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qopenglfunctions_4_0_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_0_CORE_H
16#define QOPENGLVERSIONFUNCTIONS_4_0_CORE_H
17
18#include <QtOpenGL/qtopenglglobal.h>
19
20#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)
21
22#include <QtOpenGL/QOpenGLVersionProfile>
23#include <QtOpenGL/QOpenGLVersionFunctions>
24#include <QtGui/qopenglcontext.h>
25
27
29{
30public:
33
34 bool initializeOpenGLFunctions() override;
35
36 // OpenGL 1.0 core functions
37 void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
38 void glDepthRange(GLdouble nearVal, GLdouble farVal);
39 GLboolean glIsEnabled(GLenum cap);
40 void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params);
41 void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params);
42 void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params);
43 void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
44 void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
45 const GLubyte * glGetString(GLenum name);
46 void glGetIntegerv(GLenum pname, GLint *params);
47 void glGetFloatv(GLenum pname, GLfloat *params);
48 GLenum glGetError();
49 void glGetDoublev(GLenum pname, GLdouble *params);
50 void glGetBooleanv(GLenum pname, GLboolean *params);
51 void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
52 void glReadBuffer(GLenum mode);
53 void glPixelStorei(GLenum pname, GLint param);
54 void glPixelStoref(GLenum pname, GLfloat param);
55 void glDepthFunc(GLenum func);
56 void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
57 void glStencilFunc(GLenum func, GLint ref, GLuint mask);
58 void glLogicOp(GLenum opcode);
59 void glBlendFunc(GLenum sfactor, GLenum dfactor);
60 void glFlush();
61 void glFinish();
62 void glEnable(GLenum cap);
63 void glDisable(GLenum cap);
64 void glDepthMask(GLboolean flag);
66 void glStencilMask(GLuint mask);
67 void glClearDepth(GLdouble depth);
68 void glClearStencil(GLint s);
69 void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
70 void glClear(GLbitfield mask);
71 void glDrawBuffer(GLenum mode);
74 void glTexParameteriv(GLenum target, GLenum pname, const GLint *params);
75 void glTexParameteri(GLenum target, GLenum pname, GLint param);
76 void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
77 void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
78 void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
79 void glPolygonMode(GLenum face, GLenum mode);
80 void glPointSize(GLfloat size);
81 void glLineWidth(GLfloat width);
82 void glHint(GLenum target, GLenum mode);
83 void glFrontFace(GLenum mode);
84 void glCullFace(GLenum mode);
85
86 // OpenGL 1.1 core functions
87 GLboolean glIsTexture(GLuint texture);
88 void glGenTextures(GLsizei n, GLuint *textures);
89 void glDeleteTextures(GLsizei n, const GLuint *textures);
90 void glBindTexture(GLenum target, GLuint texture);
92 void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
94 void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
97 void glPolygonOffset(GLfloat factor, GLfloat units);
98 void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
99 void glDrawArrays(GLenum mode, GLint first, GLsizei count);
100
101 // OpenGL 1.2 core functions
105 void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
106 void glBlendEquation(GLenum mode);
107 void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
108
109 // OpenGL 1.3 core functions
110 void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img);
111 void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
112 void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
114 void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
115 void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
117 void glSampleCoverage(GLfloat value, GLboolean invert);
118 void glActiveTexture(GLenum texture);
119
120 // OpenGL 1.4 core functions
121 void glPointParameteriv(GLenum pname, const GLint *params);
122 void glPointParameteri(GLenum pname, GLint param);
123 void glPointParameterfv(GLenum pname, const GLfloat *params);
124 void glPointParameterf(GLenum pname, GLfloat param);
125 void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount);
126 void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
127 void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
128
129 // OpenGL 1.5 core functions
130 void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* *params);
131 void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
132 GLboolean glUnmapBuffer(GLenum target);
133 GLvoid* glMapBuffer(GLenum target, GLenum access);
134 void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
135 void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
136 void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
137 GLboolean glIsBuffer(GLuint buffer);
138 void glGenBuffers(GLsizei n, GLuint *buffers);
139 void glDeleteBuffers(GLsizei n, const GLuint *buffers);
140 void glBindBuffer(GLenum target, GLuint buffer);
141 void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
142 void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params);
143 void glGetQueryiv(GLenum target, GLenum pname, GLint *params);
144 void glEndQuery(GLenum target);
145 void glBeginQuery(GLenum target, GLuint id);
146 GLboolean glIsQuery(GLuint id);
147 void glDeleteQueries(GLsizei n, const GLuint *ids);
148 void glGenQueries(GLsizei n, GLuint *ids);
149
150 // OpenGL 2.0 core functions
151 void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
152 void glValidateProgram(GLuint program);
153 void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
154 void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
155 void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
156 void glUniform4iv(GLint location, GLsizei count, const GLint *value);
157 void glUniform3iv(GLint location, GLsizei count, const GLint *value);
