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qopenglfunctions_3_3_core.h
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1// Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB)
2// Copyright (C) 2016 The Qt Company Ltd.
3// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
4/***************************************************************************
5** This file was generated by glgen version 0.1
6** Command line was: glgen
7**
8** glgen is Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB)
9**
10** This is an auto-generated file.
11** Do not edit! All changes made to it will be lost.
12**
13****************************************************************************/
14
15#ifndef QOPENGLVERSIONFUNCTIONS_3_3_CORE_H
16#define QOPENGLVERSIONFUNCTIONS_3_3_CORE_H
17
18#include <QtOpenGL/qtopenglglobal.h>
19
20#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)
21
22#include <QtOpenGL/QOpenGLVersionProfile>
23#include <QtOpenGL/QOpenGLVersionFunctions>
24#include <QtGui/qopenglcontext.h>
25
27
29{
30public:
33
34 bool initializeOpenGLFunctions() override;
35
36 // OpenGL 1.0 core functions
37 void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
38 void glDepthRange(GLdouble nearVal, GLdouble farVal);
39 GLboolean glIsEnabled(GLenum cap);
40 void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params);
41 void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params);
42 void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params);
43 void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
44 void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
45 const GLubyte * glGetString(GLenum name);
46 void glGetIntegerv(GLenum pname, GLint *params);
47 void glGetFloatv(GLenum pname, GLfloat *params);
48 GLenum glGetError();
49 void glGetDoublev(GLenum pname, GLdouble *params);
50 void glGetBooleanv(GLenum pname, GLboolean *params);
51 void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
52 void glReadBuffer(GLenum mode);
53 void glPixelStorei(GLenum pname, GLint param);
54 void glPixelStoref(GLenum pname, GLfloat param);
55 void glDepthFunc(GLenum func);
56 void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
57 void glStencilFunc(GLenum func, GLint ref, GLuint mask);
58 void glLogicOp(GLenum opcode);
59 void glBlendFunc(GLenum sfactor, GLenum dfactor);
60 void glFlush();
61 void glFinish();
62 void glEnable(GLenum cap);
63 void glDisable(GLenum cap);
64 void glDepthMask(GLboolean flag);
66 void glStencilMask(GLuint mask);
67 void glClearDepth(GLdouble depth);
68 void glClearStencil(GLint s);
69 void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
70 void glClear(GLbitfield mask);
71 void glDrawBuffer(GLenum mode);
74 void glTexParameteriv(GLenum target, GLenum pname, const GLint *params);
75 void glTexParameteri(GLenum target, GLenum pname, GLint param);
76 void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
77 void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
78 void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
79 void glPolygonMode(GLenum face, GLenum mode);
80 void glPointSize(GLfloat size);
81 void glLineWidth(GLfloat width);
82 void glHint(GLenum target, GLenum mode);
83 void glFrontFace(GLenum mode);
84 void glCullFace(GLenum mode);
85
86 // OpenGL 1.1 core functions
87 GLboolean glIsTexture(GLuint texture);
88 void glGenTextures(GLsizei n, GLuint *textures);
89 void glDeleteTextures(GLsizei n, const GLuint *textures);
90 void glBindTexture(GLenum target, GLuint texture);
92 void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
94 void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
97 void glPolygonOffset(GLfloat factor, GLfloat units);
98 void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
99 void glDrawArrays(GLenum mode, GLint first, GLsizei count);
100
101 // OpenGL 1.2 core functions
105 void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
106 void glBlendEquation(GLenum mode);
107 void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
108
109 // OpenGL 1.3 core functions
110 void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img);
111 void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
112 void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
114 void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
115 void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
117 void glSampleCoverage(GLfloat value, GLboolean invert);
118 void glActiveTexture(GLenum texture);
119
120 // OpenGL 1.4 core functions
121 void glPointParameteriv(GLenum pname, const GLint *params);
122 void glPointParameteri(GLenum pname, GLint param);
123 void glPointParameterfv(GLenum pname, const GLfloat *params);
124 void glPointParameterf(GLenum pname, GLfloat param);
125 void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount);
126 void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
127 void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
128
129 // OpenGL 1.5 core functions
130 void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* *params);
131 void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
132 GLboolean glUnmapBuffer(GLenum target);
133 GLvoid* glMapBuffer(GLenum target, GLenum access);
134 void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
135 void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
136 void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
137 GLboolean glIsBuffer(GLuint buffer);
