15#ifndef QOPENGLVERSIONFUNCTIONS_4_5_COMPATIBILITY_H
16#define QOPENGLVERSIONFUNCTIONS_4_5_COMPATIBILITY_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);
619 void glTextureBarrier();
627 GLenum glGetGraphicsResetStatus();
629 void glGetTextureSubImage(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
void *
pixels);
630 void glMemoryBarrierByRegion(
GLbitfield barriers);
667 void glCompressedTextureSubImage3D(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *
data);
670 void glTextureSubImage3D(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
pixels);
688 void glBlitNamedFramebuffer(
GLuint readFramebuffer,
GLuint drawFramebuffer,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
737 void glMultMatrixf(
const GLfloat *
m);
740 void glLoadMatrixf(
const GLfloat *
m);
741 void glLoadIdentity();
749 void glGetPolygonStipple(GLubyte *
mask);
772 void glEvalPoint1(
GLint i);
774 void glEvalCoord2fv(
const GLfloat *u);
776 void glEvalCoord2dv(
const GLdouble *u);
778 void glEvalCoord1fv(
const GLfloat *u);
780 void glEvalCoord1dv(
const GLdouble *u);
815 void glPolygonStipple(
const GLubyte *
mask);
835 void glVertex4sv(
const GLshort *
v);
836 void glVertex4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
837 void glVertex4iv(
const GLint *
v);
843 void glVertex3sv(
const GLshort *
v);
844 void glVertex3s(GLshort
x, GLshort
y, GLshort
z);
845 void glVertex3iv(
const GLint *
v);
851 void glVertex2sv(
const GLshort *
v);
852 void glVertex2s(GLshort
x, GLshort
y);
853 void glVertex2iv(
const GLint *
v);
859 void glTexCoord4sv(
const GLshort *
v);
860 void glTexCoord4s(GLshort
s, GLshort
t, GLshort
r, GLshort
q);
861 void glTexCoord4iv(
const GLint *
v);
863 void glTexCoord4fv(
const GLfloat *
v);
867 void glTexCoord3sv(
const GLshort *
v);
868 void glTexCoord3s(GLshort
s, GLshort
t, GLshort
r);
869 void glTexCoord3iv(
const GLint *
v);
871 void glTexCoord3fv(
const GLfloat *
v);
875 void glTexCoord2sv(
const GLshort *
v);
876 void glTexCoord2s(GLshort
s, GLshort
t);
877 void glTexCoord2iv(
const GLint *
v);
879 void glTexCoord2fv(
const GLfloat *
v);
883 void glTexCoord1sv(
const GLshort *
v);
884 void glTexCoord1s(GLshort
s);
885 void glTexCoord1iv(
const GLint *
v);
886 void glTexCoord1i(
GLint s);
887 void glTexCoord1fv(
const GLfloat *
v);
891 void glRectsv(
const GLshort *
v1,
const GLshort *
v2);
892 void glRects(GLshort
x1, GLshort
y1, GLshort
x2, GLshort
y2);
899 void glRasterPos4sv(
const GLshort *
v);
900 void glRasterPos4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
901 void glRasterPos4iv(
const GLint *
v);
903 void glRasterPos4fv(
const GLfloat *
v);
907 void glRasterPos3sv(
const GLshort *
v);
908 void glRasterPos3s(GLshort
x, GLshort
y, GLshort
z);
909 void glRasterPos3iv(
const GLint *
v);
911 void glRasterPos3fv(
const GLfloat *
v);
915 void glRasterPos2sv(
const GLshort *
v);
916 void glRasterPos2s(GLshort
x, GLshort
y);
917 void glRasterPos2iv(
const GLint *
v);
919 void glRasterPos2fv(
const GLfloat *
v);
923 void glNormal3sv(
const GLshort *
v);
924 void glNormal3s(GLshort
nx, GLshort
ny, GLshort
nz);
925 void glNormal3iv(
const GLint *
v);
931 void glNormal3bv(
const GLbyte *
v);
932 void glNormal3b(GLbyte
nx, GLbyte
ny, GLbyte
nz);
933 void glIndexsv(
const GLshort *
c);
934 void glIndexs(GLshort
c);
935 void glIndexiv(
const GLint *
c);
946 void glColor4uiv(
const GLuint *
v);
948 void glColor4ubv(
const GLubyte *
v);
950 void glColor4sv(
const GLshort *
v);
952 void glColor4iv(
const GLint *
v);
958 void glColor4bv(
const GLbyte *
v);
962 void glColor3uiv(
const GLuint *
v);
964 void glColor3ubv(
const GLubyte *
v);
965 void glColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
966 void glColor3sv(
const GLshort *
v);
967 void glColor3s(GLshort
red, GLshort
green, GLshort
blue);
968 void glColor3iv(
const GLint *
v);
974 void glColor3bv(
const GLbyte *
v);
988 void glPopClientAttrib();
989 void glIndexubv(
const GLubyte *
c);
990 void glIndexub(GLubyte
c);
1003 void glArrayElement(
GLint i);
1040 void glMultTransposeMatrixd(
const GLdouble *
m);
1041 void glMultTransposeMatrixf(
const GLfloat *
m);
1042 void glLoadTransposeMatrixd(
const GLdouble *
m);
1043 void glLoadTransposeMatrixf(
const GLfloat *
m);
1045 void glMultiTexCoord4s(
GLenum target, GLshort
s, GLshort
t, GLshort
r, GLshort
q);
1053 void glMultiTexCoord3s(
GLenum target, GLshort
s, GLshort
t, GLshort
r);
1079 void glWindowPos3sv(
const GLshort *
v);
1080 void glWindowPos3s(GLshort
x, GLshort
y, GLshort
z);
1081 void glWindowPos3iv(
const GLint *
v);
1083 void glWindowPos3fv(
const GLfloat *
v);
1087 void glWindowPos2sv(
const GLshort *
v);
1088 void glWindowPos2s(GLshort
x, GLshort
y);
1089 void glWindowPos2iv(
const GLint *
v);
1091 void glWindowPos2fv(
const GLfloat *
v);
1096 void glSecondaryColor3usv(
const GLushort *
v);
1098 void glSecondaryColor3uiv(
const GLuint *
v);
1100 void glSecondaryColor3ubv(
const GLubyte *
v);
1101 void glSecondaryColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
1102 void glSecondaryColor3sv(
const GLshort *
v);
1103 void glSecondaryColor3s(GLshort
red, GLshort
green, GLshort
blue);
1104 void glSecondaryColor3iv(
const GLint *
v);
1106 void glSecondaryColor3fv(
const GLfloat *
v);
1108 void glSecondaryColor3dv(
const GLdouble *
v);
1110 void glSecondaryColor3bv(
const GLbyte *
v);
1111 void glSecondaryColor3b(GLbyte
red, GLbyte
green, GLbyte
blue);
1227 d_1_0_Core->f.DepthRange(nearVal, farVal);
1232 return d_1_0_Core->f.IsEnabled(
cap);
1262 return d_1_0_Core->f.GetString(
name);
1277 return d_1_0_Core->f.GetError();
1297 d_1_0_Core->f.ReadBuffer(
src);
1312 d_1_0_Core->f.DepthFunc(
func);
1317 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
1327 d_1_0_Core->f.LogicOp(
opcode);
1332 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
1337 d_1_0_Core->f.Flush();
1342 d_1_0_Core->f.Finish();
1347 d_1_0_Core->f.Enable(
cap);
1352 d_1_0_Core->f.Disable(
cap);
1357 d_1_0_Core->f.DepthMask(flag);
1367 d_1_0_Core->f.StencilMask(
mask);
1372 d_1_0_Core->f.ClearDepth(
depth);
1377 d_1_0_Core->f.ClearStencil(
s);
1387 d_1_0_Core->f.Clear(
mask);
1392 d_1_0_Core->f.DrawBuffer(
buf);
1432 d_1_0_Core->f.PolygonMode(
face,
mode);
1437 d_1_0_Core->f.PointSize(
size);
1442 d_1_0_Core->f.LineWidth(
width);
1452 d_1_0_Core->f.FrontFace(
mode);
1457 d_1_0_Core->f.CullFace(
mode);
1464 return d_1_1_Core->f.IsTexture(
texture);
1474 d_1_1_Core->f.DeleteTextures(
n,
textures);
1514 d_1_1_Core->f.PolygonOffset(factor,
units);
1536 d_1_2_Core->f.BlendEquation(
mode);
1544inline void QOpenGLFunctions_4_5_Compatibility::glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
pixels)
1546 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
1576inline void QOpenGLFunctions_4_5_Compatibility::glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *
data)
1578 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
1603 d_1_3_Core->f.ActiveTexture(
texture);
1657 return d_1_5_Core->f.UnmapBuffer(
target);
1682 return d_1_5_Core->f.IsBuffer(
buffer);
1687 d_1_5_Core->f.GenBuffers(
n,
buffers);
1692 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
1702 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
1707 d_1_5_Core->f.GetQueryObjectiv(
id,
pname,
params);
1717 d_1_5_Core->f.EndQuery(
target);
1722 d_1_5_Core->f.BeginQuery(
target,
id);
1727 return d_1_5_Core->f.IsQuery(
id);
1732 d_1_5_Core->f.DeleteQueries(
n,
ids);
1737 d_1_5_Core->f.GenQueries(
n,
ids);
1749 d_2_0_Core->f.VertexAttrib4usv(
index,
v);
1754 d_2_0_Core->f.VertexAttrib4uiv(
index,
v);
1759 d_2_0_Core->f.VertexAttrib4ubv(
index,
v);
1764 d_2_0_Core->f.VertexAttrib4sv(
index,
v);
1769 d_2_0_Core->f.VertexAttrib4s(
index,
x,
y,
z,
w);
1774 d_2_0_Core->f.VertexAttrib4iv(
index,
v);
1779 d_2_0_Core->f.VertexAttrib4fv(
index,
v);
1784 d_2_0_Core->f.VertexAttrib4f(
index,
x,
y,
z,
w);
1789 d_2_0_Core->f.VertexAttrib4dv(
index,
v);
1794 d_2_0_Core->f.VertexAttrib4d(
index,
x,
y,
z,
w);
1799 d_2_0_Core->f.VertexAttrib4bv(
index,
v);
1804 d_2_0_Core->f.VertexAttrib4Nusv(
index,
v);
1809 d_2_0_Core->f.VertexAttrib4Nuiv(
index,
v);
1814 d_2_0_Core->f.VertexAttrib4Nubv(
index,
v);
1819 d_2_0_Core->f.VertexAttrib4Nub(
index,
x,
y,
z,
w);
1824 d_2_0_Core->f.VertexAttrib4Nsv(
index,
v);
1829 d_2_0_Core->f.VertexAttrib4Niv(
index,
v);
1834 d_2_0_Core->f.VertexAttrib4Nbv(
index,
v);
1839 d_2_0_Core->f.VertexAttrib3sv(
index,
v);
1844 d_2_0_Core->f.VertexAttrib3s(
index,
x,
y,
z);
1849 d_2_0_Core->f.VertexAttrib3fv(
index,
v);
1854 d_2_0_Core->f.VertexAttrib3f(
index,
x,
y,
z);
1859 d_2_0_Core->f.VertexAttrib3dv(
index,
v);
1864 d_2_0_Core->f.VertexAttrib3d(
index,
x,
y,
z);
1869 d_2_0_Core->f.VertexAttrib2sv(
index,
v);
1874 d_2_0_Core->f.VertexAttrib2s(
index,
x,
y);
1879 d_2_0_Core->f.VertexAttrib2fv(
index,
v);
1884 d_2_0_Core->f.VertexAttrib2f(
index,
x,
y);
1889 d_2_0_Core->f.VertexAttrib2dv(
index,
v);
1894 d_2_0_Core->f.VertexAttrib2d(
index,
x,
y);
1899 d_2_0_Core->f.VertexAttrib1sv(
index,
v);
1904 d_2_0_Core->f.VertexAttrib1s(
index,
x);
1909 d_2_0_Core->f.VertexAttrib1fv(
index,
v);
1914 d_2_0_Core->f.VertexAttrib1f(
index,
x);
1919 d_2_0_Core->f.VertexAttrib1dv(
index,
v);
1924 d_2_0_Core->f.VertexAttrib1d(
index,
x);
1929 d_2_0_Core->f.ValidateProgram(
program);
2029 d_2_0_Core->f.UseProgram(
program);
2039 d_2_0_Core->f.LinkProgram(
program);
2044 return d_2_0_Core->f.IsShader(
shader);
2049 return d_2_0_Core->f.IsProgram(
program);
2084 return d_2_0_Core->f.GetUniformLocation(
program,
name);
2114 return d_2_0_Core->f.GetAttribLocation(
program,
name);
2134 d_2_0_Core->f.EnableVertexAttribArray(
index);
2139 d_2_0_Core->f.DisableVertexAttribArray(
index);
2149 d_2_0_Core->f.DeleteShader(
shader);
2154 d_2_0_Core->f.DeleteProgram(
program);
2159 return d_2_0_Core->f.CreateShader(
type);
2164 return d_2_0_Core->f.CreateProgram();
2169 d_2_0_Core->f.CompileShader(
shader);
2184 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
