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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_es2.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_es2.h')
-rw-r--r--src/gui/opengl/qopenglfunctions_es2.h931
1 files changed, 931 insertions, 0 deletions
diff --git a/src/gui/opengl/qopenglfunctions_es2.h b/src/gui/opengl/qopenglfunctions_es2.h
new file mode 100644
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+++ b/src/gui/opengl/qopenglfunctions_es2.h
@@ -0,0 +1,931 @@
+/****************************************************************************
+**
+** 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QOPENGLVERSIONFUNCTIONS_ES2_H
+#define QOPENGLVERSIONFUNCTIONS_ES2_H
+
+#ifndef QT_NO_OPENGL
+
+#include <QtGui/QOpenGLVersionFunctions>
+#include <QtGui/qopenglcontext.h>
+
+QT_BEGIN_NAMESPACE
+
+class QOpenGLFunctions_ES2Private;
+
+class Q_GUI_EXPORT QOpenGLFunctions_ES2 : public QAbstractOpenGLFunctions
+{
+public:
+ QOpenGLFunctions_ES2();
+ ~QOpenGLFunctions_ES2();
+
+ bool initializeOpenGLFunctions() Q_DECL_OVERRIDE;
+
+ // OpenGL ES2 core functions
+ void glActiveTexture(GLenum texture);
+ void glAttachShader(GLuint program, GLuint shader);
+ void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name);
+ void glBindBuffer(GLenum target, GLuint buffer);
+ void glBindFramebuffer(GLenum target, GLuint framebuffer);
+ void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
+ void glBindTexture(GLenum target, GLuint texture);
+ void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+ void glBlendEquation(GLenum mode);
+ void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
+ void glBlendFunc(GLenum sfactor, GLenum dfactor);
+ void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+ void glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
+ void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
+ GLenum glCheckFramebufferStatus(GLenum target);
+ void glClear(GLbitfield mask);
+ void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+ void glClearDepthf(GLclampf depth);
+ void glClearStencil(GLint s);
+ void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+ void glCompileShader(GLuint shader);
+ void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, 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 glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+ void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+ GLuint glCreateProgram(void);
+ GLuint glCreateShader(GLenum type);
+ void glCullFace(GLenum mode);
+ void glDeleteBuffers(GLsizei n, const GLuint* buffers);
+ void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers);
+ void glDeleteProgram(GLuint program);
+ void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers);
+ void glDeleteShader(GLuint shader);
+ void glDeleteTextures(GLsizei n, const GLuint* textures);
+ void glDepthFunc(GLenum func);
+ void glDepthMask(GLboolean flag);
+ void glDepthRangef(GLclampf zNear, GLclampf zFar);
+ void glDetachShader(GLuint program, GLuint shader);
+ void glDisable(GLenum cap);
+ void glDisableVertexAttribArray(GLuint index);
+ void glDrawArrays(GLenum mode, GLint first, GLsizei count);
+ void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
+ void glEnable(GLenum cap);
+ void glEnableVertexAttribArray(GLuint index);
+ void glFinish(void);
+ void glFlush(void);
+ void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+ void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+ void glFrontFace(GLenum mode);
+ void glGenBuffers(GLsizei n, GLuint* buffers);
+ void glGenerateMipmap(GLenum target);
+ void glGenFramebuffers(GLsizei n, GLuint* framebuffers);
+ void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers);
+ void glGenTextures(GLsizei n, GLuint* textures);
+ void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
+ void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
+ void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
