15#ifndef QOPENGLVERSIONFUNCTIONS_4_4_CORE_H
16#define QOPENGLVERSIONFUNCTIONS_4_4_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")
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);
651 d_1_0_Core->f.DepthRange(nearVal, farVal);
656 return d_1_0_Core->f.IsEnabled(
cap);
686 return d_1_0_Core->f.GetString(
name);
701 return d_1_0_Core->f.GetError();
721 d_1_0_Core->f.ReadBuffer(
src);
736 d_1_0_Core->f.DepthFunc(
func);
741 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
751 d_1_0_Core->f.LogicOp(
opcode);
756 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
761 d_1_0_Core->f.Flush();
766 d_1_0_Core->f.Finish();
771 d_1_0_Core->f.Enable(
cap);
776 d_1_0_Core->f.Disable(
cap);
781 d_1_0_Core->f.DepthMask(flag);
791 d_1_0_Core->f.StencilMask(
mask);
796 d_1_0_Core->f.ClearDepth(
depth);
801 d_1_0_Core->f.ClearStencil(
s);
811 d_1_0_Core->f.Clear(
mask);
816 d_1_0_Core->f.DrawBuffer(
buf);
856 d_1_0_Core->f.PolygonMode(
face,
mode);
861 d_1_0_Core->f.PointSize(
size);
866 d_1_0_Core->f.LineWidth(
width);
876 d_1_0_Core->f.FrontFace(
mode);
881 d_1_0_Core->f.CullFace(
mode);
888 return d_1_1_Core->f.IsTexture(
texture);
898 d_1_1_Core->f.DeleteTextures(
n,
textures);
938 d_1_1_Core->f.PolygonOffset(factor,
units);
960 d_1_2_Core->f.BlendEquation(
mode);
968inline void QOpenGLFunctions_4_4_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)
970 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
1000inline void QOpenGLFunctions_4_4_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)
1002 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
1027 d_1_3_Core->f.ActiveTexture(
texture);
1081 return d_1_5_Core->f.UnmapBuffer(
target);
1106 return d_1_5_Core->f.IsBuffer(
buffer);
1111 d_1_5_Core->f.GenBuffers(
n,
buffers);
1116 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
1126 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
1131 d_1_5_Core->f.GetQueryObjectiv(
id,
pname,
params);
1141 d_1_5_Core->f.EndQuery(
target);
1146 d_1_5_Core->f.BeginQuery(
target,
id);
1151 return d_1_5_Core->f.IsQuery(
id);
1156 d_1_5_Core->f.DeleteQueries(
n,
ids);
1161 d_1_5_Core->f.GenQueries(
n,
ids);
1173 d_2_0_Core->f.VertexAttrib4usv(
index,
v);
1178 d_2_0_Core->f.VertexAttrib4uiv(
index,
v);
1183 d_2_0_Core->f.VertexAttrib4ubv(
index,
v);
1188 d_2_0_Core->f.VertexAttrib4sv(
index,
v);
1193 d_2_0_Core->f.VertexAttrib4s(
index,
x,
y,
z,
w);
1198 d_2_0_Core->f.VertexAttrib4iv(
index,
v);
1203 d_2_0_Core->f.VertexAttrib4fv(
index,
v);
1208 d_2_0_Core->f.VertexAttrib4f(
index,
x,
y,
z,
w);
1213 d_2_0_Core->f.VertexAttrib4dv(
index,
v);
1218 d_2_0_Core->f.VertexAttrib4d(
index,
x,
y,
z,
w);
1223 d_2_0_Core->f.VertexAttrib4bv(
index,
v);
1228 d_2_0_Core->f.VertexAttrib4Nusv(
index,
v);
1233 d_2_0_Core->f.VertexAttrib4Nuiv(
index,
v);
1238 d_2_0_Core->f.VertexAttrib4Nubv(
index,
v);
1243 d_2_0_Core->f.VertexAttrib4Nub(
index,
x,
y,
z,
w);
1248 d_2_0_Core->f.VertexAttrib4Nsv(
index,
v);
1253 d_2_0_Core->f.VertexAttrib4Niv(
index,
v);
1258 d_2_0_Core->f.VertexAttrib4Nbv(
index,
v);
1263 d_2_0_Core->f.VertexAttrib3sv(
index,
v);
1268 d_2_0_Core->f.VertexAttrib3s(
index,
x,
y,
z);
1273 d_2_0_Core->f.VertexAttrib3fv(
index,
v);
1278 d_2_0_Core->f.VertexAttrib3f(
index,
x,
y,
z);
1283 d_2_0_Core->f.VertexAttrib3dv(
index,
v);
1288 d_2_0_Core->f.VertexAttrib3d(
index,
x,
y,
z);
1293 d_2_0_Core->f.VertexAttrib2sv(
index,
v);
1298 d_2_0_Core->f.VertexAttrib2s(
index,
x,
y);
1303 d_2_0_Core->f.VertexAttrib2fv(
index,
v);
1308 d_2_0_Core->f.VertexAttrib2f(
index,
x,
y);
1313 d_2_0_Core->f.VertexAttrib2dv(
index,
v);
1318 d_2_0_Core->f.VertexAttrib2d(
index,
x,
y);
1323 d_2_0_Core->f.VertexAttrib1sv(
index,
v);
1328 d_2_0_Core->f.VertexAttrib1s(
index,
x);
1333 d_2_0_Core->f.VertexAttrib1fv(
index,
v);
1338 d_2_0_Core->f.VertexAttrib1f(
index,
x);
1343 d_2_0_Core->f.VertexAttrib1dv(
index,
v);
1348 d_2_0_Core->f.VertexAttrib1d(
index,
x);
1353 d_2_0_Core->f.ValidateProgram(
program);
1453 d_2_0_Core->f.UseProgram(
program);
1463 d_2_0_Core->f.LinkProgram(
program);
1468 return d_2_0_Core->f.IsShader(
shader);
1473 return d_2_0_Core->f.IsProgram(
program);
1508 return d_2_0_Core->f.GetUniformLocation(
program,
name);
1538 return d_2_0_Core->f.GetAttribLocation(
