/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the QtGui module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** As a special exception, The Qt Company gives you certain additional ** rights. These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QOPENGLFUNCTIONS_H #define QOPENGLFUNCTIONS_H #include #ifndef QT_NO_OPENGL #ifdef __GLEW_H__ #if defined(Q_CC_GNU) #warning qopenglfunctions.h is not compatible with GLEW, GLEW defines will be undefined #warning To use GLEW with Qt, do not include or after glew.h #endif #endif #include #include //#define Q_ENABLE_OPENGL_FUNCTIONS_DEBUG #ifdef Q_ENABLE_OPENGL_FUNCTIONS_DEBUG #include #define Q_OPENGL_FUNCTIONS_DEBUG \ GLenum error = glGetError(); \ if (error != GL_NO_ERROR) { \ unsigned clamped = qMin(unsigned(error - GL_INVALID_ENUM), 4U); \ const char *errors[] = { "GL_INVALID_ENUM", "GL_INVALID_VALUE", "GL_INVALID_OPERATION", "Unknown" }; \ printf("GL error at %s:%d: %s\n", __FILE__, __LINE__, errors[clamped]); \ int *value = 0; \ *value = 0; \ } #else #define Q_OPENGL_FUNCTIONS_DEBUG #endif QT_BEGIN_NAMESPACE struct QOpenGLFunctionsPrivate; // Undefine any macros from GLEW, qopenglextensions_p.h, etc that // may interfere with the definition of QOpenGLFunctions. #undef glBindTexture #undef glBlendFunc #undef glClear #undef glClearColor #undef glClearStencil #undef glColorMask #undef glCopyTexImage2D #undef glCopyTexSubImage2D #undef glCullFace #undef glDeleteTextures #undef glDepthFunc #undef glDepthMask #undef glDisable #undef glDrawArrays #undef glDrawElements #undef glEnable #undef glFinish #undef glFlush #undef glFrontFace #undef glGenTextures #undef glGetBooleanv #undef glGetError #undef glGetFloatv #undef glGetIntegerv #undef glGetString #undef glGetTexParameterfv #undef glGetTexParameteriv #undef glHint #undef glIsEnabled #undef glIsTexture #undef glLineWidth #undef glPixelStorei #undef glPolygonOffset #undef glReadPixels #undef glScissor #undef glStencilFunc #undef glStencilMask #undef glStencilOp #undef glTexImage2D #undef glTexParameterf #undef glTexParameterfv #undef glTexParameteri #undef glTexParameteriv #undef glTexSubImage2D #undef glViewport #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 #undef glTexLevelParameteriv class Q_GUI_EXPORT QOpenGLFunctions { public: QOpenGLFunctions(); explicit QOpenGLFunctions(QOpenGLContext *context); ~QOpenGLFunctions() {} 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, NPOTTextureRepeat = 0x2000, FixedFunctionPipeline = 0x4000, TextureRGFormats = 0x8000 }; Q_DECLARE_FLAGS(OpenGLFeatures, OpenGLFeature) QOpenGLFunctions::OpenGLFeatures openGLFeatures() const; bool hasOpenGLFeature(QOpenGLFunctions::OpenGLFeature feature) const; void initializeOpenGLFunctions(); #if QT_DEPRECATED_SINCE(5, 0) QT_DEPRECATED void initializeGLFunctions() { initializeOpenGLFunctions(); } #endif // GLES2 + OpenGL1 common subset void glBindTexture(GLenum target, GLuint texture); void glBlendFunc(GLenum sfactor, GLenum dfactor); void glClear(GLbitfield mask); void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void glClearStencil(GLint s); void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); void glCullFace(GLenum mode); void glDeleteTextures(GLsizei n, const GLuint* textures); void glDepthFunc(GLenum func); void glDepthMask(GLboolean flag); void glDisable(GLenum cap); void glDrawArrays(GLenum mode, GLint first, GLsizei count); void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices); void glEnable(GLenum cap); void glFinish(); void glFlush(); void glFrontFace(GLenum mode); void glGenTextures(GLsizei n, GLuint* textures); void glGetBooleanv(GLenum pname, GLboolean* params); GLenum glGetError(); void glGetFloatv(GLenum pname, GLfloat* params); void glGetIntegerv(GLenum pname, GLint* params); const GLubyte *glGetString(GLenum name); void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params); void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params); void glHint(GLenum target, GLenum mode); GLboolean glIsEnabled(GLenum cap); GLboolean glIsTexture(GLuint texture); void glLineWidth(GLfloat width); void glPixelStorei(GLenum pname, GLint param); void glPolygonOffset(GLfloat factor, GLfloat units); void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels); void glScissor(GLint x, GLint y, GLsizei width, GLsizei height); void glStencilFunc(GLenum func, GLint ref, GLuint mask); void glStencilMask(GLuint mask); void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass); void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels); void glTexParameterf(GLenum target, GLenum pname, GLfloat param); void glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params); void glTexParameteri(GLenum target, GLenum pname, GLint param); void glTexParameteriv(GLenum target, GLenum pname, const GLint* params); void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels); void glViewport(GLint x, GLint y, GLsizei width, GLsizei height); // GL(ES)2 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, qopengl_GLsizeiptr size, const void* data, GLenum usage); void glBufferSubData(GLenum target, qopengl_GLintptr offset, qopengl_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); GLint 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); GLint 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); protected: QOpenGLFunctionsPrivate *d_ptr; static bool isInitialized(const QOpenGLFunctionsPrivate *d) { return d != Q_NULLPTR; } }; Q_DECLARE_OPERATORS_FOR_FLAGS(QOpenGLFunctions::OpenGLFeatures) struct QOpenGLFunctionsPrivate { QOpenGLFunctionsPrivate(QOpenGLContext *ctx); void (QOPENGLF_APIENTRYP BindTexture)(GLenum target, GLuint texture); void (QOPENGLF_APIENTRYP BlendFunc)(GLenum sfactor, GLenum dfactor); void (QOPENGLF_APIENTRYP Clear)(GLbitfield mask); void (QOPENGLF_APIENTRYP ClearColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void (QOPENGLF_APIENTRYP ClearDepthf)(GLclampf depth); void (QOPENGLF_APIENTRYP ClearStencil)(GLint s); void (QOPENGLF_APIENTRYP ColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void (QOPENGLF_APIENTRYP CopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void (QOPENGLF_APIENTRYP CopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); void (QOPENGLF_APIENTRYP CullFace)(GLenum