138 void glGenBuffers(GLsizei n, GLuint *buffers);
139 void glDeleteBuffers(GLsizei n, const GLuint *buffers);
140 void glBindBuffer(GLenum target, GLuint buffer);
141 void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
142 void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params);
143 void glGetQueryiv(GLenum target, GLenum pname, GLint *params);
144 void glEndQuery(GLenum target);
145 void glBeginQuery(GLenum target, GLuint id);
146 GLboolean glIsQuery(GLuint id);
147 void glDeleteQueries(GLsizei n, const GLuint *ids);
148 void glGenQueries(GLsizei n, GLuint *ids);
149
150 // OpenGL 2.0 core functions
151 void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
152 void glValidateProgram(GLuint program);
153 void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
154 void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
155 void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
156 void glUniform4iv(GLint location, GLsizei count, const GLint *value);
157 void glUniform3iv(GLint location, GLsizei count, const GLint *value);
158 void glUniform2iv(GLint location, GLsizei count, const GLint *value);
159 void glUniform1iv(GLint location, GLsizei count, const GLint *value);
160 void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
161 void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);
162 void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);
163 void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);
164 void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
165 void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
166 void glUniform2i(GLint location, GLint v0, GLint v1);
167 void glUniform1i(GLint location, GLint v0);
168 void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
169 void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
170 void glUniform2f(GLint location, GLfloat v0, GLfloat v1);
171 void glUniform1f(GLint location, GLfloat v0);
172 void glUseProgram(GLuint program);
173 void glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
174 void glLinkProgram(GLuint program);
175 GLboolean glIsShader(GLuint shader);
176 GLboolean glIsProgram(GLuint program);
177 void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer);
178 void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
179 void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
180 void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params);
181 void glGetUniformiv(GLuint program, GLint location, GLint *params);
182 void glGetUniformfv(GLuint program, GLint location, GLfloat *params);
183 GLint glGetUniformLocation(GLuint program, const GLchar *name);
184 void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
185 void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
186 void glGetShaderiv(GLuint shader, GLenum pname, GLint *params);
187 void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
188 void glGetProgramiv(GLuint program, GLenum pname, GLint *params);
189 GLint glGetAttribLocation(GLuint program, const GLchar *name);
190 void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
191 void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
193 void glEnableVertexAttribArray(GLuint index);
194 void glDisableVertexAttribArray(GLuint index);
195 void glDetachShader(GLuint program, GLuint shader);
196 void glDeleteShader(GLuint shader);
197 void glDeleteProgram(GLuint program);
198 GLuint glCreateShader(GLenum type);
199 GLuint glCreateProgram();
200 void glCompileShader(GLuint shader);
201 void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
202 void glAttachShader(GLuint program, GLuint shader);
203 void glStencilMaskSeparate(GLenum face, GLuint mask);
204 void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
205 void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
206 void glDrawBuffers(GLsizei n, const GLenum *bufs);
207 void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
208
209 // OpenGL 2.1 core functions
210 void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
211 void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
212 void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
213 void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
214 void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
215 void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
216
217 // OpenGL 3.0 core functions
218 GLboolean glIsVertexArray(GLuint array);
219 void glGenVertexArrays(GLsizei n, GLuint *arrays);
220 void glDeleteVertexArrays(GLsizei n, const GLuint *arrays);
221 void glBindVertexArray(GLuint array);
222 void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length);
223 GLvoid* glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
224 void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
225 void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
227 void glGenerateMipmap(GLenum target);
228 void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params);
229 void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
231 void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
232 void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
233 GLenum glCheckFramebufferStatus(GLenum target);
234 void glGenFramebuffers(GLsizei n, GLuint *framebuffers);
235 void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
236 void glBindFramebuffer(GLenum target, GLuint framebuffer);
237 GLboolean glIsFramebuffer(GLuint framebuffer);
238 void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
