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qopenglfunctions_4_5_core.h
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1// Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB)
2// Copyright (C) 2016 The Qt Company Ltd.
3// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
4/***************************************************************************
5** This file was generated by glgen version 0.1
6** Command line was: glgen
7**
8** glgen is Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB)
9**
10** This is an auto-generated file.
11** Do not edit! All changes made to it will be lost.
12**
13****************************************************************************/
14
15#ifndef QOPENGLVERSIONFUNCTIONS_4_5_CORE_H
16#define QOPENGLVERSIONFUNCTIONS_4_5_CORE_H
17
18#include <QtOpenGL/qtopenglglobal.h>
19
20#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)
21
22#include <QtOpenGL/QOpenGLVersionProfile>
23#include <QtOpenGL/QOpenGLVersionFunctions>
24#include <QtGui/qopenglcontext.h>
25
26// MemoryBarrier is a macro on some architectures on Windows
27#ifdef Q_OS_WIN
28#pragma push_macro("MemoryBarrier")
29#undef MemoryBarrier
30#endif
31
33
35{
36public:
39
40 bool initializeOpenGLFunctions() override;
41
42 // OpenGL 1.0 core functions
43 void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
44 void glDepthRange(GLdouble nearVal, GLdouble farVal);
45 GLboolean glIsEnabled(GLenum cap);
46 void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params);
47 void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params);
48 void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params);
49 void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
50 void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void *pixels);
51 const GLubyte * glGetString(GLenum name);
52 void glGetIntegerv(GLenum pname, GLint *data);
53 void glGetFloatv(GLenum pname, GLfloat *data);
54 GLenum glGetError();
55 void glGetDoublev(GLenum pname, GLdouble *data);
56 void glGetBooleanv(GLenum pname, GLboolean *data);
57 void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
58 void glReadBuffer(GLenum src);
59 void glPixelStorei(GLenum pname, GLint param);
60 void glPixelStoref(GLenum pname, GLfloat param);
61 void glDepthFunc(GLenum func);
62 void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
63 void glStencilFunc(GLenum func, GLint ref, GLuint mask);
64 void glLogicOp(GLenum opcode);
65 void glBlendFunc(GLenum sfactor, GLenum dfactor);
66 void glFlush();
67 void glFinish();
68 void glEnable(GLenum cap);
69 void glDisable(GLenum cap);
70 void glDepthMask(GLboolean flag);
72 void glStencilMask(GLuint mask);
73 void glClearDepth(GLdouble depth);
74 void glClearStencil(GLint s);
75 void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
76 void glClear(GLbitfield mask);
77 void glDrawBuffer(GLenum buf);
80 void glTexParameteriv(GLenum target, GLenum pname, const GLint *params);
81 void glTexParameteri(GLenum target, GLenum pname, GLint param);
82 void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
83 void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
84 void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
85 void glPolygonMode(GLenum face, GLenum mode);
86 void glPointSize(GLfloat size);
87 void glLineWidth(GLfloat width);
88 void glHint(GLenum target, GLenum mode);
89 void glFrontFace(GLenum mode);
90 void glCullFace(GLenum mode);
91
92 // OpenGL 1.1 core functions
93 GLboolean glIsTexture(GLuint texture);
94 void glGenTextures(GLsizei n, GLuint *textures);
95 void glDeleteTextures(GLsizei n, const GLuint *textures);
96 void glBindTexture(GLenum target, GLuint texture);
98 void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);
100 void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
103 void glPolygonOffset(GLfloat factor, GLfloat units);
104 void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices);
105 void glDrawArrays(GLenum mode, GLint first, GLsizei count);
106
107 // OpenGL 1.2 core functions
108 void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
109 void glBlendEquation(GLenum mode);
113 void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices);
114
115 // OpenGL 1.3 core functions
116 void glGetCompressedTexImage(GLenum target, GLint level, void *img);
117 void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);
118 void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
120 void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);
121 void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
123 void glSampleCoverage(GLfloat value, GLboolean invert);
124 void glActiveTexture(GLenum texture);
125
126 // OpenGL 1.4 core functions
127 void glPointParameteriv(GLenum pname, const GLint *params);
128 void glPointParameteri(GLenum pname, GLint param);
129 void glPointParameterfv(GLenum pname, const GLfloat *params);
130 void glPointParameterf(GLenum pname, GLfloat param);
131 void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount);
132 void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
133 void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
134
135 // OpenGL 1.5 core functions
136 void glGetBufferPointerv(GLenum target, GLenum pname, void * *params);
137 void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
138 GLboolean glUnmapBuffer(GLenum target);
139 void * glMapBuffer(GLenum target, GLenum access);
140 void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data);
141 void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
142 void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage);
143 GLboolean glIsBuffer(GLuint buffer);
144 void glGenBuffers(GLsizei n, GLuint *buffers);
145 void glDeleteBuffers(GLsizei n, const GLuint *buffers);
146 void glBindBuffer(GLenum target, GLuint buffer);
147 void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
148 void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params);
149 void glGetQueryiv(GLenum target, GLenum pname, GLint *params);
150 void glEndQuery(GLenum target);
151 void glBeginQuery(GLenum target, GLuint id);
152 GLboolean glIsQuery(GLuint id);
153 void glDeleteQueries(GLsizei n, const GLuint *ids);
154 void glGenQueries(GLsizei n, GLuint *ids);
155
156 // OpenGL 2.0 core functions
157 void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
158 void glVertexAttrib4usv(GLuint index, const GLushort *v);
159 void glVertexAttrib4uiv(GLuint index, const GLuint *v);
160 void glVertexAttrib4ubv(GLuint index, const GLubyte *v);
161 void glVertexAttrib4sv(GLuint index, const GLshort *v);
162 void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
163 void glVertexAttrib4iv(GLuint index, const GLint *v);
164 void glVertexAttrib4fv(GLuint index, const GLfloat *v);
165 void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
166 void glVertexAttrib4dv(GLuint index, const GLdouble *v);
167 void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
168 void glVertexAttrib4bv(GLuint index, const GLbyte *v);
169 void glVertexAttrib4Nusv(GLuint index, const GLushort *v);
170 void glVertexAttrib4Nuiv(GLuint index, const GLuint *v);
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);
174 void glVertexAttrib4Niv(GLuint index, const GLint *v);
175 void glVertexAttrib4Nbv(GLuint index, const GLbyte *v);
176 void glVertexAttrib3sv(GLuint index, const GLshort *v);
177 void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z);
178 void glVertexAttrib3fv(GLuint index, const GLfloat *v);
179 void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
180 void glVertexAttrib3dv(GLuint index, const GLdouble *v);
181 void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
182 void glVertexAttrib2sv(GLuint index, const GLshort *v);
183 void glVertexAttrib2s(GLuint index, GLshort x, GLshort y);
184 void glVertexAttrib2fv(GLuint index, const GLfloat *v);
185 void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
186 void glVertexAttrib2dv(GLuint index, const GLdouble *v);
187 void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y);
188 void glVertexAttrib1sv(GLuint index, const GLshort *v);
189 void glVertexAttrib1s(GLuint index, GLshort x);
190 void glVertexAttrib1fv(GLuint index, const GLfloat *v);
191 void glVertexAttrib1f(GLuint index, GLfloat x);
192 void glVertexAttrib1dv(GLuint index, const GLdouble *v);
193 void glVertexAttrib1d(GLuint index, GLdouble x);
194 void glValidateProgram(GLuint program);
195 void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
196 void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
197 void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
198 void glUniform4iv(GLint location, GLsizei count, const GLint *value);
199 void glUniform3iv(GLint location, GLsizei count, const GLint *value);
200 void glUniform2iv(GLint location, GLsizei count, const GLint *value);
201 void glUniform1iv(GLint location, GLsizei count, const GLint *value);
202 void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
203 void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);
204 void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);
205 void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);
206 void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
207 void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
208 void glUniform2i(GLint location, GLint v0, GLint v1);
209 void glUniform1i(GLint location, GLint v0);
210 void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
211 void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
212 void glUniform2f(GLint location, GLfloat v0, GLfloat v1);
213 void glUniform1f(GLint location, GLfloat v0);
214 void glUseProgram(GLuint program);
215 void glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
216 void glLinkProgram(GLuint program);
217 GLboolean glIsShader(GLuint shader);
218 GLboolean glIsProgram(GLuint program);
219 void glGetVertexAttribPointerv(GLuint index, GLenum pname, void * *pointer);
220 void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
221 void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
222 void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params);
223 void glGetUniformiv(GLuint program, GLint location, GLint *params);
224 void glGetUniformfv(GLuint program, GLint location, GLfloat *params);
225 GLint glGetUniformLocation(GLuint program, const GLchar *name);
226 void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
227 void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
228 void glGetShaderiv(GLuint shader, GLenum pname, GLint *params);
229 void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
230 void glGetProgramiv(GLuint program, GLenum pname, GLint *params);
231 GLint glGetAttribLocation(GLuint program, const GLchar *name);
232 void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
233 void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
235 void glEnableVertexAttribArray(GLuint index);
236 void glDisableVertexAttribArray(GLuint index);
237 void glDetachShader(GLuint program, GLuint shader);
238 void glDeleteShader(GLuint shader);
239 void glDeleteProgram(GLuint program);
240 GLuint glCreateShader(GLenum type);
241 GLuint glCreateProgram();
242 void glCompileShader(GLuint shader);
243 void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
244 void glAttachShader(GLuint program, GLuint shader);
245 void glStencilMaskSeparate(GLenum face, GLuint mask);
246 void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
247 void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
248 void glDrawBuffers(GLsizei n, const GLenum *bufs);
249 void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
250
251 // OpenGL 2.1 core functions
252 void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
253 void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
254 void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
255 void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
256 void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
257 void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
258
259 // OpenGL 3.0 core functions
260 GLboolean glIsVertexArray(GLuint array);
261 void glGenVertexArrays(GLsizei n, GLuint *arrays);
262 void glDeleteVertexArrays(GLsizei n, const GLuint *arrays);
263 void glBindVertexArray(GLuint array);
264 void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length);
265 void * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
266 void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
267 void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
269 void glGenerateMipmap(GLenum target);
270 void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params);
271 void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
273 void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
274 void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
275 GLenum glCheckFramebufferStatus(GLenum target);
276 void glGenFramebuffers(GLsizei n, GLuint *framebuffers);
277 void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
278 void glBindFramebuffer(GLenum target, GLuint framebuffer);
279 GLboolean glIsFramebuffer(GLuint framebuffer);
280 void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
281 void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
282 void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
283 void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
284 void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
285 GLboolean glIsRenderbuffer(GLuint renderbuffer);
286 const GLubyte * glGetStringi(GLenum name, GLuint index);
287 void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
288 void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);
289 void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);
290 void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
291 void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params);
292 void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params);
293 void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params);
294 void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params);
295 void glUniform4uiv(GLint location, GLsizei count, const GLuint *value);
296 void glUniform3uiv(GLint location, GLsizei count, const GLuint *value);
297 void glUniform2uiv(GLint location, GLsizei count, const GLuint *value);
298 void glUniform1uiv(GLint location, GLsizei count, const GLuint *value);
299 void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
300 void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
301 void glUniform2ui(GLint location, GLuint v0, GLuint v1);
302 void glUniform1ui(GLint location, GLuint v0);
303 GLint glGetFragDataLocation(GLuint program, const GLchar *name);
304 void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name);
305 void glGetUniformuiv(GLuint program, GLint location, GLuint *params);
306 void glVertexAttribI4usv(GLuint index, const GLushort *v);
307 void glVertexAttribI4ubv(GLuint index, const GLubyte *v);
308 void glVertexAttribI4sv(GLuint index, const GLshort *v);
309 void glVertexAttribI4bv(GLuint index, const GLbyte *v);
310 void glVertexAttribI4uiv(GLuint index, const GLuint *v);
311 void glVertexAttribI3uiv(GLuint index, const GLuint *v);
312 void glVertexAttribI2uiv(GLuint index, const GLuint *v);
