15#ifndef QOPENGLVERSIONFUNCTIONS_4_3_CORE_H
16#define QOPENGLVERSIONFUNCTIONS_4_3_CORE_H
18#include <QtOpenGL/qtopenglglobal.h>
20#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)
22#include <QtOpenGL/QOpenGLVersionProfile>
23#include <QtOpenGL/QOpenGLVersionFunctions>
24#include <QtGui/qopenglcontext.h>
28#pragma push_macro("MemoryBarrier")
75 void glClearStencil(
GLint s);
110 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);
120 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);
274 void glEndConditionalRender();
281 void glEndTransformFeedback();
282 void glBeginTransformFeedback(
GLenum primitiveMode);
313 void glDeleteSync(
GLsync sync);
361 void glResumeTransformFeedback();
362 void glPauseTransformFeedback();
425 void glValidateProgramPipeline(
GLuint pipeline);
480 void glBindProgramPipeline(
GLuint pipeline);
487 void glClearDepthf(
GLfloat dd);
491 void glReleaseShaderCompiler();
536 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);
574 d_1_0_Core->f.DepthRange(nearVal, farVal);
579 return d_1_0_Core->f.IsEnabled(
cap);
609 return d_1_0_Core->f.GetString(
name);
624 return d_1_0_Core->f.GetError();
644 d_1_0_Core->f.ReadBuffer(
mode);
659 d_1_0_Core->f.DepthFunc(
func);
664 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
674 d_1_0_Core->f.LogicOp(
opcode);
679 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
684 d_1_0_Core->f.Flush();
689 d_1_0_Core->f.Finish();
694 d_1_0_Core->f.Enable(
cap);
699 d_1_0_Core->f.Disable(
cap);
704 d_1_0_Core->f.DepthMask(flag);
714 d_1_0_Core->f.StencilMask(
mask);
719 d_1_0_Core->f.ClearDepth(
depth);
724 d_1_0_Core->f.ClearStencil(
s);
734 d_1_0_Core->f.Clear(
mask);
739 d_1_0_Core->f.DrawBuffer(
mode);
779 d_1_0_Core->f.PolygonMode(
face,
mode);
784 d_1_0_Core->f.PointSize(
size);
789 d_1_0_Core->f.LineWidth(
width);
799 d_1_0_Core->f.FrontFace(
mode);
804 d_1_0_Core->f.CullFace(
mode);
811 return d_1_1_Core->f.IsTexture(
texture);
821 d_1_1_Core->f.DeleteTextures(
n,
textures);
861 d_1_1_Core->f.PolygonOffset(factor,
units);
881inline void QOpenGLFunctions_4_3_Core::glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const GLvoid *
pixels)
883 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
898 d_1_2_Core->f.BlendEquation(
mode);
923inline void QOpenGLFunctions_4_3_Core::glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const GLvoid *
data)
925 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
950 d_1_3_Core->f.ActiveTexture(
texture);
1004 return d_1_5_Core->f.UnmapBuffer(
target);
1029 return d_1_5_Core->f.IsBuffer(
buffer);
1034 d_1_5_Core->f.GenBuffers(
n,
buffers);
1039 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
1049 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
1054 d_1_5_Core->f.GetQueryObjectiv(
id,
pname,
params);
1064 d_1_5_Core->f.EndQuery(
target);
1069 d_1_5_Core->f.BeginQuery(
target,
id);
1074 return d_1_5_Core->f.IsQuery(
id);
1079 d_1_5_Core->f.DeleteQueries(
n,
ids);
1084 d_1_5_Core->f.GenQueries(
n,
ids);
1096 d_2_0_Core->f.ValidateProgram(
program);
1196 d_2_0_Core->f.UseProgram(
program);
1206 d_2_0_Core->f.LinkProgram(
program);
1211 return d_2_0_Core->f.IsShader(
shader);
1216 return d_2_0_Core->f.IsProgram(
program);
1251 return d_2_0_Core->f.GetUniformLocation(
program,
name);
1281 return d_2_0_Core->f.GetAttribLocation(
program,
name);
1301 d_2_0_Core->f.EnableVertexAttribArray(
index);
1306 d_2_0_Core->f.DisableVertexAttribArray(
index);
1316 d_2_0_Core->f.DeleteShader(
shader);
1321 d_2_0_Core->f.DeleteProgram(
program);
1326 return d_2_0_Core->f.CreateShader(
type);
1331 return d_2_0_Core->f.CreateProgram();
1336 d_2_0_Core->f.CompileShader(
shader);
1351 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
1366 d_2_0_Core->f.DrawBuffers(
n,
bufs);
1410 return d_3_0_Core->f.IsVertexArray(
array);
1415 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
1420 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
1425 d_3_0_Core->f.BindVertexArray(
array);
1455 d_3_0_Core->f.GenerateMipmap(
target);
1485 return d_3_0_Core->f.CheckFramebufferStatus(
target);
1540 return d_3_0_Core->f.GetStringi(
name,
index);
1625 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
1655 d_3_0_Core->f.EndConditionalRender();
1660 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
1690 d_3_0_Core->f.EndTransformFeedback();
1695 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
1725 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
1772 d_3_1_Core->f.PrimitiveRestartIndex(
index);
1829 return d_3_2_Core->f.ClientWaitSync(sync,
flags,
timeout);
1834 d_3_2_Core->f.DeleteSync(sync);
1839 return d_3_2_Core->f.IsSync(sync);
1849 d_3_2_Core->f.ProvokingVertex(
mode);
1931 d_3_3_Core->f.GetQueryObjectui64v(
id,
pname,
params);
1936 d_3_3_Core->f.GetQueryObjecti64v(
id,
pname,
params);
1941 d_3_3_Core->f.QueryCounter(
id,
target);
1996 d_3_3_Core->f.BindSampler(unit,
sampler);
2001 return d_3_3_Core->f.IsSampler(
sampler);
2016 return d_3_3_Core->f.GetFragDataIndex(
program,
name);
2043 d_4_0_Core->f.BeginQueryIndexed(
target,
index,
id);
2048 d_4_0_Core->f.DrawTransformFeedbackStream(
mode,
id,
stream);
2053 d_4_0_Core->f.DrawTransformFeedback(
mode,
id);
2058 d_4_0_Core->f.ResumeTransformFeedback();
2063 d_4_0_Core->f.PauseTransformFeedback();
2068 return d_4_0_Core->f.IsTransformFeedback(
id);
2073 d_4_0_Core->f.GenTransformFeedbacks(
n,
ids);
2078 d_4_0_Core->f.DeleteTransformFeedbacks(
n,
ids);
2083 d_4_0_Core->f.BindTransformFeedback(
target,
id);
2243 d_4_0_Core->f.BlendFunci(
buf,
src,
dst);
