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qopenglfunctions_4_5_core.h
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1// Copyright (C) 2015 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_5_CORE_H
16#define QOPENGLVERSIONFUNCTIONS_4_5_CORE_H
17
18#include <QtOpenGL/qtopenglglobal.h>
19
20#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)
21
22#include <QtOpenGL/QOpenGLVersionProfile>
23#include <QtOpenGL/QOpenGLVersionFunctions>
24#include <QtGui/qopenglcontext.h>
25
26// MemoryBarrier is a macro on some architectures on Windows
27#ifdef Q_OS_WIN
28#pragma push_macro("MemoryBarrier")
29#undef MemoryBarrier
30#endif
31
33
35{
36public:
39
40 bool initializeOpenGLFunctions() override;
41
42 // OpenGL 1.0 core functions
43 void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
44 void glDepthRange(GLdouble nearVal, GLdouble farVal);
45 GLboolean glIsEnabled(GLenum cap);
46 void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params);
47 void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params);
48 void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params);
49 void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
50 void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void *pixels);
51 const GLubyte * glGetString(GLenum name);
52 void glGetIntegerv(GLenum pname, GLint *data);
53 void glGetFloatv(GLenum pname, GLfloat *data);
54 GLenum glGetError();
55 void glGetDoublev(GLenum pname, GLdouble *data);
56 void glGetBooleanv(GLenum pname, GLboolean *data);
57 void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
58 void glReadBuffer(GLenum src);
59 void glPixelStorei(GLenum pname, GLint param);
60 void glPixelStoref(GLenum pname, GLfloat param);
61 void glDepthFunc(GLenum func);
62 void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
63 void glStencilFunc(GLenum func, GLint ref, GLuint mask);
64 void glLogicOp(GLenum opcode);
65 void glBlendFunc(GLenum sfactor, GLenum dfactor);
66 void glFlush();
67 void glFinish();
68 void glEnable(GLenum cap);
69 void glDisable(GLenum cap);
70 void glDepthMask(GLboolean flag);
72 void glStencilMask(GLuint mask);
73 void glClearDepth(GLdouble depth);
74 void glClearStencil(GLint s);
75 void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
76 void glClear(GLbitfield mask);
77 void glDrawBuffer(GLenum buf);
80 void glTexParameteriv(GLenum target, GLenum pname, const GLint *params);
81 void glTexParameteri(GLenum target, GLenum pname, GLint param);
82 void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
83 void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
84 void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
85 void glPolygonMode(GLenum face, GLenum mode);
86 void glPointSize(GLfloat size);
87 void glLineWidth(GLfloat width);
88 void glHint(GLenum target, GLenum mode);
89 void glFrontFace(GLenum mode);
90 void glCullFace(GLenum mode);
91
92 // OpenGL 1.1 core functions
93 GLboolean glIsTexture(GLuint texture);
94 void glGenTextures(GLsizei n, GLuint *textures);
95 void glDeleteTextures(GLsizei n, const GLuint *textures);
96 void glBindTexture(GLenum target, GLuint texture);
98 void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);
100 void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
103 void glPolygonOffset(GLfloat factor, GLfloat units);
104 void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices);
105 void glDrawArrays(GLenum mode, GLint first, GLsizei count);
106
107 // OpenGL 1.2 core functions
108 void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
109 void glBlendEquation(GLenum mode);
113 void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices);
114
115 // OpenGL 1.3 core functions
116 void glGetCompressedTexImage(GLenum target, GLint level, void *img);
117 void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);
118 void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
120 void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);
121 void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
123 void glSampleCoverage(GLfloat value, GLboolean invert);
124 void glActiveTexture(GLenum texture);
125
126 // OpenGL 1.4 core functions
127 void glPointParameteriv(GLenum pname, const GLint *params);
128 void glPointParameteri(GLenum pname, GLint param);
129 void glPointParameterfv(GLenum pname, const GLfloat *params);
130 void glPointParameterf(GLenum pname, GLfloat param);
131 void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount);
132 void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
133 void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
134
135 // OpenGL 1.5 core functions
136 void glGetBufferPointerv(GLenum target, GLenum pname, void * *params);
137 void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
138 GLboolean glUnmapBuffer(GLenum target);
139 void * glMapBuffer(GLenum target, GLenum access);
140 void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data);
141 void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
142 void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage);
143 GLboolean glIsBuffer(GLuint buffer);
144 void glGenBuffers(GLsizei n, GLuint *buffers);
145 void glDeleteBuffers(GLsizei n, const GLuint *buffers);
146 void glBindBuffer(GLenum target, GLuint buffer);
147 void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
148 void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params);
149 void glGetQueryiv(GLenum target, GLenum pname, GLint *params);
150 void glEndQuery(GLenum target);
151 void glBeginQuery(GLenum target, GLuint id);
152 GLboolean glIsQuery(GLuint id);
153 void glDeleteQueries(GLsizei n, const GLuint *ids);
154 void glGenQueries(GLsizei n, GLuint *ids);
155
156 // OpenGL 2.0 core functions
157 void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
158 void glVertexAttrib4usv(GLuint index, const GLushort *v);
159 void glVertexAttrib4uiv(GLuint index, const GLuint *v);
160 void glVertexAttrib4ubv(GLuint index, const GLubyte *v);
161 void glVertexAttrib4sv(GLuint index, const GLshort *v);
162 void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
163 void glVertexAttrib4iv(GLuint index, const GLint *v);
164 void glVertexAttrib4fv(GLuint index, const GLfloat *v);
165 void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
166 void glVertexAttrib4dv(GLuint index, const GLdouble *v);
167 void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
168 void glVertexAttrib4bv(GLuint index, const GLbyte *v);
169 void glVertexAttrib4Nusv(GLuint index, const GLushort *v);
170 void glVertexAttrib4Nuiv(GLuint index, const GLuint *v);
171 void glVertexAttrib4Nubv(GLuint index, const GLubyte *v);
172 void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
173 void glVertexAttrib4Nsv(GLuint index, const GLshort *v);
174 void glVertexAttrib4Niv(GLuint index, const GLint *v);
175 void glVertexAttrib4Nbv(GLuint index, const GLbyte *v);
176 void glVertexAttrib3sv(GLuint index, const GLshort *v);
177 void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z);
178 void glVertexAttrib3fv(GLuint index, const GLfloat *v);
179 void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
180 void glVertexAttrib3dv(GLuint index, const GLdouble *v);
181 void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
182 void glVertexAttrib2sv(GLuint index, const GLshort *v);
183 void glVertexAttrib2s(GLuint index, GLshort x, GLshort y);
184 void glVertexAttrib2fv(GLuint index, const GLfloat *v);
185 void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
186 void glVertexAttrib2dv(GLuint index, const GLdouble *v);
187 void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y);
188 void glVertexAttrib1sv(GLuint index, const GLshort *v);
189 void glVertexAttrib1s(GLuint index, GLshort x);
190 void glVertexAttrib1fv(GLuint index, const GLfloat *v);
191 void glVertexAttrib1f(GLuint index, GLfloat x);
192 void glVertexAttrib1dv(GLuint index, const GLdouble *v);
193 void glVertexAttrib1d(GLuint index, GLdouble x);
194 void glValidateProgram(GLuint program);
195 void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
196 void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
197 void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
198 void glUniform4iv(GLint location, GLsizei count, const GLint *value);
199 void glUniform3iv(GLint location, GLsizei count, const GLint *value);
200 void glUniform2iv(GLint location, GLsizei count, const GLint *value);
201 void glUniform1iv(GLint location, GLsizei count, const GLint *value);
202 void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
203 void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);
204 void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);
205 void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);
206 void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
207 void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
208 void glUniform2i(GLint location, GLint v0, GLint v1);
209 void glUniform1i(GLint location, GLint v0);
210 void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
211 void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
212 void glUniform2f(GLint location, GLfloat v0, GLfloat v1);
213 void glUniform1f(GLint location, GLfloat v0);
214 void glUseProgram(GLuint program);
215 void glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
216 void glLinkProgram(GLuint program);
217 GLboolean glIsShader(GLuint shader);
218 GLboolean glIsProgram(GLuint program);
219 void glGetVertexAttribPointerv(GLuint index, GLenum pname, void * *pointer);
220 void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
221 void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
222 void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params);
223 void glGetUniformiv(GLuint program, GLint location, GLint *params);
224 void glGetUniformfv(GLuint program, GLint location, GLfloat *params);
225 GLint glGetUniformLocation(GLuint program, const GLchar *name);
226 void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
227 void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
228 void glGetShaderiv(GLuint shader, GLenum pname, GLint *params);
229 void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
230 void glGetProgramiv(GLuint program, GLenum pname, GLint *params);
231 GLint glGetAttribLocation(GLuint program, const GLchar *name);
232 void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
233 void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
235 void glEnableVertexAttribArray(GLuint index);
236 void glDisableVertexAttribArray(GLuint index);
237 void glDetachShader(GLuint program, GLuint shader);
238 void glDeleteShader(GLuint shader);
239 void glDeleteProgram(GLuint program);
240 GLuint glCreateShader(GLenum type);
241 GLuint glCreateProgram();
242 void glCompileShader(GLuint shader);
243 void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
244 void glAttachShader(GLuint program, GLuint shader);
245 void glStencilMaskSeparate(GLenum face, GLuint mask);
246 void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
247 void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
248 void glDrawBuffers(GLsizei n, const GLenum *bufs);
249 void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
250
251 // OpenGL 2.1 core functions
252 void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
253 void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
254 void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
255 void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
256 void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
257 void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
258
259 // OpenGL 3.0 core functions
260 GLboolean glIsVertexArray(GLuint array);
261 void glGenVertexArrays(GLsizei n, GLuint *arrays);
262 void glDeleteVertexArrays(GLsizei n, const GLuint *arrays);
263 void glBindVertexArray(GLuint array);
264 void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length);
265 void * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
266 void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
267 void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
269 void glGenerateMipmap(GLenum target);
270 void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params);
271 void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
273 void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
274 void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
275 GLenum glCheckFramebufferStatus(GLenum target);
276 void glGenFramebuffers(GLsizei n, GLuint *framebuffers);
277 void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
278 void glBindFramebuffer(GLenum target, GLuint framebuffer);
279 GLboolean glIsFramebuffer(GLuint framebuffer);
280 void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
281 void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
282 void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
283 void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
284 void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
285 GLboolean glIsRenderbuffer(GLuint renderbuffer);
286 const GLubyte * glGetStringi(GLenum name, GLuint index);
287 void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
288 void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);
289 void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);
290 void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
