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Copy pathqopenglfunctions_4_1_core.h
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qopenglfunctions_4_1_core.h
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// Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB)
// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
/***************************************************************************
** This file was generated by glgen version 0.1
** Command line was: glgen
**
** glgen is Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB)
**
** This is an auto-generated file.
** Do not edit! All changes made to it will be lost.
**
****************************************************************************/
#ifndef QOPENGLVERSIONFUNCTIONS_4_1_CORE_H
#define QOPENGLVERSIONFUNCTIONS_4_1_CORE_H
#include <QtOpenGL/qtopenglglobal.h>
#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)
#include <QtOpenGL/QOpenGLVersionProfile>
#include <QtOpenGL/QOpenGLVersionFunctions>
#include <QtGui/qopenglcontext.h>
QT_BEGIN_NAMESPACE
class Q_OPENGL_EXPORT QOpenGLFunctions_4_1_Core : public QAbstractOpenGLFunctions
{
public:
QOpenGLFunctions_4_1_Core();
~QOpenGLFunctions_4_1_Core();
bool initializeOpenGLFunctions() override;
// OpenGL 1.0 core functions
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
void glDepthRange(GLdouble nearVal, GLdouble farVal);
GLboolean glIsEnabled(GLenum cap);
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params);
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params);
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params);
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
const GLubyte * glGetString(GLenum name);
void glGetIntegerv(GLenum pname, GLint *params);
void glGetFloatv(GLenum pname, GLfloat *params);
GLenum glGetError();
void glGetDoublev(GLenum pname, GLdouble *params);
void glGetBooleanv(GLenum pname, GLboolean *params);
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
void glReadBuffer(GLenum mode);
void glPixelStorei(GLenum pname, GLint param);
void glPixelStoref(GLenum pname, GLfloat param);
void glDepthFunc(GLenum func);
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
void glStencilFunc(GLenum func, GLint ref, GLuint mask);
void glLogicOp(GLenum opcode);
void glBlendFunc(GLenum sfactor, GLenum dfactor);
void glFlush();
void glFinish();
void glEnable(GLenum cap);
void glDisable(GLenum cap);
void glDepthMask(GLboolean flag);
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void glStencilMask(GLuint mask);
void glClearDepth(GLdouble depth);
void glClearStencil(GLint s);
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void glClear(GLbitfield mask);
void glDrawBuffer(GLenum mode);
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params);
void glTexParameteri(GLenum target, GLenum pname, GLint param);
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
void glPolygonMode(GLenum face, GLenum mode);
void glPointSize(GLfloat size);
void glLineWidth(GLfloat width);
void glHint(GLenum target, GLenum mode);
void glFrontFace(GLenum mode);
void glCullFace(GLenum mode);
// OpenGL 1.1 core functions
GLboolean glIsTexture(GLuint texture);
void glGenTextures(GLsizei n, GLuint *textures);
void glDeleteTextures(GLsizei n, const GLuint *textures);
void glBindTexture(GLenum target, GLuint texture);
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
void glPolygonOffset(GLfloat factor, GLfloat units);
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
void glDrawArrays(GLenum mode, GLint first, GLsizei count);
// OpenGL 1.2 core functions
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
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 glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
void glBlendEquation(GLenum mode);
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
// OpenGL 1.3 core functions
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img);
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
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 glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
void glSampleCoverage(GLfloat value, GLboolean invert);
void glActiveTexture(GLenum texture);
// OpenGL 1.4 core functions
void glPointParameteriv(GLenum pname, const GLint *params);
void glPointParameteri(GLenum pname, GLint param);
void glPointParameterfv(GLenum pname, const GLfloat *params);