2253 d_4_0_Core->f.BlendEquationi(
buf,
mode);
2258 d_4_0_Core->f.MinSampleShading(
value);
2275 d_4_1_Core->f.DepthRangeIndexed(
index,
n,
f);
2285 d_4_1_Core->f.ScissorIndexedv(
index,
v);
2300 d_4_1_Core->f.ViewportIndexedfv(
index,
v);
2305 d_4_1_Core->f.ViewportIndexedf(
index,
x,
y,
w,
h);
2325 d_4_1_Core->f.VertexAttribL4dv(
index,
v);
2330 d_4_1_Core->f.VertexAttribL3dv(
index,
v);
2335 d_4_1_Core->f.VertexAttribL2dv(
index,
v);
2340 d_4_1_Core->f.VertexAttribL1dv(
index,
v);
2345 d_4_1_Core->f.VertexAttribL4d(
index,
x,
y,
z,
w);
2350 d_4_1_Core->f.VertexAttribL3d(
index,
x,
y,
z);
2355 d_4_1_Core->f.VertexAttribL2d(
index,
x,
y);
2360 d_4_1_Core->f.VertexAttribL1d(
index,
x);
2370 d_4_1_Core->f.ValidateProgramPipeline(pipeline);
2625 d_4_1_Core->f.GetProgramPipelineiv(pipeline,
pname,
params);
2630 return d_4_1_Core->f.IsProgramPipeline(pipeline);
2635 d_4_1_Core->f.GenProgramPipelines(
n,
pipelines);
2640 d_4_1_Core->f.DeleteProgramPipelines(
n,
pipelines);
2645 d_4_1_Core->f.BindProgramPipeline(pipeline);
2655 d_4_1_Core->f.ActiveShaderProgram(pipeline,
program);
2680 d_4_1_Core->f.ClearDepthf(dd);
2685 d_4_1_Core->f.DepthRangef(
n,
f);
2700 d_4_1_Core->f.ReleaseShaderCompiler();
2722 d_4_2_Core->f.MemoryBarrier(barriers);
2839 d_4_3_Core->f.InvalidateBufferData(
buffer);
2907inline void QOpenGLFunctions_4_3_Core::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)
2909 d_4_3_Core->f.CopyImageSubData(
srcName,
srcTarget,
srcLevel,
srcX,
srcY,
srcZ,
dstName,
dstTarget,
dstLevel,
dstX,
dstY,
dstZ,
srcWidth,
srcHeight,
srcDepth);
2914 d_4_3_Core->f.DispatchComputeIndirect(
indirect);
2937#pragma pop_macro("MemoryBarrier")
virtual bool initializeOpenGLFunctions()
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glInvalidateTexImage(GLuint texture, GLint level)
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
void glDispatchComputeIndirect(GLintptr indirect)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glGetIntegerv(GLenum pname, GLint *params)
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glHint(GLenum target, GLenum mode)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glValidateProgram(GLuint program)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glLineWidth(GLfloat width)
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glMinSampleShading(GLfloat value)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glEnablei(GLenum target, GLuint index)
void glDepthRangef(GLfloat n, GLfloat f)
void glGetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
GLboolean glIsShader(GLuint shader)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTexBufferRange(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glPointParameteriv(GLenum pname, const GLint *params)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glReleaseShaderCompiler()
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params)
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glInvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glMultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glGenerateMipmap(GLenum target)
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length)
void glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
void glDisableVertexAttribArray(GLuint index)
void glTexStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glPixelStoref(GLenum pname, GLfloat param)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glVertexAttribL1d(GLuint index, GLdouble x)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount)
GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glBindVertexArray(GLuint array)
void glClear(GLbitfield mask)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data)
void glClearDepthf(GLfloat dd)
void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glClampColor(GLenum target, GLenum clamp)
void glPatchParameteri(GLenum pname, GLint value)
void glPointSize(GLfloat size)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glBlendEquation(GLenum mode)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glGetBooleanv(GLenum pname, GLboolean *params)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glValidateProgramPipeline(GLuint pipeline)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect)
void glTextureView(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glDepthMask(GLboolean flag)
void glScissorIndexedv(GLuint index, const GLint *v)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glDisablei(GLenum target, GLuint index)
void glBeginTransformFeedback(GLenum primitiveMode)
void glEndQuery(GLenum target)
void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
void glResumeTransformFeedback()
void glUniform1d(GLint location, GLdouble x)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
GLenum glCheckFramebufferStatus(GLenum target)
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glTexStorage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount)
void glGenProgramPipelines(GLsizei n, GLuint *pipelines)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glGenTextures(GLsizei n, GLuint *textures)
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glProvokingVertex(GLenum mode)
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGenSamplers(GLsizei count, GLuint *samplers)
void glPrimitiveRestartIndex(GLuint index)
GLboolean glUnmapBuffer(GLenum target)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glQueryCounter(GLuint id, GLenum target)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset)
void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
