15#ifndef QOPENGLVERSIONFUNCTIONS_4_2_CORE_H
16#define QOPENGLVERSIONFUNCTIONS_4_2_CORE_H
18#include <QtOpenGL/qtopenglglobal.h>
20#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)
22#include <QtOpenGL/QOpenGLVersionProfile>
23#include <QtOpenGL/QOpenGLVersionFunctions>
24#include <QtGui/qopenglcontext.h>
28#pragma push_macro("MemoryBarrier")
74 void glClearStencil(
GLint s);
109 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);
119 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);
273 void glEndConditionalRender();
280 void glEndTransformFeedback();
281 void glBeginTransformFeedback(
GLenum primitiveMode);
312 void glDeleteSync(
GLsync sync);
360 void glResumeTransformFeedback();
361 void glPauseTransformFeedback();
424 void glValidateProgramPipeline(
GLuint pipeline);
479 void glBindProgramPipeline(
GLuint pipeline);
486 void glClearDepthf(
GLfloat dd);
490 void glReleaseShaderCompiler();
537 d_1_0_Core->f.DepthRange(nearVal, farVal);
542 return d_1_0_Core->f.IsEnabled(
cap);
572 return d_1_0_Core->f.GetString(
name);
587 return d_1_0_Core->f.GetError();
607 d_1_0_Core->f.ReadBuffer(
mode);
622 d_1_0_Core->f.DepthFunc(
func);
627 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
637 d_1_0_Core->f.LogicOp(
opcode);
642 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
647 d_1_0_Core->f.Flush();
652 d_1_0_Core->f.Finish();
657 d_1_0_Core->f.Enable(
cap);
662 d_1_0_Core->f.Disable(
cap);
667 d_1_0_Core->f.DepthMask(flag);
677 d_1_0_Core->f.StencilMask(
mask);
682 d_1_0_Core->f.ClearDepth(
depth);
687 d_1_0_Core->f.ClearStencil(
s);
697 d_1_0_Core->f.Clear(
mask);
702 d_1_0_Core->f.DrawBuffer(
mode);
742 d_1_0_Core->f.PolygonMode(
face,
mode);
747 d_1_0_Core->f.PointSize(
size);
752 d_1_0_Core->f.LineWidth(
width);
762 d_1_0_Core->f.FrontFace(
mode);
767 d_1_0_Core->f.CullFace(
mode);
774 return d_1_1_Core->f.IsTexture(
texture);
784 d_1_1_Core->f.DeleteTextures(
n,
textures);
824 d_1_1_Core->f.PolygonOffset(factor,
units);
844inline void QOpenGLFunctions_4_2_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)
846 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
861 d_1_2_Core->f.BlendEquation(
mode);
886inline void QOpenGLFunctions_4_2_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)
888 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
913 d_1_3_Core->f.ActiveTexture(
texture);
967 return d_1_5_Core->f.UnmapBuffer(
target);
992 return d_1_5_Core->f.IsBuffer(
buffer);
997 d_1_5_Core->f.GenBuffers(
n,
buffers);
1002 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
1012 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
1017 d_1_5_Core->f.GetQueryObjectiv(
id,
pname,
params);
1027 d_1_5_Core->f.EndQuery(
target);
1032 d_1_5_Core->f.BeginQuery(
target,
id);
1037 return d_1_5_Core->f.IsQuery(
id);
1042 d_1_5_Core->f.DeleteQueries(
n,
ids);
1047 d_1_5_Core->f.GenQueries(
n,
ids);
1059 d_2_0_Core->f.ValidateProgram(
program);
1159 d_2_0_Core->f.UseProgram(
program);
1169 d_2_0_Core->f.LinkProgram(
program);
1174 return d_2_0_Core->f.IsShader(
shader);
1179 return d_2_0_Core->f.IsProgram(
program);
1214 return d_2_0_Core->f.GetUniformLocation(
program,
name);
1244 return d_2_0_Core->f.GetAttribLocation(
program,
name);
1264 d_2_0_Core->f.EnableVertexAttribArray(
index);
1269 d_2_0_Core->f.DisableVertexAttribArray(
index);
1279 d_2_0_Core->f.DeleteShader(
shader);
1284 d_2_0_Core->f.DeleteProgram(
program);
1289 return d_2_0_Core->f.CreateShader(
type);
1294 return d_2_0_Core->f.CreateProgram();
1299 d_2_0_Core->f.CompileShader(
shader);
1314 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
1329 d_2_0_Core->f.DrawBuffers(
n,
bufs);
1373 return d_3_0_Core->f.IsVertexArray(
array);
1378 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
1383 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
1388 d_3_0_Core->f.BindVertexArray(
array);
1418 d_3_0_Core->f.GenerateMipmap(
target);
1448 return d_3_0_Core->f.CheckFramebufferStatus(
target);
1503 return d_3_0_Core->f.GetStringi(
name,
index);
1588 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
1618 d_3_0_Core->f.EndConditionalRender();
1623 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
1653 d_3_0_Core->f.EndTransformFeedback();
1658 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
1688 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
1735 d_3_1_Core->f.PrimitiveRestartIndex(
index);
1792 return d_3_2_Core->f.ClientWaitSync(sync,
flags,
timeout);
1797 d_3_2_Core->f.DeleteSync(sync);
1802 return d_3_2_Core->f.IsSync(sync);
1812 d_3_2_Core->f.ProvokingVertex(
mode);
1894 d_3_3_Core->f.GetQueryObjectui64v(
