/**************************************************************************** ** ** Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB) ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtGui module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** ** $QT_END_LICENSE$ ** ** ** This file was generated by glgen version 0.1 ** Command line was: glgen ** ** glgen is Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB) ** ** This is an auto-generated file. ** Do not edit! All changes made to it will be lost. ** ****************************************************************************/ #ifndef QOPENGLVERSIONFUNCTIONS_3_1_H #define QOPENGLVERSIONFUNCTIONS_3_1_H #include #if !defined(QT_NO_OPENGL) && !defined(QT_OPENGL_ES_2) #include #include QT_BEGIN_NAMESPACE class Q_GUI_EXPORT QOpenGLFunctions_3_1 : public QAbstractOpenGLFunctions { public: QOpenGLFunctions_3_1(); ~QOpenGLFunctions_3_1(); bool initializeOpenGLFunctions() Q_DECL_OVERRIDE; // OpenGL 1.0 core functions void glViewport(GLint x, GLint y, GLsizei width, GLsizei height); void glDepthRange(GLdouble nearVal, GLdouble farVal); GLboolean glIsEnabled(GLenum cap); void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params); void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params); void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params); void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params); void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels); const GLubyte * glGetString(GLenum name); void glGetIntegerv(GLenum pname, GLint *params); void glGetFloatv(GLenum pname, GLfloat *params); GLenum glGetError(); void glGetDoublev(GLenum pname, GLdouble *params); void glGetBooleanv(GLenum pname, GLboolean *params); void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels); void glReadBuffer(GLenum mode); void glPixelStorei(GLenum pname, GLint param); void glPixelStoref(GLenum pname, GLfloat param); void glDepthFunc(GLenum func); void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass); void glStencilFunc(GLenum func, GLint ref, GLuint mask); void glLogicOp(GLenum opcode); void glBlendFunc(GLenum sfactor, GLenum dfactor); void glFlush(); void glFinish(); void glEnable(GLenum cap); void glDisable(GLenum cap); void glDepthMask(GLboolean flag); void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void glStencilMask(GLuint mask); void glClearDepth(GLdouble depth); void glClearStencil(GLint s); void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void glClear(GLbitfield mask); void glDrawBuffer(GLenum mode); void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void glTexParameteriv(GLenum target, GLenum pname, const GLint *params); void glTexParameteri(GLenum target, GLenum pname, GLint param); void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params); void glTexParameterf(GLenum target, GLenum pname, GLfloat param); void glScissor(GLint x, GLint y, GLsizei width, GLsizei height); void glPolygonMode(GLenum face, GLenum mode); void glPointSize(GLfloat size); void glLineWidth(GLfloat width); void glHint(GLenum target, GLenum mode); void glFrontFace(GLenum mode); void glCullFace(GLenum mode); // OpenGL 1.1 core functions void glIndexubv(const GLubyte *c); void glIndexub(GLubyte c); GLboolean glIsTexture(GLuint texture); void glGenTextures(GLsizei n, GLuint *textures); void glDeleteTextures(GLsizei n, const GLuint *textures); void glBindTexture(GLenum target, GLuint texture); void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels); void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); void glPolygonOffset(GLfloat factor, GLfloat units); void glGetPointerv(GLenum pname, GLvoid* *params); void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); void glDrawArrays(GLenum mode, GLint first, GLsizei count); // OpenGL 1.2 core functions void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels); void 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); private: friend class QOpenGLContext; static bool isContextCompatible(QOpenGLContext *context); static QOpenGLVersionProfile versionProfile(); QOpenGLFunctions_1_0_CoreBackend* d_1_0_Core; QOpenGLFunctions_1_1_CoreBackend* d_1_1_Core; QOpenGLFunctions_1_2_CoreBackend* d_1_2_Core; QOpenGLFunctions_1_3_CoreBackend* d_1_3_Core; QOpenGLFunctions_1_4_CoreBackend* d_1_4_Core; QOpenGLFunctions_1_5_CoreBackend* d_1_5_Core; QOpenGLFunctions_2_0_CoreBackend* d_2_0_Core; QOpenGLFunctions_2_1_CoreBackend* d_2_1_Core; QOpenGLFunctions_3_0_CoreBackend* d_3_0_Core; QOpenGLFunctions_3_1_CoreBackend* d_3_1_Core; }; // OpenGL 1.0 core functions inline void QOpenGLFunctions_3_1::glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { d_1_0_Core->Viewport(x, y, width, height); } inline void QOpenGLFunctions_3_1::glDepthRange(GLdouble nearVal, GLdouble