Qt
Internal/Contributor docs for the Qt SDK. <b>Note:</b> These are NOT official API docs; those are found <a href='https://doc.qt.io/'>here</a>.
Loading...
Searching...
No Matches
qopenglfunctions_4_3_core.h
Go to the documentation of this file.
1// Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB)
2// Copyright (C) 2016 The Qt Company Ltd.
3// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
4/***************************************************************************
5** This file was generated by glgen version 0.1
6** Command line was: glgen
7**
8** glgen is Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB)
9**
10** This is an auto-generated file.
11** Do not edit! All changes made to it will be lost.
12**
13****************************************************************************/
14
15#ifndef QOPENGLVERSIONFUNCTIONS_4_3_CORE_H
16#define QOPENGLVERSIONFUNCTIONS_4_3_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
32
34
36{
37public:
40
41 bool initializeOpenGLFunctions() override;
42
43 // OpenGL 1.0 core functions
44 void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
45 void glDepthRange(GLdouble nearVal, GLdouble farVal);
46 GLboolean glIsEnabled(GLenum cap);
47 void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params);
48 void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params);
49 void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params);
50 void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
51 void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
52 const GLubyte * glGetString(GLenum name);
53 void glGetIntegerv(GLenum pname, GLint *params);
54 void glGetFloatv(GLenum pname, GLfloat *params);
55 GLenum glGetError();
56 void glGetDoublev(GLenum pname, GLdouble *params);
57 void glGetBooleanv(GLenum pname, GLboolean *params);
58 void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
59 void glReadBuffer(GLenum mode);
60 void glPixelStorei(GLenum pname, GLint param);
61 void glPixelStoref(GLenum pname, GLfloat param);
62 void glDepthFunc(GLenum func);
63 void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
64 void glStencilFunc(GLenum func, GLint ref, GLuint mask);
65 void glLogicOp(GLenum opcode);
66 void glBlendFunc(GLenum sfactor, GLenum dfactor);
67 void glFlush();
68 void glFinish();
69 void glEnable(GLenum cap);
70 void glDisable(GLenum cap);
71 void glDepthMask(GLboolean flag);
73 void glStencilMask(GLuint mask);
74 void glClearDepth(GLdouble depth);
75 void glClearStencil(GLint s);
76 void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
77 void glClear(GLbitfield mask);
78 void glDrawBuffer(GLenum mode);
81 void glTexParameteriv(GLenum target, GLenum pname, const GLint *params);
82 void glTexParameteri(GLenum target, GLenum pname, GLint param);
83 void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
84 void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
85 void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
86 void glPolygonMode(GLenum face, GLenum mode);
87 void glPointSize(GLfloat size);
88 void glLineWidth(GLfloat width);
89 void glHint(GLenum target, GLenum mode);
90 void glFrontFace(GLenum mode);
91 void glCullFace(GLenum mode);
92
93 // OpenGL 1.1 core functions
94 GLboolean glIsTexture(GLuint texture);
95 void glGenTextures(GLsizei n, GLuint *textures);
96 void glDeleteTextures(GLsizei n, const GLuint *textures);
97 void glBindTexture(GLenum target, GLuint texture);
99 void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
101 void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
104 void glPolygonOffset(GLfloat factor, GLfloat units);
105 void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
106 void glDrawArrays(GLenum mode, GLint first, GLsizei count);
107
108 // OpenGL 1.2 core functions
112 void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
113 void glBlendEquation(GLenum mode);
114 void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
115
116 // OpenGL 1.3 core functions
117 void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img);
118 void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
119 void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
121 void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
122 void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
124 void glSampleCoverage(GLfloat value, GLboolean invert);
125 void glActiveTexture(GLenum texture);
126
127 // OpenGL 1.4 core functions
128 void glPointParameteriv(GLenum pname, const GLint *params);
129 void glPointParameteri(GLenum pname, GLint param);
130 void glPointParameterfv(GLenum pname, const GLfloat *params);
131 void glPointParameterf(GLenum pname, GLfloat param);
132 void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount);
133 void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
134 void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
135
136 // OpenGL 1.5 core functions
137 void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* *params);
138 void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
139 GLboolean glUnmapBuffer(GLenum target);
140 GLvoid* glMapBuffer(GLenum target, GLenum access);
141 void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
142 void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
143 void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
144 GLboolean glIsBuffer(GLuint buffer);
145 void glGenBuffers(GLsizei n, GLuint *buffers);
146 void glDeleteBuffers(GLsizei n, const GLuint *buffers);
147 void glBindBuffer(GLenum target, GLuint buffer);
148 void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
149 void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params);
150 void glGetQueryiv(GLenum target, GLenum pname, GLint *params);
151 void glEndQuery(GLenum target);
152 void glBeginQuery(GLenum target, GLuint id);
153 GLboolean glIsQuery(GLuint id);
154 void glDeleteQueries(GLsizei n, const GLuint *ids);
155 void glGenQueries(GLsizei n, GLuint *ids);
156
157 // OpenGL 2.0 core functions
158 void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
159 void glValidateProgram(GLuint program);
160 void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
161 void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
162 void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
163 void glUniform4iv(GLint location, GLsizei count, const GLint *value);
164 void glUniform3iv(GLint location, GLsizei count, const GLint *value);
165 void glUniform2iv(GLint location, GLsizei count, const GLint *value);
166 void glUniform1iv(GLint location, GLsizei count, const GLint *value);
167 void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
168 void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);
169 void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);
170 void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);
171 void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
172 void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
173 void glUniform2i(GLint location, GLint v0, GLint v1);
174 void glUniform1i(GLint location, GLint v0);
175 void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
176 void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
177 void glUniform2f(GLint location, GLfloat v0, GLfloat v1);
178 void glUniform1f(GLint location, GLfloat v0);
179 void glUseProgram(GLuint program);
180 void glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
181 void glLinkProgram(GLuint program);
182 GLboolean glIsShader(GLuint shader);
183 GLboolean glIsProgram(GLuint program);
184 void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer);
185 void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
186 void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
187 void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params);
188 void glGetUniformiv(GLuint program, GLint location, GLint *params);
189 void glGetUniformfv(GLuint program, GLint location, GLfloat *params);
190 GLint glGetUniformLocation(GLuint program, const GLchar *name);
191 void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
192 void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
193 void glGetShaderiv(GLuint shader, GLenum pname, GLint *params);