2199 d_2_0_Core->f.DrawBuffers(
n,
bufs);
2243 return d_3_0_Core->f.IsVertexArray(
array);
2248 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
2253 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
2258 d_3_0_Core->f.BindVertexArray(
array);
2288 d_3_0_Core->f.GenerateMipmap(
target);
2318 return d_3_0_Core->f.CheckFramebufferStatus(
target);
2373 return d_3_0_Core->f.GetStringi(
name,
index);
2458 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
2473 d_3_0_Core->f.VertexAttribI4usv(
index,
v);
2478 d_3_0_Core->f.VertexAttribI4ubv(
index,
v);
2483 d_3_0_Core->f.VertexAttribI4sv(
index,
v);
2488 d_3_0_Core->f.VertexAttribI4bv(
index,
v);
2493 d_3_0_Core->f.VertexAttribI4uiv(
index,
v);
2498 d_3_0_Core->f.VertexAttribI3uiv(
index,
v);
2503 d_3_0_Core->f.VertexAttribI2uiv(
index,
v);
2508 d_3_0_Core->f.VertexAttribI1uiv(
index,
v);
2513 d_3_0_Core->f.VertexAttribI4iv(
index,
v);
2518 d_3_0_Core->f.VertexAttribI3iv(
index,
v);
2523 d_3_0_Core->f.VertexAttribI2iv(
index,
v);
2528 d_3_0_Core->f.VertexAttribI1iv(
index,
v);
2533 d_3_0_Core->f.VertexAttribI4ui(
index,
x,
y,
z,
w);
2538 d_3_0_Core->f.VertexAttribI3ui(
index,
x,
y,
z);
2543 d_3_0_Core->f.VertexAttribI2ui(
index,
x,
y);
2548 d_3_0_Core->f.VertexAttribI1ui(
index,
x);
2553 d_3_0_Core->f.VertexAttribI4i(
index,
x,
y,
z,
w);
2558 d_3_0_Core->f.VertexAttribI3i(
index,
x,
y,
z);
2563 d_3_0_Core->f.VertexAttribI2i(
index,
x,
y);
2568 d_3_0_Core->f.VertexAttribI1i(
index,
x);
2588 d_3_0_Core->f.EndConditionalRender();
2593 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
2623 d_3_0_Core->f.EndTransformFeedback();
2628 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
2658 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
2705 d_3_1_Core->f.PrimitiveRestartIndex(
index);
2727 d_3_2_Core->f.SampleMaski(maskNumber,
mask);
2767 d_3_2_Core->f.GetInteger64v(
pname,
data);
2777 return d_3_2_Core->f.ClientWaitSync(sync,
flags,
timeout);
2782 d_3_2_Core->f.DeleteSync(sync);
2787 return d_3_2_Core->f.IsSync(sync);
2797 d_3_2_Core->f.ProvokingVertex(
mode);
2869 d_3_3_Core->f.GetQueryObjectui64v(
id,
pname,
params);
2874 d_3_3_Core->f.GetQueryObjecti64v(
id,
pname,
params);
2879 d_3_3_Core->f.QueryCounter(
id,
target);
2934 d_3_3_Core->f.BindSampler(unit,
sampler);
2939 return d_3_3_Core->f.IsSampler(
sampler);
2954 return d_3_3_Core->f.GetFragDataIndex(
program,
name);
2976 d_4_0_Core->f.BeginQueryIndexed(
target,
index,
id);
2981 d_4_0_Core->f.DrawTransformFeedbackStream(
mode,
id,
stream);
2986 d_4_0_Core->f.DrawTransformFeedback(
mode,
id);
2991 d_4_0_Core->f.ResumeTransformFeedback();
2996 d_4_0_Core->f.PauseTransformFeedback();
3001 return d_4_0_Core->f.IsTransformFeedback(
id);
3006 d_4_0_Core->f.GenTransformFeedbacks(
n,
ids);
3011 d_4_0_Core->f.DeleteTransformFeedbacks(
n,
ids);
3016 d_4_0_Core->f.BindTransformFeedback(
target,
id);
3176 d_4_0_Core->f.BlendFunci(
buf,
src,
dst);
3186 d_4_0_Core->f.BlendEquationi(
buf,
mode);
3191 d_4_0_Core->f.MinSampleShading(
value);
3208 d_4_1_Core->f.DepthRangeIndexed(
index,
n,
f);
3218 d_4_1_Core->f.ScissorIndexedv(
index,
v);
3233 d_4_1_Core->f.ViewportIndexedfv(
index,
v);
3238 d_4_1_Core->f.ViewportIndexedf(
index,
x,
y,
w,
h);
3258 d_4_1_Core->f.VertexAttribL4dv(
index,
v);
3263 d_4_1_Core->f.VertexAttribL3dv(
index,
v);
3268 d_4_1_Core->f.VertexAttribL2dv(
index,
v);
3273 d_4_1_Core->f.VertexAttribL1dv(
index,
v);
3278 d_4_1_Core->f.VertexAttribL4d(
index,
x,
y,
z,
w);
3283 d_4_1_Core->f.VertexAttribL3d(
index,
x,
y,
z);
3288 d_4_1_Core->f.VertexAttribL2d(
index,
x,
y);
3293 d_4_1_Core->f.VertexAttribL1d(
index,
x);
3303 d_4_1_Core->f.ValidateProgramPipeline(pipeline);
3558 d_4_1_Core->f.GetProgramPipelineiv(pipeline,
pname,
params);
3563 return d_4_1_Core->f.IsProgramPipeline(pipeline);
3568 d_4_1_Core->f.GenProgramPipelines(
n,
pipelines);
3573 d_4_1_Core->f.DeleteProgramPipelines(
n,
pipelines);
3578 d_4_1_Core->f.BindProgramPipeline(pipeline);
3588 d_4_1_Core->f.ActiveShaderProgram(pipeline,
program);
3613 d_4_1_Core->f.ClearDepthf(dd);
3618 d_4_1_Core->f.DepthRangef(
n,
f);
3633 d_4_1_Core->f.ReleaseShaderCompiler();
3665 d_4_2_Core->f.MemoryBarrier(barriers);
3722 d_4_3_Core->f.PopDebugGroup();
3737 d_4_3_Core->f.DebugMessageCallback(callback,
userParam);
3857 d_4_3_Core->f.InvalidateBufferData(
buffer);
3890inline void QOpenGLFunctions_4_5_Compatibility::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)
3892 d_4_3_Core->f.CopyImageSubData(
srcName,
srcTarget,
srcLevel,
srcX,
srcY,
srcZ,
dstName,
dstTarget,
dstLevel,
dstX,
dstY,
dstZ,
srcWidth,
srcHeight,
srcDepth);
3897 d_4_3_Core->f.DispatchComputeIndirect(
indirect);
3947inline void QOpenGLFunctions_4_5_Compatibility::glClearTexSubImage(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
data)
3949 d_4_4_Core->f.ClearTexSubImage(
texture,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
data);
3966 d_4_5_Core->f.TextureBarrier();
4006 return d_4_5_Core->f.GetGraphicsResetStatus();
4014inline void QOpenGLFunctions_4_5_Compatibility::glGetTextureSubImage(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
void *
pixels)
4016 d_4_5_Core->f.GetTextureSubImage(
texture,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
bufSize,
pixels);
4021 d_4_5_Core->f.MemoryBarrierByRegion(barriers);
4031 d_4_5_Core->f.CreateProgramPipelines(
n,
pipelines);
4036 d_4_5_Core->f.CreateSamplers(
n,
samplers);
4051 d_4_5_Core->f.GetVertexArrayiv(vaobj,
pname,
param);
4091 d_4_5_Core->f.VertexArrayElementBuffer(vaobj,
buffer);
4096 d_4_5_Core->f.EnableVertexArrayAttrib(vaobj,
index);
4101 d_4_5_Core->f.DisableVertexArrayAttrib(vaobj,
index);
4106 d_4_5_Core->f.CreateVertexArrays(
n,
arrays);
4151 d_4_5_Core->f.BindTextureUnit(unit,
texture);
4156 d_4_5_Core->f.GenerateTextureMipmap(
texture);
4204inline void QOpenGLFunctions_4_5_Compatibility::glCompressedTextureSubImage3D(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *
data)
4206 d_4_5_Core->f.CompressedTextureSubImage3D(
texture,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
4219inline void QOpenGLFunctions_4_5_Compatibility::glTextureSubImage3D(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
pixels)
4221 d_4_5_Core->f.TextureSubImage3D(
texture,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
4309inline void QOpenGLFunctions_4_5_Compatibility::glBlitNamedFramebuffer(
GLuint readFramebuffer,
GLuint drawFramebuffer,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter)
4311 d_4_5_Core->f.BlitNamedFramebuffer(readFramebuffer,
drawFramebuffer,
srcX0,
srcY0,
srcX1,
srcY1,
dstX0,
dstY0,
dstX1,
dstY1,
mask,
filter);
4411 return d_4_5_Core->f.UnmapNamedBuffer(
buffer);
4456 d_4_5_Core->f.CreateBuffers(
n,
buffers);
4471 d_4_5_Core->f.GetTransformFeedbackiv(xfb,
pname,
param);
4481 d_4_5_Core->f.TransformFeedbackBufferBase(xfb,
index,
buffer);
4486 d_4_5_Core->f.CreateTransformFeedbacks(
n,
ids);
4491 d_4_5_Core->f.ClipControl(origin,
depth);
4498 d_1_0_Deprecated->f.Translatef(
x,
y,
z);
4503 d_1_0_Deprecated->f.Translated(
x,
y,
z);
4508 d_1_0_Deprecated->f.Scalef(
x,
y,
z);
4513 d_1_0_Deprecated->f.Scaled(
x,
y,
z);
4518 d_1_0_Deprecated->f.Rotatef(
angle,
x,
y,
z);
4523 d_1_0_Deprecated->f.Rotated(
angle,
x,
y,
z);
4528 d_1_0_Deprecated->f.PushMatrix();
4533 d_1_0_Deprecated->f.PopMatrix();
4543 d_1_0_Deprecated->f.MultMatrixd(
m);
4548 d_1_0_Deprecated->f.MultMatrixf(
m);
4553 d_1_0_Deprecated->f.MatrixMode(
mode);
4558 d_1_0_Deprecated->f.LoadMatrixd(
m);
4563 d_1_0_Deprecated->f.LoadMatrixf(
m);
4568 d_1_0_Deprecated->f.LoadIdentity();
4578 return d_1_0_Deprecated->f.IsList(
list);
4608 d_1_0_Deprecated->f.GetPolygonStipple(
mask);
4613 d_1_0_Deprecated->f.GetPixelMapusv(
map,
values);
4618 d_1_0_Deprecated->f.GetPixelMapuiv(
map,
values);
4623 d_1_0_Deprecated->f.GetPixelMapfv(
map,
values);
4653 d_1_0_Deprecated->f.GetLightiv(light,
pname,
params);
4658 d_1_0_Deprecated->f.GetLightfv(light,
pname,
params);
4663 d_1_0_Deprecated->f.GetClipPlane(plane,
equation);
4678 d_1_0_Deprecated->f.PixelMapusv(
map, mapsize,
values);
4683 d_1_0_Deprecated->f.PixelMapuiv(
map, mapsize,
values);
4688 d_1_0_Deprecated->f.PixelMapfv(
map, mapsize,
values);
4693 d_1_0_Deprecated->f.PixelTransferi(
pname,
param);
4698 d_1_0_Deprecated->f.PixelTransferf(
pname,
param);
4703 d_1_0_Deprecated->f.PixelZoom(xfactor,
yfactor);
4708 d_1_0_Deprecated->f.AlphaFunc(
func,
ref);
4713 d_1_0_Deprecated->f.EvalPoint2(
i,
j);
4718 d_1_0_Deprecated->f.EvalMesh2(
mode, i1, i2, j1, j2);
4723 d_1_0_Deprecated->f.EvalPoint1(
i);
4728 d_1_0_Deprecated->f.EvalMesh1(
mode, i1, i2);
4733 d_1_0_Deprecated->f.EvalCoord2fv(u);
4738 d_1_0_Deprecated->f.EvalCoord2f(u,
v);
4743 d_1_0_Deprecated->f.EvalCoord2dv(u);
4748 d_1_0_Deprecated->f.EvalCoord2d(u,
v);
4753 d_1_0_Deprecated->f.EvalCoord1fv(u);
4758 d_1_0_Deprecated->f.EvalCoord1f(u);
4763 d_1_0_Deprecated->f.EvalCoord1dv(u);
4768 d_1_0_Deprecated->f.EvalCoord1d(u);
4773 d_1_0_Deprecated->f.MapGrid2f(un,
u1,
u2, vn,
v1,
v2);
4778 d_1_0_Deprecated->f.MapGrid2d(un,
u1,
u2, vn,
v1,
v2);
4783 d_1_0_Deprecated->f.MapGrid1f(un,
u1,
u2);
4788 d_1_0_Deprecated->f.MapGrid1d(un,
u1,
u2);
4813 d_1_0_Deprecated->f.PushAttrib(
mask);
4818 d_1_0_Deprecated->f.PopAttrib();
4823 d_1_0_Deprecated->f.Accum(op,
value);
4828 d_1_0_Deprecated->f.IndexMask(
mask);
4833 d_1_0_Deprecated->f.ClearIndex(
c);
4843 d_1_0_Deprecated->f.PushName(
name);
4848 d_1_0_Deprecated->f.PopName();
4853 d_1_0_Deprecated->f.PassThrough(
token);
4858 d_1_0_Deprecated->f.LoadName(
name);
4863 d_1_0_Deprecated->f.InitNames();
4868 return d_1_0_Deprecated->f.RenderMode(
mode);
4873 d_1_0_Deprecated->f.SelectBuffer(
size,
buffer);
4933 d_1_0_Deprecated->f.ShadeModel(
mode);
4938 d_1_0_Deprecated->f.PolygonStipple(
mask);
4963 d_1_0_Deprecated->f.LineStipple(factor,
pattern);
4973 d_1_0_Deprecated->f.LightModeli(
pname,
param);
4983 d_1_0_Deprecated->f.LightModelf(
pname,
param);
4988 d_1_0_Deprecated->f.Lightiv(light,
