15#ifndef QOPENGLVERSIONFUNCTIONS_4_5_CORE_H
16#define QOPENGLVERSIONFUNCTIONS_4_5_CORE_H
18#include <QtOpenGL/qtopenglglobal.h>
20#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)
22#include <QtOpenGL/QOpenGLVersionProfile>
23#include <QtOpenGL/QOpenGLVersionFunctions>
24#include <QtGui/qopenglcontext.h>
28#pragma push_macro("MemoryBarrier")
40 bool initializeOpenGLFunctions()
override;
74 void glClearStencil(
GLint s);
111 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);
119 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);
160 void glVertexAttrib4ubv(
GLuint index,
const GLubyte *
v);
162 void glVertexAttrib4s(
GLuint index, GLshort
x, GLshort
y, GLshort
z, GLshort
w);
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);
177 void glVertexAttrib3s(
GLuint index, GLshort
x, GLshort
y, GLshort
z);
307 void glVertexAttribI4ubv(
GLuint index,
const GLubyte *
v);
308 void glVertexAttribI4sv(
GLuint index,
const GLshort *
v);
329 void glEndConditionalRender();
336 void glEndTransformFeedback();
337 void glBeginTransformFeedback(
GLenum primitiveMode);
371 void glDeleteSync(
GLsync sync);
416 void glResumeTransformFeedback();
417 void glPauseTransformFeedback();
480 void glValidateProgramPipeline(
GLuint pipeline);
535 void glBindProgramPipeline(
GLuint pipeline);
542 void glClearDepthf(
GLfloat dd);
546 void glReleaseShaderCompiler();
567 void glPopDebugGroup();
601 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);
614 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);
619 void glTextureBarrier();
627 GLenum glGetGraphicsResetStatus();
629 void glGetTextureSubImage(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
void *
pixels);
630 void glMemoryBarrierByRegion(
GLbitfield barriers);
667 void glCompressedTextureSubImage3D(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *
data);
670 void glTextureSubImage3D(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
pixels);
688 void glBlitNamedFramebuffer(
GLuint readFramebuffer,
GLuint drawFramebuffer,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
703#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
711#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
717#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
723#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
729#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
744#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
787 d_1_0_Core->f.DepthRange(nearVal, farVal);
792 return d_1_0_Core->f.IsEnabled(
cap);
822 return d_1_0_Core->f.GetString(
name);
837 return d_1_0_Core->f.GetError();
857 d_1_0_Core->f.ReadBuffer(
src);
872 d_1_0_Core->f.DepthFunc(
func);
877 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
887 d_1_0_Core->f.LogicOp(
opcode);
892 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
897 d_1_0_Core->f.Flush();
902 d_1_0_Core->f.Finish();
907 d_1_0_Core->f.Enable(
cap);
912 d_1_0_Core->f.Disable(
cap);
917 d_1_0_Core->f.DepthMask(flag);
927 d_1_0_Core->f.StencilMask(
mask);
932 d_1_0_Core->f.ClearDepth(
depth);
937 d_1_0_Core->f.ClearStencil(
s);
947 d_1_0_Core->f.Clear(
mask);
952 d_1_0_Core->f.DrawBuffer(
buf);
992 d_1_0_Core->f.PolygonMode(
face,
mode);
997 d_1_0_Core->f.PointSize(
size);
1002 d_1_0_Core->f.LineWidth(
width);
1012 d_1_0_Core->f.FrontFace(
mode);
1017 d_1_0_Core->f.CullFace(
mode);
1024 return d_1_1_Core->f.IsTexture(
texture);
1034 d_1_1_Core->f.DeleteTextures(
n,
textures);
1074 d_1_1_Core->f.PolygonOffset(factor,
units);
1096 d_1_2_Core->f.BlendEquation(
mode);
1104inline void QOpenGLFunctions_4_5_Core::glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
pixels)
1106 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
1136inline void QOpenGLFunctions_4_5_Core::glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *
data)
1138 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
1163 d_1_3_Core->f.ActiveTexture(
texture);
1217 return d_1_5_Core->f.UnmapBuffer(
target);
1242 return d_1_5_Core->f.IsBuffer(
buffer);
1247 d_1_5_Core->f.GenBuffers(
n,
buffers);
1252 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
1262 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
1267 d_1_5_Core->f.GetQueryObjectiv(
id,
pname,
params);
1277 d_1_5_Core->f.EndQuery(
target);
1282 d_1_5_Core->f.BeginQuery(
target,
id);
1287 return d_1_5_Core->f.IsQuery(
id);
1292 d_1_5_Core->f.DeleteQueries(
n,
ids);
1297 d_1_5_Core->f.GenQueries(
n,
ids);
1309 d_2_0_Core->f.VertexAttrib4usv(
index,
v);
1314 d_2_0_Core->f.VertexAttrib4uiv(
index,
v);
1319 d_2_0_Core->f.VertexAttrib4ubv(
index,
v);
1324 d_2_0_Core->f.VertexAttrib4sv(
index,
v);
1329 d_2_0_Core->f.VertexAttrib4s(
index,
x,
y,
z,
w);
1334 d_2_0_Core->f.VertexAttrib4iv(
index,
v);
1339 d_2_0_Core->f.VertexAttrib4fv(
index,
v);
1344 d_2_0_Core->f.VertexAttrib4f(
index,
x,
y,
z,
w);
1349 d_2_0_Core->f.VertexAttrib4dv(
index,
v);
1354 d_2_0_Core->f.VertexAttrib4d(
index,
x,
y,
z,
w);
1359 d_2_0_Core->f.VertexAttrib4bv(
index,
v);
1364 d_2_0_Core->f.VertexAttrib4Nusv(
index,
v);
1369 d_2_0_Core->f.VertexAttrib4Nuiv(
index,
v);
1374 d_2_0_Core->f.VertexAttrib4Nubv(
index,
v);
1379 d_2_0_Core->f.VertexAttrib4Nub(
index,
x,
y,
z,
w);
1384 d_2_0_Core->f.VertexAttrib4Nsv(
index,
v);
1389 d_2_0_Core->f.VertexAttrib4Niv(
index,
v);
1394 d_2_0_Core->f.VertexAttrib4Nbv(
index,
v);
