blob: b2f7e275dc9b546188f29032c9b2ae0d6cec8e3c [file] [log] [blame]
/****************************************************************************
**
** 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.
**
** $QT_END_LICENSE$
**
**
** 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_2_CORE_H
#define QOPENGLVERSIONFUNCTIONS_3_2_CORE_H
#include <QtCore/qglobal.h>
#if !defined(QT_NO_OPENGL) && !defined(QT_OPENGL_ES_2)
#include <QtGui/QOpenGLVersionFunctions>
#include <QtGui/qopenglcontext.h>
QT_BEGIN_NAMESPACE
class Q_GUI_EXPORT QOpenGLFunctions_3_2_Core : public QAbstractOpenGLFunctions
{
public:
QOpenGLFunctions_3_2_Core();
~QOpenGLFunctions_3_2_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);
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;
};
// OpenGL 1.0 core functions
inline void QOpenGLFunctions_3_2_Core::glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
d_1_0_Core->Viewport(x, y, width, height);
}
inline void QOpenGLFunctions_3_2_Core::glDepthRange(GLdouble nearVal, GLdouble farVal)
{
d_1_0_Core->DepthRange(nearVal, farVal);
}
inline GLboolean QOpenGLFunctions_3_2_Core::glIsEnabled(GLenum cap)
{
return d_1_0_Core->IsEnabled(cap);
}
inline void QOpenGLFunctions_3_2_Core::glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
{
d_1_0_Core->GetTexLevelParameteriv(target, level, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
{
d_1_0_Core->GetTexLevelParameterfv(target, level, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
{
d_1_0_Core->GetTexParameteriv(target, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
{
d_1_0_Core->GetTexParameterfv(target, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
{
d_1_0_Core->GetTexImage(target, level, format, type, pixels);
}
inline const GLubyte * QOpenGLFunctions_3_2_Core::glGetString(GLenum name)
{
return d_1_0_Core->GetString(name);
}
inline void QOpenGLFunctions_3_2_Core::glGetIntegerv(GLenum pname, GLint *params)
{
d_1_0_Core->GetIntegerv(pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetFloatv(GLenum pname, GLfloat *params)
{
d_1_0_Core->GetFloatv(pname, params);
}
inline GLenum QOpenGLFunctions_3_2_Core::glGetError()
{
return d_1_0_Core->GetError();
}
inline void QOpenGLFunctions_3_2_Core::glGetDoublev(GLenum pname, GLdouble *params)
{
d_1_0_Core->GetDoublev(pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetBooleanv(GLenum pname, GLboolean *params)
{
d_1_0_Core->GetBooleanv(pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
{
d_1_0_Core->ReadPixels(x, y, width, height, format, type, pixels);
}
inline void QOpenGLFunctions_3_2_Core::glReadBuffer(GLenum mode)
{
d_1_0_Core->ReadBuffer(mode);
}
inline void QOpenGLFunctions_3_2_Core::glPixelStorei(GLenum pname, GLint param)
{
d_1_0_Core->PixelStorei(pname, param);
}
inline void QOpenGLFunctions_3_2_Core::glPixelStoref(GLenum pname, GLfloat param)
{
d_1_0_Core->PixelStoref(pname, param);
}
inline void QOpenGLFunctions_3_2_Core::glDepthFunc(GLenum func)
{
d_1_0_Core->DepthFunc(func);
}
inline void QOpenGLFunctions_3_2_Core::glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
d_1_0_Core->StencilOp(fail, zfail, zpass);
}
inline void QOpenGLFunctions_3_2_Core::glStencilFunc(GLenum func, GLint ref, GLuint mask)
{
d_1_0_Core->StencilFunc(func, ref, mask);
}
inline void QOpenGLFunctions_3_2_Core::glLogicOp(GLenum opcode)
{
d_1_0_Core->LogicOp(opcode);
}
inline void QOpenGLFunctions_3_2_Core::glBlendFunc(GLenum sfactor, GLenum dfactor)
{
d_1_0_Core->BlendFunc(sfactor, dfactor);
}
inline void QOpenGLFunctions_3_2_Core::glFlush()
{
d_1_0_Core->Flush();
}
inline void QOpenGLFunctions_3_2_Core::glFinish()
{
d_1_0_Core->Finish();
}
inline void QOpenGLFunctions_3_2_Core::glEnable(GLenum cap)
{
d_1_0_Core->Enable(cap);
}
inline void QOpenGLFunctions_3_2_Core::glDisable(GLenum cap)
{
d_1_0_Core->Disable(cap);
}
inline void QOpenGLFunctions_3_2_Core::glDepthMask(GLboolean flag)
{
d_1_0_Core->DepthMask(flag);
}
inline void QOpenGLFunctions_3_2_Core::glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
d_1_0_Core->ColorMask(red, green, blue, alpha);
}
inline void QOpenGLFunctions_3_2_Core::glStencilMask(GLuint mask)
{
d_1_0_Core->StencilMask(mask);
}
inline void QOpenGLFunctions_3_2_Core::glClearDepth(GLdouble depth)
{
d_1_0_Core->ClearDepth(depth);
}
inline void QOpenGLFunctions_3_2_Core::glClearStencil(GLint s)
{
d_1_0_Core->ClearStencil(s);
}
inline void QOpenGLFunctions_3_2_Core::glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
d_1_0_Core->ClearColor(red, green, blue, alpha);
}