pname,
params);
4993 d_1_0_Deprecated->f.Lighti(light,
pname,
param);
4998 d_1_0_Deprecated->f.Lightfv(light,
pname,
params);
5003 d_1_0_Deprecated->f.Lightf(light,
pname,
param);
5028 d_1_0_Deprecated->f.ColorMaterial(
face,
mode);
5033 d_1_0_Deprecated->f.ClipPlane(plane,
equation);
5038 d_1_0_Deprecated->f.Vertex4sv(
v);
5043 d_1_0_Deprecated->f.Vertex4s(
x,
y,
z,
w);
5048 d_1_0_Deprecated->f.Vertex4iv(
v);
5053 d_1_0_Deprecated->f.Vertex4i(
x,
y,
z,
w);
5058 d_1_0_Deprecated->f.Vertex4fv(
v);
5063 d_1_0_Deprecated->f.Vertex4f(
x,
y,
z,
w);
5068 d_1_0_Deprecated->f.Vertex4dv(
v);
5073 d_1_0_Deprecated->f.Vertex4d(
x,
y,
z,
w);
5078 d_1_0_Deprecated->f.Vertex3sv(
v);
5083 d_1_0_Deprecated->f.Vertex3s(
x,
y,
z);
5088 d_1_0_Deprecated->f.Vertex3iv(
v);
5093 d_1_0_Deprecated->f.Vertex3i(
x,
y,
z);
5098 d_1_0_Deprecated->f.Vertex3fv(
v);
5103 d_1_0_Deprecated->f.Vertex3f(
x,
y,
z);
5108 d_1_0_Deprecated->f.Vertex3dv(
v);
5113 d_1_0_Deprecated->f.Vertex3d(
x,
y,
z);
5118 d_1_0_Deprecated->f.Vertex2sv(
v);
5123 d_1_0_Deprecated->f.Vertex2s(
x,
y);
5128 d_1_0_Deprecated->f.Vertex2iv(
v);
5133 d_1_0_Deprecated->f.Vertex2i(
x,
y);
5138 d_1_0_Deprecated->f.Vertex2fv(
v);
5143 d_1_0_Deprecated->f.Vertex2f(
x,
y);
5148 d_1_0_Deprecated->f.Vertex2dv(
v);
5153 d_1_0_Deprecated->f.Vertex2d(
x,
y);
5158 d_1_0_Deprecated->f.TexCoord4sv(
v);
5163 d_1_0_Deprecated->f.TexCoord4s(
s,
t,
r,
q);
5168 d_1_0_Deprecated->f.TexCoord4iv(
v);
5173 d_1_0_Deprecated->f.TexCoord4i(
s,
t,
r,
q);
5178 d_1_0_Deprecated->f.TexCoord4fv(
v);
5183 d_1_0_Deprecated->f.TexCoord4f(
s,
t,
r,
q);
5188 d_1_0_Deprecated->f.TexCoord4dv(
v);
5193 d_1_0_Deprecated->f.TexCoord4d(
s,
t,
r,
q);
5198 d_1_0_Deprecated->f.TexCoord3sv(
v);
5203 d_1_0_Deprecated->f.TexCoord3s(
s,
t,
r);
5208 d_1_0_Deprecated->f.TexCoord3iv(
v);
5213 d_1_0_Deprecated->f.TexCoord3i(
s,
t,
r);
5218 d_1_0_Deprecated->f.TexCoord3fv(
v);
5223 d_1_0_Deprecated->f.TexCoord3f(
s,
t,
r);
5228 d_1_0_Deprecated->f.TexCoord3dv(
v);
5233 d_1_0_Deprecated->f.TexCoord3d(
s,
t,
r);
5238 d_1_0_Deprecated->f.TexCoord2sv(
v);
5243 d_1_0_Deprecated->f.TexCoord2s(
s,
t);
5248 d_1_0_Deprecated->f.TexCoord2iv(
v);
5253 d_1_0_Deprecated->f.TexCoord2i(
s,
t);
5258 d_1_0_Deprecated->f.TexCoord2fv(
v);
5263 d_1_0_Deprecated->f.TexCoord2f(
s,
t);
5268 d_1_0_Deprecated->f.TexCoord2dv(
v);
5273 d_1_0_Deprecated->f.TexCoord2d(
s,
t);
5278 d_1_0_Deprecated->f.TexCoord1sv(
v);
5283 d_1_0_Deprecated->f.TexCoord1s(
s);
5288 d_1_0_Deprecated->f.TexCoord1iv(
v);
5293 d_1_0_Deprecated->f.TexCoord1i(
s);
5298 d_1_0_Deprecated->f.TexCoord1fv(
v);
5303 d_1_0_Deprecated->f.TexCoord1f(
s);
5308 d_1_0_Deprecated->f.TexCoord1dv(
v);
5313 d_1_0_Deprecated->f.TexCoord1d(
s);
5318 d_1_0_Deprecated->f.Rectsv(
v1,
v2);
5323 d_1_0_Deprecated->f.Rects(
x1,
y1,
x2,
y2);
5328 d_1_0_Deprecated->f.Rectiv(
v1,
v2);
5333 d_1_0_Deprecated->f.Recti(
x1,
y1,
x2,
y2);
5338 d_1_0_Deprecated->f.Rectfv(
v1,
v2);
5343 d_1_0_Deprecated->f.Rectf(
x1,
y1,
x2,
y2);
5348 d_1_0_Deprecated->f.Rectdv(
v1,
v2);
5353 d_1_0_Deprecated->f.Rectd(
x1,
y1,
x2,
y2);
5358 d_1_0_Deprecated->f.RasterPos4sv(
v);
5363 d_1_0_Deprecated->f.RasterPos4s(
x,
y,
z,
w);
5368 d_1_0_Deprecated->f.RasterPos4iv(
v);
5373 d_1_0_Deprecated->f.RasterPos4i(
x,
y,
z,
w);
5378 d_1_0_Deprecated->f.RasterPos4fv(
v);
5383 d_1_0_Deprecated->f.RasterPos4f(
x,
y,
z,
w);
5388 d_1_0_Deprecated->f.RasterPos4dv(
v);
5393 d_1_0_Deprecated->f.RasterPos4d(
x,
y,
z,
w);
5398 d_1_0_Deprecated->f.RasterPos3sv(
v);
5403 d_1_0_Deprecated->f.RasterPos3s(
x,
y,
z);
5408 d_1_0_Deprecated->f.RasterPos3iv(
v);
5413 d_1_0_Deprecated->f.RasterPos3i(
x,
y,
z);
5418 d_1_0_Deprecated->f.RasterPos3fv(
v);
5423 d_1_0_Deprecated->f.RasterPos3f(
x,
y,
z);
5428 d_1_0_Deprecated->f.RasterPos3dv(
v);
5433 d_1_0_Deprecated->f.RasterPos3d(
x,
y,
z);
5438 d_1_0_Deprecated->f.RasterPos2sv(
v);
5443 d_1_0_Deprecated->f.RasterPos2s(
x,
y);
5448 d_1_0_Deprecated->f.RasterPos2iv(
v);
5453 d_1_0_Deprecated->f.RasterPos2i(
x,
y);
5458 d_1_0_Deprecated->f.RasterPos2fv(
v);
5463 d_1_0_Deprecated->f.RasterPos2f(
x,
y);
5468 d_1_0_Deprecated->f.RasterPos2dv(
v);
5473 d_1_0_Deprecated->f.RasterPos2d(
x,
y);
5478 d_1_0_Deprecated->f.Normal3sv(
v);
5483 d_1_0_Deprecated->f.Normal3s(
nx,
ny,
nz);
5488 d_1_0_Deprecated->f.Normal3iv(
v);
5493 d_1_0_Deprecated->f.Normal3i(
nx,
ny,
nz);
5498 d_1_0_Deprecated->f.Normal3fv(
v);
5503 d_1_0_Deprecated->f.Normal3f(
nx,
ny,
nz);
5508 d_1_0_Deprecated->f.Normal3dv(
v);
5513 d_1_0_Deprecated->f.Normal3d(
nx,
ny,
nz);
5518 d_1_0_Deprecated->f.Normal3bv(
v);
5523 d_1_0_Deprecated->f.Normal3b(
nx,
ny,
nz);
5528 d_1_0_Deprecated->f.Indexsv(
c);
5533 d_1_0_Deprecated->f.Indexs(
c);
5538 d_1_0_Deprecated->f.Indexiv(
c);
5543 d_1_0_Deprecated->f.Indexi(
c);
5548 d_1_0_Deprecated->f.Indexfv(
c);
5553 d_1_0_Deprecated->f.Indexf(
c);
5558 d_1_0_Deprecated->f.Indexdv(
c);
5563 d_1_0_Deprecated->f.Indexd(
c);
5568 d_1_0_Deprecated->f.End();
5573 d_1_0_Deprecated->f.EdgeFlagv(flag);
5578 d_1_0_Deprecated->f.EdgeFlag(flag);
5583 d_1_0_Deprecated->f.Color4usv(
v);
5593 d_1_0_Deprecated->f.Color4uiv(
v);
5603 d_1_0_Deprecated->f.Color4ubv(
v);
5613 d_1_0_Deprecated->f.Color4sv(
v);
5623 d_1_0_Deprecated->f.Color4iv(
v);
5633 d_1_0_Deprecated->f.Color4fv(
v);
5643 d_1_0_Deprecated->f.Color4dv(
v);
5653 d_1_0_Deprecated->f.Color4bv(
v);
5663 d_1_0_Deprecated->f.Color3usv(
v);
5673 d_1_0_Deprecated->f.Color3uiv(
v);
5683 d_1_0_Deprecated->f.Color3ubv(
v);
5693 d_1_0_Deprecated->f.Color3sv(
v);
5703 d_1_0_Deprecated->f.Color3iv(
v);
5713 d_1_0_Deprecated->f.Color3fv(
v);
5723 d_1_0_Deprecated->f.Color3dv(
v);
5733 d_1_0_Deprecated->f.Color3bv(
v);
5748 d_1_0_Deprecated->f.Begin(
mode);
5753 d_1_0_Deprecated->f.ListBase(
base);
5758 return d_1_0_Deprecated->f.GenLists(
range);
5763 d_1_0_Deprecated->f.DeleteLists(
list,
range);
5768 d_1_0_Deprecated->f.CallLists(
n,
type,
lists);
5773 d_1_0_Deprecated->f.CallList(
list);
5778 d_1_0_Deprecated->f.EndList();
5783 d_1_0_Deprecated->f.NewList(
list,
mode);
5790 d_1_1_Deprecated->f.PushClientAttrib(
mask);
5795 d_1_1_Deprecated->f.PopClientAttrib();
5800 d_1_1_Deprecated->f.Indexubv(
c);
5805 d_1_1_Deprecated->f.Indexub(
c);
5850 d_1_1_Deprecated->f.EnableClientState(
array);
5860 d_1_1_Deprecated->f.DisableClientState(
array);
5870 d_1_1_Deprecated->f.ArrayElement(
i);
6027 d_1_2_Deprecated->f.ResetHistogram(
target);
6032 d_1_2_Deprecated->f.ResetMinmax(
target);
6039 d_1_3_Deprecated->f.MultTransposeMatrixd(
m);
6044 d_1_3_Deprecated->f.MultTransposeMatrixf(
m);
6049 d_1_3_Deprecated->f.LoadTransposeMatrixd(
m);
6054 d_1_3_Deprecated->f.LoadTransposeMatrixf(
m);
6059 d_1_3_Deprecated->f.MultiTexCoord4sv(
target,
v);
6064 d_1_3_Deprecated->f.MultiTexCoord4s(
target,
s,
t,
r,
q);
6069 d_1_3_Deprecated->f.MultiTexCoord4iv(
target,
v);
6074 d_1_3_Deprecated->f.MultiTexCoord4i(
target,
s,
t,
r,
q);
6079 d_1_3_Deprecated->f.MultiTexCoord4fv(
target,
v);
6084 d_1_3_Deprecated->f.MultiTexCoord4f(
target,
s,
t,
r,
q);
6089 d_1_3_Deprecated->f.MultiTexCoord4dv(
target,
v);
6094 d_1_3_Deprecated->f.MultiTexCoord4d(
target,
s,
t,
r,
q);
6099 d_1_3_Deprecated->f.MultiTexCoord3sv(
target,
v);
6104 d_1_3_Deprecated->f.MultiTexCoord3s(
target,
s,
t,
r);
6109 d_1_3_Deprecated->f.MultiTexCoord3iv(
target,
v);
6114 d_1_3_Deprecated->f.MultiTexCoord3i(
target,
s,
t,
r);
6119 d_1_3_Deprecated->f.MultiTexCoord3fv(
target,
v);
6124 d_1_3_Deprecated->f.MultiTexCoord3f(
target,
s,
t,
r);
6129 d_1_3_Deprecated->f.MultiTexCoord3dv(
target,
v);
6134 d_1_3_Deprecated->f.MultiTexCoord3d(
target,
s,
t,
r);
6139 d_1_3_Deprecated->f.MultiTexCoord2sv(
target,
v);
6144 d_1_3_Deprecated->f.MultiTexCoord2s(
target,
s,
t);
6149 d_1_3_Deprecated->f.MultiTexCoord2iv(
target,
v);
6154 d_1_3_Deprecated->f.MultiTexCoord2i(
target,
s,
t);
6159 d_1_3_Deprecated->f.MultiTexCoord2fv(
target,
v);
6164 d_1_3_Deprecated->f.MultiTexCoord2f(
target,
s,
t);
6169 d_1_3_Deprecated->f.MultiTexCoord2dv(
target,
v);
6174 d_1_3_Deprecated->f.MultiTexCoord2d(
target,
s,
t);
6179 d_1_3_Deprecated->f.MultiTexCoord1sv(
target,
v);
6184 d_1_3_Deprecated->f.MultiTexCoord1s(
target,
s);
6189 d_1_3_Deprecated->f.MultiTexCoord1iv(
target,
v);
6194 d_1_3_Deprecated->f.MultiTexCoord1i(
target,
s);
6199 d_1_3_Deprecated->f.MultiTexCoord1fv(
target,
v);
6204 d_1_3_Deprecated->f.MultiTexCoord1f(
target,
s);
6209 d_1_3_Deprecated->f.MultiTexCoord1dv(
target,
v);
6214 d_1_3_Deprecated->f.MultiTexCoord1d(
target,
s);
6219 d_1_3_Deprecated->f.ClientActiveTexture(
texture);
6226 d_1_4_Deprecated->f.WindowPos3sv(
v);
6231 d_1_4_Deprecated->f.WindowPos3s(
x,
y,
z);
6236 d_1_4_Deprecated->f.WindowPos3iv(
v);
6241 d_1_4_Deprecated->f.WindowPos3i(
x,
y,
z);
6246 d_1_4_Deprecated->f.WindowPos3fv(
v);
6251 d_1_4_Deprecated->f.WindowPos3f(
x,
y,
z);
6256 d_1_4_Deprecated->f.WindowPos3dv(
v);
6261 d_1_4_Deprecated->f.WindowPos3d(
x,
y,
z);
6266 d_1_4_Deprecated->f.WindowPos2sv(
v);
6271 d_1_4_Deprecated->f.WindowPos2s(
x,
y);
6276 d_1_4_Deprecated->f.WindowPos2iv(
v);
6281 d_1_4_Deprecated->f.WindowPos2i(
x,
y);
6286 d_1_4_Deprecated->f.WindowPos2fv(
v);
6291 d_1_4_Deprecated->f.WindowPos2f(
x,
y);
6296 d_1_4_Deprecated->f.WindowPos2dv(
v);
6301 d_1_4_Deprecated->f.WindowPos2d(
x,
y);
6311 d_1_4_Deprecated->f.SecondaryColor3usv(
v);
6316 d_1_4_Deprecated->f.SecondaryColor3us(
red,
green,
blue);
6321 d_1_4_Deprecated->f.SecondaryColor3uiv(
v);
6326 d_1_4_Deprecated->f.SecondaryColor3ui(
red,
green,
blue);
6331 d_1_4_Deprecated->f.SecondaryColor3ubv(
v);
6336 d_1_4_Deprecated->f.SecondaryColor3ub(
red,
green,
blue);
6341 d_1_4_Deprecated->f.SecondaryColor3sv(
v);
6346 d_1_4_Deprecated->f.SecondaryColor3s(
red,
green,
blue);
6351 d_1_4_Deprecated->f.SecondaryColor3iv(
v);
6356 d_1_4_Deprecated->f.SecondaryColor3i(
red,
green,
blue);
6361 d_1_4_Deprecated->f.SecondaryColor3fv(
v);
6366 d_1_4_Deprecated->f.SecondaryColor3f(
red,
green,
blue);
6371 d_1_4_Deprecated->f.SecondaryColor3dv(