id,
pname,
params);
1899 d_3_3_Core->f.GetQueryObjecti64v(
id,
pname,
params);
1904 d_3_3_Core->f.QueryCounter(
id,
target);
1959 d_3_3_Core->f.BindSampler(unit,
sampler);
1964 return d_3_3_Core->f.IsSampler(
sampler);
1979 return d_3_3_Core->f.GetFragDataIndex(
program,
name);
2006 d_4_0_Core->f.BeginQueryIndexed(
target,
index,
id);
2011 d_4_0_Core->f.DrawTransformFeedbackStream(
mode,
id,
stream);
2016 d_4_0_Core->f.DrawTransformFeedback(
mode,
id);
2021 d_4_0_Core->f.ResumeTransformFeedback();
2026 d_4_0_Core->f.PauseTransformFeedback();
2031 return d_4_0_Core->f.IsTransformFeedback(
id);
2036 d_4_0_Core->f.GenTransformFeedbacks(
n,
ids);
2041 d_4_0_Core->f.DeleteTransformFeedbacks(
n,
ids);
2046 d_4_0_Core->f.BindTransformFeedback(
target,
id);
2206 d_4_0_Core->f.BlendFunci(
buf,
src,
dst);
2216 d_4_0_Core->f.BlendEquationi(
buf,
mode);
2221 d_4_0_Core->f.MinSampleShading(
value);
2238 d_4_1_Core->f.DepthRangeIndexed(
index,
n,
f);
2248 d_4_1_Core->f.ScissorIndexedv(
index,
v);
2263 d_4_1_Core->f.ViewportIndexedfv(
index,
v);
2268 d_4_1_Core->f.ViewportIndexedf(
index,
x,
y,
w,
h);
2288 d_4_1_Core->f.VertexAttribL4dv(
index,
v);
2293 d_4_1_Core->f.VertexAttribL3dv(
index,
v);
2298 d_4_1_Core->f.VertexAttribL2dv(
index,
v);
2303 d_4_1_Core->f.VertexAttribL1dv(
index,
v);
2308 d_4_1_Core->f.VertexAttribL4d(
index,
x,
y,
z,
w);
2313 d_4_1_Core->f.VertexAttribL3d(
index,
x,
y,
z);
2318 d_4_1_Core->f.VertexAttribL2d(
index,
x,
y);
2323 d_4_1_Core->f.VertexAttribL1d(
index,
x);
2333 d_4_1_Core->f.ValidateProgramPipeline(pipeline);
2588 d_4_1_Core->f.GetProgramPipelineiv(pipeline,
pname,
params);
2593 return d_4_1_Core->f.IsProgramPipeline(pipeline);
2598 d_4_1_Core->f.GenProgramPipelines(
n,
pipelines);
2603 d_4_1_Core->f.DeleteProgramPipelines(
n,
pipelines);
2608 d_4_1_Core->f.BindProgramPipeline(pipeline);
2618 d_4_1_Core->f.ActiveShaderProgram(pipeline,
program);
2643 d_4_1_Core->f.ClearDepthf(dd);
2648 d_4_1_Core->f.DepthRangef(
n,
f);
2663 d_4_1_Core->f.ReleaseShaderCompiler();
2685 d_4_2_Core->f.MemoryBarrier(barriers);
2733#pragma pop_macro("MemoryBarrier")
virtual bool initializeOpenGLFunctions()
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
GLboolean glIsQuery(GLuint id)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glPointParameteriv(GLenum pname, const GLint *params)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glLinkProgram(GLuint program)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glMemoryBarrier(GLbitfield barriers)
void glActiveShaderProgram(GLuint pipeline, GLuint program)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
GLboolean glIsSync(GLsync sync)
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glScissorIndexedv(GLuint index, const GLint *v)
GLuint glCreateShader(GLenum type)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glBindTransformFeedback(GLenum target, GLuint id)
void glEndQuery(GLenum target)
void glPointParameterf(GLenum pname, GLfloat param)
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
void glDeleteShader(GLuint shader)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glDepthRangef(GLfloat n, GLfloat f)
void glPatchParameteri(GLenum pname, GLint value)
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length)
void glHint(GLenum target, GLenum mode)
GLenum glCheckFramebufferStatus(GLenum target)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance)
void glPointParameteri(GLenum pname, GLint param)
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
GLboolean glIsProgram(GLuint program)
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glClampColor(GLenum target, GLenum clamp)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform2i(GLint location, GLint v0, GLint v1)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
GLboolean glIsEnabledi(GLenum target, GLuint index)
GLboolean glIsSampler(GLuint sampler)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
const GLubyte * glGetString(GLenum name)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
void glEnable(GLenum cap)
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glSampleMaski(GLuint index, GLbitfield mask)
void glPrimitiveRestartIndex(GLuint index)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
void glDetachShader(GLuint program, GLuint shader)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glUseProgram(GLuint program)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glValidateProgramPipeline(GLuint pipeline)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glVertexAttribL1d(GLuint index, GLdouble x)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glGenProgramPipelines(GLsizei n, GLuint *pipelines)
