summaryrefslogtreecommitdiffstats
path: root/src/opengl/qglfunctions.h
diff options
context:
space:
mode:
authorQt by Nokia <qt-info@nokia.com>2011-04-27 12:05:43 +0200
committeraxis <qt-info@nokia.com>2011-04-27 12:05:43 +0200
commit38be0d13830efd2d98281c645c3a60afe05ffece (patch)
tree6ea73f3ec77f7d153333779883e8120f82820abe /src/opengl/qglfunctions.h
Initial import from the monolithic Qt.
This is the beginning of revision history for this module. If you want to look at revision history older than this, please refer to the Qt Git wiki for how to use Git history grafting. At the time of writing, this wiki is located here: http://qt.gitorious.org/qt/pages/GitIntroductionWithQt If you have already performed the grafting and you don't see any history beyond this commit, try running "git log" with the "--follow" argument. Branched from the monolithic repo, Qt master branch, at commit 896db169ea224deb96c59ce8af800d019de63f12
Diffstat (limited to 'src/opengl/qglfunctions.h')
-rw-r--r--src/opengl/qglfunctions.h2295
1 files changed, 2295 insertions, 0 deletions
diff --git a/src/opengl/qglfunctions.h b/src/opengl/qglfunctions.h
new file mode 100644
index 0000000000..44d9bad9fa
--- /dev/null
+++ b/src/opengl/qglfunctions.h
@@ -0,0 +1,2295 @@
+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** 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, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QGLFUNCTIONS_H
+#define QGLFUNCTIONS_H
+
+#ifdef __GLEW_H__
+#warning qglfunctions.h is not compatible with GLEW, GLEW defines will be undefined
+#warning To use GLEW with Qt, do not include <QtOpenGL> or <QGLFunctions> after glew.h
+#endif
+
+#include <QtOpenGL/qgl.h>
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+QT_MODULE(OpenGL)
+
+// Types that aren't defined in all system's gl.h files.
+typedef ptrdiff_t qgl_GLintptr;
+typedef ptrdiff_t qgl_GLsizeiptr;
+
+#ifndef Q_WS_MAC
+# ifndef QGLF_APIENTRYP
+# ifdef QGLF_APIENTRY
+# define QGLF_APIENTRYP QGLF_APIENTRY *
+# else
+# define QGLF_APIENTRY
+# define QGLF_APIENTRYP *
+# endif
+# endif
+#else
+# define QGLF_APIENTRY
+# define QGLF_APIENTRYP *
+#endif
+
+struct QGLFunctionsPrivate;
+
+// Undefine any macros from GLEW, qglextensions_p.h, etc that
+// may interfere with the definition of QGLFunctions.
+#undef glActiveTexture
+#undef glAttachShader
+#undef glBindAttribLocation
+#undef glBindBuffer
+#undef glBindFramebuffer
+#undef glBindRenderbuffer
+#undef glBlendColor
+#undef glBlendEquation
+#undef glBlendEquationSeparate
+#undef glBlendFuncSeparate
+#undef glBufferData
+#undef glBufferSubData
+#undef glCheckFramebufferStatus
+#undef glClearDepthf
+#undef glCompileShader
+#undef glCompressedTexImage2D
+#undef glCompressedTexSubImage2D
+#undef glCreateProgram
+#undef glCreateShader
+#undef glDeleteBuffers
+#undef glDeleteFramebuffers
+#undef glDeleteProgram
+#undef glDeleteRenderbuffers
+#undef glDeleteShader
+#undef glDepthRangef
+#undef glDetachShader
+#undef glDisableVertexAttribArray
+#undef glEnableVertexAttribArray
+#undef glFramebufferRenderbuffer
+#undef glFramebufferTexture2D
+#undef glGenBuffers
+#undef glGenerateMipmap
+#undef glGenFramebuffers
+#undef glGenRenderbuffers
+#undef glGetActiveAttrib
+#undef glGetActiveUniform
+#undef glGetAttachedShaders
+#undef glGetAttribLocation
+#undef glGetBufferParameteriv
+#undef glGetFramebufferAttachmentParameteriv
+#undef glGetProgramiv
+#undef glGetProgramInfoLog
+#undef glGetRenderbufferParameteriv
+#undef glGetShaderiv
+#undef glGetShaderInfoLog
+#undef glGetShaderPrecisionFormat
+#undef glGetShaderSource
+#undef glGetUniformfv
+#undef glGetUniformiv
+#undef glGetUniformLocation
+#undef glGetVertexAttribfv
+#undef glGetVertexAttribiv
+#undef glGetVertexAttribPointerv
+#undef glIsBuffer
+#undef glIsFramebuffer
+#undef glIsProgram
+#undef glIsRenderbuffer
+#undef glIsShader
+#undef glLinkProgram
+#undef glReleaseShaderCompiler
+#undef glRenderbufferStorage
+#undef glSampleCoverage
+#undef glShaderBinary
+#undef glShaderSource
+#undef glStencilFuncSeparate
+#undef glStencilMaskSeparate
+#undef glStencilOpSeparate
+#undef glUniform1f
+#undef glUniform1fv
+#undef glUniform1i
+#undef glUniform1iv
+#undef glUniform2f
+#undef glUniform2fv
+#undef glUniform2i
+#undef glUniform2iv
+#undef glUniform3f
+#undef glUniform3fv
+#undef glUniform3i
+#undef glUniform3iv
+#undef glUniform4f
+#undef glUniform4fv
+#undef glUniform4i
+#undef glUniform4iv
+#undef glUniformMatrix2fv
+#undef glUniformMatrix3fv
+#undef glUniformMatrix4fv
+#undef glUseProgram
+#undef glValidateProgram
+#undef glVertexAttrib1f
+#undef glVertexAttrib1fv
+#undef glVertexAttrib2f
+#undef glVertexAttrib2fv
+#undef glVertexAttrib3f
+#undef glVertexAttrib3fv
+#undef glVertexAttrib4f
+#undef glVertexAttrib4fv
+#undef glVertexAttribPointer
+
+class Q_OPENGL_EXPORT QGLFunctions
+{
+public:
+ QGLFunctions();
+ explicit QGLFunctions(const QGLContext *context);
+ ~QGLFunctions() {}
+
+ enum OpenGLFeature
+ {
+ Multitexture = 0x0001,
+ Shaders = 0x0002,
+ Buffers = 0x0004,
+ Framebuffers = 0x0008,
+ BlendColor = 0x0010,
+ BlendEquation = 0x0020,
+ BlendEquationSeparate = 0x0040,
+ BlendFuncSeparate = 0x0080,
+ BlendSubtract = 0x0100,
+ CompressedTextures = 0x0200,
+ Multisample = 0x0400,
+ StencilSeparate = 0x0800,
+ NPOTTextures = 0x1000
+ };
+ Q_DECLARE_FLAGS(OpenGLFeatures, OpenGLFeature)
+
+ QGLFunctions::OpenGLFeatures openGLFeatures() const;
+ bool hasOpenGLFeature(QGLFunctions::OpenGLFeature feature) const;
+
+ void initializeGLFunctions(const QGLContext *context = 0);
+
+ void glActiveTexture(GLenum texture);
+ void glAttachShader(GLuint program, GLuint shader);
+ void glBindAttribLocation(GLuint program, GLuint index, const char* name);
+ void glBindBuffer(GLenum target, GLuint buffer);
+ void glBindFramebuffer(GLenum target, GLuint framebuffer);
+ void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
+ void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+ void glBlendEquation(GLenum mode);
+ void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
+ void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+ void glBufferData(GLenum target, qgl_GLsizeiptr size, const void* data, GLenum usage);
+ void glBufferSubData(GLenum target, qgl_GLintptr offset, qgl_GLsizeiptr size, const void* data);
+ GLenum glCheckFramebufferStatus(GLenum target);
+ void glClearDepthf(GLclampf depth);
+ void glCompileShader(GLuint shader);
+ void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data);
+ void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data);
+ GLuint glCreateProgram();
+ GLuint glCreateShader(GLenum type);
+ 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 glDepthRangef(GLclampf zNear, GLclampf zFar);
+ void glDetachShader(GLuint program, GLuint shader);
+ void glDisableVertexAttribArray(GLuint index);
+ void glEnableVertexAttribArray(GLuint index);
+ void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+ void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+ void glGenBuffers(GLsizei n, GLuint* buffers);
+ void glGenerateMipmap(GLenum target);
+ void glGenFramebuffers(GLsizei n, GLuint* framebuffers);
+ void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers);
+ void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
+ void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
+ void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
+ int glGetAttribLocation(GLuint program, const char* name);
+ void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params);
+ void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params);
+ void glGetProgramiv(GLuint program, GLenum pname, GLint* params);
+ void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* 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, char* infolog);
