blob: 3a4fd0743bc625fcdf31741728241e869214139a [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB)
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
**
** 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 <QtGui/qtguiglobal.h>
#if !defined(QT_NO_OPENGL) && !defined(QT_OPENGL_ES_2)
#include <QtGui/QOpenGLVersionFunctions>
#include <QtGui/qopenglcontext.h>
QT_BEGIN_NAMESPACE
class Q_GUI_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
void glIndexubv(const GLubyte *c);
void glIndexub(GLubyte c);
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 glGetPointerv(GLenum pname, GLvoid* *params);
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 glSecondaryColorP3uiv(GLenum type, const GLuint *color);
void glSecondaryColorP3ui(GLenum type, GLuint color);
void glColorP4uiv(GLenum type, const GLuint *color);
void glColorP4ui(GLenum type, GLuint color);
void glColorP3uiv(GLenum type, const GLuint *color);
void glColorP3ui(GLenum type, GLuint color);
void glNormalP3uiv(GLenum type, const GLuint *coords);
void glNormalP3ui(GLenum type, GLuint coords);
void glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords);
void glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords);
void glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords);
void glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords);
void glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords);
void glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords);
void glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords);
void glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords);
void glTexCoordP4uiv(GLenum type, const GLuint *coords);
void glTexCoordP4ui(GLenum type, GLuint coords);
void glTexCoordP3uiv(GLenum type, const GLuint *coords);
void glTexCoordP3ui(GLenum type, GLuint coords);
void glTexCoordP2uiv(GLenum type, const GLuint *coords);
void glTexCoordP2ui(GLenum type, GLuint coords);
void glTexCoordP1uiv(GLenum type, const GLuint *coords);
void glTexCoordP1ui(GLenum type, GLuint coords);
void glVertexP4uiv(GLenum type, const GLuint *value);
void glVertexP4ui(GLenum type, GLuint value);
void glVertexP3uiv(GLenum type, const GLuint *value);
void glVertexP3ui(GLenum type, GLuint value);
void glVertexP2uiv(GLenum type, const GLuint *value);
void glVertexP2ui(GLenum type, 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 QOpenGLContext;
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 void QOpenGLFunctions_4_1_Core::glIndexubv(const GLubyte *c)
{
Q_UNUSED(c);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glIndexub(GLubyte c)
{
Q_UNUSED(c);
QOPENGL_DEPRECATEDFUNCTION;
}
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::glGetPointerv(GLenum pname, GLvoid* *params)
{
Q_UNUSED(pname);
Q_UNUSED(params);
QOPENGL_DEPRECATEDFUNCTION;
}
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)
{
d_1_5_Core->f.GetQueryiv(target, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glEndQuery(GLenum target)
{
d_1_5_Core->f.EndQuery(target);
}
inline void QOpenGLFunctions_4_1_Core::glBeginQuery(GLenum target, GLuint id)
{
d_1_5_Core->f.BeginQuery(target, id);
}
inline GLboolean QOpenGLFunctions_4_1_Core::glIsQuery(GLuint id)
{
return d_1_5_Core->f.IsQuery(id);
}
inline void QOpenGLFunctions_4_1_Core::glDeleteQueries(GLsizei n, const GLuint *ids)
{
d_1_5_Core->f.DeleteQueries(n, ids);
}
inline void QOpenGLFunctions_4_1_Core::glGenQueries(GLsizei n, GLuint *ids)
{
d_1_5_Core->f.GenQueries(n, ids);
}
// OpenGL 2.0 core functions
inline void QOpenGLFunctions_4_1_Core::glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
{
d_2_0_Core->f.VertexAttribPointer(index, size, type, normalized, stride, pointer);
}
inline void QOpenGLFunctions_4_1_Core::glValidateProgram(GLuint program)
{
d_2_0_Core->f.ValidateProgram(program);
}
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_0_Core->f.UniformMatrix4fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_0_Core->f.UniformMatrix3fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_0_Core->f.UniformMatrix2fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform4iv(GLint location, GLsizei count, const GLint *value)
{
d_2_0_Core->f.Uniform4iv(location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform3iv(GLint location, GLsizei count, const GLint *value)
{
d_2_0_Core->f.Uniform3iv(location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform2iv(GLint location, GLsizei count, const GLint *value)
{
d_2_0_Core->f.Uniform2iv(location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform1iv(GLint location, GLsizei count, const GLint *value)
{
d_2_0_Core->f.Uniform1iv(location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
{
d_2_0_Core->f.Uniform4fv(location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
{
d_2_0_Core->f.Uniform3fv(location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
{
d_2_0_Core->f.Uniform2fv(location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
{
d_2_0_Core->f.Uniform1fv(location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
d_2_0_Core->f.Uniform4i(location, v0, v1, v2, v3);
}
inline void QOpenGLFunctions_4_1_Core::glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
{
d_2_0_Core->f.Uniform3i(location, v0, v1, v2);
}
inline void QOpenGLFunctions_4_1_Core::glUniform2i(GLint location, GLint v0, GLint v1)
{
d_2_0_Core->f.Uniform2i(location, v0, v1);
}
inline void QOpenGLFunctions_4_1_Core::glUniform1i(GLint location, GLint v0)
{
d_2_0_Core->f.Uniform1i(location, v0);
}
inline void QOpenGLFunctions_4_1_Core::glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
d_2_0_Core->f.Uniform4f(location, v0, v1, v2, v3);
}
inline void QOpenGLFunctions_4_1_Core::glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
d_2_0_Core->f.Uniform3f(location, v0, v1, v2);
}
inline void QOpenGLFunctions_4_1_Core::glUniform2f(GLint location, GLfloat v0, GLfloat v1)
{
d_2_0_Core->f.Uniform2f(location, v0, v1);
}
inline void QOpenGLFunctions_4_1_Core::glUniform1f(GLint location, GLfloat v0)
{
d_2_0_Core->f.Uniform1f(location, v0);
}
inline void QOpenGLFunctions_4_1_Core::glUseProgram(GLuint program)
{
d_2_0_Core->f.UseProgram(program);