void glPointParameterf(GLenum pname, GLfloat param);
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount);
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
// OpenGL 1.5 core functions
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* *params);
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
GLboolean glUnmapBuffer(GLenum target);
GLvoid* glMapBuffer(GLenum target, GLenum access);
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
GLboolean glIsBuffer(GLuint buffer);
void glGenBuffers(GLsizei n, GLuint *buffers);
void glDeleteBuffers(GLsizei n, const GLuint *buffers);
void glBindBuffer(GLenum target, GLuint buffer);
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params);
void glGetQueryiv(GLenum target, GLenum pname, GLint *params);
void glEndQuery(GLenum target);
void glBeginQuery(GLenum target, GLuint id);
GLboolean glIsQuery(GLuint id);
void glDeleteQueries(GLsizei n, const GLuint *ids);
void glGenQueries(GLsizei n, GLuint *ids);
// OpenGL 2.0 core functions
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
void glValidateProgram(GLuint program);
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniform4iv(GLint location, GLsizei count, const GLint *value);
void glUniform3iv(GLint location, GLsizei count, const GLint *value);
void glUniform2iv(GLint location, GLsizei count, const GLint *value);
void glUniform1iv(GLint location, GLsizei count, const GLint *value);
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
void glUniform2i(GLint location, GLint v0, GLint v1);
void glUniform1i(GLint location, GLint v0);
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
void glUniform2f(GLint location, GLfloat v0, GLfloat v1);
void glUniform1f(GLint location, GLfloat v0);
void glUseProgram(GLuint program);
void glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
void glLinkProgram(GLuint program);
GLboolean glIsShader(GLuint shader);
GLboolean glIsProgram(GLuint program);
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer);
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params);
void glGetUniformiv(GLuint program, GLint location, GLint *params);
void glGetUniformfv(GLuint program, GLint location, GLfloat *params);
GLint glGetUniformLocation(GLuint program, const GLchar *name);
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params);
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
void glGetProgramiv(GLuint program, GLenum pname, GLint *params);
GLint glGetAttribLocation(GLuint program, const GLchar *name);
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
void glEnableVertexAttribArray(GLuint index);
void glDisableVertexAttribArray(GLuint index);
void glDetachShader(GLuint program, GLuint shader);
void glDeleteShader(GLuint shader);
void glDeleteProgram(GLuint program);
GLuint glCreateShader(GLenum type);
GLuint glCreateProgram();
void glCompileShader(GLuint shader);
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
void glAttachShader(GLuint program, GLuint shader);
void glStencilMaskSeparate(GLenum face, GLuint mask);
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
void glDrawBuffers(GLsizei n, const GLenum *bufs);
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
// OpenGL 2.1 core functions
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
// OpenGL 3.0 core functions
GLboolean glIsVertexArray(GLuint array);
void glGenVertexArrays(GLsizei n, GLuint *arrays);
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays);
void glBindVertexArray(GLuint array);
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length);
GLvoid* glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
void glGenerateMipmap(GLenum target);
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params);
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
GLenum glCheckFramebufferStatus(GLenum target);
void glGenFramebuffers(GLsizei n, GLuint *framebuffers);
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
void glBindFramebuffer(GLenum target, GLuint framebuffer);
GLboolean glIsFramebuffer(GLuint framebuffer);
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
GLboolean glIsRenderbuffer(GLuint renderbuffer);
const GLubyte * glGetStringi(GLenum name, GLuint index);
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params);
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params);
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params);
