blob: ad84a69f3f69fef527223423da4ebc0d00f10030 [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB)
** Contact: http://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL21$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
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** 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
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**
** As a special exception, The Qt Company gives you certain additional
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****************************************************************************/
#ifndef QOPENGLVERSIONFUNCTIONS_ES2_H
#define QOPENGLVERSIONFUNCTIONS_ES2_H
#include <QtCore/qglobal.h>
#if defined(QT_OPENGL_ES_2) || defined(Q_QDOC)
#include <QtGui/QOpenGLVersionFunctions>
#include <QtGui/qopenglcontext.h>
QT_BEGIN_NAMESPACE
class QOpenGLFunctions_ES2Private;
class Q_GUI_EXPORT QOpenGLFunctions_ES2 : public QAbstractOpenGLFunctions
{
public:
QOpenGLFunctions_ES2();
~QOpenGLFunctions_ES2();
bool initializeOpenGLFunctions() Q_DECL_OVERRIDE;
// OpenGL ES2 core functions
void glActiveTexture(GLenum texture);
void glAttachShader(GLuint program, GLuint shader);
void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name);
void glBindBuffer(GLenum target, GLuint buffer);
void glBindFramebuffer(GLenum target, GLuint framebuffer);
void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
void glBindTexture(GLenum target, GLuint texture);
void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void glBlendEquation(GLenum mode);
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
void glBlendFunc(GLenum sfactor, GLenum dfactor);
void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
GLenum glCheckFramebufferStatus(GLenum target);
void glClear(GLbitfield mask);
void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void glClearDepthf(GLclampf depth);
void glClearStencil(GLint s);
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void glCompileShader(GLuint shader);
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GLuint glCreateProgram(void);
GLuint glCreateShader(GLenum type);
void glCullFace(GLenum mode);
void glDeleteBuffers(GLsizei n, const GLuint* buffers);
void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers);
void glDeleteProgram(GLuint program);
void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers);
void glDeleteShader(GLuint shader);
void glDeleteTextures(GLsizei n, const GLuint* textures);
void glDepthFunc(GLenum func);
void glDepthMask(GLboolean flag);
void glDepthRangef(GLclampf zNear, GLclampf zFar);
void glDetachShader(GLuint program, GLuint shader);
void glDisable(GLenum cap);
void glDisableVertexAttribArray(GLuint index);
void glDrawArrays(GLenum mode, GLint first, GLsizei count);
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
void glEnable(GLenum cap);
void glEnableVertexAttribArray(GLuint index);
void glFinish(void);
void glFlush(void);
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void glFrontFace(GLenum mode);
void glGenBuffers(GLsizei n, GLuint* buffers);
void glGenerateMipmap(GLenum target);
void glGenFramebuffers(GLsizei n, GLuint* framebuffers);
void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers);
void glGenTextures(GLsizei n, GLuint* textures);
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
int glGetAttribLocation(GLuint program, const GLchar* name);
void glGetBooleanv(GLenum pname, GLboolean* params);
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params);
GLenum glGetError(void);
void glGetFloatv(GLenum pname, GLfloat* params);
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params);
void glGetIntegerv(GLenum pname, GLint* params);
void glGetProgramiv(GLuint program, GLenum pname, GLint* params);
void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params);
void glGetShaderiv(GLuint shader, GLenum pname, GLint* params);
void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
const GLubyte* glGetString(GLenum name);
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params);
void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params);
void glGetUniformfv(GLuint program, GLint location, GLfloat* params);
void glGetUniformiv(GLuint program, GLint location, GLint* params);
int glGetUniformLocation(GLuint program, const GLchar* name);
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer);
void glHint(GLenum target, GLenum mode);
GLboolean glIsBuffer(GLuint buffer);
GLboolean glIsEnabled(GLenum cap);
GLboolean glIsFramebuffer(GLuint framebuffer);
GLboolean glIsProgram(GLuint program);
GLboolean glIsRenderbuffer(GLuint renderbuffer);
GLboolean glIsShader(GLuint shader);
GLboolean glIsTexture(GLuint texture);
void glLineWidth(GLfloat width);
void glLinkProgram(GLuint program);
void glPixelStorei(GLenum pname, GLint param);
void glPolygonOffset(GLfloat factor, GLfloat units);
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
void glReleaseShaderCompiler(void);
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void glSampleCoverage(GLclampf value, GLboolean invert);
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
void glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
void glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint* length);
void glStencilFunc(GLenum func, GLint ref, GLuint mask);
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void glStencilMask(GLuint mask);
void glStencilMaskSeparate(GLenum face, GLuint mask);
