15#ifndef QOPENGLVERSIONFUNCTIONS_3_3_CORE_H
16#define QOPENGLVERSIONFUNCTIONS_3_3_CORE_H
18#include <QtOpenGL/qtopenglglobal.h>
20#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)
22#include <QtOpenGL/QOpenGLVersionProfile>
23#include <QtOpenGL/QOpenGLVersionFunctions>
24#include <QtGui/qopenglcontext.h>
68 void glClearStencil(
GLint s);
103 void glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const GLvoid *
pixels);
113 void glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const GLvoid *
data);
267 void glEndConditionalRender();
274 void glEndTransformFeedback();
275 void glBeginTransformFeedback(
GLenum primitiveMode);
306 void glDeleteSync(
GLsync sync);
376 d_1_0_Core->f.DepthRange(nearVal, farVal);
381 return d_1_0_Core->f.IsEnabled(
cap);
411 return d_1_0_Core->f.GetString(
name);
426 return d_1_0_Core->f.GetError();
446 d_1_0_Core->f.ReadBuffer(
mode);
461 d_1_0_Core->f.DepthFunc(
func);
466 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
476 d_1_0_Core->f.LogicOp(
opcode);
481 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
486 d_1_0_Core->f.Flush();
491 d_1_0_Core->f.Finish();
496 d_1_0_Core->f.Enable(
cap);
501 d_1_0_Core->f.Disable(
cap);
506 d_1_0_Core->f.DepthMask(flag);
516 d_1_0_Core->f.StencilMask(
mask);
521 d_1_0_Core->f.ClearDepth(
depth);
526 d_1_0_Core->f.ClearStencil(
s);
536 d_1_0_Core->f.Clear(
mask);
541 d_1_0_Core->f.DrawBuffer(
mode);
581 d_1_0_Core->f.PolygonMode(
face,
mode);
586 d_1_0_Core->f.PointSize(
size);
591 d_1_0_Core->f.LineWidth(
width);
601 d_1_0_Core->f.FrontFace(
mode);
606 d_1_0_Core->f.CullFace(
mode);
613 return d_1_1_Core->f.IsTexture(
texture);
623 d_1_1_Core->f.DeleteTextures(
n,
textures);
663 d_1_1_Core->f.PolygonOffset(factor,
units);
683inline void QOpenGLFunctions_3_3_Core::glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const GLvoid *
pixels)
685 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
700 d_1_2_Core->f.BlendEquation(
mode);
725inline void QOpenGLFunctions_3_3_Core::glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const GLvoid *
data)
727 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
752 d_1_3_Core->f.ActiveTexture(
texture);
806 return d_1_5_Core->f.UnmapBuffer(
target);
831 return d_1_5_Core->f.IsBuffer(
buffer);
836 d_1_5_Core->f.GenBuffers(
n,
buffers);
841 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
851 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
866 d_1_5_Core->f.EndQuery(
target);
871 d_1_5_Core->f.BeginQuery(
target,
id);
876 return d_1_5_Core->f.IsQuery(
id);
881 d_1_5_Core->f.DeleteQueries(
n,
ids);
886 d_1_5_Core->f.GenQueries(
n,
ids);
898 d_2_0_Core->f.ValidateProgram(
program);
998 d_2_0_Core->f.UseProgram(
program);
1008 d_2_0_Core->f.LinkProgram(
program);
1013 return d_2_0_Core->f.IsShader(
shader);
1018 return d_2_0_Core->f.IsProgram(
program);
1053 return d_2_0_Core->f.GetUniformLocation(
program,
name);
1083 return d_2_0_Core->f.GetAttribLocation(
program,
name);
1103 d_2_0_Core->f.EnableVertexAttribArray(
index);
1108 d_2_0_Core->f.DisableVertexAttribArray(
index);
1118 d_2_0_Core->f.DeleteShader(
shader);
1123 d_2_0_Core->f.DeleteProgram(
program);
1128 return d_2_0_Core->f.CreateShader(
type);
1133 return d_2_0_Core->f.CreateProgram();
1138 d_2_0_Core->f.CompileShader(
shader);
1153 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
1168 d_2_0_Core->f.DrawBuffers(
n,
bufs);
1212 return d_3_0_Core->f.IsVertexArray(
array);
1217 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
1222 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
1227 d_3_0_Core->f.BindVertexArray(
array);
1257 d_3_0_Core->f.GenerateMipmap(
target);
1287 return d_3_0_Core->f.CheckFramebufferStatus(
target);
1342 return d_3_0_Core->f.GetStringi(
name,
index);
1427 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
1457 d_3_0_Core->f.EndConditionalRender();
1462 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
1492 d_3_0_Core->f.EndTransformFeedback();
1497 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
1527 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
1574 d_3_1_Core->f.PrimitiveRestartIndex(
index);
1631 return d_3_2_Core->f.ClientWaitSync(sync,
flags,
timeout);