v);
6376 d_1_4_Deprecated->f.SecondaryColor3d(
red,
green,
blue);
6381 d_1_4_Deprecated->f.SecondaryColor3bv(
v);
6386 d_1_4_Deprecated->f.SecondaryColor3b(
red,
green,
blue);
6396 d_1_4_Deprecated->f.FogCoorddv(
coord);
6401 d_1_4_Deprecated->f.FogCoordd(
coord);
6406 d_1_4_Deprecated->f.FogCoordfv(
coord);
6411 d_1_4_Deprecated->f.FogCoordf(
coord);
6430 d_3_3_Deprecated->f.SecondaryColorP3uiv(
type,
color);
6435 d_3_3_Deprecated->f.SecondaryColorP3ui(
type,
color);
6440 d_3_3_Deprecated->f.ColorP4uiv(
type,
color);
6445 d_3_3_Deprecated->f.ColorP4ui(
type,
color);
6450 d_3_3_Deprecated->f.ColorP3uiv(
type,
color);
6455 d_3_3_Deprecated->f.ColorP3ui(
type,
color);
6460 d_3_3_Deprecated->f.NormalP3uiv(
type,
coords);
6465 d_3_3_Deprecated->f.NormalP3ui(
type,
coords);
6510 d_3_3_Deprecated->f.TexCoordP4uiv(
type,
coords);
6515 d_3_3_Deprecated->f.TexCoordP4ui(
type,
coords);
6520 d_3_3_Deprecated->f.TexCoordP3uiv(
type,
coords);
6525 d_3_3_Deprecated->f.TexCoordP3ui(
type,
coords);
6530 d_3_3_Deprecated->f.TexCoordP2uiv(
type,
coords);
6535 d_3_3_Deprecated->f.TexCoordP2ui(
type,
coords);
6540 d_3_3_Deprecated->f.TexCoordP1uiv(
type,
coords);
6545 d_3_3_Deprecated->f.TexCoordP1ui(
type,
coords);
6550 d_3_3_Deprecated->f.VertexP4uiv(
type,
value);
6555 d_3_3_Deprecated->f.VertexP4ui(
type,
value);
6560 d_3_3_Deprecated->f.VertexP3uiv(
type,
value);
6565 d_3_3_Deprecated->f.VertexP3ui(
type,
value);
6570 d_3_3_Deprecated->f.VertexP2uiv(
type,
value);
6575 d_3_3_Deprecated->f.VertexP2ui(
type,
value);
6655#pragma pop_macro("MemoryBarrier")
virtual bool initializeOpenGLFunctions()
void glNamedFramebufferDrawBuffers(GLuint framebuffer, GLsizei n, const GLenum *bufs)
void glDebugMessageCallback(GLDEBUGPROC callback, const void *userParam)
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
void glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length)
void glValidateProgram(GLuint program)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount)
void glColor4dv(const GLdouble *v)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glNamedBufferData(GLuint buffer, GLsizei size, const void *data, GLenum usage)
void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
void glMultiTexCoord2i(GLenum target, GLint s, GLint t)
void glTexCoord2d(GLdouble s, GLdouble t)
void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data)
void glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, void *image)
void glMultTransposeMatrixf(const GLfloat *m)
void glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue)
void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glRasterPos4i(GLint x, GLint y, GLint z, GLint w)
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount, const GLint *basevertex)
void glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glGetnMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values)
void glWindowPos3s(GLshort x, GLshort y, GLshort z)
void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels)
void glTexCoord2fv(const GLfloat *v)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glGetTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param)
void glColor4ubv(const GLubyte *v)
void glSecondaryColor3s(GLshort red, GLshort green, GLshort blue)
void glNormalP3ui(GLenum type, GLuint coords)
void glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glVertexAttrib3sv(GLuint index, const GLshort *v)
void glHint(GLenum target, GLenum mode)
void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glGetTextureParameterIiv(GLuint texture, GLenum pname, GLint *params)
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glMultiTexCoord4fv(GLenum target, const GLfloat *v)
void glGetNamedRenderbufferParameteriv(GLuint renderbuffer, GLenum pname, GLint *params)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glViewportIndexedfv(GLuint index, const GLfloat *v)
void glGetPointerv(GLenum pname, void **params)
void glBufferStorage(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint *params)
void glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink)
void glSecondaryColor3bv(const GLbyte *v)
void glWindowPos3dv(const GLdouble *v)
void glGetInteger64v(GLenum pname, GLint64 *data)
void glWindowPos3i(GLint x, GLint y, GLint z)
void glCreateVertexArrays(GLsizei n, GLuint *arrays)
void glVertexArrayVertexBuffer(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
void glRasterPos2d(GLdouble x, GLdouble y)
void glMultiTexCoord2iv(GLenum target, const GLint *v)
void glProgramParameteri(GLuint program, GLenum pname, GLint value)
void glIndexdv(const GLdouble *c)
void glGetnMapdv(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glEvalCoord1dv(const GLdouble *u)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data)
void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glEnableClientState(GLenum array)
void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)
void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)
void glTexCoord1d(GLdouble s)
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glPolygonStipple(const GLubyte *mask)
void glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glPointParameteri(GLenum pname, GLint param)
void glSecondaryColor3iv(const GLint *v)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glMultiTexCoord1i(GLenum target, GLint s)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glActiveShaderProgram(GLuint pipeline, GLuint program)
void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t)
void glDebugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data)
void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer)
void glCopyTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels)
void glTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels)
void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glVertex2i(GLint x, GLint y)
void glTexCoord1s(GLshort s)
void glCallList(GLuint list)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glFlushMappedNamedBufferRange(GLuint buffer, GLintptr offset, GLsizei length)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glLoadMatrixd(const GLdouble *m)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
void glTexEnviv(GLenum target, GLenum pname, const GLint *params)
void glRasterPos2iv(const GLint *v)
void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
void glGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glScaled(GLdouble x, GLdouble y, GLdouble z)
void glGetObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glPixelTransferf(GLenum pname, GLfloat param)
void glClearStencil(GLint s)
void glGetnMapfv(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glInvalidateTexImage(GLuint texture, GLint level)
void glMultiTexCoord1fv(GLenum target, const GLfloat *v)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glMultiTexCoord3iv(GLenum target, const GLint *v)
void glRasterPos4sv(const GLshort *v)
void glCreateFramebuffers(GLsizei n, GLuint *framebuffers)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glRasterPos3sv(const GLshort *v)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format)
void glGetColorTableParameteriv(GLenum target, GLenum pname, GLint *params)
void glVertexAttribI4sv(GLuint index, const GLshort *v)
void glColor4sv(const GLshort *v)
void glNamedFramebufferParameteri(GLuint framebuffer, GLenum pname, GLint param)
void glNamedFramebufferTextureLayer(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glVertex2d(GLdouble x, GLdouble y)
void glLightModelfv(GLenum pname, const GLfloat *params)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glPixelZoom(GLfloat xfactor, GLfloat yfactor)
void glVertex2sv(const GLshort *v)
void glNamedFramebufferReadBuffer(GLuint framebuffer, GLenum src)
void glTextureParameteriv(GLuint texture, GLenum pname, const GLint *param)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
void glWindowPos2i(GLint x, GLint y)
void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
void glGetnUniformuiv(GLuint program, GLint location, GLsizei bufSize, GLuint *params)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glGetTextureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels)
void glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table)
void glWindowPos2f(GLfloat x, GLfloat y)
void glSecondaryColor3usv(const GLushort *v)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name)
void glInvalidateBufferData(GLuint buffer)
void glVertex3dv(const GLdouble *v)
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
void glDepthMask(GLboolean flag)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params)
void glGetnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values)
GLboolean glIsSync(GLsync sync)
void glGetNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizei size, void *data)
void glLoadTransposeMatrixd(const GLdouble *m)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glNormal3fv(const GLfloat *v)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params)
void glVertexAttribI1i(GLuint index, GLint x)
void glRasterPos3i(GLint x, GLint y, GLint z)
void glColor3fv(const GLfloat *v)
void glGetClipPlane(GLenum plane, GLdouble *equation)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glPixelTransferi(GLenum pname, GLint param)
void glVertex2s(GLshort x, GLshort y)
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
GLuint glGetDebugMessageLog(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog)
void glDisableVertexArrayAttrib(GLuint vaobj, GLuint index)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glGetnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values)
void glClearNamedFramebufferfi(GLuint framebuffer, GLenum buffer, GLfloat depth, GLint stencil)
void glBegin(GLenum mode)
void glVertexArrayAttribLFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glPauseTransformFeedback()
void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glPolygonMode(GLenum face, GLenum mode)
