/**************************************************************************** ** ** Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB) ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the QtGui module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** As a special exception, The Qt Company gives you certain additional ** rights. These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QOPENGLVERSIONFUNCTIONS_ES2_H #define QOPENGLVERSIONFUNCTIONS_ES2_H #include #if defined(QT_OPENGL_ES_2) || defined(Q_QDOC) #include #include QT_BEGIN_NAMESPACE class QOpenGLFunctions_ES2Private; class Q_GUI_EXPORT QOpenGLFunctions_ES2 : public QAbstractOpenGLFunctions { public: QOpenGLFunctions_ES2(); ~QOpenGLFunctions_ES2(); bool initializeOpenGLFunctions() Q_DECL_OVERRIDE; // OpenGL ES2 core functions void glActiveTexture(GLenum texture); void glAttachShader(GLuint program, GLuint shader); void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name); void glBindBuffer(GLenum target, GLuint buffer); void glBindFramebuffer(GLenum target, GLuint framebuffer); void glBindRenderbuffer(GLenum target, GLuint renderbuffer); void glBindTexture(GLenum target, GLuint texture); void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void glBlendEquation(GLenum mode); void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); void glBlendFunc(GLenum sfactor, GLenum dfactor); void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); void glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage); void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data); GLenum glCheckFramebufferStatus(GLenum target); void glClear(GLbitfield mask); void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void glClearDepthf(GLclampf depth); void glClearStencil(GLint s); void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void glCompileShader(GLuint shader); void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, 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 glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLuint glCreateProgram(void); GLuint glCreateShader(GLenum type); void glCullFace(GLenum mode); void glDeleteBuffers(GLsizei n, const GLuint* buffers); void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers); void glDeleteProgram(GLuint program); void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers); void glDeleteShader(GLuint shader); void glDeleteTextures(GLsizei n, const GLuint* textures); void glDepthFunc(GLenum func); void glDepthMask(GLboolean flag); void glDepthRangef(GLclampf zNear, GLclampf zFar); void glDetachShader(GLuint program, GLuint shader); void glDisable(GLenum cap); void glDisableVertexAttribArray(GLuint index); void glDrawArrays(GLenum mode, GLint first, GLsizei count); void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices); void glEnable(GLenum cap); void glEnableVertexAttribArray(GLuint index); void glFinish(void); void glFlush(void); void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void glFrontFace(GLenum mode); void glGenBuffers(GLsizei n, GLuint* buffers); void glGenerateMipmap(GLenum target); void glGenFramebuffers(GLsizei n, GLuint* framebuffers); void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers); void glGenTextures(GLsizei n, GLuint* textures); void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); int glGetAttribLocation(GLuint program, const GLchar* name); void glGetBooleanv(GLenum pname, GLboolean* params); void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params); GLenum glGetError(void); void glGetFloatv(GLenum pname, GLfloat* params); void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params); void glGetIntegerv(GLenum pname, GLint* params); void glGetProgramiv(GLuint program, GLenum pname, GLint* params); void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params); void glGetShaderiv(GLuint shader, GLenum pname, GLint* params); void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); const GLubyte* glGetString(GLenum name); void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params); void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params); void glGetUniformfv(GLuint program, GLint location, GLfloat* params); void glGetUniformiv(GLuint program, GLint location, GLint* params); int glGetUniformLocation(GLuint