAYS sdl2_gpu: ALWAYS
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FUNC_ZERO sdl2_gpu.html#FUNC_ZERO sdl2_gpu: FUNC_ZERO
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FUNC_ONE sdl2_gpu.html#FUNC_ONE sdl2_gpu: FUNC_ONE
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FUNC_SRC_COLOR sdl2_gpu.html#FUNC_SRC_COLOR sdl2_gpu: FUNC_SRC_COLOR
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FUNC_DST_COLOR sdl2_gpu.html#FUNC_DST_COLOR sdl2_gpu: FUNC_DST_COLOR
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FUNC_ONE_MINUS_SRC sdl2_gpu.html#FUNC_ONE_MINUS_SRC sdl2_gpu: FUNC_ONE_MINUS_SRC
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FUNC_ONE_MINUS_DST sdl2_gpu.html#FUNC_ONE_MINUS_DST sdl2_gpu: FUNC_ONE_MINUS_DST
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FUNC_SRC_ALPHA sdl2_gpu.html#FUNC_SRC_ALPHA sdl2_gpu: FUNC_SRC_ALPHA
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FUNC_DST_ALPHA sdl2_gpu.html#FUNC_DST_ALPHA sdl2_gpu: FUNC_DST_ALPHA
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FUNC_ONE_MINUS_SRC_ALPHA sdl2_gpu.html#FUNC_ONE_MINUS_SRC_ALPHA sdl2_gpu: FUNC_ONE_MINUS_SRC_ALPHA
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FUNC_ONE_MINUS_DST_ALPHA sdl2_gpu.html#FUNC_ONE_MINUS_DST_ALPHA sdl2_gpu: FUNC_ONE_MINUS_DST_ALPHA
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EQ_ADD sdl2_gpu.html#EQ_ADD sdl2_gpu: EQ_ADD
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EQ_SUBTRACT sdl2_gpu.html#EQ_SUBTRACT sdl2_gpu: EQ_SUBTRACT
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EQ_REVERSE_SUBTRACT sdl2_gpu.html#EQ_REVERSE_SUBTRACT sdl2_gpu: EQ_REVERSE_SUBTRACT
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BLEND_NORMAL sdl2_gpu.html#BLEND_NORMAL sdl2_gpu: BLEND_NORMAL
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BLEND_PREMULTIPLIED_ALPHA sdl2_gpu.html#BLEND_PREMULTIPLIED_ALPHA sdl2_gpu: BLEND_PREMULTIPLIED_ALPHA
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BLEND_MULTIPLY sdl2_gpu.html#BLEND_MULTIPLY sdl2_gpu: BLEND_MULTIPLY
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BLEND_ADD sdl2_gpu.html#BLEND_ADD sdl2_gpu: BLEND_ADD
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BLEND_SUBTRACT sdl2_gpu.html#BLEND_SUBTRACT sdl2_gpu: BLEND_SUBTRACT
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BLEND_MOD_ALPHA sdl2_gpu.html#BLEND_MOD_ALPHA sdl2_gpu: BLEND_MOD_ALPHA
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BLEND_SET_ALPHA sdl2_gpu.html#BLEND_SET_ALPHA sdl2_gpu: BLEND_SET_ALPHA
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BLEND_SET sdl2_gpu.html#BLEND_SET sdl2_gpu: BLEND_SET
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BLEND_NORMAL_KEEP_ALPHA sdl2_gpu.html#BLEND_NORMAL_KEEP_ALPHA sdl2_gpu: BLEND_NORMAL_KEEP_ALPHA
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BLEND_NORMAL_ADD_ALPHA sdl2_gpu.html#BLEND_NORMAL_ADD_ALPHA sdl2_gpu: BLEND_NORMAL_ADD_ALPHA
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BLEND_NORMAL_FACTOR_ALPHA sdl2_gpu.html#BLEND_NORMAL_FACTOR_ALPHA sdl2_gpu: BLEND_NORMAL_FACTOR_ALPHA
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FILTER_NEAREST sdl2_gpu.html#FILTER_NEAREST sdl2_gpu: FILTER_NEAREST
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FILTER_LINEAR sdl2_gpu.html#FILTER_LINEAR sdl2_gpu: FILTER_LINEAR
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FILTER_LINEAR_MIPMAP sdl2_gpu.html#FILTER_LINEAR_MIPMAP sdl2_gpu: FILTER_LINEAR_MIPMAP
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SNAP_NONE sdl2_gpu.html#SNAP_NONE sdl2_gpu: SNAP_NONE
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SNAP_POSITION sdl2_gpu.html#SNAP_POSITION sdl2_gpu: SNAP_POSITION
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SNAP_DIMENSIONS sdl2_gpu.html#SNAP_DIMENSIONS sdl2_gpu: SNAP_DIMENSIONS
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SNAP_POSITION_AND_DIMENSIONS sdl2_gpu.html#SNAP_POSITION_AND_DIMENSIONS sdl2_gpu: SNAP_POSITION_AND_DIMENSIONS
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WRAP_NONE sdl2_gpu.html#WRAP_NONE sdl2_gpu: WRAP_NONE
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WRAP_REPEAT sdl2_gpu.html#WRAP_REPEAT sdl2_gpu: WRAP_REPEAT
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WRAP_MIRRORED sdl2_gpu.html#WRAP_MIRRORED sdl2_gpu: WRAP_MIRRORED
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FORMAT_LUMINANCE sdl2_gpu.html#FORMAT_LUMINANCE sdl2_gpu: FORMAT_LUMINANCE
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FORMAT_LUMINANCE_ALPHA sdl2_gpu.html#FORMAT_LUMINANCE_ALPHA sdl2_gpu: FORMAT_LUMINANCE_ALPHA
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FORMAT_RGB sdl2_gpu.html#FORMAT_RGB sdl2_gpu: FORMAT_RGB
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FORMAT_RGBA sdl2_gpu.html#FORMAT_RGBA sdl2_gpu: FORMAT_RGBA
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FORMAT_ALPHA sdl2_gpu.html#FORMAT_ALPHA sdl2_gpu: FORMAT_ALPHA
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FORMAT_RG sdl2_gpu.html#FORMAT_RG sdl2_gpu: FORMAT_RG
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FORMAT_YCbCr422 sdl2_gpu.html#FORMAT_YCbCr422 sdl2_gpu: FORMAT_YCbCr422
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FORMAT_YCbCr420P sdl2_gpu.html#FORMAT_YCbCr420P sdl2_gpu: FORMAT_YCbCr420P
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FORMAT_BGR sdl2_gpu.html#FORMAT_BGR sdl2_gpu: FORMAT_BGR
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FORMAT_BGRA sdl2_gpu.html#FORMAT_BGRA sdl2_gpu: FORMAT_BGRA
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FORMAT_ABGR sdl2_gpu.html#FORMAT_ABGR sdl2_gpu: FORMAT_ABGR
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FILE_AUTO sdl2_gpu.html#FILE_AUTO sdl2_gpu: FILE_AUTO
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FILE_PNG sdl2_gpu.html#FILE_PNG sdl2_gpu: FILE_PNG
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FILE_BMP sdl2_gpu.html#FILE_BMP sdl2_gpu: FILE_BMP
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FILE_TGA sdl2_gpu.html#FILE_TGA sdl2_gpu: FILE_TGA
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MODEL sdl2_gpu.html#MODEL sdl2_gpu: MODEL
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VIEW sdl2_gpu.html#VIEW sdl2_gpu: VIEW
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PROJECTION sdl2_gpu.html#PROJECTION sdl2_gpu: PROJECTION
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DEFAULT_INIT_FLAGS sdl2_gpu.html#DEFAULT_INIT_FLAGS sdl2_gpu: DEFAULT_INIT_FLAGS