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
void glMultiTexCoord1f(GLenum target, GLfloat s)
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
void glClipPlane(GLenum plane, const GLdouble *equation)
void glVertexAttrib1dv(GLuint index, const GLdouble *v)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glInvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
void glBindSamplers(GLuint first, GLsizei count, const GLuint *samplers)
void glPixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values)
void glPixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values)
void glBindTextures(GLuint first, GLsizei count, const GLuint *textures)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords)
void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glTexEnvi(GLenum target, GLenum pname, GLint param)
void glActiveTexture(GLenum texture)
void glRasterPos2f(GLfloat x, GLfloat y)
void glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glTexCoordP1ui(GLenum type, GLuint coords)
void glBindTexture(GLenum target, GLuint texture)
void glColor3sv(const GLshort *v)
void glNamedRenderbufferStorage(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height)
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
void glEndQuery(GLenum target)
void glNormalPointer(GLenum type, GLsizei stride, const void *pointer)
void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)
void glLightModeli(GLenum pname, GLint param)
void glBindBuffersBase(GLenum target, GLuint first, GLsizei count, const GLuint *buffers)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glSecondaryColorP3uiv(GLenum type, const GLuint *color)
void glClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value)
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 glShadeModel(GLenum mode)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glEvalMesh1(GLenum mode, GLint i1, GLint i2)
void glGetTexEnviv(GLenum target, GLenum pname, GLint *params)
void glGenQueries(GLsizei n, GLuint *ids)
void glTexCoordP4ui(GLenum type, GLuint coords)
void glCompressedTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data)
void glVertexAttrib4Nsv(GLuint index, const GLshort *v)
void glColor4iv(const GLint *v)
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
void glCreateProgramPipelines(GLsizei n, GLuint *pipelines)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glFogCoordd(GLdouble coord)
void glTexCoord3i(GLint s, GLint t, GLint r)
void glGetBufferPointerv(GLenum target, GLenum pname, void **params)
void glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glDebugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf)
void glVertex4iv(const GLint *v)
void glTextureBuffer(GLuint texture, GLenum internalformat, GLuint buffer)
void glInterleavedArrays(GLenum format, GLsizei stride, const void *pointer)
void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
void glDeleteSync(GLsync sync)
void glRectsv(const GLshort *v1, const GLshort *v2)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glVertexAttrib4fv(GLuint index, const GLfloat *v)
void glSecondaryColor3ubv(const GLubyte *v)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params)
void glNamedRenderbufferStorageMultisample(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
void glSecondaryColor3dv(const GLdouble *v)
void glGetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params)
void glVertex4dv(const GLdouble *v)
void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params)
void glGetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param)
void glTexCoord4fv(const GLfloat *v)
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex)
void glVertexAttrib1fv(GLuint index, const GLfloat *v)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)
void glSecondaryColor3us(GLushort red, GLushort green, GLushort blue)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params)
void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glTextureStorage3D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glSecondaryColor3uiv(const GLuint *v)
void glSecondaryColor3i(GLint red, GLint green, GLint blue)
void glMultiTexCoord3sv(GLenum target, const GLshort *v)
void glRasterPos2sv(const GLshort *v)
void glDisableVertexAttribArray(GLuint index)
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
void glMultiTexCoord4dv(GLenum target, const GLdouble *v)
void glTexEnvf(GLenum target, GLenum pname, GLfloat param)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDisableClientState(GLenum array)
void glVertexAttribI4bv(GLuint index, const GLbyte *v)
void glClientActiveTexture(GLenum texture)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glWindowPos2sv(const GLshort *v)
void glWindowPos3iv(const GLint *v)
void glVertexAttrib4Niv(GLuint index, const GLint *v)
void glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params)
void glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glVertex2f(GLfloat x, GLfloat y)
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glWindowPos3d(GLdouble x, GLdouble y, GLdouble z)
void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)
void glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glCreateRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glEndQueryIndexed(GLenum target, GLuint index)
void glTexCoord1fv(const GLfloat *v)
GLuint glCreateShader(GLenum type)
GLboolean glIsProgramPipeline(GLuint pipeline)
void glGetnUniformfv(GLuint program, GLint location, GLsizei bufSize, GLfloat *params)
void glGetNamedBufferParameteri64v(GLuint buffer, GLenum pname, GLint64 *params)
void glGetCompressedTexImage(GLenum target, GLint level, void *img)
void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glTexCoord3sv(const GLshort *v)
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glCompressedTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data)
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
GLboolean glIsEnabled(GLenum cap)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glBindProgramPipeline(GLuint pipeline)
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glNormal3bv(const GLbyte *v)
void glVertexAttrib4ubv(GLuint index, const GLubyte *v)
void glRasterPos2dv(const GLdouble *v)
void glTexStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glTextureParameterf(GLuint texture, GLenum pname, GLfloat param)
void glRecti(GLint x1, GLint y1, GLint x2, GLint y2)
GLboolean glIsShader(GLuint shader)
void glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords)
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 glLineWidth(GLfloat width)
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glBeginQuery(GLenum target, GLuint id)
void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glGetHistogramParameteriv(GLenum target, GLenum pname, GLint *params)
void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, void *values)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex)
void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glArrayElement(GLint i)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glGetInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params)
void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glVertexAttrib2fv(GLuint index, const GLfloat *v)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params)
void glDrawArraysIndirect(GLenum mode, const void *indirect)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glVertexAttrib3dv(GLuint index, const GLdouble *v)
void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glDetachShader(GLuint program, GLuint shader)
void glGetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param)
void glNormal3dv(const GLdouble *v)
void glScalef(GLfloat x, GLfloat y, GLfloat z)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data)
GLboolean glIsTransformFeedback(GLuint id)
void glEvalPoint2(GLint i, GLint j)
void glMemoryBarrierByRegion(GLbitfield barriers)
void glFogCoorddv(const GLdouble *coord)
void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r)
void glEnableVertexAttribArray(GLuint index)
void glGetnUniformiv(GLuint program, GLint location, GLsizei bufSize, GLint *params)
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glDepthRangef(GLfloat n, GLfloat f)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
GLboolean glIsList(GLuint list)
void glEvalCoord2f(GLfloat u, GLfloat v)
void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glPointParameteriv(GLenum pname, const GLint *params)
void glUniform1i(GLint location, GLint v0)
void glVertexAttribL1d(GLuint index, GLdouble x)
void glWindowPos2d(GLdouble x, GLdouble y)
void glNormal3i(GLint nx, GLint ny, GLint nz)
void glRectdv(const GLdouble *v1, const GLdouble *v2)
void glVertexAttribI3uiv(GLuint index, const GLuint *v)
void glTexCoordP3ui(GLenum type, GLuint coords)
void glVertex2fv(const GLfloat *v)
void glFogfv(GLenum pname, const GLfloat *params)
void glGetLightfv(GLenum light, GLenum pname, GLfloat *params)
void glVertexP3ui(GLenum type, GLuint value)
void * glMapNamedBuffer(GLuint buffer, GLenum access)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glGetBooleanv(GLenum pname, GLboolean *data)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
void glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glMultiTexCoord2sv(GLenum target, const GLshort *v)
void glGetnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetCompressedTextureImage(GLuint texture, GLint level, GLsizei bufSize, void *pixels)
void glNamedFramebufferTexture(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glVertexArrayBindingDivisor(GLuint vaobj, GLuint bindingindex, GLuint divisor)
void glTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels)
void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount)
void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params)
void glEvalCoord1d(GLdouble u)
