blob: b7cb4e53e96485f0395088843da9fb82578f059b [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL21$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 or version 3 as published by the Free
** Software Foundation and appearing in the file LICENSE.LGPLv21 and
** LICENSE.LGPLv3 included in the packaging of this file. Please review the
** following information to ensure the GNU Lesser General Public License
** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** As a special exception, The Qt Company gives you certain additional
** rights. These rights are described in The Qt Company LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QOPENGLFUNCTIONS_H
#define QOPENGLFUNCTIONS_H
#include <QtCore/qglobal.h>
#ifndef QT_NO_OPENGL
#ifdef __GLEW_H__
#if defined(Q_CC_GNU)
#warning qopenglfunctions.h is not compatible with GLEW, GLEW defines will be undefined
#warning To use GLEW with Qt, do not include <qopengl.h> or <QOpenGLFunctions> after glew.h
#endif
#endif
#include <QtGui/qopengl.h>
#include <QtGui/qopenglcontext.h>
//#define Q_ENABLE_OPENGL_FUNCTIONS_DEBUG
#ifdef Q_ENABLE_OPENGL_FUNCTIONS_DEBUG
#include <stdio.h>
#define Q_OPENGL_FUNCTIONS_DEBUG \
GLenum error = glGetError(); \
if (error != GL_NO_ERROR) { \
unsigned clamped = qMin(unsigned(error - GL_INVALID_ENUM), 4U); \
const char *errors[] = { "GL_INVALID_ENUM", "GL_INVALID_VALUE", "GL_INVALID_OPERATION", "Unknown" }; \
printf("GL error at %s:%d: %s\n", __FILE__, __LINE__, errors[clamped]); \
int *value = 0; \
*value = 0; \
}
#else
#define Q_OPENGL_FUNCTIONS_DEBUG
#endif
QT_BEGIN_NAMESPACE
struct QOpenGLFunctionsPrivate;
// Undefine any macros from GLEW, qopenglextensions_p.h, etc that
// may interfere with the definition of QOpenGLFunctions.
#undef glBindTexture
#undef glBlendFunc
#undef glClear
#undef glClearColor
#undef glClearStencil
#undef glColorMask
#undef glCopyTexImage2D
#undef glCopyTexSubImage2D
#undef glCullFace
#undef glDeleteTextures
#undef glDepthFunc
#undef glDepthMask
#undef glDisable
#undef glDrawArrays
#undef glDrawElements
#undef glEnable
#undef glFinish
#undef glFlush
#undef glFrontFace
#undef glGenTextures
#undef glGetBooleanv
#undef glGetError
#undef glGetFloatv
#undef glGetIntegerv
#undef glGetString
#undef glGetTexParameterfv
#undef glGetTexParameteriv
#undef glHint
#undef glIsEnabled
#undef glIsTexture
#undef glLineWidth
#undef glPixelStorei
#undef glPolygonOffset
#undef glReadPixels
#undef glScissor
#undef glStencilFunc
#undef glStencilMask
#undef glStencilOp
#undef glTexImage2D
#undef glTexParameterf
#undef glTexParameterfv
#undef glTexParameteri
#undef glTexParameteriv
#undef glTexSubImage2D
#undef glViewport
#undef glActiveTexture
#undef glAttachShader
#undef glBindAttribLocation
#undef glBindBuffer
#undef glBindFramebuffer
#undef glBindRenderbuffer
#undef glBlendColor
#undef glBlendEquation
#undef glBlendEquationSeparate
#undef glBlendFuncSeparate
#undef glBufferData
#undef glBufferSubData
#undef glCheckFramebufferStatus
#undef glClearDepthf
#undef glCompileShader
#undef glCompressedTexImage2D
#undef glCompressedTexSubImage2D
#undef glCreateProgram
#undef glCreateShader
#undef glDeleteBuffers
#undef glDeleteFramebuffers
#undef glDeleteProgram
#undef glDeleteRenderbuffers
#undef glDeleteShader
#undef glDepthRangef
#undef glDetachShader
#undef glDisableVertexAttribArray
#undef glEnableVertexAttribArray
#undef glFramebufferRenderbuffer
#undef glFramebufferTexture2D
#undef glGenBuffers
#undef glGenerateMipmap
#undef glGenFramebuffers
#undef glGenRenderbuffers
#undef glGetActiveAttrib
#undef glGetActiveUniform
#undef glGetAttachedShaders
#undef glGetAttribLocation
#undef glGetBufferParameteriv
#undef glGetFramebufferAttachmentParameteriv
#undef glGetProgramiv
#undef glGetProgramInfoLog
#undef glGetRenderbufferParameteriv
#undef glGetShaderiv
#undef glGetShaderInfoLog
#undef glGetShaderPrecisionFormat
#undef glGetShaderSource
#undef glGetUniformfv
#undef glGetUniformiv
#undef glGetUniformLocation
#undef glGetVertexAttribfv
#undef glGetVertexAttribiv
#undef glGetVertexAttribPointerv
#undef glIsBuffer
#undef glIsFramebuffer
#undef glIsProgram
#undef glIsRenderbuffer
#undef glIsShader
#undef glLinkProgram
#undef glReleaseShaderCompiler
#undef glRenderbufferStorage
#undef glSampleCoverage
#undef glShaderBinary
#undef glShaderSource
#undef glStencilFuncSeparate
#undef glStencilMaskSeparate
#undef glStencilOpSeparate
#undef glUniform1f
#undef glUniform1fv
#undef glUniform1i
#undef glUniform1iv
#undef glUniform2f
#undef glUniform2fv
#undef glUniform2i
#undef glUniform2iv
#undef glUniform3f
#undef glUniform3fv
#undef glUniform3i
#undef glUniform3iv
#undef glUniform4f
#undef glUniform4fv
#undef glUniform4i
#undef glUniform4iv
#undef glUniformMatrix2fv
#undef glUniformMatrix3fv
#undef glUniformMatrix4fv
#undef glUseProgram
#undef glValidateProgram
#undef glVertexAttrib1f
#undef glVertexAttrib1fv
#undef glVertexAttrib2f
#undef glVertexAttrib2fv
#undef glVertexAttrib3f
#undef glVertexAttrib3fv
#undef glVertexAttrib4f
#undef glVertexAttrib4fv
#undef glVertexAttribPointer
#undef glTexLevelParameteriv
class Q_GUI_EXPORT QOpenGLFunctions
{
public:
QOpenGLFunctions();
explicit QOpenGLFunctions(QOpenGLContext *context);
~QOpenGLFunctions() {}
enum OpenGLFeature
{
Multitexture = 0x0001,
Shaders = 0x0002,
Buffers = 0x0004,
Framebuffers = 0x0008,
BlendColor = 0x0010,
BlendEquation = 0x0020,
BlendEquationSeparate = 0x0040,
BlendFuncSeparate = 0x0080,
BlendSubtract = 0x0100,
CompressedTextures = 0x0200,
Multisample = 0x0400,
StencilSeparate = 0x0800,
NPOTTextures = 0x1000,
NPOTTextureRepeat = 0x2000,
FixedFunctionPipeline = 0x4000,
TextureRGFormats = 0x8000
};
Q_DECLARE_FLAGS(OpenGLFeatures, OpenGLFeature)
QOpenGLFunctions::OpenGLFeatures openGLFeatures() const;
bool hasOpenGLFeature(QOpenGLFunctions::OpenGLFeature feature) const;
void initializeOpenGLFunctions();
#if QT_DEPRECATED_SINCE(5, 0)
QT_DEPRECATED void initializeGLFunctions() { initializeOpenGLFunctions(); }
#endif
// GLES2 + OpenGL1 common subset
void glBindTexture(GLenum target, GLuint texture);
void glBlendFunc(GLenum sfactor, GLenum dfactor);
void glClear(GLbitfield mask);
void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void glClearStencil(GLint s);
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void glCullFace(GLenum mode);
void glDeleteTextures(GLsizei n, const GLuint* textures);
void glDepthFunc(GLenum func);
void glDepthMask(GLboolean flag);
void glDisable(GLenum cap);
void glDrawArrays(GLenum mode, GLint first, GLsizei count);
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
void glEnable(GLenum cap);
void glFinish();
void glFlush();
void glFrontFace(GLenum mode);
void glGenTextures(GLsizei n, GLuint* textures);
void glGetBooleanv(GLenum pname, GLboolean* params);
GLenum glGetError();
void glGetFloatv(GLenum pname, GLfloat* params);
void glGetIntegerv(GLenum pname, GLint* params);
const GLubyte *glGetString(GLenum name);
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params);
void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params);
void glHint(GLenum target, GLenum mode);
GLboolean glIsEnabled(GLenum cap);