}
inline void QOpenGLFunctions_4_1_Core::glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length)
{
d_2_0_Core->f.ShaderSource(shader, count, string, length);
}
inline void QOpenGLFunctions_4_1_Core::glLinkProgram(GLuint program)
{
d_2_0_Core->f.LinkProgram(program);
}
inline GLboolean QOpenGLFunctions_4_1_Core::glIsShader(GLuint shader)
{
return d_2_0_Core->f.IsShader(shader);
}
inline GLboolean QOpenGLFunctions_4_1_Core::glIsProgram(GLuint program)
{
return d_2_0_Core->f.IsProgram(program);
}
inline void QOpenGLFunctions_4_1_Core::glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer)
{
d_2_0_Core->f.GetVertexAttribPointerv(index, pname, pointer);
}
inline void QOpenGLFunctions_4_1_Core::glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
{
d_2_0_Core->f.GetVertexAttribiv(index, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
{
d_2_0_Core->f.GetVertexAttribfv(index, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
{
d_2_0_Core->f.GetVertexAttribdv(index, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetUniformiv(GLuint program, GLint location, GLint *params)
{
d_2_0_Core->f.GetUniformiv(program, location, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetUniformfv(GLuint program, GLint location, GLfloat *params)
{
d_2_0_Core->f.GetUniformfv(program, location, params);
}
inline GLint QOpenGLFunctions_4_1_Core::glGetUniformLocation(GLuint program, const GLchar *name)
{
return d_2_0_Core->f.GetUniformLocation(program, name);
}
inline void QOpenGLFunctions_4_1_Core::glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
{
d_2_0_Core->f.GetShaderSource(shader, bufSize, length, source);
}
inline void QOpenGLFunctions_4_1_Core::glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
{
d_2_0_Core->f.GetShaderInfoLog(shader, bufSize, length, infoLog);
}
inline void QOpenGLFunctions_4_1_Core::glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
{
d_2_0_Core->f.GetShaderiv(shader, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
{
d_2_0_Core->f.GetProgramInfoLog(program, bufSize, length, infoLog);
}
inline void QOpenGLFunctions_4_1_Core::glGetProgramiv(GLuint program, GLenum pname, GLint *params)
{
d_2_0_Core->f.GetProgramiv(program, pname, params);
}
inline GLint QOpenGLFunctions_4_1_Core::glGetAttribLocation(GLuint program, const GLchar *name)
{
return d_2_0_Core->f.GetAttribLocation(program, name);
}
inline void QOpenGLFunctions_4_1_Core::glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
{
d_2_0_Core->f.GetAttachedShaders(program, maxCount, count, obj);
}
inline void QOpenGLFunctions_4_1_Core::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
{
d_2_0_Core->f.GetActiveUniform(program, index, bufSize, length, size, type, name);
}
inline void QOpenGLFunctions_4_1_Core::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
{
d_2_0_Core->f.GetActiveAttrib(program, index, bufSize, length, size, type, name);
}
inline void QOpenGLFunctions_4_1_Core::glEnableVertexAttribArray(GLuint index)
{
d_2_0_Core->f.EnableVertexAttribArray(index);
}
inline void QOpenGLFunctions_4_1_Core::glDisableVertexAttribArray(GLuint index)
{
d_2_0_Core->f.DisableVertexAttribArray(index);
}
inline void QOpenGLFunctions_4_1_Core::glDetachShader(GLuint program, GLuint shader)
{
d_2_0_Core->f.DetachShader(program, shader);
}
inline void QOpenGLFunctions_4_1_Core::glDeleteShader(GLuint shader)
{
d_2_0_Core->f.DeleteShader(shader);
}
inline void QOpenGLFunctions_4_1_Core::glDeleteProgram(GLuint program)
{
d_2_0_Core->f.DeleteProgram(program);
}
inline GLuint QOpenGLFunctions_4_1_Core::glCreateShader(GLenum type)
{
return d_2_0_Core->f.CreateShader(type);
}
inline GLuint QOpenGLFunctions_4_1_Core::glCreateProgram()
{
return d_2_0_Core->f.CreateProgram();
}
inline void QOpenGLFunctions_4_1_Core::glCompileShader(GLuint shader)
{
d_2_0_Core->f.CompileShader(shader);
}
inline void QOpenGLFunctions_4_1_Core::glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
{
d_2_0_Core->f.BindAttribLocation(program, index, name);
}
inline void QOpenGLFunctions_4_1_Core::glAttachShader(GLuint program, GLuint shader)
{
d_2_0_Core->f.AttachShader(program, shader);
}
inline void QOpenGLFunctions_4_1_Core::glStencilMaskSeparate(GLenum face, GLuint mask)
{
d_2_0_Core->f.StencilMaskSeparate(face, mask);
}
inline void QOpenGLFunctions_4_1_Core::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
d_2_0_Core->f.StencilFuncSeparate(face, func, ref, mask);
}
inline void QOpenGLFunctions_4_1_Core::glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
{
d_2_0_Core->f.StencilOpSeparate(face, sfail, dpfail, dppass);
}
inline void QOpenGLFunctions_4_1_Core::glDrawBuffers(GLsizei n, const GLenum *bufs)
{
d_2_0_Core->f.DrawBuffers(n, bufs);
}
inline void QOpenGLFunctions_4_1_Core::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{
d_2_0_Core->f.BlendEquationSeparate(modeRGB, modeAlpha);
}
// OpenGL 2.1 core functions
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_1_Core->f.UniformMatrix4x3fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_1_Core->f.UniformMatrix3x4fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_1_Core->f.UniformMatrix4x2fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_1_Core->f.UniformMatrix2x4fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_1_Core->f.UniformMatrix3x2fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_1_Core->f.UniformMatrix2x3fv(location, count, transpose, value);
}
// OpenGL 3.0 core functions
inline GLboolean QOpenGLFunctions_4_1_Core::glIsVertexArray(GLuint array)
{
return d_3_0_Core->f.IsVertexArray(array);
}
inline void QOpenGLFunctions_4_1_Core::glGenVertexArrays(GLsizei n, GLuint *arrays)
{
d_3_0_Core->f.GenVertexArrays(n, arrays);
}
inline void QOpenGLFunctions_4_1_Core::glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
{
d_3_0_Core->f.DeleteVertexArrays(n, arrays);
}
inline void QOpenGLFunctions_4_1_Core::glBindVertexArray(GLuint array)
{
d_3_0_Core->f.BindVertexArray(array);
}
inline void QOpenGLFunctions_4_1_Core::glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
{
d_3_0_Core->f.FlushMappedBufferRange(target, offset, length);
}