291 void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params);
292 void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params);
293 void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params);
294 void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params);
295 void glUniform4uiv(GLint location, GLsizei count, const GLuint *value);
296 void glUniform3uiv(GLint location, GLsizei count, const GLuint *value);
297 void glUniform2uiv(GLint location, GLsizei count, const GLuint *value);
298 void glUniform1uiv(GLint location, GLsizei count, const GLuint *value);
299 void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
300 void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
301 void glUniform2ui(GLint location, GLuint v0, GLuint v1);
302 void glUniform1ui(GLint location, GLuint v0);
303 GLint glGetFragDataLocation(GLuint program, const GLchar *name);
304 void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name);
305 void glGetUniformuiv(GLuint program, GLint location, GLuint *params);
306 void glVertexAttribI4usv(GLuint index, const GLushort *v);
307 void glVertexAttribI4ubv(GLuint index, const GLubyte *v);
308 void glVertexAttribI4sv(GLuint index, const GLshort *v);
309 void glVertexAttribI4bv(GLuint index, const GLbyte *v);
310 void glVertexAttribI4uiv(GLuint index, const GLuint *v);
311 void glVertexAttribI3uiv(GLuint index, const GLuint *v);
312 void glVertexAttribI2uiv(GLuint index, const GLuint *v);
313 void glVertexAttribI1uiv(GLuint index, const GLuint *v);
314 void glVertexAttribI4iv(GLuint index, const GLint *v);
315 void glVertexAttribI3iv(GLuint index, const GLint *v);
316 void glVertexAttribI2iv(GLuint index, const GLint *v);
317 void glVertexAttribI1iv(GLuint index, const GLint *v);
318 void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
319 void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);
320 void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y);
321 void glVertexAttribI1ui(GLuint index, GLuint x);
322 void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
323 void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);
324 void glVertexAttribI2i(GLuint index, GLint x, GLint y);
325 void glVertexAttribI1i(GLuint index, GLint x);
326 void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
327 void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
328 void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
329 void glEndConditionalRender();
330 void glBeginConditionalRender(GLuint id, GLenum mode);
331 void glClampColor(GLenum target, GLenum clamp);
332 void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
333 void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode);
334 void glBindBufferBase(GLenum target, GLuint index, GLuint buffer);
335 void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
336 void glEndTransformFeedback();
337 void glBeginTransformFeedback(GLenum primitiveMode);
338 GLboolean glIsEnabledi(GLenum target, GLuint index);
339 void glDisablei(GLenum target, GLuint index);
340 void glEnablei(GLenum target, GLuint index);
341 void glGetIntegeri_v(GLenum target, GLuint index, GLint *data);
342 void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data);
343 void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
344
345 // OpenGL 3.1 core functions
346 void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
348 void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
349 GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName);
350 void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
351 void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
352 void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices);
353 void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
354 void glPrimitiveRestartIndex(GLuint index);
355 void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer);
356 void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount);
357 void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
358
359 // OpenGL 3.2 core functions
360 void glSampleMaski(GLuint maskNumber, GLbitfield mask);
361 void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
364 void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level);
365 void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params);
366 void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
367 void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
368 void glGetInteger64v(GLenum pname, GLint64 *data);
369 void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
370 GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
371 void glDeleteSync(GLsync sync);
372 GLboolean glIsSync(GLsync sync);
373 GLsync glFenceSync(GLenum condition, GLbitfield flags);
374 void glProvokingVertex(GLenum mode);
375 void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount, const GLint *basevertex);
376 void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex);
377 void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex);
378 void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
379
380 // OpenGL 3.3 core functions
381 void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
382 void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
383 void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
384 void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
385 void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
386 void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
387 void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
388 void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
389 void glVertexAttribDivisor(GLuint index, GLuint divisor);
390 void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params);
391 void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params);
392 void glQueryCounter(GLuint id, GLenum target);
393 void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params);
394 void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params);
395 void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params);
396 void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
397 void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param);
398 void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param);
399 void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param);
400 void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
401 void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param);
402 void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param);
403 void glBindSampler(GLuint unit, GLuint sampler);
404 GLboolean glIsSampler(GLuint sampler);
405 void glDeleteSamplers(GLsizei count, const GLuint *samplers);
406 void glGenSamplers(GLsizei count, GLuint *samplers);
407 GLint glGetFragDataIndex(GLuint program, const GLchar *name);
408 void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
409
410 // OpenGL 4.0 core functions
411 void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params);
412 void glEndQueryIndexed(GLenum target, GLuint index);
413 void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id);
414 void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream);
415 void glDrawTransformFeedback(GLenum mode, GLuint id);
416 void glResumeTransformFeedback();
417 void glPauseTransformFeedback();
418 GLboolean glIsTransformFeedback(GLuint id);
419 void glGenTransformFeedbacks(GLsizei n, GLuint *ids);
420 void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
421 void glBindTransformFeedback(GLenum target, GLuint id);
422 void glPatchParameterfv(GLenum pname, const GLfloat *values);
423 void glPatchParameteri(GLenum pname, GLint value);
424 void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values);
425 void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params);
426 void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices);
427 void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
428 void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
429 void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
430 GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name);
431 GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name);
432 void glGetUniformdv(GLuint program, GLint location, GLdouble *params);
433 void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
434 void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
435 void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
436 void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
437 void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
438 void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
439 void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
440 void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
441 void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
442 void glUniform4dv(GLint location, GLsizei count, const GLdouble *value);
443 void glUniform3dv(GLint location, GLsizei count, const GLdouble *value);
444 void glUniform2dv(GLint location, GLsizei count, const GLdouble *value);
445 void glUniform1dv(GLint location, GLsizei count, const GLdouble *value);
446 void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
447 void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z);
448 void glUniform2d(GLint location, GLdouble x, GLdouble y);
449 void glUniform1d(GLint location, GLdouble x);
450 void glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect);
451 void glDrawArraysIndirect(GLenum mode, const void *indirect);
452 void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
453 void glBlendFunci(GLuint buf, GLenum src, GLenum dst);
454 void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha);
455 void glBlendEquationi(GLuint buf, GLenum mode);
456 void glMinSampleShading(GLfloat value);
457
458 // OpenGL 4.1 core functions
459 void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data);
460 void glGetFloati_v(GLenum target, GLuint index, GLfloat *data);
461 void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f);
462 void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v);
463 void glScissorIndexedv(GLuint index, const GLint *v);
464 void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
465 void glScissorArrayv(GLuint first, GLsizei count, const GLint *v);
466 void glViewportIndexedfv(GLuint index, const GLfloat *v);
467 void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
468 void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v);
469 void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params);
470 void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
471 void glVertexAttribL4dv(GLuint index, const GLdouble *v);
472 void glVertexAttribL3dv(GLuint index, const GLdouble *v);
473 void glVertexAttribL2dv(GLuint index, const GLdouble *v);
474 void glVertexAttribL1dv(GLuint index, const GLdouble *v);
475 void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
476 void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
477 void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y);
478 void glVertexAttribL1d(GLuint index, GLdouble x);
479 void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
480 void glValidateProgramPipeline(GLuint pipeline);
481 void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
482 void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
483 void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
484 void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
485 void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
486 void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
487 void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
488 void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
489 void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
490 void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
491 void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
492 void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
493 void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
494 void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
495 void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
496 void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
497 void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
498 void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
499 void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
500 void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
501 void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
502 void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
503 void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
504 void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
505 void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value);
506 void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
507 void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
508 void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
509 void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
510 void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
511 void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
512 void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
513 void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value);
514 void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
515 void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
516 void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1);
