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qopenglfunctions_4_4_core.h
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1// Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB)
2// Copyright (C) 2016 The Qt Company Ltd.
3// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
4/***************************************************************************
5** This file was generated by glgen version 0.1
6** Command line was: glgen
7**
8** glgen is Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB)
9**
10** This is an auto-generated file.
11** Do not edit! All changes made to it will be lost.
12**
13****************************************************************************/
14
15#ifndef QOPENGLVERSIONFUNCTIONS_4_4_CORE_H
16#define QOPENGLVERSIONFUNCTIONS_4_4_CORE_H
17
18#include <QtOpenGL/qtopenglglobal.h>
19
20#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)
21
22#include <QtOpenGL/QOpenGLVersionProfile>
23#include <QtOpenGL/QOpenGLVersionFunctions>
24#include <QtGui/qopenglcontext.h>
25
26// MemoryBarrier is a macro on some architectures on Windows
27#ifdef Q_OS_WIN
28#pragma push_macro("MemoryBarrier")
29#undef MemoryBarrier
30#endif
31
33
35{
36public:
39
40 bool initializeOpenGLFunctions() override;
41
42 // OpenGL 1.0 core functions
43 void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
44 void glDepthRange(GLdouble nearVal, GLdouble farVal);
45 GLboolean glIsEnabled(GLenum cap);
46 void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params);
47 void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params);
48 void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params);
49 void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
50 void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void *pixels);
51 const GLubyte * glGetString(GLenum name);
52 void glGetIntegerv(GLenum pname, GLint *data);
53 void glGetFloatv(GLenum pname, GLfloat *data);
54 GLenum glGetError();
55 void glGetDoublev(GLenum pname, GLdouble *data);
56 void glGetBooleanv(GLenum pname, GLboolean *data);
57 void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
58 void glReadBuffer(GLenum src);
59 void glPixelStorei(GLenum pname, GLint param);
60 void glPixelStoref(GLenum pname, GLfloat param);
61 void glDepthFunc(GLenum func);
62 void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
63 void glStencilFunc(GLenum func, GLint ref, GLuint mask);
64 void glLogicOp(GLenum opcode);
65 void glBlendFunc(GLenum sfactor, GLenum dfactor);
66 void glFlush();
67 void glFinish();
68 void glEnable(GLenum cap);
69 void glDisable(GLenum cap);
70 void glDepthMask(GLboolean flag);
72 void glStencilMask(GLuint mask);
73 void glClearDepth(GLdouble depth);
74 void glClearStencil(GLint s);
75 void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
76 void glClear(GLbitfield mask);
77 void glDrawBuffer(GLenum buf);
80 void glTexParameteriv(GLenum target, GLenum pname, const GLint *params);
81 void glTexParameteri(GLenum target, GLenum pname, GLint param);
82 void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
83 void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
84 void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
85 void glPolygonMode(GLenum face, GLenum mode);
86 void glPointSize(GLfloat size);
87 void glLineWidth(GLfloat width);
88 void glHint(GLenum target, GLenum mode);
89 void glFrontFace(GLenum mode);
90 void glCullFace(GLenum mode);
91
92 // OpenGL 1.1 core functions
93 GLboolean glIsTexture(GLuint texture);
94 void glGenTextures(GLsizei n, GLuint *textures);
95 void glDeleteTextures(GLsizei n, const GLuint *textures);
96 void glBindTexture(GLenum target, GLuint texture);
98 void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);
100 void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
103 void glPolygonOffset(GLfloat factor, GLfloat units);
104 void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices);
105 void glDrawArrays(GLenum mode, GLint first, GLsizei count);
106
107 // OpenGL 1.2 core functions
108 void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
109 void glBlendEquation(GLenum mode);
113 void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices);
114
115 // OpenGL 1.3 core functions
116 void glGetCompressedTexImage(GLenum target, GLint level, void *img);
117 void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);
118 void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
120 void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);
121 void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
123 void glSampleCoverage(GLfloat value, GLboolean invert);
124 void glActiveTexture(GLenum texture);
125
126 // OpenGL 1.4 core functions
127 void glPointParameteriv(GLenum pname, const GLint *params);
128 void glPointParameteri(GLenum pname, GLint param);
129 void glPointParameterfv(GLenum pname, const GLfloat *params);
130 void glPointParameterf(GLenum pname, GLfloat param);
131 void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount);
132 void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
133 void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
134
135 // OpenGL 1.5 core functions
136 void glGetBufferPointerv(GLenum target, GLenum pname, void * *params);
137 void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
138 GLboolean glUnmapBuffer(GLenum target);
139 void * glMapBuffer(GLenum target, GLenum access);
140 void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data);
141 void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
142 void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage);
143 GLboolean glIsBuffer(GLuint buffer);
144 void glGenBuffers(GLsizei n, GLuint *buffers);
145 void glDeleteBuffers(GLsizei n, const GLuint *buffers);
146 void glBindBuffer(GLenum target, GLuint buffer);
147 void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
148 void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params);
149 void glGetQueryiv(GLenum target, GLenum pname, GLint *params);
150 void glEndQuery(GLenum target);
151 void glBeginQuery(GLenum target, GLuint id);
152 GLboolean glIsQuery(GLuint id);
153 void glDeleteQueries(GLsizei n, const GLuint *ids);
154 void glGenQueries(GLsizei n, GLuint *ids);
155
156 // OpenGL 2.0 core functions
157 void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
158 void glVertexAttrib4usv(GLuint index, const GLushort *v);
159 void glVertexAttrib4uiv(GLuint index, const GLuint *v);
160 void glVertexAttrib4ubv(GLuint index, const GLubyte *v);
161 void glVertexAttrib4sv(GLuint index, const GLshort *v);
162 void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
163 void glVertexAttrib4iv(GLuint index, const GLint *v);
164 void glVertexAttrib4fv(GLuint index, const GLfloat *v);
165 void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
166 void glVertexAttrib4dv(GLuint index, const GLdouble *v);
167 void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
168 void glVertexAttrib4bv(GLuint index, const GLbyte *v);
169 void glVertexAttrib4Nusv(GLuint index, const GLushort *v);
170 void glVertexAttrib4Nuiv(GLuint index, const GLuint *v);
171 void glVertexAttrib4Nubv(GLuint index, const GLubyte *v);
172 void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
173 void glVertexAttrib4Nsv(GLuint index, const GLshort *v);
174 void glVertexAttrib4Niv(GLuint index, const GLint *v);
175 void glVertexAttrib4Nbv(GLuint index, const GLbyte *v);
176 void glVertexAttrib3sv(GLuint index, const GLshort *v);
177 void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z);
178 void glVertexAttrib3fv(GLuint index, const GLfloat *v);
179 void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
180 void glVertexAttrib3dv(GLuint index, const GLdouble *v);
181 void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
182 void glVertexAttrib2sv(GLuint index, const GLshort *v);
183 void glVertexAttrib2s(GLuint index, GLshort x, GLshort y);
184 void glVertexAttrib2fv(GLuint index, const GLfloat *v);
185 void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
186 void glVertexAttrib2dv(GLuint index, const GLdouble *v);
187 void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y);
188 void glVertexAttrib1sv(GLuint index, const GLshort *v);
189 void glVertexAttrib1s(GLuint index, GLshort x);
190 void glVertexAttrib1fv(GLuint index, const GLfloat *v);
191 void glVertexAttrib1f(GLuint index, GLfloat x);
192 void glVertexAttrib1dv(GLuint index, const GLdouble *v);
193 void glVertexAttrib1d(GLuint index, GLdouble x);
194 void glValidateProgram(GLuint program);
195 void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
196 void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
197 void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
198 void glUniform4iv(GLint location, GLsizei count, const GLint *value);
199 void glUniform3iv(GLint location, GLsizei count, const GLint *value);
200 void glUniform2iv(GLint location, GLsizei count, const GLint *value);
201 void glUniform1iv(GLint location, GLsizei count, const GLint *value);
202 void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
203 void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);
204 void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);
205 void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);
206 void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
207 void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
208 void glUniform2i(GLint location, GLint v0, GLint v1);
209 void glUniform1i(GLint location, GLint v0);
210 void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
211 void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
212 void glUniform2f(GLint location, GLfloat v0, GLfloat v1);
213 void glUniform1f(GLint location, GLfloat v0);
214 void glUseProgram(GLuint program);
215 void glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
216 void glLinkProgram(GLuint program);
217 GLboolean glIsShader(GLuint shader);
218 GLboolean glIsProgram(GLuint program);
219 void glGetVertexAttribPointerv(GLuint index, GLenum pname, void * *pointer);
220 void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
221 void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
222 void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params);
223 void glGetUniformiv(GLuint program, GLint location, GLint *params);
224 void glGetUniformfv(GLuint program, GLint location, GLfloat *params);
225 GLint glGetUniformLocation(GLuint program, const GLchar *name);
226 void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
227 void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
228 void glGetShaderiv(GLuint shader, GLenum pname, GLint *params);
229 void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
230 void glGetProgramiv(GLuint program, GLenum pname, GLint *params);
231 GLint glGetAttribLocation(GLuint program, const GLchar *name);
232 void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
233 void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
235 void glEnableVertexAttribArray(GLuint index);
236 void glDisableVertexAttribArray(GLuint index);
237 void glDetachShader(GLuint program, GLuint shader);
238 void glDeleteShader(GLuint shader);
239 void glDeleteProgram(GLuint program);
240 GLuint glCreateShader(GLenum type);
241 GLuint glCreateProgram();
242 void glCompileShader(GLuint shader);
