Qt
Internal/Contributor docs for the Qt SDK. <b>Note:</b> These are NOT official API docs; those are found <a href='https://doc.qt.io/'>here</a>.
Loading...
Searching...
No Matches
qopenglfunctions_3_1.h
Go to the documentation of this file.
1// Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB)
2// Copyright (C) 2016 The Qt Company Ltd.
3// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
4/***************************************************************************
5** This file was generated by glgen version 0.1
6** Command line was: glgen
7**
8** glgen is Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB)
9**
10** This is an auto-generated file.
11** Do not edit! All changes made to it will be lost.
12**
13****************************************************************************/
14
15#ifndef QOPENGLVERSIONFUNCTIONS_3_1_H
16#define QOPENGLVERSIONFUNCTIONS_3_1_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
28class Q_OPENGL_EXPORT QOpenGLFunctions_3_1 : public QAbstractOpenGLFunctions
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
297private:
299
300 static bool isContextCompatible(QOpenGLContext *context);
301 static QOpenGLVersionProfile versionProfile();
302
313};
314
315// OpenGL 1.0 core functions
317{
318 d_1_0_Core->f.Viewport(x, y, width, height);
319}
320
322{
323 d_1_0_Core->f.DepthRange(nearVal, farVal);
324}
325
327{
328 return d_1_0_Core->f.IsEnabled(cap);
329}
330
332{
333 d_1_0_Core->f.GetTexLevelParameteriv(target, level, pname, params);
334}
335
337{
338 d_1_0_Core->f.GetTexLevelParameterfv(target, level, pname, params);
339}
340
342{
343 d_1_0_Core->f.GetTexParameteriv(target, pname, params);
344}
345
347{
348 d_1_0_Core->f.GetTexParameterfv(target, pname, params);
349}
350
352{
353 d_1_0_Core->f.GetTexImage(target, level, format, type, pixels);
354}
355
357{
358 return d_1_0_Core->f.GetString(name);
359}
360
362{
363 d_1_0_Core->f.GetIntegerv(pname, params);
364}
365
367{
368 d_1_0_Core->f.GetFloatv(pname, params);
369}
370
372{
373 return d_1_0_Core->f.GetError();
374}
375
377{
378 d_1_0_Core->f.GetDoublev(pname, params);
379}
380
382{
383 d_1_0_Core->f.GetBooleanv(pname, params);
384}
385
387{
388 d_1_0_Core->f.ReadPixels(x, y, width, height, format, type, pixels);
389}
390
392{
393 d_1_0_Core->f.ReadBuffer(mode);
394}
395
397{
398 d_1_0_Core->f.PixelStorei(pname, param);
399}
400
402{
403 d_1_0_Core->f.PixelStoref(pname, param);
404}
405
407{
408 d_1_0_Core->f.DepthFunc(func);
409}
410
412{
413 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
414}
415
417{
418 d_1_0_Core->f.StencilFunc(func, ref, mask);
419}
420
422{
423 d_1_0_Core->f.LogicOp(opcode);
424}
425
427{
428 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
429}
430
432{
433 d_1_0_Core->f.Flush();
434}
435
437{
438 d_1_0_Core->f.Finish();
439}
440
442{
443 d_1_0_Core->f.Enable(cap);
444}
445
447{
448 d_1_0_Core->f.Disable(cap);
449}
450
452{
453 d_1_0_Core->f.DepthMask(flag);
454}
455
457{
458 d_1_0_Core->f.ColorMask(red, green, blue, alpha);
459}
460
462{
463 d_1_0_Core->f.StencilMask(mask);
464}
465
467{
468 d_1_0_Core->f.ClearDepth(depth);
469}
470
472{
473 d_1_0_Core->f.ClearStencil(s);
474}
475
477{
478 d_1_0_Core->f.ClearColor(red, green, blue, alpha);
479}
480
482{
483 d_1_0_Core->f.Clear(mask);
484}
485
487{
488 d_1_0_Core->f.DrawBuffer(mode);
489}
490
495
500
502{
503 d_1_0_Core->f.TexParameteriv(target, pname, params);
504}
505
507{
508 d_1_0_Core->f.TexParameteri(target, pname, param);
509}
510
512{
513 d_1_0_Core->f.TexParameterfv(target, pname, params);
