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qopenglfunctions_4_1_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_1_CORE_H
16#define QOPENGLVERSIONFUNCTIONS_4_1_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
396 // OpenGL 4.1 core functions
397 void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data);
398 void glGetFloati_v(GLenum target, GLuint index, GLfloat *data);
399 void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f);
400 void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v);
401 void glScissorIndexedv(GLuint index, const GLint *v);
402 void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
403 void glScissorArrayv(GLuint first, GLsizei count, const GLint *v);
404 void glViewportIndexedfv(GLuint index, const GLfloat *v);
405 void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
406 void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v);
407 void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params);
408 void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
409 void glVertexAttribL4dv(GLuint index, const GLdouble *v);
410 void glVertexAttribL3dv(GLuint index, const GLdouble *v);
411 void glVertexAttribL2dv(GLuint index, const GLdouble *v);
412 void glVertexAttribL1dv(GLuint index, const GLdouble *v);
413 void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
414 void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
415 void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y);
416 void glVertexAttribL1d(GLuint index, GLdouble x);
417 void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
418 void glValidateProgramPipeline(GLuint pipeline);
419 void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
420 void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
421 void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
422 void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
423 void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
424 void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
425 void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
426 void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
427 void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
428 void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
429 void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
430 void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
431 void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
432 void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
433 void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
434 void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
435 void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
436 void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
437 void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
438 void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
439 void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
440 void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
441 void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
442 void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
443 void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value);
444 void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
445 void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
446 void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
447 void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
448 void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
449 void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
450 void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
451 void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value);
452 void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
453 void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
454 void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1);
455 void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
456 void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1);
457 void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
458 void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1);
459 void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value);
460 void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1);
461 void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
462 void glProgramUniform1ui(GLuint program, GLint location, GLuint v0);
463 void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
464 void glProgramUniform1d(GLuint program, GLint location, GLdouble v0);
465 void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
466 void glProgramUniform1f(GLuint program, GLint location, GLfloat v0);
467 void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value);