243 void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
244 void glAttachShader(GLuint program, GLuint shader);
245 void glStencilMaskSeparate(GLenum face, GLuint mask);
246 void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
247 void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
248 void glDrawBuffers(GLsizei n, const GLenum *bufs);
249 void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
250
251 // OpenGL 2.1 core functions
252 void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
253 void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
254 void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
255 void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
256 void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
257 void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
258
259 // OpenGL 3.0 core functions
260 GLboolean glIsVertexArray(GLuint array);
261 void glGenVertexArrays(GLsizei n, GLuint *arrays);
262 void glDeleteVertexArrays(GLsizei n, const GLuint *arrays);
263 void glBindVertexArray(GLuint array);
264 void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length);
265 void * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
266 void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
267 void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
269 void glGenerateMipmap(GLenum target);
270 void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params);
271 void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
273 void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
274 void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
275 GLenum glCheckFramebufferStatus(GLenum target);
276 void glGenFramebuffers(GLsizei n, GLuint *framebuffers);
277 void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
278 void glBindFramebuffer(GLenum target, GLuint framebuffer);
279 GLboolean glIsFramebuffer(GLuint framebuffer);
280 void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
281 void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
282 void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
283 void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
284 void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
285 GLboolean glIsRenderbuffer(GLuint renderbuffer);
286 const GLubyte * glGetStringi(GLenum name, GLuint index);
287 void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
288 void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);
289 void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);
290 void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
291 void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params);
292 void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params);
293 void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params);
294 void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params);
295 void glUniform4uiv(GLint location, GLsizei count, const GLuint *value);
296 void glUniform3uiv(GLint location, GLsizei count, const GLuint *value);
297 void glUniform2uiv(GLint location, GLsizei count, const GLuint *value);
298 void glUniform1uiv(GLint location, GLsizei count, const GLuint *value);
299 void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
300 void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
301 void glUniform2ui(GLint location, GLuint v0, GLuint v1);
302 void glUniform1ui(GLint location, GLuint v0);
303 GLint glGetFragDataLocation(GLuint program, const GLchar *name);
304 void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name);
305 void glGetUniformuiv(GLuint program, GLint location, GLuint *params);
306 void glVertexAttribI4usv(GLuint index, const GLushort *v);
307 void glVertexAttribI4ubv(GLuint index, const GLubyte *v);
308 void glVertexAttribI4sv(GLuint index, const GLshort *v);
309 void glVertexAttribI4bv(GLuint index, const GLbyte *v);
310 void glVertexAttribI4uiv(GLuint index, const GLuint *v);
311 void glVertexAttribI3uiv(GLuint index, const GLuint *v);
312 void glVertexAttribI2uiv(GLuint index, const GLuint *v);
313 void glVertexAttribI1uiv(GLuint index, const GLuint *v);
314 void glVertexAttribI4iv(GLuint index, const GLint *v);
315 void glVertexAttribI3iv(GLuint index, const GLint *v);
316 void glVertexAttribI2iv(GLuint index, const GLint *v);
317 void glVertexAttribI1iv(GLuint index, const GLint *v);
318 void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
319 void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);
320 void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y);
321 void glVertexAttribI1ui(GLuint index, GLuint x);
322 void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
323 void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);
324 void glVertexAttribI2i(GLuint index, GLint x, GLint y);
325 void glVertexAttribI1i(GLuint index, GLint x);
326 void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
327 void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
328 void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
329 void glEndConditionalRender();
330 void glBeginConditionalRender(GLuint id, GLenum mode);
331 void glClampColor(GLenum target, GLenum clamp);
332 void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
333 void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode);
334 void glBindBufferBase(GLenum target, GLuint index, GLuint buffer);
335 void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
336 void glEndTransformFeedback();
337 void glBeginTransformFeedback(GLenum primitiveMode);
338 GLboolean glIsEnabledi(GLenum target, GLuint index);
339 void glDisablei(GLenum target, GLuint index);
340 void glEnablei(GLenum target, GLuint index);
341 void glGetIntegeri_v(GLenum target, GLuint index, GLint *data);
342 void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data);
343 void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
344
345 // OpenGL 3.1 core functions
346 void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
348 void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
349 GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName);
350 void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
351 void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
352 void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices);
353 void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
354 void glPrimitiveRestartIndex(GLuint index);
355 void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer);
356 void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount);
357 void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
358
359 // OpenGL 3.2 core functions
360 void glSampleMaski(GLuint maskNumber, GLbitfield mask);
361 void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
364 void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level);
365 void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params);
366 void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
367 void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
368 void glGetInteger64v(GLenum pname, GLint64 *data);
369 void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
370 GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
371 void glDeleteSync(GLsync sync);
372 GLboolean glIsSync(GLsync sync);
373 GLsync glFenceSync(GLenum condition, GLbitfield flags);
374 void glProvokingVertex(GLenum mode);
375 void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount, const GLint *basevertex);
376 void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex);
377 void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex);
378 void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
379
380 // OpenGL 3.3 core functions
381 void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
382 void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
383 void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
384 void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
385 void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
386 void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
387 void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
388 void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
389 void glVertexAttribDivisor(GLuint index, GLuint divisor);
390 void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params);
391 void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params);
392 void glQueryCounter(GLuint id, GLenum target);
393 void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params);
394 void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params);
395 void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params);
396 void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
397 void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param);
398 void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param);
399 void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param);
400 void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
401 void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param);
402 void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param);
403 void glBindSampler(GLuint unit, GLuint sampler);
404 GLboolean glIsSampler(GLuint sampler);
405 void glDeleteSamplers(GLsizei count, const GLuint *samplers);
406 void glGenSamplers(GLsizei count, GLuint *samplers);
407 GLint glGetFragDataIndex(GLuint program, const GLchar *name);
408 void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
409
410 // OpenGL 4.0 core functions
411 void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params);
412 void glEndQueryIndexed(GLenum target, GLuint index);
413 void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id);
414 void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream);
415 void glDrawTransformFeedback(GLenum mode, GLuint id);
416 void glResumeTransformFeedback();
417 void glPauseTransformFeedback();
418 GLboolean glIsTransformFeedback(GLuint id);
419 void glGenTransformFeedbacks(GLsizei n, GLuint *ids);
420 void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
421 void glBindTransformFeedback(GLenum target, GLuint id);
422 void glPatchParameterfv(GLenum pname, const GLfloat *values);
423 void glPatchParameteri(GLenum pname, GLint value);
424 void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values);
425 void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params);
426 void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices);
427 void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
428 void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
429 void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
430 GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name);
431 GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name);
432 void glGetUniformdv(GLuint program, GLint location, GLdouble *params);
433 void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
434 void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
435 void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
436 void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
437 void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
438 void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
439 void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
440 void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