313 void glVertexAttribI1uiv(GLuint index, const GLuint *v);
314 void glVertexAttribI4iv(GLuint index, const GLint *v);
315 void glVertexAttribI3iv(GLuint index, const GLint *v);
316 void glVertexAttribI2iv(GLuint index, const GLint *v);
317 void glVertexAttribI1iv(GLuint index, const GLint *v);
318 void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
319 void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);
320 void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y);
321 void glVertexAttribI1ui(GLuint index, GLuint x);
322 void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
323 void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);
324 void glVertexAttribI2i(GLuint index, GLint x, GLint y);
325 void glVertexAttribI1i(GLuint index, GLint x);
326 void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
327 void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
328 void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
329 void glEndConditionalRender();
330 void glBeginConditionalRender(GLuint id, GLenum mode);
331 void glClampColor(GLenum target, GLenum clamp);
332 void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
333 void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode);
334 void glBindBufferBase(GLenum target, GLuint index, GLuint buffer);
335 void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
336 void glEndTransformFeedback();
337 void glBeginTransformFeedback(GLenum primitiveMode);
338 GLboolean glIsEnabledi(GLenum target, GLuint index);
339 void glDisablei(GLenum target, GLuint index);
340 void glEnablei(GLenum target, GLuint index);
341 void glGetIntegeri_v(GLenum target, GLuint index, GLint *data);
342 void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data);
343 void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
344
345 // OpenGL 3.1 core functions
346 void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
348 void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
349 GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName);
350 void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
351 void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
352 void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices);
353 void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
354 void glPrimitiveRestartIndex(GLuint index);
355 void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer);
356 void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount);
357 void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
358
359 // OpenGL 3.2 core functions
360 void glSampleMaski(GLuint maskNumber, GLbitfield mask);
361 void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
364 void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level);
365 void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params);
366 void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
367 void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
368 void glGetInteger64v(GLenum pname, GLint64 *data);
369 void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
370 GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
371 void glDeleteSync(GLsync sync);
372 GLboolean glIsSync(GLsync sync);
373 GLsync glFenceSync(GLenum condition, GLbitfield flags);
374 void glProvokingVertex(GLenum mode);
375 void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount, const GLint *basevertex);
376 void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex);
377 void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex);
378 void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
379
380 // OpenGL 3.3 core functions
381 void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
382 void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
383 void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
384 void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
385 void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
386 void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
387 void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
388 void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
389 void glVertexAttribDivisor(GLuint index, GLuint divisor);
390 void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params);
391 void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params);
392 void glQueryCounter(GLuint id, GLenum target);
393 void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params);
394 void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params);
395 void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params);
396 void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
397 void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param);
398 void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param);
399 void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param);
400 void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
401 void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param);
402 void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param);
403 void glBindSampler(GLuint unit, GLuint sampler);
404 GLboolean glIsSampler(GLuint sampler);
405 void glDeleteSamplers(GLsizei count, const GLuint *samplers);
406 void glGenSamplers(GLsizei count, GLuint *samplers);
407 GLint glGetFragDataIndex(GLuint program, const GLchar *name);
408 void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
409
410 // OpenGL 4.0 core functions
411 void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params);
412 void glEndQueryIndexed(GLenum target, GLuint index);
413 void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id);
414 void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream);
415 void glDrawTransformFeedback(GLenum mode, GLuint id);
416 void glResumeTransformFeedback();
417 void glPauseTransformFeedback();
418 GLboolean glIsTransformFeedback(GLuint id);
419 void glGenTransformFeedbacks(GLsizei n, GLuint *ids);
420 void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
421 void glBindTransformFeedback(GLenum target, GLuint id);
422 void glPatchParameterfv(GLenum pname, const GLfloat *values);
423 void glPatchParameteri(GLenum pname, GLint value);
424 void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values);
425 void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params);
426 void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices);
427 void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
428 void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
429 void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
430 GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name);
431 GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name);
432 void glGetUniformdv(GLuint program, GLint location, GLdouble *params);
433 void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
434 void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
435 void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
436 void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
437 void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
438 void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
439 void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
440 void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
441 void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
442 void glUniform4dv(GLint location, GLsizei count, const GLdouble *value);
443 void glUniform3dv(GLint location, GLsizei count, const GLdouble *value);
444 void glUniform2dv(GLint location, GLsizei count, const GLdouble *value);
445 void glUniform1dv(GLint location, GLsizei count, const GLdouble *value);
446 void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
447 void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z);
448 void glUniform2d(GLint location, GLdouble x, GLdouble y);
449 void glUniform1d(GLint location, GLdouble x);
450 void glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect);
451 void glDrawArraysIndirect(GLenum mode, const void *indirect);
452 void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
453 void glBlendFunci(GLuint buf, GLenum src, GLenum dst);
454 void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha);
455 void glBlendEquationi(GLuint buf, GLenum mode);
456 void glMinSampleShading(GLfloat value);
457
458 // OpenGL 4.1 core functions
459 void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data);
460 void glGetFloati_v(GLenum target, GLuint index, GLfloat *data);
461 void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f);
462 void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v);
463 void glScissorIndexedv(GLuint index, const GLint *v);
464 void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
465 void glScissorArrayv(GLuint first, GLsizei count, const GLint *v);
466 void glViewportIndexedfv(GLuint index, const GLfloat *v);
467 void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
468 void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v);
469 void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params);
470 void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
471 void glVertexAttribL4dv(GLuint index, const GLdouble *v);
472 void glVertexAttribL3dv(GLuint index, const GLdouble *v);
473 void glVertexAttribL2dv(GLuint index, const GLdouble *v);
474 void glVertexAttribL1dv(GLuint index, const GLdouble *v);
475 void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
476 void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
477 void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y);
478 void glVertexAttribL1d(GLuint index, GLdouble x);
479 void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
480 void glValidateProgramPipeline(GLuint pipeline);
481 void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
482 void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
483 void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
484 void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
485 void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
486 void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
487 void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
488 void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
489 void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
490 void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
491 void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
492 void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
493 void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
494 void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
495 void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
496 void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
497 void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
498 void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
499 void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
500 void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
501 void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
502 void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
503 void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
504 void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
505 void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value);
506 void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
507 void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
508 void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
509 void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
510 void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
511 void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
512 void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
513 void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value);
514 void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
515 void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
516 void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1);
517 void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
518 void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1);
519 void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
520 void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1);
521 void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value);
522 void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1);
523 void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
524 void glProgramUniform1ui(GLuint program, GLint location, GLuint v0);
525 void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
526 void glProgramUniform1d(GLuint program, GLint location, GLdouble v0);
527 void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
528 void glProgramUniform1f(GLuint program, GLint location, GLfloat v0);
529 void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value);
530 void glProgramUniform1i(GLuint program, GLint location, GLint v0);
531 void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params);
532 GLboolean glIsProgramPipeline(GLuint pipeline);
533 void glGenProgramPipelines(GLsizei n, GLuint *pipelines);
534 void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines);
535 void glBindProgramPipeline(GLuint pipeline);
536 GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar* const *strings);
537 void glActiveShaderProgram(GLuint pipeline, GLuint program);
538 void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program);
539 void glProgramParameteri(GLuint program, GLenum pname, GLint value);
540 void glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length);
541 void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary);
542 void glClearDepthf(GLfloat dd);
543 void glDepthRangef(GLfloat n, GLfloat f);
544 void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
545 void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length);
546 void glReleaseShaderCompiler();
547
548 // OpenGL 4.2 core functions
549 void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);
550 void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount);
554 void glMemoryBarrier(GLbitfield barriers);
555 void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
556 void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params);
557 void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params);
558 void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);
559 void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance);
560 void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);
561
562 // OpenGL 4.3 core functions
563 void glGetObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label);
564 void glObjectPtrLabel(const void *ptr, GLsizei length, const GLchar *label);
565 void glGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label);
566 void glObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label);
567 void glPopDebugGroup();
568 void glPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message);
570 void glDebugMessageCallback(GLDEBUGPROC callback, const void *userParam);
571 void glDebugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
572 void glDebugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
573 void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor);
