15#ifndef QOPENGLVERSIONFUNCTIONS_4_0_CORE_H
16#define QOPENGLVERSIONFUNCTIONS_4_0_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>
68 void glClearStencil(
GLint s);
103 void glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const GLvoid *
pixels);
113 void glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const GLvoid *
data);
267 void glEndConditionalRender();
274 void glEndTransformFeedback();
275 void glBeginTransformFeedback(
GLenum primitiveMode);
306 void glDeleteSync(
GLsync sync);
354 void glResumeTransformFeedback();
355 void glPauseTransformFeedback();
425 d_1_0_Core->f.DepthRange(nearVal, farVal);
430 return d_1_0_Core->f.IsEnabled(
cap);
460 return d_1_0_Core->f.GetString(
name);
475 return d_1_0_Core->f.GetError();
495 d_1_0_Core->f.ReadBuffer(
mode);
510 d_1_0_Core->f.DepthFunc(
func);
515 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
525 d_1_0_Core->f.LogicOp(
opcode);
530 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
535 d_1_0_Core->f.Flush();
540 d_1_0_Core->f.Finish();
545 d_1_0_Core->f.Enable(
cap);
550 d_1_0_Core->f.Disable(
cap);
555 d_1_0_Core->f.DepthMask(flag);
565 d_1_0_Core->f.StencilMask(
mask);
570 d_1_0_Core->f.ClearDepth(
depth);
575 d_1_0_Core->f.ClearStencil(
s);
585 d_1_0_Core->f.Clear(
mask);
590 d_1_0_Core->f.DrawBuffer(
mode);
630 d_1_0_Core->f.PolygonMode(
face,
mode);
635 d_1_0_Core->f.PointSize(
size);
640 d_1_0_Core->f.LineWidth(
width);
650 d_1_0_Core->f.FrontFace(
mode);
655 d_1_0_Core->f.CullFace(
mode);
662 return d_1_1_Core->f.IsTexture(
texture);
672 d_1_1_Core->f.DeleteTextures(
n,
textures);
712 d_1_1_Core->f.PolygonOffset(factor,
units);
732inline void QOpenGLFunctions_4_0_Core::glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const GLvoid *
pixels)
734 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
749 d_1_2_Core->f.BlendEquation(
mode);
774inline void QOpenGLFunctions_4_0_Core::glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const GLvoid *
data)
776 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
801 d_1_3_Core->f.ActiveTexture(
texture);
855 return d_1_5_Core->f.UnmapBuffer(
target);
880 return d_1_5_Core->f.IsBuffer(
buffer);
885 d_1_5_Core->f.GenBuffers(
n,
buffers);
890 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
900 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
915 d_1_5_Core->f.EndQuery(
target);
920 d_1_5_Core->f.BeginQuery(
target,
id);
925 return d_1_5_Core->f.IsQuery(
id);
930 d_1_5_Core->f.DeleteQueries(
n,
ids);
935 d_1_5_Core->f.GenQueries(
n,
ids);
947 d_2_0_Core->f.ValidateProgram(
program);
1047 d_2_0_Core->f.UseProgram(
program);
1057 d_2_0_Core->f.LinkProgram(
program);
1062 return d_2_0_Core->f.IsShader(
shader);
1067 return d_2_0_Core->f.IsProgram(
program);
1102 return d_2_0_Core->f.GetUniformLocation(
program,
name);
1132 return d_2_0_Core->f.GetAttribLocation(
program,
name);
1152 d_2_0_Core->f.EnableVertexAttribArray(
index);
1157 d_2_0_Core->f.DisableVertexAttribArray(
index);
1167 d_2_0_Core->f.DeleteShader(
shader);
1172 d_2_0_Core->f.DeleteProgram(
program);
1177 return d_2_0_Core->f.CreateShader(
type);
1182 return d_2_0_Core->f.CreateProgram();
1187 d_2_0_Core->f.CompileShader(
shader);
1202 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
1217 d_2_0_Core->f.DrawBuffers(
n,
bufs);
1261 return d_3_0_Core->f.IsVertexArray(
array);
1266 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
1271 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
1276 d_3_0_Core->f.BindVertexArray(
array);
1306 d_3_0_Core->f.GenerateMipmap(
target);
1336 return d_3_0_Core->f.CheckFramebufferStatus(
target);
1391 return d_3_0_Core->f.GetStringi(
name,
index);
1476 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
1506 d_3_0_Core->f.EndConditionalRender();
1511 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
1541 d_3_0_Core->f.EndTransformFeedback();
1546 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
1576 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
1623 d_3_1_Core->f.PrimitiveRestartIndex(
index);
1680 return d_3_2_Core->f.ClientWaitSync(sync,
flags,
timeout);
1685 d_3_2_Core->f.DeleteSync(sync);
1690 return d_3_2_Core->f.IsSync(sync);
1700 d_3_2_Core->f.ProvokingVertex(
mode);
1782 d_3_3_Core->f.GetQueryObjectui64v(
id,
pname,
params);
1787 d_3_3_Core->f.GetQueryObjecti64v(
id,
pname,
params);
1792 d_3_3_Core->f.QueryCounter(
id,
target);
1847 d_3_3_Core->f.BindSampler(unit,
sampler);
1852 return d_3_3_Core->f.IsSampler(
sampler);
1867 return d_3_3_Core->f.GetFragDataIndex(
program,
name);
1894 d_4_0_Core->f.BeginQueryIndexed(
target,
index,
id);
1899 d_4_0_Core->f.DrawTransformFeedbackStream(
mode,
id,
stream);
1904 d_4_0_Core->f.DrawTransformFeedback(