441 void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
442 void glUniform4dv(GLint location, GLsizei count, const GLdouble *value);
443 void glUniform3dv(GLint location, GLsizei count, const GLdouble *value);
444 void glUniform2dv(GLint location, GLsizei count, const GLdouble *value);
445 void glUniform1dv(GLint location, GLsizei count, const GLdouble *value);
446 void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
447 void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z);
448 void glUniform2d(GLint location, GLdouble x, GLdouble y);
449 void glUniform1d(GLint location, GLdouble x);
450 void glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect);
451 void glDrawArraysIndirect(GLenum mode, const void *indirect);
452 void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
453 void glBlendFunci(GLuint buf, GLenum src, GLenum dst);
454 void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha);
455 void glBlendEquationi(GLuint buf, GLenum mode);
456 void glMinSampleShading(GLfloat value);
457
458 // OpenGL 4.1 core functions
459 void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data);
460 void glGetFloati_v(GLenum target, GLuint index, GLfloat *data);
461 void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f);
462 void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v);
463 void glScissorIndexedv(GLuint index, const GLint *v);
464 void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
465 void glScissorArrayv(GLuint first, GLsizei count, const GLint *v);
466 void glViewportIndexedfv(GLuint index, const GLfloat *v);
467 void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
468 void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v);
469 void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params);
470 void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
471 void glVertexAttribL4dv(GLuint index, const GLdouble *v);
472 void glVertexAttribL3dv(GLuint index, const GLdouble *v);
473 void glVertexAttribL2dv(GLuint index, const GLdouble *v);
474 void glVertexAttribL1dv(GLuint index, const GLdouble *v);
475 void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
476 void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
477 void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y);
478 void glVertexAttribL1d(GLuint index, GLdouble x);
479 void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
480 void glValidateProgramPipeline(GLuint pipeline);
481 void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
482 void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
483 void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
484 void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
485 void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
486 void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
487 void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
488 void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
489 void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
490 void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
491 void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
492 void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
493 void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
494 void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
495 void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
496 void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
497 void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
498 void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
499 void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
500 void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
501 void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
502 void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
503 void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
504 void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
505 void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value);
506 void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
507 void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
508 void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
509 void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
510 void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
511 void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
512 void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
513 void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value);
514 void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
515 void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
516 void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1);
517 void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
518 void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1);
519 void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
520 void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1);
521 void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value);
522 void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1);
523 void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
524 void glProgramUniform1ui(GLuint program, GLint location, GLuint v0);
525 void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
526 void glProgramUniform1d(GLuint program, GLint location, GLdouble v0);
527 void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
528 void glProgramUniform1f(GLuint program, GLint location, GLfloat v0);
529 void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value);
530 void glProgramUniform1i(GLuint program, GLint location, GLint v0);
531 void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params);
532 GLboolean glIsProgramPipeline(GLuint pipeline);
533 void glGenProgramPipelines(GLsizei n, GLuint *pipelines);
534 void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines);
535 void glBindProgramPipeline(GLuint pipeline);
536 GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar* const *strings);
537 void glActiveShaderProgram(GLuint pipeline, GLuint program);
538 void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program);
539 void glProgramParameteri(GLuint program, GLenum pname, GLint value);
540 void glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length);
541 void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary);
542 void glClearDepthf(GLfloat dd);
543 void glDepthRangef(GLfloat n, GLfloat f);
544 void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
545 void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length);
546 void glReleaseShaderCompiler();
547
548 // OpenGL 4.2 core functions
549 void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);
550 void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount);
554 void glMemoryBarrier(GLbitfield barriers);
555 void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
556 void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params);
557 void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params);
558 void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);
559 void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance);
560 void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);
561
562 // OpenGL 4.3 core functions
563 void glGetObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label);
564 void glObjectPtrLabel(const void *ptr, GLsizei length, const GLchar *label);
565 void glGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label);
566 void glObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label);
567 void glPopDebugGroup();
568 void glPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message);
570 void glDebugMessageCallback(GLDEBUGPROC callback, const void *userParam);
571 void glDebugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
572 void glDebugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
573 void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor);
574 void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex);
575 void glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
576 void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
578 void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
583 void glShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
584 GLint glGetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar *name);
585 GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name);
588 GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name);
589 void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params);
590 void glMultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride);
591 void glMultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride);
592 void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
593 void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments);
594 void glInvalidateBufferData(GLuint buffer);
595 void glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length);
596 void glInvalidateTexImage(GLuint texture, GLint level);
598 void glGetInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params);
599 void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params);
600 void glFramebufferParameteri(GLenum target, GLenum pname, GLint param);
602 void glDispatchComputeIndirect(GLintptr indirect);
603 void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
604 void glClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);
605 void glClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data);
606
607 // OpenGL 4.4 core functions
608 void glBindVertexBuffers(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides);
609 void glBindImageTextures(GLuint first, GLsizei count, const GLuint *textures);
610 void glBindSamplers(GLuint first, GLsizei count, const GLuint *samplers);
611 void glBindTextures(GLuint first, GLsizei count, const GLuint *textures);
612 void glBindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes);
613 void glBindBuffersBase(GLenum target, GLuint first, GLsizei count, const GLuint *buffers);
615 void glClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data);
616 void glBufferStorage(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags);
617
618private:
620
621 static bool isContextCompatible(QOpenGLContext *context);
622 static QOpenGLVersionProfile versionProfile();
623
641};
642
643// OpenGL 1.0 core functions
645{
646 d_1_0_Core->f.Viewport(x, y, width, height);
647}
648
650{
651 d_1_0_Core->f.DepthRange(nearVal, farVal);
652}
653
655{
656 return d_1_0_Core->f.IsEnabled(cap);
657}
658
660{
661 d_1_0_Core->f.GetTexLevelParameteriv(target, level, pname, params);
662}
663
665{
666 d_1_0_Core->f.GetTexLevelParameterfv(target, level, pname, params);
667}
668
670{
671 d_1_0_Core->f.GetTexParameteriv(target, pname, params);
672}
673
675{
676 d_1_0_Core->f.GetTexParameterfv(target, pname, params);
677}
678
680{
681 d_1_0_Core->f.GetTexImage(target, level, format, type, pixels);
682}
683
685{
686 return d_1_0_Core->f.GetString(name);
687}
688
690{
691 d_1_0_Core->f.GetIntegerv(pname, data);
692}
693
695{
696 d_1_0_Core->f.GetFloatv(pname, data);
697}
698
700{
701 return d_1_0_Core->f.GetError();
702}
703
705{
706 d_1_0_Core->f.GetDoublev(pname, data);
707}
708
710{
711 d_1_0_Core->f.GetBooleanv(pname, data);
712}
713
715{
716 d_1_0_Core->f.ReadPixels(x, y, width, height, format, type, pixels);