farVal) { d_1_0_Core->DepthRange(nearVal, farVal); } inline GLboolean QOpenGLFunctions_3_1::glIsEnabled(GLenum cap) { return d_1_0_Core->IsEnabled(cap); } inline void QOpenGLFunctions_3_1::glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) { d_1_0_Core->GetTexLevelParameteriv(target, level, pname, params); } inline void QOpenGLFunctions_3_1::glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) { d_1_0_Core->GetTexLevelParameterfv(target, level, pname, params); } inline void QOpenGLFunctions_3_1::glGetTexParameteriv(GLenum target, GLenum pname, GLint *params) { d_1_0_Core->GetTexParameteriv(target, pname, params); } inline void QOpenGLFunctions_3_1::glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) { d_1_0_Core->GetTexParameterfv(target, pname, params); } inline void QOpenGLFunctions_3_1::glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) { d_1_0_Core->GetTexImage(target, level, format, type, pixels); } inline const GLubyte * QOpenGLFunctions_3_1::glGetString(GLenum name) { return d_1_0_Core->GetString(name); } inline void QOpenGLFunctions_3_1::glGetIntegerv(GLenum pname, GLint *params) { d_1_0_Core->GetIntegerv(pname, params); } inline void QOpenGLFunctions_3_1::glGetFloatv(GLenum pname, GLfloat *params) { d_1_0_Core->GetFloatv(pname, params); } inline GLenum QOpenGLFunctions_3_1::glGetError() { return d_1_0_Core->GetError(); } inline void QOpenGLFunctions_3_1::glGetDoublev(GLenum pname, GLdouble *params) { d_1_0_Core->GetDoublev(pname, params); } inline void QOpenGLFunctions_3_1::glGetBooleanv(GLenum pname, GLboolean *params) { d_1_0_Core->GetBooleanv(pname, params); } inline void QOpenGLFunctions_3_1::glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) { d_1_0_Core->ReadPixels(x, y, width, height, format, type, pixels); } inline void QOpenGLFunctions_3_1::glReadBuffer(GLenum mode) { d_1_0_Core->ReadBuffer(mode); } inline void QOpenGLFunctions_3_1::glPixelStorei(GLenum pname, GLint param) { d_1_0_Core->PixelStorei(pname, param); } inline void QOpenGLFunctions_3_1::glPixelStoref(GLenum pname, GLfloat param) { d_1_0_Core->PixelStoref(pname, param); } inline void QOpenGLFunctions_3_1::glDepthFunc(GLenum func) { d_1_0_Core->DepthFunc(func); } inline void QOpenGLFunctions_3_1::glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { d_1_0_Core->StencilOp(fail, zfail, zpass); } inline void QOpenGLFunctions_3_1::glStencilFunc(GLenum func, GLint ref, GLuint mask) { d_1_0_Core->StencilFunc(func, ref, mask); } inline void QOpenGLFunctions_3_1::glLogicOp(GLenum opcode) { d_1_0_Core->LogicOp(opcode); } inline void QOpenGLFunctions_3_1::glBlendFunc(GLenum sfactor, GLenum dfactor) { d_1_0_Core->BlendFunc(sfactor, dfactor); } inline void QOpenGLFunctions_3_1::glFlush() { d_1_0_Core->Flush(); } inline void QOpenGLFunctions_3_1::glFinish() { d_1_0_Core->Finish(); } inline void QOpenGLFunctions_3_1::glEnable(GLenum cap) { d_1_0_Core->Enable(cap); } inline void QOpenGLFunctions_3_1::glDisable(GLenum cap) { d_1_0_Core->Disable(cap); } inline void QOpenGLFunctions_3_1::glDepthMask(GLboolean flag) { d_1_0_Core->DepthMask(flag); } inline void QOpenGLFunctions_3_1::glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { d_1_0_Core->ColorMask(red, green, blue, alpha); } inline void QOpenGLFunctions_3_1::glStencilMask(GLuint mask) { d_1_0_Core->StencilMask(mask); } inline void QOpenGLFunctions_3_1::glClearDepth(GLdouble depth) { d_1_0_Core->ClearDepth(depth); } inline void QOpenGLFunctions_3_1::glClearStencil(GLint s) { d_1_0_Core->ClearStencil(s); } inline void QOpenGLFunctions_3_1::glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { d_1_0_Core->ClearColor(red, green, blue, alpha); } inline void QOpenGLFunctions_3_1::glClear(GLbitfield mask) { d_1_0_Core->Clear(mask); } inline void QOpenGLFunctions_3_1::glDrawBuffer(GLenum mode) { d_1_0_Core->DrawBuffer(mode); } inline void QOpenGLFunctions_3_1::glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) { d_1_0_Core->TexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } inline void QOpenGLFunctions_3_1::glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels) { d_1_0_Core->TexImage1D(target, level, internalformat, width, border, format, type, pixels); } inline void QOpenGLFunctions_3_1::glTexParameteriv(GLenum target, GLenum pname, const GLint *params) { d_1_0_Core->TexParameteriv(target, pname, params); } inline void QOpenGLFunctions_3_1::glTexParameteri(GLenum target, GLenum pname, GLint param) { d_1_0_Core->TexParameteri(target, pname, param); } inline void QOpenGLFunctions_3_1::glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params) { d_1_0_Core->TexParameterfv(target, pname, params); } inline void QOpenGLFunctions_3_1::glTexParameterf(GLenum target, GLenum pname, GLfloat param) { d_1_0_Core->TexParameterf(target, pname, param); } inline void