158 void glUniform2iv(GLint location, GLsizei count, const GLint *value);
159 void glUniform1iv(GLint location, GLsizei count, const GLint *value);
160 void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
161 void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);
162 void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);
163 void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);
164 void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
165 void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
166 void glUniform2i(GLint location, GLint v0, GLint v1);
167 void glUniform1i(GLint location, GLint v0);
168 void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
169 void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
170 void glUniform2f(GLint location, GLfloat v0, GLfloat v1);
171 void glUniform1f(GLint location, GLfloat v0);
172 void glUseProgram(GLuint program);
173 void glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
174 void glLinkProgram(GLuint program);
175 GLboolean glIsShader(GLuint shader);
176 GLboolean glIsProgram(GLuint program);
177 void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer);
178 void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
179 void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
180 void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params);
181 void glGetUniformiv(GLuint program, GLint location, GLint *params);
182 void glGetUniformfv(GLuint program, GLint location, GLfloat *params);
183 GLint glGetUniformLocation(GLuint program, const GLchar *name);
184 void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
185 void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
186 void glGetShaderiv(GLuint shader, GLenum pname, GLint *params);
187 void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
188 void glGetProgramiv(GLuint program, GLenum pname, GLint *params);
189 GLint glGetAttribLocation(GLuint program, const GLchar *name);
190 void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
191 void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
193 void glEnableVertexAttribArray(GLuint index);
194 void glDisableVertexAttribArray(GLuint index);
195 void glDetachShader(GLuint program, GLuint shader);
196 void glDeleteShader(GLuint shader);
197 void glDeleteProgram(GLuint program);
198 GLuint glCreateShader(GLenum type);
199 GLuint glCreateProgram();
200 void glCompileShader(GLuint shader);
201 void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
202 void glAttachShader(GLuint program, GLuint shader);
203 void glStencilMaskSeparate(GLenum face, GLuint mask);
204 void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
205 void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
206 void glDrawBuffers(GLsizei n, const GLenum *bufs);
207 void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
208
209 // OpenGL 2.1 core functions
210 void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
211 void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
212 void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
213 void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
214 void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
215 void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
216
217 // OpenGL 3.0 core functions
218 GLboolean glIsVertexArray(GLuint array);
219 void glGenVertexArrays(GLsizei n, GLuint *arrays);
220 void glDeleteVertexArrays(GLsizei n, const GLuint *arrays);
221 void glBindVertexArray(GLuint array);
222 void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length);
223 GLvoid* glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
224 void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
225 void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
227 void glGenerateMipmap(GLenum target);
228 void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params);
229 void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
231 void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
232 void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
233 GLenum glCheckFramebufferStatus(GLenum target);
234 void glGenFramebuffers(GLsizei n, GLuint *framebuffers);
235 void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
236 void glBindFramebuffer(GLenum target, GLuint framebuffer);
237 GLboolean glIsFramebuffer(GLuint framebuffer);
238 void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
239 void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
240 void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
241 void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
242 void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
243 GLboolean glIsRenderbuffer(GLuint renderbuffer);
244 const GLubyte * glGetStringi(GLenum name, GLuint index);
245 void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
246 void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);
247 void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);
248 void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
249 void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params);
250 void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params);
251 void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params);
252 void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params);
253 void glUniform4uiv(GLint location, GLsizei count, const GLuint *value);
254 void glUniform3uiv(GLint location, GLsizei count, const GLuint *value);
255 void glUniform2uiv(GLint location, GLsizei count, const GLuint *value);
256 void glUniform1uiv(GLint location, GLsizei count, const GLuint *value);
257 void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
258 void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
259 void glUniform2ui(GLint location, GLuint v0, GLuint v1);
260 void glUniform1ui(GLint location, GLuint v0);
261 GLint glGetFragDataLocation(GLuint program, const GLchar *name);