574 void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex);
575 void glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
576 void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
578 void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
583 void glShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
584 GLint glGetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar *name);
585 GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name);
588 GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name);
589 void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params);
590 void glMultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride);
591 void glMultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride);
592 void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
593 void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments);
594 void glInvalidateBufferData(GLuint buffer);
595 void glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length);
596 void glInvalidateTexImage(GLuint texture, GLint level);
598 void glGetInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params);
599 void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params);
600 void glFramebufferParameteri(GLenum target, GLenum pname, GLint param);
602 void glDispatchComputeIndirect(GLintptr indirect);
603 void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
604 void glClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);
605 void glClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data);
606
607 // OpenGL 4.4 core functions
608 void glBindVertexBuffers(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides);
609 void glBindImageTextures(GLuint first, GLsizei count, const GLuint *textures);
610 void glBindSamplers(GLuint first, GLsizei count, const GLuint *samplers);
611 void glBindTextures(GLuint first, GLsizei count, const GLuint *textures);
612 void glBindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes);
613 void glBindBuffersBase(GLenum target, GLuint first, GLsizei count, const GLuint *buffers);
615 void glClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data);
616 void glBufferStorage(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags);
617
618 // OpenGL 4.5 core functions
619 void glTextureBarrier();
620 void glReadnPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data);
621 void glGetnUniformuiv(GLuint program, GLint location, GLsizei bufSize, GLuint *params);
622 void glGetnUniformiv(GLuint program, GLint location, GLsizei bufSize, GLint *params);
623 void glGetnUniformfv(GLuint program, GLint location, GLsizei bufSize, GLfloat *params);
624 void glGetnUniformdv(GLuint program, GLint location, GLsizei bufSize, GLdouble *params);
625 void glGetnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels);
626 void glGetnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels);
627 GLenum glGetGraphicsResetStatus();
630 void glMemoryBarrierByRegion(GLbitfield barriers);
631 void glCreateQueries(GLenum target, GLsizei n, GLuint *ids);
632 void glCreateProgramPipelines(GLsizei n, GLuint *pipelines);
633 void glCreateSamplers(GLsizei n, GLuint *samplers);
634 void glGetVertexArrayIndexed64iv(GLuint vaobj, GLuint index, GLenum pname, GLint64 *param);
635 void glGetVertexArrayIndexediv(GLuint vaobj, GLuint index, GLenum pname, GLint *param);
636 void glGetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param);
637 void glVertexArrayBindingDivisor(GLuint vaobj, GLuint bindingindex, GLuint divisor);
638 void glVertexArrayAttribLFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
639 void glVertexArrayAttribIFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
640 void glVertexArrayAttribFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
641 void glVertexArrayAttribBinding(GLuint vaobj, GLuint attribindex, GLuint bindingindex);
642 void glVertexArrayVertexBuffers(GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides);
643 void glVertexArrayVertexBuffer(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
644 void glVertexArrayElementBuffer(GLuint vaobj, GLuint buffer);
645 void glEnableVertexArrayAttrib(GLuint vaobj, GLuint index);
646 void glDisableVertexArrayAttrib(GLuint vaobj, GLuint index);
647 void glCreateVertexArrays(GLsizei n, GLuint *arrays);
648 void glGetTextureParameteriv(GLuint texture, GLenum pname, GLint *params);
649 void glGetTextureParameterIuiv(GLuint texture, GLenum pname, GLuint *params);
650 void glGetTextureParameterIiv(GLuint texture, GLenum pname, GLint *params);
651 void glGetTextureParameterfv(GLuint texture, GLenum pname, GLfloat *params);
652 void glGetTextureLevelParameteriv(GLuint texture, GLint level, GLenum pname, GLint *params);
653 void glGetTextureLevelParameterfv(GLuint texture, GLint level, GLenum pname, GLfloat *params);
654 void glGetCompressedTextureImage(GLuint texture, GLint level, GLsizei bufSize, void *pixels);
655 void glGetTextureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels);
656 void glBindTextureUnit(GLuint unit, GLuint texture);
657 void glGenerateTextureMipmap(GLuint texture);
658 void glTextureParameteriv(GLuint texture, GLenum pname, const GLint *param);
659 void glTextureParameterIuiv(GLuint texture, GLenum pname, const GLuint *params);
660 void glTextureParameterIiv(GLuint texture, GLenum pname, const GLint *params);
661 void glTextureParameteri(GLuint texture, GLenum pname, GLint param);
662 void glTextureParameterfv(GLuint texture, GLenum pname, const GLfloat *param);
663 void glTextureParameterf(GLuint texture, GLenum pname, GLfloat param);
665 void glCopyTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
666 void glCopyTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
668 void glCompressedTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
669 void glCompressedTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);
671 void glTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
672 void glTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);
677 void glTextureStorage1D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width);
679 void glTextureBuffer(GLuint texture, GLenum internalformat, GLuint buffer);
680 void glCreateTextures(GLenum target, GLsizei n, GLuint *textures);
681 void glGetNamedRenderbufferParameteriv(GLuint renderbuffer, GLenum pname, GLint *params);
682 void glNamedRenderbufferStorageMultisample(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
683 void glNamedRenderbufferStorage(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height);
684 void glCreateRenderbuffers(GLsizei n, GLuint *renderbuffers);
685 void glGetNamedFramebufferAttachmentParameteriv(GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params);
686 void glGetNamedFramebufferParameteriv(GLuint framebuffer, GLenum pname, GLint *param);
687 GLenum glCheckNamedFramebufferStatus(GLuint framebuffer, GLenum target);
689 void glClearNamedFramebufferfi(GLuint framebuffer, GLenum buffer, GLfloat depth, GLint stencil);
690 void glClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value);
691 void glClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value);
692 void glClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value);
693 void glInvalidateNamedFramebufferSubData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
694 void glInvalidateNamedFramebufferData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments);
695 void glNamedFramebufferReadBuffer(GLuint framebuffer, GLenum src);
696 void glNamedFramebufferDrawBuffers(GLuint framebuffer, GLsizei n, const GLenum *bufs);
697 void glNamedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf);
698 void glNamedFramebufferTextureLayer(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer);
699 void glNamedFramebufferTexture(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level);
700 void glNamedFramebufferParameteri(GLuint framebuffer, GLenum pname, GLint param);
701 void glNamedFramebufferRenderbuffer(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
702 void glCreateFramebuffers(GLsizei n, GLuint *framebuffers);
703 void glGetNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizei size, void *data);
704 void glGetNamedBufferPointerv(GLuint buffer, GLenum pname, void * *params);
705 void glGetNamedBufferParameteri64v(GLuint buffer, GLenum pname, GLint64 *params);
706 void glGetNamedBufferParameteriv(GLuint buffer, GLenum pname, GLint *params);
707 void glFlushMappedNamedBufferRange(GLuint buffer, GLintptr offset, GLsizei length);
708 GLboolean glUnmapNamedBuffer(GLuint buffer);
709 void * glMapNamedBufferRange(GLuint buffer, GLintptr offset, GLsizei length, GLbitfield access);
710 void * glMapNamedBuffer(GLuint buffer, GLenum access);
711 void glClearNamedBufferSubData(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizei size, GLenum format, GLenum type, const void *data);
712 void glClearNamedBufferData(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data);
714 void glNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizei size, const void *data);
715 void glNamedBufferData(GLuint buffer, GLsizei size, const void *data, GLenum usage);
716 void glNamedBufferStorage(GLuint buffer, GLsizei size, const void *data, GLbitfield flags);
717 void glCreateBuffers(GLsizei n, GLuint *buffers);
718 void glGetTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
719 void glGetTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param);
720 void glGetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param);
721 void glTransformFeedbackBufferRange(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizei size);
722 void glTransformFeedbackBufferBase(GLuint xfb, GLuint index, GLuint buffer);
723 void glCreateTransformFeedbacks(GLsizei n, GLuint *ids);
724 void glClipControl(GLenum origin, GLenum depth);
725
726private:
728
729 static bool isContextCompatible(QOpenGLContext *context);
730 static QOpenGLVersionProfile versionProfile();
731
750};
751
752// OpenGL 1.0 core functions
754{
755 d_1_0_Core->f.Viewport(x, y, width, height);
756}
757
759{
760 d_1_0_Core->f.DepthRange(nearVal, farVal);
761}
762
764{
765 return d_1_0_Core->f.IsEnabled(cap);
766}
767
769{
770 d_1_0_Core->f.GetTexLevelParameteriv(target, level, pname, params);
771}
772
774{
775 d_1_0_Core->f.GetTexLevelParameterfv(target, level, pname, params);
776}
777
779{
780 d_1_0_Core->f.GetTexParameteriv(target, pname, params);
781}
782
784{
785 d_1_0_Core->f.GetTexParameterfv(target, pname, params);
786}
787
789{
790 d_1_0_Core->f.GetTexImage(target, level, format, type, pixels);
791}
792
794{
795 return d_1_0_Core->f.GetString(name);
796}
797
799{
800 d_1_0_Core->f.GetIntegerv(pname, data);
801}
802
804{
805 d_1_0_Core->f.GetFloatv(pname, data);
806}
807
809{
810 return d_1_0_Core->f.GetError();
811}
812
814{
815 d_1_0_Core->f.GetDoublev(pname, data);
816}
817
819{
820 d_1_0_Core->f.GetBooleanv(pname, data);
821}
822
824{
825 d_1_0_Core->f.ReadPixels(x, y, width, height, format, type, pixels);
826}
827
829{
830 d_1_0_Core->f.ReadBuffer(src);
831}
832
834{
835 d_1_0_Core->f.PixelStorei(pname, param);
836}
837
839{
840 d_1_0_Core->f.PixelStoref(pname, param);
841}
842
844{
845 d_1_0_Core->f.DepthFunc(func);
846}
847
849{
850 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
851}
852
854{
855 d_1_0_Core->f.StencilFunc(func, ref, mask);
856}
857
859{
860 d_1_0_Core->f.LogicOp(opcode);
861}
862
864{
865 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
866}
867
869{
870 d_1_0_Core->f.Flush();
871}
872
874{
875 d_1_0_Core->f.Finish();
876}
877
879{
880 d_1_0_Core->f.Enable(cap);
881}
882
884{
885 d_1_0_Core->f.Disable(cap);
886}
887
889{
890 d_1_0_Core->f.DepthMask(flag);
891}
892
894{
895 d_1_0_Core->f.ColorMask(red, green, blue, alpha);
896}
897
899{
900 d_1_0_Core->f.StencilMask(mask);
901}
902
904{
905 d_1_0_Core->f.ClearDepth(depth);
906}
907
909{
910 d_1_0_Core->f.ClearStencil(s);
911}
912
914{
915 d_1_0_Core->f.ClearColor(red, green, blue, alpha);
916}
917
919{
920 d_1_0_Core->f.Clear(mask);
921}
922
924{
925 d_1_0_Core->f.DrawBuffer(buf);
926}
927
929{
930 d_1_0_Core->f.TexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
931}
932
934{
935 d_1_0_Core->f.TexImage1D(target, level, internalformat, width, border, format, type, pixels);
936}
937
939{
940 d_1_0_Core->f.TexParameteriv(target, pname, params);
941}
942
944{
945 d_1_0_Core->f.TexParameteri(target, pname, param);
946}
947
949{
950 d_1_0_Core->f.TexParameterfv(target, pname, params);
951}
952
954{
955 d_1_0_Core->f.TexParameterf(target, pname, param);
956}
957
959{
960 d_1_0_Core->f.Scissor(x, y, width, height);
961}
962
964{
965 d_1_0_Core->f.PolygonMode(face, mode);
966}
967
969{
970 d_1_0_Core->f.PointSize(size);
971}
972
974{
975 d_1_0_Core->f.LineWidth(width);
976}
977
979{
980 d_1_0_Core->f.Hint(target, mode);
981}
982
984{
985 d_1_0_Core->f.FrontFace(mode);
986}
987
989{
990 d_1_0_Core->f.CullFace(mode);
991}
992
993
994// OpenGL 1.1 core functions
996{
997 return d_1_1_Core->f.IsTexture(texture);
998}
999
1001{
1002 d_1_1_Core->f.GenTextures(n, textures);
1003}
1004
1006{
1007 d_1_1_Core->f.DeleteTextures(n, textures);
1008}
1009
1011{
1012 d_1_1_Core->f.BindTexture(target, texture);
1013}
1014
1016{
1017 d_1_1_Core->f.TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
1018}
1019
1021{
1022 d_1_1_Core->f.TexSubImage1D(target, level, xoffset, width, format, type, pixels);
1023}
1024
1026{
1027 d_1_1_Core->f.CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
1028}
1029
1031{
1032 d_1_1_Core->f.CopyTexSubImage1D(target, level, xoffset, x, y, width);
1033}
1034
1036{
1037 d_1_1_Core->f.CopyTexImage2D(target, level, internalformat, x, y, width, height, border);
1038}
1039
1041{
1042 d_1_1_Core->f.CopyTexImage1D(target, level, internalformat, x, y, width, border);
1043}
1044
1046{
1047 d_1_1_Core->f.PolygonOffset(factor, units);
1048}
1049
1051{
1052 d_1_1_Core->f.DrawElements(mode, count, type, indices);
1053}
1054
1056{
1057 d_1_1_Core->f.DrawArrays(mode, first, count);
1058}
1059
1060
1061// OpenGL 1.2 core functions
1063{
1064 d_1_2_Core->f.BlendColor(red, green, blue, alpha);
1065}
1066
1068{
1069 d_1_2_Core->f.BlendEquation(mode);
1070}
1071
1073{
1074 d_1_2_Core->f.CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
1075}
1076
1078{
1079 d_1_2_Core->f.TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
1080}
1081
1083{
1084 d_1_2_Core->f.TexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels);
1085}
1086
1088{
1089 d_1_2_Core->f.DrawRangeElements(mode, start, end, count, type, indices);
1090}
1091
1092
1093// OpenGL 1.3 core functions
1095{
1096 d_1_3_Core->f.GetCompressedTexImage(target, level, img);
1097}
1098
1100{
1101 d_1_3_Core->f.CompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data);
1102}
1103
1105{
1106 d_1_3_Core->f.CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
1107}
1108
1110{
1111 d_1_3_Core->f.CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
1112}
1113
1115{
1116 d_1_3_Core->f.CompressedTexImage1D(target, level, internalformat, width, border, imageSize, data);
1117}
1118
1120{
1121 d_1_3_Core->f.CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
1122}
1123
1125{
1126 d_1_3_Core->f.CompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data);
