/**************************************************************************** ** ** Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB) ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** 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 The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://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 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.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_3_CORE_H #define QOPENGLVERSIONFUNCTIONS_3_3_CORE_H #include #if !defined(QT_NO_OPENGL) && !defined(QT_OPENGL_ES_2) #include #include QT_BEGIN_NAMESPACE class Q_GUI_EXPORT QOpenGLFunctions_3_3_Core : public QAbstractOpenGLFunctions { public: QOpenGLFunctions_3_3_Core(); ~QOpenGLFunctions_3_3_Core(); 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); // OpenGL 3.2 core functions void glSampleMaski(GLuint index, GLbitfield mask); void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val); void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); void glGetInteger64v(GLenum pname, GLint64 *params); void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); void glDeleteSync(GLsync sync); GLboolean glIsSync(GLsync sync); GLsync glFenceSync(GLenum condition, GLbitfield flags); void glProvokingVertex(GLenum mode); void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex); void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex); void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex); void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex); void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level); void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params); void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data); // OpenGL 3.3 core functions void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); void glSecondaryColorP3uiv(GLenum type, const GLuint *color); void glSecondaryColorP3ui(GLenum type, GLuint color); void glColorP4uiv(GLenum type, const GLuint *color); void glColorP4ui(GLenum type, GLuint color); void glColorP3uiv(GLenum type, const GLuint *color); void glColorP3ui(GLenum type, GLuint color); void glNormalP3uiv(GLenum type, const GLuint *coords); void glNormalP3ui(GLenum type, GLuint coords); void glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords); void glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords); void glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords); void glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords); void glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords); void glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords); void glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords); void glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords); void glTexCoordP4uiv(GLenum type, const GLuint *coords); void glTexCoordP4ui(GLenum type, GLuint coords); void glTexCoordP3uiv(GLenum type, const GLuint *coords); void glTexCoordP3ui(GLenum type, GLuint coords); void glTexCoordP2uiv(GLenum type, const GLuint *coords); void glTexCoordP2ui(GLenum type, GLuint coords); void glTexCoordP1uiv(GLenum type, const GLuint *coords); void glTexCoordP1ui(GLenum type, GLuint coords); void glVertexP4uiv(GLenum type, const GLuint *value); void glVertexP4ui(GLenum type, GLuint value); void glVertexP3uiv(GLenum type, const GLuint *value); void glVertexP3ui(GLenum type, GLuint value); void glVertexP2uiv(GLenum type, const GLuint *value); void glVertexP2ui(GLenum type, GLuint value); void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params); void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params); void glQueryCounter(GLuint id, GLenum target); void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params); void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params); void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params); void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params); void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param); void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param); void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param); void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param); void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param); void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param); void glBindSampler(GLuint unit, GLuint sampler); GLboolean glIsSampler(GLuint sampler); void glDeleteSamplers(GLsizei count, const GLuint *samplers); void glGenSamplers(GLsizei count, GLuint *samplers); GLint glGetFragDataIndex(GLuint program, const GLchar *name); void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); void glVertexAttribDivisor(GLuint index, GLuint divisor); 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; QOpenGLFunctions_3_2_CoreBackend* d_3_2_Core; QOpenGLFunctions_3_3_CoreBackend* d_3_3_Core; }; // OpenGL 1.0 core functions inline void QOpenGLFunctions_3_3_Core::glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { d_1_0_Core->f.Viewport(x, y, width, height); } inline void QOpenGLFunctions_3_3_Core::glDepthRange(GLdouble nearVal, GLdouble farVal) { d_1_0_Core->f.DepthRange(nearVal, farVal); } inline GLboolean QOpenGLFunctions_3_3_Core::glIsEnabled(GLenum cap) { return d_1_0_Core->f.IsEnabled(cap); } inline void QOpenGLFunctions_3_3_Core::glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) { d_1_0_Core->f.GetTexLevelParameteriv(target, level, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) { d_1_0_Core->f.GetTexLevelParameterfv(target, level, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetTexParameteriv(GLenum target, GLenum pname, GLint *params) { d_1_0_Core->f.GetTexParameteriv(target, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) { d_1_0_Core->f.GetTexParameterfv(target, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) { d_1_0_Core->f.GetTexImage(target, level, format, type, pixels); } inline const GLubyte * QOpenGLFunctions_3_3_Core::glGetString(GLenum name) { return d_1_0_Core->f.GetString(name); } inline void QOpenGLFunctions_3_3_Core::glGetIntegerv(GLenum pname, GLint *params) { d_1_0_Core->f.GetIntegerv(pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetFloatv(GLenum pname, GLfloat *params) { d_1_0_Core->f.GetFloatv(pname, params); } inline GLenum