468 void glProgramUniform1i(GLuint program, GLint location, GLint v0);
469 void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params);
470 GLboolean glIsProgramPipeline(GLuint pipeline);
471 void glGenProgramPipelines(GLsizei n, GLuint *pipelines);
472 void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines);
473 void glBindProgramPipeline(GLuint pipeline);
474 GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar* const *strings);
475 void glActiveShaderProgram(GLuint pipeline, GLuint program);
476 void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program);
477 void glProgramParameteri(GLuint program, GLenum pname, GLint value);
478 void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length);
479 void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary);
480 void glClearDepthf(GLfloat dd);
481 void glDepthRangef(GLfloat n, GLfloat f);
482 void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
483 void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length);
484 void glReleaseShaderCompiler();
485
486private:
488
489 static bool isContextCompatible(QOpenGLContext *context);
490 static QOpenGLVersionProfile versionProfile();
491
506};
507
508// OpenGL 1.0 core functions
510{
511 d_1_0_Core->f.Viewport(x, y, width, height);
512}
513
515{
516 d_1_0_Core->f.DepthRange(nearVal, farVal);
517}
518
520{
521 return d_1_0_Core->f.IsEnabled(cap);
522}
523
525{
526 d_1_0_Core->f.GetTexLevelParameteriv(target, level, pname, params);
527}
528
530{
531 d_1_0_Core->f.GetTexLevelParameterfv(target, level, pname, params);
532}
533
535{
536 d_1_0_Core->f.GetTexParameteriv(target, pname, params);
537}
538
540{
541 d_1_0_Core->f.GetTexParameterfv(target, pname, params);
542}
543
545{
546 d_1_0_Core->f.GetTexImage(target, level, format, type, pixels);
547}
548
550{
551 return d_1_0_Core->f.GetString(name);
552}
553
555{
556 d_1_0_Core->f.GetIntegerv(pname, params);
557}
558
560{
561 d_1_0_Core->f.GetFloatv(pname, params);
562}
563
565{
566 return d_1_0_Core->f.GetError();
567}
568
570{
571 d_1_0_Core->f.GetDoublev(pname, params);
572}
573
575{
576 d_1_0_Core->f.GetBooleanv(pname, params);
577}
578
580{
581 d_1_0_Core->f.ReadPixels(x, y, width, height, format, type, pixels);
582}
583
585{
586 d_1_0_Core->f.ReadBuffer(mode);
587}
588
590{
591 d_1_0_Core->f.PixelStorei(pname, param);
592}
593
595{
596 d_1_0_Core->f.PixelStoref(pname, param);
597}
598
600{
601 d_1_0_Core->f.DepthFunc(func);
602}
603
605{
606 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
607}
608
610{
611 d_1_0_Core->f.StencilFunc(func, ref, mask);
612}
613
615{
616 d_1_0_Core->f.LogicOp(opcode);
617}
618
620{
621 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
622}
623
625{
626 d_1_0_Core->f.Flush();
627}
628
630{
631 d_1_0_Core->f.Finish();
632}
633
635{
636 d_1_0_Core->f.Enable(cap);
637}
638
640{
641 d_1_0_Core->f.Disable(cap);
642}
643
645{
646 d_1_0_Core->f.DepthMask(flag);
647}
648
653
655{
656 d_1_0_Core->f.StencilMask(mask);
657}
658
660{
661 d_1_0_Core->f.ClearDepth(depth);
662}
663
665{
666 d_1_0_Core->f.ClearStencil(s);
667}
668
670{
671 d_1_0_Core->f.ClearColor(red, green, blue, alpha);
672}
673
675{
676 d_1_0_Core->f.Clear(mask);
677}
678
680{
681 d_1_0_Core->f.DrawBuffer(mode);
682}
683
688
693
695{
696 d_1_0_Core->f.TexParameteriv(target, pname, params);
697}
698
700{
701 d_1_0_Core->f.TexParameteri(target, pname, param);
702}
703
705{
706 d_1_0_Core->f.TexParameterfv(target, pname, params);
707}
708
710{
711 d_1_0_Core->f.TexParameterf(target, pname, param);
712}
713
715{
716 d_1_0_Core->f.Scissor(x, y, width, height);
717}
718
720{
721 d_1_0_Core->f.PolygonMode(face, mode);
722}
723
725{
726 d_1_0_Core->f.PointSize(size);
727}
728
730{
731 d_1_0_Core->f.LineWidth(width);
732}
733
735{
736 d_1_0_Core->f.Hint(target, mode);
737}
738
740{
741 d_1_0_Core->f.FrontFace(mode);
742}
743
745{
746 d_1_0_Core->f.CullFace(mode);
747}
748
749
750// OpenGL 1.1 core functions
752{
753 return d_1_1_Core->f.IsTexture(texture);
754}
755
757{
758 d_1_1_Core->f.GenTextures(n, textures);
759}
760
762{
763 d_1_1_Core->f.DeleteTextures(n, textures);
764}
765
767{
768 d_1_1_Core->f.BindTexture(target, texture);
769}
770
775
780
785
787{
788 d_1_1_Core->f.CopyTexSubImage1D(target, level, xoffset, x, y, width);
789}
790
795
800
802{
803 d_1_1_Core->f.PolygonOffset(factor, units);
804}
805
807{
808 d_1_1_Core->f.DrawElements(mode, count, type, indices);
809}
810
812{
813 d_1_1_Core->f.DrawArrays(mode, first, count);
814}
815
816
817// OpenGL 1.2 core functions
822
827
832
834{
835 d_1_2_Core->f.DrawRangeElements(mode, start, end, count, type, indices);
836}
837
839{
840 d_1_2_Core->f.BlendEquation(mode);
841}
842
844{
845 d_1_2_Core->f.BlendColor(red, green, blue, alpha);
