/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtOpenGL 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 Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 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. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QGLFUNCTIONS_H #define QGLFUNCTIONS_H #include #include #include QT_BEGIN_NAMESPACE struct QGLFunctionsPrivate; class Q_OPENGL_EXPORT QGLFunctions { public: QGLFunctions(); explicit QGLFunctions(const QGLContext *context); ~QGLFunctions() {} enum OpenGLFeature { Multitexture = 0x0001, Shaders = 0x0002, Buffers = 0x0004, Framebuffers = 0x0008, BlendColor = 0x0010, BlendEquation = 0x0020, BlendEquationSeparate = 0x0040, BlendFuncSeparate = 0x0080, BlendSubtract = 0x0100, CompressedTextures = 0x0200, Multisample = 0x0400, StencilSeparate = 0x0800, NPOTTextures = 0x1000 }; Q_DECLARE_FLAGS(OpenGLFeatures, OpenGLFeature) QGLFunctions::OpenGLFeatures openGLFeatures() const; bool hasOpenGLFeature(QGLFunctions::OpenGLFeature feature) const; void initializeGLFunctions(const QGLContext *context = 0); void glActiveTexture(GLenum texture); void glAttachShader(GLuint program, GLuint shader); void glBindAttribLocation(GLuint program, GLuint index, const char* name); void glBindBuffer(GLenum target, GLuint buffer); void glBindFramebuffer(GLenum target, GLuint framebuffer); void glBindRenderbuffer(GLenum target, GLuint renderbuffer); void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void glBlendEquation(GLenum mode); void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); void glBufferData(GLenum target, qopengl_GLsizeiptr size, const void* data, GLenum usage); void glBufferSubData(GLenum target, qopengl_GLintptr offset, qopengl_GLsizeiptr size, const void* data); GLenum glCheckFramebufferStatus(GLenum target); void glClearDepthf(GLclampf depth); void glCompileShader(GLuint shader); void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data); void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data); GLuint glCreateProgram(); GLuint glCreateShader(GLenum type); void glDeleteBuffers(GLsizei n, const GLuint* buffers); void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers); void glDeleteProgram(GLuint program); void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers); void glDeleteShader(GLuint shader); void glDepthRangef(GLclampf zNear, GLclampf zFar); void glDetachShader(GLuint program, GLuint shader); void glDisableVertexAttribArray(GLuint index); void glEnableVertexAttribArray(GLuint index); void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void glGenBuffers(GLsizei n, GLuint* buffers); void glGenerateMipmap(GLenum target); void glGenFramebuffers(GLsizei n, GLuint* framebuffers); void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers); void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); int glGetAttribLocation(GLuint program, const char* name); void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params); void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params); void glGetProgramiv(GLuint program, GLenum pname, GLint* params); void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog); void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params); void glGetShaderiv(GLuint shader, GLenum pname, GLint* params); void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog); void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source); void glGetUniformfv(GLuint program, GLint location, GLfloat* params); void glGetUniformiv(GLuint program, GLint location, GLint* params); int glGetUniformLocation(GLuint program, const char* name); void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params); void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params); void glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer); GLboolean glIsBuffer(GLuint buffer); GLboolean glIsFramebuffer(GLuint framebuffer); GLboolean glIsProgram(GLuint program); GLboolean glIsRenderbuffer(GLuint renderbuffer); GLboolean glIsShader(GLuint shader); void glLinkProgram(GLuint program); void glReleaseShaderCompiler(); void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void glSampleCoverage(GLclampf value, GLboolean invert); void glShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length); void glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length); void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); void glStencilMaskSeparate(GLenum face, GLuint mask); void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); void glUniform1f(GLint location, GLfloat x); void glUniform1fv(GLint location, GLsizei count, const GLfloat* v); void glUniform1i(GLint location, GLint x); void glUniform1iv(GLint location, GLsizei count, const GLint* v); void glUniform2f(GLint location, GLfloat x, GLfloat y); void glUniform2fv(GLint location, GLsizei count, const GLfloat* v); void glUniform2i(GLint location, GLint x, GLint y); void glUniform2iv(GLint location, GLsizei count, const GLint* v); void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z); void glUniform3fv(GLint location, GLsizei count, const GLfloat* v); void glUniform3i(GLint location, GLint x, GLint y, GLint z); void