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qopenglfunctions_4_2_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_4_2_CORE_H
16#define QOPENGLVERSIONFUNCTIONS_4_2_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
26// MemoryBarrier is a macro on some architectures on Windows
27#ifdef Q_OS_WIN
28#pragma push_macro("MemoryBarrier")
29#undef MemoryBarrier
30#endif
31
33
35{
36public:
39
40 bool initializeOpenGLFunctions() override;
41
42 // OpenGL 1.0 core functions
43 void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
44 void glDepthRange(GLdouble nearVal, GLdouble farVal);
45 GLboolean glIsEnabled(GLenum cap);
46 void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params);
47 void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params);
48 void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params);
49 void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
50 void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
51 const GLubyte * glGetString(GLenum name);
52 void glGetIntegerv(GLenum pname, GLint *params);
53 void glGetFloatv(GLenum pname, GLfloat *params);
54 GLenum glGetError();
55 void glGetDoublev(GLenum pname, GLdouble *params);
56 void glGetBooleanv(GLenum pname, GLboolean *params);
57 void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
58 void glReadBuffer(GLenum mode);
59 void glPixelStorei(GLenum pname, GLint param);
60 void glPixelStoref(GLenum pname, GLfloat param);
61 void glDepthFunc(GLenum func);
62 void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
63 void glStencilFunc(GLenum func, GLint ref, GLuint mask);
64 void glLogicOp(GLenum opcode);
65 void glBlendFunc(GLenum sfactor, GLenum dfactor);
66 void glFlush();
67 void glFinish();
68 void glEnable(GLenum cap);
69 void glDisable(GLenum cap);
70 void glDepthMask(GLboolean flag);
72 void glStencilMask(GLuint mask);
73 void glClearDepth(GLdouble depth);
74 void glClearStencil(GLint s);
75 void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
76 void glClear(GLbitfield mask);
77 void glDrawBuffer(GLenum mode);
80 void glTexParameteriv(GLenum target, GLenum pname, const GLint *params);
81 void glTexParameteri(GLenum target, GLenum pname, GLint param);
82 void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
83 void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
84 void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
85 void glPolygonMode(GLenum face, GLenum mode);
86 void glPointSize(GLfloat size);
87 void glLineWidth(GLfloat width);
88 void glHint(GLenum target, GLenum mode);
89 void glFrontFace(GLenum mode);
90 void glCullFace(GLenum mode);
91
92 // OpenGL 1.1 core functions
93 GLboolean glIsTexture(GLuint texture);
94 void glGenTextures(GLsizei n, GLuint *textures);
95 void glDeleteTextures(GLsizei n, const GLuint *textures);
96 void glBindTexture(GLenum target, GLuint texture);
98 void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
100 void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
103 void glPolygonOffset(GLfloat factor, GLfloat units);
104 void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
105 void glDrawArrays(GLenum mode, GLint first, GLsizei count);
106
107 // OpenGL 1.2 core functions
111 void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
112 void glBlendEquation(GLenum mode);
113 void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
114
115 // OpenGL 1.3 core functions
116 void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img);
117 void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
118 void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
120 void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
121 void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
123 void glSampleCoverage(GLfloat value, GLboolean invert);
124 void glActiveTexture(GLenum texture);
125
126 // OpenGL 1.4 core functions
127 void glPointParameteriv(GLenum pname, const GLint *params);
128 void glPointParameteri(GLenum pname, GLint param);
129 void glPointParameterfv(GLenum pname, const GLfloat *params);
130 void glPointParameterf(GLenum pname, GLfloat param);
131 void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount);
132 void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
133 void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
134
135 // OpenGL 1.5 core functions
136 void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* *params);
137 void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
138 GLboolean glUnmapBuffer(GLenum target);
139 GLvoid* glMapBuffer(GLenum target, GLenum access);
140 void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
141 void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
142 void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
143 GLboolean glIsBuffer(GLuint buffer);
144 void glGenBuffers(GLsizei n, GLuint *buffers);
145 void glDeleteBuffers(GLsizei n, const GLuint *buffers);
146 void glBindBuffer(GLenum target, GLuint buffer);
147 void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
148 void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params);
149 void glGetQueryiv(GLenum target, GLenum pname, GLint *params);
150 void glEndQuery(GLenum target);
151 void glBeginQuery(GLenum target, GLuint id);
152 GLboolean glIsQuery(GLuint id);
153 void glDeleteQueries(GLsizei n, const GLuint *ids);
154 void glGenQueries(GLsizei n, GLuint *ids);
155
156 // OpenGL 2.0 core functions
157 void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
158 void glValidateProgram(GLuint program);
159 void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
160 void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
161 void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
162 void glUniform4iv(GLint location, GLsizei count, const GLint *value);
163 void glUniform3iv(GLint location, GLsizei count, const GLint *value);
164 void glUniform2iv(GLint location, GLsizei count, const GLint *value);
165 void glUniform1iv(GLint location, GLsizei count, const GLint *value);
166 void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
167 void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);
168 void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);
169 void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);
170 void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
171 void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
172 void glUniform2i(GLint location, GLint v0, GLint v1);
173 void glUniform1i(GLint location, GLint v0);
174 void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
175 void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
176 void glUniform2f(GLint location, GLfloat v0, GLfloat v1);
177 void glUniform1f(GLint location, GLfloat v0);
178 void glUseProgram(GLuint program);
179 void glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
180 void glLinkProgram(GLuint program);
181 GLboolean glIsShader(GLuint shader);
182 GLboolean glIsProgram(GLuint program);
183 void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer);
184 void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
185 void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
186 void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params);
187 void glGetUniformiv(GLuint program, GLint location, GLint *params);
188 void glGetUniformfv(GLuint program, GLint location, GLfloat *params);
189 GLint glGetUniformLocation(GLuint program, const GLchar *name);
190 void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
191 void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
192 void glGetShaderiv(GLuint shader, GLenum pname, GLint *params);