194 void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
195 void glGetProgramiv(GLuint program, GLenum pname, GLint *params);
196 GLint glGetAttribLocation(GLuint program, const GLchar *name);
197 void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
198 void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
200 void glEnableVertexAttribArray(GLuint index);
201 void glDisableVertexAttribArray(GLuint index);
202 void glDetachShader(GLuint program, GLuint shader);
203 void glDeleteShader(GLuint shader);
204 void glDeleteProgram(GLuint program);
205 GLuint glCreateShader(GLenum type);
206 GLuint glCreateProgram();
207 void glCompileShader(GLuint shader);
208 void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
209 void glAttachShader(GLuint program, GLuint shader);
210 void glStencilMaskSeparate(GLenum face, GLuint mask);
211 void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
212 void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
213 void glDrawBuffers(GLsizei n, const GLenum *bufs);
214 void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
215
216 // OpenGL 2.1 core functions
217 void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
218 void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
219 void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
220 void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
221 void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
222 void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
223
224 // OpenGL 3.0 core functions
225 GLboolean glIsVertexArray(GLuint array);
226 void glGenVertexArrays(GLsizei n, GLuint *arrays);
227 void glDeleteVertexArrays(GLsizei n, const GLuint *arrays);
228 void glBindVertexArray(GLuint array);
229 void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length);
230 GLvoid* glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
231 void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
232 void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
234 void glGenerateMipmap(GLenum target);
235 void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params);
236 void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
238 void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
239 void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
240 GLenum glCheckFramebufferStatus(GLenum target);
241 void glGenFramebuffers(GLsizei n, GLuint *framebuffers);
242 void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
243 void glBindFramebuffer(GLenum target, GLuint framebuffer);
244 GLboolean glIsFramebuffer(GLuint framebuffer);
245 void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
246 void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
247 void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
248 void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
249 void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
250 GLboolean glIsRenderbuffer(GLuint renderbuffer);
251 const GLubyte * glGetStringi(GLenum name, GLuint index);
252 void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
253 void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);
254 void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);
255 void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
256 void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params);
257 void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params);
258 void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params);
259 void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params);
260 void glUniform4uiv(GLint location, GLsizei count, const GLuint *value);
261 void glUniform3uiv(GLint location, GLsizei count, const GLuint *value);
262 void glUniform2uiv(GLint location, GLsizei count, const GLuint *value);
263 void glUniform1uiv(GLint location, GLsizei count, const GLuint *value);
264 void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
265 void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
266 void glUniform2ui(GLint location, GLuint v0, GLuint v1);
267 void glUniform1ui(GLint location, GLuint v0);
268 GLint glGetFragDataLocation(GLuint program, const GLchar *name);
269 void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name);
270 void glGetUniformuiv(GLuint program, GLint location, GLuint *params);
271 void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
272 void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
273 void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
274 void glEndConditionalRender();
275 void glBeginConditionalRender(GLuint id, GLenum mode);
276 void glClampColor(GLenum target, GLenum clamp);
277 void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
278 void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode);
279 void glBindBufferBase(GLenum target, GLuint index, GLuint buffer);
280 void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
281 void glEndTransformFeedback();
282 void glBeginTransformFeedback(GLenum primitiveMode);
283 GLboolean glIsEnabledi(GLenum target, GLuint index);
284 void glDisablei(GLenum target, GLuint index);
285 void glEnablei(GLenum target, GLuint index);
286 void glGetIntegeri_v(GLenum target, GLuint index, GLint *data);
287 void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data);
288 void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
289
290 // OpenGL 3.1 core functions
291 void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
292 void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
294 void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
295 GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName);
296 void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
297 void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
298 void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices);
299 void glPrimitiveRestartIndex(GLuint index);
300 void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer);
301 void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount);
302 void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
303
304 // OpenGL 3.2 core functions
305 void glSampleMaski(GLuint index, GLbitfield mask);
306 void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
309 void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
310 void glGetInteger64v(GLenum pname, GLint64 *params);
311 void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
312 GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
313 void glDeleteSync(GLsync sync);
314 GLboolean glIsSync(GLsync sync);
315 GLsync glFenceSync(GLenum condition, GLbitfield flags);
316 void glProvokingVertex(GLenum mode);
317 void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex);
318 void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex);
319 void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
320 void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
321 void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level);
322 void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params);
323 void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
324
325 // OpenGL 3.3 core functions
326 void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
327 void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
328 void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
329 void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
330 void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
331 void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
332 void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
333 void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
334 void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params);
335 void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params);
336 void glQueryCounter(GLuint id, GLenum target);
337 void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params);
338 void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params);
339 void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params);
340 void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
341 void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param);
342 void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param);