mode,
id);
1909 d_4_0_Core->f.ResumeTransformFeedback();
1914 d_4_0_Core->f.PauseTransformFeedback();
1919 return d_4_0_Core->f.IsTransformFeedback(
id);
1924 d_4_0_Core->f.GenTransformFeedbacks(
n,
ids);
1929 d_4_0_Core->f.DeleteTransformFeedbacks(
n,
ids);
1934 d_4_0_Core->f.BindTransformFeedback(
target,
id);
2094 d_4_0_Core->f.BlendFunci(
buf,
src,
dst);
2104 d_4_0_Core->f.BlendEquationi(
buf,
mode);
2109 d_4_0_Core->f.MinSampleShading(
value);
virtual bool initializeOpenGLFunctions()
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glPolygonMode(GLenum face, GLenum mode)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glEndQueryIndexed(GLenum target, GLuint index)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glClear(GLbitfield mask)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glGetIntegerv(GLenum pname, GLint *params)
void glClampColor(GLenum target, GLenum clamp)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
GLuint glCreateShader(GLenum type)
void glClearStencil(GLint s)
void glUniform1f(GLint location, GLfloat v0)
void glLogicOp(GLenum opcode)
void glBindVertexArray(GLuint array)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glBlendEquationi(GLuint buf, GLenum mode)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glBeginQuery(GLenum target, GLuint id)
void glPointParameteri(GLenum pname, GLint param)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGenSamplers(GLsizei count, GLuint *samplers)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glHint(GLenum target, GLenum mode)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glPatchParameteri(GLenum pname, GLint value)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glBeginTransformFeedback(GLenum primitiveMode)
void glGetDoublev(GLenum pname, GLdouble *params)
void glBlendEquation(GLenum mode)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glClearDepth(GLdouble depth)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDeleteProgram(GLuint program)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glDisableVertexAttribArray(GLuint index)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glReadBuffer(GLenum mode)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glAttachShader(GLuint program, GLuint shader)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glBindSampler(GLuint unit, GLuint sampler)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect)
void glPointSize(GLfloat size)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
const GLubyte * glGetString(GLenum name)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform2i(GLint location, GLint v0, GLint v1)
GLboolean glIsTexture(GLuint texture)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glGetBooleanv(GLenum pname, GLboolean *params)
GLboolean glIsSampler(GLuint sampler)
void glCullFace(GLenum mode)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glEndQuery(GLenum target)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glEndConditionalRender()
void glDepthFunc(GLenum func)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect)
void glResumeTransformFeedback()
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glGenerateMipmap(GLenum target)
void glSampleMaski(GLuint index, GLbitfield mask)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glUniform1i(GLint location, GLint v0)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glEndTransformFeedback()
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glQueryCounter(GLuint id, GLenum target)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
GLboolean glIsProgram(GLuint program)
GLboolean glIsBuffer(GLuint buffer)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glGetInteger64v(GLenum pname, GLint64 *params)
GLboolean glIsEnabled(GLenum cap)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
GLboolean glIsSync(GLsync sync)
void glUniformMatrix3x2dv(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 GLvoid *data)
void glEnable(GLenum cap)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glDisable(GLenum cap)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glActiveTexture(GLenum texture)
GLboolean glIsShader(GLuint shader)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glProvokingVertex(GLenum mode)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glStencilMask(GLuint mask)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glPointParameterf(GLenum pname, GLfloat param)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
void glLinkProgram(GLuint program)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