inline GLvoid* QOpenGLFunctions_4_1_Core::glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
{
return d_3_0_Core->f.MapBufferRange(target, offset, length, access);
}
inline void QOpenGLFunctions_4_1_Core::glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
{
d_3_0_Core->f.FramebufferTextureLayer(target, attachment, texture, level, layer);
}
inline void QOpenGLFunctions_4_1_Core::glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
{
d_3_0_Core->f.RenderbufferStorageMultisample(target, samples, internalformat, width, height);
}
inline void QOpenGLFunctions_4_1_Core::glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
{
d_3_0_Core->f.BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
inline void QOpenGLFunctions_4_1_Core::glGenerateMipmap(GLenum target)
{
d_3_0_Core->f.GenerateMipmap(target);
}
inline void QOpenGLFunctions_4_1_Core::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
{
d_3_0_Core->f.GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
{
d_3_0_Core->f.FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
}
inline void QOpenGLFunctions_4_1_Core::glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
{
d_3_0_Core->f.FramebufferTexture3D(target, attachment, textarget, texture, level, zoffset);
}
inline void QOpenGLFunctions_4_1_Core::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
d_3_0_Core->f.FramebufferTexture2D(target, attachment, textarget, texture, level);
}
inline void QOpenGLFunctions_4_1_Core::glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
d_3_0_Core->f.FramebufferTexture1D(target, attachment, textarget, texture, level);
}
inline GLenum QOpenGLFunctions_4_1_Core::glCheckFramebufferStatus(GLenum target)
{
return d_3_0_Core->f.CheckFramebufferStatus(target);
}
inline void QOpenGLFunctions_4_1_Core::glGenFramebuffers(GLsizei n, GLuint *framebuffers)
{
d_3_0_Core->f.GenFramebuffers(n, framebuffers);
}
inline void QOpenGLFunctions_4_1_Core::glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
{
d_3_0_Core->f.DeleteFramebuffers(n, framebuffers);
}
inline void QOpenGLFunctions_4_1_Core::glBindFramebuffer(GLenum target, GLuint framebuffer)
{
d_3_0_Core->f.BindFramebuffer(target, framebuffer);
}
inline GLboolean QOpenGLFunctions_4_1_Core::glIsFramebuffer(GLuint framebuffer)
{
return d_3_0_Core->f.IsFramebuffer(framebuffer);
}
inline void QOpenGLFunctions_4_1_Core::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
d_3_0_Core->f.GetRenderbufferParameteriv(target, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
{
d_3_0_Core->f.RenderbufferStorage(target, internalformat, width, height);
}
inline void QOpenGLFunctions_4_1_Core::glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
{
d_3_0_Core->f.GenRenderbuffers(n, renderbuffers);
}
inline void QOpenGLFunctions_4_1_Core::glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
{
d_3_0_Core->f.DeleteRenderbuffers(n, renderbuffers);
}
inline void QOpenGLFunctions_4_1_Core::glBindRenderbuffer(GLenum target, GLuint renderbuffer)
{
d_3_0_Core->f.BindRenderbuffer(target, renderbuffer);
}
inline GLboolean QOpenGLFunctions_4_1_Core::glIsRenderbuffer(GLuint renderbuffer)
{
return d_3_0_Core->f.IsRenderbuffer(renderbuffer);
}
inline const GLubyte * QOpenGLFunctions_4_1_Core::glGetStringi(GLenum name, GLuint index)
{
return d_3_0_Core->f.GetStringi(name, index);
}
inline void QOpenGLFunctions_4_1_Core::glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
{
d_3_0_Core->f.ClearBufferfi(buffer, drawbuffer, depth, stencil);
}
inline void QOpenGLFunctions_4_1_Core::glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
{
d_3_0_Core->f.ClearBufferfv(buffer, drawbuffer, value);
}
inline void QOpenGLFunctions_4_1_Core::glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
{
d_3_0_Core->f.ClearBufferuiv(buffer, drawbuffer, value);
}
inline void QOpenGLFunctions_4_1_Core::glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
{
d_3_0_Core->f.ClearBufferiv(buffer, drawbuffer, value);
}
inline void QOpenGLFunctions_4_1_Core::glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
{
d_3_0_Core->f.GetTexParameterIuiv(target, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
{
d_3_0_Core->f.GetTexParameterIiv(target, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
{
d_3_0_Core->f.TexParameterIuiv(target, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
{
d_3_0_Core->f.TexParameterIiv(target, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
{
d_3_0_Core->f.Uniform4uiv(location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
{
d_3_0_Core->f.Uniform3uiv(location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
{
d_3_0_Core->f.Uniform2uiv(location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
{
d_3_0_Core->f.Uniform1uiv(location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
d_3_0_Core->f.Uniform4ui(location, v0, v1, v2, v3);
}
inline void QOpenGLFunctions_4_1_Core::glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
{
d_3_0_Core->f.Uniform3ui(location, v0, v1, v2);
}
inline void QOpenGLFunctions_4_1_Core::glUniform2ui(GLint location, GLuint v0, GLuint v1)
{
d_3_0_Core->f.Uniform2ui(location, v0, v1);
}
inline void QOpenGLFunctions_4_1_Core::glUniform1ui(GLint location, GLuint v0)
{
d_3_0_Core->f.Uniform1ui(location, v0);
}
inline GLint QOpenGLFunctions_4_1_Core::glGetFragDataLocation(GLuint program, const GLchar *name)
{
return d_3_0_Core->f.GetFragDataLocation(program, name);
}
inline void QOpenGLFunctions_4_1_Core::glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
{
d_3_0_Core->f.BindFragDataLocation(program, color, name);
}
inline void QOpenGLFunctions_4_1_Core::glGetUniformuiv(GLuint program, GLint location, GLuint *params)
{
d_3_0_Core->f.GetUniformuiv(program, location, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
{
d_3_0_Core->f.GetVertexAttribIuiv(index, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
{
d_3_0_Core->f.GetVertexAttribIiv(index, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
d_3_0_Core->f.VertexAttribIPointer(index, size, type, stride, pointer);
}
inline void QOpenGLFunctions_4_1_Core::glEndConditionalRender()
{
d_3_0_Core->f.EndConditionalRender();
}