343 void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param);
344 void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
345 void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param);
346 void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param);
347 void glBindSampler(GLuint unit, GLuint sampler);
348 GLboolean glIsSampler(GLuint sampler);
349 void glDeleteSamplers(GLsizei count, const GLuint *samplers);
350 void glGenSamplers(GLsizei count, GLuint *samplers);
351 GLint glGetFragDataIndex(GLuint program, const GLchar *name);
352 void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
353 void glVertexAttribDivisor(GLuint index, GLuint divisor);
354
355 // OpenGL 4.0 core functions
356 void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params);
357 void glEndQueryIndexed(GLenum target, GLuint index);
358 void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id);
359 void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream);
360 void glDrawTransformFeedback(GLenum mode, GLuint id);
361 void glResumeTransformFeedback();
362 void glPauseTransformFeedback();
363 GLboolean glIsTransformFeedback(GLuint id);
364 void glGenTransformFeedbacks(GLsizei n, GLuint *ids);
365 void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
366 void glBindTransformFeedback(GLenum target, GLuint id);
367 void glPatchParameterfv(GLenum pname, const GLfloat *values);
368 void glPatchParameteri(GLenum pname, GLint value);
369 void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values);
370 void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params);
371 void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices);
372 void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
373 void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
374 void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
375 GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name);
376 GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name);
377 void glGetUniformdv(GLuint program, GLint location, GLdouble *params);
378 void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
379 void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
380 void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
381 void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
382 void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
383 void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
384 void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
385 void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
386 void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
387 void glUniform4dv(GLint location, GLsizei count, const GLdouble *value);
388 void glUniform3dv(GLint location, GLsizei count, const GLdouble *value);
389 void glUniform2dv(GLint location, GLsizei count, const GLdouble *value);
390 void glUniform1dv(GLint location, GLsizei count, const GLdouble *value);
391 void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
392 void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z);
393 void glUniform2d(GLint location, GLdouble x, GLdouble y);
394 void glUniform1d(GLint location, GLdouble x);
395 void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect);
396 void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect);
397 void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
398 void glBlendFunci(GLuint buf, GLenum src, GLenum dst);
399 void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha);
400 void glBlendEquationi(GLuint buf, GLenum mode);
401 void glMinSampleShading(GLfloat value);
402
403 // OpenGL 4.1 core functions
404 void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data);
405 void glGetFloati_v(GLenum target, GLuint index, GLfloat *data);
406 void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f);
407 void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v);
408 void glScissorIndexedv(GLuint index, const GLint *v);
409 void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
410 void glScissorArrayv(GLuint first, GLsizei count, const GLint *v);
411 void glViewportIndexedfv(GLuint index, const GLfloat *v);
412 void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
413 void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v);
414 void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params);
415 void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
416 void glVertexAttribL4dv(GLuint index, const GLdouble *v);
417 void glVertexAttribL3dv(GLuint index, const GLdouble *v);
418 void glVertexAttribL2dv(GLuint index, const GLdouble *v);
419 void glVertexAttribL1dv(GLuint index, const GLdouble *v);
420 void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
421 void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
422 void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y);
423 void glVertexAttribL1d(GLuint index, GLdouble x);
424 void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
425 void glValidateProgramPipeline(GLuint pipeline);
426 void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
427 void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
428 void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
429 void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
430 void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
431 void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
432 void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
433 void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
434 void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
435 void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
436 void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
437 void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
438 void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
439 void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
440 void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
441 void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
442 void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
443 void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
444 void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
445 void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
446 void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
447 void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
448 void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
449 void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
450 void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value);
451 void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
452 void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
453 void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
454 void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
455 void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
456 void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
457 void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
458 void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value);
459 void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
460 void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
461 void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1);
462 void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
463 void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1);
464 void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
465 void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1);
466 void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value);
467 void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1);
468 void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
469 void glProgramUniform1ui(GLuint program, GLint location, GLuint v0);
470 void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
471 void glProgramUniform1d(GLuint program, GLint location, GLdouble v0);
472 void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
473 void glProgramUniform1f(GLuint program, GLint location, GLfloat v0);
474 void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value);
475 void glProgramUniform1i(GLuint program, GLint location, GLint v0);
