diff options
Diffstat (limited to 'src/opengl/qopenglfunctions_4_0_core.h')
-rw-r--r-- | src/opengl/qopenglfunctions_4_0_core.h | 2118 |
1 files changed, 2118 insertions, 0 deletions
diff --git a/src/opengl/qopenglfunctions_4_0_core.h b/src/opengl/qopenglfunctions_4_0_core.h new file mode 100644 index 0000000000..e8e7359868 --- /dev/null +++ b/src/opengl/qopenglfunctions_4_0_core.h @@ -0,0 +1,2118 @@ +// Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB) +// Copyright (C) 2016 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only +/*************************************************************************** +** This file was generated by glgen version 0.1 +** Command line was: glgen +** +** glgen is Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB) +** +** This is an auto-generated file. +** Do not edit! All changes made to it will be lost. +** +****************************************************************************/ + +#ifndef QOPENGLVERSIONFUNCTIONS_4_0_CORE_H +#define QOPENGLVERSIONFUNCTIONS_4_0_CORE_H + +#include <QtOpenGL/qtopenglglobal.h> + +#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2) + +#include <QtOpenGL/QOpenGLVersionProfile> +#include <QtOpenGL/QOpenGLVersionFunctions> +#include <QtGui/qopenglcontext.h> + +QT_BEGIN_NAMESPACE + +class Q_OPENGL_EXPORT QOpenGLFunctions_4_0_Core : public QAbstractOpenGLFunctions +{ +public: + QOpenGLFunctions_4_0_Core(); + ~QOpenGLFunctions_4_0_Core(); + + bool initializeOpenGLFunctions() override; + + // OpenGL 1.0 core functions + void glViewport(GLint x, GLint y, GLsizei width, GLsizei height); + void glDepthRange(GLdouble nearVal, GLdouble farVal); + GLboolean glIsEnabled(GLenum cap); + void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params); + void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params); + void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params); + void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params); + void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels); + const GLubyte * glGetString(GLenum name); + void glGetIntegerv(GLenum pname, GLint *params); + void glGetFloatv(GLenum pname, GLfloat *params); + GLenum glGetError(); + void glGetDoublev(GLenum pname, GLdouble *params); + void glGetBooleanv(GLenum pname, GLboolean *params); + void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels); + void glReadBuffer(GLenum mode); + void glPixelStorei(GLenum pname, GLint param); + void glPixelStoref(GLenum pname, GLfloat param); + void glDepthFunc(GLenum func); + void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass); + void glStencilFunc(GLenum func, GLint ref, GLuint mask); + void glLogicOp(GLenum opcode); + void glBlendFunc(GLenum sfactor, GLenum dfactor); + void glFlush(); + void glFinish(); + void glEnable(GLenum cap); + void glDisable(GLenum cap); + void glDepthMask(GLboolean flag); + void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); + void glStencilMask(GLuint mask); + void glClearDepth(GLdouble depth); + void glClearStencil(GLint s); + void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); + void glClear(GLbitfield mask); + void glDrawBuffer(GLenum mode); + void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels); + void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels); + void glTexParameteriv(GLenum target, GLenum pname, const GLint *params); + void glTexParameteri(GLenum target, GLenum pname, GLint param); + void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params); + void glTexParameterf(GLenum target, GLenum pname, GLfloat param); + void glScissor(GLint x, GLint y, GLsizei width, GLsizei height); + void glPolygonMode(GLenum face, GLenum mode); + void glPointSize(GLfloat size); + void glLineWidth(GLfloat width); + void glHint(GLenum target, GLenum mode); + void glFrontFace(GLenum mode); + void glCullFace(GLenum mode); + + // OpenGL 1.1 core functions + GLboolean glIsTexture(GLuint texture); + void glGenTextures(GLsizei n, GLuint *textures); + void glDeleteTextures(GLsizei n, const GLuint *textures); + void glBindTexture(GLenum target, GLuint texture); + void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); + void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels); + void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); + void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); + void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); + void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); + void glPolygonOffset(GLfloat factor, GLfloat units); + void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); + void glDrawArrays(GLenum mode, GLint first, GLsizei count); + + // OpenGL 1.2 core functions + void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); + void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels); + void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); + void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices); + void glBlendEquation(GLenum mode); + void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); + + // OpenGL 1.3 core functions + void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img); + void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data); + void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data); + void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data); + void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data); + void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data); + void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data); + void glSampleCoverage(GLfloat value, GLboolean invert); + void glActiveTexture(GLenum texture); + + // OpenGL 1.4 core functions + void glPointParameteriv(GLenum pname, const GLint *params); + void glPointParameteri(GLenum pname, GLint param); + void glPointParameterfv(GLenum pname, const GLfloat *params); + void glPointParameterf(GLenum pname, GLfloat param); + void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount); + void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); + void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); + + // OpenGL 1.5 core functions + void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* *params); + void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params); + GLboolean glUnmapBuffer(GLenum target); + GLvoid* glMapBuffer(GLenum target, GLenum access); + void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data); + void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data); + void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage); + GLboolean glIsBuffer(GLuint buffer); + void glGenBuffers(GLsizei n, GLuint *buffers); + void glDeleteBuffers(GLsizei n, const GLuint *buffers); + void glBindBuffer(GLenum target, GLuint buffer); + void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params); + void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params); + void glGetQueryiv(GLenum target, GLenum pname, GLint *params); + void glEndQuery(GLenum target); + void glBeginQuery(GLenum target, GLuint id); + GLboolean glIsQuery(GLuint id); + void glDeleteQueries(GLsizei n, const GLuint *ids); + void glGenQueries(GLsizei n, GLuint *ids); + + // OpenGL 2.0 core functions + void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); + void glValidateProgram(GLuint program); + void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + void glUniform4iv(GLint location, GLsizei count, const GLint *value); + void glUniform3iv(GLint location, GLsizei count, const GLint *value); + void glUniform2iv(GLint location, GLsizei count, const GLint *value); + void glUniform1iv(GLint location, GLsizei count, const GLint *value); + void glUniform4fv(GLint location, GLsizei count, const GLfloat *value); + void glUniform3fv(GLint location, GLsizei count, const GLfloat *value); + void glUniform2fv(GLint location, GLsizei count, const GLfloat *value); + void glUniform1fv(GLint location, GLsizei count, const GLfloat *value); + void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); + void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2); + void glUniform2i(GLint location, GLint v0, GLint v1); + void glUniform1i(GLint location, GLint v0); + void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); + void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); + void glUniform2f(GLint location, GLfloat v0, GLfloat v1); + void glUniform1f(GLint location, GLfloat v0); + void glUseProgram(GLuint program); + void glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length); + void glLinkProgram(GLuint program); + GLboolean glIsShader(GLuint shader); + GLboolean glIsProgram(GLuint program); + void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer); + void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params); + void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); + void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params); + void