193 void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
194 void glGetProgramiv(GLuint program, GLenum pname, GLint *params);
195 GLint glGetAttribLocation(GLuint program, const GLchar *name);
196 void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
197 void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
199 void glEnableVertexAttribArray(GLuint index);
200 void glDisableVertexAttribArray(GLuint index);
201 void glDetachShader(GLuint program, GLuint shader);
202 void glDeleteShader(GLuint shader);
203 void glDeleteProgram(GLuint program);
204 GLuint glCreateShader(GLenum type);
205 GLuint glCreateProgram();
206 void glCompileShader(GLuint shader);
207 void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
208 void glAttachShader(GLuint program, GLuint shader);
209 void glStencilMaskSeparate(GLenum face, GLuint mask);
210 void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
211 void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
212 void glDrawBuffers(GLsizei n, const GLenum *bufs);
213 void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
214
215 // OpenGL 2.1 core functions
216 void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
217 void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
218 void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
219 void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
220 void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
221 void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
222
223 // OpenGL 3.0 core functions
224 GLboolean glIsVertexArray(GLuint array);
225 void glGenVertexArrays(GLsizei n, GLuint *arrays);
226 void glDeleteVertexArrays(GLsizei n, const GLuint *arrays);
227 void glBindVertexArray(GLuint array);
228 void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length);
229 GLvoid* glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
230 void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
231 void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
233 void glGenerateMipmap(GLenum target);
234 void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params);
235 void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
237 void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
238 void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
239 GLenum glCheckFramebufferStatus(GLenum target);
240 void glGenFramebuffers(GLsizei n, GLuint *framebuffers);
241 void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
242 void glBindFramebuffer(GLenum target, GLuint framebuffer);
243 GLboolean glIsFramebuffer(GLuint framebuffer);
244 void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
245 void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
246 void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
247 void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
248 void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
249 GLboolean glIsRenderbuffer(GLuint renderbuffer);
250 const GLubyte * glGetStringi(GLenum name, GLuint index);
251 void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
252 void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);
253 void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);
254 void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
255 void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params);
256 void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params);
257 void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params);
258 void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params);
259 void glUniform4uiv(GLint location, GLsizei count, const GLuint *value);
260 void glUniform3uiv(GLint location, GLsizei count, const GLuint *value);
261 void glUniform2uiv(GLint location, GLsizei count, const GLuint *value);
262 void glUniform1uiv(GLint location, GLsizei count, const GLuint *value);
263 void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
264 void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
265 void glUniform2ui(GLint location, GLuint v0, GLuint v1);
266 void glUniform1ui(GLint location, GLuint v0);
267 GLint glGetFragDataLocation(GLuint program, const GLchar *name);
268 void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name);
269 void glGetUniformuiv(GLuint program, GLint location, GLuint *params);
270 void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
271 void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
272 void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
273 void glEndConditionalRender();
274 void glBeginConditionalRender(GLuint id, GLenum mode);
275 void glClampColor(GLenum target, GLenum clamp);
276 void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
277 void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode);
278 void glBindBufferBase(GLenum target, GLuint index, GLuint buffer);
279 void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
280 void glEndTransformFeedback();
281 void glBeginTransformFeedback(GLenum primitiveMode);
282 GLboolean glIsEnabledi(GLenum target, GLuint index);
283 void glDisablei(GLenum target, GLuint index);
284 void glEnablei(GLenum target, GLuint index);
285 void glGetIntegeri_v(GLenum target, GLuint index, GLint *data);
286 void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data);
287 void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
288
289 // OpenGL 3.1 core functions
290 void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
291 void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
293 void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
294 GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName);
295 void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
296 void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
297 void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices);
298 void glPrimitiveRestartIndex(GLuint index);
299 void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer);
300 void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount);
301 void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
302
303 // OpenGL 3.2 core functions
304 void glSampleMaski(GLuint index, GLbitfield mask);
305 void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
308 void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
309 void glGetInteger64v(GLenum pname, GLint64 *params);
310 void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
311 GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
312 void glDeleteSync(GLsync sync);
313 GLboolean glIsSync(GLsync sync);
314 GLsync glFenceSync(GLenum condition, GLbitfield flags);
315 void glProvokingVertex(GLenum mode);
316 void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex);
317 void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex);
318 void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
319 void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
320 void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level);
321 void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params);
322 void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
323
324 // OpenGL 3.3 core functions
325 void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
326 void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
327 void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
328 void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
329 void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
330 void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
331 void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