+ void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
+ void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source);
+ void glGetUniformfv(GLuint program, GLint location, GLfloat* params);
+ void glGetUniformiv(GLuint program, GLint location, GLint* params);
+ int glGetUniformLocation(GLuint program, const char* name);
+ void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
+ void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
+ void glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer);
+ GLboolean glIsBuffer(GLuint buffer);
+ GLboolean glIsFramebuffer(GLuint framebuffer);
+ GLboolean glIsProgram(GLuint program);
+ GLboolean glIsRenderbuffer(GLuint renderbuffer);
+ GLboolean glIsShader(GLuint shader);
+ void glLinkProgram(GLuint program);
+ void glReleaseShaderCompiler();
+ void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+ void glSampleCoverage(GLclampf value, GLboolean invert);
+ void glShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length);
+ void glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length);
+ void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
+ void glStencilMaskSeparate(GLenum face, GLuint mask);
+ void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
+ 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 void* ptr);
+
+private:
+ QGLFunctionsPrivate *d_ptr;
+ static bool isInitialized(const QGLFunctionsPrivate *d) { return d != 0; }
+};
+
+Q_DECLARE_OPERATORS_FOR_FLAGS(QGLFunctions::OpenGLFeatures)
+
+struct QGLFunctionsPrivate
+{
+ QGLFunctionsPrivate(const QGLContext *context = 0);
+
+#ifndef QT_OPENGL_ES_2
+ void (QGLF_APIENTRYP activeTexture)(GLenum texture);
+ void (QGLF_APIENTRYP attachShader)(GLuint program, GLuint shader);
+ void (QGLF_APIENTRYP bindAttribLocation)(GLuint program, GLuint index, const char* name);
+ void (QGLF_APIENTRYP bindBuffer)(GLenum target, GLuint buffer);
+ void (QGLF_APIENTRYP bindFramebuffer)(GLenum target, GLuint framebuffer);
+ void (QGLF_APIENTRYP bindRenderbuffer)(GLenum target, GLuint renderbuffer);
+ void (QGLF_APIENTRYP blendColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+ void (QGLF_APIENTRYP blendEquation)(GLenum mode);
+ void (QGLF_APIENTRYP blendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha);
+ void (QGLF_APIENTRYP blendFuncSeparate)(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+ void (QGLF_APIENTRYP bufferData)(GLenum target, qgl_GLsizeiptr size, const void* data, GLenum usage);
+ void (QGLF_APIENTRYP bufferSubData)(GLenum target, qgl_GLintptr offset, qgl_GLsizeiptr size, const void* data);
+ GLenum (QGLF_APIENTRYP checkFramebufferStatus)(GLenum target);
+ void (QGLF_APIENTRYP compileShader)(GLuint shader);
+ void (QGLF_APIENTRYP compressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data);
+ void (QGLF_APIENTRYP compressedTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data);
+ GLuint (QGLF_APIENTRYP createProgram)();
+ GLuint (QGLF_APIENTRYP createShader)(GLenum type);
+ void (QGLF_APIENTRYP deleteBuffers)(GLsizei n, const GLuint* buffers);
+ void (QGLF_APIENTRYP deleteFramebuffers)(GLsizei n, const GLuint* framebuffers);
+ void (QGLF_APIENTRYP deleteProgram)(GLuint program);
+ void (QGLF_APIENTRYP deleteRenderbuffers)(GLsizei n, const GLuint* renderbuffers);
+ void (QGLF_APIENTRYP deleteShader)(GLuint shader);
+ void (QGLF_APIENTRYP detachShader)(GLuint program, GLuint shader);
+ void (QGLF_APIENTRYP disableVertexAttribArray)(GLuint index);
+ void (QGLF_APIENTRYP enableVertexAttribArray)(GLuint index);
+ void (QGLF_APIENTRYP framebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+ void (QGLF_APIENTRYP framebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+ void (QGLF_APIENTRYP genBuffers)(GLsizei n, GLuint* buffers);
+ void (QGLF_APIENTRYP generateMipmap)(GLenum target);
+ void (QGLF_APIENTRYP genFramebuffers)(GLsizei n, GLuint* framebuffers);
+ void (QGLF_APIENTRYP genRenderbuffers)(GLsizei n, GLuint* renderbuffers);
+ void (QGLF_APIENTRYP getActiveAttrib)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
+ void (QGLF_APIENTRYP getActiveUniform)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
+ void (QGLF_APIENTRYP getAttachedShaders)(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
+ int (QGLF_APIENTRYP getAttribLocation)(GLuint program, const char* name);
+ void (QGLF_APIENTRYP getBufferParameteriv)(GLenum target, GLenum pname, GLint* params);
+ void (QGLF_APIENTRYP getFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint* params);
+ void (QGLF_APIENTRYP getProgramiv)(GLuint program, GLenum pname, GLint* params);
+ void (QGLF_APIENTRYP getProgramInfoLog)(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog);
+ void (QGLF_APIENTRYP getRenderbufferParameteriv)(GLenum target, GLenum pname, GLint* params);
+ void (QGLF_APIENTRYP getShaderiv)(GLuint shader, GLenum pname, GLint* params);
+ void (QGLF_APIENTRYP getShaderInfoLog)(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog);
+ void (QGLF_APIENTRYP getShaderPrecisionFormat)(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
+ void (QGLF_APIENTRYP getShaderSource)(GLuint shader, GLsizei bufsize, GLsizei* length, char* source);
+ void (QGLF_APIENTRYP getUniformfv)(GLuint program, GLint location, GLfloat* params);
+ void (QGLF_APIENTRYP getUniformiv)(GLuint program, GLint location, GLint* params);
+ int (QGLF_APIENTRYP getUniformLocation)(GLuint program, const char* name);
+ void (QGLF_APIENTRYP getVertexAttribfv)(GLuint index, GLenum pname, GLfloat* params);
+ void (QGLF_APIENTRYP getVertexAttribiv)(GLuint index, GLenum pname, GLint* params);
+ void (QGLF_APIENTRYP getVertexAttribPointerv)(GLuint index, GLenum pname, void** pointer);
+ GLboolean (QGLF_APIENTRYP isBuffer)(GLuint buffer);
+ GLboolean (QGLF_APIENTRYP isFramebuffer)(GLuint framebuffer);
+ GLboolean (QGLF_APIENTRYP isProgram)(GLuint program);
+ GLboolean (QGLF_APIENTRYP isRenderbuffer)(GLuint renderbuffer);
+ GLboolean (QGLF_APIENTRYP isShader)(GLuint shader);
+ void (QGLF_APIENTRYP linkProgram)(GLuint program);
+ void (QGLF_APIENTRYP releaseShaderCompiler)();
+ void (QGLF_APIENTRYP renderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+ void (QGLF_APIENTRYP sampleCoverage)(GLclampf value, GLboolean invert);
+ void (QGLF_APIENTRYP shaderBinary)(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length);
+ void (QGLF_APIENTRYP shaderSource)(GLuint shader, GLsizei count, const char** string, const GLint* length);
+ void (QGLF_APIENTRYP stencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask);
+ void (QGLF_APIENTRYP stencilMaskSeparate)(GLenum face, GLuint mask);
+ void (QGLF_APIENTRYP stencilOpSeparate)(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
+ void (QGLF_APIENTRYP uniform1f)(GLint location, GLfloat x);
+ void (QGLF_APIENTRYP uniform1fv)(GLint location, GLsizei count, const GLfloat* v);
+ void (QGLF_APIENTRYP uniform1i)(GLint location, GLint x);
+ void (QGLF_APIENTRYP uniform1iv)(GLint location, GLsizei count, const GLint* v);
+ void (QGLF_APIENTRYP uniform2f)(GLint location, GLfloat x, GLfloat y);
+ void (QGLF_APIENTRYP uniform2fv)(GLint location, GLsizei count, const GLfloat* v);
+ void (QGLF_APIENTRYP uniform2i)(GLint location, GLint x, GLint y);
+ void (QGLF_APIENTRYP uniform2iv)(GLint location, GLsizei count, const GLint* v);
+ void (QGLF_APIENTRYP uniform3f)(GLint location, GLfloat x, GLfloat y, GLfloat z);
+ void (QGLF_APIENTRYP uniform3fv)(GLint location, GLsizei count, const GLfloat* v);
+ void (QGLF_APIENTRYP uniform3i)(GLint location, GLint x, GLint y, GLint z);
+ void (QGLF_APIENTRYP uniform3iv)(GLint location, GLsizei count, const GLint* v);
+ void (QGLF_APIENTRYP uniform4f)(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void (QGLF_APIENTRYP uniform4fv)(GLint location, GLsizei count, const GLfloat* v);