GLenum glCheckFramebufferStatus(GLenum target)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glUniform1ui(GLint location, GLuint v0)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glEnableVertexAttribArray(GLuint index)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glLineWidth(GLfloat width)
void glUseProgram(GLuint program)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glDisablei(GLenum target, GLuint index)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
GLboolean glIsVertexArray(GLuint array)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
GLboolean glIsTransformFeedback(GLuint id)
void glEnablei(GLenum target, GLuint index)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glValidateProgram(GLuint program)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glCompileShader(GLuint shader)
void glDepthMask(GLboolean flag)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glDeleteSync(GLsync sync)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glPauseTransformFeedback()
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glDeleteShader(GLuint shader)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glPointParameteriv(GLenum pname, const GLint *params)
void glPixelStoref(GLenum pname, GLfloat param)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glMinSampleShading(GLfloat value)
void glBindTexture(GLenum target, GLuint texture)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetFloatv(GLenum pname, GLfloat *params)
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
GLboolean glUnmapBuffer(GLenum target)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glUniform1d(GLint location, GLdouble x)
void glGenQueries(GLsizei n, GLuint *ids)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glBindTransformFeedback(GLenum target, GLuint id)
void glPrimitiveRestartIndex(GLuint index)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glPixelStorei(GLenum pname, GLint param)
void glDrawBuffer(GLenum mode)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glGenTextures(GLsizei n, GLuint *textures)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glBindBuffer(GLenum target, GLuint buffer)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glFrontFace(GLenum mode)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glDetachShader(GLuint program, GLuint shader)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
GLboolean glIsQuery(GLuint id)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
Combined button and popup list for selecting options.
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
GLsizei GLenum GLsizei GLsizei GLsizei GLboolean fixedsamplelocations
GLint GLint GLint GLint dstX0
GLint GLfloat GLfloat GLfloat v2
GLenum GLsizei GLsizei GLint * values
[15]
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
GLuint GLfloat GLfloat GLfloat GLfloat GLfloat z
GLint GLint GLint GLint GLint x
[0]
GLuint const GLuint * buffers
GLint GLenum GLsizei GLsizei GLsizei depth
typedef GLfloat(GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC)(GLuint path
GLenum GLuint GLint level
GLfloat GLfloat GLfloat w
[0]
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLenum GLenum GLsizei const GLuint * ids
GLuint const GLuint GLuint const GLuint * textures
GLenum GLenum GLenum GLenum dstAlpha
GLenum GLuint GLenum GLsizei length
GLenum GLenum GLsizei count
GLbitfield GLuint64 timeout
[4]
GLint GLenum GLsizei GLsizei GLsizei GLint border
GLsizei GLsizei GLchar * infoLog
GLenum GLenum GLenum srcAlpha
const void GLsizei GLsizei stride
GLint GLint GLint yoffset
GLint GLint GLint GLint zoffset
GLint GLsizei GLboolean transpose
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum GLintptr readOffset
GLint GLint GLint GLint GLint GLint dstX1
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 const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLint GLenum internalformat
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLint GLfloat GLfloat GLfloat GLfloat v3
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
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
GLsizei GLsizei GLchar * source
GLenum GLenum GLenum dfactorAlpha
const GLchar * uniformBlockName
GLenum GLenum sfactorAlpha
GLsizei const GLchar *const * varyings
GLsizei const GLchar *const GLenum bufferMode
GLuint GLsizei GLsizei GLchar * uniformName
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLsizei const GLchar *const GLuint * uniformIndices
const GLuint * framebuffers
GLsizei const void * pointer
GLint GLenum GLboolean normalized
const GLuint * renderbuffers
GLfloat GLfloat GLfloat alpha
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
GLint GLfloat GLint stencil
GLenum GLenum renderbuffertarget
GLsizeiptr const void GLenum usage
GLsizei const GLchar *const * uniformNames