476 void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params);
477 GLboolean glIsProgramPipeline(GLuint pipeline);
478 void glGenProgramPipelines(GLsizei n, GLuint *pipelines);
479 void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines);
480 void glBindProgramPipeline(GLuint pipeline);
481 GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar* const *strings);
482 void glActiveShaderProgram(GLuint pipeline, GLuint program);
483 void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program);
484 void glProgramParameteri(GLuint program, GLenum pname, GLint value);
485 void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length);
486 void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary);
487 void glClearDepthf(GLfloat dd);
488 void glDepthRangef(GLfloat n, GLfloat f);
489 void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
490 void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length);
491 void glReleaseShaderCompiler();
492
493 // OpenGL 4.2 core functions
497 void glMemoryBarrier(GLbitfield barriers);
498 void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
499 void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params);
500 void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params);
501 void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);
502 void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount);
503 void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);
504 void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance);
505 void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);
506
507 // OpenGL 4.3 core functions
511 void glShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
512 GLint glGetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar *name);
513 GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name);
516 GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name);
517 void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params);
518 void glMultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride);
519 void glMultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride);
520 void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
521 void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments);
522 void glInvalidateBufferData(GLuint buffer);
523 void glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length);
524 void glInvalidateTexImage(GLuint texture, GLint level);
526 void glGetInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params);
527 void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params);
528 void glFramebufferParameteri(GLenum target, GLenum pname, GLint param);
529 void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor);
530 void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex);
531 void glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
532 void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
534 void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
537 void glDispatchComputeIndirect(GLintptr indirect);
538 void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
539 void glClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);
540 void glClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data);
541
542private:
544
545 static bool isContextCompatible(QOpenGLContext *context);
546 static QOpenGLVersionProfile versionProfile();
547
564};
565
566// OpenGL 1.0 core functions
568{
569 d_1_0_Core->f.Viewport(x, y, width, height);
570}
571
573{
574 d_1_0_Core->f.DepthRange(nearVal, farVal);
575}
576
578{
579 return d_1_0_Core->f.IsEnabled(cap);
580}
581
583{
584 d_1_0_Core->f.GetTexLevelParameteriv(target, level, pname, params);
585}
586
588{
589 d_1_0_Core->f.GetTexLevelParameterfv(target, level, pname, params);
590}
591
593{
594 d_1_0_Core->f.GetTexParameteriv(target, pname, params);
595}
596
598{
599 d_1_0_Core->f.GetTexParameterfv(target, pname, params);
600}
601
603{
604 d_1_0_Core->f.GetTexImage(target, level, format, type, pixels);
605}
606
608{
609 return d_1_0_Core->f.GetString(name);
610}
611
613{
614 d_1_0_Core->f.GetIntegerv(pname, params);
615}
616
618{
619 d_1_0_Core->f.GetFloatv(pname, params);
620}
621
623{
624 return d_1_0_Core->f.GetError();
625}
626
628{
629 d_1_0_Core->f.GetDoublev(pname, params);
630}
631
633{
634 d_1_0_Core->f.GetBooleanv(pname, params);
635}
636
638{
639 d_1_0_Core->f.ReadPixels(x, y, width, height, format, type, pixels);
640}
641
643{
644 d_1_0_Core->f.ReadBuffer(mode);
645}
646
648{
649 d_1_0_Core->f.PixelStorei(pname, param);
650}
651
653{
654 d_1_0_Core->f.PixelStoref(pname, param);
655}
656
658{
659 d_1_0_Core->f.DepthFunc(func);
660}
661
663{
664 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
665}
666
668{
669 d_1_0_Core->f.StencilFunc(func, ref, mask);
670}
671
673{
674 d_1_0_Core->f.LogicOp(opcode);
675}
676
678{
679 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
680}
681
683{
684 d_1_0_Core->f.Flush();
685}
686
688{
689 d_1_0_Core->f.Finish();
690}
691
693{
694 d_1_0_Core->f.Enable(cap);
695}
696
698{
699 d_1_0_Core->f.Disable(cap);
700}
701
703{
704 d_1_0_Core->f.DepthMask(flag);
705}
706
711
713{
714 d_1_0_Core->f.StencilMask(mask);
715}
716
718{
719 d_1_0_Core->f.ClearDepth(depth);
720}
721
723{
724 d_1_0_Core->f.ClearStencil(s);
725}
726
728{
729 d_1_0_Core->f.ClearColor(red, green, blue, alpha);
730}
731
733{
734 d_1_0_Core->f.Clear(mask);
735}
736
738{
739 d_1_0_Core->f.DrawBuffer(mode);
740}
741
746
751
753{
754 d_1_0_Core->f.TexParameteriv(target, pname, params);
755}
756
758{
759 d_1_0_Core->f.TexParameteri(target, pname, param);
760}
761
763{
764 d_1_0_Core->f.TexParameterfv(target, pname, params);
765}
766
768{
769 d_1_0_Core->f.TexParameterf(target, pname, param);
770}
771
773{
774 d_1_0_Core->f.Scissor(x, y, width, height);
775}
776
778{
779 d_1_0_Core->f.PolygonMode(face, mode);
780}
781
783{
784 d_1_0_Core->f.PointSize(size);
785}
786
788{
789 d_1_0_Core->f.LineWidth(width);
790}
791
793{
794 d_1_0_Core->f.Hint(target, mode);
795}
796
798{
799 d_1_0_Core->f.FrontFace(mode);
800}
801
803{
804 d_1_0_Core->f.CullFace(mode);
805}
806
807
808// OpenGL 1.1 core functions
810{
811 return d_1_1_Core->f.IsTexture(texture);
812}
813
815{
816 d_1_1_Core->f.GenTextures(n, textures);
817}
818
820{
821 d_1_1_Core->f.DeleteTextures(n, textures);
822}
823
825{
826 d_1_1_Core->f.BindTexture(target, texture);
827}
828
833
838
843
845{
846 d_1_1_Core->f.CopyTexSubImage1D(target, level, xoffset, x, y, width);
847}
848
853
858
860{
861 d_1_1_Core->f.PolygonOffset(factor, units);
862}
863
865{
866 d_1_1_Core->f.DrawElements(mode, count, type, indices);
867}
868
870{
871 d_1_1_Core->f.DrawArrays(mode, first, count);
872}
873
874
875// OpenGL 1.2 core functions
880
885
890
892{
893 d_1_2_Core->f.DrawRangeElements(mode, start, end, count, type, indices);
894}
895
897{
898 d_1_2_Core->f.BlendEquation(mode);
899}
900
902{
903 d_1_2_Core->f.BlendColor(red, green, blue, alpha);
904}
905
906
907// OpenGL 1.3 core functions
909{
910 d_1_3_Core->f.GetCompressedTexImage(target, level, img);
911}
912
917
922
927
932
937
942
944{
945 d_1_3_Core->f.SampleCoverage(value, invert);
946}
947
949{
950 d_1_3_Core->f.ActiveTexture(texture);
951}
952
953
954// OpenGL 1.4 core functions
956{
957 d_1_4_Core->f.PointParameteriv(pname, params);
958}
959
961{
962 d_1_4_Core->f.PointParameteri(pname, param);
963}
964
966{
967 d_1_4_Core->f.PointParameterfv(pname, params);
968}
969
971{
972 d_1_4_Core->f.PointParameterf(pname, param);
973}
974
976{
977 d_1_4_Core->f.MultiDrawElements(mode, count, type, indices, drawcount);
978}
979
981{
982 d_1_4_Core->f.MultiDrawArrays(mode, first, count, drawcount);
983}
984
986{
987 d_1_4_Core->f.BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
988}
989
990
991// OpenGL 1.5 core functions
993{
994 d_1_5_Core->f.GetBufferPointerv(target, pname, params);
995}
996
998{
999 d_1_5_Core->f.GetBufferParameteriv(target, pname, params);
1000}
1001
1003{
1004 return d_1_5_Core->f.UnmapBuffer(target);
1005}
1006
1008{
1009 return d_1_5_Core->f.MapBuffer(target, access);
1010}
1011
1013{
1014 d_1_5_Core->f.GetBufferSubData(target, offset, size, data);
1015}
1016
1018{