517 void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
518 void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1);
519 void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
520 void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1);
521 void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value);
522 void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1);
523 void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
524 void glProgramUniform1ui(GLuint program, GLint location, GLuint v0);
525 void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
526 void glProgramUniform1d(GLuint program, GLint location, GLdouble v0);
527 void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
528 void glProgramUniform1f(GLuint program, GLint location, GLfloat v0);
529 void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value);
530 void glProgramUniform1i(GLuint program, GLint location, GLint v0);
531 void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params);
532 GLboolean glIsProgramPipeline(GLuint pipeline);
533 void glGenProgramPipelines(GLsizei n, GLuint *pipelines);
534 void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines);
535 void glBindProgramPipeline(GLuint pipeline);
536 GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar* const *strings);
537 void glActiveShaderProgram(GLuint pipeline, GLuint program);
538 void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program);
539 void glProgramParameteri(GLuint program, GLenum pname, GLint value);
540 void glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length);
541 void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary);
542 void glClearDepthf(GLfloat dd);
543 void glDepthRangef(GLfloat n, GLfloat f);
544 void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
545 void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length);
546 void glReleaseShaderCompiler();
547
548 // OpenGL 4.2 core functions
549 void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);
550 void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount);
554 void glMemoryBarrier(GLbitfield barriers);
555 void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
556 void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params);
557 void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params);
558 void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);
559 void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance);
560 void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);
561
562 // OpenGL 4.3 core functions
563 void glGetObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label);
564 void glObjectPtrLabel(const void *ptr, GLsizei length, const GLchar *label);
565 void glGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label);
566 void glObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label);
567 void glPopDebugGroup();
568 void glPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message);
570 void glDebugMessageCallback(GLDEBUGPROC callback, const void *userParam);
571 void glDebugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
572 void glDebugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
573 void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor);
574 void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex);
575 void glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
576 void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
578 void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
583 void glShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
584 GLint glGetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar *name);
585 GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name);
588 GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name);
589 void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params);
590 void glMultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride);
591 void glMultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride);
592 void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
593 void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments);
594 void glInvalidateBufferData(GLuint buffer);
595 void glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length);
596 void glInvalidateTexImage(GLuint texture, GLint level);
598 void glGetInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params);
599 void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params);
600 void glFramebufferParameteri(GLenum target, GLenum pname, GLint param);
602 void glDispatchComputeIndirect(GLintptr indirect);
603 void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
604 void glClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);
605 void glClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data);
606
607 // OpenGL 4.4 core functions
608 void glBindVertexBuffers(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides);
609 void glBindImageTextures(GLuint first, GLsizei count, const GLuint *textures);
610 void glBindSamplers(GLuint first, GLsizei count, const GLuint *samplers);
611 void glBindTextures(GLuint first, GLsizei count, const GLuint *textures);
612 void glBindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes);
613 void glBindBuffersBase(GLenum target, GLuint first, GLsizei count, const GLuint *buffers);
615 void glClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data);
616 void glBufferStorage(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags);
617
618 // OpenGL 4.5 core functions
619 void glTextureBarrier();
620 void glReadnPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data);
621 void glGetnUniformuiv(GLuint program, GLint location, GLsizei bufSize, GLuint *params);
622 void glGetnUniformiv(GLuint program, GLint location, GLsizei bufSize, GLint *params);
623 void glGetnUniformfv(GLuint program, GLint location, GLsizei bufSize, GLfloat *params);
624 void glGetnUniformdv(GLuint program, GLint location, GLsizei bufSize, GLdouble *params);
625 void glGetnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels);
626 void glGetnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels);
627 GLenum glGetGraphicsResetStatus();
630 void glMemoryBarrierByRegion(GLbitfield barriers);
631 void glCreateQueries(GLenum target, GLsizei n, GLuint *ids);
632 void glCreateProgramPipelines(GLsizei n, GLuint *pipelines);
633 void glCreateSamplers(GLsizei n, GLuint *samplers);
634 void glGetVertexArrayIndexed64iv(GLuint vaobj, GLuint index, GLenum pname, GLint64 *param);
635 void glGetVertexArrayIndexediv(GLuint vaobj, GLuint index, GLenum pname, GLint *param);
636 void glGetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param);
637 void glVertexArrayBindingDivisor(GLuint vaobj, GLuint bindingindex, GLuint divisor);
638 void glVertexArrayAttribLFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
639 void glVertexArrayAttribIFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
640 void glVertexArrayAttribFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
641 void glVertexArrayAttribBinding(GLuint vaobj, GLuint attribindex, GLuint bindingindex);
642 void glVertexArrayVertexBuffers(GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides);
643 void glVertexArrayVertexBuffer(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
644 void glVertexArrayElementBuffer(GLuint vaobj, GLuint buffer);
645 void glEnableVertexArrayAttrib(GLuint vaobj, GLuint index);
646 void glDisableVertexArrayAttrib(GLuint vaobj, GLuint index);
647 void glCreateVertexArrays(GLsizei n, GLuint *arrays);
648 void glGetTextureParameteriv(GLuint texture, GLenum pname, GLint *params);
649 void glGetTextureParameterIuiv(GLuint texture, GLenum pname, GLuint *params);
650 void glGetTextureParameterIiv(GLuint texture, GLenum pname, GLint *params);
651 void glGetTextureParameterfv(GLuint texture, GLenum pname, GLfloat *params);
652 void glGetTextureLevelParameteriv(GLuint texture, GLint level, GLenum pname, GLint *params);
653 void glGetTextureLevelParameterfv(GLuint texture, GLint level, GLenum pname, GLfloat *params);
654 void glGetCompressedTextureImage(GLuint texture, GLint level, GLsizei bufSize, void *pixels);
655 void glGetTextureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels);
656 void glBindTextureUnit(GLuint unit, GLuint texture);
657 void glGenerateTextureMipmap(GLuint texture);
658 void glTextureParameteriv(GLuint texture, GLenum pname, const GLint *param);
659 void glTextureParameterIuiv(GLuint texture, GLenum pname, const GLuint *params);
660 void glTextureParameterIiv(GLuint texture, GLenum pname, const GLint *params);
661 void glTextureParameteri(GLuint texture, GLenum pname, GLint param);
662 void glTextureParameterfv(GLuint texture, GLenum pname, const GLfloat *param);
663 void glTextureParameterf(GLuint texture, GLenum pname, GLfloat param);
665 void glCopyTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
666 void glCopyTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
668 void glCompressedTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
669 void glCompressedTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);
671 void glTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
672 void glTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);
677 void glTextureStorage1D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width);
679 void glTextureBuffer(GLuint texture, GLenum internalformat, GLuint buffer);
680 void glCreateTextures(GLenum target, GLsizei n, GLuint *textures);
681 void glGetNamedRenderbufferParameteriv(GLuint renderbuffer, GLenum pname, GLint *params);
682 void glNamedRenderbufferStorageMultisample(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
683 void glNamedRenderbufferStorage(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height);
684 void glCreateRenderbuffers(GLsizei n, GLuint *renderbuffers);
685 void glGetNamedFramebufferAttachmentParameteriv(GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params);
686 void glGetNamedFramebufferParameteriv(GLuint framebuffer, GLenum pname, GLint *param);
687 GLenum glCheckNamedFramebufferStatus(GLuint framebuffer, GLenum target);
689 void glClearNamedFramebufferfi(GLuint framebuffer, GLenum buffer, GLfloat depth, GLint stencil);
690 void glClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value);
691 void glClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value);
692 void glClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value);
693 void glInvalidateNamedFramebufferSubData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
694 void glInvalidateNamedFramebufferData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments);
695 void glNamedFramebufferReadBuffer(GLuint framebuffer, GLenum src);
696 void glNamedFramebufferDrawBuffers(GLuint framebuffer, GLsizei n, const GLenum *bufs);
697 void glNamedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf);
698 void glNamedFramebufferTextureLayer(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer);
699 void glNamedFramebufferTexture(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level);
700 void glNamedFramebufferParameteri(GLuint framebuffer, GLenum pname, GLint param);
701 void glNamedFramebufferRenderbuffer(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
702 void glCreateFramebuffers(GLsizei n, GLuint *framebuffers);
703#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
704 void glGetNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, void *data);
705#else
706 void glGetNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizei size, void *data);
707#endif
708 void glGetNamedBufferPointerv(GLuint buffer, GLenum pname, void * *params);
709 void glGetNamedBufferParameteri64v(GLuint buffer, GLenum pname, GLint64 *params);
710 void glGetNamedBufferParameteriv(GLuint buffer, GLenum pname, GLint *params);
711#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
712 void glFlushMappedNamedBufferRange(GLuint buffer, GLintptr offset, GLsizeiptr length);
713#else
714 void glFlushMappedNamedBufferRange(GLuint buffer, GLintptr offset, GLsizei length);
715#endif
716 GLboolean glUnmapNamedBuffer(GLuint buffer);
717#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
718 void * glMapNamedBufferRange(GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access);
719#else
720 void * glMapNamedBufferRange(GLuint buffer, GLintptr offset, GLsizei length, GLbitfield access);
721#endif
722 void * glMapNamedBuffer(GLuint buffer, GLenum access);
723#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
724 void glClearNamedBufferSubData(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);
725#else
726 void glClearNamedBufferSubData(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizei size, GLenum format, GLenum type, const void *data);
727#endif
728 void glClearNamedBufferData(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data);
729#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
731 void glNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data);
732 void glNamedBufferData(GLuint buffer, GLsizeiptr size, const void *data, GLenum usage);
733 void glNamedBufferStorage(GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags);
734#else
736 void glNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizei size, const void *data);
737 void glNamedBufferData(GLuint buffer, GLsizei size, const void *data, GLenum usage);
