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qopenglfunctions_3_2_core.h
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1// Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB)
2// Copyright (C) 2016 The Qt Company Ltd.
3// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
4/****************************************************************************
5** This file was generated by glgen version 0.1
6** Command line was: glgen
7**
8** glgen is Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB)
9**
10** This is an auto-generated file.
11** Do not edit! All changes made to it will be lost.
12**
13****************************************************************************/
14
15#ifndef QOPENGLVERSIONFUNCTIONS_3_2_CORE_H
16#define QOPENGLVERSIONFUNCTIONS_3_2_CORE_H
17
18#include <QtOpenGL/qtopenglglobal.h>
19
20#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)
21
22#include <QtOpenGL/QOpenGLVersionProfile>
23#include <QtOpenGL/QOpenGLVersionFunctions>
24#include <QtGui/qopenglcontext.h>
25
27
29{
30public:
33
34 bool initializeOpenGLFunctions() override;
35
36 // OpenGL 1.0 core functions
37 void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
38 void glDepthRange(GLdouble nearVal, GLdouble farVal);
39 GLboolean glIsEnabled(GLenum cap);
40 void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params);
41 void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params);
42 void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params);
43 void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
44 void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
45 const GLubyte * glGetString(GLenum name);
46 void glGetIntegerv(GLenum pname, GLint *params);
47 void glGetFloatv(GLenum pname, GLfloat *params);
48 GLenum glGetError();
49 void glGetDoublev(GLenum pname, GLdouble *params);
50 void glGetBooleanv(GLenum pname, GLboolean *params);
51 void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
52 void glReadBuffer(GLenum mode);
53 void glPixelStorei(GLenum pname, GLint param);
54 void glPixelStoref(GLenum pname, GLfloat param);
55 void glDepthFunc(GLenum func);
56 void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
57 void glStencilFunc(GLenum func, GLint ref, GLuint mask);
58 void glLogicOp(GLenum opcode);
59 void glBlendFunc(GLenum sfactor, GLenum dfactor);
60 void glFlush();
61 void glFinish();
62 void glEnable(GLenum cap);
63 void glDisable(GLenum cap);
64 void glDepthMask(GLboolean flag);
66 void glStencilMask(GLuint mask);
67 void glClearDepth(GLdouble depth);
68 void glClearStencil(GLint s);
69 void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
70 void glClear(GLbitfield mask);
71 void glDrawBuffer(GLenum mode);
74 void glTexParameteriv(GLenum target, GLenum pname, const GLint *params);
75 void glTexParameteri(GLenum target, GLenum pname, GLint param);
76 void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
77 void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
78 void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
79 void glPolygonMode(GLenum face, GLenum mode);
80 void glPointSize(GLfloat size);
81 void glLineWidth(GLfloat width);
82 void glHint(GLenum target, GLenum mode);
83 void glFrontFace(GLenum mode);
84 void glCullFace(GLenum mode);
85
86 // OpenGL 1.1 core functions
87 GLboolean glIsTexture(GLuint texture);
88 void glGenTextures(GLsizei n, GLuint *textures);
89 void glDeleteTextures(GLsizei n, const GLuint *textures);
90 void glBindTexture(GLenum target, GLuint texture);
92 void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
94 void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
97 void glPolygonOffset(GLfloat factor, GLfloat units);
98 void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
99 void glDrawArrays(GLenum mode, GLint first, GLsizei count);
100
101 // OpenGL 1.2 core functions
105 void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
106 void glBlendEquation(GLenum mode);
107 void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
108
109 // OpenGL 1.3 core functions
110 void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img);
111 void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
112 void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
114 void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
115 void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
117 void glSampleCoverage(GLfloat value, GLboolean invert);
118 void glActiveTexture(GLenum texture);
119
120 // OpenGL 1.4 core functions
121 void glPointParameteriv(GLenum pname, const GLint *params);
122 void glPointParameteri(GLenum pname, GLint param);
123 void glPointParameterfv(GLenum pname, const GLfloat *params);
124 void glPointParameterf(GLenum pname, GLfloat param);
125 void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount);
126 void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