QOpenGLFunctions_3_1::glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { d_1_0_Core->Scissor(x, y, width, height); } inline void QOpenGLFunctions_3_1::glPolygonMode(GLenum face, GLenum mode) { d_1_0_Core->PolygonMode(face, mode); } inline void QOpenGLFunctions_3_1::glPointSize(GLfloat size) { d_1_0_Core->PointSize(size); } inline void QOpenGLFunctions_3_1::glLineWidth(GLfloat width) { d_1_0_Core->LineWidth(width); } inline void QOpenGLFunctions_3_1::glHint(GLenum target, GLenum mode) { d_1_0_Core->Hint(target, mode); } inline void QOpenGLFunctions_3_1::glFrontFace(GLenum mode) { d_1_0_Core->FrontFace(mode); } inline void QOpenGLFunctions_3_1::glCullFace(GLenum mode) { d_1_0_Core->CullFace(mode); } // OpenGL 1.1 core functions inline void QOpenGLFunctions_3_1::glIndexubv(const GLubyte *c) { d_1_1_Core->Indexubv(c); } inline void QOpenGLFunctions_3_1::glIndexub(GLubyte c) { d_1_1_Core->Indexub(c); } inline GLboolean QOpenGLFunctions_3_1::glIsTexture(GLuint texture) { return d_1_1_Core->IsTexture(texture); } inline void QOpenGLFunctions_3_1::glGenTextures(GLsizei n, GLuint *textures) { d_1_1_Core->GenTextures(n, textures); } inline void QOpenGLFunctions_3_1::glDeleteTextures(GLsizei n, const GLuint *textures) { d_1_1_Core->DeleteTextures(n, textures); } inline void QOpenGLFunctions_3_1::glBindTexture(GLenum target, GLuint texture) { d_1_1_Core->BindTexture(target, texture); } inline void QOpenGLFunctions_3_1::glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) { d_1_1_Core->TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } inline void QOpenGLFunctions_3_1::glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels) { d_1_1_Core->TexSubImage1D(target, level, xoffset, width, format, type, pixels); } inline void QOpenGLFunctions_3_1::glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { d_1_1_Core->CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } inline void QOpenGLFunctions_3_1::glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) { d_1_1_Core->CopyTexSubImage1D(target, level, xoffset, x, y, width); } inline void QOpenGLFunctions_3_1::glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { d_1_1_Core->CopyTexImage2D(target, level, internalformat, x, y, width, height, border); } inline void QOpenGLFunctions_3_1::glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) { d_1_1_Core->CopyTexImage1D(target, level, internalformat, x, y, width, border); } inline void QOpenGLFunctions_3_1::glPolygonOffset(GLfloat factor, GLfloat units) { d_1_1_Core->PolygonOffset(factor, units); } inline void QOpenGLFunctions_3_1::glGetPointerv(GLenum pname, GLvoid* *params) { d_1_1_Core->GetPointerv(pname, params); } inline void QOpenGLFunctions_3_1::glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) { d_1_1_Core->DrawElements(mode, count, type, indices); } inline void QOpenGLFunctions_3_1::glDrawArrays(GLenum mode, GLint first, GLsizei count) { d_1_1_Core->DrawArrays(mode, first, count); } // OpenGL 1.2 core functions inline void QOpenGLFunctions_3_1::glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) { d_1_2_Core->CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height); } inline void QOpenGLFunctions_3_1::glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) { d_1_2_Core->TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels); } inline void QOpenGLFunctions_3_1::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->TexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels); } inline void QOpenGLFunctions_3_1::glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) { d_1_2_Core->DrawRangeElements(mode, start, end, count, type, indices); } inline void QOpenGLFunctions_3_1::glBlendEquation(GLenum mode) { d_1_2_Core->BlendEquation(mode); } inline void QOpenGLFunctions_3_1::glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { d_1_2_Core->BlendColor(red, green, blue, alpha); } // OpenGL 1.3 core functions inline void QOpenGLFunctions_3_1::glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img) { d_1_3_Core->GetCompressedTexImage(target, level, img); } inline void QOpenGLFunctions_3_1::glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->CompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data); } inline void QOpenGLFunctions_3_1::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); } inline void QOpenGLFunctions_3_1::glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data); } inline void QOpenGLFunctions_3_1::glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->CompressedTexImage1D(target, level, internalformat, width, border, imageSize, data); } inline void QOpenGLFunctions_3_1::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); } inline void QOpenGLFunctions_3_1::glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->CompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data); } inline void