738 void glNamedBufferStorage(GLuint buffer, GLsizei size, const void *data, GLbitfield flags);
739#endif
740 void glCreateBuffers(GLsizei n, GLuint *buffers);
741 void glGetTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
742 void glGetTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param);
743 void glGetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param);
744#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
745 void glTransformFeedbackBufferRange(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
746#else
747 void glTransformFeedbackBufferRange(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizei size);
748#endif
749 void glTransformFeedbackBufferBase(GLuint xfb, GLuint index, GLuint buffer);
750 void glCreateTransformFeedbacks(GLsizei n, GLuint *ids);
751 void glClipControl(GLenum origin, GLenum depth);
752
753private:
755
756 static bool isContextCompatible(QOpenGLContext *context);
757 static QOpenGLVersionProfile versionProfile();
758
777};
778
779// OpenGL 1.0 core functions
781{
782 d_1_0_Core->f.Viewport(x, y, width, height);
783}
784
786{
787 d_1_0_Core->f.DepthRange(nearVal, farVal);
788}
789
791{
792 return d_1_0_Core->f.IsEnabled(cap);
793}
794
796{
797 d_1_0_Core->f.GetTexLevelParameteriv(target, level, pname, params);
798}
799
801{
802 d_1_0_Core->f.GetTexLevelParameterfv(target, level, pname, params);
803}
804
806{
807 d_1_0_Core->f.GetTexParameteriv(target, pname, params);
808}
809
811{
812 d_1_0_Core->f.GetTexParameterfv(target, pname, params);
813}
814
816{
817 d_1_0_Core->f.GetTexImage(target, level, format, type, pixels);
818}
819
821{
822 return d_1_0_Core->f.GetString(name);
823}
824
826{
827 d_1_0_Core->f.GetIntegerv(pname, data);
828}
829
831{
832 d_1_0_Core->f.GetFloatv(pname, data);
833}
834
836{
837 return d_1_0_Core->f.GetError();
838}
839
841{
842 d_1_0_Core->f.GetDoublev(pname, data);
843}
844
846{
847 d_1_0_Core->f.GetBooleanv(pname, data);
848}
849
851{
852 d_1_0_Core->f.ReadPixels(x, y, width, height, format, type, pixels);
853}
854
856{
857 d_1_0_Core->f.ReadBuffer(src);
858}
859
861{
862 d_1_0_Core->f.PixelStorei(pname, param);
863}
864
866{
867 d_1_0_Core->f.PixelStoref(pname, param);
868}
869
871{
872 d_1_0_Core->f.DepthFunc(func);
873}
874
876{
877 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
878}
879
881{
882 d_1_0_Core->f.StencilFunc(func, ref, mask);
883}
884
886{
887 d_1_0_Core->f.LogicOp(opcode);
888}
889
891{
892 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
893}
894
896{
897 d_1_0_Core->f.Flush();
898}
899
901{
902 d_1_0_Core->f.Finish();
903}
904
906{
907 d_1_0_Core->f.Enable(cap);
908}
909
911{
912 d_1_0_Core->f.Disable(cap);
913}
914
916{
917 d_1_0_Core->f.DepthMask(flag);
918}
919
924
926{
927 d_1_0_Core->f.StencilMask(mask);
928}
929
931{
932 d_1_0_Core->f.ClearDepth(depth);
933}
934
936{
937 d_1_0_Core->f.ClearStencil(s);
938}
939
941{
942 d_1_0_Core->f.ClearColor(red, green, blue, alpha);
943}
944
946{
947 d_1_0_Core->f.Clear(mask);
948}
949
951{
952 d_1_0_Core->f.DrawBuffer(buf);
953}
954
959
964
966{
967 d_1_0_Core->f.TexParameteriv(target, pname, params);
968}
969
971{
972 d_1_0_Core->f.TexParameteri(target, pname, param);
973}
974
976{
977 d_1_0_Core->f.TexParameterfv(target, pname, params);
978}
979
981{
982 d_1_0_Core->f.TexParameterf(target, pname, param);
983}
984
986{
987 d_1_0_Core->f.Scissor(x, y, width, height);
988}
989
991{
992 d_1_0_Core->f.PolygonMode(face, mode);
993}
994
996{
997 d_1_0_Core->f.PointSize(size);
998}
999
1001{
1002 d_1_0_Core->f.LineWidth(width);
1003}
1004
1006{
1007 d_1_0_Core->f.Hint(target, mode);
1008}
1009
1011{
1012 d_1_0_Core->f.FrontFace(mode);
1013}
1014
1016{
1017 d_1_0_Core->f.CullFace(mode);
1018}
1019
1020
1021// OpenGL 1.1 core functions
1023{
1024 return d_1_1_Core->f.IsTexture(texture);
1025}
1026
1028{
1029 d_1_1_Core->f.GenTextures(n, textures);
1030}
1031
1033{
1034 d_1_1_Core->f.DeleteTextures(n, textures);
1035}
1036
1038{
1039 d_1_1_Core->f.BindTexture(target, texture);
1040}
1041
1046
1051
1056
1058{
1059 d_1_1_Core->f.CopyTexSubImage1D(target, level, xoffset, x, y, width);
1060}
1061
1066
1071
1073{
1074 d_1_1_Core->f.PolygonOffset(factor, units);
1075}
1076
1078{
1079 d_1_1_Core->f.DrawElements(mode, count, type, indices);
1080}
1081
1083{
1084 d_1_1_Core->f.DrawArrays(mode, first, count);
1085}
1086
1087
1088// OpenGL 1.2 core functions
1090{
1091 d_1_2_Core->f.BlendColor(red, green, blue, alpha);
1092}
1093
1095{
1096 d_1_2_Core->f.BlendEquation(mode);
1097}
1098
1103
1108
1113
1115{
1116 d_1_2_Core->f.DrawRangeElements(mode, start, end, count, type, indices);
1117}
1118
1119
1120// OpenGL 1.3 core functions
1122{
1123 d_1_3_Core->f.GetCompressedTexImage(target, level, img);
1124}
1125
1130
1135
1140
1145
1150
1155
1157{
1158 d_1_3_Core->f.SampleCoverage(value, invert);
1159}
1160
1162{
1163 d_1_3_Core->f.ActiveTexture(texture);
1164}
1165
1166
1167// OpenGL 1.4 core functions
1169{
1170 d_1_4_Core->f.PointParameteriv(pname, params);
1171}
1172
1174{
1175 d_1_4_Core->f.PointParameteri(pname, param);
1176}
1177
1179{
1180 d_1_4_Core->f.PointParameterfv(pname, params);
1181}
1182
1184{
1185 d_1_4_Core->f.PointParameterf(pname, param);
1186}
1187
1189{
1190 d_1_4_Core->f.MultiDrawElements(mode, count, type, indices, drawcount);
1191}
1192
1194{
1195 d_1_4_Core->f.MultiDrawArrays(mode, first, count, drawcount);
1196}
1197
1199{
1200 d_1_4_Core->f.BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
1201}
1202
1203
1204// OpenGL 1.5 core functions
1206{
1207 d_1_5_Core->f.GetBufferPointerv(target, pname, params);
1208}
1209
1211{
1212 d_1_5_Core->f.GetBufferParameteriv(target, pname, params);
1213}
1214
1216{
1217 return d_1_5_Core->f.UnmapBuffer(target);
1218}
1219
1221{
1222 return d_1_5_Core->f.MapBuffer(target, access);
1223}
1224
1226{
1227 d_1_5_Core->f.GetBufferSubData(target, offset, size, data);
1228}
1229
1231{
1232 d_1_5_Core->f.BufferSubData(target, offset, size, data);
1233}
1234
1236{
1237 d_1_5_Core->f.BufferData(target, size, data, usage);
1238}
1239
1241{
1242 return d_1_5_Core->f.IsBuffer(buffer);
1243}
1244
1246{
1247 d_1_5_Core->f.GenBuffers(n, buffers);
1248}
1249
1251{
1252 d_1_5_Core->f.DeleteBuffers(n, buffers);
1253}
1254
1256{
1257 d_1_5_Core->f.BindBuffer(target, buffer);
1258}
1259
1261{
1262 d_1_5_Core->f.GetQueryObjectuiv(id, pname, params);
1263}
1264
1266{
1267 d_1_5_Core->f.GetQueryObjectiv(id, pname, params);
1268}
1269
1271{
1272 d_1_5_Core->f.GetQueryiv(target, pname, params);
1273}
1274
1276{
1277 d_1_5_Core->f.EndQuery(target);
1278}
1279
1281{
1282 d_1_5_Core->f.BeginQuery(target, id);
1283}
1284
1286{
1287 return d_1_5_Core->f.IsQuery(id);
1288}
1289
1291{
1292 d_1_5_Core->f.DeleteQueries(n, ids);
1293}
1294
1296{
1297 d_1_5_Core->f.GenQueries(n, ids);
1298}
1299
1300
1301// OpenGL 2.0 core functions
1303{
1304 d_2_0_Core->f.VertexAttribPointer(index, size, type, normalized, stride, pointer);
1305}
1306
1308{
1309 d_2_0_Core->f.VertexAttrib4usv(index, v);
1310}
1311
1313{
1314 d_2_0_Core->f.VertexAttrib4uiv(index, v);
1315}
1316
1318{
1319 d_2_0_Core->f.VertexAttrib4ubv(index, v);
1320}
1321
1323{
1324 d_2_0_Core->f.VertexAttrib4sv(index, v);
1325}
1326
1327inline void QOpenGLFunctions_4_5_Core::glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
1328{
1329 d_2_0_Core->f.VertexAttrib4s(index, x, y, z, w);
1330}
1331
1333{
1334 d_2_0_Core->f.VertexAttrib4iv(index, v);
1335}
1336
1338{
1339 d_2_0_Core->f.VertexAttrib4fv(index, v);
1340}
1341
1343{
1344 d_2_0_Core->f.VertexAttrib4f(index, x, y, z, w);
1345}
1346
1348{
1349 d_2_0_Core->f.VertexAttrib4dv(index, v);
1350}
1351
1353{
1354 d_2_0_Core->f.VertexAttrib4d(index, x, y, z, w);
1355}
1356
1358{
1359 d_2_0_Core->f.VertexAttrib4bv(index, v);
1360}
1361
1363{
1364 d_2_0_Core->f.VertexAttrib4Nusv(index, v);
1365}
1366
1368{
1369 d_2_0_Core->f.VertexAttrib4Nuiv(index, v);
1370}
1371
1373{
1374 d_2_0_Core->f.VertexAttrib4Nubv(index, v);
1375}
1376
1377inline void QOpenGLFunctions_4_5_Core::glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
1378{
1379 d_2_0_Core->f.VertexAttrib4Nub(index, x, y, z, w);
1380}
1381
1383{
1384 d_2_0_Core->f.VertexAttrib4Nsv(index, v);
1385}
1386
1388{
1389 d_2_0_Core->f.VertexAttrib4Niv(index, v);
1390}
1391
1393{
1394 d_2_0_Core->f.VertexAttrib4Nbv(index, v);
1395}
1396
1398{
1399 d_2_0_Core->f.VertexAttrib3sv(index, v);
1400}
1401
1402inline void QOpenGLFunctions_4_5_Core::glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
1403{
1404 d_2_0_Core->f.VertexAttrib3s(index, x, y, z);
1405}
1406
1408{
1409 d_2_0_Core->f.VertexAttrib3fv(index, v);
1410}
1411
1413{
1414 d_2_0_Core->f.VertexAttrib3f(index, x, y, z);
1415}
1416
1418{
1419 d_2_0_Core->f.VertexAttrib3dv(index, v);
1420}
1421
1423{
1424 d_2_0_Core->f.VertexAttrib3d(index, x, y, z);
1425}
1426
1428{
1429 d_2_0_Core->f.VertexAttrib2sv(index, v);
1430}
1431
1433{
1434 d_2_0_Core->f.VertexAttrib2s(index, x, y);
1435}
1436
1438{
1439 d_2_0_Core->f.VertexAttrib2fv(index, v);
1440}
1441
1443{
1444 d_2_0_Core->f.VertexAttrib2f(index, x, y);
1445}
1446
1448{
1449 d_2_0_Core->f.VertexAttrib2dv(index, v);
1450}
1451
1453{
1454 d_2_0_Core->f.VertexAttrib2d(index, x, y);
1455}
1456
1458{
1459 d_2_0_Core->f.VertexAttrib1sv(index, v);
1460}
1461
1463{
1464 d_2_0_Core->f.VertexAttrib1s(index, x);
1465}
1466
1468{
1469 d_2_0_Core->f.VertexAttrib1fv(index, v);
1470}
1471
1473{
1474 d_2_0_Core->f.VertexAttrib1f(index, x);
1475}
1476
1478{
1479 d_2_0_Core->f.VertexAttrib1dv(index, v);
1480}
1481
1483{
1484 d_2_0_Core->f.VertexAttrib1d(index, x);
1485}
1486
1488{
1489 d_2_0_Core->f.ValidateProgram(program);
1490}
1491
1493{
1494 d_2_0_Core->f.UniformMatrix4fv(location, count, transpose, value);
1495}
1496
1498{
1499 d_2_0_Core->f.UniformMatrix3fv(location, count, transpose, value);
1500}
1501
1503{
1504 d_2_0_Core->f.UniformMatrix2fv(location, count, transpose, value);
1505}
1506
1508{
1509 d_2_0_Core->f.Uniform4iv(location, count, value);
1510}
1511
1513{
1514 d_2_0_Core->f.Uniform3iv(location, count, value);
1515}
1516
1518{
1519 d_2_0_Core->f.Uniform2iv(location, count, value);
1520}
1521
1523{
1524 d_2_0_Core->f.Uniform1iv(location, count, value);
1525}
1526
1528{
1529 d_2_0_Core->f.Uniform4fv(location, count, value);
1530}
1531
1533{
1534 d_2_0_Core->f.Uniform3fv(location, count, value);
1535}
1536
1538{
1539 d_2_0_Core->f.Uniform2fv(location, count, value);
1540}
1541
1543{
1544 d_2_0_Core->f.Uniform1fv(location, count, value);
1545}
1546
1548{
1549 d_2_0_Core->f.Uniform4i(location, v0, v1, v2, v3);
1550}
1551
1553{
1554 d_2_0_Core->f.Uniform3i(location, v0, v1, v2);
1555}
1556
1558{
1559 d_2_0_Core->f.Uniform2i(location, v0, v1);
1560}
1561
1563{
1564 d_2_0_Core->f.Uniform1i(location, v0);
1565}
1566
1568{
1569 d_2_0_Core->f.Uniform4f(location, v0, v1, v2, v3);
1570}
1571
1573{
1574 d_2_0_Core->f.Uniform3f(location, v0, v1, v2);
1575}
1576
1578{
1579 d_2_0_Core->f.Uniform2f(location, v0, v1);
1580}
1581
1583{
1584 d_2_0_Core->f.Uniform1f(location, v0);
1585}
1586
1588{
1589 d_2_0_Core->f.UseProgram(program);
1590}
1591
1593{
1594 d_2_0_Core->f.ShaderSource(shader, count, string, length);
1595}
1596
1598{
1599 d_2_0_Core->f.LinkProgram(program);
1600}
1601
1603{
1604 return d_2_0_Core->f.IsShader(shader);
1605}
1606
1608{
1609 return d_2_0_Core->f.IsProgram(program);
1610}
1611
1613{
1614 d_2_0_Core->f.GetVertexAttribPointerv(index, pname, pointer);
1615}
1616
1618{
1619 d_2_0_Core->f.GetVertexAttribiv(index, pname, params);
1620}
1621
1623{
1624 d_2_0_Core->f.GetVertexAttribfv(index, pname, params);
1625}
1626
1628{
1629 d_2_0_Core->f.GetVertexAttribdv(index, pname, params);
1630}
1631
1633{
1634 d_2_0_Core->f.GetUniformiv(program, location, params);
1635}
1636
1638{
1639 d_2_0_Core->f.GetUniformfv(program, location, params);
1640}
1641
1643{
1644 return d_2_0_Core->f.GetUniformLocation(program, name);
1645}
1646
1651
1656
1658{
1659 d_2_0_Core->f.GetShaderiv(shader, pname, params);
1660}
1661
1666
1668{
1669 d_2_0_Core->f.GetProgramiv(program, pname, params);
1670}
1671
1673{
1674 return d_2_0_Core->f.GetAttribLocation(program, name);
1675}
1676
1681
1686
1691
1693{
1694 d_2_0_Core->f.EnableVertexAttribArray(index);
1695}
1696
1698{
1699 d_2_0_Core->f.DisableVertexAttribArray(index);
1700}
1701
1703{
1704 d_2_0_Core->f.DetachShader(program, shader);
1705}
1706
1708{
1709 d_2_0_Core->f.DeleteShader(shader);
1710}
1711
1713{
1714 d_2_0_Core->f.DeleteProgram(program);
1715}
1716
1718{
1719 return d_2_0_Core->f.CreateShader(type);
1720}
1721
1723{
1724 return d_2_0_Core->f.CreateProgram();
1725}
1726
1728{
1729 d_2_0_Core->f.CompileShader(shader);
1730}
1731
1733{
1734 d_2_0_Core->f.BindAttribLocation(program, index, name);
1735}
1736
1738{
1739 d_2_0_Core->f.AttachShader(program, shader);
1740}
1741
1743{
1744 d_2_0_Core->f.StencilMaskSeparate(face, mask);
1745}
1746
1748{
1749 d_2_0_Core->f.StencilFuncSeparate(face, func, ref, mask);
1750}
1751
1753{
1754 d_2_0_Core->f.StencilOpSeparate(face, sfail, dpfail, dppass);
1755}
1756
1758{
1759 d_2_0_Core->f.DrawBuffers(n, bufs);
1760}
1761
1763{
1764 d_2_0_Core->f.BlendEquationSeparate(modeRGB, modeAlpha);
1765}
1766
1767
1768// OpenGL 2.1 core functions
1770{
1771 d_2_1_Core->f.UniformMatrix4x3fv(location, count, transpose, value);
1772}
1773
1775{
1776 d_2_1_Core->f.UniformMatrix3x4fv(location, count, transpose, value);
1777}
1778
1780{
1781 d_2_1_Core->f.UniformMatrix4x2fv(location, count, transpose, value);