127 void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
128
129 // OpenGL 1.5 core functions
130 void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* *params);
131 void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
132 GLboolean glUnmapBuffer(GLenum target);
133 GLvoid* glMapBuffer(GLenum target, GLenum access);
134 void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
135 void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
136 void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
137 GLboolean glIsBuffer(GLuint buffer);
138 void glGenBuffers(GLsizei n, GLuint *buffers);
139 void glDeleteBuffers(GLsizei n, const GLuint *buffers);
140 void glBindBuffer(GLenum target, GLuint buffer);
141 void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
142 void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params);
143 void glGetQueryiv(GLenum target, GLenum pname, GLint *params);
144 void glEndQuery(GLenum target);
145 void glBeginQuery(GLenum target, GLuint id);
146 GLboolean glIsQuery(GLuint id);
147 void glDeleteQueries(GLsizei n, const GLuint *ids);
148 void glGenQueries(GLsizei n, GLuint *ids);
149
150 // OpenGL 2.0 core functions
151 void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
152 void glValidateProgram(GLuint program);
153 void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
154 void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
155 void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
156 void glUniform4iv(GLint location, GLsizei count, const GLint *value);
157 void glUniform3iv(GLint location, GLsizei count, const GLint *value);
158 void glUniform2iv(GLint location, GLsizei count, const GLint *value);
159 void glUniform1iv(GLint location, GLsizei count, const GLint *value);
160 void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
161 void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);
162 void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);
163 void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);
164 void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
165 void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
166 void glUniform2i(GLint location, GLint v0, GLint v1);
167 void glUniform1i(GLint location, GLint v0);
168 void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
169 void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
170 void glUniform2f(GLint location, GLfloat v0, GLfloat v1);
171 void glUniform1f(GLint location, GLfloat v0);
172 void glUseProgram(GLuint program);
173 void glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
174 void glLinkProgram(GLuint program);
175 GLboolean glIsShader(GLuint shader);
176 GLboolean glIsProgram(GLuint program);
177 void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer);
178 void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
179 void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
180 void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params);
181 void glGetUniformiv(GLuint program, GLint location, GLint *params);
182 void glGetUniformfv(GLuint program, GLint location, GLfloat *params);
183 GLint glGetUniformLocation(GLuint program, const GLchar *name);
184 void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
185 void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
186 void glGetShaderiv(GLuint shader, GLenum pname, GLint *params);
187 void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
188 void glGetProgramiv(GLuint program, GLenum pname, GLint *params);
189 GLint glGetAttribLocation(GLuint program, const GLchar *name);
190 void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
191 void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
193 void glEnableVertexAttribArray(GLuint index);
194 void glDisableVertexAttribArray(GLuint index);
195 void glDetachShader(GLuint program, GLuint shader);
196 void glDeleteShader(GLuint shader);
197 void glDeleteProgram(GLuint program);
198 GLuint glCreateShader(GLenum type);
199 GLuint glCreateProgram();
200 void glCompileShader(GLuint shader);
201 void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
202 void glAttachShader(GLuint program, GLuint shader);
203 void glStencilMaskSeparate(GLenum face, GLuint mask);
204 void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
205 void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
206 void glDrawBuffers(GLsizei n, const GLenum *bufs);
207 void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
208
209 // OpenGL 2.1 core functions
210 void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
211 void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
212 void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
213 void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
214 void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