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VERTEX_SHADER sdl2_gpu.html#VERTEX_SHADER sdl2_gpu: VERTEX_SHADER
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FRAGMENT_SHADER sdl2_gpu.html#FRAGMENT_SHADER sdl2_gpu: FRAGMENT_SHADER
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PIXEL_SHADER sdl2_gpu.html#PIXEL_SHADER sdl2_gpu: PIXEL_SHADER
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GEOMETRY_SHADER sdl2_gpu.html#GEOMETRY_SHADER sdl2_gpu: GEOMETRY_SHADER
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LANGUAGE_NONE sdl2_gpu.html#LANGUAGE_NONE sdl2_gpu: LANGUAGE_NONE
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LANGUAGE_ARB_ASSEMBLY sdl2_gpu.html#LANGUAGE_ARB_ASSEMBLY sdl2_gpu: LANGUAGE_ARB_ASSEMBLY
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LANGUAGE_GLSL sdl2_gpu.html#LANGUAGE_GLSL sdl2_gpu: LANGUAGE_GLSL
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LANGUAGE_GLSLES sdl2_gpu.html#LANGUAGE_GLSLES sdl2_gpu: LANGUAGE_GLSLES
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LANGUAGE_HLSL sdl2_gpu.html#LANGUAGE_HLSL sdl2_gpu: LANGUAGE_HLSL
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LANGUAGE_CG sdl2_gpu.html#LANGUAGE_CG sdl2_gpu: LANGUAGE_CG
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ERROR_NONE sdl2_gpu.html#ERROR_NONE sdl2_gpu: ERROR_NONE
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ERROR_BACKEND_ERROR sdl2_gpu.html#ERROR_BACKEND_ERROR sdl2_gpu: ERROR_BACKEND_ERROR
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ERROR_DATA_ERROR sdl2_gpu.html#ERROR_DATA_ERROR sdl2_gpu: ERROR_DATA_ERROR
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ERROR_USER_ERROR sdl2_gpu.html#ERROR_USER_ERROR sdl2_gpu: ERROR_USER_ERROR
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ERROR_UNSUPPORTED_FUNCTION sdl2_gpu.html#ERROR_UNSUPPORTED_FUNCTION sdl2_gpu: ERROR_UNSUPPORTED_FUNCTION
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ERROR_NULL_ARGUMENT sdl2_gpu.html#ERROR_NULL_ARGUMENT sdl2_gpu: ERROR_NULL_ARGUMENT
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ERROR_FILE_NOT_FOUND sdl2_gpu.html#ERROR_FILE_NOT_FOUND sdl2_gpu: ERROR_FILE_NOT_FOUND
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DEBUG_LEVEL_0 sdl2_gpu.html#DEBUG_LEVEL_0 sdl2_gpu: DEBUG_LEVEL_0
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DEBUG_LEVEL_1 sdl2_gpu.html#DEBUG_LEVEL_1 sdl2_gpu: DEBUG_LEVEL_1
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DEBUG_LEVEL_2 sdl2_gpu.html#DEBUG_LEVEL_2 sdl2_gpu: DEBUG_LEVEL_2
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DEBUG_LEVEL_3 sdl2_gpu.html#DEBUG_LEVEL_3 sdl2_gpu: DEBUG_LEVEL_3
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DEBUG_LEVEL_MAX sdl2_gpu.html#DEBUG_LEVEL_MAX sdl2_gpu: DEBUG_LEVEL_MAX
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LOG_LEVEL_INFO sdl2_gpu.html#LOG_LEVEL_INFO LogLevelEnum.LOG_LEVEL_INFO
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LOG_LEVEL_WARNING sdl2_gpu.html#LOG_LEVEL_WARNING LogLevelEnum.LOG_LEVEL_WARNING
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LOG_LEVEL_ERROR sdl2_gpu.html#LOG_LEVEL_ERROR LogLevelEnum.LOG_LEVEL_ERROR
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LogLevelEnum sdl2_gpu.html#LogLevelEnum sdl2_gpu: LogLevelEnum
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WindowFlagEnum sdl2_gpu.html#WindowFlagEnum sdl2_gpu: WindowFlagEnum
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Renderer sdl2_gpu.html#Renderer sdl2_gpu: Renderer
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Target sdl2_gpu.html#Target sdl2_gpu: Target
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Rect sdl2_gpu.html#Rect sdl2_gpu: Rect
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RendererEnum sdl2_gpu.html#RendererEnum sdl2_gpu: RendererEnum
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RendererID sdl2_gpu.html#RendererID sdl2_gpu: RendererID
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BlendMode sdl2_gpu.html#BlendMode sdl2_gpu: BlendMode
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Image sdl2_gpu.html#Image sdl2_gpu: Image
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TextureHandle sdl2_gpu.html#TextureHandle sdl2_gpu: TextureHandle
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Camera sdl2_gpu.html#Camera sdl2_gpu: Camera
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ShaderBlock sdl2_gpu.html#ShaderBlock sdl2_gpu: ShaderBlock
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MatrixStack sdl2_gpu.html#MatrixStack sdl2_gpu: MatrixStack
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Context sdl2_gpu.html#Context sdl2_gpu: Context
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FeatureEnum sdl2_gpu.html#FeatureEnum sdl2_gpu: FeatureEnum
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InitFlagEnum sdl2_gpu.html#InitFlagEnum sdl2_gpu: InitFlagEnum
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PrimitiveEnum sdl2_gpu.html#PrimitiveEnum sdl2_gpu: PrimitiveEnum
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BatchFlagEnum sdl2_gpu.html#BatchFlagEnum sdl2_gpu: BatchFlagEnum
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FlipEnum sdl2_gpu.html#FlipEnum sdl2_gpu: FlipEnum
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TypeEnum sdl2_gpu.html#TypeEnum sdl2_gpu: TypeEnum
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AttributeFormat sdl2_gpu.html#AttributeFormat sdl2_gpu: AttributeFormat
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Attribute sdl2_gpu.html#Attribute sdl2_gpu: Attribute
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AttributeSource sdl2_gpu.html#AttributeSource sdl2_gpu: AttributeSource
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ErrorObject sdl2_gpu.html#ErrorObject sdl2_gpu: ErrorObject
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RendererImpl sdl2_gpu.html#RendererImpl sdl2_gpu: RendererImpl
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getLinkedVersion sdl2_gpu.html#getLinkedVersion sdl2_gpu: getLinkedVersion(): Version
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setInitWindow sdl2_gpu.html#setInitWindow,Uint32 sdl2_gpu: setInitWindow(windowID: Uint32)
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getInitWindow sdl2_gpu.html#getInitWindow sdl2_gpu: getInitWindow(): Uint32