glGetUniformiv(GLuint program, GLint location, GLint *params); + void glGetUniformfv(GLuint program, GLint location, GLfloat *params); + GLint glGetUniformLocation(GLuint program, const GLchar *name); + void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); + void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); + void glGetShaderiv(GLuint shader, GLenum pname, GLint *params); + void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); + void glGetProgramiv(GLuint program, GLenum pname, GLint *params); + GLint glGetAttribLocation(GLuint program, const GLchar *name); + void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj); + void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); + void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); + void glEnableVertexAttribArray(GLuint index); + void glDisableVertexAttribArray(GLuint index); + void glDetachShader(GLuint program, GLuint shader); + void glDeleteShader(GLuint shader); + void glDeleteProgram(GLuint program); + GLuint glCreateShader(GLenum type); + GLuint glCreateProgram(); + void glCompileShader(GLuint shader); + void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name); + void glAttachShader(GLuint program, GLuint shader); + void glStencilMaskSeparate(GLenum face, GLuint mask); + void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); + void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); + void glDrawBuffers(GLsizei n, const GLenum *bufs); + void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); + + // OpenGL 2.1 core functions + void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + + // OpenGL 3.0 core functions + GLboolean glIsVertexArray(GLuint array); + void glGenVertexArrays(GLsizei n, GLuint *arrays); + void glDeleteVertexArrays(GLsizei n, const GLuint *arrays); + void glBindVertexArray(GLuint array); + void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length); + GLvoid* glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); + void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); + void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); + void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); + void glGenerateMipmap(GLenum target); + void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params); + void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); + void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); + void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); + void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); + GLenum glCheckFramebufferStatus(GLenum target); + void glGenFramebuffers(GLsizei n, GLuint *framebuffers); + void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers); + void glBindFramebuffer(GLenum target, GLuint framebuffer); + GLboolean glIsFramebuffer(GLuint framebuffer); + void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params); + void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); + void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers); + void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers); + void glBindRenderbuffer(GLenum target, GLuint renderbuffer); + GLboolean glIsRenderbuffer(GLuint renderbuffer); + const GLubyte * glGetStringi(GLenum name, GLuint index); + void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); + void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value); + void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value); + void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value); + void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params); + void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params); + void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params); + void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params); + void glUniform4uiv(GLint location, GLsizei count, const GLuint *value); + void glUniform3uiv(GLint location, GLsizei count, const GLuint *value); + void glUniform2uiv(GLint location, GLsizei count, const GLuint *value); + void glUniform1uiv(GLint location, GLsizei count, const GLuint *value); + void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); + void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2); + void glUniform2ui(GLint location, GLuint v0, GLuint v1); + void glUniform1ui(GLint location, GLuint v0); + GLint glGetFragDataLocation(GLuint program, const GLchar *name); + void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name); + void glGetUniformuiv(GLuint program, GLint location, GLuint *params); + void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params); + void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params); + void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); + void glEndConditionalRender(); + void glBeginConditionalRender(GLuint id, GLenum mode); + void glClampColor(GLenum target, GLenum clamp); + void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); + void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode); + void glBindBufferBase(GLenum target, GLuint index, GLuint buffer); + void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); + void glEndTransformFeedback(); + void glBeginTransformFeedback(GLenum primitiveMode); + GLboolean glIsEnabledi(GLenum target, GLuint index); + void glDisablei(GLenum target, GLuint index); + void glEnablei(GLenum target, GLuint index); + void glGetIntegeri_v(GLenum target, GLuint index, GLint *data); + void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data); + void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); + + // OpenGL 3.1 core functions + void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); + void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); + void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); + void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); + GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName); + void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); + void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); + void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices); + void glPrimitiveRestartIndex(GLuint index); + void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer); + void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount); + void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount); + + // OpenGL 3.2 core functions + void glSampleMaski(GLuint index, GLbitfield mask); + void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val); + void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); + void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); + void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); + void glGetInteger64v(GLenum pname, GLint64 *params); + void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); + GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); + void glDeleteSync(GLsync sync); + GLboolean glIsSync(GLsync sync); + GLsync glFenceSync(GLenum condition, GLbitfield flags); + void glProvokingVertex(GLenum mode); + void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex); + void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex); + void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex); + void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex); + void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level); + void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params); + void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data); + + // OpenGL 3.3 core functions + void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); + void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); + void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); + void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); + void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); + void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); + void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); + void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); + void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params); + void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params); + void glQueryCounter(GLuint id, GLenum target); + void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params); + void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params); + void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params); + void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params); + void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param); + void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param); + void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param); + void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param); + void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param); + void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param); + void