15#ifndef QOPENGLVERSIONFUNCTIONS_4_1_CORE_H
16#define QOPENGLVERSIONFUNCTIONS_4_1_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();
418 void glValidateProgramPipeline(
GLuint pipeline);
473 void glBindProgramPipeline(
GLuint pipeline);
480 void glClearDepthf(
GLfloat dd);
484 void glReleaseShaderCompiler();
516 d_1_0_Core->f.DepthRange(nearVal, farVal);
521 return d_1_0_Core->f.IsEnabled(
cap);
551 return d_1_0_Core->f.GetString(
name);
566 return d_1_0_Core->f.GetError();
586 d_1_0_Core->f.ReadBuffer(
mode);
601 d_1_0_Core->f.DepthFunc(
func);
606 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
616 d_1_0_Core->f.LogicOp(
opcode);
621 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
626 d_1_0_Core->f.Flush();
631 d_1_0_Core->f.Finish();
636 d_1_0_Core->f.Enable(
cap);
641 d_1_0_Core->f.Disable(
cap);
646 d_1_0_Core->f.DepthMask(flag);
656 d_1_0_Core->f.StencilMask(
mask);
661 d_1_0_Core->f.ClearDepth(
depth);
666 d_1_0_Core->f.ClearStencil(
s);
676 d_1_0_Core->f.Clear(
mask);
681 d_1_0_Core->f.DrawBuffer(
mode);
721 d_1_0_Core->f.PolygonMode(
face,
mode);
726 d_1_0_Core->f.PointSize(
size);
731 d_1_0_Core->f.LineWidth(
width);
741 d_1_0_Core->f.FrontFace(
mode);
746 d_1_0_Core->f.CullFace(
mode);
753 return d_1_1_Core->f.IsTexture(
texture);
763 d_1_1_Core->f.DeleteTextures(
n,
textures);
803 d_1_1_Core->f.PolygonOffset(factor,
units);
823inline void QOpenGLFunctions_4_1_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)
825 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
840 d_1_2_Core->f.BlendEquation(
mode);
865inline void QOpenGLFunctions_4_1_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)
867 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
892 d_1_3_Core->f.ActiveTexture(
texture);
946 return d_1_5_Core->f.UnmapBuffer(
target);
971 return d_1_5_Core->f.IsBuffer(
buffer);
976 d_1_5_Core->f.GenBuffers(
n,
buffers);
981 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
991 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
1006 d_1_5_Core->f.EndQuery(
target);
1011 d_1_5_Core->f.BeginQuery(
target,
id);
1016 return d_1_5_Core->f.IsQuery(
id);
1021 d_1_5_Core->f.DeleteQueries(
n,
ids);
1026 d_1_5_Core->f.GenQueries(
n,
ids);
1038 d_2_0_Core->f.ValidateProgram(
program);
1138 d_2_0_Core->f.UseProgram(
program);
1148 d_2_0_Core->f.LinkProgram(
program);
1153 return d_2_0_Core->f.IsShader(
shader);
1158 return d_2_0_Core->f.IsProgram(
program);
1193 return d_2_0_Core->f.GetUniformLocation(
program,
name);
1223 return d_2_0_Core->f.GetAttribLocation(
program,
name);
1243 d_2_0_Core->f.EnableVertexAttribArray(
index);
1248 d_2_0_Core->f.DisableVertexAttribArray(
index);
1258 d_2_0_Core->f.DeleteShader(
shader);
1263 d_2_0_Core->f.DeleteProgram(
program);
1268 return d_2_0_Core->f.CreateShader(
type);
1273 return d_2_0_Core->f.CreateProgram();
1278 d_2_0_Core->f.CompileShader(
shader);
1293 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
1308 d_2_0_Core->f.DrawBuffers(
n,
bufs);
1352 return d_3_0_Core->f.IsVertexArray(
array);
1357 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
1362 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
1367 d_3_0_Core->f.BindVertexArray(
array);
1397 d_3_0_Core->f.GenerateMipmap(
target);
1427 return d_3_0_Core->f.CheckFramebufferStatus(
target);
1482 return d_3_0_Core->f.GetStringi(
name,
index);
1567 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
1597 d_3_0_Core->f.EndConditionalRender();
1602 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
1632 d_3_0_Core->f.EndTransformFeedback();
1637 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
1667 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
1714 d_3_1_Core->f.PrimitiveRestartIndex(
index);
1771 return d_3_2_Core->f.ClientWaitSync(sync,
flags,
timeout);
1776 d_3_2_Core->f.DeleteSync(sync);
1781 return d_3_2_Core->f.IsSync(sync);
1791 d_3_2_Core->f.ProvokingVertex(
mode);
1873 d_3_3_Core->f.GetQueryObjectui64v(
id,
pname,
params);
1878 d_3_3_Core->f.GetQueryObjecti64v(
id,
pname,
params);
1883 d_3_3_Core->f.QueryCounter(
id,
target);
1938 d_3_3_Core->f.BindSampler(unit,
sampler);
1943 return d_3_3_Core->f.IsSampler(
sampler);
1958 return d_3_3_Core->f.GetFragDataIndex(
program,
name);
1985 d_4_0_Core->f.BeginQueryIndexed(
target,
index,
id);
1990 d_4_0_Core->f.DrawTransformFeedbackStream(
mode,
id,
stream);
1995 d_4_0_Core->f.DrawTransformFeedback(
mode,
id);
2000 d_4_0_Core->f.ResumeTransformFeedback();
2005 d_4_0_Core->f.PauseTransformFeedback();
2010 return d_4_0_Core->f.IsTransformFeedback(
id);
2015 d_4_0_Core->f.GenTransformFeedbacks(
n,
ids);
2020 d_4_0_Core->f.DeleteTransformFeedbacks(
n,
ids);
2025 d_4_0_Core->f.BindTransformFeedback(
target,
id);
2185 d_4_0_Core->f.BlendFunci(
buf,
src,
dst);
2195 d_4_0_Core->f.BlendEquationi(
buf,
mode);
2200 d_4_0_Core->f.MinSampleShading(
value);
2217 d_4_1_Core->f.DepthRangeIndexed(
index,
n,
f);
2227 d_4_1_Core->f.ScissorIndexedv(