262 void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name);
263 void glGetUniformuiv(GLuint program, GLint location, GLuint *params);
264 void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
265 void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
266 void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
267 void glEndConditionalRender();
268 void glBeginConditionalRender(GLuint id, GLenum mode);
269 void glClampColor(GLenum target, GLenum clamp);
270 void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
271 void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode);
272 void glBindBufferBase(GLenum target, GLuint index, GLuint buffer);
273 void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
274 void glEndTransformFeedback();
275 void glBeginTransformFeedback(GLenum primitiveMode);
276 GLboolean glIsEnabledi(GLenum target, GLuint index);
277 void glDisablei(GLenum target, GLuint index);
278 void glEnablei(GLenum target, GLuint index);
279 void glGetIntegeri_v(GLenum target, GLuint index, GLint *data);
280 void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data);
281 void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
282
283 // OpenGL 3.1 core functions
284 void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
285 void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
287 void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
288 GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName);
289 void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
290 void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
291 void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices);
292 void glPrimitiveRestartIndex(GLuint index);
293 void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer);
294 void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount);
295 void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
296
297 // OpenGL 3.2 core functions
298 void glSampleMaski(GLuint index, GLbitfield mask);
299 void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
302 void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
303 void glGetInteger64v(GLenum pname, GLint64 *params);
304 void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
305 GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
306 void glDeleteSync(GLsync sync);
307 GLboolean glIsSync(GLsync sync);
308 GLsync glFenceSync(GLenum condition, GLbitfield flags);
309 void glProvokingVertex(GLenum mode);
310 void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex);
311 void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex);
312 void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
313 void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
314 void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level);
315 void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params);
316 void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
317
318 // OpenGL 3.3 core functions
319 void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
320 void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
321 void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
322 void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
323 void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
324 void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
325 void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
326 void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
327 void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params);
328 void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params);
329 void glQueryCounter(GLuint id, GLenum target);
330 void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params);
331 void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params);
332 void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params);
333 void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
334 void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param);
335 void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param);
336 void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param);
337 void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
338 void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param);
339 void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param);
340 void glBindSampler(GLuint unit, GLuint sampler);
341 GLboolean glIsSampler(GLuint sampler);
342 void glDeleteSamplers(GLsizei count, const GLuint *samplers);
343 void glGenSamplers(GLsizei count, GLuint *samplers);
344 GLint glGetFragDataIndex(GLuint program, const GLchar *name);
345 void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
346 void glVertexAttribDivisor(GLuint index, GLuint divisor);
347
348 // OpenGL 4.0 core functions
349 void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params);
350 void glEndQueryIndexed(GLenum target, GLuint index);
351 void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id);
352 void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream);
353 void glDrawTransformFeedback(GLenum mode, GLuint id);
354 void glResumeTransformFeedback();
355 void glPauseTransformFeedback();
356 GLboolean glIsTransformFeedback(GLuint id);
357 void glGenTransformFeedbacks(GLsizei n, GLuint *ids);
358 void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
359 void glBindTransformFeedback(GLenum target, GLuint id);
360 void glPatchParameterfv(GLenum pname, const GLfloat *values);
361 void glPatchParameteri(GLenum pname, GLint value);
362 void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values);
363 void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params);
364 void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices);
365 void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
366 void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
367 void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