program,
name);
1558 d_2_0_Core->f.EnableVertexAttribArray(
index);
1563 d_2_0_Core->f.DisableVertexAttribArray(
index);
1573 d_2_0_Core->f.DeleteShader(
shader);
1578 d_2_0_Core->f.DeleteProgram(
program);
1583 return d_2_0_Core->f.CreateShader(
type);
1588 return d_2_0_Core->f.CreateProgram();
1593 d_2_0_Core->f.CompileShader(
shader);
1608 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
1623 d_2_0_Core->f.DrawBuffers(
n,
bufs);
1667 return d_3_0_Core->f.IsVertexArray(
array);
1672 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
1677 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
1682 d_3_0_Core->f.BindVertexArray(
array);
1712 d_3_0_Core->f.GenerateMipmap(
target);
1742 return d_3_0_Core->f.CheckFramebufferStatus(
target);
1797 return d_3_0_Core->f.GetStringi(
name,
index);
1882 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
1897 d_3_0_Core->f.VertexAttribI4usv(
index,
v);
1902 d_3_0_Core->f.VertexAttribI4ubv(
index,
v);
1907 d_3_0_Core->f.VertexAttribI4sv(
index,
v);
1912 d_3_0_Core->f.VertexAttribI4bv(
index,
v);
1917 d_3_0_Core->f.VertexAttribI4uiv(
index,
v);
1922 d_3_0_Core->f.VertexAttribI3uiv(
index,
v);
1927 d_3_0_Core->f.VertexAttribI2uiv(
index,
v);
1932 d_3_0_Core->f.VertexAttribI1uiv(
index,
v);
1937 d_3_0_Core->f.VertexAttribI4iv(
index,
v);
1942 d_3_0_Core->f.VertexAttribI3iv(
index,
v);
1947 d_3_0_Core->f.VertexAttribI2iv(
index,
v);
1952 d_3_0_Core->f.VertexAttribI1iv(
index,
v);
1957 d_3_0_Core->f.VertexAttribI4ui(
index,
x,
y,
z,
w);
1962 d_3_0_Core->f.VertexAttribI3ui(
index,
x,
y,
z);
1967 d_3_0_Core->f.VertexAttribI2ui(
index,
x,
y);
1972 d_3_0_Core->f.VertexAttribI1ui(
index,
x);
1977 d_3_0_Core->f.VertexAttribI4i(
index,
x,
y,
z,
w);
1982 d_3_0_Core->f.VertexAttribI3i(
index,
x,
y,
z);
1987 d_3_0_Core->f.VertexAttribI2i(
index,
x,
y);
1992 d_3_0_Core->f.VertexAttribI1i(
index,
x);
2012 d_3_0_Core->f.EndConditionalRender();
2017 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
2047 d_3_0_Core->f.EndTransformFeedback();
2052 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
2082 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
2129 d_3_1_Core->f.PrimitiveRestartIndex(
index);
2151 d_3_2_Core->f.SampleMaski(maskNumber,
mask);
2191 d_3_2_Core->f.GetInteger64v(
pname,
data);
2201 return d_3_2_Core->f.ClientWaitSync(sync,
flags,
timeout);
2206 d_3_2_Core->f.DeleteSync(sync);
2211 return d_3_2_Core->f.IsSync(sync);
2221 d_3_2_Core->f.ProvokingVertex(
mode);
2293 d_3_3_Core->f.GetQueryObjectui64v(
id,
pname,
params);
2298 d_3_3_Core->f.GetQueryObjecti64v(
id,
pname,
params);
2303 d_3_3_Core->f.QueryCounter(
id,
target);
2358 d_3_3_Core->f.BindSampler(unit,
sampler);
2363 return d_3_3_Core->f.IsSampler(
sampler);
2378 return d_3_3_Core->f.GetFragDataIndex(
program,
name);
2400 d_4_0_Core->f.BeginQueryIndexed(
target,
index,
id);
2405 d_4_0_Core->f.DrawTransformFeedbackStream(
mode,
id,
stream);
2410 d_4_0_Core->f.DrawTransformFeedback(
mode,
id);
2415 d_4_0_Core->f.ResumeTransformFeedback();
2420 d_4_0_Core->f.PauseTransformFeedback();
2425 return d_4_0_Core->f.IsTransformFeedback(
id);
2430 d_4_0_Core->f.GenTransformFeedbacks(
n,
ids);
2435 d_4_0_Core->f.DeleteTransformFeedbacks(
n,
ids);
2440 d_4_0_Core->f.BindTransformFeedback(
target,
id);
2600 d_4_0_Core->f.BlendFunci(
buf,
src,
dst);
2610 d_4_0_Core->f.BlendEquationi(
buf,
mode);
2615 d_4_0_Core->f.MinSampleShading(
value);
2632 d_4_1_Core->f.DepthRangeIndexed(
index,
n,
f);
2642 d_4_1_Core->f.ScissorIndexedv(
index,
v);
2657 d_4_1_Core->f.ViewportIndexedfv(
index,
v);
2662 d_4_1_Core->f.ViewportIndexedf(
index,
x,
y,
w,
h);
2682 d_4_1_Core->f.VertexAttribL4dv(
index,
v);
2687 d_4_1_Core->f.VertexAttribL3dv(
index,
v);
2692 d_4_1_Core->f.VertexAttribL2dv(
index,
v);
2697 d_4_1_Core->f.VertexAttribL1dv(
index,
v);
2702 d_4_1_Core->f.VertexAttribL4d(
index,
x,
y,
z,
w);
2707 d_4_1_Core->f.VertexAttribL3d(
index,
x,
y,
z);
2712 d_4_1_Core->f.VertexAttribL2d(
index,
x,
y);
2717 d_4_1_Core->f.VertexAttribL1d(
index,
x);
2727 d_4_1_Core->f.ValidateProgramPipeline(pipeline);
2982 d_4_1_Core->f.GetProgramPipelineiv(pipeline,
pname,
params);
2987 return d_4_1_Core->f.IsProgramPipeline(pipeline);
2992 d_4_1_Core->f.GenProgramPipelines(