inline void QOpenGLFunctions_3_2_Core::glClear(GLbitfield mask)
{
d_1_0_Core->Clear(mask);
}
inline void QOpenGLFunctions_3_2_Core::glDrawBuffer(GLenum mode)
{
d_1_0_Core->DrawBuffer(mode);
}
inline void QOpenGLFunctions_3_2_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->TexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
}
inline void QOpenGLFunctions_3_2_Core::glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
{
d_1_0_Core->TexImage1D(target, level, internalformat, width, border, format, type, pixels);
}
inline void QOpenGLFunctions_3_2_Core::glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
{
d_1_0_Core->TexParameteriv(target, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glTexParameteri(GLenum target, GLenum pname, GLint param)
{
d_1_0_Core->TexParameteri(target, pname, param);
}
inline void QOpenGLFunctions_3_2_Core::glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
{
d_1_0_Core->TexParameterfv(target, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glTexParameterf(GLenum target, GLenum pname, GLfloat param)
{
d_1_0_Core->TexParameterf(target, pname, param);
}
inline void QOpenGLFunctions_3_2_Core::glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
d_1_0_Core->Scissor(x, y, width, height);
}
inline void QOpenGLFunctions_3_2_Core::glPolygonMode(GLenum face, GLenum mode)
{
d_1_0_Core->PolygonMode(face, mode);
}
inline void QOpenGLFunctions_3_2_Core::glPointSize(GLfloat size)
{
d_1_0_Core->PointSize(size);
}
inline void QOpenGLFunctions_3_2_Core::glLineWidth(GLfloat width)
{
d_1_0_Core->LineWidth(width);
}
inline void QOpenGLFunctions_3_2_Core::glHint(GLenum target, GLenum mode)
{
d_1_0_Core->Hint(target, mode);
}
inline void QOpenGLFunctions_3_2_Core::glFrontFace(GLenum mode)
{
d_1_0_Core->FrontFace(mode);
}
inline void QOpenGLFunctions_3_2_Core::glCullFace(GLenum mode)
{
d_1_0_Core->CullFace(mode);
}
// OpenGL 1.1 core functions
inline void QOpenGLFunctions_3_2_Core::glIndexubv(const GLubyte *c)
{
Q_UNUSED(c);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_3_2_Core::glIndexub(GLubyte c)
{
Q_UNUSED(c);
QOPENGL_DEPRECATEDFUNCTION;
}
inline GLboolean QOpenGLFunctions_3_2_Core::glIsTexture(GLuint texture)
{
return d_1_1_Core->IsTexture(texture);
}
inline void QOpenGLFunctions_3_2_Core::glGenTextures(GLsizei n, GLuint *textures)
{
d_1_1_Core->GenTextures(n, textures);
}
inline void QOpenGLFunctions_3_2_Core::glDeleteTextures(GLsizei n, const GLuint *textures)
{
d_1_1_Core->DeleteTextures(n, textures);
}
inline void QOpenGLFunctions_3_2_Core::glBindTexture(GLenum target, GLuint texture)
{
d_1_1_Core->BindTexture(target, texture);
}
inline void QOpenGLFunctions_3_2_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->TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}
inline void QOpenGLFunctions_3_2_Core::glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
{
d_1_1_Core->TexSubImage1D(target, level, xoffset, width, format, type, pixels);
}
inline void QOpenGLFunctions_3_2_Core::glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
d_1_1_Core->CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}
inline void QOpenGLFunctions_3_2_Core::glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
{
d_1_1_Core->CopyTexSubImage1D(target, level, xoffset, x, y, width);
}
inline void QOpenGLFunctions_3_2_Core::glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
d_1_1_Core->CopyTexImage2D(target, level, internalformat, x, y, width, height, border);
}
inline void QOpenGLFunctions_3_2_Core::glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
{
d_1_1_Core->CopyTexImage1D(target, level, internalformat, x, y, width, border);
}
inline void QOpenGLFunctions_3_2_Core::glPolygonOffset(GLfloat factor, GLfloat units)
{
d_1_1_Core->PolygonOffset(factor, units);
}
inline void QOpenGLFunctions_3_2_Core::glGetPointerv(GLenum pname, GLvoid* *params)
{
Q_UNUSED(pname);
Q_UNUSED(params);
QOPENGL_DEPRECATEDFUNCTION;
}
inline void QOpenGLFunctions_3_2_Core::glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
d_1_1_Core->DrawElements(mode, count, type, indices);
}
inline void QOpenGLFunctions_3_2_Core::glDrawArrays(GLenum mode, GLint first, GLsizei count)
{
d_1_1_Core->DrawArrays(mode, first, count);
}
// OpenGL 1.2 core functions
inline void QOpenGLFunctions_3_2_Core::glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
d_1_2_Core->CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
}
inline void QOpenGLFunctions_3_2_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->TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
}
