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authorSean Harmer <sean.harmer@kdab.com>2012-09-22 16:34:21 +0100
committerThe Qt Project <gerrit-noreply@qt-project.org>2013-02-26 16:27:30 +0100
commit10aa64d74c0208ed9f42e88e6deb3000e9cad6df (patch)
tree4fb87da458d75f728c862fd3c34c483438249a14 /src/gui/opengl/qopenglfunctions_3_1.h
parent4b1332783e16423b3b2c54125b130247ee6bc5b2 (diff)
OpenGL: Add a set of version and context specific OpenGL classes
This commit adds part of the output of utils/glgen and some simple modifications to QOpenGLContext to allow easy access to classes containing functions specific to a given OpenGL context and version. This allows compile-time detection of mis-use of OpenGL features. For example, trying to use glBegin(GL_TRIANGLES) with an OpenGL 3.2 Core Profile context will be detected by the compiler rather than at runtime. These capabilities make it much easier to add functionality to Qt and applications that relies upon core features of OpenGL from specific versions e.g. geometry shaders. Change-Id: Ieb584a489792595f831bc77dee84935c03bb5a64 Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
Diffstat (limited to 'src/gui/opengl/qopenglfunctions_3_1.h')
-rw-r--r--src/gui/opengl/qopenglfunctions_3_1.h1590
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diff --git a/src/gui/opengl/qopenglfunctions_3_1.h b/src/gui/opengl/qopenglfunctions_3_1.h
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@@ -0,0 +1,1590 @@
+/****************************************************************************
+**
+** Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB)
+** Contact: http://www.qt-project.org/legal
+**
+** 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 Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/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 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.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_3_1_H
+#define QOPENGLVERSIONFUNCTIONS_3_1_H
+
+#ifndef QT_NO_OPENGL
+
+#include <QtGui/QOpenGLVersionFunctions>
+#include <QtGui/qopenglcontext.h>
+
+QT_BEGIN_NAMESPACE
+
+class Q_GUI_EXPORT QOpenGLFunctions_3_1 : public QAbstractOpenGLFunctions
+{
+public:
+ QOpenGLFunctions_3_1();
+ ~QOpenGLFunctions_3_1();
+
+ bool initializeOpenGLFunctions() Q_DECL_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 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);
+
+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;
+};
+
+// OpenGL 1.0 core functions
+inline void QOpenGLFunctions_3_1::glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ d_1_0_Core->Viewport(x, y, width, height);
+}
+
+inline void QOpenGLFunctions_3_1::glDepthRange(GLdouble nearVal, GLdouble farVal)
+{
+ d_1_0_Core->DepthRange(nearVal, farVal);
+}
+
+inline GLboolean QOpenGLFunctions_3_1::glIsEnabled(GLenum cap)
+{
+ return d_1_0_Core->IsEnabled(cap);
+}
+
+inline void QOpenGLFunctions_3_1::glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
+{
+ d_1_0_Core->GetTexLevelParameteriv(target, level, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
+{
+ d_1_0_Core->GetTexLevelParameterfv(target, level, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
+{
+ d_1_0_Core->GetTexParameteriv(target, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
+{
+ d_1_0_Core->GetTexParameterfv(target, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
+{
+ d_1_0_Core->GetTexImage(target, level, format, type, pixels);
+}
+
+inline const GLubyte * QOpenGLFunctions_3_1::glGetString(GLenum name)
+{
+ return d_1_0_Core->GetString(name);
+}
+
+inline void QOpenGLFunctions_3_1::glGetIntegerv(GLenum pname, GLint *params)
+{
+ d_1_0_Core->GetIntegerv(pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetFloatv(GLenum pname, GLfloat *params)
+{
+ d_1_0_Core->GetFloatv(pname, params);
+}
+
+inline GLenum QOpenGLFunctions_3_1::glGetError()
+{
+ return d_1_0_Core->GetError();
+}
+
+inline void QOpenGLFunctions_3_1::glGetDoublev(GLenum pname, GLdouble *params)
+{
+ d_1_0_Core->GetDoublev(pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetBooleanv(GLenum pname, GLboolean *params)
+{
+ d_1_0_Core->GetBooleanv(pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
+{
+ d_1_0_Core->ReadPixels(x, y, width, height, format, type, pixels);
+}
+
+inline void QOpenGLFunctions_3_1::glReadBuffer(GLenum mode)
+{
+ d_1_0_Core->ReadBuffer(mode);
+}
+
+inline void QOpenGLFunctions_3_1::glPixelStorei(GLenum pname, GLint param)
+{