+ void (QGLF_APIENTRYP uniform4i)(GLint location, GLint x, GLint y, GLint z, GLint w);
+ void (QGLF_APIENTRYP uniform4iv)(GLint location, GLsizei count, const GLint* v);
+ void (QGLF_APIENTRYP uniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
+ void (QGLF_APIENTRYP uniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
+ void (QGLF_APIENTRYP uniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
+ void (QGLF_APIENTRYP useProgram)(GLuint program);
+ void (QGLF_APIENTRYP validateProgram)(GLuint program);
+ void (QGLF_APIENTRYP vertexAttrib1f)(GLuint indx, GLfloat x);
+ void (QGLF_APIENTRYP vertexAttrib1fv)(GLuint indx, const GLfloat* values);
+ void (QGLF_APIENTRYP vertexAttrib2f)(GLuint indx, GLfloat x, GLfloat y);
+ void (QGLF_APIENTRYP vertexAttrib2fv)(GLuint indx, const GLfloat* values);
+ void (QGLF_APIENTRYP vertexAttrib3f)(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
+ void (QGLF_APIENTRYP vertexAttrib3fv)(GLuint indx, const GLfloat* values);
+ void (QGLF_APIENTRYP vertexAttrib4f)(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void (QGLF_APIENTRYP vertexAttrib4fv)(GLuint indx, const GLfloat* values);
+ void (QGLF_APIENTRYP vertexAttribPointer)(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr);
+#endif
+};
+
+inline void QGLFunctions::glActiveTexture(GLenum texture)
+{
+#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2)
+ ::glActiveTexture(texture);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->activeTexture(texture);
+#endif
+}
+
+inline void QGLFunctions::glAttachShader(GLuint program, GLuint shader)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glAttachShader(program, shader);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->attachShader(program, shader);
+#endif
+}
+
+inline void QGLFunctions::glBindAttribLocation(GLuint program, GLuint index, const char* name)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glBindAttribLocation(program, index, name);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->bindAttribLocation(program, index, name);
+#endif
+}
+
+inline void QGLFunctions::glBindBuffer(GLenum target, GLuint buffer)
+{
+#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2)
+ ::glBindBuffer(target, buffer);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->bindBuffer(target, buffer);
+#endif
+}
+
+inline void QGLFunctions::glBindFramebuffer(GLenum target, GLuint framebuffer)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glBindFramebuffer(target, framebuffer);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->bindFramebuffer(target, framebuffer);
+#endif
+}
+
+inline void QGLFunctions::glBindRenderbuffer(GLenum target, GLuint renderbuffer)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glBindRenderbuffer(target, renderbuffer);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->bindRenderbuffer(target, renderbuffer);
+#endif
+}
+
+inline void QGLFunctions::glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glBlendColor(red, green, blue, alpha);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->blendColor(red, green, blue, alpha);
+#endif
+}
+
+inline void QGLFunctions::glBlendEquation(GLenum mode)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glBlendEquation(mode);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->blendEquation(mode);
+#endif
+}
+
+inline void QGLFunctions::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glBlendEquationSeparate(modeRGB, modeAlpha);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->blendEquationSeparate(modeRGB, modeAlpha);
+#endif
+}
+
+inline void QGLFunctions::glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->blendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
+#endif
+}
+
+inline void QGLFunctions::glBufferData(GLenum target, qgl_GLsizeiptr size, const void* data, GLenum usage)
+{
+#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2)
+ ::glBufferData(target, size, data, usage);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->bufferData(target, size, data, usage);
+#endif
+}
+
+inline void QGLFunctions::glBufferSubData(GLenum target, qgl_GLintptr offset, qgl_GLsizeiptr size, const void* data)
+{
+#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2)
+ ::glBufferSubData(target, offset, size, data);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->bufferSubData(target, offset, size, data);
+#endif
+}
+
+inline GLenum QGLFunctions::glCheckFramebufferStatus(GLenum target)
+{
+#if defined(QT_OPENGL_ES_2)
+ return ::glCheckFramebufferStatus(target);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ return d_ptr->checkFramebufferStatus(target);
+#endif
+}
+
+inline void QGLFunctions::glClearDepthf(GLclampf depth)
+{
+#ifndef QT_OPENGL_ES
+ ::glClearDepth(depth);
+#else
+ ::glClearDepthf(depth);
+#endif
+}
+
+inline void QGLFunctions::glCompileShader(GLuint shader)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glCompileShader(shader);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->compileShader(shader);
+#endif
+}
+
+inline void QGLFunctions::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data)
+{
+#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2)
+ ::glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->compressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
+#endif
+}
+
+inline void QGLFunctions::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data)
+{
+#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2)
+ ::glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->compressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
+#endif
+}
+
+inline GLuint QGLFunctions::glCreateProgram()
+{
+#if defined(QT_OPENGL_ES_2)
+ return ::glCreateProgram();
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ return d_ptr->createProgram();
+#endif
+}
+
+inline GLuint QGLFunctions::glCreateShader(GLenum type)
+{
+#if defined(QT_OPENGL_ES_2)
+ return ::glCreateShader(type);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ return d_ptr->createShader(type);
+#endif
+}
+
+inline void QGLFunctions::glDeleteBuffers(GLsizei n, const GLuint* buffers)
+{
+#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2)
+ ::glDeleteBuffers(n, buffers);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->deleteBuffers(n, buffers);
+#endif
+}
+
+inline void QGLFunctions::glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glDeleteFramebuffers(n, framebuffers);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->deleteFramebuffers(n, framebuffers);
+#endif
+}
+
+inline void QGLFunctions::glDeleteProgram(GLuint program)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glDeleteProgram(program);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->deleteProgram(program);
+#endif
+}
+
+inline void QGLFunctions::glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glDeleteRenderbuffers(n, renderbuffers);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->deleteRenderbuffers(n, renderbuffers);
+#endif
+}
+
+inline void QGLFunctions::glDeleteShader(GLuint shader)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glDeleteShader(shader);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->deleteShader(shader);
+#endif
+}
+
+inline void QGLFunctions::glDepthRangef(GLclampf zNear, GLclampf zFar)
+{
+#ifndef QT_OPENGL_ES
+ ::glDepthRange(zNear, zFar);
+#else
+ ::glDepthRangef(zNear, zFar);
+#endif
+}
+
+inline void QGLFunctions::glDetachShader(GLuint program, GLuint shader)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glDetachShader(program, shader);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->detachShader(program, shader);
+#endif
+}
+
