{-# LANGUAGE CPP, ScopedTypeVariables, PatternSynonyms #-}
module Graphics.GL.Ext.ATI.VertexAttribArrayObject (
gl_ATI_vertex_attrib_array_object
, glGetVertexAttribArrayObjectfvATI
, glGetVertexAttribArrayObjectivATI
, glVertexAttribArrayObjectATI
) where
import Control.Monad.IO.Class
import Data.Set
import Foreign.Ptr
import Graphics.GL.Internal.FFI
import Graphics.GL.Internal.Proc
import Graphics.GL.Types
import System.IO.Unsafe
gl_ATI_vertex_attrib_array_object :: Bool
gl_ATI_vertex_attrib_array_object :: Bool
gl_ATI_vertex_attrib_array_object = [Char] -> Set [Char] -> Bool
forall a. Ord a => a -> Set a -> Bool
member "GL_ATI_vertex_attrib_array_object" Set [Char]
extensions
{-# NOINLINE gl_ATI_vertex_attrib_array_object #-}
glGetVertexAttribArrayObjectfvATI :: MonadIO m => GLuint -> GLenum -> Ptr GLfloat -> m ()
glGetVertexAttribArrayObjectfvATI :: GLuint -> GLuint -> Ptr GLfloat -> m ()
glGetVertexAttribArrayObjectfvATI = FunPtr (GLuint -> GLuint -> Ptr GLfloat -> IO ())
-> GLuint -> GLuint -> Ptr GLfloat -> m ()
forall (m :: * -> *).
MonadIO m =>
FunPtr (GLuint -> GLuint -> Ptr GLfloat -> IO ())
-> GLuint -> GLuint -> Ptr GLfloat -> m ()
ffiuintenumPtrfloatIOV FunPtr (GLuint -> GLuint -> Ptr GLfloat -> IO ())
glGetVertexAttribArrayObjectfvATIFunPtr
glGetVertexAttribArrayObjectfvATIFunPtr :: FunPtr (GLuint -> GLenum -> Ptr GLfloat -> IO ())
glGetVertexAttribArrayObjectfvATIFunPtr :: FunPtr (GLuint -> GLuint -> Ptr GLfloat -> IO ())
glGetVertexAttribArrayObjectfvATIFunPtr = IO (FunPtr (GLuint -> GLuint -> Ptr GLfloat -> IO ()))
-> FunPtr (GLuint -> GLuint -> Ptr GLfloat -> IO ())
forall a. IO a -> a
unsafePerformIO ([Char] -> IO (FunPtr (GLuint -> GLuint -> Ptr GLfloat -> IO ()))
forall a. [Char] -> IO (FunPtr a)
getProcAddress "glGetVertexAttribArrayObjectfvATI")
{-# NOINLINE glGetVertexAttribArrayObjectfvATIFunPtr #-}
glGetVertexAttribArrayObjectivATI :: MonadIO m => GLuint -> GLenum -> Ptr GLint -> m ()
glGetVertexAttribArrayObjectivATI :: GLuint -> GLuint -> Ptr GLint -> m ()
glGetVertexAttribArrayObjectivATI = FunPtr (GLuint -> GLuint -> Ptr GLint -> IO ())
-> GLuint -> GLuint -> Ptr GLint -> m ()
forall (m :: * -> *).
MonadIO m =>
FunPtr (GLuint -> GLuint -> Ptr GLint -> IO ())
-> GLuint -> GLuint -> Ptr GLint -> m ()
ffiuintenumPtrintIOV FunPtr (GLuint -> GLuint -> Ptr GLint -> IO ())
glGetVertexAttribArrayObjectivATIFunPtr
glGetVertexAttribArrayObjectivATIFunPtr :: FunPtr (GLuint -> GLenum -> Ptr GLint -> IO ())
glGetVertexAttribArrayObjectivATIFunPtr :: FunPtr (GLuint -> GLuint -> Ptr GLint -> IO ())
glGetVertexAttribArrayObjectivATIFunPtr = IO (FunPtr (GLuint -> GLuint -> Ptr GLint -> IO ()))
-> FunPtr (GLuint -> GLuint -> Ptr GLint -> IO ())
forall a. IO a -> a
unsafePerformIO ([Char] -> IO (FunPtr (GLuint -> GLuint -> Ptr GLint -> IO ()))
forall a. [Char] -> IO (FunPtr a)
getProcAddress "glGetVertexAttribArrayObjectivATI")
{-# NOINLINE glGetVertexAttribArrayObjectivATIFunPtr #-}
glVertexAttribArrayObjectATI :: MonadIO m => GLuint -> GLint -> GLenum -> GLboolean -> GLsizei -> GLuint -> GLuint -> m ()
glVertexAttribArrayObjectATI :: GLuint
-> GLint
-> GLuint
-> GLboolean
-> GLint
-> GLuint
-> GLuint
-> m ()
glVertexAttribArrayObjectATI = FunPtr
(GLuint
-> GLint
-> GLuint
-> GLboolean
-> GLint
-> GLuint
-> GLuint
-> IO ())
-> GLuint
-> GLint
-> GLuint
-> GLboolean
-> GLint
-> GLuint
-> GLuint
-> m ()
forall (m :: * -> *).
MonadIO m =>
FunPtr
(GLuint
-> GLint
-> GLuint
-> GLboolean
-> GLint
-> GLuint
-> GLuint
-> IO ())
-> GLuint
-> GLint
-> GLuint
-> GLboolean
-> GLint
-> GLuint
-> GLuint
-> m ()
ffiuintintenumbooleansizeiuintuintIOV FunPtr
(GLuint
-> GLint
-> GLuint
-> GLboolean
-> GLint
-> GLuint
-> GLuint
-> IO ())
glVertexAttribArrayObjectATIFunPtr
glVertexAttribArrayObjectATIFunPtr :: FunPtr (GLuint -> GLint -> GLenum -> GLboolean -> GLsizei -> GLuint -> GLuint -> IO ())
glVertexAttribArrayObjectATIFunPtr :: FunPtr
(GLuint
-> GLint
-> GLuint
-> GLboolean
-> GLint
-> GLuint
-> GLuint
-> IO ())
glVertexAttribArrayObjectATIFunPtr = IO
(FunPtr
(GLuint
-> GLint
-> GLuint
-> GLboolean
-> GLint
-> GLuint
-> GLuint
-> IO ()))
-> FunPtr
(GLuint
-> GLint
-> GLuint
-> GLboolean
-> GLint
-> GLuint
-> GLuint
-> IO ())
forall a. IO a -> a
unsafePerformIO ([Char]
-> IO
(FunPtr
(GLuint
-> GLint
-> GLuint
-> GLboolean
-> GLint
-> GLuint
-> GLuint
-> IO ()))
forall a. [Char] -> IO (FunPtr a)
getProcAddress "glVertexAttribArrayObjectATI")
{-# NOINLINE glVertexAttribArrayObjectATIFunPtr #-}