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params);
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value);
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value);
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value);
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value);
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
void glUniform2ui(GLint location, GLuint v0, GLuint v1);
void glUniform1ui(GLint location, GLuint v0);
GLint glGetFragDataLocation(GLuint program, const GLchar *name);
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name);
void glGetUniformuiv(GLuint program, GLint location, GLuint *params);
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void glEndConditionalRender();
void glBeginConditionalRender(GLuint id, GLenum mode);
void glClampColor(GLenum target, GLenum clamp);
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode);
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer);
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
void glEndTransformFeedback();
void glBeginTransformFeedback(GLenum primitiveMode);
GLboolean glIsEnabledi(GLenum target, GLuint index);
void glDisablei(GLenum target, GLuint index);
void glEnablei(GLenum target, GLuint index);
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data);
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data);
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
// OpenGL 3.1 core functions
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName);
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices);
void glPrimitiveRestartIndex(GLuint index);
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer);
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount);
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
// OpenGL 3.2 core functions
void glSampleMaski(GLuint index, GLbitfield mask);
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
void glGetInteger64v(GLenum pname, GLint64 *params);
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
void glDeleteSync(GLsync sync);
GLboolean glIsSync(GLsync sync);
GLsync glFenceSync(GLenum condition, GLbitfield flags);
void glProvokingVertex(GLenum mode);
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex);
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex);
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level);
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params);
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
// OpenGL 3.3 core functions
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params);
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params);
void glQueryCounter(GLuint id, GLenum target);
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params);
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params);
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params);
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param);
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param);
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param);
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param);
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param);
void glBindSampler(GLuint unit, GLuint sampler);
GLboolean glIsSampler(GLuint sampler);
void glDeleteSamplers(GLsizei count, const GLuint *samplers);
void glGenSamplers(GLsizei count, GLuint *samplers);
GLint glGetFragDataIndex(GLuint program, const GLchar *name);
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
void glVertexAttribDivisor(GLuint index, GLuint divisor);
// OpenGL 4.0 core functions
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params);
void glEndQueryIndexed(GLenum target, GLuint index);
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id);
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream);
void glDrawTransformFeedback(GLenum mode, GLuint id);
void glResumeTransformFeedback();
void glPauseTransformFeedback();
GLboolean glIsTransformFeedback(GLuint id);
void glGenTransformFeedbacks(GLsizei n, GLuint *ids);
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
void glBindTransformFeedback(GLenum target, GLuint id);
void glPatchParameterfv(GLenum pname, const GLfloat *values);
void glPatchParameteri(GLenum pname, GLint value);
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values);
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params);