239 void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
240 void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
241 void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
242 void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
243 GLboolean glIsRenderbuffer(GLuint renderbuffer);
244 const GLubyte * glGetStringi(GLenum name, GLuint index);
245 void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
246 void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);
247 void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);
248 void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
249 void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params);
250 void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params);
251 void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params);
252 void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params);
253 void glUniform4uiv(GLint location, GLsizei count, const GLuint *value);
254 void glUniform3uiv(GLint location, GLsizei count, const GLuint *value);
255 void glUniform2uiv(GLint location, GLsizei count, const GLuint *value);
256 void glUniform1uiv(GLint location, GLsizei count, const GLuint *value);
257 void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
258 void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
259 void glUniform2ui(GLint location, GLuint v0, GLuint v1);
260 void glUniform1ui(GLint location, GLuint v0);
261 GLint glGetFragDataLocation(GLuint program, const GLchar *name);
262 void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name);
263 void glGetUniformuiv(GLuint program, GLint location, GLuint *params);
264 void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
265 void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
266 void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
267 void glEndConditionalRender();
268 void glBeginConditionalRender(GLuint id, GLenum mode);
269 void glClampColor(GLenum target, GLenum clamp);
270 void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
271 void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode);
272 void glBindBufferBase(GLenum target, GLuint index, GLuint buffer);
273 void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
274 void glEndTransformFeedback();
275 void glBeginTransformFeedback(GLenum primitiveMode);
276 GLboolean glIsEnabledi(GLenum target, GLuint index);
277 void glDisablei(GLenum target, GLuint index);
278 void glEnablei(GLenum target, GLuint index);
279 void glGetIntegeri_v(GLenum target, GLuint index, GLint *data);
280 void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data);
281 void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
282
283 // OpenGL 3.1 core functions
284 void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
285 void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
287 void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
288 GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName);
289 void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
290 void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
291 void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices);
292 void glPrimitiveRestartIndex(GLuint index);
293 void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer);
294 void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount);
295 void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
296
297 // OpenGL 3.2 core functions
298 void glSampleMaski(GLuint index, GLbitfield mask);
299 void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
302 void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
303 void glGetInteger64v(GLenum pname, GLint64 *params);
304 void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
305 GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
306 void glDeleteSync(GLsync sync);
307 GLboolean glIsSync(GLsync sync);
308 GLsync glFenceSync(GLenum condition, GLbitfield flags);
309 void glProvokingVertex(GLenum mode);
310 void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex);
311 void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex);
312 void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
313 void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
314 void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level);
315 void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params);
316 void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
317
318 // OpenGL 3.3 core functions
319 void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
320 void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
321 void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
322 void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
323 void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
324 void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
325 void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
326 void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
327 void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params);
328 void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params);
329 void glQueryCounter(GLuint id, GLenum target);
330 void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params);
331 void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params);
332 void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params);
333 void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