717}
718
720{
721 d_1_0_Core->f.ReadBuffer(src);
722}
723
725{
726 d_1_0_Core->f.PixelStorei(pname, param);
727}
728
730{
731 d_1_0_Core->f.PixelStoref(pname, param);
732}
733
735{
736 d_1_0_Core->f.DepthFunc(func);
737}
738
740{
741 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
742}
743
745{
746 d_1_0_Core->f.StencilFunc(func, ref, mask);
747}
748
750{
751 d_1_0_Core->f.LogicOp(opcode);
752}
753
755{
756 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
757}
758
760{
761 d_1_0_Core->f.Flush();
762}
763
765{
766 d_1_0_Core->f.Finish();
767}
768
770{
771 d_1_0_Core->f.Enable(cap);
772}
773
775{
776 d_1_0_Core->f.Disable(cap);
777}
778
780{
781 d_1_0_Core->f.DepthMask(flag);
782}
783
788
790{
791 d_1_0_Core->f.StencilMask(mask);
792}
793
795{
796 d_1_0_Core->f.ClearDepth(depth);
797}
798
800{
801 d_1_0_Core->f.ClearStencil(s);
802}
803
805{
806 d_1_0_Core->f.ClearColor(red, green, blue, alpha);
807}
808
810{
811 d_1_0_Core->f.Clear(mask);
812}
813
815{
816 d_1_0_Core->f.DrawBuffer(buf);
817}
818
823
828
830{
831 d_1_0_Core->f.TexParameteriv(target, pname, params);
832}
833
835{
836 d_1_0_Core->f.TexParameteri(target, pname, param);
837}
838
840{
841 d_1_0_Core->f.TexParameterfv(target, pname, params);
842}
843
845{
846 d_1_0_Core->f.TexParameterf(target, pname, param);
847}
848
850{
851 d_1_0_Core->f.Scissor(x, y, width, height);
852}
853
855{
856 d_1_0_Core->f.PolygonMode(face, mode);
857}
858
860{
861 d_1_0_Core->f.PointSize(size);
862}
863
865{
866 d_1_0_Core->f.LineWidth(width);
867}
868
870{
871 d_1_0_Core->f.Hint(target, mode);
872}
873
875{
876 d_1_0_Core->f.FrontFace(mode);
877}
878
880{
881 d_1_0_Core->f.CullFace(mode);
882}
883
884
885// OpenGL 1.1 core functions
887{
888 return d_1_1_Core->f.IsTexture(texture);
889}
890
892{
893 d_1_1_Core->f.GenTextures(n, textures);
894}
895
897{
898 d_1_1_Core->f.DeleteTextures(n, textures);
899}
900
902{
903 d_1_1_Core->f.BindTexture(target, texture);
904}
905
910
915
920
922{
923 d_1_1_Core->f.CopyTexSubImage1D(target, level, xoffset, x, y, width);
924}
925
930
935
937{
938 d_1_1_Core->f.PolygonOffset(factor, units);
939}
940
942{
943 d_1_1_Core->f.DrawElements(mode, count, type, indices);
944}
945
947{
948 d_1_1_Core->f.DrawArrays(mode, first, count);
949}
950
951
952// OpenGL 1.2 core functions
954{
955 d_1_2_Core->f.BlendColor(red, green, blue, alpha);
956}
957
959{
960 d_1_2_Core->f.BlendEquation(mode);
961}
962
967
972
977
979{
980 d_1_2_Core->f.DrawRangeElements(mode, start, end, count, type, indices);
981}
982
983
984// OpenGL 1.3 core functions
986{
987 d_1_3_Core->f.GetCompressedTexImage(target, level, img);
988}
989
994
999
1004
1009
1014
1019
1021{
1022 d_1_3_Core->f.SampleCoverage(value, invert);
1023}
1024
1026{
1027 d_1_3_Core->f.ActiveTexture(texture);
1028}
1029
1030
1031// OpenGL 1.4 core functions
1033{
1034 d_1_4_Core->f.PointParameteriv(pname, params);
1035}
1036
1038{
1039 d_1_4_Core->f.PointParameteri(pname, param);
1040}
1041
1043{
1044 d_1_4_Core->f.PointParameterfv(pname, params);
1045}
1046
1048{
1049 d_1_4_Core->f.PointParameterf(pname, param);
1050}
1051
1053{
1054 d_1_4_Core->f.MultiDrawElements(mode, count, type, indices, drawcount);
1055}
1056
1058{
1059 d_1_4_Core->f.MultiDrawArrays(mode, first, count, drawcount);
1060}
1061
1063{
1064 d_1_4_Core->f.BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
1065}
1066
1067
1068// OpenGL 1.5 core functions
1070{
1071 d_1_5_Core->f.GetBufferPointerv(target, pname, params);
1072}
1073
1075{
1076 d_1_5_Core->f.GetBufferParameteriv(target, pname, params);
1077}
1078
1080{
1081 return d_1_5_Core->f.UnmapBuffer(target);
1082}
1083
1085{
1086 return d_1_5_Core->f.MapBuffer(target, access);
1087}
1088
1090{
1091 d_1_5_Core->f.GetBufferSubData(target, offset, size, data);
1092}
1093
1095{
1096 d_1_5_Core->f.BufferSubData(target, offset, size, data);
1097}
1098
1100{
1101 d_1_5_Core->f.BufferData(target, size, data, usage);
1102}
1103
1105{
1106 return d_1_5_Core->f.IsBuffer(buffer);
1107}
1108
1110{
1111 d_1_5_Core->f.GenBuffers(n, buffers);
1112}
1113
1115{
1116 d_1_5_Core->f.DeleteBuffers(n, buffers);
1117}
1118
1120{
1121 d_1_5_Core->f.BindBuffer(target, buffer);
1122}
1123
1125{
1126 d_1_5_Core->f.GetQueryObjectuiv(id, pname, params);
1127}
1128
1130{
1131 d_1_5_Core->f.GetQueryObjectiv(id, pname, params);
1132}
1133
1135{
1136 d_1_5_Core->f.GetQueryiv(target, pname, params);
1137}
1138
1140{
1141 d_1_5_Core->f.EndQuery(target);
1142}
1143
1145{
1146 d_1_5_Core->f.BeginQuery(target, id);
1147}
1148
1150{
1151 return d_1_5_Core->f.IsQuery(id);
1152}
1153
1155{
1156 d_1_5_Core->f.DeleteQueries(n, ids);
1157}
1158
1160{
1161 d_1_5_Core->f.GenQueries(n, ids);
1162}
1163
1164
1165// OpenGL 2.0 core functions
1167{
1168 d_2_0_Core->f.VertexAttribPointer(index, size, type, normalized, stride, pointer);
1169}
1170
1172{
1173 d_2_0_Core->f.VertexAttrib4usv(index, v);
1174}
1175
1177{
1178 d_2_0_Core->f.VertexAttrib4uiv(index, v);
1179}
1180
1182{
1183 d_2_0_Core->f.VertexAttrib4ubv(index, v);
1184}
1185
1187{
1188 d_2_0_Core->f.VertexAttrib4sv(index, v);
1189}
1190
1191inline void QOpenGLFunctions_4_4_Core::glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
1192{
1193 d_2_0_Core->f.VertexAttrib4s(index, x, y, z, w);
1194}
1195
1197{
1198 d_2_0_Core->f.VertexAttrib4iv(index, v);
1199}
1200
1202{
1203 d_2_0_Core->f.VertexAttrib4fv(index, v);
1204}
1205
1207{
1208 d_2_0_Core->f.VertexAttrib4f(index, x, y, z, w);
1209}
1210
1212{
1213 d_2_0_Core->f.VertexAttrib4dv(index, v);
1214}
1215
1217{
1218 d_2_0_Core->f.VertexAttrib4d(index, x, y, z, w);
1219}
1220
1222{
1223 d_2_0_Core->f.VertexAttrib4bv(index, v);
1224}
1225
1227{
1228 d_2_0_Core->f.VertexAttrib4Nusv(index, v);
1229}
1230
1232{
1233 d_2_0_Core->f.VertexAttrib4Nuiv(index, v);
1234}
1235
1237{
1238 d_2_0_Core->f.VertexAttrib4Nubv(index, v);
1239}
1240
1241inline void QOpenGLFunctions_4_4_Core::glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
1242{
1243 d_2_0_Core->f.VertexAttrib4Nub(index, x, y, z, w);
1244}
1245
1247{
1248 d_2_0_Core->f.VertexAttrib4Nsv(index, v);
1249}
1250
1252{
1253 d_2_0_Core->f.VertexAttrib4Niv(index, v);
1254}
1255
1257{
1258 d_2_0_Core->f.VertexAttrib4Nbv(index, v);
1259}
1260
1262{
1263 d_2_0_Core->f.VertexAttrib3sv(index, v);
1264}
1265
1266inline void QOpenGLFunctions_4_4_Core::glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
1267{
1268 d_2_0_Core->f.VertexAttrib3s(index, x, y, z);
1269}
1270
1272{
1273 d_2_0_Core->f.VertexAttrib3fv(index, v);
1274}
1275
1277{
1278 d_2_0_Core->f.VertexAttrib3f(index, x, y, z);
1279}
1280
1282{
1283 d_2_0_Core->f.VertexAttrib3dv(index, v);
1284}
1285
1287{
1288 d_2_0_Core->f.VertexAttrib3d(index, x, y, z);
1289}
1290
1292{
1293 d_2_0_Core->f.VertexAttrib2sv(index, v);
1294}
1295
1297{
1298 d_2_0_Core->f.VertexAttrib2s(index, x, y);
1299}
1300
1302{
1303 d_2_0_Core->f.VertexAttrib2fv(index, v);
1304}
1305
1307{
1308 d_2_0_Core->f.VertexAttrib2f(index, x, y);
1309}
1310
1312{
1313 d_2_0_Core->f.VertexAttrib2dv(index, v);
1314}
1315
1317{
1318 d_2_0_Core->f.VertexAttrib2d(index, x, y);
1319}
1320
1322{
1323 d_2_0_Core->f.VertexAttrib1sv(index, v);
1324}
1325
1327{
1328 d_2_0_Core->f.VertexAttrib1s(index, x);
1329}
1330
1332{
1333 d_2_0_Core->f.VertexAttrib1fv(index, v);
1334}
1335
1337{
1338 d_2_0_Core->f.VertexAttrib1f(index, x);
1339}
1340
1342{
1343 d_2_0_Core->f.VertexAttrib1dv(index, v);
1344}
1345
1347{
1348 d_2_0_Core->f.VertexAttrib1d(index, x);
1349}
1350
1352{
1353 d_2_0_Core->f.ValidateProgram(program);
1354}
1355
1357{
1358 d_2_0_Core->f.UniformMatrix4fv(location, count, transpose, value);
1359}
1360
1362{
1363 d_2_0_Core->f.UniformMatrix3fv(location, count, transpose, value);
1364}
1365
1367{
1368 d_2_0_Core->f.UniformMatrix2fv(location, count, transpose, value);
1369}
1370
1372{
1373 d_2_0_Core->f.Uniform4iv(location, count, value);
1374}
1375
1377{
1378 d_2_0_Core->f.Uniform3iv(location, count, value);
1379}
1380
1382{
1383 d_2_0_Core->f.Uniform2iv(location, count, value);
1384}
1385
1387{
1388 d_2_0_Core->f.Uniform1iv(location, count, value);
1389}
1390
1392{
1393 d_2_0_Core->f.Uniform4fv(location, count, value);
1394}
1395
1397{
1398 d_2_0_Core->f.Uniform3fv(location, count, value);
1399}
1400
1402{
1403 d_2_0_Core->f.Uniform2fv(location, count, value);
1404}
1405
1407{
1408 d_2_0_Core->f.Uniform1fv(location, count, value);
1409}
1410
1412{
1413 d_2_0_Core->f.Uniform4i(location, v0, v1, v2, v3);
1414}
1415
1417{
1418 d_2_0_Core->f.Uniform3i(location, v0, v1, v2);
1419}
1420
1422{
1423 d_2_0_Core->f.Uniform2i(location, v0, v1);
1424}
1425
1427{
1428 d_2_0_Core->f.Uniform1i(location, v0);
1429}
1430
1432{
1433 d_2_0_Core->f.Uniform4f(location, v0, v1, v2, v3);
1434}
1435
1437{
1438 d_2_0_Core->f.Uniform3f(location, v0, v1, v2);
1439}
1440
1442{
1443 d_2_0_Core->f.Uniform2f(location, v0, v1);
1444}
1445
1447{
1448 d_2_0_Core->f.Uniform1f(location, v0);
1449}
1450
1452{
1453 d_2_0_Core->f.UseProgram(program);
1454}
1455
1457{
1458 d_2_0_Core->f.ShaderSource(shader, count, string, length);
1459}
1460
1462{
1463 d_2_0_Core->f.LinkProgram(program);
1464}
1465
1467{
1468 return d_2_0_Core->f.IsShader(shader);
1469}
1470
1472{
1473 return d_2_0_Core->f.IsProgram(program);
1474}
1475
1477{
1478 d_2_0_Core->f.GetVertexAttribPointerv(index, pname, pointer);
1479}
1480
1482{
1483 d_2_0_Core->f.GetVertexAttribiv(index, pname, params);
1484}
1485
1487{
1488 d_2_0_Core->f.GetVertexAttribfv(index, pname, params);
1489}
1490
1492{
1493 d_2_0_Core->f.GetVertexAttribdv(index, pname, params);
1494}
1495
1497{
1498 d_2_0_Core->f.GetUniformiv(program, location, params);
1499}
1500
1502{
1503 d_2_0_Core->f.GetUniformfv(program, location, params);
1504}
1505
1507{
1508 return d_2_0_Core->f.GetUniformLocation(program, name);
1509}
1510
1515
1520
1522{
1523 d_2_0_Core->f.GetShaderiv(shader, pname, params);
1524}
1525
1530
1532{
1533 d_2_0_Core->f.GetProgramiv(program, pname, params);
1534}
1535
1537{
1538 return d_2_0_Core->f.GetAttribLocation(program, name);
1539}
1540
1545
1550
1555
1557{
1558 d_2_0_Core->f.EnableVertexAttribArray(index);
1559}
1560
1562{
1563 d_2_0_Core->f.DisableVertexAttribArray(index);
1564}
1565
1567{
1568 d_2_0_Core->f.DetachShader(program, shader);
1569}
1570
1572{
1573 d_2_0_Core->f.DeleteShader(shader);
1574}
1575
1577{
1578 d_2_0_Core->f.DeleteProgram(program);
1579}
1580
1582{
1583 return d_2_0_Core->f.CreateShader(type);
1584}
1585
1587{
1588 return d_2_0_Core->f.CreateProgram();
1589}
1590
1592{
1593 d_2_0_Core->f.CompileShader(shader);
1594}
1595
1597{
1598 d_2_0_Core->f.BindAttribLocation(program, index, name);
1599}
1600
1602{
1603 d_2_0_Core->f.AttachShader(program, shader);
1604}
1605
1607{
1608 d_2_0_Core->f.StencilMaskSeparate(face, mask);
1609}
1610
1612{
1613 d_2_0_Core->f.StencilFuncSeparate(face, func, ref, mask);
1614}
1615
1617{
1618 d_2_0_Core->f.StencilOpSeparate(face, sfail, dpfail, dppass);
1619}
1620
1622{
1623 d_2_0_Core->f.DrawBuffers(n, bufs);
1624}
1625
1627{
1628 d_2_0_Core->f.BlendEquationSeparate(modeRGB, modeAlpha);
1629}
1630
1631
1632// OpenGL 2.1 core functions
1634{
1635 d_2_1_Core->f.UniformMatrix4x3fv(location, count, transpose, value);
1636}
1637
1639{
1640 d_2_1_Core->f.UniformMatrix3x4fv(location, count, transpose, value);
1641}
1642
1644{