glUniform3iv(GLint location, GLsizei count, const GLint* v); void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glUniform4fv(GLint location, GLsizei count, const GLfloat* v); void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w); void glUniform4iv(GLint location, GLsizei count, const GLint* v); void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUseProgram(GLuint program); void glValidateProgram(GLuint program); void glVertexAttrib1f(GLuint indx, GLfloat x); void glVertexAttrib1fv(GLuint indx, const GLfloat* values); void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); void glVertexAttrib2fv(GLuint indx, const GLfloat* values); void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); void glVertexAttrib3fv(GLuint indx, const GLfloat* values); void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glVertexAttrib4fv(GLuint indx, const GLfloat* values); void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr); private: QGLFunctionsPrivate *d_ptr; static bool isInitialized(const QGLFunctionsPrivate *d) { return d != 0; } }; Q_DECLARE_OPERATORS_FOR_FLAGS(QGLFunctions::OpenGLFeatures) struct QGLFunctionsPrivate { QGLFunctionsPrivate(const QGLContext *context = 0); QOpenGLFunctions *funcs; }; inline void QGLFunctions::glActiveTexture(GLenum texture) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glActiveTexture(texture); } inline void QGLFunctions::glAttachShader(GLuint program, GLuint shader) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glAttachShader(program, shader); } inline void QGLFunctions::glBindAttribLocation(GLuint program, GLuint index, const char* name) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glBindAttribLocation(program, index, name); } inline void QGLFunctions::glBindBuffer(GLenum target, GLuint buffer) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glBindBuffer(target, buffer); } inline void QGLFunctions::glBindFramebuffer(GLenum target, GLuint framebuffer) { if (framebuffer == 0) framebuffer = QOpenGLContext::currentContext()->defaultFramebufferObject(); Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glBindFramebuffer(target, framebuffer); } inline void QGLFunctions::glBindRenderbuffer(GLenum target, GLuint renderbuffer) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glBindRenderbuffer(target, renderbuffer); } inline void QGLFunctions::glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glBlendColor(red, green, blue, alpha); } inline void QGLFunctions::glBlendEquation(GLenum mode) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glBlendEquation(mode); } inline void QGLFunctions::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glBlendEquationSeparate(modeRGB, modeAlpha); } inline void QGLFunctions::glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } inline void QGLFunctions::glBufferData(GLenum target, qopengl_GLsizeiptr size, const void* data, GLenum usage) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glBufferData(target, size, data, usage); } inline void QGLFunctions::glBufferSubData(GLenum target, qopengl_GLintptr offset, qopengl_GLsizeiptr size, const void* data) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glBufferSubData(target, offset, size, data); } inline GLenum QGLFunctions::glCheckFramebufferStatus(GLenum target) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); return d_ptr->funcs->glCheckFramebufferStatus(target); } inline void QGLFunctions::glClearDepthf(GLclampf depth) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); return d_ptr->funcs->glClearDepthf(depth); } inline void QGLFunctions::glCompileShader(GLuint shader) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glCompileShader(shader); } inline void QGLFunctions::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); } inline void QGLFunctions::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); } inline GLuint QGLFunctions::glCreateProgram() { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); return d_ptr->funcs->glCreateProgram(); } inline GLuint QGLFunctions::glCreateShader(GLenum type) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); return d_ptr->funcs->glCreateShader(type); } inline void QGLFunctions::glDeleteBuffers(GLsizei n, const GLuint* buffers) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glDeleteBuffers(n, buffers); } inline void QGLFunctions::glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glDeleteFramebuffers(n, framebuffers); } inline void QGLFunctions::glDeleteProgram(GLuint program) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glDeleteProgram(program); } inline void QGLFunctions::glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glDeleteRenderbuffers(n, renderbuffers); } inline void QGLFunctions::glDeleteShader(GLuint shader) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glDeleteShader(shader); } inline void QGLFunctions::glDepthRangef(GLclampf zNear, GLclampf zFar) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); return d_ptr->funcs->glDepthRangef(zNear, zFar); } inline void QGLFunctions::glDetachShader(GLuint program, GLuint shader) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glDetachShader(program, shader); } inline void