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setPreInitFlags sdl2_gpu.html#setPreInitFlags,InitFlagEnum sdl2_gpu: setPreInitFlags(flags: InitFlagEnum)
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getPreInitFlags sdl2_gpu.html#getPreInitFlags sdl2_gpu: getPreInitFlags(): InitFlagEnum
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setRequiredFeatures sdl2_gpu.html#setRequiredFeatures,FeatureEnum sdl2_gpu: setRequiredFeatures(features: FeatureEnum)
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getRequiredFeatures sdl2_gpu.html#getRequiredFeatures sdl2_gpu: getRequiredFeatures(): FeatureEnum
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getDefaultRendererOrder sdl2_gpu.html#getDefaultRendererOrder,ptr.cint,ptr.RendererID sdl2_gpu: getDefaultRendererOrder(orderSize: ptr cint; order: ptr RendererID)
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getRendererOrder sdl2_gpu.html#getRendererOrder,ptr.cint,ptr.RendererID sdl2_gpu: getRendererOrder(orderSize: ptr cint; order: ptr RendererID)
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setRendererOrder sdl2_gpu.html#setRendererOrder,cint,ptr.RendererID sdl2_gpu: setRendererOrder(orderSize: cint; order: ptr RendererID)
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init sdl2_gpu.html#init,Uint16,Uint16,WindowFlags sdl2_gpu: init(w: Uint16; h: Uint16; flags: WindowFlagEnum): ptr Target
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initRenderer sdl2_gpu.html#initRenderer,RendererEnum,Uint16,Uint16,WindowFlags sdl2_gpu: initRenderer(rendererEnum: RendererEnum; w: Uint16; h: Uint16; flags: WindowFlagEnum): ptr Target
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initRendererByID sdl2_gpu.html#initRendererByID,RendererID,Uint16,Uint16,WindowFlags sdl2_gpu: initRendererByID(rendererRequest: RendererID; w: Uint16; h: Uint16;\n flags: WindowFlagEnum): ptr Target
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isFeatureEnabled sdl2_gpu.html#isFeatureEnabled,FeatureEnum sdl2_gpu: isFeatureEnabled(feature: FeatureEnum): Bool
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closeCurrentRenderer sdl2_gpu.html#closeCurrentRenderer sdl2_gpu: closeCurrentRenderer()
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quit sdl2_gpu.html#quit sdl2_gpu: quit()
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setDebugLevel sdl2_gpu.html#setDebugLevel,DebugLevelEnum sdl2_gpu: setDebugLevel(level: DebugLevelEnum)
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getDebugLevel sdl2_gpu.html#getDebugLevel sdl2_gpu: getDebugLevel(): DebugLevelEnum
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logInfo sdl2_gpu.html#logInfo,cstring sdl2_gpu: logInfo(format: cstring)
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logWarning sdl2_gpu.html#logWarning,cstring sdl2_gpu: logWarning(format: cstring)
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logError sdl2_gpu.html#logError,cstring sdl2_gpu: logError(format: cstring)
|
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setLogCallback sdl2_gpu.html#setLogCallback,proc(LogLevelEnum,cstring,va_list) sdl2_gpu: setLogCallback(callback: proc (logLevel: LogLevelEnum; format: cstring; args: va_list): cint {.\n cdecl.})
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pushErrorCode sdl2_gpu.html#pushErrorCode,cstring,ErrorEnum,cstring sdl2_gpu: pushErrorCode(function: cstring; error: ErrorEnum; details: cstring)
|
|
popErrorCode sdl2_gpu.html#popErrorCode sdl2_gpu: popErrorCode(): ErrorObject
|
|
getErrorString sdl2_gpu.html#getErrorString,ErrorEnum sdl2_gpu: getErrorString(error: ErrorEnum): cstring
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setErrorQueueMax sdl2_gpu.html#setErrorQueueMax,cuint sdl2_gpu: setErrorQueueMax(max: cuint)
|
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makeRendererID sdl2_gpu.html#makeRendererID,cstring,RendererEnum,cint,cint sdl2_gpu: makeRendererID(name: cstring; renderer: RendererEnum; majorVersion: cint;\n minorVersion: cint): RendererID
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getRendererID sdl2_gpu.html#getRendererID,RendererEnum sdl2_gpu: getRendererID(renderer: RendererEnum): RendererID
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getNumRegisteredRenderers sdl2_gpu.html#getNumRegisteredRenderers sdl2_gpu: getNumRegisteredRenderers(): cint
|
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getRegisteredRendererList sdl2_gpu.html#getRegisteredRendererList,ptr.RendererID sdl2_gpu: getRegisteredRendererList(renderersArray: ptr RendererID)
|
|
registerRenderer sdl2_gpu.html#registerRenderer,RendererID,proc(RendererID),proc(ptr.Renderer) sdl2_gpu: registerRenderer(id: RendererID; createRenderer: proc (request: RendererID): ptr Renderer {.\n cdecl.}; freeRenderer: proc (renderer: ptr Renderer) {.cdecl.})
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reserveNextRendererEnum sdl2_gpu.html#reserveNextRendererEnum sdl2_gpu: reserveNextRendererEnum(): RendererEnum
|
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getNumActiveRenderers sdl2_gpu.html#getNumActiveRenderers sdl2_gpu: getNumActiveRenderers(): cint
|
|
getActiveRendererList sdl2_gpu.html#getActiveRendererList,ptr.RendererID sdl2_gpu: getActiveRendererList(renderersArray: ptr RendererID)
|
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getCurrentRenderer sdl2_gpu.html#getCurrentRenderer sdl2_gpu: getCurrentRenderer(): ptr Renderer
|
|
setCurrentRenderer sdl2_gpu.html#setCurrentRenderer,RendererID sdl2_gpu: setCurrentRenderer(id: RendererID)
|
|
getRenderer sdl2_gpu.html#getRenderer,RendererID sdl2_gpu: getRenderer(id: RendererID): ptr Renderer
|
|
freeRenderer sdl2_gpu.html#freeRenderer,ptr.Renderer sdl2_gpu: freeRenderer(renderer: ptr Renderer)
|
|
resetRendererState sdl2_gpu.html#resetRendererState sdl2_gpu: resetRendererState()
|
|
setCoordinateMode sdl2_gpu.html#setCoordinateMode,Bool sdl2_gpu: setCoordinateMode(useMathCoords: Bool)
|
|
getCoordinateMode sdl2_gpu.html#getCoordinateMode sdl2_gpu: getCoordinateMode(): Bool
|
|
setDefaultAnchor sdl2_gpu.html#setDefaultAnchor,cfloat,cfloat sdl2_gpu: setDefaultAnchor(anchorX: cfloat; anchorY: cfloat)
|
|
getDefaultAnchor sdl2_gpu.html#getDefaultAnchor,ptr.cfloat,ptr.cfloat sdl2_gpu: getDefaultAnchor(anchorX: ptr cfloat; anchorY: ptr cfloat)
|
|
getContextTarget sdl2_gpu.html#getContextTarget sdl2_gpu: getContextTarget(): ptr Target
|
|
getWindowTarget sdl2_gpu.html#getWindowTarget,Uint32 sdl2_gpu: getWindowTarget(windowID: Uint32): ptr Target