+ d_1_0_Core->PixelStorei(pname, param);
+}
+
+inline void QOpenGLFunctions_3_1::glPixelStoref(GLenum pname, GLfloat param)
+{
+ d_1_0_Core->PixelStoref(pname, param);
+}
+
+inline void QOpenGLFunctions_3_1::glDepthFunc(GLenum func)
+{
+ d_1_0_Core->DepthFunc(func);
+}
+
+inline void QOpenGLFunctions_3_1::glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
+{
+ d_1_0_Core->StencilOp(fail, zfail, zpass);
+}
+
+inline void QOpenGLFunctions_3_1::glStencilFunc(GLenum func, GLint ref, GLuint mask)
+{
+ d_1_0_Core->StencilFunc(func, ref, mask);
+}
+
+inline void QOpenGLFunctions_3_1::glLogicOp(GLenum opcode)
+{
+ d_1_0_Core->LogicOp(opcode);
+}
+
+inline void QOpenGLFunctions_3_1::glBlendFunc(GLenum sfactor, GLenum dfactor)
+{
+ d_1_0_Core->BlendFunc(sfactor, dfactor);
+}
+
+inline void QOpenGLFunctions_3_1::glFlush()
+{
+ d_1_0_Core->Flush();
+}
+
+inline void QOpenGLFunctions_3_1::glFinish()
+{
+ d_1_0_Core->Finish();
+}
+
+inline void QOpenGLFunctions_3_1::glEnable(GLenum cap)
+{
+ d_1_0_Core->Enable(cap);
+}
+
+inline void QOpenGLFunctions_3_1::glDisable(GLenum cap)
+{
+ d_1_0_Core->Disable(cap);
+}
+
+inline void QOpenGLFunctions_3_1::glDepthMask(GLboolean flag)
+{
+ d_1_0_Core->DepthMask(flag);
+}
+
+inline void QOpenGLFunctions_3_1::glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
+{
+ d_1_0_Core->ColorMask(red, green, blue, alpha);
+}
+
+inline void QOpenGLFunctions_3_1::glStencilMask(GLuint mask)
+{
+ d_1_0_Core->StencilMask(mask);
+}
+
+inline void QOpenGLFunctions_3_1::glClearDepth(GLdouble depth)
+{
+ d_1_0_Core->ClearDepth(depth);
+}
+
+inline void QOpenGLFunctions_3_1::glClearStencil(GLint s)
+{
+ d_1_0_Core->ClearStencil(s);
+}
+
+inline void QOpenGLFunctions_3_1::glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
+{
+ d_1_0_Core->ClearColor(red, green, blue, alpha);
+}
+
+inline void QOpenGLFunctions_3_1::glClear(GLbitfield mask)
+{
+ d_1_0_Core->Clear(mask);
+}
+
+inline void QOpenGLFunctions_3_1::glDrawBuffer(GLenum mode)
+{
+ d_1_0_Core->DrawBuffer(mode);
+}
+
+inline void QOpenGLFunctions_3_1::glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
+{
+ d_1_0_Core->TexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
+}
+
+inline void QOpenGLFunctions_3_1::glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
+{
+ d_1_0_Core->TexImage1D(target, level, internalformat, width, border, format, type, pixels);
+}
+
+inline void QOpenGLFunctions_3_1::glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
+{
+ d_1_0_Core->TexParameteriv(target, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glTexParameteri(GLenum target, GLenum pname, GLint param)
+{
+ d_1_0_Core->TexParameteri(target, pname, param);
+}
+
+inline void QOpenGLFunctions_3_1::glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
+{
+ d_1_0_Core->TexParameterfv(target, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glTexParameterf(GLenum target, GLenum pname, GLfloat param)
+{
+ d_1_0_Core->TexParameterf(target, pname, param);
+}
+
+inline void QOpenGLFunctions_3_1::glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ d_1_0_Core->Scissor(x, y, width, height);
+}
+
+inline void QOpenGLFunctions_3_1::glPolygonMode(GLenum face, GLenum mode)
+{
+ d_1_0_Core->PolygonMode(face, mode);
+}
+
+inline void QOpenGLFunctions_3_1::glPointSize(GLfloat size)
+{
+ d_1_0_Core->PointSize(size);
+}
+
+inline void QOpenGLFunctions_3_1::glLineWidth(GLfloat width)
+{
+ d_1_0_Core->LineWidth(width);
+}
+
+inline void QOpenGLFunctions_3_1::glHint(GLenum target, GLenum mode)
+{
+ d_1_0_Core->Hint(target, mode);
+}
+
+inline void QOpenGLFunctions_3_1::glFrontFace(GLenum mode)
+{
+ d_1_0_Core->FrontFace(mode);
+}
+
+inline void QOpenGLFunctions_3_1::glCullFace(GLenum mode)
+{
+ d_1_0_Core->CullFace(mode);
+}
+
+
+// OpenGL 1.1 core functions
+inline void QOpenGLFunctions_3_1::glIndexubv(const GLubyte *c)
+{
+ d_1_1_Core->Indexubv(c);
+}
+
+inline void QOpenGLFunctions_3_1::glIndexub(GLubyte c)
+{
+ d_1_1_Core->Indexub(c);
+}
+
+inline GLboolean QOpenGLFunctions_3_1::glIsTexture(GLuint texture)
+{
+ return d_1_1_Core->IsTexture(texture);
+}
+
+inline void QOpenGLFunctions_3_1::glGenTextures(GLsizei n, GLuint *textures)
+{
+ d_1_1_Core->GenTextures(n, textures);
+}
+
+inline void QOpenGLFunctions_3_1::glDeleteTextures(GLsizei n, const GLuint *textures)
+{
+ d_1_1_Core->DeleteTextures(n, textures);
+}
+
+inline void QOpenGLFunctions_3_1::glBindTexture(GLenum target, GLuint texture)
+{
+ d_1_1_Core->BindTexture(target, texture);
