15#ifndef QOPENGLVERSIONFUNCTIONS_3_2_CORE_H
16#define QOPENGLVERSIONFUNCTIONS_3_2_CORE_H
18#include <QtOpenGL/qtopenglglobal.h>
20#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)
22#include <QtOpenGL/QOpenGLVersionProfile>
23#include <QtOpenGL/QOpenGLVersionFunctions>
24#include <QtGui/qopenglcontext.h>
68 void glClearStencil(
GLint s);
103 void glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const GLvoid *
pixels);
113 void glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const GLvoid *
data);
267 void glEndConditionalRender();
274 void glEndTransformFeedback();
275 void glBeginTransformFeedback(
GLenum primitiveMode);
306 void glDeleteSync(
GLsync sync);
345 d_1_0_Core->f.DepthRange(nearVal, farVal);
350 return d_1_0_Core->f.IsEnabled(
cap);
380 return d_1_0_Core->f.GetString(
name);
395 return d_1_0_Core->f.GetError();
415 d_1_0_Core->f.ReadBuffer(
mode);
430 d_1_0_Core->f.DepthFunc(
func);
435 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
445 d_1_0_Core->f.LogicOp(
opcode);
450 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
455 d_1_0_Core->f.Flush();
460 d_1_0_Core->f.Finish();
465 d_1_0_Core->f.Enable(
cap);
470 d_1_0_Core->f.Disable(
cap);
475 d_1_0_Core->f.DepthMask(flag);
485 d_1_0_Core->f.StencilMask(
mask);
490 d_1_0_Core->f.ClearDepth(
depth);
495 d_1_0_Core->f.ClearStencil(
s);
505 d_1_0_Core->f.Clear(
mask);
510 d_1_0_Core->f.DrawBuffer(
mode);
550 d_1_0_Core->f.PolygonMode(
face,
mode);
555 d_1_0_Core->f.PointSize(
size);
560 d_1_0_Core->f.LineWidth(
width);
570 d_1_0_Core->f.FrontFace(
mode);
575 d_1_0_Core->f.CullFace(
mode);
582 return d_1_1_Core->f.IsTexture(
texture);
592 d_1_1_Core->f.DeleteTextures(
n,
textures);
632 d_1_1_Core->f.PolygonOffset(factor,
units);
652inline void QOpenGLFunctions_3_2_Core::glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const GLvoid *
pixels)
654 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
669 d_1_2_Core->f.BlendEquation(
mode);
694inline void QOpenGLFunctions_3_2_Core::glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const GLvoid *
data)
696 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
721 d_1_3_Core->f.ActiveTexture(
texture);
775 return d_1_5_Core->f.UnmapBuffer(
target);
800 return d_1_5_Core->f.IsBuffer(
buffer);
805 d_1_5_Core->f.GenBuffers(
n,
buffers);
810 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
820 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
835 d_1_5_Core->f.EndQuery(
target);
840 d_1_5_Core->f.BeginQuery(
target,
id);
845 return d_1_5_Core->f.IsQuery(
id);
850 d_1_5_Core->f.DeleteQueries(
n,
ids);
855 d_1_5_Core->f.GenQueries(
n,
ids);
867 d_2_0_Core->f.ValidateProgram(
program);
967 d_2_0_Core->f.UseProgram(
program);
977 d_2_0_Core->f.LinkProgram(
program);
982 return d_2_0_Core->f.IsShader(
shader);
987 return d_2_0_Core->f.IsProgram(
program);
1022 return d_2_0_Core->f.GetUniformLocation(
program,
name);
1052 return d_2_0_Core->f.GetAttribLocation(
program,
name);
1072 d_2_0_Core->f.EnableVertexAttribArray(
index);
1077 d_2_0_Core->f.DisableVertexAttribArray(
index);
1087 d_2_0_Core->f.DeleteShader(
shader);
1092 d_2_0_Core->f.DeleteProgram(
program);
1097 return d_2_0_Core->f.CreateShader(
type);
1102 return d_2_0_Core->f.CreateProgram();
1107 d_2_0_Core->f.CompileShader(
shader);
1122 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
1137 d_2_0_Core->f.DrawBuffers(
n,
bufs);
1181 return d_3_0_Core->f.IsVertexArray(
array);
1186 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
1191 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
1196 d_3_0_Core->f.BindVertexArray(
array);
1226 d_3_0_Core->f.GenerateMipmap(
target);
1256 return d_3_0_Core->f.CheckFramebufferStatus(
target);
1311 return d_3_0_Core->f.GetStringi(
name,
index);
1396 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
1426 d_3_0_Core->f.EndConditionalRender();
1431 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
1461 d_3_0_Core->f.EndTransformFeedback();
1466 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
1496 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
1543 d_3_1_Core->f.PrimitiveRestartIndex(
index);
1600 return d_3_2_Core->f.ClientWaitSync(sync,
flags,
timeout);
1605 d_3_2_Core->f.DeleteSync(sync);
1610 return d_3_2_Core->f.IsSync(sync);
1620 d_3_2_Core->f.ProvokingVertex(
mode);
virtual bool initializeOpenGLFunctions()
GLuint glCreateShader(GLenum type)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
const GLubyte * glGetString(GLenum name)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glEndQuery(GLenum target)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glFrontFace(GLenum mode)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glGetIntegerv(GLenum pname, GLint *params)
void glDisablei(GLenum target, GLuint index)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glUseProgram(GLuint program)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glDeleteShader(GLuint shader)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glProvokingVertex(GLenum mode)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glBindTexture(GLenum target, GLuint texture)
void glEnableVertexAttribArray(GLuint index)
void glActiveTexture(GLenum texture)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glStencilMaskSeparate(GLenum face, GLuint mask)
GLboolean glIsVertexArray(GLuint array)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glGetFloatv(GLenum pname, GLfloat *params)
void glPixelStorei(GLenum pname, GLint param)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glGetBooleanv(GLenum pname, GLboolean *params)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glDepthFunc(GLenum func)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glEnablei(GLenum target, GLuint index)
void glClampColor(GLenum target, GLenum clamp)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glLinkProgram(GLuint program)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glGetInteger64v(GLenum pname, GLint64 *params)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glValidateProgram(GLuint program)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