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 glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glSampleMaski(GLuint index, GLbitfield mask)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glVertexAttribL4dv(GLuint index, const GLdouble *v)
GLboolean glIsSampler(GLuint sampler)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding)
void glEnableVertexAttribArray(GLuint index)
void glBindTransformFeedback(GLenum target, GLuint id)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
void glDeleteProgram(GLuint program)
void glBlendEquationi(GLuint buf, GLenum mode)
void glVertexAttribL2dv(GLuint index, const GLdouble *v)
void glBeginQuery(GLenum target, GLuint id)
void glUniform1i(GLint location, GLint v0)
void glGetInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
GLboolean glIsTransformFeedback(GLuint id)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
GLboolean glIsVertexArray(GLuint array)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glCompileShader(GLuint shader)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glProgramParameteri(GLuint program, GLenum pname, GLint value)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glEndQueryIndexed(GLenum target, GLuint index)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glEndConditionalRender()
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glVertexAttribL1dv(GLuint index, const GLdouble *v)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
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 glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glGetDoublev(GLenum pname, GLdouble *params)
void glMemoryBarrier(GLbitfield barriers)
void glUniform1ui(GLint location, GLuint v0)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glDrawBuffer(GLenum mode)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glActiveTexture(GLenum texture)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
GLboolean glIsSync(GLsync sync)
void glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name)
GLboolean glIsQuery(GLuint id)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glUseProgram(GLuint program)
void glGetInteger64v(GLenum pname, GLint64 *params)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDepthFunc(GLenum func)
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
const GLubyte * glGetString(GLenum name)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
void glBindSampler(GLuint unit, GLuint sampler)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glDisable(GLenum cap)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glProgramUniform1i(GLuint program, GLint location, GLint v0)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glDeleteSync(GLsync sync)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
GLboolean glIsBuffer(GLuint buffer)
void glClearStencil(GLint s)
void glAttachShader(GLuint program, GLuint shader)
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
GLboolean glIsTexture(GLuint texture)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glFrontFace(GLenum mode)
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance)
void glStencilMask(GLuint mask)
GLuint glCreateShader(GLenum type)
void glDeleteShader(GLuint shader)
void glMultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name)
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glInvalidateBufferData(GLuint buffer)
void glBindProgramPipeline(GLuint pipeline)
void glBindBuffer(GLenum target, GLuint buffer)
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glBindTexture(GLenum target, GLuint texture)
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glEnable(GLenum cap)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glPolygonMode(GLenum face, GLenum mode)
void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glLinkProgram(GLuint program)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
GLboolean glIsProgramPipeline(GLuint pipeline)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glPauseTransformFeedback()
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLboolean glIsEnabled(GLenum cap)
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glClearDepth(GLdouble depth)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glViewportIndexedfv(GLuint index, const GLfloat *v)
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCullFace(GLenum mode)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glGenQueries(GLsizei n, GLuint *ids)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glPixelStorei(GLenum pname, GLint param)
void glPointParameterf(GLenum pname, GLfloat param)
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
void glActiveShaderProgram(GLuint pipeline, GLuint program)
void glUniform1f(GLint location, GLfloat v0)
void glDetachShader(GLuint program, GLuint shader)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glEndTransformFeedback()
void glReadBuffer(GLenum mode)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
GLint glGetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glPointParameteri(GLenum pname, GLint param)
void glGetFloatv(GLenum pname, GLfloat *params)
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glLogicOp(GLenum opcode)
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
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 glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
GLboolean glIsProgram(GLuint program)
void glVertexAttribL3dv(GLuint index, const GLdouble *v)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
Combined button and popup list for selecting options.