215 void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
216
217 // OpenGL 3.0 core functions
218 GLboolean glIsVertexArray(GLuint array);
219 void glGenVertexArrays(GLsizei n, GLuint *arrays);
220 void glDeleteVertexArrays(GLsizei n, const GLuint *arrays);
221 void glBindVertexArray(GLuint array);
222 void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length);
223 GLvoid* glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
224 void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
225 void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
227 void glGenerateMipmap(GLenum target);
228 void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params);
229 void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
231 void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
232 void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
233 GLenum glCheckFramebufferStatus(GLenum target);
234 void glGenFramebuffers(GLsizei n, GLuint *framebuffers);
235 void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
236 void glBindFramebuffer(GLenum target, GLuint framebuffer);
237 GLboolean glIsFramebuffer(GLuint framebuffer);
238 void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
239 void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
240 void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
241 void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
242 void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
243 GLboolean glIsRenderbuffer(GLuint renderbuffer);
244 const GLubyte * glGetStringi(GLenum name, GLuint index);
245 void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
246 void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);
247 void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);
248 void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
249 void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params);
250 void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params);
251 void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params);
252 void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params);
253 void glUniform4uiv(GLint location, GLsizei count, const GLuint *value);
254 void glUniform3uiv(GLint location, GLsizei count, const GLuint *value);
255 void glUniform2uiv(GLint location, GLsizei count, const GLuint *value);
256 void glUniform1uiv(GLint location, GLsizei count, const GLuint *value);
257 void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
258 void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
259 void glUniform2ui(GLint location, GLuint v0, GLuint v1);
260 void glUniform1ui(GLint location, GLuint v0);
261 GLint glGetFragDataLocation(GLuint program, const GLchar *name);
262 void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name);
263 void glGetUniformuiv(GLuint program, GLint location, GLuint *params);
264 void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
265 void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
266 void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
267 void glEndConditionalRender();
268 void glBeginConditionalRender(GLuint id, GLenum mode);
269 void glClampColor(GLenum target, GLenum clamp);
270 void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
271 void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode);
272 void glBindBufferBase(GLenum target, GLuint index, GLuint buffer);
273 void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
274 void glEndTransformFeedback();
275 void glBeginTransformFeedback(GLenum primitiveMode);
276 GLboolean glIsEnabledi(GLenum target, GLuint index);
277 void glDisablei(GLenum target, GLuint index);
278 void glEnablei(GLenum target, GLuint index);
279 void glGetIntegeri_v(GLenum target, GLuint index, GLint *data);
280 void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data);
281 void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
282
283 // OpenGL 3.1 core functions
284 void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
285 void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
287 void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
288 GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName);
289 void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
290 void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
291 void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices);
292 void glPrimitiveRestartIndex(GLuint index);
293 void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer);
294 void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount);
295 void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
296
297 // OpenGL 3.2 core functions
298 void glSampleMaski(GLuint index, GLbitfield mask);
299 void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
302 void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
303 void glGetInteger64v(GLenum pname, GLint64 *params);