334 void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param);
335 void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param);
336 void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param);
337 void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
338 void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param);
339 void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param);
340 void glBindSampler(GLuint unit, GLuint sampler);
341 GLboolean glIsSampler(GLuint sampler);
342 void glDeleteSamplers(GLsizei count, const GLuint *samplers);
343 void glGenSamplers(GLsizei count, GLuint *samplers);
344 GLint glGetFragDataIndex(GLuint program, const GLchar *name);
345 void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
346 void glVertexAttribDivisor(GLuint index, GLuint divisor);
347
348private:
350
351 static bool isContextCompatible(QOpenGLContext *context);
352 static QOpenGLVersionProfile versionProfile();
353
366};
367
368// OpenGL 1.0 core functions
370{
371 d_1_0_Core->f.Viewport(x, y, width, height);
372}
373
375{
376 d_1_0_Core->f.DepthRange(nearVal, farVal);
377}
378
380{
381 return d_1_0_Core->f.IsEnabled(cap);
382}
383
385{
386 d_1_0_Core->f.GetTexLevelParameteriv(target, level, pname, params);
387}
388
390{
391 d_1_0_Core->f.GetTexLevelParameterfv(target, level, pname, params);
392}
393
395{
396 d_1_0_Core->f.GetTexParameteriv(target, pname, params);
397}
398
400{
401 d_1_0_Core->f.GetTexParameterfv(target, pname, params);
402}
403
405{
406 d_1_0_Core->f.GetTexImage(target, level, format, type, pixels);
407}
408
410{
411 return d_1_0_Core->f.GetString(name);
412}
413
415{
416 d_1_0_Core->f.GetIntegerv(pname, params);
417}
418
420{
421 d_1_0_Core->f.GetFloatv(pname, params);
422}
423
425{
426 return d_1_0_Core->f.GetError();
427}
428
430{
431 d_1_0_Core->f.GetDoublev(pname, params);
432}
433
435{
436 d_1_0_Core->f.GetBooleanv(pname, params);
437}
438
440{
441 d_1_0_Core->f.ReadPixels(x, y, width, height, format, type, pixels);
442}
443
445{
446 d_1_0_Core->f.ReadBuffer(mode);
447}
448
450{
451 d_1_0_Core->f.PixelStorei(pname, param);
452}
453
455{
456 d_1_0_Core->f.PixelStoref(pname, param);
457}
458
460{
461 d_1_0_Core->f.DepthFunc(func);
462}
463
465{
466 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
467}
468
470{
471 d_1_0_Core->f.StencilFunc(func, ref, mask);
472}
473
475{
476 d_1_0_Core->f.LogicOp(opcode);
477}
478
480{
481 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
482}
483
485{
486 d_1_0_Core->f.Flush();
487}
488
490{
491 d_1_0_Core->f.Finish();
492}
493
495{
496 d_1_0_Core->f.Enable(cap);
497}
498
500{
501 d_1_0_Core->f.Disable(cap);
502}
503
505{
506 d_1_0_Core->f.DepthMask(flag);
507}
508
513
515{
516 d_1_0_Core->f.StencilMask(mask);
517}
518
520{
521 d_1_0_Core->f.ClearDepth(depth);
522}
523
525{
526 d_1_0_Core->f.ClearStencil(s);
527}
528
530{
531 d_1_0_Core->f.ClearColor(red, green, blue, alpha);
532}
533
535{
536 d_1_0_Core->f.Clear(mask);
537}
538
540{
541 d_1_0_Core->f.DrawBuffer(mode);
542}
543
548
553
555{
556 d_1_0_Core->f.TexParameteriv(target, pname, params);
557}
558
560{
561 d_1_0_Core->f.TexParameteri(target, pname, param);
562}
563
565{
566 d_1_0_Core->f.TexParameterfv(target, pname, params);
567}
568
570{
571 d_1_0_Core->f.TexParameterf(target, pname, param);
572}
573
575{
576 d_1_0_Core->f.Scissor(x, y, width, height);
577}
578
580{
581 d_1_0_Core->f.PolygonMode(face, mode);
582}
583
585{
586 d_1_0_Core->f.PointSize(size);
587}
588
590{
591 d_1_0_Core->f.LineWidth(width);
592}
593
595{
596 d_1_0_Core->f.Hint(target, mode);
597}
598
600{
601 d_1_0_Core->f.FrontFace(mode);
602}
603
605{
606 d_1_0_Core->f.CullFace(mode);
607}
608
609
610// OpenGL 1.1 core functions
612{
613 return d_1_1_Core->f.IsTexture(texture);
614}
615
617{
618 d_1_1_Core->f.GenTextures(n, textures);
619}
620
622{
623 d_1_1_Core->f.DeleteTextures(n, textures);
624}
625
627{
628 d_1_1_Core->f.BindTexture(target, texture);
629}
630
635
640
645
647{
648 d_1_1_Core->f.CopyTexSubImage1D(target, level, xoffset, x, y, width);
649}
650
655
660
662{
663 d_1_1_Core->f.PolygonOffset(factor, units);
664}
665
667{
668 d_1_1_Core->f.DrawElements(mode, count, type, indices);
669}
670
672{
673 d_1_1_Core->f.DrawArrays(mode, first, count);
674}
675
676
677// OpenGL 1.2 core functions
682
687
692
694{
695 d_1_2_Core->f.DrawRangeElements(mode, start, end, count, type, indices);
696}
697
699{
700 d_1_2_Core->f.BlendEquation(mode);
701}
702
704{
705 d_1_2_Core->f.BlendColor(red, green, blue, alpha);
706}
707
708
709// OpenGL 1.3 core functions
711{
712 d_1_3_Core->f.GetCompressedTexImage(target, level, img);
713}
714
719
724
729
734
739
744
746{
747 d_1_3_Core->f.SampleCoverage(value, invert);
748}
749
751{
752 d_1_3_Core->f.ActiveTexture(texture);
753}
754
755
756// OpenGL 1.4 core functions
758{
759 d_1_4_Core->f.PointParameteriv(pname, params);
760}
761
763{
764 d_1_4_Core->f.PointParameteri(pname, param);
765}
766
768{
769 d_1_4_Core->f.PointParameterfv(pname, params);
770}
771
773{
774 d_1_4_Core->f.PointParameterf(pname, param);
775}
776
778{
779 d_1_4_Core->f.MultiDrawElements(mode, count, type, indices, drawcount);
780}
781
783{
784 d_1_4_Core->f.MultiDrawArrays(mode, first, count, drawcount);
785}
786
788{
789 d_1_4_Core->f.BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
790}
791
792
793// OpenGL 1.5 core functions
795{
796 d_1_5_Core->f.GetBufferPointerv(target, pname, params);
797}
798
800{