846}
847
848
849// OpenGL 1.3 core functions
851{
852 d_1_3_Core->f.GetCompressedTexImage(target, level, img);
853}
854
859
864
869
874
879
884
886{
887 d_1_3_Core->f.SampleCoverage(value, invert);
888}
889
891{
892 d_1_3_Core->f.ActiveTexture(texture);
893}
894
895
896// OpenGL 1.4 core functions
898{
899 d_1_4_Core->f.PointParameteriv(pname, params);
900}
901
903{
904 d_1_4_Core->f.PointParameteri(pname, param);
905}
906
908{
909 d_1_4_Core->f.PointParameterfv(pname, params);
910}
911
913{
914 d_1_4_Core->f.PointParameterf(pname, param);
915}
916
918{
919 d_1_4_Core->f.MultiDrawElements(mode, count, type, indices, drawcount);
920}
921
923{
924 d_1_4_Core->f.MultiDrawArrays(mode, first, count, drawcount);
925}
926
928{
929 d_1_4_Core->f.BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
930}
931
932
933// OpenGL 1.5 core functions
935{
936 d_1_5_Core->f.GetBufferPointerv(target, pname, params);
937}
938
940{
941 d_1_5_Core->f.GetBufferParameteriv(target, pname, params);
942}
943
945{
946 return d_1_5_Core->f.UnmapBuffer(target);
947}
948
950{
951 return d_1_5_Core->f.MapBuffer(target, access);
952}
953
955{
956 d_1_5_Core->f.GetBufferSubData(target, offset, size, data);
957}
958
960{
961 d_1_5_Core->f.BufferSubData(target, offset, size, data);
962}
963
965{
966 d_1_5_Core->f.BufferData(target, size, data, usage);
967}
968
970{
971 return d_1_5_Core->f.IsBuffer(buffer);
972}
973
975{
976 d_1_5_Core->f.GenBuffers(n, buffers);
977}
978
980{
981 d_1_5_Core->f.DeleteBuffers(n, buffers);
982}
983
985{
986 d_1_5_Core->f.BindBuffer(target, buffer);
987}
988
990{
991 d_1_5_Core->f.GetQueryObjectuiv(id, pname, params);
992}
993
995{
996 d_1_5_Core->f.GetQueryObjectiv(id, pname, params);
997}
998
1000{
1001 d_1_5_Core->f.GetQueryiv(target, pname, params);
1002}
1003
1005{
1006 d_1_5_Core->f.EndQuery(target);
1007}
1008
1010{
1011 d_1_5_Core->f.BeginQuery(target, id);
1012}
1013
1015{
1016 return d_1_5_Core->f.IsQuery(id);
1017}
1018
1020{
1021 d_1_5_Core->f.DeleteQueries(n, ids);
1022}
1023
1025{
1026 d_1_5_Core->f.GenQueries(n, ids);
1027}
1028
1029
1030// OpenGL 2.0 core functions
1032{
1033 d_2_0_Core->f.VertexAttribPointer(index, size, type, normalized, stride, pointer);
1034}
1035
1037{
1038 d_2_0_Core->f.ValidateProgram(program);
1039}
1040
1042{
1043 d_2_0_Core->f.UniformMatrix4fv(location, count, transpose, value);
1044}
1045
1047{
1048 d_2_0_Core->f.UniformMatrix3fv(location, count, transpose, value);
1049}
1050
1052{
1053 d_2_0_Core->f.UniformMatrix2fv(location, count, transpose, value);
1054}
1055
1057{
1058 d_2_0_Core->f.Uniform4iv(location, count, value);
1059}
1060
1062{
1063 d_2_0_Core->f.Uniform3iv(location, count, value);
1064}
1065
1067{
1068 d_2_0_Core->f.Uniform2iv(location, count, value);
1069}
1070
1072{
1073 d_2_0_Core->f.Uniform1iv(location, count, value);
1074}
1075
1077{
1078 d_2_0_Core->f.Uniform4fv(location, count, value);
1079}
1080
1082{
1083 d_2_0_Core->f.Uniform3fv(location, count, value);
1084}
1085
1087{
1088 d_2_0_Core->f.Uniform2fv(location, count, value);
1089}
1090
1092{
1093 d_2_0_Core->f.Uniform1fv(location, count, value);
1094}
1095
1097{
1098 d_2_0_Core->f.Uniform4i(location, v0, v1, v2, v3);
1099}
1100
1102{
1103 d_2_0_Core->f.Uniform3i(location, v0, v1, v2);
1104}
1105
1107{
1108 d_2_0_Core->f.Uniform2i(location, v0, v1);
1109}
1110
1112{
1113 d_2_0_Core->f.Uniform1i(location, v0);
1114}
1115
1117{
1118 d_2_0_Core->f.Uniform4f(location, v0, v1, v2, v3);
1119}
1120
1122{
1123 d_2_0_Core->f.Uniform3f(location, v0, v1, v2);
1124}
1125
1127{
1128 d_2_0_Core->f.Uniform2f(location, v0, v1);
1129}
1130
1132{
1133 d_2_0_Core->f.Uniform1f(location, v0);
1134}
1135
1137{
1138 d_2_0_Core->f.UseProgram(program);
1139}
1140
1142{
1143 d_2_0_Core->f.ShaderSource(shader, count, string, length);
1144}
1145
1147{
1148 d_2_0_Core->f.LinkProgram(program);
1149}
1150
1152{
1153 return d_2_0_Core->f.IsShader(shader);
1154}
1155
1157{
1158 return d_2_0_Core->f.IsProgram(program);
1159}
1160
1162{
1163 d_2_0_Core->f.GetVertexAttribPointerv(index, pname, pointer);
1164}
1165
1167{
1168 d_2_0_Core->f.GetVertexAttribiv(index, pname, params);
1169}
1170
1172{
1173 d_2_0_Core->f.GetVertexAttribfv(index, pname, params);
1174}
1175
1177{
1178 d_2_0_Core->f.GetVertexAttribdv(index, pname, params);
1179}
1180
1182{
1183 d_2_0_Core->f.GetUniformiv(program, location, params);
1184}
1185
1187{
1188 d_2_0_Core->f.GetUniformfv(program, location, params);
1189}
1190
1192{
1193 return d_2_0_Core->f.GetUniformLocation(program, name);
1194}
1195
1200
1205
1207{
1208 d_2_0_Core->f.GetShaderiv(shader, pname, params);
1209}
1210
1215
1217{
1218 d_2_0_Core->f.GetProgramiv(program, pname, params);
1219}
1220
1222{
1223 return d_2_0_Core->f.GetAttribLocation(program, name);