332 void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
333 void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params);
334 void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params);
335 void glQueryCounter(GLuint id, GLenum target);
336 void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params);
337 void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params);
338 void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params);
339 void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
340 void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param);
341 void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param);
342 void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param);
343 void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
344 void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param);
345 void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param);
346 void glBindSampler(GLuint unit, GLuint sampler);
347 GLboolean glIsSampler(GLuint sampler);
348 void glDeleteSamplers(GLsizei count, const GLuint *samplers);
349 void glGenSamplers(GLsizei count, GLuint *samplers);
350 GLint glGetFragDataIndex(GLuint program, const GLchar *name);
351 void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
352 void glVertexAttribDivisor(GLuint index, GLuint divisor);
353
354 // OpenGL 4.0 core functions
355 void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params);
356 void glEndQueryIndexed(GLenum target, GLuint index);
357 void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id);
358 void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream);
359 void glDrawTransformFeedback(GLenum mode, GLuint id);
360 void glResumeTransformFeedback();
361 void glPauseTransformFeedback();
362 GLboolean glIsTransformFeedback(GLuint id);
363 void glGenTransformFeedbacks(GLsizei n, GLuint *ids);
364 void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
365 void glBindTransformFeedback(GLenum target, GLuint id);
366 void glPatchParameterfv(GLenum pname, const GLfloat *values);
367 void glPatchParameteri(GLenum pname, GLint value);
368 void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values);
369 void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params);
370 void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices);
371 void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
372 void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
373 void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
374 GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name);
375 GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name);
376 void glGetUniformdv(GLuint program, GLint location, GLdouble *params);
377 void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
378 void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
379 void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
380 void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
381 void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
382 void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
383 void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
384 void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
385 void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
386 void glUniform4dv(GLint location, GLsizei count, const GLdouble *value);
387 void glUniform3dv(GLint location, GLsizei count, const GLdouble *value);
388 void glUniform2dv(GLint location, GLsizei count, const GLdouble *value);
389 void glUniform1dv(GLint location, GLsizei count, const GLdouble *value);
390 void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
391 void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z);
392 void glUniform2d(GLint location, GLdouble x, GLdouble y);
393 void glUniform1d(GLint location, GLdouble x);
394 void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect);
395 void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect);
396 void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
397 void glBlendFunci(GLuint buf, GLenum src, GLenum dst);
398 void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha);
399 void glBlendEquationi(GLuint buf, GLenum mode);
400 void glMinSampleShading(GLfloat value);
401
402 // OpenGL 4.1 core functions
403 void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data);
404 void glGetFloati_v(GLenum target, GLuint index, GLfloat *data);
405 void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f);
406 void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v);
407 void glScissorIndexedv(GLuint index, const GLint *v);
408 void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
409 void glScissorArrayv(GLuint first, GLsizei count, const GLint *v);
410 void glViewportIndexedfv(GLuint index, const GLfloat *v);
411 void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
412 void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v);
413 void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params);
414 void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
415 void glVertexAttribL4dv(GLuint index, const GLdouble *v);
416 void glVertexAttribL3dv(GLuint index, const GLdouble *v);
417 void glVertexAttribL2dv(GLuint index, const GLdouble *v);
418 void glVertexAttribL1dv(GLuint index, const GLdouble *v);
419 void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
420 void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
421 void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y);
422 void glVertexAttribL1d(GLuint index, GLdouble x);
423 void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
424 void glValidateProgramPipeline(GLuint pipeline);
425 void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
426 void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
427 void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
428 void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
429 void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
430 void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
431 void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
432 void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
433 void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
434 void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
435 void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
436 void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
437 void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
438 void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
439 void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
440 void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
441 void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
442 void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
443 void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
444 void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
445 void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
446 void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
447 void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
448 void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
449 void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value);
450 void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
451 void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
452 void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
453 void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
454 void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
455 void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