program, const GLchar* name); void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params); void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params); void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer); void glHint(GLenum target, GLenum mode); GLboolean glIsBuffer(GLuint buffer); GLboolean glIsEnabled(GLenum cap); GLboolean glIsFramebuffer(GLuint framebuffer); GLboolean glIsProgram(GLuint program); GLboolean glIsRenderbuffer(GLuint renderbuffer); GLboolean glIsShader(GLuint shader); GLboolean glIsTexture(GLuint texture); void glLineWidth(GLfloat width); void glLinkProgram(GLuint program); void glPixelStorei(GLenum pname, GLint param); void glPolygonOffset(GLfloat factor, GLfloat units); void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels); void glReleaseShaderCompiler(void); void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void glSampleCoverage(GLclampf value, GLboolean invert); void glScissor(GLint x, GLint y, GLsizei width, GLsizei height); void glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length); void glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint* length); void glStencilFunc(GLenum func, GLint ref, GLuint mask); void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); void glStencilMask(GLuint mask); void glStencilMaskSeparate(GLenum face, GLuint mask); void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass); void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels); void glTexParameterf(GLenum target, GLenum pname, GLfloat param); void glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params); void glTexParameteri(GLenum target, GLenum pname, GLint param); void glTexParameteriv(GLenum target, GLenum pname, const GLint* params); void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels); void glUniform1f(GLint location, GLfloat x); void glUniform1fv(GLint location, GLsizei count, const GLfloat* v); void glUniform1i(GLint location, GLint x); void glUniform1iv(GLint location, GLsizei count, const GLint* v); void glUniform2f(GLint location, GLfloat x, GLfloat y); void glUniform2fv(GLint location, GLsizei count, const GLfloat* v); void glUniform2i(GLint location, GLint x, GLint y); void glUniform2iv(GLint location, GLsizei count, const GLint* v); void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z); void glUniform3fv(GLint location, GLsizei count, const GLfloat* v); void glUniform3i(GLint location, GLint x, GLint y, GLint z); void glUniform3iv(GLint location, GLsizei count, const GLint* v); void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glUniform4fv(GLint location, GLsizei count, const GLfloat* v); void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w); void glUniform4iv(GLint location, GLsizei count, const GLint* v); void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUseProgram(GLuint program); void glValidateProgram(GLuint program); void glVertexAttrib1f(GLuint indx, GLfloat x); void glVertexAttrib1fv(GLuint indx, const GLfloat* values); void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); void glVertexAttrib2fv(GLuint indx, const GLfloat* values); void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); void glVertexAttrib3fv(GLuint indx, const GLfloat* values); void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glVertexAttrib4fv(GLuint indx, const GLfloat* values); void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr); void glViewport(GLint x, GLint y, GLsizei width, GLsizei height); private: friend class QOpenGLContext; static bool isContextCompatible(QOpenGLContext *context); static QOpenGLVersionProfile versionProfile(); // For future expansion - not used QOpenGLFunctions_ES2Private* d_es2; }; // OpenGL ES2 core functions inline void QOpenGLFunctions_ES2::glActiveTexture(GLenum texture) { ::glActiveTexture(texture); } inline void QOpenGLFunctions_ES2::glAttachShader(GLuint program, GLuint shader) { ::glAttachShader(program, shader); } inline void QOpenGLFunctions_ES2::glBindAttribLocation(GLuint program, GLuint index, const GLchar* name) { ::glBindAttribLocation(program, index, name); } inline void QOpenGLFunctions_ES2::glBindBuffer(GLenum target, GLuint buffer) { ::glBindBuffer(target, buffer); } inline void QOpenGLFunctions_ES2::glBindFramebuffer(GLenum target, GLuint