GLboolean glIsTexture(GLuint texture);
void glLineWidth(GLfloat width);
void glPixelStorei(GLenum pname, GLint param);
void glPolygonOffset(GLfloat factor, GLfloat units);
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
void glStencilFunc(GLenum func, GLint ref, GLuint mask);
void glStencilMask(GLuint mask);
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params);
void glTexParameteri(GLenum target, GLenum pname, GLint param);
void glTexParameteriv(GLenum target, GLenum pname, const GLint* params);
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
// GL(ES)2
void glActiveTexture(GLenum texture);
void glAttachShader(GLuint program, GLuint shader);
void glBindAttribLocation(GLuint program, GLuint index, const char* name);
void glBindBuffer(GLenum target, GLuint buffer);
void glBindFramebuffer(GLenum target, GLuint framebuffer);
void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void glBlendEquation(GLenum mode);
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void glBufferData(GLenum target, qopengl_GLsizeiptr size, const void* data, GLenum usage);
void glBufferSubData(GLenum target, qopengl_GLintptr offset, qopengl_GLsizeiptr size, const void* data);
GLenum glCheckFramebufferStatus(GLenum target);
void glClearDepthf(GLclampf depth);
void glCompileShader(GLuint shader);
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data);
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data);
GLuint glCreateProgram();
GLuint glCreateShader(GLenum type);
void glDeleteBuffers(GLsizei n, const GLuint* buffers);
void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers);
void glDeleteProgram(GLuint program);
void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers);
void glDeleteShader(GLuint shader);
void glDepthRangef(GLclampf zNear, GLclampf zFar);
void glDetachShader(GLuint program, GLuint shader);
void glDisableVertexAttribArray(GLuint index);
void glEnableVertexAttribArray(GLuint index);
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void glGenBuffers(GLsizei n, GLuint* buffers);
void glGenerateMipmap(GLenum target);
void glGenFramebuffers(GLsizei n, GLuint* framebuffers);
void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers);
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
GLint glGetAttribLocation(GLuint program, const char* name);
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params);
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params);
void glGetProgramiv(GLuint program, GLenum pname, GLint* params);
void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog);
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params);
void glGetShaderiv(GLuint shader, GLenum pname, GLint* params);
void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog);
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source);
void glGetUniformfv(GLuint program, GLint location, GLfloat* params);
void glGetUniformiv(GLuint program, GLint location, GLint* params);
GLint glGetUniformLocation(GLuint program, const char* name);
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
void glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer);
GLboolean glIsBuffer(GLuint buffer);
GLboolean glIsFramebuffer(GLuint framebuffer);
GLboolean glIsProgram(GLuint program);
GLboolean glIsRenderbuffer(GLuint renderbuffer);
GLboolean glIsShader(GLuint shader);
void glLinkProgram(GLuint program);
void glReleaseShaderCompiler();
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void glSampleCoverage(GLclampf value, GLboolean invert);
void glShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length);
void glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length);
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void glStencilMaskSeparate(GLenum face, GLuint mask);
void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
void glUniform1f(GLint location, GLfloat x);
void glUniform1fv(GLint location, GLsizei count, const GLfloat* v);
void glUniform1i(GLint location, GLint x);
void glUniform1iv(GLint location, GLsizei count, const GLint* v);
void glUniform2f(GLint location, GLfloat x, GLfloat y);
void glUniform2fv(GLint location, GLsizei count, const GLfloat* v);
void glUniform2i(GLint location, GLint x, GLint y);
void glUniform2iv(GLint location, GLsizei count, const GLint* v);
void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z);
void glUniform3fv(GLint location, GLsizei count, const GLfloat* v);
void glUniform3i(GLint location, GLint x, GLint y, GLint z);
void glUniform3iv(GLint location, GLsizei count, const GLint* v);
void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glUniform4fv(GLint location, GLsizei count, const GLfloat* v);
void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w);
void glUniform4iv(GLint location, GLsizei count, const GLint* v);
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void glUseProgram(GLuint program);
void glValidateProgram(GLuint program);
void glVertexAttrib1f(GLuint indx, GLfloat x);
void glVertexAttrib1fv(GLuint indx, const GLfloat* values);
void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
void glVertexAttrib2fv(GLuint indx, const GLfloat* values);
void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
void glVertexAttrib3fv(GLuint indx, const GLfloat* values);
void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glVertexAttrib4fv(GLuint indx, const GLfloat* values);
void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr);
protected:
QOpenGLFunctionsPrivate *d_ptr;
static bool isInitialized(const QOpenGLFunctionsPrivate *d) { return d != 0; }
};
Q_DECLARE_OPERATORS_FOR_FLAGS(QOpenGLFunctions::OpenGLFeatures)
struct QOpenGLFunctionsPrivate
{
QOpenGLFunctionsPrivate(QOpenGLContext *ctx);
void (QOPENGLF_APIENTRYP BindTexture)(GLenum target, GLuint texture);
void (QOPENGLF_APIENTRYP BlendFunc)(GLenum sfactor, GLenum dfactor);
void (QOPENGLF_APIENTRYP Clear)(GLbitfield mask);
void (QOPENGLF_APIENTRYP ClearColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void (QOPENGLF_APIENTRYP ClearDepthf)(GLclampf depth);
void (QOPENGLF_APIENTRYP ClearStencil)(GLint s);
void (QOPENGLF_APIENTRYP ColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void (QOPENGLF_APIENTRYP CopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void (QOPENGLF_APIENTRYP CopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void (QOPENGLF_APIENTRYP CullFace)(GLenum mode);
void (QOPENGLF_APIENTRYP DeleteTextures)(GLsizei n, const GLuint* textures);
void (QOPENGLF_APIENTRYP DepthFunc)(GLenum func);
void (QOPENGLF_APIENTRYP DepthMask)(GLboolean flag);
void (QOPENGLF_APIENTRYP DepthRangef)(GLclampf nearVal, GLclampf farVal);
void (QOPENGLF_APIENTRYP Disable)(GLenum cap);
void (QOPENGLF_APIENTRYP DrawArrays)(GLenum mode, GLint first, GLsizei count);
void (QOPENGLF_APIENTRYP DrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
void (QOPENGLF_APIENTRYP Enable)(GLenum cap);
void (QOPENGLF_APIENTRYP Finish)();
void (QOPENGLF_APIENTRYP Flush)();
void (QOPENGLF_APIENTRYP FrontFace)(GLenum mode);
void (QOPENGLF_APIENTRYP GenTextures)(GLsizei n, GLuint* textures);