|
|
createTargetFromWindow sdl2_gpu.html#createTargetFromWindow,Uint32 sdl2_gpu: createTargetFromWindow(windowID: Uint32): ptr Target
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|
makeCurrent sdl2_gpu.html#makeCurrent,ptr.Target,Uint32 sdl2_gpu: makeCurrent(target: ptr Target; windowID: Uint32)
|
|
setWindowResolution sdl2_gpu.html#setWindowResolution,Uint16,Uint16 sdl2_gpu: setWindowResolution(w: Uint16; h: Uint16): Bool
|
|
setFullscreen sdl2_gpu.html#setFullscreen,Bool,Bool sdl2_gpu: setFullscreen(enableFullscreen: Bool; useDesktopResolution: Bool): Bool
|
|
getFullscreen sdl2_gpu.html#getFullscreen sdl2_gpu: getFullscreen(): Bool
|
|
getActiveTarget sdl2_gpu.html#getActiveTarget sdl2_gpu: getActiveTarget(): ptr Target
|
|
setActiveTarget sdl2_gpu.html#setActiveTarget,ptr.Target sdl2_gpu: setActiveTarget(target: ptr Target): Bool
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|
setShapeBlending sdl2_gpu.html#setShapeBlending,Bool sdl2_gpu: setShapeBlending(enable: Bool)
|
|
getBlendModeFromPreset sdl2_gpu.html#getBlendModeFromPreset,BlendPresetEnum sdl2_gpu: getBlendModeFromPreset(preset: BlendPresetEnum): BlendMode
|
|
setShapeBlendFunction sdl2_gpu.html#setShapeBlendFunction,BlendFuncEnum,BlendFuncEnum,BlendFuncEnum,BlendFuncEnum sdl2_gpu: setShapeBlendFunction(sourceColor: BlendFuncEnum; destColor: BlendFuncEnum;\n sourceAlpha: BlendFuncEnum; destAlpha: BlendFuncEnum)
|
|
setShapeBlendEquation sdl2_gpu.html#setShapeBlendEquation,BlendEqEnum,BlendEqEnum sdl2_gpu: setShapeBlendEquation(colorEquation: BlendEqEnum; alphaEquation: BlendEqEnum)
|
|
setShapeBlendMode sdl2_gpu.html#setShapeBlendMode,BlendPresetEnum sdl2_gpu: setShapeBlendMode(mode: BlendPresetEnum)
|
|
setLineThickness sdl2_gpu.html#setLineThickness,cfloat sdl2_gpu: setLineThickness(thickness: cfloat): cfloat
|
|
getLineThickness sdl2_gpu.html#getLineThickness sdl2_gpu: getLineThickness(): cfloat
|
|
createAliasTarget sdl2_gpu.html#createAliasTarget,ptr.Target sdl2_gpu: createAliasTarget(target: ptr Target): ptr Target
|
|
loadTarget sdl2_gpu.html#loadTarget,ptr.Image sdl2_gpu: loadTarget(image: ptr Image): ptr Target
|
|
getTarget sdl2_gpu.html#getTarget,ptr.Image sdl2_gpu: getTarget(image: ptr Image): ptr Target
|
|
freeTarget sdl2_gpu.html#freeTarget,ptr.Target sdl2_gpu: freeTarget(target: ptr Target)
|
|
setVirtualResolution sdl2_gpu.html#setVirtualResolution,ptr.Target,Uint16,Uint16 sdl2_gpu: setVirtualResolution(target: ptr Target; w: Uint16; h: Uint16)
|
|
getVirtualResolution sdl2_gpu.html#getVirtualResolution,ptr.Target,ptr.Uint16,ptr.Uint16 sdl2_gpu: getVirtualResolution(target: ptr Target; w: ptr Uint16; h: ptr Uint16)
|
|
getVirtualCoords sdl2_gpu.html#getVirtualCoords,ptr.Target,ptr.cfloat,ptr.cfloat,cfloat,cfloat sdl2_gpu: getVirtualCoords(target: ptr Target; x: ptr cfloat; y: ptr cfloat; displayX: cfloat;\n displayY: cfloat)
|
|
unsetVirtualResolution sdl2_gpu.html#unsetVirtualResolution,ptr.Target sdl2_gpu: unsetVirtualResolution(target: ptr Target)
|
|
makeRect sdl2_gpu.html#makeRect,cfloat,cfloat,cfloat,cfloat sdl2_gpu: makeRect(x: cfloat; y: cfloat; w: cfloat; h: cfloat): Rect
|
|
makeColor sdl2_gpu.html#makeColor,Uint8,Uint8,Uint8,Uint8 sdl2_gpu: makeColor(r: Uint8; g: Uint8; b: Uint8; a: Uint8): Color
|
|
setViewport sdl2_gpu.html#setViewport,ptr.Target,Rect sdl2_gpu: setViewport(target: ptr Target; viewport: Rect)
|
|
unsetViewport sdl2_gpu.html#unsetViewport,ptr.Target sdl2_gpu: unsetViewport(target: ptr Target)
|
|
getDefaultCamera sdl2_gpu.html#getDefaultCamera sdl2_gpu: getDefaultCamera(): Camera
|
|
getCamera sdl2_gpu.html#getCamera,ptr.Target sdl2_gpu: getCamera(target: ptr Target): Camera
|
|
setCamera sdl2_gpu.html#setCamera,ptr.Target,ptr.Camera sdl2_gpu: setCamera(target: ptr Target; cam: ptr Camera): Camera
|
|
enableCamera sdl2_gpu.html#enableCamera,ptr.Target,Bool sdl2_gpu: enableCamera(target: ptr Target; useCamera: Bool)
|
|
isCameraEnabled sdl2_gpu.html#isCameraEnabled,ptr.Target sdl2_gpu: isCameraEnabled(target: ptr Target): Bool
|
|
addDepthBuffer sdl2_gpu.html#addDepthBuffer,ptr.Target sdl2_gpu: addDepthBuffer(target: ptr Target): Bool
|
|
setDepthTest sdl2_gpu.html#setDepthTest,ptr.Target,Bool sdl2_gpu: setDepthTest(target: ptr Target; enable: Bool)
|
|
setDepthWrite sdl2_gpu.html#setDepthWrite,ptr.Target,Bool sdl2_gpu: setDepthWrite(target: ptr Target; enable: Bool)
|
|
setDepthFunction sdl2_gpu.html#setDepthFunction,ptr.Target,ComparisonEnum sdl2_gpu: setDepthFunction(target: ptr Target; compareOperation: ComparisonEnum)
|
|
getPixel sdl2_gpu.html#getPixel,ptr.Target,Sint16,Sint16 sdl2_gpu: getPixel(target: ptr Target; x: Sint16; y: Sint16): Color
|
|
setClipRect sdl2_gpu.html#setClipRect,ptr.Target,Rect sdl2_gpu: setClipRect(target: ptr Target; rect: Rect): Rect
|
|
setClip sdl2_gpu.html#setClip,ptr.Target,Sint16,Sint16,Uint16,Uint16 sdl2_gpu: setClip(target: ptr Target; x: Sint16; y: Sint16; w: Uint16; h: Uint16): Rect
|
|
unsetClip sdl2_gpu.html#unsetClip,ptr.Target sdl2_gpu: unsetClip(target: ptr Target)
|
|
intersectRect sdl2_gpu.html#intersectRect,Rect,Rect,ptr.Rect sdl2_gpu: intersectRect(A: Rect; B: Rect; result: ptr Rect): Bool
|
|
intersectClipRect sdl2_gpu.html#intersectClipRect,ptr.Target,Rect,ptr.Rect sdl2_gpu: intersectClipRect(target: ptr Target; B: Rect; result: ptr Rect): Bool
|
|
setTargetColor sdl2_gpu.html#setTargetColor,ptr.Target,Color sdl2_gpu: setTargetColor(target: ptr Target; color: Color)
|
|
setTargetRGB sdl2_gpu.html#setTargetRGB,ptr.Target,Uint8,Uint8,Uint8 sdl2_gpu: setTargetRGB(target: ptr Target; r: Uint8; g: Uint8; b: Uint8)
|
|
setTargetRGBA sdl2_gpu.html#setTargetRGBA,ptr.Target,Uint8,Uint8,Uint8,Uint8 sdl2_gpu: setTargetRGBA(target: ptr Target; r: Uint8; g: Uint8; b: Uint8; a: Uint8)
|
|
unsetTargetColor sdl2_gpu.html#unsetTargetColor,ptr.Target sdl2_gpu: unsetTargetColor(target: ptr Target)
|
|
loadSurface sdl2_gpu.html#loadSurface,cstring sdl2_gpu: loadSurface(filename: cstring): ptr Surface
|
|
loadSurface_RW sdl2_gpu.html#loadSurface_RW,ptr.RWops,Bool sdl2_gpu: loadSurface_RW(rwops: ptr RWops; freeRwops: Bool): ptr Surface
|
|
saveSurface sdl2_gpu.html#saveSurface,ptr.Surface,cstring,FileFormatEnum sdl2_gpu: saveSurface(surface: ptr Surface; filename: cstring; format: FileFormatEnum): Bool
|
|