QOpenGLFunctions_3_1::glSampleCoverage(GLfloat value, GLboolean invert) { d_1_3_Core->SampleCoverage(value, invert); } inline void QOpenGLFunctions_3_1::glActiveTexture(GLenum texture) { d_1_3_Core->ActiveTexture(texture); } // OpenGL 1.4 core functions inline void QOpenGLFunctions_3_1::glPointParameteriv(GLenum pname, const GLint *params) { d_1_4_Core->PointParameteriv(pname, params); } inline void QOpenGLFunctions_3_1::glPointParameteri(GLenum pname, GLint param) { d_1_4_Core->PointParameteri(pname, param); } inline void QOpenGLFunctions_3_1::glPointParameterfv(GLenum pname, const GLfloat *params) { d_1_4_Core->PointParameterfv(pname, params); } inline void QOpenGLFunctions_3_1::glPointParameterf(GLenum pname, GLfloat param) { d_1_4_Core->PointParameterf(pname, param); } inline void QOpenGLFunctions_3_1::glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount) { d_1_4_Core->MultiDrawElements(mode, count, type, indices, drawcount); } inline void QOpenGLFunctions_3_1::glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount) { d_1_4_Core->MultiDrawArrays(mode, first, count, drawcount); } inline void QOpenGLFunctions_3_1::glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) { d_1_4_Core->BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha); } // OpenGL 1.5 core functions inline void QOpenGLFunctions_3_1::glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* *params) { d_1_5_Core->GetBufferPointerv(target, pname, params); } inline void QOpenGLFunctions_3_1::glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params) { d_1_5_Core->GetBufferParameteriv(target, pname, params); } inline GLboolean QOpenGLFunctions_3_1::glUnmapBuffer(GLenum target) { return d_1_5_Core->UnmapBuffer(target); } inline GLvoid* QOpenGLFunctions_3_1::glMapBuffer(GLenum target, GLenum access) { return d_1_5_Core->MapBuffer(target, access); } inline void QOpenGLFunctions_3_1::glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data) { d_1_5_Core->GetBufferSubData(target, offset, size, data); } inline void QOpenGLFunctions_3_1::glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) { d_1_5_Core->BufferSubData(target, offset, size, data); } inline void QOpenGLFunctions_3_1::glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) { d_1_5_Core->BufferData(target, size, data, usage); } inline GLboolean QOpenGLFunctions_3_1::glIsBuffer(GLuint buffer) { return d_1_5_Core->IsBuffer(buffer); } inline void QOpenGLFunctions_3_1::glGenBuffers(GLsizei n, GLuint *buffers) { d_1_5_Core->GenBuffers(n, buffers); } inline void QOpenGLFunctions_3_1::glDeleteBuffers(GLsizei n, const GLuint *buffers) { d_1_5_Core->DeleteBuffers(n, buffers); } inline void QOpenGLFunctions_3_1::glBindBuffer(GLenum target, GLuint buffer) { d_1_5_Core->BindBuffer(target, buffer); } inline void QOpenGLFunctions_3_1::glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params) { d_1_5_Core->GetQueryObjectuiv(id, pname, params); } inline void QOpenGLFunctions_3_1::glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params) { d_1_5_Core->GetQueryObjectiv(id, pname, params); } inline void QOpenGLFunctions_3_1::glGetQueryiv(GLenum target, GLenum pname, GLint *params) { d_1_5_Core->GetQueryiv(target, pname, params); } inline void QOpenGLFunctions_3_1::glEndQuery(GLenum target) { d_1_5_Core->EndQuery(target); } inline void QOpenGLFunctions_3_1::glBeginQuery(GLenum target, GLuint id) { d_1_5_Core->BeginQuery(target, id); } inline GLboolean QOpenGLFunctions_3_1::glIsQuery(GLuint id) { return d_1_5_Core->IsQuery(id); } inline void QOpenGLFunctions_3_1::glDeleteQueries(GLsizei n, const GLuint *ids) { d_1_5_Core->DeleteQueries(n, ids); } inline void QOpenGLFunctions_3_1::glGenQueries(GLsizei n, GLuint *ids) { d_1_5_Core->GenQueries(n, ids); } // OpenGL 2.0 core functions inline void QOpenGLFunctions_3_1::glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) { d_2_0_Core->VertexAttribPointer(index, size, type, normalized, stride, pointer); } inline void QOpenGLFunctions_3_1::glValidateProgram(GLuint program) { d_2_0_Core->ValidateProgram(program); } inline void QOpenGLFunctions_3_1::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_0_Core->UniformMatrix4fv(location, count, transpose, value); } inline void QOpenGLFunctions_3_1::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_0_Core->UniformMatrix3fv(location, count, transpose, value); } inline void QOpenGLFunctions_3_1::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_0_Core->UniformMatrix2fv(location, count, transpose, value); } inline void QOpenGLFunctions_3_1::glUniform4iv(GLint location, GLsizei count, const GLint *value) { d_2_0_Core->Uniform4iv(location, count, value); } inline void QOpenGLFunctions_3_1::glUniform3iv(GLint location, GLsizei count, const GLint *value) { d_2_0_Core->Uniform3iv(location, count, value); } inline