void (QOPENGLF_APIENTRYP GetBooleanv)(GLenum pname, GLboolean* params);
GLenum (QOPENGLF_APIENTRYP GetError)();
void (QOPENGLF_APIENTRYP GetFloatv)(GLenum pname, GLfloat* params);
void (QOPENGLF_APIENTRYP GetIntegerv)(GLenum pname, GLint* params);
const GLubyte * (QOPENGLF_APIENTRYP GetString)(GLenum name);
void (QOPENGLF_APIENTRYP GetTexParameterfv)(GLenum target, GLenum pname, GLfloat* params);
void (QOPENGLF_APIENTRYP GetTexParameteriv)(GLenum target, GLenum pname, GLint* params);
void (QOPENGLF_APIENTRYP Hint)(GLenum target, GLenum mode);
GLboolean (QOPENGLF_APIENTRYP IsEnabled)(GLenum cap);
GLboolean (QOPENGLF_APIENTRYP IsTexture)(GLuint texture);
void (QOPENGLF_APIENTRYP LineWidth)(GLfloat width);
void (QOPENGLF_APIENTRYP PixelStorei)(GLenum pname, GLint param);
void (QOPENGLF_APIENTRYP PolygonOffset)(GLfloat factor, GLfloat units);
void (QOPENGLF_APIENTRYP ReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
void (QOPENGLF_APIENTRYP Scissor)(GLint x, GLint y, GLsizei width, GLsizei height);
void (QOPENGLF_APIENTRYP StencilFunc)(GLenum func, GLint ref, GLuint mask);
void (QOPENGLF_APIENTRYP StencilMask)(GLuint mask);
void (QOPENGLF_APIENTRYP StencilOp)(GLenum fail, GLenum zfail, GLenum zpass);
void (QOPENGLF_APIENTRYP TexImage2D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
void (QOPENGLF_APIENTRYP TexParameterf)(GLenum target, GLenum pname, GLfloat param);
void (QOPENGLF_APIENTRYP TexParameterfv)(GLenum target, GLenum pname, const GLfloat* params);
void (QOPENGLF_APIENTRYP TexParameteri)(GLenum target, GLenum pname, GLint param);
void (QOPENGLF_APIENTRYP TexParameteriv)(GLenum target, GLenum pname, const GLint* params);
void (QOPENGLF_APIENTRYP TexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
void (QOPENGLF_APIENTRYP Viewport)(GLint x, GLint y, GLsizei width, GLsizei height);
void (QOPENGLF_APIENTRYP ActiveTexture)(GLenum texture);
void (QOPENGLF_APIENTRYP AttachShader)(GLuint program, GLuint shader);
void (QOPENGLF_APIENTRYP BindAttribLocation)(GLuint program, GLuint index, const char* name);
void (QOPENGLF_APIENTRYP BindBuffer)(GLenum target, GLuint buffer);
void (QOPENGLF_APIENTRYP BindFramebuffer)(GLenum target, GLuint framebuffer);
void (QOPENGLF_APIENTRYP BindRenderbuffer)(GLenum target, GLuint renderbuffer);
void (QOPENGLF_APIENTRYP BlendColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void (QOPENGLF_APIENTRYP BlendEquation)(GLenum mode);
void (QOPENGLF_APIENTRYP BlendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha);
void (QOPENGLF_APIENTRYP BlendFuncSeparate)(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void (QOPENGLF_APIENTRYP BufferData)(GLenum target, qopengl_GLsizeiptr size, const void* data, GLenum usage);
void (QOPENGLF_APIENTRYP BufferSubData)(GLenum target, qopengl_GLintptr offset, qopengl_GLsizeiptr size, const void* data);
GLenum (QOPENGLF_APIENTRYP CheckFramebufferStatus)(GLenum target);
void (QOPENGLF_APIENTRYP CompileShader)(GLuint shader);
void (QOPENGLF_APIENTRYP CompressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data);
void (QOPENGLF_APIENTRYP CompressedTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data);
GLuint (QOPENGLF_APIENTRYP CreateProgram)();
GLuint (QOPENGLF_APIENTRYP CreateShader)(GLenum type);
void (QOPENGLF_APIENTRYP DeleteBuffers)(GLsizei n, const GLuint* buffers);
void (QOPENGLF_APIENTRYP DeleteFramebuffers)(GLsizei n, const GLuint* framebuffers);
void (QOPENGLF_APIENTRYP DeleteProgram)(GLuint program);
void (QOPENGLF_APIENTRYP DeleteRenderbuffers)(GLsizei n, const GLuint* renderbuffers);
void (QOPENGLF_APIENTRYP DeleteShader)(GLuint shader);
void (QOPENGLF_APIENTRYP DetachShader)(GLuint program, GLuint shader);
void (QOPENGLF_APIENTRYP DisableVertexAttribArray)(GLuint index);
void (QOPENGLF_APIENTRYP EnableVertexAttribArray)(GLuint index);
void (QOPENGLF_APIENTRYP FramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void (QOPENGLF_APIENTRYP FramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void (QOPENGLF_APIENTRYP GenBuffers)(GLsizei n, GLuint* buffers);
void (QOPENGLF_APIENTRYP GenerateMipmap)(GLenum target);
void (QOPENGLF_APIENTRYP GenFramebuffers)(GLsizei n, GLuint* framebuffers);
void (QOPENGLF_APIENTRYP GenRenderbuffers)(GLsizei n, GLuint* renderbuffers);
void (QOPENGLF_APIENTRYP GetActiveAttrib)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
void (QOPENGLF_APIENTRYP GetActiveUniform)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
void (QOPENGLF_APIENTRYP GetAttachedShaders)(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
GLint (QOPENGLF_APIENTRYP GetAttribLocation)(GLuint program, const char* name);
void (QOPENGLF_APIENTRYP GetBufferParameteriv)(GLenum target, GLenum pname, GLint* params);
void (QOPENGLF_APIENTRYP GetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint* params);
void (QOPENGLF_APIENTRYP GetProgramiv)(GLuint program, GLenum pname, GLint* params);
void (QOPENGLF_APIENTRYP GetProgramInfoLog)(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog);
void (QOPENGLF_APIENTRYP GetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint* params);
void (QOPENGLF_APIENTRYP GetShaderiv)(GLuint shader, GLenum pname, GLint* params);
void (QOPENGLF_APIENTRYP GetShaderInfoLog)(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog);
void (QOPENGLF_APIENTRYP GetShaderPrecisionFormat)(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
void (QOPENGLF_APIENTRYP GetShaderSource)(GLuint shader, GLsizei bufsize, GLsizei* length, char* source);
void (QOPENGLF_APIENTRYP GetUniformfv)(GLuint program, GLint location, GLfloat* params);
void (QOPENGLF_APIENTRYP GetUniformiv)(GLuint program, GLint location, GLint* params);
GLint (QOPENGLF_APIENTRYP GetUniformLocation)(GLuint program, const char* name);
void (QOPENGLF_APIENTRYP GetVertexAttribfv)(GLuint index, GLenum pname, GLfloat* params);
void (QOPENGLF_APIENTRYP GetVertexAttribiv)(GLuint index, GLenum pname, GLint* params);
void (QOPENGLF_APIENTRYP GetVertexAttribPointerv)(GLuint index, GLenum pname, void** pointer);
GLboolean (QOPENGLF_APIENTRYP IsBuffer)(GLuint buffer);
GLboolean (QOPENGLF_APIENTRYP IsFramebuffer)(GLuint framebuffer);
GLboolean (QOPENGLF_APIENTRYP IsProgram)(GLuint program);
GLboolean (QOPENGLF_APIENTRYP IsRenderbuffer)(GLuint renderbuffer);
GLboolean (QOPENGLF_APIENTRYP IsShader)(GLuint shader);
void (QOPENGLF_APIENTRYP LinkProgram)(GLuint program);
void (QOPENGLF_APIENTRYP ReleaseShaderCompiler)();
void (QOPENGLF_APIENTRYP RenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void (QOPENGLF_APIENTRYP SampleCoverage)(GLclampf value, GLboolean invert);
void (QOPENGLF_APIENTRYP ShaderBinary)(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length);
void (QOPENGLF_APIENTRYP ShaderSource)(GLuint shader, GLsizei count, const char** string, const GLint* length);
void (QOPENGLF_APIENTRYP StencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask);
void (QOPENGLF_APIENTRYP StencilMaskSeparate)(GLenum face, GLuint mask);
void (QOPENGLF_APIENTRYP StencilOpSeparate)(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
void (QOPENGLF_APIENTRYP Uniform1f)(GLint location, GLfloat x);