QGLFunctions::glDisableVertexAttribArray(GLuint index) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glDisableVertexAttribArray(index); } inline void QGLFunctions::glEnableVertexAttribArray(GLuint index) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glEnableVertexAttribArray(index); } inline void QGLFunctions::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); } inline void QGLFunctions::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glFramebufferTexture2D(target, attachment, textarget, texture, level); } inline void QGLFunctions::glGenBuffers(GLsizei n, GLuint* buffers) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGenBuffers(n, buffers); } inline void QGLFunctions::glGenerateMipmap(GLenum target) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGenerateMipmap(target); } inline void QGLFunctions::glGenFramebuffers(GLsizei n, GLuint* framebuffers) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGenFramebuffers(n, framebuffers); } inline void QGLFunctions::glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGenRenderbuffers(n, renderbuffers); } inline void QGLFunctions::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGetActiveAttrib(program, index, bufsize, length, size, type, name); } inline void QGLFunctions::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGetActiveUniform(program, index, bufsize, length, size, type, name); } inline void QGLFunctions::glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGetAttachedShaders(program, maxcount, count, shaders); } inline int QGLFunctions::glGetAttribLocation(GLuint program, const char* name) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); return d_ptr->funcs->glGetAttribLocation(program, name); } inline void QGLFunctions::glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGetBufferParameteriv(target, pname, params); } inline void QGLFunctions::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); } inline void QGLFunctions::glGetProgramiv(GLuint program, GLenum pname, GLint* params) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGetProgramiv(program, pname, params); } inline void QGLFunctions::glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGetProgramInfoLog(program, bufsize, length, infolog); } inline void QGLFunctions::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGetRenderbufferParameteriv(target, pname, params); } inline void QGLFunctions::glGetShaderiv(GLuint shader, GLenum pname, GLint* params) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGetShaderiv(shader, pname, params); } inline void QGLFunctions::glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGetShaderInfoLog(shader, bufsize, length, infolog); } inline void QGLFunctions::glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision); } inline void QGLFunctions::glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGetShaderSource(shader, bufsize, length, source); } inline void QGLFunctions::glGetUniformfv(GLuint program, GLint location, GLfloat* params) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGetUniformfv(program, location, params); } inline void QGLFunctions::glGetUniformiv(GLuint program, GLint location, GLint* params) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGetUniformiv(program, location, params); } inline int QGLFunctions::glGetUniformLocation(GLuint program, const char* name) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); return d_ptr->funcs->glGetUniformLocation(program, name); } inline void QGLFunctions::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGetVertexAttribfv(index, pname, params); } inline void QGLFunctions::glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGetVertexAttribiv(index, pname, params); } inline void QGLFunctions::glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glGetVertexAttribPointerv(index, pname, pointer); } inline GLboolean QGLFunctions::glIsBuffer(GLuint buffer) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); return d_ptr->funcs->glIsBuffer(buffer); } inline GLboolean QGLFunctions::glIsFramebuffer(GLuint framebuffer) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); return d_ptr->funcs->glIsFramebuffer(framebuffer); } inline GLboolean QGLFunctions::glIsProgram(GLuint program) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); return d_ptr->funcs->glIsProgram(program); } inline GLboolean QGLFunctions::glIsRenderbuffer(GLuint renderbuffer) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); return d_ptr->funcs->glIsRenderbuffer(renderbuffer); } inline GLboolean QGLFunctions::glIsShader(GLuint shader) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); return d_ptr->funcs->glIsShader(shader); } inline void QGLFunctions::glLinkProgram(GLuint program) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glLinkProgram(program); } inline void QGLFunctions::glReleaseShaderCompiler() { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glReleaseShaderCompiler(); } inline void QGLFunctions::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glRenderbufferStorage(target, internalformat, width, height); } inline void QGLFunctions::glSampleCoverage(GLclampf value, GLboolean