1782}
1783
1785{
1786 d_2_1_Core->f.UniformMatrix2x4fv(location, count, transpose, value);
1787}
1788
1790{
1791 d_2_1_Core->f.UniformMatrix3x2fv(location, count, transpose, value);
1792}
1793
1795{
1796 d_2_1_Core->f.UniformMatrix2x3fv(location, count, transpose, value);
1797}
1798
1799
1800// OpenGL 3.0 core functions
1802{
1803 return d_3_0_Core->f.IsVertexArray(array);
1804}
1805
1807{
1808 d_3_0_Core->f.GenVertexArrays(n, arrays);
1809}
1810
1812{
1813 d_3_0_Core->f.DeleteVertexArrays(n, arrays);
1814}
1815
1817{
1818 d_3_0_Core->f.BindVertexArray(array);
1819}
1820
1822{
1823 d_3_0_Core->f.FlushMappedBufferRange(target, offset, length);
1824}
1825
1827{
1828 return d_3_0_Core->f.MapBufferRange(target, offset, length, access);
1829}
1830
1835
1840
1845
1847{
1848 d_3_0_Core->f.GenerateMipmap(target);
1849}
1850
1852{
1853 d_3_0_Core->f.GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
1854}
1855
1860
1865
1870
1875
1877{
1878 return d_3_0_Core->f.CheckFramebufferStatus(target);
1879}
1880
1882{
1883 d_3_0_Core->f.GenFramebuffers(n, framebuffers);
1884}
1885
1887{
1888 d_3_0_Core->f.DeleteFramebuffers(n, framebuffers);
1889}
1890
1892{
1893 d_3_0_Core->f.BindFramebuffer(target, framebuffer);
1894}
1895
1897{
1898 return d_3_0_Core->f.IsFramebuffer(framebuffer);
1899}
1900
1902{
1903 d_3_0_Core->f.GetRenderbufferParameteriv(target, pname, params);
1904}
1905
1910
1912{
1913 d_3_0_Core->f.GenRenderbuffers(n, renderbuffers);
1914}
1915
1917{
1918 d_3_0_Core->f.DeleteRenderbuffers(n, renderbuffers);
1919}
1920
1922{
1923 d_3_0_Core->f.BindRenderbuffer(target, renderbuffer);
1924}
1925
1927{
1928 return d_3_0_Core->f.IsRenderbuffer(renderbuffer);
1929}
1930
1932{
1933 return d_3_0_Core->f.GetStringi(name, index);
1934}
1935
1940
1942{
1943 d_3_0_Core->f.ClearBufferfv(buffer, drawbuffer, value);
1944}
1945
1947{
1948 d_3_0_Core->f.ClearBufferuiv(buffer, drawbuffer, value);
1949}
1950
1952{
1953 d_3_0_Core->f.ClearBufferiv(buffer, drawbuffer, value);
1954}
1955
1957{
1958 d_3_0_Core->f.GetTexParameterIuiv(target, pname, params);
1959}
1960
1962{
1963 d_3_0_Core->f.GetTexParameterIiv(target, pname, params);
1964}
1965
1967{
1968 d_3_0_Core->f.TexParameterIuiv(target, pname, params);
1969}
1970
1972{
1973 d_3_0_Core->f.TexParameterIiv(target, pname, params);
1974}
1975
1977{
1978 d_3_0_Core->f.Uniform4uiv(location, count, value);
1979}
1980
1982{
1983 d_3_0_Core->f.Uniform3uiv(location, count, value);
1984}
1985
1987{
1988 d_3_0_Core->f.Uniform2uiv(location, count, value);
1989}
1990
1992{
1993 d_3_0_Core->f.Uniform1uiv(location, count, value);
1994}
1995
1997{
1998 d_3_0_Core->f.Uniform4ui(location, v0, v1, v2, v3);
1999}
2000
2002{
2003 d_3_0_Core->f.Uniform3ui(location, v0, v1, v2);
2004}
2005
2007{
2008 d_3_0_Core->f.Uniform2ui(location, v0, v1);
2009}
2010
2012{
2013 d_3_0_Core->f.Uniform1ui(location, v0);
2014}
2015
2017{
2018 return d_3_0_Core->f.GetFragDataLocation(program, name);
2019}
2020
2022{
2023 d_3_0_Core->f.BindFragDataLocation(program, color, name);
2024}
2025
2027{
2028 d_3_0_Core->f.GetUniformuiv(program, location, params);
2029}
2030
2032{
2033 d_3_0_Core->f.VertexAttribI4usv(index, v);
2034}
2035
2037{
2038 d_3_0_Core->f.VertexAttribI4ubv(index, v);
2039}
2040
2042{
2043 d_3_0_Core->f.VertexAttribI4sv(index, v);
2044}
2045
2047{
2048 d_3_0_Core->f.VertexAttribI4bv(index, v);
2049}
2050
2052{
2053 d_3_0_Core->f.VertexAttribI4uiv(index, v);
2054}
2055
2057{
2058 d_3_0_Core->f.VertexAttribI3uiv(index, v);
2059}
2060
2062{
2063 d_3_0_Core->f.VertexAttribI2uiv(index, v);
2064}
2065
2067{
2068 d_3_0_Core->f.VertexAttribI1uiv(index, v);
2069}
2070
2072{
2073 d_3_0_Core->f.VertexAttribI4iv(index, v);
2074}
2075
2077{
2078 d_3_0_Core->f.VertexAttribI3iv(index, v);
2079}
2080
2082{
2083 d_3_0_Core->f.VertexAttribI2iv(index, v);
2084}
2085
2087{
2088 d_3_0_Core->f.VertexAttribI1iv(index, v);
2089}
2090
2092{
2093 d_3_0_Core->f.VertexAttribI4ui(index, x, y, z, w);
2094}
2095
2097{
2098 d_3_0_Core->f.VertexAttribI3ui(index, x, y, z);
2099}
2100
2102{
2103 d_3_0_Core->f.VertexAttribI2ui(index, x, y);
2104}
2105
2107{
2108 d_3_0_Core->f.VertexAttribI1ui(index, x);
2109}
2110
2112{
2113 d_3_0_Core->f.VertexAttribI4i(index, x, y, z, w);
2114}
2115
2117{
2118 d_3_0_Core->f.VertexAttribI3i(index, x, y, z);
2119}
2120
2122{
2123 d_3_0_Core->f.VertexAttribI2i(index, x, y);
2124}
2125
2127{
2128 d_3_0_Core->f.VertexAttribI1i(index, x);
2129}
2130
2132{
2133 d_3_0_Core->f.GetVertexAttribIuiv(index, pname, params);
2134}
2135
2137{
2138 d_3_0_Core->f.GetVertexAttribIiv(index, pname, params);
2139}
2140
2142{
2143 d_3_0_Core->f.VertexAttribIPointer(index, size, type, stride, pointer);
2144}
2145
2147{
2148 d_3_0_Core->f.EndConditionalRender();
2149}
2150
2152{
2153 d_3_0_Core->f.BeginConditionalRender(id, mode);
2154}
2155
2157{
2158 d_3_0_Core->f.ClampColor(target, clamp);
2159}
2160
2165
2167{
2168 d_3_0_Core->f.TransformFeedbackVaryings(program, count, varyings, bufferMode);
2169}
2170
2172{
2173 d_3_0_Core->f.BindBufferBase(target, index, buffer);
2174}
2175
2180
2182{
2183 d_3_0_Core->f.EndTransformFeedback();
2184}
2185
2187{
2188 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
2189}
2190
2192{
2193 return d_3_0_Core->f.IsEnabledi(target, index);
2194}
2195
2197{
2198 d_3_0_Core->f.Disablei(target, index);
2199}
2200
2202{
2203 d_3_0_Core->f.Enablei(target, index);
2204}
2205
2207{
2208 d_3_0_Core->f.GetIntegeri_v(target, index, data);
2209}
2210
2212{
2213 d_3_0_Core->f.GetBooleani_v(target, index, data);
2214}
2215
2217{
2218 d_3_0_Core->f.ColorMaski(index, r, g, b, a);
2219}
2220
2221
2222// OpenGL 3.1 core functions
2227
2232
2237
2239{
2240 return d_3_1_Core->f.GetUniformBlockIndex(program, uniformBlockName);
2241}
2242
2247
2252
2257
2259{
2260 d_3_1_Core->f.CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
2261}
2262
2264{
2265 d_3_1_Core->f.PrimitiveRestartIndex(index);
2266}
2267
2272
2274{
2275 d_3_1_Core->f.DrawElementsInstanced(mode, count, type, indices, instancecount);
2276}
2277
2282
2283
2284// OpenGL 3.2 core functions
2286{
2287 d_3_2_Core->f.SampleMaski(maskNumber, mask);
2288}
2289
2291{
2292 d_3_2_Core->f.GetMultisamplefv(pname, index, val);
2293}
2294
2299
2304
2309
2311{
2312 d_3_2_Core->f.GetBufferParameteri64v(target, pname, params);
2313}
2314
2316{
2317 d_3_2_Core->f.GetInteger64i_v(target, index, data);
2318}
2319
2321{
2322 d_3_2_Core->f.GetSynciv(sync, pname, bufSize, length, values);
2323}
2324
2326{
2327 d_3_2_Core->f.GetInteger64v(pname, data);
2328}
2329
2331{
2332 d_3_2_Core->f.WaitSync(sync, flags, timeout);
2333}
2334
2336{
2337 return d_3_2_Core->f.ClientWaitSync(sync, flags, timeout);
2338}
2339
2341{
2342 d_3_2_Core->f.DeleteSync(sync);
2343}
2344
2346{
2347 return d_3_2_Core->f.IsSync(sync);
2348}
2349
2351{
2352 return d_3_2_Core->f.FenceSync(condition, flags);
2353}
2354
2356{
2357 d_3_2_Core->f.ProvokingVertex(mode);
2358}
2359
2361{
2362 d_3_2_Core->f.MultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex);
2363}
2364
2369
2371{
2372 d_3_2_Core->f.DrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex);
2373}
2374
2376{
2377 d_3_2_Core->f.DrawElementsBaseVertex(mode, count, type, indices, basevertex);
2378}
2379
2380
2381// OpenGL 3.3 core functions
2383{
2384 d_3_3_Core->f.VertexAttribP4uiv(index, type, normalized, value);
2385}
2386
2391
2393{
2394 d_3_3_Core->f.VertexAttribP3uiv(index, type, normalized, value);
2395}
2396
2401
2403{
2404 d_3_3_Core->f.VertexAttribP2uiv(index, type, normalized, value);
2405}
2406
2411
2413{
2414 d_3_3_Core->f.VertexAttribP1uiv(index, type, normalized, value);
2415}
2416
2421
2423{
2424 d_3_3_Core->f.VertexAttribDivisor(index, divisor);
2425}
2426
2428{
2429 d_3_3_Core->f.GetQueryObjectui64v(id, pname, params);
2430}
2431
2433{
2434 d_3_3_Core->f.GetQueryObjecti64v(id, pname, params);
2435}
2436
2438{
2439 d_3_3_Core->f.QueryCounter(id, target);
2440}
2441
2443{
2444 d_3_3_Core->f.GetSamplerParameterIuiv(sampler, pname, params);
2445}
2446
2448{
2449 d_3_3_Core->f.GetSamplerParameterfv(sampler, pname, params);
2450}
2451
2453{
2454 d_3_3_Core->f.GetSamplerParameterIiv(sampler, pname, params);
2455}
2456
2458{
2459 d_3_3_Core->f.GetSamplerParameteriv(sampler, pname, params);
2460}
2461
2463{
2464 d_3_3_Core->f.SamplerParameterIuiv(sampler, pname, param);
2465}
2466
2468{
2469 d_3_3_Core->f.SamplerParameterIiv(sampler, pname, param);
2470}
2471
2473{
2474 d_3_3_Core->f.SamplerParameterfv(sampler, pname, param);
2475}
2476
2478{
2479 d_3_3_Core->f.SamplerParameterf(sampler, pname, param);
2480}
2481
2483{
2484 d_3_3_Core->f.SamplerParameteriv(sampler, pname, param);
2485}
2486
2488{
2489 d_3_3_Core->f.SamplerParameteri(sampler, pname, param);
2490}
2491
2493{
2494 d_3_3_Core->f.BindSampler(unit, sampler);
2495}
2496
2498{
2499 return d_3_3_Core->f.IsSampler(sampler);
2500}
2501
2503{
2504 d_3_3_Core->f.DeleteSamplers(count, samplers);
2505}
2506
2508{
2509 d_3_3_Core->f.GenSamplers(count, samplers);
2510}
2511
2513{
2514 return d_3_3_Core->f.GetFragDataIndex(program, name);
2515}
2516
2518{
2519 d_3_3_Core->f.BindFragDataLocationIndexed(program, colorNumber, index, name);
2520}
2521
2522
2523// OpenGL 4.0 core functions
2525{
2526 d_4_0_Core->f.GetQueryIndexediv(target, index, pname, params);
2527}
2528
2530{
2531 d_4_0_Core->f.EndQueryIndexed(target, index);
2532}
2533
2535{
2536 d_4_0_Core->f.BeginQueryIndexed(target, index, id);
2537}
2538
2540{
2541 d_4_0_Core->f.DrawTransformFeedbackStream(mode, id, stream);
2542}
2543
2545{
2546 d_4_0_Core->f.DrawTransformFeedback(mode, id);
2547}
2548
2550{
2551 d_4_0_Core->f.ResumeTransformFeedback();
2552}
2553
2555{
2556 d_4_0_Core->f.PauseTransformFeedback();
2557}
2558
2560{
2561 return d_4_0_Core->f.IsTransformFeedback(id);
2562}
2563
2565{
2566 d_4_0_Core->f.GenTransformFeedbacks(n, ids);
2567}
2568
2570{
2571 d_4_0_Core->f.DeleteTransformFeedbacks(n, ids);
2572}
2573
2575{
2576 d_4_0_Core->f.BindTransformFeedback(target, id);
2577}
2578
2580{
2581 d_4_0_Core->f.PatchParameterfv(pname, values);
2582}
2583
2585{
2586 d_4_0_Core->f.PatchParameteri(pname, value);
2587}
2588
2593
2595{
2596 d_4_0_Core->f.GetUniformSubroutineuiv(shadertype, location, params);
2597}
2598
2600{
2601 d_4_0_Core->f.UniformSubroutinesuiv(shadertype, count, indices);
2602}
2603
2608
2613
2618
2620{
2621 return d_4_0_Core->f.GetSubroutineIndex(program, shadertype, name);
2622}
2623
2625{
2626 return d_4_0_Core->f.GetSubroutineUniformLocation(program, shadertype, name);
2627}
2628
2630{
2631 d_4_0_Core->f.GetUniformdv(program, location, params);
2632}
2633
2635{
2636 d_4_0_Core->f.UniformMatrix4x3dv(location, count, transpose, value);
2637}
2638
2640{
2641 d_4_0_Core->f.UniformMatrix4x2dv(location, count, transpose, value);
2642}
2643
2645{
2646 d_4_0_Core->f.UniformMatrix3x4dv(location, count, transpose, value);
2647}
2648
2650{
2651 d_4_0_Core->f.UniformMatrix3x2dv(location, count, transpose, value);
2652}
2653
2655{
2656 d_4_0_Core->f.UniformMatrix2x4dv(location, count, transpose, value);
2657}
2658
2660{
2661 d_4_0_Core->f.UniformMatrix2x3dv(location, count, transpose, value);
2662}
2663
2665{
2666 d_4_0_Core->f.UniformMatrix4dv(location, count, transpose, value);
2667}
2668
2670{
2671 d_4_0_Core->f.UniformMatrix3dv(location, count, transpose, value);
2672}
2673
2675{
2676 d_4_0_Core->f.UniformMatrix2dv(location, count, transpose, value);
2677}
2678
2680{
2681 d_4_0_Core->f.Uniform4dv(location, count, value);
2682}
2683
2685{
2686 d_4_0_Core->f.Uniform3dv(location, count, value);
2687}
2688
2690{
2691 d_4_0_Core->f.Uniform2dv(location, count, value);
2692}
2693
2695{
2696 d_4_0_Core->f.Uniform1dv(location, count, value);
2697}
2698
2700{
2701 d_4_0_Core->f.Uniform4d(location, x, y, z, w);
2702}
2703
2705{
2706 d_4_0_Core->f.Uniform3d(location, x, y, z);
2707}
2708
2710{
2711 d_4_0_Core->f.Uniform2d(location, x, y);
2712}
2713
2715{
2716 d_4_0_Core->f.Uniform1d(location, x);
2717}
2718
2720{
2721 d_4_0_Core->f.DrawElementsIndirect(mode, type, indirect);
2722}
2723
2725{
2726 d_4_0_Core->f.DrawArraysIndirect(mode, indirect);
2727}
2728
2733
2735{
2736 d_4_0_Core->f.BlendFunci(buf, src, dst);
2737}
2738
2740{
2741 d_4_0_Core->f.BlendEquationSeparatei(buf, modeRGB, modeAlpha);
2742}
2743
2745{
2746 d_4_0_Core->f.BlendEquationi(buf, mode);
2747}
2748
2750{
2751 d_4_0_Core->f.MinSampleShading(value);
2752}
2753
2754
2755// OpenGL 4.1 core functions
2757{
2758 d_4_1_Core->f.GetDoublei_v(target, index, data);
2759}
2760
2762{
2763 d_4_1_Core->f.GetFloati_v(target, index, data);
2764}
2765
2767{
2768 d_4_1_Core->f.DepthRangeIndexed(index, n, f);
2769}
2770
2772{
2773 d_4_1_Core->f.DepthRangeArrayv(first, count, v);
2774}
2775
2777{
2778 d_4_1_Core->f.ScissorIndexedv(index, v);
2779}
2780
2785
2787{
2788 d_4_1_Core->f.ScissorArrayv(first, count, v);
2789}
2790
2792{
2793 d_4_1_Core->f.ViewportIndexedfv(index, v);
2794}
2795
2797{
2798 d_4_1_Core->f.ViewportIndexedf(index, x, y, w, h);
2799}
2800
2802{
2803 d_4_1_Core->f.ViewportArrayv(first, count, v);
2804}
2805
2807{
2808 d_4_1_Core->f.GetVertexAttribLdv(index, pname, params);
2809}
2810
2812{
2813 d_4_1_Core->f.VertexAttribLPointer(index, size, type, stride, pointer);
2814}
2815
2817{
2818 d_4_1_Core->f.VertexAttribL4dv(index, v);
2819}
2820
2822{
2823 d_4_1_Core->f.VertexAttribL3dv(index, v);
2824}
2825
2827{
2828 d_4_1_Core->f.VertexAttribL2dv(index, v);
2829}
2830
