15#ifndef QOPENGLVERSIONFUNCTIONS_4_5_COMPATIBILITY_H
16#define QOPENGLVERSIONFUNCTIONS_4_5_COMPATIBILITY_H
18#include <QtOpenGL/qtopenglglobal.h>
20#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)
22#include <QtOpenGL/QOpenGLVersionProfile>
23#include <QtOpenGL/QOpenGLVersionFunctions>
24#include <QtGui/qopenglcontext.h>
28#pragma push_macro("MemoryBarrier")
40 bool initializeOpenGLFunctions()
override;
74 void glClearStencil(
GLint s);
111 void glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
pixels);
119 void glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *
data);
160 void glVertexAttrib4ubv(
GLuint index,
const GLubyte *
v);
162 void glVertexAttrib4s(
GLuint index, GLshort
x, GLshort
y, GLshort
z, GLshort
w);
171 void glVertexAttrib4Nubv(
GLuint index,
const GLubyte *
v);
172 void glVertexAttrib4Nub(
GLuint index, GLubyte
x, GLubyte
y, GLubyte
z, GLubyte
w);
173 void glVertexAttrib4Nsv(
GLuint index,
const GLshort *
v);
177 void glVertexAttrib3s(
GLuint index, GLshort
x, GLshort
y, GLshort
z);
307 void glVertexAttribI4ubv(
GLuint index,
const GLubyte *
v);
308 void glVertexAttribI4sv(
GLuint index,
const GLshort *
v);
329 void glEndConditionalRender();
336 void glEndTransformFeedback();
337 void glBeginTransformFeedback(
GLenum primitiveMode);
371 void glDeleteSync(
GLsync sync);
416 void glResumeTransformFeedback();
417 void glPauseTransformFeedback();
480 void glValidateProgramPipeline(
GLuint pipeline);
535 void glBindProgramPipeline(
GLuint pipeline);
542 void glClearDepthf(
GLfloat dd);
546 void glReleaseShaderCompiler();
567 void glPopDebugGroup();
601 void glCopyImageSubData(
GLuint srcName,
GLenum srcTarget,
GLint srcLevel,
GLint srcX,
GLint srcY,
GLint srcZ,
GLuint dstName,
GLenum dstTarget,
GLint dstLevel,
GLint dstX,
GLint dstY,
GLint dstZ,
GLsizei srcWidth,
GLsizei srcHeight,
GLsizei srcDepth);
614 void glClearTexSubImage(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
data);
619 void glTextureBarrier();
627 GLenum glGetGraphicsResetStatus();
629 void glGetTextureSubImage(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
void *
pixels);
630 void glMemoryBarrierByRegion(
GLbitfield barriers);
667 void glCompressedTextureSubImage3D(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *
data);
670 void glTextureSubImage3D(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
pixels);
688 void glBlitNamedFramebuffer(
GLuint readFramebuffer,
GLuint drawFramebuffer,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
703#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
711#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
717#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
723#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
729#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
744#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
764 void glMultMatrixf(
const GLfloat *
m);
767 void glLoadMatrixf(
const GLfloat *
m);
768 void glLoadIdentity();
776 void glGetPolygonStipple(GLubyte *
mask);
799 void glEvalPoint1(
GLint i);
801 void glEvalCoord2fv(
const GLfloat *u);
803 void glEvalCoord2dv(
const GLdouble *u);
805 void glEvalCoord1fv(
const GLfloat *u);
807 void glEvalCoord1dv(
const GLdouble *u);
842 void glPolygonStipple(
const GLubyte *
mask);
862 void glVertex4sv(
const GLshort *
v);
863 void glVertex4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
864 void glVertex4iv(
const GLint *
v);
870 void glVertex3sv(
const GLshort *
v);
871 void glVertex3s(GLshort
x, GLshort
y, GLshort
z);
872 void glVertex3iv(
const GLint *
v);
878 void glVertex2sv(
const GLshort *
v);
879 void glVertex2s(GLshort
x, GLshort
y);
880 void glVertex2iv(
const GLint *
v);
886 void glTexCoord4sv(
const GLshort *
v);
887 void glTexCoord4s(GLshort
s, GLshort
t, GLshort
r, GLshort
q);
888 void glTexCoord4iv(
const GLint *
v);
890 void glTexCoord4fv(
const GLfloat *
v);
894 void glTexCoord3sv(
const GLshort *
v);
895 void glTexCoord3s(GLshort
s, GLshort
t, GLshort
r);
896 void glTexCoord3iv(
const GLint *
v);
898 void glTexCoord3fv(
const GLfloat *
v);
902 void glTexCoord2sv(
const GLshort *
v);
903 void glTexCoord2s(GLshort
s, GLshort
t);
904 void glTexCoord2iv(
const GLint *
v);
906 void glTexCoord2fv(
const GLfloat *
v);
910 void glTexCoord1sv(
const GLshort *
v);
911 void glTexCoord1s(GLshort
s);
912 void glTexCoord1iv(
const GLint *
v);
913 void glTexCoord1i(
GLint s);
914 void glTexCoord1fv(
const GLfloat *
v);
918 void glRectsv(
const GLshort *
v1,
const GLshort *
v2);
919 void glRects(GLshort
x1, GLshort
y1, GLshort
x2, GLshort
y2);
926 void glRasterPos4sv(
const GLshort *
v);
927 void glRasterPos4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
928 void glRasterPos4iv(
const GLint *
v);
930 void glRasterPos4fv(
const GLfloat *
v);
934 void glRasterPos3sv(
const GLshort *
v);
935 void glRasterPos3s(GLshort
x, GLshort
y, GLshort
z);
936 void glRasterPos3iv(
const GLint *
v);
938 void glRasterPos3fv(
const GLfloat *
v);
942 void glRasterPos2sv(
const GLshort *
v);
943 void glRasterPos2s(GLshort
x, GLshort
y);
944 void glRasterPos2iv(
const GLint *
v);
946 void glRasterPos2fv(
const GLfloat *
v);
950 void glNormal3sv(
const GLshort *
v);
951 void glNormal3s(GLshort
nx, GLshort
ny, GLshort
nz);
952 void glNormal3iv(
const GLint *
v);
958 void glNormal3bv(
const GLbyte *
v);
959 void glNormal3b(GLbyte
nx, GLbyte
ny, GLbyte
nz);
960 void glIndexsv(
const GLshort *
c);
961 void glIndexs(GLshort
c);
962 void glIndexiv(
const GLint *
c);
973 void glColor4uiv(
const GLuint *
v);
975 void glColor4ubv(
const GLubyte *
v);
977 void glColor4sv(
const GLshort *
v);
979 void glColor4iv(
const GLint *
v);
985 void glColor4bv(
const GLbyte *
v);
989 void glColor3uiv(
const GLuint *
v);
991 void glColor3ubv(
const GLubyte *
v);
992 void glColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
993 void glColor3sv(
const GLshort *
v);
994 void glColor3s(GLshort
red, GLshort
green, GLshort
blue);
995 void glColor3iv(
const GLint *
v);
1001 void glColor3bv(
const GLbyte *
v);
1015 void glPopClientAttrib();
1016 void glIndexubv(
const GLubyte *
c);
1017 void glIndexub(GLubyte
c);
1030 void glArrayElement(
GLint i);
1067 void glMultTransposeMatrixd(
const GLdouble *
m);
1068 void glMultTransposeMatrixf(
const GLfloat *
m);
1069 void glLoadTransposeMatrixd(
const GLdouble *
m);
1070 void glLoadTransposeMatrixf(
const GLfloat *
m);
1072 void glMultiTexCoord4s(
GLenum target, GLshort
s, GLshort
t, GLshort
r, GLshort
q);
1080 void glMultiTexCoord3s(
GLenum target, GLshort
s, GLshort
t, GLshort
r);
1106 void glWindowPos3sv(
const GLshort *
v);
1107 void glWindowPos3s(GLshort
x, GLshort
y, GLshort
z);
1108 void glWindowPos3iv(
const GLint *
v);
1110 void glWindowPos3fv(
const GLfloat *
v);
1114 void glWindowPos2sv(
const GLshort *
v);
1115 void glWindowPos2s(GLshort
x, GLshort
y);
1116 void glWindowPos2iv(
const GLint *
v);
1118 void glWindowPos2fv(
const GLfloat *
v);
1123 void glSecondaryColor3usv(
const GLushort *
v);
1125 void glSecondaryColor3uiv(
const GLuint *
v);
1127 void glSecondaryColor3ubv(
const GLubyte *
v);
1128 void glSecondaryColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
1129 void glSecondaryColor3sv(
const GLshort *
v);
1130 void glSecondaryColor3s(GLshort
red, GLshort
green, GLshort
blue);
1131 void glSecondaryColor3iv(
const GLint *
v);
1133 void glSecondaryColor3fv(
const GLfloat *
v);
1135 void glSecondaryColor3dv(
const GLdouble *
v);
1137 void glSecondaryColor3bv(
const GLbyte *
v);
1138 void glSecondaryColor3b(GLbyte
red, GLbyte
green, GLbyte
blue);
1254 d_1_0_Core->f.DepthRange(nearVal, farVal);
1259 return d_1_0_Core->f.IsEnabled(
cap);
1289 return d_1_0_Core->f.GetString(
name);
1304 return d_1_0_Core->f.GetError();
1324 d_1_0_Core->f.ReadBuffer(
src);
1339 d_1_0_Core->f.DepthFunc(
func);
1344 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
1354 d_1_0_Core->f.LogicOp(
opcode);
1359 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
1364 d_1_0_Core->f.Flush();
1369 d_1_0_Core->f.Finish();
1374 d_1_0_Core->f.Enable(
cap);
1379 d_1_0_Core->f.Disable(
cap);
1384 d_1_0_Core->f.DepthMask(flag);
1394 d_1_0_Core->f.StencilMask(
mask);
1399 d_1_0_Core->f.ClearDepth(
depth);
1404 d_1_0_Core->f.ClearStencil(
s);
1414 d_1_0_Core->f.Clear(
mask);
1419 d_1_0_Core->f.DrawBuffer(
buf);
1459 d_1_0_Core->f.PolygonMode(
face,
mode);
1464 d_1_0_Core->f.PointSize(
size);
1469 d_1_0_Core->f.LineWidth(
width);
1479 d_1_0_Core->f.FrontFace(
mode);
1484 d_1_0_Core->f.CullFace(
mode);
1491 return d_1_1_Core->f.IsTexture(
texture);
1501 d_1_1_Core->f.DeleteTextures(
n,
textures);
1541 d_1_1_Core->f.PolygonOffset(factor,
units);
1563 d_1_2_Core->f.BlendEquation(
mode);
1571inline void QOpenGLFunctions_4_5_Compatibility::glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
pixels)
1573 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
1603inline void QOpenGLFunctions_4_5_Compatibility::glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *
data)
1605 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
1630 d_1_3_Core->f.ActiveTexture(
texture);
1684 return d_1_5_Core->f.UnmapBuffer(
target);
1709 return d_1_5_Core->f.IsBuffer(
buffer);
1714 d_1_5_Core->f.GenBuffers(
n,
buffers);
1719 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
1729 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
1734 d_1_5_Core->f.GetQueryObjectiv(
id,
pname,
params);
1744 d_1_5_Core->f.EndQuery(
target);
1749 d_1_5_Core->f.BeginQuery(
target,
id);
1754 return d_1_5_Core->f.IsQuery(
id);
1759 d_1_5_Core->f.DeleteQueries(
n,
ids);
1764 d_1_5_Core->f.GenQueries(
n,
ids);
1776 d_2_0_Core->f.VertexAttrib4usv(
index,
v);
1781 d_2_0_Core->f.VertexAttrib4uiv(
index,
v);
1786 d_2_0_Core->f.VertexAttrib4ubv(
index,
v);
1791 d_2_0_Core->f.VertexAttrib4sv(
index,
v);
1796 d_2_0_Core->f.VertexAttrib4s(
index,
x,
y,
z,
w);
1801 d_2_0_Core->f.VertexAttrib4iv(
index,
v);
1806 d_2_0_Core->f.VertexAttrib4fv(
index,
v);
1811 d_2_0_Core->f.VertexAttrib4f(
index,
x,
y,
z,
w);
1816 d_2_0_Core->f.VertexAttrib4dv(
index,
v);
1821 d_2_0_Core->f.VertexAttrib4d(
index,
x,
y,
z,
w);
1826 d_2_0_Core->f.VertexAttrib4bv(
index,
v);
1831 d_2_0_Core->f.VertexAttrib4Nusv(
index,
v);
1836 d_2_0_Core->f.VertexAttrib4Nuiv(
index,
v);
1841 d_2_0_Core->f.VertexAttrib4Nubv(
index,
v);
1846 d_2_0_Core->f.VertexAttrib4Nub(
index,
x,
y,
z,
w);
1851 d_2_0_Core->f.VertexAttrib4Nsv(
index,
v);
1856 d_2_0_Core->f.VertexAttrib4Niv(
index,
v);
1861 d_2_0_Core->f.VertexAttrib4Nbv(
index,
v);
1866 d_2_0_Core->f.VertexAttrib3sv(
index,
v);
1871 d_2_0_Core->f.VertexAttrib3s(
index,
x,
y,
z);
1876 d_2_0_Core->f.VertexAttrib3fv(
index,
v);