void (QOPENGLF_APIENTRYP Uniform1fv)(GLint location, GLsizei count, const GLfloat* v);
void (QOPENGLF_APIENTRYP Uniform1i)(GLint location, GLint x);
void (QOPENGLF_APIENTRYP Uniform1iv)(GLint location, GLsizei count, const GLint* v);
void (QOPENGLF_APIENTRYP Uniform2f)(GLint location, GLfloat x, GLfloat y);
void (QOPENGLF_APIENTRYP Uniform2fv)(GLint location, GLsizei count, const GLfloat* v);
void (QOPENGLF_APIENTRYP Uniform2i)(GLint location, GLint x, GLint y);
void (QOPENGLF_APIENTRYP Uniform2iv)(GLint location, GLsizei count, const GLint* v);
void (QOPENGLF_APIENTRYP Uniform3f)(GLint location, GLfloat x, GLfloat y, GLfloat z);
void (QOPENGLF_APIENTRYP Uniform3fv)(GLint location, GLsizei count, const GLfloat* v);
void (QOPENGLF_APIENTRYP Uniform3i)(GLint location, GLint x, GLint y, GLint z);
void (QOPENGLF_APIENTRYP Uniform3iv)(GLint location, GLsizei count, const GLint* v);
void (QOPENGLF_APIENTRYP Uniform4f)(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void (QOPENGLF_APIENTRYP Uniform4fv)(GLint location, GLsizei count, const GLfloat* v);
void (QOPENGLF_APIENTRYP Uniform4i)(GLint location, GLint x, GLint y, GLint z, GLint w);
void (QOPENGLF_APIENTRYP Uniform4iv)(GLint location, GLsizei count, const GLint* v);
void (QOPENGLF_APIENTRYP UniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (QOPENGLF_APIENTRYP UniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (QOPENGLF_APIENTRYP UniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (QOPENGLF_APIENTRYP UseProgram)(GLuint program);
void (QOPENGLF_APIENTRYP ValidateProgram)(GLuint program);
void (QOPENGLF_APIENTRYP VertexAttrib1f)(GLuint indx, GLfloat x);
void (QOPENGLF_APIENTRYP VertexAttrib1fv)(GLuint indx, const GLfloat* values);
void (QOPENGLF_APIENTRYP VertexAttrib2f)(GLuint indx, GLfloat x, GLfloat y);
void (QOPENGLF_APIENTRYP VertexAttrib2fv)(GLuint indx, const GLfloat* values);
void (QOPENGLF_APIENTRYP VertexAttrib3f)(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
void (QOPENGLF_APIENTRYP VertexAttrib3fv)(GLuint indx, const GLfloat* values);
void (QOPENGLF_APIENTRYP VertexAttrib4f)(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void (QOPENGLF_APIENTRYP VertexAttrib4fv)(GLuint indx, const GLfloat* values);
void (QOPENGLF_APIENTRYP VertexAttribPointer)(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr);
// Special non-ES OpenGL variants, not to be called directly
#ifndef QT_OPENGL_ES_2
void (QOPENGLF_APIENTRYP ClearDepth)(GLdouble depth);
void (QOPENGLF_APIENTRYP DepthRange)(GLdouble zNear, GLdouble zFar);
#endif
};
// GLES2 + OpenGL1 common subset
inline void QOpenGLFunctions::glBindTexture(GLenum target, GLuint texture)
{
#ifdef QT_OPENGL_ES_2
::glBindTexture(target, texture);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->BindTexture(target, texture);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glBlendFunc(GLenum sfactor, GLenum dfactor)
{
#ifdef QT_OPENGL_ES_2
::glBlendFunc(sfactor, dfactor);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->BlendFunc(sfactor, dfactor);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glClear(GLbitfield mask)
{
#ifdef QT_OPENGL_ES_2
::glClear(mask);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Clear(mask);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
#ifdef QT_OPENGL_ES_2
::glClearColor(red, green, blue, alpha);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->ClearColor(red, green, blue, alpha);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glClearStencil(GLint s)
{
#ifdef QT_OPENGL_ES_2
::glClearStencil(s);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->ClearStencil(s);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
#ifdef QT_OPENGL_ES_2
::glColorMask(red, green, blue, alpha);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->ColorMask(red, green, blue, alpha);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
#ifdef QT_OPENGL_ES_2
::glCopyTexImage2D(target, level, internalformat, x, y, width,height, border);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->CopyTexImage2D(target, level, internalformat, x, y, width,height, border);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
#ifdef QT_OPENGL_ES_2
::glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glCullFace(GLenum mode)
{
#ifdef QT_OPENGL_ES_2
::glCullFace(mode);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->CullFace(mode);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glDeleteTextures(GLsizei n, const GLuint* textures)
{
#ifdef QT_OPENGL_ES_2
::glDeleteTextures(n, textures);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->DeleteTextures(n, textures);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glDepthFunc(GLenum func)
{
#ifdef QT_OPENGL_ES_2
::glDepthFunc(func);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->DepthFunc(func);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glDepthMask(GLboolean flag)
{
#ifdef QT_OPENGL_ES_2
::glDepthMask(flag);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->DepthMask(flag);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glDisable(GLenum cap)
{
#ifdef QT_OPENGL_ES_2
::glDisable(cap);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Disable(cap);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glDrawArrays(GLenum mode, GLint first, GLsizei count)
{
#ifdef QT_OPENGL_ES_2
::glDrawArrays(mode, first, count);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->DrawArrays(mode, first, count);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
{
#ifdef QT_OPENGL_ES_2
::glDrawElements(mode, count, type, indices);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->DrawElements(mode, count, type, indices);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glEnable(GLenum cap)
{
#ifdef QT_OPENGL_ES_2
::glEnable(cap);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Enable(cap);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glFinish()
{
#ifdef QT_OPENGL_ES_2
::glFinish();
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Finish();
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glFlush()
{
#ifdef QT_OPENGL_ES_2
::glFlush();
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Flush();
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glFrontFace(GLenum mode)
{
#ifdef QT_OPENGL_ES_2
::glFrontFace(mode);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->FrontFace(mode);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGenTextures(GLsizei n, GLuint* textures)
{
#ifdef QT_OPENGL_ES_2
::glGenTextures(n, textures);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GenTextures(n, textures);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetBooleanv(GLenum pname, GLboolean* params)
{
#ifdef QT_OPENGL_ES_2
::glGetBooleanv(pname, params);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetBooleanv(pname, params);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline GLenum QOpenGLFunctions::glGetError()
{
#ifdef QT_OPENGL_ES_2
GLenum result = ::glGetError();
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
GLenum result = d_ptr->GetError();
#endif
return result;
}