456 void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
457 void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value);
458 void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
459 void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
460 void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1);
461 void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
462 void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1);
463 void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
464 void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1);
465 void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value);
466 void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1);
467 void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
468 void glProgramUniform1ui(GLuint program, GLint location, GLuint v0);
469 void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
470 void glProgramUniform1d(GLuint program, GLint location, GLdouble v0);
471 void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
472 void glProgramUniform1f(GLuint program, GLint location, GLfloat v0);
473 void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value);
474 void glProgramUniform1i(GLuint program, GLint location, GLint v0);
475 void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params);
476 GLboolean glIsProgramPipeline(GLuint pipeline);
477 void glGenProgramPipelines(GLsizei n, GLuint *pipelines);
478 void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines);
479 void glBindProgramPipeline(GLuint pipeline);
480 GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar* const *strings);
481 void glActiveShaderProgram(GLuint pipeline, GLuint program);
482 void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program);
483 void glProgramParameteri(GLuint program, GLenum pname, GLint value);
484 void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length);
485 void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary);
486 void glClearDepthf(GLfloat dd);
487 void glDepthRangef(GLfloat n, GLfloat f);
488 void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
489 void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length);
490 void glReleaseShaderCompiler();
491
492 // OpenGL 4.2 core functions
496 void glMemoryBarrier(GLbitfield barriers);
497 void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
498 void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params);
499 void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params);
500 void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);
501 void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount);
502 void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);
503 void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance);
504 void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);
505
506private:
508
509 static bool isContextCompatible(QOpenGLContext *context);
510 static QOpenGLVersionProfile versionProfile();
511
527};
528
529// OpenGL 1.0 core functions
531{
532 d_1_0_Core->f.Viewport(x, y, width, height);
533}
534
536{
537 d_1_0_Core->f.DepthRange(nearVal, farVal);
538}
539
541{
542 return d_1_0_Core->f.IsEnabled(cap);
543}
544
546{
547 d_1_0_Core->f.GetTexLevelParameteriv(target, level, pname, params);
548}
549
551{
552 d_1_0_Core->f.GetTexLevelParameterfv(target, level, pname, params);
553}
554
556{
557 d_1_0_Core->f.GetTexParameteriv(target, pname, params);
558}
559
561{
562 d_1_0_Core->f.GetTexParameterfv(target, pname, params);
563}
564
566{
567 d_1_0_Core->f.GetTexImage(target, level, format, type, pixels);
568}
569
571{
572 return d_1_0_Core->f.GetString(name);
573}
574
576{
577 d_1_0_Core->f.GetIntegerv(pname, params);
578}
579
581{
582 d_1_0_Core->f.GetFloatv(pname, params);
583}
584
586{
587 return d_1_0_Core->f.GetError();
588}
589
591{
592 d_1_0_Core->f.GetDoublev(pname, params);
593}
594
596{
597 d_1_0_Core->f.GetBooleanv(pname, params);
598}
599
601{
602 d_1_0_Core->f.ReadPixels(x, y, width, height, format, type, pixels);
603}
604
606{
607 d_1_0_Core->f.ReadBuffer(mode);
608}
609
611{
612 d_1_0_Core->f.PixelStorei(pname, param);
613}
614
616{
617 d_1_0_Core->f.PixelStoref(pname, param);
618}
619
621{
622 d_1_0_Core->f.DepthFunc(func);
623}
624
626{
627 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
628}
629
631{
632 d_1_0_Core->f.StencilFunc(func, ref, mask);
633}
634
636{
637 d_1_0_Core->f.LogicOp(opcode);
638}
639
641{
642 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
643}
644
646{
647 d_1_0_Core->f.Flush();
648}
649
651{
652 d_1_0_Core->f.Finish();
653}
654
656{
657 d_1_0_Core->f.Enable(cap);
658}
659
661{
662 d_1_0_Core->f.Disable(cap);
663}
664
666{
667 d_1_0_Core->f.DepthMask(flag);
668}
669
674
676{
677 d_1_0_Core->f.StencilMask(mask);
678}
679
681{
682 d_1_0_Core->f.ClearDepth(depth);
683}
684
686{
687 d_1_0_Core->f.ClearStencil(s);
688}
689
691{
692 d_1_0_Core->f.ClearColor(red, green, blue, alpha);
693}
694
696{
697 d_1_0_Core->f.Clear(mask);
698}
699
701{
702 d_1_0_Core->f.DrawBuffer(mode);
703}
704
709
714
716{
717 d_1_0_Core->f.TexParameteriv(target, pname, params);
718}
719
721{
722 d_1_0_Core->f.TexParameteri(target, pname, param);
723}
724
726{
727 d_1_0_Core->f.TexParameterfv(target, pname, params);
728}
729
731{
732 d_1_0_Core->f.TexParameterf(target, pname, param);
733}
734
736{
737 d_1_0_Core->f.Scissor(x, y, width, height);
738}
739
741{
742 d_1_0_Core->f.PolygonMode(face, mode);
743}
744
746{
747 d_1_0_Core->f.PointSize(size);
748}
749
751{
752 d_1_0_Core->f.LineWidth(width);
753}
754
756{
757 d_1_0_Core->f.Hint(target, mode);
758}
759
761{
762 d_1_0_Core->f.FrontFace(mode);
763}
764
766{
767 d_1_0_Core->f.CullFace(mode);
768}
769
770
771// OpenGL 1.1 core functions
773{
774 return d_1_1_Core->f.IsTexture(texture);
775}
776
778{
779 d_1_1_Core->f.GenTextures(n, textures);
780}
781
783{
784 d_1_1_Core->f.DeleteTextures(n, textures);
785}
786
788{
789 d_1_1_Core->f.BindTexture(target, texture);
790}
791
796
801
806
808{
809 d_1_1_Core->f.CopyTexSubImage1D(target, level, xoffset, x, y, width);
810}
811
816
821
823{
824 d_1_1_Core->f.PolygonOffset(factor, units);
825}
826
828{
829 d_1_1_Core->f.DrawElements(mode, count, type, indices);
830}
831
833{
834 d_1_1_Core->f.DrawArrays(mode, first, count);
835}
836
837
838// OpenGL 1.2 core functions
843
848
853
855{
856 d_1_2_Core->f.DrawRangeElements(mode, start, end, count, type, indices);
857}
858
860{
861 d_1_2_Core->f.BlendEquation(mode);
862}
863
865{
866 d_1_2_Core->f.BlendColor(red, green, blue, alpha);
867}
868
869
870// OpenGL 1.3 core functions
872{
873 d_1_3_Core->f.GetCompressedTexImage(target, level, img);
874}
875
880
885
890
895
900
905
907{
908 d_1_3_Core->f.SampleCoverage(value, invert);
909}
910
912{
913 d_1_3_Core->f.ActiveTexture(texture);
914}
915
916
917// OpenGL 1.4 core functions
919{
920 d_1_4_Core->f.PointParameteriv(pname, params);
921}
922
924{
925 d_1_4_Core->f.PointParameteri(pname, param);
926}
927
929{
930 d_1_4_Core->f.PointParameterfv(pname, params);
931}
932
934{
935 d_1_4_Core->f.PointParameterf(pname, param);
936}
937
939{
940 d_1_4_Core->f.MultiDrawElements(mode, count, type, indices, drawcount);
941}
942
944{
945 d_1_4_Core->f.MultiDrawArrays(mode, first, count, drawcount);
946}
947
949{
950 d_1_4_Core->f.BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
951}
952
953
954// OpenGL 1.5 core functions
956{
957 d_1_5_Core->f.GetBufferPointerv(target, pname, params);
958}
959
961{
962 d_1_5_Core->f.GetBufferParameteriv(target, pname, params);
963}
964
966{
967 return d_1_5_Core->f.UnmapBuffer(target);
968}
969
971{