1645 d_2_1_Core->f.UniformMatrix4x2fv(location, count, transpose, value);
1646}
1647
1649{
1650 d_2_1_Core->f.UniformMatrix2x4fv(location, count, transpose, value);
1651}
1652
1654{
1655 d_2_1_Core->f.UniformMatrix3x2fv(location, count, transpose, value);
1656}
1657
1659{
1660 d_2_1_Core->f.UniformMatrix2x3fv(location, count, transpose, value);
1661}
1662
1663
1664// OpenGL 3.0 core functions
1666{
1667 return d_3_0_Core->f.IsVertexArray(array);
1668}
1669
1671{
1672 d_3_0_Core->f.GenVertexArrays(n, arrays);
1673}
1674
1676{
1677 d_3_0_Core->f.DeleteVertexArrays(n, arrays);
1678}
1679
1681{
1682 d_3_0_Core->f.BindVertexArray(array);
1683}
1684
1686{
1687 d_3_0_Core->f.FlushMappedBufferRange(target, offset, length);
1688}
1689
1691{
1692 return d_3_0_Core->f.MapBufferRange(target, offset, length, access);
1693}
1694
1699
1704
1709
1711{
1712 d_3_0_Core->f.GenerateMipmap(target);
1713}
1714
1716{
1717 d_3_0_Core->f.GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
1718}
1719
1724
1729
1734
1739
1741{
1742 return d_3_0_Core->f.CheckFramebufferStatus(target);
1743}
1744
1746{
1747 d_3_0_Core->f.GenFramebuffers(n, framebuffers);
1748}
1749
1751{
1752 d_3_0_Core->f.DeleteFramebuffers(n, framebuffers);
1753}
1754
1756{
1757 d_3_0_Core->f.BindFramebuffer(target, framebuffer);
1758}
1759
1761{
1762 return d_3_0_Core->f.IsFramebuffer(framebuffer);
1763}
1764
1766{
1767 d_3_0_Core->f.GetRenderbufferParameteriv(target, pname, params);
1768}
1769
1774
1776{
1777 d_3_0_Core->f.GenRenderbuffers(n, renderbuffers);
1778}
1779
1781{
1782 d_3_0_Core->f.DeleteRenderbuffers(n, renderbuffers);
1783}
1784
1786{
1787 d_3_0_Core->f.BindRenderbuffer(target, renderbuffer);
1788}
1789
1791{
1792 return d_3_0_Core->f.IsRenderbuffer(renderbuffer);
1793}
1794
1796{
1797 return d_3_0_Core->f.GetStringi(name, index);
1798}
1799
1804
1806{
1807 d_3_0_Core->f.ClearBufferfv(buffer, drawbuffer, value);
1808}
1809
1811{
1812 d_3_0_Core->f.ClearBufferuiv(buffer, drawbuffer, value);
1813}
1814
1816{
1817 d_3_0_Core->f.ClearBufferiv(buffer, drawbuffer, value);
1818}
1819
1821{
1822 d_3_0_Core->f.GetTexParameterIuiv(target, pname, params);
1823}
1824
1826{
1827 d_3_0_Core->f.GetTexParameterIiv(target, pname, params);
1828}
1829
1831{
1832 d_3_0_Core->f.TexParameterIuiv(target, pname, params);
1833}
1834
1836{
1837 d_3_0_Core->f.TexParameterIiv(target, pname, params);
1838}
1839
1841{
1842 d_3_0_Core->f.Uniform4uiv(location, count, value);
1843}
1844
1846{
1847 d_3_0_Core->f.Uniform3uiv(location, count, value);
1848}
1849
1851{
1852 d_3_0_Core->f.Uniform2uiv(location, count, value);
1853}
1854
1856{
1857 d_3_0_Core->f.Uniform1uiv(location, count, value);
1858}
1859
1861{
1862 d_3_0_Core->f.Uniform4ui(location, v0, v1, v2, v3);
1863}
1864
1866{
1867 d_3_0_Core->f.Uniform3ui(location, v0, v1, v2);
1868}
1869
1871{
1872 d_3_0_Core->f.Uniform2ui(location, v0, v1);
1873}
1874
1876{
1877 d_3_0_Core->f.Uniform1ui(location, v0);
1878}
1879
1881{
1882 return d_3_0_Core->f.GetFragDataLocation(program, name);
1883}
1884
1886{
1887 d_3_0_Core->f.BindFragDataLocation(program, color, name);
1888}
1889
1891{
1892 d_3_0_Core->f.GetUniformuiv(program, location, params);
1893}
1894
1896{
1897 d_3_0_Core->f.VertexAttribI4usv(index, v);
1898}
1899
1901{
1902 d_3_0_Core->f.VertexAttribI4ubv(index, v);
1903}
1904
1906{
1907 d_3_0_Core->f.VertexAttribI4sv(index, v);
1908}
1909
1911{
1912 d_3_0_Core->f.VertexAttribI4bv(index, v);
1913}
1914
1916{
1917 d_3_0_Core->f.VertexAttribI4uiv(index, v);
1918}
1919
1921{
1922 d_3_0_Core->f.VertexAttribI3uiv(index, v);
1923}
1924
1926{
1927 d_3_0_Core->f.VertexAttribI2uiv(index, v);
1928}
1929
1931{
1932 d_3_0_Core->f.VertexAttribI1uiv(index, v);
1933}
1934
1936{
1937 d_3_0_Core->f.VertexAttribI4iv(index, v);
1938}
1939
1941{
1942 d_3_0_Core->f.VertexAttribI3iv(index, v);
1943}
1944
1946{
1947 d_3_0_Core->f.VertexAttribI2iv(index, v);
1948}
1949
1951{
1952 d_3_0_Core->f.VertexAttribI1iv(index, v);
1953}
1954
1956{
1957 d_3_0_Core->f.VertexAttribI4ui(index, x, y, z, w);
1958}
1959
1961{
1962 d_3_0_Core->f.VertexAttribI3ui(index, x, y, z);
1963}
1964
1966{
1967 d_3_0_Core->f.VertexAttribI2ui(index, x, y);
1968}
1969
1971{
1972 d_3_0_Core->f.VertexAttribI1ui(index, x);
1973}
1974
1976{
1977 d_3_0_Core->f.VertexAttribI4i(index, x, y, z, w);
1978}
1979
1981{
1982 d_3_0_Core->f.VertexAttribI3i(index, x, y, z);
1983}
1984
1986{
1987 d_3_0_Core->f.VertexAttribI2i(index, x, y);
1988}
1989
1991{
1992 d_3_0_Core->f.VertexAttribI1i(index, x);
1993}
1994
1996{
1997 d_3_0_Core->f.GetVertexAttribIuiv(index, pname, params);
1998}
1999
2001{
2002 d_3_0_Core->f.GetVertexAttribIiv(index, pname, params);
2003}
2004
2006{
2007 d_3_0_Core->f.VertexAttribIPointer(index, size, type, stride, pointer);
2008}
2009
2011{
2012 d_3_0_Core->f.EndConditionalRender();
2013}
2014
2016{
2017 d_3_0_Core->f.BeginConditionalRender(id, mode);
2018}
2019
2021{
2022 d_3_0_Core->f.ClampColor(target, clamp);
2023}
2024
2029
2031{
2032 d_3_0_Core->f.TransformFeedbackVaryings(program, count, varyings, bufferMode);
2033}
2034
2036{
2037 d_3_0_Core->f.BindBufferBase(target, index, buffer);
2038}
2039
2044
2046{
2047 d_3_0_Core->f.EndTransformFeedback();
2048}
2049
2051{
2052 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
2053}
2054
2056{
2057 return d_3_0_Core->f.IsEnabledi(target, index);
2058}
2059
2061{
2062 d_3_0_Core->f.Disablei(target, index);
2063}
2064
2066{
2067 d_3_0_Core->f.Enablei(target, index);
2068}
2069
2071{
2072 d_3_0_Core->f.GetIntegeri_v(target, index, data);
2073}
2074
2076{
2077 d_3_0_Core->f.GetBooleani_v(target, index, data);
2078}
2079
2081{
2082 d_3_0_Core->f.ColorMaski(index, r, g, b, a);
2083}
2084
2085
2086// OpenGL 3.1 core functions
2091
2096
2101
2103{
2104 return d_3_1_Core->f.GetUniformBlockIndex(program, uniformBlockName);
2105}
2106
2111
2116
2121
2123{
2124 d_3_1_Core->f.CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
2125}
2126
2128{
2129 d_3_1_Core->f.PrimitiveRestartIndex(index);
2130}
2131
2136
2138{
2139 d_3_1_Core->f.DrawElementsInstanced(mode, count, type, indices, instancecount);
2140}
2141
2146
2147
2148// OpenGL 3.2 core functions
2150{
2151 d_3_2_Core->f.SampleMaski(maskNumber, mask);
2152}
2153
2155{
2156 d_3_2_Core->f.GetMultisamplefv(pname, index, val);
2157}
2158
2163
2168
2173
2175{
2176 d_3_2_Core->f.GetBufferParameteri64v(target, pname, params);
2177}
2178
2180{
2181 d_3_2_Core->f.GetInteger64i_v(target, index, data);
2182}
2183
2185{
2186 d_3_2_Core->f.GetSynciv(sync, pname, bufSize, length, values);
2187}
2188
2190{
2191 d_3_2_Core->f.GetInteger64v(pname, data);
2192}
2193
2195{
2196 d_3_2_Core->f.WaitSync(sync, flags, timeout);
2197}
2198
2200{
2201 return d_3_2_Core->f.ClientWaitSync(sync, flags, timeout);
2202}
2203
2205{
2206 d_3_2_Core->f.DeleteSync(sync);
2207}
2208
2210{
2211 return d_3_2_Core->f.IsSync(sync);
2212}
2213
2215{
2216 return d_3_2_Core->f.FenceSync(condition, flags);
2217}
2218
2220{
2221 d_3_2_Core->f.ProvokingVertex(mode);
2222}
2223
2225{
2226 d_3_2_Core->f.MultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex);
2227}
2228
2233
2235{
2236 d_3_2_Core->f.DrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex);
2237}
2238
2240{
2241 d_3_2_Core->f.DrawElementsBaseVertex(mode, count, type, indices, basevertex);
2242}
2243
2244
2245// OpenGL 3.3 core functions
2247{
2248 d_3_3_Core->f.VertexAttribP4uiv(index, type, normalized, value);
2249}
2250
2255
2257{
2258 d_3_3_Core->f.VertexAttribP3uiv(index, type, normalized, value);
2259}
2260
2265
2267{
2268 d_3_3_Core->f.VertexAttribP2uiv(index, type, normalized, value);
2269}
2270
2275
2277{
2278 d_3_3_Core->f.VertexAttribP1uiv(index, type, normalized, value);
2279}
2280
2285
2287{
2288 d_3_3_Core->f.VertexAttribDivisor(index, divisor);
2289}
2290
2292{
2293 d_3_3_Core->f.GetQueryObjectui64v(id, pname, params);
2294}
2295
2297{
2298 d_3_3_Core->f.GetQueryObjecti64v(id, pname, params);
2299}
2300
2302{
2303 d_3_3_Core->f.QueryCounter(id, target);
2304}
2305
2307{
2308 d_3_3_Core->f.GetSamplerParameterIuiv(sampler, pname, params);
2309}
2310
2312{
2313 d_3_3_Core->f.GetSamplerParameterfv(sampler, pname, params);
2314}
2315
2317{
2318 d_3_3_Core->f.GetSamplerParameterIiv(sampler, pname, params);
2319}
2320
2322{
2323 d_3_3_Core->f.GetSamplerParameteriv(sampler, pname, params);
2324}
2325
2327{
2328 d_3_3_Core->f.SamplerParameterIuiv(sampler, pname, param);
2329}
2330
2332{
2333 d_3_3_Core->f.SamplerParameterIiv(sampler, pname, param);
2334}
2335
2337{
2338 d_3_3_Core->f.SamplerParameterfv(sampler, pname, param);
2339}
2340
2342{
2343 d_3_3_Core->f.SamplerParameterf(sampler, pname, param);
2344}
2345
2347{
2348 d_3_3_Core->f.SamplerParameteriv(sampler, pname, param);
2349}
2350
2352{
2353 d_3_3_Core->f.SamplerParameteri(sampler, pname, param);
2354}
2355
2357{
2358 d_3_3_Core->f.BindSampler(unit, sampler);
2359}
2360
2362{
2363 return d_3_3_Core->f.IsSampler(sampler);
2364}
2365
2367{
2368 d_3_3_Core->f.DeleteSamplers(count, samplers);
2369}
2370
2372{
2373 d_3_3_Core->f.GenSamplers(count, samplers);
2374}
2375
2377{
2378 return d_3_3_Core->f.GetFragDataIndex(program, name);
2379}
2380
2382{
2383 d_3_3_Core->f.BindFragDataLocationIndexed(program, colorNumber, index, name);
2384}
2385
2386
2387// OpenGL 4.0 core functions
2389{
2390 d_4_0_Core->f.GetQueryIndexediv(target, index, pname, params);
2391}
2392
2394{
2395 d_4_0_Core->f.EndQueryIndexed(target, index);
2396}
2397
2399{
2400 d_4_0_Core->f.BeginQueryIndexed(target, index, id);
2401}
2402
2404{
2405 d_4_0_Core->f.DrawTransformFeedbackStream(mode, id, stream);
2406}
2407
2409{
2410 d_4_0_Core->f.DrawTransformFeedback(mode, id);
2411}
2412
2414{
2415 d_4_0_Core->f.ResumeTransformFeedback();
2416}
2417
2419{
2420 d_4_0_Core->f.PauseTransformFeedback();
2421}
2422
2424{
2425 return d_4_0_Core->f.IsTransformFeedback(id);
2426}
2427
2429{
2430 d_4_0_Core->f.GenTransformFeedbacks(n, ids);
2431}
2432
2434{
2435 d_4_0_Core->f.DeleteTransformFeedbacks(n, ids);
2436}
2437
2439{
2440 d_4_0_Core->f.BindTransformFeedback(target, id);
2441}
2442
2444{
2445 d_4_0_Core->f.PatchParameterfv(pname, values);
2446}
2447
2449{
2450 d_4_0_Core->f.PatchParameteri(pname, value);
2451}
2452
2457
2459{
2460 d_4_0_Core->f.GetUniformSubroutineuiv(shadertype, location, params);
2461}
2462
2464{
2465 d_4_0_Core->f.UniformSubroutinesuiv(shadertype, count, indices);
2466}
2467
2472
2477
2482
2484{
2485 return d_4_0_Core->f.GetSubroutineIndex(program, shadertype, name);
2486}
2487
2489{
2490 return d_4_0_Core->f.GetSubroutineUniformLocation(program, shadertype, name);
2491}
2492
2494{
2495 d_4_0_Core->f.GetUniformdv(program, location, params);
2496}
2497
2499{
2500 d_4_0_Core->f.UniformMatrix4x3dv(location, count, transpose, value);
2501}
2502
2504{
2505 d_4_0_Core->f.UniformMatrix4x2dv(location, count, transpose, value);
2506}
2507
2509{
2510 d_4_0_Core->f.UniformMatrix3x4dv(location, count, transpose, value);
2511}
2512
2514{
2515 d_4_0_Core->f.UniformMatrix3x2dv(location, count, transpose, value);
2516}
2517
2519{
2520 d_4_0_Core->f.UniformMatrix2x4dv(location, count, transpose, value);
2521}
2522
2524{
2525 d_4_0_Core->f.UniformMatrix2x3dv(location, count, transpose, value);
2526}
2527
2529{
2530 d_4_0_Core->f.UniformMatrix4dv(location, count, transpose, value);
2531}
2532
2534{
2535 d_4_0_Core->f.UniformMatrix3dv(location, count, transpose, value);
2536}