invert) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glSampleCoverage(value, invert); } inline void QGLFunctions::glShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glShaderBinary(n, shaders, binaryformat, binary, length); } inline void QGLFunctions::glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glShaderSource(shader, count, string, length); } inline void QGLFunctions::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glStencilFuncSeparate(face, func, ref, mask); } inline void QGLFunctions::glStencilMaskSeparate(GLenum face, GLuint mask) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glStencilMaskSeparate(face, mask); } inline void QGLFunctions::glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glStencilOpSeparate(face, fail, zfail, zpass); } inline void QGLFunctions::glUniform1f(GLint location, GLfloat x) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniform1f(location, x); } inline void QGLFunctions::glUniform1fv(GLint location, GLsizei count, const GLfloat* v) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniform1fv(location, count, v); } inline void QGLFunctions::glUniform1i(GLint location, GLint x) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniform1i(location, x); } inline void QGLFunctions::glUniform1iv(GLint location, GLsizei count, const GLint* v) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniform1iv(location, count, v); } inline void QGLFunctions::glUniform2f(GLint location, GLfloat x, GLfloat y) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniform2f(location, x, y); } inline void QGLFunctions::glUniform2fv(GLint location, GLsizei count, const GLfloat* v) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniform2fv(location, count, v); } inline void QGLFunctions::glUniform2i(GLint location, GLint x, GLint y) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniform2i(location, x, y); } inline void QGLFunctions::glUniform2iv(GLint location, GLsizei count, const GLint* v) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniform2iv(location, count, v); } inline void QGLFunctions::glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniform3f(location, x, y, z); } inline void QGLFunctions::glUniform3fv(GLint location, GLsizei count, const GLfloat* v) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniform3fv(location, count, v); } inline void QGLFunctions::glUniform3i(GLint location, GLint x, GLint y, GLint z) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniform3i(location, x, y, z); } inline void QGLFunctions::glUniform3iv(GLint location, GLsizei count, const GLint* v) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniform3iv(location, count, v); } inline void QGLFunctions::glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniform4f(location, x, y, z, w); } inline void QGLFunctions::glUniform4fv(GLint location, GLsizei count, const GLfloat* v) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniform4fv(location, count, v); } inline void QGLFunctions::glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniform4i(location, x, y, z, w); } inline void QGLFunctions::glUniform4iv(GLint location, GLsizei count, const GLint* v) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniform4iv(location, count, v); } inline void QGLFunctions::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniformMatrix2fv(location, count, transpose, value); } inline void QGLFunctions::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniformMatrix3fv(location, count, transpose, value); } inline void QGLFunctions::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUniformMatrix4fv(location, count, transpose, value); } inline void QGLFunctions::glUseProgram(GLuint program) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glUseProgram(program); } inline void QGLFunctions::glValidateProgram(GLuint program) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glValidateProgram(program); } inline void QGLFunctions::glVertexAttrib1f(GLuint indx, GLfloat x) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glVertexAttrib1f(indx, x); } inline void QGLFunctions::glVertexAttrib1fv(GLuint indx, const GLfloat* values) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glVertexAttrib1fv(indx, values); } inline void QGLFunctions::glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glVertexAttrib2f(indx, x, y); } inline void QGLFunctions::glVertexAttrib2fv(GLuint indx, const GLfloat* values) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glVertexAttrib2fv(indx, values); } inline void QGLFunctions::glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glVertexAttrib3f(indx, x, y, z); } inline void QGLFunctions::glVertexAttrib3fv(GLuint indx, const GLfloat* values) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glVertexAttrib3fv(indx, values); } inline void QGLFunctions::glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glVertexAttrib4f(indx, x, y, z, w); } inline void QGLFunctions::glVertexAttrib4fv(GLuint indx, const GLfloat* values) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glVertexAttrib4fv(indx, values); } inline void