+ int glGetAttribLocation(GLuint program, const GLchar* name);
+ void glGetBooleanv(GLenum pname, GLboolean* params);
+ void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params);
+ GLenum glGetError(void);
+ void glGetFloatv(GLenum pname, GLfloat* params);
+ void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params);
+ void glGetIntegerv(GLenum pname, GLint* params);
+ void glGetProgramiv(GLuint program, GLenum pname, GLint* params);
+ void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
+ void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params);
+ void glGetShaderiv(GLuint shader, GLenum pname, GLint* params);
+ void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
+ void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
+ void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
+ const GLubyte* glGetString(GLenum name);
+ void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params);
+ void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params);
+ void glGetUniformfv(GLuint program, GLint location, GLfloat* params);
+ void glGetUniformiv(GLuint program, GLint location, GLint* params);
+ int glGetUniformLocation(GLuint program, const GLchar* name);
+ void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
+ void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
+ void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer);
+ void glHint(GLenum target, GLenum mode);
+ GLboolean glIsBuffer(GLuint buffer);
+ GLboolean glIsEnabled(GLenum cap);
+ GLboolean glIsFramebuffer(GLuint framebuffer);
+ GLboolean glIsProgram(GLuint program);
+ GLboolean glIsRenderbuffer(GLuint renderbuffer);
+ GLboolean glIsShader(GLuint shader);
+ GLboolean glIsTexture(GLuint texture);
+ void glLineWidth(GLfloat width);
+ void glLinkProgram(GLuint program);
+ void glPixelStorei(GLenum pname, GLint param);
+ void glPolygonOffset(GLfloat factor, GLfloat units);
+ void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
+ void glReleaseShaderCompiler(void);
+ void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+ void glSampleCoverage(GLclampf value, GLboolean invert);
+ void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
+ void glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
+ void glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint* length);
+ void glStencilFunc(GLenum func, GLint ref, GLuint mask);
+ void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
+ void glStencilMask(GLuint mask);
+ void glStencilMaskSeparate(GLenum face, GLuint mask);
+ void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
+ void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
+ void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
+ void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
+ void glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params);
+ void glTexParameteri(GLenum target, GLenum pname, GLint param);
+ void glTexParameteriv(GLenum target, GLenum pname, const GLint* params);
+ void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
+ void glUniform1f(GLint location, GLfloat x);
+ void glUniform1fv(GLint location, GLsizei count, const GLfloat* v);
+ void glUniform1i(GLint location, GLint x);
+ void glUniform1iv(GLint location, GLsizei count, const GLint* v);
+ void glUniform2f(GLint location, GLfloat x, GLfloat y);
+ void glUniform2fv(GLint location, GLsizei count, const GLfloat* v);
+ void glUniform2i(GLint location, GLint x, GLint y);
+ void glUniform2iv(GLint location, GLsizei count, const GLint* v);
+ void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z);
+ void glUniform3fv(GLint location, GLsizei count, const GLfloat* v);
+ void glUniform3i(GLint location, GLint x, GLint y, GLint z);
+ void glUniform3iv(GLint location, GLsizei count, const GLint* v);
+ void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void glUniform4fv(GLint location, GLsizei count, const GLfloat* v);
+ void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w);