mode); void (QOPENGLF_APIENTRYP DeleteTextures)(GLsizei n, const GLuint* textures); void (QOPENGLF_APIENTRYP DepthFunc)(GLenum func); void (QOPENGLF_APIENTRYP DepthMask)(GLboolean flag); void (QOPENGLF_APIENTRYP DepthRangef)(GLclampf nearVal, GLclampf farVal); void (QOPENGLF_APIENTRYP Disable)(GLenum cap); void (QOPENGLF_APIENTRYP DrawArrays)(GLenum mode, GLint first, GLsizei count); void (QOPENGLF_APIENTRYP DrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices); void (QOPENGLF_APIENTRYP Enable)(GLenum cap); void (QOPENGLF_APIENTRYP Finish)(); void (QOPENGLF_APIENTRYP Flush)(); void (QOPENGLF_APIENTRYP FrontFace)(GLenum mode); void (QOPENGLF_APIENTRYP GenTextures)(GLsizei n, GLuint* textures); void (QOPENGLF_APIENTRYP GetBooleanv)(GLenum pname, GLboolean* params); GLenum (QOPENGLF_APIENTRYP GetError)(); void (QOPENGLF_APIENTRYP GetFloatv)(GLenum pname, GLfloat* params); void (QOPENGLF_APIENTRYP GetIntegerv)(GLenum pname, GLint* params); const GLubyte * (QOPENGLF_APIENTRYP GetString)(GLenum name); void (QOPENGLF_APIENTRYP GetTexParameterfv)(GLenum target, GLenum pname, GLfloat* params); void (QOPENGLF_APIENTRYP GetTexParameteriv)(GLenum target, GLenum pname, GLint* params); void (QOPENGLF_APIENTRYP Hint)(GLenum target, GLenum mode); GLboolean (QOPENGLF_APIENTRYP IsEnabled)(GLenum cap); GLboolean (QOPENGLF_APIENTRYP IsTexture)(GLuint texture); void (QOPENGLF_APIENTRYP LineWidth)(GLfloat width); void (QOPENGLF_APIENTRYP PixelStorei)(GLenum pname, GLint param); void (QOPENGLF_APIENTRYP PolygonOffset)(GLfloat factor, GLfloat units); void (QOPENGLF_APIENTRYP ReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels); void (QOPENGLF_APIENTRYP Scissor)(GLint x, GLint y, GLsizei width, GLsizei height); void (QOPENGLF_APIENTRYP StencilFunc)(GLenum func, GLint ref, GLuint mask); void (QOPENGLF_APIENTRYP StencilMask)(GLuint mask); void (QOPENGLF_APIENTRYP StencilOp)(GLenum fail, GLenum zfail, GLenum zpass); void (QOPENGLF_APIENTRYP TexImage2D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels); void (QOPENGLF_APIENTRYP TexParameterf)(GLenum target, GLenum pname, GLfloat param); void (QOPENGLF_APIENTRYP TexParameterfv)(GLenum target, GLenum pname, const GLfloat* params); void (QOPENGLF_APIENTRYP TexParameteri)(GLenum target, GLenum pname, GLint param); void (QOPENGLF_APIENTRYP TexParameteriv)(GLenum target, GLenum pname, const GLint* params); void (QOPENGLF_APIENTRYP TexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels); void (QOPENGLF_APIENTRYP Viewport)(GLint x, GLint y, GLsizei width, GLsizei height); void (QOPENGLF_APIENTRYP ActiveTexture)(GLenum texture); void (QOPENGLF_APIENTRYP AttachShader)(GLuint program, GLuint shader); void (QOPENGLF_APIENTRYP BindAttribLocation)(GLuint program, GLuint index, const char* name); void (QOPENGLF_APIENTRYP BindBuffer)(GLenum target, GLuint buffer); void (QOPENGLF_APIENTRYP BindFramebuffer)(GLenum target, GLuint framebuffer); void (QOPENGLF_APIENTRYP BindRenderbuffer)(GLenum target, GLuint renderbuffer); void (QOPENGLF_APIENTRYP BlendColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void (QOPENGLF_APIENTRYP BlendEquation)(GLenum mode); void (QOPENGLF_APIENTRYP BlendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha); void (QOPENGLF_APIENTRYP BlendFuncSeparate)(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); void (QOPENGLF_APIENTRYP BufferData)(GLenum target, qopengl_GLsizeiptr size, const void* data, GLenum usage); void (QOPENGLF_APIENTRYP BufferSubData)(GLenum target, qopengl_GLintptr offset, qopengl_GLsizeiptr size, const void* data); GLenum (QOPENGLF_APIENTRYP CheckFramebufferStatus)(GLenum target); void (QOPENGLF_APIENTRYP CompileShader)(GLuint shader); void (QOPENGLF_APIENTRYP CompressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data); void (QOPENGLF_APIENTRYP CompressedTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data); GLuint (QOPENGLF_APIENTRYP CreateProgram)(); GLuint (QOPENGLF_APIENTRYP CreateShader)(GLenum type); void (QOPENGLF_APIENTRYP DeleteBuffers)(GLsizei n, const GLuint* buffers); void (QOPENGLF_APIENTRYP DeleteFramebuffers)(GLsizei n, const GLuint* framebuffers); void (QOPENGLF_APIENTRYP DeleteProgram)(GLuint program); void (QOPENGLF_APIENTRYP DeleteRenderbuffers)(GLsizei n, const GLuint* renderbuffers); void (QOPENGLF_APIENTRYP DeleteShader)(GLuint shader); void (QOPENGLF_APIENTRYP DetachShader)(GLuint program, GLuint shader); void (QOPENGLF_APIENTRYP DisableVertexAttribArray)(GLuint index); void (QOPENGLF_APIENTRYP EnableVertexAttribArray)(GLuint index); void (QOPENGLF_APIENTRYP FramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void (QOPENGLF_APIENTRYP FramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void (QOPENGLF_APIENTRYP GenBuffers)(GLsizei n, GLuint* buffers); void (QOPENGLF_APIENTRYP GenerateMipmap)(GLenum target); void (QOPENGLF_APIENTRYP GenFramebuffers)(GLsizei n, GLuint* framebuffers); void (QOPENGLF_APIENTRYP GenRenderbuffers)(GLsizei n, GLuint* renderbuffers); void (QOPENGLF_APIENTRYP GetActiveAttrib)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); void (QOPENGLF_APIENTRYP GetActiveUniform)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); void (QOPENGLF_APIENTRYP GetAttachedShaders)(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); GLint (QOPENGLF_APIENTRYP GetAttribLocation)(GLuint program, const char* name); void (QOPENGLF_APIENTRYP GetBufferParameteriv)(GLenum target, GLenum pname, GLint* params); void (QOPENGLF_APIENTRYP GetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint* params); void (QOPENGLF_APIENTRYP GetProgramiv)(GLuint program, GLenum pname, GLint* params); void (QOPENGLF_APIENTRYP GetProgramInfoLog)(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog); void (QOPENGLF_APIENTRYP GetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint* params); void (QOPENGLF_APIENTRYP GetShaderiv)(GLuint shader, GLenum pname, GLint* params); void (QOPENGLF_APIENTRYP GetShaderInfoLog)(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog); void (QOPENGLF_APIENTRYP GetShaderPrecisionFormat)(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); void (QOPENGLF_APIENTRYP GetShaderSource)(GLuint shader, GLsizei bufsize, GLsizei* length, char* source); void (QOPENGLF_APIENTRYP