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices);
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name);
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name);
void glGetUniformdv(GLuint program, GLint location, GLdouble *params);
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value);
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value);
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value);
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value);
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z);
void glUniform2d(GLint location, GLdouble x, GLdouble y);
void glUniform1d(GLint location, GLdouble x);
void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect);
void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect);
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void glBlendFunci(GLuint buf, GLenum src, GLenum dst);
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha);
void glBlendEquationi(GLuint buf, GLenum mode);
void glMinSampleShading(GLfloat value);
// OpenGL 4.1 core functions
void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data);
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data);
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f);
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v);
void glScissorIndexedv(GLuint index, const GLint *v);
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v);
void glViewportIndexedfv(GLuint index, const GLfloat *v);
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v);
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params);
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void glVertexAttribL4dv(GLuint index, const GLdouble *v);
void glVertexAttribL3dv(GLuint index, const GLdouble *v);
void glVertexAttribL2dv(GLuint index, const GLdouble *v);
void glVertexAttribL1dv(GLuint index, const GLdouble *v);
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y);
void glVertexAttribL1d(GLuint index, GLdouble x);
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
void glValidateProgramPipeline(GLuint pipeline);
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value);
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value);
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1);
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1);
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1);
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value);
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1);
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0);
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0);
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0);
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value);
void glProgramUniform1i(GLuint program, GLint location, GLint v0);
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params);
GLboolean glIsProgramPipeline(GLuint pipeline);
void glGenProgramPipelines(GLsizei n, GLuint *pipelines);
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines);
void glBindProgramPipeline(GLuint pipeline);
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar* const *strings);
void glActiveShaderProgram(GLuint pipeline, GLuint program);
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program);
void glProgramParameteri(GLuint program, GLenum pname, GLint value);
void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length);
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary);
void glClearDepthf(GLfloat dd);
void glDepthRangef(GLfloat n, GLfloat f);
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length);
void glReleaseShaderCompiler();
private:
friend class QOpenGLVersionFunctionsFactory;
static bool isContextCompatible(QOpenGLContext *context);
static QOpenGLVersionProfile versionProfile();
QOpenGLFunctions_1_0_CoreBackend* d_1_0_Core;
QOpenGLFunctions_1_1_CoreBackend* d_1_1_Core;
QOpenGLFunctions_1_2_CoreBackend* d_1_2_Core;
QOpenGLFunctions_1_3_CoreBackend* d_1_3_Core;
QOpenGLFunctions_1_4_CoreBackend* d_1_4_Core;
QOpenGLFunctions_1_5_CoreBackend* d_1_5_Core;
QOpenGLFunctions_2_0_CoreBackend* d_2_0_Core;
QOpenGLFunctions_2_1_CoreBackend* d_2_1_Core;
QOpenGLFunctions_3_0_CoreBackend* d_3_0_Core;
QOpenGLFunctions_3_1_CoreBackend* d_3_1_Core;
QOpenGLFunctions_3_2_CoreBackend* d_3_2_Core;
QOpenGLFunctions_3_3_CoreBackend* d_3_3_Core;
QOpenGLFunctions_4_0_CoreBackend* d_4_0_Core;