801 d_1_5_Core->f.GetBufferParameteriv(target, pname, params);
802}
803
805{
806 return d_1_5_Core->f.UnmapBuffer(target);
807}
808
810{
811 return d_1_5_Core->f.MapBuffer(target, access);
812}
813
815{
816 d_1_5_Core->f.GetBufferSubData(target, offset, size, data);
817}
818
820{
821 d_1_5_Core->f.BufferSubData(target, offset, size, data);
822}
823
825{
826 d_1_5_Core->f.BufferData(target, size, data, usage);
827}
828
830{
831 return d_1_5_Core->f.IsBuffer(buffer);
832}
833
835{
836 d_1_5_Core->f.GenBuffers(n, buffers);
837}
838
840{
841 d_1_5_Core->f.DeleteBuffers(n, buffers);
842}
843
845{
846 d_1_5_Core->f.BindBuffer(target, buffer);
847}
848
850{
851 d_1_5_Core->f.GetQueryObjectuiv(id, pname, params);
852}
853
855{
856 d_1_5_Core->f.GetQueryObjectiv(id, pname, params);
857}
858
860{
861 d_1_5_Core->f.GetQueryiv(target, pname, params);
862}
863
865{
866 d_1_5_Core->f.EndQuery(target);
867}
868
870{
871 d_1_5_Core->f.BeginQuery(target, id);
872}
873
875{
876 return d_1_5_Core->f.IsQuery(id);
877}
878
880{
881 d_1_5_Core->f.DeleteQueries(n, ids);
882}
883
885{
886 d_1_5_Core->f.GenQueries(n, ids);
887}
888
889
890// OpenGL 2.0 core functions
892{
893 d_2_0_Core->f.VertexAttribPointer(index, size, type, normalized, stride, pointer);
894}
895
897{
898 d_2_0_Core->f.ValidateProgram(program);
899}
900
905
910
915
917{
918 d_2_0_Core->f.Uniform4iv(location, count, value);
919}
920
922{
923 d_2_0_Core->f.Uniform3iv(location, count, value);
924}
925
927{
928 d_2_0_Core->f.Uniform2iv(location, count, value);
929}
930
932{
933 d_2_0_Core->f.Uniform1iv(location, count, value);
934}
935
937{
938 d_2_0_Core->f.Uniform4fv(location, count, value);
939}
940
942{
943 d_2_0_Core->f.Uniform3fv(location, count, value);
944}
945
947{
948 d_2_0_Core->f.Uniform2fv(location, count, value);
949}
950
952{
953 d_2_0_Core->f.Uniform1fv(location, count, value);
954}
955
957{
958 d_2_0_Core->f.Uniform4i(location, v0, v1, v2, v3);
959}
960
962{
963 d_2_0_Core->f.Uniform3i(location, v0, v1, v2);
964}
965
967{
968 d_2_0_Core->f.Uniform2i(location, v0, v1);
969}
970
972{
973 d_2_0_Core->f.Uniform1i(location, v0);
974}
975
977{
978 d_2_0_Core->f.Uniform4f(location, v0, v1, v2, v3);
979}
980
982{
983 d_2_0_Core->f.Uniform3f(location, v0, v1, v2);
984}
985
987{
988 d_2_0_Core->f.Uniform2f(location, v0, v1);
989}
990
992{
993 d_2_0_Core->f.Uniform1f(location, v0);
994}
995
997{
998 d_2_0_Core->f.UseProgram(program);
999}
1000
1002{
1003 d_2_0_Core->f.ShaderSource(shader, count, string, length);
1004}
1005
1007{
1008 d_2_0_Core->f.LinkProgram(program);
1009}
1010
1012{
1013 return d_2_0_Core->f.IsShader(shader);
1014}
1015
1017{
1018 return d_2_0_Core->f.IsProgram(program);
1019}
1020
1022{
1023 d_2_0_Core->f.GetVertexAttribPointerv(index, pname, pointer);
1024}
1025
1027{
1028 d_2_0_Core->f.GetVertexAttribiv(index, pname, params);
1029}
1030
1032{
1033 d_2_0_Core->f.GetVertexAttribfv(index, pname, params);
1034}
1035
1037{
1038 d_2_0_Core->f.GetVertexAttribdv(index, pname, params);
1039}
1040
1042{
1043 d_2_0_Core->f.GetUniformiv(program, location, params);
1044}
1045
1047{
1048 d_2_0_Core->f.GetUniformfv(program, location, params);
1049}
1050
1052{
1053 return d_2_0_Core->f.GetUniformLocation(program, name);
1054}
1055
1060
1065
1067{
1068 d_2_0_Core->f.GetShaderiv(shader, pname, params);
1069}
1070
1075
1077{
1078 d_2_0_Core->f.GetProgramiv(program, pname, params);
1079}
1080
1082{
1083 return d_2_0_Core->f.GetAttribLocation(program, name);
1084}
1085
1087{
1088 d_2_0_Core->f.GetAttachedShaders(program, maxCount, count, obj);
1089}
1090
1095
1100
1102{
1103 d_2_0_Core->f.EnableVertexAttribArray(index);
1104}
1105
1107{
1108 d_2_0_Core->f.DisableVertexAttribArray(index);
1109}
1110
1112{
1113 d_2_0_Core->f.DetachShader(program, shader);
1114}
1115
1117{
1118 d_2_0_Core->f.DeleteShader(shader);
1119}
1120
1122{
1123 d_2_0_Core->f.DeleteProgram(program);
1124}
1125
1127{
1128 return d_2_0_Core->f.CreateShader(type);
1129}
1130
1132{
1133 return d_2_0_Core->f.CreateProgram();
1134}
1135
1137{
1138 d_2_0_Core->f.CompileShader(shader);
1139}
1140
1142{
1143 d_2_0_Core->f.BindAttribLocation(program, index, name);
1144}
1145
1147{
1148 d_2_0_Core->f.AttachShader(program, shader);
1149}
1150
1152{
1153 d_2_0_Core->f.StencilMaskSeparate(face, mask);
1154}
1155
1157{
1158 d_2_0_Core->f.StencilFuncSeparate(face, func, ref, mask);
1159}
1160
1162{
1163 d_2_0_Core->f.StencilOpSeparate(face, sfail, dpfail, dppass);
1164}
1165
1167{
1168 d_2_0_Core->f.DrawBuffers(n, bufs);
1169}
1170
1172{
1173 d_2_0_Core->f.BlendEquationSeparate(modeRGB, modeAlpha);
1174}
1175
1176
1177// OpenGL 2.1 core functions
1179{
1180 d_2_1_Core->f.UniformMatrix4x3fv(location, count, transpose, value);
1181}
1182
1184{
1185 d_2_1_Core->f.UniformMatrix3x4fv(location, count, transpose, value);
1186}
1187
1189{
1190 d_2_1_Core->f.UniformMatrix4x2fv(location, count, transpose, value);
1191}
1192
1194{
1195 d_2_1_Core->f.UniformMatrix2x4fv(location, count, transpose, value);
1196}
1197
1199{
1200 d_2_1_Core->f.UniformMatrix3x2fv(location, count, transpose, value);
1201}
1202
1204{
1205 d_2_1_Core->f.UniformMatrix2x3fv(location, count, transpose, value);
1206}
1207
1208
1209// OpenGL 3.0 core functions
1211{
1212 return d_3_0_Core->f.IsVertexArray(array);
1213}
1214
1216{
1217 d_3_0_Core->f.GenVertexArrays(n, arrays);
1218}
1219
1221{
1222 d_3_0_Core->f.DeleteVertexArrays(n, arrays);
1223}
1224
1226{
1227 d_3_0_Core->f.BindVertexArray(array);