GetUniformfv)(GLuint program, GLint location, GLfloat* params); void (QOPENGLF_APIENTRYP GetUniformiv)(GLuint program, GLint location, GLint* params); GLint (QOPENGLF_APIENTRYP GetUniformLocation)(GLuint program, const char* name); void (QOPENGLF_APIENTRYP GetVertexAttribfv)(GLuint index, GLenum pname, GLfloat* params); void (QOPENGLF_APIENTRYP GetVertexAttribiv)(GLuint index, GLenum pname, GLint* params); void (QOPENGLF_APIENTRYP GetVertexAttribPointerv)(GLuint index, GLenum pname, void** pointer); GLboolean (QOPENGLF_APIENTRYP IsBuffer)(GLuint buffer); GLboolean (QOPENGLF_APIENTRYP IsFramebuffer)(GLuint framebuffer); GLboolean (QOPENGLF_APIENTRYP IsProgram)(GLuint program); GLboolean (QOPENGLF_APIENTRYP IsRenderbuffer)(GLuint renderbuffer); GLboolean (QOPENGLF_APIENTRYP IsShader)(GLuint shader); void (QOPENGLF_APIENTRYP LinkProgram)(GLuint program); void (QOPENGLF_APIENTRYP ReleaseShaderCompiler)(); void (QOPENGLF_APIENTRYP RenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void (QOPENGLF_APIENTRYP SampleCoverage)(GLclampf value, GLboolean invert); void (QOPENGLF_APIENTRYP ShaderBinary)(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length); void (QOPENGLF_APIENTRYP ShaderSource)(GLuint shader, GLsizei count, const char** string, const GLint* length); void (QOPENGLF_APIENTRYP StencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask); void (QOPENGLF_APIENTRYP StencilMaskSeparate)(GLenum face, GLuint mask); void (QOPENGLF_APIENTRYP StencilOpSeparate)(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); void (QOPENGLF_APIENTRYP Uniform1f)(GLint location, GLfloat x); void (QOPENGLF_APIENTRYP Uniform1fv)(GLint location, GLsizei count, const GLfloat* v); void (QOPENGLF_APIENTRYP Uniform1i)(GLint location, GLint x); void (QOPENGLF_APIENTRYP Uniform1iv)(GLint location, GLsizei count, const GLint* v); void (QOPENGLF_APIENTRYP Uniform2f)(GLint location, GLfloat x, GLfloat y); void (QOPENGLF_APIENTRYP Uniform2fv)(GLint location, GLsizei count, const GLfloat* v); void (QOPENGLF_APIENTRYP Uniform2i)(GLint location, GLint x, GLint y); void (QOPENGLF_APIENTRYP Uniform2iv)(GLint location, GLsizei count, const GLint* v); void (QOPENGLF_APIENTRYP Uniform3f)(GLint location, GLfloat x, GLfloat y, GLfloat z); void (QOPENGLF_APIENTRYP Uniform3fv)(GLint location, GLsizei count, const GLfloat* v); void (QOPENGLF_APIENTRYP Uniform3i)(GLint location, GLint x, GLint y, GLint z); void (QOPENGLF_APIENTRYP Uniform3iv)(GLint location, GLsizei count, const GLint* v); void (QOPENGLF_APIENTRYP Uniform4f)(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void (QOPENGLF_APIENTRYP Uniform4fv)(GLint location, GLsizei count, const GLfloat* v); void (QOPENGLF_APIENTRYP Uniform4i)(GLint location, GLint x, GLint y, GLint z, GLint w); void (QOPENGLF_APIENTRYP Uniform4iv)(GLint location, GLsizei count, const GLint* v); void (QOPENGLF_APIENTRYP UniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void (QOPENGLF_APIENTRYP UniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void (QOPENGLF_APIENTRYP UniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void (QOPENGLF_APIENTRYP UseProgram)(GLuint program); void (QOPENGLF_APIENTRYP ValidateProgram)(GLuint program); void (QOPENGLF_APIENTRYP VertexAttrib1f)(GLuint indx, GLfloat x); void (QOPENGLF_APIENTRYP VertexAttrib1fv)(GLuint indx, const GLfloat* values); void (QOPENGLF_APIENTRYP VertexAttrib2f)(GLuint indx, GLfloat x, GLfloat y); void (QOPENGLF_APIENTRYP VertexAttrib2fv)(GLuint indx, const GLfloat* values); void (QOPENGLF_APIENTRYP VertexAttrib3f)(GLuint indx, GLfloat x, GLfloat y, GLfloat z); void (QOPENGLF_APIENTRYP VertexAttrib3fv)(GLuint indx, const GLfloat* values); void (QOPENGLF_APIENTRYP VertexAttrib4f)(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void (QOPENGLF_APIENTRYP VertexAttrib4fv)(GLuint indx, const GLfloat* values); void (QOPENGLF_APIENTRYP VertexAttribPointer)(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr); // Special non-ES OpenGL variants, not to be called directly #ifndef QT_OPENGL_ES_2 void (QOPENGLF_APIENTRYP ClearDepth)(GLdouble depth); void (QOPENGLF_APIENTRYP DepthRange)(GLdouble zNear, GLdouble zFar); #endif }; // GLES2 + OpenGL1 common subset inline void QOpenGLFunctions::glBindTexture(GLenum target, GLuint texture) { #ifdef QT_OPENGL_ES_2 ::glBindTexture(target, texture); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->BindTexture(target, texture); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glBlendFunc(GLenum sfactor, GLenum dfactor) { #ifdef QT_OPENGL_ES_2 ::glBlendFunc(sfactor, dfactor); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->BlendFunc(sfactor, dfactor); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glClear(GLbitfield mask) { #ifdef QT_OPENGL_ES_2 ::glClear(mask); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Clear(mask); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { #ifdef QT_OPENGL_ES_2 ::glClearColor(red, green, blue, alpha); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->ClearColor(red, green, blue, alpha); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glClearStencil(GLint s) { #ifdef QT_OPENGL_ES_2 ::glClearStencil(s); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->ClearStencil(s); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { #ifdef QT_OPENGL_ES_2 ::glColorMask(red, green, blue, alpha); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->ColorMask(red, green, blue, alpha); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { #ifdef QT_OPENGL_ES_2 ::glCopyTexImage2D(target, level, internalformat, x, y, width,height, border); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->CopyTexImage2D(target, level, internalformat, x, y, width,height, border); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { #ifdef QT_OPENGL_ES_2 ::glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glCullFace(GLenum mode) { #ifdef QT_OPENGL_ES_2 ::glCullFace(mode); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->CullFace(mode); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glDeleteTextures(GLsizei n, const GLuint* textures) { #ifdef QT_OPENGL_ES_2 ::glDeleteTextures(n, textures); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->DeleteTextures(n, textures); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glDepthFunc(GLenum