304 void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
305 GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
306 void glDeleteSync(GLsync sync);
307 GLboolean glIsSync(GLsync sync);
308 GLsync glFenceSync(GLenum condition, GLbitfield flags);
309 void glProvokingVertex(GLenum mode);
310 void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex);
311 void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex);
312 void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
313 void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
314 void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level);
315 void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params);
316 void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
317
318private:
320
321 static bool isContextCompatible(QOpenGLContext *context);
322 static QOpenGLVersionProfile versionProfile();
323
335};
336
337// OpenGL 1.0 core functions
339{
340 d_1_0_Core->f.Viewport(x, y, width, height);
341}
342
344{
345 d_1_0_Core->f.DepthRange(nearVal, farVal);
346}
347
349{
350 return d_1_0_Core->f.IsEnabled(cap);
351}
352
354{
355 d_1_0_Core->f.GetTexLevelParameteriv(target, level, pname, params);
356}
357
359{
360 d_1_0_Core->f.GetTexLevelParameterfv(target, level, pname, params);
361}
362
364{
365 d_1_0_Core->f.GetTexParameteriv(target, pname, params);
366}
367
369{
370 d_1_0_Core->f.GetTexParameterfv(target, pname, params);
371}
372
374{
375 d_1_0_Core->f.GetTexImage(target, level, format, type, pixels);
376}
377
379{
380 return d_1_0_Core->f.GetString(name);
381}
382
384{
385 d_1_0_Core->f.GetIntegerv(pname, params);
386}
387
389{
390 d_1_0_Core->f.GetFloatv(pname, params);
391}
392
394{
395 return d_1_0_Core->f.GetError();
396}
397
399{
400 d_1_0_Core->f.GetDoublev(pname, params);
401}
402
404{
405 d_1_0_Core->f.GetBooleanv(pname, params);
406}
407
409{
410 d_1_0_Core->f.ReadPixels(x, y, width, height, format, type, pixels);
411}
412
414{
415 d_1_0_Core->f.ReadBuffer(mode);
416}
417
419{
420 d_1_0_Core->f.PixelStorei(pname, param);
421}
422
424{
425 d_1_0_Core->f.PixelStoref(pname, param);
426}
427
429{
430 d_1_0_Core->f.DepthFunc(func);
431}
432
434{
435 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
436}
437
439{
440 d_1_0_Core->f.StencilFunc(func, ref, mask);
441}
442
444{
445 d_1_0_Core->f.LogicOp(opcode);
446}
447
449{
450 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
451}
452
454{
455 d_1_0_Core->f.Flush();
456}
457
459{
460 d_1_0_Core->f.Finish();
461}
462
464{
465 d_1_0_Core->f.Enable(cap);
466}
467
469{
470 d_1_0_Core->f.Disable(cap);
471}
472
474{
475 d_1_0_Core->f.DepthMask(flag);
476}
477
482
484{
485 d_1_0_Core->f.StencilMask(mask);
486}
487
489{
490 d_1_0_Core->f.ClearDepth(depth);
491}
492
494{
495 d_1_0_Core->f.ClearStencil(s);
496}
497
499{
500 d_1_0_Core->f.ClearColor(red, green, blue, alpha);
501}
502
504{
505 d_1_0_Core->f.Clear(mask);
506}
507
509{
510 d_1_0_Core->f.DrawBuffer(mode);
511}
512
517
522
524{
525 d_1_0_Core->f.TexParameteriv(target, pname, params);
526}
527
529{
530 d_1_0_Core->f.TexParameteri(target, pname, param);
531}
532
534{
535 d_1_0_Core->f.TexParameterfv(target, pname, params);
536}
537
539{
540 d_1_0_Core->f.TexParameterf(target, pname, param);
541}
542
544{
545 d_1_0_Core->f.Scissor(x, y, width, height);
546}
547
549{
550 d_1_0_Core->f.PolygonMode(face, mode);
551}
552
554{
555 d_1_0_Core->f.PointSize(size);
556}
557
559{
560 d_1_0_Core->f.LineWidth(width);
561}
562
564{
565 d_1_0_Core->f.Hint(target, mode);
566}
567
569{
570 d_1_0_Core->f.FrontFace(mode);
571}
572
574{
575 d_1_0_Core->f.CullFace(mode);
576}
577
578
579// OpenGL 1.1 core functions
581{
582 return d_1_1_Core->f.IsTexture(texture);
583}
584
586{
587 d_1_1_Core->f.GenTextures(n, textures);
588}
589
591{
592 d_1_1_Core->f.DeleteTextures(n, textures);
593}
594
596{
597 d_1_1_Core->f.BindTexture(target, texture);
598}
599
604
609
614
616{
617 d_1_1_Core->f.CopyTexSubImage1D(target, level, xoffset, x, y, width);
618}
619
624
629
631{
632 d_1_1_Core->f.PolygonOffset(factor, units);
633}
634
636{
637 d_1_1_Core->f.DrawElements(mode, count, type, indices);
638}
639
641{
642 d_1_1_Core->f.DrawArrays(mode, first, count);
643}
644
645
646// OpenGL 1.2 core functions
651
656
661
663{
664 d_1_2_Core->f.DrawRangeElements(mode, start, end, count, type, indices);
665}
666
668{
669 d_1_2_Core->f.BlendEquation(mode);
670}
671
673{
674 d_1_2_Core->f.BlendColor(red, green, blue, alpha);
675}
676
677
678// OpenGL 1.3 core functions
680{
681 d_1_3_Core->f.GetCompressedTexImage(target, level, img);
682}
683
688
693
698
703
708
713
715{
716 d_1_3_Core->f.SampleCoverage(value, invert);
717}
718
720{
721 d_1_3_Core->f.ActiveTexture(texture);
722}
723
724
725// OpenGL 1.4 core functions
727{
728 d_1_4_Core->f.PointParameteriv(pname, params);
729}
730
732{