QGLFunctions::glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr) { Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); d_ptr->funcs->glVertexAttribPointer(indx, size, type, normalized, stride, ptr); } #ifndef GL_ACTIVE_ATTRIBUTE_MAX_LENGTH #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A #endif #ifndef GL_ACTIVE_ATTRIBUTES #define GL_ACTIVE_ATTRIBUTES 0x8B89 #endif #ifndef GL_ACTIVE_TEXTURE #define GL_ACTIVE_TEXTURE 0x84E0 #endif #ifndef GL_ACTIVE_UNIFORM_MAX_LENGTH #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 #endif #ifndef GL_ACTIVE_UNIFORMS #define GL_ACTIVE_UNIFORMS 0x8B86 #endif #ifndef GL_ALIASED_LINE_WIDTH_RANGE #define GL_ALIASED_LINE_WIDTH_RANGE 0x846E #endif #ifndef GL_ALIASED_POINT_SIZE_RANGE #define GL_ALIASED_POINT_SIZE_RANGE 0x846D #endif #ifndef GL_ALPHA #define GL_ALPHA 0x1906 #endif #ifndef GL_ALPHA_BITS #define GL_ALPHA_BITS 0x0D55 #endif #ifndef GL_ALWAYS #define GL_ALWAYS 0x0207 #endif #ifndef GL_ARRAY_BUFFER #define GL_ARRAY_BUFFER 0x8892 #endif #ifndef GL_ARRAY_BUFFER_BINDING #define GL_ARRAY_BUFFER_BINDING 0x8894 #endif #ifndef GL_ATTACHED_SHADERS #define GL_ATTACHED_SHADERS 0x8B85 #endif #ifndef GL_BACK #define GL_BACK 0x0405 #endif #ifndef GL_BLEND #define GL_BLEND 0x0BE2 #endif #ifndef GL_BLEND_COLOR #define GL_BLEND_COLOR 0x8005 #endif #ifndef GL_BLEND_DST_ALPHA #define GL_BLEND_DST_ALPHA 0x80CA #endif #ifndef GL_BLEND_DST_RGB #define GL_BLEND_DST_RGB 0x80C8 #endif #ifndef GL_BLEND_EQUATION #define GL_BLEND_EQUATION 0x8009 #endif #ifndef GL_BLEND_EQUATION_ALPHA #define GL_BLEND_EQUATION_ALPHA 0x883D #endif #ifndef GL_BLEND_EQUATION_RGB #define GL_BLEND_EQUATION_RGB 0x8009 #endif #ifndef GL_BLEND_SRC_ALPHA #define GL_BLEND_SRC_ALPHA 0x80CB #endif #ifndef GL_BLEND_SRC_RGB #define GL_BLEND_SRC_RGB 0x80C9 #endif #ifndef GL_BLUE_BITS #define GL_BLUE_BITS 0x0D54 #endif #ifndef GL_BOOL #define GL_BOOL 0x8B56 #endif #ifndef GL_BOOL_VEC2 #define GL_BOOL_VEC2 0x8B57 #endif #ifndef GL_BOOL_VEC3 #define GL_BOOL_VEC3 0x8B58 #endif #ifndef GL_BOOL_VEC4 #define GL_BOOL_VEC4 0x8B59 #endif #ifndef GL_BUFFER_SIZE #define GL_BUFFER_SIZE 0x8764 #endif #ifndef GL_BUFFER_USAGE #define GL_BUFFER_USAGE 0x8765 #endif #ifndef GL_BYTE #define GL_BYTE 0x1400 #endif #ifndef GL_CCW #define GL_CCW 0x0901 #endif #ifndef GL_CLAMP_TO_EDGE #define GL_CLAMP_TO_EDGE 0x812F #endif #ifndef GL_COLOR_ATTACHMENT0 #define GL_COLOR_ATTACHMENT0 0x8CE0 #endif #ifndef GL_COLOR_BUFFER_BIT #define GL_COLOR_BUFFER_BIT 0x00004000 #endif #ifndef GL_COLOR_CLEAR_VALUE #define GL_COLOR_CLEAR_VALUE 0x0C22 #endif #ifndef GL_COLOR_WRITEMASK #define GL_COLOR_WRITEMASK 0x0C23 #endif #ifndef GL_COMPILE_STATUS #define GL_COMPILE_STATUS 0x8B81 #endif #ifndef GL_COMPRESSED_TEXTURE_FORMATS #define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 #endif #ifndef GL_CONSTANT_ALPHA #define GL_CONSTANT_ALPHA 0x8003 #endif #ifndef GL_CONSTANT_COLOR #define GL_CONSTANT_COLOR 0x8001 #endif #ifndef GL_CULL_FACE #define GL_CULL_FACE 0x0B44 #endif #ifndef GL_CULL_FACE_MODE #define GL_CULL_FACE_MODE 0x0B45 #endif #ifndef GL_CURRENT_PROGRAM #define GL_CURRENT_PROGRAM 0x8B8D #endif #ifndef GL_CURRENT_VERTEX_ATTRIB #define GL_CURRENT_VERTEX_ATTRIB 0x8626 #endif #ifndef GL_CW #define GL_CW 0x0900 #endif #ifndef GL_DECR #define GL_DECR 0x1E03 #endif #ifndef GL_DECR_WRAP #define GL_DECR_WRAP 0x8508 #endif #ifndef GL_DELETE_STATUS #define GL_DELETE_STATUS 0x8B80 #endif #ifndef GL_DEPTH_ATTACHMENT #define GL_DEPTH_ATTACHMENT 0x8D00 #endif #ifndef GL_DEPTH_BITS #define GL_DEPTH_BITS 0x0D56 #endif #ifndef GL_DEPTH_BUFFER_BIT #define GL_DEPTH_BUFFER_BIT 0x00000100 #endif #ifndef GL_DEPTH_CLEAR_VALUE #define GL_DEPTH_CLEAR_VALUE 0x0B73 #endif #ifndef GL_DEPTH_COMPONENT #define GL_DEPTH_COMPONENT 0x1902 #endif #ifndef GL_DEPTH_COMPONENT16 #define GL_DEPTH_COMPONENT16 0x81A5 #endif #ifndef GL_DEPTH_FUNC #define GL_DEPTH_FUNC 0x0B74 #endif #ifndef GL_DEPTH_RANGE #define GL_DEPTH_RANGE 0x0B70 #endif #ifndef GL_DEPTH_TEST #define GL_DEPTH_TEST 0x0B71 #endif #ifndef GL_DEPTH_WRITEMASK #define GL_DEPTH_WRITEMASK 0x0B72 #endif #ifndef GL_DITHER #define GL_DITHER 0x0BD0 #endif #ifndef GL_DONT_CARE #define GL_DONT_CARE 0x1100 #endif #ifndef GL_DST_ALPHA #define GL_DST_ALPHA 0x0304 #endif #ifndef GL_DST_COLOR #define GL_DST_COLOR 0x0306 #endif #ifndef GL_DYNAMIC_DRAW #define GL_DYNAMIC_DRAW 0x88E8 #endif #ifndef GL_ELEMENT_ARRAY_BUFFER #define GL_ELEMENT_ARRAY_BUFFER 0x8893 #endif #ifndef GL_ELEMENT_ARRAY_BUFFER_BINDING #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 #endif #ifndef GL_EQUAL #define GL_EQUAL 0x0202 #endif #ifndef GL_EXTENSIONS #define GL_EXTENSIONS 0x1F03 #endif #ifndef GL_FALSE #define GL_FALSE 0 #endif #ifndef GL_FASTEST #define GL_FASTEST 0x1101 #endif #ifndef GL_FIXED #define GL_FIXED 0x140C #endif #ifndef GL_FLOAT #define GL_FLOAT 0x1406 #endif #ifndef GL_FLOAT_MAT2 #define GL_FLOAT_MAT2 0x8B5A #endif #ifndef GL_FLOAT_MAT3 #define GL_FLOAT_MAT3 0x8B5B #endif #ifndef GL_FLOAT_MAT4 #define GL_FLOAT_MAT4 0x8B5C #endif #ifndef GL_FLOAT_VEC2 #define GL_FLOAT_VEC2 0x8B50 #endif #ifndef GL_FLOAT_VEC3 #define GL_FLOAT_VEC3 0x8B51 #endif #ifndef GL_FLOAT_VEC4 #define GL_FLOAT_VEC4 0x8B52 #endif #ifndef GL_FRAGMENT_SHADER #define GL_FRAGMENT_SHADER 0x8B30 #endif #ifndef GL_FRAMEBUFFER #define GL_FRAMEBUFFER 0x8D40 #endif #ifndef GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 #endif #ifndef GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 #endif #ifndef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 #endif #ifndef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 #endif #ifndef GL_FRAMEBUFFER_BINDING #define GL_FRAMEBUFFER_BINDING 0x8CA6 #endif #ifndef GL_FRAMEBUFFER_COMPLETE #define GL_FRAMEBUFFER_COMPLETE 0x8CD5 #endif #ifndef GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 #endif #ifndef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS #define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9 #endif #ifndef GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 #endif #ifndef GL_FRAMEBUFFER_UNSUPPORTED #define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD #endif #ifndef GL_FRONT #define GL_FRONT 0x0404 #endif #ifndef GL_FRONT_AND_BACK #define GL_FRONT_AND_BACK 0x0408 #endif #ifndef GL_FRONT_FACE #define GL_FRONT_FACE 0x0B46 #endif #ifndef GL_FUNC_ADD #define GL_FUNC_ADD 0x8006 #endif #ifndef GL_FUNC_REVERSE_SUBTRACT #define GL_FUNC_REVERSE_SUBTRACT 0x800B #endif #ifndef GL_FUNC_SUBTRACT #define GL_FUNC_SUBTRACT 0x800A #endif #ifndef GL_GENERATE_MIPMAP_HINT #define GL_GENERATE_MIPMAP_HINT 0x8192 #endif #ifndef GL_GEQUAL #define GL_GEQUAL 0x0206 #endif #ifndef GL_GREATER #define GL_GREATER 0x0204 #endif #ifndef GL_GREEN_BITS #define GL_GREEN_BITS 0x0D53 #endif #ifndef GL_HIGH_FLOAT #define GL_HIGH_FLOAT 0x8DF2 #endif #ifndef GL_HIGH_INT #define GL_HIGH_INT 0x8DF5 #endif #ifndef GL_IMPLEMENTATION_COLOR_READ_FORMAT #define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B #endif #ifndef GL_IMPLEMENTATION_COLOR_READ_TYPE #define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A #endif #ifndef GL_INCR #define GL_INCR 0x1E02 #endif #ifndef GL_INCR_WRAP #define GL_INCR_WRAP 0x8507 #endif #ifndef GL_INFO_LOG_LENGTH #define GL_INFO_LOG_LENGTH 0x8B84 #endif #ifndef GL_INT #define GL_INT 0x1404 #endif #ifndef GL_INT_VEC2 #define GL_INT_VEC2 0x8B53 #endif #ifndef GL_INT_VEC3 #define GL_INT_VEC3 0x8B54 #endif #ifndef GL_INT_VEC4 #define GL_INT_VEC4 0x8B55 #endif #ifndef GL_INVALID_ENUM #define GL_INVALID_ENUM 0x0500 #endif #ifndef GL_INVALID_FRAMEBUFFER_OPERATION #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 #endif #ifndef GL_INVALID_OPERATION #define GL_INVALID_OPERATION 0x0502 #endif #ifndef GL_INVALID_VALUE #define GL_INVALID_VALUE 0x0501 #endif #ifndef GL_INVERT #define GL_INVERT 0x150A #endif #ifndef GL_KEEP #define GL_KEEP 0x1E00 #endif #ifndef GL_LEQUAL #define GL_LEQUAL 0x0203 #endif #ifndef GL_LESS #define GL_LESS 0x0201 #endif #ifndef GL_LINEAR #define GL_LINEAR 0x2601 #endif #ifndef GL_LINEAR_MIPMAP_LINEAR #define GL_LINEAR_MIPMAP_LINEAR 0x2703 #endif #ifndef GL_LINEAR_MIPMAP_NEAREST #define GL_LINEAR_MIPMAP_NEAREST 0x2701 #endif #ifndef GL_LINE_LOOP #define GL_LINE_LOOP 0x0002 #endif #ifndef GL_LINES #define GL_LINES 0x0001 #endif #ifndef GL_LINE_STRIP #define GL_LINE_STRIP 0x0003 #endif #ifndef GL_LINE_WIDTH #define GL_LINE_WIDTH 0x0B21 #endif #ifndef GL_LINK_STATUS #define GL_LINK_STATUS 0x8B82 #endif #ifndef GL_LOW_FLOAT #define GL_LOW_FLOAT 0x8DF0 #endif #ifndef GL_LOW_INT #define GL_LOW_INT 0x8DF3 #endif #ifndef GL_LUMINANCE #define GL_LUMINANCE 0x1909 #endif #ifndef GL_LUMINANCE_ALPHA #define GL_LUMINANCE_ALPHA 0x190A #endif #ifndef GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D #endif #ifndef GL_MAX_CUBE_MAP_TEXTURE_SIZE #define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C #endif #ifndef GL_MAX_FRAGMENT_UNIFORM_VECTORS #define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD #endif #ifndef GL_MAX_RENDERBUFFER_SIZE #define GL_MAX_RENDERBUFFER_SIZE 0x84E8 #endif #ifndef GL_MAX_TEXTURE_IMAGE_UNITS #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 #endif #ifndef GL_MAX_TEXTURE_SIZE #define GL_MAX_TEXTURE_SIZE 0x0D33 #endif #ifndef GL_MAX_VARYING_VECTORS #define GL_MAX_VARYING_VECTORS 0x8DFC #endif #ifndef GL_MAX_VERTEX_ATTRIBS #define GL_MAX_VERTEX_ATTRIBS 0x8869 #endif #ifndef GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C #endif #ifndef GL_MAX_VERTEX_UNIFORM_VECTORS #define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB #endif #ifndef GL_MAX_VIEWPORT_DIMS #define GL_MAX_VIEWPORT_DIMS 0x0D3A #endif #ifndef GL_MEDIUM_FLOAT #define GL_MEDIUM_FLOAT 0x8DF1 #endif #ifndef GL_MEDIUM_INT #define GL_MEDIUM_INT 0x8DF4 #endif #ifndef GL_MIRRORED_REPEAT #define GL_MIRRORED_REPEAT 0x8370 #endif #ifndef GL_NEAREST #define GL_NEAREST 0x2600 #endif #ifndef GL_NEAREST_MIPMAP_LINEAR #define GL_NEAREST_MIPMAP_LINEAR 0x2702 #endif #ifndef GL_NEAREST_MIPMAP_NEAREST #define GL_NEAREST_MIPMAP_NEAREST 0x2700 #endif #ifndef GL_NEVER #define GL_NEVER 0x0200 #endif #ifndef GL_NICEST #define GL_NICEST 0x1102 #endif #ifndef GL_NO_ERROR #define GL_NO_ERROR 0 #endif #ifndef GL_NONE #define GL_NONE 0 #endif #ifndef GL_NOTEQUAL #define GL_NOTEQUAL 0x0205 #endif #ifndef GL_NUM_COMPRESSED_TEXTURE_FORMATS #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 #endif #ifndef GL_NUM_SHADER_BINARY_FORMATS #define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 #endif #ifndef GL_ONE #define GL_ONE 1 #endif #ifndef GL_ONE_MINUS_CONSTANT_ALPHA #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 #endif #ifndef GL_ONE_MINUS_CONSTANT_COLOR #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 #endif #ifndef GL_ONE_MINUS_DST_ALPHA #define GL_ONE_MINUS_DST_ALPHA 0x0305 #endif #ifndef GL_ONE_MINUS_DST_COLOR #define GL_ONE_MINUS_DST_COLOR 0x0307 #endif #ifndef GL_ONE_MINUS_SRC_ALPHA #define GL_ONE_MINUS_SRC_ALPHA 0x0303 #endif #ifndef GL_ONE_MINUS_SRC_COLOR #define GL_ONE_MINUS_SRC_COLOR 0x0301 #endif #ifndef GL_OUT_OF_MEMORY #define GL_OUT_OF_MEMORY 0x0505 #endif #ifndef GL_PACK_ALIGNMENT #define GL_PACK_ALIGNMENT 0x0D05 #endif #ifndef GL_POINTS #define GL_POINTS 0x0000 #endif #ifndef GL_POLYGON_OFFSET_FACTOR #define GL_POLYGON_OFFSET_FACTOR 0x8038 #endif #ifndef GL_POLYGON_OFFSET_FILL #define GL_POLYGON_OFFSET_FILL 0x8037 #endif #ifndef GL_POLYGON_OFFSET_UNITS #define GL_POLYGON_OFFSET_UNITS 0x2A00 #endif #ifndef GL_RED_BITS #define GL_RED_BITS 0x0D52 #endif #ifndef GL_RENDERBUFFER #define GL_RENDERBUFFER 0x8D41 #endif #ifndef GL_RENDERBUFFER_ALPHA_SIZE #define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 #endif #ifndef GL_RENDERBUFFER_BINDING #define GL_RENDERBUFFER_BINDING 0x8CA7 #endif #ifndef GL_RENDERBUFFER_BLUE_SIZE #define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 #endif #ifndef GL_RENDERBUFFER_DEPTH_SIZE #define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 #endif #ifndef GL_RENDERBUFFER_GREEN_SIZE #define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 #endif #ifndef GL_RENDERBUFFER_HEIGHT #define GL_RENDERBUFFER_HEIGHT 0x8D43 #endif #ifndef GL_RENDERBUFFER_INTERNAL_FORMAT #define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 #endif #ifndef GL_RENDERBUFFER_RED_SIZE #define GL_RENDERBUFFER_RED_SIZE 0x8D50 #endif #ifndef GL_RENDERBUFFER_STENCIL_SIZE #define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 #endif #ifndef GL_RENDERBUFFER_WIDTH #define GL_RENDERBUFFER_WIDTH 0x8D42 #endif #ifndef GL_RENDERER #define GL_RENDERER 0x1F01 #endif #ifndef GL_REPEAT #define GL_REPEAT 0x2901 #endif #ifndef GL_REPLACE #define GL_REPLACE 0x1E01 #endif #ifndef GL_RGB #define GL_RGB 0x1907 #endif #ifndef GL_RGB565 #define GL_RGB565 0x8D62 #endif #ifndef GL_RGB5_A1 #define GL_RGB5_A1 0x8057 #endif #ifndef GL_RGBA #define GL_RGBA 0x1908 #endif #ifndef GL_RGBA4 #define GL_RGBA4 0x8056 #endif #ifndef GL_BGRA #define GL_BGRA 0x80E1 #endif #ifndef GL_SAMPLE_ALPHA_TO_COVERAGE #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E #endif #ifndef GL_SAMPLE_BUFFERS #define GL_SAMPLE_BUFFERS 0x80A8 #endif #ifndef GL_SAMPLE_COVERAGE #define GL_SAMPLE_COVERAGE 0x80A0 #endif #ifndef GL_SAMPLE_COVERAGE_INVERT #define GL_SAMPLE_COVERAGE_INVERT 0x80AB #endif #ifndef GL_SAMPLE_COVERAGE_VALUE #define GL_SAMPLE_COVERAGE_VALUE 0x80AA #endif #ifndef GL_SAMPLER_2D #define GL_SAMPLER_2D 0x8B5E #endif #ifndef GL_SAMPLER_CUBE #define GL_SAMPLER_CUBE 0x8B60 #endif #ifndef GL_SAMPLES #define GL_SAMPLES 0x80A9 #endif #ifndef GL_SCISSOR_BOX #define GL_SCISSOR_BOX 0x0C10 #endif #ifndef GL_SCISSOR_TEST #define GL_SCISSOR_TEST 0x0C11 #endif #ifndef GL_SHADER_BINARY_FORMATS #define GL_SHADER_BINARY_FORMATS 0x8DF8 #endif #ifndef GL_SHADER_COMPILER #define GL_SHADER_COMPILER 0x8DFA #endif #ifndef GL_SHADER_SOURCE_LENGTH #define GL_SHADER_SOURCE_LENGTH 0x8B88 #endif #ifndef GL_SHADER_TYPE #define GL_SHADER_TYPE 0x8B4F #endif #ifndef GL_SHADING_LANGUAGE_VERSION #define GL_SHADING_LANGUAGE_VERSION 0x8B8C #endif #ifndef GL_SHORT #define GL_SHORT 0x1402 #endif #ifndef GL_SRC_ALPHA #define GL_SRC_ALPHA 0x0302 #endif #ifndef GL_SRC_ALPHA_SATURATE #define GL_SRC_ALPHA_SATURATE 0x0308 #endif #ifndef GL_SRC_COLOR #define GL_SRC_COLOR 0x0300 #endif #ifndef GL_STATIC_DRAW #define GL_STATIC_DRAW 0x88E4 #endif #ifndef GL_STENCIL_ATTACHMENT #define GL_STENCIL_ATTACHMENT 0x8D20 #endif #ifndef GL_STENCIL_BACK_FAIL #define GL_STENCIL_BACK_FAIL 0x8801 #endif #ifndef GL_STENCIL_BACK_FUNC #define GL_STENCIL_BACK_FUNC 0x8800 #endif #ifndef GL_STENCIL_BACK_PASS_DEPTH_FAIL #define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 #endif #ifndef GL_STENCIL_BACK_PASS_DEPTH_PASS #define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 #endif #ifndef GL_STENCIL_BACK_REF #define GL_STENCIL_BACK_REF 0x8CA3 #endif #ifndef GL_STENCIL_BACK_VALUE_MASK #define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 #endif #ifndef GL_STENCIL_BACK_WRITEMASK #define GL_STENCIL_BACK_WRITEMASK 0x8CA5 #endif #ifndef GL_STENCIL_BITS #define GL_STENCIL_BITS 0x0D57 #endif #ifndef GL_STENCIL_BUFFER_BIT #define GL_STENCIL_BUFFER_BIT 0x00000400 #endif #ifndef GL_STENCIL_CLEAR_VALUE #define GL_STENCIL_CLEAR_VALUE 0x0B91 #endif #ifndef GL_STENCIL_FAIL #define GL_STENCIL_FAIL 0x0B94 #endif #ifndef GL_STENCIL_FUNC #define GL_STENCIL_FUNC 0x0B92 #endif #ifndef GL_STENCIL_INDEX #define GL_STENCIL_INDEX 0x1901 #endif #ifndef GL_STENCIL_INDEX8 #define GL_STENCIL_INDEX8 0x8D48 #endif #ifndef GL_STENCIL_PASS_DEPTH_FAIL #define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 #endif #ifndef GL_STENCIL_PASS_DEPTH_PASS #define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 #endif #ifndef GL_STENCIL_REF #define GL_STENCIL_REF 0x0B97 #endif #ifndef GL_STENCIL_TEST #define