2832{
2833 d_4_1_Core->f.VertexAttribL1dv(index, v);
2834}
2835
2837{
2838 d_4_1_Core->f.VertexAttribL4d(index, x, y, z, w);
2839}
2840
2842{
2843 d_4_1_Core->f.VertexAttribL3d(index, x, y, z);
2844}
2845
2847{
2848 d_4_1_Core->f.VertexAttribL2d(index, x, y);
2849}
2850
2852{
2853 d_4_1_Core->f.VertexAttribL1d(index, x);
2854}
2855
2857{
2858 d_4_1_Core->f.GetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog);
2859}
2860
2862{
2863 d_4_1_Core->f.ValidateProgramPipeline(pipeline);
2864}
2865
2870
2875
2880
2885
2890
2895
2900
2905
2910
2915
2920
2925
2930
2935
2940
2945
2950
2955
2957{
2958 d_4_1_Core->f.ProgramUniform4uiv(program, location, count, value);
2959}
2960
2962{
2963 d_4_1_Core->f.ProgramUniform4ui(program, location, v0, v1, v2, v3);
2964}
2965
2967{
2968 d_4_1_Core->f.ProgramUniform4dv(program, location, count, value);
2969}
2970
2975
2977{
2978 d_4_1_Core->f.ProgramUniform4fv(program, location, count, value);
2979}
2980
2982{
2983 d_4_1_Core->f.ProgramUniform4f(program, location, v0, v1, v2, v3);
2984}
2985
2987{
2988 d_4_1_Core->f.ProgramUniform4iv(program, location, count, value);
2989}
2990
2992{
2993 d_4_1_Core->f.ProgramUniform4i(program, location, v0, v1, v2, v3);
2994}
2995
2997{
2998 d_4_1_Core->f.ProgramUniform3uiv(program, location, count, value);
2999}
3000
3002{
3003 d_4_1_Core->f.ProgramUniform3ui(program, location, v0, v1, v2);
3004}
3005
3007{
3008 d_4_1_Core->f.ProgramUniform3dv(program, location, count, value);
3009}
3010
3012{
3013 d_4_1_Core->f.ProgramUniform3d(program, location, v0, v1, v2);
3014}
3015
3017{
3018 d_4_1_Core->f.ProgramUniform3fv(program, location, count, value);
3019}
3020
3022{
3023 d_4_1_Core->f.ProgramUniform3f(program, location, v0, v1, v2);
3024}
3025
3027{
3028 d_4_1_Core->f.ProgramUniform3iv(program, location, count, value);
3029}
3030
3032{
3033 d_4_1_Core->f.ProgramUniform3i(program, location, v0, v1, v2);
3034}
3035
3037{
3038 d_4_1_Core->f.ProgramUniform2uiv(program, location, count, value);
3039}
3040
3042{
3043 d_4_1_Core->f.ProgramUniform2ui(program, location, v0, v1);
3044}
3045
3047{
3048 d_4_1_Core->f.ProgramUniform2dv(program, location, count, value);
3049}
3050
3052{
3053 d_4_1_Core->f.ProgramUniform2d(program, location, v0, v1);
3054}
3055
3057{
3058 d_4_1_Core->f.ProgramUniform2fv(program, location, count, value);
3059}
3060
3062{
3063 d_4_1_Core->f.ProgramUniform2f(program, location, v0, v1);
3064}
3065
3067{
3068 d_4_1_Core->f.ProgramUniform2iv(program, location, count, value);
3069}
3070
3072{
3073 d_4_1_Core->f.ProgramUniform2i(program, location, v0, v1);
3074}
3075
3077{
3078 d_4_1_Core->f.ProgramUniform1uiv(program, location, count, value);
3079}
3080
3082{
3083 d_4_1_Core->f.ProgramUniform1ui(program, location, v0);
3084}
3085
3087{
3088 d_4_1_Core->f.ProgramUniform1dv(program, location, count, value);
3089}
3090
3092{
3093 d_4_1_Core->f.ProgramUniform1d(program, location, v0);
3094}
3095
3097{
3098 d_4_1_Core->f.ProgramUniform1fv(program, location, count, value);
3099}
3100
3102{
3103 d_4_1_Core->f.ProgramUniform1f(program, location, v0);
3104}
3105
3107{
3108 d_4_1_Core->f.ProgramUniform1iv(program, location, count, value);
3109}
3110
3112{
3113 d_4_1_Core->f.ProgramUniform1i(program, location, v0);
3114}
3115
3117{
3118 d_4_1_Core->f.GetProgramPipelineiv(pipeline, pname, params);
3119}
3120
3122{
3123 return d_4_1_Core->f.IsProgramPipeline(pipeline);
3124}
3125
3127{
3128 d_4_1_Core->f.GenProgramPipelines(n, pipelines);
3129}
3130
3132{
3133 d_4_1_Core->f.DeleteProgramPipelines(n, pipelines);
3134}
3135
3137{
3138 d_4_1_Core->f.BindProgramPipeline(pipeline);
3139}
3140
3142{
3143 return d_4_1_Core->f.CreateShaderProgramv(type, count, strings);
3144}
3145
3147{
3148 d_4_1_Core->f.ActiveShaderProgram(pipeline, program);
3149}
3150
3152{
3153 d_4_1_Core->f.UseProgramStages(pipeline, stages, program);
3154}
3155
3157{
3158 d_4_1_Core->f.ProgramParameteri(program, pname, value);
3159}
3160
3162{
3163 d_4_1_Core->f.ProgramBinary(program, binaryFormat, binary, length);
3164}
3165
3170
3172{
3173 d_4_1_Core->f.ClearDepthf(dd);
3174}
3175
3177{
3178 d_4_1_Core->f.DepthRangef(n, f);
3179}
3180
3185
3187{
3188 d_4_1_Core->f.ShaderBinary(count, shaders, binaryformat, binary, length);
3189}
3190
3192{
3193 d_4_1_Core->f.ReleaseShaderCompiler();
3194}
3195
3196
3197// OpenGL 4.2 core functions
3199{
3200 d_4_2_Core->f.DrawTransformFeedbackStreamInstanced(mode, id, stream, instancecount);
3201}
3202
3204{
3205 d_4_2_Core->f.DrawTransformFeedbackInstanced(mode, id, instancecount);
3206}
3207
3212
3217
3222
3224{
3225 d_4_2_Core->f.MemoryBarrier(barriers);
3226}
3227
3232
3234{
3235 d_4_2_Core->f.GetActiveAtomicCounterBufferiv(program, bufferIndex, pname, params);
3236}
3237
3242
3247
3252
3257
3258
3259// OpenGL 4.3 core functions
3261{
3262 d_4_3_Core->f.GetObjectPtrLabel(ptr, bufSize, length, label);
3263}
3264
3266{
3267 d_4_3_Core->f.ObjectPtrLabel(ptr, length, label);
3268}
3269
3271{
3272 d_4_3_Core->f.GetObjectLabel(identifier, name, bufSize, length, label);
3273}
3274
3276{
3277 d_4_3_Core->f.ObjectLabel(identifier, name, length, label);
3278}
3279
3281{
3282 d_4_3_Core->f.PopDebugGroup();
3283}
3284
3286{
3287 d_4_3_Core->f.PushDebugGroup(source, id, length, message);
3288}
3289
3294
3296{
3297 d_4_3_Core->f.DebugMessageCallback(callback, userParam);
3298}
3299
3301{
3302 d_4_3_Core->f.DebugMessageInsert(source, type, id, severity, length, buf);
3303}
3304
3309
3311{
3312 d_4_3_Core->f.VertexBindingDivisor(bindingindex, divisor);
3313}
3314
3316{
3317 d_4_3_Core->f.VertexAttribBinding(attribindex, bindingindex);
3318}
3319
3324
3329
3334
3339
3344
3349
3354
3359
3364
3366{
3367 return d_4_3_Core->f.GetProgramResourceLocationIndex(program, programInterface, name);
3368}
3369
3371{
3372 return d_4_3_Core->f.GetProgramResourceLocation(program, programInterface, name);
3373}
3374
3379
3384
3386{
3387 return d_4_3_Core->f.GetProgramResourceIndex(program, programInterface, name);
3388}
3389
3394
3396{
3397 d_4_3_Core->f.MultiDrawElementsIndirect(mode, type, indirect, drawcount, stride);
3398}
3399
3401{
3402 d_4_3_Core->f.MultiDrawArraysIndirect(mode, indirect, drawcount, stride);
3403}
3404
3409
3414
3416{
3417 d_4_3_Core->f.InvalidateBufferData(buffer);
3418}
3419
3421{
3422 d_4_3_Core->f.InvalidateBufferSubData(buffer, offset, length);
3423}
3424
3426{
3427 d_4_3_Core->f.InvalidateTexImage(texture, level);
3428}
3429
3434
3439
3441{
3442 d_4_3_Core->f.GetFramebufferParameteriv(target, pname, params);
3443}
3444
3446{
3447 d_4_3_Core->f.FramebufferParameteri(target, pname, param);
3448}
3449
3454
3456{
3457 d_4_3_Core->f.DispatchComputeIndirect(indirect);
3458}
3459
3461{
3462 d_4_3_Core->f.DispatchCompute(num_groups_x, num_groups_y, num_groups_z);
3463}
3464
3469
3471{
3472 d_4_3_Core->f.ClearBufferData(target, internalformat, format, type, data);
3473}
3474
3475
3476// OpenGL 4.4 core functions
3478{
3479 d_4_4_Core->f.BindVertexBuffers(first, count, buffers, offsets, strides);
3480}
3481
3483{
3484 d_4_4_Core->f.BindImageTextures(first, count, textures);
3485}
3486
3488{
3489 d_4_4_Core->f.BindSamplers(first, count, samplers);
3490}
3491
3493{
3494 d_4_4_Core->f.BindTextures(first, count, textures);
3495}
3496
3498{
3499 d_4_4_Core->f.BindBuffersRange(target, first, count, buffers, offsets, sizes);
3500}
3501
3503{
3504 d_4_4_Core->f.BindBuffersBase(target, first, count, buffers);
3505}
3506
3511
3513{
3514 d_4_4_Core->f.ClearTexImage(texture, level, format, type, data);
3515}
3516
3518{
3519 d_4_4_Core->f.BufferStorage(target, size, data, flags);
3520}
3521
3522
3523// OpenGL 4.5 core functions
3525{
3526 d_4_5_Core->f.TextureBarrier();
3527}
3528
3533
3538
3543
3548
3553
3558
3560{
3561 d_4_5_Core->f.GetnCompressedTexImage(target, lod, bufSize, pixels);
3562}
3563
3565{
3566 return d_4_5_Core->f.GetGraphicsResetStatus();
3567}
3568
3573
3578
3580{
3581 d_4_5_Core->f.MemoryBarrierByRegion(barriers);
3582}
3583
3585{
3586 d_4_5_Core->f.CreateQueries(target, n, ids);
3587}
3588
3590{
3591 d_4_5_Core->f.CreateProgramPipelines(n, pipelines);
3592}
3593
3595{
3596 d_4_5_Core->f.CreateSamplers(n, samplers);
3597}
3598
3600{
3601 d_4_5_Core->f.GetVertexArrayIndexed64iv(vaobj, index, pname, param);
3602}
3603
3605{
3606 d_4_5_Core->f.GetVertexArrayIndexediv(vaobj, index, pname, param);
3607}
3608
3610{
3611 d_4_5_Core->f.GetVertexArrayiv(vaobj, pname, param);
3612}
3613
3615{
3616 d_4_5_Core->f.VertexArrayBindingDivisor(vaobj, bindingindex, divisor);
3617}
3618
3620{
3621 d_4_5_Core->f.VertexArrayAttribLFormat(vaobj, attribindex, size, type, relativeoffset);
3622}
3623
3625{
3626 d_4_5_Core->f.VertexArrayAttribIFormat(vaobj, attribindex, size, type, relativeoffset);
3627}
3628
3633
3635{
3636 d_4_5_Core->f.VertexArrayAttribBinding(vaobj, attribindex, bindingindex);
3637}
3638
3640{
3641 d_4_5_Core->f.VertexArrayVertexBuffers(vaobj, first, count, buffers, offsets, strides);
3642}
3643
3645{
3646 d_4_5_Core->f.VertexArrayVertexBuffer(vaobj, bindingindex, buffer, offset, stride);
3647}
3648
3650{
3651 d_4_5_Core->f.VertexArrayElementBuffer(vaobj, buffer);
3652}
3653
3655{
3656 d_4_5_Core->f.EnableVertexArrayAttrib(vaobj, index);
3657}
3658
3660{
3661 d_4_5_Core->f.DisableVertexArrayAttrib(vaobj, index);
3662}
3663
3665{
3666 d_4_5_Core->f.CreateVertexArrays(n, arrays);
3667}
3668
3670{
3671 d_4_5_Core->f.GetTextureParameteriv(texture, pname, params);
3672}
3673
3675{
3676 d_4_5_Core->f.GetTextureParameterIuiv(texture, pname, params);
3677}
3678
3680{
3681 d_4_5_Core->f.GetTextureParameterIiv(texture, pname, params);
3682}
3683
3685{
3686 d_4_5_Core->f.GetTextureParameterfv(texture, pname, params);
3687}
3688
3690{
3691 d_4_5_Core->f.GetTextureLevelParameteriv(texture, level, pname, params);
3692}
3693
3695{
3696 d_4_5_Core->f.GetTextureLevelParameterfv(texture, level, pname, params);
3697}
3698
3700{
3701 d_4_5_Core->f.GetCompressedTextureImage(texture, level, bufSize, pixels);
3702}
3703
3708
3710{
3711 d_4_5_Core->f.BindTextureUnit(unit, texture);
3712}
3713
3715{
3716 d_4_5_Core->f.GenerateTextureMipmap(texture);
3717}
3718
3720{
3721 d_4_5_Core->f.TextureParameteriv(texture, pname, param);
3722}
3723
3725{
3726 d_4_5_Core->f.TextureParameterIuiv(texture, pname, params);
3727}
3728
3730{
3731 d_4_5_Core->f.TextureParameterIiv(texture, pname, params);
3732}
3733
3735{
3736 d_4_5_Core->f.TextureParameteri(texture, pname, param);
3737}
3738
3740{
3741 d_4_5_Core->f.TextureParameterfv(texture, pname, param);
3742}
3743
3745{
3746 d_4_5_Core->f.TextureParameterf(texture, pname, param);
3747}
3748
3753
3758
3760{
3761 d_4_5_Core->f.CopyTextureSubImage1D(texture, level, xoffset, x, y, width);
3762}
3763
3768
3773
3778
3783
3788
3793
3798
3803
3808
3813
3818
3823
3828
3830{
3831 d_4_5_Core->f.CreateTextures(target, n, textures);
3832}
3833
3835{
3836 d_4_5_Core->f.GetNamedRenderbufferParameteriv(renderbuffer, pname, params);
3837}
3838
3843
3848
3850{
3851 d_4_5_Core->f.CreateRenderbuffers(n, renderbuffers);
3852}
3853
3858
3860{
3861 d_4_5_Core->f.GetNamedFramebufferParameteriv(framebuffer, pname, param);
3862}
3863
3865{
3866 return d_4_5_Core->f.CheckNamedFramebufferStatus(framebuffer, target);
3867}
3868
3873
3878
3883
3885{
3886 d_4_5_Core->f.ClearNamedFramebufferuiv(framebuffer, buffer, drawbuffer, value);
3887}
3888
3890{
3891 d_4_5_Core->f.ClearNamedFramebufferiv(framebuffer, buffer, drawbuffer, value);
3892}
3893
3898
3903
3905{
3906 d_4_5_Core->f.NamedFramebufferReadBuffer(framebuffer, src);
3907}
3908
3910{
3911 d_4_5_Core->f.NamedFramebufferDrawBuffers(framebuffer, n, bufs);
3912}
3913
3915{
3916 d_4_5_Core->f.NamedFramebufferDrawBuffer(framebuffer, buf);
3917}
3918
3923
3928
3930{
3931 d_4_5_Core->f.NamedFramebufferParameteri(framebuffer, pname, param);
3932}
3933
3938
3940{
3941 d_4_5_Core->f.CreateFramebuffers(n, framebuffers);
3942}
3943
3944#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
3946#else
3948#endif
3949{
3950 d_4_5_Core->f.GetNamedBufferSubData(buffer, offset, size, data);
3951}
3952
3954{
3955 d_4_5_Core->f.GetNamedBufferPointerv(buffer, pname, params);
3956}
3957
3959{
3960 d_4_5_Core->f.GetNamedBufferParameteri64v(buffer, pname, params);
3961}
3962
3964{
3965 d_4_5_Core->f.GetNamedBufferParameteriv(buffer, pname, params);
3966}
3967
3968#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
3976
3978{
3979 return d_4_5_Core->f.UnmapNamedBuffer(buffer);
3980}
3981
3982#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
3990
3992{
3993 return d_4_5_Core->f.MapNamedBuffer(buffer, access);
3994}
3995
3996#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4004
4006{
4007 d_4_5_Core->f.ClearNamedBufferData(buffer, internalformat, format, type, data);
4008}
4009
4010#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4018
4019#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4021#else
4023#endif
4024{
4025 d_4_5_Core->f.NamedBufferSubData(buffer, offset, size, data);
4026}
4027
4028#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4030#else
4032#endif
4033{
4034 d_4_5_Core->f.NamedBufferData(buffer, size, data, usage);
4035}
4036
4037#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4039#else
4041#endif
4042{
4043 d_4_5_Core->f.NamedBufferStorage(buffer, size, data, flags);
4044}
4045
4047{
4048 d_4_5_Core->f.CreateBuffers(n, buffers);
4049}
4050
4052{
4053 d_4_5_Core->f.GetTransformFeedbacki64_v(xfb, pname, index, param);
4054}
4055
4057{