inline void QOpenGLFunctions::glGetFloatv(GLenum pname, GLfloat* params)
{
#ifdef QT_OPENGL_ES_2
::glGetFloatv(pname, params);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetFloatv(pname, params);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetIntegerv(GLenum pname, GLint* params)
{
#ifdef QT_OPENGL_ES_2
::glGetIntegerv(pname, params);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetIntegerv(pname, params);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline const GLubyte *QOpenGLFunctions::glGetString(GLenum name)
{
#ifdef QT_OPENGL_ES_2
const GLubyte *result = ::glGetString(name);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
const GLubyte *result = d_ptr->GetString(name);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
return result;
}
inline void QOpenGLFunctions::glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
{
#ifdef QT_OPENGL_ES_2
::glGetTexParameterfv(target, pname, params);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetTexParameterfv(target, pname, params);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
{
#ifdef QT_OPENGL_ES_2
::glGetTexParameteriv(target, pname, params);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetTexParameteriv(target, pname, params);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glHint(GLenum target, GLenum mode)
{
#ifdef QT_OPENGL_ES_2
::glHint(target, mode);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Hint(target, mode);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline GLboolean QOpenGLFunctions::glIsEnabled(GLenum cap)
{
#ifdef QT_OPENGL_ES_2
GLboolean result = ::glIsEnabled(cap);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
GLboolean result = d_ptr->IsEnabled(cap);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
return result;
}
inline GLboolean QOpenGLFunctions::glIsTexture(GLuint texture)
{
#ifdef QT_OPENGL_ES_2
GLboolean result = ::glIsTexture(texture);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
GLboolean result = d_ptr->IsTexture(texture);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
return result;
}
inline void QOpenGLFunctions::glLineWidth(GLfloat width)
{
#ifdef QT_OPENGL_ES_2
::glLineWidth(width);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->LineWidth(width);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glPixelStorei(GLenum pname, GLint param)
{
#ifdef QT_OPENGL_ES_2
::glPixelStorei(pname, param);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->PixelStorei(pname, param);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glPolygonOffset(GLfloat factor, GLfloat units)
{
#ifdef QT_OPENGL_ES_2
::glPolygonOffset(factor, units);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->PolygonOffset(factor, units);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
{
#ifdef QT_OPENGL_ES_2
::glReadPixels(x, y, width, height, format, type, pixels);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->ReadPixels(x, y, width, height, format, type, pixels);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
#ifdef QT_OPENGL_ES_2
::glScissor(x, y, width, height);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Scissor(x, y, width, height);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glStencilFunc(GLenum func, GLint ref, GLuint mask)
{
#ifdef QT_OPENGL_ES_2
::glStencilFunc(func, ref, mask);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->StencilFunc(func, ref, mask);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glStencilMask(GLuint mask)
{
#ifdef QT_OPENGL_ES_2
::glStencilMask(mask);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->StencilMask(mask);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
#ifdef QT_OPENGL_ES_2
::glStencilOp(fail, zfail, zpass);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->StencilOp(fail, zfail, zpass);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels)
{
#ifdef QT_OPENGL_ES_2
::glTexImage2D(target, level, internalformat, width,height, border, format, type, pixels);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->TexImage2D(target, level, internalformat, width,height, border, format, type, pixels);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glTexParameterf(GLenum target, GLenum pname, GLfloat param)
{
#ifdef QT_OPENGL_ES_2
::glTexParameterf(target, pname, param);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->TexParameterf(target, pname, param);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
{
#ifdef QT_OPENGL_ES_2
::glTexParameterfv(target, pname, params);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->TexParameterfv(target, pname, params);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glTexParameteri(GLenum target, GLenum pname, GLint param)
{
#ifdef QT_OPENGL_ES_2
::glTexParameteri(target, pname, param);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->TexParameteri(target, pname, param);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
{
#ifdef QT_OPENGL_ES_2
::glTexParameteriv(target, pname, params);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->TexParameteriv(target, pname, params);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels)
{
#ifdef QT_OPENGL_ES_2
::glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
#ifdef QT_OPENGL_ES_2
::glViewport(x, y, width, height);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Viewport(x, y, width, height);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
// GL(ES)2
inline void QOpenGLFunctions::glActiveTexture(GLenum texture)
{
#ifdef QT_OPENGL_ES_2
::glActiveTexture(texture);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->ActiveTexture(texture);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glAttachShader(GLuint program, GLuint shader)
{
#ifdef QT_OPENGL_ES_2
::glAttachShader(program, shader);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->AttachShader(program, shader);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glBindAttribLocation(GLuint program, GLuint index, const char* name)
{
#ifdef QT_OPENGL_ES_2
::glBindAttribLocation(program, index, name);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->BindAttribLocation(program, index, name);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glBindBuffer(GLenum target, GLuint buffer)
{
#ifdef QT_OPENGL_ES_2
::glBindBuffer(target, buffer);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->BindBuffer(target, buffer);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glBindFramebuffer(GLenum target, GLuint framebuffer)
{
if (framebuffer == 0)
framebuffer = QOpenGLContext::currentContext()->defaultFramebufferObject();
#ifdef QT_OPENGL_ES_2
::glBindFramebuffer(target, framebuffer);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->BindFramebuffer(target, framebuffer);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glBindRenderbuffer(GLenum target, GLuint renderbuffer)
{
#ifdef QT_OPENGL_ES_2
::glBindRenderbuffer(target, renderbuffer);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->BindRenderbuffer(target, renderbuffer);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
#ifdef QT_OPENGL_ES_2