368 GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name);
369 GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name);
370 void glGetUniformdv(GLuint program, GLint location, GLdouble *params);
371 void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
372 void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
373 void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
374 void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
375 void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
376 void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
377 void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
378 void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
379 void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
380 void glUniform4dv(GLint location, GLsizei count, const GLdouble *value);
381 void glUniform3dv(GLint location, GLsizei count, const GLdouble *value);
382 void glUniform2dv(GLint location, GLsizei count, const GLdouble *value);
383 void glUniform1dv(GLint location, GLsizei count, const GLdouble *value);
384 void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
385 void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z);
386 void glUniform2d(GLint location, GLdouble x, GLdouble y);
387 void glUniform1d(GLint location, GLdouble x);
388 void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect);
389 void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect);
390 void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
391 void glBlendFunci(GLuint buf, GLenum src, GLenum dst);
392 void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha);
393 void glBlendEquationi(GLuint buf, GLenum mode);
394 void glMinSampleShading(GLfloat value);
395
396private:
398
399 static bool isContextCompatible(QOpenGLContext *context);
400 static QOpenGLVersionProfile versionProfile();
401
415};
416
417// OpenGL 1.0 core functions
419{
420 d_1_0_Core->f.Viewport(x, y, width, height);
421}
422
424{
425 d_1_0_Core->f.DepthRange(nearVal, farVal);
426}
427
429{
430 return d_1_0_Core->f.IsEnabled(cap);
431}
432
434{
435 d_1_0_Core->f.GetTexLevelParameteriv(target, level, pname, params);
436}
437
439{
440 d_1_0_Core->f.GetTexLevelParameterfv(target, level, pname, params);
441}
442
444{
445 d_1_0_Core->f.GetTexParameteriv(target, pname, params);
446}
447
449{
450 d_1_0_Core->f.GetTexParameterfv(target, pname, params);
451}
452
454{
455 d_1_0_Core->f.GetTexImage(target, level, format, type, pixels);
456}
457
459{
460 return d_1_0_Core->f.GetString(name);
461}
462
464{
465 d_1_0_Core->f.GetIntegerv(pname, params);
466}
467
469{
470 d_1_0_Core->f.GetFloatv(pname, params);
471}
472
474{
475 return d_1_0_Core->f.GetError();
476}
477
479{
480 d_1_0_Core->f.GetDoublev(pname, params);
481}
482
484{
485 d_1_0_Core->f.GetBooleanv(pname, params);
486}
487
489{
490 d_1_0_Core->f.ReadPixels(x, y, width, height, format, type, pixels);
491}
492
494{
495 d_1_0_Core->f.ReadBuffer(mode);
496}
497
499{
500 d_1_0_Core->f.PixelStorei(pname, param);
501}
502
504{
505 d_1_0_Core->f.PixelStoref(pname, param);
506}
507
509{
510 d_1_0_Core->f.DepthFunc(func);
511}
512
514{
515 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
516}
517
519{
520 d_1_0_Core->f.StencilFunc(func, ref, mask);
521}
522
524{
525 d_1_0_Core->f.LogicOp(opcode);
526}
527
529{
530 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
531}
532
534{
535 d_1_0_Core->f.Flush();
536}
537
539{
540 d_1_0_Core->f.Finish();
541}
542
544{
545 d_1_0_Core->f.Enable(cap);
546}
547
549{
550 d_1_0_Core->f.Disable(cap);
551}
552
554{
555 d_1_0_Core->f.DepthMask(flag);
556}
557
562
564{
565 d_1_0_Core->f.StencilMask(mask);
566}
567
569{
570 d_1_0_Core->f.ClearDepth(depth);
571}
572
574{
575 d_1_0_Core->f.ClearStencil(s);
576}
577
579{
580 d_1_0_Core->f.ClearColor(red, green, blue, alpha);
581}
582
584{
585 d_1_0_Core->f.Clear(mask);
586}
587
589{
590 d_1_0_Core->f.DrawBuffer(mode);
591}
592
597
602
604{
605 d_1_0_Core->f.TexParameteriv(target, pname, params);
606}
607
609{
610 d_1_0_Core->f.TexParameteri(target, pname, param);
611}
612
614{
615 d_1_0_Core->f.TexParameterfv(target, pname, params);
616}
617
619{
620 d_1_0_Core->f.TexParameterf(target, pname, param);
621}
622
624{
625 d_1_0_Core->f.Scissor(x, y, width, height);
626}
627
629{
630 d_1_0_Core->f.PolygonMode(face, mode);
631}
632
634{
635 d_1_0_Core->f.PointSize(size);
636}
637
639{
640 d_1_0_Core->f.LineWidth(width);
641}
642
644{
645 d_1_0_Core->f.Hint(target, mode);
646}
647
649{
650 d_1_0_Core->f.FrontFace(mode);
651}
652
654{
655 d_1_0_Core->f.CullFace(mode);
656}
657
658
659// OpenGL 1.1 core functions
661{
662 return d_1_1_Core->f.IsTexture(texture);
663}
664
666{
667 d_1_1_Core->f.GenTextures(n, textures);
668}
669
671{
672 d_1_1_Core->f.DeleteTextures(n, textures);
673}
674
676{
677 d_1_1_Core->f.BindTexture(target, texture);
678}
679
684
689
694
696{
697 d_1_1_Core->f.CopyTexSubImage1D(target, level, xoffset, x, y, width);
698}
699
704
709
711{
712 d_1_1_Core->f.PolygonOffset(factor, units);
713}
714
716{
717 d_1_1_Core->f.DrawElements(mode, count, type, indices);
718}
719
721{
722 d_1_1_Core->f.DrawArrays(mode, first, count);
723}
724
725
726// OpenGL 1.2 core functions
731
736
741
743{
744 d_1_2_Core->f.DrawRangeElements(mode, start, end, count, type, indices);
745}
746
748{
749 d_1_2_Core->f.BlendEquation(mode);
750}
751
753{
754 d_1_2_Core->f.BlendColor(red, green, blue, alpha);
755}
756
757
758// OpenGL 1.3 core functions
760{
761 d_1_3_Core->f.GetCompressedTexImage(target, level, img);
762}
763
768
773
778
783
788
793
795{
796 d_1_3_Core->f.SampleCoverage(value, invert);
797}
798
800{
801 d_1_3_Core->f.ActiveTexture(texture);
802}
803
804
805// OpenGL 1.4 core functions
807{
808 d_1_4_Core->f.PointParameteriv(pname, params);
809}
810
812{
813 d_1_4_Core->f.PointParameteri(pname, param);
814}
815
817{