1399 d_2_0_Core->f.VertexAttrib3sv(
index,
v);
1404 d_2_0_Core->f.VertexAttrib3s(
index,
x,
y,
z);
1409 d_2_0_Core->f.VertexAttrib3fv(
index,
v);
1414 d_2_0_Core->f.VertexAttrib3f(
index,
x,
y,
z);
1419 d_2_0_Core->f.VertexAttrib3dv(
index,
v);
1424 d_2_0_Core->f.VertexAttrib3d(
index,
x,
y,
z);
1429 d_2_0_Core->f.VertexAttrib2sv(
index,
v);
1434 d_2_0_Core->f.VertexAttrib2s(
index,
x,
y);
1439 d_2_0_Core->f.VertexAttrib2fv(
index,
v);
1444 d_2_0_Core->f.VertexAttrib2f(
index,
x,
y);
1449 d_2_0_Core->f.VertexAttrib2dv(
index,
v);
1454 d_2_0_Core->f.VertexAttrib2d(
index,
x,
y);
1459 d_2_0_Core->f.VertexAttrib1sv(
index,
v);
1464 d_2_0_Core->f.VertexAttrib1s(
index,
x);
1469 d_2_0_Core->f.VertexAttrib1fv(
index,
v);
1474 d_2_0_Core->f.VertexAttrib1f(
index,
x);
1479 d_2_0_Core->f.VertexAttrib1dv(
index,
v);
1484 d_2_0_Core->f.VertexAttrib1d(
index,
x);
1489 d_2_0_Core->f.ValidateProgram(
program);
1589 d_2_0_Core->f.UseProgram(
program);
1599 d_2_0_Core->f.LinkProgram(
program);
1604 return d_2_0_Core->f.IsShader(
shader);
1609 return d_2_0_Core->f.IsProgram(
program);
1644 return d_2_0_Core->f.GetUniformLocation(
program,
name);
1674 return d_2_0_Core->f.GetAttribLocation(
program,
name);
1694 d_2_0_Core->f.EnableVertexAttribArray(
index);
1699 d_2_0_Core->f.DisableVertexAttribArray(
index);
1709 d_2_0_Core->f.DeleteShader(
shader);
1714 d_2_0_Core->f.DeleteProgram(
program);
1719 return d_2_0_Core->f.CreateShader(
type);
1724 return d_2_0_Core->f.CreateProgram();
1729 d_2_0_Core->f.CompileShader(
shader);
1744 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
1759 d_2_0_Core->f.DrawBuffers(
n,
bufs);
1803 return d_3_0_Core->f.IsVertexArray(
array);
1808 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
1813 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
1818 d_3_0_Core->f.BindVertexArray(
array);
1848 d_3_0_Core->f.GenerateMipmap(
target);
1878 return d_3_0_Core->f.CheckFramebufferStatus(
target);
1933 return d_3_0_Core->f.GetStringi(
name,
index);
2018 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
2033 d_3_0_Core->f.VertexAttribI4usv(
index,
v);
2038 d_3_0_Core->f.VertexAttribI4ubv(
index,
v);
2043 d_3_0_Core->f.VertexAttribI4sv(
index,
v);
2048 d_3_0_Core->f.VertexAttribI4bv(
index,
v);
2053 d_3_0_Core->f.VertexAttribI4uiv(
index,
v);
2058 d_3_0_Core->f.VertexAttribI3uiv(
index,
v);
2063 d_3_0_Core->f.VertexAttribI2uiv(
index,
v);
2068 d_3_0_Core->f.VertexAttribI1uiv(
index,
v);
2073 d_3_0_Core->f.VertexAttribI4iv(
index,
v);
2078 d_3_0_Core->f.VertexAttribI3iv(
index,
v);
2083 d_3_0_Core->f.VertexAttribI2iv(
index,
v);
2088 d_3_0_Core->f.VertexAttribI1iv(
index,
v);
2093 d_3_0_Core->f.VertexAttribI4ui(
index,
x,
y,
z,
w);
2098 d_3_0_Core->f.VertexAttribI3ui(
index,
x,
y,
z);
2103 d_3_0_Core->f.VertexAttribI2ui(
index,
x,
y);
2108 d_3_0_Core->f.VertexAttribI1ui(
index,
x);
2113 d_3_0_Core->f.VertexAttribI4i(
index,
x,
y,
z,
w);
2118 d_3_0_Core->f.VertexAttribI3i(
index,
x,
y,
z);
2123 d_3_0_Core->f.VertexAttribI2i(
index,
x,
y);
2128 d_3_0_Core->f.VertexAttribI1i(
index,
x);
2148 d_3_0_Core->f.EndConditionalRender();
2153 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
2183 d_3_0_Core->f.EndTransformFeedback();
2188 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
2218 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
2265 d_3_1_Core->f.PrimitiveRestartIndex(
index);
2287 d_3_2_Core->f.SampleMaski(maskNumber,
mask);
2327 d_3_2_Core->f.GetInteger64v(
pname,
data);
2337 return d_3_2_Core->f.ClientWaitSync(sync,
flags,
timeout);
2342 d_3_2_Core->f.DeleteSync(sync);
2347 return d_3_2_Core->f.IsSync(sync);
2357 d_3_2_Core->f.ProvokingVertex(
mode);
2429 d_3_3_Core->f.GetQueryObjectui64v(
id,
pname,
params);
2434 d_3_3_Core->f.GetQueryObjecti64v(
id,
pname,
params);
2439 d_3_3_Core->f.QueryCounter(
id,
target);
2494 d_3_3_Core->f.BindSampler(unit,
sampler);
2499 return d_3_3_Core->f.IsSampler(
sampler);
2514 return d_3_3_Core->f.GetFragDataIndex(
program,
name);
2536 d_4_0_Core->f.BeginQueryIndexed(
target,
index,
id);
2541 d_4_0_Core->f.DrawTransformFeedbackStream(
mode,
id,
stream);
2546 d_4_0_Core->f.DrawTransformFeedback(
mode,
id);
2551 d_4_0_Core->f.ResumeTransformFeedback();
2556 d_4_0_Core->f.PauseTransformFeedback();
2561 return d_4_0_Core->f.IsTransformFeedback(
id);
2566 d_4_0_Core->f.GenTransformFeedbacks(
n,
ids);
2571 d_4_0_Core->f.DeleteTransformFeedbacks(
n,
ids);
2576 d_4_0_Core->f.BindTransformFeedback(
target,
id);
2736 d_4_0_Core->f.BlendFunci(
buf,
src,
dst);
2746 d_4_0_Core->f.BlendEquationi(
buf,
mode);
2751 d_4_0_Core->f.MinSampleShading(
value);
2768 d_4_1_Core->f.DepthRangeIndexed(
index,
n,
f);
2778 d_4_1_Core->f.ScissorIndexedv(
index,
v);
2793 d_4_1_Core->f.ViewportIndexedfv(
index,
v);
2798 d_4_1_Core->f.ViewportIndexedf(
index,
x,
y,
w,
h);
2818 d_4_1_Core->f.VertexAttribL4dv(
index,
v);
2823 d_4_1_Core->f.VertexAttribL3dv(
index,
v);
2828 d_4_1_Core->f.VertexAttribL2dv(
index,
v);
2833 d_4_1_Core->f.VertexAttribL1dv(
index,
v);
2838 d_4_1_Core->f.VertexAttribL4d(
index,
x,
y,
z,
w);
2843 d_4_1_Core->f.VertexAttribL3d(
index,
x,
y,
z);
2848 d_4_1_Core->f.VertexAttribL2d(
index,
x,
y);
2853 d_4_1_Core->f.VertexAttribL1d(
index,
x);
2863 d_4_1_Core->f.ValidateProgramPipeline(pipeline);
3118 d_4_1_Core->f.GetProgramPipelineiv(pipeline,
pname,
params);