+}
+
+inline void QOpenGLFunctions_3_1::glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
+{
+ d_1_1_Core->TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
+}
+
+inline void QOpenGLFunctions_3_1::glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
+{
+ d_1_1_Core->TexSubImage1D(target, level, xoffset, width, format, type, pixels);
+}
+
+inline void QOpenGLFunctions_3_1::glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ d_1_1_Core->CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
+}
+
+inline void QOpenGLFunctions_3_1::glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
+{
+ d_1_1_Core->CopyTexSubImage1D(target, level, xoffset, x, y, width);
+}
+
+inline void QOpenGLFunctions_3_1::glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
+{
+ d_1_1_Core->CopyTexImage2D(target, level, internalformat, x, y, width, height, border);
+}
+
+inline void QOpenGLFunctions_3_1::glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
+{
+ d_1_1_Core->CopyTexImage1D(target, level, internalformat, x, y, width, border);
+}
+
+inline void QOpenGLFunctions_3_1::glPolygonOffset(GLfloat factor, GLfloat units)
+{
+ d_1_1_Core->PolygonOffset(factor, units);
+}
+
+inline void QOpenGLFunctions_3_1::glGetPointerv(GLenum pname, GLvoid* *params)
+{
+ d_1_1_Core->GetPointerv(pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
+{
+ d_1_1_Core->DrawElements(mode, count, type, indices);
+}
+
+inline void QOpenGLFunctions_3_1::glDrawArrays(GLenum mode, GLint first, GLsizei count)
+{
+ d_1_1_Core->DrawArrays(mode, first, count);
+}
+
+
+// OpenGL 1.2 core functions
+inline void QOpenGLFunctions_3_1::glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ d_1_2_Core->CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
+}
+
+inline void QOpenGLFunctions_3_1::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->TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
+}
+
+inline void QOpenGLFunctions_3_1::glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
+{
+ d_1_2_Core->DrawRangeElements(mode, start, end, count, type, indices);
+}
+
+inline void QOpenGLFunctions_3_1::glBlendEquation(GLenum mode)
+{
+ d_1_2_Core->BlendEquation(mode);
+}
+
+inline void QOpenGLFunctions_3_1::glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
+{
+ d_1_2_Core->BlendColor(red, green, blue, alpha);
+}
+
+
+// OpenGL 1.3 core functions
+inline void QOpenGLFunctions_3_1::glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
+{
+ d_1_3_Core->GetCompressedTexImage(target, level, img);
+}
+
+inline void QOpenGLFunctions_3_1::glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
+{
+ d_1_3_Core->CompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data);
+}
+
+inline void QOpenGLFunctions_3_1::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
+{
+ d_1_3_Core->CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
+}
+
+inline void QOpenGLFunctions_3_1::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->CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
+}
+
+inline void QOpenGLFunctions_3_1::glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
+{
+ d_1_3_Core->CompressedTexImage1D(target, level, internalformat, width, border, imageSize, data);
+}
+
+inline void QOpenGLFunctions_3_1::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
+{
+ d_1_3_Core->CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
+}
+
+inline void QOpenGLFunctions_3_1::glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
+{
+ d_1_3_Core->CompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data);
+}
+
+inline void QOpenGLFunctions_3_1::glSampleCoverage(GLfloat value, GLboolean invert)
+{
+ d_1_3_Core->SampleCoverage(value, invert);
+}
+
+inline void QOpenGLFunctions_3_1::glActiveTexture(GLenum texture)
+{
+ d_1_3_Core->ActiveTexture(texture);
+}
+
+
+// OpenGL 1.4 core functions
+inline void QOpenGLFunctions_3_1::glPointParameteriv(GLenum pname, const GLint *params)
+{
+ d_1_4_Core->PointParameteriv(pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glPointParameteri(GLenum pname, GLint param)
+{
+ d_1_4_Core->PointParameteri(pname, param);
+}
+
+inline void QOpenGLFunctions_3_1::glPointParameterfv(GLenum pname, const GLfloat *params)
+{
+ d_1_4_Core->PointParameterfv(pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glPointParameterf(GLenum pname, GLfloat param)
+{
+ d_1_4_Core->PointParameterf(pname, param);
+}
+
+inline void QOpenGLFunctions_3_1::glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount)
