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use types::c;
export type SDL_GLContext = void;
export type SDL_GLprofile = enum int {
GL_CONTEXT_PROFILE_CORE = 0x0001,
GL_CONTEXT_PROFILE_COMPATIBILITY = 0x0002,
GL_CONTEXT_PROFILE_ES = 0x0004,
};
export type SDL_GLattr = enum {
GL_RED_SIZE,
GL_GREEN_SIZE,
GL_BLUE_SIZE,
GL_ALPHA_SIZE,
GL_BUFFER_SIZE,
GL_DOUBLEBUFFER,
GL_DEPTH_SIZE,
GL_STENCIL_SIZE,
GL_ACCUM_RED_SIZE,
GL_ACCUM_GREEN_SIZE,
GL_ACCUM_BLUE_SIZE,
GL_ACCUM_ALPHA_SIZE,
GL_STEREO,
GL_MULTISAMPLEBUFFERS,
GL_MULTISAMPLESAMPLES,
GL_ACCELERATED_VISUAL,
GL_RETAINED_BACKING,
GL_CONTEXT_MAJOR_VERSION,
GL_CONTEXT_MINOR_VERSION,
GL_CONTEXT_EGL,
GL_CONTEXT_FLAGS,
GL_CONTEXT_PROFILE_MASK,
GL_SHARE_WITH_CURRENT_CONTEXT,
GL_FRAMEBUFFER_SRGB_CAPABLE,
GL_CONTEXT_RELEASE_BEHAVIOR,
GL_CONTEXT_RESET_NOTIFICATION,
GL_CONTEXT_NO_ERROR,
};
export @symbol("SDL_GL_CreateContext") fn SDL_GL_CreateContext(
window: *SDL_Window) *SDL_GLContext;
export @symbol("SDL_GL_GetProcAddress") fn SDL_GL_GetProcAddress(
proc: *const c::char) *void;
export @symbol("SDL_GL_SetAttribute") fn SDL_GL_SetAttribute(
attr: SDL_GLattr, value: int) *void;
export @symbol("SDL_GL_SwapWindow") fn SDL_GL_SwapWindow(window: *SDL_Window) void;
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