+ void glUniform4iv(GLint location, GLsizei count, const GLint* v);
+ void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
+ void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
+ void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
+ void glUseProgram(GLuint program);
+ void glValidateProgram(GLuint program);
+ void glVertexAttrib1f(GLuint indx, GLfloat x);
+ void glVertexAttrib1fv(GLuint indx, const GLfloat* values);
+ void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
+ void glVertexAttrib2fv(GLuint indx, const GLfloat* values);
+ void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
+ void glVertexAttrib3fv(GLuint indx, const GLfloat* values);
+ void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void glVertexAttrib4fv(GLuint indx, const GLfloat* values);
+ void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
+ void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
+
+private:
+ friend class QOpenGLContext;
+
+ static bool isContextCompatible(QOpenGLContext *context);
+ static QOpenGLVersionProfile versionProfile();
+
+ // For future expansion - not used
+ QOpenGLFunctions_ES2Private* d_es2;
+};
+
+// OpenGL ES2 core functions
+inline void QOpenGLFunctions_ES2::glActiveTexture(GLenum texture)
+{
+ ::glActiveTexture(texture);
+}
+
+inline void QOpenGLFunctions_ES2::glAttachShader(GLuint program, GLuint shader)
+{
+ ::glAttachShader(program, shader);
+}
+
+inline void QOpenGLFunctions_ES2::glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
+{
+ ::glBindAttribLocation(program, index, name);
+}
+
+inline void QOpenGLFunctions_ES2::glBindBuffer(GLenum target, GLuint buffer)
+{
+ ::glBindBuffer(target, buffer);
+}
+
+inline void QOpenGLFunctions_ES2::glBindFramebuffer(GLenum target, GLuint framebuffer)
+{
+ ::glBindFramebuffer(target, framebuffer);
+}
+
+inline void QOpenGLFunctions_ES2::glBindRenderbuffer(GLenum target, GLuint renderbuffer)
+{
+ ::glBindRenderbuffer(target, renderbuffer);
+}
+
+inline void QOpenGLFunctions_ES2::glBindTexture(GLenum target, GLuint texture)
+{
+ ::glBindTexture(target, texture);
+}
+
+inline void QOpenGLFunctions_ES2::glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
+{
+ ::glBlendColor(red, green, blue, alpha);
+}
+
+inline void QOpenGLFunctions_ES2::glBlendEquation(GLenum mode)
+{
+ ::glBlendEquation(mode);
+}
+
+inline void QOpenGLFunctions_ES2::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
+{
+ ::glBlendEquationSeparate(modeRGB, modeAlpha);
+}
+
+inline void QOpenGLFunctions_ES2::glBlendFunc(GLenum sfactor, GLenum dfactor)
+{
+ ::glBlendFunc(sfactor, dfactor);
+}
+
+inline void QOpenGLFunctions_ES2::glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
+{
+ ::glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
+}
+
+inline void QOpenGLFunctions_ES2::glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
+{
+ ::glBufferData(target, size, data, usage);
+}
+
+inline void QOpenGLFunctions_ES2::glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
+{
+ ::glBufferSubData(target, offset, size, data);
+}
+
+inline GLenum QOpenGLFunctions_ES2::glCheckFramebufferStatus(GLenum target)
+{
+ return ::glCheckFramebufferStatus(target);
+}
+
+inline void QOpenGLFunctions_ES2::glClear(GLbitfield mask)
+{
+ ::glClear(mask);
+}
+
+inline void QOpenGLFunctions_ES2::glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
+{
+ ::glClearColor(red, green, blue, alpha);
+}
+
+inline void QOpenGLFunctions_ES2::glClearDepthf(GLclampf depth)
+{
+ ::glClearDepthf(depth);
+}
+
+inline void QOpenGLFunctions_ES2::glClearStencil(GLint s)
+{
+ ::glClearStencil(s);
+}
+
+inline void QOpenGLFunctions_ES2::glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
+{
+ ::glColorMask(red, green, blue, alpha);
+}
+
+inline void QOpenGLFunctions_ES2::glCompileShader(GLuint shader)
+{
+ ::glCompileShader(shader);
+}
+
+inline void QOpenGLFunctions_ES2::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data)
+{
+ ::glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