3123 return d_4_1_Core->f.IsProgramPipeline(pipeline);
3128 d_4_1_Core->f.GenProgramPipelines(
n,
pipelines);
3133 d_4_1_Core->f.DeleteProgramPipelines(
n,
pipelines);
3138 d_4_1_Core->f.BindProgramPipeline(pipeline);
3148 d_4_1_Core->f.ActiveShaderProgram(pipeline,
program);
3173 d_4_1_Core->f.ClearDepthf(dd);
3178 d_4_1_Core->f.DepthRangef(
n,
f);
3193 d_4_1_Core->f.ReleaseShaderCompiler();
3225 d_4_2_Core->f.MemoryBarrier(barriers);
3282 d_4_3_Core->f.PopDebugGroup();
3297 d_4_3_Core->f.DebugMessageCallback(callback,
userParam);
3417 d_4_3_Core->f.InvalidateBufferData(
buffer);
3450inline void QOpenGLFunctions_4_5_Core::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)
3452 d_4_3_Core->f.CopyImageSubData(
srcName,
srcTarget,
srcLevel,
srcX,
srcY,
srcZ,
dstName,
dstTarget,
dstLevel,
dstX,
dstY,
dstZ,
srcWidth,
srcHeight,
srcDepth);
3457 d_4_3_Core->f.DispatchComputeIndirect(
indirect);
3507inline void QOpenGLFunctions_4_5_Core::glClearTexSubImage(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
data)
3509 d_4_4_Core->f.ClearTexSubImage(
texture,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
data);
3526 d_4_5_Core->f.TextureBarrier();
3566 return d_4_5_Core->f.GetGraphicsResetStatus();
3574inline void QOpenGLFunctions_4_5_Core::glGetTextureSubImage(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
void *
pixels)
3576 d_4_5_Core->f.GetTextureSubImage(
texture,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
bufSize,
pixels);
3581 d_4_5_Core->f.MemoryBarrierByRegion(barriers);
3591 d_4_5_Core->f.CreateProgramPipelines(
n,
pipelines);
3596 d_4_5_Core->f.CreateSamplers(
n,
samplers);
3611 d_4_5_Core->f.GetVertexArrayiv(vaobj,
pname,
param);
3651 d_4_5_Core->f.VertexArrayElementBuffer(vaobj,
buffer);
3656 d_4_5_Core->f.EnableVertexArrayAttrib(vaobj,
index);
3661 d_4_5_Core->f.DisableVertexArrayAttrib(vaobj,
index);
3666 d_4_5_Core->f.CreateVertexArrays(
n,
arrays);
3711 d_4_5_Core->f.BindTextureUnit(unit,
texture);
3716 d_4_5_Core->f.GenerateTextureMipmap(
texture);
3764inline void QOpenGLFunctions_4_5_Core::glCompressedTextureSubImage3D(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *
data)
3766 d_4_5_Core->f.CompressedTextureSubImage3D(
texture,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
3779inline void QOpenGLFunctions_4_5_Core::glTextureSubImage3D(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
pixels)
3781 d_4_5_Core->f.TextureSubImage3D(
texture,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
3869inline void QOpenGLFunctions_4_5_Core::glBlitNamedFramebuffer(
GLuint readFramebuffer,
GLuint drawFramebuffer,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter)
3871 d_4_5_Core->f.BlitNamedFramebuffer(readFramebuffer,
drawFramebuffer,
srcX0,
srcY0,
srcX1,
srcY1,
dstX0,
dstY0,
dstX1,
dstY1,
mask,
filter);
3944#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
3968#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
3979 return d_4_5_Core->f.UnmapNamedBuffer(
buffer);
3982#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
3996#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4010#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4019#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4028#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4037#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4048 d_4_5_Core->f.CreateBuffers(
n,
buffers);
4063 d_4_5_Core->f.GetTransformFeedbackiv(xfb,
pname,
param);
4066#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4077 d_4_5_Core->f.TransformFeedbackBufferBase(xfb,
index,
buffer);
4082 d_4_5_Core->f.CreateTransformFeedbacks(
n,
ids);
4087 d_4_5_Core->f.ClipControl(origin,
depth);
4095#pragma pop_macro("MemoryBarrier")
void glVertexAttribI4sv(GLuint index, const GLshort *v)
void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount)
void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
void glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name)
void glInvalidateNamedFramebufferSubData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
void glVertexAttribI4uiv(GLuint index, const GLuint *v)
void glVertexAttrib1f(GLuint index, GLfloat x)
void glGetTextureParameterIuiv(GLuint texture, GLenum pname, GLuint *params)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glVertexAttribI2i(GLuint index, GLint x, GLint y)
void glClearStencil(GLint s)
void glBindVertexArray(GLuint array)
void glClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glVertexAttrib4bv(GLuint index, const GLbyte *v)
void glVertexAttribI1uiv(GLuint index, const GLuint *v)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glBindBuffer(GLenum target, GLuint buffer)
void glNamedRenderbufferStorageMultisample(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glPrimitiveRestartIndex(GLuint index)
void glVertexArrayBindingDivisor(GLuint vaobj, GLuint bindingindex, GLuint divisor)
GLuint glGetDebugMessageLog(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glMemoryBarrier(GLbitfield barriers)
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glBindSampler(GLuint unit, GLuint sampler)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length)
void glClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders)
void glUniform1f(GLint location, GLfloat v0)