2537
2539{
2540 d_4_0_Core->f.UniformMatrix2dv(location, count, transpose, value);
2541}
2542
2544{
2545 d_4_0_Core->f.Uniform4dv(location, count, value);
2546}
2547
2549{
2550 d_4_0_Core->f.Uniform3dv(location, count, value);
2551}
2552
2554{
2555 d_4_0_Core->f.Uniform2dv(location, count, value);
2556}
2557
2559{
2560 d_4_0_Core->f.Uniform1dv(location, count, value);
2561}
2562
2564{
2565 d_4_0_Core->f.Uniform4d(location, x, y, z, w);
2566}
2567
2569{
2570 d_4_0_Core->f.Uniform3d(location, x, y, z);
2571}
2572
2574{
2575 d_4_0_Core->f.Uniform2d(location, x, y);
2576}
2577
2579{
2580 d_4_0_Core->f.Uniform1d(location, x);
2581}
2582
2584{
2585 d_4_0_Core->f.DrawElementsIndirect(mode, type, indirect);
2586}
2587
2589{
2590 d_4_0_Core->f.DrawArraysIndirect(mode, indirect);
2591}
2592
2597
2599{
2600 d_4_0_Core->f.BlendFunci(buf, src, dst);
2601}
2602
2604{
2605 d_4_0_Core->f.BlendEquationSeparatei(buf, modeRGB, modeAlpha);
2606}
2607
2609{
2610 d_4_0_Core->f.BlendEquationi(buf, mode);
2611}
2612
2614{
2615 d_4_0_Core->f.MinSampleShading(value);
2616}
2617
2618
2619// OpenGL 4.1 core functions
2621{
2622 d_4_1_Core->f.GetDoublei_v(target, index, data);
2623}
2624
2626{
2627 d_4_1_Core->f.GetFloati_v(target, index, data);
2628}
2629
2631{
2632 d_4_1_Core->f.DepthRangeIndexed(index, n, f);
2633}
2634
2636{
2637 d_4_1_Core->f.DepthRangeArrayv(first, count, v);
2638}
2639
2641{
2642 d_4_1_Core->f.ScissorIndexedv(index, v);
2643}
2644
2649
2651{
2652 d_4_1_Core->f.ScissorArrayv(first, count, v);
2653}
2654
2656{
2657 d_4_1_Core->f.ViewportIndexedfv(index, v);
2658}
2659
2661{
2662 d_4_1_Core->f.ViewportIndexedf(index, x, y, w, h);
2663}
2664
2666{
2667 d_4_1_Core->f.ViewportArrayv(first, count, v);
2668}
2669
2671{
2672 d_4_1_Core->f.GetVertexAttribLdv(index, pname, params);
2673}
2674
2676{
2677 d_4_1_Core->f.VertexAttribLPointer(index, size, type, stride, pointer);
2678}
2679
2681{
2682 d_4_1_Core->f.VertexAttribL4dv(index, v);
2683}
2684
2686{
2687 d_4_1_Core->f.VertexAttribL3dv(index, v);
2688}
2689
2691{
2692 d_4_1_Core->f.VertexAttribL2dv(index, v);
2693}
2694
2696{
2697 d_4_1_Core->f.VertexAttribL1dv(index, v);
2698}
2699
2701{
2702 d_4_1_Core->f.VertexAttribL4d(index, x, y, z, w);
2703}
2704
2706{
2707 d_4_1_Core->f.VertexAttribL3d(index, x, y, z);
2708}
2709
2711{
2712 d_4_1_Core->f.VertexAttribL2d(index, x, y);
2713}
2714
2716{
2717 d_4_1_Core->f.VertexAttribL1d(index, x);
2718}
2719
2721{
2722 d_4_1_Core->f.GetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog);
2723}
2724
2726{
2727 d_4_1_Core->f.ValidateProgramPipeline(pipeline);
2728}
2729
2734
2739
2744
2749
2754
2759
2764
2769
2774
2779
2784
2789
2794
2799
2804
2809
2814
2819
2821{
2822 d_4_1_Core->f.ProgramUniform4uiv(program, location, count, value);
2823}
2824
2826{
2827 d_4_1_Core->f.ProgramUniform4ui(program, location, v0, v1, v2, v3);
2828}
2829
2831{
2832 d_4_1_Core->f.ProgramUniform4dv(program, location, count, value);
2833}
2834
2839
2841{
2842 d_4_1_Core->f.ProgramUniform4fv(program, location, count, value);
2843}
2844
2846{
2847 d_4_1_Core->f.ProgramUniform4f(program, location, v0, v1, v2, v3);
2848}
2849
2851{
2852 d_4_1_Core->f.ProgramUniform4iv(program, location, count, value);
2853}
2854
2856{
2857 d_4_1_Core->f.ProgramUniform4i(program, location, v0, v1, v2, v3);
2858}
2859
2861{
2862 d_4_1_Core->f.ProgramUniform3uiv(program, location, count, value);
2863}
2864
2866{
2867 d_4_1_Core->f.ProgramUniform3ui(program, location, v0, v1, v2);
2868}
2869
2871{
2872 d_4_1_Core->f.ProgramUniform3dv(program, location, count, value);
2873}
2874
2876{
2877 d_4_1_Core->f.ProgramUniform3d(program, location, v0, v1, v2);
2878}
2879
2881{
2882 d_4_1_Core->f.ProgramUniform3fv(program, location, count, value);
2883}
2884
2886{
2887 d_4_1_Core->f.ProgramUniform3f(program, location, v0, v1, v2);
2888}
2889
2891{
2892 d_4_1_Core->f.ProgramUniform3iv(program, location, count, value);
2893}
2894
2896{
2897 d_4_1_Core->f.ProgramUniform3i(program, location, v0, v1, v2);
2898}
2899
2901{
2902 d_4_1_Core->f.ProgramUniform2uiv(program, location, count, value);
2903}
2904
2906{
2907 d_4_1_Core->f.ProgramUniform2ui(program, location, v0, v1);
2908}
2909
2911{
2912 d_4_1_Core->f.ProgramUniform2dv(program, location, count, value);
2913}
2914
2916{
2917 d_4_1_Core->f.ProgramUniform2d(program, location, v0, v1);
2918}
2919
2921{
2922 d_4_1_Core->f.ProgramUniform2fv(program, location, count, value);
2923}
2924
2926{
2927 d_4_1_Core->f.ProgramUniform2f(program, location, v0, v1);
2928}
2929
2931{
2932 d_4_1_Core->f.ProgramUniform2iv(program, location, count, value);
2933}
2934
2936{
2937 d_4_1_Core->f.ProgramUniform2i(program, location, v0, v1);
2938}
2939
2941{
2942 d_4_1_Core->f.ProgramUniform1uiv(program, location, count, value);
2943}
2944
2946{
2947 d_4_1_Core->f.ProgramUniform1ui(program, location, v0);
2948}
2949
2951{
2952 d_4_1_Core->f.ProgramUniform1dv(program, location, count, value);
2953}
2954
2956{
2957 d_4_1_Core->f.ProgramUniform1d(program, location, v0);
2958}
2959
2961{
2962 d_4_1_Core->f.ProgramUniform1fv(program, location, count, value);
2963}
2964
2966{
2967 d_4_1_Core->f.ProgramUniform1f(program, location, v0);
2968}
2969
2971{
2972 d_4_1_Core->f.ProgramUniform1iv(program, location, count, value);
2973}
2974
2976{
2977 d_4_1_Core->f.ProgramUniform1i(program, location, v0);
2978}
2979
2981{
2982 d_4_1_Core->f.GetProgramPipelineiv(pipeline, pname, params);
2983}
2984
2986{
2987 return d_4_1_Core->f.IsProgramPipeline(pipeline);
2988}
2989
2991{
2992 d_4_1_Core->f.GenProgramPipelines(n, pipelines);
2993}
2994
2996{
2997 d_4_1_Core->f.DeleteProgramPipelines(n, pipelines);
2998}
2999
3001{
3002 d_4_1_Core->f.BindProgramPipeline(pipeline);
3003}
3004
3006{
3007 return d_4_1_Core->f.CreateShaderProgramv(type, count, strings);
3008}
3009
3011{
3012 d_4_1_Core->f.ActiveShaderProgram(pipeline, program);
3013}
3014
3016{
3017 d_4_1_Core->f.UseProgramStages(pipeline, stages, program);
3018}
3019
3021{
3022 d_4_1_Core->f.ProgramParameteri(program, pname, value);
3023}
3024
3026{
3027 d_4_1_Core->f.ProgramBinary(program, binaryFormat, binary, length);
3028}
3029
3034
3036{
3037 d_4_1_Core->f.ClearDepthf(dd);
3038}
3039
3041{
3042 d_4_1_Core->f.DepthRangef(n, f);
3043}
3044
3049
3051{
3052 d_4_1_Core->f.ShaderBinary(count, shaders, binaryformat, binary, length);
3053}
3054
3056{
3057 d_4_1_Core->f.ReleaseShaderCompiler();
3058}
3059
3060
3061// OpenGL 4.2 core functions
3063{
3064 d_4_2_Core->f.DrawTransformFeedbackStreamInstanced(mode, id, stream, instancecount);
3065}
3066
3068{
3069 d_4_2_Core->f.DrawTransformFeedbackInstanced(mode, id, instancecount);
3070}
3071
3076
3081
3086
3088{
3089 d_4_2_Core->f.MemoryBarrier(barriers);
3090}
3091
3096
3098{
3099 d_4_2_Core->f.GetActiveAtomicCounterBufferiv(program, bufferIndex, pname, params);
3100}
3101
3106
3111
3116
3121
3122
3123// OpenGL 4.3 core functions
3125{
3126 d_4_3_Core->f.GetObjectPtrLabel(ptr, bufSize, length, label);
3127}
3128
3130{
3131 d_4_3_Core->f.ObjectPtrLabel(ptr, length, label);
3132}
3133
3135{
3136 d_4_3_Core->f.GetObjectLabel(identifier, name, bufSize, length, label);
3137}
3138
3140{
3141 d_4_3_Core->f.ObjectLabel(identifier, name, length, label);
3142}
3143
3145{
3146 d_4_3_Core->f.PopDebugGroup();
3147}
3148
3150{
3151 d_4_3_Core->f.PushDebugGroup(source, id, length, message);
3152}
3153
3158
3160{
3161 d_4_3_Core->f.DebugMessageCallback(callback, userParam);
3162}
3163
3165{
3166 d_4_3_Core->f.DebugMessageInsert(source, type, id, severity, length, buf);
3167}
3168
3173
3175{
3176 d_4_3_Core->f.VertexBindingDivisor(bindingindex, divisor);
3177}
3178
3180{
3181 d_4_3_Core->f.VertexAttribBinding(attribindex, bindingindex);
3182}
3183
3188
3193
3198
3203
3208
3213
3218
3223
3228
3230{
3231 return d_4_3_Core->f.GetProgramResourceLocationIndex(program, programInterface, name);
3232}
3233
3235{
3236 return d_4_3_Core->f.GetProgramResourceLocation(program, programInterface, name);
3237}
3238
3243
3248
3250{
3251 return d_4_3_Core->f.GetProgramResourceIndex(program, programInterface, name);
3252}
3253
3258
3260{
3261 d_4_3_Core->f.MultiDrawElementsIndirect(mode, type, indirect, drawcount, stride);
3262}
3263
3265{
3266 d_4_3_Core->f.MultiDrawArraysIndirect(mode, indirect, drawcount, stride);
3267}
3268
3273
3278
3280{
3281 d_4_3_Core->f.InvalidateBufferData(buffer);
3282}
3283
3285{
3286 d_4_3_Core->f.InvalidateBufferSubData(buffer, offset, length);
3287}
3288
3290{
3291 d_4_3_Core->f.InvalidateTexImage(texture, level);
3292}
3293
3298
3303
3305{
3306 d_4_3_Core->f.GetFramebufferParameteriv(target, pname, params);
3307}
3308
3310{
3311 d_4_3_Core->f.FramebufferParameteri(target, pname, param);
3312}
3313
3318
3320{
3321 d_4_3_Core->f.DispatchComputeIndirect(indirect);
3322}
3323
3325{
3326 d_4_3_Core->f.DispatchCompute(num_groups_x, num_groups_y, num_groups_z);
3327}
3328
3333
3335{
3336 d_4_3_Core->f.ClearBufferData(target, internalformat, format, type, data);
3337}
3338
3339
3340// OpenGL 4.4 core functions
3342{
3343 d_4_4_Core->f.BindVertexBuffers(first, count, buffers, offsets, strides);
3344}
3345
3347{
3348 d_4_4_Core->f.BindImageTextures(first, count, textures);
3349}
3350
3352{
3353 d_4_4_Core->f.BindSamplers(first, count, samplers);
3354}
3355
3357{
3358 d_4_4_Core->f.BindTextures(first, count, textures);
3359}
3360
3362{
3363 d_4_4_Core->f.BindBuffersRange(target, first, count, buffers, offsets, sizes);
3364}
3365
3367{
3368 d_4_4_Core->f.BindBuffersBase(target, first, count, buffers);
3369}
3370
3375
3377{
3378 d_4_4_Core->f.ClearTexImage(texture, level, format, type, data);
3379}
3380
3382{
3383 d_4_4_Core->f.BufferStorage(target, size, data, flags);
3384}
3385
3386
3387
3389
3390#ifdef Q_OS_WIN
3391#pragma pop_macro("MemoryBarrier")
3392#endif
3393
3394#endif // QT_NO_OPENGL && !QT_CONFIG(opengles2)
3395
3396#endif
quint16 opcode
Definition bluez_data_p.h:1
\inmodule QtGui
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 glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glDebugMessageCallback(GLDEBUGPROC callback, const void *userParam)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glVertexAttrib2sv(GLuint index, const GLshort *v)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount)
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
void glVertexAttribI3iv(GLuint index, const GLint *v)
void glGetBooleanv(GLenum pname, GLboolean *data)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
GLenum glCheckFramebufferStatus(GLenum target)
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
void glBindVertexBuffers(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides)
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
void glVertexAttrib2dv(GLuint index, const GLdouble *v)
void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex)
GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset)
void glVertexAttrib4usv(GLuint index, const GLushort *v)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices)
void glVertexAttrib1s(GLuint index, GLshort x)
void glGenProgramPipelines(GLsizei n, GLuint *pipelines)
void glValidateProgramPipeline(GLuint pipeline)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glVertexAttribI4ubv(GLuint index, const GLubyte *v)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format)
void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage)