void QOpenGLFunctions_3_1::glUniform2iv(GLint location, GLsizei count, const GLint *value) { d_2_0_Core->Uniform2iv(location, count, value); } inline void QOpenGLFunctions_3_1::glUniform1iv(GLint location, GLsizei count, const GLint *value) { d_2_0_Core->Uniform1iv(location, count, value); } inline void QOpenGLFunctions_3_1::glUniform4fv(GLint location, GLsizei count, const GLfloat *value) { d_2_0_Core->Uniform4fv(location, count, value); } inline void QOpenGLFunctions_3_1::glUniform3fv(GLint location, GLsizei count, const GLfloat *value) { d_2_0_Core->Uniform3fv(location, count, value); } inline void QOpenGLFunctions_3_1::glUniform2fv(GLint location, GLsizei count, const GLfloat *value) { d_2_0_Core->Uniform2fv(location, count, value); } inline void QOpenGLFunctions_3_1::glUniform1fv(GLint location, GLsizei count, const GLfloat *value) { d_2_0_Core->Uniform1fv(location, count, value); } inline void QOpenGLFunctions_3_1::glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { d_2_0_Core->Uniform4i(location, v0, v1, v2, v3); } inline void QOpenGLFunctions_3_1::glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) { d_2_0_Core->Uniform3i(location, v0, v1, v2); } inline void QOpenGLFunctions_3_1::glUniform2i(GLint location, GLint v0, GLint v1) { d_2_0_Core->Uniform2i(location, v0, v1); } inline void QOpenGLFunctions_3_1::glUniform1i(GLint location, GLint v0) { d_2_0_Core->Uniform1i(location, v0); } inline void QOpenGLFunctions_3_1::glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { d_2_0_Core->Uniform4f(location, v0, v1, v2, v3); } inline void QOpenGLFunctions_3_1::glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { d_2_0_Core->Uniform3f(location, v0, v1, v2); } inline void QOpenGLFunctions_3_1::glUniform2f(GLint location, GLfloat v0, GLfloat v1) { d_2_0_Core->Uniform2f(location, v0, v1); } inline void QOpenGLFunctions_3_1::glUniform1f(GLint location, GLfloat v0) { d_2_0_Core->Uniform1f(location, v0); } inline void QOpenGLFunctions_3_1::glUseProgram(GLuint program) { d_2_0_Core->UseProgram(program); } inline void QOpenGLFunctions_3_1::glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length) { d_2_0_Core->ShaderSource(shader, count, string, length); } inline void QOpenGLFunctions_3_1::glLinkProgram(GLuint program) { d_2_0_Core->LinkProgram(program); } inline GLboolean QOpenGLFunctions_3_1::glIsShader(GLuint shader) { return d_2_0_Core->IsShader(shader); } inline GLboolean QOpenGLFunctions_3_1::glIsProgram(GLuint program) { return d_2_0_Core->IsProgram(program); } inline void QOpenGLFunctions_3_1::glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer) { d_2_0_Core->GetVertexAttribPointerv(index, pname, pointer); } inline void QOpenGLFunctions_3_1::glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) { d_2_0_Core->GetVertexAttribiv(index, pname, params); } inline void QOpenGLFunctions_3_1::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) { d_2_0_Core->GetVertexAttribfv(index, pname, params); } inline void QOpenGLFunctions_3_1::glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) { d_2_0_Core->GetVertexAttribdv(index, pname, params); } inline void QOpenGLFunctions_3_1::glGetUniformiv(GLuint program, GLint location, GLint *params) { d_2_0_Core->GetUniformiv(program, location, params); } inline void QOpenGLFunctions_3_1::glGetUniformfv(GLuint program, GLint location, GLfloat *params) { d_2_0_Core->GetUniformfv(program, location, params); } inline GLint QOpenGLFunctions_3_1::glGetUniformLocation(GLuint program, const GLchar *name) { return d_2_0_Core->GetUniformLocation(program, name); } inline void QOpenGLFunctions_3_1::glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) { d_2_0_Core->GetShaderSource(shader, bufSize, length, source); } inline void QOpenGLFunctions_3_1::glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { d_2_0_Core->GetShaderInfoLog(shader, bufSize, length, infoLog); } inline void QOpenGLFunctions_3_1::glGetShaderiv(GLuint shader, GLenum pname, GLint *params) { d_2_0_Core->GetShaderiv(shader, pname, params); } inline void QOpenGLFunctions_3_1::glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { d_2_0_Core->GetProgramInfoLog(program, bufSize, length, infoLog); } inline void QOpenGLFunctions_3_1::glGetProgramiv(GLuint program, GLenum pname, GLint *params) { d_2_0_Core->GetProgramiv(program, pname, params); } inline GLint QOpenGLFunctions_3_1::glGetAttribLocation(GLuint program, const GLchar *name) { return d_2_0_Core->GetAttribLocation(program, name); } inline void QOpenGLFunctions_3_1::glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) { d_2_0_Core->GetAttachedShaders(program, maxCount, count, obj); } inline void QOpenGLFunctions_3_1::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) { d_2_0_Core->GetActiveUniform(program, index, bufSize, length, size, type, name); } inline