index,
v);
2242 d_4_1_Core->f.ViewportIndexedfv(
index,
v);
2247 d_4_1_Core->f.ViewportIndexedf(
index,
x,
y,
w,
h);
2267 d_4_1_Core->f.VertexAttribL4dv(
index,
v);
2272 d_4_1_Core->f.VertexAttribL3dv(
index,
v);
2277 d_4_1_Core->f.VertexAttribL2dv(
index,
v);
2282 d_4_1_Core->f.VertexAttribL1dv(
index,
v);
2287 d_4_1_Core->f.VertexAttribL4d(
index,
x,
y,
z,
w);
2292 d_4_1_Core->f.VertexAttribL3d(
index,
x,
y,
z);
2297 d_4_1_Core->f.VertexAttribL2d(
index,
x,
y);
2302 d_4_1_Core->f.VertexAttribL1d(
index,
x);
2312 d_4_1_Core->f.ValidateProgramPipeline(pipeline);
2567 d_4_1_Core->f.GetProgramPipelineiv(pipeline,
pname,
params);
2572 return d_4_1_Core->f.IsProgramPipeline(pipeline);
2577 d_4_1_Core->f.GenProgramPipelines(
n,
pipelines);
2582 d_4_1_Core->f.DeleteProgramPipelines(
n,
pipelines);
2587 d_4_1_Core->f.BindProgramPipeline(pipeline);
2597 d_4_1_Core->f.ActiveShaderProgram(pipeline,
program);
2622 d_4_1_Core->f.ClearDepthf(dd);
2627 d_4_1_Core->f.DepthRangef(
n,
f);
2642 d_4_1_Core->f.ReleaseShaderCompiler();
virtual bool initializeOpenGLFunctions()
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
GLboolean glIsShader(GLuint shader)
void glVertexAttribL4dv(GLuint index, const GLdouble *v)
void glBlendEquation(GLenum mode)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glBindProgramPipeline(GLuint pipeline)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
void glProgramUniform1i(GLuint program, GLint location, GLint v0)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glMinSampleShading(GLfloat value)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
void glClampColor(GLenum target, GLenum clamp)
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
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 glGetInteger64v(GLenum pname, GLint64 *params)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glBeginTransformFeedback(GLenum primitiveMode)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
const GLubyte * glGetString(GLenum name)
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glPixelStoref(GLenum pname, GLfloat param)
void glBindSampler(GLuint unit, GLuint sampler)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glPointParameteriv(GLenum pname, const GLint *params)
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glDetachShader(GLuint program, GLuint shader)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glStencilMaskSeparate(GLenum face, GLuint mask)
GLboolean glUnmapBuffer(GLenum target)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glDrawBuffer(GLenum mode)
void glDepthRangef(GLfloat n, GLfloat f)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
void glStencilMask(GLuint mask)
void glLogicOp(GLenum opcode)
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glEndQuery(GLenum target)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glValidateProgramPipeline(GLuint pipeline)
void glGenSamplers(GLsizei count, GLuint *samplers)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glPrimitiveRestartIndex(GLuint index)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glBlendEquationi(GLuint buf, GLenum mode)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDisablei(GLenum target, GLuint index)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glEndQueryIndexed(GLenum target, GLuint index)
void glFrontFace(GLenum mode)
void glLineWidth(GLfloat width)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glScissorIndexedv(GLuint index, const GLint *v)
void glGetBooleanv(GLenum pname, GLboolean *params)
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glDisableVertexAttribArray(GLuint index)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
void glPointParameteri(GLenum pname, GLint param)
void glPatchParameteri(GLenum pname, GLint value)
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
void glValidateProgram(GLuint program)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
GLuint glCreateShader(GLenum type)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glViewportIndexedfv(GLuint index, const GLfloat *v)
GLboolean glIsSampler(GLuint sampler)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
GLboolean glIsBuffer(GLuint buffer)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glCullFace(GLenum mode)
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glEnable(GLenum cap)
void glPauseTransformFeedback()
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
void glHint(GLenum target, GLenum mode)
void glProvokingVertex(GLenum mode)
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform1i(GLint location, GLint v0)
void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect)
void glVertexAttribL1d(GLuint index, GLdouble x)
void glUniform1f(GLint location, GLfloat v0)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glDepthFunc(GLenum func)
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels)
