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Bind.xml
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<?xml version="1.0"?>
<doc>
<assembly>
<name>Bind</name>
</assembly>
<members>
<member name="F:Bind.GL2.Generator.Profile">
<summary>
The Profile field corresponds to the "profile" attribute
in the OpenGL registry. We use this to distinguish between
different profiles (e.g. "gl", "glcore", "gles1", "gles2").
</summary>
</member>
<member name="F:Bind.GL2.Generator.Version">
<summary>
The Version field corresponds to the "number" attribute
in the OpenGL registry. We use this to distinguish between
OpenGL ES 2.0 and 3.0, which share the same profile "gles2".
If empty, then all elements of a profile will be parsed, and
their version number will be ignored.
</summary>
</member>
<member name="F:Bind.Settings.CompleteEnumName">
<summary>
The name of the C# enum which holds every single OpenGL enum (for compatibility purposes).
</summary>
</member>
<member name="F:Bind.Settings.Legacy.None">
<summary>Default value.</summary>
</member>
<member name="F:Bind.Settings.Legacy.ConstIntEnums">
<summary>Leave enums as plain const ints.</summary>
</member>
<member name="F:Bind.Settings.Legacy.NoAdvancedEnumProcessing">
<summary>Leave enums in the default STRANGE_capitalization.ALL_CAPS form.</summary>
</member>
<member name="F:Bind.Settings.Legacy.NoPublicUnsafeFunctions">
<summary>Don't allow unsafe wrappers in the interface.</summary>
</member>
<member name="F:Bind.Settings.Legacy.NoTrimFunctionEnding">
<summary>Don't trim the [fdisub]v? endings from functions.</summary>
</member>
<member name="F:Bind.Settings.Legacy.NoTrimFunctionPrefix">
<summary>Don't trim the [gl|wgl|glx|glu] prefixes from functions.</summary>
</member>
<member name="F:Bind.Settings.Legacy.NoSeparateFunctionNamespaces">
<summary>
Don't spearate functions in different namespaces, according to their extension category
(e.g. GL.Arb, GL.Ext etc).
</summary>
</member>
<member name="F:Bind.Settings.Legacy.TurnVoidPointersToIntPtr">
<summary>
No public void* parameters (should always be enabled. Disable at your own risk. Disabling
means that BitmapData.Scan0 and other .Net properties/functions must be cast to (void*)
explicitly, to avoid the 'object' overload from being called.)
</summary>
</member>
<member name="F:Bind.Settings.Legacy.GenerateAllPermutations">
<summary>Generate all possible permutations for ref/array/pointer parameters.</summary>
</member>
<member name="F:Bind.Settings.Legacy.NestedEnums">
<summary>Nest enums inside the GL class.</summary>
</member>
<member name="F:Bind.Settings.Legacy.NoBoolParameters">
<summary>Turn GLboolean to int (Boolean enum), not bool.</summary>
</member>
<member name="F:Bind.Settings.Legacy.NoDropMultipleTokens">
<summary>Keep all enum tokens, even if same value (e.g. FooARB, FooEXT and FooSGI).</summary>
</member>
<member name="F:Bind.Settings.Legacy.NoDocumentation">
<summary>Do not emit inline documentation.</summary>
</member>
<member name="F:Bind.Settings.Legacy.NoDebugHelpers">
<summary>Disables ErrorHelper generation.</summary>
</member>
<member name="F:Bind.Settings.Legacy.KeepUntypedEnums">
<summary>Generate both typed and untyped ("All") signatures for enum parameters.</summary>
</member>
<member name="F:Bind.Settings.Legacy.AddDeprecationWarnings">
<summary>Marks deprecated functions as [Obsolete]</summary>
</member>
<member name="F:Bind.Settings.Legacy.UseDllImports">
<summary>Use DllImport declaration for core functions (do not generate entry point slots)</summary>
</member>
<member name="F:Bind.Settings.Legacy.UseWindowsCompatibleGL">
<summary>
Use in conjuction with UseDllImports, to create
bindings that are compatible with opengl32.dll on Windows.