733 d_1_4_Core->f.PointParameteri(pname, param);
734}
735
737{
738 d_1_4_Core->f.PointParameterfv(pname, params);
739}
740
742{
743 d_1_4_Core->f.PointParameterf(pname, param);
744}
745
747{
748 d_1_4_Core->f.MultiDrawElements(mode, count, type, indices, drawcount);
749}
750
752{
753 d_1_4_Core->f.MultiDrawArrays(mode, first, count, drawcount);
754}
755
757{
758 d_1_4_Core->f.BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
759}
760
761
762// OpenGL 1.5 core functions
764{
765 d_1_5_Core->f.GetBufferPointerv(target, pname, params);
766}
767
769{
770 d_1_5_Core->f.GetBufferParameteriv(target, pname, params);
771}
772
774{
775 return d_1_5_Core->f.UnmapBuffer(target);
776}
777
779{
780 return d_1_5_Core->f.MapBuffer(target, access);
781}
782
784{
785 d_1_5_Core->f.GetBufferSubData(target, offset, size, data);
786}
787
789{
790 d_1_5_Core->f.BufferSubData(target, offset, size, data);
791}
792
794{
795 d_1_5_Core->f.BufferData(target, size, data, usage);
796}
797
799{
800 return d_1_5_Core->f.IsBuffer(buffer);
801}
802
804{
805 d_1_5_Core->f.GenBuffers(n, buffers);
806}
807
809{
810 d_1_5_Core->f.DeleteBuffers(n, buffers);
811}
812
814{
815 d_1_5_Core->f.BindBuffer(target, buffer);
816}
817
819{
820 d_1_5_Core->f.GetQueryObjectuiv(id, pname, params);
821}
822
824{
825 d_1_5_Core->f.GetQueryObjectiv(id, pname, params);
826}
827
829{
830 d_1_5_Core->f.GetQueryiv(target, pname, params);
831}
832
834{
835 d_1_5_Core->f.EndQuery(target);
836}
837
839{
840 d_1_5_Core->f.BeginQuery(target, id);
841}
842
844{
845 return d_1_5_Core->f.IsQuery(id);
846}
847
849{
850 d_1_5_Core->f.DeleteQueries(n, ids);
851}
852
854{
855 d_1_5_Core->f.GenQueries(n, ids);
856}
857
858
859// OpenGL 2.0 core functions
861{
862 d_2_0_Core->f.VertexAttribPointer(index, size, type, normalized, stride, pointer);
863}
864
866{
867 d_2_0_Core->f.ValidateProgram(program);
868}
869
874
879
884
886{
887 d_2_0_Core->f.Uniform4iv(location, count, value);
888}
889
891{
892 d_2_0_Core->f.Uniform3iv(location, count, value);
893}
894
896{
897 d_2_0_Core->f.Uniform2iv(location, count, value);
898}
899
901{
902 d_2_0_Core->f.Uniform1iv(location, count, value);
903}
904
906{
907 d_2_0_Core->f.Uniform4fv(location, count, value);
908}
909
911{
912 d_2_0_Core->f.Uniform3fv(location, count, value);
913}
914
916{
917 d_2_0_Core->f.Uniform2fv(location, count, value);
918}
919
921{
922 d_2_0_Core->f.Uniform1fv(location, count, value);
923}
924
926{
927 d_2_0_Core->f.Uniform4i(location, v0, v1, v2, v3);
928}
929
931{
932 d_2_0_Core->f.Uniform3i(location, v0, v1, v2);
933}
934
936{
937 d_2_0_Core->f.Uniform2i(location, v0, v1);
938}
939
941{
942 d_2_0_Core->f.Uniform1i(location, v0);
943}
944
946{
947 d_2_0_Core->f.Uniform4f(location, v0, v1, v2, v3);
948}
949
951{
952 d_2_0_Core->f.Uniform3f(location, v0, v1, v2);
953}
954
956{
957 d_2_0_Core->f.Uniform2f(location, v0, v1);
958}
959
961{
962 d_2_0_Core->f.Uniform1f(location, v0);
963}
964
966{
967 d_2_0_Core->f.UseProgram(program);
968}
969
971{
972 d_2_0_Core->f.ShaderSource(shader, count, string, length);
973}
974
976{
977 d_2_0_Core->f.LinkProgram(program);
978}
979
981{
982 return d_2_0_Core->f.IsShader(shader);
983}
984
986{
987 return d_2_0_Core->f.IsProgram(program);
988}
989
991{
992 d_2_0_Core->f.GetVertexAttribPointerv(index, pname, pointer);
993}
994
996{
997 d_2_0_Core->f.GetVertexAttribiv(index, pname, params);
998}
999
1001{
1002 d_2_0_Core->f.GetVertexAttribfv(index, pname, params);
1003}
1004
1006{
1007 d_2_0_Core->f.GetVertexAttribdv(index, pname, params);
1008}
1009
1011{
1012 d_2_0_Core->f.GetUniformiv(program, location, params);
1013}
1014
1016{
1017 d_2_0_Core->f.GetUniformfv(program, location, params);
1018}
1019
1021{
1022 return d_2_0_Core->f.GetUniformLocation(program, name);
1023}
1024
1029
1034
1036{
1037 d_2_0_Core->f.GetShaderiv(shader, pname, params);
1038}
1039
1044
1046{
1047 d_2_0_Core->f.GetProgramiv(program, pname, params);
1048}
1049
1051{
1052 return d_2_0_Core->f.GetAttribLocation(program, name);
1053}
1054
1056{
1057 d_2_0_Core->f.GetAttachedShaders(program, maxCount, count, obj);
1058}
1059
1064
1069
1071{
1072 d_2_0_Core->f.EnableVertexAttribArray(index);
1073}
1074
1076{
1077 d_2_0_Core->f.DisableVertexAttribArray(index);
1078}
1079
1081{
1082 d_2_0_Core->f.DetachShader(program, shader);
1083}
1084
1086{
1087 d_2_0_Core->f.DeleteShader(shader);
1088}
1089
1091{
1092 d_2_0_Core->f.DeleteProgram(program);
1093}
1094
1096{
1097 return d_2_0_Core->f.CreateShader(type);
1098}
1099
1101{
1102 return d_2_0_Core->f.CreateProgram();
1103}
1104
1106{
1107 d_2_0_Core->f.CompileShader(shader);
1108}
1109
1111{
1112 d_2_0_Core->f.BindAttribLocation(program, index, name);
1113}
1114
1116{
1117 d_2_0_Core->f.AttachShader(program, shader);
1118}
1119
1121{
1122 d_2_0_Core->f.StencilMaskSeparate(face, mask);
1123}
1124
1126{
1127 d_2_0_Core->f.StencilFuncSeparate(face, func, ref, mask);