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void * glMapNamedBufferRange(GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glGetnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels)
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glTextureParameteri(GLuint texture, GLenum pname, GLint param)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
void glUniform1i(GLint location, GLint v0)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)
void glTransformFeedbackBufferBase(GLuint xfb, GLuint index, GLuint buffer)
void glTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
void glVertexArrayAttribBinding(GLuint vaobj, GLuint attribindex, GLuint bindingindex)
GLboolean glIsShader(GLuint shader)
GLuint glCreateShader(GLenum type)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount)
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
GLboolean glIsSync(GLsync sync)
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
GLboolean glIsVertexArray(GLuint array)
void glVertexArrayVertexBuffers(GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glGetTextureLevelParameterfv(GLuint texture, GLint level, GLenum pname, GLfloat *params)
void glVertexAttrib4Niv(GLuint index, const GLint *v)
GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glGenSamplers(GLsizei count, GLuint *samplers)
void glClampColor(GLenum target, GLenum clamp)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glUniform1d(GLint location, GLdouble x)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glVertexArrayAttribFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glProvokingVertex(GLenum mode)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
GLboolean glIsProgram(GLuint program)
void glGenQueries(GLsizei n, GLuint *ids)
void glEndQuery(GLenum target)
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
GLboolean glIsBuffer(GLuint buffer)
void glNamedFramebufferTextureLayer(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glDepthRangef(GLfloat n, GLfloat f)
void glNamedBufferStorage(GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags)
void glVertexAttribI4iv(GLuint index, const GLint *v)
void glPointParameterf(GLenum pname, GLfloat param)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount, const GLint *basevertex)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
void glFrontFace(GLenum mode)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glVertexAttrib2dv(GLuint index, const GLdouble *v)
void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDisableVertexArrayAttrib(GLuint vaobj, GLuint index)
void glEnableVertexArrayAttrib(GLuint vaobj, GLuint index)
void glCreateTransformFeedbacks(GLsizei n, GLuint *ids)
void glCompressedTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glCreateVertexArrays(GLsizei n, GLuint *arrays)
void glGetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param)
void glLogicOp(GLenum opcode)
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glGetNamedBufferParameteriv(GLuint buffer, GLenum pname, GLint *params)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glGetBufferPointerv(GLenum target, GLenum pname, void **params)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glPointParameteriv(GLenum pname, const GLint *params)
void glGetNamedRenderbufferParameteriv(GLuint renderbuffer, GLenum pname, GLint *params)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBindBuffersBase(GLenum target, GLuint first, GLsizei count, const GLuint *buffers)
void glNamedFramebufferParameteri(GLuint framebuffer, GLenum pname, GLint param)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void * glMapNamedBuffer(GLuint buffer, GLenum access)
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
void glBlitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glBindSamplers(GLuint first, GLsizei count, const GLuint *samplers)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glTextureParameterIiv(GLuint texture, GLenum pname, const GLint *params)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glVertexAttrib1sv(GLuint index, const GLshort *v)
void glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset)
void glDisableVertexAttribArray(GLuint index)
void glGetnUniformuiv(GLuint program, GLint location, GLsizei bufSize, GLuint *params)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glTexStorage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glGenTextures(GLsizei n, GLuint *textures)
void glGetFloatv(GLenum pname, GLfloat *data)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glLineWidth(GLfloat width)
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels)
void glDisable(GLenum cap)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glVertexAttribI4bv(GLuint index, const GLbyte *v)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label)
void glClearNamedFramebufferfi(GLuint framebuffer, GLenum buffer, GLfloat depth, GLint stencil)
void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
void glPixelStoref(GLenum pname, GLfloat param)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
GLboolean glIsTexture(GLuint texture)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttribI1iv(GLuint index, const GLint *v)
void glGetVertexArrayIndexediv(GLuint vaobj, GLuint index, GLenum pname, GLint *param)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glCreateRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glValidateProgram(GLuint program)
void glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments)
void glTextureBufferRange(GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizei size)
void glGetTextureParameterfv(GLuint texture, GLenum pname, GLfloat *params)
void glGetnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glNamedFramebufferReadBuffer(GLuint framebuffer, GLenum src)
void glClipControl(GLenum origin, GLenum depth)
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glPixelStorei(GLenum pname, GLint param)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glGetTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glActiveShaderProgram(GLuint pipeline, GLuint program)
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCreateSamplers(GLsizei n, GLuint *samplers)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void * glMapBuffer(GLenum target, GLenum access)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data)
void glVertexAttribI4usv(GLuint index, const GLushort *v)
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glVertexAttrib3fv(GLuint index, const GLfloat *v)
void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void *pixels)
void glVertexAttrib3sv(GLuint index, const GLshort *v)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
void glDeleteProgram(GLuint program)
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glDebugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glGetVertexArrayIndexed64iv(GLuint vaobj, GLuint index, GLenum pname, GLint64 *param)
void glGetInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glTextureView(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers)
void glGetObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label)
GLboolean glUnmapNamedBuffer(GLuint buffer)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glAttachShader(GLuint program, GLuint shader)
void glVertexArrayVertexBuffer(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
void glVertexAttribL2dv(GLuint index, const GLdouble *v)
void glPointParameteri(GLenum pname, GLint param)
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glBindProgramPipeline(GLuint pipeline)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetBooleanv(GLenum pname, GLboolean *data)
void glBindTextureUnit(GLuint unit, GLuint texture)
void glInvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glProgramUniform1i(GLuint program, GLint location, GLint v0)
void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z)
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glEndConditionalRender()
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
void glVertexAttrib4dv(GLuint index, const GLdouble *v)
void glBlendEquationi(GLuint buf, GLenum mode)
void glVertexAttribL1d(GLuint index, GLdouble x)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttrib1fv(GLuint index, const GLfloat *v)
void glStencilMask(GLuint mask)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glEndQueryIndexed(GLenum target, GLuint index)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data)
void glVertexAttribL4dv(GLuint index, const GLdouble *v)
void glTexStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glGetnUniformfv(GLuint program, GLint location, GLsizei bufSize, GLfloat *params)
void glVertexAttribI4ubv(GLuint index, const GLubyte *v)
void glBindVertexBuffers(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides)
void glClearNamedBufferSubData(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glGetTextureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels)
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary)
void glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glClearNamedBufferData(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCreateFramebuffers(GLsizei n, GLuint *framebuffers)
void glCompressedTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glGetCompressedTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels)
void glBufferStorage(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags)
void glGetNamedFramebufferAttachmentParameteriv(GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glNamedFramebufferRenderbuffer(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glCopyTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetCompressedTextureImage(GLuint texture, GLint level, GLsizei bufSize, void *pixels)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glTextureParameterIuiv(GLuint texture, GLenum pname, const GLuint *params)
GLboolean glIsQuery(GLuint id)
void glEndTransformFeedback()
GLboolean glIsSampler(GLuint sampler)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect)
void glVertexAttrib4usv(GLuint index, const GLushort *v)
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttrib1d(GLuint index, GLdouble x)
void glNamedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf)
void glBlendEquation(GLenum mode)
void glGetNamedBufferParameteri64v(GLuint buffer, GLenum pname, GLint64 *params)
void glTextureParameterfv(GLuint texture, GLenum pname, const GLfloat *param)
void glVertexAttrib4ubv(GLuint index, const GLubyte *v)
GLboolean glIsEnabled(GLenum cap)
void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glInvalidateTexImage(GLuint texture, GLint level)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex)