inline void QOpenGLFunctions_3_2_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->TexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels);
}
inline void QOpenGLFunctions_3_2_Core::glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
{
d_1_2_Core->DrawRangeElements(mode, start, end, count, type, indices);
}
inline void QOpenGLFunctions_3_2_Core::glBlendEquation(GLenum mode)
{
d_1_2_Core->BlendEquation(mode);
}
inline void QOpenGLFunctions_3_2_Core::glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
d_1_2_Core->BlendColor(red, green, blue, alpha);
}
// OpenGL 1.3 core functions
inline void QOpenGLFunctions_3_2_Core::glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
{
d_1_3_Core->GetCompressedTexImage(target, level, img);
}
inline void QOpenGLFunctions_3_2_Core::glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
{
d_1_3_Core->CompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data);
}
inline void QOpenGLFunctions_3_2_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->CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
}
inline void QOpenGLFunctions_3_2_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->CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
}
inline void QOpenGLFunctions_3_2_Core::glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
{
d_1_3_Core->CompressedTexImage1D(target, level, internalformat, width, border, imageSize, data);
}
inline void QOpenGLFunctions_3_2_Core::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
{
d_1_3_Core->CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
}
inline void QOpenGLFunctions_3_2_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->CompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data);
}
inline void QOpenGLFunctions_3_2_Core::glSampleCoverage(GLfloat value, GLboolean invert)
{
d_1_3_Core->SampleCoverage(value, invert);
}
inline void QOpenGLFunctions_3_2_Core::glActiveTexture(GLenum texture)
{
d_1_3_Core->ActiveTexture(texture);
}
// OpenGL 1.4 core functions
inline void QOpenGLFunctions_3_2_Core::glPointParameteriv(GLenum pname, const GLint *params)
{
d_1_4_Core->PointParameteriv(pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glPointParameteri(GLenum pname, GLint param)
{
d_1_4_Core->PointParameteri(pname, param);
}
inline void QOpenGLFunctions_3_2_Core::glPointParameterfv(GLenum pname, const GLfloat *params)
{
d_1_4_Core->PointParameterfv(pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glPointParameterf(GLenum pname, GLfloat param)
{
d_1_4_Core->PointParameterf(pname, param);
}
inline void QOpenGLFunctions_3_2_Core::glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount)
{
d_1_4_Core->MultiDrawElements(mode, count, type, indices, drawcount);
}
inline void QOpenGLFunctions_3_2_Core::glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
{
d_1_4_Core->MultiDrawArrays(mode, first, count, drawcount);
}
inline void QOpenGLFunctions_3_2_Core::glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
{
d_1_4_Core->BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
}
// OpenGL 1.5 core functions
inline void QOpenGLFunctions_3_2_Core::glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* *params)
{
d_1_5_Core->GetBufferPointerv(target, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
d_1_5_Core->GetBufferParameteriv(target, pname, params);
}
inline GLboolean QOpenGLFunctions_3_2_Core::glUnmapBuffer(GLenum target)
{
return d_1_5_Core->UnmapBuffer(target);
}
inline GLvoid* QOpenGLFunctions_3_2_Core::glMapBuffer(GLenum target, GLenum access)
{
return d_1_5_Core->MapBuffer(target, access);
}
inline void QOpenGLFunctions_3_2_Core::glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
{
d_1_5_Core->GetBufferSubData(target, offset, size, data);
}
inline void QOpenGLFunctions_3_2_Core::glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
{
d_1_5_Core->BufferSubData(target, offset, size, data);
}
inline void QOpenGLFunctions_3_2_Core::glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
{
d_1_5_Core->BufferData(target, size, data, usage);
}
inline GLboolean QOpenGLFunctions_3_2_Core::glIsBuffer(GLuint buffer)
{
return d_1_5_Core->IsBuffer(buffer);
}
inline void QOpenGLFunctions_3_2_Core::glGenBuffers(GLsizei n, GLuint *buffers)
{
d_1_5_Core->GenBuffers(n, buffers);
}
inline void QOpenGLFunctions_3_2_Core::glDeleteBuffers(GLsizei n, const GLuint *buffers)
{
d_1_5_Core->DeleteBuffers(n, buffers);
}
inline void QOpenGLFunctions_3_2_Core::glBindBuffer(GLenum target, GLuint buffer)
{
d_1_5_Core->BindBuffer(target, buffer);
}