func) { #ifdef QT_OPENGL_ES_2 ::glDepthFunc(func); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->DepthFunc(func); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glDepthMask(GLboolean flag) { #ifdef QT_OPENGL_ES_2 ::glDepthMask(flag); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->DepthMask(flag); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glDisable(GLenum cap) { #ifdef QT_OPENGL_ES_2 ::glDisable(cap); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Disable(cap); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glDrawArrays(GLenum mode, GLint first, GLsizei count) { #ifdef QT_OPENGL_ES_2 ::glDrawArrays(mode, first, count); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->DrawArrays(mode, first, count); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) { #ifdef QT_OPENGL_ES_2 ::glDrawElements(mode, count, type, indices); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->DrawElements(mode, count, type, indices); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glEnable(GLenum cap) { #ifdef QT_OPENGL_ES_2 ::glEnable(cap); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Enable(cap); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glFinish() { #ifdef QT_OPENGL_ES_2 ::glFinish(); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Finish(); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glFlush() { #ifdef QT_OPENGL_ES_2 ::glFlush(); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Flush(); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glFrontFace(GLenum mode) { #ifdef QT_OPENGL_ES_2 ::glFrontFace(mode); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->FrontFace(mode); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGenTextures(GLsizei n, GLuint* textures) { #ifdef QT_OPENGL_ES_2 ::glGenTextures(n, textures); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GenTextures(n, textures); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetBooleanv(GLenum pname, GLboolean* params) { #ifdef QT_OPENGL_ES_2 ::glGetBooleanv(pname, params); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetBooleanv(pname, params); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline GLenum QOpenGLFunctions::glGetError() { #ifdef QT_OPENGL_ES_2 GLenum result = ::glGetError(); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); GLenum result = d_ptr->GetError(); #endif return result; } inline void QOpenGLFunctions::glGetFloatv(GLenum pname, GLfloat* params) { #ifdef QT_OPENGL_ES_2 ::glGetFloatv(pname, params); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetFloatv(pname, params); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetIntegerv(GLenum pname, GLint* params) { #ifdef QT_OPENGL_ES_2 ::glGetIntegerv(pname, params); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetIntegerv(pname, params); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline const GLubyte *QOpenGLFunctions::glGetString(GLenum name) { #ifdef QT_OPENGL_ES_2 const GLubyte *result = ::glGetString(name); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); const GLubyte *result = d_ptr->GetString(name); #endif Q_OPENGL_FUNCTIONS_DEBUG return result; } inline void QOpenGLFunctions::glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) { #ifdef QT_OPENGL_ES_2 ::glGetTexParameterfv(target, pname, params); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetTexParameterfv(target, pname, params); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetTexParameteriv(GLenum target, GLenum pname, GLint* params) { #ifdef QT_OPENGL_ES_2 ::glGetTexParameteriv(target, pname, params); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetTexParameteriv(target, pname, params); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glHint(GLenum target, GLenum mode) { #ifdef QT_OPENGL_ES_2 ::glHint(target, mode); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Hint(target, mode); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline GLboolean QOpenGLFunctions::glIsEnabled(GLenum cap) { #ifdef QT_OPENGL_ES_2 GLboolean result = ::glIsEnabled(cap); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); GLboolean result = d_ptr->IsEnabled(cap); #endif Q_OPENGL_FUNCTIONS_DEBUG return result; } inline GLboolean QOpenGLFunctions::glIsTexture(GLuint texture) { #ifdef QT_OPENGL_ES_2 GLboolean result = ::glIsTexture(texture); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); GLboolean result = d_ptr->IsTexture(texture); #endif Q_OPENGL_FUNCTIONS_DEBUG return result; } inline void QOpenGLFunctions::glLineWidth(GLfloat width) { #ifdef QT_OPENGL_ES_2 ::glLineWidth(width); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->LineWidth(width); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glPixelStorei(GLenum pname, GLint param) { #ifdef QT_OPENGL_ES_2 ::glPixelStorei(pname, param); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->PixelStorei(pname, param); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glPolygonOffset(GLfloat factor, GLfloat units) { #ifdef QT_OPENGL_ES_2 ::glPolygonOffset(factor, units); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->PolygonOffset(factor, units); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) { #ifdef QT_OPENGL_ES_2 ::glReadPixels(x, y, width, height, format, type, pixels); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->ReadPixels(x, y, width, height, format, type, pixels); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { #ifdef QT_OPENGL_ES_2 ::glScissor(x, y, width, height); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Scissor(x, y, width, height); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glStencilFunc(GLenum func, GLint ref, GLuint mask) { #ifdef QT_OPENGL_ES_2 ::glStencilFunc(func, ref, mask); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->StencilFunc(func, ref, mask); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glStencilMask(GLuint mask) { #ifdef QT_OPENGL_ES_2 ::glStencilMask(mask); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->StencilMask(mask); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { #ifdef QT_OPENGL_ES_2 ::glStencilOp(fail, zfail, zpass); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->StencilOp(fail, zfail, zpass); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels) { #ifdef