+inline void QGLFunctions::glDisableVertexAttribArray(GLuint index)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glDisableVertexAttribArray(index);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->disableVertexAttribArray(index);
+#endif
+}
+
+inline void QGLFunctions::glEnableVertexAttribArray(GLuint index)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glEnableVertexAttribArray(index);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->enableVertexAttribArray(index);
+#endif
+}
+
+inline void QGLFunctions::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->framebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
+#endif
+}
+
+inline void QGLFunctions::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glFramebufferTexture2D(target, attachment, textarget, texture, level);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->framebufferTexture2D(target, attachment, textarget, texture, level);
+#endif
+}
+
+inline void QGLFunctions::glGenBuffers(GLsizei n, GLuint* buffers)
+{
+#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2)
+ ::glGenBuffers(n, buffers);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->genBuffers(n, buffers);
+#endif
+}
+
+inline void QGLFunctions::glGenerateMipmap(GLenum target)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGenerateMipmap(target);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->generateMipmap(target);
+#endif
+}
+
+inline void QGLFunctions::glGenFramebuffers(GLsizei n, GLuint* framebuffers)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGenFramebuffers(n, framebuffers);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->genFramebuffers(n, framebuffers);
+#endif
+}
+
+inline void QGLFunctions::glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGenRenderbuffers(n, renderbuffers);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->genRenderbuffers(n, renderbuffers);
+#endif
+}
+
+inline void QGLFunctions::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGetActiveAttrib(program, index, bufsize, length, size, type, name);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->getActiveAttrib(program, index, bufsize, length, size, type, name);
+#endif
+}
+
+inline void QGLFunctions::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGetActiveUniform(program, index, bufsize, length, size, type, name);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->getActiveUniform(program, index, bufsize, length, size, type, name);
+#endif
+}
+
+inline void QGLFunctions::glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGetAttachedShaders(program, maxcount, count, shaders);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->getAttachedShaders(program, maxcount, count, shaders);
+#endif
+}
+
+inline int QGLFunctions::glGetAttribLocation(GLuint program, const char* name)
+{
+#if defined(QT_OPENGL_ES_2)
+ return ::glGetAttribLocation(program, name);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ return d_ptr->getAttribLocation(program, name);
+#endif
+}
+
+inline void QGLFunctions::glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGetBufferParameteriv(target, pname, params);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->getBufferParameteriv(target, pname, params);
+#endif
+}
+
+inline void QGLFunctions::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->getFramebufferAttachmentParameteriv(target, attachment, pname, params);
+#endif
+}
+
+inline void QGLFunctions::glGetProgramiv(GLuint program, GLenum pname, GLint* params)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGetProgramiv(program, pname, params);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->getProgramiv(program, pname, params);
+#endif
+}
+
+inline void QGLFunctions::glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGetProgramInfoLog(program, bufsize, length, infolog);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->getProgramInfoLog(program, bufsize, length, infolog);
+#endif
+}
+
+inline void QGLFunctions::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGetRenderbufferParameteriv(target, pname, params);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->getRenderbufferParameteriv(target, pname, params);
+#endif
+}
+
+inline void QGLFunctions::glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGetShaderiv(shader, pname, params);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->getShaderiv(shader, pname, params);
+#endif
+}
+
+inline void QGLFunctions::glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGetShaderInfoLog(shader, bufsize, length, infolog);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->getShaderInfoLog(shader, bufsize, length, infolog);
+#endif
+}
+
+inline void QGLFunctions::glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->getShaderPrecisionFormat(shadertype, precisiontype, range, precision);
+#endif
+}
+
+inline void QGLFunctions::glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGetShaderSource(shader, bufsize, length, source);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->getShaderSource(shader, bufsize, length, source);
+#endif
+}
+
+inline void QGLFunctions::glGetUniformfv(GLuint program, GLint location, GLfloat* params)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGetUniformfv(program, location, params);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->getUniformfv(program, location, params);
+#endif
+}
+
+inline void QGLFunctions::glGetUniformiv(GLuint program, GLint location, GLint* params)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGetUniformiv(program, location, params);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->getUniformiv(program, location, params);
+#endif
+}
+
+inline int QGLFunctions::glGetUniformLocation(GLuint program, const char* name)
+{
+#if defined(QT_OPENGL_ES_2)
+ return ::glGetUniformLocation(program, name);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ return d_ptr->getUniformLocation(program, name);
+#endif
+}
+
+inline void QGLFunctions::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGetVertexAttribfv(index, pname, params);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->getVertexAttribfv(index, pname, params);
+#endif
+}
+
+inline void QGLFunctions::glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGetVertexAttribiv(index, pname, params);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->getVertexAttribiv(index, pname, params);
+#endif
+}
+
+inline void QGLFunctions::glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glGetVertexAttribPointerv(index, pname, pointer);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->getVertexAttribPointerv(index, pname, pointer);
+#endif
+}
+
+inline GLboolean QGLFunctions::glIsBuffer(GLuint buffer)
+{
+#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2)
+ return ::glIsBuffer(buffer);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ return d_ptr->isBuffer(buffer);
+#endif
+}
+
+inline GLboolean QGLFunctions::glIsFramebuffer(GLuint framebuffer)
+{
+#if defined(QT_OPENGL_ES_2)
+ return ::glIsFramebuffer(framebuffer);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ return d_ptr->isFramebuffer(framebuffer);
+#endif
+}
+
+inline GLboolean QGLFunctions::glIsProgram(GLuint program)
+{
+#if defined(QT_OPENGL_ES_2)
+ return ::glIsProgram(program);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ return d_ptr->isProgram(program);
+#endif
+}
+
+inline GLboolean QGLFunctions::glIsRenderbuffer(GLuint renderbuffer)
+{
+#if defined(QT_OPENGL_ES_2)
+ return ::glIsRenderbuffer(renderbuffer);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ return d_ptr->isRenderbuffer(renderbuffer);
+#endif
+}
+
+inline GLboolean QGLFunctions::glIsShader(GLuint shader)
+{
+#if defined(QT_OPENGL_ES_2)
+ return ::glIsShader(shader);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ return d_ptr->isShader(shader);
+#endif
+}
+