QOpenGLFunctions_3_3_Core::glGetError() { return d_1_0_Core->f.GetError(); } inline void QOpenGLFunctions_3_3_Core::glGetDoublev(GLenum pname, GLdouble *params) { d_1_0_Core->f.GetDoublev(pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetBooleanv(GLenum pname, GLboolean *params) { d_1_0_Core->f.GetBooleanv(pname, params); } inline void QOpenGLFunctions_3_3_Core::glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) { d_1_0_Core->f.ReadPixels(x, y, width, height, format, type, pixels); } inline void QOpenGLFunctions_3_3_Core::glReadBuffer(GLenum mode) { d_1_0_Core->f.ReadBuffer(mode); } inline void QOpenGLFunctions_3_3_Core::glPixelStorei(GLenum pname, GLint param) { d_1_0_Core->f.PixelStorei(pname, param); } inline void QOpenGLFunctions_3_3_Core::glPixelStoref(GLenum pname, GLfloat param) { d_1_0_Core->f.PixelStoref(pname, param); } inline void QOpenGLFunctions_3_3_Core::glDepthFunc(GLenum func) { d_1_0_Core->f.DepthFunc(func); } inline void QOpenGLFunctions_3_3_Core::glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { d_1_0_Core->f.StencilOp(fail, zfail, zpass); } inline void QOpenGLFunctions_3_3_Core::glStencilFunc(GLenum func, GLint ref, GLuint mask) { d_1_0_Core->f.StencilFunc(func, ref, mask); } inline void QOpenGLFunctions_3_3_Core::glLogicOp(GLenum opcode) { d_1_0_Core->f.LogicOp(opcode); } inline void QOpenGLFunctions_3_3_Core::glBlendFunc(GLenum sfactor, GLenum dfactor) { d_1_0_Core->f.BlendFunc(sfactor, dfactor); } inline void QOpenGLFunctions_3_3_Core::glFlush() { d_1_0_Core->f.Flush(); } inline void QOpenGLFunctions_3_3_Core::glFinish() { d_1_0_Core->f.Finish(); } inline void QOpenGLFunctions_3_3_Core::glEnable(GLenum cap) { d_1_0_Core->f.Enable(cap); } inline void QOpenGLFunctions_3_3_Core::glDisable(GLenum cap) { d_1_0_Core->f.Disable(cap); } inline void QOpenGLFunctions_3_3_Core::glDepthMask(GLboolean flag) { d_1_0_Core->f.DepthMask(flag); } inline void QOpenGLFunctions_3_3_Core::glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { d_1_0_Core->f.ColorMask(red, green, blue, alpha); } inline void QOpenGLFunctions_3_3_Core::glStencilMask(GLuint mask) { d_1_0_Core->f.StencilMask(mask); } inline void QOpenGLFunctions_3_3_Core::glClearDepth(GLdouble depth) { d_1_0_Core->f.ClearDepth(depth); } inline void QOpenGLFunctions_3_3_Core::glClearStencil(GLint s) { d_1_0_Core->f.ClearStencil(s); } inline void QOpenGLFunctions_3_3_Core::glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { d_1_0_Core->f.ClearColor(red, green, blue, alpha); } inline void QOpenGLFunctions_3_3_Core::glClear(GLbitfield mask) { d_1_0_Core->f.Clear(mask); } inline void QOpenGLFunctions_3_3_Core::glDrawBuffer(GLenum mode) { d_1_0_Core->f.DrawBuffer(mode); } inline void QOpenGLFunctions_3_3_Core::glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) { d_1_0_Core->f.TexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } inline void QOpenGLFunctions_3_3_Core::glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels) { d_1_0_Core->f.TexImage1D(target, level, internalformat, width, border, format, type, pixels); } inline void QOpenGLFunctions_3_3_Core::glTexParameteriv(GLenum target, GLenum pname, const GLint *params) { d_1_0_Core->f.TexParameteriv(target, pname, params); } inline void QOpenGLFunctions_3_3_Core::glTexParameteri(GLenum target, GLenum pname, GLint param) { d_1_0_Core->f.TexParameteri(target, pname, param); } inline void QOpenGLFunctions_3_3_Core::glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params) { d_1_0_Core->f.TexParameterfv(target, pname, params); } inline void QOpenGLFunctions_3_3_Core::glTexParameterf(GLenum target, GLenum pname, GLfloat param) { d_1_0_Core->f.TexParameterf(target, pname, param); } inline void QOpenGLFunctions_3_3_Core::glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { d_1_0_Core->f.Scissor(x, y, width, height); } inline void QOpenGLFunctions_3_3_Core::glPolygonMode(GLenum face, GLenum mode) { d_1_0_Core->f.PolygonMode(face, mode); } inline void QOpenGLFunctions_3_3_Core::glPointSize(GLfloat size) { d_1_0_Core->f.PointSize(size); } inline void QOpenGLFunctions_3_3_Core::glLineWidth(GLfloat width) { d_1_0_Core->f.LineWidth(width); } inline void QOpenGLFunctions_3_3_Core::glHint(GLenum target, GLenum mode) { d_1_0_Core->f.Hint(target, mode); } inline void QOpenGLFunctions_3_3_Core::glFrontFace(GLenum mode) { d_1_0_Core->f.FrontFace(mode); } inline void QOpenGLFunctions_3_3_Core::glCullFace(GLenum mode) { d_1_0_Core->f.CullFace(mode); } // OpenGL 1.1 core functions inline void QOpenGLFunctions_3_3_Core::glIndexubv(const GLubyte *c) { Q_UNUSED(c); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glIndexub(GLubyte c) { Q_UNUSED(c); QOPENGL_DEPRECATEDFUNCTION; } inline GLboolean QOpenGLFunctions_3_3_Core::glIsTexture(GLuint texture) { return d_1_1_Core->f.IsTexture(texture); } inline void QOpenGLFunctions_3_3_Core::glGenTextures(GLsizei n, GLuint *textures) { d_1_1_Core->f.GenTextures(n, textures); } inline void QOpenGLFunctions_3_3_Core::glDeleteTextures(GLsizei n, const GLuint *textures) { d_1_1_Core->f.DeleteTextures(n, textures); } inline void QOpenGLFunctions_3_3_Core::glBindTexture(GLenum target, GLuint texture) { d_1_1_Core->f.BindTexture(target, texture); } inline void QOpenGLFunctions_3_3_Core::glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) { d_1_1_Core->f.TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } inline void QOpenGLFunctions_3_3_Core::glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels) { d_1_1_Core->f.TexSubImage1D(target, level, xoffset, width, format, type, pixels); } inline void QOpenGLFunctions_3_3_Core::glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { d_1_1_Core->f.CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } inline void QOpenGLFunctions_3_3_Core::glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) { d_1_1_Core->f.CopyTexSubImage1D(target, level, xoffset, x, y, width); } inline void QOpenGLFunctions_3_3_Core::glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { d_1_1_Core->f.CopyTexImage2D(target, level, internalformat, x, y, width, height, border); } inline void QOpenGLFunctions_3_3_Core::glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) { d_1_1_Core->f.CopyTexImage1D(target, level, internalformat, x, y, width, border); } inline void QOpenGLFunctions_3_3_Core::glPolygonOffset(GLfloat