+{
+ d_1_4_Core->MultiDrawElements(mode, count, type, indices, drawcount);
+}
+
+inline void QOpenGLFunctions_3_1::glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
+{
+ d_1_4_Core->MultiDrawArrays(mode, first, count, drawcount);
+}
+
+inline void QOpenGLFunctions_3_1::glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
+{
+ d_1_4_Core->BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
+}
+
+
+// OpenGL 1.5 core functions
+inline void QOpenGLFunctions_3_1::glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* *params)
+{
+ d_1_5_Core->GetBufferPointerv(target, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
+{
+ d_1_5_Core->GetBufferParameteriv(target, pname, params);
+}
+
+inline GLboolean QOpenGLFunctions_3_1::glUnmapBuffer(GLenum target)
+{
+ return d_1_5_Core->UnmapBuffer(target);
+}
+
+inline GLvoid* QOpenGLFunctions_3_1::glMapBuffer(GLenum target, GLenum access)
+{
+ return d_1_5_Core->MapBuffer(target, access);
+}
+
+inline void QOpenGLFunctions_3_1::glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
+{
+ d_1_5_Core->GetBufferSubData(target, offset, size, data);
+}
+
+inline void QOpenGLFunctions_3_1::glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
+{
+ d_1_5_Core->BufferSubData(target, offset, size, data);
+}
+
+inline void QOpenGLFunctions_3_1::glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
+{
+ d_1_5_Core->BufferData(target, size, data, usage);
+}
+
+inline GLboolean QOpenGLFunctions_3_1::glIsBuffer(GLuint buffer)
+{
+ return d_1_5_Core->IsBuffer(buffer);
+}
+
+inline void QOpenGLFunctions_3_1::glGenBuffers(GLsizei n, GLuint *buffers)
+{
+ d_1_5_Core->GenBuffers(n, buffers);
+}
+
+inline void QOpenGLFunctions_3_1::glDeleteBuffers(GLsizei n, const GLuint *buffers)
+{
+ d_1_5_Core->DeleteBuffers(n, buffers);
+}
+
+inline void QOpenGLFunctions_3_1::glBindBuffer(GLenum target, GLuint buffer)
+{
+ d_1_5_Core->BindBuffer(target, buffer);
+}
+
+inline void QOpenGLFunctions_3_1::glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
+{
+ d_1_5_Core->GetQueryObjectuiv(id, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
+{
+ d_1_5_Core->GetQueryObjectiv(id, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetQueryiv(GLenum target, GLenum pname, GLint *params)
+{
+ d_1_5_Core->GetQueryiv(target, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glEndQuery(GLenum target)
+{
+ d_1_5_Core->EndQuery(target);
+}
+
+inline void QOpenGLFunctions_3_1::glBeginQuery(GLenum target, GLuint id)
+{
+ d_1_5_Core->BeginQuery(target, id);
+}
+
+inline GLboolean QOpenGLFunctions_3_1::glIsQuery(GLuint id)
+{
+ return d_1_5_Core->IsQuery(id);
+}
+
+inline void QOpenGLFunctions_3_1::glDeleteQueries(GLsizei n, const GLuint *ids)
+{
+ d_1_5_Core->DeleteQueries(n, ids);
+}
+
+inline void QOpenGLFunctions_3_1::glGenQueries(GLsizei n, GLuint *ids)
+{
+ d_1_5_Core->GenQueries(n, ids);
+}
+
+
+// OpenGL 2.0 core functions
+inline void QOpenGLFunctions_3_1::glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
+{
+ d_2_0_Core->VertexAttribPointer(index, size, type, normalized, stride, pointer);
+}
+
+inline void QOpenGLFunctions_3_1::glValidateProgram(GLuint program)
+{
+ d_2_0_Core->ValidateProgram(program);
+}
+
+inline void QOpenGLFunctions_3_1::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ d_2_0_Core->UniformMatrix4fv(location, count, transpose, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ d_2_0_Core->UniformMatrix3fv(location, count, transpose, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ d_2_0_Core->UniformMatrix2fv(location, count, transpose, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform4iv(GLint location, GLsizei count, const GLint *value)
+{
+ d_2_0_Core->Uniform4iv(location, count, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform3iv(GLint location, GLsizei count, const GLint *value)
+{
+ d_2_0_Core->Uniform3iv(location, count, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform2iv(GLint location, GLsizei count, const GLint *value)
+{
+ d_2_0_Core->Uniform2iv(location, count, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform1iv(GLint location, GLsizei count, const GLint *value)
+{
+ d_2_0_Core->Uniform1iv(location, count, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
+{
+ d_2_0_Core->Uniform4fv(location, count, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
+{
+ d_2_0_Core->Uniform3fv(location, count, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