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
GLsizei GLenum GLsizei GLsizei GLsizei GLboolean fixedsamplelocations
GLint GLint GLint GLint dstX0
GLint GLfloat GLfloat GLfloat v2
GLenum GLsizei GLsizei GLint * values
[15]
GLsizei GLsizei GLenum void * binary
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
GLsizei const GLfloat * v
[13]
GLuint GLfloat GLfloat GLfloat GLfloat GLfloat z
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei GLsizei srcHeight
GLint GLint GLint GLint GLint x
[0]
GLuint const GLuint * buffers
GLint GLenum GLsizei GLsizei GLsizei depth
typedef GLfloat(GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC)(GLuint path
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint dstY
GLenum GLuint GLint level
GLfloat GLfloat GLfloat w
[0]
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLint GLsizei GLsizei GLuint baseinstance
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLenum GLuint origtexture
GLenum GLuint GLenum GLuint GLuint GLuint minlayer
GLenum GLint GLint GLint srcY
GLenum GLenum GLsizei const GLuint * ids
GLuint const GLuint GLuint const GLuint * textures
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint dstX
GLsizei const GLchar ** strings
[1]
GLenum GLenum GLenum GLenum dstAlpha
GLenum GLuint GLenum GLsizei length
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei srcWidth
GLenum GLenum GLsizei count
GLbitfield GLuint64 timeout
[4]
GLint GLenum GLsizei GLsizei GLsizei GLint border
GLsizei GLsizei GLchar * infoLog
GLenum GLenum GLenum srcAlpha
const void GLsizei GLsizei stride
GLint GLint GLint yoffset
GLint GLint GLint GLint zoffset
GLint GLsizei GLboolean transpose
GLenum GLint GLint GLint GLint GLuint GLenum GLint dstLevel
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum GLint GLint GLint GLint GLuint GLenum dstTarget
GLenum GLintptr readOffset
GLenum GLuint GLenum GLuint GLuint numlevels
GLint GLint GLint GLint GLint GLint dstX1
GLenum GLint GLint GLint GLint srcZ
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum GLuint GLenum GLsizei const GLchar * buf
GLenum GLintptr GLintptr writeOffset
GLsizei GLenum const void GLint basevertex
GLsizei const GLenum * attachments
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLint GLenum internalformat
GLenum GLuint GLenum GLuint minlevel
GLenum GLuint GLsizei const GLenum * props
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLenum GLint GLint GLint GLint GLuint dstName
GLint GLfloat GLfloat GLfloat GLfloat v3
GLsizei GLsizei GLenum * binaryFormat
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei GLsizei GLsizei srcDepth
GLenum GLuint GLsizei propCount
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLint GLsizei GLsizei GLenum format
const void GLsizei drawcount
GLint GLint GLint GLint GLint dstY0
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei imageSize
GLint GLint GLint GLint GLint GLint GLint dstY1
GLsizei GLenum const void * indices
GLfloat GLfloat GLfloat GLfloat h
GLsizei GLsizei GLchar * source
GLenum GLenum GLenum dfactorAlpha
GLuint GLuint num_groups_z
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
GLint GLenum GLboolean GLuint relativeoffset
GLsizei const GLchar *const GLuint * uniformIndices
const GLuint GLenum binaryformat
const GLuint * framebuffers
GLsizei const void * pointer
GLbitfield GLuint srcName
GLint GLenum GLboolean normalized
GLsizei GLsizei GLuint * shaders
const GLuint * renderbuffers
GLfloat GLfloat GLfloat alpha
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
GLint GLfloat GLint stencil
GLuint GLuint storageBlockBinding
GLenum GLenum renderbuffertarget
GLenum GLint GLint * precision
GLsizeiptr const void GLenum usage
GLsizei const GLchar *const * uniformNames