+inline void QGLFunctions::glLinkProgram(GLuint program)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glLinkProgram(program);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->linkProgram(program);
+#endif
+}
+
+inline void QGLFunctions::glReleaseShaderCompiler()
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glReleaseShaderCompiler();
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->releaseShaderCompiler();
+#endif
+}
+
+inline void QGLFunctions::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glRenderbufferStorage(target, internalformat, width, height);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->renderbufferStorage(target, internalformat, width, height);
+#endif
+}
+
+inline void QGLFunctions::glSampleCoverage(GLclampf value, GLboolean invert)
+{
+#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2)
+ ::glSampleCoverage(value, invert);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->sampleCoverage(value, invert);
+#endif
+}
+
+inline void QGLFunctions::glShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glShaderBinary(n, shaders, binaryformat, binary, length);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->shaderBinary(n, shaders, binaryformat, binary, length);
+#endif
+}
+
+inline void QGLFunctions::glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glShaderSource(shader, count, string, length);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->shaderSource(shader, count, string, length);
+#endif
+}
+
+inline void QGLFunctions::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glStencilFuncSeparate(face, func, ref, mask);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->stencilFuncSeparate(face, func, ref, mask);
+#endif
+}
+
+inline void QGLFunctions::glStencilMaskSeparate(GLenum face, GLuint mask)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glStencilMaskSeparate(face, mask);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->stencilMaskSeparate(face, mask);
+#endif
+}
+
+inline void QGLFunctions::glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glStencilOpSeparate(face, fail, zfail, zpass);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->stencilOpSeparate(face, fail, zfail, zpass);
+#endif
+}
+
+inline void QGLFunctions::glUniform1f(GLint location, GLfloat x)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniform1f(location, x);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniform1f(location, x);
+#endif
+}
+
+inline void QGLFunctions::glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniform1fv(location, count, v);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniform1fv(location, count, v);
+#endif
+}
+
+inline void QGLFunctions::glUniform1i(GLint location, GLint x)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniform1i(location, x);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniform1i(location, x);
+#endif
+}
+
+inline void QGLFunctions::glUniform1iv(GLint location, GLsizei count, const GLint* v)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniform1iv(location, count, v);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniform1iv(location, count, v);
+#endif
+}
+
+inline void QGLFunctions::glUniform2f(GLint location, GLfloat x, GLfloat y)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniform2f(location, x, y);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniform2f(location, x, y);
+#endif
+}
+
+inline void QGLFunctions::glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniform2fv(location, count, v);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniform2fv(location, count, v);
+#endif
+}
+
+inline void QGLFunctions::glUniform2i(GLint location, GLint x, GLint y)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniform2i(location, x, y);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniform2i(location, x, y);
+#endif
+}
+
+inline void QGLFunctions::glUniform2iv(GLint location, GLsizei count, const GLint* v)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniform2iv(location, count, v);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniform2iv(location, count, v);
+#endif
+}
+
+inline void QGLFunctions::glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniform3f(location, x, y, z);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniform3f(location, x, y, z);
+#endif
+}
+
+inline void QGLFunctions::glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniform3fv(location, count, v);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniform3fv(location, count, v);
+#endif
+}
+
+inline void QGLFunctions::glUniform3i(GLint location, GLint x, GLint y, GLint z)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniform3i(location, x, y, z);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniform3i(location, x, y, z);
+#endif
+}
+
+inline void QGLFunctions::glUniform3iv(GLint location, GLsizei count, const GLint* v)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniform3iv(location, count, v);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniform3iv(location, count, v);
+#endif
+}
+
+inline void QGLFunctions::glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniform4f(location, x, y, z, w);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniform4f(location, x, y, z, w);
+#endif
+}
+
+inline void QGLFunctions::glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniform4fv(location, count, v);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniform4fv(location, count, v);
+#endif
+}
+
+inline void QGLFunctions::glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniform4i(location, x, y, z, w);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniform4i(location, x, y, z, w);
+#endif
+}
+
+inline void QGLFunctions::glUniform4iv(GLint location, GLsizei count, const GLint* v)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniform4iv(location, count, v);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniform4iv(location, count, v);
+#endif
+}
+
+inline void QGLFunctions::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniformMatrix2fv(location, count, transpose, value);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniformMatrix2fv(location, count, transpose, value);
+#endif
+}
+
+inline void QGLFunctions::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniformMatrix3fv(location, count, transpose, value);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniformMatrix3fv(location, count, transpose, value);
+#endif
+}
+
+inline void QGLFunctions::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUniformMatrix4fv(location, count, transpose, value);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->uniformMatrix4fv(location, count, transpose, value);
+#endif
+}
+
+inline void QGLFunctions::glUseProgram(GLuint program)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glUseProgram(program);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->useProgram(program);
+#endif
+}
+
+inline void QGLFunctions::glValidateProgram(GLuint program)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glValidateProgram(program);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->validateProgram(program);
+#endif
+}
+
+inline void QGLFunctions::glVertexAttrib1f(GLuint indx, GLfloat x)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glVertexAttrib1f(indx, x);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->vertexAttrib1f(indx, x);
+#endif
+}
+
+inline void QGLFunctions::glVertexAttrib1fv(GLuint indx, const GLfloat* values)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glVertexAttrib1fv(indx, values);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->vertexAttrib1fv(indx, values);
+#endif
+}
+
+inline void QGLFunctions::glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glVertexAttrib2f(indx, x, y);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->vertexAttrib2f(indx, x, y);