972 return d_1_5_Core->f.MapBuffer(target, access);
973}
974
976{
977 d_1_5_Core->f.GetBufferSubData(target, offset, size, data);
978}
979
981{
982 d_1_5_Core->f.BufferSubData(target, offset, size, data);
983}
984
986{
987 d_1_5_Core->f.BufferData(target, size, data, usage);
988}
989
991{
992 return d_1_5_Core->f.IsBuffer(buffer);
993}
994
996{
997 d_1_5_Core->f.GenBuffers(n, buffers);
998}
999
1001{
1002 d_1_5_Core->f.DeleteBuffers(n, buffers);
1003}
1004
1006{
1007 d_1_5_Core->f.BindBuffer(target, buffer);
1008}
1009
1011{
1012 d_1_5_Core->f.GetQueryObjectuiv(id, pname, params);
1013}
1014
1016{
1017 d_1_5_Core->f.GetQueryObjectiv(id, pname, params);
1018}
1019
1021{
1022 d_1_5_Core->f.GetQueryiv(target, pname, params);
1023}
1024
1026{
1027 d_1_5_Core->f.EndQuery(target);
1028}
1029
1031{
1032 d_1_5_Core->f.BeginQuery(target, id);
1033}
1034
1036{
1037 return d_1_5_Core->f.IsQuery(id);
1038}
1039
1041{
1042 d_1_5_Core->f.DeleteQueries(n, ids);
1043}
1044
1046{
1047 d_1_5_Core->f.GenQueries(n, ids);
1048}
1049
1050
1051// OpenGL 2.0 core functions
1053{
1054 d_2_0_Core->f.VertexAttribPointer(index, size, type, normalized, stride, pointer);
1055}
1056
1058{
1059 d_2_0_Core->f.ValidateProgram(program);
1060}
1061
1063{
1064 d_2_0_Core->f.UniformMatrix4fv(location, count, transpose, value);
1065}
1066
1068{
1069 d_2_0_Core->f.UniformMatrix3fv(location, count, transpose, value);
1070}
1071
1073{
1074 d_2_0_Core->f.UniformMatrix2fv(location, count, transpose, value);
1075}
1076
1078{
1079 d_2_0_Core->f.Uniform4iv(location, count, value);
1080}
1081
1083{
1084 d_2_0_Core->f.Uniform3iv(location, count, value);
1085}
1086
1088{
1089 d_2_0_Core->f.Uniform2iv(location, count, value);
1090}
1091
1093{
1094 d_2_0_Core->f.Uniform1iv(location, count, value);
1095}
1096
1098{
1099 d_2_0_Core->f.Uniform4fv(location, count, value);
1100}
1101
1103{
1104 d_2_0_Core->f.Uniform3fv(location, count, value);
1105}
1106
1108{
1109 d_2_0_Core->f.Uniform2fv(location, count, value);
1110}
1111
1113{
1114 d_2_0_Core->f.Uniform1fv(location, count, value);
1115}
1116
1118{
1119 d_2_0_Core->f.Uniform4i(location, v0, v1, v2, v3);
1120}
1121
1123{
1124 d_2_0_Core->f.Uniform3i(location, v0, v1, v2);
1125}
1126
1128{
1129 d_2_0_Core->f.Uniform2i(location, v0, v1);
1130}
1131
1133{
1134 d_2_0_Core->f.Uniform1i(location, v0);
1135}
1136
1138{
1139 d_2_0_Core->f.Uniform4f(location, v0, v1, v2, v3);
1140}
1141
1143{
1144 d_2_0_Core->f.Uniform3f(location, v0, v1, v2);
1145}
1146
1148{
1149 d_2_0_Core->f.Uniform2f(location, v0, v1);
1150}
1151
1153{
1154 d_2_0_Core->f.Uniform1f(location, v0);
1155}
1156
1158{
1159 d_2_0_Core->f.UseProgram(program);
1160}
1161
1163{
1164 d_2_0_Core->f.ShaderSource(shader, count, string, length);
1165}
1166
1168{
1169 d_2_0_Core->f.LinkProgram(program);
1170}
1171
1173{
1174 return d_2_0_Core->f.IsShader(shader);
1175}
1176
1178{
1179 return d_2_0_Core->f.IsProgram(program);
1180}
1181
1183{
1184 d_2_0_Core->f.GetVertexAttribPointerv(index, pname, pointer);
1185}
1186
1188{
1189 d_2_0_Core->f.GetVertexAttribiv(index, pname, params);
1190}
1191
1193{
1194 d_2_0_Core->f.GetVertexAttribfv(index, pname, params);
1195}
1196
1198{
1199 d_2_0_Core->f.GetVertexAttribdv(index, pname, params);
1200}
1201
1203{
1204 d_2_0_Core->f.GetUniformiv(program, location, params);
1205}
1206
1208{
1209 d_2_0_Core->f.GetUniformfv(program, location, params);
1210}
1211
1213{
1214 return d_2_0_Core->f.GetUniformLocation(program, name);
1215}
1216
1221
1226
1228{
1229 d_2_0_Core->f.GetShaderiv(shader, pname, params);
1230}
1231
1236
1238{
1239 d_2_0_Core->f.GetProgramiv(program, pname, params);
1240}
1241
1243{
1244 return d_2_0_Core->f.GetAttribLocation(program, name);
1245}
1246
1248{
1249 d_2_0_Core->f.GetAttachedShaders(program, maxCount, count, obj);
1250}
1251
1256
1261
1263{
1264 d_2_0_Core->f.EnableVertexAttribArray(index);
1265}
1266
1268{
1269 d_2_0_Core->f.DisableVertexAttribArray(index);
1270}
1271
1273{
1274 d_2_0_Core->f.DetachShader(program, shader);
1275}
1276
1278{
1279 d_2_0_Core->f.DeleteShader(shader);
1280}
1281
1283{
1284 d_2_0_Core->f.DeleteProgram(program);
1285}
1286
1288{
1289 return d_2_0_Core->f.CreateShader(type);
1290}
1291
1293{
1294 return d_2_0_Core->f.CreateProgram();
1295}
1296
1298{
1299 d_2_0_Core->f.CompileShader(shader);
1300}
1301
1303{
1304 d_2_0_Core->f.BindAttribLocation(program, index, name);
1305}
1306
1308{
1309 d_2_0_Core->f.AttachShader(program, shader);
1310}
1311
1313{
1314 d_2_0_Core->f.StencilMaskSeparate(face, mask);
1315}
1316
1318{
1319 d_2_0_Core->f.StencilFuncSeparate(face, func, ref, mask);
1320}
1321
1323{
1324 d_2_0_Core->f.StencilOpSeparate(face, sfail, dpfail, dppass);
1325}
1326
1328{
1329 d_2_0_Core->f.DrawBuffers(n, bufs);
1330}
1331
1333{
1334 d_2_0_Core->f.BlendEquationSeparate(modeRGB, modeAlpha);
1335}
1336
1337
1338// OpenGL 2.1 core functions
1340{
1341 d_2_1_Core->f.UniformMatrix4x3fv(location, count, transpose, value);
1342}
1343
1345{
1346 d_2_1_Core->f.UniformMatrix3x4fv(location, count, transpose, value);
1347}
1348
1350{
1351 d_2_1_Core->f.UniformMatrix4x2fv(location, count, transpose, value);
1352}
1353
1355{
1356 d_2_1_Core->f.UniformMatrix2x4fv(location, count, transpose, value);
1357}
1358
1360{
1361 d_2_1_Core->f.UniformMatrix3x2fv(location, count, transpose, value);
1362}
1363
1365{
1366 d_2_1_Core->f.UniformMatrix2x3fv(location, count, transpose, value);
1367}
1368
1369
1370// OpenGL 3.0 core functions
1372{
1373 return d_3_0_Core->f.IsVertexArray(array);
1374}
1375
1377{
1378 d_3_0_Core->f.GenVertexArrays(n, arrays);
1379}
1380
1382{
1383 d_3_0_Core->f.DeleteVertexArrays(n, arrays);
1384}
1385
1387{
1388 d_3_0_Core->f.BindVertexArray(array);
1389}
1390
1392{
1393 d_3_0_Core->f.FlushMappedBufferRange(target, offset, length);
1394}
1395
1397{
1398 return d_3_0_Core->f.MapBufferRange(target, offset, length, access);
1399}
1400
1405
1410
1415
1417{
1418 d_3_0_Core->f.GenerateMipmap(target);
1419}
1420
1422{
1423 d_3_0_Core->f.GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
1424}
1425
1430
1435
1440
1445
1447{
1448 return d_3_0_Core->f.CheckFramebufferStatus(target);
1449}
1450
1452{
1453 d_3_0_Core->f.GenFramebuffers(n, framebuffers);
1454}
1455
1457{
1458 d_3_0_Core->f.DeleteFramebuffers(n, framebuffers);
1459}
1460
1462{
1463 d_3_0_Core->f.BindFramebuffer(target, framebuffer);
1464}
1465
1467{
1468 return d_3_0_Core->f.IsFramebuffer(framebuffer);
1469}
1470
1472{
1473 d_3_0_Core->f.GetRenderbufferParameteriv(target, pname, params);
1474}
1475
1480
1482{
1483 d_3_0_Core->f.GenRenderbuffers(n, renderbuffers);
1484}
1485
1487{
1488 d_3_0_Core->f.DeleteRenderbuffers(n, renderbuffers);
1489}
1490
1492{
1493 d_3_0_Core->f.BindRenderbuffer(target, renderbuffer);
1494}
1495
1497{
1498 return d_3_0_Core->f.IsRenderbuffer(renderbuffer);
1499}
1500
1502{
1503 return d_3_0_Core->f.GetStringi(name, index);
1504}
1505
1510
1512{
1513 d_3_0_Core->f.ClearBufferfv(buffer, drawbuffer, value);
1514}
1515
1517{
1518 d_3_0_Core->f.ClearBufferuiv(buffer, drawbuffer, value);
1519}
1520
1522{
1523 d_3_0_Core->f.ClearBufferiv(buffer, drawbuffer, value);
1524}
1525
1527{
1528 d_3_0_Core->f.GetTexParameterIuiv(target, pname, params);
1529}
1530
1532{
1533 d_3_0_Core->f.GetTexParameterIiv(target, pname, params);
1534}
1535
1537{
1538 d_3_0_Core->f.TexParameterIuiv(target, pname, params);
1539}
1540
1542{
1543 d_3_0_Core->f.TexParameterIiv(target, pname, params);
1544}
1545
1547{
1548 d_3_0_Core->f.Uniform4uiv(location, count, value);
1549}
1550
1552{
1553 d_3_0_Core->f.Uniform3uiv(location, count, value);
1554}
1555
1557{
1558 d_3_0_Core->f.Uniform2uiv(location, count, value);