514}
515
517{
518 d_1_0_Core->f.TexParameterf(target, pname, param);
519}
520
522{
523 d_1_0_Core->f.Scissor(x, y, width, height);
524}
525
527{
528 d_1_0_Core->f.PolygonMode(face, mode);
529}
530
532{
533 d_1_0_Core->f.PointSize(size);
534}
535
537{
538 d_1_0_Core->f.LineWidth(width);
539}
540
542{
543 d_1_0_Core->f.Hint(target, mode);
544}
545
547{
548 d_1_0_Core->f.FrontFace(mode);
549}
550
552{
553 d_1_0_Core->f.CullFace(mode);
554}
555
556
557// OpenGL 1.1 core functions
559{
560 return d_1_1_Core->f.IsTexture(texture);
561}
562
564{
565 d_1_1_Core->f.GenTextures(n, textures);
566}
567
569{
570 d_1_1_Core->f.DeleteTextures(n, textures);
571}
572
574{
575 d_1_1_Core->f.BindTexture(target, texture);
576}
577
582
584{
585 d_1_1_Core->f.TexSubImage1D(target, level, xoffset, width, format, type, pixels);
586}
587
592
594{
595 d_1_1_Core->f.CopyTexSubImage1D(target, level, xoffset, x, y, width);
596}
597
602
607
609{
610 d_1_1_Core->f.PolygonOffset(factor, units);
611}
612
614{
615 d_1_1_Core->f.DrawElements(mode, count, type, indices);
616}
617
619{
620 d_1_1_Core->f.DrawArrays(mode, first, count);
621}
622
623
624// OpenGL 1.2 core functions
629
634
639
641{
642 d_1_2_Core->f.DrawRangeElements(mode, start, end, count, type, indices);
643}
644
646{
647 d_1_2_Core->f.BlendEquation(mode);
648}
649
651{
652 d_1_2_Core->f.BlendColor(red, green, blue, alpha);
653}
654
655
656// OpenGL 1.3 core functions
658{
659 d_1_3_Core->f.GetCompressedTexImage(target, level, img);
660}
661
663{
664 d_1_3_Core->f.CompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data);
665}
666
671
676
681
686
691
693{
694 d_1_3_Core->f.SampleCoverage(value, invert);
695}
696
698{
699 d_1_3_Core->f.ActiveTexture(texture);
700}
701
702
703// OpenGL 1.4 core functions
705{
706 d_1_4_Core->f.PointParameteriv(pname, params);
707}
708
710{
711 d_1_4_Core->f.PointParameteri(pname, param);
712}
713
715{
716 d_1_4_Core->f.PointParameterfv(pname, params);
717}
718
720{
721 d_1_4_Core->f.PointParameterf(pname, param);
722}
723
725{
726 d_1_4_Core->f.MultiDrawElements(mode, count, type, indices, drawcount);
727}
728
730{
731 d_1_4_Core->f.MultiDrawArrays(mode, first, count, drawcount);
732}
733
735{
736 d_1_4_Core->f.BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
737}
738
739
740// OpenGL 1.5 core functions
742{
743 d_1_5_Core->f.GetBufferPointerv(target, pname, params);
744}
745
747{
748 d_1_5_Core->f.GetBufferParameteriv(target, pname, params);
749}
750
752{
753 return d_1_5_Core->f.UnmapBuffer(target);
754}
755
757{
758 return d_1_5_Core->f.MapBuffer(target, access);
759}
760
762{
763 d_1_5_Core->f.GetBufferSubData(target, offset, size, data);
764}
765
767{
768 d_1_5_Core->f.BufferSubData(target, offset, size, data);
769}
770
772{
773 d_1_5_Core->f.BufferData(target, size, data, usage);
774}
775
777{
778 return d_1_5_Core->f.IsBuffer(buffer);
779}
780
782{
783 d_1_5_Core->f.GenBuffers(n, buffers);
784}
785
787{
788 d_1_5_Core->f.DeleteBuffers(n, buffers);
789}
790
792{
793 d_1_5_Core->f.BindBuffer(target, buffer);
794}
795
797{
798 d_1_5_Core->f.GetQueryObjectuiv(id, pname, params);
799}
800
802{
803 d_1_5_Core->f.GetQueryObjectiv(id, pname, params);
804}
805
807{
808 d_1_5_Core->f.GetQueryiv(target, pname, params);
809}
810
812{
813 d_1_5_Core->f.EndQuery(target);
814}
815
817{
818 d_1_5_Core->f.BeginQuery(target, id);
819}
820
822{
823 return d_1_5_Core->f.IsQuery(id);
824}
825
827{
828 d_1_5_Core->f.DeleteQueries(n, ids);
829}
830
832{
833 d_1_5_Core->f.GenQueries(n, ids);
834}