1127}
1128
1130{
1131 d_1_3_Core->f.SampleCoverage(value, invert);
1132}
1133
1135{
1136 d_1_3_Core->f.ActiveTexture(texture);
1137}
1138
1139
1140// OpenGL 1.4 core functions
1142{
1143 d_1_4_Core->f.PointParameteriv(pname, params);
1144}
1145
1147{
1148 d_1_4_Core->f.PointParameteri(pname, param);
1149}
1150
1152{
1153 d_1_4_Core->f.PointParameterfv(pname, params);
1154}
1155
1157{
1158 d_1_4_Core->f.PointParameterf(pname, param);
1159}
1160
1162{
1163 d_1_4_Core->f.MultiDrawElements(mode, count, type, indices, drawcount);
1164}
1165
1167{
1168 d_1_4_Core->f.MultiDrawArrays(mode, first, count, drawcount);
1169}
1170
1172{
1173 d_1_4_Core->f.BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
1174}
1175
1176
1177// OpenGL 1.5 core functions
1179{
1180 d_1_5_Core->f.GetBufferPointerv(target, pname, params);
1181}
1182
1184{
1185 d_1_5_Core->f.GetBufferParameteriv(target, pname, params);
1186}
1187
1189{
1190 return d_1_5_Core->f.UnmapBuffer(target);
1191}
1192
1194{
1195 return d_1_5_Core->f.MapBuffer(target, access);
1196}
1197
1199{
1200 d_1_5_Core->f.GetBufferSubData(target, offset, size, data);
1201}
1202
1204{
1205 d_1_5_Core->f.BufferSubData(target, offset, size, data);
1206}
1207
1209{
1210 d_1_5_Core->f.BufferData(target, size, data, usage);
1211}
1212
1214{
1215 return d_1_5_Core->f.IsBuffer(buffer);
1216}
1217
1219{
1220 d_1_5_Core->f.GenBuffers(n, buffers);
1221}
1222
1224{
1225 d_1_5_Core->f.DeleteBuffers(n, buffers);
1226}
1227
1229{
1230 d_1_5_Core->f.BindBuffer(target, buffer);
1231}
1232
1234{
1235 d_1_5_Core->f.GetQueryObjectuiv(id, pname, params);
1236}
1237
1239{
1240 d_1_5_Core->f.GetQueryObjectiv(id, pname, params);
1241}
1242
1244{
1245 d_1_5_Core->f.GetQueryiv(target, pname, params);
1246}
1247
1249{
1250 d_1_5_Core->f.EndQuery(target);
1251}
1252
1254{
1255 d_1_5_Core->f.BeginQuery(target, id);
1256}
1257
1259{
1260 return d_1_5_Core->f.IsQuery(id);
1261}
1262
1264{
1265 d_1_5_Core->f.DeleteQueries(n, ids);
1266}
1267
1269{
1270 d_1_5_Core->f.GenQueries(n, ids);
1271}
1272
1273
1274// OpenGL 2.0 core functions
1276{
1277 d_2_0_Core->f.VertexAttribPointer(index, size, type, normalized, stride, pointer);
1278}
1279
1281{
1282 d_2_0_Core->f.VertexAttrib4usv(index, v);
1283}
1284
1286{
1287 d_2_0_Core->f.VertexAttrib4uiv(index, v);
1288}
1289
1291{
1292 d_2_0_Core->f.VertexAttrib4ubv(index, v);
1293}
1294
1296{
1297 d_2_0_Core->f.VertexAttrib4sv(index, v);
1298}
1299
1300inline void QOpenGLFunctions_4_5_Core::glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
1301{
1302 d_2_0_Core->f.VertexAttrib4s(index, x, y, z, w);
1303}
1304
1306{
1307 d_2_0_Core->f.VertexAttrib4iv(index, v);
1308}
1309
1311{
1312 d_2_0_Core->f.VertexAttrib4fv(index, v);
1313}
1314
1316{
1317 d_2_0_Core->f.VertexAttrib4f(index, x, y, z, w);
1318}
1319
1321{
1322 d_2_0_Core->f.VertexAttrib4dv(index, v);
1323}
1324
1326{
1327 d_2_0_Core->f.VertexAttrib4d(index, x, y, z, w);
1328}
1329
1331{
1332 d_2_0_Core->f.VertexAttrib4bv(index, v);
1333}
1334
1336{
1337 d_2_0_Core->f.VertexAttrib4Nusv(index, v);
1338}
1339
1341{
1342 d_2_0_Core->f.VertexAttrib4Nuiv(index, v);
1343}
1344
1346{
1347 d_2_0_Core->f.VertexAttrib4Nubv(index, v);
1348}
1349
1350inline void QOpenGLFunctions_4_5_Core::glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
1351{
1352 d_2_0_Core->f.VertexAttrib4Nub(index, x, y, z, w);
1353}
1354
1356{
1357 d_2_0_Core->f.VertexAttrib4Nsv(index, v);
1358}
1359
1361{
1362 d_2_0_Core->f.VertexAttrib4Niv(index, v);
1363}
1364
1366{
1367 d_2_0_Core->f.VertexAttrib4Nbv(index, v);
1368}
1369
1371{
1372 d_2_0_Core->f.VertexAttrib3sv(index, v);
1373}
1374
1375inline void QOpenGLFunctions_4_5_Core::glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
1376{
1377 d_2_0_Core->f.VertexAttrib3s(index, x, y, z);
1378}
1379
1381{
1382 d_2_0_Core->f.VertexAttrib3fv(index, v);
1383}
1384
1386{
1387 d_2_0_Core->f.VertexAttrib3f(index, x, y, z);
1388}
1389
1391{
1392 d_2_0_Core->f.VertexAttrib3dv(index, v);
1393}
1394
1396{
1397 d_2_0_Core->f.VertexAttrib3d(index, x, y, z);
1398}
1399
1401{
1402 d_2_0_Core->f.VertexAttrib2sv(index, v);
1403}
1404
1406{
1407 d_2_0_Core->f.VertexAttrib2s(index, x, y);
1408}
1409
1411{
1412 d_2_0_Core->f.VertexAttrib2fv(index, v);
1413}
1414
1416{
1417 d_2_0_Core->f.VertexAttrib2f(index, x, y);
1418}
1419
1421{
1422 d_2_0_Core->f.VertexAttrib2dv(index, v);
1423}
1424
1426{
1427 d_2_0_Core->f.VertexAttrib2d(index, x, y);
1428}
1429
1431{
1432 d_2_0_Core->f.VertexAttrib1sv(index, v);
1433}
1434
1436{
1437 d_2_0_Core->f.VertexAttrib1s(index, x);
1438}
1439
1441{
1442 d_2_0_Core->f.VertexAttrib1fv(index, v);
1443}
1444
1446{
1447 d_2_0_Core->f.VertexAttrib1f(index, x);
1448}
1449
1451{
1452 d_2_0_Core->f.VertexAttrib1dv(index, v);
1453}
1454
1456{
1457 d_2_0_Core->f.VertexAttrib1d(index, x);
1458}
1459
1461{
1462 d_2_0_Core->f.ValidateProgram(program);
1463}
1464
1466{
1467 d_2_0_Core->f.UniformMatrix4fv(location, count, transpose, value);
1468}
1469
1471{
1472 d_2_0_Core->f.UniformMatrix3fv(location, count, transpose, value);
1473}
1474
1476{
1477 d_2_0_Core->f.UniformMatrix2fv(location, count, transpose, value);
1478}
1479
1481{
1482 d_2_0_Core->f.Uniform4iv(location, count, value);
1483}
1484
1486{
1487 d_2_0_Core->f.Uniform3iv(location, count, value);
1488}
1489
1491{
1492 d_2_0_Core->f.Uniform2iv(location, count, value);
1493}
1494
1496{
1497 d_2_0_Core->f.Uniform1iv(location, count, value);
1498}
1499
1501{
1502 d_2_0_Core->f.Uniform4fv(location, count, value);
1503}
1504
1506{
1507 d_2_0_Core->f.Uniform3fv(location, count, value);
1508}
1509
1511{
1512 d_2_0_Core->f.Uniform2fv(location, count, value);
1513}
1514
1516{
1517 d_2_0_Core->f.Uniform1fv(location, count, value);
1518}
1519
1521{
1522 d_2_0_Core->f.Uniform4i(location, v0, v1, v2, v3);
1523}
1524
1526{
1527 d_2_0_Core->f.Uniform3i(location, v0, v1, v2);
1528}
1529
1531{
1532 d_2_0_Core->f.Uniform2i(location, v0, v1);
1533}
1534
1536{
1537 d_2_0_Core->f.Uniform1i(location, v0);
1538}
1539
1541{
1542 d_2_0_Core->f.Uniform4f(location, v0, v1, v2, v3);
1543}
1544
1546{
1547 d_2_0_Core->f.Uniform3f(location, v0, v1, v2);
1548}
1549
1551{
1552 d_2_0_Core->f.Uniform2f(location, v0, v1);
1553}
1554
1556{
1557 d_2_0_Core->f.Uniform1f(location, v0);
1558}
1559
1561{
1562 d_2_0_Core->f.UseProgram(program);
1563}
1564
1566{
1567 d_2_0_Core->f.ShaderSource(shader, count, string, length);
1568}
1569
1571{
1572 d_2_0_Core->f.LinkProgram(program);
1573}
1574
1576{
1577 return d_2_0_Core->f.IsShader(shader);
1578}
1579
1581{
1582 return d_2_0_Core->f.IsProgram(program);
1583}
1584
1586{
1587 d_2_0_Core->f.GetVertexAttribPointerv(index, pname, pointer);
1588}
1589
1591{
1592 d_2_0_Core->f.GetVertexAttribiv(index, pname, params);
1593}
1594
1596{
1597 d_2_0_Core->f.GetVertexAttribfv(index, pname, params);
1598}
1599
1601{
1602 d_2_0_Core->f.GetVertexAttribdv(index, pname, params);
1603}
1604
1606{
1607 d_2_0_Core->f.GetUniformiv(program, location, params);
1608}
1609
1611{
1612 d_2_0_Core->f.GetUniformfv(program, location, params);
1613}
1614
1616{
1617 return d_2_0_Core->f.GetUniformLocation(program, name);
1618}
1619
1621{
1622 d_2_0_Core->f.GetShaderSource(shader, bufSize, length, source);
1623}
1624
1626{
1627 d_2_0_Core->f.GetShaderInfoLog(shader, bufSize, length, infoLog);
1628}
1629
1631{
1632 d_2_0_Core->f.GetShaderiv(shader, pname, params);
1633}
1634
1636{
1637 d_2_0_Core->f.GetProgramInfoLog(program, bufSize, length, infoLog);
1638}
1639
1641{
1642 d_2_0_Core->f.GetProgramiv(program, pname, params);
1643}
1644
1646{
1647 return d_2_0_Core->f.GetAttribLocation(program, name);
1648}
1649
1651{
1652 d_2_0_Core->f.GetAttachedShaders(program, maxCount, count, shaders);
1653}
1654
1656{
1657 d_2_0_Core->f.GetActiveUniform(program, index, bufSize, length, size, type, name);
1658}
1659
1661{
1662 d_2_0_Core->f.GetActiveAttrib(program, index, bufSize, length, size, type, name);
1663}
1664
1666{
1667 d_2_0_Core->f.EnableVertexAttribArray(index);
1668}
1669
1671{
1672 d_2_0_Core->f.DisableVertexAttribArray(index);
1673}
1674
1676{
1677 d_2_0_Core->f.DetachShader(program, shader);
1678}
1679
1681{
1682 d_2_0_Core->f.DeleteShader(shader);
1683}
1684
1686{
1687 d_2_0_Core->f.DeleteProgram(program);
1688}
1689
1691{
1692 return d_2_0_Core->f.CreateShader(type);
1693}
1694
1696{
1697 return d_2_0_Core->f.CreateProgram();
1698}
1699
1701{
1702 d_2_0_Core->f.CompileShader(shader);
1703}
1704
1706{
1707 d_2_0_Core->f.BindAttribLocation(program, index, name);
1708}
1709
1711{
1712 d_2_0_Core->f.AttachShader(program, shader);
1713}
1714
1716{
1717 d_2_0_Core->f.StencilMaskSeparate(face, mask);
1718}
1719
1721{
1722 d_2_0_Core->f.StencilFuncSeparate(face, func, ref, mask);
1723}
1724
1726{
1727 d_2_0_Core->f.StencilOpSeparate(face, sfail, dpfail, dppass);
1728}
1729
1731{
1732 d_2_0_Core->f.DrawBuffers(n, bufs);
1733}
1734
1736{
1737 d_2_0_Core->f.BlendEquationSeparate(modeRGB, modeAlpha);
1738}
1739
1740
1741// OpenGL 2.1 core functions
1743{
1744 d_2_1_Core->f.UniformMatrix4x3fv(location, count, transpose, value);
1745}
1746
1748{
1749 d_2_1_Core->f.UniformMatrix3x4fv(location, count, transpose, value);
1750}
1751
1753{
1754 d_2_1_Core->f.UniformMatrix4x2fv(location, count, transpose, value);
1755}
1756
1758{
1759 d_2_1_Core->f.UniformMatrix2x4fv(location, count, transpose, value);
1760}
1761
1763{
1764 d_2_1_Core->f.UniformMatrix3x2fv(location, count, transpose, value);
1765}
1766
1768{
1769 d_2_1_Core->f.UniformMatrix2x3fv(location, count, transpose, value);
1770}
1771
1772
1773// OpenGL 3.0 core functions
1775{
1776 return d_3_0_Core->f.IsVertexArray(array);
1777}
1778
1780{
1781 d_3_0_Core->f.GenVertexArrays(n, arrays);
1782}
1783
1785{
1786 d_3_0_Core->f.DeleteVertexArrays(n, arrays);
1787}
1788
1790{
1791 d_3_0_Core->f.BindVertexArray(array);
1792}
1793
1795{
1796 d_3_0_Core->f.FlushMappedBufferRange(target, offset, length);
1797}
1798
1800{
1801 return d_3_0_Core->f.MapBufferRange(target, offset, length, access);
1802}
1803
1805{
1806 d_3_0_Core->f.FramebufferTextureLayer(target, attachment, texture, level, layer);
1807}
1808
1810{
1811 d_3_0_Core->f.RenderbufferStorageMultisample(target, samples, internalformat, width, height);
1812}
1813
1815{
1816 d_3_0_Core->f.BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
1817}
1818
1820{
1821 d_3_0_Core->f.GenerateMipmap(target);
1822}
1823
1825{
1826 d_3_0_Core->f.GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
1827}
1828
1830{
1831 d_3_0_Core->f.FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
1832}
1833
1835{
1836 d_3_0_Core->f.FramebufferTexture3D(target, attachment, textarget, texture, level, zoffset);
1837}
1838
1840{
1841 d_3_0_Core->f.FramebufferTexture2D(target, attachment, textarget, texture, level);
1842}
1843
1845{
1846 d_3_0_Core->f.FramebufferTexture1D(target, attachment, textarget, texture, level);
1847}
1848
1850{
1851 return d_3_0_Core->f.CheckFramebufferStatus(target);
1852}
1853
1855{
1856 d_3_0_Core->f.GenFramebuffers(n, framebuffers);
1857}
1858
1860{
1861 d_3_0_Core->f.DeleteFramebuffers(n, framebuffers);
1862}
1863
1865{
1866 d_3_0_Core->f.BindFramebuffer(target, framebuffer);
1867}
1868
1870{
1871 return d_3_0_Core->f.IsFramebuffer(framebuffer);
1872}
1873
1875{
1876 d_3_0_Core->f.GetRenderbufferParameteriv(target, pname, params);
1877}
1878
1880{
1881 d_3_0_Core->f.RenderbufferStorage(target, internalformat, width, height);
1882}
1883
1885{
1886 d_3_0_Core->f.GenRenderbuffers(n, renderbuffers);
1887}
1888
1890{
1891 d_3_0_Core->f.DeleteRenderbuffers(n, renderbuffers);
1892}
1893
1895{
1896 d_3_0_Core->f.BindRenderbuffer(target, renderbuffer);
1897}
1898
1900{
1901 return d_3_0_Core->f.IsRenderbuffer(renderbuffer);
1902}
1903
1905{
1906 return d_3_0_Core->f.GetStringi(name, index);
1907}
1908
1910{
1911 d_3_0_Core->f.ClearBufferfi(buffer, drawbuffer, depth, stencil);
1912}
1913
1915{
1916 d_3_0_Core->f.ClearBufferfv(buffer, drawbuffer, value);
1917}
1918
1920{
1921 d_3_0_Core->f.ClearBufferuiv(buffer, drawbuffer, value);
1922}
1923
1925{
1926 d_3_0_Core->f.ClearBufferiv(buffer, drawbuffer, value);
1927}
1928
1930{
1931 d_3_0_Core->f.GetTexParameterIuiv(target, pname, params);
1932}
1933
1935{
1936 d_3_0_Core->f.GetTexParameterIiv(target, pname, params);
1937}
1938
1940{
1941 d_3_0_Core->f.TexParameterIuiv(target, pname, params);
1942}
1943
1945{
1946 d_3_0_Core->f.TexParameterIiv(target, pname, params);
1947}
1948
1950{
1951 d_3_0_Core->f.Uniform4uiv(location, count, value);
1952}
1953
1955{
1956 d_3_0_Core->f.Uniform3uiv(location, count, value);
1957}
1958
1960{
1961 d_3_0_Core->f.Uniform2uiv(location, count, value);
1962}
1963
1965{
1966 d_3_0_Core->f.Uniform1uiv(location, count, value);
1967}
1968
1970{
1971 d_3_0_Core->f.Uniform4ui(location, v0, v1, v2, v3);
1972}
1973
1975{
1976 d_3_0_Core->f.Uniform3ui(location, v0, v1, v2);
1977}
1978
1980{
1981 d_3_0_Core->f.Uniform2ui(location, v0, v1);
1982}
1983
1985{
1986 d_3_0_Core->f.Uniform1ui(location, v0);
1987}
1988
1990{
1991 return d_3_0_Core->f.GetFragDataLocation(program, name);
1992}
1993
1995{
1996 d_3_0_Core->f.BindFragDataLocation(program, color, name);
1997}
1998
2000{
2001 d_3_0_Core->f.GetUniformuiv(program, location, params);
2002}
2003
2005{
2006 d_3_0_Core->f.VertexAttribI4usv(index, v);
2007}
2008
2010{
2011 d_3_0_Core->f.VertexAttribI4ubv(index, v);
2012}
2013
2015{
2016 d_3_0_Core->f.VertexAttribI4sv(index, v);
2017}
2018
2020{
2021 d_3_0_Core->f.VertexAttribI4bv(index, v);
2022}
2023
2025{
2026 d_3_0_Core->f.VertexAttribI4uiv(index, v);
2027}
2028
2030{
2031 d_3_0_Core->f.VertexAttribI3uiv(index, v);
2032}
2033
2035{
2036 d_3_0_Core->f.VertexAttribI2uiv(index, v);
2037}
2038
2040{
2041 d_3_0_Core->f.VertexAttribI1uiv(index, v);
2042}
2043
2045{
2046 d_3_0_Core->f.VertexAttribI4iv(index, v);
2047}
2048
2050{
2051 d_3_0_Core->f.VertexAttribI3iv(index, v);
2052}
2053
2055{
2056 d_3_0_Core->f.VertexAttribI2iv(index, v);
2057}
2058
2060{
2061 d_3_0_Core->f.VertexAttribI1iv(index, v);
2062}
2063
2065{
2066 d_3_0_Core->f.VertexAttribI4ui(index, x, y, z, w);
2067}
2068
2070{
2071 d_3_0_Core->f.VertexAttribI3ui(index, x, y, z);
2072}
2073
2075{
2076 d_3_0_Core->f.VertexAttribI2ui(index, x, y);
2077}
2078
2080{
2081 d_3_0_Core->f.VertexAttribI1ui(index, x);
2082}
2083
2085{
2086 d_3_0_Core->f.VertexAttribI4i(index, x, y, z, w);
2087}
2088
2090{
2091 d_3_0_Core->f.VertexAttribI3i(index, x, y, z);
2092}
2093
2095{
2096 d_3_0_Core->f.VertexAttribI2i(index, x, y);
2097}
2098
2100{
2101 d_3_0_Core->f.VertexAttribI1i(index, x);
2102}
2103
2105{
2106 d_3_0_Core->f.GetVertexAttribIuiv(index, pname, params);
2107}
2108
2110{
2111 d_3_0_Core->f.GetVertexAttribIiv(index, pname, params);
2112}
2113
2115{
2116 d_3_0_Core->f.VertexAttribIPointer(index, size, type, stride, pointer);
2117}
2118
2120{
2121 d_3_0_Core->f.EndConditionalRender();
2122}
2123
2125{
2126 d_3_0_Core->f.BeginConditionalRender(id, mode);
2127}
2128
2130{
2131 d_3_0_Core->f.ClampColor(target, clamp);
2132}
2133
2135{
2136 d_3_0_Core->f.GetTransformFeedbackVarying(program, index, bufSize, length, size, type, name);
2137}
2138
2140{
2141 d_3_0_Core->f.TransformFeedbackVaryings(program, count, varyings, bufferMode);
2142}
2143
2145{
2146 d_3_0_Core->f.BindBufferBase(target, index, buffer);