+#endif
+}
+
+inline void QGLFunctions::glVertexAttrib2fv(GLuint indx, const GLfloat* values)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glVertexAttrib2fv(indx, values);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->vertexAttrib2fv(indx, values);
+#endif
+}
+
+inline void QGLFunctions::glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glVertexAttrib3f(indx, x, y, z);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->vertexAttrib3f(indx, x, y, z);
+#endif
+}
+
+inline void QGLFunctions::glVertexAttrib3fv(GLuint indx, const GLfloat* values)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glVertexAttrib3fv(indx, values);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->vertexAttrib3fv(indx, values);
+#endif
+}
+
+inline void QGLFunctions::glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glVertexAttrib4f(indx, x, y, z, w);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->vertexAttrib4f(indx, x, y, z, w);
+#endif
+}
+
+inline void QGLFunctions::glVertexAttrib4fv(GLuint indx, const GLfloat* values)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glVertexAttrib4fv(indx, values);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->vertexAttrib4fv(indx, values);
+#endif
+}
+
+inline void QGLFunctions::glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr)
+{
+#if defined(QT_OPENGL_ES_2)
+ ::glVertexAttribPointer(indx, size, type, normalized, stride, ptr);
+#else
+ Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
+ d_ptr->vertexAttribPointer(indx, size, type, normalized, stride, ptr);
+#endif
+}
+
+#ifndef GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
+#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
+#endif
+#ifndef GL_ACTIVE_ATTRIBUTES
+#define GL_ACTIVE_ATTRIBUTES 0x8B89
+#endif
+#ifndef GL_ACTIVE_TEXTURE
+#define GL_ACTIVE_TEXTURE 0x84E0
+#endif
+#ifndef GL_ACTIVE_UNIFORM_MAX_LENGTH
+#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
+#endif
+#ifndef GL_ACTIVE_UNIFORMS
+#define GL_ACTIVE_UNIFORMS 0x8B86
+#endif
+#ifndef GL_ALIASED_LINE_WIDTH_RANGE
+#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
+#endif
+#ifndef GL_ALIASED_POINT_SIZE_RANGE
+#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
+#endif
+#ifndef GL_ALPHA
+#define GL_ALPHA 0x1906
+#endif
+#ifndef GL_ALPHA_BITS
+#define GL_ALPHA_BITS 0x0D55
+#endif
+#ifndef GL_ALWAYS
+#define GL_ALWAYS 0x0207
+#endif
+#ifndef GL_ARRAY_BUFFER
+#define GL_ARRAY_BUFFER 0x8892
+#endif
+#ifndef GL_ARRAY_BUFFER_BINDING
+#define GL_ARRAY_BUFFER_BINDING 0x8894
+#endif
+#ifndef GL_ATTACHED_SHADERS
+#define GL_ATTACHED_SHADERS 0x8B85
+#endif
+#ifndef GL_BACK
+#define GL_BACK 0x0405
+#endif
+#ifndef GL_BLEND
+#define GL_BLEND 0x0BE2
+#endif
+#ifndef GL_BLEND_COLOR
+#define GL_BLEND_COLOR 0x8005
+#endif
+#ifndef GL_BLEND_DST_ALPHA
+#define GL_BLEND_DST_ALPHA 0x80CA
+#endif
+#ifndef GL_BLEND_DST_RGB
+#define GL_BLEND_DST_RGB 0x80C8
+#endif
+#ifndef GL_BLEND_EQUATION
+#define GL_BLEND_EQUATION 0x8009
+#endif
+#ifndef GL_BLEND_EQUATION_ALPHA
+#define GL_BLEND_EQUATION_ALPHA 0x883D
+#endif
+#ifndef GL_BLEND_EQUATION_RGB
+#define GL_BLEND_EQUATION_RGB 0x8009
+#endif
+#ifndef GL_BLEND_SRC_ALPHA
+#define GL_BLEND_SRC_ALPHA 0x80CB
+#endif
+#ifndef GL_BLEND_SRC_RGB
+#define GL_BLEND_SRC_RGB 0x80C9
+#endif
+#ifndef GL_BLUE_BITS
+#define GL_BLUE_BITS 0x0D54
+#endif
+#ifndef GL_BOOL
+#define GL_BOOL 0x8B56
+#endif
+#ifndef GL_BOOL_VEC2
+#define GL_BOOL_VEC2 0x8B57
+#endif
+#ifndef GL_BOOL_VEC3
+#define GL_BOOL_VEC3 0x8B58
+#endif
+#ifndef GL_BOOL_VEC4
+#define GL_BOOL_VEC4 0x8B59
+#endif
+#ifndef GL_BUFFER_SIZE
+#define GL_BUFFER_SIZE 0x8764
+#endif
+#ifndef GL_BUFFER_USAGE
+#define GL_BUFFER_USAGE 0x8765
+#endif
+#ifndef GL_BYTE
+#define GL_BYTE 0x1400
+#endif
+#ifndef GL_CCW
+#define GL_CCW 0x0901
+#endif
+#ifndef GL_CLAMP_TO_EDGE
+#define GL_CLAMP_TO_EDGE 0x812F
+#endif
+#ifndef GL_COLOR_ATTACHMENT0
+#define GL_COLOR_ATTACHMENT0 0x8CE0
+#endif
+#ifndef GL_COLOR_BUFFER_BIT
+#define GL_COLOR_BUFFER_BIT 0x00004000
+#endif
+#ifndef GL_COLOR_CLEAR_VALUE
+#define GL_COLOR_CLEAR_VALUE 0x0C22
+#endif
+#ifndef GL_COLOR_WRITEMASK
+#define GL_COLOR_WRITEMASK 0x0C23
+#endif
+#ifndef GL_COMPILE_STATUS
+#define GL_COMPILE_STATUS 0x8B81
+#endif
+#ifndef GL_COMPRESSED_TEXTURE_FORMATS
+#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
+#endif
+#ifndef GL_CONSTANT_ALPHA
+#define GL_CONSTANT_ALPHA 0x8003
+#endif
+#ifndef GL_CONSTANT_COLOR
+#define GL_CONSTANT_COLOR 0x8001
+#endif
+#ifndef GL_CULL_FACE
+#define GL_CULL_FACE 0x0B44
+#endif
+#ifndef GL_CULL_FACE_MODE
+#define GL_CULL_FACE_MODE 0x0B45
+#endif
+#ifndef GL_CURRENT_PROGRAM
+#define GL_CURRENT_PROGRAM 0x8B8D
+#endif
+#ifndef GL_CURRENT_VERTEX_ATTRIB
+#define GL_CURRENT_VERTEX_ATTRIB 0x8626
+#endif
+#ifndef GL_CW
+#define GL_CW 0x0900
+#endif
+#ifndef GL_DECR
+#define GL_DECR 0x1E03
+#endif
+#ifndef GL_DECR_WRAP
+#define GL_DECR_WRAP 0x8508
+#endif
+#ifndef GL_DELETE_STATUS
+#define GL_DELETE_STATUS 0x8B80
+#endif
+#ifndef GL_DEPTH_ATTACHMENT
+#define GL_DEPTH_ATTACHMENT 0x8D00
+#endif
+#ifndef GL_DEPTH_BITS
+#define GL_DEPTH_BITS 0x0D56
+#endif
+#ifndef GL_DEPTH_BUFFER_BIT
+#define GL_DEPTH_BUFFER_BIT 0x00000100
+#endif
+#ifndef GL_DEPTH_CLEAR_VALUE
+#define GL_DEPTH_CLEAR_VALUE 0x0B73
+#endif
+#ifndef GL_DEPTH_COMPONENT
+#define GL_DEPTH_COMPONENT 0x1902
+#endif
+#ifndef GL_DEPTH_COMPONENT16
+#define GL_DEPTH_COMPONENT16 0x81A5
+#endif
+#ifndef GL_DEPTH_FUNC
+#define GL_DEPTH_FUNC 0x0B74
+#endif
+#ifndef GL_DEPTH_RANGE
+#define GL_DEPTH_RANGE 0x0B70
+#endif
+#ifndef GL_DEPTH_TEST
+#define GL_DEPTH_TEST 0x0B71
+#endif
+#ifndef GL_DEPTH_WRITEMASK
+#define GL_DEPTH_WRITEMASK 0x0B72
+#endif
+#ifndef GL_DITHER
+#define GL_DITHER 0x0BD0
+#endif
+#ifndef GL_DONT_CARE
+#define GL_DONT_CARE 0x1100
+#endif
+#ifndef GL_DST_ALPHA
+#define GL_DST_ALPHA 0x0304
+#endif
+#ifndef GL_DST_COLOR
+#define GL_DST_COLOR 0x0306
+#endif
+#ifndef GL_DYNAMIC_DRAW
+#define GL_DYNAMIC_DRAW 0x88E8
+#endif
+#ifndef GL_ELEMENT_ARRAY_BUFFER
+#define GL_ELEMENT_ARRAY_BUFFER 0x8893
+#endif
+#ifndef GL_ELEMENT_ARRAY_BUFFER_BINDING
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
+#endif
+#ifndef GL_EQUAL
+#define GL_EQUAL 0x0202
+#endif
+#ifndef GL_EXTENSIONS
+#define GL_EXTENSIONS 0x1F03
+#endif
+#ifndef GL_FALSE
+#define GL_FALSE 0
+#endif
+#ifndef GL_FASTEST
+#define GL_FASTEST 0x1101
+#endif
+#ifndef GL_FIXED
+#define GL_FIXED 0x140C
+#endif
+#ifndef GL_FLOAT
+#define GL_FLOAT 0x1406
+#endif
+#ifndef GL_FLOAT_MAT2
+#define GL_FLOAT_MAT2 0x8B5A
+#endif
+#ifndef GL_FLOAT_MAT3
+#define GL_FLOAT_MAT3 0x8B5B
+#endif
+#ifndef GL_FLOAT_MAT4
+#define GL_FLOAT_MAT4 0x8B5C
+#endif
+#ifndef GL_FLOAT_VEC2
+#define GL_FLOAT_VEC2 0x8B50
+#endif
+#ifndef GL_FLOAT_VEC3
+#define GL_FLOAT_VEC3 0x8B51
+#endif
+#ifndef GL_FLOAT_VEC4
+#define GL_FLOAT_VEC4 0x8B52
+#endif
+#ifndef GL_FRAGMENT_SHADER
+#define GL_FRAGMENT_SHADER 0x8B30
+#endif
+#ifndef GL_FRAMEBUFFER
+#define GL_FRAMEBUFFER 0x8D40
+#endif
+#ifndef GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
+#endif
+#ifndef GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
+#endif
+#ifndef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
+#endif
+#ifndef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
+#endif
+#ifndef GL_FRAMEBUFFER_BINDING
+#define GL_FRAMEBUFFER_BINDING 0x8CA6
+#endif
+#ifndef GL_FRAMEBUFFER_COMPLETE
+#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
+#endif
+#ifndef GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
+#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
+#endif
+#ifndef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
+#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
+#endif
+#ifndef GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