+}
+
+inline void QOpenGLFunctions_ES2::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data)
+{
+ ::glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
+}
+
+inline void QOpenGLFunctions_ES2::glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
+{
+ ::glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
+}
+
+inline void QOpenGLFunctions_ES2::glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ ::glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
+}
+
+inline GLuint QOpenGLFunctions_ES2::glCreateProgram(void)
+{
+ return ::glCreateProgram();
+}
+
+inline GLuint QOpenGLFunctions_ES2::glCreateShader(GLenum type)
+{
+ return ::glCreateShader(type);
+}
+
+inline void QOpenGLFunctions_ES2::glCullFace(GLenum mode)
+{
+ ::glCullFace(mode);
+}
+
+inline void QOpenGLFunctions_ES2::glDeleteBuffers(GLsizei n, const GLuint* buffers)
+{
+ ::glDeleteBuffers(n, buffers);
+}
+
+inline void QOpenGLFunctions_ES2::glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
+{
+ ::glDeleteFramebuffers(n, framebuffers);
+}
+
+inline void QOpenGLFunctions_ES2::glDeleteProgram(GLuint program)
+{
+ ::glDeleteProgram(program);
+}
+
+inline void QOpenGLFunctions_ES2::glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
+{
+ ::glDeleteRenderbuffers(n, renderbuffers);
+}
+
+inline void QOpenGLFunctions_ES2::glDeleteShader(GLuint shader)
+{
+ ::glDeleteShader(shader);
+}
+
+inline void QOpenGLFunctions_ES2::glDeleteTextures(GLsizei n, const GLuint* textures)
+{
+ ::glDeleteTextures(n, textures);
+}
+
+inline void QOpenGLFunctions_ES2::glDepthFunc(GLenum func)
+{
+ ::glDepthFunc(func);
+}
+
+inline void QOpenGLFunctions_ES2::glDepthMask(GLboolean flag)
+{
+ ::glDepthMask(flag);
+}
+
+inline void QOpenGLFunctions_ES2::glDepthRangef(GLclampf zNear, GLclampf zFar)
+{
+ ::glDepthRangef(zNear, zFar);
+}
+
+inline void QOpenGLFunctions_ES2::glDetachShader(GLuint program, GLuint shader)
+{
+ ::glDetachShader(program, shader);
+}
+
+inline void QOpenGLFunctions_ES2::glDisable(GLenum cap)
+{
+ ::glDisable(cap);
+}
+
+inline void QOpenGLFunctions_ES2::glDisableVertexAttribArray(GLuint index)
+{
+ ::glDisableVertexAttribArray(index);
+}
+
+inline void QOpenGLFunctions_ES2::glDrawArrays(GLenum mode, GLint first, GLsizei count)
+{
+ ::glDrawArrays(mode, first, count);
+}
+
+inline void QOpenGLFunctions_ES2::glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
+{
+ ::glDrawElements(mode, count, type, indices);
+}
+
+inline void QOpenGLFunctions_ES2::glEnable(GLenum cap)
+{
+ ::glEnable(cap);
+}
+
+inline void QOpenGLFunctions_ES2::glEnableVertexAttribArray(GLuint index)
+{
+ ::glEnableVertexAttribArray(index);
+}
+
+inline void QOpenGLFunctions_ES2::glFinish(void)
+{
+ ::glFinish();
+}
+
+inline void QOpenGLFunctions_ES2::glFlush(void)
+{
+ ::glFlush();
+}
+
+inline void QOpenGLFunctions_ES2::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
+{
+ ::glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
+}
+
+inline void QOpenGLFunctions_ES2::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
+{
+ ::glFramebufferTexture2D(target, attachment, textarget, texture, level);
+}
+
+inline void QOpenGLFunctions_ES2::glFrontFace(GLenum mode)
+{
+ ::glFrontFace(mode);
+}
+
+inline void QOpenGLFunctions_ES2::glGenBuffers(GLsizei n, GLuint* buffers)
+{
+ ::glGenBuffers(n, buffers);
+}
+
+inline void QOpenGLFunctions_ES2::glGenerateMipmap(GLenum target)
+{
+ ::glGenerateMipmap(target);
+}
+
+inline void QOpenGLFunctions_ES2::glGenFramebuffers(GLsizei n, GLuint* framebuffers)
+{
+ ::glGenFramebuffers(n, framebuffers);
+}
+
+inline void QOpenGLFunctions_ES2::glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
+{
+ ::glGenRenderbuffers(n, renderbuffers);
+}
+
+inline void QOpenGLFunctions_ES2::glGenTextures(GLsizei n, GLuint* textures)
+{
+ ::glGenTextures(n, textures);
+}
+
+inline void QOpenGLFunctions_ES2::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
+{