QOpenGLFunctions_4_1_CoreBackend* d_4_1_Core;
};
// OpenGL 1.0 core functions
inline void QOpenGLFunctions_4_1_Core::glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
d_1_0_Core->f.Viewport(x, y, width, height);
}
inline void QOpenGLFunctions_4_1_Core::glDepthRange(GLdouble nearVal, GLdouble farVal)
{
d_1_0_Core->f.DepthRange(nearVal, farVal);
}
inline GLboolean QOpenGLFunctions_4_1_Core::glIsEnabled(GLenum cap)
{
return d_1_0_Core->f.IsEnabled(cap);
}
inline void QOpenGLFunctions_4_1_Core::glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
{
d_1_0_Core->f.GetTexLevelParameteriv(target, level, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
{
d_1_0_Core->f.GetTexLevelParameterfv(target, level, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
{
d_1_0_Core->f.GetTexParameteriv(target, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
{
d_1_0_Core->f.GetTexParameterfv(target, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
{
d_1_0_Core->f.GetTexImage(target, level, format, type, pixels);
}
inline const GLubyte * QOpenGLFunctions_4_1_Core::glGetString(GLenum name)
{
return d_1_0_Core->f.GetString(name);
}
inline void QOpenGLFunctions_4_1_Core::glGetIntegerv(GLenum pname, GLint *params)
{
d_1_0_Core->f.GetIntegerv(pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetFloatv(GLenum pname, GLfloat *params)
{
d_1_0_Core->f.GetFloatv(pname, params);
}
inline GLenum QOpenGLFunctions_4_1_Core::glGetError()
{
return d_1_0_Core->f.GetError();
}
inline void QOpenGLFunctions_4_1_Core::glGetDoublev(GLenum pname, GLdouble *params)
{
d_1_0_Core->f.GetDoublev(pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetBooleanv(GLenum pname, GLboolean *params)
{
d_1_0_Core->f.GetBooleanv(pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
{
d_1_0_Core->f.ReadPixels(x, y, width, height, format, type, pixels);
}
inline void QOpenGLFunctions_4_1_Core::glReadBuffer(GLenum mode)
{
d_1_0_Core->f.ReadBuffer(mode);
}
inline void QOpenGLFunctions_4_1_Core::glPixelStorei(GLenum pname, GLint param)
{
d_1_0_Core->f.PixelStorei(pname, param);
}
inline void QOpenGLFunctions_4_1_Core::glPixelStoref(GLenum pname, GLfloat param)
{
d_1_0_Core->f.PixelStoref(pname, param);
}
inline void QOpenGLFunctions_4_1_Core::glDepthFunc(GLenum func)
{
d_1_0_Core->f.DepthFunc(func);
}
inline void QOpenGLFunctions_4_1_Core::glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
d_1_0_Core->f.StencilOp(fail, zfail, zpass);
}
inline void QOpenGLFunctions_4_1_Core::glStencilFunc(GLenum func, GLint ref, GLuint mask)
{
d_1_0_Core->f.StencilFunc(func, ref, mask);
}
inline void QOpenGLFunctions_4_1_Core::glLogicOp(GLenum opcode)
{
d_1_0_Core->f.LogicOp(opcode);
}
inline void QOpenGLFunctions_4_1_Core::glBlendFunc(GLenum sfactor, GLenum dfactor)
{
d_1_0_Core->f.BlendFunc(sfactor, dfactor);
}
inline void QOpenGLFunctions_4_1_Core::glFlush()
{
d_1_0_Core->f.Flush();
}
inline void QOpenGLFunctions_4_1_Core::glFinish()
{
d_1_0_Core->f.Finish();
}
inline void QOpenGLFunctions_4_1_Core::glEnable(GLenum cap)
{
d_1_0_Core->f.Enable(cap);
}
inline void QOpenGLFunctions_4_1_Core::glDisable(GLenum cap)
{
d_1_0_Core->f.Disable(cap);
}
inline void QOpenGLFunctions_4_1_Core::glDepthMask(GLboolean flag)
{
d_1_0_Core->f.DepthMask(flag);
}
inline void QOpenGLFunctions_4_1_Core::glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
d_1_0_Core->f.ColorMask(red, green, blue, alpha);
}
inline void QOpenGLFunctions_4_1_Core::glStencilMask(GLuint mask)
{
d_1_0_Core->f.StencilMask(mask);
}
inline void QOpenGLFunctions_4_1_Core::glClearDepth(GLdouble depth)
{
d_1_0_Core->f.ClearDepth(depth);
}
inline void QOpenGLFunctions_4_1_Core::glClearStencil(GLint s)
{
d_1_0_Core->f.ClearStencil(s);
}
inline void QOpenGLFunctions_4_1_Core::glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
d_1_0_Core->f.ClearColor(red, green, blue, alpha);
}
inline void QOpenGLFunctions_4_1_Core::glClear(GLbitfield mask)
{
d_1_0_Core->f.Clear(mask);
}
inline void QOpenGLFunctions_4_1_Core::glDrawBuffer(GLenum mode)
{
d_1_0_Core->f.DrawBuffer(mode);
}
inline void QOpenGLFunctions_4_1_Core::glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
{
d_1_0_Core->f.TexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
}
inline void QOpenGLFunctions_4_1_Core::glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
{
d_1_0_Core->f.TexImage1D(target, level, internalformat, width, border, format, type, pixels);