1228}
1229
1231{
1232 d_3_0_Core->f.FlushMappedBufferRange(target, offset, length);
1233}
1234
1236{
1237 return d_3_0_Core->f.MapBufferRange(target, offset, length, access);
1238}
1239
1244
1249
1254
1256{
1257 d_3_0_Core->f.GenerateMipmap(target);
1258}
1259
1261{
1262 d_3_0_Core->f.GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
1263}
1264
1269
1274
1279
1284
1286{
1287 return d_3_0_Core->f.CheckFramebufferStatus(target);
1288}
1289
1291{
1292 d_3_0_Core->f.GenFramebuffers(n, framebuffers);
1293}
1294
1296{
1297 d_3_0_Core->f.DeleteFramebuffers(n, framebuffers);
1298}
1299
1301{
1302 d_3_0_Core->f.BindFramebuffer(target, framebuffer);
1303}
1304
1306{
1307 return d_3_0_Core->f.IsFramebuffer(framebuffer);
1308}
1309
1311{
1312 d_3_0_Core->f.GetRenderbufferParameteriv(target, pname, params);
1313}
1314
1319
1321{
1322 d_3_0_Core->f.GenRenderbuffers(n, renderbuffers);
1323}
1324
1326{
1327 d_3_0_Core->f.DeleteRenderbuffers(n, renderbuffers);
1328}
1329
1331{
1332 d_3_0_Core->f.BindRenderbuffer(target, renderbuffer);
1333}
1334
1336{
1337 return d_3_0_Core->f.IsRenderbuffer(renderbuffer);
1338}
1339
1341{
1342 return d_3_0_Core->f.GetStringi(name, index);
1343}
1344
1349
1351{
1352 d_3_0_Core->f.ClearBufferfv(buffer, drawbuffer, value);
1353}
1354
1356{
1357 d_3_0_Core->f.ClearBufferuiv(buffer, drawbuffer, value);
1358}
1359
1361{
1362 d_3_0_Core->f.ClearBufferiv(buffer, drawbuffer, value);
1363}
1364
1366{
1367 d_3_0_Core->f.GetTexParameterIuiv(target, pname, params);
1368}
1369
1371{
1372 d_3_0_Core->f.GetTexParameterIiv(target, pname, params);
1373}
1374
1376{
1377 d_3_0_Core->f.TexParameterIuiv(target, pname, params);
1378}
1379
1381{
1382 d_3_0_Core->f.TexParameterIiv(target, pname, params);
1383}
1384
1386{
1387 d_3_0_Core->f.Uniform4uiv(location, count, value);
1388}
1389
1391{
1392 d_3_0_Core->f.Uniform3uiv(location, count, value);
1393}
1394
1396{
1397 d_3_0_Core->f.Uniform2uiv(location, count, value);
1398}
1399
1401{
1402 d_3_0_Core->f.Uniform1uiv(location, count, value);
1403}
1404
1406{
1407 d_3_0_Core->f.Uniform4ui(location, v0, v1, v2, v3);
1408}
1409
1411{
1412 d_3_0_Core->f.Uniform3ui(location, v0, v1, v2);
1413}
1414
1416{
1417 d_3_0_Core->f.Uniform2ui(location, v0, v1);
1418}
1419
1421{
1422 d_3_0_Core->f.Uniform1ui(location, v0);
1423}
1424
1426{
1427 return d_3_0_Core->f.GetFragDataLocation(program, name);
1428}
1429
1431{
1432 d_3_0_Core->f.BindFragDataLocation(program, color, name);
1433}
1434
1436{
1437 d_3_0_Core->f.GetUniformuiv(program, location, params);
1438}
1439
1441{
1442 d_3_0_Core->f.GetVertexAttribIuiv(index, pname, params);
1443}
1444
1446{
1447 d_3_0_Core->f.GetVertexAttribIiv(index, pname, params);
1448}
1449
1451{
1452 d_3_0_Core->f.VertexAttribIPointer(index, size, type, stride, pointer);
1453}
1454
1456{
1457 d_3_0_Core->f.EndConditionalRender();
1458}
1459
1461{
1462 d_3_0_Core->f.BeginConditionalRender(id, mode);
1463}
1464
1466{
1467 d_3_0_Core->f.ClampColor(target, clamp);
1468}
1469
1474
1476{
1477 d_3_0_Core->f.TransformFeedbackVaryings(program, count, varyings, bufferMode);
1478}
1479
1481{
1482 d_3_0_Core->f.BindBufferBase(target, index, buffer);
1483}
1484
1489
1491{
1492 d_3_0_Core->f.EndTransformFeedback();
1493}
1494
1496{
1497 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
1498}
1499
1501{
1502 return d_3_0_Core->f.IsEnabledi(target, index);
1503}
1504
1506{
1507 d_3_0_Core->f.Disablei(target, index);
1508}
1509
1511{
1512 d_3_0_Core->f.Enablei(target, index);
1513}
1514
1516{
1517 d_3_0_Core->f.GetIntegeri_v(target, index, data);
1518}
1519
1521{
1522 d_3_0_Core->f.GetBooleani_v(target, index, data);
1523}
1524
1526{
1527 d_3_0_Core->f.ColorMaski(index, r, g, b, a);
1528}
1529
1530
1531// OpenGL 3.1 core functions
1533{
1534 d_3_1_Core->f.CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
1535}
1536
1541
1546
1551
1553{
1554 return d_3_1_Core->f.GetUniformBlockIndex(program, uniformBlockName);
1555}
1556
1561
1566
1571
1573{
1574 d_3_1_Core->f.PrimitiveRestartIndex(index);
1575}
1576
1581
1583{
1584 d_3_1_Core->f.DrawElementsInstanced(mode, count, type, indices, instancecount);
1585}
1586
1591
1592
1593// OpenGL 3.2 core functions
1595{
1596 d_3_2_Core->f.SampleMaski(index, mask);
1597}
1598
1600{
1601 d_3_2_Core->f.GetMultisamplefv(pname, index, val);
1602}
1603
1608
1613
1615{
1616 d_3_2_Core->f.GetSynciv(sync, pname, bufSize, length, values);
1617}
1618
1620{
1621 d_3_2_Core->f.GetInteger64v(pname, params);
1622}
1623
1625{
1626 d_3_2_Core->f.WaitSync(sync, flags, timeout);
1627}
1628
1630{
1631 return d_3_2_Core->f.ClientWaitSync(sync, flags, timeout);
1632}
1633
1635{
1636 d_3_2_Core->f.DeleteSync(sync);
1637}
1638
1640{
1641 return d_3_2_Core->f.IsSync(sync);
1642}
1643
1645{
1646 return d_3_2_Core->f.FenceSync(condition, flags);
1647}
1648
1650{
1651 d_3_2_Core->f.ProvokingVertex(mode);
1652}
1653
1655{
1656 d_3_2_Core->f.MultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex);
1657}
1658
1663
1665{
1666 d_3_2_Core->f.DrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex);
1667}
1668
1670{
1671 d_3_2_Core->f.DrawElementsBaseVertex(mode, count, type, indices, basevertex);
1672}
1673
1678
1680{
1681 d_3_2_Core->f.GetBufferParameteri64v(target, pname, params);
1682}
1683
1685{
1686 d_3_2_Core->f.GetInteger64i_v(target, index, data);
1687}
1688
1689
1690// OpenGL 3.3 core functions
1692{
1693 d_3_3_Core->f.VertexAttribP4uiv(index, type, normalized, value);
1694}