GLboolean glIsTexture(GLuint texture)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glDrawBuffer(GLenum mode)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glBindBuffer(GLenum target, GLuint buffer)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glCullFace(GLenum mode)
void glDeleteProgram(GLuint program)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glCompileShader(GLuint shader)
GLenum glCheckFramebufferStatus(GLenum target)
void glPixelStoref(GLenum pname, GLfloat param)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glDisable(GLenum cap)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glReadBuffer(GLenum mode)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glGenQueries(GLsizei n, GLuint *ids)
void glStencilMask(GLuint mask)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glBindVertexArray(GLuint array)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glPolygonMode(GLenum face, GLenum mode)
void glDeleteTextures(GLsizei n, const GLuint *textures)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glBeginTransformFeedback(GLenum primitiveMode)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glUniform1ui(GLint location, GLuint v0)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glDisableVertexAttribArray(GLuint index)
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels)
void glEnable(GLenum cap)
GLboolean glIsProgram(GLuint program)
void glPointParameteriv(GLenum pname, const GLint *params)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glAttachShader(GLuint program, GLuint shader)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glLineWidth(GLfloat width)
GLboolean glIsSync(GLsync sync)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glUniform1i(GLint location, GLint v0)
void glGetDoublev(GLenum pname, GLdouble *params)
void glBeginQuery(GLenum target, GLuint id)
void glDeleteSync(GLsync sync)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
GLboolean glIsEnabled(GLenum cap)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glHint(GLenum target, GLenum mode)
void glEndTransformFeedback()
void glDetachShader(GLuint program, GLuint shader)
GLboolean glIsBuffer(GLuint buffer)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glClear(GLbitfield mask)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
GLboolean glIsQuery(GLuint id)
void glPrimitiveRestartIndex(GLuint index)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glClearStencil(GLint s)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glClearDepth(GLdouble depth)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glLogicOp(GLenum opcode)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glEndConditionalRender()
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
GLboolean glIsShader(GLuint shader)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glPointParameteri(GLenum pname, GLint param)
void glSampleMaski(GLuint index, GLbitfield mask)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glBlendEquation(GLenum mode)
void glGenerateMipmap(GLenum target)
void glGenBuffers(GLsizei n, GLuint *buffers)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glDepthMask(GLboolean flag)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
GLboolean glUnmapBuffer(GLenum target)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glUniform1f(GLint location, GLfloat v0)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glGenTextures(GLsizei n, GLuint *textures)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glPointSize(GLfloat size)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glPointParameterf(GLenum pname, GLfloat param)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
Combined button and popup list for selecting options.
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
GLsizei GLenum GLsizei GLsizei GLsizei GLboolean fixedsamplelocations
GLint GLint GLint GLint dstX0
GLint GLfloat GLfloat GLfloat v2
GLenum GLsizei GLsizei GLint * values
[15]
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
GLint GLint GLint GLint GLint x
[0]
GLuint const GLuint * buffers
GLint GLenum GLsizei GLsizei GLsizei depth
typedef GLfloat(GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC)(GLuint path
GLenum GLuint GLint level
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLenum GLenum GLsizei const GLuint * ids
GLuint const GLuint GLuint const GLuint * textures
GLenum GLuint GLenum GLsizei length
GLenum GLenum GLsizei count
GLbitfield GLuint64 timeout
[4]
GLint GLenum GLsizei GLsizei GLsizei GLint border
GLsizei GLsizei GLchar * infoLog
const void GLsizei GLsizei stride
GLint GLint GLint yoffset
GLint GLint GLint GLint zoffset
GLint GLsizei GLboolean transpose
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum GLintptr readOffset
GLint GLint GLint GLint GLint GLint dstX1
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum GLintptr GLintptr writeOffset
GLsizei GLenum const void GLint basevertex
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLint GLenum internalformat
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLint GLfloat GLfloat GLfloat GLfloat v3
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLint GLsizei GLsizei GLenum format
const void GLsizei drawcount
GLint GLint GLint GLint GLint dstY0
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei imageSize
GLint GLint GLint GLint GLint GLint GLint dstY1
GLsizei GLenum const void * indices
GLsizei GLsizei GLchar * source
GLenum GLenum GLenum dfactorAlpha
const GLchar * uniformBlockName
GLenum GLenum sfactorAlpha
GLsizei const GLchar *const * varyings
GLsizei const GLchar *const GLenum bufferMode
GLuint GLsizei GLsizei GLchar * uniformName
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLsizei const GLchar *const GLuint * uniformIndices
const GLuint * framebuffers
GLsizei const void * pointer
GLint GLenum GLboolean normalized
const GLuint * renderbuffers
GLfloat GLfloat GLfloat alpha
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
GLint GLfloat GLint stencil
GLenum GLenum renderbuffertarget
GLsizeiptr const void GLenum usage
GLsizei const GLchar *const * uniformNames