+#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
+#endif
+#ifndef GL_FRAMEBUFFER_UNSUPPORTED
+#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
+#endif
+#ifndef GL_FRONT
+#define GL_FRONT 0x0404
+#endif
+#ifndef GL_FRONT_AND_BACK
+#define GL_FRONT_AND_BACK 0x0408
+#endif
+#ifndef GL_FRONT_FACE
+#define GL_FRONT_FACE 0x0B46
+#endif
+#ifndef GL_FUNC_ADD
+#define GL_FUNC_ADD 0x8006
+#endif
+#ifndef GL_FUNC_REVERSE_SUBTRACT
+#define GL_FUNC_REVERSE_SUBTRACT 0x800B
+#endif
+#ifndef GL_FUNC_SUBTRACT
+#define GL_FUNC_SUBTRACT 0x800A
+#endif
+#ifndef GL_GENERATE_MIPMAP_HINT
+#define GL_GENERATE_MIPMAP_HINT 0x8192
+#endif
+#ifndef GL_GEQUAL
+#define GL_GEQUAL 0x0206
+#endif
+#ifndef GL_GREATER
+#define GL_GREATER 0x0204
+#endif
+#ifndef GL_GREEN_BITS
+#define GL_GREEN_BITS 0x0D53
+#endif
+#ifndef GL_HIGH_FLOAT
+#define GL_HIGH_FLOAT 0x8DF2
+#endif
+#ifndef GL_HIGH_INT
+#define GL_HIGH_INT 0x8DF5
+#endif
+#ifndef GL_IMPLEMENTATION_COLOR_READ_FORMAT
+#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
+#endif
+#ifndef GL_IMPLEMENTATION_COLOR_READ_TYPE
+#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
+#endif
+#ifndef GL_INCR
+#define GL_INCR 0x1E02
+#endif
+#ifndef GL_INCR_WRAP
+#define GL_INCR_WRAP 0x8507
+#endif
+#ifndef GL_INFO_LOG_LENGTH
+#define GL_INFO_LOG_LENGTH 0x8B84
+#endif
+#ifndef GL_INT
+#define GL_INT 0x1404
+#endif
+#ifndef GL_INT_VEC2
+#define GL_INT_VEC2 0x8B53
+#endif
+#ifndef GL_INT_VEC3
+#define GL_INT_VEC3 0x8B54
+#endif
+#ifndef GL_INT_VEC4
+#define GL_INT_VEC4 0x8B55
+#endif
+#ifndef GL_INVALID_ENUM
+#define GL_INVALID_ENUM 0x0500
+#endif
+#ifndef GL_INVALID_FRAMEBUFFER_OPERATION
+#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
+#endif
+#ifndef GL_INVALID_OPERATION
+#define GL_INVALID_OPERATION 0x0502
+#endif
+#ifndef GL_INVALID_VALUE
+#define GL_INVALID_VALUE 0x0501
+#endif
+#ifndef GL_INVERT
+#define GL_INVERT 0x150A
+#endif
+#ifndef GL_KEEP
+#define GL_KEEP 0x1E00
+#endif
+#ifndef GL_LEQUAL
+#define GL_LEQUAL 0x0203
+#endif
+#ifndef GL_LESS
+#define GL_LESS 0x0201
+#endif
+#ifndef GL_LINEAR
+#define GL_LINEAR 0x2601
+#endif
+#ifndef GL_LINEAR_MIPMAP_LINEAR
+#define GL_LINEAR_MIPMAP_LINEAR 0x2703
+#endif
+#ifndef GL_LINEAR_MIPMAP_NEAREST
+#define GL_LINEAR_MIPMAP_NEAREST 0x2701
+#endif
+#ifndef GL_LINE_LOOP
+#define GL_LINE_LOOP 0x0002
+#endif
+#ifndef GL_LINES
+#define GL_LINES 0x0001
+#endif
+#ifndef GL_LINE_STRIP
+#define GL_LINE_STRIP 0x0003
+#endif
+#ifndef GL_LINE_WIDTH
+#define GL_LINE_WIDTH 0x0B21
+#endif
+#ifndef GL_LINK_STATUS
+#define GL_LINK_STATUS 0x8B82
+#endif
+#ifndef GL_LOW_FLOAT
+#define GL_LOW_FLOAT 0x8DF0
+#endif
+#ifndef GL_LOW_INT
+#define GL_LOW_INT 0x8DF3
+#endif
+#ifndef GL_LUMINANCE
+#define GL_LUMINANCE 0x1909
+#endif
+#ifndef GL_LUMINANCE_ALPHA
+#define GL_LUMINANCE_ALPHA 0x190A
+#endif
+#ifndef GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
+#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
+#endif
+#ifndef GL_MAX_CUBE_MAP_TEXTURE_SIZE
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
+#endif
+#ifndef GL_MAX_FRAGMENT_UNIFORM_VECTORS
+#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
+#endif
+#ifndef GL_MAX_RENDERBUFFER_SIZE
+#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
+#endif
+#ifndef GL_MAX_TEXTURE_IMAGE_UNITS
+#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
+#endif
+#ifndef GL_MAX_TEXTURE_SIZE
+#define GL_MAX_TEXTURE_SIZE 0x0D33
+#endif
+#ifndef GL_MAX_VARYING_VECTORS
+#define GL_MAX_VARYING_VECTORS 0x8DFC
+#endif
+#ifndef GL_MAX_VERTEX_ATTRIBS
+#define GL_MAX_VERTEX_ATTRIBS 0x8869
+#endif
+#ifndef GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
+#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
+#endif
+#ifndef GL_MAX_VERTEX_UNIFORM_VECTORS
+#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
+#endif
+#ifndef GL_MAX_VIEWPORT_DIMS
+#define GL_MAX_VIEWPORT_DIMS 0x0D3A
+#endif
+#ifndef GL_MEDIUM_FLOAT
+#define GL_MEDIUM_FLOAT 0x8DF1
+#endif
+#ifndef GL_MEDIUM_INT
+#define GL_MEDIUM_INT 0x8DF4
+#endif
+#ifndef GL_MIRRORED_REPEAT
+#define GL_MIRRORED_REPEAT 0x8370
+#endif
+#ifndef GL_NEAREST
+#define GL_NEAREST 0x2600
+#endif
+#ifndef GL_NEAREST_MIPMAP_LINEAR
+#define GL_NEAREST_MIPMAP_LINEAR 0x2702
+#endif
+#ifndef GL_NEAREST_MIPMAP_NEAREST
+#define GL_NEAREST_MIPMAP_NEAREST 0x2700
+#endif
+#ifndef GL_NEVER
+#define GL_NEVER 0x0200
+#endif
+#ifndef GL_NICEST
+#define GL_NICEST 0x1102
+#endif
+#ifndef GL_NO_ERROR
+#define GL_NO_ERROR 0
+#endif
+#ifndef GL_NONE
+#define GL_NONE 0
+#endif
+#ifndef GL_NOTEQUAL
+#define GL_NOTEQUAL 0x0205
+#endif
+#ifndef GL_NUM_COMPRESSED_TEXTURE_FORMATS
+#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
+#endif
+#ifndef GL_NUM_SHADER_BINARY_FORMATS
+#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
+#endif
+#ifndef GL_ONE
+#define GL_ONE 1
+#endif
+#ifndef GL_ONE_MINUS_CONSTANT_ALPHA
+#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
+#endif
+#ifndef GL_ONE_MINUS_CONSTANT_COLOR
+#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
+#endif
+#ifndef GL_ONE_MINUS_DST_ALPHA
+#define GL_ONE_MINUS_DST_ALPHA 0x0305
+#endif
+#ifndef GL_ONE_MINUS_DST_COLOR
+#define GL_ONE_MINUS_DST_COLOR 0x0307
+#endif
+#ifndef GL_ONE_MINUS_SRC_ALPHA
+#define GL_ONE_MINUS_SRC_ALPHA 0x0303
+#endif
+#ifndef GL_ONE_MINUS_SRC_COLOR
+#define GL_ONE_MINUS_SRC_COLOR 0x0301
+#endif
+#ifndef GL_OUT_OF_MEMORY
+#define GL_OUT_OF_MEMORY 0x0505
+#endif
+#ifndef GL_PACK_ALIGNMENT
+#define GL_PACK_ALIGNMENT 0x0D05
+#endif
+#ifndef GL_POINTS
+#define GL_POINTS 0x0000
+#endif
+#ifndef GL_POLYGON_OFFSET_FACTOR
+#define GL_POLYGON_OFFSET_FACTOR 0x8038
+#endif
+#ifndef GL_POLYGON_OFFSET_FILL
+#define GL_POLYGON_OFFSET_FILL 0x8037
+#endif
+#ifndef GL_POLYGON_OFFSET_UNITS
+#define GL_POLYGON_OFFSET_UNITS 0x2A00
+#endif
+#ifndef GL_RED_BITS
+#define GL_RED_BITS 0x0D52
+#endif
+#ifndef GL_RENDERBUFFER
+#define GL_RENDERBUFFER 0x8D41
+#endif
+#ifndef GL_RENDERBUFFER_ALPHA_SIZE
+#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
+#endif
+#ifndef GL_RENDERBUFFER_BINDING
+#define GL_RENDERBUFFER_BINDING 0x8CA7
+#endif
+#ifndef GL_RENDERBUFFER_BLUE_SIZE
+#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
+#endif
+#ifndef GL_RENDERBUFFER_DEPTH_SIZE
+#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
+#endif
+#ifndef GL_RENDERBUFFER_GREEN_SIZE
+#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
+#endif
+#ifndef GL_RENDERBUFFER_HEIGHT
+#define GL_RENDERBUFFER_HEIGHT 0x8D43
+#endif
+#ifndef GL_RENDERBUFFER_INTERNAL_FORMAT
+#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
+#endif
+#ifndef GL_RENDERBUFFER_RED_SIZE
+#define GL_RENDERBUFFER_RED_SIZE 0x8D50
+#endif
+#ifndef GL_RENDERBUFFER_STENCIL_SIZE
+#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
+#endif
+#ifndef GL_RENDERBUFFER_WIDTH
+#define GL_RENDERBUFFER_WIDTH 0x8D42
+#endif
+#ifndef GL_RENDERER
+#define GL_RENDERER 0x1F01
+#endif
+#ifndef GL_REPEAT
+#define GL_REPEAT 0x2901
+#endif
+#ifndef GL_REPLACE
+#define GL_REPLACE 0x1E01
+#endif
+#ifndef GL_RGB
+#define GL_RGB 0x1907
+#endif
+#ifndef GL_RGB565
+#define GL_RGB565 0x8D62
+#endif
+#ifndef GL_RGB5_A1
+#define GL_RGB5_A1 0x8057
+#endif
+#ifndef GL_RGBA
+#define GL_RGBA 0x1908
+#endif
+#ifndef GL_RGBA4
+#define GL_RGBA4 0x8056
+#endif
+#ifndef GL_SAMPLE_ALPHA_TO_COVERAGE
+#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
+#endif
+#ifndef GL_SAMPLE_BUFFERS
+#define GL_SAMPLE_BUFFERS 0x80A8
+#endif
+#ifndef GL_SAMPLE_COVERAGE
+#define GL_SAMPLE_COVERAGE 0x80A0
+#endif
+#ifndef GL_SAMPLE_COVERAGE_INVERT
+#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
+#endif
+#ifndef GL_SAMPLE_COVERAGE_VALUE
+#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
+#endif
+#ifndef GL_SAMPLER_2D
+#define GL_SAMPLER_2D 0x8B5E
+#endif
+#ifndef GL_SAMPLER_CUBE