void glVertexAttribI4ubv(GLuint index, const GLubyte *v)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glTextureStorage3DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glGetSeparableFilter(GLenum target, GLenum format, GLenum type, void *row, void *column, void *span)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glTexCoord3s(GLshort s, GLshort t, GLshort r)
GLint glGetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glValidateProgramPipeline(GLuint pipeline)
void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glGetnSeparableFilter(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span)
void glClipControl(GLenum origin, GLenum depth)
void glBindSampler(GLuint unit, GLuint sampler)
void glCopyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizei size)
void glBindTransformFeedback(GLenum target, GLuint id)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glVertexAttrib1f(GLuint index, GLfloat x)
void glTexCoordP1uiv(GLenum type, const GLuint *coords)
void glTexCoord2i(GLint s, GLint t)
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glEdgeFlagv(const GLboolean *flag)
void glResumeTransformFeedback()
void glClearNamedBufferSubData(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizei size, GLenum format, GLenum type, const void *data)
void glLinkProgram(GLuint program)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels)
void glTexCoordP2uiv(GLenum type, const GLuint *coords)
void glUseProgram(GLuint program)
void glRasterPos4fv(const GLfloat *v)
void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params)
void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
void glTexCoord2dv(const GLdouble *v)
void glSampleMaski(GLuint maskNumber, GLbitfield mask)
void glRectiv(const GLint *v1, const GLint *v2)
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
void glVertexAttribI2i(GLuint index, GLint x, GLint y)
void glColor3dv(const GLdouble *v)
void glEnableVertexArrayAttrib(GLuint vaobj, GLuint index)
void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
void glLighti(GLenum light, GLenum pname, GLint param)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glVertexAttrib1d(GLuint index, GLdouble x)
void glUniform1d(GLint location, GLdouble x)
void glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords)
void glQueryCounter(GLuint id, GLenum target)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glGetVertexArrayIndexediv(GLuint vaobj, GLuint index, GLenum pname, GLint *param)
void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glColor3usv(const GLushort *v)
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data)
void glTexCoord1sv(const GLshort *v)
void glGetTextureLevelParameteriv(GLuint texture, GLint level, GLenum pname, GLint *params)
void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params)
void glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTexGenf(GLenum coord, GLenum pname, GLfloat param)
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glIndexub(GLubyte c)
void glGenerateMipmap(GLenum target)
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords)
void glGetnUniformdv(GLuint program, GLint location, GLsizei bufSize, GLdouble *params)
void glIndexd(GLdouble c)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glPixelStorei(GLenum pname, GLint param)
void glVertexAttrib4usv(GLuint index, const GLushort *v)
void glPushClientAttrib(GLbitfield mask)
GLboolean glUnmapBuffer(GLenum target)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glGetMapiv(GLenum target, GLenum query, GLint *v)
void glTexCoordP4uiv(GLenum type, const GLuint *coords)
void * glMapNamedBufferRange(GLuint buffer, GLintptr offset, GLsizei length, GLbitfield access)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
void glDeleteProgram(GLuint program)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTextureParameteri(GLuint texture, GLenum pname, GLint param)
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
void glMultMatrixd(const GLdouble *m)
void glBindBuffer(GLenum target, GLuint buffer)
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glMultiTexCoord3fv(GLenum target, const GLfloat *v)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glGetLightiv(GLenum light, GLenum pname, GLint *params)
void glColor3uiv(const GLuint *v)
void glPointSize(GLfloat size)
void glMatrixMode(GLenum mode)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glColor4usv(const GLushort *v)
GLboolean glIsBuffer(GLuint buffer)
void glScissorIndexedv(GLuint index, const GLint *v)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glVertex4i(GLint x, GLint y, GLint z, GLint w)
GLboolean glIsTexture(GLuint texture)
void glEdgeFlagPointer(GLsizei stride, const void *pointer)
void glClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glVertexAttribI4uiv(GLuint index, const GLuint *v)
void glRasterPos2s(GLshort x, GLshort y)
void glTexCoord4dv(const GLdouble *v)
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
void glGetPolygonStipple(GLubyte *mask)
void glMaterialf(GLenum face, GLenum pname, GLfloat param)
void glDisablei(GLenum target, GLuint index)
void glTextureStorage2DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glClear(GLbitfield mask)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glEndConditionalRender()
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glGetPixelMapuiv(GLenum map, GLuint *values)
void glVertexAttrib4bv(GLuint index, const GLbyte *v)
void glGetNamedFramebufferParameteriv(GLuint framebuffer, GLenum pname, GLint *param)
void glGenerateTextureMipmap(GLuint texture)
void glClampColor(GLenum target, GLenum clamp)
void glGetColorTable(GLenum target, GLenum format, GLenum type, void *table)
void glVertexAttrib4iv(GLuint index, const GLint *v)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glGetTextureLevelParameterfv(GLuint texture, GLint level, GLenum pname, GLfloat *params)
void glVertex3iv(const GLint *v)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2)
GLboolean glIsVertexArray(GLuint array)
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 glTexCoord4i(GLint s, GLint t, GLint r, GLint q)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetnHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values)
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
void glLightModeliv(GLenum pname, const GLint *params)
void glRasterPos2i(GLint x, GLint y)
void glCompileShader(GLuint shader)
void glAccum(GLenum op, GLfloat value)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTextureParameterIuiv(GLuint texture, GLenum pname, const GLuint *params)
void glDrawBuffer(GLenum buf)
void glVertex3sv(const GLshort *v)
void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments)
void glDeleteLists(GLuint list, GLsizei range)
void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
void glNormalP3uiv(GLenum type, const GLuint *coords)
void glResetHistogram(GLenum target)
void glVertexAttribI4usv(GLuint index, const GLushort *v)
void glEvalCoord2dv(const GLdouble *u)
void glVertexP3uiv(GLenum type, const GLuint *value)
GLboolean glIsSampler(GLuint sampler)
void glGetPixelMapfv(GLenum map, GLfloat *values)
void glNewList(GLuint list, GLenum mode)
void glClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data)
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary)
void glVertexAttribL1dv(GLuint index, const GLdouble *v)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glVertexAttribL4dv(GLuint index, const GLdouble *v)
void glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glInvalidateNamedFramebufferSubData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
void glMultMatrixf(const GLfloat *m)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glMateriali(GLenum face, GLenum pname, GLint param)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glColor3ui(GLuint red, GLuint green, GLuint blue)
void glTextureStorage2D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glTexGeniv(GLenum coord, GLenum pname, const GLint *params)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glCreateSamplers(GLsizei n, GLuint *samplers)
void glGetTextureParameterfv(GLuint texture, GLenum pname, GLfloat *params)
void glVertexP4uiv(GLenum type, const GLuint *value)
void glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
void glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height)
void glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width)
void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities)
void glGetMaterialiv(GLenum face, GLenum pname, GLint *params)
void glVertexAttribI1ui(GLuint index, GLuint x)
void glColor3bv(const GLbyte *v)
void glSecondaryColor3sv(const GLshort *v)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
void glVertexP4ui(GLenum type, GLuint value)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices)
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
void glTexGend(GLenum coord, GLenum pname, GLdouble param)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glReadnPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data)
void glTextureView(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glReleaseShaderCompiler()
void glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint *params)
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
void glTransformFeedbackBufferBase(GLuint xfb, GLuint index, GLuint buffer)
void glMultiTexCoord4iv(GLenum target, const GLint *v)
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glFrontFace(GLenum mode)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glVertex2dv(const GLdouble *v)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glVertexAttribI2iv(GLuint index, const GLint *v)
void glVertex3d(GLdouble x, GLdouble y, GLdouble z)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glMultiTexCoord1d(GLenum target, GLdouble s)
void glBlendEquationi(GLuint buf, GLenum mode)
void glTexCoord1i(GLint s)
void glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image)