glBindSampler(GLuint unit, GLuint sampler); + GLboolean glIsSampler(GLuint sampler); + void glDeleteSamplers(GLsizei count, const GLuint *samplers); + void glGenSamplers(GLsizei count, GLuint *samplers); + GLint glGetFragDataIndex(GLuint program, const GLchar *name); + void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); + void glVertexAttribDivisor(GLuint index, GLuint divisor); + + // OpenGL 4.0 core functions + void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params); + void glEndQueryIndexed(GLenum target, GLuint index); + void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id); + void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream); + void glDrawTransformFeedback(GLenum mode, GLuint id); + void glResumeTransformFeedback(); + void glPauseTransformFeedback(); + GLboolean glIsTransformFeedback(GLuint id); + void glGenTransformFeedbacks(GLsizei n, GLuint *ids); + void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids); + void glBindTransformFeedback(GLenum target, GLuint id); + void glPatchParameterfv(GLenum pname, const GLfloat *values); + void glPatchParameteri(GLenum pname, GLint value); + void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values); + void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params); + void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices); + void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); + void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); + void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); + GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name); + GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name); + void glGetUniformdv(GLuint program, GLint location, GLdouble *params); + void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); + void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); + void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); + void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); + void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); + void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); + void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); + void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); + void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); + void glUniform4dv(GLint location, GLsizei count, const GLdouble *value); + void glUniform3dv(GLint location, GLsizei count, const GLdouble *value); + void glUniform2dv(GLint location, GLsizei count, const GLdouble *value); + void glUniform1dv(GLint location, GLsizei count, const GLdouble *value); + void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); + void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z); + void glUniform2d(GLint location, GLdouble x, GLdouble y); + void glUniform1d(GLint location, GLdouble x); + void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect); + void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect); + void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); + void glBlendFunci(GLuint buf, GLenum src, GLenum dst); + void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha); + void glBlendEquationi(GLuint buf, GLenum mode); + void glMinSampleShading(GLfloat value); + +private: + friend class QOpenGLVersionFunctionsFactory; + + static bool isContextCompatible(QOpenGLContext *context); + static QOpenGLVersionProfile versionProfile(); + + QOpenGLFunctions_1_0_CoreBackend* d_1_0_Core; + QOpenGLFunctions_1_1_CoreBackend* d_1_1_Core; + QOpenGLFunctions_1_2_CoreBackend* d_1_2_Core; + QOpenGLFunctions_1_3_CoreBackend* d_1_3_Core; + QOpenGLFunctions_1_4_CoreBackend* d_1_4_Core; + QOpenGLFunctions_1_5_CoreBackend* d_1_5_Core; + QOpenGLFunctions_2_0_CoreBackend* d_2_0_Core; + QOpenGLFunctions_2_1_CoreBackend* d_2_1_Core; + QOpenGLFunctions_3_0_CoreBackend* d_3_0_Core; + QOpenGLFunctions_3_1_CoreBackend* d_3_1_Core; + QOpenGLFunctions_3_2_CoreBackend* d_3_2_Core; + QOpenGLFunctions_3_3_CoreBackend* d_3_3_Core; + QOpenGLFunctions_4_0_CoreBackend* d_4_0_Core; +}; + +// OpenGL 1.0 core functions +inline void QOpenGLFunctions_4_0_Core::glViewport(GLint x, GLint y, GLsizei width, GLsizei height) +{ + d_1_0_Core->f.Viewport(x, y, width, height); +} + +inline void QOpenGLFunctions_4_0_Core::glDepthRange(GLdouble nearVal, GLdouble farVal) +{ + d_1_0_Core->f.DepthRange(nearVal, farVal); +} + +inline GLboolean QOpenGLFunctions_4_0_Core::glIsEnabled(GLenum cap) +{ + return d_1_0_Core->f.IsEnabled(cap); +} + +inline void QOpenGLFunctions_4_0_Core::glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) +{ + d_1_0_Core->f.GetTexLevelParameteriv(target, level, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) +{ + d_1_0_Core->f.GetTexLevelParameterfv(target, level, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetTexParameteriv(GLenum target, GLenum pname, GLint *params) +{ + d_1_0_Core->f.GetTexParameteriv(target, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) +{ + d_1_0_Core->f.GetTexParameterfv(target, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) +{ + d_1_0_Core->f.GetTexImage(target, level, format, type, pixels); +} + +inline const GLubyte * QOpenGLFunctions_4_0_Core::glGetString(GLenum name) +{ + return d_1_0_Core->f.GetString(name); +} + +inline void QOpenGLFunctions_4_0_Core::glGetIntegerv(GLenum pname, GLint *params) +{ + d_1_0_Core->f.GetIntegerv(pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetFloatv(GLenum pname, GLfloat *params) +{ + d_1_0_Core->f.GetFloatv(pname, params); +} + +inline GLenum QOpenGLFunctions_4_0_Core::glGetError() +{ + return d_1_0_Core->f.GetError(); +} + +inline void QOpenGLFunctions_4_0_Core::glGetDoublev(GLenum pname, GLdouble *params) +{ + d_1_0_Core->f.GetDoublev(pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetBooleanv(GLenum pname, GLboolean *params) +{ + d_1_0_Core->f.GetBooleanv(pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) +{ + d_1_0_Core->f.ReadPixels(x, y, width, height, format, type, pixels); +} + +inline void QOpenGLFunctions_4_0_Core::glReadBuffer(GLenum mode) +{ + d_1_0_Core->f.ReadBuffer(mode); +} + +inline void QOpenGLFunctions_4_0_Core::glPixelStorei(GLenum pname, GLint param) +{ + d_1_0_Core->f.PixelStorei(pname, param); +} + +inline void QOpenGLFunctions_4_0_Core::glPixelStoref(GLenum pname, GLfloat param) +{ + d_1_0_Core->f.PixelStoref(pname, param); +} + +inline void QOpenGLFunctions_4_0_Core::glDepthFunc(GLenum func) +{ + d_1_0_Core->f.DepthFunc(func); +} + +inline void QOpenGLFunctions_4_0_Core::glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) +{ + d_1_0_Core->f.StencilOp(fail, zfail, zpass); +} + +inline void QOpenGLFunctions_4_0_Core::glStencilFunc(GLenum func, GLint ref, GLuint mask) +{ + d_1_0_Core->f.StencilFunc(func, ref, mask); +} + +inline void QOpenGLFunctions_4_0_Core::glLogicOp(GLenum opcode) +{ + d_1_0_Core->f.LogicOp(opcode); +} + +inline void QOpenGLFunctions_4_0_Core::glBlendFunc(GLenum sfactor, GLenum dfactor) +{ + d_1_0_Core->f.BlendFunc(sfactor, dfactor); +} + +inline void QOpenGLFunctions_4_0_Core::glFlush() +{ + d_1_0_Core->f.Flush(); +} + +inline void QOpenGLFunctions_4_0_Core::glFinish() +{ + d_1_0_Core->f.Finish(); +} + +inline void QOpenGLFunctions_4_0_Core::glEnable(GLenum cap) +{ + d_1_0_Core->f.Enable(cap); +} + +inline void QOpenGLFunctions_4_0_Core::glDisable(GLenum cap) +{ + d_1_0_Core->f.Disable(cap); +} + +inline void QOpenGLFunctions_4_0_Core::glDepthMask(GLboolean flag) +{ + d_1_0_Core->f.DepthMask(flag); +} + +inline void QOpenGLFunctions_4_0_Core::glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) +{ + d_1_0_Core->f.ColorMask(red, green, blue, alpha); +} + +inline void QOpenGLFunctions_4_0_Core::glStencilMask(GLuint mask) +{ + d_1_0_Core->f.StencilMask(mask); +} + +inline void QOpenGLFunctions_4_0_Core::glClearDepth(GLdouble depth) +{ + d_1_0_Core->f.ClearDepth(depth); +} + +inline void QOpenGLFunctions_4_0_Core::glClearStencil(GLint s) +{ + d_1_0_Core->f.ClearStencil(s); +} + +inline void QOpenGLFunctions_4_0_Core::glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) +{ + d_1_0_Core->f.ClearColor(red, green, blue, alpha); +} + +inline void QOpenGLFunctions_4_0_Core::glClear(GLbitfield mask) +{ + d_1_0_Core->f.Clear(mask); +} + +inline void QOpenGLFunctions_4_0_Core::glDrawBuffer(GLenum mode) +{ + d_1_0_Core->f.DrawBuffer(mode); +} + +inline void QOpenGLFunctions_4_0_Core::glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) +{ + d_1_0_Core->f.TexImage2D(target, level, internalformat, width, height, border, format, type, pixels); +} + +inline void QOpenGLFunctions_4_0_Core::glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels) +{ + d_1_0_Core->f.TexImage1D(target, level, internalformat, width, border, format, type, pixels); +} + +inline void QOpenGLFunctions_4_0_Core::glTexParameteriv(GLenum target, GLenum pname, const GLint *params) +{ + d_1_0_Core->f.TexParameteriv(target, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glTexParameteri(GLenum target, GLenum pname, GLint param) +{ + d_1_0_Core->f.TexParameteri(target, pname, param); +} + +inline void QOpenGLFunctions_4_0_Core::glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params) +{ + d_1_0_Core->f.TexParameterfv(target, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glTexParameterf(GLenum target, GLenum pname, GLfloat param) +{ + d_1_0_Core->f.TexParameterf(target, pname, param); +} + +inline void QOpenGLFunctions_4_0_Core::glScissor(GLint x, GLint y, GLsizei width, GLsizei height) +{ + d_1_0_Core->f.Scissor(x, y, width, height); +} + +inline void QOpenGLFunctions_4_0_Core::glPolygonMode(GLenum face, GLenum mode) +{ + d_1_0_Core->f.PolygonMode(face, mode); +} + +inline void QOpenGLFunctions_4_0_Core::glPointSize(GLfloat size) +{ + d_1_0_Core->f.PointSize(size); +} + +inline void QOpenGLFunctions_4_0_Core::glLineWidth(GLfloat width) +{ + d_1_0_Core->f.LineWidth(width); +} + +inline void QOpenGLFunctions_4_0_Core::glHint(GLenum target, GLenum mode) +{ + d_1_0_Core->f.Hint(target, mode); +} + +inline void QOpenGLFunctions_4_0_Core::glFrontFace(GLenum mode) +{ + d_1_0_Core->f.FrontFace(mode); +} + +inline void QOpenGLFunctions_4_0_Core::glCullFace(GLenum mode) +{ + d_1_0_Core->f.CullFace(mode); +} + + +// OpenGL 1.1 core functions +inline GLboolean QOpenGLFunctions_4_0_Core::glIsTexture(GLuint texture) +{ + return d_1_1_Core->f.IsTexture(texture); +} + +inline void QOpenGLFunctions_4_0_Core::glGenTextures(GLsizei n, GLuint *textures) +{ + d_1_1_Core->f.GenTextures(n, textures); +} + +inline void QOpenGLFunctions_4_0_Core::glDeleteTextures(GLsizei n, const GLuint *textures) +{ + d_1_1_Core->f.DeleteTextures(n, textures); +} + +inline void QOpenGLFunctions_4_0_Core::glBindTexture(GLenum target, GLuint texture) +{ + d_1_1_Core->f.BindTexture(target, texture); +} + +inline void QOpenGLFunctions_4_0_Core::glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) +{ + d_1_1_Core->f.TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); +} + +inline void QOpenGLFunctions_4_0_Core::glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels) +{ + d_1_1_Core->f.TexSubImage1D(target, level, xoffset, width, format, type, pixels); +} + +inline void QOpenGLFunctions_4_0_Core::glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) +{ + d_1_1_Core->f.CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); +} + +inline void QOpenGLFunctions_4_0_Core::glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) +{ + d_1_1_Core->f.CopyTexSubImage1D(target, level, xoffset, x, y, width); +} + +inline void QOpenGLFunctions_4_0_Core::glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) +{ + d_1_1_Core->f.CopyTexImage2D(target, level, internalformat, x, y, width, height, border); +} + +inline void QOpenGLFunctions_4_0_Core::glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) +{ + d_1_1_Core->f.CopyTexImage1D(target, level, internalformat, x, y, width, border); +} + +inline void QOpenGLFunctions_4_0_Core::glPolygonOffset(GLfloat factor, GLfloat units) +{ + d_1_1_Core->f.PolygonOffset(factor, units); +} + +inline void QOpenGLFunctions_4_0_Core::glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) +{ + d_1_1_Core->f.DrawElements(mode, count, type, indices); +} + +inline void QOpenGLFunctions_4_0_Core::glDrawArrays(GLenum mode, GLint first, GLsizei count) +{ + d_1_1_Core->f.DrawArrays(mode, first, count); +} + + +// OpenGL 1.2 core functions +inline void QOpenGLFunctions_4_0_Core::glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) +{ + d_1_2_Core->f.CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height); +} + +inline void QOpenGLFunctions_4_0_Core::glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) +{ + d_1_2_Core->f.TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels); +} + +inline void QOpenGLFunctions_4_0_Core::glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) +{ + d_1_2_Core->f.TexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels); +} + +inline void QOpenGLFunctions_4_0_Core::glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) +{ + d_1_2_Core->f.DrawRangeElements(mode, start, end, count, type, indices); +} + +inline void QOpenGLFunctions_4_0_Core::glBlendEquation(GLenum mode) +{ + d_1_2_Core->f.BlendEquation(mode); +} + +inline void QOpenGLFunctions_4_0_Core::glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) +{ + d_1_2_Core->f.BlendColor(red, green, blue, alpha); +} + + +// OpenGL 1.3 core functions +inline void QOpenGLFunctions_4_0_Core::glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img) +{ + d_1_3_Core->f.GetCompressedTexImage(target, level, img); +} + +inline void QOpenGLFunctions_4_0_Core::glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data) +{ + d_1_3_Core->f.CompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data); +} + +inline void QOpenGLFunctions_4_0_Core::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data) +{ + d_1_3_Core->f.CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); +} + +inline void QOpenGLFunctions_4_0_Core::glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data) +{ + d_1_3_Core->f.CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data); +} + +inline void QOpenGLFunctions_4_0_Core::glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data) +{ + d_1_3_Core->f.CompressedTexImage1D(target, level, internalformat, width, border, imageSize, data); +} + +inline void QOpenGLFunctions_4_0_Core::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data) +{ + d_1_3_Core->f.CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); +} + +inline void QOpenGLFunctions_4_0_Core::glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data) +{ + d_1_3_Core->f.CompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data); +} + +inline void QOpenGLFunctions_4_0_Core::glSampleCoverage(GLfloat value, GLboolean invert) +{ + d_1_3_Core->f.SampleCoverage(value, invert); +} + +inline void QOpenGLFunctions_4_0_Core::glActiveTexture(GLenum texture) +{ + d_1_3_Core->f.ActiveTexture(texture); +} + + +// OpenGL 1.4 core functions +inline void QOpenGLFunctions_4_0_Core::glPointParameteriv(GLenum pname, const GLint *params) +{ + d_1_4_Core->f.PointParameteriv(pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glPointParameteri(GLenum pname, GLint param) +{ + d_1_4_Core->f.PointParameteri(pname, param); +} + +inline void QOpenGLFunctions_4_0_Core::glPointParameterfv(GLenum pname, const GLfloat *params) +{ + d_1_4_Core->f.PointParameterfv(pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glPointParameterf(GLenum pname, GLfloat param) +{ + d_1_4_Core->f.PointParameterf(pname, param); +} + +inline void QOpenGLFunctions_4_0_Core::glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount) +{ + d_1_4_Core->f.MultiDrawElements(mode, count, type, indices, drawcount); +} + +inline void QOpenGLFunctions_4_0_Core::glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount) +{ + d_1_4_Core->f.MultiDrawArrays(mode, first, count, drawcount); +} + +inline void QOpenGLFunctions_4_0_Core::glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) +{ + d_1_4_Core->f.BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha); +} + + +// OpenGL 1.5 core functions +inline void QOpenGLFunctions_4_0_Core::glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* *params) +{ + d_1_5_Core->f.GetBufferPointerv(target, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params) +{ + d_1_5_Core->f.GetBufferParameteriv(target, pname, params); +} + +inline GLboolean QOpenGLFunctions_4_0_Core::glUnmapBuffer(GLenum target) +{ + return d_1_5_Core->f.UnmapBuffer(target); +} + +inline GLvoid* QOpenGLFunctions_4_0_Core::glMapBuffer(GLenum target, GLenum access) +{ + return d_1_5_Core->f.MapBuffer(target, access); +} + +inline void QOpenGLFunctions_4_0_Core::glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data) +{ + d_1_5_Core->f.GetBufferSubData(target, offset, size, data); +} + +inline void QOpenGLFunctions_4_0_Core::glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) +{ + d_1_5_Core->f.BufferSubData(target, offset, size, data); +} + +inline void QOpenGLFunctions_4_0_Core::glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) +{ + d_1_5_Core->f.BufferData(target, size, data, usage); +} + +inline GLboolean QOpenGLFunctions_4_0_Core::glIsBuffer(GLuint buffer) +{ + return d_1_5_Core->f.IsBuffer(buffer); +} + +inline void QOpenGLFunctions_4_0_Core::glGenBuffers(GLsizei n, GLuint *buffers) +{ + d_1_5_Core->f.GenBuffers(n, buffers); +} + +inline void QOpenGLFunctions_4_0_Core::glDeleteBuffers(GLsizei n, const GLuint *buffers) +{ + d_1_5_Core->f.DeleteBuffers(n, buffers); +} + +inline void QOpenGLFunctions_4_0_Core::glBindBuffer(GLenum target, GLuint buffer) +{ + d_1_5_Core->f.BindBuffer(target, buffer); +} + +inline