1881 d_2_0_Core->f.VertexAttrib3f(
index,
x,
y,
z);
1886 d_2_0_Core->f.VertexAttrib3dv(
index,
v);
1891 d_2_0_Core->f.VertexAttrib3d(
index,
x,
y,
z);
1896 d_2_0_Core->f.VertexAttrib2sv(
index,
v);
1901 d_2_0_Core->f.VertexAttrib2s(
index,
x,
y);
1906 d_2_0_Core->f.VertexAttrib2fv(
index,
v);
1911 d_2_0_Core->f.VertexAttrib2f(
index,
x,
y);
1916 d_2_0_Core->f.VertexAttrib2dv(
index,
v);
1921 d_2_0_Core->f.VertexAttrib2d(
index,
x,
y);
1926 d_2_0_Core->f.VertexAttrib1sv(
index,
v);
1931 d_2_0_Core->f.VertexAttrib1s(
index,
x);
1936 d_2_0_Core->f.VertexAttrib1fv(
index,
v);
1941 d_2_0_Core->f.VertexAttrib1f(
index,
x);
1946 d_2_0_Core->f.VertexAttrib1dv(
index,
v);
1951 d_2_0_Core->f.VertexAttrib1d(
index,
x);
1956 d_2_0_Core->f.ValidateProgram(
program);
2056 d_2_0_Core->f.UseProgram(
program);
2066 d_2_0_Core->f.LinkProgram(
program);
2071 return d_2_0_Core->f.IsShader(
shader);
2076 return d_2_0_Core->f.IsProgram(
program);
2111 return d_2_0_Core->f.GetUniformLocation(
program,
name);
2141 return d_2_0_Core->f.GetAttribLocation(
program,
name);
2161 d_2_0_Core->f.EnableVertexAttribArray(
index);
2166 d_2_0_Core->f.DisableVertexAttribArray(
index);
2176 d_2_0_Core->f.DeleteShader(
shader);
2181 d_2_0_Core->f.DeleteProgram(
program);
2186 return d_2_0_Core->f.CreateShader(
type);
2191 return d_2_0_Core->f.CreateProgram();
2196 d_2_0_Core->f.CompileShader(
shader);
2211 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
2226 d_2_0_Core->f.DrawBuffers(
n,
bufs);
2270 return d_3_0_Core->f.IsVertexArray(
array);
2275 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
2280 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
2285 d_3_0_Core->f.BindVertexArray(
array);
2315 d_3_0_Core->f.GenerateMipmap(
target);
2345 return d_3_0_Core->f.CheckFramebufferStatus(
target);
2400 return d_3_0_Core->f.GetStringi(
name,
index);
2485 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
2500 d_3_0_Core->f.VertexAttribI4usv(
index,
v);
2505 d_3_0_Core->f.VertexAttribI4ubv(
index,
v);
2510 d_3_0_Core->f.VertexAttribI4sv(
index,
v);
2515 d_3_0_Core->f.VertexAttribI4bv(
index,
v);
2520 d_3_0_Core->f.VertexAttribI4uiv(
index,
v);
2525 d_3_0_Core->f.VertexAttribI3uiv(
index,
v);
2530 d_3_0_Core->f.VertexAttribI2uiv(
index,
v);
2535 d_3_0_Core->f.VertexAttribI1uiv(
index,
v);
2540 d_3_0_Core->f.VertexAttribI4iv(
index,
v);
2545 d_3_0_Core->f.VertexAttribI3iv(
index,
v);
2550 d_3_0_Core->f.VertexAttribI2iv(
index,
v);
2555 d_3_0_Core->f.VertexAttribI1iv(
index,
v);
2560 d_3_0_Core->f.VertexAttribI4ui(
index,
x,
y,
z,
w);
2565 d_3_0_Core->f.VertexAttribI3ui(
index,
x,
y,
z);
2570 d_3_0_Core->f.VertexAttribI2ui(
index,
x,
y);
2575 d_3_0_Core->f.VertexAttribI1ui(
index,
x);
2580 d_3_0_Core->f.VertexAttribI4i(
index,
x,
y,
z,
w);
2585 d_3_0_Core->f.VertexAttribI3i(
index,
x,
y,
z);
2590 d_3_0_Core->f.VertexAttribI2i(
index,
x,
y);
2595 d_3_0_Core->f.VertexAttribI1i(
index,
x);
2615 d_3_0_Core->f.EndConditionalRender();
2620 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
2650 d_3_0_Core->f.EndTransformFeedback();
2655 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
2685 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
2732 d_3_1_Core->f.PrimitiveRestartIndex(
index);
2754 d_3_2_Core->f.SampleMaski(maskNumber,
mask);
2794 d_3_2_Core->f.GetInteger64v(
pname,
data);
2804 return d_3_2_Core->f.ClientWaitSync(sync,
flags,
timeout);
2809 d_3_2_Core->f.DeleteSync(sync);
2814 return d_3_2_Core->f.IsSync(sync);
2824 d_3_2_Core->f.ProvokingVertex(
mode);
2896 d_3_3_Core->f.GetQueryObjectui64v(
id,
pname,
params);
2901 d_3_3_Core->f.GetQueryObjecti64v(
id,
pname,
params);
2906 d_3_3_Core->f.QueryCounter(
id,
target);
2961 d_3_3_Core->f.BindSampler(unit,
sampler);
2966 return d_3_3_Core->f.IsSampler(
sampler);
2981 return d_3_3_Core->f.GetFragDataIndex(
program,
name);
3003 d_4_0_Core->f.BeginQueryIndexed(
target,
index,
id);
3008 d_4_0_Core->f.DrawTransformFeedbackStream(
mode,
id,
stream);
3013 d_4_0_Core->f.DrawTransformFeedback(
mode,
id);
3018 d_4_0_Core->f.ResumeTransformFeedback();
3023 d_4_0_Core->f.PauseTransformFeedback();
3028 return d_4_0_Core->f.IsTransformFeedback(
id);
3033 d_4_0_Core->f.GenTransformFeedbacks(
n,
ids);
3038 d_4_0_Core->f.DeleteTransformFeedbacks(
n,
ids);
3043 d_4_0_Core->f.BindTransformFeedback(
target,
id);
3203 d_4_0_Core->f.BlendFunci(
buf,
src,
dst);
3213 d_4_0_Core->f.BlendEquationi(
buf,
mode);
3218 d_4_0_Core->f.MinSampleShading(
value);
3235 d_4_1_Core->f.DepthRangeIndexed(
index,
n,
f);
3245 d_4_1_Core->f.ScissorIndexedv(
index,
v);
3260 d_4_1_Core->f.ViewportIndexedfv(
index,
v);
3265 d_4_1_Core->f.ViewportIndexedf(
index,
x,
y,
w,
h);
3285 d_4_1_Core->f.VertexAttribL4dv(
index,
v);
3290 d_4_1_Core->f.VertexAttribL3dv(
index,
v);
3295 d_4_1_Core->f.VertexAttribL2dv(
index,
v);
3300 d_4_1_Core->f.VertexAttribL1dv(
index,
v);
3305 d_4_1_Core->f.VertexAttribL4d(
index,
x,
y,
z,
w);
3310 d_4_1_Core->f.VertexAttribL3d(
index,
x,
y,
z);
3315 d_4_1_Core->f.VertexAttribL2d(
index,
x,
y);
3320 d_4_1_Core->f.VertexAttribL1d(
index,
x);
3330 d_4_1_Core->f.ValidateProgramPipeline(pipeline);
3585 d_4_1_Core->f.GetProgramPipelineiv(pipeline,
pname,
params);
3590 return d_4_1_Core->f.IsProgramPipeline(pipeline);
3595 d_4_1_Core->f.GenProgramPipelines(
n,
pipelines);
3600 d_4_1_Core->f.DeleteProgramPipelines(
n,
pipelines);
3605 d_4_1_Core->f.BindProgramPipeline(pipeline);
3615 d_4_1_Core->f.ActiveShaderProgram(pipeline,
program);
3640 d_4_1_Core->f.ClearDepthf(dd);
3645 d_4_1_Core->f.DepthRangef(
n,
f);
3660 d_4_1_Core->f.ReleaseShaderCompiler();
3692 d_4_2_Core->f.MemoryBarrier(barriers);
3749 d_4_3_Core->f.PopDebugGroup();
3764 d_4_3_Core->f.DebugMessageCallback(callback,
userParam);
3884 d_4_3_Core->f.InvalidateBufferData(
buffer);
3917inline void QOpenGLFunctions_4_5_Compatibility::glCopyImageSubData(
GLuint srcName,
GLenum srcTarget,
GLint srcLevel,
GLint srcX,
GLint srcY,
GLint srcZ,
GLuint dstName,
GLenum dstTarget,
GLint dstLevel,
GLint dstX,
GLint dstY,
GLint dstZ,
GLsizei srcWidth,
GLsizei srcHeight,
GLsizei srcDepth)
3919 d_4_3_Core->f.CopyImageSubData(
srcName,
srcTarget,
srcLevel,
srcX,
srcY,
srcZ,
dstName,
dstTarget,
dstLevel,
dstX,
dstY,
dstZ,
srcWidth,
srcHeight,
srcDepth);
3924 d_4_3_Core->f.DispatchComputeIndirect(
indirect);
3974inline void QOpenGLFunctions_4_5_Compatibility::glClearTexSubImage(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
data)
3976 d_4_4_Core->f.ClearTexSubImage(
texture,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
data);
3993 d_4_5_Core->f.TextureBarrier();
4033 return d_4_5_Core->f.GetGraphicsResetStatus();
4041inline void QOpenGLFunctions_4_5_Compatibility::glGetTextureSubImage(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
void *
pixels)
4043 d_4_5_Core->f.GetTextureSubImage(
texture,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
bufSize,
pixels);
4048 d_4_5_Core->f.MemoryBarrierByRegion(barriers);
4058 d_4_5_Core->f.CreateProgramPipelines(
n,
pipelines);
4063 d_4_5_Core->f.CreateSamplers(
n,
samplers);
4078 d_4_5_Core->f.GetVertexArrayiv(vaobj,
pname,
param);
4118 d_4_5_Core->f.VertexArrayElementBuffer(vaobj,
buffer);
4123 d_4_5_Core->f.EnableVertexArrayAttrib(vaobj,
index);
4128 d_4_5_Core->f.DisableVertexArrayAttrib(vaobj,
index);
4133 d_4_5_Core->f.CreateVertexArrays(
n,
arrays);
4178 d_4_5_Core->f.BindTextureUnit(unit,
texture);
4183 d_4_5_Core->f.GenerateTextureMipmap(
texture);
4231inline void QOpenGLFunctions_4_5_Compatibility::glCompressedTextureSubImage3D(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *
data)
4233 d_4_5_Core->f.CompressedTextureSubImage3D(
texture,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
4246inline void QOpenGLFunctions_4_5_Compatibility::glTextureSubImage3D(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
pixels)
4248 d_4_5_Core->f.TextureSubImage3D(
texture,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
4336inline void QOpenGLFunctions_4_5_Compatibility::glBlitNamedFramebuffer(
GLuint readFramebuffer,
GLuint drawFramebuffer,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter)
4338 d_4_5_Core->f.BlitNamedFramebuffer(readFramebuffer,
drawFramebuffer,
srcX0,
srcY0,
srcX1,
srcY1,
dstX0,
dstY0,
dstX1,
dstY1,
mask,
filter);
4411#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4435#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4446 return d_4_5_Core->f.UnmapNamedBuffer(
buffer);
4449#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4463#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4477#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4486#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4495#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4504#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4515 d_4_5_Core->f.CreateBuffers(
n,
buffers);
4530 d_4_5_Core->f.GetTransformFeedbackiv(xfb,
pname,
param);
4533#if QT_VERSION >= QT_VERSION_CHECK(7, 0, 0)
4544 d_4_5_Core->f.TransformFeedbackBufferBase(xfb,
index,
buffer);
4549 d_4_5_Core->f.CreateTransformFeedbacks(
n,
ids);
4554 d_4_5_Core->f.ClipControl(origin,
depth);
4561 d_1_0_Deprecated->f.Translatef(
x,
y,
z);
4566 d_1_0_Deprecated->f.Translated(
x,
y,
z);
4571 d_1_0_Deprecated->f.Scalef(
x,
y,
z);
4576 d_1_0_Deprecated->f.Scaled(
x,
y,
z);
4581 d_1_0_Deprecated->f.Rotatef(
angle,
x,
y,
z);
4586 d_1_0_Deprecated->f.Rotated(
angle,
x,
y,
z);
4591 d_1_0_Deprecated->f.PushMatrix();
4596 d_1_0_Deprecated->f.PopMatrix();
4606 d_1_0_Deprecated->f.MultMatrixd(
m);
4611 d_1_0_Deprecated->f.MultMatrixf(
m);
4616 d_1_0_Deprecated->f.MatrixMode(
mode);
4621 d_1_0_Deprecated->f.LoadMatrixd(
m);
4626 d_1_0_Deprecated->f.LoadMatrixf(
m);
4631 d_1_0_Deprecated->f.LoadIdentity();
4641 return d_1_0_Deprecated->f.IsList(
list);
4671 d_1_0_Deprecated->f.GetPolygonStipple(
mask);
4676 d_1_0_Deprecated->f.GetPixelMapusv(
map,
values);
4681 d_1_0_Deprecated->f.GetPixelMapuiv(
map,
values);
4686 d_1_0_Deprecated->f.GetPixelMapfv(
map,
values);
4716 d_1_0_Deprecated->f.GetLightiv(light,
pname,
params);
4721 d_1_0_Deprecated->f.GetLightfv(light,
pname,
params);
4726 d_1_0_Deprecated->f.GetClipPlane(plane,
equation);
4741 d_1_0_Deprecated->f.PixelMapusv(
map, mapsize,
values);
4746 d_1_0_Deprecated->f.PixelMapuiv(
map, mapsize,
values);
4751 d_1_0_Deprecated->f.PixelMapfv(
map, mapsize,
values);
4756 d_1_0_Deprecated->f.PixelTransferi(
pname,
param);
4761 d_1_0_Deprecated->f.PixelTransferf(
pname,
param);
4766 d_1_0_Deprecated->f.PixelZoom(xfactor,
yfactor);
4771 d_1_0_Deprecated->f.AlphaFunc(
func,
ref);
4776 d_1_0_Deprecated->f.EvalPoint2(
i,
j);
4781 d_1_0_Deprecated->f.EvalMesh2(
mode, i1, i2, j1, j2);