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary)
void glDisableVertexAttribArray(GLuint index)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glBindVertexArray(GLuint array)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glEndQueryIndexed(GLenum target, GLuint index)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glGetDoublev(GLenum pname, GLdouble *params)
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
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 glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glDrawBuffer(GLenum mode)
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glEnablei(GLenum target, GLuint index)
void glValidateProgram(GLuint program)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glEndConditionalRender()
void glUniform1d(GLint location, GLdouble x)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glDeleteSync(GLsync sync)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glBlendEquation(GLenum mode)
void glCullFace(GLenum mode)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
GLboolean glIsTransformFeedback(GLuint id)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glQueryCounter(GLuint id, GLenum target)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glClearDepth(GLdouble depth)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glLineWidth(GLfloat width)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance)
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glPointSize(GLfloat size)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glLogicOp(GLenum opcode)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glResumeTransformFeedback()
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glVertexAttribL3dv(GLuint index, const GLdouble *v)
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glGetInteger64v(GLenum pname, GLint64 *params)
void glVertexAttribL4dv(GLuint index, const GLdouble *v)
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
GLboolean glIsProgramPipeline(GLuint pipeline)
void glReadBuffer(GLenum mode)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform1ui(GLint location, GLuint v0)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glReleaseShaderCompiler()
void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length)
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glDepthMask(GLboolean flag)
void glEnableVertexAttribArray(GLuint index)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glDepthFunc(GLenum func)
GLboolean glUnmapBuffer(GLenum target)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glMinSampleShading(GLfloat value)
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glVertexAttribL1dv(GLuint index, const GLdouble *v)
void glClear(GLbitfield mask)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params)
GLboolean glIsEnabled(GLenum cap)
GLboolean glIsVertexArray(GLuint array)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glDisablei(GLenum target, GLuint index)
void glGetFloatv(GLenum pname, GLfloat *params)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glClearStencil(GLint s)
void glProgramUniform1i(GLuint program, GLint location, GLint v0)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
void glCompileShader(GLuint shader)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glEndTransformFeedback()
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glClearDepthf(GLfloat dd)
void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount)
void glBindProgramPipeline(GLuint pipeline)
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glGetBooleanv(GLenum pname, GLboolean *params)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glDisable(GLenum cap)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glBindBuffer(GLenum target, GLuint buffer)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glProvokingVertex(GLenum mode)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glAttachShader(GLuint program, GLuint shader)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glUniform1i(GLint location, GLint v0)
void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glStencilMask(GLuint mask)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glGenTextures(GLsizei n, GLuint *textures)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
GLboolean glIsBuffer(GLuint buffer)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glActiveTexture(GLenum texture)
GLboolean glIsShader(GLuint shader)
void glBeginQuery(GLenum target, GLuint id)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