inline void QOpenGLFunctions_3_2_Core::glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
{
d_1_5_Core->GetQueryObjectuiv(id, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
{
d_1_5_Core->GetQueryObjectiv(id, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetQueryiv(GLenum target, GLenum pname, GLint *params)
{
d_1_5_Core->GetQueryiv(target, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glEndQuery(GLenum target)
{
d_1_5_Core->EndQuery(target);
}
inline void QOpenGLFunctions_3_2_Core::glBeginQuery(GLenum target, GLuint id)
{
d_1_5_Core->BeginQuery(target, id);
}
inline GLboolean QOpenGLFunctions_3_2_Core::glIsQuery(GLuint id)
{
return d_1_5_Core->IsQuery(id);
}
inline void QOpenGLFunctions_3_2_Core::glDeleteQueries(GLsizei n, const GLuint *ids)
{
d_1_5_Core->DeleteQueries(n, ids);
}
inline void QOpenGLFunctions_3_2_Core::glGenQueries(GLsizei n, GLuint *ids)
{
d_1_5_Core->GenQueries(n, ids);
}
// OpenGL 2.0 core functions
inline void QOpenGLFunctions_3_2_Core::glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
{
d_2_0_Core->VertexAttribPointer(index, size, type, normalized, stride, pointer);
}
inline void QOpenGLFunctions_3_2_Core::glValidateProgram(GLuint program)
{
d_2_0_Core->ValidateProgram(program);
}
inline void QOpenGLFunctions_3_2_Core::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_0_Core->UniformMatrix4fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_0_Core->UniformMatrix3fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_0_Core->UniformMatrix2fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniform4iv(GLint location, GLsizei count, const GLint *value)
{
d_2_0_Core->Uniform4iv(location, count, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniform3iv(GLint location, GLsizei count, const GLint *value)
{
d_2_0_Core->Uniform3iv(location, count, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniform2iv(GLint location, GLsizei count, const GLint *value)
{
d_2_0_Core->Uniform2iv(location, count, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniform1iv(GLint location, GLsizei count, const GLint *value)
{
d_2_0_Core->Uniform1iv(location, count, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
{
d_2_0_Core->Uniform4fv(location, count, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
{
d_2_0_Core->Uniform3fv(location, count, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
{
d_2_0_Core->Uniform2fv(location, count, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
{
d_2_0_Core->Uniform1fv(location, count, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
d_2_0_Core->Uniform4i(location, v0, v1, v2, v3);
}
inline void QOpenGLFunctions_3_2_Core::glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
{
d_2_0_Core->Uniform3i(location, v0, v1, v2);
}
inline void QOpenGLFunctions_3_2_Core::glUniform2i(GLint location, GLint v0, GLint v1)
{
d_2_0_Core->Uniform2i(location, v0, v1);
}
inline void QOpenGLFunctions_3_2_Core::glUniform1i(GLint location, GLint v0)
{
d_2_0_Core->Uniform1i(location, v0);
}
inline void QOpenGLFunctions_3_2_Core::glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
d_2_0_Core->Uniform4f(location, v0, v1, v2, v3);
}
inline void QOpenGLFunctions_3_2_Core::glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
d_2_0_Core->Uniform3f(location, v0, v1, v2);
}
inline void QOpenGLFunctions_3_2_Core::glUniform2f(GLint location, GLfloat v0, GLfloat v1)
{
d_2_0_Core->Uniform2f(location, v0, v1);
}
inline void QOpenGLFunctions_3_2_Core::glUniform1f(GLint location, GLfloat v0)
{
d_2_0_Core->Uniform1f(location, v0);
}
inline void QOpenGLFunctions_3_2_Core::glUseProgram(GLuint program)
{
d_2_0_Core->UseProgram(program);
}
inline void QOpenGLFunctions_3_2_Core::glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length)
{
d_2_0_Core->ShaderSource(shader, count, string, length);
}
inline void QOpenGLFunctions_3_2_Core::glLinkProgram(GLuint program)
{
d_2_0_Core->LinkProgram(program);
}
inline GLboolean QOpenGLFunctions_3_2_Core::glIsShader(GLuint shader)
{
return d_2_0_Core->IsShader(shader);
}
inline GLboolean QOpenGLFunctions_3_2_Core::glIsProgram(GLuint program)
{
return d_2_0_Core->IsProgram(program);
}
inline void QOpenGLFunctions_3_2_Core::glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer)
{
d_2_0_Core->GetVertexAttribPointerv(index, pname, pointer);
}
inline void QOpenGLFunctions_3_2_Core::glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
{
d_2_0_Core->GetVertexAttribiv(index, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
{