factor, GLfloat units) { d_1_1_Core->f.PolygonOffset(factor, units); } inline void QOpenGLFunctions_3_3_Core::glGetPointerv(GLenum pname, GLvoid* *params) { Q_UNUSED(pname); Q_UNUSED(params); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) { d_1_1_Core->f.DrawElements(mode, count, type, indices); } inline void QOpenGLFunctions_3_3_Core::glDrawArrays(GLenum mode, GLint first, GLsizei count) { d_1_1_Core->f.DrawArrays(mode, first, count); } // OpenGL 1.2 core functions inline void QOpenGLFunctions_3_3_Core::glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) { d_1_2_Core->f.CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height); } inline void QOpenGLFunctions_3_3_Core::glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) { d_1_2_Core->f.TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels); } inline void QOpenGLFunctions_3_3_Core::glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) { d_1_2_Core->f.TexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels); } inline void QOpenGLFunctions_3_3_Core::glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) { d_1_2_Core->f.DrawRangeElements(mode, start, end, count, type, indices); } inline void QOpenGLFunctions_3_3_Core::glBlendEquation(GLenum mode) { d_1_2_Core->f.BlendEquation(mode); } inline void QOpenGLFunctions_3_3_Core::glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { d_1_2_Core->f.BlendColor(red, green, blue, alpha); } // OpenGL 1.3 core functions inline void QOpenGLFunctions_3_3_Core::glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img) { d_1_3_Core->f.GetCompressedTexImage(target, level, img); } inline void QOpenGLFunctions_3_3_Core::glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->f.CompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data); } inline void QOpenGLFunctions_3_3_Core::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->f.CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); } inline void QOpenGLFunctions_3_3_Core::glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->f.CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data); } inline void QOpenGLFunctions_3_3_Core::glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->f.CompressedTexImage1D(target, level, internalformat, width, border, imageSize, data); } inline void QOpenGLFunctions_3_3_Core::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->f.CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); } inline void QOpenGLFunctions_3_3_Core::glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->f.CompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data); } inline void QOpenGLFunctions_3_3_Core::glSampleCoverage(GLfloat value, GLboolean invert) { d_1_3_Core->f.SampleCoverage(value, invert); } inline void QOpenGLFunctions_3_3_Core::glActiveTexture(GLenum texture) { d_1_3_Core->f.ActiveTexture(texture); } // OpenGL 1.4 core functions inline void QOpenGLFunctions_3_3_Core::glPointParameteriv(GLenum pname, const GLint *params) { d_1_4_Core->f.PointParameteriv(pname, params); } inline void QOpenGLFunctions_3_3_Core::glPointParameteri(GLenum pname, GLint param) { d_1_4_Core->f.PointParameteri(pname, param); } inline void QOpenGLFunctions_3_3_Core::glPointParameterfv(GLenum pname, const GLfloat *params) { d_1_4_Core->f.PointParameterfv(pname, params); } inline void QOpenGLFunctions_3_3_Core::glPointParameterf(GLenum pname, GLfloat param) { d_1_4_Core->f.PointParameterf(pname, param); } inline void QOpenGLFunctions_3_3_Core::glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount) { d_1_4_Core->f.MultiDrawElements(mode, count, type, indices, drawcount); } inline void QOpenGLFunctions_3_3_Core::glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount) { d_1_4_Core->f.MultiDrawArrays(mode, first, count, drawcount); } inline void QOpenGLFunctions_3_3_Core::glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) { d_1_4_Core->f.BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha); } // OpenGL 1.5 core functions inline void QOpenGLFunctions_3_3_Core::glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* *params) { d_1_5_Core->f.GetBufferPointerv(target, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params) { d_1_5_Core->f.GetBufferParameteriv(target, pname, params); } inline GLboolean QOpenGLFunctions_3_3_Core::glUnmapBuffer(GLenum target) { return d_1_5_Core->f.UnmapBuffer(target); } inline GLvoid* QOpenGLFunctions_3_3_Core::glMapBuffer(GLenum target, GLenum access) { return d_1_5_Core->f.MapBuffer(target, access); } inline void QOpenGLFunctions_3_3_Core::glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data) { d_1_5_Core->f.GetBufferSubData(target, offset, size, data); } inline void QOpenGLFunctions_3_3_Core::glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) { d_1_5_Core->f.BufferSubData(target, offset, size, data); } inline void QOpenGLFunctions_3_3_Core::glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) { d_1_5_Core->f.BufferData(target, size, data, usage); } inline GLboolean QOpenGLFunctions_3_3_Core::glIsBuffer(GLuint buffer) { return d_1_5_Core->f.IsBuffer(buffer); } inline void QOpenGLFunctions_3_3_Core::glGenBuffers(GLsizei n, GLuint *buffers) { d_1_5_Core->f.GenBuffers(n, buffers); } inline void QOpenGLFunctions_3_3_Core::glDeleteBuffers(GLsizei n, const GLuint *buffers) { d_1_5_Core->f.DeleteBuffers(n, buffers); } inline void QOpenGLFunctions_3_3_Core::glBindBuffer(GLenum target, GLuint buffer) { d_1_5_Core->f.BindBuffer(target, buffer); } inline void QOpenGLFunctions_3_3_Core::glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params) { d_1_5_Core->f.GetQueryObjectuiv(id, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params) { d_1_5_Core->f.GetQueryObjectiv(id, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetQueryiv(GLenum target, GLenum pname, GLint *params) { d_1_5_Core->f.GetQueryiv(target, pname, params); } inline void QOpenGLFunctions_3_3_Core::glEndQuery(GLenum target) { d_1_5_Core->f.EndQuery(target); } inline void QOpenGLFunctions_3_3_Core::glBeginQuery(GLenum target, GLuint id) { d_1_5_Core->f.BeginQuery(target, id); } inline GLboolean QOpenGLFunctions_3_3_Core::glIsQuery(GLuint id) { return d_1_5_Core->f.IsQuery(id); } inline void QOpenGLFunctions_3_3_Core::glDeleteQueries(GLsizei n, const GLuint *ids) { d_1_5_Core->f.DeleteQueries(n, ids); } inline void QOpenGLFunctions_3_3_Core::glGenQueries(GLsizei n, GLuint *ids) { d_1_5_Core->f.GenQueries(n, ids); } // OpenGL 2.0 core functions inline void QOpenGLFunctions_3_3_Core::glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) { d_2_0_Core->f.VertexAttribPointer(index, size, type, normalized, stride, pointer); } inline void QOpenGLFunctions_3_3_Core::glValidateProgram(GLuint program) { d_2_0_Core->f.ValidateProgram(program); } inline void QOpenGLFunctions_3_3_Core::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_0_Core->f.UniformMatrix4fv(location, count, transpose, value); } inline void QOpenGLFunctions_3_3_Core::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_0_Core->f.UniformMatrix3fv(location, count, transpose, value); } inline void QOpenGLFunctions_3_3_Core::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_0_Core->f.UniformMatrix2fv(location, count, transpose, value); } inline void QOpenGLFunctions_3_3_Core::glUniform4iv(GLint location, GLsizei count, const GLint *value) { d_2_0_Core->f.Uniform4iv(location, count, value); } inline void QOpenGLFunctions_3_3_Core::glUniform3iv(GLint location, GLsizei count, const GLint *value) { d_2_0_Core->f.Uniform3iv(location, count, value); } inline void QOpenGLFunctions_3_3_Core::glUniform2iv(GLint location, GLsizei count, const GLint *value) { d_2_0_Core->f.Uniform2iv(location, count, value); } inline void QOpenGLFunctions_3_3_Core::glUniform1iv(GLint location, GLsizei count, const GLint *value) { d_2_0_Core->f.Uniform1iv(location, count, value); } inline void QOpenGLFunctions_3_3_Core::glUniform4fv(GLint location, GLsizei count, const GLfloat *value) { d_2_0_Core->f.Uniform4fv(location, count, value); } inline void QOpenGLFunctions_3_3_Core::glUniform3fv(GLint location, GLsizei count, const GLfloat *value) { d_2_0_Core->f.Uniform3fv(location, count, value); } inline void QOpenGLFunctions_3_3_Core::glUniform2fv(GLint location, GLsizei count, const GLfloat *value) { d_2_0_Core->f.Uniform2fv(location, count, value); } inline void QOpenGLFunctions_3_3_Core::glUniform1fv(GLint location, GLsizei count, const GLfloat *value) { d_2_0_Core->f.Uniform1fv(location, count, value); } inline void QOpenGLFunctions_3_3_Core::glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { d_2_0_Core->f.Uniform4i(location, v0, v1, v2, v3); } inline void QOpenGLFunctions_3_3_Core::glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) { d_2_0_Core->f.Uniform3i(location, v0, v1, v2); } inline void QOpenGLFunctions_3_3_Core::glUniform2i(GLint location, GLint v0, GLint v1) { d_2_0_Core->f.Uniform2i(location, v0, v1); } inline void QOpenGLFunctions_3_3_Core::glUniform1i(GLint location, GLint v0) { d_2_0_Core->f.Uniform1i(location, v0); } inline void QOpenGLFunctions_3_3_Core::glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { d_2_0_Core->f.Uniform4f(location, v0, v1, v2, v3); } inline void QOpenGLFunctions_3_3_Core::glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { d_2_0_Core->f.Uniform3f(location, v0, v1, v2); } inline void QOpenGLFunctions_3_3_Core::glUniform2f(GLint location, GLfloat v0, GLfloat v1) { d_2_0_Core->f.Uniform2f(location, v0, v1); } inline void QOpenGLFunctions_3_3_Core::glUniform1f(GLint location, GLfloat v0) { d_2_0_Core->f.Uniform1f(location, v0); } inline void QOpenGLFunctions_3_3_Core::glUseProgram(GLuint program) { d_2_0_Core->f.UseProgram(program); } inline void QOpenGLFunctions_3_3_Core::glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length) { d_2_0_Core->f.ShaderSource(shader, count, string, length); } inline void QOpenGLFunctions_3_3_Core::glLinkProgram(GLuint program) { d_2_0_Core->f.LinkProgram(program); } inline GLboolean QOpenGLFunctions_3_3_Core::glIsShader(GLuint shader) { return d_2_0_Core->f.IsShader(shader); } inline GLboolean QOpenGLFunctions_3_3_Core::glIsProgram(GLuint program) { return d_2_0_Core->f.IsProgram(program); } inline void QOpenGLFunctions_3_3_Core::glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer) { d_2_0_Core->f.GetVertexAttribPointerv(index, pname, pointer); } inline void QOpenGLFunctions_3_3_Core::glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) { d_2_0_Core->f.GetVertexAttribiv(index, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) { d_2_0_Core->f.GetVertexAttribfv(index, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) { d_2_0_Core->f.GetVertexAttribdv(index, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetUniformiv(GLuint program, GLint location, GLint *params) { d_2_0_Core->f.GetUniformiv(program, location, params); } inline void QOpenGLFunctions_3_3_Core::glGetUniformfv(GLuint program, GLint location, GLfloat *params) { d_2_0_Core->f.GetUniformfv(program, location, params); } inline GLint QOpenGLFunctions_3_3_Core::glGetUniformLocation(GLuint program, const GLchar *name) { return d_2_0_Core->f.GetUniformLocation(program, name); } inline void QOpenGLFunctions_3_3_Core::glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) { d_2_0_Core->f.GetShaderSource(shader, bufSize, length, source); } inline void QOpenGLFunctions_3_3_Core::glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { d_2_0_Core->f.GetShaderInfoLog(shader, bufSize, length, infoLog); } inline void QOpenGLFunctions_3_3_Core::glGetShaderiv(GLuint shader, GLenum pname, GLint *params) { d_2_0_Core->f.GetShaderiv(shader, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { d_2_0_Core->f.GetProgramInfoLog(program, bufSize, length, infoLog); } inline void QOpenGLFunctions_3_3_Core::glGetProgramiv(GLuint program, GLenum pname, GLint *params) { d_2_0_Core->f.GetProgramiv(program, pname, params); } inline GLint QOpenGLFunctions_3_3_Core::glGetAttribLocation(GLuint program, const GLchar *name) { return d_2_0_Core->f.GetAttribLocation(program, name); } inline void QOpenGLFunctions_3_3_Core::glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) { d_2_0_Core->f.GetAttachedShaders(program, maxCount, count, obj); } inline void QOpenGLFunctions_3_3_Core::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) { d_2_0_Core->f.GetActiveUniform(program, index, bufSize, length, size, type, name); } inline void QOpenGLFunctions_3_3_Core::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) { d_2_0_Core->f.GetActiveAttrib(program, index, bufSize, length, size, type, name); } inline