1695
1700
1702{
1703 d_3_3_Core->f.VertexAttribP3uiv(index, type, normalized, value);
1704}
1705
1710
1712{
1713 d_3_3_Core->f.VertexAttribP2uiv(index, type, normalized, value);
1714}
1715
1720
1722{
1723 d_3_3_Core->f.VertexAttribP1uiv(index, type, normalized, value);
1724}
1725
1730
1732{
1733 d_3_3_Core->f.GetQueryObjectui64v(id, pname, params);
1734}
1735
1737{
1738 d_3_3_Core->f.GetQueryObjecti64v(id, pname, params);
1739}
1740
1742{
1743 d_3_3_Core->f.QueryCounter(id, target);
1744}
1745
1747{
1748 d_3_3_Core->f.GetSamplerParameterIuiv(sampler, pname, params);
1749}
1750
1752{
1753 d_3_3_Core->f.GetSamplerParameterfv(sampler, pname, params);
1754}
1755
1757{
1758 d_3_3_Core->f.GetSamplerParameterIiv(sampler, pname, params);
1759}
1760
1762{
1763 d_3_3_Core->f.GetSamplerParameteriv(sampler, pname, params);
1764}
1765
1767{
1768 d_3_3_Core->f.SamplerParameterIuiv(sampler, pname, param);
1769}
1770
1772{
1773 d_3_3_Core->f.SamplerParameterIiv(sampler, pname, param);
1774}
1775
1777{
1778 d_3_3_Core->f.SamplerParameterfv(sampler, pname, param);
1779}
1780
1782{
1783 d_3_3_Core->f.SamplerParameterf(sampler, pname, param);
1784}
1785
1787{
1788 d_3_3_Core->f.SamplerParameteriv(sampler, pname, param);
1789}
1790
1792{
1793 d_3_3_Core->f.SamplerParameteri(sampler, pname, param);
1794}
1795
1797{
1798 d_3_3_Core->f.BindSampler(unit, sampler);
1799}
1800
1802{
1803 return d_3_3_Core->f.IsSampler(sampler);
1804}
1805
1807{
1808 d_3_3_Core->f.DeleteSamplers(count, samplers);
1809}
1810
1812{
1813 d_3_3_Core->f.GenSamplers(count, samplers);
1814}
1815
1817{
1818 return d_3_3_Core->f.GetFragDataIndex(program, name);
1819}
1820
1822{
1823 d_3_3_Core->f.BindFragDataLocationIndexed(program, colorNumber, index, name);
1824}
1825
1827{
1828 d_3_3_Core->f.VertexAttribDivisor(index, divisor);
1829}
1830
1831
1832
1834
1835#endif // QT_NO_OPENGL && !QT_CONFIG(opengles2)
1836
1837#endif
quint16 opcode
Definition bluez_data_p.h:1
\inmodule QtGui
void glPointParameterf(GLenum pname, GLfloat param)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glGenBuffers(GLsizei n, GLuint *buffers)
GLboolean glIsTexture(GLuint texture)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glGetFloatv(GLenum pname, GLfloat *params)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glGenSamplers(GLsizei count, GLuint *samplers)
GLboolean glIsVertexArray(GLuint array)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glDisablei(GLenum target, GLuint index)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glClampColor(GLenum target, GLenum clamp)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glPixelStorei(GLenum pname, GLint param)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glQueryCounter(GLuint id, GLenum target)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glBindSampler(GLuint unit, GLuint sampler)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glPointParameteriv(GLenum pname, const GLint *params)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glBindBuffer(GLenum target, GLuint buffer)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
GLboolean glIsShader(GLuint shader)
void glBeginQuery(GLenum target, GLuint id)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glGetBooleanv(GLenum pname, GLboolean *params)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
GLboolean glUnmapBuffer(GLenum target)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glPixelStoref(GLenum pname, GLfloat param)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
GLboolean glIsSampler(GLuint sampler)
void glUniform1i(GLint location, GLint v0)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glPointParameteri(GLenum pname, GLint param)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
GLenum glCheckFramebufferStatus(GLenum target)
void glGenQueries(GLsizei n, GLuint *ids)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
const GLubyte * glGetString(GLenum name)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glUniform1f(GLint location, GLfloat v0)
GLboolean glIsBuffer(GLuint buffer)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glDetachShader(GLuint program, GLuint shader)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glGenTextures(GLsizei n, GLuint *textures)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glGetIntegerv(GLenum pname, GLint *params)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glSampleMaski(GLuint index, GLbitfield mask)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glGetDoublev(GLenum pname, GLdouble *params)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glBeginTransformFeedback(GLenum primitiveMode)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glBindTexture(GLenum target, GLuint texture)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glEnablei(GLenum target, GLuint index)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glHint(GLenum target, GLenum mode)
void glPolygonMode(GLenum face, GLenum mode)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glAttachShader(GLuint program, GLuint shader)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
GLboolean glIsProgram(GLuint program)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glGetInteger64v(GLenum pname, GLint64 *params)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glUniform1ui(GLint location, GLuint v0)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
Combined button and popup list for selecting options.