saveSurface_RW sdl2_gpu.html#saveSurface_RW,ptr.Surface,ptr.RWops,Bool,FileFormatEnum sdl2_gpu: saveSurface_RW(surface: ptr Surface; rwops: ptr RWops; freeRwops: Bool;\n format: FileFormatEnum): Bool
|
|
createImage sdl2_gpu.html#createImage,Uint16,Uint16,FormatEnum sdl2_gpu: createImage(w: Uint16; h: Uint16; format: FormatEnum): ptr Image
|
|
createImageUsingTexture sdl2_gpu.html#createImageUsingTexture,TextureHandle,Bool sdl2_gpu: createImageUsingTexture(handle: TextureHandle; takeOwnership: Bool): ptr Image
|
|
loadImage sdl2_gpu.html#loadImage,cstring sdl2_gpu: loadImage(filename: cstring): ptr Image
|
|
loadImage_RW sdl2_gpu.html#loadImage_RW,ptr.RWops,Bool sdl2_gpu: loadImage_RW(rwops: ptr RWops; freeRwops: Bool): ptr Image
|
|
createAliasImage sdl2_gpu.html#createAliasImage,ptr.Image sdl2_gpu: createAliasImage(image: ptr Image): ptr Image
|
|
copyImage sdl2_gpu.html#copyImage,ptr.Image sdl2_gpu: copyImage(image: ptr Image): ptr Image
|
|
freeImage sdl2_gpu.html#freeImage,ptr.Image sdl2_gpu: freeImage(image: ptr Image)
|
|
setImageVirtualResolution sdl2_gpu.html#setImageVirtualResolution,ptr.Image,Uint16,Uint16 sdl2_gpu: setImageVirtualResolution(image: ptr Image; w: Uint16; h: Uint16)
|
|
unsetImageVirtualResolution sdl2_gpu.html#unsetImageVirtualResolution,ptr.Image sdl2_gpu: unsetImageVirtualResolution(image: ptr Image)
|
|
updateImage sdl2_gpu.html#updateImage,ptr.Image,ptr.Rect,ptr.Surface,ptr.Rect sdl2_gpu: updateImage(image: ptr Image; imageRect: ptr Rect; surface: ptr Surface;\n surfaceRect: ptr Rect)
|
|
updateImageBytes sdl2_gpu.html#updateImageBytes,ptr.Image,ptr.Rect,ptr.cuchar,cint sdl2_gpu: updateImageBytes(image: ptr Image; imageRect: ptr Rect; bytes: ptr cuchar;\n bytesPerRow: cint)
|
|
replaceImage sdl2_gpu.html#replaceImage,ptr.Image,ptr.Surface,ptr.Rect sdl2_gpu: replaceImage(image: ptr Image; surface: ptr Surface; surfaceRect: ptr Rect): Bool
|
|
saveImage sdl2_gpu.html#saveImage,ptr.Image,cstring,FileFormatEnum sdl2_gpu: saveImage(image: ptr Image; filename: cstring; format: FileFormatEnum): Bool
|
|
saveImage_RW sdl2_gpu.html#saveImage_RW,ptr.Image,ptr.RWops,Bool,FileFormatEnum sdl2_gpu: saveImage_RW(image: ptr Image; rwops: ptr RWops; freeRwops: Bool; format: FileFormatEnum): Bool
|
|
generateMipmaps sdl2_gpu.html#generateMipmaps,ptr.Image sdl2_gpu: generateMipmaps(image: ptr Image)
|
|
setColor sdl2_gpu.html#setColor,ptr.Image,Color sdl2_gpu: setColor(image: ptr Image; color: Color)
|
|
setRGB sdl2_gpu.html#setRGB,ptr.Image,Uint8,Uint8,Uint8 sdl2_gpu: setRGB(image: ptr Image; r: Uint8; g: Uint8; b: Uint8)
|
|
setRGBA sdl2_gpu.html#setRGBA,ptr.Image,Uint8,Uint8,Uint8,Uint8 sdl2_gpu: setRGBA(image: ptr Image; r: Uint8; g: Uint8; b: Uint8; a: Uint8)
|
|
unsetColor sdl2_gpu.html#unsetColor,ptr.Image sdl2_gpu: unsetColor(image: ptr Image)
|
|
getBlending sdl2_gpu.html#getBlending,ptr.Image sdl2_gpu: getBlending(image: ptr Image): Bool
|
|
setBlending sdl2_gpu.html#setBlending,ptr.Image,Bool sdl2_gpu: setBlending(image: ptr Image; enable: Bool)
|
|
setBlendFunction sdl2_gpu.html#setBlendFunction,ptr.Image,BlendFuncEnum,BlendFuncEnum,BlendFuncEnum,BlendFuncEnum sdl2_gpu: setBlendFunction(image: ptr Image; sourceColor: BlendFuncEnum;\n destColor: BlendFuncEnum; sourceAlpha: BlendFuncEnum;\n destAlpha: BlendFuncEnum)
|
|
setBlendEquation sdl2_gpu.html#setBlendEquation,ptr.Image,BlendEqEnum,BlendEqEnum sdl2_gpu: setBlendEquation(image: ptr Image; colorEquation: BlendEqEnum;\n alphaEquation: BlendEqEnum)
|
|
setBlendMode sdl2_gpu.html#setBlendMode,ptr.Image,BlendPresetEnum sdl2_gpu: setBlendMode(image: ptr Image; mode: BlendPresetEnum)
|
|
setImageFilter sdl2_gpu.html#setImageFilter,ptr.Image,FilterEnum sdl2_gpu: setImageFilter(image: ptr Image; filter: FilterEnum)
|
|
setAnchor sdl2_gpu.html#setAnchor,ptr.Image,cfloat,cfloat sdl2_gpu: setAnchor(image: ptr Image; anchorX: cfloat; anchorY: cfloat)
|
|
getAnchor sdl2_gpu.html#getAnchor,ptr.Image,ptr.cfloat,ptr.cfloat sdl2_gpu: getAnchor(image: ptr Image; anchorX: ptr cfloat; anchorY: ptr cfloat)
|
|
getSnapMode sdl2_gpu.html#getSnapMode,ptr.Image sdl2_gpu: getSnapMode(image: ptr Image): SnapEnum
|
|
setSnapMode sdl2_gpu.html#setSnapMode,ptr.Image,SnapEnum sdl2_gpu: setSnapMode(image: ptr Image; mode: SnapEnum)
|
|
setWrapMode sdl2_gpu.html#setWrapMode,ptr.Image,WrapEnum,WrapEnum sdl2_gpu: setWrapMode(image: ptr Image; wrapModeX: WrapEnum; wrapModeY: WrapEnum)
|
|
getTextureHandle sdl2_gpu.html#getTextureHandle,ptr.Image sdl2_gpu: getTextureHandle(image: ptr Image): TextureHandle
|
|
copyImageFromSurface sdl2_gpu.html#copyImageFromSurface,ptr.Surface sdl2_gpu: copyImageFromSurface(surface: ptr Surface): ptr Image
|
|
copyImageFromTarget sdl2_gpu.html#copyImageFromTarget,ptr.Target sdl2_gpu: copyImageFromTarget(target: ptr Target): ptr Image
|
|
copySurfaceFromTarget sdl2_gpu.html#copySurfaceFromTarget,ptr.Target sdl2_gpu: copySurfaceFromTarget(target: ptr Target): ptr Surface
|
|
copySurfaceFromImage sdl2_gpu.html#copySurfaceFromImage,ptr.Image sdl2_gpu: copySurfaceFromImage(image: ptr Image): ptr Surface
|
|
vectorLength sdl2_gpu.html#vectorLength,ptr.cfloat sdl2_gpu: vectorLength(vec3: ptr cfloat): cfloat
|
|
vectorNormalize sdl2_gpu.html#vectorNormalize,ptr.cfloat sdl2_gpu: vectorNormalize(vec3: ptr cfloat)
|
|
vectorDot sdl2_gpu.html#vectorDot,ptr.cfloat,ptr.cfloat sdl2_gpu: vectorDot(A: ptr cfloat; B: ptr cfloat): cfloat
|
|
vectorCross sdl2_gpu.html#vectorCross,ptr.cfloat,ptr.cfloat,ptr.cfloat sdl2_gpu: vectorCross(result: ptr cfloat; A: ptr cfloat; B: ptr cfloat)
|
|
vectorCopy sdl2_gpu.html#vectorCopy,ptr.cfloat,ptr.cfloat sdl2_gpu: vectorCopy(result: ptr cfloat; A: ptr cfloat)
|
|
vectorApplyMatrix sdl2_gpu.html#vectorApplyMatrix,ptr.cfloat,ptr.cfloat sdl2_gpu: vectorApplyMatrix(vec3: ptr cfloat; matrix4x4: ptr cfloat)
|
|
vector4ApplyMatrix sdl2_gpu.html#vector4ApplyMatrix,ptr.cfloat,ptr.cfloat sdl2_gpu: vector4ApplyMatrix(vec4: ptr cfloat; matrix4x4: ptr cfloat)
|
|
matrixCopy sdl2_gpu.html#matrixCopy,ptr.cfloat,ptr.cfloat sdl2_gpu: matrixCopy(result: ptr cfloat; A: ptr cfloat)
|
|
matrixIdentity sdl2_gpu.html#matrixIdentity,ptr.cfloat sdl2_gpu: matrixIdentity(result: ptr cfloat)
|
|
matrixOrtho sdl2_gpu.html#matrixOrtho,ptr.cfloat,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat sdl2_gpu: matrixOrtho(result: ptr cfloat; left: cfloat; right: cfloat; bottom: cfloat; top: cfloat;\n zNear: cfloat; zFar: cfloat)
|
|