void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glValidateProgramPipeline(GLuint pipeline)
GLboolean glIsProgramPipeline(GLuint pipeline)
void glProgramParameteri(GLuint program, GLenum pname, GLint value)
GLboolean glIsTransformFeedback(GLuint id)
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data)
GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glVertexAttribI2iv(GLuint index, const GLint *v)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glCompressedTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glInvalidateBufferData(GLuint buffer)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glInvalidateNamedFramebufferData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments)
void glVertexArrayAttribIFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance)
void glTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCopyTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glPolygonMode(GLenum face, GLenum mode)
void glMultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride)
void glCopyImageSubData(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth)
void glScissorIndexedv(GLuint index, const GLint *v)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance)
void glObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label)
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
void glGenerateTextureMipmap(GLuint texture)
void glTransformFeedbackBufferRange(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glReadBuffer(GLenum src)
void glBeginTransformFeedback(GLenum primitiveMode)
void glVertexAttribI1ui(GLuint index, GLuint x)
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glDepthFunc(GLenum func)
void glGenerateMipmap(GLenum target)
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glGetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param)
void glClearDepth(GLdouble depth)
void glGetTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels)
void glTextureStorage2D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glTextureStorage2DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data)
void glPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glHint(GLenum target, GLenum mode)
void glShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding)
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
void glNamedFramebufferDrawBuffers(GLuint framebuffer, GLsizei n, const GLenum *bufs)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
void glCopyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v)
void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
void glPauseTransformFeedback()
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
void glDetachShader(GLuint program, GLuint shader)
void glFlushMappedNamedBufferRange(GLuint buffer, GLintptr offset, GLsizeiptr length)
void glDrawArraysIndirect(GLenum mode, const void *indirect)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glGetCompressedTexImage(GLenum target, GLint level, void *img)
void glGetDoublev(GLenum pname, GLdouble *data)
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glClearTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data)
void glMemoryBarrierByRegion(GLbitfield barriers)
void glClearDepthf(GLfloat dd)
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
void glNamedRenderbufferStorage(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height)
void glGetNamedFramebufferParameteriv(GLuint framebuffer, GLenum pname, GLint *param)
void glVertexAttrib4sv(GLuint index, const GLshort *v)
GLenum glCheckNamedFramebufferStatus(GLuint framebuffer, GLenum target)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data)
void glEnablei(GLenum target, GLuint index)
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetInteger64v(GLenum pname, GLint64 *data)
void glReleaseShaderCompiler()
void glCreateTextures(GLenum target, GLsizei n, GLuint *textures)
void glDebugMessageCallback(GLDEBUGPROC callback, const void *userParam)
void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
void glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex)
void glVertexAttribI1i(GLuint index, GLint x)
void glBindImageTextures(GLuint first, GLsizei count, const GLuint *textures)
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTextureParameteriv(GLuint texture, GLenum pname, const GLint *param)
void glBindTransformFeedback(GLenum target, GLuint id)
void glMinSampleShading(GLfloat value)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance)
void glCreateBuffers(GLsizei n, GLuint *buffers)
void glVertexAttrib4uiv(GLuint index, const GLuint *v)
GLenum glCheckFramebufferStatus(GLenum target)
void glCopyTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glGetnUniformiv(GLuint program, GLint location, GLsizei bufSize, GLint *params)
void glDispatchComputeIndirect(GLintptr indirect)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glVertexAttrib4iv(GLuint index, const GLint *v)
void glGetnUniformdv(GLuint program, GLint location, GLsizei bufSize, GLdouble *params)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
void glEnableVertexAttribArray(GLuint index)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glMultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glVertexAttrib3dv(GLuint index, const GLdouble *v)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels)