void QOpenGLFunctions_3_3_Core::glEnableVertexAttribArray(GLuint index) { d_2_0_Core->f.EnableVertexAttribArray(index); } inline void QOpenGLFunctions_3_3_Core::glDisableVertexAttribArray(GLuint index) { d_2_0_Core->f.DisableVertexAttribArray(index); } inline void QOpenGLFunctions_3_3_Core::glDetachShader(GLuint program, GLuint shader) { d_2_0_Core->f.DetachShader(program, shader); } inline void QOpenGLFunctions_3_3_Core::glDeleteShader(GLuint shader) { d_2_0_Core->f.DeleteShader(shader); } inline void QOpenGLFunctions_3_3_Core::glDeleteProgram(GLuint program) { d_2_0_Core->f.DeleteProgram(program); } inline GLuint QOpenGLFunctions_3_3_Core::glCreateShader(GLenum type) { return d_2_0_Core->f.CreateShader(type); } inline GLuint QOpenGLFunctions_3_3_Core::glCreateProgram() { return d_2_0_Core->f.CreateProgram(); } inline void QOpenGLFunctions_3_3_Core::glCompileShader(GLuint shader) { d_2_0_Core->f.CompileShader(shader); } inline void QOpenGLFunctions_3_3_Core::glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) { d_2_0_Core->f.BindAttribLocation(program, index, name); } inline void QOpenGLFunctions_3_3_Core::glAttachShader(GLuint program, GLuint shader) { d_2_0_Core->f.AttachShader(program, shader); } inline void QOpenGLFunctions_3_3_Core::glStencilMaskSeparate(GLenum face, GLuint mask) { d_2_0_Core->f.StencilMaskSeparate(face, mask); } inline void QOpenGLFunctions_3_3_Core::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { d_2_0_Core->f.StencilFuncSeparate(face, func, ref, mask); } inline void QOpenGLFunctions_3_3_Core::glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) { d_2_0_Core->f.StencilOpSeparate(face, sfail, dpfail, dppass); } inline void QOpenGLFunctions_3_3_Core::glDrawBuffers(GLsizei n, const GLenum *bufs) { d_2_0_Core->f.DrawBuffers(n, bufs); } inline void QOpenGLFunctions_3_3_Core::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { d_2_0_Core->f.BlendEquationSeparate(modeRGB, modeAlpha); } // OpenGL 2.1 core functions inline void QOpenGLFunctions_3_3_Core::glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->f.UniformMatrix4x3fv(location, count, transpose, value); } inline void QOpenGLFunctions_3_3_Core::glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->f.UniformMatrix3x4fv(location, count, transpose, value); } inline void QOpenGLFunctions_3_3_Core::glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->f.UniformMatrix4x2fv(location, count, transpose, value); } inline void QOpenGLFunctions_3_3_Core::glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->f.UniformMatrix2x4fv(location, count, transpose, value); } inline void QOpenGLFunctions_3_3_Core::glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->f.UniformMatrix3x2fv(location, count, transpose, value); } inline void QOpenGLFunctions_3_3_Core::glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->f.UniformMatrix2x3fv(location, count, transpose, value); } // OpenGL 3.0 core functions inline GLboolean QOpenGLFunctions_3_3_Core::glIsVertexArray(GLuint array) { return d_3_0_Core->f.IsVertexArray(array); } inline void QOpenGLFunctions_3_3_Core::glGenVertexArrays(GLsizei n, GLuint *arrays) { d_3_0_Core->f.GenVertexArrays(n, arrays); } inline void QOpenGLFunctions_3_3_Core::glDeleteVertexArrays(GLsizei n, const GLuint *arrays) { d_3_0_Core->f.DeleteVertexArrays(n, arrays); } inline void QOpenGLFunctions_3_3_Core::glBindVertexArray(GLuint array) { d_3_0_Core->f.BindVertexArray(array); } inline void QOpenGLFunctions_3_3_Core::glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length) { d_3_0_Core->f.FlushMappedBufferRange(target, offset, length); } inline GLvoid* QOpenGLFunctions_3_3_Core::glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) { return d_3_0_Core->f.MapBufferRange(target, offset, length, access); } inline void QOpenGLFunctions_3_3_Core::glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) { d_3_0_Core->f.FramebufferTextureLayer(target, attachment, texture, level, layer); } inline void QOpenGLFunctions_3_3_Core::glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { d_3_0_Core->f.RenderbufferStorageMultisample(target, samples, internalformat, width, height); } inline void QOpenGLFunctions_3_3_Core::glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { d_3_0_Core->f.BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } inline void QOpenGLFunctions_3_3_Core::glGenerateMipmap(GLenum target) { d_3_0_Core->f.GenerateMipmap(target); } inline void QOpenGLFunctions_3_3_Core::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) { d_3_0_Core->f.GetFramebufferAttachmentParameteriv(target, attachment, pname, params); } inline void QOpenGLFunctions_3_3_Core::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { d_3_0_Core->f.FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); } inline void QOpenGLFunctions_3_3_Core::glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) { d_3_0_Core->f.FramebufferTexture3D(target, attachment, textarget, texture, level, zoffset); } inline void QOpenGLFunctions_3_3_Core::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { d_3_0_Core->f.FramebufferTexture2D(target, attachment, textarget, texture, level); } inline void QOpenGLFunctions_3_3_Core::glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { d_3_0_Core->f.FramebufferTexture1D(target, attachment, textarget, texture, level); } inline GLenum QOpenGLFunctions_3_3_Core::glCheckFramebufferStatus(GLenum target) { return d_3_0_Core->f.CheckFramebufferStatus(target); } inline void QOpenGLFunctions_3_3_Core::glGenFramebuffers(GLsizei n, GLuint *framebuffers) { d_3_0_Core->f.GenFramebuffers(n, framebuffers); } inline void QOpenGLFunctions_3_3_Core::glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) { d_3_0_Core->f.DeleteFramebuffers(n, framebuffers); } inline void QOpenGLFunctions_3_3_Core::glBindFramebuffer(GLenum target, GLuint framebuffer) { d_3_0_Core->f.BindFramebuffer(target, framebuffer); } inline GLboolean QOpenGLFunctions_3_3_Core::glIsFramebuffer(GLuint framebuffer) { return d_3_0_Core->f.IsFramebuffer(framebuffer); } inline void QOpenGLFunctions_3_3_Core::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) { d_3_0_Core->f.GetRenderbufferParameteriv(target, pname, params); } inline void