void glBeginTransformFeedback(GLenum primitiveMode)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glFrontFace(GLenum mode)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLboolean glIsTexture(GLuint texture)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
void glPauseTransformFeedback()
void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glPolygonMode(GLenum face, GLenum mode)
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
void glPixelStorei(GLenum pname, GLint param)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glProgramParameteri(GLuint program, GLenum pname, GLint value)
void glGenQueries(GLsizei n, GLuint *ids)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glUniform1f(GLint location, GLfloat v0)
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glGenSamplers(GLsizei count, GLuint *samplers)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glGetIntegerv(GLenum pname, GLint *params)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glVertexAttribL2dv(GLuint index, const GLdouble *v)
void glBindSampler(GLuint unit, GLuint sampler)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glViewportIndexedfv(GLuint index, const GLfloat *v)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
void glDeleteProgram(GLuint program)
void glPixelStoref(GLenum pname, GLfloat param)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glGenerateMipmap(GLenum target)
void glBlendEquationi(GLuint buf, GLenum mode)
void glBindTexture(GLenum target, GLuint texture)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
Combined button and popup list for selecting options.
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
GLsizei GLenum GLsizei GLsizei GLsizei GLboolean fixedsamplelocations
GLint GLint GLint GLint dstX0
GLint GLfloat GLfloat GLfloat v2
GLenum GLsizei GLsizei GLint * values
[15]
GLsizei GLsizei GLenum void * binary
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
GLsizei const GLfloat * v
[13]
GLuint GLfloat GLfloat GLfloat GLfloat GLfloat z
GLint GLint GLint GLint GLint x
[0]
GLuint const GLuint * buffers
GLint GLenum GLsizei GLsizei GLsizei depth
typedef GLfloat(GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC)(GLuint path
GLenum GLuint GLint level
GLfloat GLfloat GLfloat w
[0]
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLint GLsizei GLsizei GLuint baseinstance
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLenum GLenum GLsizei const GLuint * ids
GLuint const GLuint GLuint const GLuint * textures
GLsizei const GLchar ** strings
[1]
GLenum GLenum GLenum GLenum dstAlpha
GLenum GLuint GLenum GLsizei length
GLenum GLenum GLsizei count
GLbitfield GLuint64 timeout
[4]
GLint GLenum GLsizei GLsizei GLsizei GLint border
GLsizei GLsizei GLchar * infoLog
GLenum GLenum GLenum srcAlpha
const void GLsizei GLsizei stride
GLint GLint GLint yoffset
GLint GLint GLint GLint zoffset
GLint GLsizei GLboolean transpose
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum GLintptr readOffset
GLint GLint GLint GLint GLint GLint dstX1
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum GLuint GLenum GLsizei const GLchar * buf
GLenum GLintptr GLintptr writeOffset
GLsizei GLenum const void GLint basevertex
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLint GLenum internalformat
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLint GLfloat GLfloat GLfloat GLfloat v3
GLsizei GLsizei GLenum * binaryFormat
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLint GLsizei GLsizei GLenum format
const void GLsizei drawcount
GLint GLint GLint GLint GLint dstY0
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei imageSize
GLint GLint GLint GLint GLint GLint GLint dstY1
GLsizei GLenum const void * indices
GLfloat GLfloat GLfloat GLfloat h
GLsizei GLsizei GLchar * source
GLenum GLenum GLenum dfactorAlpha
const GLchar * uniformBlockName
GLenum GLenum sfactorAlpha
GLsizei const GLchar *const * varyings
GLsizei const GLchar *const GLenum bufferMode
GLuint GLsizei GLsizei GLchar * uniformName
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLsizei const GLchar *const GLuint * uniformIndices
const GLuint GLenum binaryformat
const GLuint * framebuffers
GLsizei const void * pointer
GLint GLenum GLboolean normalized
GLsizei GLsizei GLuint * shaders
const GLuint * renderbuffers
GLfloat GLfloat GLfloat alpha
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
GLint GLfloat GLint stencil
GLenum GLenum renderbuffertarget
GLenum GLint GLint * precision
GLsizeiptr const void GLenum usage
GLsizei const GLchar *const * uniformNames