835
836
837// OpenGL 2.0 core functions
839{
840 d_2_0_Core->f.VertexAttribPointer(index, size, type, normalized, stride, pointer);
841}
842
844{
845 d_2_0_Core->f.ValidateProgram(program);
846}
847
849{
850 d_2_0_Core->f.UniformMatrix4fv(location, count, transpose, value);
851}
852
854{
855 d_2_0_Core->f.UniformMatrix3fv(location, count, transpose, value);
856}
857
859{
860 d_2_0_Core->f.UniformMatrix2fv(location, count, transpose, value);
861}
862
864{
865 d_2_0_Core->f.Uniform4iv(location, count, value);
866}
867
869{
870 d_2_0_Core->f.Uniform3iv(location, count, value);
871}
872
874{
875 d_2_0_Core->f.Uniform2iv(location, count, value);
876}
877
879{
880 d_2_0_Core->f.Uniform1iv(location, count, value);
881}
882
884{
885 d_2_0_Core->f.Uniform4fv(location, count, value);
886}
887
889{
890 d_2_0_Core->f.Uniform3fv(location, count, value);
891}
892
894{
895 d_2_0_Core->f.Uniform2fv(location, count, value);
896}
897
899{
900 d_2_0_Core->f.Uniform1fv(location, count, value);
901}
902
904{
905 d_2_0_Core->f.Uniform4i(location, v0, v1, v2, v3);
906}
907
909{
910 d_2_0_Core->f.Uniform3i(location, v0, v1, v2);
911}
912
914{
915 d_2_0_Core->f.Uniform2i(location, v0, v1);
916}
917
919{
920 d_2_0_Core->f.Uniform1i(location, v0);
921}
922
924{
925 d_2_0_Core->f.Uniform4f(location, v0, v1, v2, v3);
926}
927
929{
930 d_2_0_Core->f.Uniform3f(location, v0, v1, v2);
931}
932
934{
935 d_2_0_Core->f.Uniform2f(location, v0, v1);
936}
937
939{
940 d_2_0_Core->f.Uniform1f(location, v0);
941}
942
944{
945 d_2_0_Core->f.UseProgram(program);
946}
947
949{
950 d_2_0_Core->f.ShaderSource(shader, count, string, length);
951}
952
954{
955 d_2_0_Core->f.LinkProgram(program);
956}
957
959{
960 return d_2_0_Core->f.IsShader(shader);
961}
962
964{
965 return d_2_0_Core->f.IsProgram(program);
966}
967
969{
970 d_2_0_Core->f.GetVertexAttribPointerv(index, pname, pointer);
971}
972
974{
975 d_2_0_Core->f.GetVertexAttribiv(index, pname, params);
976}
977
979{
980 d_2_0_Core->f.GetVertexAttribfv(index, pname, params);
981}
982
984{
985 d_2_0_Core->f.GetVertexAttribdv(index, pname, params);
986}
987
989{
990 d_2_0_Core->f.GetUniformiv(program, location, params);
991}
992
994{
995 d_2_0_Core->f.GetUniformfv(program, location, params);
996}
997
999{
1000 return d_2_0_Core->f.GetUniformLocation(program, name);
1001}
1002
1004{
1005 d_2_0_Core->f.GetShaderSource(shader, bufSize, length, source);
1006}
1007
1009{
1010 d_2_0_Core->f.GetShaderInfoLog(shader, bufSize, length, infoLog);
1011}
1012
1014{
1015 d_2_0_Core->f.GetShaderiv(shader, pname, params);
1016}
1017
1019{
1020 d_2_0_Core->f.GetProgramInfoLog(program, bufSize, length, infoLog);
1021}
1022
1024{
1025 d_2_0_Core->f.GetProgramiv(program, pname, params);
1026}
1027
1029{
1030 return d_2_0_Core->f.GetAttribLocation(program, name);
1031}
1032
1034{
1035 d_2_0_Core->f.GetAttachedShaders(program, maxCount, count, obj);
1036}
1037
1042
1047
1049{
1050 d_2_0_Core->f.EnableVertexAttribArray(index);
1051}
1052
1054{
1055 d_2_0_Core->f.DisableVertexAttribArray(index);
1056}
1057
1059{
1060 d_2_0_Core->f.DetachShader(program, shader);
1061}
1062
1064{
1065 d_2_0_Core->f.DeleteShader(shader);
1066}
1067
1069{
1070 d_2_0_Core->f.DeleteProgram(program);
1071}
1072
1074{
1075 return d_2_0_Core->f.CreateShader(type);
1076}
1077
1079{
1080 return d_2_0_Core->f.CreateProgram();
1081}
1082
1084{
1085 d_2_0_Core->f.CompileShader(shader);
1086}
1087
1089{
1090 d_2_0_Core->f.BindAttribLocation(program, index, name);
1091}
1092
1094{
1095 d_2_0_Core->f.AttachShader(program, shader);