+ ::glGetActiveAttrib(program, index, bufsize, length, size, type, name);
+}
+
+inline void QOpenGLFunctions_ES2::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
+{
+ ::glGetActiveUniform(program, index, bufsize, length, size, type, name);
+}
+
+inline void QOpenGLFunctions_ES2::glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
+{
+ ::glGetAttachedShaders(program, maxcount, count, shaders);
+}
+
+inline int QOpenGLFunctions_ES2::glGetAttribLocation(GLuint program, const GLchar* name)
+{
+ return ::glGetAttribLocation(program, name);
+}
+
+inline void QOpenGLFunctions_ES2::glGetBooleanv(GLenum pname, GLboolean* params)
+{
+ ::glGetBooleanv(pname, params);
+}
+
+inline void QOpenGLFunctions_ES2::glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
+{
+ ::glGetBufferParameteriv(target, pname, params);
+}
+
+inline GLenum QOpenGLFunctions_ES2::glGetError(void)
+{
+ return ::glGetError();
+}
+
+inline void QOpenGLFunctions_ES2::glGetFloatv(GLenum pname, GLfloat* params)
+{
+ ::glGetFloatv(pname, params);
+}
+
+inline void QOpenGLFunctions_ES2::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
+{
+ ::glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);
+}
+
+inline void QOpenGLFunctions_ES2::glGetIntegerv(GLenum pname, GLint* params)
+{
+ ::glGetIntegerv(pname, params);
+}
+
+inline void QOpenGLFunctions_ES2::glGetProgramiv(GLuint program, GLenum pname, GLint* params)
+{
+ ::glGetProgramiv(program, pname, params);
+}
+
+inline void QOpenGLFunctions_ES2::glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
+{
+ ::glGetProgramInfoLog(program, bufsize, length, infolog);
+}
+
+inline void QOpenGLFunctions_ES2::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
+{
+ ::glGetRenderbufferParameteriv(target, pname, params);
+}
+
+inline void QOpenGLFunctions_ES2::glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
+{
+ ::glGetShaderiv(shader, pname, params);
+}
+
+inline void QOpenGLFunctions_ES2::glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
+{
+ ::glGetShaderInfoLog(shader, bufsize, length, infolog);
+}
+
+inline void QOpenGLFunctions_ES2::glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
+{
+ ::glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
+}
+
+inline void QOpenGLFunctions_ES2::glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
+{
+ ::glGetShaderSource(shader, bufsize, length, source);
+}
+
+inline const GLubyte* QOpenGLFunctions_ES2::glGetString(GLenum name)
+{
+ return ::glGetString(name);
+}
+
+inline void QOpenGLFunctions_ES2::glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
+{
+ ::glGetTexParameterfv(target, pname, params);
+}
+
+inline void QOpenGLFunctions_ES2::glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
+{
+ ::glGetTexParameteriv(target, pname, params);
+}
+
+inline void QOpenGLFunctions_ES2::glGetUniformfv(GLuint program, GLint location, GLfloat* params)
+{
+ ::glGetUniformfv(program, location, params);
+}
+
+inline void QOpenGLFunctions_ES2::glGetUniformiv(GLuint program, GLint location, GLint* params)
+{
+ ::glGetUniformiv(program, location, params);
+}
+
+inline int QOpenGLFunctions_ES2::glGetUniformLocation(GLuint program, const GLchar* name)
+{
+ return ::glGetUniformLocation(program, name);
+}
+
+inline void QOpenGLFunctions_ES2::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
+{
+ ::glGetVertexAttribfv(index, pname, params);
+}
+
+inline void QOpenGLFunctions_ES2::glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
+{
+ ::glGetVertexAttribiv(index, pname, params);
+}
+
+inline void QOpenGLFunctions_ES2::glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
+{
+ ::glGetVertexAttribPointerv(index, pname, pointer);
+}
+
+inline void QOpenGLFunctions_ES2::glHint(GLenum target, GLenum mode)
+{
+ ::glHint(target, mode);
+}
+
+inline GLboolean QOpenGLFunctions_ES2::glIsBuffer(GLuint buffer)
+{
+ return ::glIsBuffer(buffer);
+}
+
+inline GLboolean QOpenGLFunctions_ES2::glIsEnabled(GLenum cap)
+{
+ return ::glIsEnabled(cap);