+{
+ d_2_0_Core->Uniform2fv(location, count, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
+{
+ d_2_0_Core->Uniform1fv(location, count, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
+{
+ d_2_0_Core->Uniform4i(location, v0, v1, v2, v3);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
+{
+ d_2_0_Core->Uniform3i(location, v0, v1, v2);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform2i(GLint location, GLint v0, GLint v1)
+{
+ d_2_0_Core->Uniform2i(location, v0, v1);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform1i(GLint location, GLint v0)
+{
+ d_2_0_Core->Uniform1i(location, v0);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
+{
+ d_2_0_Core->Uniform4f(location, v0, v1, v2, v3);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
+{
+ d_2_0_Core->Uniform3f(location, v0, v1, v2);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform2f(GLint location, GLfloat v0, GLfloat v1)
+{
+ d_2_0_Core->Uniform2f(location, v0, v1);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform1f(GLint location, GLfloat v0)
+{
+ d_2_0_Core->Uniform1f(location, v0);
+}
+
+inline void QOpenGLFunctions_3_1::glUseProgram(GLuint program)
+{
+ d_2_0_Core->UseProgram(program);
+}
+
+inline void QOpenGLFunctions_3_1::glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length)
+{
+ d_2_0_Core->ShaderSource(shader, count, string, length);
+}
+
+inline void QOpenGLFunctions_3_1::glLinkProgram(GLuint program)
+{
+ d_2_0_Core->LinkProgram(program);
+}
+
+inline GLboolean QOpenGLFunctions_3_1::glIsShader(GLuint shader)
+{
+ return d_2_0_Core->IsShader(shader);
+}
+
+inline GLboolean QOpenGLFunctions_3_1::glIsProgram(GLuint program)
+{
+ return d_2_0_Core->IsProgram(program);
+}
+
+inline void QOpenGLFunctions_3_1::glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer)
+{
+ d_2_0_Core->GetVertexAttribPointerv(index, pname, pointer);
+}
+
+inline void QOpenGLFunctions_3_1::glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
+{
+ d_2_0_Core->GetVertexAttribiv(index, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
+{
+ d_2_0_Core->GetVertexAttribfv(index, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
+{
+ d_2_0_Core->GetVertexAttribdv(index, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetUniformiv(GLuint program, GLint location, GLint *params)
+{
+ d_2_0_Core->GetUniformiv(program, location, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetUniformfv(GLuint program, GLint location, GLfloat *params)
+{
+ d_2_0_Core->GetUniformfv(program, location, params);
+}
+
+inline GLint QOpenGLFunctions_3_1::glGetUniformLocation(GLuint program, const GLchar *name)
+{
+ return d_2_0_Core->GetUniformLocation(program, name);
+}
+
+inline void QOpenGLFunctions_3_1::glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
+{
+ d_2_0_Core->GetShaderSource(shader, bufSize, length, source);
+}
+
+inline void QOpenGLFunctions_3_1::glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
+{
+ d_2_0_Core->GetShaderInfoLog(shader, bufSize, length, infoLog);
+}
+
+inline void QOpenGLFunctions_3_1::glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
+{
+ d_2_0_Core->GetShaderiv(shader, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
+{
+ d_2_0_Core->GetProgramInfoLog(program, bufSize, length, infoLog);
+}
+
+inline void QOpenGLFunctions_3_1::glGetProgramiv(GLuint program, GLenum pname, GLint *params)
+{
+ d_2_0_Core->GetProgramiv(program, pname, params);
+}
+
+inline GLint QOpenGLFunctions_3_1::glGetAttribLocation(GLuint program, const GLchar *name)
+{
+ return d_2_0_Core->GetAttribLocation(program, name);
+}
+
+inline void QOpenGLFunctions_3_1::glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
+{
+ d_2_0_Core->GetAttachedShaders(program, maxCount, count, obj);
+}
+
+inline void QOpenGLFunctions_3_1::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
+{
+ d_2_0_Core->GetActiveUniform(program, index, bufSize, length, size, type, name);
+}
+
+inline void QOpenGLFunctions_3_1::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
+{
+ d_2_0_Core->GetActiveAttrib(program, index, bufSize, length, size, type, name);
+}
+
+inline void QOpenGLFunctions_3_1::glEnableVertexAttribArray(GLuint index)
+{
+ d_2_0_Core->EnableVertexAttribArray(index);
+}
+
+inline void QOpenGLFunctions_3_1::glDisableVertexAttribArray(GLuint index)
+{
+ d_2_0_Core->DisableVertexAttribArray(index);
+}
+
+inline void QOpenGLFunctions_3_1::glDetachShader(GLuint program, GLuint shader)