void QOpenGLFunctions_3_1::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) { d_2_0_Core->GetActiveAttrib(program, index, bufSize, length, size, type, name); } inline void QOpenGLFunctions_3_1::glEnableVertexAttribArray(GLuint index) { d_2_0_Core->EnableVertexAttribArray(index); } inline void QOpenGLFunctions_3_1::glDisableVertexAttribArray(GLuint index) { d_2_0_Core->DisableVertexAttribArray(index); } inline void QOpenGLFunctions_3_1::glDetachShader(GLuint program, GLuint shader) { d_2_0_Core->DetachShader(program, shader); } inline void QOpenGLFunctions_3_1::glDeleteShader(GLuint shader) { d_2_0_Core->DeleteShader(shader); } inline void QOpenGLFunctions_3_1::glDeleteProgram(GLuint program) { d_2_0_Core->DeleteProgram(program); } inline GLuint QOpenGLFunctions_3_1::glCreateShader(GLenum type) { return d_2_0_Core->CreateShader(type); } inline GLuint QOpenGLFunctions_3_1::glCreateProgram() { return d_2_0_Core->CreateProgram(); } inline void QOpenGLFunctions_3_1::glCompileShader(GLuint shader) { d_2_0_Core->CompileShader(shader); } inline void QOpenGLFunctions_3_1::glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) { d_2_0_Core->BindAttribLocation(program, index, name); } inline void QOpenGLFunctions_3_1::glAttachShader(GLuint program, GLuint shader) { d_2_0_Core->AttachShader(program, shader); } inline void QOpenGLFunctions_3_1::glStencilMaskSeparate(GLenum face, GLuint mask) { d_2_0_Core->StencilMaskSeparate(face, mask); } inline void QOpenGLFunctions_3_1::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { d_2_0_Core->StencilFuncSeparate(face, func, ref, mask); } inline void QOpenGLFunctions_3_1::glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) { d_2_0_Core->StencilOpSeparate(face, sfail, dpfail, dppass); } inline void QOpenGLFunctions_3_1::glDrawBuffers(GLsizei n, const GLenum *bufs) { d_2_0_Core->DrawBuffers(n, bufs); } inline void QOpenGLFunctions_3_1::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { d_2_0_Core->BlendEquationSeparate(modeRGB, modeAlpha); } // OpenGL 2.1 core functions inline void QOpenGLFunctions_3_1::glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->UniformMatrix4x3fv(location, count, transpose, value); } inline void QOpenGLFunctions_3_1::glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->UniformMatrix3x4fv(location, count, transpose, value); } inline void QOpenGLFunctions_3_1::glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->UniformMatrix4x2fv(location, count, transpose, value); } inline void QOpenGLFunctions_3_1::glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->UniformMatrix2x4fv(location, count, transpose, value); } inline void QOpenGLFunctions_3_1::glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->UniformMatrix3x2fv(location, count, transpose, value); } inline void QOpenGLFunctions_3_1::glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->UniformMatrix2x3fv(location, count, transpose, value); } // OpenGL 3.0 core functions inline GLboolean QOpenGLFunctions_3_1::glIsVertexArray(GLuint array) { return d_3_0_Core->IsVertexArray(array); } inline void QOpenGLFunctions_3_1::glGenVertexArrays(GLsizei n, GLuint *arrays) { d_3_0_Core->GenVertexArrays(n, arrays); } inline void QOpenGLFunctions_3_1::glDeleteVertexArrays(GLsizei n, const GLuint *arrays) { d_3_0_Core->DeleteVertexArrays(n, arrays); } inline void QOpenGLFunctions_3_1::glBindVertexArray(GLuint array) { d_3_0_Core->BindVertexArray(array); } inline void QOpenGLFunctions_3_1::glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length) { d_3_0_Core->FlushMappedBufferRange(target, offset, length); } inline GLvoid* QOpenGLFunctions_3_1::glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) { return d_3_0_Core->MapBufferRange(target, offset, length, access); } inline void QOpenGLFunctions_3_1::glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) { d_3_0_Core->FramebufferTextureLayer(target, attachment, texture, level, layer); } inline void QOpenGLFunctions_3_1::glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { d_3_0_Core->RenderbufferStorageMultisample(target, samples, internalformat, width, height); } inline void QOpenGLFunctions_3_1::glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { d_3_0_Core->BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } inline void QOpenGLFunctions_3_1::glGenerateMipmap(GLenum target) { d_3_0_Core->GenerateMipmap(target); } inline void QOpenGLFunctions_3_1::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) { d_3_0_Core->GetFramebufferAttachmentParameteriv(target, attachment, pname, params); } inline void QOpenGLFunctions_3_1::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { d_3_0_Core->FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); } inline void