1128}
1129
1131{
1132 d_2_0_Core->f.StencilOpSeparate(face, sfail, dpfail, dppass);
1133}
1134
1136{
1137 d_2_0_Core->f.DrawBuffers(n, bufs);
1138}
1139
1141{
1142 d_2_0_Core->f.BlendEquationSeparate(modeRGB, modeAlpha);
1143}
1144
1145
1146// OpenGL 2.1 core functions
1148{
1149 d_2_1_Core->f.UniformMatrix4x3fv(location, count, transpose, value);
1150}
1151
1153{
1154 d_2_1_Core->f.UniformMatrix3x4fv(location, count, transpose, value);
1155}
1156
1158{
1159 d_2_1_Core->f.UniformMatrix4x2fv(location, count, transpose, value);
1160}
1161
1163{
1164 d_2_1_Core->f.UniformMatrix2x4fv(location, count, transpose, value);
1165}
1166
1168{
1169 d_2_1_Core->f.UniformMatrix3x2fv(location, count, transpose, value);
1170}
1171
1173{
1174 d_2_1_Core->f.UniformMatrix2x3fv(location, count, transpose, value);
1175}
1176
1177
1178// OpenGL 3.0 core functions
1180{
1181 return d_3_0_Core->f.IsVertexArray(array);
1182}
1183
1185{
1186 d_3_0_Core->f.GenVertexArrays(n, arrays);
1187}
1188
1190{
1191 d_3_0_Core->f.DeleteVertexArrays(n, arrays);
1192}
1193
1195{
1196 d_3_0_Core->f.BindVertexArray(array);
1197}
1198
1200{
1201 d_3_0_Core->f.FlushMappedBufferRange(target, offset, length);
1202}
1203
1205{
1206 return d_3_0_Core->f.MapBufferRange(target, offset, length, access);
1207}
1208
1213
1218
1223
1225{
1226 d_3_0_Core->f.GenerateMipmap(target);
1227}
1228
1230{
1231 d_3_0_Core->f.GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
1232}
1233
1238
1243
1248
1253
1255{
1256 return d_3_0_Core->f.CheckFramebufferStatus(target);
1257}
1258
1260{
1261 d_3_0_Core->f.GenFramebuffers(n, framebuffers);
1262}
1263
1265{
1266 d_3_0_Core->f.DeleteFramebuffers(n, framebuffers);
1267}
1268
1270{
1271 d_3_0_Core->f.BindFramebuffer(target, framebuffer);
1272}
1273
1275{
1276 return d_3_0_Core->f.IsFramebuffer(framebuffer);
1277}
1278
1280{
1281 d_3_0_Core->f.GetRenderbufferParameteriv(target, pname, params);
1282}
1283
1288
1290{
1291 d_3_0_Core->f.GenRenderbuffers(n, renderbuffers);
1292}
1293
1295{
1296 d_3_0_Core->f.DeleteRenderbuffers(n, renderbuffers);
1297}
1298
1300{
1301 d_3_0_Core->f.BindRenderbuffer(target, renderbuffer);
1302}
1303
1305{
1306 return d_3_0_Core->f.IsRenderbuffer(renderbuffer);
1307}
1308
1310{
1311 return d_3_0_Core->f.GetStringi(name, index);
1312}
1313
1318
1320{
1321 d_3_0_Core->f.ClearBufferfv(buffer, drawbuffer, value);
1322}
1323
1325{
1326 d_3_0_Core->f.ClearBufferuiv(buffer, drawbuffer, value);
1327}
1328
1330{
1331 d_3_0_Core->f.ClearBufferiv(buffer, drawbuffer, value);
1332}
1333
1335{
1336 d_3_0_Core->f.GetTexParameterIuiv(target, pname, params);
1337}
1338
1340{
1341 d_3_0_Core->f.GetTexParameterIiv(target, pname, params);
1342}
1343
1345{
1346 d_3_0_Core->f.TexParameterIuiv(target, pname, params);
1347}
1348
1350{
1351 d_3_0_Core->f.TexParameterIiv(target, pname, params);
1352}
1353
1355{
1356 d_3_0_Core->f.Uniform4uiv(location, count, value);
1357}
1358
1360{
1361 d_3_0_Core->f.Uniform3uiv(location, count, value);
1362}
1363
1365{
1366 d_3_0_Core->f.Uniform2uiv(location, count, value);
1367}
1368
1370{
1371 d_3_0_Core->f.Uniform1uiv(location, count, value);
1372}
1373
1375{
1376 d_3_0_Core->f.Uniform4ui(location, v0, v1, v2, v3);
1377}
1378
1380{
1381 d_3_0_Core->f.Uniform3ui(location, v0, v1, v2);
1382}
1383
1385{
1386 d_3_0_Core->f.Uniform2ui(location, v0, v1);
1387}
1388
1390{
1391 d_3_0_Core->f.Uniform1ui(location, v0);
1392}
1393
1395{
1396 return d_3_0_Core->f.GetFragDataLocation(program, name);
1397}
1398
1400{
1401 d_3_0_Core->f.BindFragDataLocation(program, color, name);
1402}
1403
1405{
1406 d_3_0_Core->f.GetUniformuiv(program, location, params);
1407}
1408
1410{
1411 d_3_0_Core->f.GetVertexAttribIuiv(index, pname, params);
1412}
1413
1415{
1416 d_3_0_Core->f.GetVertexAttribIiv(index, pname, params);
1417}
1418
1420{
1421 d_3_0_Core->f.VertexAttribIPointer(index, size, type, stride, pointer);
1422}
1423
1425{
1426 d_3_0_Core->f.EndConditionalRender();
1427}
1428
1430{
1431 d_3_0_Core->f.BeginConditionalRender(id, mode);
1432}
1433
1435{
1436 d_3_0_Core->f.ClampColor(target, clamp);
1437}
1438
1443
1445{
1446 d_3_0_Core->f.TransformFeedbackVaryings(program, count, varyings, bufferMode);
1447}
1448
1450{
1451 d_3_0_Core->f.BindBufferBase(target, index, buffer);
1452}
1453
1458
1460{
1461 d_3_0_Core->f.EndTransformFeedback();
1462}
1463
1465{
1466 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
1467}
1468
1470{
1471 return d_3_0_Core->f.IsEnabledi(target, index);
1472}
1473
1475{
1476 d_3_0_Core->f.Disablei(target, index);
1477}
1478
1480{
1481 d_3_0_Core->f.Enablei(target, index);
1482}
1483
1485{
1486 d_3_0_Core->f.GetIntegeri_v(target, index, data);
1487}
1488
1490{
1491 d_3_0_Core->f.GetBooleani_v(target, index, data);
1492}
1493
1495{
1496 d_3_0_Core->f.ColorMaski(index, r, g, b, a);
1497}
1498
1499
1500// OpenGL 3.1 core functions