d_2_0_Core->GetVertexAttribfv(index, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
{
d_2_0_Core->GetVertexAttribdv(index, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetUniformiv(GLuint program, GLint location, GLint *params)
{
d_2_0_Core->GetUniformiv(program, location, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetUniformfv(GLuint program, GLint location, GLfloat *params)
{
d_2_0_Core->GetUniformfv(program, location, params);
}
inline GLint QOpenGLFunctions_3_2_Core::glGetUniformLocation(GLuint program, const GLchar *name)
{
return d_2_0_Core->GetUniformLocation(program, name);
}
inline void QOpenGLFunctions_3_2_Core::glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
{
d_2_0_Core->GetShaderSource(shader, bufSize, length, source);
}
inline void QOpenGLFunctions_3_2_Core::glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
{
d_2_0_Core->GetShaderInfoLog(shader, bufSize, length, infoLog);
}
inline void QOpenGLFunctions_3_2_Core::glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
{
d_2_0_Core->GetShaderiv(shader, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
{
d_2_0_Core->GetProgramInfoLog(program, bufSize, length, infoLog);
}
inline void QOpenGLFunctions_3_2_Core::glGetProgramiv(GLuint program, GLenum pname, GLint *params)
{
d_2_0_Core->GetProgramiv(program, pname, params);
}
inline GLint QOpenGLFunctions_3_2_Core::glGetAttribLocation(GLuint program, const GLchar *name)
{
return d_2_0_Core->GetAttribLocation(program, name);
}
inline void QOpenGLFunctions_3_2_Core::glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
{
d_2_0_Core->GetAttachedShaders(program, maxCount, count, obj);
}
inline void QOpenGLFunctions_3_2_Core::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
{
d_2_0_Core->GetActiveUniform(program, index, bufSize, length, size, type, name);
}
inline void QOpenGLFunctions_3_2_Core::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
{
d_2_0_Core->GetActiveAttrib(program, index, bufSize, length, size, type, name);
}
inline void QOpenGLFunctions_3_2_Core::glEnableVertexAttribArray(GLuint index)
{
d_2_0_Core->EnableVertexAttribArray(index);
}
inline void QOpenGLFunctions_3_2_Core::glDisableVertexAttribArray(GLuint index)
{
d_2_0_Core->DisableVertexAttribArray(index);
}
inline void QOpenGLFunctions_3_2_Core::glDetachShader(GLuint program, GLuint shader)
{
d_2_0_Core->DetachShader(program, shader);
}
inline void QOpenGLFunctions_3_2_Core::glDeleteShader(GLuint shader)
{
d_2_0_Core->DeleteShader(shader);
}
inline void QOpenGLFunctions_3_2_Core::glDeleteProgram(GLuint program)
{
d_2_0_Core->DeleteProgram(program);
}
inline GLuint QOpenGLFunctions_3_2_Core::glCreateShader(GLenum type)
{
return d_2_0_Core->CreateShader(type);
}
inline GLuint QOpenGLFunctions_3_2_Core::glCreateProgram()
{
return d_2_0_Core->CreateProgram();
}
inline void QOpenGLFunctions_3_2_Core::glCompileShader(GLuint shader)
{
d_2_0_Core->CompileShader(shader);
}
inline void QOpenGLFunctions_3_2_Core::glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
{
d_2_0_Core->BindAttribLocation(program, index, name);
}
inline void QOpenGLFunctions_3_2_Core::glAttachShader(GLuint program, GLuint shader)
{
d_2_0_Core->AttachShader(program, shader);
}
inline void QOpenGLFunctions_3_2_Core::glStencilMaskSeparate(GLenum face, GLuint mask)
{
d_2_0_Core->StencilMaskSeparate(face, mask);
}
inline void QOpenGLFunctions_3_2_Core::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
d_2_0_Core->StencilFuncSeparate(face, func, ref, mask);
}
inline void QOpenGLFunctions_3_2_Core::glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
{
d_2_0_Core->StencilOpSeparate(face, sfail, dpfail, dppass);
}
inline void QOpenGLFunctions_3_2_Core::glDrawBuffers(GLsizei n, const GLenum *bufs)
{
d_2_0_Core->DrawBuffers(n, bufs);
}
inline void QOpenGLFunctions_3_2_Core::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{
d_2_0_Core->BlendEquationSeparate(modeRGB, modeAlpha);
}
// OpenGL 2.1 core functions
inline void QOpenGLFunctions_3_2_Core::glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_1_Core->UniformMatrix4x3fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_1_Core->UniformMatrix3x4fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_1_Core->UniformMatrix4x2fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_1_Core->UniformMatrix2x4fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_1_Core->UniformMatrix3x2fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
d_2_1_Core->UniformMatrix2x3fv(location, count, transpose, value);
}
// OpenGL 3.0 core functions