1224}
1225
1227{
1228 d_2_0_Core->f.GetAttachedShaders(program, maxCount, count, obj);
1229}
1230
1235
1240
1242{
1243 d_2_0_Core->f.EnableVertexAttribArray(index);
1244}
1245
1247{
1248 d_2_0_Core->f.DisableVertexAttribArray(index);
1249}
1250
1252{
1253 d_2_0_Core->f.DetachShader(program, shader);
1254}
1255
1257{
1258 d_2_0_Core->f.DeleteShader(shader);
1259}
1260
1262{
1263 d_2_0_Core->f.DeleteProgram(program);
1264}
1265
1267{
1268 return d_2_0_Core->f.CreateShader(type);
1269}
1270
1272{
1273 return d_2_0_Core->f.CreateProgram();
1274}
1275
1277{
1278 d_2_0_Core->f.CompileShader(shader);
1279}
1280
1282{
1283 d_2_0_Core->f.BindAttribLocation(program, index, name);
1284}
1285
1287{
1288 d_2_0_Core->f.AttachShader(program, shader);
1289}
1290
1292{
1293 d_2_0_Core->f.StencilMaskSeparate(face, mask);
1294}
1295
1297{
1298 d_2_0_Core->f.StencilFuncSeparate(face, func, ref, mask);
1299}
1300
1302{
1303 d_2_0_Core->f.StencilOpSeparate(face, sfail, dpfail, dppass);
1304}
1305
1307{
1308 d_2_0_Core->f.DrawBuffers(n, bufs);
1309}
1310
1312{
1313 d_2_0_Core->f.BlendEquationSeparate(modeRGB, modeAlpha);
1314}
1315
1316
1317// OpenGL 2.1 core functions
1319{
1320 d_2_1_Core->f.UniformMatrix4x3fv(location, count, transpose, value);
1321}
1322
1324{
1325 d_2_1_Core->f.UniformMatrix3x4fv(location, count, transpose, value);
1326}
1327
1329{
1330 d_2_1_Core->f.UniformMatrix4x2fv(location, count, transpose, value);
1331}
1332
1334{
1335 d_2_1_Core->f.UniformMatrix2x4fv(location, count, transpose, value);
1336}
1337
1339{
1340 d_2_1_Core->f.UniformMatrix3x2fv(location, count, transpose, value);
1341}
1342
1344{
1345 d_2_1_Core->f.UniformMatrix2x3fv(location, count, transpose, value);
1346}
1347
1348
1349// OpenGL 3.0 core functions
1351{
1352 return d_3_0_Core->f.IsVertexArray(array);
1353}
1354
1356{
1357 d_3_0_Core->f.GenVertexArrays(n, arrays);
1358}
1359
1361{
1362 d_3_0_Core->f.DeleteVertexArrays(n, arrays);
1363}
1364
1366{
1367 d_3_0_Core->f.BindVertexArray(array);
1368}
1369
1371{
1372 d_3_0_Core->f.FlushMappedBufferRange(target, offset, length);
1373}
1374
1376{
1377 return d_3_0_Core->f.MapBufferRange(target, offset, length, access);
1378}
1379
1384
1389
1394
1396{
1397 d_3_0_Core->f.GenerateMipmap(target);
1398}
1399
1401{
1402 d_3_0_Core->f.GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
1403}
1404
1409
1414
1419
1424
1426{
1427 return d_3_0_Core->f.CheckFramebufferStatus(target);
1428}
1429
1431{
1432 d_3_0_Core->f.GenFramebuffers(n, framebuffers);
1433}
1434
1436{
1437 d_3_0_Core->f.DeleteFramebuffers(n, framebuffers);
1438}
1439
1441{
1442 d_3_0_Core->f.BindFramebuffer(target, framebuffer);
1443}
1444
1446{
1447 return d_3_0_Core->f.IsFramebuffer(framebuffer);
1448}
1449
1451{
1452 d_3_0_Core->f.GetRenderbufferParameteriv(target, pname, params);
1453}
1454
1459
1461{
1462 d_3_0_Core->f.GenRenderbuffers(n, renderbuffers);
1463}
1464
1466{
1467 d_3_0_Core->f.DeleteRenderbuffers(n, renderbuffers);
1468}
1469
1471{
1472 d_3_0_Core->f.BindRenderbuffer(target, renderbuffer);
1473}
1474
1476{
1477 return d_3_0_Core->f.IsRenderbuffer(renderbuffer);
1478}
1479
1481{
1482 return d_3_0_Core->f.GetStringi(name, index);
1483}
1484
1489
1491{
1492 d_3_0_Core->f.ClearBufferfv(buffer, drawbuffer, value);
1493}
1494
1496{
1497 d_3_0_Core->f.ClearBufferuiv(buffer, drawbuffer, value);
1498}
1499
1501{
1502 d_3_0_Core->f.ClearBufferiv(buffer, drawbuffer, value);
1503}
1504
1506{
1507 d_3_0_Core->f.GetTexParameterIuiv(target, pname, params);
1508}
1509
1511{
1512 d_3_0_Core->f.GetTexParameterIiv(target, pname, params);
1513}
1514
1516{
1517 d_3_0_Core->f.TexParameterIuiv(target, pname, params);
1518}
1519
1521{
1522 d_3_0_Core->f.TexParameterIiv(target, pname, params);
1523}
1524
1526{
1527 d_3_0_Core->f.Uniform4uiv(location, count, value);
1528}
1529
1531{
1532 d_3_0_Core->f.Uniform3uiv(location, count, value);
1533}
1534
1536{
1537 d_3_0_Core->f.Uniform2uiv(location, count, value);
1538}
1539
1541{
1542 d_3_0_Core->f.Uniform1uiv(location, count, value);
1543}
1544
1546{
1547 d_3_0_Core->f.Uniform4ui(location, v0, v1, v2, v3);
1548}
1549
1551{
1552 d_3_0_Core->f.Uniform3ui(location, v0, v1, v2);
1553}
1554
1556{
1557 d_3_0_Core->f.Uniform2ui(location, v0, v1);
1558}
1559
1561{
1562 d_3_0_Core->f.Uniform1ui(location, v0);
1563}
1564
1566{
1567 return d_3_0_Core->f.GetFragDataLocation(program, name);
1568}
1569
1571{
1572 d_3_0_Core->f.BindFragDataLocation(program, color, name);
1573}
1574
1576{
1577 d_3_0_Core->f.GetUniformuiv(program, location, params);
1578}
1579
1581{
1582 d_3_0_Core->f.GetVertexAttribIuiv(index, pname, params);
1583}
1584
1586{
1587 d_3_0_Core->f.GetVertexAttribIiv(index, pname, params);
1588}
1589
1591{
1592 d_3_0_Core->f.VertexAttribIPointer(index, size, type, stride, pointer);