QOpenGLFunctions_3_3_Core::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { d_3_0_Core->f.RenderbufferStorage(target, internalformat, width, height); } inline void QOpenGLFunctions_3_3_Core::glGenRenderbuffers(GLsizei n, GLuint *renderbuffers) { d_3_0_Core->f.GenRenderbuffers(n, renderbuffers); } inline void QOpenGLFunctions_3_3_Core::glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) { d_3_0_Core->f.DeleteRenderbuffers(n, renderbuffers); } inline void QOpenGLFunctions_3_3_Core::glBindRenderbuffer(GLenum target, GLuint renderbuffer) { d_3_0_Core->f.BindRenderbuffer(target, renderbuffer); } inline GLboolean QOpenGLFunctions_3_3_Core::glIsRenderbuffer(GLuint renderbuffer) { return d_3_0_Core->f.IsRenderbuffer(renderbuffer); } inline const GLubyte * QOpenGLFunctions_3_3_Core::glGetStringi(GLenum name, GLuint index) { return d_3_0_Core->f.GetStringi(name, index); } inline void QOpenGLFunctions_3_3_Core::glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) { d_3_0_Core->f.ClearBufferfi(buffer, drawbuffer, depth, stencil); } inline void QOpenGLFunctions_3_3_Core::glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value) { d_3_0_Core->f.ClearBufferfv(buffer, drawbuffer, value); } inline void QOpenGLFunctions_3_3_Core::glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value) { d_3_0_Core->f.ClearBufferuiv(buffer, drawbuffer, value); } inline void QOpenGLFunctions_3_3_Core::glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value) { d_3_0_Core->f.ClearBufferiv(buffer, drawbuffer, value); } inline void QOpenGLFunctions_3_3_Core::glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params) { d_3_0_Core->f.GetTexParameterIuiv(target, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params) { d_3_0_Core->f.GetTexParameterIiv(target, pname, params); } inline void QOpenGLFunctions_3_3_Core::glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params) { d_3_0_Core->f.TexParameterIuiv(target, pname, params); } inline void QOpenGLFunctions_3_3_Core::glTexParameterIiv(GLenum target, GLenum pname, const GLint *params) { d_3_0_Core->f.TexParameterIiv(target, pname, params); } inline void QOpenGLFunctions_3_3_Core::glUniform4uiv(GLint location, GLsizei count, const GLuint *value) { d_3_0_Core->f.Uniform4uiv(location, count, value); } inline void QOpenGLFunctions_3_3_Core::glUniform3uiv(GLint location, GLsizei count, const GLuint *value) { d_3_0_Core->f.Uniform3uiv(location, count, value); } inline void QOpenGLFunctions_3_3_Core::glUniform2uiv(GLint location, GLsizei count, const GLuint *value) { d_3_0_Core->f.Uniform2uiv(location, count, value); } inline void QOpenGLFunctions_3_3_Core::glUniform1uiv(GLint location, GLsizei count, const GLuint *value) { d_3_0_Core->f.Uniform1uiv(location, count, value); } inline void QOpenGLFunctions_3_3_Core::glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { d_3_0_Core->f.Uniform4ui(location, v0, v1, v2, v3); } inline void QOpenGLFunctions_3_3_Core::glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) { d_3_0_Core->f.Uniform3ui(location, v0, v1, v2); } inline void QOpenGLFunctions_3_3_Core::glUniform2ui(GLint location, GLuint v0, GLuint v1) { d_3_0_Core->f.Uniform2ui(location, v0, v1); } inline void QOpenGLFunctions_3_3_Core::glUniform1ui(GLint location, GLuint v0) { d_3_0_Core->f.Uniform1ui(location, v0); } inline GLint QOpenGLFunctions_3_3_Core::glGetFragDataLocation(GLuint program, const GLchar *name) { return d_3_0_Core->f.GetFragDataLocation(program, name); } inline void QOpenGLFunctions_3_3_Core::glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name) { d_3_0_Core->f.BindFragDataLocation(program, color, name); } inline void QOpenGLFunctions_3_3_Core::glGetUniformuiv(GLuint program, GLint location, GLuint *params) { d_3_0_Core->f.GetUniformuiv(program, location, params); } inline void QOpenGLFunctions_3_3_Core::glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params) { d_3_0_Core->f.GetVertexAttribIuiv(index, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params) { d_3_0_Core->f.GetVertexAttribIiv(index, pname, params); } inline void QOpenGLFunctions_3_3_Core::glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { d_3_0_Core->f.VertexAttribIPointer(index, size, type, stride, pointer); } inline void QOpenGLFunctions_3_3_Core::glEndConditionalRender() { d_3_0_Core->f.EndConditionalRender(); } inline void QOpenGLFunctions_3_3_Core::glBeginConditionalRender(GLuint id, GLenum mode) { d_3_0_Core->f.BeginConditionalRender(id, mode); } inline void QOpenGLFunctions_3_3_Core::glClampColor(GLenum target, GLenum clamp) { d_3_0_Core->f.ClampColor(target, clamp); } inline void QOpenGLFunctions_3_3_Core::glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) { d_3_0_Core->f.GetTransformFeedbackVarying(program, index, bufSize, length, size, type, name); } inline void QOpenGLFunctions_3_3_Core::glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode) { d_3_0_Core->f.TransformFeedbackVaryings(program, count, varyings, bufferMode); } inline void QOpenGLFunctions_3_3_Core::glBindBufferBase(GLenum target, GLuint index, GLuint buffer) { d_3_0_Core->f.BindBufferBase(target, index, buffer); } inline void QOpenGLFunctions_3_3_Core::glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) { d_3_0_Core->f.BindBufferRange(target, index, buffer, offset, size); } inline void QOpenGLFunctions_3_3_Core::glEndTransformFeedback() { d_3_0_Core->f.EndTransformFeedback(); } inline void QOpenGLFunctions_3_3_Core::glBeginTransformFeedback(GLenum primitiveMode) { d_3_0_Core->f.BeginTransformFeedback(primitiveMode); } inline GLboolean QOpenGLFunctions_3_3_Core::glIsEnabledi(GLenum target, GLuint index) { return d_3_0_Core->f.IsEnabledi(target, index); } inline void QOpenGLFunctions_3_3_Core::glDisablei(GLenum target, GLuint index) { d_3_0_Core->f.Disablei(target, index); } inline void QOpenGLFunctions_3_3_Core::glEnablei(GLenum target, GLuint index) { d_3_0_Core->f.Enablei(target, index); } inline void QOpenGLFunctions_3_3_Core::glGetIntegeri_v(GLenum target, GLuint index, GLint *data) { d_3_0_Core->f.GetIntegeri_v(target, index, data); } inline void QOpenGLFunctions_3_3_Core::glGetBooleani_v(GLenum target, GLuint index, GLboolean *data) { d_3_0_Core->f.GetBooleani_v(target, index, data); } inline void QOpenGLFunctions_3_3_Core::glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a) { d_3_0_Core->f.ColorMaski(index, r, g, b, a); } // OpenGL 