+#define GL_SAMPLER_CUBE 0x8B60
+#endif
+#ifndef GL_SAMPLES
+#define GL_SAMPLES 0x80A9
+#endif
+#ifndef GL_SCISSOR_BOX
+#define GL_SCISSOR_BOX 0x0C10
+#endif
+#ifndef GL_SCISSOR_TEST
+#define GL_SCISSOR_TEST 0x0C11
+#endif
+#ifndef GL_SHADER_BINARY_FORMATS
+#define GL_SHADER_BINARY_FORMATS 0x8DF8
+#endif
+#ifndef GL_SHADER_COMPILER
+#define GL_SHADER_COMPILER 0x8DFA
+#endif
+#ifndef GL_SHADER_SOURCE_LENGTH
+#define GL_SHADER_SOURCE_LENGTH 0x8B88
+#endif
+#ifndef GL_SHADER_TYPE
+#define GL_SHADER_TYPE 0x8B4F
+#endif
+#ifndef GL_SHADING_LANGUAGE_VERSION
+#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
+#endif
+#ifndef GL_SHORT
+#define GL_SHORT 0x1402
+#endif
+#ifndef GL_SRC_ALPHA
+#define GL_SRC_ALPHA 0x0302
+#endif
+#ifndef GL_SRC_ALPHA_SATURATE
+#define GL_SRC_ALPHA_SATURATE 0x0308
+#endif
+#ifndef GL_SRC_COLOR
+#define GL_SRC_COLOR 0x0300
+#endif
+#ifndef GL_STATIC_DRAW
+#define GL_STATIC_DRAW 0x88E4
+#endif
+#ifndef GL_STENCIL_ATTACHMENT
+#define GL_STENCIL_ATTACHMENT 0x8D20
+#endif
+#ifndef GL_STENCIL_BACK_FAIL
+#define GL_STENCIL_BACK_FAIL 0x8801
+#endif
+#ifndef GL_STENCIL_BACK_FUNC
+#define GL_STENCIL_BACK_FUNC 0x8800
+#endif
+#ifndef GL_STENCIL_BACK_PASS_DEPTH_FAIL
+#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
+#endif
+#ifndef GL_STENCIL_BACK_PASS_DEPTH_PASS
+#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
+#endif
+#ifndef GL_STENCIL_BACK_REF
+#define GL_STENCIL_BACK_REF 0x8CA3
+#endif
+#ifndef GL_STENCIL_BACK_VALUE_MASK
+#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
+#endif
+#ifndef GL_STENCIL_BACK_WRITEMASK
+#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
+#endif
+#ifndef GL_STENCIL_BITS
+#define GL_STENCIL_BITS 0x0D57
+#endif
+#ifndef GL_STENCIL_BUFFER_BIT
+#define GL_STENCIL_BUFFER_BIT 0x00000400
+#endif
+#ifndef GL_STENCIL_CLEAR_VALUE
+#define GL_STENCIL_CLEAR_VALUE 0x0B91
+#endif
+#ifndef GL_STENCIL_FAIL
+#define GL_STENCIL_FAIL 0x0B94
+#endif
+#ifndef GL_STENCIL_FUNC
+#define GL_STENCIL_FUNC 0x0B92
+#endif
+#ifndef GL_STENCIL_INDEX
+#define GL_STENCIL_INDEX 0x1901
+#endif
+#ifndef GL_STENCIL_INDEX8
+#define GL_STENCIL_INDEX8 0x8D48
+#endif
+#ifndef GL_STENCIL_PASS_DEPTH_FAIL
+#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
+#endif
+#ifndef GL_STENCIL_PASS_DEPTH_PASS
+#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
+#endif
+#ifndef GL_STENCIL_REF
+#define GL_STENCIL_REF 0x0B97
+#endif
+#ifndef GL_STENCIL_TEST
+#define GL_STENCIL_TEST 0x0B90
+#endif
+#ifndef GL_STENCIL_VALUE_MASK
+#define GL_STENCIL_VALUE_MASK 0x0B93
+#endif
+#ifndef GL_STENCIL_WRITEMASK
+#define GL_STENCIL_WRITEMASK 0x0B98
+#endif
+#ifndef GL_STREAM_DRAW
+#define GL_STREAM_DRAW 0x88E0
+#endif
+#ifndef GL_SUBPIXEL_BITS
+#define GL_SUBPIXEL_BITS 0x0D50
+#endif
+#ifndef GL_TEXTURE0
+#define GL_TEXTURE0 0x84C0
+#endif
+#ifndef GL_TEXTURE
+#define GL_TEXTURE 0x1702
+#endif
+#ifndef GL_TEXTURE10
+#define GL_TEXTURE10 0x84CA
+#endif
+#ifndef GL_TEXTURE1
+#define GL_TEXTURE1 0x84C1
+#endif
+#ifndef GL_TEXTURE11
+#define GL_TEXTURE11 0x84CB
+#endif
+#ifndef GL_TEXTURE12
+#define GL_TEXTURE12 0x84CC
+#endif
+#ifndef GL_TEXTURE13
+#define GL_TEXTURE13 0x84CD
+#endif
+#ifndef GL_TEXTURE14
+#define GL_TEXTURE14 0x84CE
+#endif
+#ifndef GL_TEXTURE15
+#define GL_TEXTURE15 0x84CF
+#endif
+#ifndef GL_TEXTURE16
+#define GL_TEXTURE16 0x84D0
+#endif
+#ifndef GL_TEXTURE17
+#define GL_TEXTURE17 0x84D1
+#endif
+#ifndef GL_TEXTURE18
+#define GL_TEXTURE18 0x84D2
+#endif
+#ifndef GL_TEXTURE19
+#define GL_TEXTURE19 0x84D3
+#endif
+#ifndef GL_TEXTURE20
+#define GL_TEXTURE20 0x84D4
+#endif
+#ifndef GL_TEXTURE2
+#define GL_TEXTURE2 0x84C2
+#endif
+#ifndef GL_TEXTURE21
+#define GL_TEXTURE21 0x84D5
+#endif
+#ifndef GL_TEXTURE22
+#define GL_TEXTURE22 0x84D6
+#endif
+#ifndef GL_TEXTURE23
+#define GL_TEXTURE23 0x84D7
+#endif
+#ifndef GL_TEXTURE24
+#define GL_TEXTURE24 0x84D8
+#endif
+#ifndef GL_TEXTURE25
+#define GL_TEXTURE25 0x84D9
+#endif
+#ifndef GL_TEXTURE26
+#define GL_TEXTURE26 0x84DA
+#endif
+#ifndef GL_TEXTURE27
+#define GL_TEXTURE27 0x84DB
+#endif
+#ifndef GL_TEXTURE28
+#define GL_TEXTURE28 0x84DC
+#endif
+#ifndef GL_TEXTURE29
+#define GL_TEXTURE29 0x84DD
+#endif
+#ifndef GL_TEXTURE_2D
+#define GL_TEXTURE_2D 0x0DE1
+#endif
+#ifndef GL_TEXTURE30
+#define GL_TEXTURE30 0x84DE
+#endif
+#ifndef GL_TEXTURE3
+#define GL_TEXTURE3 0x84C3
+#endif
+#ifndef GL_TEXTURE31
+#define GL_TEXTURE31 0x84DF
+#endif
+#ifndef GL_TEXTURE4
+#define GL_TEXTURE4 0x84C4
+#endif
+#ifndef GL_TEXTURE5
+#define GL_TEXTURE5 0x84C5
+#endif
+#ifndef GL_TEXTURE6
+#define GL_TEXTURE6 0x84C6
+#endif
+#ifndef GL_TEXTURE7
+#define GL_TEXTURE7 0x84C7
+#endif
+#ifndef GL_TEXTURE8
+#define GL_TEXTURE8 0x84C8
+#endif
+#ifndef GL_TEXTURE9
+#define GL_TEXTURE9 0x84C9
+#endif
+#ifndef GL_TEXTURE_BINDING_2D
+#define GL_TEXTURE_BINDING_2D 0x8069
+#endif
+#ifndef GL_TEXTURE_BINDING_CUBE_MAP
+#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
+#endif
+#ifndef GL_TEXTURE_CUBE_MAP
+#define GL_TEXTURE_CUBE_MAP 0x8513
+#endif
+#ifndef GL_TEXTURE_CUBE_MAP_NEGATIVE_X
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
+#endif
+#ifndef GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
+#endif
+#ifndef GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
+#endif
+#ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_X
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
+#endif
+#ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_Y
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
+#endif
+#ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_Z
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
+#endif
+#ifndef GL_TEXTURE_MAG_FILTER
+#define GL_TEXTURE_MAG_FILTER 0x2800
+#endif
+#ifndef GL_TEXTURE_MIN_FILTER
+#define GL_TEXTURE_MIN_FILTER 0x2801
+#endif
+#ifndef GL_TEXTURE_WRAP_S
+#define GL_TEXTURE_WRAP_S 0x2802
+#endif
+#ifndef GL_TEXTURE_WRAP_T
+#define GL_TEXTURE_WRAP_T 0x2803
+#endif
+#ifndef GL_TRIANGLE_FAN
+#define GL_TRIANGLE_FAN 0x0006
+#endif
+#ifndef GL_TRIANGLES
+#define GL_TRIANGLES 0x0004
+#endif
+#ifndef GL_TRIANGLE_STRIP
+#define GL_TRIANGLE_STRIP 0x0005
+#endif
+#ifndef GL_TRUE
+#define GL_TRUE 1
+#endif
+#ifndef GL_UNPACK_ALIGNMENT
+#define GL_UNPACK_ALIGNMENT 0x0CF5
+#endif
+#ifndef GL_UNSIGNED_BYTE
+#define GL_UNSIGNED_BYTE 0x1401
+#endif
+#ifndef GL_UNSIGNED_INT
+#define GL_UNSIGNED_INT 0x1405
+#endif
+#ifndef GL_UNSIGNED_SHORT
+#define GL_UNSIGNED_SHORT 0x1403
+#endif
+#ifndef GL_UNSIGNED_SHORT_4_4_4_4
+#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
+#endif
+#ifndef GL_UNSIGNED_SHORT_5_5_5_1
+#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
+#endif
+#ifndef GL_UNSIGNED_SHORT_5_6_5
+#define GL_UNSIGNED_SHORT_5_6_5 0x8363
+#endif
+#ifndef GL_VALIDATE_STATUS
+#define GL_VALIDATE_STATUS 0x8B83
+#endif
+#ifndef GL_VENDOR
+#define GL_VENDOR 0x1F00
+#endif
+#ifndef GL_VERSION
+#define GL_VERSION 0x1F02
+#endif
+#ifndef GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
+#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
+#endif
+#ifndef GL_VERTEX_ATTRIB_ARRAY_ENABLED
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
+#endif
+#ifndef GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
+#endif
+#ifndef GL_VERTEX_ATTRIB_ARRAY_POINTER
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
+#endif
+#ifndef GL_VERTEX_ATTRIB_ARRAY_SIZE
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
+#endif
+#ifndef GL_VERTEX_ATTRIB_ARRAY_STRIDE
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
+#endif
+#ifndef GL_VERTEX_ATTRIB_ARRAY_TYPE
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
+#endif
+#ifndef GL_VERTEX_SHADER
+#define GL_VERTEX_SHADER 0x8B31
+#endif
+#ifndef GL_VIEWPORT
+#define GL_VIEWPORT 0x0BA2
+#endif
+#ifndef GL_ZERO
+#define GL_ZERO 0
+#endif
+
+QT_END_NAMESPACE
+
+QT_END_HEADER
+
+#endif