::glBlendColor(red, green, blue, alpha);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->BlendColor(red, green, blue, alpha);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glBlendEquation(GLenum mode)
{
#ifdef QT_OPENGL_ES_2
::glBlendEquation(mode);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->BlendEquation(mode);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{
#ifdef QT_OPENGL_ES_2
::glBlendEquationSeparate(modeRGB, modeAlpha);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->BlendEquationSeparate(modeRGB, modeAlpha);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
{
#ifdef QT_OPENGL_ES_2
::glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glBufferData(GLenum target, qopengl_GLsizeiptr size, const void* data, GLenum usage)
{
#ifdef QT_OPENGL_ES_2
::glBufferData(target, size, data, usage);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->BufferData(target, size, data, usage);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glBufferSubData(GLenum target, qopengl_GLintptr offset, qopengl_GLsizeiptr size, const void* data)
{
#ifdef QT_OPENGL_ES_2
::glBufferSubData(target, offset, size, data);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->BufferSubData(target, offset, size, data);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline GLenum QOpenGLFunctions::glCheckFramebufferStatus(GLenum target)
{
#ifdef QT_OPENGL_ES_2
GLenum result = ::glCheckFramebufferStatus(target);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
GLenum result = d_ptr->CheckFramebufferStatus(target);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
return result;
}
inline void QOpenGLFunctions::glClearDepthf(GLclampf depth)
{
#ifndef QT_OPENGL_ES
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->ClearDepthf(depth);
#else
::glClearDepthf(depth);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glCompileShader(GLuint shader)
{
#ifdef QT_OPENGL_ES_2
::glCompileShader(shader);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->CompileShader(shader);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data)
{
#ifdef QT_OPENGL_ES_2
::glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data)
{
#ifdef QT_OPENGL_ES_2
::glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline GLuint QOpenGLFunctions::glCreateProgram()
{
#ifdef QT_OPENGL_ES_2
GLuint result = ::glCreateProgram();
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
GLuint result = d_ptr->CreateProgram();
#endif
Q_OPENGL_FUNCTIONS_DEBUG
return result;
}
inline GLuint QOpenGLFunctions::glCreateShader(GLenum type)
{
#ifdef QT_OPENGL_ES_2
GLuint result = ::glCreateShader(type);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
GLuint result = d_ptr->CreateShader(type);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
return result;
}
inline void QOpenGLFunctions::glDeleteBuffers(GLsizei n, const GLuint* buffers)
{
#ifdef QT_OPENGL_ES_2
::glDeleteBuffers(n, buffers);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->DeleteBuffers(n, buffers);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
{
#ifdef QT_OPENGL_ES_2
::glDeleteFramebuffers(n, framebuffers);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->DeleteFramebuffers(n, framebuffers);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glDeleteProgram(GLuint program)
{
#ifdef QT_OPENGL_ES_2
::glDeleteProgram(program);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->DeleteProgram(program);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
{
#ifdef QT_OPENGL_ES_2
::glDeleteRenderbuffers(n, renderbuffers);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->DeleteRenderbuffers(n, renderbuffers);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glDeleteShader(GLuint shader)
{
#ifdef QT_OPENGL_ES_2
::glDeleteShader(shader);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->DeleteShader(shader);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glDepthRangef(GLclampf zNear, GLclampf zFar)
{
#ifndef QT_OPENGL_ES
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->DepthRangef(zNear, zFar);
#else
::glDepthRangef(zNear, zFar);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glDetachShader(GLuint program, GLuint shader)
{
#ifdef QT_OPENGL_ES_2
::glDetachShader(program, shader);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->DetachShader(program, shader);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glDisableVertexAttribArray(GLuint index)
{
#ifdef QT_OPENGL_ES_2
::glDisableVertexAttribArray(index);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->DisableVertexAttribArray(index);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glEnableVertexAttribArray(GLuint index)
{
#ifdef QT_OPENGL_ES_2
::glEnableVertexAttribArray(index);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->EnableVertexAttribArray(index);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
{
#ifdef QT_OPENGL_ES_2
::glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
#ifdef QT_OPENGL_ES_2
::glFramebufferTexture2D(target, attachment, textarget, texture, level);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->FramebufferTexture2D(target, attachment, textarget, texture, level);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGenBuffers(GLsizei n, GLuint* buffers)
{
#ifdef QT_OPENGL_ES_2
::glGenBuffers(n, buffers);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GenBuffers(n, buffers);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGenerateMipmap(GLenum target)
{
#ifdef QT_OPENGL_ES_2
::glGenerateMipmap(target);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GenerateMipmap(target);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGenFramebuffers(GLsizei n, GLuint* framebuffers)
{
#ifdef QT_OPENGL_ES_2
::glGenFramebuffers(n, framebuffers);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GenFramebuffers(n, framebuffers);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
{
#ifdef QT_OPENGL_ES_2
::glGenRenderbuffers(n, renderbuffers);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GenRenderbuffers(n, renderbuffers);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
{
#ifdef QT_OPENGL_ES_2
::glGetActiveAttrib(program, index, bufsize, length, size, type, name);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetActiveAttrib(program, index, bufsize, length, size, type, name);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
{
#ifdef QT_OPENGL_ES_2
::glGetActiveUniform(program, index, bufsize, length, size, type, name);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetActiveUniform(program, index, bufsize, length, size, type, name);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
{
#ifdef QT_OPENGL_ES_2
::glGetAttachedShaders(program, maxcount, count, shaders);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetAttachedShaders(program, maxcount, count, shaders);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline GLint QOpenGLFunctions::glGetAttribLocation(GLuint program, const char* name)
{
#ifdef QT_OPENGL_ES_2
GLint result = ::glGetAttribLocation(program, name);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