}
inline void QOpenGLFunctions_4_1_Core::glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
{
d_1_0_Core->f.TexParameteriv(target, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glTexParameteri(GLenum target, GLenum pname, GLint param)
{
d_1_0_Core->f.TexParameteri(target, pname, param);
}
inline void QOpenGLFunctions_4_1_Core::glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
{
d_1_0_Core->f.TexParameterfv(target, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glTexParameterf(GLenum target, GLenum pname, GLfloat param)
{
d_1_0_Core->f.TexParameterf(target, pname, param);
}
inline void QOpenGLFunctions_4_1_Core::glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
d_1_0_Core->f.Scissor(x, y, width, height);
}
inline void QOpenGLFunctions_4_1_Core::glPolygonMode(GLenum face, GLenum mode)
{
d_1_0_Core->f.PolygonMode(face, mode);
}
inline void QOpenGLFunctions_4_1_Core::glPointSize(GLfloat size)
{
d_1_0_Core->f.PointSize(size);
}
inline void QOpenGLFunctions_4_1_Core::glLineWidth(GLfloat width)
{
d_1_0_Core->f.LineWidth(width);
}
inline void QOpenGLFunctions_4_1_Core::glHint(GLenum target, GLenum mode)
{
d_1_0_Core->f.Hint(target, mode);
}
inline void QOpenGLFunctions_4_1_Core::glFrontFace(GLenum mode)
{
d_1_0_Core->f.FrontFace(mode);
}
inline void QOpenGLFunctions_4_1_Core::glCullFace(GLenum mode)
{
d_1_0_Core->f.CullFace(mode);
}
// OpenGL 1.1 core functions
inline GLboolean QOpenGLFunctions_4_1_Core::glIsTexture(GLuint texture)
{
return d_1_1_Core->f.IsTexture(texture);
}
inline void QOpenGLFunctions_4_1_Core::glGenTextures(GLsizei n, GLuint *textures)
{
d_1_1_Core->f.GenTextures(n, textures);
}
inline void QOpenGLFunctions_4_1_Core::glDeleteTextures(GLsizei n, const GLuint *textures)
{
d_1_1_Core->f.DeleteTextures(n, textures);
}
inline void QOpenGLFunctions_4_1_Core::glBindTexture(GLenum target, GLuint texture)
{
d_1_1_Core->f.BindTexture(target, texture);
}
inline void QOpenGLFunctions_4_1_Core::glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
{
d_1_1_Core->f.TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}
inline void QOpenGLFunctions_4_1_Core::glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
{
d_1_1_Core->f.TexSubImage1D(target, level, xoffset, width, format, type, pixels);
}
inline void QOpenGLFunctions_4_1_Core::glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
d_1_1_Core->f.CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}
inline void QOpenGLFunctions_4_1_Core::glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
{
d_1_1_Core->f.CopyTexSubImage1D(target, level, xoffset, x, y, width);
}
inline void QOpenGLFunctions_4_1_Core::glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
d_1_1_Core->f.CopyTexImage2D(target, level, internalformat, x, y, width, height, border);
}
inline void QOpenGLFunctions_4_1_Core::glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
{
d_1_1_Core->f.CopyTexImage1D(target, level, internalformat, x, y, width, border);
}
inline void QOpenGLFunctions_4_1_Core::glPolygonOffset(GLfloat factor, GLfloat units)
{
d_1_1_Core->f.PolygonOffset(factor, units);
}
inline void QOpenGLFunctions_4_1_Core::glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
d_1_1_Core->f.DrawElements(mode, count, type, indices);
}
inline void QOpenGLFunctions_4_1_Core::glDrawArrays(GLenum mode, GLint first, GLsizei count)
{
d_1_1_Core->f.DrawArrays(mode, first, count);
}
// OpenGL 1.2 core functions
inline void QOpenGLFunctions_4_1_Core::glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
d_1_2_Core->f.CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
}
inline void QOpenGLFunctions_4_1_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)
{
d_1_2_Core->f.TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
}
inline void QOpenGLFunctions_4_1_Core::glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
{
d_1_2_Core->f.TexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels);
}
inline void QOpenGLFunctions_4_1_Core::glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
{
d_1_2_Core->f.DrawRangeElements(mode, start, end, count, type, indices);
}
inline void QOpenGLFunctions_4_1_Core::glBlendEquation(GLenum mode)
{
d_1_2_Core->f.BlendEquation(mode);
}
inline void QOpenGLFunctions_4_1_Core::glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
d_1_2_Core->f.BlendColor(red, green, blue, alpha);
}
// OpenGL 1.3 core functions