inline GLboolean QOpenGLFunctions_3_2_Core::glIsVertexArray(GLuint array)
{
return d_3_0_Core->IsVertexArray(array);
}
inline void QOpenGLFunctions_3_2_Core::glGenVertexArrays(GLsizei n, GLuint *arrays)
{
d_3_0_Core->GenVertexArrays(n, arrays);
}
inline void QOpenGLFunctions_3_2_Core::glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
{
d_3_0_Core->DeleteVertexArrays(n, arrays);
}
inline void QOpenGLFunctions_3_2_Core::glBindVertexArray(GLuint array)
{
d_3_0_Core->BindVertexArray(array);
}
inline void QOpenGLFunctions_3_2_Core::glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
{
d_3_0_Core->FlushMappedBufferRange(target, offset, length);
}
inline GLvoid* QOpenGLFunctions_3_2_Core::glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
{
return d_3_0_Core->MapBufferRange(target, offset, length, access);
}
inline void QOpenGLFunctions_3_2_Core::glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
{
d_3_0_Core->FramebufferTextureLayer(target, attachment, texture, level, layer);
}
inline void QOpenGLFunctions_3_2_Core::glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
{
d_3_0_Core->RenderbufferStorageMultisample(target, samples, internalformat, width, height);
}
inline void QOpenGLFunctions_3_2_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->BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
inline void QOpenGLFunctions_3_2_Core::glGenerateMipmap(GLenum target)
{
d_3_0_Core->GenerateMipmap(target);
}
inline void QOpenGLFunctions_3_2_Core::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
{
d_3_0_Core->GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
{
d_3_0_Core->FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
}
inline void QOpenGLFunctions_3_2_Core::glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
{
d_3_0_Core->FramebufferTexture3D(target, attachment, textarget, texture, level, zoffset);
}
inline void QOpenGLFunctions_3_2_Core::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
d_3_0_Core->FramebufferTexture2D(target, attachment, textarget, texture, level);
}
inline void QOpenGLFunctions_3_2_Core::glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
d_3_0_Core->FramebufferTexture1D(target, attachment, textarget, texture, level);
}
inline GLenum QOpenGLFunctions_3_2_Core::glCheckFramebufferStatus(GLenum target)
{
return d_3_0_Core->CheckFramebufferStatus(target);
}
inline void QOpenGLFunctions_3_2_Core::glGenFramebuffers(GLsizei n, GLuint *framebuffers)
{
d_3_0_Core->GenFramebuffers(n, framebuffers);
}
inline void QOpenGLFunctions_3_2_Core::glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
{
d_3_0_Core->DeleteFramebuffers(n, framebuffers);
}
inline void QOpenGLFunctions_3_2_Core::glBindFramebuffer(GLenum target, GLuint framebuffer)
{
d_3_0_Core->BindFramebuffer(target, framebuffer);
}
inline GLboolean QOpenGLFunctions_3_2_Core::glIsFramebuffer(GLuint framebuffer)
{
return d_3_0_Core->IsFramebuffer(framebuffer);
}
inline void QOpenGLFunctions_3_2_Core::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
d_3_0_Core->GetRenderbufferParameteriv(target, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
{
d_3_0_Core->RenderbufferStorage(target, internalformat, width, height);
}
inline void QOpenGLFunctions_3_2_Core::glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
{
d_3_0_Core->GenRenderbuffers(n, renderbuffers);
}
inline void QOpenGLFunctions_3_2_Core::glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
{
d_3_0_Core->DeleteRenderbuffers(n, renderbuffers);
}
inline void QOpenGLFunctions_3_2_Core::glBindRenderbuffer(GLenum target, GLuint renderbuffer)
{
d_3_0_Core->BindRenderbuffer(target, renderbuffer);
}
inline GLboolean QOpenGLFunctions_3_2_Core::glIsRenderbuffer(GLuint renderbuffer)
{
return d_3_0_Core->IsRenderbuffer(renderbuffer);
}
inline const GLubyte * QOpenGLFunctions_3_2_Core::glGetStringi(GLenum name, GLuint index)
{
return d_3_0_Core->GetStringi(name, index);
}
inline void QOpenGLFunctions_3_2_Core::glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
{
d_3_0_Core->ClearBufferfi(buffer, drawbuffer, depth, stencil);
}
inline void QOpenGLFunctions_3_2_Core::glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
{
d_3_0_Core->ClearBufferfv(buffer, drawbuffer, value);
}
inline void QOpenGLFunctions_3_2_Core::glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
{
d_3_0_Core->ClearBufferuiv(buffer, drawbuffer, value);
}
inline void QOpenGLFunctions_3_2_Core::glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
{
d_3_0_Core->ClearBufferiv(buffer, drawbuffer, value);
}