GLint result = d_ptr->GetAttribLocation(program, name);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
return result;
}
inline void QOpenGLFunctions::glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
{
#ifdef QT_OPENGL_ES_2
::glGetBufferParameteriv(target, pname, params);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetBufferParameteriv(target, pname, params);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
{
#ifdef QT_OPENGL_ES_2
::glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetProgramiv(GLuint program, GLenum pname, GLint* params)
{
#ifdef QT_OPENGL_ES_2
::glGetProgramiv(program, pname, params);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetProgramiv(program, pname, params);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog)
{
#ifdef QT_OPENGL_ES_2
::glGetProgramInfoLog(program, bufsize, length, infolog);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetProgramInfoLog(program, bufsize, length, infolog);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
{
#ifdef QT_OPENGL_ES_2
::glGetRenderbufferParameteriv(target, pname, params);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetRenderbufferParameteriv(target, pname, params);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
{
#ifdef QT_OPENGL_ES_2
::glGetShaderiv(shader, pname, params);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetShaderiv(shader, pname, params);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog)
{
#ifdef QT_OPENGL_ES_2
::glGetShaderInfoLog(shader, bufsize, length, infolog);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetShaderInfoLog(shader, bufsize, length, infolog);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
{
#ifdef QT_OPENGL_ES_2
::glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source)
{
#ifdef QT_OPENGL_ES_2
::glGetShaderSource(shader, bufsize, length, source);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetShaderSource(shader, bufsize, length, source);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetUniformfv(GLuint program, GLint location, GLfloat* params)
{
#ifdef QT_OPENGL_ES_2
::glGetUniformfv(program, location, params);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetUniformfv(program, location, params);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetUniformiv(GLuint program, GLint location, GLint* params)
{
#ifdef QT_OPENGL_ES_2
::glGetUniformiv(program, location, params);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetUniformiv(program, location, params);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline GLint QOpenGLFunctions::glGetUniformLocation(GLuint program, const char* name)
{
#ifdef QT_OPENGL_ES_2
GLint result = ::glGetUniformLocation(program, name);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
GLint result = d_ptr->GetUniformLocation(program, name);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
return result;
}
inline void QOpenGLFunctions::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
{
#ifdef QT_OPENGL_ES_2
::glGetVertexAttribfv(index, pname, params);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetVertexAttribfv(index, pname, params);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
{
#ifdef QT_OPENGL_ES_2
::glGetVertexAttribiv(index, pname, params);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetVertexAttribiv(index, pname, params);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer)
{
#ifdef QT_OPENGL_ES_2
::glGetVertexAttribPointerv(index, pname, pointer);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->GetVertexAttribPointerv(index, pname, pointer);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline GLboolean QOpenGLFunctions::glIsBuffer(GLuint buffer)
{
#ifdef QT_OPENGL_ES_2
GLboolean result = ::glIsBuffer(buffer);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
GLboolean result = d_ptr->IsBuffer(buffer);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
return result;
}
inline GLboolean QOpenGLFunctions::glIsFramebuffer(GLuint framebuffer)
{
#ifdef QT_OPENGL_ES_2
GLboolean result = ::glIsFramebuffer(framebuffer);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
GLboolean result = d_ptr->IsFramebuffer(framebuffer);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
return result;
}
inline GLboolean QOpenGLFunctions::glIsProgram(GLuint program)
{
#ifdef QT_OPENGL_ES_2
GLboolean result = ::glIsProgram(program);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
GLboolean result = d_ptr->IsProgram(program);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
return result;
}
inline GLboolean QOpenGLFunctions::glIsRenderbuffer(GLuint renderbuffer)
{
#ifdef QT_OPENGL_ES_2
GLboolean result = ::glIsRenderbuffer(renderbuffer);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
GLboolean result = d_ptr->IsRenderbuffer(renderbuffer);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
return result;
}
inline GLboolean QOpenGLFunctions::glIsShader(GLuint shader)
{
#ifdef QT_OPENGL_ES_2
GLboolean result = ::glIsShader(shader);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
GLboolean result = d_ptr->IsShader(shader);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
return result;
}
inline void QOpenGLFunctions::glLinkProgram(GLuint program)
{
#ifdef QT_OPENGL_ES_2
::glLinkProgram(program);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->LinkProgram(program);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glReleaseShaderCompiler()
{
#ifdef QT_OPENGL_ES_2
::glReleaseShaderCompiler();
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->ReleaseShaderCompiler();
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
{
#ifdef QT_OPENGL_ES_2
::glRenderbufferStorage(target, internalformat, width, height);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->RenderbufferStorage(target, internalformat, width, height);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glSampleCoverage(GLclampf value, GLboolean invert)
{
#ifdef QT_OPENGL_ES_2
::glSampleCoverage(value, invert);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->SampleCoverage(value, invert);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length)
{
#ifdef QT_OPENGL_ES_2
::glShaderBinary(n, shaders, binaryformat, binary, length);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->ShaderBinary(n, shaders, binaryformat, binary, length);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length)
{
#ifdef QT_OPENGL_ES_2
::glShaderSource(shader, count, string, length);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->ShaderSource(shader, count, string, length);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
#ifdef QT_OPENGL_ES_2
::glStencilFuncSeparate(face, func, ref, mask);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->StencilFuncSeparate(face, func, ref, mask);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glStencilMaskSeparate(GLenum face, GLuint mask)
{
#ifdef QT_OPENGL_ES_2
::glStencilMaskSeparate(face, mask);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->StencilMaskSeparate(face, mask);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
{