1096}
1097
1099{
1100 d_2_0_Core->f.StencilMaskSeparate(face, mask);
1101}
1102
1104{
1105 d_2_0_Core->f.StencilFuncSeparate(face, func, ref, mask);
1106}
1107
1109{
1110 d_2_0_Core->f.StencilOpSeparate(face, sfail, dpfail, dppass);
1111}
1112
1114{
1115 d_2_0_Core->f.DrawBuffers(n, bufs);
1116}
1117
1119{
1120 d_2_0_Core->f.BlendEquationSeparate(modeRGB, modeAlpha);
1121}
1122
1123
1124// OpenGL 2.1 core functions
1126{
1127 d_2_1_Core->f.UniformMatrix4x3fv(location, count, transpose, value);
1128}
1129
1131{
1132 d_2_1_Core->f.UniformMatrix3x4fv(location, count, transpose, value);
1133}
1134
1136{
1137 d_2_1_Core->f.UniformMatrix4x2fv(location, count, transpose, value);
1138}
1139
1141{
1142 d_2_1_Core->f.UniformMatrix2x4fv(location, count, transpose, value);
1143}
1144
1146{
1147 d_2_1_Core->f.UniformMatrix3x2fv(location, count, transpose, value);
1148}
1149
1151{
1152 d_2_1_Core->f.UniformMatrix2x3fv(location, count, transpose, value);
1153}
1154
1155
1156// OpenGL 3.0 core functions
1158{
1159 return d_3_0_Core->f.IsVertexArray(array);
1160}
1161
1163{
1164 d_3_0_Core->f.GenVertexArrays(n, arrays);
1165}
1166
1168{
1169 d_3_0_Core->f.DeleteVertexArrays(n, arrays);
1170}
1171
1173{
1174 d_3_0_Core->f.BindVertexArray(array);
1175}
1176
1178{
1179 d_3_0_Core->f.FlushMappedBufferRange(target, offset, length);
1180}
1181
1183{
1184 return d_3_0_Core->f.MapBufferRange(target, offset, length, access);
1185}
1186
1191
1196
1201
1203{
1204 d_3_0_Core->f.GenerateMipmap(target);
1205}
1206
1208{
1209 d_3_0_Core->f.GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
1210}
1211
1216
1221
1226
1231
1233{
1234 return d_3_0_Core->f.CheckFramebufferStatus(target);
1235}
1236
1238{
1239 d_3_0_Core->f.GenFramebuffers(n, framebuffers);
1240}
1241
1243{
1244 d_3_0_Core->f.DeleteFramebuffers(n, framebuffers);
1245}
1246
1248{
1249 d_3_0_Core->f.BindFramebuffer(target, framebuffer);
1250}
1251
1253{
1254 return d_3_0_Core->f.IsFramebuffer(framebuffer);
1255}
1256
1258{
1259 d_3_0_Core->f.GetRenderbufferParameteriv(target, pname, params);
1260}
1261
1266
1268{
1269 d_3_0_Core->f.GenRenderbuffers(n, renderbuffers);
1270}
1271
1273{
1274 d_3_0_Core->f.DeleteRenderbuffers(n, renderbuffers);
1275}
1276
1278{
1279 d_3_0_Core->f.BindRenderbuffer(target, renderbuffer);
1280}
1281
1283{
1284 return d_3_0_Core->f.IsRenderbuffer(renderbuffer);
1285}
1286
1288{
1289 return d_3_0_Core->f.GetStringi(name, index);
1290}
1291
1296
1298{
1299 d_3_0_Core->f.ClearBufferfv(buffer, drawbuffer, value);
1300}
1301
1303{
1304 d_3_0_Core->f.ClearBufferuiv(buffer, drawbuffer, value);
1305}
1306
1308{
1309 d_3_0_Core->f.ClearBufferiv(buffer, drawbuffer, value);
1310}
1311
1313{
1314 d_3_0_Core->f.GetTexParameterIuiv(target, pname, params);
1315}
1316
1318{
1319 d_3_0_Core->f.GetTexParameterIiv(target, pname, params);
1320}
1321
1323{
1324 d_3_0_Core->f.TexParameterIuiv(target, pname, params);
1325}
1326
1328{
1329 d_3_0_Core->f.TexParameterIiv(target, pname, params);
1330}
1331
1333{
1334 d_3_0_Core->f.Uniform4uiv(location, count, value);
1335}
1336
1338{
1339 d_3_0_Core->f.Uniform3uiv(location, count, value);
1340}
1341
1343{
1344 d_3_0_Core->f.Uniform2uiv(location, count, value);
1345}
1346
1348{
1349 d_3_0_Core->f.Uniform1uiv(location, count, value);
1350}
1351
1353{
1354 d_3_0_Core->f.Uniform4ui(location, v0, v1, v2, v3);
1355}
1356
1358{
1359 d_3_0_Core->f.Uniform3ui(location, v0, v1, v2);
1360}
1361
1363{
1364 d_3_0_Core->f.Uniform2ui(location, v0, v1);
1365}
1366
1368{
1369 d_3_0_Core->f.Uniform1ui(location, v0);