818 d_1_4_Core->f.PointParameterfv(pname, params);
819}
820
822{
823 d_1_4_Core->f.PointParameterf(pname, param);
824}
825
827{
828 d_1_4_Core->f.MultiDrawElements(mode, count, type, indices, drawcount);
829}
830
832{
833 d_1_4_Core->f.MultiDrawArrays(mode, first, count, drawcount);
834}
835
837{
838 d_1_4_Core->f.BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
839}
840
841
842// OpenGL 1.5 core functions
844{
845 d_1_5_Core->f.GetBufferPointerv(target, pname, params);
846}
847
849{
850 d_1_5_Core->f.GetBufferParameteriv(target, pname, params);
851}
852
854{
855 return d_1_5_Core->f.UnmapBuffer(target);
856}
857
859{
860 return d_1_5_Core->f.MapBuffer(target, access);
861}
862
864{
865 d_1_5_Core->f.GetBufferSubData(target, offset, size, data);
866}
867
869{
870 d_1_5_Core->f.BufferSubData(target, offset, size, data);
871}
872
874{
875 d_1_5_Core->f.BufferData(target, size, data, usage);
876}
877
879{
880 return d_1_5_Core->f.IsBuffer(buffer);
881}
882
884{
885 d_1_5_Core->f.GenBuffers(n, buffers);
886}
887
889{
890 d_1_5_Core->f.DeleteBuffers(n, buffers);
891}
892
894{
895 d_1_5_Core->f.BindBuffer(target, buffer);
896}
897
899{
900 d_1_5_Core->f.GetQueryObjectuiv(id, pname, params);
901}
902
904{
905 d_1_5_Core->f.GetQueryObjectiv(id, pname, params);
906}
907
909{
910 d_1_5_Core->f.GetQueryiv(target, pname, params);
911}
912
914{
915 d_1_5_Core->f.EndQuery(target);
916}
917
919{
920 d_1_5_Core->f.BeginQuery(target, id);
921}
922
924{
925 return d_1_5_Core->f.IsQuery(id);
926}
927
929{
930 d_1_5_Core->f.DeleteQueries(n, ids);
931}
932
934{
935 d_1_5_Core->f.GenQueries(n, ids);
936}
937
938
939// OpenGL 2.0 core functions
941{
942 d_2_0_Core->f.VertexAttribPointer(index, size, type, normalized, stride, pointer);
943}
944
946{
947 d_2_0_Core->f.ValidateProgram(program);
948}
949
954
959
964
966{
967 d_2_0_Core->f.Uniform4iv(location, count, value);
968}
969
971{
972 d_2_0_Core->f.Uniform3iv(location, count, value);
973}
974
976{
977 d_2_0_Core->f.Uniform2iv(location, count, value);
978}
979
981{
982 d_2_0_Core->f.Uniform1iv(location, count, value);
983}
984
986{
987 d_2_0_Core->f.Uniform4fv(location, count, value);
988}
989
991{
992 d_2_0_Core->f.Uniform3fv(location, count, value);
993}
994
996{
997 d_2_0_Core->f.Uniform2fv(location, count, value);
998}
999
1001{
1002 d_2_0_Core->f.Uniform1fv(location, count, value);
1003}
1004
1006{
1007 d_2_0_Core->f.Uniform4i(location, v0, v1, v2, v3);
1008}
1009
1011{
1012 d_2_0_Core->f.Uniform3i(location, v0, v1, v2);
1013}
1014
1016{
1017 d_2_0_Core->f.Uniform2i(location, v0, v1);
1018}
1019
1021{
1022 d_2_0_Core->f.Uniform1i(location, v0);
1023}
1024
1026{
1027 d_2_0_Core->f.Uniform4f(location, v0, v1, v2, v3);
1028}
1029
1031{
1032 d_2_0_Core->f.Uniform3f(location, v0, v1, v2);
1033}
1034
1036{
1037 d_2_0_Core->f.Uniform2f(location, v0, v1);
1038}
1039
1041{
1042 d_2_0_Core->f.Uniform1f(location, v0);
1043}
1044
1046{
1047 d_2_0_Core->f.UseProgram(program);
1048}
1049
1051{
1052 d_2_0_Core->f.ShaderSource(shader, count, string, length);
1053}
1054
1056{
1057 d_2_0_Core->f.LinkProgram(program);
1058}
1059
1061{
1062 return d_2_0_Core->f.IsShader(shader);
1063}
1064
1066{
1067 return d_2_0_Core->f.IsProgram(program);
1068}
1069
1071{
1072 d_2_0_Core->f.GetVertexAttribPointerv(index, pname, pointer);
1073}
1074
1076{
1077 d_2_0_Core->f.GetVertexAttribiv(index, pname, params);
1078}
1079
1081{
1082 d_2_0_Core->f.GetVertexAttribfv(index, pname, params);
1083}
1084
1086{
1087 d_2_0_Core->f.GetVertexAttribdv(index, pname, params);
1088}
1089
1091{
1092 d_2_0_Core->f.GetUniformiv(program, location, params);
1093}
1094
1096{
1097 d_2_0_Core->f.GetUniformfv(program, location, params);
1098}
1099
1101{
1102 return d_2_0_Core->f.GetUniformLocation(program, name);
1103}
1104
1109
1114
1116{
1117 d_2_0_Core->f.GetShaderiv(shader, pname, params);
1118}
1119
1124
1126{
1127 d_2_0_Core->f.GetProgramiv(program, pname, params);
1128}
1129
1131{
1132 return d_2_0_Core->f.GetAttribLocation(program, name);
1133}
1134
1136{
1137 d_2_0_Core->f.GetAttachedShaders(program, maxCount, count, obj);
1138}
1139
1144
1149
1151{
1152 d_2_0_Core->f.EnableVertexAttribArray(index);
1153}
1154
1156{
1157 d_2_0_Core->f.DisableVertexAttribArray(index);
1158}
1159
1161{
1162 d_2_0_Core->f.DetachShader(program, shader);
1163}
1164
1166{
1167 d_2_0_Core->f.DeleteShader(shader);
1168}
1169
1171{
1172 d_2_0_Core->f.DeleteProgram(program);
1173}
1174
1176{
1177 return d_2_0_Core->f.CreateShader(type);
1178}
1179
1181{
1182 return d_2_0_Core->f.CreateProgram();
1183}
1184
1186{
1187 d_2_0_Core->f.CompileShader(shader);
1188}
1189
1191{
1192 d_2_0_Core->f.BindAttribLocation(program, index, name);
1193}
1194
1196{
1197 d_2_0_Core->f.AttachShader(program, shader);
1198}
1199
1201{
1202 d_2_0_Core->f.StencilMaskSeparate(face, mask);
1203}
1204
1206{
1207 d_2_0_Core->f.StencilFuncSeparate(face, func, ref, mask);
1208}
1209
1211{
1212 d_2_0_Core->f.StencilOpSeparate(face, sfail, dpfail, dppass);
1213}
1214
1216{
1217 d_2_0_Core->f.DrawBuffers(n, bufs);
1218}
1219
1221{
1222 d_2_0_Core->f.BlendEquationSeparate(modeRGB, modeAlpha);
1223}
1224
1225
1226// OpenGL 2.1 core functions
1228{
1229 d_2_1_Core->f.UniformMatrix4x3fv(location, count, transpose, value);
1230}
1231
1233{
1234 d_2_1_Core->f.UniformMatrix3x4fv(location, count, transpose, value);
1235}
1236
1238{
1239 d_2_1_Core->f.UniformMatrix4x2fv(location, count, transpose, value);
1240}
1241
1243{
1244 d_2_1_Core->f.UniformMatrix2x4fv(location, count, transpose, value);
1245}
1246
1248{
1249 d_2_1_Core->f.UniformMatrix3x2fv(location, count, transpose, value);
1250}
1251
1253{
1254 d_2_1_Core->f.UniformMatrix2x3fv(location, count, transpose, value);
1255}
1256
1257
1258// OpenGL 3.0 core functions
1260{
1261 return d_3_0_Core->f.IsVertexArray(array);
1262}
1263
1265{
1266 d_3_0_Core->f.GenVertexArrays(n, arrays);
1267}
1268
1270{