2147}
2148
2150{
2151 d_3_0_Core->f.BindBufferRange(target, index, buffer, offset, size);
2152}
2153
2155{
2156 d_3_0_Core->f.EndTransformFeedback();
2157}
2158
2160{
2161 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
2162}
2163
2165{
2166 return d_3_0_Core->f.IsEnabledi(target, index);
2167}
2168
2170{
2171 d_3_0_Core->f.Disablei(target, index);
2172}
2173
2175{
2176 d_3_0_Core->f.Enablei(target, index);
2177}
2178
2180{
2181 d_3_0_Core->f.GetIntegeri_v(target, index, data);
2182}
2183
2185{
2186 d_3_0_Core->f.GetBooleani_v(target, index, data);
2187}
2188
2190{
2191 d_3_0_Core->f.ColorMaski(index, r, g, b, a);
2192}
2193
2194
2195// OpenGL 3.1 core functions
2197{
2198 d_3_1_Core->f.UniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
2199}
2200
2202{
2203 d_3_1_Core->f.GetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName);
2204}
2205
2207{
2208 d_3_1_Core->f.GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
2209}
2210
2212{
2213 return d_3_1_Core->f.GetUniformBlockIndex(program, uniformBlockName);
2214}
2215
2217{
2218 d_3_1_Core->f.GetActiveUniformName(program, uniformIndex, bufSize, length, uniformName);
2219}
2220
2222{
2223 d_3_1_Core->f.GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);
2224}
2225
2227{
2228 d_3_1_Core->f.GetUniformIndices(program, uniformCount, uniformNames, uniformIndices);
2229}
2230
2232{
2233 d_3_1_Core->f.CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
2234}
2235
2237{
2238 d_3_1_Core->f.PrimitiveRestartIndex(index);
2239}
2240
2242{
2243 d_3_1_Core->f.TexBuffer(target, internalformat, buffer);
2244}
2245
2247{
2248 d_3_1_Core->f.DrawElementsInstanced(mode, count, type, indices, instancecount);
2249}
2250
2252{
2253 d_3_1_Core->f.DrawArraysInstanced(mode, first, count, instancecount);
2254}
2255
2256
2257// OpenGL 3.2 core functions
2259{
2260 d_3_2_Core->f.SampleMaski(maskNumber, mask);
2261}
2262
2264{
2265 d_3_2_Core->f.GetMultisamplefv(pname, index, val);
2266}
2267
2269{
2270 d_3_2_Core->f.TexImage3DMultisample(target, samples, internalformat, width, height, depth, fixedsamplelocations);
2271}
2272
2274{
2275 d_3_2_Core->f.TexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations);
2276}
2277
2279{
2280 d_3_2_Core->f.FramebufferTexture(target, attachment, texture, level);
2281}
2282
2284{
2285 d_3_2_Core->f.GetBufferParameteri64v(target, pname, params);
2286}
2287
2289{
2290 d_3_2_Core->f.GetInteger64i_v(target, index, data);
2291}
2292
2294{
2295 d_3_2_Core->f.GetSynciv(sync, pname, bufSize, length, values);
2296}
2297
2299{
2300 d_3_2_Core->f.GetInteger64v(pname, data);
2301}
2302
2304{
2305 d_3_2_Core->f.WaitSync(sync, flags, timeout);
2306}
2307
2309{
2310 return d_3_2_Core->f.ClientWaitSync(sync, flags, timeout);
2311}
2312
2314{
2315 d_3_2_Core->f.DeleteSync(sync);
2316}
2317
2319{
2320 return d_3_2_Core->f.IsSync(sync);
2321}
2322
2324{
2325 return d_3_2_Core->f.FenceSync(condition, flags);
2326}
2327
2329{
2330 d_3_2_Core->f.ProvokingVertex(mode);
2331}
2332
2334{
2335 d_3_2_Core->f.MultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex);
2336}
2337
2339{
2340 d_3_2_Core->f.DrawElementsInstancedBaseVertex(mode, count, type, indices, instancecount, basevertex);
2341}
2342
2344{
2345 d_3_2_Core->f.DrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex);
2346}
2347
2349{
2350 d_3_2_Core->f.DrawElementsBaseVertex(mode, count, type, indices, basevertex);
2351}
2352
2353
2354// OpenGL 3.3 core functions
2356{
2357 d_3_3_Core->f.VertexAttribP4uiv(index, type, normalized, value);
2358}
2359
2361{
2362 d_3_3_Core->f.VertexAttribP4ui(index, type, normalized, value);
2363}
2364
2366{
2367 d_3_3_Core->f.VertexAttribP3uiv(index, type, normalized, value);
2368}
2369
2371{
2372 d_3_3_Core->f.VertexAttribP3ui(index, type, normalized, value);
2373}
2374
2376{
2377 d_3_3_Core->f.VertexAttribP2uiv(index, type, normalized, value);
2378}
2379
2381{
2382 d_3_3_Core->f.VertexAttribP2ui(index, type, normalized, value);
2383}
2384
2386{
2387 d_3_3_Core->f.VertexAttribP1uiv(index, type, normalized, value);
2388}
2389
2391{
2392 d_3_3_Core->f.VertexAttribP1ui(index, type, normalized, value);
2393}
2394
2396{
2397 d_3_3_Core->f.VertexAttribDivisor(index, divisor);
2398}
2399
2401{
2402 d_3_3_Core->f.GetQueryObjectui64v(id, pname, params);
2403}
2404
2406{
2407 d_3_3_Core->f.GetQueryObjecti64v(id, pname, params);
2408}
2409
2411{
2412 d_3_3_Core->f.QueryCounter(id, target);
2413}
2414
2416{
2417 d_3_3_Core->f.GetSamplerParameterIuiv(sampler, pname, params);
2418}
2419
2421{
2422 d_3_3_Core->f.GetSamplerParameterfv(sampler, pname, params);
2423}
2424
2426{
2427 d_3_3_Core->f.GetSamplerParameterIiv(sampler, pname, params);
2428}
2429
2431{
2432 d_3_3_Core->f.GetSamplerParameteriv(sampler, pname, params);
2433}
2434
2436{
2437 d_3_3_Core->f.SamplerParameterIuiv(sampler, pname, param);
2438}
2439
2441{
2442 d_3_3_Core->f.SamplerParameterIiv(sampler, pname, param);
2443}
2444
2446{
2447 d_3_3_Core->f.SamplerParameterfv(sampler, pname, param);
2448}
2449
2451{
2452 d_3_3_Core->f.SamplerParameterf(sampler, pname, param);
2453}
2454
2456{
2457 d_3_3_Core->f.SamplerParameteriv(sampler, pname, param);
2458}
2459
2461{
2462 d_3_3_Core->f.SamplerParameteri(sampler, pname, param);
2463}
2464
2466{
2467 d_3_3_Core->f.BindSampler(unit, sampler);
2468}
2469
2471{
2472 return d_3_3_Core->f.IsSampler(sampler);
2473}
2474
2476{
2477 d_3_3_Core->f.DeleteSamplers(count, samplers);
2478}
2479
2481{
2482 d_3_3_Core->f.GenSamplers(count, samplers);
2483}
2484
2486{
2487 return d_3_3_Core->f.GetFragDataIndex(program, name);
2488}
2489
2491{
2492 d_3_3_Core->f.BindFragDataLocationIndexed(program, colorNumber, index, name);
2493}
2494
2495
2496// OpenGL 4.0 core functions
2498{
2499 d_4_0_Core->f.GetQueryIndexediv(target, index, pname, params);
2500}
2501
2503{
2504 d_4_0_Core->f.EndQueryIndexed(target, index);
2505}
2506
2508{
2509 d_4_0_Core->f.BeginQueryIndexed(target, index, id);
2510}
2511
2513{
2514 d_4_0_Core->f.DrawTransformFeedbackStream(mode, id, stream);
2515}
2516
2518{
2519 d_4_0_Core->f.DrawTransformFeedback(mode, id);
2520}
2521
2523{
2524 d_4_0_Core->f.ResumeTransformFeedback();
2525}
2526
2528{
2529 d_4_0_Core->f.PauseTransformFeedback();
2530}
2531
2533{
2534 return d_4_0_Core->f.IsTransformFeedback(id);
2535}
2536
2538{
2539 d_4_0_Core->f.GenTransformFeedbacks(n, ids);
2540}
2541
2543{
2544 d_4_0_Core->f.DeleteTransformFeedbacks(n, ids);
2545}
2546
2548{
2549 d_4_0_Core->f.BindTransformFeedback(target, id);
2550}
2551
2553{
2554 d_4_0_Core->f.PatchParameterfv(pname, values);
2555}
2556
2558{
2559 d_4_0_Core->f.PatchParameteri(pname, value);
2560}
2561
2563{
2564 d_4_0_Core->f.GetProgramStageiv(program, shadertype, pname, values);
2565}
2566
2568{
2569 d_4_0_Core->f.GetUniformSubroutineuiv(shadertype, location, params);
2570}
2571
2573{
2574 d_4_0_Core->f.UniformSubroutinesuiv(shadertype, count, indices);
2575}
2576
2578{
2579 d_4_0_Core->f.GetActiveSubroutineName(program, shadertype, index, bufsize, length, name);
2580}
2581
2583{
2584 d_4_0_Core->f.GetActiveSubroutineUniformName(program, shadertype, index, bufsize, length, name);
2585}
2586
2588{
2589 d_4_0_Core->f.GetActiveSubroutineUniformiv(program, shadertype, index, pname, values);
2590}
2591
2593{
2594 return d_4_0_Core->f.GetSubroutineIndex(program, shadertype, name);
2595}
2596
2598{
2599 return d_4_0_Core->f.GetSubroutineUniformLocation(program, shadertype, name);
2600}
2601
2603{
2604 d_4_0_Core->f.GetUniformdv(program, location, params);
2605}
2606
2608{
2609 d_4_0_Core->f.UniformMatrix4x3dv(location, count, transpose, value);
2610}
2611
2613{
2614 d_4_0_Core->f.UniformMatrix4x2dv(location, count, transpose, value);
2615}
2616
2618{
2619 d_4_0_Core->f.UniformMatrix3x4dv(location, count, transpose, value);
2620}
2621
2623{
2624 d_4_0_Core->f.UniformMatrix3x2dv(location, count, transpose, value);
2625}
2626
2628{
2629 d_4_0_Core->f.UniformMatrix2x4dv(location, count, transpose, value);
2630}
2631
2633{
2634 d_4_0_Core->f.UniformMatrix2x3dv(location, count, transpose, value);
2635}
2636
2638{
2639 d_4_0_Core->f.UniformMatrix4dv(location, count, transpose, value);
2640}
2641
2643{
2644 d_4_0_Core->f.UniformMatrix3dv(location, count, transpose, value);
2645}
2646
2648{
2649 d_4_0_Core->f.UniformMatrix2dv(location, count, transpose, value);
2650}
2651
2653{
2654 d_4_0_Core->f.Uniform4dv(location, count, value);
2655}
2656
2658{
2659 d_4_0_Core->f.Uniform3dv(location, count, value);
2660}
2661
2663{
2664 d_4_0_Core->f.Uniform2dv(location, count, value);
2665}
2666
2668{
2669 d_4_0_Core->f.Uniform1dv(location, count, value);
2670}
2671
2673{
2674 d_4_0_Core->f.Uniform4d(location, x, y, z, w);
2675}
2676
2678{
2679 d_4_0_Core->f.Uniform3d(location, x, y, z);
2680}
2681
2683{
2684 d_4_0_Core->f.Uniform2d(location, x, y);
2685}
2686
2688{
2689 d_4_0_Core->f.Uniform1d(location, x);
2690}
2691
2693{
2694 d_4_0_Core->f.DrawElementsIndirect(mode, type, indirect);
2695}
2696
2698{
2699 d_4_0_Core->f.DrawArraysIndirect(mode, indirect);
2700}
2701
2703{
2704 d_4_0_Core->f.BlendFuncSeparatei(buf, srcRGB, dstRGB, srcAlpha, dstAlpha);
2705}
2706
2708{
2709 d_4_0_Core->f.BlendFunci(buf, src, dst);
2710}
2711
2713{
2714 d_4_0_Core->f.BlendEquationSeparatei(buf, modeRGB, modeAlpha);
2715}
2716
2718{
2719 d_4_0_Core->f.BlendEquationi(buf, mode);
2720}
2721
2723{
2724 d_4_0_Core->f.MinSampleShading(value);
2725}
2726
2727
2728// OpenGL 4.1 core functions
2730{
2731 d_4_1_Core->f.GetDoublei_v(target, index, data);
2732}
2733
2735{
2736 d_4_1_Core->f.GetFloati_v(target, index, data);
2737}
2738
2740{
2741 d_4_1_Core->f.DepthRangeIndexed(index, n, f);
2742}
2743
2745{
2746 d_4_1_Core->f.DepthRangeArrayv(first, count, v);
2747}
2748
2750{
2751 d_4_1_Core->f.ScissorIndexedv(index, v);
2752}
2753
2755{
2756 d_4_1_Core->f.ScissorIndexed(index, left, bottom, width, height);
2757}
2758
2760{
2761 d_4_1_Core->f.ScissorArrayv(first, count, v);
2762}
2763
2765{
2766 d_4_1_Core->f.ViewportIndexedfv(index, v);
2767}
2768
2770{
2771 d_4_1_Core->f.ViewportIndexedf(index, x, y, w, h);
2772}
2773
2775{
2776 d_4_1_Core->f.ViewportArrayv(first, count, v);
2777}
2778
2780{
2781 d_4_1_Core->f.GetVertexAttribLdv(index, pname, params);
2782}
2783
2785{
2786 d_4_1_Core->f.VertexAttribLPointer(index, size, type, stride, pointer);
2787}
2788
2790{
2791 d_4_1_Core->f.VertexAttribL4dv(index, v);
2792}
2793
2795{
2796 d_4_1_Core->f.VertexAttribL3dv(index, v);
2797}
2798
2800{
2801 d_4_1_Core->f.VertexAttribL2dv(index, v);
2802}
2803
2805{
2806 d_4_1_Core->f.VertexAttribL1dv(index, v);
2807}
2808
2810{
2811 d_4_1_Core->f.VertexAttribL4d(index, x, y, z, w);
2812}
2813
2815{
2816 d_4_1_Core->f.VertexAttribL3d(index, x, y, z);
2817}
2818
2820{
2821 d_4_1_Core->f.VertexAttribL2d(index, x, y);
2822}
2823
2825{
2826 d_4_1_Core->f.VertexAttribL1d(index, x);
2827}
2828
2830{
2831 d_4_1_Core->f.GetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog);
2832}
2833
2835{
2836 d_4_1_Core->f.ValidateProgramPipeline(pipeline);
2837}
2838
2840{
2841 d_4_1_Core->f.ProgramUniformMatrix4x3dv(program, location, count, transpose, value);
2842}
2843
2845{
2846 d_4_1_Core->f.ProgramUniformMatrix3x4dv(program, location, count, transpose, value);
2847}
2848
2850{
2851 d_4_1_Core->f.ProgramUniformMatrix4x2dv(program, location, count, transpose, value);
2852}
2853
2855{
2856 d_4_1_Core->f.ProgramUniformMatrix2x4dv(program, location, count, transpose, value);
2857}
2858
2860{
2861 d_4_1_Core->f.ProgramUniformMatrix3x2dv(program, location, count, transpose, value);
2862}
2863
2865{
2866 d_4_1_Core->f.ProgramUniformMatrix2x3dv(program, location, count, transpose, value);
2867}
2868
2870{
2871 d_4_1_Core->f.ProgramUniformMatrix4x3fv(program, location, count, transpose, value);
2872}
2873
2875{
2876 d_4_1_Core->f.ProgramUniformMatrix3x4fv(program, location, count, transpose, value);
2877}
2878
2880{
2881 d_4_1_Core->f.ProgramUniformMatrix4x2fv(program, location, count, transpose, value);
2882}
2883
2885{
2886 d_4_1_Core->f.ProgramUniformMatrix2x4fv(program, location, count, transpose, value);
2887}
2888
2890{
2891 d_4_1_Core->f.ProgramUniformMatrix3x2fv(program, location, count, transpose, value);
2892}
2893
2895{
2896 d_4_1_Core->f.ProgramUniformMatrix2x3fv(program, location, count, transpose, value);
2897}
2898
2900{
2901 d_4_1_Core->f.ProgramUniformMatrix4dv(program, location, count, transpose, value);
2902}
2903
2905{
2906 d_4_1_Core->f.ProgramUniformMatrix3dv(program, location, count, transpose, value);
2907}
2908
2910{
2911 d_4_1_Core->f.ProgramUniformMatrix2dv(program, location, count, transpose, value);
2912}
2913
2915{
2916 d_4_1_Core->f.ProgramUniformMatrix4fv(program, location, count, transpose, value);
2917}
2918
2920{
2921 d_4_1_Core->f.ProgramUniformMatrix3fv(program, location, count, transpose, value);
2922}
2923
2925{
2926 d_4_1_Core->f.ProgramUniformMatrix2fv(program, location, count, transpose, value);
2927}
2928
2930{
2931 d_4_1_Core->f.ProgramUniform4uiv(program, location, count, value);
2932}
2933
2935{
2936 d_4_1_Core->f.ProgramUniform4ui(program, location, v0, v1, v2, v3);
2937}
2938
2940{
2941 d_4_1_Core->f.ProgramUniform4dv(program, location, count, value);
2942}
2943
2945{
2946 d_4_1_Core->f.ProgramUniform4d(program, location, v0, v1, v2, v3);
2947}
2948
2950{
2951 d_4_1_Core->f.ProgramUniform4fv(program, location, count, value);
2952}
2953
2955{
2956 d_4_1_Core->f.ProgramUniform4f(program, location, v0, v1, v2, v3);
2957}
2958
2960{
2961 d_4_1_Core->f.ProgramUniform4iv(program, location, count, value);
2962}
2963
2965{
2966 d_4_1_Core->f.ProgramUniform4i(program, location, v0, v1, v2, v3);
2967}
2968
2970{
2971 d_4_1_Core->f.ProgramUniform3uiv(program, location, count, value);
2972}
2973
2975{
2976 d_4_1_Core->f.ProgramUniform3ui(program, location, v0, v1, v2);
2977}
2978
2980{
2981 d_4_1_Core->f.ProgramUniform3dv(program, location, count, value);
2982}
2983
2985{
2986 d_4_1_Core->f.ProgramUniform3d(program, location, v0, v1, v2);
2987}
2988
2990{
2991 d_4_1_Core->f.ProgramUniform3fv(program, location, count, value);
2992}
2993
2995{
2996 d_4_1_Core->f.ProgramUniform3f(program, location, v0, v1, v2);
2997}
2998
3000{
3001 d_4_1_Core->f.ProgramUniform3iv(program, location, count, value);
3002}
3003
3005{
3006 d_4_1_Core->f.ProgramUniform3i(program, location, v0, v1, v2);
3007}
3008
3010{
3011 d_4_1_Core->f.ProgramUniform2uiv(program, location, count, value);
3012}
3013
3015{
3016 d_4_1_Core->f.ProgramUniform2ui(program, location, v0, v1);
3017}
3018
3020{
3021 d_4_1_Core->f.ProgramUniform2dv(program, location, count, value);
3022}
3023
3025{
3026 d_4_1_Core->f.ProgramUniform2d(program, location, v0, v1);
3027}
3028
3030{
3031 d_4_1_Core->f.ProgramUniform2fv(program, location, count, value);
3032}
3033
3035{
3036 d_4_1_Core->f.ProgramUniform2f(program, location, v0, v1);
3037}
3038
3040{
3041 d_4_1_Core->f.ProgramUniform2iv(program, location, count, value);
3042}
3043
3045{
3046 d_4_1_Core->f.ProgramUniform2i(program, location, v0, v1);
3047}
3048
3050{
3051 d_4_1_Core->f.ProgramUniform1uiv(program, location, count, value);
3052}
3053
3055{
3056 d_4_1_Core->f.ProgramUniform1ui(program, location, v0);
3057}
3058
3060{
3061 d_4_1_Core->f.ProgramUniform1dv(program, location, count, value);