void glTextureStorage3DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
GLboolean glUnmapBuffer(GLenum target)
void glEnable(GLenum cap)
void glViewportIndexedfv(GLuint index, const GLfloat *v)
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glVertexAttribI3iv(GLuint index, const GLint *v)
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glCullFace(GLenum mode)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glTextureStorage1D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width)
void glVertexAttrib4fv(GLuint index, const GLfloat *v)
void glTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels)
void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glTextureParameterf(GLuint texture, GLenum pname, GLfloat param)
void glActiveTexture(GLenum texture)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glNamedBufferData(GLuint buffer, GLsizeiptr size, const void *data, GLenum usage)
void glBeginQuery(GLenum target, GLuint id)
void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)
void glGenProgramPipelines(GLsizei n, GLuint *pipelines)
GLint glGetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glReadnPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glGetNamedBufferPointerv(GLuint buffer, GLenum pname, void **params)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glCreateQueries(GLenum target, GLsizei n, GLuint *ids)
void glGetTextureParameterIiv(GLuint texture, GLenum pname, GLint *params)
void glVertexAttrib1s(GLuint index, GLshort x)
void glBindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes)
void glVertexArrayElementBuffer(GLuint vaobj, GLuint buffer)
void glGetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params)
void glLinkProgram(GLuint program)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value)
void glVertexAttrib2fv(GLuint index, const GLfloat *v)
void glUseProgram(GLuint program)
void glDebugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glGetIntegerv(GLenum pname, GLint *data)
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glDisablei(GLenum target, GLuint index)
void glResumeTransformFeedback()
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glVertexAttribL3dv(GLuint index, const GLdouble *v)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
void glDeleteSync(GLsync sync)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glDeleteShader(GLuint shader)
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels)
void glVertexAttrib4Nusv(GLuint index, const GLushort *v)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glCreateProgramPipelines(GLsizei n, GLuint *pipelines)
void glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
void glGetTextureLevelParameteriv(GLuint texture, GLint level, GLenum pname, GLint *params)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glObjectPtrLabel(const void *ptr, GLsizei length, const GLchar *label)
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glGetTextureParameteriv(GLuint texture, GLenum pname, GLint *params)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glVertexAttrib2sv(GLuint index, const GLshort *v)
void glTextureStorage3D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glGetNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, void *data)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glDepthMask(GLboolean flag)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
void glBindTextures(GLuint first, GLsizei count, const GLuint *textures)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexArrayAttribLFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glClear(GLbitfield mask)
void glUniform1ui(GLint location, GLuint v0)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glVertexAttrib1dv(GLuint index, const GLdouble *v)
void glNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glDrawBuffer(GLenum buf)
void glBindTexture(GLenum target, GLuint texture)
void glVertexAttrib4Nsv(GLuint index, const GLshort *v)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glNamedFramebufferTexture(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glVertexAttribI2uiv(GLuint index, const GLuint *v)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTextureBuffer(GLuint texture, GLenum internalformat, GLuint buffer)
void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params)
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
GLenum glGetGraphicsResetStatus()
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glPointSize(GLfloat size)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glPatchParameteri(GLenum pname, GLint value)
void glCompileShader(GLuint shader)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glQueryCounter(GLuint id, GLenum target)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glVertexAttribI3uiv(GLuint index, const GLuint *v)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTexBufferRange(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glGetTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param)
void glSampleMaski(GLuint maskNumber, GLbitfield mask)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glVertexAttribL1dv(GLuint index, const GLdouble *v)
const GLubyte * glGetString(GLenum name)
void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
Combined button and popup list for selecting options.