+{
+ d_2_0_Core->DetachShader(program, shader);
+}
+
+inline void QOpenGLFunctions_3_1::glDeleteShader(GLuint shader)
+{
+ d_2_0_Core->DeleteShader(shader);
+}
+
+inline void QOpenGLFunctions_3_1::glDeleteProgram(GLuint program)
+{
+ d_2_0_Core->DeleteProgram(program);
+}
+
+inline GLuint QOpenGLFunctions_3_1::glCreateShader(GLenum type)
+{
+ return d_2_0_Core->CreateShader(type);
+}
+
+inline GLuint QOpenGLFunctions_3_1::glCreateProgram()
+{
+ return d_2_0_Core->CreateProgram();
+}
+
+inline void QOpenGLFunctions_3_1::glCompileShader(GLuint shader)
+{
+ d_2_0_Core->CompileShader(shader);
+}
+
+inline void QOpenGLFunctions_3_1::glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
+{
+ d_2_0_Core->BindAttribLocation(program, index, name);
+}
+
+inline void QOpenGLFunctions_3_1::glAttachShader(GLuint program, GLuint shader)
+{
+ d_2_0_Core->AttachShader(program, shader);
+}
+
+inline void QOpenGLFunctions_3_1::glStencilMaskSeparate(GLenum face, GLuint mask)
+{
+ d_2_0_Core->StencilMaskSeparate(face, mask);
+}
+
+inline void QOpenGLFunctions_3_1::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
+{
+ d_2_0_Core->StencilFuncSeparate(face, func, ref, mask);
+}
+
+inline void QOpenGLFunctions_3_1::glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
+{
+ d_2_0_Core->StencilOpSeparate(face, sfail, dpfail, dppass);
+}
+
+inline void QOpenGLFunctions_3_1::glDrawBuffers(GLsizei n, const GLenum *bufs)
+{
+ d_2_0_Core->DrawBuffers(n, bufs);
+}
+
+inline void QOpenGLFunctions_3_1::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
+{
+ d_2_0_Core->BlendEquationSeparate(modeRGB, modeAlpha);
+}
+
+
+// OpenGL 2.1 core functions
+inline void QOpenGLFunctions_3_1::glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ d_2_1_Core->UniformMatrix4x3fv(location, count, transpose, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ d_2_1_Core->UniformMatrix3x4fv(location, count, transpose, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ d_2_1_Core->UniformMatrix4x2fv(location, count, transpose, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ d_2_1_Core->UniformMatrix2x4fv(location, count, transpose, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ d_2_1_Core->UniformMatrix3x2fv(location, count, transpose, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ d_2_1_Core->UniformMatrix2x3fv(location, count, transpose, value);
+}
+
+
+// OpenGL 3.0 core functions
+inline GLboolean QOpenGLFunctions_3_1::glIsVertexArray(GLuint array)
+{
+ return d_3_0_Core->IsVertexArray(array);
+}
+
+inline void QOpenGLFunctions_3_1::glGenVertexArrays(GLsizei n, GLuint *arrays)
+{
+ d_3_0_Core->GenVertexArrays(n, arrays);
+}
+
+inline void QOpenGLFunctions_3_1::glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
+{
+ d_3_0_Core->DeleteVertexArrays(n, arrays);
+}
+
+inline void QOpenGLFunctions_3_1::glBindVertexArray(GLuint array)
+{
+ d_3_0_Core->BindVertexArray(array);
+}
+
+inline void QOpenGLFunctions_3_1::glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
+{
+ d_3_0_Core->FlushMappedBufferRange(target, offset, length);
+}
+
+inline GLvoid* QOpenGLFunctions_3_1::glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
+{
+ return d_3_0_Core->MapBufferRange(target, offset, length, access);
+}
+
+inline void QOpenGLFunctions_3_1::glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
+{
+ d_3_0_Core->FramebufferTextureLayer(target, attachment, texture, level, layer);
+}
+
+inline void QOpenGLFunctions_3_1::glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
+{
+ d_3_0_Core->RenderbufferStorageMultisample(target, samples, internalformat, width, height);
+}
+
+inline void QOpenGLFunctions_3_1::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->BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
+}
+
+inline void QOpenGLFunctions_3_1::glGenerateMipmap(GLenum target)
+{
+ d_3_0_Core->GenerateMipmap(target);
+}
+
+inline void QOpenGLFunctions_3_1::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
+{
+ d_3_0_Core->GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
+{
+ d_3_0_Core->FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
+}
+
+inline void QOpenGLFunctions_3_1::glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
+{
+ d_3_0_Core->FramebufferTexture3D(target, attachment, textarget, texture, level, zoffset);
+}
+
+inline void QOpenGLFunctions_3_1::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
+{
+ d_3_0_Core->FramebufferTexture2D(target, attachment, textarget, texture, level);