void glAlphaFunc(GLenum func, GLfloat ref)
void glFogf(GLenum pname, GLfloat param)
void glDepthFunc(GLenum func)
void glVertexP2uiv(GLenum type, const GLuint *value)
void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glVertexP2ui(GLenum type, GLuint value)
void glLoadName(GLuint name)
void glVertexAttribL2dv(GLuint index, const GLdouble *v)
void glVertexAttribI1iv(GLuint index, const GLint *v)
void glVertexAttribI2uiv(GLuint index, const GLuint *v)
void glBindImageTextures(GLuint first, GLsizei count, const GLuint *textures)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
void glVertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
void glColor3iv(const GLint *v)
void glTexCoord2f(GLfloat s, GLfloat t)
void glVertexArrayElementBuffer(GLuint vaobj, GLuint buffer)
void glMultiTexCoord2dv(GLenum target, const GLdouble *v)
GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences)
void glNamedFramebufferRenderbuffer(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glDeleteShader(GLuint shader)
void glMultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glTexCoord3fv(const GLfloat *v)
void glMinSampleShading(GLfloat value)
void glVertex3s(GLshort x, GLshort y, GLshort z)
void glBeginTransformFeedback(GLenum primitiveMode)
void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points)
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name)
void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
void glVertexAttrib2sv(GLuint index, const GLshort *v)
void glGenSamplers(GLsizei count, GLuint *samplers)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glSecondaryColor3fv(const GLfloat *v)
void glEvalCoord2fv(const GLfloat *u)
void glReadBuffer(GLenum src)
void glRasterPos3dv(const GLdouble *v)
void glRectfv(const GLfloat *v1, const GLfloat *v2)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data)
void glPixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values)
void glGetMapfv(GLenum target, GLenum query, GLfloat *v)
void glEvalPoint1(GLint i)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glMultiTexCoord1dv(GLenum target, const GLdouble *v)
void glConvolutionParameteri(GLenum target, GLenum pname, GLint params)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data)
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glLightf(GLenum light, GLenum pname, GLfloat param)
void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points)
void glVertexAttrib1s(GLuint index, GLshort x)
void glTexCoordP3uiv(GLenum type, const GLuint *coords)
void glWindowPos3f(GLfloat x, GLfloat y, GLfloat z)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glIndexfv(const GLfloat *c)
void glIndexMask(GLuint mask)
void glGetnPolygonStipple(GLsizei bufSize, GLubyte *pattern)
void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
void glNamedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf)
void glFogiv(GLenum pname, const GLint *params)
void glMaterialiv(GLenum face, GLenum pname, const GLint *params)
void glTexCoordP2ui(GLenum type, GLuint coords)
void glVertexAttrib4sv(GLuint index, const GLshort *v)
void glAttachShader(GLuint program, GLuint shader)
void glTransformFeedbackBufferRange(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizei size)
void glTexCoord1dv(const GLdouble *v)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r)
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
void glColorMaterial(GLenum face, GLenum mode)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glTexCoord4sv(const GLshort *v)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glGetCompressedTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels)
void glGetTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels)
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels)
void glPrimitiveRestartIndex(GLuint index)
void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
void glPushAttrib(GLbitfield mask)
void glGetnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image)
void glEnable(GLenum cap)
void glLoadMatrixf(const GLfloat *m)
void glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glPassThrough(GLfloat token)
void glRasterPos4dv(const GLdouble *v)
void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glCallLists(GLsizei n, GLenum type, const void *lists)
void glVertexAttrib4uiv(GLuint index, const GLuint *v)
void glSelectBuffer(GLsizei size, GLuint *buffer)
void glLineStipple(GLint factor, GLushort pattern)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
void glTextureParameterIiv(GLuint texture, GLenum pname, const GLint *params)
void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glWindowPos2iv(const GLint *v)
void glVertexArrayVertexBuffers(GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides)
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v)
void glBlitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glVertex4fv(const GLfloat *v)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glVertexAttribI1uiv(GLuint index, const GLuint *v)
void glLightfv(GLenum light, GLenum pname, const GLfloat *params)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding)
void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glVertexAttrib4dv(GLuint index, const GLdouble *v)
void glNormal3sv(const GLshort *v)
void glClearIndex(GLfloat c)
void glColorP4uiv(GLenum type, const GLuint *color)
void glUniform1ui(GLint location, GLuint v0)
GLenum glCheckNamedFramebufferStatus(GLuint framebuffer, GLenum target)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glGetnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table)
void glBindVertexArray(GLuint array)
void glFogCoordf(GLfloat coord)
void glEndTransformFeedback()
void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params)
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glVertex4sv(const GLshort *v)
void glProgramUniform1i(GLuint program, GLint location, GLint v0)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data)
void glIndexiv(const GLint *c)
void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r)
void glTextureParameterfv(GLuint texture, GLenum pname, const GLfloat *param)
GLenum glCheckFramebufferStatus(GLenum target)
void glGetVertexArrayIndexed64iv(GLuint vaobj, GLuint index, GLenum pname, GLint64 *param)
void glClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value)
void glVertexAttribI4iv(GLuint index, const GLint *v)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glLogicOp(GLenum opcode)
void glLoadTransposeMatrixf(const GLfloat *m)
void glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, void *values)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glClearDepthf(GLfloat dd)
void glBindVertexBuffers(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides)
void glColor3us(GLushort red, GLushort green, GLushort blue)
void glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords)
void glTexBufferRange(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glCreateTransformFeedbacks(GLsizei n, GLuint *ids)
void glGetNamedFramebufferAttachmentParameteriv(GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer)
void glTexCoord2sv(const GLshort *v)
void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t)
void glGetDoublev(GLenum pname, GLdouble *data)
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
void glGenTextures(GLsizei n, GLuint *textures)
void glGetnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values)
void glObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label)
void glWindowPos2fv(const GLfloat *v)
void glGenProgramPipelines(GLsizei n, GLuint *pipelines)
void glRasterPos2fv(const GLfloat *v)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glNamedBufferStorage(GLuint buffer, GLsizei size, const void *data, GLbitfield flags)
void glEnablei(GLenum target, GLuint index)
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glBindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes)
void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
void glPatchParameteri(GLenum pname, GLint value)
void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2)
void glGetTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data)
void glTexCoord2iv(const GLint *v)
void glColorP3ui(GLenum type, GLuint color)
void glVertex2iv(const GLint *v)
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
void glVertexAttrib1sv(GLuint index, const GLshort *v)
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
void glColor3ubv(const GLubyte *v)
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glLightiv(GLenum light, GLenum pname, const GLint *params)
void glSecondaryColorP3ui(GLenum type, GLuint color)
void glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image)
void glMinmax(GLenum target, GLenum internalformat, GLboolean sink)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glProvokingVertex(GLenum mode)
void glVertexAttrib4Nusv(GLuint index, const GLushort *v)
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glVertexArrayAttribFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset)
void glIndexsv(const GLshort *c)
void glVertexArrayAttribBinding(GLuint vaobj, GLuint attribindex, GLuint bindingindex)
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v)
void glColor3i(GLint red, GLint green, GLint blue)
void glColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glStencilMask(GLuint mask)
void glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect)
void glWindowPos2s(GLshort x, GLshort y)
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTextureStorage1D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glTexStorage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glVertexAttribI3iv(GLuint index, const GLint *v)
GLuint glGenLists(GLsizei range)
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glRasterPos3s(GLshort x, GLshort y, GLshort z)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
GLboolean glIsQuery(GLuint id)