framebuffer) { ::glBindFramebuffer(target, framebuffer); } inline void QOpenGLFunctions_ES2::glBindRenderbuffer(GLenum target, GLuint renderbuffer) { ::glBindRenderbuffer(target, renderbuffer); } inline void QOpenGLFunctions_ES2::glBindTexture(GLenum target, GLuint texture) { ::glBindTexture(target, texture); } inline void QOpenGLFunctions_ES2::glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { ::glBlendColor(red, green, blue, alpha); } inline void QOpenGLFunctions_ES2::glBlendEquation(GLenum mode) { ::glBlendEquation(mode); } inline void QOpenGLFunctions_ES2::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { ::glBlendEquationSeparate(modeRGB, modeAlpha); } inline void QOpenGLFunctions_ES2::glBlendFunc(GLenum sfactor, GLenum dfactor) { ::glBlendFunc(sfactor, dfactor); } inline void QOpenGLFunctions_ES2::glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { ::glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } inline void QOpenGLFunctions_ES2::glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) { ::glBufferData(target, size, data, usage); } inline void QOpenGLFunctions_ES2::glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) { ::glBufferSubData(target, offset, size, data); } inline GLenum QOpenGLFunctions_ES2::glCheckFramebufferStatus(GLenum target) { return ::glCheckFramebufferStatus(target); } inline void QOpenGLFunctions_ES2::glClear(GLbitfield mask) { ::glClear(mask); } inline void QOpenGLFunctions_ES2::glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { ::glClearColor(red, green, blue, alpha); } inline void QOpenGLFunctions_ES2::glClearDepthf(GLclampf depth) { ::glClearDepthf(depth); } inline void QOpenGLFunctions_ES2::glClearStencil(GLint s) { ::glClearStencil(s); } inline void QOpenGLFunctions_ES2::glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { ::glColorMask(red, green, blue, alpha); } inline void QOpenGLFunctions_ES2::glCompileShader(GLuint shader) { ::glCompileShader(shader); } inline void QOpenGLFunctions_ES2::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data) { ::glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); } inline void QOpenGLFunctions_ES2::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data) { ::glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); } inline void QOpenGLFunctions_ES2::glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { ::glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); } inline void QOpenGLFunctions_ES2::glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { ::glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } inline GLuint QOpenGLFunctions_ES2::glCreateProgram(void) { return ::glCreateProgram(); } inline GLuint QOpenGLFunctions_ES2::glCreateShader(GLenum type) { return ::glCreateShader(type); } inline void QOpenGLFunctions_ES2::glCullFace(GLenum mode) { ::glCullFace(mode); } inline void QOpenGLFunctions_ES2::glDeleteBuffers(GLsizei n, const GLuint* buffers) { ::glDeleteBuffers(n, buffers); } inline void QOpenGLFunctions_ES2::glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { ::glDeleteFramebuffers(n, framebuffers); } inline void QOpenGLFunctions_ES2::glDeleteProgram(GLuint program) { ::glDeleteProgram(program); } inline void QOpenGLFunctions_ES2::glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) { ::glDeleteRenderbuffers(n, renderbuffers); } inline void QOpenGLFunctions_ES2::glDeleteShader(GLuint shader) { ::glDeleteShader(shader); } inline void QOpenGLFunctions_ES2::glDeleteTextures(GLsizei n, const GLuint* textures) { ::glDeleteTextures(n, textures); } inline void QOpenGLFunctions_ES2::glDepthFunc(GLenum func) { ::glDepthFunc(func); } inline void QOpenGLFunctions_ES2::glDepthMask(GLboolean flag) { ::glDepthMask(flag); } inline void QOpenGLFunctions_ES2::glDepthRangef(GLclampf zNear, GLclampf zFar) { ::glDepthRangef(zNear, zFar); } inline void QOpenGLFunctions_ES2::glDetachShader(GLuint program, GLuint shader) { ::glDetachShader(program, shader); } inline void QOpenGLFunctions_ES2::glDisable(GLenum cap) { ::glDisable(cap); } inline void QOpenGLFunctions_ES2::glDisableVertexAttribArray(GLuint index) { ::glDisableVertexAttribArray(index); } inline void QOpenGLFunctions_ES2::glDrawArrays(GLenum mode, GLint first, GLsizei count) { ::glDrawArrays(mode, first, count); } inline void