1559}
1560
1562{
1563 d_3_0_Core->f.Uniform1uiv(location, count, value);
1564}
1565
1567{
1568 d_3_0_Core->f.Uniform4ui(location, v0, v1, v2, v3);
1569}
1570
1572{
1573 d_3_0_Core->f.Uniform3ui(location, v0, v1, v2);
1574}
1575
1577{
1578 d_3_0_Core->f.Uniform2ui(location, v0, v1);
1579}
1580
1582{
1583 d_3_0_Core->f.Uniform1ui(location, v0);
1584}
1585
1587{
1588 return d_3_0_Core->f.GetFragDataLocation(program, name);
1589}
1590
1592{
1593 d_3_0_Core->f.BindFragDataLocation(program, color, name);
1594}
1595
1597{
1598 d_3_0_Core->f.GetUniformuiv(program, location, params);
1599}
1600
1602{
1603 d_3_0_Core->f.GetVertexAttribIuiv(index, pname, params);
1604}
1605
1607{
1608 d_3_0_Core->f.GetVertexAttribIiv(index, pname, params);
1609}
1610
1612{
1613 d_3_0_Core->f.VertexAttribIPointer(index, size, type, stride, pointer);
1614}
1615
1617{
1618 d_3_0_Core->f.EndConditionalRender();
1619}
1620
1622{
1623 d_3_0_Core->f.BeginConditionalRender(id, mode);
1624}
1625
1627{
1628 d_3_0_Core->f.ClampColor(target, clamp);
1629}
1630
1635
1637{
1638 d_3_0_Core->f.TransformFeedbackVaryings(program, count, varyings, bufferMode);
1639}
1640
1642{
1643 d_3_0_Core->f.BindBufferBase(target, index, buffer);
1644}
1645
1650
1652{
1653 d_3_0_Core->f.EndTransformFeedback();
1654}
1655
1657{
1658 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
1659}
1660
1662{
1663 return d_3_0_Core->f.IsEnabledi(target, index);
1664}
1665
1667{
1668 d_3_0_Core->f.Disablei(target, index);
1669}
1670
1672{
1673 d_3_0_Core->f.Enablei(target, index);
1674}
1675
1677{
1678 d_3_0_Core->f.GetIntegeri_v(target, index, data);
1679}
1680
1682{
1683 d_3_0_Core->f.GetBooleani_v(target, index, data);
1684}
1685
1687{
1688 d_3_0_Core->f.ColorMaski(index, r, g, b, a);
1689}
1690
1691
1692// OpenGL 3.1 core functions
1694{
1695 d_3_1_Core->f.CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
1696}
1697
1702
1707
1712
1714{
1715 return d_3_1_Core->f.GetUniformBlockIndex(program, uniformBlockName);
1716}
1717
1722
1727
1732
1734{
1735 d_3_1_Core->f.PrimitiveRestartIndex(index);
1736}
1737
1742
1744{
1745 d_3_1_Core->f.DrawElementsInstanced(mode, count, type, indices, instancecount);
1746}
1747
1752
1753
1754// OpenGL 3.2 core functions
1756{
1757 d_3_2_Core->f.SampleMaski(index, mask);
1758}
1759
1761{
1762 d_3_2_Core->f.GetMultisamplefv(pname, index, val);
1763}
1764
1769
1774
1776{
1777 d_3_2_Core->f.GetSynciv(sync, pname, bufSize, length, values);
1778}
1779
1781{
1782 d_3_2_Core->f.GetInteger64v(pname, params);
1783}
1784
1786{
1787 d_3_2_Core->f.WaitSync(sync, flags, timeout);
1788}
1789
1791{
1792 return d_3_2_Core->f.ClientWaitSync(sync, flags, timeout);
1793}
1794
1796{
1797 d_3_2_Core->f.DeleteSync(sync);
1798}
1799
1801{
1802 return d_3_2_Core->f.IsSync(sync);
1803}
1804
1806{
1807 return d_3_2_Core->f.FenceSync(condition, flags);
1808}
1809
1811{
1812 d_3_2_Core->f.ProvokingVertex(mode);
1813}
1814
1816{
1817 d_3_2_Core->f.MultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex);
1818}
1819
1824
1826{
1827 d_3_2_Core->f.DrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex);
1828}
1829
1831{
1832 d_3_2_Core->f.DrawElementsBaseVertex(mode, count, type, indices, basevertex);
1833}
1834
1839
1841{
1842 d_3_2_Core->f.GetBufferParameteri64v(target, pname, params);
1843}
1844
1846{
1847 d_3_2_Core->f.GetInteger64i_v(target, index, data);
1848}
1849
1850
1851// OpenGL 3.3 core functions
1853{
1854 d_3_3_Core->f.VertexAttribP4uiv(index, type, normalized, value);
1855}
1856
1861
1863{
1864 d_3_3_Core->f.VertexAttribP3uiv(index, type, normalized, value);
1865}
1866
1871
1873{
1874 d_3_3_Core->f.VertexAttribP2uiv(index, type, normalized, value);
1875}
1876
1881
1883{
1884 d_3_3_Core->f.VertexAttribP1uiv(index, type, normalized, value);
1885}
1886
1891
1893{
1894 d_3_3_Core->f.GetQueryObjectui64v(id, pname, params);
1895}
1896
1898{
1899 d_3_3_Core->f.GetQueryObjecti64v(id, pname, params);
1900}
1901
1903{
1904 d_3_3_Core->f.QueryCounter(id, target);
1905}
1906
1908{
1909 d_3_3_Core->f.GetSamplerParameterIuiv(sampler, pname, params);
1910}
1911
1913{
1914 d_3_3_Core->f.GetSamplerParameterfv(sampler, pname, params);
1915}
1916
1918{
1919 d_3_3_Core->f.GetSamplerParameterIiv(sampler, pname, params);
1920}
1921
1923{
1924 d_3_3_Core->f.GetSamplerParameteriv(sampler, pname, params);
1925}
1926
1928{
1929 d_3_3_Core->f.SamplerParameterIuiv(sampler, pname, param);
1930}
1931
1933{
1934 d_3_3_Core->f.SamplerParameterIiv(sampler, pname, param);
1935}
1936
1938{
1939 d_3_3_Core->f.SamplerParameterfv(sampler, pname, param);
1940}
1941
1943{
1944 d_3_3_Core->f.SamplerParameterf(sampler, pname, param);
1945}
1946
1948{
1949 d_3_3_Core->f.SamplerParameteriv(sampler, pname, param);
1950}
1951
1953{
1954 d_3_3_Core->f.SamplerParameteri(sampler, pname, param);
1955}
1956
1958{
1959 d_3_3_Core->f.BindSampler(unit, sampler);
1960}
1961
1963{
1964 return d_3_3_Core->f.IsSampler(sampler);
1965}
1966
1968{
1969 d_3_3_Core->f.DeleteSamplers(count, samplers);
1970}
1971
1973{
1974 d_3_3_Core->f.GenSamplers(count, samplers);
1975}
1976
1978{
1979 return d_3_3_Core->f.GetFragDataIndex(program, name);
1980}
1981
1983{
1984 d_3_3_Core->f.BindFragDataLocationIndexed(program, colorNumber, index, name);
1985}
1986
1988{
1989 d_3_3_Core->f.VertexAttribDivisor(index, divisor);
1990}
1991
1992
1993// OpenGL 4.0 core functions
1995{
1996 d_4_0_Core->f.GetQueryIndexediv(target, index, pname, params);
1997}
1998
2000{
2001 d_4_0_Core->f.EndQueryIndexed(target, index);
2002}
2003
2005{
2006 d_4_0_Core->f.BeginQueryIndexed(target, index, id);
2007}
2008
2010{
2011 d_4_0_Core->f.DrawTransformFeedbackStream(mode, id, stream);
2012}
2013
2015{
2016 d_4_0_Core->f.DrawTransformFeedback(mode, id);
2017}
2018
2020{
2021 d_4_0_Core->f.ResumeTransformFeedback();
2022}
2023
2025{
2026 d_4_0_Core->f.PauseTransformFeedback();
2027}
2028
2030{
2031 return d_4_0_Core->f.IsTransformFeedback(id);
2032}
2033
2035{
2036 d_4_0_Core->f.GenTransformFeedbacks(n, ids);
2037}
2038
2040{
2041 d_4_0_Core->f.DeleteTransformFeedbacks(n, ids);
2042}
2043
2045{
2046 d_4_0_Core->f.BindTransformFeedback(target, id);
2047}
2048
2050{
2051 d_4_0_Core->f.PatchParameterfv(pname, values);
2052}
2053
2055{
2056 d_4_0_Core->f.PatchParameteri(pname, value);
2057}
2058
2063
2065{
2066 d_4_0_Core->f.GetUniformSubroutineuiv(shadertype, location, params);
2067}
2068
2070{
2071 d_4_0_Core->f.UniformSubroutinesuiv(shadertype, count, indices);
2072}
2073
2078
2083
2088
2090{
2091 return d_4_0_Core->f.GetSubroutineIndex(program, shadertype, name);
2092}
2093
2095{
2096 return d_4_0_Core->f.GetSubroutineUniformLocation(program, shadertype, name);
2097}
2098
2100{
2101 d_4_0_Core->f.GetUniformdv(program, location, params);
2102}
2103
2105{
2106 d_4_0_Core->f.UniformMatrix4x3dv(location, count, transpose, value);
2107}
2108
2110{
2111 d_4_0_Core->f.UniformMatrix4x2dv(location, count, transpose, value);
2112}
2113
2115{
2116 d_4_0_Core->f.UniformMatrix3x4dv(location, count, transpose, value);
2117}
2118
2120{
2121 d_4_0_Core->f.UniformMatrix3x2dv(location, count, transpose, value);
2122}
2123
2125{
2126 d_4_0_Core->f.UniformMatrix2x4dv(location, count, transpose, value);
2127}
2128
2130{
2131 d_4_0_Core->f.UniformMatrix2x3dv(location, count, transpose, value);
2132}
2133
2135{
2136 d_4_0_Core->f.UniformMatrix4dv(location, count, transpose, value);
2137}
2138
2140{
2141 d_4_0_Core->f.UniformMatrix3dv(location, count, transpose, value);
2142}
2143
2145{
2146 d_4_0_Core->f.UniformMatrix2dv(location, count, transpose, value);
2147}
2148
2150{