1502{
1503 d_3_1_Core->f.CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
1504}
1505
1510
1515
1520
1522{
1523 return d_3_1_Core->f.GetUniformBlockIndex(program, uniformBlockName);
1524}
1525
1530
1535
1540
1542{
1543 d_3_1_Core->f.PrimitiveRestartIndex(index);
1544}
1545
1550
1552{
1553 d_3_1_Core->f.DrawElementsInstanced(mode, count, type, indices, instancecount);
1554}
1555
1560
1561
1562// OpenGL 3.2 core functions
1564{
1565 d_3_2_Core->f.SampleMaski(index, mask);
1566}
1567
1569{
1570 d_3_2_Core->f.GetMultisamplefv(pname, index, val);
1571}
1572
1577
1582
1584{
1585 d_3_2_Core->f.GetSynciv(sync, pname, bufSize, length, values);
1586}
1587
1589{
1590 d_3_2_Core->f.GetInteger64v(pname, params);
1591}
1592
1594{
1595 d_3_2_Core->f.WaitSync(sync, flags, timeout);
1596}
1597
1599{
1600 return d_3_2_Core->f.ClientWaitSync(sync, flags, timeout);
1601}
1602
1604{
1605 d_3_2_Core->f.DeleteSync(sync);
1606}
1607
1609{
1610 return d_3_2_Core->f.IsSync(sync);
1611}
1612
1614{
1615 return d_3_2_Core->f.FenceSync(condition, flags);
1616}
1617
1619{
1620 d_3_2_Core->f.ProvokingVertex(mode);
1621}
1622
1624{
1625 d_3_2_Core->f.MultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex);
1626}
1627
1632
1634{
1635 d_3_2_Core->f.DrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex);
1636}
1637
1639{
1640 d_3_2_Core->f.DrawElementsBaseVertex(mode, count, type, indices, basevertex);
1641}
1642
1647
1649{
1650 d_3_2_Core->f.GetBufferParameteri64v(target, pname, params);
1651}
1652
1654{
1655 d_3_2_Core->f.GetInteger64i_v(target, index, data);
1656}
1657
1658
1659
1661
1662#endif // QT_NO_OPENGL && !QT_CONFIG(opengles2)
1663
1664#endif
quint16 opcode
Definition bluez_data_p.h:1
\inmodule QtGui
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
const GLubyte * glGetString(GLenum name)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glGetIntegerv(GLenum pname, GLint *params)
void glDisablei(GLenum target, GLuint index)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glBindTexture(GLenum target, GLuint texture)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glStencilMaskSeparate(GLenum face, GLuint mask)
GLboolean glIsVertexArray(GLuint array)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glGetFloatv(GLenum pname, GLfloat *params)
void glPixelStorei(GLenum pname, GLint param)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glGetBooleanv(GLenum pname, GLboolean *params)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glEnablei(GLenum target, GLuint index)
void glClampColor(GLenum target, GLenum clamp)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glGetInteger64v(GLenum pname, GLint64 *params)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
GLboolean glIsTexture(GLuint texture)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glBindBuffer(GLenum target, GLuint buffer)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
GLenum glCheckFramebufferStatus(GLenum target)
void glPixelStoref(GLenum pname, GLfloat param)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glGenQueries(GLsizei n, GLuint *ids)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glPolygonMode(GLenum face, GLenum mode)
void glDeleteTextures(GLsizei n, const GLuint *textures)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glBeginTransformFeedback(GLenum primitiveMode)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glUniform1ui(GLint location, GLuint v0)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels)
GLboolean glIsProgram(GLuint program)
void glPointParameteriv(GLenum pname, const GLint *params)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glAttachShader(GLuint program, GLuint shader)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glUniform1i(GLint location, GLint v0)
void glGetDoublev(GLenum pname, GLdouble *params)
void glBeginQuery(GLenum target, GLuint id)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glHint(GLenum target, GLenum mode)
void glDetachShader(GLuint program, GLuint shader)
GLboolean glIsBuffer(GLuint buffer)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
GLboolean glIsShader(GLuint shader)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glPointParameteri(GLenum pname, GLint param)
void glSampleMaski(GLuint index, GLbitfield mask)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glGenBuffers(GLsizei n, GLuint *buffers)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
GLboolean glUnmapBuffer(GLenum target)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glUniform1f(GLint location, GLfloat v0)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glGenTextures(GLsizei n, GLuint *textures)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glPointParameterf(GLenum pname, GLfloat param)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
Combined button and popup list for selecting options.