4786 d_1_0_Deprecated->f.EvalPoint1(
i);
4791 d_1_0_Deprecated->f.EvalMesh1(
mode, i1, i2);
4796 d_1_0_Deprecated->f.EvalCoord2fv(u);
4801 d_1_0_Deprecated->f.EvalCoord2f(u,
v);
4806 d_1_0_Deprecated->f.EvalCoord2dv(u);
4811 d_1_0_Deprecated->f.EvalCoord2d(u,
v);
4816 d_1_0_Deprecated->f.EvalCoord1fv(u);
4821 d_1_0_Deprecated->f.EvalCoord1f(u);
4826 d_1_0_Deprecated->f.EvalCoord1dv(u);
4831 d_1_0_Deprecated->f.EvalCoord1d(u);
4836 d_1_0_Deprecated->f.MapGrid2f(un,
u1,
u2, vn,
v1,
v2);
4841 d_1_0_Deprecated->f.MapGrid2d(un,
u1,
u2, vn,
v1,
v2);
4846 d_1_0_Deprecated->f.MapGrid1f(un,
u1,
u2);
4851 d_1_0_Deprecated->f.MapGrid1d(un,
u1,
u2);
4876 d_1_0_Deprecated->f.PushAttrib(
mask);
4881 d_1_0_Deprecated->f.PopAttrib();
4886 d_1_0_Deprecated->f.Accum(op,
value);
4891 d_1_0_Deprecated->f.IndexMask(
mask);
4896 d_1_0_Deprecated->f.ClearIndex(
c);
4906 d_1_0_Deprecated->f.PushName(
name);
4911 d_1_0_Deprecated->f.PopName();
4916 d_1_0_Deprecated->f.PassThrough(
token);
4921 d_1_0_Deprecated->f.LoadName(
name);
4926 d_1_0_Deprecated->f.InitNames();
4931 return d_1_0_Deprecated->f.RenderMode(
mode);
4936 d_1_0_Deprecated->f.SelectBuffer(
size,
buffer);
4996 d_1_0_Deprecated->f.ShadeModel(
mode);
5001 d_1_0_Deprecated->f.PolygonStipple(
mask);
5026 d_1_0_Deprecated->f.LineStipple(factor,
pattern);
5036 d_1_0_Deprecated->f.LightModeli(
pname,
param);
5046 d_1_0_Deprecated->f.LightModelf(
pname,
param);
5051 d_1_0_Deprecated->f.Lightiv(light,
pname,
params);
5056 d_1_0_Deprecated->f.Lighti(light,
pname,
param);
5061 d_1_0_Deprecated->f.Lightfv(light,
pname,
params);
5066 d_1_0_Deprecated->f.Lightf(light,
pname,
param);
5091 d_1_0_Deprecated->f.ColorMaterial(
face,
mode);
5096 d_1_0_Deprecated->f.ClipPlane(plane,
equation);
5101 d_1_0_Deprecated->f.Vertex4sv(
v);
5106 d_1_0_Deprecated->f.Vertex4s(
x,
y,
z,
w);
5111 d_1_0_Deprecated->f.Vertex4iv(
v);
5116 d_1_0_Deprecated->f.Vertex4i(
x,
y,
z,
w);
5121 d_1_0_Deprecated->f.Vertex4fv(
v);
5126 d_1_0_Deprecated->f.Vertex4f(
x,
y,
z,
w);
5131 d_1_0_Deprecated->f.Vertex4dv(
v);
5136 d_1_0_Deprecated->f.Vertex4d(
x,
y,
z,
w);
5141 d_1_0_Deprecated->f.Vertex3sv(
v);
5146 d_1_0_Deprecated->f.Vertex3s(
x,
y,
z);
5151 d_1_0_Deprecated->f.Vertex3iv(
v);
5156 d_1_0_Deprecated->f.Vertex3i(
x,
y,
z);
5161 d_1_0_Deprecated->f.Vertex3fv(
v);
5166 d_1_0_Deprecated->f.Vertex3f(
x,
y,
z);
5171 d_1_0_Deprecated->f.Vertex3dv(
v);
5176 d_1_0_Deprecated->f.Vertex3d(
x,
y,
z);
5181 d_1_0_Deprecated->f.Vertex2sv(
v);
5186 d_1_0_Deprecated->f.Vertex2s(
x,
y);
5191 d_1_0_Deprecated->f.Vertex2iv(
v);
5196 d_1_0_Deprecated->f.Vertex2i(
x,
y);
5201 d_1_0_Deprecated->f.Vertex2fv(
v);
5206 d_1_0_Deprecated->f.Vertex2f(
x,
y);
5211 d_1_0_Deprecated->f.Vertex2dv(
v);
5216 d_1_0_Deprecated->f.Vertex2d(
x,
y);
5221 d_1_0_Deprecated->f.TexCoord4sv(
v);
5226 d_1_0_Deprecated->f.TexCoord4s(
s,
t,
r,
q);
5231 d_1_0_Deprecated->f.TexCoord4iv(
v);
5236 d_1_0_Deprecated->f.TexCoord4i(
s,
t,
r,
q);
5241 d_1_0_Deprecated->f.TexCoord4fv(
v);
5246 d_1_0_Deprecated->f.TexCoord4f(
s,
t,
r,
q);
5251 d_1_0_Deprecated->f.TexCoord4dv(
v);
5256 d_1_0_Deprecated->f.TexCoord4d(
s,
t,
r,
q);
5261 d_1_0_Deprecated->f.TexCoord3sv(
v);
5266 d_1_0_Deprecated->f.TexCoord3s(
s,
t,
r);
5271 d_1_0_Deprecated->f.TexCoord3iv(
v);
5276 d_1_0_Deprecated->f.TexCoord3i(
s,
t,
r);
5281 d_1_0_Deprecated->f.TexCoord3fv(
v);
5286 d_1_0_Deprecated->f.TexCoord3f(
s,
t,
r);
5291 d_1_0_Deprecated->f.TexCoord3dv(
v);
5296 d_1_0_Deprecated->f.TexCoord3d(
s,
t,
r);
5301 d_1_0_Deprecated->f.TexCoord2sv(
v);
5306 d_1_0_Deprecated->f.TexCoord2s(
s,
t);
5311 d_1_0_Deprecated->f.TexCoord2iv(
v);
5316 d_1_0_Deprecated->f.TexCoord2i(
s,
t);
5321 d_1_0_Deprecated->f.TexCoord2fv(
v);
5326 d_1_0_Deprecated->f.TexCoord2f(
s,
t);
5331 d_1_0_Deprecated->f.TexCoord2dv(
v);
5336 d_1_0_Deprecated->f.TexCoord2d(
s,
t);
5341 d_1_0_Deprecated->f.TexCoord1sv(
v);
5346 d_1_0_Deprecated->f.TexCoord1s(
s);
5351 d_1_0_Deprecated->f.TexCoord1iv(
v);
5356 d_1_0_Deprecated->f.TexCoord1i(
s);
5361 d_1_0_Deprecated->f.TexCoord1fv(
v);
5366 d_1_0_Deprecated->f.TexCoord1f(
s);
5371 d_1_0_Deprecated->f.TexCoord1dv(
v);
5376 d_1_0_Deprecated->f.TexCoord1d(
s);
5381 d_1_0_Deprecated->f.Rectsv(
v1,
v2);
5386 d_1_0_Deprecated->f.Rects(
x1,
y1,
x2,
y2);
5391 d_1_0_Deprecated->f.Rectiv(
v1,
v2);
5396 d_1_0_Deprecated->f.Recti(
x1,
y1,
x2,
y2);
5401 d_1_0_Deprecated->f.Rectfv(
v1,
v2);
5406 d_1_0_Deprecated->f.Rectf(
x1,
y1,
x2,
y2);
5411 d_1_0_Deprecated->f.Rectdv(
v1,
v2);
5416 d_1_0_Deprecated->f.Rectd(
x1,
y1,
x2,
y2);
5421 d_1_0_Deprecated->f.RasterPos4sv(
v);
5426 d_1_0_Deprecated->f.RasterPos4s(
x,
y,
z,
w);
5431 d_1_0_Deprecated->f.RasterPos4iv(
v);
5436 d_1_0_Deprecated->f.RasterPos4i(
x,
y,
z,
w);
5441 d_1_0_Deprecated->f.RasterPos4fv(
v);
5446 d_1_0_Deprecated->f.RasterPos4f(
x,
y,
z,
w);
5451 d_1_0_Deprecated->f.RasterPos4dv(
v);
5456 d_1_0_Deprecated->f.RasterPos4d(
x,
y,
z,
w);
5461 d_1_0_Deprecated->f.RasterPos3sv(
v);
5466 d_1_0_Deprecated->f.RasterPos3s(
x,
y,
z);
5471 d_1_0_Deprecated->f.RasterPos3iv(
v);
5476 d_1_0_Deprecated->f.RasterPos3i(
x,
y,
z);
5481 d_1_0_Deprecated->f.RasterPos3fv(
v);
5486 d_1_0_Deprecated->f.RasterPos3f(
x,
y,
z);
5491 d_1_0_Deprecated->f.RasterPos3dv(
v);
5496 d_1_0_Deprecated->f.RasterPos3d(
x,
y,
z);
5501 d_1_0_Deprecated->f.RasterPos2sv(
v);
5506 d_1_0_Deprecated->f.RasterPos2s(
x,
y);
5511 d_1_0_Deprecated->f.RasterPos2iv(
v);
5516 d_1_0_Deprecated->f.RasterPos2i(
x,
y);
5521 d_1_0_Deprecated->f.RasterPos2fv(
v);
5526 d_1_0_Deprecated->f.RasterPos2f(
x,
y);
5531 d_1_0_Deprecated->f.RasterPos2dv(
v);
5536 d_1_0_Deprecated->f.RasterPos2d(
x,
y);
5541 d_1_0_Deprecated->f.Normal3sv(
v);
5546 d_1_0_Deprecated->f.Normal3s(
nx,
ny,
nz);
5551 d_1_0_Deprecated->f.Normal3iv(
v);
5556 d_1_0_Deprecated->f.Normal3i(
nx,
ny,
nz);
5561 d_1_0_Deprecated->f.Normal3fv(
v);
5566 d_1_0_Deprecated->f.Normal3f(
nx,
ny,
nz);
5571 d_1_0_Deprecated->f.Normal3dv(
v);
5576 d_1_0_Deprecated->f.Normal3d(
nx,
ny,
nz);
5581 d_1_0_Deprecated->f.Normal3bv(
v);
5586 d_1_0_Deprecated->f.Normal3b(
nx,
ny,
nz);
5591 d_1_0_Deprecated->f.Indexsv(
c);
5596 d_1_0_Deprecated->f.Indexs(
c);
5601 d_1_0_Deprecated->f.Indexiv(
c);
5606 d_1_0_Deprecated->f.Indexi(
c);
5611 d_1_0_Deprecated->f.Indexfv(
c);
5616 d_1_0_Deprecated->f.Indexf(
c);
5621 d_1_0_Deprecated->f.Indexdv(
c);
5626 d_1_0_Deprecated->f.Indexd(
c);
5631 d_1_0_Deprecated->f.End();
5636 d_1_0_Deprecated->f.EdgeFlagv(flag);
5641 d_1_0_Deprecated->f.EdgeFlag(flag);
5646 d_1_0_Deprecated->f.Color4usv(
v);
5656 d_1_0_Deprecated->f.Color4uiv(
v);
5666 d_1_0_Deprecated->f.Color4ubv(
v);
5676 d_1_0_Deprecated->f.Color4sv(
v);
5686 d_1_0_Deprecated->f.Color4iv(
v);
5696 d_1_0_Deprecated->f.Color4fv(
v);
5706 d_1_0_Deprecated->f.Color4dv(
v);
5716 d_1_0_Deprecated->f.Color4bv(
v);
5726 d_1_0_Deprecated->f.Color3usv(
v);
5736 d_1_0_Deprecated->f.Color3uiv(
v);
5746 d_1_0_Deprecated->f.Color3ubv(
v);
5756 d_1_0_Deprecated->f.Color3sv(
v);
5766 d_1_0_Deprecated->f.Color3iv(
v);
5776 d_1_0_Deprecated->f.Color3fv(
v);
5786 d_1_0_Deprecated->f.Color3dv(
v);
5796 d_1_0_Deprecated->f.Color3bv(
v);
5811 d_1_0_Deprecated->f.Begin(
mode);
5816 d_1_0_Deprecated->f.ListBase(
base);
5821 return d_1_0_Deprecated->f.GenLists(
range);
5826 d_1_0_Deprecated->f.DeleteLists(
list,
range);
5831 d_1_0_Deprecated->f.CallLists(
n,
type,
lists);
5836 d_1_0_Deprecated->f.CallList(
list);
5841 d_1_0_Deprecated->f.EndList();
5846 d_1_0_Deprecated->f.NewList(
list,
mode);
5853 d_1_1_Deprecated->f.PushClientAttrib(
mask);
5858 d_1_1_Deprecated->f.PopClientAttrib();
5863 d_1_1_Deprecated->f.Indexubv(
c);
5868 d_1_1_Deprecated->f.Indexub(
c);
5913 d_1_1_Deprecated->f.EnableClientState(
array);
5923 d_1_1_Deprecated->f.DisableClientState(
array);
5933 d_1_1_Deprecated->f.ArrayElement(
i);
6090 d_1_2_Deprecated->f.ResetHistogram(
target);
6095 d_1_2_Deprecated->f.ResetMinmax(
target);
6102 d_1_3_Deprecated->f.MultTransposeMatrixd(
m);
6107 d_1_3_Deprecated->f.MultTransposeMatrixf(
m);
6112 d_1_3_Deprecated->f.LoadTransposeMatrixd(
m);
6117 d_1_3_Deprecated->f.LoadTransposeMatrixf(
m);
6122 d_1_3_Deprecated->f.MultiTexCoord4sv(
target,
v);
6127 d_1_3_Deprecated->f.MultiTexCoord4s(
target,
s,
t,
r,
q);
6132 d_1_3_Deprecated->f.MultiTexCoord4iv(
target,
v);
6137 d_1_3_Deprecated->f.MultiTexCoord4i(
target,
s,
t,
r,
q);
6142 d_1_3_Deprecated->f.MultiTexCoord4fv(
target,
v);
6147 d_1_3_Deprecated->f.MultiTexCoord4f(
target,
s,
t,
r,
q);
6152 d_1_3_Deprecated->f.MultiTexCoord4dv(
target,
v);
6157 d_1_3_Deprecated->f.MultiTexCoord4d(
target,
s,
t,
r,
q);
6162 d_1_3_Deprecated->f.MultiTexCoord3sv(
target,
v);
6167 d_1_3_Deprecated->f.MultiTexCoord3s(
target,
s,
t,
r);
6172 d_1_3_Deprecated->f.MultiTexCoord3iv(
target,
v);
6177 d_1_3_Deprecated->f.MultiTexCoord3i(
target,
s,
t,
r);
6182 d_1_3_Deprecated->f.MultiTexCoord3fv(
target,
v);
6187 d_1_3_Deprecated->f.MultiTexCoord3f(
target,
s,
t,
r);
6192 d_1_3_Deprecated->f.MultiTexCoord3dv(
target,
v);
6197 d_1_3_Deprecated->f.MultiTexCoord3d(
target,
s,
t,
r);
6202 d_1_3_Deprecated->f.MultiTexCoord2sv(
target,
v);
6207 d_1_3_Deprecated->f.MultiTexCoord2s(
target,
s,
t);
6212 d_1_3_Deprecated->f.MultiTexCoord2iv(
target,
v);
6217 d_1_3_Deprecated->f.MultiTexCoord2i(
target,
s,
t);
6222 d_1_3_Deprecated->f.MultiTexCoord2fv(
target,
v);
6227 d_1_3_Deprecated->f.MultiTexCoord2f(
target,
s,
t);
6232 d_1_3_Deprecated->f.MultiTexCoord2dv(
target,
v);
6237 d_1_3_Deprecated->f.MultiTexCoord2d(
target,
s,
t);
6242 d_1_3_Deprecated->f.MultiTexCoord1sv(
target,
v);
6247 d_1_3_Deprecated->f.MultiTexCoord1s(
target,
s);
6252 d_1_3_Deprecated->f.MultiTexCoord1iv(
target,
v);
6257 d_1_3_Deprecated->f.MultiTexCoord1i(
target,
s);
6262 d_1_3_Deprecated->f.MultiTexCoord1fv(
target,
v);
6267 d_1_3_Deprecated->f.MultiTexCoord1f(
target,
s);
6272 d_1_3_Deprecated->f.MultiTexCoord1dv(
target,
v);
6277 d_1_3_Deprecated->f.MultiTexCoord1d(
target,
s);
6282 d_1_3_Deprecated->f.ClientActiveTexture(
texture);
6289 d_1_4_Deprecated->f.WindowPos3sv(
v);
6294 d_1_4_Deprecated->f.WindowPos3s(
x,
y,
z);
6299 d_1_4_Deprecated->f.WindowPos3iv(
v);
6304 d_1_4_Deprecated->f.WindowPos3i(
x,
y,
z);
6309 d_1_4_Deprecated->f.WindowPos3fv(
v);
6314 d_1_4_Deprecated->f.WindowPos3f(
x,
y,
z);
6319 d_1_4_Deprecated->f.WindowPos3dv(
v);
6324 d_1_4_Deprecated->f.WindowPos3d(
x,
y,
z);
6329 d_1_4_Deprecated->f.WindowPos2sv(
v);
6334 d_1_4_Deprecated->f.WindowPos2s(
x,
y);
6339 d_1_4_Deprecated->f.WindowPos2iv(
v);
6344 d_1_4_Deprecated->f.WindowPos2i(
x,
y);
6349 d_1_4_Deprecated->f.WindowPos2fv(
v);
6354 d_1_4_Deprecated->f.WindowPos2f(
x,
y);
6359 d_1_4_Deprecated->f.WindowPos2dv(
v);
6364 d_1_4_Deprecated->f.WindowPos2d(