n,
pipelines);
2997 d_4_1_Core->f.DeleteProgramPipelines(
n,
pipelines);
3002 d_4_1_Core->f.BindProgramPipeline(pipeline);
3012 d_4_1_Core->f.ActiveShaderProgram(pipeline,
program);
3037 d_4_1_Core->f.ClearDepthf(dd);
3042 d_4_1_Core->f.DepthRangef(
n,
f);
3057 d_4_1_Core->f.ReleaseShaderCompiler();
3089 d_4_2_Core->f.MemoryBarrier(barriers);
3146 d_4_3_Core->f.PopDebugGroup();
3161 d_4_3_Core->f.DebugMessageCallback(callback,
userParam);
3281 d_4_3_Core->f.InvalidateBufferData(
buffer);
3314inline void QOpenGLFunctions_4_4_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)
3316 d_4_3_Core->f.CopyImageSubData(
srcName,
srcTarget,
srcLevel,
srcX,
srcY,
srcZ,
dstName,
dstTarget,
dstLevel,
dstX,
dstY,
dstZ,
srcWidth,
srcHeight,
srcDepth);
3321 d_4_3_Core->f.DispatchComputeIndirect(
indirect);
3371inline void QOpenGLFunctions_4_4_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)
3373 d_4_4_Core->f.ClearTexSubImage(
texture,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
data);
3391#pragma pop_macro("MemoryBarrier")
virtual bool initializeOpenGLFunctions()
void glCopyImageSubData(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glDebugMessageCallback(GLDEBUGPROC callback, const void *userParam)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glVertexAttrib2sv(GLuint index, const GLshort *v)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount)
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
GLboolean glIsSync(GLsync sync)
void glVertexAttribI3iv(GLuint index, const GLint *v)
void glDepthFunc(GLenum func)
void glGetBooleanv(GLenum pname, GLboolean *data)
void glActiveTexture(GLenum texture)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
GLenum glCheckFramebufferStatus(GLenum target)
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
void glBindVertexBuffers(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides)
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
void glVertexAttrib2dv(GLuint index, const GLdouble *v)
void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
void glStencilMask(GLuint mask)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex)
GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset)
void glVertexAttrib4usv(GLuint index, const GLushort *v)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices)
void glVertexAttrib1s(GLuint index, GLshort x)
void glBindVertexArray(GLuint array)
void glGenProgramPipelines(GLsizei n, GLuint *pipelines)
void glValidateProgramPipeline(GLuint pipeline)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glEndTransformFeedback()
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glVertexAttribI4ubv(GLuint index, const GLubyte *v)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format)
void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage)
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glVertexAttrib4ubv(GLuint index, const GLubyte *v)
void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glActiveShaderProgram(GLuint pipeline, GLuint program)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name)
void glDrawArraysIndirect(GLenum mode, const void *indirect)
void glPolygonMode(GLenum face, GLenum mode)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glBlendEquationi(GLuint buf, GLenum mode)
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttrib4iv(GLuint index, const GLint *v)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform1d(GLint location, GLdouble x)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glClear(GLbitfield mask)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glVertexAttrib1dv(GLuint index, const GLdouble *v)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glVertexAttrib3fv(GLuint index, const GLfloat *v)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data)
void glGetObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glVertexAttrib4Nsv(GLuint index, const GLshort *v)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glVertexAttrib4uiv(GLuint index, const GLuint *v)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex)
void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels)
GLint glGetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBindProgramPipeline(GLuint pipeline)
void glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glDrawBuffer(GLenum buf)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glBindSampler(GLuint unit, GLuint sampler)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glVertexAttribL4dv(GLuint index, const GLdouble *v)
void glVertexAttrib4fv(GLuint index, const GLfloat *v)
void glGenTextures(GLsizei n, GLuint *textures)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glDebugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glReleaseShaderCompiler()
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glLinkProgram(GLuint program)
void glDispatchComputeIndirect(GLintptr indirect)
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glCullFace(GLenum mode)
void glDeleteProgram(GLuint program)
void glVertexAttrib1d(GLuint index, GLdouble x)
void glVertexAttrib3dv(GLuint index, const GLdouble *v)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glPixelStoref(GLenum pname, GLfloat param)
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glEnable(GLenum cap)
void glClampColor(GLenum target, GLenum clamp)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glDepthMask(GLboolean flag)
void glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect)
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
GLboolean glIsEnabled(GLenum cap)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glPolygonOffset(GLfloat factor, GLfloat units)
GLboolean glIsTexture(GLuint texture)
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glPatchParameteri(GLenum pname, GLint value)
void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glScissorIndexedv(GLuint index, const GLint *v)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
void glInvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
void glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length)
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
void glVertexAttribI2iv(GLuint index, const GLint *v)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params)
void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glEndConditionalRender()
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params)
void glLineWidth(GLfloat width)
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
void glProgramUniform1i(GLuint program, GLint location, GLint v0)
GLboolean glIsQuery(GLuint id)
void glVertexAttrib4Niv(GLuint index, const GLint *v)
GLboolean glIsProgramPipeline(GLuint pipeline)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glUniform1ui(GLint location, GLuint v0)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glDisable(GLenum cap)
GLboolean glIsShader(GLuint shader)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders)
GLuint glGetDebugMessageLog(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance)
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
void glPixelStorei(GLenum pname, GLint param)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glVertexAttribI1uiv(GLuint index, const GLuint *v)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glBindTexture(GLenum target, GLuint texture)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glClearDepthf(GLfloat dd)
void glPauseTransformFeedback()
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v)
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glGetInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glVertexAttrib1f(GLuint index, GLfloat x)
void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels)
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
void glShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding)
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glGetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glVertexAttrib4bv(GLuint index, const GLbyte *v)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glMinSampleShading(GLfloat value)
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glValidateProgram(GLuint program)
void glClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data)
void glReadBuffer(GLenum src)
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
void glVertexAttribI4uiv(GLuint index, const GLuint *v)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data)