inline void QOpenGLFunctions_3_2_Core::glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
{
d_3_0_Core->GetTexParameterIuiv(target, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
{
d_3_0_Core->GetTexParameterIiv(target, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
{
d_3_0_Core->TexParameterIuiv(target, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
{
d_3_0_Core->TexParameterIiv(target, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
{
d_3_0_Core->Uniform4uiv(location, count, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
{
d_3_0_Core->Uniform3uiv(location, count, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
{
d_3_0_Core->Uniform2uiv(location, count, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
{
d_3_0_Core->Uniform1uiv(location, count, value);
}
inline void QOpenGLFunctions_3_2_Core::glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
d_3_0_Core->Uniform4ui(location, v0, v1, v2, v3);
}
inline void QOpenGLFunctions_3_2_Core::glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
{
d_3_0_Core->Uniform3ui(location, v0, v1, v2);
}
inline void QOpenGLFunctions_3_2_Core::glUniform2ui(GLint location, GLuint v0, GLuint v1)
{
d_3_0_Core->Uniform2ui(location, v0, v1);
}
inline void QOpenGLFunctions_3_2_Core::glUniform1ui(GLint location, GLuint v0)
{
d_3_0_Core->Uniform1ui(location, v0);
}
inline GLint QOpenGLFunctions_3_2_Core::glGetFragDataLocation(GLuint program, const GLchar *name)
{
return d_3_0_Core->GetFragDataLocation(program, name);
}
inline void QOpenGLFunctions_3_2_Core::glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
{
d_3_0_Core->BindFragDataLocation(program, color, name);
}
inline void QOpenGLFunctions_3_2_Core::glGetUniformuiv(GLuint program, GLint location, GLuint *params)
{
d_3_0_Core->GetUniformuiv(program, location, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
{
d_3_0_Core->GetVertexAttribIuiv(index, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
{
d_3_0_Core->GetVertexAttribIiv(index, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
d_3_0_Core->VertexAttribIPointer(index, size, type, stride, pointer);
}
inline void QOpenGLFunctions_3_2_Core::glEndConditionalRender()
{
d_3_0_Core->EndConditionalRender();
}
inline void QOpenGLFunctions_3_2_Core::glBeginConditionalRender(GLuint id, GLenum mode)
{
d_3_0_Core->BeginConditionalRender(id, mode);
}
inline void QOpenGLFunctions_3_2_Core::glClampColor(GLenum target, GLenum clamp)
{
d_3_0_Core->ClampColor(target, clamp);
}
inline void QOpenGLFunctions_3_2_Core::glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
{
d_3_0_Core->GetTransformFeedbackVarying(program, index, bufSize, length, size, type, name);
}
inline void QOpenGLFunctions_3_2_Core::glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode)
{
d_3_0_Core->TransformFeedbackVaryings(program, count, varyings, bufferMode);
}
inline void QOpenGLFunctions_3_2_Core::glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
{
d_3_0_Core->BindBufferBase(target, index, buffer);
}
inline void QOpenGLFunctions_3_2_Core::glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
{
d_3_0_Core->BindBufferRange(target, index, buffer, offset, size);
}
inline void QOpenGLFunctions_3_2_Core::glEndTransformFeedback()
{
d_3_0_Core->EndTransformFeedback();
}
inline void QOpenGLFunctions_3_2_Core::glBeginTransformFeedback(GLenum primitiveMode)
{
d_3_0_Core->BeginTransformFeedback(primitiveMode);
}
inline GLboolean QOpenGLFunctions_3_2_Core::glIsEnabledi(GLenum target, GLuint index)
{
return d_3_0_Core->IsEnabledi(target, index);
}
inline void QOpenGLFunctions_3_2_Core::glDisablei(GLenum target, GLuint index)
{
d_3_0_Core->Disablei(target, index);
}
inline void QOpenGLFunctions_3_2_Core::glEnablei(GLenum target, GLuint index)
{
d_3_0_Core->Enablei(target, index);
}
inline void QOpenGLFunctions_3_2_Core::glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
{
d_3_0_Core->GetIntegeri_v(target, index, data);
}
inline void QOpenGLFunctions_3_2_Core::glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
{
d_3_0_Core->GetBooleani_v(target, index, data);
}
inline void QOpenGLFunctions_3_2_Core::glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
{
d_3_0_Core->ColorMaski(index, r, g, b, a);
}
// OpenGL 3.1 core functions
inline void QOpenGLFunctions_3_2_Core::glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
{
d_3_1_Core->CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
}
inline void QOpenGLFunctions_3_2_Core::glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
{
d_3_1_Core->UniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