void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
void glVertexAttribL3dv(GLuint index, const GLdouble *v)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glPointSize(GLfloat size)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLboolean glIsTexture(GLuint texture)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
GLboolean glIsEnabled(GLenum cap)
void glClearDepthf(GLfloat dd)
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glProgramParameteri(GLuint program, GLenum pname, GLint value)
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
void glLinkProgram(GLuint program)
GLboolean glIsVertexArray(GLuint array)
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glGetIntegerv(GLenum pname, GLint *params)
GLboolean glIsSync(GLsync sync)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
void glEnableVertexAttribArray(GLuint index)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribL1dv(GLuint index, const GLdouble *v)
void glActiveTexture(GLenum texture)
GLboolean glIsTransformFeedback(GLuint id)
void glSampleMaski(GLuint index, GLbitfield mask)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glClearStencil(GLint s)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glEndConditionalRender()
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glGetDoublev(GLenum pname, GLdouble *params)
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glDisable(GLenum cap)
void glBindTransformFeedback(GLenum target, GLuint id)
void glDeleteShader(GLuint shader)
void glEndTransformFeedback()
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glUniform1ui(GLint location, GLuint v0)
void glGenProgramPipelines(GLsizei n, GLuint *pipelines)
void glDepthMask(GLboolean flag)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glGenTextures(GLsizei n, GLuint *textures)
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glBeginQuery(GLenum target, GLuint id)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length)
GLenum glCheckFramebufferStatus(GLenum target)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glDeleteProgram(GLuint program)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glBindVertexArray(GLuint array)
void glGenQueries(GLsizei n, GLuint *ids)
void glPolygonMode(GLenum face, GLenum mode)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glGenerateMipmap(GLenum target)
void glPixelStorei(GLenum pname, GLint param)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glBindBuffer(GLenum target, GLuint buffer)
void glGetFloatv(GLenum pname, GLfloat *params)
void glBindTexture(GLenum target, GLuint texture)
void glPointParameterf(GLenum pname, GLfloat param)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
GLboolean glIsProgramPipeline(GLuint pipeline)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glDeleteSync(GLsync sync)
void glUniform1d(GLint location, GLdouble x)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glReadBuffer(GLenum mode)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
void glResumeTransformFeedback()
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glEnablei(GLenum target, GLuint index)
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glAttachShader(GLuint program, GLuint shader)
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
GLboolean glIsProgram(GLuint program)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glQueryCounter(GLuint id, GLenum target)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glVertexAttribL2dv(GLuint index, const GLdouble *v)
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glUseProgram(GLuint program)
void glCompileShader(GLuint shader)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glActiveShaderProgram(GLuint pipeline, GLuint program)
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glClear(GLbitfield mask)
void glReleaseShaderCompiler()
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
GLboolean glIsQuery(GLuint id)
void glClearDepth(GLdouble depth)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
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]
GLsizei GLsizei GLenum void * binary
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
GLsizei const GLfloat * v
[13]
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
GLsizei const GLchar ** strings
[1]
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
GLsizei GLsizei GLenum * binaryFormat
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
GLfloat GLfloat GLfloat GLfloat h
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 GLenum binaryformat
const GLuint * framebuffers
GLsizei const void * pointer
GLint GLenum GLboolean normalized
GLsizei GLsizei GLuint * shaders
const GLuint * renderbuffers
GLfloat GLfloat GLfloat alpha
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
GLint GLfloat GLint stencil
GLenum GLenum renderbuffertarget
GLenum GLint GLint * precision
GLsizeiptr const void GLenum usage
GLsizei const GLchar *const * uniformNames