1593}
1594
1596{
1597 d_3_0_Core->f.EndConditionalRender();
1598}
1599
1601{
1602 d_3_0_Core->f.BeginConditionalRender(id, mode);
1603}
1604
1606{
1607 d_3_0_Core->f.ClampColor(target, clamp);
1608}
1609
1614
1616{
1617 d_3_0_Core->f.TransformFeedbackVaryings(program, count, varyings, bufferMode);
1618}
1619
1621{
1622 d_3_0_Core->f.BindBufferBase(target, index, buffer);
1623}
1624
1629
1631{
1632 d_3_0_Core->f.EndTransformFeedback();
1633}
1634
1636{
1637 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
1638}
1639
1641{
1642 return d_3_0_Core->f.IsEnabledi(target, index);
1643}
1644
1646{
1647 d_3_0_Core->f.Disablei(target, index);
1648}
1649
1651{
1652 d_3_0_Core->f.Enablei(target, index);
1653}
1654
1656{
1657 d_3_0_Core->f.GetIntegeri_v(target, index, data);
1658}
1659
1661{
1662 d_3_0_Core->f.GetBooleani_v(target, index, data);
1663}
1664
1666{
1667 d_3_0_Core->f.ColorMaski(index, r, g, b, a);
1668}
1669
1670
1671// OpenGL 3.1 core functions
1673{
1674 d_3_1_Core->f.CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
1675}
1676
1681
1686
1691
1693{
1694 return d_3_1_Core->f.GetUniformBlockIndex(program, uniformBlockName);
1695}
1696
1701
1706
1711
1713{
1714 d_3_1_Core->f.PrimitiveRestartIndex(index);
1715}
1716
1721
1723{
1724 d_3_1_Core->f.DrawElementsInstanced(mode, count, type, indices, instancecount);
1725}
1726
1731
1732
1733// OpenGL 3.2 core functions
1735{
1736 d_3_2_Core->f.SampleMaski(index, mask);
1737}
1738
1740{
1741 d_3_2_Core->f.GetMultisamplefv(pname, index, val);
1742}
1743
1748
1753
1755{
1756 d_3_2_Core->f.GetSynciv(sync, pname, bufSize, length, values);
1757}
1758
1760{
1761 d_3_2_Core->f.GetInteger64v(pname, params);
1762}
1763
1765{
1766 d_3_2_Core->f.WaitSync(sync, flags, timeout);
1767}
1768
1770{
1771 return d_3_2_Core->f.ClientWaitSync(sync, flags, timeout);
1772}
1773
1775{
1776 d_3_2_Core->f.DeleteSync(sync);
1777}
1778
1780{
1781 return d_3_2_Core->f.IsSync(sync);
1782}
1783
1785{
1786 return d_3_2_Core->f.FenceSync(condition, flags);
1787}
1788
1790{
1791 d_3_2_Core->f.ProvokingVertex(mode);
1792}
1793
1795{
1796 d_3_2_Core->f.MultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex);
1797}
1798
1803
1805{
1806 d_3_2_Core->f.DrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex);
1807}
1808
1810{
1811 d_3_2_Core->f.DrawElementsBaseVertex(mode, count, type, indices, basevertex);
1812}
1813
1818
1820{
1821 d_3_2_Core->f.GetBufferParameteri64v(target, pname, params);
1822}
1823
1825{
1826 d_3_2_Core->f.GetInteger64i_v(target, index, data);
1827}
1828
1829
1830// OpenGL 3.3 core functions
1832{
1833 d_3_3_Core->f.VertexAttribP4uiv(index, type, normalized, value);
1834}
1835
1840
1842{
1843 d_3_3_Core->f.VertexAttribP3uiv(index, type, normalized, value);
1844}
1845
1850
1852{
1853 d_3_3_Core->f.VertexAttribP2uiv(index, type, normalized, value);
1854}
1855
1860
1862{
1863 d_3_3_Core->f.VertexAttribP1uiv(index, type, normalized, value);
1864}
1865
1870
1872{
1873 d_3_3_Core->f.GetQueryObjectui64v(id, pname, params);
1874}
1875
1877{
1878 d_3_3_Core->f.GetQueryObjecti64v(id, pname, params);
1879}
1880
1882{
1883 d_3_3_Core->f.QueryCounter(id, target);
1884}
1885
1887{
1888 d_3_3_Core->f.GetSamplerParameterIuiv(sampler, pname, params);
1889}
1890
1892{
1893 d_3_3_Core->f.GetSamplerParameterfv(sampler, pname, params);
1894}
1895
1897{
1898 d_3_3_Core->f.GetSamplerParameterIiv(sampler, pname, params);
1899}
1900
1902{
1903 d_3_3_Core->f.GetSamplerParameteriv(sampler, pname, params);
1904}
1905
1907{
1908 d_3_3_Core->f.SamplerParameterIuiv(sampler, pname, param);
1909}
1910
1912{
1913 d_3_3_Core->f.SamplerParameterIiv(sampler, pname, param);
1914}
1915
1917{
1918 d_3_3_Core->f.SamplerParameterfv(sampler, pname, param);
1919}
1920
1922{
1923 d_3_3_Core->f.SamplerParameterf(sampler, pname, param);
1924}
1925
1927{
1928 d_3_3_Core->f.SamplerParameteriv(sampler, pname, param);
1929}
1930
1932{
1933 d_3_3_Core->f.SamplerParameteri(sampler, pname, param);
1934}
1935
1937{
1938 d_3_3_Core->f.BindSampler(unit, sampler);
1939}
1940
1942{
1943 return d_3_3_Core->f.IsSampler(sampler);
1944}
1945
1947{
1948 d_3_3_Core->f.DeleteSamplers(count, samplers);
1949}
1950
1952{
1953 d_3_3_Core->f.GenSamplers(count, samplers);
1954}
1955
1957{
1958 return d_3_3_Core->f.GetFragDataIndex(program, name);
1959}
1960
1962{
1963 d_3_3_Core->f.BindFragDataLocationIndexed(program, colorNumber, index, name);
1964}
1965
1967{
1968 d_3_3_Core->f.VertexAttribDivisor(index, divisor);
1969}
1970
1971
1972// OpenGL 4.0 core functions
1974{
1975 d_4_0_Core->f.GetQueryIndexediv(target, index, pname, params);
1976}
1977
1979{
1980 d_4_0_Core->f.EndQueryIndexed(target, index);
1981}
1982
1984{
1985 d_4_0_Core->f.BeginQueryIndexed(target, index, id);