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
static ControlElement< T > * ptr(QWidget *widget)
void(QT_APIENTRY * GLDEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam)
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
GLsizei const GLfloat * v
[13]
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
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GLuint const GLuint * buffers
GLint GLenum GLsizei GLsizei GLsizei depth
typedef GLfloat(GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC)(GLuint path
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint dstY
GLenum GLuint GLint level
GLfloat GLfloat GLfloat w
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GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLint GLsizei GLsizei GLuint baseinstance
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLenum GLuint origtexture
GLenum GLuint GLenum GLuint GLuint GLuint minlayer
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 GLenum GLenum GLenum dstAlpha
GLenum GLuint GLenum GLsizei length
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei srcWidth
GLenum GLenum GLsizei count
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 GLenum GLenum srcAlpha
GLsizei GLenum GLenum GLuint GLenum GLsizei * lengths
const void GLsizei GLsizei stride
GLint GLint GLint yoffset
GLint GLint GLint GLint zoffset
GLint GLsizei GLboolean transpose
GLenum GLint GLint GLint GLint GLuint GLenum GLint dstLevel
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum GLint GLint GLint GLint GLuint GLenum dstTarget
GLenum GLintptr readOffset
GLuint GLsizei const GLchar * label
[43]
GLenum GLuint GLenum GLuint GLuint numlevels
GLint GLint GLint GLint GLint GLint dstX1
GLenum GLint GLint GLint GLint srcZ
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum GLuint GLenum GLsizei const GLchar * buf
GLenum GLintptr GLintptr writeOffset
GLsizei GLenum const void GLint basevertex
GLsizei GLenum GLenum GLuint GLenum GLsizei GLchar * messageLog
GLsizei const GLenum * attachments
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLuint GLsizei const GLchar * message
GLint GLenum internalformat
GLenum GLuint GLenum GLuint minlevel
GLenum GLuint GLsizei const GLenum * props
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLenum GLint GLint GLint GLint GLuint dstName
GLint GLfloat GLfloat GLfloat GLfloat v3
GLsizei GLsizei GLenum * binaryFormat
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei GLsizei GLsizei srcDepth
GLenum GLuint GLsizei propCount
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
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
GLfloat GLfloat GLfloat GLfloat h
GLsizei GLsizei GLchar * source
GLenum GLenum GLenum dfactorAlpha
GLuint GLuint num_groups_z
const GLchar * uniformBlockName
GLenum GLenum sfactorAlpha
GLsizei const GLchar *const * varyings
GLsizei const GLchar *const GLenum bufferMode
GLuint GLsizei GLsizei GLchar * uniformName
GLuint GLsizei const GLuint const GLintptr * offsets
GLuint GLsizei const GLuint const GLintptr const GLsizeiptr * sizes
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLint GLenum GLboolean GLuint relativeoffset
GLsizei const GLchar *const GLuint * uniformIndices
const GLuint GLenum binaryformat
const GLuint * framebuffers
GLsizei const void * pointer
GLbitfield GLuint srcName
GLint GLenum GLboolean normalized
GLsizei GLsizei GLuint * shaders
const GLuint * renderbuffers
GLsizei const GLuint const GLintptr const GLsizei * strides
GLfloat GLfloat GLfloat alpha
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
GLint GLfloat GLint stencil
GLuint GLuint storageBlockBinding
GLenum GLenum renderbuffertarget
typedef GLushort(APIENTRYP PFNGLGETSTAGEINDEXNVPROC)(GLenum shadertype)
GLenum GLint GLint * precision
GLbitfield GLuint readBuffer
GLsizeiptr const void GLenum usage
GLsizei const GLchar *const * uniformNames