QOpenGLFunctions_3_1::glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) { d_3_0_Core->FramebufferTexture3D(target, attachment, textarget, texture, level, zoffset); } inline void QOpenGLFunctions_3_1::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { d_3_0_Core->FramebufferTexture2D(target, attachment, textarget, texture, level); } inline void QOpenGLFunctions_3_1::glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { d_3_0_Core->FramebufferTexture1D(target, attachment, textarget, texture, level); } inline GLenum QOpenGLFunctions_3_1::glCheckFramebufferStatus(GLenum target) { return d_3_0_Core->CheckFramebufferStatus(target); } inline void QOpenGLFunctions_3_1::glGenFramebuffers(GLsizei n, GLuint *framebuffers) { d_3_0_Core->GenFramebuffers(n, framebuffers); } inline void QOpenGLFunctions_3_1::glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) { d_3_0_Core->DeleteFramebuffers(n, framebuffers); } inline void QOpenGLFunctions_3_1::glBindFramebuffer(GLenum target, GLuint framebuffer) { d_3_0_Core->BindFramebuffer(target, framebuffer); } inline GLboolean QOpenGLFunctions_3_1::glIsFramebuffer(GLuint framebuffer) { return d_3_0_Core->IsFramebuffer(framebuffer); } inline void QOpenGLFunctions_3_1::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) { d_3_0_Core->GetRenderbufferParameteriv(target, pname, params); } inline void QOpenGLFunctions_3_1::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { d_3_0_Core->RenderbufferStorage(target, internalformat, width, height); } inline void QOpenGLFunctions_3_1::glGenRenderbuffers(GLsizei n, GLuint *renderbuffers) { d_3_0_Core->GenRenderbuffers(n, renderbuffers); } inline void QOpenGLFunctions_3_1::glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) { d_3_0_Core->DeleteRenderbuffers(n, renderbuffers); } inline void QOpenGLFunctions_3_1::glBindRenderbuffer(GLenum target, GLuint renderbuffer) { d_3_0_Core->BindRenderbuffer(target, renderbuffer); } inline GLboolean QOpenGLFunctions_3_1::glIsRenderbuffer(GLuint renderbuffer) { return d_3_0_Core->IsRenderbuffer(renderbuffer); } inline const GLubyte * QOpenGLFunctions_3_1::glGetStringi(GLenum name, GLuint index) { return d_3_0_Core->GetStringi(name, index); } inline void QOpenGLFunctions_3_1::glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) { d_3_0_Core->ClearBufferfi(buffer, drawbuffer, depth, stencil); } inline void QOpenGLFunctions_3_1::glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value) { d_3_0_Core->ClearBufferfv(buffer, drawbuffer, value); } inline void QOpenGLFunctions_3_1::glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value) { d_3_0_Core->ClearBufferuiv(buffer, drawbuffer, value); } inline void QOpenGLFunctions_3_1::glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value) { d_3_0_Core->ClearBufferiv(buffer, drawbuffer, value); } inline void QOpenGLFunctions_3_1::glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params) { d_3_0_Core->GetTexParameterIuiv(target, pname, params); } inline void QOpenGLFunctions_3_1::glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params) { d_3_0_Core->GetTexParameterIiv(target, pname, params); } inline void QOpenGLFunctions_3_1::glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params) { d_3_0_Core->TexParameterIuiv(target, pname, params); } inline void QOpenGLFunctions_3_1::glTexParameterIiv(GLenum target, GLenum pname, const GLint *params) { d_3_0_Core->TexParameterIiv(target, pname, params); } inline void QOpenGLFunctions_3_1::glUniform4uiv(GLint location, GLsizei count, const GLuint *value) { d_3_0_Core->Uniform4uiv(location, count, value); } inline void QOpenGLFunctions_3_1::glUniform3uiv(GLint location, GLsizei count, const GLuint *value) { d_3_0_Core->Uniform3uiv(location, count, value); } inline void QOpenGLFunctions_3_1::glUniform2uiv(GLint location, GLsizei count, const GLuint *value) { d_3_0_Core->Uniform2uiv(location, count, value); } inline void QOpenGLFunctions_3_1::glUniform1uiv(GLint location, GLsizei count, const GLuint *value) { d_3_0_Core->Uniform1uiv(location, count, value); } inline void QOpenGLFunctions_3_1::glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { d_3_0_Core->Uniform4ui(location, v0, v1, v2, v3); } inline void QOpenGLFunctions_3_1::glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) { d_3_0_Core->Uniform3ui(location, v0, v1, v2); } inline void QOpenGLFunctions_3_1::glUniform2ui(GLint location, GLuint v0, GLuint v1) { d_3_0_Core->Uniform2ui(location, v0, v1); } inline void QOpenGLFunctions_3_1::glUniform1ui(GLint location, GLuint v0) { d_3_0_Core->Uniform1ui(location, v0); } inline GLint QOpenGLFunctions_3_1::glGetFragDataLocation(GLuint program, const GLchar *name) { return d_3_0_Core->GetFragDataLocation(program, name); } inline void QOpenGLFunctions_3_1::glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name) { d_3_0_Core->BindFragDataLocation(program, color, name); } inline