#ifdef QT_OPENGL_ES_2
::glStencilOpSeparate(face, fail, zfail, zpass);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->StencilOpSeparate(face, fail, zfail, zpass);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniform1f(GLint location, GLfloat x)
{
#ifdef QT_OPENGL_ES_2
::glUniform1f(location, x);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Uniform1f(location, x);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
{
#ifdef QT_OPENGL_ES_2
::glUniform1fv(location, count, v);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Uniform1fv(location, count, v);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniform1i(GLint location, GLint x)
{
#ifdef QT_OPENGL_ES_2
::glUniform1i(location, x);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Uniform1i(location, x);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniform1iv(GLint location, GLsizei count, const GLint* v)
{
#ifdef QT_OPENGL_ES_2
::glUniform1iv(location, count, v);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Uniform1iv(location, count, v);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniform2f(GLint location, GLfloat x, GLfloat y)
{
#ifdef QT_OPENGL_ES_2
::glUniform2f(location, x, y);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Uniform2f(location, x, y);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
{
#ifdef QT_OPENGL_ES_2
::glUniform2fv(location, count, v);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Uniform2fv(location, count, v);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniform2i(GLint location, GLint x, GLint y)
{
#ifdef QT_OPENGL_ES_2
::glUniform2i(location, x, y);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Uniform2i(location, x, y);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniform2iv(GLint location, GLsizei count, const GLint* v)
{
#ifdef QT_OPENGL_ES_2
::glUniform2iv(location, count, v);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Uniform2iv(location, count, v);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
{
#ifdef QT_OPENGL_ES_2
::glUniform3f(location, x, y, z);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Uniform3f(location, x, y, z);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
{
#ifdef QT_OPENGL_ES_2
::glUniform3fv(location, count, v);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Uniform3fv(location, count, v);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniform3i(GLint location, GLint x, GLint y, GLint z)
{
#ifdef QT_OPENGL_ES_2
::glUniform3i(location, x, y, z);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Uniform3i(location, x, y, z);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniform3iv(GLint location, GLsizei count, const GLint* v)
{
#ifdef QT_OPENGL_ES_2
::glUniform3iv(location, count, v);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Uniform3iv(location, count, v);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
#ifdef QT_OPENGL_ES_2
::glUniform4f(location, x, y, z, w);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Uniform4f(location, x, y, z, w);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
{
#ifdef QT_OPENGL_ES_2
::glUniform4fv(location, count, v);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Uniform4fv(location, count, v);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
{
#ifdef QT_OPENGL_ES_2
::glUniform4i(location, x, y, z, w);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Uniform4i(location, x, y, z, w);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniform4iv(GLint location, GLsizei count, const GLint* v)
{
#ifdef QT_OPENGL_ES_2
::glUniform4iv(location, count, v);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->Uniform4iv(location, count, v);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
#ifdef QT_OPENGL_ES_2
::glUniformMatrix2fv(location, count, transpose, value);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->UniformMatrix2fv(location, count, transpose, value);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
#ifdef QT_OPENGL_ES_2
::glUniformMatrix3fv(location, count, transpose, value);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->UniformMatrix3fv(location, count, transpose, value);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
#ifdef QT_OPENGL_ES_2
::glUniformMatrix4fv(location, count, transpose, value);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->UniformMatrix4fv(location, count, transpose, value);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glUseProgram(GLuint program)
{
#ifdef QT_OPENGL_ES_2
::glUseProgram(program);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->UseProgram(program);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glValidateProgram(GLuint program)
{
#ifdef QT_OPENGL_ES_2
::glValidateProgram(program);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->ValidateProgram(program);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glVertexAttrib1f(GLuint indx, GLfloat x)
{
#ifdef QT_OPENGL_ES_2
::glVertexAttrib1f(indx, x);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->VertexAttrib1f(indx, x);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glVertexAttrib1fv(GLuint indx, const GLfloat* values)
{
#ifdef QT_OPENGL_ES_2
::glVertexAttrib1fv(indx, values);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->VertexAttrib1fv(indx, values);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y)
{
#ifdef QT_OPENGL_ES_2
::glVertexAttrib2f(indx, x, y);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->VertexAttrib2f(indx, x, y);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glVertexAttrib2fv(GLuint indx, const GLfloat* values)
{
#ifdef QT_OPENGL_ES_2
::glVertexAttrib2fv(indx, values);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->VertexAttrib2fv(indx, values);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z)
{
#ifdef QT_OPENGL_ES_2
::glVertexAttrib3f(indx, x, y, z);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->VertexAttrib3f(indx, x, y, z);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glVertexAttrib3fv(GLuint indx, const GLfloat* values)
{
#ifdef QT_OPENGL_ES_2
::glVertexAttrib3fv(indx, values);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->VertexAttrib3fv(indx, values);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
#ifdef QT_OPENGL_ES_2
::glVertexAttrib4f(indx, x, y, z, w);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->VertexAttrib4f(indx, x, y, z, w);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glVertexAttrib4fv(GLuint indx, const GLfloat* values)
{
#ifdef QT_OPENGL_ES_2
::glVertexAttrib4fv(indx, values);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->VertexAttrib4fv(indx, values);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
inline void QOpenGLFunctions::glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr)
{
#ifdef QT_OPENGL_ES_2
::glVertexAttribPointer(indx, size, type, normalized, stride, ptr);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->VertexAttribPointer(indx, size, type, normalized, stride, ptr);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
QT_END_NAMESPACE
#endif // QT_NO_OPENGL
#endif