void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glPrimitiveRestartIndex(GLuint index)
void glBindImageTextures(GLuint first, GLsizei count, const GLuint *textures)
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glVertexAttribL1dv(GLuint index, const GLdouble *v)
void glGenerateMipmap(GLenum target)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glBufferStorage(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags)
GLuint glCreateShader(GLenum type)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glGetIntegerv(GLenum pname, GLint *data)
void * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glVertexAttribI4iv(GLuint index, const GLint *v)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glBindSamplers(GLuint first, GLsizei count, const GLuint *samplers)
void glSampleMaski(GLuint maskNumber, GLbitfield mask)
void glClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data)
void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount)
void glVertexAttribL2dv(GLuint index, const GLdouble *v)
void glVertexAttribI1ui(GLuint index, GLuint x)
void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
GLboolean glIsTransformFeedback(GLuint id)
GLboolean glIsVertexArray(GLuint array)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
GLboolean glIsProgram(GLuint program)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glGetDoublev(GLenum pname, GLdouble *data)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void *pixels)
void glGenQueries(GLsizei n, GLuint *ids)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glVertexAttrib4Nusv(GLuint index, const GLushort *v)
void glGetBufferPointerv(GLenum target, GLenum pname, void **params)
void glEnablei(GLenum target, GLuint index)
void glVertexAttribI3uiv(GLuint index, const GLuint *v)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glBindBuffer(GLenum target, GLuint buffer)
void glBeginQuery(GLenum target, GLuint id)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glMemoryBarrier(GLbitfield barriers)
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
void glInvalidateBufferData(GLuint buffer)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glObjectPtrLabel(const void *ptr, GLsizei length, const GLchar *label)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
GLboolean glIsBuffer(GLuint buffer)
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glViewportIndexedfv(GLuint index, const GLfloat *v)
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
GLboolean glIsSampler(GLuint sampler)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glDeleteShader(GLuint shader)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glVertexAttribI4usv(GLuint index, const GLushort *v)
void glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length)
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glVertexAttribI4sv(GLuint index, const GLshort *v)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glPointParameterf(GLenum pname, GLfloat param)
void glUniform1f(GLint location, GLfloat v0)
void glUseProgram(GLuint program)
void glTexStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
const GLubyte * glGetString(GLenum name)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glClearStencil(GLint s)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glFrontFace(GLenum mode)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glResumeTransformFeedback()
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glTexStorage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glDetachShader(GLuint program, GLuint shader)
void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glEndQuery(GLenum target)
void glGetInteger64v(GLenum pname, GLint64 *data)
void glGetFloatv(GLenum pname, GLfloat *data)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels)
void glClearDepth(GLdouble depth)
void glUniform1i(GLint location, GLint v0)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glBindTransformFeedback(GLenum target, GLuint id)
void glVertexAttrib4dv(GLuint index, const GLdouble *v)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glVertexAttrib2fv(GLuint index, const GLfloat *v)
void glVertexAttribI2uiv(GLuint index, const GLuint *v)