1636 d_3_2_Core->f.DeleteSync(sync);
1641 return d_3_2_Core->f.IsSync(sync);
1651 d_3_2_Core->f.ProvokingVertex(
mode);
1733 d_3_3_Core->f.GetQueryObjectui64v(
id,
pname,
params);
1738 d_3_3_Core->f.GetQueryObjecti64v(
id,
pname,
params);
1743 d_3_3_Core->f.QueryCounter(
id,
target);
1798 d_3_3_Core->f.BindSampler(unit,
sampler);
1803 return d_3_3_Core->f.IsSampler(
sampler);
1818 return d_3_3_Core->f.GetFragDataIndex(
program,
name);
virtual bool initializeOpenGLFunctions()
void glPointParameterf(GLenum pname, GLfloat param)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glGenBuffers(GLsizei n, GLuint *buffers)
GLboolean glIsTexture(GLuint texture)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glGetFloatv(GLenum pname, GLfloat *params)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glDepthFunc(GLenum func)
void glGenSamplers(GLsizei count, GLuint *samplers)
GLboolean glIsVertexArray(GLuint array)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLboolean glIsEnabled(GLenum cap)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glDisablei(GLenum target, GLuint index)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glClampColor(GLenum target, GLenum clamp)
void glEndConditionalRender()
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
GLboolean glIsQuery(GLuint id)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glPixelStorei(GLenum pname, GLint param)
void glStencilMask(GLuint mask)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glGenerateMipmap(GLenum target)
GLuint glCreateShader(GLenum type)
void glQueryCounter(GLuint id, GLenum target)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glFrontFace(GLenum mode)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glBindSampler(GLuint unit, GLuint sampler)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
GLboolean glIsSync(GLsync sync)
void glDeleteShader(GLuint shader)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glPointParameteriv(GLenum pname, const GLint *params)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data)
void glEnable(GLenum cap)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glReadBuffer(GLenum mode)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glBindBuffer(GLenum target, GLuint buffer)
void glDeleteSync(GLsync sync)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
GLboolean glIsShader(GLuint shader)
void glBeginQuery(GLenum target, GLuint id)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glGetBooleanv(GLenum pname, GLboolean *params)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glDisable(GLenum cap)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
GLboolean glUnmapBuffer(GLenum target)
void glPrimitiveRestartIndex(GLuint index)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glLogicOp(GLenum opcode)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glPixelStoref(GLenum pname, GLfloat param)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDepthMask(GLboolean flag)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
GLboolean glIsSampler(GLuint sampler)
void glCullFace(GLenum mode)
void glUniform1i(GLint location, GLint v0)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glUseProgram(GLuint program)
void glPointParameteri(GLenum pname, GLint param)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
GLenum glCheckFramebufferStatus(GLenum target)
void glGenQueries(GLsizei n, GLuint *ids)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
const GLubyte * glGetString(GLenum name)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glEnableVertexAttribArray(GLuint index)
void glUniform1f(GLint location, GLfloat v0)
GLboolean glIsBuffer(GLuint buffer)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glDetachShader(GLuint program, GLuint shader)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glClearDepth(GLdouble depth)
void glGenTextures(GLsizei n, GLuint *textures)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glGetIntegerv(GLenum pname, GLint *params)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glSampleMaski(GLuint index, GLbitfield mask)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glGetDoublev(GLenum pname, GLdouble *params)
void glEndQuery(GLenum target)