1986}
1987
1989{
1990 d_4_0_Core->f.DrawTransformFeedbackStream(mode, id, stream);
1991}
1992
1994{
1995 d_4_0_Core->f.DrawTransformFeedback(mode, id);
1996}
1997
1999{
2000 d_4_0_Core->f.ResumeTransformFeedback();
2001}
2002
2004{
2005 d_4_0_Core->f.PauseTransformFeedback();
2006}
2007
2009{
2010 return d_4_0_Core->f.IsTransformFeedback(id);
2011}
2012
2014{
2015 d_4_0_Core->f.GenTransformFeedbacks(n, ids);
2016}
2017
2019{
2020 d_4_0_Core->f.DeleteTransformFeedbacks(n, ids);
2021}
2022
2024{
2025 d_4_0_Core->f.BindTransformFeedback(target, id);
2026}
2027
2029{
2030 d_4_0_Core->f.PatchParameterfv(pname, values);
2031}
2032
2034{
2035 d_4_0_Core->f.PatchParameteri(pname, value);
2036}
2037
2042
2044{
2045 d_4_0_Core->f.GetUniformSubroutineuiv(shadertype, location, params);
2046}
2047
2049{
2050 d_4_0_Core->f.UniformSubroutinesuiv(shadertype, count, indices);
2051}
2052
2057
2062
2067
2069{
2070 return d_4_0_Core->f.GetSubroutineIndex(program, shadertype, name);
2071}
2072
2074{
2075 return d_4_0_Core->f.GetSubroutineUniformLocation(program, shadertype, name);
2076}
2077
2079{
2080 d_4_0_Core->f.GetUniformdv(program, location, params);
2081}
2082
2084{
2085 d_4_0_Core->f.UniformMatrix4x3dv(location, count, transpose, value);
2086}
2087
2089{
2090 d_4_0_Core->f.UniformMatrix4x2dv(location, count, transpose, value);
2091}
2092
2094{
2095 d_4_0_Core->f.UniformMatrix3x4dv(location, count, transpose, value);
2096}
2097
2099{
2100 d_4_0_Core->f.UniformMatrix3x2dv(location, count, transpose, value);
2101}
2102
2104{
2105 d_4_0_Core->f.UniformMatrix2x4dv(location, count, transpose, value);
2106}
2107
2109{
2110 d_4_0_Core->f.UniformMatrix2x3dv(location, count, transpose, value);
2111}
2112
2114{
2115 d_4_0_Core->f.UniformMatrix4dv(location, count, transpose, value);
2116}
2117
2119{
2120 d_4_0_Core->f.UniformMatrix3dv(location, count, transpose, value);
2121}
2122
2124{
2125 d_4_0_Core->f.UniformMatrix2dv(location, count, transpose, value);
2126}
2127
2129{
2130 d_4_0_Core->f.Uniform4dv(location, count, value);
2131}
2132
2134{
2135 d_4_0_Core->f.Uniform3dv(location, count, value);
2136}
2137
2139{
2140 d_4_0_Core->f.Uniform2dv(location, count, value);
2141}
2142
2144{
2145 d_4_0_Core->f.Uniform1dv(location, count, value);
2146}
2147
2149{
2150 d_4_0_Core->f.Uniform4d(location, x, y, z, w);
2151}
2152
2154{
2155 d_4_0_Core->f.Uniform3d(location, x, y, z);
2156}
2157
2159{
2160 d_4_0_Core->f.Uniform2d(location, x, y);
2161}
2162
2164{
2165 d_4_0_Core->f.Uniform1d(location, x);
2166}
2167
2169{
2170 d_4_0_Core->f.DrawElementsIndirect(mode, type, indirect);
2171}
2172
2174{
2175 d_4_0_Core->f.DrawArraysIndirect(mode, indirect);
2176}
2177
2182
2184{
2185 d_4_0_Core->f.BlendFunci(buf, src, dst);
2186}
2187
2189{
2190 d_4_0_Core->f.BlendEquationSeparatei(buf, modeRGB, modeAlpha);
2191}
2192
2194{
2195 d_4_0_Core->f.BlendEquationi(buf, mode);
2196}
2197
2199{
2200 d_4_0_Core->f.MinSampleShading(value);
2201}
2202
2203
2204// OpenGL 4.1 core functions
2206{
2207 d_4_1_Core->f.GetDoublei_v(target, index, data);
2208}
2209
2211{
2212 d_4_1_Core->f.GetFloati_v(target, index, data);
2213}
2214
2216{
2217 d_4_1_Core->f.DepthRangeIndexed(index, n, f);
2218}
2219
2221{
2222 d_4_1_Core->f.DepthRangeArrayv(first, count, v);
2223}
2224
2226{
2227 d_4_1_Core->f.ScissorIndexedv(index, v);
2228}
2229
2234
2236{
2237 d_4_1_Core->f.ScissorArrayv(first, count, v);
2238}
2239
2241{
2242 d_4_1_Core->f.ViewportIndexedfv(index, v);
2243}
2244
2246{
2247 d_4_1_Core->f.ViewportIndexedf(index, x, y, w, h);
2248}
2249
2251{
2252 d_4_1_Core->f.ViewportArrayv(first, count, v);
2253}
2254
2256{
2257 d_4_1_Core->f.GetVertexAttribLdv(index, pname, params);
2258}
2259
2261{
2262 d_4_1_Core->f.VertexAttribLPointer(index, size, type, stride, pointer);
2263}
2264
2266{
2267 d_4_1_Core->f.VertexAttribL4dv(index, v);
2268}
2269
2271{
2272 d_4_1_Core->f.VertexAttribL3dv(index, v);
2273}
2274
2276{
2277 d_4_1_Core->f.VertexAttribL2dv(index, v);
2278}
2279
2281{
2282 d_4_1_Core->f.VertexAttribL1dv(index, v);
2283}
2284
2286{
2287 d_4_1_Core->f.VertexAttribL4d(index, x, y, z, w);
2288}
2289
2291{
2292 d_4_1_Core->f.VertexAttribL3d(index, x, y, z);
2293}
2294
2296{
2297 d_4_1_Core->f.VertexAttribL2d(index, x, y);
2298}
2299
2301{
2302 d_4_1_Core->f.VertexAttribL1d(index, x);
2303}
2304
2306{
2307 d_4_1_Core->f.GetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog);
2308}
2309
2311{
2312 d_4_1_Core->f.ValidateProgramPipeline(pipeline);
2313}
2314
2319
2324
2329
2334
2339
2344
2349
2354
2359
2364
2369
2374
2379
2384
2389
2394
2399
2404
2406{
2407 d_4_1_Core->f.ProgramUniform4uiv(program, location, count, value);
2408}
2409
2411{
2412 d_4_1_Core->f.ProgramUniform4ui(program, location, v0, v1, v2, v3);