1019 d_1_5_Core->f.BufferSubData(target, offset, size, data);
1020}
1021
1023{
1024 d_1_5_Core->f.BufferData(target, size, data, usage);
1025}
1026
1028{
1029 return d_1_5_Core->f.IsBuffer(buffer);
1030}
1031
1033{
1034 d_1_5_Core->f.GenBuffers(n, buffers);
1035}
1036
1038{
1039 d_1_5_Core->f.DeleteBuffers(n, buffers);
1040}
1041
1043{
1044 d_1_5_Core->f.BindBuffer(target, buffer);
1045}
1046
1048{
1049 d_1_5_Core->f.GetQueryObjectuiv(id, pname, params);
1050}
1051
1053{
1054 d_1_5_Core->f.GetQueryObjectiv(id, pname, params);
1055}
1056
1058{
1059 d_1_5_Core->f.GetQueryiv(target, pname, params);
1060}
1061
1063{
1064 d_1_5_Core->f.EndQuery(target);
1065}
1066
1068{
1069 d_1_5_Core->f.BeginQuery(target, id);
1070}
1071
1073{
1074 return d_1_5_Core->f.IsQuery(id);
1075}
1076
1078{
1079 d_1_5_Core->f.DeleteQueries(n, ids);
1080}
1081
1083{
1084 d_1_5_Core->f.GenQueries(n, ids);
1085}
1086
1087
1088// OpenGL 2.0 core functions
1090{
1091 d_2_0_Core->f.VertexAttribPointer(index, size, type, normalized, stride, pointer);
1092}
1093
1095{
1096 d_2_0_Core->f.ValidateProgram(program);
1097}
1098
1100{
1101 d_2_0_Core->f.UniformMatrix4fv(location, count, transpose, value);
1102}
1103
1105{
1106 d_2_0_Core->f.UniformMatrix3fv(location, count, transpose, value);
1107}
1108
1110{
1111 d_2_0_Core->f.UniformMatrix2fv(location, count, transpose, value);
1112}
1113
1115{
1116 d_2_0_Core->f.Uniform4iv(location, count, value);
1117}
1118
1120{
1121 d_2_0_Core->f.Uniform3iv(location, count, value);
1122}
1123
1125{
1126 d_2_0_Core->f.Uniform2iv(location, count, value);
1127}
1128
1130{
1131 d_2_0_Core->f.Uniform1iv(location, count, value);
1132}
1133
1135{
1136 d_2_0_Core->f.Uniform4fv(location, count, value);
1137}
1138
1140{
1141 d_2_0_Core->f.Uniform3fv(location, count, value);
1142}
1143
1145{
1146 d_2_0_Core->f.Uniform2fv(location, count, value);
1147}
1148
1150{
1151 d_2_0_Core->f.Uniform1fv(location, count, value);
1152}
1153
1155{
1156 d_2_0_Core->f.Uniform4i(location, v0, v1, v2, v3);
1157}
1158
1160{
1161 d_2_0_Core->f.Uniform3i(location, v0, v1, v2);
1162}
1163
1165{
1166 d_2_0_Core->f.Uniform2i(location, v0, v1);
1167}
1168
1170{
1171 d_2_0_Core->f.Uniform1i(location, v0);
1172}
1173
1175{
1176 d_2_0_Core->f.Uniform4f(location, v0, v1, v2, v3);
1177}
1178
1180{
1181 d_2_0_Core->f.Uniform3f(location, v0, v1, v2);
1182}
1183
1185{
1186 d_2_0_Core->f.Uniform2f(location, v0, v1);
1187}
1188
1190{
1191 d_2_0_Core->f.Uniform1f(location, v0);
1192}
1193
1195{
1196 d_2_0_Core->f.UseProgram(program);
1197}
1198
1200{
1201 d_2_0_Core->f.ShaderSource(shader, count, string, length);
1202}
1203
1205{
1206 d_2_0_Core->f.LinkProgram(program);
1207}
1208
1210{
1211 return d_2_0_Core->f.IsShader(shader);
1212}
1213
1215{
1216 return d_2_0_Core->f.IsProgram(program);
1217}
1218
1220{
1221 d_2_0_Core->f.GetVertexAttribPointerv(index, pname, pointer);
1222}
1223
1225{
1226 d_2_0_Core->f.GetVertexAttribiv(index, pname, params);
1227}
1228
1230{
1231 d_2_0_Core->f.GetVertexAttribfv(index, pname, params);
1232}
1233
1235{
1236 d_2_0_Core->f.GetVertexAttribdv(index, pname, params);
1237}
1238
1240{
1241 d_2_0_Core->f.GetUniformiv(program, location, params);
1242}
1243
1245{
1246 d_2_0_Core->f.GetUniformfv(program, location, params);
1247}
1248
1250{
1251 return d_2_0_Core->f.GetUniformLocation(program, name);
1252}
1253
1258
1263
1265{
1266 d_2_0_Core->f.GetShaderiv(shader, pname, params);
1267}
1268
1273
1275{
1276 d_2_0_Core->f.GetProgramiv(program, pname, params);
1277}
1278
1280{
1281 return d_2_0_Core->f.GetAttribLocation(program, name);
1282}
1283
1285{
1286 d_2_0_Core->f.GetAttachedShaders(program, maxCount, count, obj);
1287}
1288
1293
1298
1300{
1301 d_2_0_Core->f.EnableVertexAttribArray(index);
1302}
1303
1305{
1306 d_2_0_Core->f.DisableVertexAttribArray(index);
1307}
1308
1310{
1311 d_2_0_Core->f.DetachShader(program, shader);
1312}
1313
1315{
1316 d_2_0_Core->f.DeleteShader(shader);
1317}
1318
1320{
1321 d_2_0_Core->f.DeleteProgram(program);
1322}
1323
1325{
1326 return d_2_0_Core->f.CreateShader(type);
1327}
1328
1330{
1331 return d_2_0_Core->f.CreateProgram();
1332}
1333
1335{
1336 d_2_0_Core->f.CompileShader(shader);
1337}
1338
1340{
1341 d_2_0_Core->f.BindAttribLocation(program, index, name);
1342}
1343
1345{
1346 d_2_0_Core->f.AttachShader(program, shader);
1347}
1348
1350{
1351 d_2_0_Core->f.StencilMaskSeparate(face, mask);
1352}
1353
1355{
1356 d_2_0_Core->f.StencilFuncSeparate(face, func, ref, mask);
1357}
1358
1360{
1361 d_2_0_Core->f.StencilOpSeparate(face, sfail, dpfail, dppass);
1362}
1363
1365{
1366 d_2_0_Core->f.DrawBuffers(n, bufs);
1367}
1368
1370{
1371 d_2_0_Core->f.BlendEquationSeparate(modeRGB, modeAlpha);
1372}
1373
1374
1375// OpenGL 2.1 core functions
1377{
1378 d_2_1_Core->f.UniformMatrix4x3fv(location, count, transpose, value);
1379}
1380
1382{
1383 d_2_1_Core->f.UniformMatrix3x4fv(location, count, transpose, value);
1384}
1385
1387{
1388 d_2_1_Core->f.UniformMatrix4x2fv(location, count, transpose, value);
1389}
1390
1392{
1393 d_2_1_Core->f.UniformMatrix2x4fv(location, count, transpose, value);
1394}
1395
1397{
1398 d_2_1_Core->f.UniformMatrix3x2fv(location, count, transpose, value);
1399}
1400
1402{
1403 d_2_1_Core->f.UniformMatrix2x3fv(location, count, transpose, value);
1404}
1405
1406
1407// OpenGL 3.0 core functions
1409{
1410 return d_3_0_Core->f.IsVertexArray(array);
1411}
1412
1414{
1415 d_3_0_Core->f.GenVertexArrays(n, arrays);
1416}
1417
1419{
1420 d_3_0_Core->f.DeleteVertexArrays(n, arrays);
1421}
1422
1424{
1425 d_3_0_Core->f.BindVertexArray(array);
1426}
1427
1429{
1430 d_3_0_Core->f.FlushMappedBufferRange(target, offset, length);
1431}
1432
1434{
1435 return d_3_0_Core->f.MapBufferRange(target, offset, length, access);
1436}
1437
1442
1447
1452
1454{
1455 d_3_0_Core->f.GenerateMipmap(target);
1456}
1457
1459{
1460 d_3_0_Core->f.GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
1461}
1462
1467
1472
1477
1482
1484{
1485 return d_3_0_Core->f.CheckFramebufferStatus(target);
1486}
1487
1489{
1490 d_3_0_Core->f.GenFramebuffers(n, framebuffers);
1491}
1492
1494{
1495 d_3_0_Core->f.DeleteFramebuffers(n, framebuffers);
1496}
1497
1499{
1500 d_3_0_Core->f.BindFramebuffer(target, framebuffer);
1501}
1502
1504{
1505 return d_3_0_Core->f.IsFramebuffer(framebuffer);
1506}
1507
1509{
1510 d_3_0_Core->f.GetRenderbufferParameteriv(target, pname, params);
1511}
1512
1517
1519{
1520 d_3_0_Core->f.GenRenderbuffers(n, renderbuffers);
1521}
1522
1524{
1525 d_3_0_Core->f.DeleteRenderbuffers(n, renderbuffers);
1526}
1527
1529{
1530 d_3_0_Core->f.BindRenderbuffer(target, renderbuffer);
1531}
1532
1534{
1535 return d_3_0_Core->f.IsRenderbuffer(renderbuffer);
1536}
1537
1539{
1540 return d_3_0_Core->f.GetStringi(name, index);
1541}
1542
1547
1549{
1550 d_3_0_Core->f.ClearBufferfv(buffer, drawbuffer, value);
1551}
1552
1554{
1555 d_3_0_Core->f.ClearBufferuiv(buffer, drawbuffer, value);
1556}
1557
1559{
1560 d_3_0_Core->f.ClearBufferiv(buffer, drawbuffer, value);
1561}
1562
1564{
1565 d_3_0_Core->f.GetTexParameterIuiv(target, pname, params);
1566}
1567
1569{
1570 d_3_0_Core->f.GetTexParameterIiv(target, pname, params);
1571}
1572
1574{
1575 d_3_0_Core->f.TexParameterIuiv(target, pname, params);
1576}
1577
1579{
1580 d_3_0_Core->f.TexParameterIiv(target, pname, params);
1581}
1582
1584{
1585 d_3_0_Core->f.Uniform4uiv(location, count, value);
1586}
1587
1589{
1590 d_3_0_Core->f.Uniform3uiv(location, count, value);
1591}
1592
1594{
1595 d_3_0_Core->f.Uniform2uiv(location, count, value);
1596}
1597
1599{
1600 d_3_0_Core->f.Uniform1uiv(location, count, value);
1601}
1602
1604{
1605 d_3_0_Core->f.Uniform4ui(location, v0, v1, v2, v3);
1606}
1607
1609{
1610 d_3_0_Core->f.Uniform3ui(location, v0, v1, v2);
1611}
1612
1614{
1615 d_3_0_Core->f.Uniform2ui(location, v0, v1);
1616}
1617
1619{
1620 d_3_0_Core->f.Uniform1ui(location, v0);
1621}
1622
1624{
1625 return d_3_0_Core->f.GetFragDataLocation(program, name);
1626}
1627
1629{
1630 d_3_0_Core->f.BindFragDataLocation(program, color, name);
1631}
1632
1634{
1635 d_3_0_Core->f.GetUniformuiv(program, location, params);
1636}
1637
1639{
1640 d_3_0_Core->f.GetVertexAttribIuiv(index, pname, params);
1641}
1642
1644{