2151 d_4_0_Core->f.Uniform4dv(location, count, value);
2152}
2153
2155{
2156 d_4_0_Core->f.Uniform3dv(location, count, value);
2157}
2158
2160{
2161 d_4_0_Core->f.Uniform2dv(location, count, value);
2162}
2163
2165{
2166 d_4_0_Core->f.Uniform1dv(location, count, value);
2167}
2168
2170{
2171 d_4_0_Core->f.Uniform4d(location, x, y, z, w);
2172}
2173
2175{
2176 d_4_0_Core->f.Uniform3d(location, x, y, z);
2177}
2178
2180{
2181 d_4_0_Core->f.Uniform2d(location, x, y);
2182}
2183
2185{
2186 d_4_0_Core->f.Uniform1d(location, x);
2187}
2188
2190{
2191 d_4_0_Core->f.DrawElementsIndirect(mode, type, indirect);
2192}
2193
2195{
2196 d_4_0_Core->f.DrawArraysIndirect(mode, indirect);
2197}
2198
2203
2205{
2206 d_4_0_Core->f.BlendFunci(buf, src, dst);
2207}
2208
2210{
2211 d_4_0_Core->f.BlendEquationSeparatei(buf, modeRGB, modeAlpha);
2212}
2213
2215{
2216 d_4_0_Core->f.BlendEquationi(buf, mode);
2217}
2218
2220{
2221 d_4_0_Core->f.MinSampleShading(value);
2222}
2223
2224
2225// OpenGL 4.1 core functions
2227{
2228 d_4_1_Core->f.GetDoublei_v(target, index, data);
2229}
2230
2232{
2233 d_4_1_Core->f.GetFloati_v(target, index, data);
2234}
2235
2237{
2238 d_4_1_Core->f.DepthRangeIndexed(index, n, f);
2239}
2240
2242{
2243 d_4_1_Core->f.DepthRangeArrayv(first, count, v);
2244}
2245
2247{
2248 d_4_1_Core->f.ScissorIndexedv(index, v);
2249}
2250
2255
2257{
2258 d_4_1_Core->f.ScissorArrayv(first, count, v);
2259}
2260
2262{
2263 d_4_1_Core->f.ViewportIndexedfv(index, v);
2264}
2265
2267{
2268 d_4_1_Core->f.ViewportIndexedf(index, x, y, w, h);
2269}
2270
2272{
2273 d_4_1_Core->f.ViewportArrayv(first, count, v);
2274}
2275
2277{
2278 d_4_1_Core->f.GetVertexAttribLdv(index, pname, params);
2279}
2280
2282{
2283 d_4_1_Core->f.VertexAttribLPointer(index, size, type, stride, pointer);
2284}
2285
2287{
2288 d_4_1_Core->f.VertexAttribL4dv(index, v);
2289}
2290
2292{
2293 d_4_1_Core->f.VertexAttribL3dv(index, v);
2294}
2295
2297{
2298 d_4_1_Core->f.VertexAttribL2dv(index, v);
2299}
2300
2302{
2303 d_4_1_Core->f.VertexAttribL1dv(index, v);
2304}
2305
2307{
2308 d_4_1_Core->f.VertexAttribL4d(index, x, y, z, w);
2309}
2310
2312{
2313 d_4_1_Core->f.VertexAttribL3d(index, x, y, z);
2314}
2315
2317{
2318 d_4_1_Core->f.VertexAttribL2d(index, x, y);
2319}
2320
2322{
2323 d_4_1_Core->f.VertexAttribL1d(index, x);
2324}
2325
2327{
2328 d_4_1_Core->f.GetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog);
2329}
2330
2332{
2333 d_4_1_Core->f.ValidateProgramPipeline(pipeline);
2334}
2335
2340
2345
2350
2355
2360
2365
2370
2375
2380
2385
2390
2395
2400
2405
2410
2415
2420
2425
2427{
2428 d_4_1_Core->f.ProgramUniform4uiv(program, location, count, value);
2429}
2430
2432{
2433 d_4_1_Core->f.ProgramUniform4ui(program, location, v0, v1, v2, v3);
2434}
2435
2437{
2438 d_4_1_Core->f.ProgramUniform4dv(program, location, count, value);
2439}
2440
2445
2447{
2448 d_4_1_Core->f.ProgramUniform4fv(program, location, count, value);
2449}
2450
2452{
2453 d_4_1_Core->f.ProgramUniform4f(program, location, v0, v1, v2, v3);
2454}
2455
2457{
2458 d_4_1_Core->f.ProgramUniform4iv(program, location, count, value);
2459}
2460
2462{
2463 d_4_1_Core->f.ProgramUniform4i(program, location, v0, v1, v2, v3);
2464}
2465
2467{
2468 d_4_1_Core->f.ProgramUniform3uiv(program, location, count, value);
2469}
2470
2472{
2473 d_4_1_Core->f.ProgramUniform3ui(program, location, v0, v1, v2);
2474}
2475
2477{
2478 d_4_1_Core->f.ProgramUniform3dv(program, location, count, value);
2479}
2480
2482{
2483 d_4_1_Core->f.ProgramUniform3d(program, location, v0, v1, v2);
2484}
2485
2487{
2488 d_4_1_Core->f.ProgramUniform3fv(program, location, count, value);
2489}
2490
2492{
2493 d_4_1_Core->f.ProgramUniform3f(program, location, v0, v1, v2);
2494}
2495
2497{
2498 d_4_1_Core->f.ProgramUniform3iv(program, location, count, value);
2499}
2500
2502{
2503 d_4_1_Core->f.ProgramUniform3i(program, location, v0, v1, v2);
2504}
2505
2507{
2508 d_4_1_Core->f.ProgramUniform2uiv(program, location, count, value);
2509}
2510
2512{
2513 d_4_1_Core->f.ProgramUniform2ui(program, location, v0, v1);
2514}
2515
2517{
2518 d_4_1_Core->f.ProgramUniform2dv(program, location, count, value);
2519}
2520
2522{
2523 d_4_1_Core->f.ProgramUniform2d(program, location, v0, v1);
2524}
2525
2527{
2528 d_4_1_Core->f.ProgramUniform2fv(program, location, count, value);
2529}
2530
2532{
2533 d_4_1_Core->f.ProgramUniform2f(program, location, v0, v1);
2534}
2535
2537{
2538 d_4_1_Core->f.ProgramUniform2iv(program, location, count, value);
2539}
2540
2542{
2543 d_4_1_Core->f.ProgramUniform2i(program, location, v0, v1);
2544}
2545
2547{
2548 d_4_1_Core->f.ProgramUniform1uiv(program, location, count, value);
2549}
2550
2552{
2553 d_4_1_Core->f.ProgramUniform1ui(program, location, v0);
2554}
2555
2557{
2558 d_4_1_Core->f.ProgramUniform1dv(program, location, count, value);
2559}
2560
2562{
2563 d_4_1_Core->f.ProgramUniform1d(program, location, v0);
2564}
2565
2567{
2568 d_4_1_Core->f.ProgramUniform1fv(program, location, count, value);
2569}
2570
2572{
2573 d_4_1_Core->f.ProgramUniform1f(program, location, v0);
2574}
2575
2577{
2578 d_4_1_Core->f.ProgramUniform1iv(program, location, count, value);
2579}
2580
2582{
2583 d_4_1_Core->f.ProgramUniform1i(program, location, v0);
2584}
2585
2587{
2588 d_4_1_Core->f.GetProgramPipelineiv(pipeline, pname, params);
2589}
2590
2592{
2593 return d_4_1_Core->f.IsProgramPipeline(pipeline);
2594}
2595
2597{
2598 d_4_1_Core->f.GenProgramPipelines(n, pipelines);
2599}
2600
2602{
2603 d_4_1_Core->f.DeleteProgramPipelines(n, pipelines);
2604}
2605
2607{
2608 d_4_1_Core->f.BindProgramPipeline(pipeline);
2609}
2610
2612{
2613 return d_4_1_Core->f.CreateShaderProgramv(type, count, strings);
2614}
2615
2617{
2618 d_4_1_Core->f.ActiveShaderProgram(pipeline, program);
2619}
2620
2622{
2623 d_4_1_Core->f.UseProgramStages(pipeline, stages, program);
2624}
2625
2627{
2628 d_4_1_Core->f.ProgramParameteri(program, pname, value);
2629}
2630
2632{
2633 d_4_1_Core->f.ProgramBinary(program, binaryFormat, binary, length);
2634}
2635
2640
2642{
2643 d_4_1_Core->f.ClearDepthf(dd);
2644}
2645
2647{
2648 d_4_1_Core->f.DepthRangef(n, f);
2649}
2650
2655
2657{
2658 d_4_1_Core->f.ShaderBinary(count, shaders, binaryformat, binary, length);
2659}
2660
2662{
2663 d_4_1_Core->f.ReleaseShaderCompiler();
2664}
2665
2666
2667// OpenGL 4.2 core functions
2672
2677
2682
2684{
2685 d_4_2_Core->f.MemoryBarrier(barriers);
2686}
2687
2692
2694{
2695 d_4_2_Core->f.GetActiveAtomicCounterBufferiv(program, bufferIndex, pname, params);
2696}
2697
2702
2704{
2705 d_4_2_Core->f.DrawTransformFeedbackStreamInstanced(mode, id, stream, instancecount);
2706}
2707
2709{
2710 d_4_2_Core->f.DrawTransformFeedbackInstanced(mode, id, instancecount);
2711}
2712
2717
2722
2727
2728
2729
2731
2732#ifdef Q_OS_WIN
2733#pragma pop_macro("MemoryBarrier")
2734#endif
2735
2736#endif // QT_NO_OPENGL && !QT_CONFIG(opengles2)
2737
2738#endif
quint16 opcode
Definition bluez_data_p.h:1
\inmodule QtGui
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glPointParameteriv(GLenum pname, const GLint *params)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glMemoryBarrier(GLbitfield barriers)
void glActiveShaderProgram(GLuint pipeline, GLuint program)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glScissorIndexedv(GLuint index, const GLint *v)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glBindTransformFeedback(GLenum target, GLuint id)
void glPointParameterf(GLenum pname, GLfloat param)
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glDepthRangef(GLfloat n, GLfloat f)
void glPatchParameteri(GLenum pname, GLint value)