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glVertexAttrib4ubv(GLuint index, const GLubyte *v)
void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glActiveShaderProgram(GLuint pipeline, GLuint program)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name)
void glDrawArraysIndirect(GLenum mode, const void *indirect)
void glPolygonMode(GLenum face, GLenum mode)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glBlendEquationi(GLuint buf, GLenum mode)
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttrib4iv(GLuint index, const GLint *v)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform1d(GLint location, GLdouble x)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glVertexAttrib1dv(GLuint index, const GLdouble *v)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glVertexAttrib3fv(GLuint index, const GLfloat *v)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data)
void glGetObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glVertexAttrib4Nsv(GLuint index, const GLshort *v)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glVertexAttrib4uiv(GLuint index, const GLuint *v)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex)
void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels)
GLint glGetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBindProgramPipeline(GLuint pipeline)
void glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glBindSampler(GLuint unit, GLuint sampler)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glVertexAttribL4dv(GLuint index, const GLdouble *v)
void glVertexAttrib4fv(GLuint index, const GLfloat *v)
void glGenTextures(GLsizei n, GLuint *textures)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glDebugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glDispatchComputeIndirect(GLintptr indirect)
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttrib1d(GLuint index, GLdouble x)
void glVertexAttrib3dv(GLuint index, const GLdouble *v)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glPixelStoref(GLenum pname, GLfloat param)
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glClampColor(GLenum target, GLenum clamp)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect)
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glPolygonOffset(GLfloat factor, GLfloat units)
GLboolean glIsTexture(GLuint texture)
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glPatchParameteri(GLenum pname, GLint value)
void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glScissorIndexedv(GLuint index, const GLint *v)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
void glInvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
void glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length)
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
void glVertexAttribI2iv(GLuint index, const GLint *v)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params)
void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params)
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
void glProgramUniform1i(GLuint program, GLint location, GLint v0)
void glVertexAttrib4Niv(GLuint index, const GLint *v)
GLboolean glIsProgramPipeline(GLuint pipeline)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glUniform1ui(GLint location, GLuint v0)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
GLboolean glIsShader(GLuint shader)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders)
GLuint glGetDebugMessageLog(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance)
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
void glPixelStorei(GLenum pname, GLint param)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glVertexAttribI1uiv(GLuint index, const GLuint *v)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glBindTexture(GLenum target, GLuint texture)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v)
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glGetInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glVertexAttrib1f(GLuint index, GLfloat x)
void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels)
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
void glShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding)
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glGetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glVertexAttrib4bv(GLuint index, const GLbyte *v)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data)
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
void glVertexAttribI4uiv(GLuint index, const GLuint *v)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data)
void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBindImageTextures(GLuint first, GLsizei count, const GLuint *textures)
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glVertexAttribL1dv(GLuint index, const GLdouble *v)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glBufferStorage(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glGetIntegerv(GLenum pname, GLint *data)
void * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glVertexAttribI4iv(GLuint index, const GLint *v)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glBindSamplers(GLuint first, GLsizei count, const GLuint *samplers)
void glSampleMaski(GLuint maskNumber, GLbitfield mask)
void glClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data)
void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount)
void glVertexAttribL2dv(GLuint index, const GLdouble *v)
void glVertexAttribI1ui(GLuint index, GLuint x)
void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
GLboolean glIsVertexArray(GLuint array)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
GLboolean glIsProgram(GLuint program)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glGetDoublev(GLenum pname, GLdouble *data)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void *pixels)
void glGenQueries(GLsizei n, GLuint *ids)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glVertexAttrib4Nusv(GLuint index, const GLushort *v)
void glGetBufferPointerv(GLenum target, GLenum pname, void **params)
void glEnablei(GLenum target, GLuint index)
void glVertexAttribI3uiv(GLuint index, const GLuint *v)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glBindBuffer(GLenum target, GLuint buffer)
void glBeginQuery(GLenum target, GLuint id)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glMemoryBarrier(GLbitfield barriers)
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glObjectPtrLabel(const void *ptr, GLsizei length, const GLchar *label)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
GLboolean glIsBuffer(GLuint buffer)
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glViewportIndexedfv(GLuint index, const GLfloat *v)
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
GLboolean glIsSampler(GLuint sampler)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glVertexAttribI4usv(GLuint index, const GLushort *v)
void glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length)
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glVertexAttribI4sv(GLuint index, const GLshort *v)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glPointParameterf(GLenum pname, GLfloat param)
void glUniform1f(GLint location, GLfloat v0)
void glTexStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
const GLubyte * glGetString(GLenum name)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glTexStorage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glDetachShader(GLuint program, GLuint shader)
void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glGetInteger64v(GLenum pname, GLint64 *data)
void glGetFloatv(GLenum pname, GLfloat *data)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels)
void glUniform1i(GLint location, GLint v0)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glBindTransformFeedback(GLenum target, GLuint id)
void glVertexAttrib4dv(GLuint index, const GLdouble *v)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glVertexAttrib2fv(GLuint index, const GLfloat *v)
void glVertexAttribI2uiv(GLuint index, const GLuint *v)
void glAttachShader(GLuint program, GLuint shader)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glMultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glMultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride)
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glBindTextures(GLuint first, GLsizei count, const GLuint *textures)
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glPointParameteriv(GLenum pname, const GLint *params)
void glInvalidateTexImage(GLuint texture, GLint level)
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttrib1fv(GLuint index, const GLfloat *v)
void glDepthRangef(GLfloat n, GLfloat f)
void glTextureView(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glBeginTransformFeedback(GLenum primitiveMode)
void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount, const GLint *basevertex)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount)
void glVertexAttrib3sv(GLuint index, const GLshort *v)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glVertexAttribI4bv(GLuint index, const GLbyte *v)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
GLboolean glUnmapBuffer(GLenum target)
void glVertexAttrib4sv(GLuint index, const GLshort *v)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glBindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes)
void glVertexAttribL3dv(GLuint index, const GLdouble *v)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
void glHint(GLenum target, GLenum mode)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glProgramParameteri(GLuint program, GLenum pname, GLint value)
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
void glPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message)
void glGenSamplers(GLsizei count, GLuint *samplers)
void glPointParameteri(GLenum pname, GLint param)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
void glVertexAttribI1i(GLuint index, GLint x)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
void glTexBufferRange(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels)
void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
void glQueryCounter(GLuint id, GLenum target)
void * glMapBuffer(GLenum target, GLenum access)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glVertexAttribI1iv(GLuint index, const GLint *v)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glVertexAttrib1sv(GLuint index, const GLshort *v)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glBindBuffersBase(GLenum target, GLuint first, GLsizei count, const GLuint *buffers)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glClearTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v)
void glVertexAttribL1d(GLuint index, GLdouble x)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
void glDisablei(GLenum target, GLuint index)
void glVertexAttribI2i(GLuint index, GLint x, GLint y)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glEndQueryIndexed(GLenum target, GLuint index)
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDebugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glGetCompressedTexImage(GLenum target, GLint level, void *img)
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z)
Combined button and popup list for selecting options.