QOpenGLFunctions_ES2::glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) { ::glDrawElements(mode, count, type, indices); } inline void QOpenGLFunctions_ES2::glEnable(GLenum cap) { ::glEnable(cap); } inline void QOpenGLFunctions_ES2::glEnableVertexAttribArray(GLuint index) { ::glEnableVertexAttribArray(index); } inline void QOpenGLFunctions_ES2::glFinish(void) { ::glFinish(); } inline void QOpenGLFunctions_ES2::glFlush(void) { ::glFlush(); } inline void QOpenGLFunctions_ES2::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { ::glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); } inline void QOpenGLFunctions_ES2::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { ::glFramebufferTexture2D(target, attachment, textarget, texture, level); } inline void QOpenGLFunctions_ES2::glFrontFace(GLenum mode) { ::glFrontFace(mode); } inline void QOpenGLFunctions_ES2::glGenBuffers(GLsizei n, GLuint* buffers) { ::glGenBuffers(n, buffers); } inline void QOpenGLFunctions_ES2::glGenerateMipmap(GLenum target) { ::glGenerateMipmap(target); } inline void QOpenGLFunctions_ES2::glGenFramebuffers(GLsizei n, GLuint* framebuffers) { ::glGenFramebuffers(n, framebuffers); } inline void QOpenGLFunctions_ES2::glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) { ::glGenRenderbuffers(n, renderbuffers); } inline void QOpenGLFunctions_ES2::glGenTextures(GLsizei n, GLuint* textures) { ::glGenTextures(n, textures); } inline void QOpenGLFunctions_ES2::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { ::glGetActiveAttrib(program, index, bufsize, length, size, type, name); } inline void QOpenGLFunctions_ES2::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { ::glGetActiveUniform(program, index, bufsize, length, size, type, name); } inline void QOpenGLFunctions_ES2::glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { ::glGetAttachedShaders(program, maxcount, count, shaders); } inline int QOpenGLFunctions_ES2::glGetAttribLocation(GLuint program, const GLchar* name) { return ::glGetAttribLocation(program, name); } inline void QOpenGLFunctions_ES2::glGetBooleanv(GLenum pname, GLboolean* params) { ::glGetBooleanv(pname, params); } inline void QOpenGLFunctions_ES2::glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { ::glGetBufferParameteriv(target, pname, params); } inline GLenum QOpenGLFunctions_ES2::glGetError(void) { return ::glGetError(); } inline void QOpenGLFunctions_ES2::glGetFloatv(GLenum pname, GLfloat* params) { ::glGetFloatv(pname, params); } inline void QOpenGLFunctions_ES2::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params) { ::glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); } inline void QOpenGLFunctions_ES2::glGetIntegerv(GLenum pname, GLint* params) { ::glGetIntegerv(pname, params); } inline void QOpenGLFunctions_ES2::glGetProgramiv(GLuint program, GLenum pname, GLint* params) { ::glGetProgramiv(program, pname, params); } inline void QOpenGLFunctions_ES2::glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog) { ::glGetProgramInfoLog(program, bufsize, length, infolog); } inline void QOpenGLFunctions_ES2::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) { ::glGetRenderbufferParameteriv(target, pname, params); } inline void QOpenGLFunctions_ES2::glGetShaderiv(GLuint shader, GLenum pname, GLint* params) { ::glGetShaderiv(shader, pname, params); } inline void QOpenGLFunctions_ES2::glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog) { ::glGetShaderInfoLog(shader, bufsize, length, infolog); } inline void QOpenGLFunctions_ES2::glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { ::glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision); } inline void QOpenGLFunctions_ES2::glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source) { ::glGetShaderSource(shader, bufsize, length, source); } inline const GLubyte* QOpenGLFunctions_ES2::glGetString(GLenum name) { return ::glGetString(name); } inline void QOpenGLFunctions_ES2::glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) { ::glGetTexParameterfv(target, pname, params); } inline void QOpenGLFunctions_ES2::glGetTexParameteriv(GLenum target, GLenum pname, GLint* params) { ::glGetTexParameteriv(target, pname, params); } inline void QOpenGLFunctions_ES2::glGetUniformfv(GLuint program, GLint location, GLfloat* params) { ::glGetUniformfv(program, location, params); } inline