1370}
1371
1373{
1374 return d_3_0_Core->f.GetFragDataLocation(program, name);
1375}
1376
1378{
1379 d_3_0_Core->f.BindFragDataLocation(program, color, name);
1380}
1381
1383{
1384 d_3_0_Core->f.GetUniformuiv(program, location, params);
1385}
1386
1388{
1389 d_3_0_Core->f.GetVertexAttribIuiv(index, pname, params);
1390}
1391
1393{
1394 d_3_0_Core->f.GetVertexAttribIiv(index, pname, params);
1395}
1396
1398{
1399 d_3_0_Core->f.VertexAttribIPointer(index, size, type, stride, pointer);
1400}
1401
1403{
1404 d_3_0_Core->f.EndConditionalRender();
1405}
1406
1408{
1409 d_3_0_Core->f.BeginConditionalRender(id, mode);
1410}
1411
1413{
1414 d_3_0_Core->f.ClampColor(target, clamp);
1415}
1416
1421
1423{
1424 d_3_0_Core->f.TransformFeedbackVaryings(program, count, varyings, bufferMode);
1425}
1426
1428{
1429 d_3_0_Core->f.BindBufferBase(target, index, buffer);
1430}
1431
1436
1438{
1439 d_3_0_Core->f.EndTransformFeedback();
1440}
1441
1443{
1444 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
1445}
1446
1448{
1449 return d_3_0_Core->f.IsEnabledi(target, index);
1450}
1451
1453{
1454 d_3_0_Core->f.Disablei(target, index);
1455}
1456
1458{
1459 d_3_0_Core->f.Enablei(target, index);
1460}
1461
1463{
1464 d_3_0_Core->f.GetIntegeri_v(target, index, data);
1465}
1466
1468{
1469 d_3_0_Core->f.GetBooleani_v(target, index, data);
1470}
1471
1473{
1474 d_3_0_Core->f.ColorMaski(index, r, g, b, a);
1475}
1476
1477
1478// OpenGL 3.1 core functions
1480{
1481 d_3_1_Core->f.CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
1482}
1483
1488
1493
1498
1500{
1501 return d_3_1_Core->f.GetUniformBlockIndex(program, uniformBlockName);
1502}
1503
1508
1513
1518
1520{
1521 d_3_1_Core->f.PrimitiveRestartIndex(index);
1522}
1523
1528
1530{
1531 d_3_1_Core->f.DrawElementsInstanced(mode, count, type, indices, instancecount);
1532}
1533
1535{
1536 d_3_1_Core->f.DrawArraysInstanced(mode, first, count, instancecount);
1537}
1538
1539
1540
1542
1543#endif // QT_NO_OPENGL && !QT_CONFIG(opengles2)
1544
1545#endif
quint16 opcode
Definition bluez_data_p.h:1
\inmodule QtGui
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glCullFace(GLenum mode)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glPointParameteriv(GLenum pname, const GLint *params)
void glClearDepth(GLdouble depth)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glClear(GLbitfield mask)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glPrimitiveRestartIndex(GLuint index)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glDeleteShader(GLuint shader)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glEnablei(GLenum target, GLuint index)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glActiveTexture(GLenum texture)
void glLinkProgram(GLuint program)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glGenQueries(GLsizei n, GLuint *ids)
void glPointSize(GLfloat size)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glDepthMask(GLboolean flag)
void glUseProgram(GLuint program)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glPointParameteri(GLenum pname, GLint param)
const GLubyte * glGetString(GLenum name)
void glEndQuery(GLenum target)
GLboolean glIsProgram(GLuint program)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glHint(GLenum target, GLenum mode)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glPolygonMode(GLenum face, GLenum mode)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
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 glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glDetachShader(GLuint program, GLuint shader)