static void * context
EGLStreamKHR stream
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
EGLOutputLayerEXT layer
static ControlElement< T > * ptr(QWidget *widget)
ptrdiff_t GLintptr
Definition qopengl.h:163
uint64_t GLuint64
Definition qopengl.h:233
int64_t GLint64
Definition qopengl.h:232
ptrdiff_t GLsizeiptr
Definition qopengl.h:164
struct __GLsync * GLsync
Definition qopengl.h:234
void(QT_APIENTRY * GLDEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam)
Definition qopengl.h:252
char GLchar
Definition qopengl.h:158
GLenum modeRGB
GLint location
GLenum GLenum modeAlpha
GLsizei GLenum GLsizei GLsizei GLsizei GLboolean fixedsamplelocations
GLint GLint GLint GLint dstX0
GLint GLfloat GLfloat GLfloat v2
GLenum GLsizei GLsizei GLint * values
[15]
GLsizei GLsizei GLenum void * binary
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint dstZ
GLenum GLuint GLenum GLuint GLuint GLuint GLuint numlayers
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
GLbitfield stages
GLsizei const GLfloat * v
[13]
GLint GLboolean layered
GLuint GLfloat GLfloat GLfloat GLfloat GLfloat z
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei GLsizei srcHeight
GLsizei GLenum GLenum GLuint GLenum * severities
GLint GLint GLint GLint GLint x
[0]
GLuint const GLuint * buffers
GLint GLenum GLsizei GLsizei GLsizei depth
typedef GLfloat(GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC)(GLuint path
GLsizei samples
GLenum mode
GLenum programInterface
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint dstY
GLenum GLuint GLint level
GLfloat GLfloat GLfloat w
[0]
const GLuint * pipelines
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLint GLsizei GLsizei GLuint baseinstance
GLenum shadertype
GLuint divisor
GLenum srcTarget
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLuint index
[2]
GLenum condition
GLenum GLuint origtexture
GLenum GLuint GLenum GLuint GLuint GLuint minlayer
GLboolean r
[2]
GLuint GLuint end
GLenum GLint GLint GLint srcY
GLenum GLenum GLsizei const GLuint * ids
GLuint const GLuint GLuint const GLuint * textures
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint dstX
GLsizei GLenum GLenum * types
GLsizei const GLchar ** strings
[1]
GLenum srcRGB
GLuint sampler
double GLdouble
GLenum GLenum GLenum GLenum dstAlpha
GLenum GLuint GLenum GLsizei length
GLint srcY0
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei srcWidth
GLenum GLenum GLsizei count
const GLenum * bufs
GLenum pname
const void * indirect
GLbitfield GLuint64 timeout
[4]
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
GLint GLenum GLsizei GLsizei GLsizei GLint border
GLenum GLenum GLsizei const GLuint GLboolean enabled
GLsizei GLsizei GLchar * infoLog
GLenum face
GLfloat GLfloat f
GLint GLint srcX1
GLsizei levels
GLenum GLenum GLenum srcAlpha
GLsizei GLenum GLenum GLuint GLenum GLsizei * lengths
GLenum src
GLsizei range
const void GLsizei GLsizei stride
GLenum GLuint buffer
GLint GLint GLint yoffset
GLint GLsizei width
GLint GLint GLint GLint zoffset
const void * userParam
GLint GLsizei GLboolean transpose
GLenum GLint GLint srcX
GLuint color
[2]
GLenum GLenum dstRGB
GLenum GLint GLint GLint GLint GLuint GLenum GLint dstLevel
GLint left
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum GLint GLint GLint GLint GLuint GLenum dstTarget
GLenum type
GLenum GLint srcLevel
GLenum writeTarget
GLenum GLenum dst
GLenum GLintptr readOffset
GLuint GLsizei const GLchar * label
[43]
GLenum GLuint GLenum GLuint GLuint numlevels
GLint GLint bottom
GLint GLint GLint GLint GLint GLint dstX1
GLenum GLint GLint GLint GLint srcZ
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum access
GLuint colorNumber
GLint GLfloat v0
GLenum GLenum textarget
GLenum GLuint GLenum GLsizei const GLchar * buf
GLenum target
GLenum GLintptr GLintptr writeOffset
GLbitfield flags
GLsizei GLenum const void GLint basevertex
GLsizei bufsize
GLint GLfloat GLfloat v1
GLsizei GLenum GLenum GLuint GLenum GLsizei GLchar * messageLog
GLsizei const GLenum * attachments
GLenum GLuint texture
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLuint program
GLuint GLsizei const GLchar * message
GLint GLenum internalformat
const GLuint * arrays
GLenum GLuint GLenum GLuint minlevel
GLfloat GLfloat clamp
GLenum GLuint GLsizei const GLenum * props
GLfloat units
GLint GLint xoffset
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLuint start
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLboolean GLboolean g
GLenum GLint GLint GLint GLint GLuint dstName
GLenum GLenum severity
GLint GLfloat GLfloat GLfloat GLfloat v3
GLsizei GLsizei GLenum * binaryFormat
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLint ref
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei GLsizei GLsizei srcDepth
GLenum attachment
GLenum GLuint GLsizei propCount
GLuint name
GLint first
GLsizei bufSize
GLint GLint GLint srcY1
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLsizei GLenum * sources
GLfloat n
GLint GLsizei GLsizei GLenum format
const void GLsizei drawcount
GLint GLint GLint GLint GLint dstY0
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei imageSize
GLint GLint GLint GLint GLint GLint GLint dstY1
GLsizei GLenum const void * indices
GLsizei numAttachments
GLint y
GLfloat GLfloat GLfloat GLfloat h
GLsizei GLsizei GLchar * source
void ** params
GLenum GLenum GLenum dfactorAlpha
Definition qopenglext.h:373
GLuint GLuint num_groups_z
GLdouble s
[6]
Definition qopenglext.h:235
const GLchar * uniformBlockName
GLuint GLint srcX0
GLenum GLenum sfactorAlpha
Definition qopenglext.h:373
GLsizei uniformCount
GLbyte GLbyte blue
Definition qopenglext.h:385
GLenum func
Definition qopenglext.h:663
GLsizei const GLchar *const * varyings
GLuint GLfloat * val
GLsizei const GLchar *const GLenum bufferMode
GLuint renderbuffer
GLuint GLsizei GLsizei GLchar * uniformName
GLint void * img
Definition qopenglext.h:233
GLuint GLsizei const GLuint const GLintptr * offsets
GLuint GLsizei const GLuint const GLintptr const GLsizeiptr * sizes
GLenum precisiontype
GLenum array
GLuint shader
Definition qopenglext.h:665
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
GLsizei const GLuint const GLintptr const GLsizei * strides
GLfloat GLfloat GLfloat alpha
Definition qopenglext.h:418
GLbyte green
Definition qopenglext.h:385
GLuint GLuint uniformBlockBinding
GLuint bindingindex
GLenum GLenum GLenum dppass
Definition qopenglext.h:662
GLint GLfloat GLint stencil
GLenum dfactorRGB
Definition qopenglext.h:373
GLuint GLuint storageBlockBinding
GLenum GLenum renderbuffertarget
typedef GLushort(APIENTRYP PFNGLGETSTAGEINDEXNVPROC)(GLenum shadertype)
GLuint attribindex
GLuint uniformBlockIndex
GLuint storageBlockIndex
GLenum cap
GLenum GLint GLint * precision
GLint drawbuffer
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