void QOpenGLFunctions_ES2::glGetUniformiv(GLuint program, GLint location, GLint* params) { ::glGetUniformiv(program, location, params); } inline int QOpenGLFunctions_ES2::glGetUniformLocation(GLuint program, const GLchar* name) { return ::glGetUniformLocation(program, name); } inline void QOpenGLFunctions_ES2::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) { ::glGetVertexAttribfv(index, pname, params); } inline void QOpenGLFunctions_ES2::glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params) { ::glGetVertexAttribiv(index, pname, params); } inline void QOpenGLFunctions_ES2::glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer) { ::glGetVertexAttribPointerv(index, pname, pointer); } inline void QOpenGLFunctions_ES2::glHint(GLenum target, GLenum mode) { ::glHint(target, mode); } inline GLboolean QOpenGLFunctions_ES2::glIsBuffer(GLuint buffer) { return ::glIsBuffer(buffer); } inline GLboolean QOpenGLFunctions_ES2::glIsEnabled(GLenum cap) { return ::glIsEnabled(cap); } inline GLboolean QOpenGLFunctions_ES2::glIsFramebuffer(GLuint framebuffer) { return ::glIsFramebuffer(framebuffer); } inline GLboolean QOpenGLFunctions_ES2::glIsProgram(GLuint program) { return ::glIsProgram(program); } inline GLboolean QOpenGLFunctions_ES2::glIsRenderbuffer(GLuint renderbuffer) { return ::glIsRenderbuffer(renderbuffer); } inline GLboolean QOpenGLFunctions_ES2::glIsShader(GLuint shader) { return ::glIsShader(shader); } inline GLboolean QOpenGLFunctions_ES2::glIsTexture(GLuint texture) { return ::glIsTexture(texture); } inline void QOpenGLFunctions_ES2::glLineWidth(GLfloat width) { ::glLineWidth(width); } inline void QOpenGLFunctions_ES2::glLinkProgram(GLuint program) { ::glLinkProgram(program); } inline void QOpenGLFunctions_ES2::glPixelStorei(GLenum pname, GLint param) { ::glPixelStorei(pname, param); } inline void QOpenGLFunctions_ES2::glPolygonOffset(GLfloat factor, GLfloat units) { ::glPolygonOffset(factor, units); } inline void QOpenGLFunctions_ES2::glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) { ::glReadPixels(x, y, width, height, format, type, pixels); } inline void QOpenGLFunctions_ES2::glReleaseShaderCompiler(void) { ::glReleaseShaderCompiler(); } inline void QOpenGLFunctions_ES2::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { ::glRenderbufferStorage(target, internalformat, width, height); } inline void QOpenGLFunctions_ES2::glSampleCoverage(GLclampf value, GLboolean invert) { ::glSampleCoverage(value, invert); } inline void QOpenGLFunctions_ES2::glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { ::glScissor(x, y, width, height); } inline void QOpenGLFunctions_ES2::glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length) { ::glShaderBinary(n, shaders, binaryformat, binary, length); } inline void QOpenGLFunctions_ES2::glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint* length) { ::glShaderSource(shader, count, string, length); } inline void QOpenGLFunctions_ES2::glStencilFunc(GLenum func, GLint ref, GLuint mask) { ::glStencilFunc(func, ref, mask); } inline void QOpenGLFunctions_ES2::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { ::glStencilFuncSeparate(face, func, ref, mask); } inline void QOpenGLFunctions_ES2::glStencilMask(GLuint mask) { ::glStencilMask(mask); } inline void QOpenGLFunctions_ES2::glStencilMaskSeparate(GLenum face, GLuint mask) { ::glStencilMaskSeparate(face, mask); } inline void QOpenGLFunctions_ES2::glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { ::glStencilOp(fail, zfail, zpass); } inline void QOpenGLFunctions_ES2::glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { ::glStencilOpSeparate(face, fail, zfail, zpass); } inline void QOpenGLFunctions_ES2::glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels) { ::glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } inline void QOpenGLFunctions_ES2::glTexParameterf(GLenum target, GLenum pname, GLfloat param) { ::glTexParameterf(target, pname, param); } inline void QOpenGLFunctions_ES2::glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params) { ::glTexParameterfv(target, pname, params); } inline void QOpenGLFunctions_ES2::glTexParameteri(GLenum target, GLenum pname, GLint param) { ::glTexParameteri(target, pname, param); } inline void