inline void QOpenGLFunctions_4_1_Core::glBeginConditionalRender(GLuint id, GLenum mode)
{
d_3_0_Core->f.BeginConditionalRender(id, mode);
}
inline void QOpenGLFunctions_4_1_Core::glClampColor(GLenum target, GLenum clamp)
{
d_3_0_Core->f.ClampColor(target, clamp);
}
inline void QOpenGLFunctions_4_1_Core::glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
{
d_3_0_Core->f.GetTransformFeedbackVarying(program, index, bufSize, length, size, type, name);
}
inline void QOpenGLFunctions_4_1_Core::glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode)
{
d_3_0_Core->f.TransformFeedbackVaryings(program, count, varyings, bufferMode);
}
inline void QOpenGLFunctions_4_1_Core::glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
{
d_3_0_Core->f.BindBufferBase(target, index, buffer);
}
inline void QOpenGLFunctions_4_1_Core::glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
{
d_3_0_Core->f.BindBufferRange(target, index, buffer, offset, size);
}
inline void QOpenGLFunctions_4_1_Core::glEndTransformFeedback()
{
d_3_0_Core->f.EndTransformFeedback();
}
inline void QOpenGLFunctions_4_1_Core::glBeginTransformFeedback(GLenum primitiveMode)
{
d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
}
inline GLboolean QOpenGLFunctions_4_1_Core::glIsEnabledi(GLenum target, GLuint index)
{
return d_3_0_Core->f.IsEnabledi(target, index);
}
inline void QOpenGLFunctions_4_1_Core::glDisablei(GLenum target, GLuint index)
{
d_3_0_Core->f.Disablei(target, index);
}
inline void QOpenGLFunctions_4_1_Core::glEnablei(GLenum target, GLuint index)
{
d_3_0_Core->f.Enablei(target, index);
}
inline void QOpenGLFunctions_4_1_Core::glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
{
d_3_0_Core->f.GetIntegeri_v(target, index, data);
}
inline void QOpenGLFunctions_4_1_Core::glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
{
d_3_0_Core->f.GetBooleani_v(target, index, data);
}
inline void QOpenGLFunctions_4_1_Core::glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
{
d_3_0_Core->f.ColorMaski(index, r, g, b, a);
}
// OpenGL 3.1 core functions
inline void QOpenGLFunctions_4_1_Core::glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
{
d_3_1_Core->f.CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
}
inline void QOpenGLFunctions_4_1_Core::glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
{
d_3_1_Core->f.UniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
}
inline void QOpenGLFunctions_4_1_Core::glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
{
d_3_1_Core->f.GetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName);
}
inline void QOpenGLFunctions_4_1_Core::glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
{
d_3_1_Core->f.GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
}
inline GLuint QOpenGLFunctions_4_1_Core::glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
{
return d_3_1_Core->f.GetUniformBlockIndex(program, uniformBlockName);
}
inline void QOpenGLFunctions_4_1_Core::glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
{
d_3_1_Core->f.GetActiveUniformName(program, uniformIndex, bufSize, length, uniformName);
}
inline void QOpenGLFunctions_4_1_Core::glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
{
d_3_1_Core->f.GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices)
{
d_3_1_Core->f.GetUniformIndices(program, uniformCount, uniformNames, uniformIndices);
}
inline void QOpenGLFunctions_4_1_Core::glPrimitiveRestartIndex(GLuint index)
{
d_3_1_Core->f.PrimitiveRestartIndex(index);
}
inline void QOpenGLFunctions_4_1_Core::glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
{
d_3_1_Core->f.TexBuffer(target, internalformat, buffer);
}
inline void QOpenGLFunctions_4_1_Core::glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
{
d_3_1_Core->f.DrawElementsInstanced(mode, count, type, indices, instancecount);
}
inline void QOpenGLFunctions_4_1_Core::glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
{
d_3_1_Core->f.DrawArraysInstanced(mode, first, count, instancecount);
}
// OpenGL 3.2 core functions
inline void QOpenGLFunctions_4_1_Core::glSampleMaski(GLuint index, GLbitfield mask)
{
d_3_2_Core->f.SampleMaski(index, mask);
}
inline void QOpenGLFunctions_4_1_Core::glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
{
d_3_2_Core->f.GetMultisamplefv(pname, index, val);
}
inline void QOpenGLFunctions_4_1_Core::glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
{
d_3_2_Core->f.TexImage3DMultisample(target, samples, internalformat, width, height, depth, fixedsamplelocations);
}
inline void QOpenGLFunctions_4_1_Core::glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
{
d_3_2_Core->f.TexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations);
}
inline void QOpenGLFunctions_4_1_Core::glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
{
d_3_2_Core->f.GetSynciv(sync, pname, bufSize, length, values);
}
inline void QOpenGLFunctions_4_1_Core::glGetInteger64v(GLenum pname, GLint64 *params)
{
d_3_2_Core->f.GetInteger64v(pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
d_3_2_Core->f.WaitSync(sync, flags, timeout);
}
inline GLenum QOpenGLFunctions_4_1_Core::glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
return d_3_2_Core->f.ClientWaitSync(sync, flags, timeout);
}
inline void QOpenGLFunctions_4_1_Core::glDeleteSync(GLsync sync)
{
d_3_2_Core->f.DeleteSync(sync);
}
inline GLboolean QOpenGLFunctions_4_1_Core::glIsSync(GLsync sync)
{
return d_3_2_Core->f.IsSync(sync);
}
inline GLsync QOpenGLFunctions_4_1_Core::glFenceSync(GLenum condition, GLbitfield flags)
{
return d_3_2_Core->f.FenceSync(condition, flags);
}
inline void QOpenGLFunctions_4_1_Core::glProvokingVertex(GLenum mode)
{
d_3_2_Core->f.ProvokingVertex(mode);
}
inline void QOpenGLFunctions_4_1_Core::glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex)
{
d_3_2_Core->f.MultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex);
}
inline void QOpenGLFunctions_4_1_Core::glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
{
d_3_2_Core->f.DrawElementsInstancedBaseVertex(mode, count, type, indices, instancecount, basevertex);
}
inline void QOpenGLFunctions_4_1_Core::glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