+}
+
+inline GLboolean QOpenGLFunctions_ES2::glIsFramebuffer(GLuint framebuffer)
+{
+ return ::glIsFramebuffer(framebuffer);
+}
+
+inline GLboolean QOpenGLFunctions_ES2::glIsProgram(GLuint program)
+{
+ return ::glIsProgram(program);
+}
+
+inline GLboolean QOpenGLFunctions_ES2::glIsRenderbuffer(GLuint renderbuffer)
+{
+ return ::glIsRenderbuffer(renderbuffer);
+}
+
+inline GLboolean QOpenGLFunctions_ES2::glIsShader(GLuint shader)
+{
+ return ::glIsShader(shader);
+}
+
+inline GLboolean QOpenGLFunctions_ES2::glIsTexture(GLuint texture)
+{
+ return ::glIsTexture(texture);
+}
+
+inline void QOpenGLFunctions_ES2::glLineWidth(GLfloat width)
+{
+ ::glLineWidth(width);
+}
+
+inline void QOpenGLFunctions_ES2::glLinkProgram(GLuint program)
+{
+ ::glLinkProgram(program);
+}
+
+inline void QOpenGLFunctions_ES2::glPixelStorei(GLenum pname, GLint param)
+{
+ ::glPixelStorei(pname, param);
+}
+
+inline void QOpenGLFunctions_ES2::glPolygonOffset(GLfloat factor, GLfloat units)
+{
+ ::glPolygonOffset(factor, units);
+}
+
+inline void QOpenGLFunctions_ES2::glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
+{
+ ::glReadPixels(x, y, width, height, format, type, pixels);
+}
+
+inline void QOpenGLFunctions_ES2::glReleaseShaderCompiler(void)
+{
+ ::glReleaseShaderCompiler();
+}
+
+inline void QOpenGLFunctions_ES2::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
+{
+ ::glRenderbufferStorage(target, internalformat, width, height);
+}
+
+inline void QOpenGLFunctions_ES2::glSampleCoverage(GLclampf value, GLboolean invert)
+{
+ ::glSampleCoverage(value, invert);
+}
+
+inline void QOpenGLFunctions_ES2::glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ ::glScissor(x, y, width, height);
+}
+
+inline void QOpenGLFunctions_ES2::glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
+{
+ ::glShaderBinary(n, shaders, binaryformat, binary, length);
+}
+
+inline void QOpenGLFunctions_ES2::glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint* length)
+{
+ ::glShaderSource(shader, count, string, length);
+}
+
+inline void QOpenGLFunctions_ES2::glStencilFunc(GLenum func, GLint ref, GLuint mask)
+{
+ ::glStencilFunc(func, ref, mask);
+}
+
+inline void QOpenGLFunctions_ES2::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
+{
+ ::glStencilFuncSeparate(face, func, ref, mask);
+}
+
+inline void QOpenGLFunctions_ES2::glStencilMask(GLuint mask)
+{
+ ::glStencilMask(mask);
+}
+
+inline void QOpenGLFunctions_ES2::glStencilMaskSeparate(GLenum face, GLuint mask)
+{
+ ::glStencilMaskSeparate(face, mask);
+}
+
+inline void QOpenGLFunctions_ES2::glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
+{
+ ::glStencilOp(fail, zfail, zpass);
+}
+
+inline void QOpenGLFunctions_ES2::glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
+{
+ ::glStencilOpSeparate(face, fail, zfail, zpass);
+}
+
+inline void QOpenGLFunctions_ES2::glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels)
+{
+ ::glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
+}
+
+inline void QOpenGLFunctions_ES2::glTexParameterf(GLenum target, GLenum pname, GLfloat param)
+{
+ ::glTexParameterf(target, pname, param);
+}
+
+inline void QOpenGLFunctions_ES2::glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
+{
+ ::glTexParameterfv(target, pname, params);
+}
+
+inline void QOpenGLFunctions_ES2::glTexParameteri(GLenum target, GLenum pname, GLint param)
+{
+ ::glTexParameteri(target, pname, param);
+}
+
+inline void QOpenGLFunctions_ES2::glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
+{
+ ::glTexParameteriv(target, pname, params);
+}
+
+inline void QOpenGLFunctions_ES2::glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels)
+{
+ ::glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
+}
+
+inline void QOpenGLFunctions_ES2::glUniform1f(GLint location, GLfloat x)
+{
+ ::glUniform1f(location, x);
+}
+
+inline void QOpenGLFunctions_ES2::glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
+{
+ ::glUniform1fv(location, count, v);