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glColorP4ui(GLenum type, GLuint color)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glCullFace(GLenum mode)
void glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params)
void glTexCoord3iv(const GLint *v)
void glTexCoord3dv(const GLdouble *v)
void glGetMapdv(GLenum target, GLenum query, GLdouble *v)
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glMultiTexCoord1s(GLenum target, GLshort s)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points)
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glCopyTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glLightModelf(GLenum pname, GLfloat param)
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glEvalCoord2d(GLdouble u, GLdouble v)
void glColor4uiv(const GLuint *v)
GLint glRenderMode(GLenum mode)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glEvalCoord1fv(const GLfloat *u)
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message)
void glBindTextureUnit(GLuint unit, GLuint texture)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glGetFloatv(GLenum pname, GLfloat *data)
void glVertexAttrib2dv(GLuint index, const GLdouble *v)
void glTexCoord1f(GLfloat s)
void glEdgeFlag(GLboolean flag)
void glClearNamedBufferData(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data)
void glColorP3uiv(GLenum type, const GLuint *color)
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
void glObjectPtrLabel(const void *ptr, GLsizei length, const GLchar *label)
void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders)
void glTexCoord4iv(const GLint *v)
void glMultTransposeMatrixd(const GLdouble *m)
GLenum glGetGraphicsResetStatus()
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels)
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTranslated(GLdouble x, GLdouble y, GLdouble z)
void glMultiTexCoord4sv(GLenum target, const GLshort *v)
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glFogCoordPointer(GLenum type, GLsizei stride, const void *pointer)
void glGetTextureParameteriv(GLuint texture, GLenum pname, GLint *params)
void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glRasterPos3fv(const GLfloat *v)
void glColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glMemoryBarrier(GLbitfield barriers)
void glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords)
void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
void glGetnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v)
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
void glGetPixelMapusv(GLenum map, GLushort *values)
void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glBlendEquation(GLenum mode)
void glCompressedTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data)
void * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glMultiTexCoord3dv(GLenum target, const GLdouble *v)
void glTexCoord1iv(const GLint *v)
void glTexCoord2s(GLshort s, GLshort t)
void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
void glGetTextureParameterIuiv(GLuint texture, GLenum pname, GLuint *params)
void glVertexAttrib3fv(GLuint index, const GLfloat *v)
void glTexGeni(GLenum coord, GLenum pname, GLint param)
void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
void glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glMultiTexCoord1iv(GLenum target, const GLint *v)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glGetNamedBufferPointerv(GLuint buffer, GLenum pname, void **params)
void glGetIntegerv(GLenum pname, GLint *data)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glClearDepth(GLdouble depth)
GLboolean glUnmapNamedBuffer(GLuint buffer)
void glWindowPos3sv(const GLshort *v)
void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r)
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
const GLubyte * glGetString(GLenum name)
void glClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value)
void glVertexAttribL3dv(GLuint index, const GLdouble *v)
void glCreateQueries(GLenum target, GLsizei n, GLuint *ids)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glDispatchComputeIndirect(GLintptr indirect)
void glColor4bv(const GLbyte *v)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void * glMapBuffer(GLenum target, GLenum access)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void *pixels)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glPixelStoref(GLenum pname, GLfloat param)
void glIndexPointer(GLenum type, GLsizei stride, const void *pointer)
void glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glWindowPos2dv(const GLdouble *v)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer)
void glColor3s(GLshort red, GLshort green, GLshort blue)
void glInvalidateNamedFramebufferData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments)
void glFogCoordfv(const GLfloat *coord)
void glMultiTexCoord1sv(GLenum target, const GLshort *v)
void glCreateBuffers(GLsizei n, GLuint *buffers)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glPointParameterf(GLenum pname, GLfloat param)
void glNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizei size, const void *data)
void glVertex3i(GLint x, GLint y, GLint z)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glCreateTextures(GLenum target, GLsizei n, GLuint *textures)
void glCopyTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glConvolutionParameteriv(GLenum target, GLenum pname, const GLint *params)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glWindowPos3fv(const GLfloat *v)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glPushName(GLuint name)
void glRasterPos4iv(const GLint *v)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glEvalCoord1f(GLfloat u)
void glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
void glColor4fv(const GLfloat *v)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glIndexubv(const GLubyte *c)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glVertex3fv(const GLfloat *v)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glNormal3s(GLshort nx, GLshort ny, GLshort nz)
void glUniform1f(GLint location, GLfloat v0)
void glNormal3iv(const GLint *v)
void glGetNamedBufferParameteriv(GLuint buffer, GLenum pname, GLint *params)
void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z)
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glResetMinmax(GLenum target)
void glFogi(GLenum pname, GLint param)
void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount)
void glColor4i(GLint red, GLint green, GLint blue, GLint alpha)
void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glMultiTexCoord2fv(GLenum target, const GLfloat *v)
GLboolean glIsProgram(GLuint program)
void glRasterPos3iv(const GLint *v)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glVertexArrayAttribIFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glDisable(GLenum cap)
void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glListBase(GLuint base)
void glMultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glTextureBufferRange(GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizei size)
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v)
QMap< QString, QString > map
[6]
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
GLdouble GLdouble GLdouble GLdouble GLdouble GLdouble zFar
GLsizei const GLfloat * v
[13]
GLdouble GLdouble GLdouble GLdouble GLdouble zNear
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
GLuint GLfloat GLfloat GLfloat GLfloat y1
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
GLuint GLfloat GLfloat GLfloat x1
GLsizei GLenum GLenum * types
GLsizei const GLchar ** strings
[1]
GLenum GLenum GLenum GLenum dstAlpha
GLenum GLuint GLenum GLsizei length
GLsizei const GLubyte GLsizei GLenum const void * coords
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei srcWidth
GLdouble GLdouble GLdouble GLdouble top
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 GLsizei void GLsizei void * column
GLenum GLenum GLenum dfactorAlpha
GLuint GLuint num_groups_z
GLfixed GLfixed GLint GLint GLfixed points
const GLchar * uniformBlockName
GLenum GLenum sfactorAlpha
GLsizei const GLchar *const * varyings
const GLuint GLboolean * residences
GLsizei const GLchar *const GLenum bufferMode
GLfixed GLfixed GLfixed y2
GLuint GLsizei GLsizei GLchar * uniformName
GLfixed GLfixed GLint ustride
GLuint GLsizei const GLuint const GLintptr * offsets
const GLuint const GLfixed * priorities
GLuint GLsizei const GLuint const GLintptr const GLsizeiptr * sizes
GLfixed GLfixed GLint GLint GLfixed GLfixed GLint vstride
GLsizei GLfixed GLfixed GLfixed GLfixed const GLubyte * bitmap
GLsizei GLfixed GLfixed yorig
GLenum GLenum GLsizei rowBufSize
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLenum GLenum GLsizei void GLsizei columnBufSize
GLsizei GLfixed GLfixed GLfixed xmove
GLint GLenum GLboolean GLuint relativeoffset
GLsizei const GLchar *const GLuint * uniformIndices
GLsizei GLfixed GLfixed GLfixed GLfixed ymove
const GLuint GLenum binaryformat
GLfixed GLfixed GLint GLint GLfixed GLfixed GLint GLint vorder
const GLuint * framebuffers
GLsizei const void * pointer
GLbitfield GLuint srcName
GLdouble GLdouble GLdouble GLdouble q
GLenum GLenum GLsizei void * row
GLenum GLenum GLsizei void GLsizei void void * span
GLsizei GLenum GLboolean sink
GLint GLenum GLboolean normalized
GLsizei GLsizei GLuint * shaders
const GLuint * renderbuffers
GLfixed GLfixed GLint GLint uorder
GLsizei const GLuint const GLintptr const GLsizei * strides
GLfloat GLfloat GLfloat alpha
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
GLint GLfloat GLint stencil
GLfixed GLfixed GLint GLint order
GLuint GLuint storageBlockBinding
GLenum GLenum renderbuffertarget
typedef GLushort(APIENTRYP PFNGLGETSTAGEINDEXNVPROC)(GLenum shadertype)
GLenum GLenum GLsizei void * table
GLenum GLint GLint * precision
GLbitfield GLuint readBuffer
GLsizeiptr const void GLenum usage
GLsizei const GLchar *const * uniformNames