1271 d_3_0_Core->f.DeleteVertexArrays(n, arrays);
1272}
1273
1275{
1276 d_3_0_Core->f.BindVertexArray(array);
1277}
1278
1280{
1281 d_3_0_Core->f.FlushMappedBufferRange(target, offset, length);
1282}
1283
1285{
1286 return d_3_0_Core->f.MapBufferRange(target, offset, length, access);
1287}
1288
1293
1298
1303
1305{
1306 d_3_0_Core->f.GenerateMipmap(target);
1307}
1308
1310{
1311 d_3_0_Core->f.GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
1312}
1313
1318
1323
1328
1333
1335{
1336 return d_3_0_Core->f.CheckFramebufferStatus(target);
1337}
1338
1340{
1341 d_3_0_Core->f.GenFramebuffers(n, framebuffers);
1342}
1343
1345{
1346 d_3_0_Core->f.DeleteFramebuffers(n, framebuffers);
1347}
1348
1350{
1351 d_3_0_Core->f.BindFramebuffer(target, framebuffer);
1352}
1353
1355{
1356 return d_3_0_Core->f.IsFramebuffer(framebuffer);
1357}
1358
1360{
1361 d_3_0_Core->f.GetRenderbufferParameteriv(target, pname, params);
1362}
1363
1368
1370{
1371 d_3_0_Core->f.GenRenderbuffers(n, renderbuffers);
1372}
1373
1375{
1376 d_3_0_Core->f.DeleteRenderbuffers(n, renderbuffers);
1377}
1378
1380{
1381 d_3_0_Core->f.BindRenderbuffer(target, renderbuffer);
1382}
1383
1385{
1386 return d_3_0_Core->f.IsRenderbuffer(renderbuffer);
1387}
1388
1390{
1391 return d_3_0_Core->f.GetStringi(name, index);
1392}
1393
1398
1400{
1401 d_3_0_Core->f.ClearBufferfv(buffer, drawbuffer, value);
1402}
1403
1405{
1406 d_3_0_Core->f.ClearBufferuiv(buffer, drawbuffer, value);
1407}
1408
1410{
1411 d_3_0_Core->f.ClearBufferiv(buffer, drawbuffer, value);
1412}
1413
1415{
1416 d_3_0_Core->f.GetTexParameterIuiv(target, pname, params);
1417}
1418
1420{
1421 d_3_0_Core->f.GetTexParameterIiv(target, pname, params);
1422}
1423
1425{
1426 d_3_0_Core->f.TexParameterIuiv(target, pname, params);
1427}
1428
1430{
1431 d_3_0_Core->f.TexParameterIiv(target, pname, params);
1432}
1433
1435{
1436 d_3_0_Core->f.Uniform4uiv(location, count, value);
1437}
1438
1440{
1441 d_3_0_Core->f.Uniform3uiv(location, count, value);
1442}
1443
1445{
1446 d_3_0_Core->f.Uniform2uiv(location, count, value);
1447}
1448
1450{
1451 d_3_0_Core->f.Uniform1uiv(location, count, value);
1452}
1453
1455{
1456 d_3_0_Core->f.Uniform4ui(location, v0, v1, v2, v3);
1457}
1458
1460{
1461 d_3_0_Core->f.Uniform3ui(location, v0, v1, v2);
1462}
1463
1465{
1466 d_3_0_Core->f.Uniform2ui(location, v0, v1);
1467}
1468
1470{
1471 d_3_0_Core->f.Uniform1ui(location, v0);
1472}
1473
1475{
1476 return d_3_0_Core->f.GetFragDataLocation(program, name);
1477}
1478
1480{
1481 d_3_0_Core->f.BindFragDataLocation(program, color, name);
1482}
1483
1485{
1486 d_3_0_Core->f.GetUniformuiv(program, location, params);
1487}
1488
1490{
1491 d_3_0_Core->f.GetVertexAttribIuiv(index, pname, params);
1492}
1493
1495{
1496 d_3_0_Core->f.GetVertexAttribIiv(index, pname, params);
1497}
1498
1500{
1501 d_3_0_Core->f.VertexAttribIPointer(index, size, type, stride, pointer);
1502}
1503
1505{
1506 d_3_0_Core->f.EndConditionalRender();
1507}
1508
1510{
1511 d_3_0_Core->f.BeginConditionalRender(id, mode);
1512}
1513
1515{
1516 d_3_0_Core->f.ClampColor(target, clamp);
1517}
1518
1523
1525{
1526 d_3_0_Core->f.TransformFeedbackVaryings(program, count, varyings, bufferMode);
1527}
1528
1530{
1531 d_3_0_Core->f.BindBufferBase(target, index, buffer);
1532}
1533
1538
1540{
1541 d_3_0_Core->f.EndTransformFeedback();
1542}
1543
1545{
1546 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
1547}
1548
1550{
1551 return d_3_0_Core->f.IsEnabledi(target, index);
1552}
1553
1555{
1556 d_3_0_Core->f.Disablei(target, index);
1557}
1558
1560{
1561 d_3_0_Core->f.Enablei(target, index);
1562}
1563
1565{
1566 d_3_0_Core->f.GetIntegeri_v(target, index, data);
1567}
1568
1570{
1571 d_3_0_Core->f.GetBooleani_v(target, index, data);
1572}
1573
1575{
1576 d_3_0_Core->f.ColorMaski(index, r, g, b, a);
1577}
1578
1579
1580// OpenGL 3.1 core functions
1582{
1583 d_3_1_Core->f.CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
1584}
1585
1590
1595
1600
1602{
1603 return d_3_1_Core->f.GetUniformBlockIndex(program, uniformBlockName);
1604}
1605
1610
1615
1620
1622{
1623 d_3_1_Core->f.PrimitiveRestartIndex(index);
1624}
1625
1630
1632{
1633 d_3_1_Core->f.DrawElementsInstanced(mode, count, type, indices, instancecount);
1634}
1635
1640
1641
1642// OpenGL 3.2 core functions
1644{
1645 d_3_2_Core->f.SampleMaski(index, mask);
1646}
1647
1649{
1650 d_3_2_Core->f.GetMultisamplefv(pname, index, val);
1651}
1652
1657
1662
1664{
1665 d_3_2_Core->f.GetSynciv(sync, pname, bufSize, length, values);
1666}
1667
1669{
1670 d_3_2_Core->f.GetInteger64v(pname, params);
1671}
1672
1674{
1675 d_3_2_Core->f.WaitSync(sync, flags, timeout);
1676}
1677
1679{
1680 return d_3_2_Core->f.ClientWaitSync(sync, flags, timeout);
1681}
1682
1684{
1685 d_3_2_Core->f.DeleteSync(sync);
1686}
1687
1689{
1690 return d_3_2_Core->f.IsSync(sync);
1691}
1692
1694{
1695 return d_3_2_Core->f.FenceSync(condition, flags);
1696}
1697
1699{
1700 d_3_2_Core->f.ProvokingVertex(mode);
1701}
1702
1704{
1705 d_3_2_Core->f.MultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex);
1706}
1707
1712
1714{
1715 d_3_2_Core->f.DrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex);
1716}
1717
1719{
1720 d_3_2_Core->f.DrawElementsBaseVertex(mode, count, type, indices, basevertex);
1721}
1722
1727
1729{
1730 d_3_2_Core->f.GetBufferParameteri64v(target, pname, params);
1731}
1732
1734{
1735 d_3_2_Core->f.GetInteger64i_v(target, index, data);
1736}
1737
1738
1739// OpenGL 3.3 core functions
1741{
1742 d_3_3_Core->f.VertexAttribP4uiv(index, type, normalized, value);
1743}
1744
1749
1751{
1752 d_3_3_Core->f.VertexAttribP3uiv(index, type, normalized, value);
1753}
1754
1759
1761{
1762 d_3_3_Core->f.VertexAttribP2uiv(index, type, normalized, value);
1763}
1764
1769
1771{
1772 d_3_3_Core->f.VertexAttribP1uiv(index, type, normalized, value);
1773}
1774
1779
1781{
1782 d_3_3_Core->f.GetQueryObjectui64v(id, pname, params);
1783}
1784
1786{