{
d_3_2_Core->f.DrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex);
}
inline void QOpenGLFunctions_4_1_Core::glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
{
d_3_2_Core->f.DrawElementsBaseVertex(mode, count, type, indices, basevertex);
}
inline void QOpenGLFunctions_4_1_Core::glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
{
d_3_2_Core->f.FramebufferTexture(target, attachment, texture, level);
}
inline void QOpenGLFunctions_4_1_Core::glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
{
d_3_2_Core->f.GetBufferParameteri64v(target, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
{
d_3_2_Core->f.GetInteger64i_v(target, index, data);
}
// OpenGL 3.3 core functions
inline void QOpenGLFunctions_4_1_Core::glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
{
d_3_3_Core->f.VertexAttribP4uiv(index, type, normalized, value);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
{
d_3_3_Core->f.VertexAttribP4ui(index, type, normalized, value);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
{
d_3_3_Core->f.VertexAttribP3uiv(index, type, normalized, value);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
{
d_3_3_Core->f.VertexAttribP3ui(index, type, normalized, value);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
{
d_3_3_Core->f.VertexAttribP2uiv(index, type, normalized, value);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
{
d_3_3_Core->f.VertexAttribP2ui(index, type, normalized, value);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
{
d_3_3_Core->f.VertexAttribP1uiv(index, type, normalized, value);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
{
d_3_3_Core->f.VertexAttribP1ui(index, type, normalized, value);
}
inline void QOpenGLFunctions_4_1_Core::glSecondaryColorP3uiv(GLenum type, const GLuint *color)
{
Q_UNUSED(type);
Q_UNUSED(color);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glSecondaryColorP3ui(GLenum type, GLuint color)
{
Q_UNUSED(type);
Q_UNUSED(color);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glColorP4uiv(GLenum type, const GLuint *color)
{
Q_UNUSED(type);
Q_UNUSED(color);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glColorP4ui(GLenum type, GLuint color)
{
Q_UNUSED(type);
Q_UNUSED(color);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glColorP3uiv(GLenum type, const GLuint *color)
{
Q_UNUSED(type);
Q_UNUSED(color);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glColorP3ui(GLenum type, GLuint color)
{
Q_UNUSED(type);
Q_UNUSED(color);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glNormalP3uiv(GLenum type, const GLuint *coords)
{
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glNormalP3ui(GLenum type, GLuint coords)
{
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords)
{
Q_UNUSED(texture);
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords)
{
Q_UNUSED(texture);
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords)
{
Q_UNUSED(texture);
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords)
{
Q_UNUSED(texture);
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords)
{
Q_UNUSED(texture);
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords)
{
Q_UNUSED(texture);
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords)
{
Q_UNUSED(texture);
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords)
{
Q_UNUSED(texture);
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glTexCoordP4uiv(GLenum type, const GLuint *coords)
{
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glTexCoordP4ui(GLenum type, GLuint coords)
{
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glTexCoordP3uiv(GLenum type, const GLuint *coords)
{
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glTexCoordP3ui(GLenum type, GLuint coords)
{
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glTexCoordP2uiv(GLenum type, const GLuint *coords)
{
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glTexCoordP2ui(GLenum type, GLuint coords)
{
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glTexCoordP1uiv(GLenum type, const GLuint *coords)
{
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glTexCoordP1ui(GLenum type, GLuint coords)
{
Q_UNUSED(type);
Q_UNUSED(coords);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glVertexP4uiv(GLenum type, const GLuint *value)
{
Q_UNUSED(type);
Q_UNUSED(value);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glVertexP4ui(GLenum type, GLuint value)
{
Q_UNUSED(type);
Q_UNUSED(value);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glVertexP3uiv(GLenum type, const GLuint *value)
{
Q_UNUSED(type);
Q_UNUSED(value);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glVertexP3ui(GLenum type, GLuint value)
{
Q_UNUSED(type);
Q_UNUSED(value);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glVertexP2uiv(GLenum type, const GLuint *value)
{
Q_UNUSED(type);
Q_UNUSED(value);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glVertexP2ui(GLenum type, GLuint value)
{
Q_UNUSED(type);
Q_UNUSED(value);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_4_1_Core::glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
{
d_3_3_Core->f.GetQueryObjectui64v(id, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
{
d_3_3_Core->f.GetQueryObjecti64v(id, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glQueryCounter(GLuint id, GLenum target)
{
d_3_3_Core->f.QueryCounter(id, target);
}
inline void QOpenGLFunctions_4_1_Core::glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
{
d_3_3_Core->f.GetSamplerParameterIuiv(sampler, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
{
d_3_3_Core->f.GetSamplerParameterfv(sampler, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
{
d_3_3_Core->f.GetSamplerParameterIiv(sampler, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
{
d_3_3_Core->f.GetSamplerParameteriv(sampler, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
{
d_3_3_Core->f.SamplerParameterIuiv(sampler, pname, param);
}
inline void QOpenGLFunctions_4_1_Core::glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
{
d_3_3_Core->f.SamplerParameterIiv(sampler, pname, param);
}
inline void QOpenGLFunctions_4_1_Core::glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