+}
+
+inline void QOpenGLFunctions_ES2::glUniform1i(GLint location, GLint x)
+{
+ ::glUniform1i(location, x);
+}
+
+inline void QOpenGLFunctions_ES2::glUniform1iv(GLint location, GLsizei count, const GLint* v)
+{
+ ::glUniform1iv(location, count, v);
+}
+
+inline void QOpenGLFunctions_ES2::glUniform2f(GLint location, GLfloat x, GLfloat y)
+{
+ ::glUniform2f(location, x, y);
+}
+
+inline void QOpenGLFunctions_ES2::glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
+{
+ ::glUniform2fv(location, count, v);
+}
+
+inline void QOpenGLFunctions_ES2::glUniform2i(GLint location, GLint x, GLint y)
+{
+ ::glUniform2i(location, x, y);
+}
+
+inline void QOpenGLFunctions_ES2::glUniform2iv(GLint location, GLsizei count, const GLint* v)
+{
+ ::glUniform2iv(location, count, v);
+}
+
+inline void QOpenGLFunctions_ES2::glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
+{
+ ::glUniform3f(location, x, y, z);
+}
+
+inline void QOpenGLFunctions_ES2::glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
+{
+ ::glUniform3fv(location, count, v);
+}
+
+inline void QOpenGLFunctions_ES2::glUniform3i(GLint location, GLint x, GLint y, GLint z)
+{
+ ::glUniform3i(location, x, y, z);
+}
+
+inline void QOpenGLFunctions_ES2::glUniform3iv(GLint location, GLsizei count, const GLint* v)
+{
+ ::glUniform3iv(location, count, v);
+}
+
+inline void QOpenGLFunctions_ES2::glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ ::glUniform4f(location, x, y, z, w);
+}
+
+inline void QOpenGLFunctions_ES2::glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
+{
+ ::glUniform4fv(location, count, v);
+}
+
+inline void QOpenGLFunctions_ES2::glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
+{
+ ::glUniform4i(location, x, y, z, w);
+}
+
+inline void QOpenGLFunctions_ES2::glUniform4iv(GLint location, GLsizei count, const GLint* v)
+{
+ ::glUniform4iv(location, count, v);
+}
+
+inline void QOpenGLFunctions_ES2::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+ ::glUniformMatrix2fv(location, count, transpose, value);
+}
+
+inline void QOpenGLFunctions_ES2::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+ ::glUniformMatrix3fv(location, count, transpose, value);
+}
+
+inline void QOpenGLFunctions_ES2::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+ ::glUniformMatrix4fv(location, count, transpose, value);
+}
+
+inline void QOpenGLFunctions_ES2::glUseProgram(GLuint program)
+{
+ ::glUseProgram(program);
+}
+
+inline void QOpenGLFunctions_ES2::glValidateProgram(GLuint program)
+{
+ ::glValidateProgram(program);
+}
+
+inline void QOpenGLFunctions_ES2::glVertexAttrib1f(GLuint indx, GLfloat x)
+{
+ ::glVertexAttrib1f(indx, x);
+}
+
+inline void QOpenGLFunctions_ES2::glVertexAttrib1fv(GLuint indx, const GLfloat* values)
+{
+ ::glVertexAttrib1fv(indx, values);
+}
+
+inline void QOpenGLFunctions_ES2::glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y)
+{
+ ::glVertexAttrib2f(indx, x, y);
+}
+
+inline void QOpenGLFunctions_ES2::glVertexAttrib2fv(GLuint indx, const GLfloat* values)
+{
+ ::glVertexAttrib2fv(indx, values);
+}
+
+inline void QOpenGLFunctions_ES2::glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z)
+{
+ ::glVertexAttrib3f(indx, x, y, z);
+}
+
+inline void QOpenGLFunctions_ES2::glVertexAttrib3fv(GLuint indx, const GLfloat* values)
+{
+ ::glVertexAttrib3fv(indx, values);
+}
+
+inline void QOpenGLFunctions_ES2::glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ ::glVertexAttrib4f(indx, x, y, z, w);
+}
+
+inline void QOpenGLFunctions_ES2::glVertexAttrib4fv(GLuint indx, const GLfloat* values)
+{
+ ::glVertexAttrib4fv(indx, values);
+}
+
+inline void QOpenGLFunctions_ES2::glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
+{
+ ::glVertexAttribPointer(indx, size, type, normalized, stride, ptr);
+}
+
+inline void QOpenGLFunctions_ES2::glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ ::glViewport(x, y, width, height);
+}
+
+QT_END_NAMESPACE
+
+#endif // QT_NO_OPENGL
+
+#endif