1787 d_3_3_Core->f.GetQueryObjecti64v(id, pname, params);
1788}
1789
1791{
1792 d_3_3_Core->f.QueryCounter(id, target);
1793}
1794
1796{
1797 d_3_3_Core->f.GetSamplerParameterIuiv(sampler, pname, params);
1798}
1799
1801{
1802 d_3_3_Core->f.GetSamplerParameterfv(sampler, pname, params);
1803}
1804
1806{
1807 d_3_3_Core->f.GetSamplerParameterIiv(sampler, pname, params);
1808}
1809
1811{
1812 d_3_3_Core->f.GetSamplerParameteriv(sampler, pname, params);
1813}
1814
1816{
1817 d_3_3_Core->f.SamplerParameterIuiv(sampler, pname, param);
1818}
1819
1821{
1822 d_3_3_Core->f.SamplerParameterIiv(sampler, pname, param);
1823}
1824
1826{
1827 d_3_3_Core->f.SamplerParameterfv(sampler, pname, param);
1828}
1829
1831{
1832 d_3_3_Core->f.SamplerParameterf(sampler, pname, param);
1833}
1834
1836{
1837 d_3_3_Core->f.SamplerParameteriv(sampler, pname, param);
1838}
1839
1841{
1842 d_3_3_Core->f.SamplerParameteri(sampler, pname, param);
1843}
1844
1846{
1847 d_3_3_Core->f.BindSampler(unit, sampler);
1848}
1849
1851{
1852 return d_3_3_Core->f.IsSampler(sampler);
1853}
1854
1856{
1857 d_3_3_Core->f.DeleteSamplers(count, samplers);
1858}
1859
1861{
1862 d_3_3_Core->f.GenSamplers(count, samplers);
1863}
1864
1866{
1867 return d_3_3_Core->f.GetFragDataIndex(program, name);
1868}
1869
1871{
1872 d_3_3_Core->f.BindFragDataLocationIndexed(program, colorNumber, index, name);
1873}
1874
1876{
1877 d_3_3_Core->f.VertexAttribDivisor(index, divisor);
1878}
1879
1880
1881// OpenGL 4.0 core functions
1883{
1884 d_4_0_Core->f.GetQueryIndexediv(target, index, pname, params);
1885}
1886
1888{
1889 d_4_0_Core->f.EndQueryIndexed(target, index);
1890}
1891
1893{
1894 d_4_0_Core->f.BeginQueryIndexed(target, index, id);
1895}
1896
1898{
1899 d_4_0_Core->f.DrawTransformFeedbackStream(mode, id, stream);
1900}
1901
1903{
1904 d_4_0_Core->f.DrawTransformFeedback(mode, id);
1905}
1906
1908{
1909 d_4_0_Core->f.ResumeTransformFeedback();
1910}
1911
1913{
1914 d_4_0_Core->f.PauseTransformFeedback();
1915}
1916
1918{
1919 return d_4_0_Core->f.IsTransformFeedback(id);
1920}
1921
1923{
1924 d_4_0_Core->f.GenTransformFeedbacks(n, ids);
1925}
1926
1928{
1929 d_4_0_Core->f.DeleteTransformFeedbacks(n, ids);
1930}
1931
1933{
1934 d_4_0_Core->f.BindTransformFeedback(target, id);
1935}
1936
1938{
1939 d_4_0_Core->f.PatchParameterfv(pname, values);
1940}
1941
1943{
1944 d_4_0_Core->f.PatchParameteri(pname, value);
1945}
1946
1951
1953{
1954 d_4_0_Core->f.GetUniformSubroutineuiv(shadertype, location, params);
1955}
1956
1958{
1959 d_4_0_Core->f.UniformSubroutinesuiv(shadertype, count, indices);
1960}
1961
1966
1971
1976
1978{
1979 return d_4_0_Core->f.GetSubroutineIndex(program, shadertype, name);
1980}
1981
1983{
1984 return d_4_0_Core->f.GetSubroutineUniformLocation(program, shadertype, name);
1985}
1986
1988{
1989 d_4_0_Core->f.GetUniformdv(program, location, params);
1990}
1991
1993{
1994 d_4_0_Core->f.UniformMatrix4x3dv(location, count, transpose, value);
1995}
1996
1998{
1999 d_4_0_Core->f.UniformMatrix4x2dv(location, count, transpose, value);
2000}
2001
2003{
2004 d_4_0_Core->f.UniformMatrix3x4dv(location, count, transpose, value);
2005}
2006
2008{
2009 d_4_0_Core->f.UniformMatrix3x2dv(location, count, transpose, value);
2010}
2011
2013{
2014 d_4_0_Core->f.UniformMatrix2x4dv(location, count, transpose, value);
2015}
2016
2018{
2019 d_4_0_Core->f.UniformMatrix2x3dv(location, count, transpose, value);
2020}
2021
2023{
2024 d_4_0_Core->f.UniformMatrix4dv(location, count, transpose, value);
2025}
2026
2028{
2029 d_4_0_Core->f.UniformMatrix3dv(location, count, transpose, value);
2030}
2031
2033{
2034 d_4_0_Core->f.UniformMatrix2dv(location, count, transpose, value);
2035}
2036
2038{
2039 d_4_0_Core->f.Uniform4dv(location, count, value);
2040}
2041
2043{
2044 d_4_0_Core->f.Uniform3dv(location, count, value);
2045}
2046
2048{
2049 d_4_0_Core->f.Uniform2dv(location, count, value);
2050}
2051
2053{
2054 d_4_0_Core->f.Uniform1dv(location, count, value);
2055}
2056
2058{
2059 d_4_0_Core->f.Uniform4d(location, x, y, z, w);
2060}
2061
2063{
2064 d_4_0_Core->f.Uniform3d(location, x, y, z);
2065}
2066
2068{
2069 d_4_0_Core->f.Uniform2d(location, x, y);
2070}
2071
2073{
2074 d_4_0_Core->f.Uniform1d(location, x);
2075}
2076
2078{
2079 d_4_0_Core->f.DrawElementsIndirect(mode, type, indirect);
2080}
2081
2083{
2084 d_4_0_Core->f.DrawArraysIndirect(mode, indirect);
2085}
2086
2091
2093{
2094 d_4_0_Core->f.BlendFunci(buf, src, dst);
2095}
2096
2098{
2099 d_4_0_Core->f.BlendEquationSeparatei(buf, modeRGB, modeAlpha);
2100}
2101
2103{
2104 d_4_0_Core->f.BlendEquationi(buf, mode);
2105}
2106
2108{
2109 d_4_0_Core->f.MinSampleShading(value);
2110}
2111
2112
2113
2115
2116#endif // QT_NO_OPENGL && !QT_CONFIG(opengles2)
2117
2118#endif
quint16 opcode
Definition bluez_data_p.h:1
\inmodule QtGui
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glPolygonMode(GLenum face, GLenum mode)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
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)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glEndQueryIndexed(GLenum target, GLuint index)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glGetIntegerv(GLenum pname, GLint *params)
void glClampColor(GLenum target, GLenum clamp)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glUniform1f(GLint location, GLfloat v0)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glBlendEquationi(GLuint buf, GLenum mode)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glBeginQuery(GLenum target, GLuint id)
void glPointParameteri(GLenum pname, GLint param)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGenSamplers(GLsizei count, GLuint *samplers)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glHint(GLenum target, GLenum mode)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glPatchParameteri(GLenum pname, GLint value)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glBeginTransformFeedback(GLenum primitiveMode)