{
d_3_3_Core->f.SamplerParameterfv(sampler, pname, param);
}
inline void QOpenGLFunctions_4_1_Core::glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
{
d_3_3_Core->f.SamplerParameterf(sampler, pname, param);
}
inline void QOpenGLFunctions_4_1_Core::glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
{
d_3_3_Core->f.SamplerParameteriv(sampler, pname, param);
}
inline void QOpenGLFunctions_4_1_Core::glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
{
d_3_3_Core->f.SamplerParameteri(sampler, pname, param);
}
inline void QOpenGLFunctions_4_1_Core::glBindSampler(GLuint unit, GLuint sampler)
{
d_3_3_Core->f.BindSampler(unit, sampler);
}
inline GLboolean QOpenGLFunctions_4_1_Core::glIsSampler(GLuint sampler)
{
return d_3_3_Core->f.IsSampler(sampler);
}
inline void QOpenGLFunctions_4_1_Core::glDeleteSamplers(GLsizei count, const GLuint *samplers)
{
d_3_3_Core->f.DeleteSamplers(count, samplers);
}
inline void QOpenGLFunctions_4_1_Core::glGenSamplers(GLsizei count, GLuint *samplers)
{
d_3_3_Core->f.GenSamplers(count, samplers);
}
inline GLint QOpenGLFunctions_4_1_Core::glGetFragDataIndex(GLuint program, const GLchar *name)
{
return d_3_3_Core->f.GetFragDataIndex(program, name);
}
inline void QOpenGLFunctions_4_1_Core::glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
{
d_3_3_Core->f.BindFragDataLocationIndexed(program, colorNumber, index, name);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribDivisor(GLuint index, GLuint divisor)
{
d_3_3_Core->f.VertexAttribDivisor(index, divisor);
}
// OpenGL 4.0 core functions
inline void QOpenGLFunctions_4_1_Core::glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
{
d_4_0_Core->f.GetQueryIndexediv(target, index, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glEndQueryIndexed(GLenum target, GLuint index)
{
d_4_0_Core->f.EndQueryIndexed(target, index);
}
inline void QOpenGLFunctions_4_1_Core::glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
{
d_4_0_Core->f.BeginQueryIndexed(target, index, id);
}
inline void QOpenGLFunctions_4_1_Core::glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
{
d_4_0_Core->f.DrawTransformFeedbackStream(mode, id, stream);
}
inline void QOpenGLFunctions_4_1_Core::glDrawTransformFeedback(GLenum mode, GLuint id)
{
d_4_0_Core->f.DrawTransformFeedback(mode, id);
}
inline void QOpenGLFunctions_4_1_Core::glResumeTransformFeedback()
{
d_4_0_Core->f.ResumeTransformFeedback();
}
inline void QOpenGLFunctions_4_1_Core::glPauseTransformFeedback()
{
d_4_0_Core->f.PauseTransformFeedback();
}
inline GLboolean QOpenGLFunctions_4_1_Core::glIsTransformFeedback(GLuint id)
{
return d_4_0_Core->f.IsTransformFeedback(id);
}
inline void QOpenGLFunctions_4_1_Core::glGenTransformFeedbacks(GLsizei n, GLuint *ids)
{
d_4_0_Core->f.GenTransformFeedbacks(n, ids);
}
inline void QOpenGLFunctions_4_1_Core::glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
{
d_4_0_Core->f.DeleteTransformFeedbacks(n, ids);
}
inline void QOpenGLFunctions_4_1_Core::glBindTransformFeedback(GLenum target, GLuint id)
{
d_4_0_Core->f.BindTransformFeedback(target, id);
}
inline void QOpenGLFunctions_4_1_Core::glPatchParameterfv(GLenum pname, const GLfloat *values)
{
d_4_0_Core->f.PatchParameterfv(pname, values);
}
inline void QOpenGLFunctions_4_1_Core::glPatchParameteri(GLenum pname, GLint value)
{
d_4_0_Core->f.PatchParameteri(pname, value);
}
inline void QOpenGLFunctions_4_1_Core::glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
{
d_4_0_Core->f.GetProgramStageiv(program, shadertype, pname, values);
}
inline void QOpenGLFunctions_4_1_Core::glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
{
d_4_0_Core->f.GetUniformSubroutineuiv(shadertype, location, params);
}
inline void QOpenGLFunctions_4_1_Core::glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
{
d_4_0_Core->f.UniformSubroutinesuiv(shadertype, count, indices);
}
inline void QOpenGLFunctions_4_1_Core::glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
{
d_4_0_Core->f.GetActiveSubroutineName(program, shadertype, index, bufsize, length, name);
}
inline void QOpenGLFunctions_4_1_Core::glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
{
d_4_0_Core->f.GetActiveSubroutineUniformName(program, shadertype, index, bufsize, length, name);
}
inline void QOpenGLFunctions_4_1_Core::glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
{
d_4_0_Core->f.GetActiveSubroutineUniformiv(program, shadertype, index, pname, values);
}
inline GLuint QOpenGLFunctions_4_1_Core::glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
{
return d_4_0_Core->f.GetSubroutineIndex(program, shadertype, name);
}
inline GLint QOpenGLFunctions_4_1_Core::glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
{
return d_4_0_Core->f.GetSubroutineUniformLocation(program, shadertype, name);
}
inline void QOpenGLFunctions_4_1_Core::glGetUniformdv(GLuint program, GLint location, GLdouble *params)
{
d_4_0_Core->f.GetUniformdv(program, location, params);
}
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_0_Core->f.UniformMatrix4x3dv(location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_0_Core->f.UniformMatrix4x2dv(location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_0_Core->f.UniformMatrix3x4dv(location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_0_Core->f.UniformMatrix3x2dv(location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_0_Core->f.UniformMatrix2x4dv(location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_0_Core->f.UniformMatrix2x3dv(location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_0_Core->f.UniformMatrix4dv(location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_0_Core->f.UniformMatrix3dv(location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_0_Core->f.UniformMatrix2dv(location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
{
d_4_0_Core->f.Uniform4dv(location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
{
d_4_0_Core->f.Uniform3dv(location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
{
d_4_0_Core->f.Uniform2dv(location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
{
d_4_0_Core->f.Uniform1dv(location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