x,
y);
6374 d_1_4_Deprecated->f.SecondaryColor3usv(
v);
6379 d_1_4_Deprecated->f.SecondaryColor3us(
red,
green,
blue);
6384 d_1_4_Deprecated->f.SecondaryColor3uiv(
v);
6389 d_1_4_Deprecated->f.SecondaryColor3ui(
red,
green,
blue);
6394 d_1_4_Deprecated->f.SecondaryColor3ubv(
v);
6399 d_1_4_Deprecated->f.SecondaryColor3ub(
red,
green,
blue);
6404 d_1_4_Deprecated->f.SecondaryColor3sv(
v);
6409 d_1_4_Deprecated->f.SecondaryColor3s(
red,
green,
blue);
6414 d_1_4_Deprecated->f.SecondaryColor3iv(
v);
6419 d_1_4_Deprecated->f.SecondaryColor3i(
red,
green,
blue);
6424 d_1_4_Deprecated->f.SecondaryColor3fv(
v);
6429 d_1_4_Deprecated->f.SecondaryColor3f(
red,
green,
blue);
6434 d_1_4_Deprecated->f.SecondaryColor3dv(
v);
6439 d_1_4_Deprecated->f.SecondaryColor3d(
red,
green,
blue);
6444 d_1_4_Deprecated->f.SecondaryColor3bv(
v);
6449 d_1_4_Deprecated->f.SecondaryColor3b(
red,
green,
blue);
6459 d_1_4_Deprecated->f.FogCoorddv(
coord);
6464 d_1_4_Deprecated->f.FogCoordd(
coord);
6469 d_1_4_Deprecated->f.FogCoordfv(
coord);
6474 d_1_4_Deprecated->f.FogCoordf(
coord);
6493 d_3_3_Deprecated->f.SecondaryColorP3uiv(
type,
color);
6498 d_3_3_Deprecated->f.SecondaryColorP3ui(
type,
color);
6503 d_3_3_Deprecated->f.ColorP4uiv(
type,
color);
6508 d_3_3_Deprecated->f.ColorP4ui(
type,
color);
6513 d_3_3_Deprecated->f.ColorP3uiv(
type,
color);
6518 d_3_3_Deprecated->f.ColorP3ui(
type,
color);
6523 d_3_3_Deprecated->f.NormalP3uiv(
type,
coords);
6528 d_3_3_Deprecated->f.NormalP3ui(
type,
coords);
6573 d_3_3_Deprecated->f.TexCoordP4uiv(
type,
coords);
6578 d_3_3_Deprecated->f.TexCoordP4ui(
type,
coords);
6583 d_3_3_Deprecated->f.TexCoordP3uiv(
type,
coords);
6588 d_3_3_Deprecated->f.TexCoordP3ui(
type,
coords);
6593 d_3_3_Deprecated->f.TexCoordP2uiv(
type,
coords);
6598 d_3_3_Deprecated->f.TexCoordP2ui(
type,
coords);
6603 d_3_3_Deprecated->f.TexCoordP1uiv(
type,
coords);
6608 d_3_3_Deprecated->f.TexCoordP1ui(
type,
coords);
6613 d_3_3_Deprecated->f.VertexP4uiv(
type,
value);
6618 d_3_3_Deprecated->f.VertexP4ui(
type,
value);
6623 d_3_3_Deprecated->f.VertexP3uiv(
type,
value);
6628 d_3_3_Deprecated->f.VertexP3ui(
type,
value);
6633 d_3_3_Deprecated->f.VertexP2uiv(
type,
value);
6638 d_3_3_Deprecated->f.VertexP2ui(
type,
value);
6718#pragma pop_macro("MemoryBarrier")
void glNamedFramebufferDrawBuffers(GLuint framebuffer, GLsizei n, const GLenum *bufs)
void glDebugMessageCallback(GLDEBUGPROC callback, const void *userParam)
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
void glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length)
void glValidateProgram(GLuint program)
void glGetNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, void *data)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount)
void glColor4dv(const GLdouble *v)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
void glMultiTexCoord2i(GLenum target, GLint s, GLint t)
void glTexCoord2d(GLdouble s, GLdouble t)
void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data)
void glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, void *image)
void glMultTransposeMatrixf(const GLfloat *m)
void glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue)
void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glRasterPos4i(GLint x, GLint y, GLint z, GLint w)
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount, const GLint *basevertex)
void glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glGetnMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values)
void glWindowPos3s(GLshort x, GLshort y, GLshort z)
void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels)
void glTexCoord2fv(const GLfloat *v)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glGetTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param)
void glColor4ubv(const GLubyte *v)
void glSecondaryColor3s(GLshort red, GLshort green, GLshort blue)
void glNormalP3ui(GLenum type, GLuint coords)
void glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glVertexAttrib3sv(GLuint index, const GLshort *v)
void glHint(GLenum target, GLenum mode)
void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glGetTextureParameterIiv(GLuint texture, GLenum pname, GLint *params)
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glMultiTexCoord4fv(GLenum target, const GLfloat *v)
void glGetNamedRenderbufferParameteriv(GLuint renderbuffer, GLenum pname, GLint *params)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glViewportIndexedfv(GLuint index, const GLfloat *v)
void glGetPointerv(GLenum pname, void **params)
void glBufferStorage(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint *params)
void glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink)
void glSecondaryColor3bv(const GLbyte *v)
void glWindowPos3dv(const GLdouble *v)
void glGetInteger64v(GLenum pname, GLint64 *data)
void glWindowPos3i(GLint x, GLint y, GLint z)
void glCreateVertexArrays(GLsizei n, GLuint *arrays)
void glVertexArrayVertexBuffer(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
void glRasterPos2d(GLdouble x, GLdouble y)
void glMultiTexCoord2iv(GLenum target, const GLint *v)
void glProgramParameteri(GLuint program, GLenum pname, GLint value)
void glIndexdv(const GLdouble *c)
void glGetnMapdv(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glEvalCoord1dv(const GLdouble *u)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data)
void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glEnableClientState(GLenum array)
void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)
void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)
void glTexCoord1d(GLdouble s)
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glPolygonStipple(const GLubyte *mask)
void glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glPointParameteri(GLenum pname, GLint param)
void glSecondaryColor3iv(const GLint *v)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glMultiTexCoord1i(GLenum target, GLint s)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glActiveShaderProgram(GLuint pipeline, GLuint program)
void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t)
void glDebugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data)
void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer)
void glCopyTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels)
void glTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels)
void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glVertex2i(GLint x, GLint y)
void glTexCoord1s(GLshort s)
void glCallList(GLuint list)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glLoadMatrixd(const GLdouble *m)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
void glTexEnviv(GLenum target, GLenum pname, const GLint *params)
void glRasterPos2iv(const GLint *v)
void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
void glGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glScaled(GLdouble x, GLdouble y, GLdouble z)
void glGetObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glPixelTransferf(GLenum pname, GLfloat param)
void glClearStencil(GLint s)
void glGetnMapfv(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glInvalidateTexImage(GLuint texture, GLint level)
void glMultiTexCoord1fv(GLenum target, const GLfloat *v)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glMultiTexCoord3iv(GLenum target, const GLint *v)
void glRasterPos4sv(const GLshort *v)
void glCreateFramebuffers(GLsizei n, GLuint *framebuffers)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glRasterPos3sv(const GLshort *v)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format)
void glGetColorTableParameteriv(GLenum target, GLenum pname, GLint *params)
void glVertexAttribI4sv(GLuint index, const GLshort *v)
void glColor4sv(const GLshort *v)
void glNamedFramebufferParameteri(GLuint framebuffer, GLenum pname, GLint param)
void glNamedFramebufferTextureLayer(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glVertex2d(GLdouble x, GLdouble y)
void glLightModelfv(GLenum pname, const GLfloat *params)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glPixelZoom(GLfloat xfactor, GLfloat yfactor)
void glVertex2sv(const GLshort *v)
void glNamedFramebufferReadBuffer(GLuint framebuffer, GLenum src)
void glTextureParameteriv(GLuint texture, GLenum pname, const GLint *param)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
void glWindowPos2i(GLint x, GLint y)
void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
void glGetnUniformuiv(GLuint program, GLint location, GLsizei bufSize, GLuint *params)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glGetTextureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels)
void glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table)
void glWindowPos2f(GLfloat x, GLfloat y)
void glSecondaryColor3usv(const GLushort *v)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name)
void glInvalidateBufferData(GLuint buffer)
void glVertex3dv(const GLdouble *v)
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
void glDepthMask(GLboolean flag)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params)
void glGetnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values)
GLboolean glIsSync(GLsync sync)
void glLoadTransposeMatrixd(const GLdouble *m)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glNormal3fv(const GLfloat *v)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params)
void glVertexAttribI1i(GLuint index, GLint x)
void glRasterPos3i(GLint x, GLint y, GLint z)
void glColor3fv(const GLfloat *v)
void glGetClipPlane(GLenum plane, GLdouble *equation)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glPixelTransferi(GLenum pname, GLint param)
void glVertex2s(GLshort x, GLshort y)
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
GLuint glGetDebugMessageLog(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog)
void glDisableVertexArrayAttrib(GLuint vaobj, GLuint index)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glGetnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values)
void glClearNamedFramebufferfi(GLuint framebuffer, GLenum buffer, GLfloat depth, GLint stencil)
void glBegin(GLenum mode)
void glVertexArrayAttribLFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glPauseTransformFeedback()
void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glPolygonMode(GLenum face, GLenum mode)
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
void glMultiTexCoord1f(GLenum target, GLfloat s)
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
void glClipPlane(GLenum plane, const GLdouble *equation)