void QOpenGLFunctions_4_0_Core::glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params) +{ + d_1_5_Core->f.GetQueryObjectuiv(id, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params) +{ + d_1_5_Core->f.GetQueryObjectiv(id, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetQueryiv(GLenum target, GLenum pname, GLint *params) +{ + d_1_5_Core->f.GetQueryiv(target, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glEndQuery(GLenum target) +{ + d_1_5_Core->f.EndQuery(target); +} + +inline void QOpenGLFunctions_4_0_Core::glBeginQuery(GLenum target, GLuint id) +{ + d_1_5_Core->f.BeginQuery(target, id); +} + +inline GLboolean QOpenGLFunctions_4_0_Core::glIsQuery(GLuint id) +{ + return d_1_5_Core->f.IsQuery(id); +} + +inline void QOpenGLFunctions_4_0_Core::glDeleteQueries(GLsizei n, const GLuint *ids) +{ + d_1_5_Core->f.DeleteQueries(n, ids); +} + +inline void QOpenGLFunctions_4_0_Core::glGenQueries(GLsizei n, GLuint *ids) +{ + d_1_5_Core->f.GenQueries(n, ids); +} + + +// OpenGL 2.0 core functions +inline void QOpenGLFunctions_4_0_Core::glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) +{ + d_2_0_Core->f.VertexAttribPointer(index, size, type, normalized, stride, pointer); +} + +inline void QOpenGLFunctions_4_0_Core::glValidateProgram(GLuint program) +{ + d_2_0_Core->f.ValidateProgram(program); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) +{ + d_2_0_Core->f.UniformMatrix4fv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) +{ + d_2_0_Core->f.UniformMatrix3fv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) +{ + d_2_0_Core->f.UniformMatrix2fv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform4iv(GLint location, GLsizei count, const GLint *value) +{ + d_2_0_Core->f.Uniform4iv(location, count, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform3iv(GLint location, GLsizei count, const GLint *value) +{ + d_2_0_Core->f.Uniform3iv(location, count, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform2iv(GLint location, GLsizei count, const GLint *value) +{ + d_2_0_Core->f.Uniform2iv(location, count, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform1iv(GLint location, GLsizei count, const GLint *value) +{ + d_2_0_Core->f.Uniform1iv(location, count, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform4fv(GLint location, GLsizei count, const GLfloat *value) +{ + d_2_0_Core->f.Uniform4fv(location, count, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform3fv(GLint location, GLsizei count, const GLfloat *value) +{ + d_2_0_Core->f.Uniform3fv(location, count, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform2fv(GLint location, GLsizei count, const GLfloat *value) +{ + d_2_0_Core->f.Uniform2fv(location, count, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform1fv(GLint location, GLsizei count, const GLfloat *value) +{ + d_2_0_Core->f.Uniform1fv(location, count, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) +{ + d_2_0_Core->f.Uniform4i(location, v0, v1, v2, v3); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) +{ + d_2_0_Core->f.Uniform3i(location, v0, v1, v2); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform2i(GLint location, GLint v0, GLint v1) +{ + d_2_0_Core->f.Uniform2i(location, v0, v1); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform1i(GLint location, GLint v0) +{ + d_2_0_Core->f.Uniform1i(location, v0); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) +{ + d_2_0_Core->f.Uniform4f(location, v0, v1, v2, v3); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) +{ + d_2_0_Core->f.Uniform3f(location, v0, v1, v2); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform2f(GLint location, GLfloat v0, GLfloat v1) +{ + d_2_0_Core->f.Uniform2f(location, v0, v1); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform1f(GLint location, GLfloat v0) +{ + d_2_0_Core->f.Uniform1f(location, v0); +} + +inline void QOpenGLFunctions_4_0_Core::glUseProgram(GLuint program) +{ + d_2_0_Core->f.UseProgram(program); +} + +inline void QOpenGLFunctions_4_0_Core::glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length) +{ + d_2_0_Core->f.ShaderSource(shader, count, string, length); +} + +inline void QOpenGLFunctions_4_0_Core::glLinkProgram(GLuint program) +{ + d_2_0_Core->f.LinkProgram(program); +} + +inline GLboolean QOpenGLFunctions_4_0_Core::glIsShader(GLuint shader) +{ + return d_2_0_Core->f.IsShader(shader); +} + +inline GLboolean QOpenGLFunctions_4_0_Core::glIsProgram(GLuint program) +{ + return d_2_0_Core->f.IsProgram(program); +} + +inline void QOpenGLFunctions_4_0_Core::glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer) +{ + d_2_0_Core->f.GetVertexAttribPointerv(index, pname, pointer); +} + +inline void QOpenGLFunctions_4_0_Core::glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) +{ + d_2_0_Core->f.GetVertexAttribiv(index, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) +{ + d_2_0_Core->f.GetVertexAttribfv(index, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) +{ + d_2_0_Core->f.GetVertexAttribdv(index, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetUniformiv(GLuint program, GLint location, GLint *params) +{ + d_2_0_Core->f.GetUniformiv(program, location, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetUniformfv(GLuint program, GLint location, GLfloat *params) +{ + d_2_0_Core->f.GetUniformfv(program, location, params); +} + +inline GLint QOpenGLFunctions_4_0_Core::glGetUniformLocation(GLuint program, const GLchar *name) +{ + return d_2_0_Core->f.GetUniformLocation(program, name); +} + +inline void QOpenGLFunctions_4_0_Core::glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) +{ + d_2_0_Core->f.GetShaderSource(shader, bufSize, length, source); +} + +inline void QOpenGLFunctions_4_0_Core::glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) +{ + d_2_0_Core->f.GetShaderInfoLog(shader, bufSize, length, infoLog); +} + +inline void QOpenGLFunctions_4_0_Core::glGetShaderiv(GLuint shader, GLenum pname, GLint *params) +{ + d_2_0_Core->f.GetShaderiv(shader, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) +{ + d_2_0_Core->f.GetProgramInfoLog(program, bufSize, length, infoLog); +} + +inline void QOpenGLFunctions_4_0_Core::glGetProgramiv(GLuint program, GLenum pname, GLint *params) +{ + d_2_0_Core->f.GetProgramiv(program, pname, params); +} + +inline GLint QOpenGLFunctions_4_0_Core::glGetAttribLocation(GLuint program, const GLchar *name) +{ + return d_2_0_Core->f.GetAttribLocation(program, name); +} + +inline void QOpenGLFunctions_4_0_Core::glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) +{ + d_2_0_Core->f.GetAttachedShaders(program, maxCount, count, obj); +} + +inline void QOpenGLFunctions_4_0_Core::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) +{ + d_2_0_Core->f.GetActiveUniform(program, index, bufSize, length, size, type, name); +} + +inline void QOpenGLFunctions_4_0_Core::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) +{ + d_2_0_Core->f.GetActiveAttrib(program, index, bufSize, length, size, type, name); +} + +inline void QOpenGLFunctions_4_0_Core::glEnableVertexAttribArray(GLuint index) +{ + d_2_0_Core->f.EnableVertexAttribArray(index); +} + +inline void QOpenGLFunctions_4_0_Core::glDisableVertexAttribArray(GLuint index) +{ + d_2_0_Core->f.DisableVertexAttribArray(index); +} + +inline void QOpenGLFunctions_4_0_Core::glDetachShader(GLuint program, GLuint shader) +{ + d_2_0_Core->f.DetachShader(program, shader); +} + +inline void QOpenGLFunctions_4_0_Core::glDeleteShader(GLuint shader) +{ + d_2_0_Core->f.DeleteShader(shader); +} + +inline void QOpenGLFunctions_4_0_Core::glDeleteProgram(GLuint program) +{ + d_2_0_Core->f.DeleteProgram(program); +} + +inline GLuint QOpenGLFunctions_4_0_Core::glCreateShader(GLenum type) +{ + return d_2_0_Core->f.CreateShader(type); +} + +inline GLuint QOpenGLFunctions_4_0_Core::glCreateProgram() +{ + return d_2_0_Core->f.CreateProgram(); +} + +inline void QOpenGLFunctions_4_0_Core::glCompileShader(GLuint shader) +{ + d_2_0_Core->f.CompileShader(shader); +} + +inline void QOpenGLFunctions_4_0_Core::glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) +{ + d_2_0_Core->f.BindAttribLocation(program, index, name); +} + +inline void QOpenGLFunctions_4_0_Core::glAttachShader(GLuint program, GLuint shader) +{ + d_2_0_Core->f.AttachShader(program, shader); +} + +inline void QOpenGLFunctions_4_0_Core::glStencilMaskSeparate(GLenum face, GLuint mask) +{ + d_2_0_Core->f.StencilMaskSeparate(face, mask); +} + +inline void QOpenGLFunctions_4_0_Core::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) +{ + d_2_0_Core->f.StencilFuncSeparate(face, func, ref, mask); +} + +inline void QOpenGLFunctions_4_0_Core::glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) +{ + d_2_0_Core->f.StencilOpSeparate(face, sfail, dpfail, dppass); +} + +inline void QOpenGLFunctions_4_0_Core::glDrawBuffers(GLsizei n, const GLenum *bufs) +{ + d_2_0_Core->f.DrawBuffers(n, bufs); +} + +inline void QOpenGLFunctions_4_0_Core::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) +{ + d_2_0_Core->f.BlendEquationSeparate(modeRGB, modeAlpha); +} + + +// OpenGL 2.1 core functions +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) +{ + d_2_1_Core->f.UniformMatrix4x3fv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) +{ + d_2_1_Core->f.UniformMatrix3x4fv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) +{ + d_2_1_Core->f.UniformMatrix4x2fv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) +{ + d_2_1_Core->f.UniformMatrix2x4fv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) +{ + d_2_1_Core->f.UniformMatrix3x2fv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) +{ + d_2_1_Core->f.UniformMatrix2x3fv(location, count, transpose, value); +} + + +// OpenGL 3.0 core functions +inline GLboolean QOpenGLFunctions_4_0_Core::glIsVertexArray(GLuint array) +{ + return d_3_0_Core->f.IsVertexArray(array); +} + +inline void QOpenGLFunctions_4_0_Core::glGenVertexArrays(GLsizei n, GLuint *arrays) +{ + d_3_0_Core->f.GenVertexArrays(n, arrays); +} + +inline void QOpenGLFunctions_4_0_Core::glDeleteVertexArrays(GLsizei n, const GLuint *arrays) +{ + d_3_0_Core->f.DeleteVertexArrays(n, arrays); +} + +inline void QOpenGLFunctions_4_0_Core::glBindVertexArray(GLuint array) +{ + d_3_0_Core->f.BindVertexArray(array); +} + +inline void QOpenGLFunctions_4_0_Core::glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length) +{ + d_3_0_Core->f.FlushMappedBufferRange(target, offset, length); +} + +inline GLvoid* QOpenGLFunctions_4_0_Core::glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) +{ + return d_3_0_Core->f.MapBufferRange(target, offset, length, access); +} + +inline void QOpenGLFunctions_4_0_Core::glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) +{ + d_3_0_Core->f.FramebufferTextureLayer(target, attachment, texture, level, layer); +} + +inline void QOpenGLFunctions_4_0_Core::glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) +{ + d_3_0_Core->f.RenderbufferStorageMultisample(target, samples, internalformat, width, height); +} + +inline void QOpenGLFunctions_4_0_Core::glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) +{ + d_3_0_Core->f.BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); +} + +inline void QOpenGLFunctions_4_0_Core::glGenerateMipmap(GLenum target) +{ + d_3_0_Core->f.GenerateMipmap(target); +} + +inline void QOpenGLFunctions_4_0_Core::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) +{ + d_3_0_Core->f.GetFramebufferAttachmentParameteriv(target, attachment, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) +{ + d_3_0_Core->f.FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); +} + +inline void QOpenGLFunctions_4_0_Core::glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) +{ + d_3_0_Core->f.FramebufferTexture3D(target, attachment, textarget, texture, level, zoffset); +} + +inline void QOpenGLFunctions_4_0_Core::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) +{ + d_3_0_Core->f.FramebufferTexture2D(target, attachment, textarget, texture, level); +} + +inline void QOpenGLFunctions_4_0_Core::glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) +{ + d_3_0_Core->f.FramebufferTexture1D(target, attachment, textarget, texture, level); +} + +inline GLenum QOpenGLFunctions_4_0_Core::glCheckFramebufferStatus(GLenum target) +{ + return d_3_0_Core->f.CheckFramebufferStatus(target); +} + +inline void QOpenGLFunctions_4_0_Core::glGenFramebuffers(GLsizei n, GLuint *framebuffers) +{ + d_3_0_Core->f.GenFramebuffers(n, framebuffers); +} + +inline void QOpenGLFunctions_4_0_Core::glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) +{ + d_3_0_Core->f.DeleteFramebuffers(n, framebuffers); +} + +inline void QOpenGLFunctions_4_0_Core::glBindFramebuffer(GLenum target, GLuint framebuffer) +{ + d_3_0_Core->f.BindFramebuffer(target, framebuffer); +} + +inline GLboolean QOpenGLFunctions_4_0_Core::glIsFramebuffer(GLuint framebuffer) +{ + return d_3_0_Core->f.IsFramebuffer(framebuffer); +} + +inline void QOpenGLFunctions_4_0_Core::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) +{ + d_3_0_Core->f.GetRenderbufferParameteriv(target, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) +{ + d_3_0_Core->f.RenderbufferStorage(target, internalformat, width, height); +} + +inline void QOpenGLFunctions_4_0_Core::glGenRenderbuffers(GLsizei n, GLuint *renderbuffers) +{ + d_3_0_Core->f.GenRenderbuffers(n, renderbuffers); +} + +inline void QOpenGLFunctions_4_0_Core::glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) +{ + d_3_0_Core->f.DeleteRenderbuffers(n, renderbuffers); +} + +inline void QOpenGLFunctions_4_0_Core::glBindRenderbuffer(GLenum target, GLuint renderbuffer) +{ + d_3_0_Core->f.BindRenderbuffer(target, renderbuffer); +} + +inline GLboolean QOpenGLFunctions_4_0_Core::glIsRenderbuffer(GLuint renderbuffer) +{ + return d_3_0_Core->f.IsRenderbuffer(renderbuffer); +} + +inline const GLubyte * QOpenGLFunctions_4_0_Core::glGetStringi(GLenum name, GLuint index) +{ + return d_3_0_Core->f.GetStringi(name, index); +} + +inline void QOpenGLFunctions_4_0_Core::glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) +{ + d_3_0_Core->f.ClearBufferfi(buffer, drawbuffer, depth, stencil); +} + +inline void QOpenGLFunctions_4_0_Core::glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value) +{ + d_3_0_Core->f.ClearBufferfv(buffer, drawbuffer, value); +} + +inline void QOpenGLFunctions_4_0_Core::glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value) +{ + d_3_0_Core->f.ClearBufferuiv(buffer, drawbuffer, value); +} + +inline void QOpenGLFunctions_4_0_Core::glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value) +{ + d_3_0_Core->f.ClearBufferiv(buffer, drawbuffer, value); +} + +inline void QOpenGLFunctions_4_0_Core::glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params) +{ + d_3_0_Core->f.GetTexParameterIuiv(target, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params) +{ + d_3_0_Core->f.GetTexParameterIiv(target, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params) +{ + d_3_0_Core->f.TexParameterIuiv(target, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glTexParameterIiv(GLenum target, GLenum pname, const GLint *params) +{ + d_3_0_Core->f.TexParameterIiv(target, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform4uiv(GLint location, GLsizei count, const GLuint *value) +{ + d_3_0_Core->f.Uniform4uiv(location, count, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform3uiv(GLint location, GLsizei count, const GLuint *value) +{ + d_3_0_Core->f.Uniform3uiv(location, count, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform2uiv(GLint location, GLsizei count, const GLuint *value) +{ + d_3_0_Core->f.Uniform2uiv(location, count, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform1uiv(GLint location, GLsizei count, const GLuint *value) +{ + d_3_0_Core->f.Uniform1uiv(location, count, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) +{ + d_3_0_Core->f.Uniform4ui(location, v0, v1, v2, v3); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) +{ + d_3_0_Core->f.Uniform3ui(location, v0, v1, v2); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform2ui(GLint location, GLuint v0, GLuint v1) +{ + d_3_0_Core->f.Uniform2ui(location, v0, v1); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform1ui(GLint location, GLuint v0) +{ + d_3_0_Core->f.Uniform1ui(location, v0); +} + +inline GLint QOpenGLFunctions_4_0_Core::glGetFragDataLocation(GLuint program, const GLchar *name) +{ + return d_3_0_Core->f.GetFragDataLocation(program, name); +} + +inline void QOpenGLFunctions_4_0_Core::glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name) +{ + d_3_0_Core->f.BindFragDataLocation(program, color, name); +} + +inline void QOpenGLFunctions_4_0_Core::glGetUniformuiv(GLuint program, GLint location, GLuint *params) +{ + d_3_0_Core->f.GetUniformuiv(program, location, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params) +{ + d_3_0_Core->f.GetVertexAttribIuiv(index, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params) +{ + d_3_0_Core->f.GetVertexAttribIiv(index, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) +{ + d_3_0_Core->f.VertexAttribIPointer(index, size, type, stride, pointer); +} + +inline void QOpenGLFunctions_4_0_Core::glEndConditionalRender() +{ + d_3_0_Core->f.EndConditionalRender(); +} + +inline void QOpenGLFunctions_4_0_Core::glBeginConditionalRender(GLuint id, GLenum mode) +{ + d_3_0_Core->f.BeginConditionalRender(id, mode); +} + +inline void QOpenGLFunctions_4_0_Core::glClampColor(GLenum target, GLenum clamp) +{ + d_3_0_Core->f.ClampColor(target, clamp); +} + +inline void QOpenGLFunctions_4_0_Core::glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) +{ + d_3_0_Core->f.GetTransformFeedbackVarying(program, index, bufSize, length, size, type, name); +} + +inline