This uses DllImports up to GL 1.1 and function pointers
for higher versions.
</summary>
</member>
<member name="P:Bind.Settings.DropMultipleTokens">
<summary>True if multiple tokens should be dropped (e.g. FooARB, FooEXT and FooSGI).</summary>
</member>
<member name="T:Bind.WrapperTypes">
<summary>
Defines different types of parameter wrapper identifiers, which are used for hinting at how the method
signatures should be generated.
</summary>
</member>
<member name="F:Bind.WrapperTypes.None">
<summary>
No wrapper needed.
</summary>
</member>
<member name="F:Bind.WrapperTypes.BoolParameter">
<summary>
Function takes bool parameter - C uses Int for bools, so we have to marshal.
</summary>
</member>
<member name="F:Bind.WrapperTypes.GenericParameter">
<summary>
Function takes generic parameters - add ref/out generic and generic overloads.
</summary>
</member>
<member name="F:Bind.WrapperTypes.ArrayParameter">
<summary>
Function takes arrays as parameters - add ref/out and ([Out]) array overloads.
</summary>
</member>
<member name="F:Bind.WrapperTypes.UncheckedParameter">
<summary>
Function with bitmask parameters. Bitmask parameters map to UInt, but since we can only use signed
types (for CLS compliance), we must add the unchecked keyword.
Usually found in bitmasks
</summary>
</member>
<member name="F:Bind.WrapperTypes.PointerParameter">
<summary>
Function that takes (in/ref/out) a naked pointer as a parameter - we pass an IntPtr.
</summary>
</member>
<member name="F:Bind.WrapperTypes.ReferenceParameter">
<summary>
Function that takes a reference to a struct.
</summary>
</member>
<member name="F:Bind.WrapperTypes.StringReturnType">
<summary>
Function returns string - needs manual marshalling through IntPtr to prevent the managed GC
from freeing memory allocated on the unmanaged side (e.g. glGetString).
</summary>
</member>
<member name="F:Bind.WrapperTypes.GenericReturnType">
<summary>
Function returns a void pointer - maps to IntPtr, and the user has to manually marshal the type.
</summary>
</member>
<member name="F:Bind.WrapperTypes.ArrayReturnType">
<summary>
Function returns a typed pointer - we have to copy the data to an array to protect it from the GC.
</summary>
</member>
<member name="F:Bind.WrapperTypes.ConvenienceReturnType">
<summary>
Function normally returns a value via an out parameter.
This overload returns a single item directly.
e.g. void GetIntegerv(enum pname, out int value) => int GetInteger(enum pname)
</summary>
</member>
<member name="F:Bind.WrapperTypes.ConvenienceArrayReturnType">
<summary>
Function normally returns an array via an out parameter.
This overload returns a single item directly.
e.g. void GenBuffers(int count, int[] ids) => int GenBuffer()
</summary>
</member>
<member name="F:Bind.WrapperTypes.ConvenienceArrayType">
<summary>
Function normally takes an array in parameter.
This overload takes a single item directly.
e.g. void DeleteBuffers(int count, int[] ids) => DeleteBuffer(int id)
</summary>
</member>
<member name="F:Bind.WrapperTypes.StringParameter">
<summary>
Function takes a String or StringBuilder parameter
</summary>
</member>
<member name="F:Bind.WrapperTypes.StringArrayParameter">
<summary>
Function takes a String[] parameter
</summary>
</member>
<member name="F:Bind.WrapperTypes.SizeParameter">
<summary>
Functions takes an IntPtr that corresponds to a size_t.
Add an int32 overload for convenience.
</summary>
</member>
<member name="F:Bind.WrapperTypes.LegacyArrayParameter">
<summary>
Function takes a ref but we emit a legacy array overload to maintain backwards compatability.
