This includes either migrating types to eolian, fixing namespace or
importing extra types.
+type @extern GLshort: short; /* FIXME: We should not expose this in the API but probably redefine it. */
+
class Ector.GL.Surface (Ector.GL.Buffer, Ector.Generic.Surface)
{
eo_prefix: ector_gl_surface;
shader_get {
return: uint;
params {
- @in flags: uint64_t;
+ @in flags: uint64;
}
}
push {
return: bool;
params {
- @in flags: uint64_t;
+ @in flags: uint64;
@in vertex: GLshort *;
@in vertex_count: uint;
@in mul_col: uint;