void glVertexAttrib1dv(GLuint index, const GLdouble *v)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glInvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
void glBindSamplers(GLuint first, GLsizei count, const GLuint *samplers)
void glPixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values)
void glPixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values)
void glBindTextures(GLuint first, GLsizei count, const GLuint *textures)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords)
void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glTexEnvi(GLenum target, GLenum pname, GLint param)
void glActiveTexture(GLenum texture)
void glRasterPos2f(GLfloat x, GLfloat y)
void glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glTexCoordP1ui(GLenum type, GLuint coords)
void glBindTexture(GLenum target, GLuint texture)
void glColor3sv(const GLshort *v)
void glNamedRenderbufferStorage(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height)
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
void glEndQuery(GLenum target)
void glNormalPointer(GLenum type, GLsizei stride, const void *pointer)
void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)
void glLightModeli(GLenum pname, GLint param)
void glBindBuffersBase(GLenum target, GLuint first, GLsizei count, const GLuint *buffers)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glSecondaryColorP3uiv(GLenum type, const GLuint *color)
void glClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glCopyImageSubData(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth)
void glShadeModel(GLenum mode)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glEvalMesh1(GLenum mode, GLint i1, GLint i2)
void glGetTexEnviv(GLenum target, GLenum pname, GLint *params)
void glGenQueries(GLsizei n, GLuint *ids)
void glTexCoordP4ui(GLenum type, GLuint coords)
void glCompressedTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data)
void glVertexAttrib4Nsv(GLuint index, const GLshort *v)
void glColor4iv(const GLint *v)
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
void glCreateProgramPipelines(GLsizei n, GLuint *pipelines)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glFogCoordd(GLdouble coord)
void glTexCoord3i(GLint s, GLint t, GLint r)
void glGetBufferPointerv(GLenum target, GLenum pname, void **params)
void glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glDebugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf)
void glVertex4iv(const GLint *v)
void glTextureBuffer(GLuint texture, GLenum internalformat, GLuint buffer)
void glInterleavedArrays(GLenum format, GLsizei stride, const void *pointer)
void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
void glDeleteSync(GLsync sync)
void glRectsv(const GLshort *v1, const GLshort *v2)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glVertexAttrib4fv(GLuint index, const GLfloat *v)
void glSecondaryColor3ubv(const GLubyte *v)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params)
void glNamedRenderbufferStorageMultisample(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
void glSecondaryColor3dv(const GLdouble *v)
void glGetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params)
void glVertex4dv(const GLdouble *v)
void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params)
void glGetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param)
void glTexCoord4fv(const GLfloat *v)
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex)
void glVertexAttrib1fv(GLuint index, const GLfloat *v)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)
void glSecondaryColor3us(GLushort red, GLushort green, GLushort blue)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params)
void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glTextureStorage3D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glSecondaryColor3uiv(const GLuint *v)
void glSecondaryColor3i(GLint red, GLint green, GLint blue)
void glMultiTexCoord3sv(GLenum target, const GLshort *v)
void glRasterPos2sv(const GLshort *v)
void glDisableVertexAttribArray(GLuint index)
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
void glMultiTexCoord4dv(GLenum target, const GLdouble *v)
void glTexEnvf(GLenum target, GLenum pname, GLfloat param)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDisableClientState(GLenum array)
void glVertexAttribI4bv(GLuint index, const GLbyte *v)
void glClientActiveTexture(GLenum texture)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glWindowPos2sv(const GLshort *v)
void glWindowPos3iv(const GLint *v)
void glVertexAttrib4Niv(GLuint index, const GLint *v)
void glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params)
void glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glVertex2f(GLfloat x, GLfloat y)
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glWindowPos3d(GLdouble x, GLdouble y, GLdouble z)
void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)
void glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glCreateRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glEndQueryIndexed(GLenum target, GLuint index)
void glTexCoord1fv(const GLfloat *v)
GLuint glCreateShader(GLenum type)
GLboolean glIsProgramPipeline(GLuint pipeline)
void glGetnUniformfv(GLuint program, GLint location, GLsizei bufSize, GLfloat *params)
void glGetNamedBufferParameteri64v(GLuint buffer, GLenum pname, GLint64 *params)
void glGetCompressedTexImage(GLenum target, GLint level, void *img)
void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glTexCoord3sv(const GLshort *v)
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glCompressedTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data)
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
GLboolean glIsEnabled(GLenum cap)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glBindProgramPipeline(GLuint pipeline)
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glNormal3bv(const GLbyte *v)
void glVertexAttrib4ubv(GLuint index, const GLubyte *v)
void glRasterPos2dv(const GLdouble *v)
void glTexStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glTextureParameterf(GLuint texture, GLenum pname, GLfloat param)
void glRecti(GLint x1, GLint y1, GLint x2, GLint y2)
GLboolean glIsShader(GLuint shader)
void glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords)
void glClearTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data)
void glLineWidth(GLfloat width)
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glBeginQuery(GLenum target, GLuint id)
void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glGetHistogramParameteriv(GLenum target, GLenum pname, GLint *params)
void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, void *values)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex)
void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glArrayElement(GLint i)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glGetInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params)
void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glVertexAttrib2fv(GLuint index, const GLfloat *v)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params)
void glDrawArraysIndirect(GLenum mode, const void *indirect)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glVertexAttrib3dv(GLuint index, const GLdouble *v)
void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glDetachShader(GLuint program, GLuint shader)
void glGetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param)
void glNormal3dv(const GLdouble *v)
void glScalef(GLfloat x, GLfloat y, GLfloat z)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data)
GLboolean glIsTransformFeedback(GLuint id)
void glEvalPoint2(GLint i, GLint j)
void glMemoryBarrierByRegion(GLbitfield barriers)
void glFogCoorddv(const GLdouble *coord)
void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r)
void glEnableVertexAttribArray(GLuint index)
void glGetnUniformiv(GLuint program, GLint location, GLsizei bufSize, GLint *params)
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glDepthRangef(GLfloat n, GLfloat f)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
GLboolean glIsList(GLuint list)
void glEvalCoord2f(GLfloat u, GLfloat v)
void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glPointParameteriv(GLenum pname, const GLint *params)
void glUniform1i(GLint location, GLint v0)
void glVertexAttribL1d(GLuint index, GLdouble x)
void glWindowPos2d(GLdouble x, GLdouble y)
void glNormal3i(GLint nx, GLint ny, GLint nz)
void glRectdv(const GLdouble *v1, const GLdouble *v2)
void glVertexAttribI3uiv(GLuint index, const GLuint *v)
void glTexCoordP3ui(GLenum type, GLuint coords)
void glVertex2fv(const GLfloat *v)
void glFogfv(GLenum pname, const GLfloat *params)
void glGetLightfv(GLenum light, GLenum pname, GLfloat *params)
void glVertexP3ui(GLenum type, GLuint value)
void * glMapNamedBuffer(GLuint buffer, GLenum access)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glGetBooleanv(GLenum pname, GLboolean *data)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
void glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glMultiTexCoord2sv(GLenum target, const GLshort *v)
void glGetnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetCompressedTextureImage(GLuint texture, GLint level, GLsizei bufSize, void *pixels)
void glNamedFramebufferTexture(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glVertexArrayBindingDivisor(GLuint vaobj, GLuint bindingindex, GLuint divisor)
void glTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels)
void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount)
void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params)
void glEvalCoord1d(GLdouble u)
void glVertexAttribI4ubv(GLuint index, const GLubyte *v)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glTextureStorage3DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glGetSeparableFilter(GLenum target, GLenum format, GLenum type, void *row, void *column, void *span)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glTexCoord3s(GLshort s, GLshort t, GLshort r)
GLint glGetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glValidateProgramPipeline(GLuint pipeline)
void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glGetnSeparableFilter(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span)
void glClipControl(GLenum origin, GLenum depth)
void glBindSampler(GLuint unit, GLuint sampler)
void glBindTransformFeedback(GLenum target, GLuint id)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glVertexAttrib1f(GLuint index, GLfloat x)
void glTexCoordP1uiv(GLenum type, const GLuint *coords)
void glTexCoord2i(GLint s, GLint t)
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glEdgeFlagv(const GLboolean *flag)