2413}
2414
2416{
2417 d_4_1_Core->f.ProgramUniform4dv(program, location, count, value);
2418}
2419
2424
2426{
2427 d_4_1_Core->f.ProgramUniform4fv(program, location, count, value);
2428}
2429
2431{
2432 d_4_1_Core->f.ProgramUniform4f(program, location, v0, v1, v2, v3);
2433}
2434
2436{
2437 d_4_1_Core->f.ProgramUniform4iv(program, location, count, value);
2438}
2439
2441{
2442 d_4_1_Core->f.ProgramUniform4i(program, location, v0, v1, v2, v3);
2443}
2444
2446{
2447 d_4_1_Core->f.ProgramUniform3uiv(program, location, count, value);
2448}
2449
2451{
2452 d_4_1_Core->f.ProgramUniform3ui(program, location, v0, v1, v2);
2453}
2454
2456{
2457 d_4_1_Core->f.ProgramUniform3dv(program, location, count, value);
2458}
2459
2461{
2462 d_4_1_Core->f.ProgramUniform3d(program, location, v0, v1, v2);
2463}
2464
2466{
2467 d_4_1_Core->f.ProgramUniform3fv(program, location, count, value);
2468}
2469
2471{
2472 d_4_1_Core->f.ProgramUniform3f(program, location, v0, v1, v2);
2473}
2474
2476{
2477 d_4_1_Core->f.ProgramUniform3iv(program, location, count, value);
2478}
2479
2481{
2482 d_4_1_Core->f.ProgramUniform3i(program, location, v0, v1, v2);
2483}
2484
2486{
2487 d_4_1_Core->f.ProgramUniform2uiv(program, location, count, value);
2488}
2489
2491{
2492 d_4_1_Core->f.ProgramUniform2ui(program, location, v0, v1);
2493}
2494
2496{
2497 d_4_1_Core->f.ProgramUniform2dv(program, location, count, value);
2498}
2499
2501{
2502 d_4_1_Core->f.ProgramUniform2d(program, location, v0, v1);
2503}
2504
2506{
2507 d_4_1_Core->f.ProgramUniform2fv(program, location, count, value);
2508}
2509
2511{
2512 d_4_1_Core->f.ProgramUniform2f(program, location, v0, v1);
2513}
2514
2516{
2517 d_4_1_Core->f.ProgramUniform2iv(program, location, count, value);
2518}
2519
2521{
2522 d_4_1_Core->f.ProgramUniform2i(program, location, v0, v1);
2523}
2524
2526{
2527 d_4_1_Core->f.ProgramUniform1uiv(program, location, count, value);
2528}
2529
2531{
2532 d_4_1_Core->f.ProgramUniform1ui(program, location, v0);
2533}
2534
2536{
2537 d_4_1_Core->f.ProgramUniform1dv(program, location, count, value);
2538}
2539
2541{
2542 d_4_1_Core->f.ProgramUniform1d(program, location, v0);
2543}
2544
2546{
2547 d_4_1_Core->f.ProgramUniform1fv(program, location, count, value);
2548}
2549
2551{
2552 d_4_1_Core->f.ProgramUniform1f(program, location, v0);
2553}
2554
2556{
2557 d_4_1_Core->f.ProgramUniform1iv(program, location, count, value);
2558}
2559
2561{
2562 d_4_1_Core->f.ProgramUniform1i(program, location, v0);
2563}
2564
2566{
2567 d_4_1_Core->f.GetProgramPipelineiv(pipeline, pname, params);
2568}
2569
2571{
2572 return d_4_1_Core->f.IsProgramPipeline(pipeline);
2573}
2574
2576{
2577 d_4_1_Core->f.GenProgramPipelines(n, pipelines);
2578}
2579
2581{
2582 d_4_1_Core->f.DeleteProgramPipelines(n, pipelines);
2583}
2584
2586{
2587 d_4_1_Core->f.BindProgramPipeline(pipeline);
2588}
2589
2591{
2592 return d_4_1_Core->f.CreateShaderProgramv(type, count, strings);
2593}
2594
2596{
2597 d_4_1_Core->f.ActiveShaderProgram(pipeline, program);
2598}
2599
2601{
2602 d_4_1_Core->f.UseProgramStages(pipeline, stages, program);
2603}
2604
2606{
2607 d_4_1_Core->f.ProgramParameteri(program, pname, value);
2608}
2609
2611{
2612 d_4_1_Core->f.ProgramBinary(program, binaryFormat, binary, length);
2613}
2614
2619
2621{
2622 d_4_1_Core->f.ClearDepthf(dd);
2623}
2624
2626{
2627 d_4_1_Core->f.DepthRangef(n, f);
2628}
2629
2634
2636{
2637 d_4_1_Core->f.ShaderBinary(count, shaders, binaryformat, binary, length);
2638}
2639
2641{
2642 d_4_1_Core->f.ReleaseShaderCompiler();
2643}
2644
2645
2646
2648
2649#endif // QT_NO_OPENGL && !QT_CONFIG(opengles2)
2650
2651#endif
quint16 opcode
Definition bluez_data_p.h:1
\inmodule QtGui
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
GLboolean glIsShader(GLuint shader)
void glVertexAttribL4dv(GLuint index, const GLdouble *v)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glBindProgramPipeline(GLuint pipeline)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
void glProgramUniform1i(GLuint program, GLint location, GLint v0)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
void glClampColor(GLenum target, GLenum clamp)
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
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 glGetInteger64v(GLenum pname, GLint64 *params)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glBeginTransformFeedback(GLenum primitiveMode)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
const GLubyte * glGetString(GLenum name)
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glPixelStoref(GLenum pname, GLfloat param)
void glBindSampler(GLuint unit, GLuint sampler)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glPointParameteriv(GLenum pname, const GLint *params)