3062}
3063
3065{
3066 d_4_1_Core->f.ProgramUniform1d(program, location, v0);
3067}
3068
3070{
3071 d_4_1_Core->f.ProgramUniform1fv(program, location, count, value);
3072}
3073
3075{
3076 d_4_1_Core->f.ProgramUniform1f(program, location, v0);
3077}
3078
3080{
3081 d_4_1_Core->f.ProgramUniform1iv(program, location, count, value);
3082}
3083
3085{
3086 d_4_1_Core->f.ProgramUniform1i(program, location, v0);
3087}
3088
3090{
3091 d_4_1_Core->f.GetProgramPipelineiv(pipeline, pname, params);
3092}
3093
3095{
3096 return d_4_1_Core->f.IsProgramPipeline(pipeline);
3097}
3098
3100{
3101 d_4_1_Core->f.GenProgramPipelines(n, pipelines);
3102}
3103
3105{
3106 d_4_1_Core->f.DeleteProgramPipelines(n, pipelines);
3107}
3108
3110{
3111 d_4_1_Core->f.BindProgramPipeline(pipeline);
3112}
3113
3115{
3116 return d_4_1_Core->f.CreateShaderProgramv(type, count, strings);
3117}
3118
3120{
3121 d_4_1_Core->f.ActiveShaderProgram(pipeline, program);
3122}
3123
3125{
3126 d_4_1_Core->f.UseProgramStages(pipeline, stages, program);
3127}
3128
3130{
3131 d_4_1_Core->f.ProgramParameteri(program, pname, value);
3132}
3133
3135{
3136 d_4_1_Core->f.ProgramBinary(program, binaryFormat, binary, length);
3137}
3138
3140{
3141 d_4_1_Core->f.GetProgramBinary(program, bufSize, length, binaryFormat, binary);
3142}
3143
3145{
3146 d_4_1_Core->f.ClearDepthf(dd);
3147}
3148
3150{
3151 d_4_1_Core->f.DepthRangef(n, f);
3152}
3153
3155{
3156 d_4_1_Core->f.GetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
3157}
3158
3160{
3161 d_4_1_Core->f.ShaderBinary(count, shaders, binaryformat, binary, length);
3162}
3163
3165{
3166 d_4_1_Core->f.ReleaseShaderCompiler();
3167}
3168
3169
3170// OpenGL 4.2 core functions
3172{
3173 d_4_2_Core->f.DrawTransformFeedbackStreamInstanced(mode, id, stream, instancecount);
3174}
3175
3177{
3178 d_4_2_Core->f.DrawTransformFeedbackInstanced(mode, id, instancecount);
3179}
3180
3182{
3183 d_4_2_Core->f.TexStorage3D(target, levels, internalformat, width, height, depth);
3184}
3185
3187{
3188 d_4_2_Core->f.TexStorage2D(target, levels, internalformat, width, height);
3189}
3190
3192{
3193 d_4_2_Core->f.TexStorage1D(target, levels, internalformat, width);
3194}
3195
3197{
3198 d_4_2_Core->f.MemoryBarrier(barriers);
3199}
3200
3202{
3203 d_4_2_Core->f.BindImageTexture(unit, texture, level, layered, layer, access, format);
3204}
3205
3207{
3208 d_4_2_Core->f.GetActiveAtomicCounterBufferiv(program, bufferIndex, pname, params);
3209}
3210
3212{
3213 d_4_2_Core->f.GetInternalformativ(target, internalformat, pname, bufSize, params);
3214}
3215
3217{
3218 d_4_2_Core->f.DrawElementsInstancedBaseVertexBaseInstance(mode, count, type, indices, instancecount, basevertex, baseinstance);
3219}
3220
3222{
3223 d_4_2_Core->f.DrawElementsInstancedBaseInstance(mode, count, type, indices, instancecount, baseinstance);
3224}
3225
3227{
3228 d_4_2_Core->f.DrawArraysInstancedBaseInstance(mode, first, count, instancecount, baseinstance);
3229}
3230
3231
3232// OpenGL 4.3 core functions
3234{
3235 d_4_3_Core->f.GetObjectPtrLabel(ptr, bufSize, length, label);
3236}
3237
3239{
3240 d_4_3_Core->f.ObjectPtrLabel(ptr, length, label);
3241}
3242
3244{
3245 d_4_3_Core->f.GetObjectLabel(identifier, name, bufSize, length, label);
3246}
3247
3249{
3250 d_4_3_Core->f.ObjectLabel(identifier, name, length, label);
3251}
3252
3254{
3255 d_4_3_Core->f.PopDebugGroup();
3256}
3257
3259{
3260 d_4_3_Core->f.PushDebugGroup(source, id, length, message);
3261}
3262
3264{
3265 return d_4_3_Core->f.GetDebugMessageLog(count, bufSize, sources, types, ids, severities, lengths, messageLog);
3266}
3267
3269{
3270 d_4_3_Core->f.DebugMessageCallback(callback, userParam);
3271}
3272
3274{
3275 d_4_3_Core->f.DebugMessageInsert(source, type, id, severity, length, buf);
3276}
3277
3279{
3280 d_4_3_Core->f.DebugMessageControl(source, type, severity, count, ids, enabled);
3281}
3282
3284{
3285 d_4_3_Core->f.VertexBindingDivisor(bindingindex, divisor);
3286}
3287
3289{
3290 d_4_3_Core->f.VertexAttribBinding(attribindex, bindingindex);
3291}
3292
3294{
3295 d_4_3_Core->f.VertexAttribLFormat(attribindex, size, type, relativeoffset);
3296}
3297
3299{
3300 d_4_3_Core->f.VertexAttribIFormat(attribindex, size, type, relativeoffset);
3301}
3302
3304{
3305 d_4_3_Core->f.VertexAttribFormat(attribindex, size, type, normalized, relativeoffset);
3306}
3307
3309{
3310 d_4_3_Core->f.BindVertexBuffer(bindingindex, buffer, offset, stride);
3311}
3312
3314{
3315 d_4_3_Core->f.TextureView(texture, target, origtexture, internalformat, minlevel, numlevels, minlayer, numlayers);
3316}
3317
3319{
3320 d_4_3_Core->f.TexStorage3DMultisample(target, samples, internalformat, width, height, depth, fixedsamplelocations);
3321}
3322
3324{
3325 d_4_3_Core->f.TexStorage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations);
3326}
3327
3329{
3330 d_4_3_Core->f.TexBufferRange(target, internalformat, buffer, offset, size);
3331}
3332
3334{
3335 d_4_3_Core->f.ShaderStorageBlockBinding(program, storageBlockIndex, storageBlockBinding);
3336}
3337
3339{
3340 return d_4_3_Core->f.GetProgramResourceLocationIndex(program, programInterface, name);
3341}
3342
3344{
3345 return d_4_3_Core->f.GetProgramResourceLocation(program, programInterface, name);
3346}
3347
3349{
3350 d_4_3_Core->f.GetProgramResourceiv(program, programInterface, index, propCount, props, bufSize, length, params);
3351}
3352
3354{
3355 d_4_3_Core->f.GetProgramResourceName(program, programInterface, index, bufSize, length, name);
3356}
3357
3359{
3360 return d_4_3_Core->f.GetProgramResourceIndex(program, programInterface, name);
3361}
3362
3364{
3365 d_4_3_Core->f.GetProgramInterfaceiv(program, programInterface, pname, params);
3366}
3367
3369{
3370 d_4_3_Core->f.MultiDrawElementsIndirect(mode, type, indirect, drawcount, stride);
3371}
3372
3374{
3375 d_4_3_Core->f.MultiDrawArraysIndirect(mode, indirect, drawcount, stride);
3376}
3377
3379{
3380 d_4_3_Core->f.InvalidateSubFramebuffer(target, numAttachments, attachments, x, y, width, height);
3381}
3382
3384{
3385 d_4_3_Core->f.InvalidateFramebuffer(target, numAttachments, attachments);
3386}
3387
3389{
3390 d_4_3_Core->f.InvalidateBufferData(buffer);
3391}
3392
3394{
3395 d_4_3_Core->f.InvalidateBufferSubData(buffer, offset, length);
3396}
3397
3399{
3400 d_4_3_Core->f.InvalidateTexImage(texture, level);
3401}
3402
3404{
3405 d_4_3_Core->f.InvalidateTexSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth);
3406}
3407
3409{
3410 d_4_3_Core->f.GetInternalformati64v(target, internalformat, pname, bufSize, params);
3411}
3412
3414{
3415 d_4_3_Core->f.GetFramebufferParameteriv(target, pname, params);
3416}
3417
3419{
3420 d_4_3_Core->f.FramebufferParameteri(target, pname, param);
3421}
3422
3424{
3425 d_4_3_Core->f.CopyImageSubData(srcName, srcTarget, srcLevel, srcX, srcY, srcZ, dstName, dstTarget, dstLevel, dstX, dstY, dstZ, srcWidth, srcHeight, srcDepth);
3426}
3427
3429{
3430 d_4_3_Core->f.DispatchComputeIndirect(indirect);
3431}
3432
3434{
3435 d_4_3_Core->f.DispatchCompute(num_groups_x, num_groups_y, num_groups_z);
3436}
3437
3439{
3440 d_4_3_Core->f.ClearBufferSubData(target, internalformat, offset, size, format, type, data);
3441}
3442
3444{
3445 d_4_3_Core->f.ClearBufferData(target, internalformat, format, type, data);
3446}
3447
3448
3449// OpenGL 4.4 core functions
3451{
3452 d_4_4_Core->f.BindVertexBuffers(first, count, buffers, offsets, strides);
3453}
3454
3456{
3457 d_4_4_Core->f.BindImageTextures(first, count, textures);
3458}
3459
3461{
3462 d_4_4_Core->f.BindSamplers(first, count, samplers);
3463}
3464
3466{
3467 d_4_4_Core->f.BindTextures(first, count, textures);
3468}
3469
3471{
3472 d_4_4_Core->f.BindBuffersRange(target, first, count, buffers, offsets, sizes);
3473}
3474
3476{
3477 d_4_4_Core->f.BindBuffersBase(target, first, count, buffers);
3478}
3479
3481{
3482 d_4_4_Core->f.ClearTexSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, data);
3483}
3484
3486{
3487 d_4_4_Core->f.ClearTexImage(texture, level, format, type, data);
3488}
3489
3491{
3492 d_4_4_Core->f.BufferStorage(target, size, data, flags);
3493}
3494
3495
3496// OpenGL 4.5 core functions
3498{
3499 d_4_5_Core->f.TextureBarrier();
3500}
3501
3503{
3504 d_4_5_Core->f.ReadnPixels(x, y, width, height, format, type, bufSize, data);
3505}
3506
3508{
3509 d_4_5_Core->f.GetnUniformuiv(program, location, bufSize, params);
3510}
3511
3513{
3514 d_4_5_Core->f.GetnUniformiv(program, location, bufSize, params);
3515}
3516
3518{
3519 d_4_5_Core->f.GetnUniformfv(program, location, bufSize, params);
3520}
3521
3523{
3524 d_4_5_Core->f.GetnUniformdv(program, location, bufSize, params);
3525}
3526
3528{
3529 d_4_5_Core->f.GetnTexImage(target, level, format, type, bufSize, pixels);
3530}
3531
3533{
3534 d_4_5_Core->f.GetnCompressedTexImage(target, lod, bufSize, pixels);
3535}
3536
3538{
3539 return d_4_5_Core->f.GetGraphicsResetStatus();
3540}
3541
3543{
3544 d_4_5_Core->f.GetCompressedTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, bufSize, pixels);
3545}
3546
3548{
3549 d_4_5_Core->f.GetTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, bufSize, pixels);
3550}
3551
3553{
3554 d_4_5_Core->f.MemoryBarrierByRegion(barriers);
3555}
3556
3558{
3559 d_4_5_Core->f.CreateQueries(target, n, ids);
3560}
3561
3563{
3564 d_4_5_Core->f.CreateProgramPipelines(n, pipelines);
3565}
3566
3568{
3569 d_4_5_Core->f.CreateSamplers(n, samplers);
3570}
3571
3573{
3574 d_4_5_Core->f.GetVertexArrayIndexed64iv(vaobj, index, pname, param);
3575}
3576
3578{
3579 d_4_5_Core->f.GetVertexArrayIndexediv(vaobj, index, pname, param);
3580}
3581
3583{
3584 d_4_5_Core->f.GetVertexArrayiv(vaobj, pname, param);
3585}
3586
3588{
3589 d_4_5_Core->f.VertexArrayBindingDivisor(vaobj, bindingindex, divisor);
3590}
3591
3593{
3594 d_4_5_Core->f.VertexArrayAttribLFormat(vaobj, attribindex, size, type, relativeoffset);
3595}
3596
3598{
3599 d_4_5_Core->f.VertexArrayAttribIFormat(vaobj, attribindex, size, type, relativeoffset);
3600}
3601
3603{
3604 d_4_5_Core->f.VertexArrayAttribFormat(vaobj, attribindex, size, type, normalized, relativeoffset);
3605}
3606
3608{
3609 d_4_5_Core->f.VertexArrayAttribBinding(vaobj, attribindex, bindingindex);
3610}
3611
3613{
3614 d_4_5_Core->f.VertexArrayVertexBuffers(vaobj, first, count, buffers, offsets, strides);
3615}
3616
3618{
3619 d_4_5_Core->f.VertexArrayVertexBuffer(vaobj, bindingindex, buffer, offset, stride);
3620}
3621
3623{
3624 d_4_5_Core->f.VertexArrayElementBuffer(vaobj, buffer);
3625}
3626
3628{
3629 d_4_5_Core->f.EnableVertexArrayAttrib(vaobj, index);
3630}
3631
3633{
3634 d_4_5_Core->f.DisableVertexArrayAttrib(vaobj, index);
3635}
3636
3638{
3639 d_4_5_Core->f.CreateVertexArrays(n, arrays);
3640}
3641
3643{
3644 d_4_5_Core->f.GetTextureParameteriv(texture, pname, params);
3645}
3646
3648{
3649 d_4_5_Core->f.GetTextureParameterIuiv(texture, pname, params);
3650}
3651
3653{
3654 d_4_5_Core->f.GetTextureParameterIiv(texture, pname, params);
3655}
3656
3658{
3659 d_4_5_Core->f.GetTextureParameterfv(texture, pname, params);
3660}
3661
3663{
3664 d_4_5_Core->f.GetTextureLevelParameteriv(texture, level, pname, params);
3665}
3666
3668{
3669 d_4_5_Core->f.GetTextureLevelParameterfv(texture, level, pname, params);
3670}
3671
3673{
3674 d_4_5_Core->f.GetCompressedTextureImage(texture, level, bufSize, pixels);
3675}
3676
3678{
3679 d_4_5_Core->f.GetTextureImage(texture, level, format, type, bufSize, pixels);
3680}
3681
3683{
3684 d_4_5_Core->f.BindTextureUnit(unit, texture);
3685}
3686
3688{
3689 d_4_5_Core->f.GenerateTextureMipmap(texture);
3690}
3691
3693{
3694 d_4_5_Core->f.TextureParameteriv(texture, pname, param);
3695}
3696
3698{
3699 d_4_5_Core->f.TextureParameterIuiv(texture, pname, params);
3700}
3701
3703{
3704 d_4_5_Core->f.TextureParameterIiv(texture, pname, params);
3705}
3706
3708{
3709 d_4_5_Core->f.TextureParameteri(texture, pname, param);
3710}
3711
3713{
3714 d_4_5_Core->f.TextureParameterfv(texture, pname, param);
3715}
3716
3718{
3719 d_4_5_Core->f.TextureParameterf(texture, pname, param);
3720}
3721
3723{
3724 d_4_5_Core->f.CopyTextureSubImage3D(texture, level, xoffset, yoffset, zoffset, x, y, width, height);
3725}
3726
3728{
3729 d_4_5_Core->f.CopyTextureSubImage2D(texture, level, xoffset, yoffset, x, y, width, height);
3730}
3731
3733{
3734 d_4_5_Core->f.CopyTextureSubImage1D(texture, level, xoffset, x, y, width);
3735}
3736
3738{
3739 d_4_5_Core->f.CompressedTextureSubImage3D(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
3740}
3741
3743{
3744 d_4_5_Core->f.CompressedTextureSubImage2D(texture, level, xoffset, yoffset, width, height, format, imageSize, data);
3745}
3746
3748{
3749 d_4_5_Core->f.CompressedTextureSubImage1D(texture, level, xoffset, width, format, imageSize, data);
3750}
3751
3753{
3754 d_4_5_Core->f.TextureSubImage3D(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
3755}
3756
3758{
3759 d_4_5_Core->f.TextureSubImage2D(texture, level, xoffset, yoffset, width, height, format, type, pixels);
3760}
3761
3763{
3764 d_4_5_Core->f.TextureSubImage1D(texture, level, xoffset, width, format, type, pixels);
3765}
3766
3768{
3769 d_4_5_Core->f.TextureStorage3DMultisample(texture, samples, internalformat, width, height, depth, fixedsamplelocations);
3770}
3771
3773{
3774 d_4_5_Core->f.TextureStorage2DMultisample(texture, samples, internalformat, width, height, fixedsamplelocations);
3775}
3776
3778{
3779 d_4_5_Core->f.TextureStorage3D(texture, levels, internalformat, width, height, depth);
3780}
3781
3783{
3784 d_4_5_Core->f.TextureStorage2D(texture, levels, internalformat, width, height);
3785}
3786
3788{
3789 d_4_5_Core->f.TextureStorage1D(texture, levels, internalformat, width);
3790}
3791
3793{
3794 d_4_5_Core->f.TextureBufferRange(texture, internalformat, buffer, offset, size);
3795}
3796
3798{
3799 d_4_5_Core->f.TextureBuffer(texture, internalformat, buffer);
3800}
3801
3803{
3804 d_4_5_Core->f.CreateTextures(target, n, textures);
3805}
3806
3808{
3809 d_4_5_Core->f.GetNamedRenderbufferParameteriv(renderbuffer, pname, params);
3810}
3811
3813{
3814 d_4_5_Core->f.NamedRenderbufferStorageMultisample(renderbuffer, samples, internalformat, width, height);
3815}
3816
3818{
3819 d_4_5_Core->f.NamedRenderbufferStorage(renderbuffer, internalformat, width, height);
3820}
3821
3823{
3824 d_4_5_Core->f.CreateRenderbuffers(n, renderbuffers);
3825}
3826
3828{
3829 d_4_5_Core->f.GetNamedFramebufferAttachmentParameteriv(framebuffer, attachment, pname, params);
3830}
3831
3833{
3834 d_4_5_Core->f.GetNamedFramebufferParameteriv(framebuffer, pname, param);
3835}
3836
3838{
3839 return d_4_5_Core->f.CheckNamedFramebufferStatus(framebuffer, target);
3840}
3841
3843{
3844 d_4_5_Core->f.BlitNamedFramebuffer(readFramebuffer, drawFramebuffer, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
3845}
3846
3848{
3849 d_4_5_Core->f.ClearNamedFramebufferfi(framebuffer, buffer, depth, stencil);
3850}
3851
3853{
3854 d_4_5_Core->f.ClearNamedFramebufferfv(framebuffer, buffer, drawbuffer, value);
3855}
3856
3858{
3859 d_4_5_Core->f.ClearNamedFramebufferuiv(framebuffer, buffer, drawbuffer, value);
3860}
3861
3863{
3864 d_4_5_Core->f.ClearNamedFramebufferiv(framebuffer, buffer, drawbuffer, value);
3865}
3866
3868{