void glResumeTransformFeedback()
void glLinkProgram(GLuint program)
void glNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels)
void glTexCoordP2uiv(GLenum type, const GLuint *coords)
void glUseProgram(GLuint program)
void glRasterPos4fv(const GLfloat *v)
void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params)
void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
void glTexCoord2dv(const GLdouble *v)
void glSampleMaski(GLuint maskNumber, GLbitfield mask)
void glRectiv(const GLint *v1, const GLint *v2)
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
void glVertexAttribI2i(GLuint index, GLint x, GLint y)
void glColor3dv(const GLdouble *v)
void glEnableVertexArrayAttrib(GLuint vaobj, GLuint index)
void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
void glLighti(GLenum light, GLenum pname, GLint param)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glVertexAttrib1d(GLuint index, GLdouble x)
void glUniform1d(GLint location, GLdouble x)
void glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords)
void glQueryCounter(GLuint id, GLenum target)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glGetVertexArrayIndexediv(GLuint vaobj, GLuint index, GLenum pname, GLint *param)
void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glColor3usv(const GLushort *v)
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data)
void glTexCoord1sv(const GLshort *v)
void glGetTextureLevelParameteriv(GLuint texture, GLint level, GLenum pname, GLint *params)
void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params)
void glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glClearNamedBufferSubData(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data)
void glTexGenf(GLenum coord, GLenum pname, GLfloat param)
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glIndexub(GLubyte c)
void glGenerateMipmap(GLenum target)
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords)
void glGetnUniformdv(GLuint program, GLint location, GLsizei bufSize, GLdouble *params)
void glIndexd(GLdouble c)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glPixelStorei(GLenum pname, GLint param)
void glVertexAttrib4usv(GLuint index, const GLushort *v)
void glPushClientAttrib(GLbitfield mask)
GLboolean glUnmapBuffer(GLenum target)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glGetMapiv(GLenum target, GLenum query, GLint *v)
void glTexCoordP4uiv(GLenum type, const GLuint *coords)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
void glDeleteProgram(GLuint program)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTextureParameteri(GLuint texture, GLenum pname, GLint param)
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
void glMultMatrixd(const GLdouble *m)
void glBindBuffer(GLenum target, GLuint buffer)
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glMultiTexCoord3fv(GLenum target, const GLfloat *v)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glGetLightiv(GLenum light, GLenum pname, GLint *params)
void glColor3uiv(const GLuint *v)
void glPointSize(GLfloat size)
void glMatrixMode(GLenum mode)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glColor4usv(const GLushort *v)
GLboolean glIsBuffer(GLuint buffer)
void glScissorIndexedv(GLuint index, const GLint *v)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glVertex4i(GLint x, GLint y, GLint z, GLint w)
GLboolean glIsTexture(GLuint texture)
void glEdgeFlagPointer(GLsizei stride, const void *pointer)
void glClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glVertexAttribI4uiv(GLuint index, const GLuint *v)
void glRasterPos2s(GLshort x, GLshort y)
void glTexCoord4dv(const GLdouble *v)
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
void glGetPolygonStipple(GLubyte *mask)
void glMaterialf(GLenum face, GLenum pname, GLfloat param)
void glDisablei(GLenum target, GLuint index)
void glTextureStorage2DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glClear(GLbitfield mask)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glEndConditionalRender()
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glGetPixelMapuiv(GLenum map, GLuint *values)
void glVertexAttrib4bv(GLuint index, const GLbyte *v)
void glGetNamedFramebufferParameteriv(GLuint framebuffer, GLenum pname, GLint *param)
void glGenerateTextureMipmap(GLuint texture)
void glClampColor(GLenum target, GLenum clamp)
void glGetColorTable(GLenum target, GLenum format, GLenum type, void *table)
void glVertexAttrib4iv(GLuint index, const GLint *v)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glGetTextureLevelParameterfv(GLuint texture, GLint level, GLenum pname, GLfloat *params)
void glVertex3iv(const GLint *v)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2)
GLboolean glIsVertexArray(GLuint array)
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data)
void glTexCoord4i(GLint s, GLint t, GLint r, GLint q)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetnHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values)
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
void glLightModeliv(GLenum pname, const GLint *params)
void glRasterPos2i(GLint x, GLint y)
void glCompileShader(GLuint shader)
void glAccum(GLenum op, GLfloat value)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTextureParameterIuiv(GLuint texture, GLenum pname, const GLuint *params)
void glDrawBuffer(GLenum buf)
void glVertex3sv(const GLshort *v)
void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments)
void glDeleteLists(GLuint list, GLsizei range)
void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
void glNormalP3uiv(GLenum type, const GLuint *coords)
void glResetHistogram(GLenum target)
void glVertexAttribI4usv(GLuint index, const GLushort *v)
void glEvalCoord2dv(const GLdouble *u)
void glVertexP3uiv(GLenum type, const GLuint *value)
GLboolean glIsSampler(GLuint sampler)
void glGetPixelMapfv(GLenum map, GLfloat *values)
void glNewList(GLuint list, GLenum mode)
void glClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data)
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary)
void glVertexAttribL1dv(GLuint index, const GLdouble *v)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glVertexAttribL4dv(GLuint index, const GLdouble *v)
void glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glInvalidateNamedFramebufferSubData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
void glMultMatrixf(const GLfloat *m)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glMateriali(GLenum face, GLenum pname, GLint param)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glColor3ui(GLuint red, GLuint green, GLuint blue)
void glTextureStorage2D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glTexGeniv(GLenum coord, GLenum pname, const GLint *params)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glCreateSamplers(GLsizei n, GLuint *samplers)
void glGetTextureParameterfv(GLuint texture, GLenum pname, GLfloat *params)
void glVertexP4uiv(GLenum type, const GLuint *value)
void glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
void glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height)
void glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width)
void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities)
void glGetMaterialiv(GLenum face, GLenum pname, GLint *params)
void glVertexAttribI1ui(GLuint index, GLuint x)
void glColor3bv(const GLbyte *v)
void glSecondaryColor3sv(const GLshort *v)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
void glVertexP4ui(GLenum type, GLuint value)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices)
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
void glTexGend(GLenum coord, GLenum pname, GLdouble param)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glReadnPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data)
void glTextureView(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glReleaseShaderCompiler()
void glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint *params)
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
void glTransformFeedbackBufferBase(GLuint xfb, GLuint index, GLuint buffer)
void glMultiTexCoord4iv(GLenum target, const GLint *v)
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glFrontFace(GLenum mode)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glVertex2dv(const GLdouble *v)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glVertexAttribI2iv(GLuint index, const GLint *v)
void glVertex3d(GLdouble x, GLdouble y, GLdouble z)
void glTransformFeedbackBufferRange(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glMultiTexCoord1d(GLenum target, GLdouble s)
void glBlendEquationi(GLuint buf, GLenum mode)
void glTexCoord1i(GLint s)
void glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image)
void glAlphaFunc(GLenum func, GLfloat ref)
void glFogf(GLenum pname, GLfloat param)
void glDepthFunc(GLenum func)
void glVertexP2uiv(GLenum type, const GLuint *value)
void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glVertexP2ui(GLenum type, GLuint value)
void glLoadName(GLuint name)
void glVertexAttribL2dv(GLuint index, const GLdouble *v)
void glVertexAttribI1iv(GLuint index, const GLint *v)
void glVertexAttribI2uiv(GLuint index, const GLuint *v)
void glBindImageTextures(GLuint first, GLsizei count, const GLuint *textures)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
void glCopyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glVertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
void glColor3iv(const GLint *v)
void glTexCoord2f(GLfloat s, GLfloat t)
void glVertexArrayElementBuffer(GLuint vaobj, GLuint buffer)
void glMultiTexCoord2dv(GLenum target, const GLdouble *v)
void glNamedBufferData(GLuint buffer, GLsizeiptr size, const void *data, GLenum usage)
GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences)
void glNamedFramebufferRenderbuffer(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glDeleteShader(GLuint shader)
void glMultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glTexCoord3fv(const GLfloat *v)
void glMinSampleShading(GLfloat value)
void glVertex3s(GLshort x, GLshort y, GLshort z)
void glBeginTransformFeedback(GLenum primitiveMode)
void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points)
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name)
void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
void glVertexAttrib2sv(GLuint index, const GLshort *v)
void glGenSamplers(GLsizei count, GLuint *samplers)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glSecondaryColor3fv(const GLfloat *v)
void glEvalCoord2fv(const GLfloat *u)
void glReadBuffer(GLenum src)