}
inline void QOpenGLFunctions_3_2_Core::glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
{
d_3_1_Core->GetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName);
}
inline void QOpenGLFunctions_3_2_Core::glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
{
d_3_1_Core->GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
}
inline GLuint QOpenGLFunctions_3_2_Core::glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
{
return d_3_1_Core->GetUniformBlockIndex(program, uniformBlockName);
}
inline void QOpenGLFunctions_3_2_Core::glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
{
d_3_1_Core->GetActiveUniformName(program, uniformIndex, bufSize, length, uniformName);
}
inline void QOpenGLFunctions_3_2_Core::glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
{
d_3_1_Core->GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices)
{
d_3_1_Core->GetUniformIndices(program, uniformCount, uniformNames, uniformIndices);
}
inline void QOpenGLFunctions_3_2_Core::glPrimitiveRestartIndex(GLuint index)
{
d_3_1_Core->PrimitiveRestartIndex(index);
}
inline void QOpenGLFunctions_3_2_Core::glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
{
d_3_1_Core->TexBuffer(target, internalformat, buffer);
}
inline void QOpenGLFunctions_3_2_Core::glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
{
d_3_1_Core->DrawElementsInstanced(mode, count, type, indices, instancecount);
}
inline void QOpenGLFunctions_3_2_Core::glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
{
d_3_1_Core->DrawArraysInstanced(mode, first, count, instancecount);
}
// OpenGL 3.2 core functions
inline void QOpenGLFunctions_3_2_Core::glSampleMaski(GLuint index, GLbitfield mask)
{
d_3_2_Core->SampleMaski(index, mask);
}
inline void QOpenGLFunctions_3_2_Core::glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
{
d_3_2_Core->GetMultisamplefv(pname, index, val);
}
inline void QOpenGLFunctions_3_2_Core::glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
{
d_3_2_Core->TexImage3DMultisample(target, samples, internalformat, width, height, depth, fixedsamplelocations);
}
inline void QOpenGLFunctions_3_2_Core::glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
{
d_3_2_Core->TexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations);
}
inline void QOpenGLFunctions_3_2_Core::glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
{
d_3_2_Core->GetSynciv(sync, pname, bufSize, length, values);
}
inline void QOpenGLFunctions_3_2_Core::glGetInteger64v(GLenum pname, GLint64 *params)
{
d_3_2_Core->GetInteger64v(pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
d_3_2_Core->WaitSync(sync, flags, timeout);
}
inline GLenum QOpenGLFunctions_3_2_Core::glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
return d_3_2_Core->ClientWaitSync(sync, flags, timeout);
}
inline void QOpenGLFunctions_3_2_Core::glDeleteSync(GLsync sync)
{
d_3_2_Core->DeleteSync(sync);
}
inline GLboolean QOpenGLFunctions_3_2_Core::glIsSync(GLsync sync)
{
return d_3_2_Core->IsSync(sync);
}
inline GLsync QOpenGLFunctions_3_2_Core::glFenceSync(GLenum condition, GLbitfield flags)
{
return d_3_2_Core->FenceSync(condition, flags);
}
inline void QOpenGLFunctions_3_2_Core::glProvokingVertex(GLenum mode)
{
d_3_2_Core->ProvokingVertex(mode);
}
inline void QOpenGLFunctions_3_2_Core::glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex)
{
d_3_2_Core->MultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex);
}
inline void QOpenGLFunctions_3_2_Core::glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
{
d_3_2_Core->DrawElementsInstancedBaseVertex(mode, count, type, indices, instancecount, basevertex);
}
inline void QOpenGLFunctions_3_2_Core::glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
{
d_3_2_Core->DrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex);
}
inline void QOpenGLFunctions_3_2_Core::glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
{
d_3_2_Core->DrawElementsBaseVertex(mode, count, type, indices, basevertex);
}
inline void QOpenGLFunctions_3_2_Core::glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
{
d_3_2_Core->FramebufferTexture(target, attachment, texture, level);
}
inline void QOpenGLFunctions_3_2_Core::glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
{
d_3_2_Core->GetBufferParameteri64v(target, pname, params);
}
inline void QOpenGLFunctions_3_2_Core::glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
{
d_3_2_Core->GetInteger64i_v(target, index, data);
}
QT_END_NAMESPACE
#endif // QT_NO_OPENGL && !QT_OPENGL_ES_2
#endif