</summary>
</member>
<member name="M:Bind.Utilities.Merge(Bind.Structures.EnumCollection,Bind.Structures.Enum)">
<summary>
Merges the given enum into the enum list. If an enum of the same name exists,
it merges their respective constants.
</summary>
<param name="enums"></param>
<param name="t"></param>
</member>
<member name="M:Bind.Utilities.Merge(Bind.Structures.Enum,Bind.Structures.Constant)">
<summary>
Places a new constant in the specified enum, if it doesn't already exist.
The existing constant is replaced iff the new has a numeric value and the old
has a reference value (eg 0x5 is preferred over AttribMask.Foo)
</summary>
<param name="s"></param>
<param name="t"></param>
<returns></returns>
</member>
<member name="P:Bind.Structures.Type.CurrentType">
<summary>
Gets the type of the parameter.
</summary>
</member>
<member name="M:Bind.Structures.Function.CallString(System.String,Bind.Structures.Delegate)">
<summary>
Returns a string that represents an invocation of this delegate.
</summary>
</member>
<member name="T:Bind.Structures.FunctionBody">
<summary>
The <see cref="T:Bind.Structures.FunctionBody"/> class acts as a wrapper around a block of source code that makes up the body
of a function.
</summary>
</member>
<member name="M:Bind.Structures.FunctionBody.#ctor">
<summary>
Initializes an empty <see cref="T:Bind.Structures.FunctionBody"/>.
</summary>
</member>
<member name="M:Bind.Structures.FunctionBody.#ctor(Bind.Structures.FunctionBody)">
<summary>
Initializes a <see cref="T:Bind.Structures.FunctionBody"/> from an existing FunctionBody.
</summary>
<param name="fb">The body to copy from.</param>
</member>
<member name="M:Bind.Structures.FunctionBody.Indent">
<summary>
Indents this <see cref="T:Bind.Structures.FunctionBody"/> another level.
</summary>
</member>
<member name="M:Bind.Structures.FunctionBody.Unindent">
<summary>
Removes a level of indentation from this <see cref="T:Bind.Structures.FunctionBody"/>.
</summary>
</member>
<member name="M:Bind.Structures.FunctionBody.Add(System.String)">
<summary>
Adds a line of source code to the body at the current indentation level.
</summary>
<param name="s">The line to add.</param>
</member>
<member name="M:Bind.Structures.FunctionBody.AddRange(System.Collections.Generic.IEnumerable{System.String})">
<summary>
Adds a range of source code lines to the body at the current indentation level.
</summary>
<param name="collection"></param>
</member>
<member name="M:Bind.Structures.FunctionBody.ToString">
<summary>
Builds the contents of the function body into a string and encloses it with braces.
</summary>
<returns>The body, enclosed in braces.</returns>
</member>
<member name="M:Bind.Structures.FunctionCollection.AddChecked(Bind.Structures.Function)">
<summary>
Adds the function to the collection, if a function with the same name and parameters doesn't already exist.
</summary>
<param name="f">The Function to add.</param>
</member>
<member name="T:Bind.Structures.Constant">
<summary>
Represents an opengl constant in C# format. Both the constant name and value
can be retrieved or set. The value can be either a number, another constant
or an alias to a constant
</summary>
</member>
<member name="P:Bind.Structures.Constant.Name">
<summary>
Gets or sets the name of the opengl constant (eg. GL_LINES).
Undergoes processing unless the Settings.Legacy.NoAdvancedEnumProcessing flag is set.
</summary>
</member>
<member name="P:Bind.Structures.Constant.Value">
<summary>
Gets or sets the value of the opengl constant (eg. 0x00000001).
</summary>
</member>
<member name="P:Bind.Structures.Constant.Reference">
<summary>
Gets or sets a string indicating the OpenGL enum reference by this constant.
Can be null.
</summary>
</member>
<member name="M:Bind.Structures.Constant.#ctor">
<summary>
Creates an empty Constant.
</summary>
</member>
<member name="M:Bind.Structures.Constant.#ctor(System.String,System.String)">
<summary>
Creates a Constant with the given name and value.