void QOpenGLFunctions_3_1::glGetUniformuiv(GLuint program, GLint location, GLuint *params) { d_3_0_Core->GetUniformuiv(program, location, params); } inline void QOpenGLFunctions_3_1::glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params) { d_3_0_Core->GetVertexAttribIuiv(index, pname, params); } inline void QOpenGLFunctions_3_1::glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params) { d_3_0_Core->GetVertexAttribIiv(index, pname, params); } inline void QOpenGLFunctions_3_1::glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { d_3_0_Core->VertexAttribIPointer(index, size, type, stride, pointer); } inline void QOpenGLFunctions_3_1::glEndConditionalRender() { d_3_0_Core->EndConditionalRender(); } inline void QOpenGLFunctions_3_1::glBeginConditionalRender(GLuint id, GLenum mode) { d_3_0_Core->BeginConditionalRender(id, mode); } inline void QOpenGLFunctions_3_1::glClampColor(GLenum target, GLenum clamp) { d_3_0_Core->ClampColor(target, clamp); } inline void QOpenGLFunctions_3_1::glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) { d_3_0_Core->GetTransformFeedbackVarying(program, index, bufSize, length, size, type, name); } inline void QOpenGLFunctions_3_1::glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode) { d_3_0_Core->TransformFeedbackVaryings(program, count, varyings, bufferMode); } inline void QOpenGLFunctions_3_1::glBindBufferBase(GLenum target, GLuint index, GLuint buffer) { d_3_0_Core->BindBufferBase(target, index, buffer); } inline void QOpenGLFunctions_3_1::glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) { d_3_0_Core->BindBufferRange(target, index, buffer, offset, size); } inline void QOpenGLFunctions_3_1::glEndTransformFeedback() { d_3_0_Core->EndTransformFeedback(); } inline void QOpenGLFunctions_3_1::glBeginTransformFeedback(GLenum primitiveMode) { d_3_0_Core->BeginTransformFeedback(primitiveMode); } inline GLboolean QOpenGLFunctions_3_1::glIsEnabledi(GLenum target, GLuint index) { return d_3_0_Core->IsEnabledi(target, index); } inline void QOpenGLFunctions_3_1::glDisablei(GLenum target, GLuint index) { d_3_0_Core->Disablei(target, index); } inline void QOpenGLFunctions_3_1::glEnablei(GLenum target, GLuint index) { d_3_0_Core->Enablei(target, index); } inline void QOpenGLFunctions_3_1::glGetIntegeri_v(GLenum target, GLuint index, GLint *data) { d_3_0_Core->GetIntegeri_v(target, index, data); } inline void QOpenGLFunctions_3_1::glGetBooleani_v(GLenum target, GLuint index, GLboolean *data) { d_3_0_Core->GetBooleani_v(target, index, data); } inline void QOpenGLFunctions_3_1::glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a) { d_3_0_Core->ColorMaski(index, r, g, b, a); } // OpenGL 3.1 core functions inline void QOpenGLFunctions_3_1::glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) { d_3_1_Core->CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size); } inline void QOpenGLFunctions_3_1::glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) { d_3_1_Core->UniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding); } inline void QOpenGLFunctions_3_1::glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) { d_3_1_Core->GetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName); } inline void QOpenGLFunctions_3_1::glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params) { d_3_1_Core->GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params); } inline GLuint QOpenGLFunctions_3_1::glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName) { return d_3_1_Core->GetUniformBlockIndex(program, uniformBlockName); } inline void QOpenGLFunctions_3_1::glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName) { d_3_1_Core->GetActiveUniformName(program, uniformIndex, bufSize, length, uniformName); } inline void QOpenGLFunctions_3_1::glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params) { d_3_1_Core->GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params); } inline void QOpenGLFunctions_3_1::glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices) { d_3_1_Core->GetUniformIndices(program, uniformCount, uniformNames, uniformIndices); } inline void QOpenGLFunctions_3_1::glPrimitiveRestartIndex(GLuint index) { d_3_1_Core->PrimitiveRestartIndex(index); } inline void QOpenGLFunctions_3_1::glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer) { d_3_1_Core->TexBuffer(target, internalformat, buffer); } inline void QOpenGLFunctions_3_1::glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount) { d_3_1_Core->DrawElementsInstanced(mode, count, type, indices, instancecount); } inline void QOpenGLFunctions_3_1::glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount) { d_3_1_Core->DrawArraysInstanced(mode, first, count, instancecount); } QT_END_NAMESPACE #endif // QT_NO_OPENGL && !QT_OPENGL_ES_2 #endif