static void * context
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
EGLOutputLayerEXT layer
ptrdiff_t GLintptr
Definition qopengl.h:163
uint64_t GLuint64
Definition qopengl.h:233
int64_t GLint64
Definition qopengl.h:232
ptrdiff_t GLsizeiptr
Definition qopengl.h:164
struct __GLsync * GLsync
Definition qopengl.h:234
char GLchar
Definition qopengl.h:158
GLenum modeRGB
GLint location
GLenum GLenum modeAlpha
GLsizei GLenum GLsizei GLsizei GLsizei GLboolean fixedsamplelocations
GLint GLint GLint GLint dstX0
GLint GLfloat GLfloat GLfloat v2
GLenum GLsizei GLsizei GLint * values
[15]
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
GLint GLint GLint GLint GLint x
[0]
GLuint const GLuint * buffers
GLint GLenum GLsizei GLsizei GLsizei depth
typedef GLfloat(GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC)(GLuint path
GLsizei samples
GLenum mode
GLenum GLuint GLint level
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLuint index
[2]
GLenum condition
GLboolean r
[2]
GLuint GLuint end
GLenum GLenum GLsizei const GLuint * ids
GLuint const GLuint GLuint const GLuint * textures
double GLdouble
GLenum GLuint GLenum GLsizei length
GLint srcY0
GLenum GLenum GLsizei count
const GLenum * bufs
GLenum pname
GLbitfield GLuint64 timeout
[4]
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
GLint GLenum GLsizei GLsizei GLsizei GLint border
GLsizei GLsizei GLchar * infoLog
GLenum face
GLint GLint srcX1
const void GLsizei GLsizei stride
GLenum GLuint buffer
GLint GLint GLint yoffset
GLint GLsizei width
GLint GLint GLint GLint zoffset
GLint GLsizei GLboolean transpose
GLuint color
[2]
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum type
GLenum writeTarget
GLenum GLintptr readOffset
GLint GLint GLint GLint GLint GLint dstX1
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum access
GLint GLfloat v0
GLenum GLenum textarget
GLenum target
GLenum GLintptr GLintptr writeOffset
GLbitfield flags
GLsizei GLenum const void GLint basevertex
GLint GLfloat GLfloat v1
GLenum GLuint texture
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLuint program
GLint GLenum internalformat
const GLuint * arrays
GLfloat GLfloat clamp
GLfloat units
GLint GLint xoffset
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLuint start
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLboolean GLboolean g
GLint GLfloat GLfloat GLfloat GLfloat v3
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLint ref
GLenum attachment
GLuint name
GLint first
GLsizei bufSize
GLint GLint GLint srcY1
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLfloat n
GLint GLsizei GLsizei GLenum format
const void GLsizei drawcount
GLint GLint GLint GLint GLint dstY0
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei imageSize
GLint GLint GLint GLint GLint GLint GLint dstY1
GLsizei GLenum const void * indices
GLint y
GLsizei GLsizei GLchar * source
void ** params
GLenum GLenum GLenum dfactorAlpha
Definition qopenglext.h:373
GLhandleARB obj
[2]
GLdouble s
[6]
Definition qopenglext.h:235
const GLchar * uniformBlockName
GLuint GLint srcX0
GLenum GLenum sfactorAlpha
Definition qopenglext.h:373
GLsizei uniformCount
GLbyte GLbyte blue
Definition qopenglext.h:385
GLenum func
Definition qopenglext.h:663
GLsizei const GLchar *const * varyings
GLuint GLfloat * val
GLsizei const GLchar *const GLenum bufferMode
GLuint renderbuffer
GLuint GLsizei GLsizei GLchar * uniformName
GLint void * img
Definition qopenglext.h:233
GLenum array
GLuint shader
Definition qopenglext.h:665
GLenum sfail
Definition qopenglext.h:662
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLsizei maxCount
Definition qopenglext.h:677
GLsizei const GLchar *const GLuint * uniformIndices
const GLuint * framebuffers
GLsizei const void * pointer
Definition qopenglext.h:384
GLuint uniformIndex
GLint GLenum GLboolean normalized
Definition qopenglext.h:752
GLuint framebuffer
const GLuint * renderbuffers
GLfloat GLfloat GLfloat alpha
Definition qopenglext.h:418
GLbyte green
Definition qopenglext.h:385
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
Definition qopenglext.h:662
GLint GLfloat GLint stencil
GLenum dfactorRGB
Definition qopenglext.h:373
GLenum GLenum renderbuffertarget
GLuint uniformBlockIndex
GLenum cap
GLint drawbuffer
GLenum GLenum dpfail
Definition qopenglext.h:662
GLsizeiptr const void GLenum usage
Definition qopenglext.h:543
GLboolean invert
Definition qopenglext.h:226
GLsizei const GLchar *const * uniformNames
#define GLuint
QGraphicsSvgItem * red