inline void QOpenGLFunctions_4_1_Core::glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
{
d_1_3_Core->f.GetCompressedTexImage(target, level, img);
}
inline void QOpenGLFunctions_4_1_Core::glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
{
d_1_3_Core->f.CompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data);
}
inline void QOpenGLFunctions_4_1_Core::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
{
d_1_3_Core->f.CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
}
inline void QOpenGLFunctions_4_1_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)
{
d_1_3_Core->f.CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
}
inline void QOpenGLFunctions_4_1_Core::glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
{
d_1_3_Core->f.CompressedTexImage1D(target, level, internalformat, width, border, imageSize, data);
}
inline void QOpenGLFunctions_4_1_Core::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
{
d_1_3_Core->f.CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
}
inline void QOpenGLFunctions_4_1_Core::glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
{
d_1_3_Core->f.CompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data);
}
inline void QOpenGLFunctions_4_1_Core::glSampleCoverage(GLfloat value, GLboolean invert)
{
d_1_3_Core->f.SampleCoverage(value, invert);
}
inline void QOpenGLFunctions_4_1_Core::glActiveTexture(GLenum texture)
{
d_1_3_Core->f.ActiveTexture(texture);
}
// OpenGL 1.4 core functions
inline void QOpenGLFunctions_4_1_Core::glPointParameteriv(GLenum pname, const GLint *params)
{
d_1_4_Core->f.PointParameteriv(pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glPointParameteri(GLenum pname, GLint param)
{
d_1_4_Core->f.PointParameteri(pname, param);
}
inline void QOpenGLFunctions_4_1_Core::glPointParameterfv(GLenum pname, const GLfloat *params)
{
d_1_4_Core->f.PointParameterfv(pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glPointParameterf(GLenum pname, GLfloat param)
{
d_1_4_Core->f.PointParameterf(pname, param);
}
inline void QOpenGLFunctions_4_1_Core::glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount)
{
d_1_4_Core->f.MultiDrawElements(mode, count, type, indices, drawcount);
}
inline void QOpenGLFunctions_4_1_Core::glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
{
d_1_4_Core->f.MultiDrawArrays(mode, first, count, drawcount);
}
inline void QOpenGLFunctions_4_1_Core::glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
{
d_1_4_Core->f.BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
}
// OpenGL 1.5 core functions
inline void QOpenGLFunctions_4_1_Core::glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* *params)
{
d_1_5_Core->f.GetBufferPointerv(target, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
d_1_5_Core->f.GetBufferParameteriv(target, pname, params);
}
inline GLboolean QOpenGLFunctions_4_1_Core::glUnmapBuffer(GLenum target)
{
return d_1_5_Core->f.UnmapBuffer(target);
}
inline GLvoid* QOpenGLFunctions_4_1_Core::glMapBuffer(GLenum target, GLenum access)
{
return d_1_5_Core->f.MapBuffer(target, access);
}
inline void QOpenGLFunctions_4_1_Core::glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
{
d_1_5_Core->f.GetBufferSubData(target, offset, size, data);
}
inline void QOpenGLFunctions_4_1_Core::glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
{
d_1_5_Core->f.BufferSubData(target, offset, size, data);
}
inline void QOpenGLFunctions_4_1_Core::glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
{
d_1_5_Core->f.BufferData(target, size, data, usage);
}
inline GLboolean QOpenGLFunctions_4_1_Core::glIsBuffer(GLuint buffer)
{
return d_1_5_Core->f.IsBuffer(buffer);
}
inline void QOpenGLFunctions_4_1_Core::glGenBuffers(GLsizei n, GLuint *buffers)
{
d_1_5_Core->f.GenBuffers(n, buffers);
}
inline void QOpenGLFunctions_4_1_Core::glDeleteBuffers(GLsizei n, const GLuint *buffers)
{
d_1_5_Core->f.DeleteBuffers(n, buffers);
}
inline void QOpenGLFunctions_4_1_Core::glBindBuffer(GLenum target, GLuint buffer)
{
d_1_5_Core->f.BindBuffer(target, buffer);
}
inline void QOpenGLFunctions_4_1_Core::glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
{
d_1_5_Core->f.GetQueryObjectuiv(id, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
{
d_1_5_Core->f.GetQueryObjectiv(id, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetQueryiv(GLenum target, GLenum pname, GLint *params)
{