void QOpenGLFunctions_4_0_Core::glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode) +{ + d_3_0_Core->f.TransformFeedbackVaryings(program, count, varyings, bufferMode); +} + +inline void QOpenGLFunctions_4_0_Core::glBindBufferBase(GLenum target, GLuint index, GLuint buffer) +{ + d_3_0_Core->f.BindBufferBase(target, index, buffer); +} + +inline void QOpenGLFunctions_4_0_Core::glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) +{ + d_3_0_Core->f.BindBufferRange(target, index, buffer, offset, size); +} + +inline void QOpenGLFunctions_4_0_Core::glEndTransformFeedback() +{ + d_3_0_Core->f.EndTransformFeedback(); +} + +inline void QOpenGLFunctions_4_0_Core::glBeginTransformFeedback(GLenum primitiveMode) +{ + d_3_0_Core->f.BeginTransformFeedback(primitiveMode); +} + +inline GLboolean QOpenGLFunctions_4_0_Core::glIsEnabledi(GLenum target, GLuint index) +{ + return d_3_0_Core->f.IsEnabledi(target, index); +} + +inline void QOpenGLFunctions_4_0_Core::glDisablei(GLenum target, GLuint index) +{ + d_3_0_Core->f.Disablei(target, index); +} + +inline void QOpenGLFunctions_4_0_Core::glEnablei(GLenum target, GLuint index) +{ + d_3_0_Core->f.Enablei(target, index); +} + +inline void QOpenGLFunctions_4_0_Core::glGetIntegeri_v(GLenum target, GLuint index, GLint *data) +{ + d_3_0_Core->f.GetIntegeri_v(target, index, data); +} + +inline void QOpenGLFunctions_4_0_Core::glGetBooleani_v(GLenum target, GLuint index, GLboolean *data) +{ + d_3_0_Core->f.GetBooleani_v(target, index, data); +} + +inline void QOpenGLFunctions_4_0_Core::glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a) +{ + d_3_0_Core->f.ColorMaski(index, r, g, b, a); +} + + +// OpenGL 3.1 core functions +inline void QOpenGLFunctions_4_0_Core::glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) +{ + d_3_1_Core->f.CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) +{ + d_3_1_Core->f.UniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding); +} + +inline void QOpenGLFunctions_4_0_Core::glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) +{ + d_3_1_Core->f.GetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName); +} + +inline void QOpenGLFunctions_4_0_Core::glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params) +{ + d_3_1_Core->f.GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params); +} + +inline GLuint QOpenGLFunctions_4_0_Core::glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName) +{ + return d_3_1_Core->f.GetUniformBlockIndex(program, uniformBlockName); +} + +inline void QOpenGLFunctions_4_0_Core::glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName) +{ + d_3_1_Core->f.GetActiveUniformName(program, uniformIndex, bufSize, length, uniformName); +} + +inline void QOpenGLFunctions_4_0_Core::glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params) +{ + d_3_1_Core->f.GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices) +{ + d_3_1_Core->f.GetUniformIndices(program, uniformCount, uniformNames, uniformIndices); +} + +inline void QOpenGLFunctions_4_0_Core::glPrimitiveRestartIndex(GLuint index) +{ + d_3_1_Core->f.PrimitiveRestartIndex(index); +} + +inline void QOpenGLFunctions_4_0_Core::glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer) +{ + d_3_1_Core->f.TexBuffer(target, internalformat, buffer); +} + +inline void QOpenGLFunctions_4_0_Core::glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount) +{ + d_3_1_Core->f.DrawElementsInstanced(mode, count, type, indices, instancecount); +} + +inline void QOpenGLFunctions_4_0_Core::glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount) +{ + d_3_1_Core->f.DrawArraysInstanced(mode, first, count, instancecount); +} + + +// OpenGL 3.2 core functions +inline void QOpenGLFunctions_4_0_Core::glSampleMaski(GLuint index, GLbitfield mask) +{ + d_3_2_Core->f.SampleMaski(index, mask); +} + +inline void QOpenGLFunctions_4_0_Core::glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val) +{ + d_3_2_Core->f.GetMultisamplefv(pname, index, val); +} + +inline void QOpenGLFunctions_4_0_Core::glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) +{ + d_3_2_Core->f.TexImage3DMultisample(target, samples, internalformat, width, height, depth, fixedsamplelocations); +} + +inline void QOpenGLFunctions_4_0_Core::glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) +{ + d_3_2_Core->f.TexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations); +} + +inline void QOpenGLFunctions_4_0_Core::glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values) +{ + d_3_2_Core->f.GetSynciv(sync, pname, bufSize, length, values); +} + +inline void QOpenGLFunctions_4_0_Core::glGetInteger64v(GLenum pname, GLint64 *params) +{ + d_3_2_Core->f.GetInteger64v(pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) +{ + d_3_2_Core->f.WaitSync(sync, flags, timeout); +} + +inline GLenum QOpenGLFunctions_4_0_Core::glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) +{ + return d_3_2_Core->f.ClientWaitSync(sync, flags, timeout); +} + +inline void QOpenGLFunctions_4_0_Core::glDeleteSync(GLsync sync) +{ + d_3_2_Core->f.DeleteSync(sync); +} + +inline GLboolean QOpenGLFunctions_4_0_Core::glIsSync(GLsync sync) +{ + return d_3_2_Core->f.IsSync(sync); +} + +inline GLsync QOpenGLFunctions_4_0_Core::glFenceSync(GLenum condition, GLbitfield flags) +{ + return d_3_2_Core->f.FenceSync(condition, flags); +} + +inline void QOpenGLFunctions_4_0_Core::glProvokingVertex(GLenum mode) +{ + d_3_2_Core->f.ProvokingVertex(mode); +} + +inline void QOpenGLFunctions_4_0_Core::glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex) +{ + d_3_2_Core->f.MultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex); +} + +inline void QOpenGLFunctions_4_0_Core::glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex) +{ + d_3_2_Core->f.DrawElementsInstancedBaseVertex(mode, count, type, indices, instancecount, basevertex); +} + +inline void QOpenGLFunctions_4_0_Core::glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex) +{ + d_3_2_Core->f.DrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex); +} + +inline void QOpenGLFunctions_4_0_Core::glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex) +{ + d_3_2_Core->f.DrawElementsBaseVertex(mode, count, type, indices, basevertex); +} + +inline void QOpenGLFunctions_4_0_Core::glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level) +{ + d_3_2_Core->f.FramebufferTexture(target, attachment, texture, level); +} + +inline void QOpenGLFunctions_4_0_Core::glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params) +{ + d_3_2_Core->f.GetBufferParameteri64v(target, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data) +{ + d_3_2_Core->f.GetInteger64i_v(target, index, data); +} + + +// OpenGL 3.3 core functions +inline void QOpenGLFunctions_4_0_Core::glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) +{ + d_3_3_Core->f.VertexAttribP4uiv(index, type, normalized, value); +} + +inline void QOpenGLFunctions_4_0_Core::glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) +{ + d_3_3_Core->f.VertexAttribP4ui(index, type, normalized, value); +} + +inline void QOpenGLFunctions_4_0_Core::glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) +{ + d_3_3_Core->f.VertexAttribP3uiv(index, type, normalized, value); +} + +inline void QOpenGLFunctions_4_0_Core::glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) +{ + d_3_3_Core->f.VertexAttribP3ui(index, type, normalized, value); +} + +inline void QOpenGLFunctions_4_0_Core::glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) +{ + d_3_3_Core->f.VertexAttribP2uiv(index, type, normalized, value); +} + +inline void QOpenGLFunctions_4_0_Core::glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) +{ + d_3_3_Core->f.VertexAttribP2ui(index, type, normalized, value); +} + +inline void QOpenGLFunctions_4_0_Core::glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) +{ + d_3_3_Core->f.VertexAttribP1uiv(index, type, normalized, value); +} + +inline void QOpenGLFunctions_4_0_Core::glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) +{ + d_3_3_Core->f.VertexAttribP1ui(index, type, normalized, value); +} + +inline void QOpenGLFunctions_4_0_Core::glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params) +{ + d_3_3_Core->f.GetQueryObjectui64v(id, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params) +{ + d_3_3_Core->f.GetQueryObjecti64v(id, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glQueryCounter(GLuint id, GLenum target) +{ + d_3_3_Core->f.QueryCounter(id, target); +} + +inline void QOpenGLFunctions_4_0_Core::glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params) +{ + d_3_3_Core->f.GetSamplerParameterIuiv(sampler, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params) +{ + d_3_3_Core->f.GetSamplerParameterfv(sampler, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params) +{ + d_3_3_Core->f.GetSamplerParameterIiv(sampler, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params) +{ + d_3_3_Core->f.GetSamplerParameteriv(sampler, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param) +{ + d_3_3_Core->f.SamplerParameterIuiv(sampler, pname, param); +} + +inline void QOpenGLFunctions_4_0_Core::glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param) +{ + d_3_3_Core->f.SamplerParameterIiv(sampler, pname, param); +} + +inline void QOpenGLFunctions_4_0_Core::glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param) +{ + d_3_3_Core->f.SamplerParameterfv(sampler, pname, param); +} + +inline void QOpenGLFunctions_4_0_Core::glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param) +{ + d_3_3_Core->f.SamplerParameterf(sampler, pname, param); +} + +inline void QOpenGLFunctions_4_0_Core::glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param) +{ + d_3_3_Core->f.SamplerParameteriv(sampler, pname, param); +} + +inline void QOpenGLFunctions_4_0_Core::glSamplerParameteri(GLuint sampler, GLenum pname, GLint param) +{ + d_3_3_Core->f.SamplerParameteri(sampler, pname, param); +} + +inline void QOpenGLFunctions_4_0_Core::glBindSampler(GLuint unit, GLuint sampler) +{ + d_3_3_Core->f.BindSampler(unit, sampler); +} + +inline GLboolean QOpenGLFunctions_4_0_Core::glIsSampler(GLuint sampler) +{ + return d_3_3_Core->f.IsSampler(sampler); +} + +inline void QOpenGLFunctions_4_0_Core::glDeleteSamplers(GLsizei count, const GLuint *samplers) +{ + d_3_3_Core->f.DeleteSamplers(count, samplers); +} + +inline void QOpenGLFunctions_4_0_Core::glGenSamplers(GLsizei count, GLuint *samplers) +{ + d_3_3_Core->f.GenSamplers(count, samplers); +} + +inline GLint QOpenGLFunctions_4_0_Core::glGetFragDataIndex(GLuint program, const GLchar *name) +{ + return d_3_3_Core->f.GetFragDataIndex(program, name); +} + +inline void QOpenGLFunctions_4_0_Core::glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name) +{ + d_3_3_Core->f.BindFragDataLocationIndexed(program, colorNumber, index, name); +} + +inline void QOpenGLFunctions_4_0_Core::glVertexAttribDivisor(GLuint index, GLuint divisor) +{ + d_3_3_Core->f.VertexAttribDivisor(index, divisor); +} + + +// OpenGL 4.0 core functions +inline void QOpenGLFunctions_4_0_Core::glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params) +{ + d_4_0_Core->f.GetQueryIndexediv(target, index, pname, params); +} + +inline void QOpenGLFunctions_4_0_Core::glEndQueryIndexed(GLenum target, GLuint index) +{ + d_4_0_Core->f.EndQueryIndexed(target, index); +} + +inline void QOpenGLFunctions_4_0_Core::glBeginQueryIndexed(GLenum target, GLuint index, GLuint id) +{ + d_4_0_Core->f.BeginQueryIndexed(target, index, id); +} + +inline void QOpenGLFunctions_4_0_Core::glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream) +{ + d_4_0_Core->f.DrawTransformFeedbackStream(mode, id, stream); +} + +inline void QOpenGLFunctions_4_0_Core::glDrawTransformFeedback(GLenum mode, GLuint id) +{ + d_4_0_Core->f.DrawTransformFeedback(mode, id); +} + +inline void QOpenGLFunctions_4_0_Core::glResumeTransformFeedback() +{ + d_4_0_Core->f.ResumeTransformFeedback(); +} + +inline void QOpenGLFunctions_4_0_Core::glPauseTransformFeedback() +{ + d_4_0_Core->f.PauseTransformFeedback(); +} + +inline GLboolean QOpenGLFunctions_4_0_Core::glIsTransformFeedback(GLuint id) +{ + return d_4_0_Core->f.IsTransformFeedback(id); +} + +inline void QOpenGLFunctions_4_0_Core::glGenTransformFeedbacks(GLsizei n, GLuint *ids) +{ + d_4_0_Core->f.GenTransformFeedbacks(n, ids); +} + +inline void QOpenGLFunctions_4_0_Core::glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids) +{ + d_4_0_Core->f.DeleteTransformFeedbacks(n, ids); +} + +inline void QOpenGLFunctions_4_0_Core::glBindTransformFeedback(GLenum target, GLuint id) +{ + d_4_0_Core->f.BindTransformFeedback(target, id); +} + +inline void QOpenGLFunctions_4_0_Core::glPatchParameterfv(GLenum pname, const GLfloat *values) +{ + d_4_0_Core->f.PatchParameterfv(pname, values); +} + +inline void QOpenGLFunctions_4_0_Core::glPatchParameteri(GLenum pname, GLint value) +{ + d_4_0_Core->f.PatchParameteri(pname, value); +} + +inline void QOpenGLFunctions_4_0_Core::glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values) +{ + d_4_0_Core->f.GetProgramStageiv(program, shadertype, pname, values); +} + +inline void QOpenGLFunctions_4_0_Core::glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params) +{ + d_4_0_Core->f.GetUniformSubroutineuiv(shadertype, location, params); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices) +{ + d_4_0_Core->f.UniformSubroutinesuiv(shadertype, count, indices); +} + +inline void QOpenGLFunctions_4_0_Core::glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name) +{ + d_4_0_Core->f.GetActiveSubroutineName(program, shadertype, index, bufsize, length, name); +} + +inline void QOpenGLFunctions_4_0_Core::glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name) +{ + d_4_0_Core->f.GetActiveSubroutineUniformName(program, shadertype, index, bufsize, length, name); +} + +inline void QOpenGLFunctions_4_0_Core::glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values) +{ + d_4_0_Core->f.GetActiveSubroutineUniformiv(program, shadertype, index, pname, values); +} + +inline GLuint QOpenGLFunctions_4_0_Core::glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name) +{ + return d_4_0_Core->f.GetSubroutineIndex(program, shadertype, name); +} + +inline GLint QOpenGLFunctions_4_0_Core::glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name) +{ + return d_4_0_Core->f.GetSubroutineUniformLocation(program, shadertype, name); +} + +inline void QOpenGLFunctions_4_0_Core::glGetUniformdv(GLuint program, GLint location, GLdouble *params) +{ + d_4_0_Core->f.GetUniformdv(program, location, params); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) +{ + d_4_0_Core->f.UniformMatrix4x3dv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) +{ + d_4_0_Core->f.UniformMatrix4x2dv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) +{ + d_4_0_Core->f.UniformMatrix3x4dv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) +{ + d_4_0_Core->f.UniformMatrix3x2dv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) +{ + d_4_0_Core->f.UniformMatrix2x4dv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) +{ + d_4_0_Core->f.UniformMatrix2x3dv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) +{ + d_4_0_Core->f.UniformMatrix4dv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) +{ + d_4_0_Core->f.UniformMatrix3dv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) +{ + d_4_0_Core->f.UniformMatrix2dv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform4dv(GLint location, GLsizei count, const GLdouble *value) +{ + d_4_0_Core->f.Uniform4dv(location, count, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform3dv(GLint location, GLsizei count, const GLdouble *value) +{ + d_4_0_Core->f.Uniform3dv(location, count, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform2dv(GLint location, GLsizei count, const GLdouble *value) +{ + d_4_0_Core->f.Uniform2dv(location, count, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform1dv(GLint location, GLsizei count, const GLdouble *value) +{ + d_4_0_Core->f.Uniform1dv(location, count, value); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w) +{ + d_4_0_Core->f.Uniform4d(location, x, y, z, w); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z) +{ + d_4_0_Core->f.Uniform3d(location, x, y, z); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform2d(GLint location, GLdouble x, GLdouble y) +{ + d_4_0_Core->f.Uniform2d(location, x, y); +} + +inline void QOpenGLFunctions_4_0_Core::glUniform1d(GLint location, GLdouble x) +{ + d_4_0_Core->f.Uniform1d(location, x); +} + +inline void QOpenGLFunctions_4_0_Core::glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect) +{ + d_4_0_Core->f.DrawElementsIndirect(mode, type, indirect); +} + +inline void QOpenGLFunctions_4_0_Core::glDrawArraysIndirect(GLenum mode, const GLvoid *indirect) +{ + d_4_0_Core->f.DrawArraysIndirect(mode, indirect); +} + +inline void QOpenGLFunctions_4_0_Core::glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) +{ + d_4_0_Core->f.BlendFuncSeparatei(buf, srcRGB, dstRGB, srcAlpha, dstAlpha); +} + +inline void QOpenGLFunctions_4_0_Core::glBlendFunci(GLuint buf, GLenum src, GLenum dst) +{ + d_4_0_Core->f.BlendFunci(buf, src, dst); +} + +inline void QOpenGLFunctions_4_0_Core::glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha) +{ + d_4_0_Core->f.BlendEquationSeparatei(buf, modeRGB, modeAlpha); +} + +inline void QOpenGLFunctions_4_0_Core::glBlendEquationi(GLuint buf, GLenum mode) +{ + d_4_0_Core->f.BlendEquationi(buf, mode); +} + +inline void QOpenGLFunctions_4_0_Core::glMinSampleShading(GLfloat value) +{ + d_4_0_Core->f.MinSampleShading(value); +} + + + +QT_END_NAMESPACE + +#endif // QT_NO_OPENGL && !QT_CONFIG(opengles2) + +#endif |