3869 d_4_5_Core->f.InvalidateNamedFramebufferSubData(framebuffer, numAttachments, attachments, x, y, width, height);
3870}
3871
3873{
3874 d_4_5_Core->f.InvalidateNamedFramebufferData(framebuffer, numAttachments, attachments);
3875}
3876
3878{
3879 d_4_5_Core->f.NamedFramebufferReadBuffer(framebuffer, src);
3880}
3881
3883{
3884 d_4_5_Core->f.NamedFramebufferDrawBuffers(framebuffer, n, bufs);
3885}
3886
3888{
3889 d_4_5_Core->f.NamedFramebufferDrawBuffer(framebuffer, buf);
3890}
3891
3893{
3894 d_4_5_Core->f.NamedFramebufferTextureLayer(framebuffer, attachment, texture, level, layer);
3895}
3896
3898{
3899 d_4_5_Core->f.NamedFramebufferTexture(framebuffer, attachment, texture, level);
3900}
3901
3903{
3904 d_4_5_Core->f.NamedFramebufferParameteri(framebuffer, pname, param);
3905}
3906
3908{
3909 d_4_5_Core->f.NamedFramebufferRenderbuffer(framebuffer, attachment, renderbuffertarget, renderbuffer);
3910}
3911
3913{
3914 d_4_5_Core->f.CreateFramebuffers(n, framebuffers);
3915}
3916
3918{
3919 d_4_5_Core->f.GetNamedBufferSubData(buffer, offset, size, data);
3920}
3921
3923{
3924 d_4_5_Core->f.GetNamedBufferPointerv(buffer, pname, params);
3925}
3926
3928{
3929 d_4_5_Core->f.GetNamedBufferParameteri64v(buffer, pname, params);
3930}
3931
3933{
3934 d_4_5_Core->f.GetNamedBufferParameteriv(buffer, pname, params);
3935}
3936
3938{
3939 d_4_5_Core->f.FlushMappedNamedBufferRange(buffer, offset, length);
3940}
3941
3943{
3944 return d_4_5_Core->f.UnmapNamedBuffer(buffer);
3945}
3946
3948{
3949 return d_4_5_Core->f.MapNamedBufferRange(buffer, offset, length, access);
3950}
3951
3953{
3954 return d_4_5_Core->f.MapNamedBuffer(buffer, access);
3955}
3956
3958{
3959 d_4_5_Core->f.ClearNamedBufferSubData(buffer, internalformat, offset, size, format, type, data);
3960}
3961
3963{
3964 d_4_5_Core->f.ClearNamedBufferData(buffer, internalformat, format, type, data);
3965}
3966
3968{
3969 d_4_5_Core->f.CopyNamedBufferSubData(readBuffer, writeBuffer, readOffset, writeOffset, size);
3970}
3971
3973{
3974 d_4_5_Core->f.NamedBufferSubData(buffer, offset, size, data);
3975}
3976
3978{
3979 d_4_5_Core->f.NamedBufferData(buffer, size, data, usage);
3980}
3981
3983{
3984 d_4_5_Core->f.NamedBufferStorage(buffer, size, data, flags);
3985}
3986
3988{
3989 d_4_5_Core->f.CreateBuffers(n, buffers);
3990}
3991
3993{
3994 d_4_5_Core->f.GetTransformFeedbacki64_v(xfb, pname, index, param);
3995}
3996
3998{
3999 d_4_5_Core->f.GetTransformFeedbacki_v(xfb, pname, index, param);
4000}
4001
4003{
4004 d_4_5_Core->f.GetTransformFeedbackiv(xfb, pname, param);
4005}
4006
4008{
4009 d_4_5_Core->f.TransformFeedbackBufferRange(xfb, index, buffer, offset, size);
4010}
4011
4013{
4014 d_4_5_Core->f.TransformFeedbackBufferBase(xfb, index, buffer);
4015}
4016
4018{
4019 d_4_5_Core->f.CreateTransformFeedbacks(n, ids);
4020}
4021
4023{
4024 d_4_5_Core->f.ClipControl(origin, depth);
4025}
4026
4027
4028
4030
4031#ifdef Q_OS_WIN
4032#pragma pop_macro("MemoryBarrier")
4033#endif
4034
4035
4036#endif // QT_NO_OPENGL && !QT_CONFIG(opengles2)
4037
4038#endif
quint16 opcode
Definition bluez_data_p.h:1
\inmodule QtGui
void glVertexAttribI4sv(GLuint index, const GLshort *v)
void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount)
void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
void glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name)
void glInvalidateNamedFramebufferSubData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
void glVertexAttribI4uiv(GLuint index, const GLuint *v)
void glVertexAttrib1f(GLuint index, GLfloat x)
void glGetTextureParameterIuiv(GLuint texture, GLenum pname, GLuint *params)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glVertexAttribI2i(GLuint index, GLint x, GLint y)
void glClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glVertexAttrib4bv(GLuint index, const GLbyte *v)
void glVertexAttribI1uiv(GLuint index, const GLuint *v)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glBindBuffer(GLenum target, GLuint buffer)
void glNamedRenderbufferStorageMultisample(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexArrayBindingDivisor(GLuint vaobj, GLuint bindingindex, GLuint divisor)
GLuint glGetDebugMessageLog(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glMemoryBarrier(GLbitfield barriers)
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glBindSampler(GLuint unit, GLuint sampler)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length)
void glClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders)
void glUniform1f(GLint location, GLfloat v0)
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glGetnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels)
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glTextureParameteri(GLuint texture, GLenum pname, GLint param)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
void glUniform1i(GLint location, GLint v0)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)
void glTransformFeedbackBufferBase(GLuint xfb, GLuint index, GLuint buffer)
void glTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
void glVertexArrayAttribBinding(GLuint vaobj, GLuint attribindex, GLuint bindingindex)
GLboolean glIsShader(GLuint shader)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount)
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
GLboolean glIsVertexArray(GLuint array)
void glVertexArrayVertexBuffers(GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glGetTextureLevelParameterfv(GLuint texture, GLint level, GLenum pname, GLfloat *params)
void glVertexAttrib4Niv(GLuint index, const GLint *v)
GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glGenSamplers(GLsizei count, GLuint *samplers)
void glClampColor(GLenum target, GLenum clamp)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glUniform1d(GLint location, GLdouble x)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glVertexArrayAttribFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
GLboolean glIsProgram(GLuint program)
void glGenQueries(GLsizei n, GLuint *ids)
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
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 glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
GLboolean glIsBuffer(GLuint buffer)
void glNamedFramebufferTextureLayer(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glDepthRangef(GLfloat n, GLfloat f)
void glVertexAttribI4iv(GLuint index, const GLint *v)
void glPointParameterf(GLenum pname, GLfloat param)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount, const GLint *basevertex)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glVertexAttrib2dv(GLuint index, const GLdouble *v)
void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDisableVertexArrayAttrib(GLuint vaobj, GLuint index)
void glEnableVertexArrayAttrib(GLuint vaobj, GLuint index)
void glCreateTransformFeedbacks(GLsizei n, GLuint *ids)
void glCompressedTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glCreateVertexArrays(GLsizei n, GLuint *arrays)
void glGetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param)
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glGetNamedBufferParameteriv(GLuint buffer, GLenum pname, GLint *params)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glGetBufferPointerv(GLenum target, GLenum pname, void **params)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glPointParameteriv(GLenum pname, const GLint *params)
void glGetNamedRenderbufferParameteriv(GLuint renderbuffer, GLenum pname, GLint *params)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBindBuffersBase(GLenum target, GLuint first, GLsizei count, const GLuint *buffers)
void glNamedFramebufferParameteri(GLuint framebuffer, GLenum pname, GLint param)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void * glMapNamedBuffer(GLuint buffer, GLenum access)
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
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 glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glBindSamplers(GLuint first, GLsizei count, const GLuint *samplers)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glTextureParameterIiv(GLuint texture, GLenum pname, const GLint *params)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glVertexAttrib1sv(GLuint index, const GLshort *v)
void glClearNamedBufferSubData(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizei size, GLenum format, GLenum type, const void *data)
void glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset)
void glGetnUniformuiv(GLuint program, GLint location, GLsizei bufSize, GLuint *params)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glTexStorage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glGenTextures(GLsizei n, GLuint *textures)
void glGetFloatv(GLenum pname, GLfloat *data)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glVertexAttribI4bv(GLuint index, const GLbyte *v)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label)
void glClearNamedFramebufferfi(GLuint framebuffer, GLenum buffer, GLfloat depth, GLint stencil)
void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
void glPixelStoref(GLenum pname, GLfloat param)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
GLboolean glIsTexture(GLuint texture)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttribI1iv(GLuint index, const GLint *v)
void glGetVertexArrayIndexediv(GLuint vaobj, GLuint index, GLenum pname, GLint *param)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glCreateRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments)
void glTextureBufferRange(GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizei size)
void glGetTextureParameterfv(GLuint texture, GLenum pname, GLfloat *params)
void glGetnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glNamedFramebufferReadBuffer(GLuint framebuffer, GLenum src)
void glClipControl(GLenum origin, GLenum depth)
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glPixelStorei(GLenum pname, GLint param)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glGetTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glActiveShaderProgram(GLuint pipeline, GLuint program)
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCreateSamplers(GLsizei n, GLuint *samplers)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void * glMapBuffer(GLenum target, GLenum access)
void * glMapNamedBufferRange(GLuint buffer, GLintptr offset, GLsizei length, GLbitfield access)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data)
void glVertexAttribI4usv(GLuint index, const GLushort *v)
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glVertexAttrib3fv(GLuint index, const GLfloat *v)
void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void *pixels)
void glVertexAttrib3sv(GLuint index, const GLshort *v)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glDebugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glGetVertexArrayIndexed64iv(GLuint vaobj, GLuint index, GLenum pname, GLint64 *param)
void glGetInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glTextureView(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers)
void glGetObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label)
GLboolean glUnmapNamedBuffer(GLuint buffer)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glAttachShader(GLuint program, GLuint shader)
void glVertexArrayVertexBuffer(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
void glVertexAttribL2dv(GLuint index, const GLdouble *v)
void glPointParameteri(GLenum pname, GLint param)
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glBindProgramPipeline(GLuint pipeline)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetBooleanv(GLenum pname, GLboolean *data)
void glBindTextureUnit(GLuint unit, GLuint texture)
void glInvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glProgramUniform1i(GLuint program, GLint location, GLint v0)
void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z)
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
void glVertexAttrib4dv(GLuint index, const GLdouble *v)
void glBlendEquationi(GLuint buf, GLenum mode)
void glVertexAttribL1d(GLuint index, GLdouble x)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttrib1fv(GLuint index, const GLfloat *v)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glEndQueryIndexed(GLenum target, GLuint index)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data)
void glVertexAttribL4dv(GLuint index, const GLdouble *v)
void glTexStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glGetnUniformfv(GLuint program, GLint location, GLsizei bufSize, GLfloat *params)
void glVertexAttribI4ubv(GLuint index, const GLubyte *v)
void glBindVertexBuffers(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glGetTextureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels)
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary)
void glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glClearNamedBufferData(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCreateFramebuffers(GLsizei n, GLuint *framebuffers)
void glNamedBufferData(GLuint buffer, GLsizei size, const void *data, GLenum usage)
void glCompressedTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glGetCompressedTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels)
void glBufferStorage(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags)
void glGetNamedFramebufferAttachmentParameteriv(GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glNamedFramebufferRenderbuffer(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glCopyTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetCompressedTextureImage(GLuint texture, GLint level, GLsizei bufSize, void *pixels)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glTextureParameterIuiv(GLuint texture, GLenum pname, const GLuint *params)
GLboolean glIsSampler(GLuint sampler)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect)
void glVertexAttrib4usv(GLuint index, const GLushort *v)
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 glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttrib1d(GLuint index, GLdouble x)
void glNamedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf)
void glGetNamedBufferParameteri64v(GLuint buffer, GLenum pname, GLint64 *params)
void glTextureParameterfv(GLuint texture, GLenum pname, const GLfloat *param)
void glVertexAttrib4ubv(GLuint index, const GLubyte *v)
void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glInvalidateTexImage(GLuint texture, GLint level)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex)
void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glValidateProgramPipeline(GLuint pipeline)
GLboolean glIsProgramPipeline(GLuint pipeline)
void glProgramParameteri(GLuint program, GLenum pname, GLint value)
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
void glTransformFeedbackBufferRange(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizei size)
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data)
GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glVertexAttribI2iv(GLuint index, const GLint *v)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
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 glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glInvalidateNamedFramebufferData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments)
void glVertexArrayAttribIFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance)
void glTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizei size, const void *data)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCopyTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glPolygonMode(GLenum face, GLenum mode)
void glMultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride)
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 glScissorIndexedv(GLuint index, const GLint *v)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance)
void glObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label)
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
void glGenerateTextureMipmap(GLuint texture)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glBeginTransformFeedback(GLenum primitiveMode)
void glVertexAttribI1ui(GLuint index, GLuint x)
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glGetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param)
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 glTextureStorage2D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glTextureStorage2DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data)
void glPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glHint(GLenum target, GLenum mode)
void glShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding)
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
void glNamedFramebufferDrawBuffers(GLuint framebuffer, GLsizei n, const GLenum *bufs)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v)
void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
void glDetachShader(GLuint program, GLuint shader)
void glDrawArraysIndirect(GLenum mode, const void *indirect)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glGetCompressedTexImage(GLenum target, GLint level, void *img)
void glGetDoublev(GLenum pname, GLdouble *data)
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
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 glMemoryBarrierByRegion(GLbitfield barriers)
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
void glNamedRenderbufferStorage(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height)
void glGetNamedFramebufferParameteriv(GLuint framebuffer, GLenum pname, GLint *param)
void glVertexAttrib4sv(GLuint index, const GLshort *v)
GLenum glCheckNamedFramebufferStatus(GLuint framebuffer, GLenum target)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data)
void glEnablei(GLenum target, GLuint index)
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetInteger64v(GLenum pname, GLint64 *data)
void glCreateTextures(GLenum target, GLsizei n, GLuint *textures)
void glDebugMessageCallback(GLDEBUGPROC callback, const void *userParam)
void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
void glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex)
void glVertexAttribI1i(GLuint index, GLint x)
void glBindImageTextures(GLuint first, GLsizei count, const GLuint *textures)
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTextureParameteriv(GLuint texture, GLenum pname, const GLint *param)
void glBindTransformFeedback(GLenum target, GLuint id)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance)
void glCreateBuffers(GLsizei n, GLuint *buffers)
void glVertexAttrib4uiv(GLuint index, const GLuint *v)
GLenum glCheckFramebufferStatus(GLenum target)
void glFlushMappedNamedBufferRange(GLuint buffer, GLintptr offset, GLsizei length)
void glCopyTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glGetnUniformiv(GLuint program, GLint location, GLsizei bufSize, GLint *params)
void glDispatchComputeIndirect(GLintptr indirect)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glVertexAttrib4iv(GLuint index, const GLint *v)
void glGetnUniformdv(GLuint program, GLint location, GLsizei bufSize, GLdouble *params)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glMultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glVertexAttrib3dv(GLuint index, const GLdouble *v)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels)
void glTextureStorage3DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
GLboolean glUnmapBuffer(GLenum target)
void glViewportIndexedfv(GLuint index, const GLfloat *v)
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glVertexAttribI3iv(GLuint index, const GLint *v)
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glTextureStorage1D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width)
void glVertexAttrib4fv(GLuint index, const GLfloat *v)
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 glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glTextureParameterf(GLuint texture, GLenum pname, GLfloat param)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glBeginQuery(GLenum target, GLuint id)
void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)
void glGenProgramPipelines(GLsizei n, GLuint *pipelines)
GLint glGetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glReadnPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glGetNamedBufferPointerv(GLuint buffer, GLenum pname, void **params)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glGetNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizei size, void *data)
void glCreateQueries(GLenum target, GLsizei n, GLuint *ids)
void glGetTextureParameterIiv(GLuint texture, GLenum pname, GLint *params)
void glVertexAttrib1s(GLuint index, GLshort x)
void glBindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes)
void glVertexArrayElementBuffer(GLuint vaobj, GLuint buffer)
void glGetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glNamedBufferStorage(GLuint buffer, GLsizei size, const void *data, GLbitfield flags)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value)
void glVertexAttrib2fv(GLuint index, const GLfloat *v)
void glDebugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glGetIntegerv(GLenum pname, GLint *data)
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glDisablei(GLenum target, GLuint index)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glVertexAttribL3dv(GLuint index, const GLdouble *v)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels)
void glVertexAttrib4Nusv(GLuint index, const GLushort *v)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glCreateProgramPipelines(GLsizei n, GLuint *pipelines)
void glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
void glGetTextureLevelParameteriv(GLuint texture, GLint level, GLenum pname, GLint *params)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glObjectPtrLabel(const void *ptr, GLsizei length, const GLchar *label)
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glGetTextureParameteriv(GLuint texture, GLenum pname, GLint *params)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glVertexAttrib2sv(GLuint index, const GLshort *v)
void glTextureStorage3D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
void glBindTextures(GLuint first, GLsizei count, const GLuint *textures)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexArrayAttribLFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glCopyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizei size)
void glUniform1ui(GLint location, GLuint v0)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glVertexAttrib1dv(GLuint index, const GLdouble *v)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glBindTexture(GLenum target, GLuint texture)
void glVertexAttrib4Nsv(GLuint index, const GLshort *v)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glNamedFramebufferTexture(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glVertexAttribI2uiv(GLuint index, const GLuint *v)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTextureBuffer(GLuint texture, GLenum internalformat, GLuint buffer)
void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params)
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glPatchParameteri(GLenum pname, GLint value)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glQueryCounter(GLuint id, GLenum target)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glVertexAttribI3uiv(GLuint index, const GLuint *v)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTexBufferRange(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glGetTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param)
void glSampleMaski(GLuint maskNumber, GLbitfield mask)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glVertexAttribL1dv(GLuint index, const GLdouble *v)
const GLubyte * glGetString(GLenum name)
void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
Combined button and popup list for selecting options.
static void * context
EGLStreamKHR stream
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
EGLOutputLayerEXT layer
static ControlElement< T > * ptr(QWidget *widget)
ptrdiff_t GLintptr
Definition qopengl.h:153
uint64_t GLuint64
Definition qopengl.h:223
void(APIENTRY * GLDEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam)
Definition qopengl.h:242
int64_t GLint64
Definition qopengl.h:222
ptrdiff_t GLsizeiptr
Definition qopengl.h:154
struct __GLsync * GLsync
Definition qopengl.h:224
char GLchar
Definition qopengl.h:148
GLenum modeRGB
GLint location
GLenum GLenum modeAlpha
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
GLbitfield stages
GLsizei const GLfloat * v
[13]
GLint GLboolean layered
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
GLsizei samples
GLenum mode
GLenum programInterface
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint dstY
GLenum GLuint GLint level
GLfloat GLfloat GLfloat w
[0]
const GLuint * pipelines
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLint GLsizei GLsizei GLuint baseinstance
GLenum shadertype
GLuint divisor
GLenum srcTarget
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLuint index
[2]
GLenum condition
GLenum GLuint origtexture
GLenum GLuint GLenum GLuint GLuint GLuint minlayer
GLboolean r
[2]
GLuint GLuint end
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
GLsizei GLenum GLenum * types
GLsizei const GLchar ** strings
[1]
GLenum srcRGB
GLuint sampler
double GLdouble
GLenum GLenum GLenum GLenum dstAlpha
GLenum GLuint GLenum GLsizei length
GLint srcY0
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei srcWidth
GLenum GLenum GLsizei count
const GLenum * bufs
GLenum pname
const void * indirect
GLbitfield GLuint64 timeout
[4]
GLint GLenum GLsizei GLsizei GLsizei GLint border
GLenum GLenum GLsizei const GLuint GLboolean enabled
GLsizei GLsizei GLchar * infoLog
GLenum face
GLfloat GLfloat f
GLint GLint srcX1
GLsizei levels
GLenum GLenum GLenum srcAlpha
GLsizei GLenum GLenum GLuint GLenum GLsizei * lengths
GLenum src
GLsizei range
const void GLsizei GLsizei stride
GLenum GLuint buffer
GLint GLint GLint yoffset
GLint GLsizei width
GLint GLint GLint GLint zoffset
const void * userParam
GLint GLsizei GLboolean transpose
GLenum GLint GLint srcX
GLenum GLenum dstRGB
GLenum GLint GLint GLint GLint GLuint GLenum GLint dstLevel
GLint left
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum GLint GLint GLint GLint GLuint GLenum dstTarget
GLenum type
GLenum GLint srcLevel
GLenum writeTarget
GLenum GLenum dst
GLenum GLintptr readOffset
GLuint GLsizei const GLchar * label
[43]
GLenum GLuint GLenum GLuint GLuint numlevels
GLint GLint bottom
GLint GLint GLint GLint GLint GLint dstX1
GLenum GLint GLint GLint GLint srcZ
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum access
GLuint colorNumber
GLint GLfloat v0
GLenum GLenum textarget
GLenum GLuint GLenum GLsizei const GLchar * buf
GLenum target
GLenum GLintptr GLintptr writeOffset
GLbitfield flags
GLsizei GLenum const void GLint basevertex
GLsizei bufsize
GLint GLfloat GLfloat v1
GLsizei GLenum GLenum GLuint GLenum GLsizei GLchar * messageLog
GLsizei const GLenum * attachments
GLenum GLuint texture
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLuint program
GLuint GLsizei const GLchar * message
GLint GLenum internalformat
const GLuint * arrays
GLenum GLuint GLenum GLuint minlevel
GLfloat GLfloat clamp
GLenum GLuint GLsizei const GLenum * props
GLfloat units
GLint GLint xoffset
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
GLuint start
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLboolean GLboolean g
GLenum GLint GLint GLint GLint GLuint dstName
GLenum GLenum severity
GLint GLfloat GLfloat GLfloat GLfloat v3
GLsizei GLsizei GLenum * binaryFormat
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLint ref
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei GLsizei GLsizei srcDepth
GLenum attachment
GLenum GLuint GLsizei propCount
GLuint name
GLint first
GLsizei bufSize
GLint GLint GLint srcY1
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLsizei GLenum * sources
GLfloat n
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 numAttachments
GLint y
GLfloat GLfloat GLfloat GLfloat h
GLsizei GLsizei GLchar * source
void ** params
GLenum GLenum GLenum dfactorAlpha
Definition qopenglext.h:373
GLuint GLuint num_groups_z
const GLchar * uniformBlockName
GLuint GLint srcX0
GLenum GLenum sfactorAlpha
Definition qopenglext.h:373
GLsizei uniformCount
GLbyte GLbyte blue
Definition qopenglext.h:385
GLenum func
Definition qopenglext.h:663
GLsizei const GLchar *const * varyings
GLuint GLfloat * val
GLsizei const GLchar *const GLenum bufferMode
GLuint renderbuffer
GLuint GLsizei GLsizei GLchar * uniformName
GLint void * img
Definition qopenglext.h:233
GLuint GLsizei const GLuint const GLintptr * offsets
GLuint GLsizei const GLuint const GLintptr const GLsizeiptr * sizes
GLenum precisiontype
GLenum array
GLuint shader
Definition qopenglext.h:665
GLint lod
GLenum sfail
Definition qopenglext.h:662
GLuint num_groups_y
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLuint writeBuffer
GLsizei maxCount
Definition qopenglext.h:677
GLuint * samplers
GLint GLenum GLboolean GLuint relativeoffset
GLuint drawFramebuffer
GLsizei const GLchar *const GLuint * uniformIndices
const GLuint GLenum binaryformat
const GLuint * framebuffers
GLsizei const void * pointer
Definition qopenglext.h:384
GLbitfield GLuint srcName
GLuint uniformIndex
GLint GLenum GLboolean normalized
Definition qopenglext.h:752
GLuint bufferIndex
GLuint framebuffer
GLsizei GLsizei GLuint * shaders
Definition qopenglext.h:677
const GLuint * renderbuffers
GLdouble s
[6]
Definition qopenglext.h:235
GLsizei const GLuint const GLintptr const GLsizei * strides
GLfloat GLfloat GLfloat alpha
Definition qopenglext.h:418
GLbyte green
Definition qopenglext.h:385
GLuint GLuint uniformBlockBinding
GLuint bindingindex
GLenum GLenum GLenum dppass
Definition qopenglext.h:662
GLint GLfloat GLint stencil
GLenum dfactorRGB
Definition qopenglext.h:373
GLuint GLuint storageBlockBinding
GLenum GLenum renderbuffertarget
typedef GLushort(APIENTRYP PFNGLGETSTAGEINDEXNVPROC)(GLenum shadertype)
GLuint attribindex
GLuint uniformBlockIndex
GLuint storageBlockIndex
GLenum cap
GLenum GLint GLint * precision
GLint drawbuffer
GLbitfield GLuint readBuffer
GLenum GLenum dpfail
Definition qopenglext.h:662
GLsizeiptr const void GLenum usage
Definition qopenglext.h:543
GLboolean invert
Definition qopenglext.h:226
GLsizei const GLchar *const * uniformNames
#define GLuint
QGraphicsSvgItem * red