3.1 core functions inline void QOpenGLFunctions_3_3_Core::glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) { d_3_1_Core->f.CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size); } inline void QOpenGLFunctions_3_3_Core::glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) { d_3_1_Core->f.UniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding); } inline void QOpenGLFunctions_3_3_Core::glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) { d_3_1_Core->f.GetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName); } inline void QOpenGLFunctions_3_3_Core::glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params) { d_3_1_Core->f.GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params); } inline GLuint QOpenGLFunctions_3_3_Core::glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName) { return d_3_1_Core->f.GetUniformBlockIndex(program, uniformBlockName); } inline void QOpenGLFunctions_3_3_Core::glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName) { d_3_1_Core->f.GetActiveUniformName(program, uniformIndex, bufSize, length, uniformName); } inline void QOpenGLFunctions_3_3_Core::glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params) { d_3_1_Core->f.GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices) { d_3_1_Core->f.GetUniformIndices(program, uniformCount, uniformNames, uniformIndices); } inline void QOpenGLFunctions_3_3_Core::glPrimitiveRestartIndex(GLuint index) { d_3_1_Core->f.PrimitiveRestartIndex(index); } inline void QOpenGLFunctions_3_3_Core::glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer) { d_3_1_Core->f.TexBuffer(target, internalformat, buffer); } inline void QOpenGLFunctions_3_3_Core::glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount) { d_3_1_Core->f.DrawElementsInstanced(mode, count, type, indices, instancecount); } inline void QOpenGLFunctions_3_3_Core::glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount) { d_3_1_Core->f.DrawArraysInstanced(mode, first, count, instancecount); } // OpenGL 3.2 core functions inline void QOpenGLFunctions_3_3_Core::glSampleMaski(GLuint index, GLbitfield mask) { d_3_2_Core->f.SampleMaski(index, mask); } inline void QOpenGLFunctions_3_3_Core::glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val) { d_3_2_Core->f.GetMultisamplefv(pname, index, val); } inline void QOpenGLFunctions_3_3_Core::glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) { d_3_2_Core->f.TexImage3DMultisample(target, samples, internalformat, width, height, depth, fixedsamplelocations); } inline void QOpenGLFunctions_3_3_Core::glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) { d_3_2_Core->f.TexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations); } inline void QOpenGLFunctions_3_3_Core::glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values) { d_3_2_Core->f.GetSynciv(sync, pname, bufSize, length, values); } inline void QOpenGLFunctions_3_3_Core::glGetInteger64v(GLenum pname, GLint64 *params) { d_3_2_Core->f.GetInteger64v(pname, params); } inline void QOpenGLFunctions_3_3_Core::glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { d_3_2_Core->f.WaitSync(sync, flags, timeout); } inline GLenum QOpenGLFunctions_3_3_Core::glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { return d_3_2_Core->f.ClientWaitSync(sync, flags, timeout); } inline void QOpenGLFunctions_3_3_Core::glDeleteSync(GLsync sync) { d_3_2_Core->f.DeleteSync(sync); } inline GLboolean QOpenGLFunctions_3_3_Core::glIsSync(GLsync sync) { return d_3_2_Core->f.IsSync(sync); } inline GLsync QOpenGLFunctions_3_3_Core::glFenceSync(GLenum condition, GLbitfield flags) { return d_3_2_Core->f.FenceSync(condition, flags); } inline void QOpenGLFunctions_3_3_Core::glProvokingVertex(GLenum mode) { d_3_2_Core->f.ProvokingVertex(mode); } inline void QOpenGLFunctions_3_3_Core::glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex) { d_3_2_Core->f.MultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex); } inline void QOpenGLFunctions_3_3_Core::glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex) { d_3_2_Core->f.DrawElementsInstancedBaseVertex(mode, count, type, indices, instancecount, basevertex); } inline void QOpenGLFunctions_3_3_Core::glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex) { d_3_2_Core->f.DrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex); } inline void QOpenGLFunctions_3_3_Core::glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex) { d_3_2_Core->f.DrawElementsBaseVertex(mode, count, type, indices, basevertex); } inline void QOpenGLFunctions_3_3_Core::glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level) { d_3_2_Core->f.FramebufferTexture(target, attachment, texture, level); } inline void QOpenGLFunctions_3_3_Core::glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params) { d_3_2_Core->f.GetBufferParameteri64v(target, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data) { d_3_2_Core->f.GetInteger64i_v(target, index, data); } // OpenGL 3.3 core functions inline void QOpenGLFunctions_3_3_Core::glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { d_3_3_Core->f.VertexAttribP4uiv(index, type, normalized, value); } inline void QOpenGLFunctions_3_3_Core::glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) { d_3_3_Core->f.VertexAttribP4ui(index, type, normalized, value); } inline void QOpenGLFunctions_3_3_Core::glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { d_3_3_Core->f.VertexAttribP3uiv(index, type, normalized, value); } inline void QOpenGLFunctions_3_3_Core::glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) { d_3_3_Core->f.VertexAttribP3ui(index, type, normalized, value); } inline void QOpenGLFunctions_3_3_Core::glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { d_3_3_Core->f.VertexAttribP2uiv(index, type, normalized, value); } inline void QOpenGLFunctions_3_3_Core::glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) { d_3_3_Core->f.VertexAttribP2ui(index, type, normalized, value); } inline void QOpenGLFunctions_3_3_Core::glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { d_3_3_Core->f.VertexAttribP1uiv(index, type, normalized, value); } inline void QOpenGLFunctions_3_3_Core::glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) { d_3_3_Core->f.VertexAttribP1ui(index, type, normalized, value); } inline