void glAttachShader(GLuint program, GLuint shader)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glMultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glMultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride)
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glBindTextures(GLuint first, GLsizei count, const GLuint *textures)
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glPointParameteriv(GLenum pname, const GLint *params)
void glInvalidateTexImage(GLuint texture, GLint level)
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttrib1fv(GLuint index, const GLfloat *v)
void glDepthRangef(GLfloat n, GLfloat f)
void glTextureView(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers)
void glDeleteSync(GLsync sync)
void glBlendEquation(GLenum mode)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glBeginTransformFeedback(GLenum primitiveMode)
void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glDisableVertexAttribArray(GLuint index)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount, const GLint *basevertex)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount)
void glVertexAttrib3sv(GLuint index, const GLshort *v)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glEnableVertexAttribArray(GLuint index)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glVertexAttribI4bv(GLuint index, const GLbyte *v)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
GLboolean glUnmapBuffer(GLenum target)
void glVertexAttrib4sv(GLuint index, const GLshort *v)
void glCompileShader(GLuint shader)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glBindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes)
void glVertexAttribL3dv(GLuint index, const GLdouble *v)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
void glHint(GLenum target, GLenum mode)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glProgramParameteri(GLuint program, GLenum pname, GLint value)
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
void glPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message)
void glGenSamplers(GLsizei count, GLuint *samplers)
void glPointParameteri(GLenum pname, GLint param)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glLogicOp(GLenum opcode)
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
void glVertexAttribI1i(GLuint index, GLint x)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
void glTexBufferRange(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels)
void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
void glPointSize(GLfloat size)
void glQueryCounter(GLuint id, GLenum target)
void * glMapBuffer(GLenum target, GLenum access)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glVertexAttribI1iv(GLuint index, const GLint *v)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glVertexAttrib1sv(GLuint index, const GLshort *v)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glBindBuffersBase(GLenum target, GLuint first, GLsizei count, const GLuint *buffers)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glClearTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v)
void glVertexAttribL1d(GLuint index, GLdouble x)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
void glDisablei(GLenum target, GLuint index)
void glVertexAttribI2i(GLuint index, GLint x, GLint y)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glProvokingVertex(GLenum mode)
void glEndQueryIndexed(GLenum target, GLuint index)
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDebugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glGetCompressedTexImage(GLenum target, GLint level, void *img)
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z)
Combined button and popup list for selecting options.
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
static ControlElement< T > * ptr(QWidget *widget)
void(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
[0]
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
[0]
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 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
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
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
GLsizeiptr const void GLenum usage
GLsizei const GLchar *const * uniformNames