void glGetDoublev(GLenum pname, GLdouble *params)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glAttachShader(GLuint program, GLuint shader)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glBindSampler(GLuint unit, GLuint sampler)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
const GLubyte * glGetString(GLenum name)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform2i(GLint location, GLint v0, GLint v1)
GLboolean glIsTexture(GLuint texture)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glGetBooleanv(GLenum pname, GLboolean *params)
GLboolean glIsSampler(GLuint sampler)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glSampleMaski(GLuint index, GLbitfield mask)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glUniform1i(GLint location, GLint v0)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glQueryCounter(GLuint id, GLenum target)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
GLboolean glIsProgram(GLuint program)
GLboolean glIsBuffer(GLuint buffer)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glGetInteger64v(GLenum pname, GLint64 *params)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
GLboolean glIsShader(GLuint shader)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glPointParameterf(GLenum pname, GLfloat param)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
GLenum glCheckFramebufferStatus(GLenum target)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glUniform1ui(GLint location, GLuint v0)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glDisablei(GLenum target, GLuint index)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
GLboolean glIsVertexArray(GLuint array)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glEnablei(GLenum target, GLuint index)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glPointParameteriv(GLenum pname, const GLint *params)
void glPixelStoref(GLenum pname, GLfloat param)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glBindTexture(GLenum target, GLuint texture)
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 glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetFloatv(GLenum pname, GLfloat *params)
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
GLboolean glUnmapBuffer(GLenum target)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glUniform1d(GLint location, GLdouble x)
void glGenQueries(GLsizei n, GLuint *ids)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glBindTransformFeedback(GLenum target, GLuint id)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glPixelStorei(GLenum pname, GLint param)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glGenTextures(GLsizei n, GLuint *textures)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glBindBuffer(GLenum target, GLuint buffer)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glDetachShader(GLuint program, GLuint shader)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
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]
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
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]
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
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
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
GLint GLint srcX1
GLenum GLenum GLenum srcAlpha
GLenum src
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
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum type
GLenum writeTarget
GLenum GLenum dst
GLenum GLintptr readOffset
GLint GLint GLint GLint GLint GLint dstX1
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum access
GLuint colorNumber
GLint GLfloat v0
GLenum GLenum textarget
GLenum 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
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLint ref
GLenum attachment
GLuint name
GLint first
GLsizei bufSize
GLint GLint GLint srcY1
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLfloat n
GLint GLsizei GLsizei GLenum format
const void GLsizei drawcount
GLint GLint GLint GLint GLint dstY0
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei imageSize
GLint GLint GLint GLint GLint GLint GLint dstY1
GLsizei GLenum const void * indices
GLint y
GLsizei GLsizei GLchar * source
void ** params
GLenum GLenum GLenum dfactorAlpha
Definition qopenglext.h:373
GLhandleARB obj
[2]
GLdouble s
[6]
Definition qopenglext.h:235
const GLchar * uniformBlockName
GLuint GLint srcX0
GLenum GLenum sfactorAlpha
Definition qopenglext.h:373
GLsizei uniformCount
GLbyte GLbyte blue
Definition qopenglext.h:385
GLenum func
Definition qopenglext.h:663
GLsizei const GLchar *const * varyings
GLuint GLfloat * val
GLsizei const GLchar *const GLenum bufferMode
GLuint renderbuffer
GLuint GLsizei GLsizei GLchar * uniformName
GLint void * img
Definition qopenglext.h:233
GLenum array
GLuint shader
Definition qopenglext.h:665
GLenum sfail
Definition qopenglext.h:662
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLsizei maxCount
Definition qopenglext.h:677
GLuint * samplers
GLsizei const GLchar *const GLuint * uniformIndices
const GLuint * framebuffers
GLsizei const void * pointer
Definition qopenglext.h:384
GLuint uniformIndex
GLint GLenum GLboolean normalized
Definition qopenglext.h:752
GLuint framebuffer
const GLuint * renderbuffers
GLfloat GLfloat GLfloat alpha
Definition qopenglext.h:418
GLbyte green
Definition qopenglext.h:385
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
Definition qopenglext.h:662
GLint GLfloat GLint stencil
GLenum dfactorRGB
Definition qopenglext.h:373
GLenum GLenum renderbuffertarget
GLuint uniformBlockIndex
GLenum cap
GLint drawbuffer
GLenum GLenum dpfail
Definition qopenglext.h:662
GLsizeiptr const void GLenum usage
Definition qopenglext.h:543
GLboolean invert
Definition qopenglext.h:226
GLsizei const GLchar *const * uniformNames
#define GLuint
QGraphicsSvgItem * red