4058 d_4_5_Core->f.GetTransformFeedbacki_v(xfb, pname, index, param);
4059}
4060
4062{
4063 d_4_5_Core->f.GetTransformFeedbackiv(xfb, pname, param);
4064}
4065
4066#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4074
4076{
4077 d_4_5_Core->f.TransformFeedbackBufferBase(xfb, index, buffer);
4078}
4079
4081{
4082 d_4_5_Core->f.CreateTransformFeedbacks(n, ids);
4083}
4084
4086{
4087 d_4_5_Core->f.ClipControl(origin, depth);
4088}
4089
4090
4091
4093
4094#ifdef Q_OS_WIN
4095#pragma pop_macro("MemoryBarrier")
4096#endif
4097
4098
4099#endif // QT_NO_OPENGL && !QT_CONFIG(opengles2)
4100
4101#endif
quint16 opcode
Definition bluez_data_p.h:1
\inmodule QtGui
void glVertexAttribI4sv(GLuint index, const GLshort *v)
void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount)
void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
void glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name)
void glInvalidateNamedFramebufferSubData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
void glVertexAttribI4uiv(GLuint index, const GLuint *v)
void glVertexAttrib1f(GLuint index, GLfloat x)
void glGetTextureParameterIuiv(GLuint texture, GLenum pname, GLuint *params)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glVertexAttribI2i(GLuint index, GLint x, GLint y)
void glClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glVertexAttrib4bv(GLuint index, const GLbyte *v)
void glVertexAttribI1uiv(GLuint index, const GLuint *v)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glBindBuffer(GLenum target, GLuint buffer)
void glNamedRenderbufferStorageMultisample(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexArrayBindingDivisor(GLuint vaobj, GLuint bindingindex, GLuint divisor)
GLuint glGetDebugMessageLog(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glMemoryBarrier(GLbitfield barriers)
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glBindSampler(GLuint unit, GLuint sampler)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length)
void glClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders)
void glUniform1f(GLint location, GLfloat v0)
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void * glMapNamedBufferRange(GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glGetnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels)
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glTextureParameteri(GLuint texture, GLenum pname, GLint param)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
void glUniform1i(GLint location, GLint v0)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)
void glTransformFeedbackBufferBase(GLuint xfb, GLuint index, GLuint buffer)
void glTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
void glVertexArrayAttribBinding(GLuint vaobj, GLuint attribindex, GLuint bindingindex)
GLboolean glIsShader(GLuint shader)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount)
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
GLboolean glIsVertexArray(GLuint array)
void glVertexArrayVertexBuffers(GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glGetTextureLevelParameterfv(GLuint texture, GLint level, GLenum pname, GLfloat *params)
void glVertexAttrib4Niv(GLuint index, const GLint *v)
GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glGenSamplers(GLsizei count, GLuint *samplers)
void glClampColor(GLenum target, GLenum clamp)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glUniform1d(GLint location, GLdouble x)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glVertexArrayAttribFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
GLboolean glIsProgram(GLuint program)
void glGenQueries(GLsizei n, GLuint *ids)
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
GLboolean glIsBuffer(GLuint buffer)
void glNamedFramebufferTextureLayer(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glDepthRangef(GLfloat n, GLfloat f)
void glNamedBufferStorage(GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags)
void glVertexAttribI4iv(GLuint index, const GLint *v)
void glPointParameterf(GLenum pname, GLfloat param)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount, const GLint *basevertex)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glVertexAttrib2dv(GLuint index, const GLdouble *v)
void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDisableVertexArrayAttrib(GLuint vaobj, GLuint index)
void glEnableVertexArrayAttrib(GLuint vaobj, GLuint index)
void glCreateTransformFeedbacks(GLsizei n, GLuint *ids)
void glCompressedTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glCreateVertexArrays(GLsizei n, GLuint *arrays)
void glGetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param)
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glGetNamedBufferParameteriv(GLuint buffer, GLenum pname, GLint *params)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glGetBufferPointerv(GLenum target, GLenum pname, void **params)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glPointParameteriv(GLenum pname, const GLint *params)
void glGetNamedRenderbufferParameteriv(GLuint renderbuffer, GLenum pname, GLint *params)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBindBuffersBase(GLenum target, GLuint first, GLsizei count, const GLuint *buffers)
void glNamedFramebufferParameteri(GLuint framebuffer, GLenum pname, GLint param)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void * glMapNamedBuffer(GLuint buffer, GLenum access)
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
void glBlitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glBindSamplers(GLuint first, GLsizei count, const GLuint *samplers)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glTextureParameterIiv(GLuint texture, GLenum pname, const GLint *params)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glVertexAttrib1sv(GLuint index, const GLshort *v)
void glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset)
void glGetnUniformuiv(GLuint program, GLint location, GLsizei bufSize, GLuint *params)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glTexStorage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glGenTextures(GLsizei n, GLuint *textures)
void glGetFloatv(GLenum pname, GLfloat *data)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glVertexAttribI4bv(GLuint index, const GLbyte *v)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label)
void glClearNamedFramebufferfi(GLuint framebuffer, GLenum buffer, GLfloat depth, GLint stencil)
void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
void glPixelStoref(GLenum pname, GLfloat param)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
GLboolean glIsTexture(GLuint texture)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttribI1iv(GLuint index, const GLint *v)
void glGetVertexArrayIndexediv(GLuint vaobj, GLuint index, GLenum pname, GLint *param)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glCreateRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments)
void glTextureBufferRange(GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizei size)
void glGetTextureParameterfv(GLuint texture, GLenum pname, GLfloat *params)
void glGetnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glNamedFramebufferReadBuffer(GLuint framebuffer, GLenum src)
void glClipControl(GLenum origin, GLenum depth)
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glPixelStorei(GLenum pname, GLint param)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glGetTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glActiveShaderProgram(GLuint pipeline, GLuint program)
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCreateSamplers(GLsizei n, GLuint *samplers)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void * glMapBuffer(GLenum target, GLenum access)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data)
void glVertexAttribI4usv(GLuint index, const GLushort *v)
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glVertexAttrib3fv(GLuint index, const GLfloat *v)
void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void *pixels)
void glVertexAttrib3sv(GLuint index, const GLshort *v)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glDebugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glGetVertexArrayIndexed64iv(GLuint vaobj, GLuint index, GLenum pname, GLint64 *param)
void glGetInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glTextureView(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers)
void glGetObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label)
GLboolean glUnmapNamedBuffer(GLuint buffer)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glAttachShader(GLuint program, GLuint shader)
void glVertexArrayVertexBuffer(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
void glVertexAttribL2dv(GLuint index, const GLdouble *v)
void glPointParameteri(GLenum pname, GLint param)
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glBindProgramPipeline(GLuint pipeline)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetBooleanv(GLenum pname, GLboolean *data)
void glBindTextureUnit(GLuint unit, GLuint texture)
void glInvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
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 glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glProgramUniform1i(GLuint program, GLint location, GLint v0)
void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z)
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
void glVertexAttrib4dv(GLuint index, const GLdouble *v)
void glBlendEquationi(GLuint buf, GLenum mode)
void glVertexAttribL1d(GLuint index, GLdouble x)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttrib1fv(GLuint index, const GLfloat *v)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glEndQueryIndexed(GLenum target, GLuint index)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data)
void glVertexAttribL4dv(GLuint index, const GLdouble *v)
void glTexStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glGetnUniformfv(GLuint program, GLint location, GLsizei bufSize, GLfloat *params)
void glVertexAttribI4ubv(GLuint index, const GLubyte *v)
void glBindVertexBuffers(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides)
void glClearNamedBufferSubData(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glGetTextureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels)
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary)
void glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glClearNamedBufferData(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCreateFramebuffers(GLsizei n, GLuint *framebuffers)
void glCompressedTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glGetCompressedTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels)
void glBufferStorage(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags)
void glGetNamedFramebufferAttachmentParameteriv(GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glNamedFramebufferRenderbuffer(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glCopyTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetCompressedTextureImage(GLuint texture, GLint level, GLsizei bufSize, void *pixels)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glTextureParameterIuiv(GLuint texture, GLenum pname, const GLuint *params)
GLboolean glIsSampler(GLuint sampler)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect)
void glVertexAttrib4usv(GLuint index, const GLushort *v)
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttrib1d(GLuint index, GLdouble x)
void glNamedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf)
void glGetNamedBufferParameteri64v(GLuint buffer, GLenum pname, GLint64 *params)
void glTextureParameterfv(GLuint texture, GLenum pname, const GLfloat *param)
void glVertexAttrib4ubv(GLuint index, const GLubyte *v)
void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glInvalidateTexImage(GLuint texture, GLint level)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex)
void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glValidateProgramPipeline(GLuint pipeline)
GLboolean glIsProgramPipeline(GLuint pipeline)
void glProgramParameteri(GLuint program, GLenum pname, GLint value)
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data)
GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glVertexAttribI2iv(GLuint index, const GLint *v)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glCompressedTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glInvalidateNamedFramebufferData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments)
void glVertexArrayAttribIFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance)
void glTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCopyTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glPolygonMode(GLenum face, GLenum mode)
void glMultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride)
void glCopyImageSubData(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth)
void glScissorIndexedv(GLuint index, const GLint *v)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance)
void glObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label)
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
void glGenerateTextureMipmap(GLuint texture)
void glTransformFeedbackBufferRange(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glBeginTransformFeedback(GLenum primitiveMode)
void glVertexAttribI1ui(GLuint index, GLuint x)