matrixFrustum sdl2_gpu.html#matrixFrustum,ptr.cfloat,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat sdl2_gpu: matrixFrustum(result: ptr cfloat; left: cfloat; right: cfloat; bottom: cfloat;\n top: cfloat; zNear: cfloat; zFar: cfloat)
|
|
matrixPerspective sdl2_gpu.html#matrixPerspective,ptr.cfloat,cfloat,cfloat,cfloat,cfloat sdl2_gpu: matrixPerspective(result: ptr cfloat; fovy: cfloat; aspect: cfloat; zNear: cfloat;\n zFar: cfloat)
|
|
matrixLookAt sdl2_gpu.html#matrixLookAt,ptr.cfloat,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat sdl2_gpu: matrixLookAt(matrix: ptr cfloat; eyeX: cfloat; eyeY: cfloat; eyeZ: cfloat;\n targetX: cfloat; targetY: cfloat; targetZ: cfloat; upX: cfloat;\n upY: cfloat; upZ: cfloat)
|
|
matrixTranslate sdl2_gpu.html#matrixTranslate,ptr.cfloat,cfloat,cfloat,cfloat sdl2_gpu: matrixTranslate(result: ptr cfloat; x: cfloat; y: cfloat; z: cfloat)
|
|
matrixScale sdl2_gpu.html#matrixScale,ptr.cfloat,cfloat,cfloat,cfloat sdl2_gpu: matrixScale(result: ptr cfloat; sx: cfloat; sy: cfloat; sz: cfloat)
|
|
matrixRotate sdl2_gpu.html#matrixRotate,ptr.cfloat,cfloat,cfloat,cfloat,cfloat sdl2_gpu: matrixRotate(result: ptr cfloat; degrees: cfloat; x: cfloat; y: cfloat; z: cfloat)
|
|
matrixMultiply sdl2_gpu.html#matrixMultiply,ptr.cfloat,ptr.cfloat,ptr.cfloat sdl2_gpu: matrixMultiply(result: ptr cfloat; A: ptr cfloat; B: ptr cfloat)
|
|
multiplyAndAssign sdl2_gpu.html#multiplyAndAssign,ptr.cfloat,ptr.cfloat sdl2_gpu: multiplyAndAssign(result: ptr cfloat; B: ptr cfloat)
|
|
getMatrixString sdl2_gpu.html#getMatrixString,ptr.cfloat sdl2_gpu: getMatrixString(A: ptr cfloat): cstring
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getCurrentMatrix sdl2_gpu.html#getCurrentMatrix sdl2_gpu: getCurrentMatrix(): ptr cfloat
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getTopMatrix sdl2_gpu.html#getTopMatrix,ptr.MatrixStack sdl2_gpu: getTopMatrix(stack: ptr MatrixStack): ptr cfloat
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getModel sdl2_gpu.html#getModel sdl2_gpu: getModel(): ptr cfloat
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getView sdl2_gpu.html#getView sdl2_gpu: getView(): ptr cfloat
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getProjection sdl2_gpu.html#getProjection sdl2_gpu: getProjection(): ptr cfloat
|
|
getModelViewProjection sdl2_gpu.html#getModelViewProjection,ptr.cfloat sdl2_gpu: getModelViewProjection(result: ptr cfloat)
|
|
createMatrixStack sdl2_gpu.html#createMatrixStack sdl2_gpu: createMatrixStack(): ptr MatrixStack
|
|
freeMatrixStack sdl2_gpu.html#freeMatrixStack,ptr.MatrixStack sdl2_gpu: freeMatrixStack(stack: ptr MatrixStack)
|
|
initMatrixStack sdl2_gpu.html#initMatrixStack,ptr.MatrixStack sdl2_gpu: initMatrixStack(stack: ptr MatrixStack)
|
|
copyMatrixStack sdl2_gpu.html#copyMatrixStack,ptr.MatrixStack,ptr.MatrixStack sdl2_gpu: copyMatrixStack(source: ptr MatrixStack; dest: ptr MatrixStack)
|
|
clearMatrixStack sdl2_gpu.html#clearMatrixStack,ptr.MatrixStack sdl2_gpu: clearMatrixStack(stack: ptr MatrixStack)
|
|
resetProjection sdl2_gpu.html#resetProjection,ptr.Target sdl2_gpu: resetProjection(target: ptr Target)
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|
matrixMode sdl2_gpu.html#matrixMode,ptr.Target,cint sdl2_gpu: matrixMode(target: ptr Target; matrixMode: cint)
|
|
setProjection sdl2_gpu.html#setProjection,ptr.cfloat sdl2_gpu: setProjection(A: ptr cfloat)
|
|
setView sdl2_gpu.html#setView,ptr.cfloat sdl2_gpu: setView(A: ptr cfloat)
|
|
setModel sdl2_gpu.html#setModel,ptr.cfloat sdl2_gpu: setModel(A: ptr cfloat)
|
|
setProjectionFromStack sdl2_gpu.html#setProjectionFromStack,ptr.MatrixStack sdl2_gpu: setProjectionFromStack(stack: ptr MatrixStack)
|
|
setViewFromStack sdl2_gpu.html#setViewFromStack,ptr.MatrixStack sdl2_gpu: setViewFromStack(stack: ptr MatrixStack)
|
|
setModelFromStack sdl2_gpu.html#setModelFromStack,ptr.MatrixStack sdl2_gpu: setModelFromStack(stack: ptr MatrixStack)
|
|
pushMatrix sdl2_gpu.html#pushMatrix sdl2_gpu: pushMatrix()
|
|
popMatrix sdl2_gpu.html#popMatrix sdl2_gpu: popMatrix()
|
|
loadIdentity sdl2_gpu.html#loadIdentity sdl2_gpu: loadIdentity()
|
|
loadMatrix sdl2_gpu.html#loadMatrix,ptr.cfloat sdl2_gpu: loadMatrix(matrix4x4: ptr cfloat)
|
|
ortho sdl2_gpu.html#ortho,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat sdl2_gpu: ortho(left: cfloat; right: cfloat; bottom: cfloat; top: cfloat; zNear: cfloat;\n zFar: cfloat)
|
|
frustum sdl2_gpu.html#frustum,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat sdl2_gpu: frustum(left: cfloat; right: cfloat; bottom: cfloat; top: cfloat; zNear: cfloat;\n zFar: cfloat)
|
|
perspective sdl2_gpu.html#perspective,cfloat,cfloat,cfloat,cfloat sdl2_gpu: perspective(fovy: cfloat; aspect: cfloat; zNear: cfloat; zFar: cfloat)
|
|
lookAt sdl2_gpu.html#lookAt,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat sdl2_gpu: lookAt(eyeX: cfloat; eyeY: cfloat; eyeZ: cfloat; targetX: cfloat; targetY: cfloat;\n targetZ: cfloat; upX: cfloat; upY: cfloat; upZ: cfloat)
|
|
translate sdl2_gpu.html#translate,cfloat,cfloat,cfloat sdl2_gpu: translate(x: cfloat; y: cfloat; z: cfloat)
|
|
scale sdl2_gpu.html#scale,cfloat,cfloat,cfloat sdl2_gpu: scale(sx: cfloat; sy: cfloat; sz: cfloat)
|
|
rotate sdl2_gpu.html#rotate,cfloat,cfloat,cfloat,cfloat sdl2_gpu: rotate(degrees: cfloat; x: cfloat; y: cfloat; z: cfloat)
|
|
multMatrix sdl2_gpu.html#multMatrix,ptr.cfloat sdl2_gpu: multMatrix(matrix4x4: ptr cfloat)
|
|
clear sdl2_gpu.html#clear,ptr.Target sdl2_gpu: clear(target: ptr Target)
|
|
clearColor sdl2_gpu.html#clearColor,ptr.Target,Color sdl2_gpu: clearColor(target: ptr Target; color: Color)
|
|
clearRGB sdl2_gpu.html#clearRGB,ptr.Target,Uint8,Uint8,Uint8 sdl2_gpu: clearRGB(target: ptr Target; r: Uint8; g: Uint8; b: Uint8)
|
|
clearRGBA sdl2_gpu.html#clearRGBA,ptr.Target,Uint8,Uint8,Uint8,Uint8 sdl2_gpu: clearRGBA(target: ptr Target; r: Uint8; g: Uint8; b: Uint8; a: Uint8)
|
|
blit sdl2_gpu.html#blit,ptr.Image,ptr.Rect,ptr.Target,cfloat,cfloat sdl2_gpu: blit(image: ptr Image; srcRect: ptr Rect; target: ptr Target; x: cfloat; y: cfloat)
|
|
blitRotate sdl2_gpu.html#blitRotate,ptr.Image,ptr.Rect,ptr.Target,cfloat,cfloat,cfloat sdl2_gpu: blitRotate(image: ptr Image; srcRect: ptr Rect; target: ptr Target; x: cfloat; y: cfloat;\n degrees: cfloat)
|
|
blitScale sdl2_gpu.html#blitScale,ptr.Image,ptr.Rect,ptr.Target,cfloat,cfloat,cfloat,cfloat sdl2_gpu: blitScale(image: ptr Image; srcRect: ptr Rect; target: ptr Target; x: cfloat; y: cfloat;\n scaleX: cfloat; scaleY: cfloat)