1645 d_3_0_Core->f.GetVertexAttribIiv(index, pname, params);
1646}
1647
1649{
1650 d_3_0_Core->f.VertexAttribIPointer(index, size, type, stride, pointer);
1651}
1652
1654{
1655 d_3_0_Core->f.EndConditionalRender();
1656}
1657
1659{
1660 d_3_0_Core->f.BeginConditionalRender(id, mode);
1661}
1662
1664{
1665 d_3_0_Core->f.ClampColor(target, clamp);
1666}
1667
1672
1674{
1675 d_3_0_Core->f.TransformFeedbackVaryings(program, count, varyings, bufferMode);
1676}
1677
1679{
1680 d_3_0_Core->f.BindBufferBase(target, index, buffer);
1681}
1682
1687
1689{
1690 d_3_0_Core->f.EndTransformFeedback();
1691}
1692
1694{
1695 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
1696}
1697
1699{
1700 return d_3_0_Core->f.IsEnabledi(target, index);
1701}
1702
1704{
1705 d_3_0_Core->f.Disablei(target, index);
1706}
1707
1709{
1710 d_3_0_Core->f.Enablei(target, index);
1711}
1712
1714{
1715 d_3_0_Core->f.GetIntegeri_v(target, index, data);
1716}
1717
1719{
1720 d_3_0_Core->f.GetBooleani_v(target, index, data);
1721}
1722
1724{
1725 d_3_0_Core->f.ColorMaski(index, r, g, b, a);
1726}
1727
1728
1729// OpenGL 3.1 core functions
1731{
1732 d_3_1_Core->f.CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
1733}
1734
1739
1744
1749
1751{
1752 return d_3_1_Core->f.GetUniformBlockIndex(program, uniformBlockName);
1753}
1754
1759
1764
1769
1771{
1772 d_3_1_Core->f.PrimitiveRestartIndex(index);
1773}
1774
1779
1781{
1782 d_3_1_Core->f.DrawElementsInstanced(mode, count, type, indices, instancecount);
1783}
1784
1789
1790
1791// OpenGL 3.2 core functions
1793{
1794 d_3_2_Core->f.SampleMaski(index, mask);
1795}
1796
1798{
1799 d_3_2_Core->f.GetMultisamplefv(pname, index, val);
1800}
1801
1806
1811
1813{
1814 d_3_2_Core->f.GetSynciv(sync, pname, bufSize, length, values);
1815}
1816
1818{
1819 d_3_2_Core->f.GetInteger64v(pname, params);
1820}
1821
1823{
1824 d_3_2_Core->f.WaitSync(sync, flags, timeout);
1825}
1826
1828{
1829 return d_3_2_Core->f.ClientWaitSync(sync, flags, timeout);
1830}
1831
1833{
1834 d_3_2_Core->f.DeleteSync(sync);
1835}
1836
1838{
1839 return d_3_2_Core->f.IsSync(sync);
1840}
1841
1843{
1844 return d_3_2_Core->f.FenceSync(condition, flags);
1845}
1846
1848{
1849 d_3_2_Core->f.ProvokingVertex(mode);
1850}
1851
1853{
1854 d_3_2_Core->f.MultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex);
1855}
1856
1861
1863{
1864 d_3_2_Core->f.DrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex);
1865}
1866
1868{
1869 d_3_2_Core->f.DrawElementsBaseVertex(mode, count, type, indices, basevertex);
1870}
1871
1876
1878{
1879 d_3_2_Core->f.GetBufferParameteri64v(target, pname, params);
1880}
1881
1883{
1884 d_3_2_Core->f.GetInteger64i_v(target, index, data);
1885}
1886
1887
1888// OpenGL 3.3 core functions
1890{
1891 d_3_3_Core->f.VertexAttribP4uiv(index, type, normalized, value);
1892}
1893
1898
1900{
1901 d_3_3_Core->f.VertexAttribP3uiv(index, type, normalized, value);
1902}
1903
1908
1910{
1911 d_3_3_Core->f.VertexAttribP2uiv(index, type, normalized, value);
1912}
1913
1918
1920{
1921 d_3_3_Core->f.VertexAttribP1uiv(index, type, normalized, value);
1922}
1923
1928
1930{
1931 d_3_3_Core->f.GetQueryObjectui64v(id, pname, params);
1932}
1933
1935{
1936 d_3_3_Core->f.GetQueryObjecti64v(id, pname, params);
1937}
1938
1940{
1941 d_3_3_Core->f.QueryCounter(id, target);
1942}
1943
1945{
1946 d_3_3_Core->f.GetSamplerParameterIuiv(sampler, pname, params);
1947}
1948
1950{
1951 d_3_3_Core->f.GetSamplerParameterfv(sampler, pname, params);
1952}
1953
1955{
1956 d_3_3_Core->f.GetSamplerParameterIiv(sampler, pname, params);
1957}
1958
1960{
1961 d_3_3_Core->f.GetSamplerParameteriv(sampler, pname, params);
1962}
1963
1965{
1966 d_3_3_Core->f.SamplerParameterIuiv(sampler, pname, param);
1967}
1968
1970{
1971 d_3_3_Core->f.SamplerParameterIiv(sampler, pname, param);
1972}
1973
1975{
1976 d_3_3_Core->f.SamplerParameterfv(sampler, pname, param);
1977}
1978
1980{
1981 d_3_3_Core->f.SamplerParameterf(sampler, pname, param);
1982}
1983
1985{
1986 d_3_3_Core->f.SamplerParameteriv(sampler, pname, param);
1987}
1988
1990{
1991 d_3_3_Core->f.SamplerParameteri(sampler, pname, param);
1992}
1993
1995{
1996 d_3_3_Core->f.BindSampler(unit, sampler);
1997}
1998
2000{
2001 return d_3_3_Core->f.IsSampler(sampler);
2002}
2003
2005{
2006 d_3_3_Core->f.DeleteSamplers(count, samplers);
2007}
2008
2010{
2011 d_3_3_Core->f.GenSamplers(count, samplers);
2012}
2013
2015{
2016 return d_3_3_Core->f.GetFragDataIndex(program, name);
2017}
2018
2020{
2021 d_3_3_Core->f.BindFragDataLocationIndexed(program, colorNumber, index, name);
2022}
2023
2025{
2026 d_3_3_Core->f.VertexAttribDivisor(index, divisor);
2027}
2028
2029
2030// OpenGL 4.0 core functions
2032{
2033 d_4_0_Core->f.GetQueryIndexediv(target, index, pname, params);
2034}
2035
2037{
2038 d_4_0_Core->f.EndQueryIndexed(target, index);
2039}
2040
2042{
2043 d_4_0_Core->f.BeginQueryIndexed(target, index, id);
2044}
2045
2047{
2048 d_4_0_Core->f.DrawTransformFeedbackStream(mode, id, stream);
2049}
2050
2052{
2053 d_4_0_Core->f.DrawTransformFeedback(mode, id);
2054}
2055
2057{
2058 d_4_0_Core->f.ResumeTransformFeedback();
2059}
2060
2062{
2063 d_4_0_Core->f.PauseTransformFeedback();
2064}
2065
2067{
2068 return d_4_0_Core->f.IsTransformFeedback(id);
2069}
2070
2072{
2073 d_4_0_Core->f.GenTransformFeedbacks(n, ids);
2074}
2075
2077{
2078 d_4_0_Core->f.DeleteTransformFeedbacks(n, ids);
2079}
2080
2082{
2083 d_4_0_Core->f.BindTransformFeedback(target, id);
2084}
2085
2087{
2088 d_4_0_Core->f.PatchParameterfv(pname, values);
2089}
2090
2092{
2093 d_4_0_Core->f.PatchParameteri(pname, value);
2094}
2095
2100
2102{
2103 d_4_0_Core->f.GetUniformSubroutineuiv(shadertype, location, params);
2104}
2105
2107{
2108 d_4_0_Core->f.UniformSubroutinesuiv(shadertype, count, indices);
2109}
2110
2115
2120
2125
2127{
2128 return d_4_0_Core->f.GetSubroutineIndex(program, shadertype, name);
2129}
2130
2132{
2133 return d_4_0_Core->f.GetSubroutineUniformLocation(program, shadertype, name);
2134}
2135
2137{
2138 d_4_0_Core->f.GetUniformdv(program, location, params);
2139}
2140
2142{
2143 d_4_0_Core->f.UniformMatrix4x3dv(location, count, transpose, value);
2144}
2145
2147{
2148 d_4_0_Core->f.UniformMatrix4x2dv(location, count, transpose, value);
2149}
2150
2152{
2153 d_4_0_Core->f.UniformMatrix3x4dv(location, count, transpose, value);
2154}
2155
2157{
2158 d_4_0_Core->f.UniformMatrix3x2dv(location, count, transpose, value);
2159}
2160
2162{
2163 d_4_0_Core->f.UniformMatrix2x4dv(location, count, transpose, value);
2164}
2165
2167{
2168 d_4_0_Core->f.UniformMatrix2x3dv(location, count, transpose, value);
2169}
2170
2172{
2173 d_4_0_Core->f.UniformMatrix4dv(location, count, transpose, value);
2174}
2175
2177{
2178 d_4_0_Core->f.UniformMatrix3dv(location, count, transpose, value);
2179}
2180
2182{
2183 d_4_0_Core->f.UniformMatrix2dv(location, count, transpose, value);
2184}
2185
2187{
2188 d_4_0_Core->f.Uniform4dv(location, count, value);
2189}
2190
2192{
2193 d_4_0_Core->f.Uniform3dv(location, count, value);
2194}
2195
2197{
2198 d_4_0_Core->f.Uniform2dv(location, count, value);
2199}
2200
2202{
2203 d_4_0_Core->f.Uniform1dv(location, count, value);
2204}
2205
2207{
2208 d_4_0_Core->f.Uniform4d(location, x, y, z, w);
2209}
2210
2212{
2213 d_4_0_Core->f.Uniform3d(location, x, y, z);
2214}
2215
2217{
2218 d_4_0_Core->f.Uniform2d(location, x, y);
2219}
2220
2222{
2223 d_4_0_Core->f.Uniform1d(location, x);
2224}
2225
2227{
2228 d_4_0_Core->f.DrawElementsIndirect(mode, type, indirect);
2229}
2230
2232{
2233 d_4_0_Core->f.DrawArraysIndirect(mode, indirect);
2234}
2235
2240
2242{
2243 d_4_0_Core->f.BlendFunci(buf, src, dst);
2244}
2245
2247{
2248 d_4_0_Core->f.BlendEquationSeparatei(buf, modeRGB, modeAlpha);
2249}
2250
2252{
2253 d_4_0_Core->f.BlendEquationi(buf, mode);
2254}
2255
2257{
2258 d_4_0_Core->f.MinSampleShading(value);
2259}
2260
2261
2262// OpenGL 4.1 core functions
2264{
2265 d_4_1_Core->f.GetDoublei_v(target, index, data);
2266}
2267
2269{
2270 d_4_1_Core->f.GetFloati_v(target, index, data);
2271}
2272
2274{
2275 d_4_1_Core->f.DepthRangeIndexed(index, n, f);
2276}
2277
2279{
2280 d_4_1_Core->f.DepthRangeArrayv(first, count, v);
2281}
2282
2284{
2285 d_4_1_Core->f.ScissorIndexedv(index, v);