QT_OPENGL_ES_2 ::glTexImage2D(target, level, internalformat, width,height, border, format, type, pixels); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->TexImage2D(target, level, internalformat, width,height, border, format, type, pixels); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glTexParameterf(GLenum target, GLenum pname, GLfloat param) { #ifdef QT_OPENGL_ES_2 ::glTexParameterf(target, pname, param); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->TexParameterf(target, pname, param); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params) { #ifdef QT_OPENGL_ES_2 ::glTexParameterfv(target, pname, params); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->TexParameterfv(target, pname, params); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glTexParameteri(GLenum target, GLenum pname, GLint param) { #ifdef QT_OPENGL_ES_2 ::glTexParameteri(target, pname, param); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->TexParameteri(target, pname, param); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glTexParameteriv(GLenum target, GLenum pname, const GLint* params) { #ifdef QT_OPENGL_ES_2 ::glTexParameteriv(target, pname, params); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->TexParameteriv(target, pname, params); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels) { #ifdef QT_OPENGL_ES_2 ::glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { #ifdef QT_OPENGL_ES_2 ::glViewport(x, y, width, height); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Viewport(x, y, width, height); #endif Q_OPENGL_FUNCTIONS_DEBUG } // GL(ES)2 inline void QOpenGLFunctions::glActiveTexture(GLenum texture) { #ifdef QT_OPENGL_ES_2 ::glActiveTexture(texture); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->ActiveTexture(texture); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glAttachShader(GLuint program, GLuint shader) { #ifdef QT_OPENGL_ES_2 ::glAttachShader(program, shader); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->AttachShader(program, shader); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glBindAttribLocation(GLuint program, GLuint index, const char* name) { #ifdef QT_OPENGL_ES_2 ::glBindAttribLocation(program, index, name); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->BindAttribLocation(program, index, name); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glBindBuffer(GLenum target, GLuint buffer) { #ifdef QT_OPENGL_ES_2 ::glBindBuffer(target, buffer); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->BindBuffer(target, buffer); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glBindFramebuffer(GLenum target, GLuint framebuffer) { if (framebuffer == 0) framebuffer = QOpenGLContext::currentContext()->defaultFramebufferObject(); #ifdef QT_OPENGL_ES_2 ::glBindFramebuffer(target, framebuffer); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->BindFramebuffer(target, framebuffer); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glBindRenderbuffer(GLenum target, GLuint renderbuffer) { #ifdef QT_OPENGL_ES_2 ::glBindRenderbuffer(target, renderbuffer); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->BindRenderbuffer(target, renderbuffer); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { #ifdef QT_OPENGL_ES_2 ::glBlendColor(red, green, blue, alpha); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->BlendColor(red, green, blue, alpha); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glBlendEquation(GLenum mode) { #ifdef QT_OPENGL_ES_2 ::glBlendEquation(mode); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->BlendEquation(mode); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { #ifdef QT_OPENGL_ES_2 ::glBlendEquationSeparate(modeRGB, modeAlpha); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->BlendEquationSeparate(modeRGB, modeAlpha); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { #ifdef QT_OPENGL_ES_2 ::glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glBufferData(GLenum target, qopengl_GLsizeiptr size, const void* data, GLenum usage) { #ifdef QT_OPENGL_ES_2 ::glBufferData(target, size, data, usage); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->BufferData(target, size, data, usage); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glBufferSubData(GLenum target, qopengl_GLintptr offset, qopengl_GLsizeiptr size, const void* data) { #ifdef QT_OPENGL_ES_2 ::glBufferSubData(target, offset, size, data); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->BufferSubData(target, offset, size, data); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline GLenum QOpenGLFunctions::glCheckFramebufferStatus(GLenum target) { #ifdef QT_OPENGL_ES_2 GLenum result = ::glCheckFramebufferStatus(target); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); GLenum result = d_ptr->CheckFramebufferStatus(target); #endif Q_OPENGL_FUNCTIONS_DEBUG return result; } inline void QOpenGLFunctions::glClearDepthf(GLclampf depth) { #ifndef QT_OPENGL_ES Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->ClearDepthf(depth); #else ::glClearDepthf(depth); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glCompileShader(GLuint shader) { #ifdef QT_OPENGL_ES_2 ::glCompileShader(shader); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->CompileShader(shader); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data) { #ifdef QT_OPENGL_ES_2 ::glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) { #ifdef QT_OPENGL_ES_2 ::glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline GLuint QOpenGLFunctions::glCreateProgram() { #ifdef QT_OPENGL_ES_2 GLuint result = ::glCreateProgram(); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); GLuint result = d_ptr->CreateProgram(); #endif Q_OPENGL_FUNCTIONS_DEBUG return result; } inline GLuint QOpenGLFunctions::glCreateShader(GLenum type) { #ifdef QT_OPENGL_ES_2 GLuint result = ::glCreateShader(type); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); GLuint result = d_ptr->CreateShader(type); #endif Q_OPENGL_FUNCTIONS_DEBUG return result; } inline void QOpenGLFunctions::glDeleteBuffers(GLsizei n, const GLuint* buffers) { #ifdef QT_OPENGL_ES_2 ::glDeleteBuffers(n, buffers); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->DeleteBuffers(n, buffers); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { #ifdef QT_OPENGL_ES_2 ::glDeleteFramebuffers(n, framebuffers); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->DeleteFramebuffers(n, framebuffers); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glDeleteProgram(GLuint program) { #ifdef QT_OPENGL_ES_2 ::glDeleteProgram(program); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->DeleteProgram(program); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) { #ifdef QT_OPENGL_ES_2 ::glDeleteRenderbuffers(n, renderbuffers); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->DeleteRenderbuffers(n, renderbuffers); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glDeleteShader(GLuint shader) { #ifdef QT_OPENGL_ES_2 ::glDeleteShader(shader); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->DeleteShader(shader); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glDepthRangef(GLclampf zNear, GLclampf zFar) { #ifndef QT_OPENGL_ES Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->DepthRangef(zNear, zFar); #else ::glDepthRangef(zNear, zFar); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glDetachShader(GLuint program, GLuint shader) { #ifdef QT_OPENGL_ES_2 ::glDetachShader(program, shader); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->DetachShader(program, shader); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glDisableVertexAttribArray(GLuint index) { #ifdef QT_OPENGL_ES_2 ::glDisableVertexAttribArray(index); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->DisableVertexAttribArray(index); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glEnableVertexAttribArray(GLuint index) { #ifdef QT_OPENGL_ES_2 ::glEnableVertexAttribArray(index); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->EnableVertexAttribArray(index); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { #ifdef QT_OPENGL_ES_2 ::glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { #ifdef QT_OPENGL_ES_2 ::glFramebufferTexture2D(target, attachment, textarget, texture, level); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->FramebufferTexture2D(target, attachment, textarget, texture, level); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGenBuffers(GLsizei n, GLuint* buffers) { #ifdef QT_OPENGL_ES_2 ::glGenBuffers(n, buffers); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GenBuffers(n, buffers); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGenerateMipmap(GLenum target) { #ifdef QT_OPENGL_ES_2 ::glGenerateMipmap(target); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GenerateMipmap(target); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGenFramebuffers(GLsizei n, GLuint* framebuffers) { #ifdef QT_OPENGL_ES_2 ::glGenFramebuffers(n, framebuffers); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GenFramebuffers(n, framebuffers); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) { #ifdef QT_OPENGL_ES_2 ::glGenRenderbuffers(n, renderbuffers); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GenRenderbuffers(n, renderbuffers); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) { #ifdef QT_OPENGL_ES_2 ::glGetActiveAttrib(program, index, bufsize, length, size, type, name); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetActiveAttrib(program, index, bufsize, length, size, type, name); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) { #ifdef QT_OPENGL_ES_2 ::glGetActiveUniform(program, index, bufsize, length, size, type, name); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetActiveUniform(program, index, bufsize, length, size, type, name); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { #ifdef QT_OPENGL_ES_2 ::glGetAttachedShaders(program, maxcount, count, shaders); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetAttachedShaders(program, maxcount, count, shaders); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline GLint QOpenGLFunctions::glGetAttribLocation(GLuint program, const char* name) { #ifdef QT_OPENGL_ES_2 GLint result = ::glGetAttribLocation(program, name); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); GLint result = d_ptr->GetAttribLocation(program, name); #endif Q_OPENGL_FUNCTIONS_DEBUG return result; } inline void QOpenGLFunctions::glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { #ifdef QT_OPENGL_ES_2 ::glGetBufferParameteriv(target, pname, params); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetBufferParameteriv(target, pname, params); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params) { #ifdef QT_OPENGL_ES_2 ::glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetFramebufferAttachmentParameteriv(target, attachment, pname, params); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetProgramiv(GLuint program, GLenum pname, GLint* params) { #ifdef QT_OPENGL_ES_2 ::glGetProgramiv(program, pname, params); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetProgramiv(program, pname, params); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) { #ifdef QT_OPENGL_ES_2 ::glGetProgramInfoLog(program, bufsize, length, infolog); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetProgramInfoLog(program, bufsize, length, infolog); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) { #ifdef QT_OPENGL_ES_2 ::glGetRenderbufferParameteriv(target, pname, params); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetRenderbufferParameteriv(target, pname, params); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetShaderiv(GLuint shader, GLenum pname, GLint* params) { #ifdef QT_OPENGL_ES_2 ::glGetShaderiv(shader, pname, params); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetShaderiv(shader, pname, params); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) { #ifdef QT_OPENGL_ES_2 ::glGetShaderInfoLog(shader, bufsize, length, infolog); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetShaderInfoLog(shader, bufsize, length, infolog); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { #ifdef QT_OPENGL_ES_2 ::glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetShaderPrecisionFormat(shadertype, precisiontype, range, precision); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source) { #ifdef QT_OPENGL_ES_2 ::glGetShaderSource(shader, bufsize, length, source); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetShaderSource(shader, bufsize, length, source); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetUniformfv(GLuint program, GLint location, GLfloat* params) { #ifdef QT_OPENGL_ES_2 ::glGetUniformfv(program, location, params); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetUniformfv(program, location, params); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetUniformiv(GLuint program, GLint location, GLint* params) { #ifdef QT_OPENGL_ES_2 ::glGetUniformiv(program, location, params); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetUniformiv(program, location, params); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline GLint QOpenGLFunctions::glGetUniformLocation(GLuint program, const char* name) { #ifdef QT_OPENGL_ES_2 GLint result = ::glGetUniformLocation(program, name); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); GLint result = d_ptr->GetUniformLocation(program, name); #endif Q_OPENGL_FUNCTIONS_DEBUG return result; } inline void QOpenGLFunctions::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) { #ifdef QT_OPENGL_ES_2 ::glGetVertexAttribfv(index, pname, params); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetVertexAttribfv(index, pname, params); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params) { #ifdef QT_OPENGL_ES_2 ::glGetVertexAttribiv(index, pname, params); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetVertexAttribiv(index, pname, params); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer) { #ifdef QT_OPENGL_ES_2 ::glGetVertexAttribPointerv(index, pname, pointer); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->GetVertexAttribPointerv(index, pname, pointer); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline GLboolean QOpenGLFunctions::glIsBuffer(GLuint buffer) { #ifdef QT_OPENGL_ES_2 GLboolean result = ::glIsBuffer(buffer); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); GLboolean result = d_ptr->IsBuffer(buffer); #endif Q_OPENGL_FUNCTIONS_DEBUG return result; } inline GLboolean QOpenGLFunctions::glIsFramebuffer(GLuint framebuffer) { #ifdef QT_OPENGL_ES_2 GLboolean result = ::glIsFramebuffer(framebuffer); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); GLboolean result = d_ptr->IsFramebuffer(framebuffer); #endif Q_OPENGL_FUNCTIONS_DEBUG return result; } inline GLboolean QOpenGLFunctions::glIsProgram(GLuint program) { #ifdef QT_OPENGL_ES_2 GLboolean result = ::glIsProgram(program); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); GLboolean result = d_ptr->IsProgram(program); #endif Q_OPENGL_FUNCTIONS_DEBUG return result; } inline GLboolean QOpenGLFunctions::glIsRenderbuffer(GLuint renderbuffer) { #ifdef QT_OPENGL_ES_2 GLboolean result = ::glIsRenderbuffer(renderbuffer); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); GLboolean result = d_ptr->IsRenderbuffer(renderbuffer); #endif Q_OPENGL_FUNCTIONS_DEBUG return result; } inline GLboolean QOpenGLFunctions::glIsShader(GLuint shader) { #ifdef QT_OPENGL_ES_2 GLboolean result = ::glIsShader(shader); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); GLboolean result = d_ptr->IsShader(shader); #endif Q_OPENGL_FUNCTIONS_DEBUG return result; } inline void QOpenGLFunctions::glLinkProgram(GLuint program) { #ifdef QT_OPENGL_ES_2 ::glLinkProgram(program); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->LinkProgram(program); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glReleaseShaderCompiler() { #ifdef QT_OPENGL_ES_2 ::glReleaseShaderCompiler(); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->ReleaseShaderCompiler(); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { #ifdef QT_OPENGL_ES_2 ::glRenderbufferStorage(target, internalformat, width, height); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->RenderbufferStorage(target, internalformat, width, height); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glSampleCoverage(GLclampf value, GLboolean invert) { #ifdef QT_OPENGL_ES_2 ::glSampleCoverage(value, invert); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->SampleCoverage(value, invert); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length) { #ifdef QT_OPENGL_ES_2 ::glShaderBinary(n, shaders, binaryformat, binary, length); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->ShaderBinary(n, shaders, binaryformat, binary, length); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length) { #ifdef QT_OPENGL_ES_2 ::glShaderSource(shader, count, string, length); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->ShaderSource(shader, count, string, length); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { #ifdef QT_OPENGL_ES_2 ::glStencilFuncSeparate(face, func, ref, mask); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->StencilFuncSeparate(face, func, ref, mask); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glStencilMaskSeparate(GLenum face, GLuint mask) { #ifdef QT_OPENGL_ES_2 ::glStencilMaskSeparate(face, mask); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->StencilMaskSeparate(face, mask); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { #ifdef QT_OPENGL_ES_2 ::glStencilOpSeparate(face, fail, zfail, zpass); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->StencilOpSeparate(face, fail, zfail, zpass); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniform1f(GLint location, GLfloat x) { #ifdef QT_OPENGL_ES_2 ::glUniform1f(location, x); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Uniform1f(location, x); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniform1fv(GLint location, GLsizei count, const GLfloat* v) { #ifdef QT_OPENGL_ES_2 ::glUniform1fv(location, count, v); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Uniform1fv(location, count, v); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniform1i(GLint location, GLint x) { #ifdef QT_OPENGL_ES_2 ::glUniform1i(location, x); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Uniform1i(location, x); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniform1iv(GLint location, GLsizei count, const GLint* v) { #ifdef QT_OPENGL_ES_2 ::glUniform1iv(location, count, v); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Uniform1iv(location, count, v); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniform2f(GLint location, GLfloat x, GLfloat y) { #ifdef QT_OPENGL_ES_2 ::glUniform2f(location, x, y); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Uniform2f(location, x, y); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniform2fv(GLint location, GLsizei count, const GLfloat* v) { #ifdef QT_OPENGL_ES_2 ::glUniform2fv(location, count, v); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Uniform2fv(location, count, v); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniform2i(GLint location, GLint x, GLint y) { #ifdef QT_OPENGL_ES_2 ::glUniform2i(location, x, y); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Uniform2i(location, x, y); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniform2iv(GLint location, GLsizei count, const GLint* v) { #ifdef QT_OPENGL_ES_2 ::glUniform2iv(location, count, v); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Uniform2iv(location, count, v); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { #ifdef QT_OPENGL_ES_2 ::glUniform3f(location, x, y, z); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Uniform3f(location, x, y, z); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniform3fv(GLint location, GLsizei count, const GLfloat* v) { #ifdef QT_OPENGL_ES_2 ::glUniform3fv(location, count, v); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Uniform3fv(location, count, v); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniform3i(GLint location, GLint x, GLint y, GLint z) { #ifdef QT_OPENGL_ES_2 ::glUniform3i(location, x, y, z); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Uniform3i(location, x, y, z); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniform3iv(GLint location, GLsizei count, const GLint* v) { #ifdef QT_OPENGL_ES_2 ::glUniform3iv(location, count, v); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Uniform3iv(location, count, v); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { #ifdef QT_OPENGL_ES_2 ::glUniform4f(location, x, y, z, w); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Uniform4f(location, x, y, z, w); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniform4fv(GLint location, GLsizei count, const GLfloat* v) { #ifdef QT_OPENGL_ES_2 ::glUniform4fv(location, count, v); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Uniform4fv(location, count, v); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) { #ifdef QT_OPENGL_ES_2 ::glUniform4i(location, x, y, z, w); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Uniform4i(location, x, y, z, w); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniform4iv(GLint location, GLsizei count, const GLint* v) { #ifdef QT_OPENGL_ES_2 ::glUniform4iv(location, count, v); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->Uniform4iv(location, count, v); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { #ifdef QT_OPENGL_ES_2 ::glUniformMatrix2fv(location, count, transpose, value); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->UniformMatrix2fv(location, count, transpose, value); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { #ifdef QT_OPENGL_ES_2 ::glUniformMatrix3fv(location, count, transpose, value); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->UniformMatrix3fv(location, count, transpose, value); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { #ifdef QT_OPENGL_ES_2 ::glUniformMatrix4fv(location, count, transpose, value); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->UniformMatrix4fv(location, count, transpose, value); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glUseProgram(GLuint program) { #ifdef QT_OPENGL_ES_2 ::glUseProgram(program); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->UseProgram(program); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glValidateProgram(GLuint program) { #ifdef QT_OPENGL_ES_2 ::glValidateProgram(program); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->ValidateProgram(program); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glVertexAttrib1f(GLuint indx, GLfloat x) { #ifdef QT_OPENGL_ES_2 ::glVertexAttrib1f(indx, x); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->VertexAttrib1f(indx, x); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glVertexAttrib1fv(GLuint indx, const GLfloat* values) { #ifdef QT_OPENGL_ES_2 ::glVertexAttrib1fv(indx, values); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->VertexAttrib1fv(indx, values); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { #ifdef QT_OPENGL_ES_2 ::glVertexAttrib2f(indx, x, y); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->VertexAttrib2f(indx, x, y); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glVertexAttrib2fv(GLuint indx, const GLfloat* values) { #ifdef QT_OPENGL_ES_2 ::glVertexAttrib2fv(indx, values); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->VertexAttrib2fv(indx, values); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) { #ifdef QT_OPENGL_ES_2 ::glVertexAttrib3f(indx, x, y, z); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->VertexAttrib3f(indx, x, y, z); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glVertexAttrib3fv(GLuint indx, const GLfloat* values) { #ifdef QT_OPENGL_ES_2 ::glVertexAttrib3fv(indx, values); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->VertexAttrib3fv(indx, values); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { #ifdef QT_OPENGL_ES_2 ::glVertexAttrib4f(indx, x, y, z, w); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->VertexAttrib4f(indx, x, y, z, w); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glVertexAttrib4fv(GLuint indx, const GLfloat* values) { #ifdef QT_OPENGL_ES_2 ::glVertexAttrib4fv(indx, values); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->VertexAttrib4fv(indx, values); #endif Q_OPENGL_FUNCTIONS_DEBUG } inline void QOpenGLFunctions::glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr) { #ifdef QT_OPENGL_ES_2 ::glVertexAttribPointer(indx, size, type, normalized, stride, ptr); #else Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr)); d_ptr->VertexAttribPointer(indx, size, type, normalized, stride, ptr); #endif Q_OPENGL_FUNCTIONS_DEBUG } QT_END_NAMESPACE #endif // QT_NO_OPENGL #endif