QOpenGLFunctions_ES2::glTexParameteriv(GLenum target, GLenum pname, const GLint* params) { ::glTexParameteriv(target, pname, params); } inline void QOpenGLFunctions_ES2::glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels) { ::glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } inline void QOpenGLFunctions_ES2::glUniform1f(GLint location, GLfloat x) { ::glUniform1f(location, x); } inline void QOpenGLFunctions_ES2::glUniform1fv(GLint location, GLsizei count, const GLfloat* v) { ::glUniform1fv(location, count, v); } inline void QOpenGLFunctions_ES2::glUniform1i(GLint location, GLint x) { ::glUniform1i(location, x); } inline void QOpenGLFunctions_ES2::glUniform1iv(GLint location, GLsizei count, const GLint* v) { ::glUniform1iv(location, count, v); } inline void QOpenGLFunctions_ES2::glUniform2f(GLint location, GLfloat x, GLfloat y) { ::glUniform2f(location, x, y); } inline void QOpenGLFunctions_ES2::glUniform2fv(GLint location, GLsizei count, const GLfloat* v) { ::glUniform2fv(location, count, v); } inline void QOpenGLFunctions_ES2::glUniform2i(GLint location, GLint x, GLint y) { ::glUniform2i(location, x, y); } inline void QOpenGLFunctions_ES2::glUniform2iv(GLint location, GLsizei count, const GLint* v) { ::glUniform2iv(location, count, v); } inline void QOpenGLFunctions_ES2::glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { ::glUniform3f(location, x, y, z); } inline void QOpenGLFunctions_ES2::glUniform3fv(GLint location, GLsizei count, const GLfloat* v) { ::glUniform3fv(location, count, v); } inline void QOpenGLFunctions_ES2::glUniform3i(GLint location, GLint x, GLint y, GLint z) { ::glUniform3i(location, x, y, z); } inline void QOpenGLFunctions_ES2::glUniform3iv(GLint location, GLsizei count, const GLint* v) { ::glUniform3iv(location, count, v); } inline void QOpenGLFunctions_ES2::glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { ::glUniform4f(location, x, y, z, w); } inline void QOpenGLFunctions_ES2::glUniform4fv(GLint location, GLsizei count, const GLfloat* v) { ::glUniform4fv(location, count, v); } inline void QOpenGLFunctions_ES2::glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) { ::glUniform4i(location, x, y, z, w); } inline void QOpenGLFunctions_ES2::glUniform4iv(GLint location, GLsizei count, const GLint* v) { ::glUniform4iv(location, count, v); } inline void QOpenGLFunctions_ES2::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { ::glUniformMatrix2fv(location, count, transpose, value); } inline void QOpenGLFunctions_ES2::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { ::glUniformMatrix3fv(location, count, transpose, value); } inline void QOpenGLFunctions_ES2::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { ::glUniformMatrix4fv(location, count, transpose, value); } inline void QOpenGLFunctions_ES2::glUseProgram(GLuint program) { ::glUseProgram(program); } inline void QOpenGLFunctions_ES2::glValidateProgram(GLuint program) { ::glValidateProgram(program); } inline void QOpenGLFunctions_ES2::glVertexAttrib1f(GLuint indx, GLfloat x) { ::glVertexAttrib1f(indx, x); } inline void QOpenGLFunctions_ES2::glVertexAttrib1fv(GLuint indx, const GLfloat* values) { ::glVertexAttrib1fv(indx, values); } inline void QOpenGLFunctions_ES2::glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { ::glVertexAttrib2f(indx, x, y); } inline void QOpenGLFunctions_ES2::glVertexAttrib2fv(GLuint indx, const GLfloat* values) { ::glVertexAttrib2fv(indx, values); } inline void QOpenGLFunctions_ES2::glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) { ::glVertexAttrib3f(indx, x, y, z); } inline void QOpenGLFunctions_ES2::glVertexAttrib3fv(GLuint indx, const GLfloat* values) { ::glVertexAttrib3fv(indx, values); } inline void QOpenGLFunctions_ES2::glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { ::glVertexAttrib4f(indx, x, y, z, w); } inline void QOpenGLFunctions_ES2::glVertexAttrib4fv(GLuint indx, const GLfloat* values) { ::glVertexAttrib4fv(indx, values); } inline void QOpenGLFunctions_ES2::glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr) { ::glVertexAttribPointer(indx, size, type, normalized, stride, ptr); } inline void QOpenGLFunctions_ES2::glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { ::glViewport(x, y, width, height); } QT_END_NAMESPACE #endif // QT_OPENGL_ES_2 #endif