2286}
2287
2292
2294{
2295 d_4_1_Core->f.ScissorArrayv(first, count, v);
2296}
2297
2299{
2300 d_4_1_Core->f.ViewportIndexedfv(index, v);
2301}
2302
2304{
2305 d_4_1_Core->f.ViewportIndexedf(index, x, y, w, h);
2306}
2307
2309{
2310 d_4_1_Core->f.ViewportArrayv(first, count, v);
2311}
2312
2314{
2315 d_4_1_Core->f.GetVertexAttribLdv(index, pname, params);
2316}
2317
2319{
2320 d_4_1_Core->f.VertexAttribLPointer(index, size, type, stride, pointer);
2321}
2322
2324{
2325 d_4_1_Core->f.VertexAttribL4dv(index, v);
2326}
2327
2329{
2330 d_4_1_Core->f.VertexAttribL3dv(index, v);
2331}
2332
2334{
2335 d_4_1_Core->f.VertexAttribL2dv(index, v);
2336}
2337
2339{
2340 d_4_1_Core->f.VertexAttribL1dv(index, v);
2341}
2342
2344{
2345 d_4_1_Core->f.VertexAttribL4d(index, x, y, z, w);
2346}
2347
2349{
2350 d_4_1_Core->f.VertexAttribL3d(index, x, y, z);
2351}
2352
2354{
2355 d_4_1_Core->f.VertexAttribL2d(index, x, y);
2356}
2357
2359{
2360 d_4_1_Core->f.VertexAttribL1d(index, x);
2361}
2362
2364{
2365 d_4_1_Core->f.GetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog);
2366}
2367
2369{
2370 d_4_1_Core->f.ValidateProgramPipeline(pipeline);
2371}
2372
2377
2382
2387
2392
2397
2402
2407
2412
2417
2422
2427
2432
2437
2442
2447
2452
2457
2462
2464{
2465 d_4_1_Core->f.ProgramUniform4uiv(program, location, count, value);
2466}
2467
2469{
2470 d_4_1_Core->f.ProgramUniform4ui(program, location, v0, v1, v2, v3);
2471}
2472
2474{
2475 d_4_1_Core->f.ProgramUniform4dv(program, location, count, value);
2476}
2477
2482
2484{
2485 d_4_1_Core->f.ProgramUniform4fv(program, location, count, value);
2486}
2487
2489{
2490 d_4_1_Core->f.ProgramUniform4f(program, location, v0, v1, v2, v3);
2491}
2492
2494{
2495 d_4_1_Core->f.ProgramUniform4iv(program, location, count, value);
2496}
2497
2499{
2500 d_4_1_Core->f.ProgramUniform4i(program, location, v0, v1, v2, v3);
2501}
2502
2504{
2505 d_4_1_Core->f.ProgramUniform3uiv(program, location, count, value);
2506}
2507
2509{
2510 d_4_1_Core->f.ProgramUniform3ui(program, location, v0, v1, v2);
2511}
2512
2514{
2515 d_4_1_Core->f.ProgramUniform3dv(program, location, count, value);
2516}
2517
2519{
2520 d_4_1_Core->f.ProgramUniform3d(program, location, v0, v1, v2);
2521}
2522
2524{
2525 d_4_1_Core->f.ProgramUniform3fv(program, location, count, value);
2526}
2527
2529{
2530 d_4_1_Core->f.ProgramUniform3f(program, location, v0, v1, v2);
2531}
2532
2534{
2535 d_4_1_Core->f.ProgramUniform3iv(program, location, count, value);
2536}
2537
2539{
2540 d_4_1_Core->f.ProgramUniform3i(program, location, v0, v1, v2);
2541}
2542
2544{
2545 d_4_1_Core->f.ProgramUniform2uiv(program, location, count, value);
2546}
2547
2549{
2550 d_4_1_Core->f.ProgramUniform2ui(program, location, v0, v1);
2551}
2552
2554{
2555 d_4_1_Core->f.ProgramUniform2dv(program, location, count, value);
2556}
2557
2559{
2560 d_4_1_Core->f.ProgramUniform2d(program, location, v0, v1);
2561}
2562
2564{
2565 d_4_1_Core->f.ProgramUniform2fv(program, location, count, value);
2566}
2567
2569{
2570 d_4_1_Core->f.ProgramUniform2f(program, location, v0, v1);
2571}
2572
2574{
2575 d_4_1_Core->f.ProgramUniform2iv(program, location, count, value);
2576}
2577
2579{
2580 d_4_1_Core->f.ProgramUniform2i(program, location, v0, v1);
2581}
2582
2584{
2585 d_4_1_Core->f.ProgramUniform1uiv(program, location, count, value);
2586}
2587
2589{
2590 d_4_1_Core->f.ProgramUniform1ui(program, location, v0);
2591}
2592
2594{
2595 d_4_1_Core->f.ProgramUniform1dv(program, location, count, value);
2596}
2597
2599{
2600 d_4_1_Core->f.ProgramUniform1d(program, location, v0);
2601}
2602
2604{
2605 d_4_1_Core->f.ProgramUniform1fv(program, location, count, value);
2606}
2607
2609{
2610 d_4_1_Core->f.ProgramUniform1f(program, location, v0);
2611}
2612
2614{
2615 d_4_1_Core->f.ProgramUniform1iv(program, location, count, value);
2616}
2617
2619{
2620 d_4_1_Core->f.ProgramUniform1i(program, location, v0);
2621}
2622
2624{
2625 d_4_1_Core->f.GetProgramPipelineiv(pipeline, pname, params);
2626}
2627
2629{
2630 return d_4_1_Core->f.IsProgramPipeline(pipeline);
2631}
2632
2634{
2635 d_4_1_Core->f.GenProgramPipelines(n, pipelines);
2636}
2637
2639{
2640 d_4_1_Core->f.DeleteProgramPipelines(n, pipelines);
2641}
2642
2644{
2645 d_4_1_Core->f.BindProgramPipeline(pipeline);
2646}
2647
2649{
2650 return d_4_1_Core->f.CreateShaderProgramv(type, count, strings);
2651}
2652
2654{
2655 d_4_1_Core->f.ActiveShaderProgram(pipeline, program);
2656}
2657
2659{
2660 d_4_1_Core->f.UseProgramStages(pipeline, stages, program);
2661}
2662
2664{
2665 d_4_1_Core->f.ProgramParameteri(program, pname, value);
2666}
2667
2669{
2670 d_4_1_Core->f.ProgramBinary(program, binaryFormat, binary, length);
2671}
2672
2677
2679{
2680 d_4_1_Core->f.ClearDepthf(dd);
2681}
2682
2684{
2685 d_4_1_Core->f.DepthRangef(n, f);
2686}
2687
2692
2694{
2695 d_4_1_Core->f.ShaderBinary(count, shaders, binaryformat, binary, length);
2696}
2697
2699{
2700 d_4_1_Core->f.ReleaseShaderCompiler();
2701}
2702
2703
2704// OpenGL 4.2 core functions
2709
2714
2719
2721{
2722 d_4_2_Core->f.MemoryBarrier(barriers);
2723}
2724
2729
2731{
2732 d_4_2_Core->f.GetActiveAtomicCounterBufferiv(program, bufferIndex, pname, params);
2733}
2734
2739
2741{
2742 d_4_2_Core->f.DrawTransformFeedbackStreamInstanced(mode, id, stream, instancecount);
2743}
2744
2746{
2747 d_4_2_Core->f.DrawTransformFeedbackInstanced(mode, id, instancecount);
2748}
2749
2754
2759
2764
2765
2766// OpenGL 4.3 core functions
2771
2776
2781
2786
2788{
2789 return d_4_3_Core->f.GetProgramResourceLocationIndex(program, programInterface, name);
2790}
2791
2793{
2794 return d_4_3_Core->f.GetProgramResourceLocation(program, programInterface, name);
2795}
2796
2801
2806
2808{
2809 return d_4_3_Core->f.GetProgramResourceIndex(program, programInterface, name);
2810}
2811
2816
2818{
2819 d_4_3_Core->f.MultiDrawElementsIndirect(mode, type, indirect, drawcount, stride);
2820}
2821
2823{
2824 d_4_3_Core->f.MultiDrawArraysIndirect(mode, indirect, drawcount, stride);
2825}
2826
2831
2836
2838{
2839 d_4_3_Core->f.InvalidateBufferData(buffer);
2840}
2841
2843{
2844 d_4_3_Core->f.InvalidateBufferSubData(buffer, offset, length);
2845}
2846
2848{
2849 d_4_3_Core->f.InvalidateTexImage(texture, level);
2850}
2851
2856
2861
2863{
2864 d_4_3_Core->f.GetFramebufferParameteriv(target, pname, params);
2865}
2866
2868{
2869 d_4_3_Core->f.FramebufferParameteri(target, pname, param);
2870}
2871
2873{
2874 d_4_3_Core->f.VertexBindingDivisor(bindingindex, divisor);
2875}
2876
2878{
2879 d_4_3_Core->f.VertexAttribBinding(attribindex, bindingindex);
2880}
2881
2886
2891
2896
2901
2906
2911
2913{
2914 d_4_3_Core->f.DispatchComputeIndirect(indirect);
2915}
2916
2918{
2919 d_4_3_Core->f.DispatchCompute(num_groups_x, num_groups_y, num_groups_z);
2920}
2921
2926
2928{
2929 d_4_3_Core->f.ClearBufferData(target, internalformat, format, type, data);
2930}
2931
2932
2933
2935
2936#ifdef Q_OS_WIN
2937#pragma pop_macro("MemoryBarrier")
2938#endif
2939
2940#endif // QT_NO_OPENGL && !QT_CONFIG(opengles2)
2941
2942#endif
quint16 opcode
Definition bluez_data_p.h:1
\inmodule QtGui
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glInvalidateTexImage(GLuint texture, GLint level)
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
void glDispatchComputeIndirect(GLintptr indirect)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glGetIntegerv(GLenum pname, GLint *params)
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glHint(GLenum target, GLenum mode)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glEnablei(GLenum target, GLuint index)
void glDepthRangef(GLfloat n, GLfloat f)
void glGetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
GLboolean glIsShader(GLuint shader)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTexBufferRange(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glPointParameteriv(GLenum pname, const GLint *params)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params)
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glInvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glMultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length)
void glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
void glTexStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glPixelStoref(GLenum pname, GLfloat param)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glVertexAttribL1d(GLuint index, GLdouble x)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount)
GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data)
void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glClampColor(GLenum target, GLenum clamp)
void glPatchParameteri(GLenum pname, GLint value)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glGetBooleanv(GLenum pname, GLboolean *params)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glValidateProgramPipeline(GLuint pipeline)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect)
void glTextureView(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glScissorIndexedv(GLuint index, const GLint *v)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glDisablei(GLenum target, GLuint index)
void glBeginTransformFeedback(GLenum primitiveMode)
void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
void glUniform1d(GLint location, GLdouble x)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
GLenum glCheckFramebufferStatus(GLenum target)
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glTexStorage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount)
void glGenProgramPipelines(GLsizei n, GLuint *pipelines)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glGenTextures(GLsizei n, GLuint *textures)
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGenSamplers(GLsizei count, GLuint *samplers)
GLboolean glUnmapBuffer(GLenum target)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glQueryCounter(GLuint id, GLenum target)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset)
void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
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 glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glSampleMaski(GLuint index, GLbitfield mask)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glVertexAttribL4dv(GLuint index, const GLdouble *v)
GLboolean glIsSampler(GLuint sampler)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding)
void glBindTransformFeedback(GLenum target, GLuint id)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
void glBlendEquationi(GLuint buf, GLenum mode)
void glVertexAttribL2dv(GLuint index, const GLdouble *v)
void glBeginQuery(GLenum target, GLuint id)
void glUniform1i(GLint location, GLint v0)
void glGetInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
GLboolean glIsVertexArray(GLuint array)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glProgramParameteri(GLuint program, GLenum pname, GLint value)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glEndQueryIndexed(GLenum target, GLuint index)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glVertexAttribL1dv(GLuint index, const GLdouble *v)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
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 glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glGetDoublev(GLenum pname, GLdouble *params)
void glMemoryBarrier(GLbitfield barriers)
void glUniform1ui(GLint location, GLuint v0)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glGetInteger64v(GLenum pname, GLint64 *params)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
const GLubyte * glGetString(GLenum name)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
void glBindSampler(GLuint unit, GLuint sampler)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glProgramUniform1i(GLuint program, GLint location, GLint v0)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
GLboolean glIsBuffer(GLuint buffer)
void glAttachShader(GLuint program, GLuint shader)
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
GLboolean glIsTexture(GLuint texture)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance)
void glMultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name)
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glBindProgramPipeline(GLuint pipeline)
void glBindBuffer(GLenum target, GLuint buffer)
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glBindTexture(GLenum target, GLuint texture)
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glPolygonMode(GLenum face, GLenum mode)
void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
GLboolean glIsProgramPipeline(GLuint pipeline)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glViewportIndexedfv(GLuint index, const GLfloat *v)
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glGenQueries(GLsizei n, GLuint *ids)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glPixelStorei(GLenum pname, GLint param)
void glPointParameterf(GLenum pname, GLfloat param)
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
void glActiveShaderProgram(GLuint pipeline, GLuint program)
void glUniform1f(GLint location, GLfloat v0)
void glDetachShader(GLuint program, GLuint shader)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
GLint glGetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glPointParameteri(GLenum pname, GLint param)
void glGetFloatv(GLenum pname, GLfloat *params)
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels)
void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
GLboolean glIsProgram(GLuint program)
void glVertexAttribL3dv(GLuint index, const GLdouble *v)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
Combined button and popup list for selecting options.
static void * context
EGLStreamKHR stream
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
EGLOutputLayerEXT layer
ptrdiff_t GLintptr
Definition qopengl.h:163
uint64_t GLuint64
Definition qopengl.h:233
int64_t GLint64
Definition qopengl.h:232
ptrdiff_t GLsizeiptr
Definition qopengl.h:164
struct __GLsync * GLsync
Definition qopengl.h:234
char GLchar
Definition qopengl.h:158
GLenum modeRGB
GLint location
GLenum GLenum modeAlpha
GLsizei GLenum GLsizei GLsizei GLsizei GLboolean fixedsamplelocations
GLint GLint GLint GLint dstX0
GLint GLfloat GLfloat GLfloat v2
GLenum GLsizei GLsizei GLint * values
[15]
GLsizei GLsizei GLenum void * binary
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
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 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
GLsizei GLsizei GLchar * infoLog
GLenum face
GLfloat GLfloat f
GLint GLint srcX1
GLsizei levels
GLenum GLenum GLenum srcAlpha
GLenum src
GLsizei range
const void GLsizei GLsizei stride
GLenum GLuint buffer
GLint GLint GLint yoffset
GLint GLsizei width
GLint GLint GLint GLint zoffset
GLint GLsizei GLboolean transpose
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
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 const GLenum * attachments
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
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
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
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
GLhandleARB obj
[2]
GLdouble s
[6]
Definition qopenglext.h:235
const GLchar * uniformBlockName
GLuint GLint srcX0
GLenum GLenum sfactorAlpha
Definition qopenglext.h:373
GLsizei uniformCount
GLbyte GLbyte blue
Definition qopenglext.h:385
GLenum func
Definition qopenglext.h:663
GLsizei const GLchar *const * varyings
GLuint GLfloat * val
GLsizei const GLchar *const GLenum bufferMode
GLuint renderbuffer
GLuint GLsizei GLsizei GLchar * uniformName
GLint void * img
Definition qopenglext.h:233
GLenum precisiontype
GLenum array
GLuint shader
Definition qopenglext.h:665
GLenum sfail
Definition qopenglext.h:662
GLuint num_groups_y
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLsizei maxCount
Definition qopenglext.h:677
GLuint * samplers
GLint GLenum GLboolean GLuint relativeoffset
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
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
GLuint attribindex
GLuint uniformBlockIndex
GLuint storageBlockIndex
GLenum cap
GLenum GLint GLint * precision
GLint drawbuffer
GLenum GLenum dpfail
Definition qopenglext.h:662
GLsizeiptr const void GLenum usage
Definition qopenglext.h:543
GLboolean invert
Definition qopenglext.h:226
GLsizei const GLchar *const * uniformNames
#define GLuint
QGraphicsSvgItem * red