15#ifndef QOPENGLVERSIONFUNCTIONS_3_1_H
16#define QOPENGLVERSIONFUNCTIONS_3_1_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);
323 d_1_0_Core->f.DepthRange(nearVal, farVal);
328 return d_1_0_Core->f.IsEnabled(
cap);
358 return d_1_0_Core->f.GetString(
name);
373 return d_1_0_Core->f.GetError();
393 d_1_0_Core->f.ReadBuffer(
mode);
408 d_1_0_Core->f.DepthFunc(
func);
413 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
423 d_1_0_Core->f.LogicOp(
opcode);
428 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
433 d_1_0_Core->f.Flush();
438 d_1_0_Core->f.Finish();
443 d_1_0_Core->f.Enable(
cap);
448 d_1_0_Core->f.Disable(
cap);
453 d_1_0_Core->f.DepthMask(flag);
463 d_1_0_Core->f.StencilMask(
mask);
468 d_1_0_Core->f.ClearDepth(
depth);
473 d_1_0_Core->f.ClearStencil(
s);
483 d_1_0_Core->f.Clear(
mask);
488 d_1_0_Core->f.DrawBuffer(
mode);
528 d_1_0_Core->f.PolygonMode(
face,
mode);
533 d_1_0_Core->f.PointSize(
size);
538 d_1_0_Core->f.LineWidth(
width);
548 d_1_0_Core->f.FrontFace(
mode);
553 d_1_0_Core->f.CullFace(
mode);
560 return d_1_1_Core->f.IsTexture(
texture);
570 d_1_1_Core->f.DeleteTextures(
n,
textures);
610 d_1_1_Core->f.PolygonOffset(factor,
units);
630inline void QOpenGLFunctions_3_1::glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const GLvoid *
pixels)
632 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
647 d_1_2_Core->f.BlendEquation(
mode);
672inline void QOpenGLFunctions_3_1::glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const GLvoid *
data)
674 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
699 d_1_3_Core->f.ActiveTexture(
texture);
753 return d_1_5_Core->f.UnmapBuffer(
target);
778 return d_1_5_Core->f.IsBuffer(
buffer);
783 d_1_5_Core->f.GenBuffers(
n,
buffers);
788 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
798 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
813 d_1_5_Core->f.EndQuery(
target);
818 d_1_5_Core->f.BeginQuery(
target,
id);
823 return d_1_5_Core->f.IsQuery(
id);
828 d_1_5_Core->f.DeleteQueries(
n,
ids);
833 d_1_5_Core->f.GenQueries(
n,
ids);
845 d_2_0_Core->f.ValidateProgram(
program);
945 d_2_0_Core->f.UseProgram(
program);
955 d_2_0_Core->f.LinkProgram(
program);
960 return d_2_0_Core->f.IsShader(
shader);
965 return d_2_0_Core->f.IsProgram(
program);
1000 return d_2_0_Core->f.GetUniformLocation(
program,
name);
1030 return d_2_0_Core->f.GetAttribLocation(
program,
name);
1050 d_2_0_Core->f.EnableVertexAttribArray(
index);
1055 d_2_0_Core->f.DisableVertexAttribArray(
index);
1065 d_2_0_Core->f.DeleteShader(
shader);
1070 d_2_0_Core->f.DeleteProgram(
program);
1075 return d_2_0_Core->f.CreateShader(
type);
1080 return d_2_0_Core->f.CreateProgram();
1085 d_2_0_Core->f.CompileShader(
shader);
1100 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
1115 d_2_0_Core->f.DrawBuffers(
n,
bufs);
1159 return d_3_0_Core->f.IsVertexArray(
array);
1164 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
1169 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
1174 d_3_0_Core->f.BindVertexArray(
array);
1204 d_3_0_Core->f.GenerateMipmap(
target);
1234 return d_3_0_Core->f.CheckFramebufferStatus(
target);
1289 return d_3_0_Core->f.GetStringi(
name,
index);
1374 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
1404 d_3_0_Core->f.EndConditionalRender();
1409 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
1439 d_3_0_Core->f.EndTransformFeedback();
1444 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
1474 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
1521 d_3_1_Core->f.PrimitiveRestartIndex(
index);
virtual bool initializeOpenGLFunctions()
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glCullFace(GLenum mode)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glPointParameteriv(GLenum pname, const GLint *params)
void glClearDepth(GLdouble depth)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glClear(GLbitfield mask)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glPrimitiveRestartIndex(GLuint index)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glDeleteShader(GLuint shader)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glEnablei(GLenum target, GLuint index)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glActiveTexture(GLenum texture)
void glLinkProgram(GLuint program)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glGenQueries(GLsizei n, GLuint *ids)
void glPointSize(GLfloat size)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glDepthMask(GLboolean flag)
void glUseProgram(GLuint program)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glPointParameteri(GLenum pname, GLint param)
const GLubyte * glGetString(GLenum name)
void glEndQuery(GLenum target)
GLboolean glIsProgram(GLuint program)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glHint(GLenum target, GLenum mode)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glPolygonMode(GLenum face, GLenum mode)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
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 glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glDetachShader(GLuint program, GLuint shader)
void glBeginQuery(GLenum target, GLuint id)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glAttachShader(GLuint program, GLuint shader)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
GLboolean glIsEnabled(GLenum cap)
void glClampColor(GLenum target, GLenum clamp)