</summary>
<param name="name">The Name of the Constant.</param>
<param name="value">The Type of the Constant.</param>
</member>
<member name="M:Bind.Structures.Constant.TranslateConstantWithReference(Bind.Structures.Constant,Bind.Structures.EnumCollection)">
<summary>
Replces the Value of the given constant with the value referenced by the [c.Reference, c.Value] pair.
</summary>
<param name="c">The Constant to translate</param>
<param name="enums">The list of enums to check.</param>
<returns>True if the reference was found; false otherwise.</returns>
</member>
<member name="T:Bind.Structures.Delegate">
<summary>
Represents an opengl function.
The return value, function name, function parameters and opengl version can be retrieved or set.
</summary>
</member>
<member name="P:Bind.Structures.Delegate.CLSCompliant">
<summary>
Gets the CLSCompliant property. True if the delegate is not CLSCompliant.
</summary>
</member>
<member name="P:Bind.Structures.Delegate.NeedsWrapper">
<summary>
Gets a value that indicates whether this function needs to be wrapped with a Marshaling function.
This flag is set if a function contains an Array parameter, or returns
an Array or string.
</summary>
</member>
<member name="P:Bind.Structures.Delegate.Unsafe">
<summary>
True if the delegate must be declared as 'unsafe'.
</summary>
</member>
<member name="P:Bind.Structures.Delegate.ReturnType">
<summary>
Gets or sets the return value of the opengl function.
</summary>
</member>
<member name="P:Bind.Structures.Delegate.Name">
<summary>
Gets or sets the name of the opengl function.
</summary>
</member>
<member name="P:Bind.Structures.Delegate.Version">
<summary>
Defines the opengl version that introduced this function.
</summary>
</member>
<member name="T:Bind.Structures.Parameter">
<summary>
Represents a single parameter of an opengl function.
</summary>
</member>
<member name="M:Bind.Structures.Parameter.#ctor">
<summary>
Creates a new Parameter without type and name.
</summary>
</member>
<member name="M:Bind.Structures.Parameter.#ctor(Bind.Structures.Parameter)">
<summary>
Creates a new parameter from the parameters passed (deep copy).
</summary>
<param name="p">The parameter to copy from.</param>
</member>
<member name="P:Bind.Structures.Parameter.RawName">
<summary>
Gets or sets the raw name of the parameter.
</summary>
</member>
<member name="P:Bind.Structures.Parameter.Name">
<summary>
Gets the name of the parameter. If the name matches a keyword of the current language,
then it is escaped with <see cref="P:Bind.Settings.KeywordEscapeCharacter"/>.
</summary>
</member>
<member name="P:Bind.Structures.Parameter.UnmanagedType">
<summary>
Gets or sets the name of the parameter.
</summary>
</member>
<member name="P:Bind.Structures.Parameter.Flow">
<summary>
Gets or sets the flow of the parameter.
</summary>
</member>
<member name="T:Bind.Structures.ParameterCollection">
<summary>
Holds the parameter list of an opengl function.
</summary>
</member>
<member name="M:Bind.Structures.ParameterCollection.BuildCallStringCache2(Bind.Structures.Delegate)">
<summary>
Builds a call string instance and caches it.
</summary>
</member>
<member name="M:Bind.Structures.ParameterCollection.BuildCallStringCache">
<summary>
Builds a call string instance and caches it.
</summary>
</member>
<member name="T:Bind.Structures.FlowDirection">
<summary>
Enumarates the possible flows of a parameter (ie. is this parameter
used as input or as output?)
</summary>
</member>
<member name="F:Bind.Structures.FlowDirection.Undefined">
<summary>
No defined flow.
</summary>
</member>
<member name="F:Bind.Structures.FlowDirection.In">
<summary>
Input parameter.
</summary>
</member>
<member name="F:Bind.Structures.FlowDirection.Out">
<summary>
Output parameter, typically decorated with the out keyword.
</summary>
</member>
</members>
</doc>