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length)
void glHint(GLenum target, GLenum mode)
GLenum glCheckFramebufferStatus(GLenum target)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance)
void glPointParameteri(GLenum pname, GLint param)
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
GLboolean glIsProgram(GLuint program)
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glClampColor(GLenum target, GLenum clamp)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform2i(GLint location, GLint v0, GLint v1)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
GLboolean glIsEnabledi(GLenum target, GLuint index)
GLboolean glIsSampler(GLuint sampler)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
const GLubyte * glGetString(GLenum name)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glSampleMaski(GLuint index, GLbitfield mask)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
void glDetachShader(GLuint program, GLuint shader)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glValidateProgramPipeline(GLuint pipeline)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glVertexAttribL1d(GLuint index, GLdouble x)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glGenProgramPipelines(GLsizei n, GLuint *pipelines)
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glEndQueryIndexed(GLenum target, GLuint index)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glGetDoublev(GLenum pname, GLdouble *params)
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
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)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
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 glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glEnablei(GLenum target, GLuint index)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform1d(GLint location, GLdouble x)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glQueryCounter(GLuint id, GLenum target)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance)
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glVertexAttribL3dv(GLuint index, const GLdouble *v)
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glGetInteger64v(GLenum pname, GLint64 *params)
void glVertexAttribL4dv(GLuint index, const GLdouble *v)
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
GLboolean glIsProgramPipeline(GLuint pipeline)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform1ui(GLint location, GLuint v0)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length)
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
GLboolean glUnmapBuffer(GLenum target)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glVertexAttribL1dv(GLuint index, const GLdouble *v)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params)
GLboolean glIsVertexArray(GLuint array)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glDisablei(GLenum target, GLuint index)
void glGetFloatv(GLenum pname, GLfloat *params)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glProgramUniform1i(GLuint program, GLint location, GLint v0)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount)
void glBindProgramPipeline(GLuint pipeline)
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glGetBooleanv(GLenum pname, GLboolean *params)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glBindBuffer(GLenum target, GLuint buffer)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glAttachShader(GLuint program, GLuint shader)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glUniform1i(GLint location, GLint v0)
void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glGenTextures(GLsizei n, GLuint *textures)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
GLboolean glIsBuffer(GLuint buffer)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
GLboolean glIsShader(GLuint shader)
void glBeginQuery(GLenum target, GLuint id)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
void glBeginTransformFeedback(GLenum primitiveMode)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLboolean glIsTexture(GLuint texture)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glPolygonMode(GLenum face, GLenum mode)
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
void glPixelStorei(GLenum pname, GLint param)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glProgramParameteri(GLuint program, GLenum pname, GLint value)
void glGenQueries(GLsizei n, GLuint *ids)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glUniform1f(GLint location, GLfloat v0)
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glGenSamplers(GLsizei count, GLuint *samplers)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glGetIntegerv(GLenum pname, GLint *params)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glVertexAttribL2dv(GLuint index, const GLdouble *v)
void glBindSampler(GLuint unit, GLuint sampler)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glViewportIndexedfv(GLuint index, const GLfloat *v)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
void glPixelStoref(GLenum pname, GLfloat param)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glBlendEquationi(GLuint buf, GLenum mode)
void glBindTexture(GLenum target, GLuint texture)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
Combined button and popup list for selecting options.
static void * context
EGLStreamKHR stream
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]
GLsizei GLsizei GLenum void * binary
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
GLbitfield stages
GLsizei const GLfloat * v
[13]
GLint GLboolean layered
GLuint GLfloat GLfloat GLfloat GLfloat GLfloat z
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
GLfloat GLfloat GLfloat w
[0]
const GLuint * pipelines
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLint GLsizei GLsizei GLuint baseinstance
GLenum shadertype
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
GLsizei const GLchar ** strings
[1]
GLenum srcRGB
GLuint sampler
double GLdouble
GLenum GLenum GLenum GLenum dstAlpha
GLenum GLuint GLenum GLsizei length
GLint srcY0
GLenum GLenum GLsizei count
const GLenum * bufs
GLenum pname
const void * indirect
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
GLfloat GLfloat f
GLint GLint srcX1
GLsizei levels
GLenum GLenum GLenum srcAlpha
GLenum src
GLsizei range
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]
GLenum GLenum dstRGB
GLint left
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum type
GLenum writeTarget
GLenum GLenum dst
GLenum GLintptr readOffset
GLint GLint bottom
GLint GLint GLint GLint GLint GLint dstX1
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum access
GLuint colorNumber
GLint GLfloat v0
GLenum GLenum textarget
GLenum GLuint GLenum GLsizei const GLchar * buf
GLenum target
GLenum GLintptr GLintptr writeOffset
GLbitfield flags
GLsizei GLenum const void GLint basevertex
GLsizei bufsize
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
GLsizei GLsizei GLenum * binaryFormat
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
GLfloat GLfloat GLfloat GLfloat h
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 precisiontype
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 GLenum binaryformat
const GLuint * framebuffers
GLsizei const void * pointer
Definition qopenglext.h:384
GLuint uniformIndex
GLint GLenum GLboolean normalized
Definition qopenglext.h:752
GLuint bufferIndex
GLuint framebuffer
GLsizei GLsizei GLuint * shaders
Definition qopenglext.h:677
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
GLenum GLint GLint * precision
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