d_4_0_Core->f.Uniform4d(location, x, y, z, w);
}
inline void QOpenGLFunctions_4_1_Core::glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
{
d_4_0_Core->f.Uniform3d(location, x, y, z);
}
inline void QOpenGLFunctions_4_1_Core::glUniform2d(GLint location, GLdouble x, GLdouble y)
{
d_4_0_Core->f.Uniform2d(location, x, y);
}
inline void QOpenGLFunctions_4_1_Core::glUniform1d(GLint location, GLdouble x)
{
d_4_0_Core->f.Uniform1d(location, x);
}
inline void QOpenGLFunctions_4_1_Core::glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect)
{
d_4_0_Core->f.DrawElementsIndirect(mode, type, indirect);
}
inline void QOpenGLFunctions_4_1_Core::glDrawArraysIndirect(GLenum mode, const GLvoid *indirect)
{
d_4_0_Core->f.DrawArraysIndirect(mode, indirect);
}
inline void QOpenGLFunctions_4_1_Core::glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
{
d_4_0_Core->f.BlendFuncSeparatei(buf, srcRGB, dstRGB, srcAlpha, dstAlpha);
}
inline void QOpenGLFunctions_4_1_Core::glBlendFunci(GLuint buf, GLenum src, GLenum dst)
{
d_4_0_Core->f.BlendFunci(buf, src, dst);
}
inline void QOpenGLFunctions_4_1_Core::glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
{
d_4_0_Core->f.BlendEquationSeparatei(buf, modeRGB, modeAlpha);
}
inline void QOpenGLFunctions_4_1_Core::glBlendEquationi(GLuint buf, GLenum mode)
{
d_4_0_Core->f.BlendEquationi(buf, mode);
}
inline void QOpenGLFunctions_4_1_Core::glMinSampleShading(GLfloat value)
{
d_4_0_Core->f.MinSampleShading(value);
}
// OpenGL 4.1 core functions
inline void QOpenGLFunctions_4_1_Core::glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
{
d_4_1_Core->f.GetDoublei_v(target, index, data);
}
inline void QOpenGLFunctions_4_1_Core::glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
{
d_4_1_Core->f.GetFloati_v(target, index, data);
}
inline void QOpenGLFunctions_4_1_Core::glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
{
d_4_1_Core->f.DepthRangeIndexed(index, n, f);
}
inline void QOpenGLFunctions_4_1_Core::glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
{
d_4_1_Core->f.DepthRangeArrayv(first, count, v);
}
inline void QOpenGLFunctions_4_1_Core::glScissorIndexedv(GLuint index, const GLint *v)
{
d_4_1_Core->f.ScissorIndexedv(index, v);
}
inline void QOpenGLFunctions_4_1_Core::glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
{
d_4_1_Core->f.ScissorIndexed(index, left, bottom, width, height);
}
inline void QOpenGLFunctions_4_1_Core::glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
{
d_4_1_Core->f.ScissorArrayv(first, count, v);
}
inline void QOpenGLFunctions_4_1_Core::glViewportIndexedfv(GLuint index, const GLfloat *v)
{
d_4_1_Core->f.ViewportIndexedfv(index, v);
}
inline void QOpenGLFunctions_4_1_Core::glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
{
d_4_1_Core->f.ViewportIndexedf(index, x, y, w, h);
}
inline void QOpenGLFunctions_4_1_Core::glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
{
d_4_1_Core->f.ViewportArrayv(first, count, v);
}
inline void QOpenGLFunctions_4_1_Core::glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
{
d_4_1_Core->f.GetVertexAttribLdv(index, pname, params);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
d_4_1_Core->f.VertexAttribLPointer(index, size, type, stride, pointer);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribL4dv(GLuint index, const GLdouble *v)
{
d_4_1_Core->f.VertexAttribL4dv(index, v);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribL3dv(GLuint index, const GLdouble *v)
{
d_4_1_Core->f.VertexAttribL3dv(index, v);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribL2dv(GLuint index, const GLdouble *v)
{
d_4_1_Core->f.VertexAttribL2dv(index, v);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribL1dv(GLuint index, const GLdouble *v)
{
d_4_1_Core->f.VertexAttribL1dv(index, v);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
d_4_1_Core->f.VertexAttribL4d(index, x, y, z, w);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
{
d_4_1_Core->f.VertexAttribL3d(index, x, y, z);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
{
d_4_1_Core->f.VertexAttribL2d(index, x, y);
}
inline void QOpenGLFunctions_4_1_Core::glVertexAttribL1d(GLuint index, GLdouble x)
{
d_4_1_Core->f.VertexAttribL1d(index, x);
}
inline void QOpenGLFunctions_4_1_Core::glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
{
d_4_1_Core->f.GetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog);
}
inline void QOpenGLFunctions_4_1_Core::glValidateProgramPipeline(GLuint pipeline)
{
d_4_1_Core->f.ValidateProgramPipeline(pipeline);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_1_Core->f.ProgramUniformMatrix4x3dv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_1_Core->f.ProgramUniformMatrix3x4dv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_1_Core->f.ProgramUniformMatrix4x2dv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_1_Core->f.ProgramUniformMatrix2x4dv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_1_Core->f.ProgramUniformMatrix3x2dv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_1_Core->f.ProgramUniformMatrix2x3dv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_4_1_Core->f.ProgramUniformMatrix4x3fv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_4_1_Core->f.ProgramUniformMatrix3x4fv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_4_1_Core->f.ProgramUniformMatrix4x2fv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_4_1_Core->f.ProgramUniformMatrix2x4fv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_4_1_Core->f.ProgramUniformMatrix3x2fv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_4_1_Core->f.ProgramUniformMatrix2x3fv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_1_Core->f.ProgramUniformMatrix4dv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_1_Core->f.ProgramUniformMatrix3dv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
d_4_1_Core->f.ProgramUniformMatrix2dv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_4_1_Core->f.ProgramUniformMatrix4fv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_4_1_Core->f.ProgramUniformMatrix3fv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_4_1_Core->f.ProgramUniformMatrix2fv(program, location, count, transpose, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