GL_STENCIL_TEST 0x0B90 #endif #ifndef GL_STENCIL_VALUE_MASK #define GL_STENCIL_VALUE_MASK 0x0B93 #endif #ifndef GL_STENCIL_WRITEMASK #define GL_STENCIL_WRITEMASK 0x0B98 #endif #ifndef GL_STREAM_DRAW #define GL_STREAM_DRAW 0x88E0 #endif #ifndef GL_SUBPIXEL_BITS #define GL_SUBPIXEL_BITS 0x0D50 #endif #ifndef GL_TEXTURE0 #define GL_TEXTURE0 0x84C0 #endif #ifndef GL_TEXTURE #define GL_TEXTURE 0x1702 #endif #ifndef GL_TEXTURE10 #define GL_TEXTURE10 0x84CA #endif #ifndef GL_TEXTURE1 #define GL_TEXTURE1 0x84C1 #endif #ifndef GL_TEXTURE11 #define GL_TEXTURE11 0x84CB #endif #ifndef GL_TEXTURE12 #define GL_TEXTURE12 0x84CC #endif #ifndef GL_TEXTURE13 #define GL_TEXTURE13 0x84CD #endif #ifndef GL_TEXTURE14 #define GL_TEXTURE14 0x84CE #endif #ifndef GL_TEXTURE15 #define GL_TEXTURE15 0x84CF #endif #ifndef GL_TEXTURE16 #define GL_TEXTURE16 0x84D0 #endif #ifndef GL_TEXTURE17 #define GL_TEXTURE17 0x84D1 #endif #ifndef GL_TEXTURE18 #define GL_TEXTURE18 0x84D2 #endif #ifndef GL_TEXTURE19 #define GL_TEXTURE19 0x84D3 #endif #ifndef GL_TEXTURE20 #define GL_TEXTURE20 0x84D4 #endif #ifndef GL_TEXTURE2 #define GL_TEXTURE2 0x84C2 #endif #ifndef GL_TEXTURE21 #define GL_TEXTURE21 0x84D5 #endif #ifndef GL_TEXTURE22 #define GL_TEXTURE22 0x84D6 #endif #ifndef GL_TEXTURE23 #define GL_TEXTURE23 0x84D7 #endif #ifndef GL_TEXTURE24 #define GL_TEXTURE24 0x84D8 #endif #ifndef GL_TEXTURE25 #define GL_TEXTURE25 0x84D9 #endif #ifndef GL_TEXTURE26 #define GL_TEXTURE26 0x84DA #endif #ifndef GL_TEXTURE27 #define GL_TEXTURE27 0x84DB #endif #ifndef GL_TEXTURE28 #define GL_TEXTURE28 0x84DC #endif #ifndef GL_TEXTURE29 #define GL_TEXTURE29 0x84DD #endif #ifndef GL_TEXTURE_2D #define GL_TEXTURE_2D 0x0DE1 #endif #ifndef GL_TEXTURE30 #define GL_TEXTURE30 0x84DE #endif #ifndef GL_TEXTURE3 #define GL_TEXTURE3 0x84C3 #endif #ifndef GL_TEXTURE31 #define GL_TEXTURE31 0x84DF #endif #ifndef GL_TEXTURE4 #define GL_TEXTURE4 0x84C4 #endif #ifndef GL_TEXTURE5 #define GL_TEXTURE5 0x84C5 #endif #ifndef GL_TEXTURE6 #define GL_TEXTURE6 0x84C6 #endif #ifndef GL_TEXTURE7 #define GL_TEXTURE7 0x84C7 #endif #ifndef GL_TEXTURE8 #define GL_TEXTURE8 0x84C8 #endif #ifndef GL_TEXTURE9 #define GL_TEXTURE9 0x84C9 #endif #ifndef GL_TEXTURE_BINDING_2D #define GL_TEXTURE_BINDING_2D 0x8069 #endif #ifndef GL_TEXTURE_BINDING_CUBE_MAP #define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 #endif #ifndef GL_TEXTURE_CUBE_MAP #define GL_TEXTURE_CUBE_MAP 0x8513 #endif #ifndef GL_TEXTURE_CUBE_MAP_NEGATIVE_X #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 #endif #ifndef GL_TEXTURE_CUBE_MAP_NEGATIVE_Y #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 #endif #ifndef GL_TEXTURE_CUBE_MAP_NEGATIVE_Z #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A #endif #ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_X #define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 #endif #ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_Y #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 #endif #ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_Z #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 #endif #ifndef GL_TEXTURE_MAG_FILTER #define GL_TEXTURE_MAG_FILTER 0x2800 #endif #ifndef GL_TEXTURE_MIN_FILTER #define GL_TEXTURE_MIN_FILTER 0x2801 #endif #ifndef GL_TEXTURE_WRAP_S #define GL_TEXTURE_WRAP_S 0x2802 #endif #ifndef GL_TEXTURE_WRAP_T #define GL_TEXTURE_WRAP_T 0x2803 #endif #ifndef GL_TRIANGLE_FAN #define GL_TRIANGLE_FAN 0x0006 #endif #ifndef GL_TRIANGLES #define GL_TRIANGLES 0x0004 #endif #ifndef GL_TRIANGLE_STRIP #define GL_TRIANGLE_STRIP 0x0005 #endif #ifndef GL_TRUE #define GL_TRUE 1 #endif #ifndef GL_UNPACK_ALIGNMENT #define GL_UNPACK_ALIGNMENT 0x0CF5 #endif #ifndef GL_UNSIGNED_BYTE #define GL_UNSIGNED_BYTE 0x1401 #endif #ifndef GL_UNSIGNED_INT #define GL_UNSIGNED_INT 0x1405 #endif #ifndef GL_UNSIGNED_SHORT #define GL_UNSIGNED_SHORT 0x1403 #endif #ifndef GL_UNSIGNED_SHORT_4_4_4_4 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #endif #ifndef GL_UNSIGNED_SHORT_5_5_5_1 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #endif #ifndef GL_UNSIGNED_SHORT_5_6_5 #define GL_UNSIGNED_SHORT_5_6_5 0x8363 #endif #ifndef GL_VALIDATE_STATUS #define GL_VALIDATE_STATUS 0x8B83 #endif #ifndef GL_VENDOR #define GL_VENDOR 0x1F00 #endif #ifndef GL_VERSION #define GL_VERSION 0x1F02 #endif #ifndef GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F #endif #ifndef GL_VERTEX_ATTRIB_ARRAY_ENABLED #define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 #endif #ifndef GL_VERTEX_ATTRIB_ARRAY_NORMALIZED #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A #endif #ifndef GL_VERTEX_ATTRIB_ARRAY_POINTER #define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 #endif #ifndef GL_VERTEX_ATTRIB_ARRAY_SIZE #define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 #endif #ifndef GL_VERTEX_ATTRIB_ARRAY_STRIDE #define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 #endif #ifndef GL_VERTEX_ATTRIB_ARRAY_TYPE #define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 #endif #ifndef GL_VERTEX_SHADER #define GL_VERTEX_SHADER 0x8B31 #endif #ifndef GL_VIEWPORT #define GL_VIEWPORT 0x0BA2 #endif #ifndef GL_ZERO #define GL_ZERO 0 #endif QT_END_NAMESPACE #endif