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glGetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param)
void glGetTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels)
void glTextureStorage2D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glTextureStorage2DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data)
void glPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glHint(GLenum target, GLenum mode)
void glShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding)
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
void glNamedFramebufferDrawBuffers(GLuint framebuffer, GLsizei n, const GLenum *bufs)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
void glCopyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v)
void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
void glDetachShader(GLuint program, GLuint shader)
void glFlushMappedNamedBufferRange(GLuint buffer, GLintptr offset, GLsizeiptr length)
void glDrawArraysIndirect(GLenum mode, const void *indirect)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glGetCompressedTexImage(GLenum target, GLint level, void *img)
void glGetDoublev(GLenum pname, GLdouble *data)
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glClearTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data)
void glMemoryBarrierByRegion(GLbitfield barriers)
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
void glNamedRenderbufferStorage(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height)
void glGetNamedFramebufferParameteriv(GLuint framebuffer, GLenum pname, GLint *param)
void glVertexAttrib4sv(GLuint index, const GLshort *v)
GLenum glCheckNamedFramebufferStatus(GLuint framebuffer, GLenum target)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data)
void glEnablei(GLenum target, GLuint index)
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetInteger64v(GLenum pname, GLint64 *data)
void glCreateTextures(GLenum target, GLsizei n, GLuint *textures)
void glDebugMessageCallback(GLDEBUGPROC callback, const void *userParam)
void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
void glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex)
void glVertexAttribI1i(GLuint index, GLint x)
void glBindImageTextures(GLuint first, GLsizei count, const GLuint *textures)
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTextureParameteriv(GLuint texture, GLenum pname, const GLint *param)
void glBindTransformFeedback(GLenum target, GLuint id)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance)
void glCreateBuffers(GLsizei n, GLuint *buffers)
void glVertexAttrib4uiv(GLuint index, const GLuint *v)
GLenum glCheckFramebufferStatus(GLenum target)
void glCopyTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glGetnUniformiv(GLuint program, GLint location, GLsizei bufSize, GLint *params)
void glDispatchComputeIndirect(GLintptr indirect)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glVertexAttrib4iv(GLuint index, const GLint *v)
void glGetnUniformdv(GLuint program, GLint location, GLsizei bufSize, GLdouble *params)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glMultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glVertexAttrib3dv(GLuint index, const GLdouble *v)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels)
void glTextureStorage3DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
GLboolean glUnmapBuffer(GLenum target)
void glViewportIndexedfv(GLuint index, const GLfloat *v)
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glVertexAttribI3iv(GLuint index, const GLint *v)
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glTextureStorage1D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width)
void glVertexAttrib4fv(GLuint index, const GLfloat *v)
void glTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels)
void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glTextureParameterf(GLuint texture, GLenum pname, GLfloat param)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glNamedBufferData(GLuint buffer, GLsizeiptr size, const void *data, GLenum usage)
void glBeginQuery(GLenum target, GLuint id)
void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)
void glGenProgramPipelines(GLsizei n, GLuint *pipelines)
GLint glGetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glReadnPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glGetNamedBufferPointerv(GLuint buffer, GLenum pname, void **params)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glCreateQueries(GLenum target, GLsizei n, GLuint *ids)
void glGetTextureParameterIiv(GLuint texture, GLenum pname, GLint *params)
void glVertexAttrib1s(GLuint index, GLshort x)
void glBindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes)
void glVertexArrayElementBuffer(GLuint vaobj, GLuint buffer)
void glGetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value)
void glVertexAttrib2fv(GLuint index, const GLfloat *v)
void glDebugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glGetIntegerv(GLenum pname, GLint *data)
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glDisablei(GLenum target, GLuint index)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glVertexAttribL3dv(GLuint index, const GLdouble *v)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels)
void glVertexAttrib4Nusv(GLuint index, const GLushort *v)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glCreateProgramPipelines(GLsizei n, GLuint *pipelines)
void glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
void glGetTextureLevelParameteriv(GLuint texture, GLint level, GLenum pname, GLint *params)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glObjectPtrLabel(const void *ptr, GLsizei length, const GLchar *label)
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glGetTextureParameteriv(GLuint texture, GLenum pname, GLint *params)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glVertexAttrib2sv(GLuint index, const GLshort *v)
void glTextureStorage3D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glGetNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, void *data)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
void glBindTextures(GLuint first, GLsizei count, const GLuint *textures)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexArrayAttribLFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glUniform1ui(GLint location, GLuint v0)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glVertexAttrib1dv(GLuint index, const GLdouble *v)
void glNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glBindTexture(GLenum target, GLuint texture)
void glVertexAttrib4Nsv(GLuint index, const GLshort *v)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glNamedFramebufferTexture(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glVertexAttribI2uiv(GLuint index, const GLuint *v)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTextureBuffer(GLuint texture, GLenum internalformat, GLuint buffer)
void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params)
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glPatchParameteri(GLenum pname, GLint value)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glQueryCounter(GLuint id, GLenum target)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glVertexAttribI3uiv(GLuint index, const GLuint *v)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTexBufferRange(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glGetTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param)
void glSampleMaski(GLuint maskNumber, GLbitfield mask)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glVertexAttribL1dv(GLuint index, const GLdouble *v)
const GLubyte * glGetString(GLenum name)
void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
Combined button and popup list for selecting options.
static void * context
EGLStreamKHR stream
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
EGLOutputLayerEXT layer
static ControlElement< T > * ptr(QWidget *widget)
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
void(QT_APIENTRY * GLDEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam)
Definition qopengl.h:252
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
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint dstZ
GLenum GLuint GLenum GLuint GLuint GLuint GLuint numlayers
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
GLbitfield stages
GLsizei const GLfloat * v
[13]
GLint GLboolean layered
GLuint GLfloat GLfloat GLfloat GLfloat GLfloat z
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei GLsizei srcHeight
GLsizei GLenum GLenum GLuint GLenum * severities
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 programInterface
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint dstY
GLenum GLuint GLint level
GLfloat GLfloat GLfloat w
[0]
const GLuint * pipelines
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLint GLsizei GLsizei GLuint baseinstance
GLenum shadertype
GLuint divisor
GLenum srcTarget
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLuint index
[2]
GLenum condition
GLenum GLuint origtexture
GLenum GLuint GLenum GLuint GLuint GLuint minlayer
GLboolean r
[2]
GLuint GLuint end
GLenum GLint GLint GLint srcY
GLenum GLenum GLsizei const GLuint * ids
GLuint const GLuint GLuint const GLuint * textures
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint dstX
GLsizei GLenum GLenum * types
GLsizei const GLchar ** strings
[1]
GLenum srcRGB
GLuint sampler
double GLdouble
GLenum GLenum GLenum GLenum dstAlpha
GLenum GLuint GLenum GLsizei length
GLint srcY0
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei srcWidth
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
GLenum GLenum GLsizei const GLuint GLboolean enabled
GLsizei GLsizei GLchar * infoLog
GLenum face
GLfloat GLfloat f
GLint GLint srcX1
GLsizei levels
GLenum GLenum GLenum srcAlpha
GLsizei GLenum GLenum GLuint GLenum GLsizei * lengths
GLenum src
GLsizei range
const void GLsizei GLsizei stride
GLenum GLuint buffer
GLint GLint GLint yoffset
GLint GLsizei width
GLint GLint GLint GLint zoffset
const void * userParam
GLint GLsizei GLboolean transpose
GLenum GLint GLint srcX
GLuint color
[2]
GLenum GLenum dstRGB
GLenum GLint GLint GLint GLint GLuint GLenum GLint dstLevel
GLint left
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum GLint GLint GLint GLint GLuint GLenum dstTarget
GLenum type
GLenum GLint srcLevel
GLenum writeTarget
GLenum GLenum dst
GLenum GLintptr readOffset
GLuint GLsizei const GLchar * label
[43]
GLenum GLuint GLenum GLuint GLuint numlevels
GLint GLint bottom
GLint GLint GLint GLint GLint GLint dstX1
GLenum GLint GLint GLint GLint srcZ
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
GLsizei GLenum GLenum GLuint GLenum GLsizei GLchar * messageLog
GLsizei const GLenum * attachments
GLenum GLuint texture
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLuint program
GLuint GLsizei const GLchar * message
GLint GLenum internalformat
const GLuint * arrays
GLenum GLuint GLenum GLuint minlevel
GLfloat GLfloat clamp
GLenum GLuint GLsizei const GLenum * props
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
GLenum GLint GLint GLint GLint GLuint dstName
GLenum GLenum severity
GLint GLfloat GLfloat GLfloat GLfloat v3
GLsizei GLsizei GLenum * binaryFormat
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLint ref
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei GLsizei GLsizei srcDepth
GLenum attachment
GLenum GLuint GLsizei propCount
GLuint name
GLint first
GLsizei bufSize
GLint GLint GLint srcY1
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLsizei GLenum * sources
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
GLsizei numAttachments
GLint y
GLfloat GLfloat GLfloat GLfloat h
GLsizei GLsizei GLchar * source
void ** params
GLenum GLenum GLenum dfactorAlpha
Definition qopenglext.h:373
GLuint GLuint num_groups_z
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
GLuint GLsizei const GLuint const GLintptr * offsets
GLuint GLsizei const GLuint const GLintptr const GLsizeiptr * sizes
GLenum precisiontype
GLenum array
GLuint shader
Definition qopenglext.h:665
GLint lod
GLenum sfail
Definition qopenglext.h:662
GLuint num_groups_y
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLuint writeBuffer
GLsizei maxCount
Definition qopenglext.h:677
GLuint * samplers
GLint GLenum GLboolean GLuint relativeoffset
GLuint drawFramebuffer
GLsizei const GLchar *const GLuint * uniformIndices
const GLuint GLenum binaryformat
const GLuint * framebuffers
GLsizei const void * pointer
Definition qopenglext.h:384
GLbitfield GLuint srcName
GLuint uniformIndex
GLint GLenum GLboolean normalized
Definition qopenglext.h:752
GLuint bufferIndex
GLuint framebuffer
GLsizei GLsizei GLuint * shaders
Definition qopenglext.h:677
const GLuint * renderbuffers
GLsizei const GLuint const GLintptr const GLsizei * strides
GLfloat GLfloat GLfloat alpha
Definition qopenglext.h:418
GLbyte green
Definition qopenglext.h:385
GLuint GLuint uniformBlockBinding
GLuint bindingindex
GLenum GLenum GLenum dppass
Definition qopenglext.h:662
GLint GLfloat GLint stencil
GLenum dfactorRGB
Definition qopenglext.h:373
GLuint GLuint storageBlockBinding
GLenum GLenum renderbuffertarget
typedef GLushort(APIENTRYP PFNGLGETSTAGEINDEXNVPROC)(GLenum shadertype)
GLuint attribindex
GLuint uniformBlockIndex
GLuint storageBlockIndex
GLenum cap
GLenum GLint GLint * precision
GLint drawbuffer
GLbitfield GLuint readBuffer
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