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glDetachShader(GLuint program, GLuint shader)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glStencilMaskSeparate(GLenum face, GLuint mask)
GLboolean glUnmapBuffer(GLenum target)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glDepthRangef(GLfloat n, GLfloat f)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
void glProgramUniformMatrix3dv(GLuint program, 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 glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glValidateProgramPipeline(GLuint pipeline)
void glGenSamplers(GLsizei count, GLuint *samplers)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glBlendEquationi(GLuint buf, GLenum mode)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDisablei(GLenum target, GLuint index)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glEndQueryIndexed(GLenum target, GLuint index)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glScissorIndexedv(GLuint index, const GLint *v)
void glGetBooleanv(GLenum pname, GLboolean *params)
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
void glPointParameteri(GLenum pname, GLint param)
void glPatchParameteri(GLenum pname, GLint value)
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glViewportIndexedfv(GLuint index, const GLfloat *v)
GLboolean glIsSampler(GLuint sampler)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
GLboolean glIsBuffer(GLuint buffer)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
void glHint(GLenum target, GLenum mode)
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform1i(GLint location, GLint v0)
void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect)
void glVertexAttribL1d(GLuint index, GLdouble x)
void glUniform1f(GLint location, GLfloat v0)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
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 glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
void glVertexAttribL3dv(GLuint index, const GLdouble *v)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLboolean glIsTexture(GLuint texture)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glProgramParameteri(GLuint program, GLenum pname, GLint value)
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
GLboolean glIsVertexArray(GLuint array)
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glGetIntegerv(GLenum pname, GLint *params)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribL1dv(GLuint index, const GLdouble *v)
void glSampleMaski(GLuint index, GLbitfield mask)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glGetDoublev(GLenum pname, GLdouble *params)
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glBindTransformFeedback(GLenum target, GLuint id)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glUniform1ui(GLint location, GLuint v0)
void glGenProgramPipelines(GLsizei n, GLuint *pipelines)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glGenTextures(GLsizei n, GLuint *textures)
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glBeginQuery(GLenum target, GLuint id)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length)
GLenum glCheckFramebufferStatus(GLenum target)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGenQueries(GLsizei n, GLuint *ids)
void glPolygonMode(GLenum face, GLenum mode)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glPixelStorei(GLenum pname, GLint param)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glBindBuffer(GLenum target, GLuint buffer)
void glGetFloatv(GLenum pname, GLfloat *params)
void glBindTexture(GLenum target, GLuint texture)
void glPointParameterf(GLenum pname, GLfloat param)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
GLboolean glIsProgramPipeline(GLuint pipeline)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glUniform1d(GLint location, GLdouble x)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glEnablei(GLenum target, GLuint index)
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glAttachShader(GLuint program, GLuint shader)
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
GLboolean glIsProgram(GLuint program)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glQueryCounter(GLuint id, GLenum target)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glVertexAttribL2dv(GLuint index, const GLdouble *v)
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glActiveShaderProgram(GLuint pipeline, GLuint program)
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
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]
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]
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
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 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