+}
+
+inline void QOpenGLFunctions_3_1::glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
+{
+ d_3_0_Core->FramebufferTexture1D(target, attachment, textarget, texture, level);
+}
+
+inline GLenum QOpenGLFunctions_3_1::glCheckFramebufferStatus(GLenum target)
+{
+ return d_3_0_Core->CheckFramebufferStatus(target);
+}
+
+inline void QOpenGLFunctions_3_1::glGenFramebuffers(GLsizei n, GLuint *framebuffers)
+{
+ d_3_0_Core->GenFramebuffers(n, framebuffers);
+}
+
+inline void QOpenGLFunctions_3_1::glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
+{
+ d_3_0_Core->DeleteFramebuffers(n, framebuffers);
+}
+
+inline void QOpenGLFunctions_3_1::glBindFramebuffer(GLenum target, GLuint framebuffer)
+{
+ d_3_0_Core->BindFramebuffer(target, framebuffer);
+}
+
+inline GLboolean QOpenGLFunctions_3_1::glIsFramebuffer(GLuint framebuffer)
+{
+ return d_3_0_Core->IsFramebuffer(framebuffer);
+}
+
+inline void QOpenGLFunctions_3_1::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
+{
+ d_3_0_Core->GetRenderbufferParameteriv(target, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
+{
+ d_3_0_Core->RenderbufferStorage(target, internalformat, width, height);
+}
+
+inline void QOpenGLFunctions_3_1::glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
+{
+ d_3_0_Core->GenRenderbuffers(n, renderbuffers);
+}
+
+inline void QOpenGLFunctions_3_1::glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
+{
+ d_3_0_Core->DeleteRenderbuffers(n, renderbuffers);
+}
+
+inline void QOpenGLFunctions_3_1::glBindRenderbuffer(GLenum target, GLuint renderbuffer)
+{
+ d_3_0_Core->BindRenderbuffer(target, renderbuffer);
+}
+
+inline GLboolean QOpenGLFunctions_3_1::glIsRenderbuffer(GLuint renderbuffer)
+{
+ return d_3_0_Core->IsRenderbuffer(renderbuffer);
+}
+
+inline const GLubyte * QOpenGLFunctions_3_1::glGetStringi(GLenum name, GLuint index)
+{
+ return d_3_0_Core->GetStringi(name, index);
+}
+
+inline void QOpenGLFunctions_3_1::glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
+{
+ d_3_0_Core->ClearBufferfi(buffer, drawbuffer, depth, stencil);
+}
+
+inline void QOpenGLFunctions_3_1::glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
+{
+ d_3_0_Core->ClearBufferfv(buffer, drawbuffer, value);
+}
+
+inline void QOpenGLFunctions_3_1::glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
+{
+ d_3_0_Core->ClearBufferuiv(buffer, drawbuffer, value);
+}
+
+inline void QOpenGLFunctions_3_1::glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
+{
+ d_3_0_Core->ClearBufferiv(buffer, drawbuffer, value);
+}
+
+inline void QOpenGLFunctions_3_1::glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
+{
+ d_3_0_Core->GetTexParameterIuiv(target, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
+{
+ d_3_0_Core->GetTexParameterIiv(target, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
+{
+ d_3_0_Core->TexParameterIuiv(target, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
+{
+ d_3_0_Core->TexParameterIiv(target, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
+{
+ d_3_0_Core->Uniform4uiv(location, count, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
+{
+ d_3_0_Core->Uniform3uiv(location, count, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
+{
+ d_3_0_Core->Uniform2uiv(location, count, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
+{
+ d_3_0_Core->Uniform1uiv(location, count, value);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
+{
+ d_3_0_Core->Uniform4ui(location, v0, v1, v2, v3);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
+{
+ d_3_0_Core->Uniform3ui(location, v0, v1, v2);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform2ui(GLint location, GLuint v0, GLuint v1)
+{
+ d_3_0_Core->Uniform2ui(location, v0, v1);
+}
+
+inline void QOpenGLFunctions_3_1::glUniform1ui(GLint location, GLuint v0)
+{
+ d_3_0_Core->Uniform1ui(location, v0);
+}
+
+inline GLint QOpenGLFunctions_3_1::glGetFragDataLocation(GLuint program, const GLchar *name)
+{
+ return d_3_0_Core->GetFragDataLocation(program, name);
+}
+
+inline void QOpenGLFunctions_3_1::glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
+{
+ d_3_0_Core->BindFragDataLocation(program, color, name);
+}
+
+inline void QOpenGLFunctions_3_1::glGetUniformuiv(GLuint program, GLint location, GLuint *params)
+{
+ d_3_0_Core->GetUniformuiv(program, location, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
+{
+ d_3_0_Core->GetVertexAttribIuiv(index, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