void glBeginQuery(GLenum target, GLuint id)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glAttachShader(GLuint program, GLuint shader)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
GLboolean glIsEnabled(GLenum cap)
void glClampColor(GLenum target, GLenum clamp)
GLboolean glIsTexture(GLuint texture)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glStencilMask(GLuint mask)
GLboolean glUnmapBuffer(GLenum target)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glEnableVertexAttribArray(GLuint index)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glUniform1f(GLint location, GLfloat v0)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glLineWidth(GLfloat width)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glFrontFace(GLenum mode)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glGetBooleanv(GLenum pname, GLboolean *params)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glLogicOp(GLenum opcode)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glGenerateMipmap(GLenum target)
GLboolean glIsShader(GLuint shader)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
GLvoid * glMapBuffer(GLenum target, GLenum access)
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 glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
GLboolean glIsQuery(GLuint id)
void glDeleteProgram(GLuint program)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glPixelStorei(GLenum pname, GLint param)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glGetFloatv(GLenum pname, GLfloat *params)
void glDepthFunc(GLenum func)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glGetIntegerv(GLenum pname, GLint *params)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glDrawBuffer(GLenum mode)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glPixelStoref(GLenum pname, GLfloat param)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glGenTextures(GLsizei n, GLuint *textures)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glBindBuffer(GLenum target, GLuint buffer)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glPointParameterf(GLenum pname, GLfloat param)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glGetDoublev(GLenum pname, GLdouble *params)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glBindTexture(GLenum target, GLuint texture)
void glUniform1ui(GLint location, GLuint v0)
GLboolean glIsVertexArray(GLuint array)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glUniform1i(GLint location, GLint v0)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDisablei(GLenum target, GLuint index)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glReadBuffer(GLenum mode)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glBlendEquation(GLenum mode)
void glBeginTransformFeedback(GLenum primitiveMode)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
GLboolean glIsBuffer(GLuint buffer)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glBindVertexArray(GLuint array)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
GLenum glCheckFramebufferStatus(GLenum target)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glCompileShader(GLuint shader)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glValidateProgram(GLuint program)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glDisableVertexAttribArray(GLuint index)
GLuint glCreateShader(GLenum type)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
Combined button and popup list for selecting options.