GLboolean glIsTexture(GLuint texture)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glEnable(GLenum cap)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glStencilMask(GLuint mask)
GLboolean glUnmapBuffer(GLenum target)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glEnableVertexAttribArray(GLuint index)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glUniform1f(GLint location, GLfloat v0)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glLineWidth(GLfloat width)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glFrontFace(GLenum mode)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glGetBooleanv(GLenum pname, GLboolean *params)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glDisable(GLenum cap)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
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 glBindFramebuffer(GLenum target, GLuint framebuffer)
void glLogicOp(GLenum opcode)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glGenerateMipmap(GLenum target)
GLboolean glIsShader(GLuint shader)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
GLvoid * glMapBuffer(GLenum target, GLenum access)
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 glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
GLboolean glIsQuery(GLuint id)
void glEndConditionalRender()
void glDeleteProgram(GLuint program)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glPixelStorei(GLenum pname, GLint param)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glGetFloatv(GLenum pname, GLfloat *params)
void glDepthFunc(GLenum func)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glGetIntegerv(GLenum pname, GLint *params)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glDrawBuffer(GLenum mode)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glClearStencil(GLint s)
void glPixelStoref(GLenum pname, GLfloat param)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glGenTextures(GLsizei n, GLuint *textures)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glBindBuffer(GLenum target, GLuint buffer)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glPointParameterf(GLenum pname, GLfloat param)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glEndTransformFeedback()
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glGetDoublev(GLenum pname, GLdouble *params)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glBindTexture(GLenum target, GLuint texture)
void glUniform1ui(GLint location, GLuint v0)
GLboolean glIsVertexArray(GLuint array)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glUniform1i(GLint location, GLint v0)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDisablei(GLenum target, GLuint index)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glReadBuffer(GLenum mode)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glBlendEquation(GLenum mode)
void glBeginTransformFeedback(GLenum primitiveMode)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
GLboolean glIsBuffer(GLuint buffer)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glBindVertexArray(GLuint array)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
GLenum glCheckFramebufferStatus(GLenum target)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glCompileShader(GLuint shader)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glValidateProgram(GLuint program)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glDisableVertexAttribArray(GLuint index)
GLuint glCreateShader(GLenum type)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
Combined button and popup list for selecting options.
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
GLint GLint GLint GLint dstX0
GLint GLfloat GLfloat GLfloat v2
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
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
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLenum GLenum GLsizei const GLuint * ids
GLuint const GLuint GLuint const GLuint * textures
GLenum GLuint GLenum GLsizei length
GLenum GLenum GLsizei count
GLint GLenum GLsizei GLsizei GLsizei GLint border
GLsizei GLsizei GLchar * infoLog
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 GLintptr GLintptr writeOffset
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLint GLenum internalformat
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLint GLfloat GLfloat GLfloat GLfloat v3
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLint GLsizei GLsizei GLenum format
const void GLsizei drawcount
GLint GLint GLint GLint GLint dstY0
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei imageSize
GLint GLint GLint GLint GLint GLint GLint dstY1
GLsizei GLenum const void * indices
GLsizei GLsizei GLchar * source
GLenum GLenum GLenum dfactorAlpha
const GLchar * uniformBlockName
GLenum GLenum sfactorAlpha
GLsizei const GLchar *const * varyings
GLsizei const GLchar *const GLenum bufferMode
GLuint GLsizei GLsizei GLchar * uniformName
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLsizei const GLchar *const GLuint * uniformIndices
const GLuint * framebuffers
GLsizei const void * pointer
GLint GLenum GLboolean normalized
const GLuint * renderbuffers
GLfloat GLfloat GLfloat alpha
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
GLint GLfloat GLint stencil
GLenum GLenum renderbuffertarget
GLsizeiptr const void GLenum usage
GLsizei const GLchar *const * uniformNames