void glRasterPos3dv(const GLdouble *v)
void glRectfv(const GLfloat *v1, const GLfloat *v2)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data)
void glPixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values)
void glGetMapfv(GLenum target, GLenum query, GLfloat *v)
void glEvalPoint1(GLint i)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glMultiTexCoord1dv(GLenum target, const GLdouble *v)
void glConvolutionParameteri(GLenum target, GLenum pname, GLint params)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data)
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glLightf(GLenum light, GLenum pname, GLfloat param)
void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points)
void glVertexAttrib1s(GLuint index, GLshort x)
void glTexCoordP3uiv(GLenum type, const GLuint *coords)
void glWindowPos3f(GLfloat x, GLfloat y, GLfloat z)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glIndexfv(const GLfloat *c)
void glIndexMask(GLuint mask)
void glGetnPolygonStipple(GLsizei bufSize, GLubyte *pattern)
void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
void glNamedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf)
void glFogiv(GLenum pname, const GLint *params)
void glMaterialiv(GLenum face, GLenum pname, const GLint *params)
void glTexCoordP2ui(GLenum type, GLuint coords)
void glVertexAttrib4sv(GLuint index, const GLshort *v)
void glAttachShader(GLuint program, GLuint shader)
void glTexCoord1dv(const GLdouble *v)
void * glMapNamedBufferRange(GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r)
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
void glColorMaterial(GLenum face, GLenum mode)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glTexCoord4sv(const GLshort *v)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glGetCompressedTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels)
void glGetTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels)
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels)
void glPrimitiveRestartIndex(GLuint index)
void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
void glPushAttrib(GLbitfield mask)
void glGetnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image)
void glEnable(GLenum cap)
void glLoadMatrixf(const GLfloat *m)
void glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glPassThrough(GLfloat token)
void glRasterPos4dv(const GLdouble *v)
void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glCallLists(GLsizei n, GLenum type, const void *lists)
void glVertexAttrib4uiv(GLuint index, const GLuint *v)
void glSelectBuffer(GLsizei size, GLuint *buffer)
void glLineStipple(GLint factor, GLushort pattern)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
void glTextureParameterIiv(GLuint texture, GLenum pname, const GLint *params)
void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glWindowPos2iv(const GLint *v)
void glVertexArrayVertexBuffers(GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides)
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v)
void glBlitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glVertex4fv(const GLfloat *v)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glVertexAttribI1uiv(GLuint index, const GLuint *v)
void glLightfv(GLenum light, GLenum pname, const GLfloat *params)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding)
void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glVertexAttrib4dv(GLuint index, const GLdouble *v)
void glNormal3sv(const GLshort *v)
void glClearIndex(GLfloat c)
void glColorP4uiv(GLenum type, const GLuint *color)
void glUniform1ui(GLint location, GLuint v0)
GLenum glCheckNamedFramebufferStatus(GLuint framebuffer, GLenum target)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glFlushMappedNamedBufferRange(GLuint buffer, GLintptr offset, GLsizeiptr length)
void glGetnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table)
void glBindVertexArray(GLuint array)
void glFogCoordf(GLfloat coord)
void glEndTransformFeedback()
void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params)
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glVertex4sv(const GLshort *v)
void glProgramUniform1i(GLuint program, GLint location, GLint v0)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data)
void glIndexiv(const GLint *c)
void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r)
void glTextureParameterfv(GLuint texture, GLenum pname, const GLfloat *param)
GLenum glCheckFramebufferStatus(GLenum target)
void glGetVertexArrayIndexed64iv(GLuint vaobj, GLuint index, GLenum pname, GLint64 *param)
void glClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value)
void glVertexAttribI4iv(GLuint index, const GLint *v)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glLogicOp(GLenum opcode)
void glLoadTransposeMatrixf(const GLfloat *m)
void glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, void *values)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glClearDepthf(GLfloat dd)
void glBindVertexBuffers(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides)
void glColor3us(GLushort red, GLushort green, GLushort blue)
void glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords)
void glTexBufferRange(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glCreateTransformFeedbacks(GLsizei n, GLuint *ids)
void glGetNamedFramebufferAttachmentParameteriv(GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer)
void glTexCoord2sv(const GLshort *v)
void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t)
void glGetDoublev(GLenum pname, GLdouble *data)
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
void glGenTextures(GLsizei n, GLuint *textures)
void glGetnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values)
void glObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label)
void glWindowPos2fv(const GLfloat *v)
void glGenProgramPipelines(GLsizei n, GLuint *pipelines)
void glRasterPos2fv(const GLfloat *v)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glEnablei(GLenum target, GLuint index)
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glBindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes)
void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
void glPatchParameteri(GLenum pname, GLint value)
void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2)
void glGetTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data)
void glTexCoord2iv(const GLint *v)
void glColorP3ui(GLenum type, GLuint color)
void glVertex2iv(const GLint *v)
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
void glVertexAttrib1sv(GLuint index, const GLshort *v)
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
void glColor3ubv(const GLubyte *v)
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glLightiv(GLenum light, GLenum pname, const GLint *params)
void glSecondaryColorP3ui(GLenum type, GLuint color)
void glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image)
void glMinmax(GLenum target, GLenum internalformat, GLboolean sink)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glProvokingVertex(GLenum mode)
void glVertexAttrib4Nusv(GLuint index, const GLushort *v)
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glVertexArrayAttribFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset)
void glIndexsv(const GLshort *c)
void glVertexArrayAttribBinding(GLuint vaobj, GLuint attribindex, GLuint bindingindex)
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v)
void glColor3i(GLint red, GLint green, GLint blue)
void glColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glStencilMask(GLuint mask)
void glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect)
void glWindowPos2s(GLshort x, GLshort y)
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTextureStorage1D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glTexStorage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glVertexAttribI3iv(GLuint index, const GLint *v)
GLuint glGenLists(GLsizei range)
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glRasterPos3s(GLshort x, GLshort y, GLshort z)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
GLboolean glIsQuery(GLuint id)
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glColorP4ui(GLenum type, GLuint color)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glCullFace(GLenum mode)
void glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params)
void glTexCoord3iv(const GLint *v)
void glTexCoord3dv(const GLdouble *v)
void glGetMapdv(GLenum target, GLenum query, GLdouble *v)
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glMultiTexCoord1s(GLenum target, GLshort s)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points)
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glCopyTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glLightModelf(GLenum pname, GLfloat param)
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glEvalCoord2d(GLdouble u, GLdouble v)
void glColor4uiv(const GLuint *v)
GLint glRenderMode(GLenum mode)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glEvalCoord1fv(const GLfloat *u)
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message)
void glBindTextureUnit(GLuint unit, GLuint texture)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glGetFloatv(GLenum pname, GLfloat *data)
void glVertexAttrib2dv(GLuint index, const GLdouble *v)
void glTexCoord1f(GLfloat s)
void glEdgeFlag(GLboolean flag)
void glClearNamedBufferData(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data)
void glColorP3uiv(GLenum type, const GLuint *color)
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
void glObjectPtrLabel(const void *ptr, GLsizei length, const GLchar *label)
void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders)
void glTexCoord4iv(const GLint *v)
void glMultTransposeMatrixd(const GLdouble *m)
GLenum glGetGraphicsResetStatus()
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels)
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTranslated(GLdouble x, GLdouble y, GLdouble z)
void glMultiTexCoord4sv(GLenum target, const GLshort *v)
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glFogCoordPointer(GLenum type, GLsizei stride, const void *pointer)
void glGetTextureParameteriv(GLuint texture, GLenum pname, GLint *params)
void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glRasterPos3fv(const GLfloat *v)
void glColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glMemoryBarrier(GLbitfield barriers)
void glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords)
void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
void glGetnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v)