static void * context
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
EGLOutputLayerEXT layer
ptrdiff_t GLintptr
Definition qopengl.h:163
ptrdiff_t GLsizeiptr
Definition qopengl.h:164
char GLchar
Definition qopengl.h:158
GLenum modeRGB
GLint location
GLenum GLenum modeAlpha
GLint GLint GLint GLint dstX0
GLint GLfloat GLfloat GLfloat v2
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
GLint GLint GLint GLint GLint x
[0]
GLuint const GLuint * buffers
GLint GLenum GLsizei GLsizei GLsizei depth
typedef GLfloat(GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC)(GLuint path
GLsizei samples
GLenum mode
GLenum GLuint GLint level
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLuint index
[2]
GLboolean r
[2]
GLuint GLuint end
GLenum GLenum GLsizei const GLuint * ids
GLuint const GLuint GLuint const GLuint * textures
double GLdouble
GLenum GLuint GLenum GLsizei length
GLint srcY0
GLenum GLenum GLsizei count
const GLenum * bufs
GLenum pname
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
GLint GLenum GLsizei GLsizei GLsizei GLint border
GLsizei GLsizei GLchar * infoLog
GLenum face
GLint GLint srcX1
const void GLsizei GLsizei stride
GLenum GLuint buffer
GLint GLint GLint yoffset
GLint GLsizei width
GLint GLint GLint GLint zoffset
GLint GLsizei GLboolean transpose
GLuint color
[2]
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum type
GLenum writeTarget
GLenum GLintptr readOffset
GLint GLint GLint GLint GLint GLint dstX1
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum access
GLint GLfloat v0
GLenum GLenum textarget
GLenum target
GLenum GLintptr GLintptr writeOffset
GLint GLfloat GLfloat v1
GLenum GLuint texture
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLuint program
GLint GLenum internalformat
const GLuint * arrays
GLfloat GLfloat clamp
GLfloat units
GLint GLint xoffset
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLuint start
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLboolean GLboolean g
GLint GLfloat GLfloat GLfloat GLfloat v3
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLint ref
GLenum attachment
GLuint name
GLint first
GLsizei bufSize
GLint GLint GLint srcY1
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLfloat n
GLint GLsizei GLsizei GLenum format
const void GLsizei drawcount
GLint GLint GLint GLint GLint dstY0
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei imageSize
GLint GLint GLint GLint GLint GLint GLint dstY1
GLsizei GLenum const void * indices
GLint y
GLsizei GLsizei GLchar * source
void ** params
GLenum GLenum GLenum dfactorAlpha
Definition qopenglext.h:373
GLhandleARB obj
[2]
GLdouble s
[6]
Definition qopenglext.h:235
const GLchar * uniformBlockName
GLuint GLint srcX0
GLenum GLenum sfactorAlpha
Definition qopenglext.h:373
GLsizei uniformCount
GLbyte GLbyte blue
Definition qopenglext.h:385
GLenum func
Definition qopenglext.h:663
GLsizei const GLchar *const * varyings
GLsizei const GLchar *const GLenum bufferMode
GLuint renderbuffer
GLuint GLsizei GLsizei GLchar * uniformName
GLint void * img
Definition qopenglext.h:233
GLenum array
GLuint shader
Definition qopenglext.h:665
GLenum sfail
Definition qopenglext.h:662
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLsizei maxCount
Definition qopenglext.h:677
GLsizei const GLchar *const GLuint * uniformIndices
const GLuint * framebuffers
GLsizei const void * pointer
Definition qopenglext.h:384
GLuint uniformIndex
GLint GLenum GLboolean normalized
Definition qopenglext.h:752
GLuint framebuffer
const GLuint * renderbuffers
GLfloat GLfloat GLfloat alpha
Definition qopenglext.h:418
GLbyte green
Definition qopenglext.h:385
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
Definition qopenglext.h:662
GLint GLfloat GLint stencil
GLenum dfactorRGB
Definition qopenglext.h:373
GLenum GLenum renderbuffertarget
GLuint uniformBlockIndex
GLenum cap
GLint drawbuffer
GLenum GLenum dpfail
Definition qopenglext.h:662
GLsizeiptr const void GLenum usage
Definition qopenglext.h:543
GLboolean invert
Definition qopenglext.h:226
GLsizei const GLchar *const * uniformNames
#define GLuint
QGraphicsSvgItem * red