void glEndTransformFeedback()
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glLineWidth(GLfloat width)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glBeginTransformFeedback(GLenum primitiveMode)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glBindTexture(GLenum target, GLuint texture)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glClear(GLbitfield mask)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glPointSize(GLfloat size)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glEnablei(GLenum target, GLuint index)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glValidateProgram(GLuint program)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glCompileShader(GLuint shader)
void glHint(GLenum target, GLenum mode)
void glPolygonMode(GLenum face, GLenum mode)
void glActiveTexture(GLenum texture)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glDeleteProgram(GLuint program)
void glAttachShader(GLuint program, GLuint shader)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
GLboolean glIsProgram(GLuint program)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glDisableVertexAttribArray(GLuint index)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glLinkProgram(GLuint program)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glBindVertexArray(GLuint array)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glClearStencil(GLint s)
void glDrawBuffer(GLenum mode)
void glBlendEquation(GLenum mode)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glGetInteger64v(GLenum pname, GLint64 *params)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glProvokingVertex(GLenum mode)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glUniform1ui(GLint location, GLuint v0)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
Combined button and popup list for selecting options.
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
GLsizei GLenum GLsizei GLsizei GLsizei GLboolean fixedsamplelocations
GLint GLint GLint GLint dstX0
GLint GLfloat GLfloat GLfloat v2
GLenum GLsizei GLsizei GLint * values
[15]
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
GLint GLint GLint GLint GLint x
[0]
GLuint const GLuint * buffers
GLint GLenum GLsizei GLsizei GLsizei depth
typedef GLfloat(GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC)(GLuint path
GLenum GLuint GLint level
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLenum GLenum GLsizei const GLuint * ids
GLuint const GLuint GLuint const GLuint * textures
GLenum GLuint GLenum GLsizei length
GLenum GLenum GLsizei count
GLbitfield GLuint64 timeout
[4]
GLint GLenum GLsizei GLsizei GLsizei GLint border
GLsizei GLsizei GLchar * infoLog
const void GLsizei GLsizei stride
GLint GLint GLint yoffset
GLint GLint GLint GLint zoffset
GLint GLsizei GLboolean transpose
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum GLintptr readOffset
GLint GLint GLint GLint GLint GLint dstX1
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum GLintptr GLintptr writeOffset
GLsizei GLenum const void GLint basevertex
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLint GLenum internalformat
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLint GLfloat GLfloat GLfloat GLfloat v3
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLint GLsizei GLsizei GLenum format
const void GLsizei drawcount
GLint GLint GLint GLint GLint dstY0
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei imageSize
GLint GLint GLint GLint GLint GLint GLint dstY1
GLsizei GLenum const void * indices
GLsizei GLsizei GLchar * source
GLenum GLenum GLenum dfactorAlpha
const GLchar * uniformBlockName
GLenum GLenum sfactorAlpha
GLsizei const GLchar *const * varyings
GLsizei const GLchar *const GLenum bufferMode
GLuint GLsizei GLsizei GLchar * uniformName
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLsizei const GLchar *const GLuint * uniformIndices
const GLuint * framebuffers
GLsizei const void * pointer
GLint GLenum GLboolean normalized
const GLuint * renderbuffers
GLfloat GLfloat GLfloat alpha
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
GLint GLfloat GLint stencil
GLenum GLenum renderbuffertarget
GLsizeiptr const void GLenum usage
GLsizei const GLchar *const * uniformNames