void QOpenGLFunctions_3_3_Core::glSecondaryColorP3uiv(GLenum type, const GLuint *color) { Q_UNUSED(type); Q_UNUSED(color); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glSecondaryColorP3ui(GLenum type, GLuint color) { Q_UNUSED(type); Q_UNUSED(color); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glColorP4uiv(GLenum type, const GLuint *color) { Q_UNUSED(type); Q_UNUSED(color); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glColorP4ui(GLenum type, GLuint color) { Q_UNUSED(type); Q_UNUSED(color); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glColorP3uiv(GLenum type, const GLuint *color) { Q_UNUSED(type); Q_UNUSED(color); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glColorP3ui(GLenum type, GLuint color) { Q_UNUSED(type); Q_UNUSED(color); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glNormalP3uiv(GLenum type, const GLuint *coords) { Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glNormalP3ui(GLenum type, GLuint coords) { Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords) { Q_UNUSED(texture); Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords) { Q_UNUSED(texture); Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords) { Q_UNUSED(texture); Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords) { Q_UNUSED(texture); Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords) { Q_UNUSED(texture); Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords) { Q_UNUSED(texture); Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords) { Q_UNUSED(texture); Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords) { Q_UNUSED(texture); Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glTexCoordP4uiv(GLenum type, const GLuint *coords) { Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glTexCoordP4ui(GLenum type, GLuint coords) { Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glTexCoordP3uiv(GLenum type, const GLuint *coords) { Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glTexCoordP3ui(GLenum type, GLuint coords) { Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glTexCoordP2uiv(GLenum type, const GLuint *coords) { Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glTexCoordP2ui(GLenum type, GLuint coords) { Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glTexCoordP1uiv(GLenum type, const GLuint *coords) { Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glTexCoordP1ui(GLenum type, GLuint coords) { Q_UNUSED(type); Q_UNUSED(coords); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glVertexP4uiv(GLenum type, const GLuint *value) { Q_UNUSED(type); Q_UNUSED(value); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glVertexP4ui(GLenum type, GLuint value) { Q_UNUSED(type); Q_UNUSED(value); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glVertexP3uiv(GLenum type, const GLuint *value) { Q_UNUSED(type); Q_UNUSED(value); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glVertexP3ui(GLenum type, GLuint value) { Q_UNUSED(type); Q_UNUSED(value); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glVertexP2uiv(GLenum type, const GLuint *value) { Q_UNUSED(type); Q_UNUSED(value); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glVertexP2ui(GLenum type, GLuint value) { Q_UNUSED(type); Q_UNUSED(value); QOPENGL_DEPRECATEDFUNCTION; } inline void QOpenGLFunctions_3_3_Core::glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params) { d_3_3_Core->f.GetQueryObjectui64v(id, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params) { d_3_3_Core->f.GetQueryObjecti64v(id, pname, params); } inline void QOpenGLFunctions_3_3_Core::glQueryCounter(GLuint id, GLenum target) { d_3_3_Core->f.QueryCounter(id, target); } inline void QOpenGLFunctions_3_3_Core::glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params) { d_3_3_Core->f.GetSamplerParameterIuiv(sampler, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params) { d_3_3_Core->f.GetSamplerParameterfv(sampler, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params) { d_3_3_Core->f.GetSamplerParameterIiv(sampler, pname, params); } inline void QOpenGLFunctions_3_3_Core::glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params) { d_3_3_Core->f.GetSamplerParameteriv(sampler, pname, params); } inline void QOpenGLFunctions_3_3_Core::glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param) { d_3_3_Core->f.SamplerParameterIuiv(sampler, pname, param); } inline void QOpenGLFunctions_3_3_Core::glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param) { d_3_3_Core->f.SamplerParameterIiv(sampler, pname, param); } inline void QOpenGLFunctions_3_3_Core::glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param) { d_3_3_Core->f.SamplerParameterfv(sampler, pname, param); } inline void QOpenGLFunctions_3_3_Core::glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param) { d_3_3_Core->f.SamplerParameterf(sampler, pname, param); } inline void QOpenGLFunctions_3_3_Core::glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param) { d_3_3_Core->f.SamplerParameteriv(sampler, pname, param); } inline void QOpenGLFunctions_3_3_Core::glSamplerParameteri(GLuint sampler, GLenum pname, GLint param) { d_3_3_Core->f.SamplerParameteri(sampler, pname, param); } inline void QOpenGLFunctions_3_3_Core::glBindSampler(GLuint unit, GLuint sampler) { d_3_3_Core->f.BindSampler(unit, sampler); } inline GLboolean QOpenGLFunctions_3_3_Core::glIsSampler(GLuint sampler) { return d_3_3_Core->f.IsSampler(sampler); } inline void QOpenGLFunctions_3_3_Core::glDeleteSamplers(GLsizei count, const GLuint *samplers) { d_3_3_Core->f.DeleteSamplers(count, samplers); } inline void QOpenGLFunctions_3_3_Core::glGenSamplers(GLsizei count, GLuint *samplers) { d_3_3_Core->f.GenSamplers(count, samplers); } inline GLint QOpenGLFunctions_3_3_Core::glGetFragDataIndex(GLuint program, const GLchar *name) { return d_3_3_Core->f.GetFragDataIndex(program, name); } inline void QOpenGLFunctions_3_3_Core::glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name) { d_3_3_Core->f.BindFragDataLocationIndexed(program, colorNumber, index, name); } inline void QOpenGLFunctions_3_3_Core::glVertexAttribDivisor(GLuint index, GLuint divisor) { d_3_3_Core->f.VertexAttribDivisor(index, divisor); } QT_END_NAMESPACE #endif // QT_NO_OPENGL && !QT_OPENGL_ES_2 #endif