{
d_4_1_Core->f.ProgramUniform4uiv(program, location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
d_4_1_Core->f.ProgramUniform4ui(program, location, v0, v1, v2, v3);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
{
d_4_1_Core->f.ProgramUniform4dv(program, location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
{
d_4_1_Core->f.ProgramUniform4d(program, location, v0, v1, v2, v3);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
{
d_4_1_Core->f.ProgramUniform4fv(program, location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
d_4_1_Core->f.ProgramUniform4f(program, location, v0, v1, v2, v3);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
{
d_4_1_Core->f.ProgramUniform4iv(program, location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
d_4_1_Core->f.ProgramUniform4i(program, location, v0, v1, v2, v3);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
{
d_4_1_Core->f.ProgramUniform3uiv(program, location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
{
d_4_1_Core->f.ProgramUniform3ui(program, location, v0, v1, v2);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
{
d_4_1_Core->f.ProgramUniform3dv(program, location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
{
d_4_1_Core->f.ProgramUniform3d(program, location, v0, v1, v2);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
{
d_4_1_Core->f.ProgramUniform3fv(program, location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
d_4_1_Core->f.ProgramUniform3f(program, location, v0, v1, v2);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
{
d_4_1_Core->f.ProgramUniform3iv(program, location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
{
d_4_1_Core->f.ProgramUniform3i(program, location, v0, v1, v2);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
{
d_4_1_Core->f.ProgramUniform2uiv(program, location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
{
d_4_1_Core->f.ProgramUniform2ui(program, location, v0, v1);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
{
d_4_1_Core->f.ProgramUniform2dv(program, location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
{
d_4_1_Core->f.ProgramUniform2d(program, location, v0, v1);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
{
d_4_1_Core->f.ProgramUniform2fv(program, location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
{
d_4_1_Core->f.ProgramUniform2f(program, location, v0, v1);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
{
d_4_1_Core->f.ProgramUniform2iv(program, location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
{
d_4_1_Core->f.ProgramUniform2i(program, location, v0, v1);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
{
d_4_1_Core->f.ProgramUniform1uiv(program, location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
{
d_4_1_Core->f.ProgramUniform1ui(program, location, v0);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
{
d_4_1_Core->f.ProgramUniform1dv(program, location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
{
d_4_1_Core->f.ProgramUniform1d(program, location, v0);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
{
d_4_1_Core->f.ProgramUniform1fv(program, location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
{
d_4_1_Core->f.ProgramUniform1f(program, location, v0);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
{
d_4_1_Core->f.ProgramUniform1iv(program, location, count, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramUniform1i(GLuint program, GLint location, GLint v0)
{
d_4_1_Core->f.ProgramUniform1i(program, location, v0);
}
inline void QOpenGLFunctions_4_1_Core::glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
{
d_4_1_Core->f.GetProgramPipelineiv(pipeline, pname, params);
}
inline GLboolean QOpenGLFunctions_4_1_Core::glIsProgramPipeline(GLuint pipeline)
{
return d_4_1_Core->f.IsProgramPipeline(pipeline);
}
inline void QOpenGLFunctions_4_1_Core::glGenProgramPipelines(GLsizei n, GLuint *pipelines)
{
d_4_1_Core->f.GenProgramPipelines(n, pipelines);
}
inline void QOpenGLFunctions_4_1_Core::glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
{
d_4_1_Core->f.DeleteProgramPipelines(n, pipelines);
}
inline void QOpenGLFunctions_4_1_Core::glBindProgramPipeline(GLuint pipeline)
{
d_4_1_Core->f.BindProgramPipeline(pipeline);
}
inline GLuint QOpenGLFunctions_4_1_Core::glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar* const *strings)
{
return d_4_1_Core->f.CreateShaderProgramv(type, count, strings);
}
inline void QOpenGLFunctions_4_1_Core::glActiveShaderProgram(GLuint pipeline, GLuint program)
{
d_4_1_Core->f.ActiveShaderProgram(pipeline, program);
}
inline void QOpenGLFunctions_4_1_Core::glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
{
d_4_1_Core->f.UseProgramStages(pipeline, stages, program);
}
inline void QOpenGLFunctions_4_1_Core::glProgramParameteri(GLuint program, GLenum pname, GLint value)
{
d_4_1_Core->f.ProgramParameteri(program, pname, value);
}
inline void QOpenGLFunctions_4_1_Core::glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length)
{
d_4_1_Core->f.ProgramBinary(program, binaryFormat, binary, length);
}
inline void QOpenGLFunctions_4_1_Core::glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary)
{
d_4_1_Core->f.GetProgramBinary(program, bufSize, length, binaryFormat, binary);
}
inline void QOpenGLFunctions_4_1_Core::glClearDepthf(GLfloat dd)
{
d_4_1_Core->f.ClearDepthf(dd);
}
inline void QOpenGLFunctions_4_1_Core::glDepthRangef(GLfloat n, GLfloat f)
{
d_4_1_Core->f.DepthRangef(n, f);
}
inline void QOpenGLFunctions_4_1_Core::glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
{
d_4_1_Core->f.GetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
}
inline void QOpenGLFunctions_4_1_Core::glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length)
{
d_4_1_Core->f.ShaderBinary(count, shaders, binaryformat, binary, length);
}
inline void QOpenGLFunctions_4_1_Core::glReleaseShaderCompiler()
{
d_4_1_Core->f.ReleaseShaderCompiler();
}
QT_END_NAMESPACE
#endif // QT_NO_OPENGL && !QT_OPENGL_ES_2
#endif