static void * context
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
EGLOutputLayerEXT layer
ptrdiff_t GLintptr
Definition qopengl.h:163
uint64_t GLuint64
Definition qopengl.h:233
int64_t GLint64
Definition qopengl.h:232
ptrdiff_t GLsizeiptr
Definition qopengl.h:164
struct __GLsync * GLsync
Definition qopengl.h:234
char GLchar
Definition qopengl.h:158
GLenum modeRGB
GLint location
GLenum GLenum modeAlpha
GLsizei GLenum GLsizei GLsizei GLsizei GLboolean fixedsamplelocations
GLint GLint GLint GLint dstX0
GLint GLfloat GLfloat GLfloat v2
GLenum GLsizei GLsizei GLint * values
[15]
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
GLint GLint GLint GLint GLint x
[0]
GLuint const GLuint * buffers
GLint GLenum GLsizei GLsizei GLsizei depth
typedef GLfloat(GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC)(GLuint path
GLsizei samples
GLenum mode
GLenum GLuint GLint level
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLuint divisor
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLuint index
[2]
GLenum condition
GLboolean r
[2]
GLuint GLuint end
GLenum GLenum GLsizei const GLuint * ids
GLuint const GLuint GLuint const GLuint * textures
GLuint sampler
double GLdouble
GLenum GLuint GLenum GLsizei length
GLint srcY0
GLenum GLenum GLsizei count
const GLenum * bufs
GLenum pname
GLbitfield GLuint64 timeout
[4]
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
GLint GLenum GLsizei GLsizei GLsizei GLint border
GLsizei GLsizei GLchar * infoLog
GLenum face
GLint GLint srcX1
const void GLsizei GLsizei stride
GLenum GLuint buffer
GLint GLint GLint yoffset
GLint GLsizei width
GLint GLint GLint GLint zoffset
GLint GLsizei GLboolean transpose
GLuint color
[2]
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum type
GLenum writeTarget
GLenum GLintptr readOffset
GLint GLint GLint GLint GLint GLint dstX1
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum access
GLuint colorNumber
GLint GLfloat v0
GLenum GLenum textarget
GLenum target
GLenum GLintptr GLintptr writeOffset
GLbitfield flags
GLsizei GLenum const void GLint basevertex
GLint GLfloat GLfloat v1
GLenum GLuint texture
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLuint program
GLint GLenum internalformat
const GLuint * arrays
GLfloat GLfloat clamp
GLfloat units
GLint GLint xoffset
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLuint start
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLboolean GLboolean g
GLint GLfloat GLfloat GLfloat GLfloat v3
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLint ref
GLenum attachment
GLuint name
GLint first
GLsizei bufSize
GLint GLint GLint srcY1
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLfloat n
GLint GLsizei GLsizei GLenum format
const void GLsizei drawcount
GLint GLint GLint GLint GLint dstY0
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei imageSize
GLint GLint GLint GLint GLint GLint GLint dstY1
GLsizei GLenum const void * indices
GLint y
GLsizei GLsizei GLchar * source
void ** params
GLenum GLenum GLenum dfactorAlpha
Definition qopenglext.h:373
GLhandleARB obj
[2]
GLdouble s
[6]
Definition qopenglext.h:235
const GLchar * uniformBlockName
GLuint GLint srcX0
GLenum GLenum sfactorAlpha
Definition qopenglext.h:373
GLsizei uniformCount
GLbyte GLbyte blue
Definition qopenglext.h:385
GLenum func
Definition qopenglext.h:663
GLsizei const GLchar *const * varyings
GLuint GLfloat * val
GLsizei const GLchar *const GLenum bufferMode
GLuint renderbuffer
GLuint GLsizei GLsizei GLchar * uniformName
GLint void * img
Definition qopenglext.h:233
GLenum array
GLuint shader
Definition qopenglext.h:665
GLenum sfail
Definition qopenglext.h:662
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLsizei maxCount
Definition qopenglext.h:677
GLuint * samplers
GLsizei const GLchar *const GLuint * uniformIndices
const GLuint * framebuffers
GLsizei const void * pointer
Definition qopenglext.h:384
GLuint uniformIndex
GLint GLenum GLboolean normalized
Definition qopenglext.h:752
GLuint framebuffer
const GLuint * renderbuffers
GLfloat GLfloat GLfloat alpha
Definition qopenglext.h:418
GLbyte green
Definition qopenglext.h:385
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
Definition qopenglext.h:662
GLint GLfloat GLint stencil
GLenum dfactorRGB
Definition qopenglext.h:373
GLenum GLenum renderbuffertarget
GLuint uniformBlockIndex
GLenum cap
GLint drawbuffer
GLenum GLenum dpfail
Definition qopenglext.h:662
GLsizeiptr const void GLenum usage
Definition qopenglext.h:543
GLboolean invert
Definition qopenglext.h:226
GLsizei const GLchar *const * uniformNames
#define GLuint
QGraphicsSvgItem * red