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
void glGetPixelMapusv(GLenum map, GLushort *values)
void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glBlendEquation(GLenum mode)
void glCompressedTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data)
void * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glMultiTexCoord3dv(GLenum target, const GLdouble *v)
void glTexCoord1iv(const GLint *v)
void glTexCoord2s(GLshort s, GLshort t)
void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
void glGetTextureParameterIuiv(GLuint texture, GLenum pname, GLuint *params)
void glVertexAttrib3fv(GLuint index, const GLfloat *v)
void glTexGeni(GLenum coord, GLenum pname, GLint param)
void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
void glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glMultiTexCoord1iv(GLenum target, const GLint *v)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glGetNamedBufferPointerv(GLuint buffer, GLenum pname, void **params)
void glGetIntegerv(GLenum pname, GLint *data)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glClearDepth(GLdouble depth)
GLboolean glUnmapNamedBuffer(GLuint buffer)
void glWindowPos3sv(const GLshort *v)
void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r)
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
const GLubyte * glGetString(GLenum name)
void glClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value)
void glVertexAttribL3dv(GLuint index, const GLdouble *v)
void glCreateQueries(GLenum target, GLsizei n, GLuint *ids)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glDispatchComputeIndirect(GLintptr indirect)
void glColor4bv(const GLbyte *v)
void glNamedBufferStorage(GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void * glMapBuffer(GLenum target, GLenum access)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void *pixels)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glPixelStoref(GLenum pname, GLfloat param)
void glIndexPointer(GLenum type, GLsizei stride, const void *pointer)
void glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glWindowPos2dv(const GLdouble *v)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer)
void glColor3s(GLshort red, GLshort green, GLshort blue)
void glInvalidateNamedFramebufferData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments)
void glFogCoordfv(const GLfloat *coord)
void glMultiTexCoord1sv(GLenum target, const GLshort *v)
void glCreateBuffers(GLsizei n, GLuint *buffers)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glPointParameterf(GLenum pname, GLfloat param)
void glVertex3i(GLint x, GLint y, GLint z)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glCreateTextures(GLenum target, GLsizei n, GLuint *textures)
void glCopyTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glConvolutionParameteriv(GLenum target, GLenum pname, const GLint *params)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glWindowPos3fv(const GLfloat *v)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glPushName(GLuint name)
void glRasterPos4iv(const GLint *v)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glEvalCoord1f(GLfloat u)
void glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
void glColor4fv(const GLfloat *v)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glIndexubv(const GLubyte *c)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glVertex3fv(const GLfloat *v)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glNormal3s(GLshort nx, GLshort ny, GLshort nz)
void glUniform1f(GLint location, GLfloat v0)
void glNormal3iv(const GLint *v)
void glGetNamedBufferParameteriv(GLuint buffer, GLenum pname, GLint *params)
void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z)
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glResetMinmax(GLenum target)
void glFogi(GLenum pname, GLint param)
void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount)
void glColor4i(GLint red, GLint green, GLint blue, GLint alpha)
void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glMultiTexCoord2fv(GLenum target, const GLfloat *v)
GLboolean glIsProgram(GLuint program)
void glRasterPos3iv(const GLint *v)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glVertexArrayAttribIFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glDisable(GLenum cap)
void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glListBase(GLuint base)
void glMultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glTextureBufferRange(GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizei size)
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v)
QMap< QString, QString > map
[6]
Combined button and popup list for selecting options.
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
static ControlElement< T > * ptr(QWidget *widget)
void(QT_APIENTRY * GLDEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam)
GLsizei GLenum GLsizei GLsizei GLsizei GLboolean fixedsamplelocations
GLint GLint GLint GLint dstX0
GLint GLfloat GLfloat GLfloat v2
GLenum GLsizei GLsizei GLint * values
[15]
GLsizei GLsizei GLenum void * binary
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint dstZ
GLenum GLuint GLenum GLuint GLuint GLuint GLuint numlayers
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
GLdouble GLdouble GLdouble GLdouble GLdouble GLdouble zFar
GLsizei const GLfloat * v
[13]
GLdouble GLdouble GLdouble GLdouble GLdouble zNear
GLuint GLfloat GLfloat GLfloat GLfloat GLfloat z
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei GLsizei srcHeight
GLsizei GLenum GLenum GLuint GLenum * severities
GLint GLint GLint GLint GLint x
[0]
GLuint const GLuint * buffers
GLint GLenum GLsizei GLsizei GLsizei depth
typedef GLfloat(GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC)(GLuint path
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint dstY
GLenum GLuint GLint level
GLfloat GLfloat GLfloat w
[0]
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLint GLsizei GLsizei GLuint baseinstance
GLuint GLfloat GLfloat GLfloat GLfloat y1
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLenum GLuint origtexture
GLenum GLuint GLenum GLuint GLuint GLuint minlayer
GLenum GLint GLint GLint srcY
GLenum GLenum GLsizei const GLuint * ids
GLuint const GLuint GLuint const GLuint * textures
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint dstX
GLuint GLfloat GLfloat GLfloat x1
GLsizei GLenum GLenum * types
GLsizei const GLchar ** strings
[1]
GLenum GLenum GLenum GLenum dstAlpha
GLenum GLuint GLenum GLsizei length
GLsizei const GLubyte GLsizei GLenum const void * coords
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei srcWidth
GLdouble GLdouble GLdouble GLdouble top
GLenum GLenum GLsizei count
GLbitfield GLuint64 timeout
[4]
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
GLint GLenum GLsizei GLsizei GLsizei GLint border
GLenum GLenum GLsizei const GLuint GLboolean enabled
GLsizei GLsizei GLchar * infoLog
GLenum GLenum GLenum srcAlpha
GLsizei GLenum GLenum GLuint GLenum GLsizei * lengths
const void GLsizei GLsizei stride
GLint GLint GLint yoffset
GLint GLint GLint GLint zoffset
GLint GLsizei GLboolean transpose
GLenum GLint GLint GLint GLint GLuint GLenum GLint dstLevel
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum GLint GLint GLint GLint GLuint GLenum dstTarget
GLenum GLintptr readOffset
GLuint GLsizei const GLchar * label
[43]
GLenum GLuint GLenum GLuint GLuint numlevels
GLint GLint GLint GLint GLint GLint dstX1
GLenum GLint GLint GLint GLint srcZ
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum GLuint GLenum GLsizei const GLchar * buf
GLenum GLintptr GLintptr writeOffset
GLsizei GLenum const void GLint basevertex
GLsizei GLenum GLenum GLuint GLenum GLsizei GLchar * messageLog
GLsizei const GLenum * attachments
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLuint GLsizei const GLchar * message
GLint GLenum internalformat
GLenum GLuint GLenum GLuint minlevel
GLenum GLuint GLsizei const GLenum * props
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLenum GLint GLint GLint GLint GLuint dstName
GLint GLfloat GLfloat GLfloat GLfloat v3
GLsizei GLsizei GLenum * binaryFormat
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei GLsizei GLsizei srcDepth
GLenum GLuint GLsizei propCount
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLint GLsizei GLsizei GLenum format
const void GLsizei drawcount
GLint GLint GLint GLint GLint dstY0
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei imageSize
GLint GLint GLint GLint GLint GLint GLint dstY1
GLsizei GLenum const void * indices
GLfloat GLfloat GLfloat GLfloat h
GLsizei GLsizei GLchar * source
GLenum GLenum GLsizei void GLsizei void * column
GLenum GLenum GLenum dfactorAlpha
GLuint GLuint num_groups_z
GLfixed GLfixed GLint GLint GLfixed points
const GLchar * uniformBlockName
GLenum GLenum sfactorAlpha
GLsizei const GLchar *const * varyings
const GLuint GLboolean * residences
GLsizei const GLchar *const GLenum bufferMode
GLfixed GLfixed GLfixed y2
GLuint GLsizei GLsizei GLchar * uniformName
GLfixed GLfixed GLint ustride
GLuint GLsizei const GLuint const GLintptr * offsets
const GLuint const GLfixed * priorities
GLuint GLsizei const GLuint const GLintptr const GLsizeiptr * sizes
GLfixed GLfixed GLint GLint GLfixed GLfixed GLint vstride
GLsizei GLfixed GLfixed GLfixed GLfixed const GLubyte * bitmap
GLsizei GLfixed GLfixed yorig
GLenum GLenum GLsizei rowBufSize
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLenum GLenum GLsizei void GLsizei columnBufSize
GLsizei GLfixed GLfixed GLfixed xmove
GLint GLenum GLboolean GLuint relativeoffset
GLsizei const GLchar *const GLuint * uniformIndices
GLsizei GLfixed GLfixed GLfixed GLfixed ymove
const GLuint GLenum binaryformat
GLfixed GLfixed GLint GLint GLfixed GLfixed GLint GLint vorder
const GLuint * framebuffers
GLsizei const void * pointer
GLbitfield GLuint srcName
GLdouble GLdouble GLdouble GLdouble q
GLenum GLenum GLsizei void * row
GLenum GLenum GLsizei void GLsizei void void * span
GLsizei GLenum GLboolean sink
GLint GLenum GLboolean normalized
GLsizei GLsizei GLuint * shaders
const GLuint * renderbuffers
GLfixed GLfixed GLint GLint uorder
GLsizei const GLuint const GLintptr const GLsizei * strides
GLfloat GLfloat GLfloat alpha
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
GLint GLfloat GLint stencil
GLfixed GLfixed GLint GLint order
GLuint GLuint storageBlockBinding
GLenum GLenum renderbuffertarget
typedef GLushort(APIENTRYP PFNGLGETSTAGEINDEXNVPROC)(GLenum shadertype)
GLenum GLenum GLsizei void * table
GLenum GLint GLint * precision
GLbitfield GLuint readBuffer
GLsizeiptr const void GLenum usage
GLsizei const GLchar *const * uniformNames