|
|
blitTransform sdl2_gpu.html#blitTransform,ptr.Image,ptr.Rect,ptr.Target,cfloat,cfloat,cfloat,cfloat,cfloat sdl2_gpu: blitTransform(image: ptr Image; srcRect: ptr Rect; target: ptr Target; x: cfloat;\n y: cfloat; degrees: cfloat; scaleX: cfloat; scaleY: cfloat)
|
|
blitTransformX sdl2_gpu.html#blitTransformX,ptr.Image,ptr.Rect,ptr.Target,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat sdl2_gpu: blitTransformX(image: ptr Image; srcRect: ptr Rect; target: ptr Target; x: cfloat;\n y: cfloat; pivotX: cfloat; pivotY: cfloat; degrees: cfloat;\n scaleX: cfloat; scaleY: cfloat)
|
|
blitRect sdl2_gpu.html#blitRect,ptr.Image,ptr.Rect,ptr.Target,ptr.Rect sdl2_gpu: blitRect(image: ptr Image; srcRect: ptr Rect; target: ptr Target; destRect: ptr Rect)
|
|
blitRectX sdl2_gpu.html#blitRectX,ptr.Image,ptr.Rect,ptr.Target,ptr.Rect,cfloat,cfloat,cfloat,FlipEnum sdl2_gpu: blitRectX(image: ptr Image; srcRect: ptr Rect; target: ptr Target; destRect: ptr Rect;\n degrees: cfloat; pivotX: cfloat; pivotY: cfloat; flipDirection: FlipEnum)
|
|
triangleBatch sdl2_gpu.html#triangleBatch,ptr.Image,ptr.Target,cushort,ptr.cfloat,cuint,ptr.cushort,BatchFlagEnum sdl2_gpu: triangleBatch(image: ptr Image; target: ptr Target; numVertices: cushort;\n values: ptr cfloat; numIndices: cuint; indices: ptr cushort;\n flags: BatchFlagEnum)
|
|
triangleBatchX sdl2_gpu.html#triangleBatchX,ptr.Image,ptr.Target,cushort,pointer,cuint,ptr.cushort,BatchFlagEnum sdl2_gpu: triangleBatchX(image: ptr Image; target: ptr Target; numVertices: cushort;\n values: pointer; numIndices: cuint; indices: ptr cushort;\n flags: BatchFlagEnum)
|
|
primitiveBatch sdl2_gpu.html#primitiveBatch,ptr.Image,ptr.Target,PrimitiveEnum,cushort,ptr.cfloat,cuint,ptr.cushort,BatchFlagEnum sdl2_gpu: primitiveBatch(image: ptr Image; target: ptr Target; primitiveType: PrimitiveEnum;\n numVertices: cushort; values: ptr cfloat; numIndices: cuint;\n indices: ptr cushort; flags: BatchFlagEnum)
|
|
primitiveBatchV sdl2_gpu.html#primitiveBatchV,ptr.Image,ptr.Target,PrimitiveEnum,cushort,pointer,cuint,ptr.cushort,BatchFlagEnum sdl2_gpu: primitiveBatchV(image: ptr Image; target: ptr Target; primitiveType: PrimitiveEnum;\n numVertices: cushort; values: pointer; numIndices: cuint;\n indices: ptr cushort; flags: BatchFlagEnum)
|
|
flushBlitBuffer sdl2_gpu.html#flushBlitBuffer sdl2_gpu: flushBlitBuffer()
|
|
flip sdl2_gpu.html#flip,ptr.Target sdl2_gpu: flip(target: ptr Target)
|
|
pixel sdl2_gpu.html#pixel,ptr.Target,cfloat,cfloat,Color sdl2_gpu: pixel(target: ptr Target; x: cfloat; y: cfloat; color: Color)
|
|
line sdl2_gpu.html#line,ptr.Target,cfloat,cfloat,cfloat,cfloat,Color sdl2_gpu: line(target: ptr Target; x1: cfloat; y1: cfloat; x2: cfloat; y2: cfloat; color: Color)
|
|
arc sdl2_gpu.html#arc,ptr.Target,cfloat,cfloat,cfloat,cfloat,cfloat,Color sdl2_gpu: arc(target: ptr Target; x: cfloat; y: cfloat; radius: cfloat; startAngle: cfloat;\n endAngle: cfloat; color: Color)
|
|
arcFilled sdl2_gpu.html#arcFilled,ptr.Target,cfloat,cfloat,cfloat,cfloat,cfloat,Color sdl2_gpu: arcFilled(target: ptr Target; x: cfloat; y: cfloat; radius: cfloat; startAngle: cfloat;\n endAngle: cfloat; color: Color)
|
|
circle sdl2_gpu.html#circle,ptr.Target,cfloat,cfloat,cfloat,Color sdl2_gpu: circle(target: ptr Target; x: cfloat; y: cfloat; radius: cfloat; color: Color)
|
|
circleFilled sdl2_gpu.html#circleFilled,ptr.Target,cfloat,cfloat,cfloat,Color sdl2_gpu: circleFilled(target: ptr Target; x: cfloat; y: cfloat; radius: cfloat; color: Color)
|
|
ellipse sdl2_gpu.html#ellipse,ptr.Target,cfloat,cfloat,cfloat,cfloat,cfloat,Color sdl2_gpu: ellipse(target: ptr Target; x: cfloat; y: cfloat; rx: cfloat; ry: cfloat; degrees: cfloat;\n color: Color)
|
|
ellipseFilled sdl2_gpu.html#ellipseFilled,ptr.Target,cfloat,cfloat,cfloat,cfloat,cfloat,Color sdl2_gpu: ellipseFilled(target: ptr Target; x: cfloat; y: cfloat; rx: cfloat; ry: cfloat;\n degrees: cfloat; color: Color)
|
|
sector sdl2_gpu.html#sector,ptr.Target,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat,Color sdl2_gpu: sector(target: ptr Target; x: cfloat; y: cfloat; innerRadius: cfloat;\n outerRadius: cfloat; startAngle: cfloat; endAngle: cfloat; color: Color)
|
|
sectorFilled sdl2_gpu.html#sectorFilled,ptr.Target,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat,Color sdl2_gpu: sectorFilled(target: ptr Target; x: cfloat; y: cfloat; innerRadius: cfloat;\n outerRadius: cfloat; startAngle: cfloat; endAngle: cfloat; color: Color)
|
|
tri sdl2_gpu.html#tri,ptr.Target,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat,Color sdl2_gpu: tri(target: ptr Target; x1: cfloat; y1: cfloat; x2: cfloat; y2: cfloat; x3: cfloat;\n y3: cfloat; color: Color)
|
|
triFilled sdl2_gpu.html#triFilled,ptr.Target,cfloat,cfloat,cfloat,cfloat,cfloat,cfloat,Color sdl2_gpu: triFilled(target: ptr Target; x1: cfloat; y1: cfloat; x2: cfloat; y2: cfloat; x3: cfloat;\n y3: cfloat; color: Color)
|
|
rectangle sdl2_gpu.html#rectangle,ptr.Target,cfloat,cfloat,cfloat,cfloat,Color sdl2_gpu: rectangle(target: ptr Target; x1: cfloat; y1: cfloat; x2: cfloat; y2: cfloat; color: Color)
|
|
rectangle2 sdl2_gpu.html#rectangle2,ptr.Target,Rect,Color sdl2_gpu: rectangle2(target: ptr Target; rect: Rect; color: Color)
|
|
rectangleFilled sdl2_gpu.html#rectangleFilled,ptr.Target,cfloat,cfloat,cfloat,cfloat,Color sdl2_gpu: rectangleFilled(target: ptr Target; x1: cfloat; y1: cfloat; x2: cfloat; y2: cfloat;\n color: Color)
|
|
rectangleFilled2 sdl2_gpu.html#rectangleFilled2,ptr.Target,Rect,Color sdl2_gpu: rectangleFilled2(target: ptr Target; rect: Rect; color: Color)
|
|
rectangleRound sdl2_gpu.html#rectangleRound,ptr.Target,cfloat,cfloat,cfloat,cfloat,cfloat,Color sdl2_gpu: rectangleRound(target: ptr Target; x1: cfloat; y1: cfloat; x2: cfloat; y2: cfloat;\n radius: cfloat; color: Color)
|
|
rectangleRound2 sdl2_gpu.html#rectangleRound2,ptr.Target,Rect,cfloat,Color sdl2_gpu: rectangleRound2(target: ptr Target; rect: Rect; radius: cfloat; color: Color)
|
|
rectangleRoundFilled sdl2_gpu.html#rectangleRoundFilled,ptr.Target,cfloat,cfloat,cfloat,cfloat,cfloat,Color sdl2_gpu: rectangleRoundFilled(target: ptr Target; x1: cfloat; y1: cfloat; x2: cfloat; y2: cfloat;\n radius: cfloat; color: Color)
|
|
rectangleRoundFilled2 sdl2_gpu.html#rectangleRoundFilled2,ptr.Target,Rect,cfloat,Color sdl2_gpu: rectangleRoundFilled2(target: ptr Target; rect: Rect; radius: cfloat; color: Color)