+{
+ d_3_0_Core->GetVertexAttribIiv(index, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
+{
+ d_3_0_Core->VertexAttribIPointer(index, size, type, stride, pointer);
+}
+
+inline void QOpenGLFunctions_3_1::glEndConditionalRender()
+{
+ d_3_0_Core->EndConditionalRender();
+}
+
+inline void QOpenGLFunctions_3_1::glBeginConditionalRender(GLuint id, GLenum mode)
+{
+ d_3_0_Core->BeginConditionalRender(id, mode);
+}
+
+inline void QOpenGLFunctions_3_1::glClampColor(GLenum target, GLenum clamp)
+{
+ d_3_0_Core->ClampColor(target, clamp);
+}
+
+inline void QOpenGLFunctions_3_1::glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
+{
+ d_3_0_Core->GetTransformFeedbackVarying(program, index, bufSize, length, size, type, name);
+}
+
+inline void QOpenGLFunctions_3_1::glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode)
+{
+ d_3_0_Core->TransformFeedbackVaryings(program, count, varyings, bufferMode);
+}
+
+inline void QOpenGLFunctions_3_1::glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
+{
+ d_3_0_Core->BindBufferBase(target, index, buffer);
+}
+
+inline void QOpenGLFunctions_3_1::glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
+{
+ d_3_0_Core->BindBufferRange(target, index, buffer, offset, size);
+}
+
+inline void QOpenGLFunctions_3_1::glEndTransformFeedback()
+{
+ d_3_0_Core->EndTransformFeedback();
+}
+
+inline void QOpenGLFunctions_3_1::glBeginTransformFeedback(GLenum primitiveMode)
+{
+ d_3_0_Core->BeginTransformFeedback(primitiveMode);
+}
+
+inline GLboolean QOpenGLFunctions_3_1::glIsEnabledi(GLenum target, GLuint index)
+{
+ return d_3_0_Core->IsEnabledi(target, index);
+}
+
+inline void QOpenGLFunctions_3_1::glDisablei(GLenum target, GLuint index)
+{
+ d_3_0_Core->Disablei(target, index);
+}
+
+inline void QOpenGLFunctions_3_1::glEnablei(GLenum target, GLuint index)
+{
+ d_3_0_Core->Enablei(target, index);
+}
+
+inline void QOpenGLFunctions_3_1::glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
+{
+ d_3_0_Core->GetIntegeri_v(target, index, data);
+}
+
+inline void QOpenGLFunctions_3_1::glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
+{
+ d_3_0_Core->GetBooleani_v(target, index, data);
+}
+
+inline void QOpenGLFunctions_3_1::glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
+{
+ d_3_0_Core->ColorMaski(index, r, g, b, a);
+}
+
+
+// OpenGL 3.1 core functions
+inline void QOpenGLFunctions_3_1::glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
+{
+ d_3_1_Core->CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
+}
+
+inline void QOpenGLFunctions_3_1::glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
+{
+ d_3_1_Core->UniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
+}
+
+inline void QOpenGLFunctions_3_1::glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
+{
+ d_3_1_Core->GetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName);
+}
+
+inline void QOpenGLFunctions_3_1::glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
+{
+ d_3_1_Core->GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
+}
+
+inline GLuint QOpenGLFunctions_3_1::glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
+{
+ return d_3_1_Core->GetUniformBlockIndex(program, uniformBlockName);
+}
+
+inline void QOpenGLFunctions_3_1::glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
+{
+ d_3_1_Core->GetActiveUniformName(program, uniformIndex, bufSize, length, uniformName);
+}
+
+inline void QOpenGLFunctions_3_1::glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
+{
+ d_3_1_Core->GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);
+}
+
+inline void QOpenGLFunctions_3_1::glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices)
+{
+ d_3_1_Core->GetUniformIndices(program, uniformCount, uniformNames, uniformIndices);
+}
+
+inline void QOpenGLFunctions_3_1::glPrimitiveRestartIndex(GLuint index)
+{
+ d_3_1_Core->PrimitiveRestartIndex(index);
+}
+
+inline void QOpenGLFunctions_3_1::glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
+{
+ d_3_1_Core->TexBuffer(target, internalformat, buffer);
+}
+
+inline void QOpenGLFunctions_3_1::glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
+{
+ d_3_1_Core->DrawElementsInstanced(mode, count, type, indices, instancecount);
+}
+
+inline void QOpenGLFunctions_3_1::glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
+{
+ d_3_1_Core->DrawArraysInstanced(mode, first, count, instancecount);
+}
+
+
+
+QT_END_NAMESPACE
+
+#endif // QT_NO_OPENGL
+
+#endif