|
|
polygon sdl2_gpu.html#polygon,ptr.Target,cuint,ptr.cfloat,Color sdl2_gpu: polygon(target: ptr Target; numVertices: cuint; vertices: ptr cfloat; color: Color)
|
|
polyline sdl2_gpu.html#polyline,ptr.Target,cuint,ptr.cfloat,Color,Bool sdl2_gpu: polyline(target: ptr Target; numVertices: cuint; vertices: ptr cfloat; color: Color;\n closeLoop: Bool)
|
|
polygonFilled sdl2_gpu.html#polygonFilled,ptr.Target,cuint,ptr.cfloat,Color sdl2_gpu: polygonFilled(target: ptr Target; numVertices: cuint; vertices: ptr cfloat; color: Color)
|
|
createShaderProgram sdl2_gpu.html#createShaderProgram sdl2_gpu: createShaderProgram(): Uint32
|
|
freeShaderProgram sdl2_gpu.html#freeShaderProgram,Uint32 sdl2_gpu: freeShaderProgram(programObject: Uint32)
|
|
compileShader_RW sdl2_gpu.html#compileShader_RW,ShaderEnum,ptr.RWops,Bool sdl2_gpu: compileShader_RW(shaderType: ShaderEnum; shaderSource: ptr RWops; freeRwops: Bool): Uint32
|
|
compileShader sdl2_gpu.html#compileShader,ShaderEnum,cstring sdl2_gpu: compileShader(shaderType: ShaderEnum; shaderSource: cstring): Uint32
|
|
loadShader sdl2_gpu.html#loadShader,ShaderEnum,cstring sdl2_gpu: loadShader(shaderType: ShaderEnum; filename: cstring): Uint32
|
|
linkShaders sdl2_gpu.html#linkShaders,Uint32,Uint32 sdl2_gpu: linkShaders(shaderObject1: Uint32; shaderObject2: Uint32): Uint32
|
|
linkManyShaders sdl2_gpu.html#linkManyShaders,ptr.Uint32,cint sdl2_gpu: linkManyShaders(shaderObjects: ptr Uint32; count: cint): Uint32
|
|
freeShader sdl2_gpu.html#freeShader,Uint32 sdl2_gpu: freeShader(shaderObject: Uint32)
|
|
attachShader sdl2_gpu.html#attachShader,Uint32,Uint32 sdl2_gpu: attachShader(programObject: Uint32; shaderObject: Uint32)
|
|
detachShader sdl2_gpu.html#detachShader,Uint32,Uint32 sdl2_gpu: detachShader(programObject: Uint32; shaderObject: Uint32)
|
|
linkShaderProgram sdl2_gpu.html#linkShaderProgram,Uint32 sdl2_gpu: linkShaderProgram(programObject: Uint32): Bool
|
|
getCurrentShaderProgram sdl2_gpu.html#getCurrentShaderProgram sdl2_gpu: getCurrentShaderProgram(): Uint32
|
|
isDefaultShaderProgram sdl2_gpu.html#isDefaultShaderProgram,Uint32 sdl2_gpu: isDefaultShaderProgram(programObject: Uint32): Bool
|
|
activateShaderProgram sdl2_gpu.html#activateShaderProgram,Uint32,ptr.ShaderBlock sdl2_gpu: activateShaderProgram(programObject: Uint32; `block`: ptr ShaderBlock)
|
|
deactivateShaderProgram sdl2_gpu.html#deactivateShaderProgram sdl2_gpu: deactivateShaderProgram()
|
|
getShaderMessage sdl2_gpu.html#getShaderMessage sdl2_gpu: getShaderMessage(): cstring
|
|
getAttributeLocation sdl2_gpu.html#getAttributeLocation,Uint32,cstring sdl2_gpu: getAttributeLocation(programObject: Uint32; attribName: cstring): cint
|
|
makeAttributeFormat sdl2_gpu.html#makeAttributeFormat,cint,TypeEnum,Bool,cint,cint sdl2_gpu: makeAttributeFormat(numElemsPerVertex: cint; kind: TypeEnum; normalize: Bool;\n strideBytes: cint; offsetBytes: cint): AttributeFormat
|
|
makeAttribute sdl2_gpu.html#makeAttribute,cint,pointer,AttributeFormat sdl2_gpu: makeAttribute(location: cint; values: pointer; format: AttributeFormat): Attribute
|
|
getUniformLocation sdl2_gpu.html#getUniformLocation,Uint32,cstring sdl2_gpu: getUniformLocation(programObject: Uint32; uniformName: cstring): cint
|
|
loadShaderBlock sdl2_gpu.html#loadShaderBlock,Uint32,cstring,cstring,cstring,cstring sdl2_gpu: loadShaderBlock(programObject: Uint32; positionName: cstring; texcoordName: cstring;\n colorName: cstring; modelViewMatrixName: cstring): ShaderBlock
|
|
setShaderBlock sdl2_gpu.html#setShaderBlock,ShaderBlock sdl2_gpu: setShaderBlock(`block`: ShaderBlock)
|
|
getShaderBlock sdl2_gpu.html#getShaderBlock sdl2_gpu: getShaderBlock(): ShaderBlock
|
|
setShaderImage sdl2_gpu.html#setShaderImage,ptr.Image,cint,cint sdl2_gpu: setShaderImage(image: ptr Image; location: cint; imageUnit: cint)
|
|
getUniformiv sdl2_gpu.html#getUniformiv,Uint32,cint,ptr.cint sdl2_gpu: getUniformiv(programObject: Uint32; location: cint; values: ptr cint)
|
|
setUniformi sdl2_gpu.html#setUniformi,cint,cint sdl2_gpu: setUniformi(location: cint; value: cint)
|
|
setUniformiv sdl2_gpu.html#setUniformiv,cint,cint,cint,ptr.cint sdl2_gpu: setUniformiv(location: cint; numElementsPerValue: cint; numValues: cint;\n values: ptr cint)
|
|
getUniformuiv sdl2_gpu.html#getUniformuiv,Uint32,cint,ptr.cuint sdl2_gpu: getUniformuiv(programObject: Uint32; location: cint; values: ptr cuint)
|
|
setUniformui sdl2_gpu.html#setUniformui,cint,cuint sdl2_gpu: setUniformui(location: cint; value: cuint)
|
|
setUniformuiv sdl2_gpu.html#setUniformuiv,cint,cint,cint,ptr.cuint sdl2_gpu: setUniformuiv(location: cint; numElementsPerValue: cint; numValues: cint;\n values: ptr cuint)
|
|
getUniformfv sdl2_gpu.html#getUniformfv,Uint32,cint,ptr.cfloat sdl2_gpu: getUniformfv(programObject: Uint32; location: cint; values: ptr cfloat)
|
|
setUniformf sdl2_gpu.html#setUniformf,cint,cfloat sdl2_gpu: setUniformf(location: cint; value: cfloat)
|
|
setUniformfv sdl2_gpu.html#setUniformfv,cint,cint,cint,ptr.cfloat sdl2_gpu: setUniformfv(location: cint; numElementsPerValue: cint; numValues: cint;\n values: ptr cfloat)
|
|
getUniformMatrixfv sdl2_gpu.html#getUniformMatrixfv,Uint32,cint,ptr.cfloat sdl2_gpu: getUniformMatrixfv(programObject: Uint32; location: cint; values: ptr cfloat)
|
|
setUniformMatrixfv sdl2_gpu.html#setUniformMatrixfv,cint,cint,cint,cint,Bool,ptr.cfloat sdl2_gpu: setUniformMatrixfv(location: cint; numMatrices: cint; numRows: cint; numColumns: cint;\n transpose: Bool; values: ptr cfloat)
|
|
setAttributef sdl2_gpu.html#setAttributef,cint,cfloat sdl2_gpu: setAttributef(location: cint; value: cfloat)
|
|
setAttributei sdl2_gpu.html#setAttributei,cint,cint sdl2_gpu: setAttributei(location: cint; value: cint)
|
|
setAttributeui sdl2_gpu.html#setAttributeui,cint,cuint sdl2_gpu: setAttributeui(location: cint; value: cuint)
|
|
setAttributefv sdl2_gpu.html#setAttributefv,cint,cint,ptr.cfloat sdl2_gpu: setAttributefv(location: cint; numElements: cint; value: ptr cfloat)
|
|
setAttributeiv sdl2_gpu.html#setAttributeiv,cint,cint,ptr.cint sdl2_gpu: setAttributeiv(location: cint; numElements: cint; value: ptr cint)
|
|
setAttributeuiv sdl2_gpu.html#setAttributeuiv,cint,cint,ptr.cuint sdl2_gpu: setAttributeuiv(location: cint; numElements: cint; value: ptr cuint)
|
|
setAttributeSource sdl2_gpu.html#setAttributeSource,cint,Attribute sdl2_gpu: setAttributeSource(numValues: cint; source: Attribute)
|