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params);
void glTexParameteri(GLenum target, GLenum pname, GLint param);
void glTexParameteriv(GLenum target, GLenum pname, const GLint* params);
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
void glUniform1f(GLint location, GLfloat x);
void glUniform1fv(GLint location, GLsizei count, const GLfloat* v);
void glUniform1i(GLint location, GLint x);
void glUniform1iv(GLint location, GLsizei count, const GLint* v);
void glUniform2f(GLint location, GLfloat x, GLfloat y);
void glUniform2fv(GLint location, GLsizei count, const GLfloat* v);
void glUniform2i(GLint location, GLint x, GLint y);
void glUniform2iv(GLint location, GLsizei count, const GLint* v);
void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z);
void glUniform3fv(GLint location, GLsizei count, const GLfloat* v);
void glUniform3i(GLint location, GLint x, GLint y, GLint z);
void glUniform3iv(GLint location, GLsizei count, const GLint* v);
void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glUniform4fv(GLint location, GLsizei count, const GLfloat* v);
void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w);
void glUniform4iv(GLint location, GLsizei count, const GLint* v);
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void glUseProgram(GLuint program);
void glValidateProgram(GLuint program);
void glVertexAttrib1f(GLuint indx, GLfloat x);
void glVertexAttrib1fv(GLuint indx, const GLfloat* values);
void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
void glVertexAttrib2fv(GLuint indx, const GLfloat* values);
void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
void glVertexAttrib3fv(GLuint indx, const GLfloat* values);
void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glVertexAttrib4fv(GLuint indx, const GLfloat* values);
void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
private:
friend class QOpenGLContext;
static bool isContextCompatible(QOpenGLContext *context);
static QOpenGLVersionProfile versionProfile();
// For future expansion - not used
QOpenGLFunctions_ES2Private* d_es2;
};
// OpenGL ES2 core functions
inline void QOpenGLFunctions_ES2::glActiveTexture(GLenum texture)
{
::glActiveTexture(texture);
}
inline void QOpenGLFunctions_ES2::glAttachShader(GLuint program, GLuint shader)
{
::glAttachShader(program, shader);
}
inline void QOpenGLFunctions_ES2::glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
{
::glBindAttribLocation(program, index, name);
}
inline void QOpenGLFunctions_ES2::glBindBuffer(GLenum target, GLuint buffer)
{
::glBindBuffer(target, buffer);
}
inline void QOpenGLFunctions_ES2::glBindFramebuffer(GLenum target, GLuint framebuffer)
{
::glBindFramebuffer(target, framebuffer);
}
inline void QOpenGLFunctions_ES2::glBindRenderbuffer(GLenum target, GLuint renderbuffer)
{
::glBindRenderbuffer(target, renderbuffer);
}
inline void QOpenGLFunctions_ES2::glBindTexture(GLenum target, GLuint texture)
{
::glBindTexture(target, texture);
}
inline void QOpenGLFunctions_ES2::glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
::glBlendColor(red, green, blue, alpha);
}
inline void QOpenGLFunctions_ES2::glBlendEquation(GLenum mode)
{
::glBlendEquation(mode);
}
inline void QOpenGLFunctions_ES2::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{
::glBlendEquationSeparate(modeRGB, modeAlpha);
}
inline void QOpenGLFunctions_ES2::glBlendFunc(GLenum sfactor, GLenum dfactor)
{
::glBlendFunc(sfactor, dfactor);
}
inline void QOpenGLFunctions_ES2::glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
{
::glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
inline void QOpenGLFunctions_ES2::glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
{
::glBufferData(target, size, data, usage);
}
inline void QOpenGLFunctions_ES2::glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
{
::glBufferSubData(target, offset, size, data);
}
inline GLenum QOpenGLFunctions_ES2::glCheckFramebufferStatus(GLenum target)
{
return ::glCheckFramebufferStatus(target);
}
inline void QOpenGLFunctions_ES2::glClear(GLbitfield mask)
{
::glClear(mask);
}
inline void QOpenGLFunctions_ES2::glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
::glClearColor(red, green, blue, alpha);
}
inline void QOpenGLFunctions_ES2::glClearDepthf(GLclampf depth)
{
::glClearDepthf(depth);
}
inline void QOpenGLFunctions_ES2::glClearStencil(GLint s)
{
::glClearStencil(s);
}
inline void QOpenGLFunctions_ES2::glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
::glColorMask(red, green, blue, alpha);
}
inline void QOpenGLFunctions_ES2::glCompileShader(GLuint shader)
{
::glCompileShader(shader);
}
inline void QOpenGLFunctions_ES2::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data)
{
::glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
}
inline void QOpenGLFunctions_ES2::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data)
{
::glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
}
inline void QOpenGLFunctions_ES2::glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
::glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
}
inline void QOpenGLFunctions_ES2::glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
::glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}
inline GLuint QOpenGLFunctions_ES2::glCreateProgram(void)
{
return ::glCreateProgram();
}
inline GLuint QOpenGLFunctions_ES2::glCreateShader(GLenum type)
{
return ::glCreateShader(type);
}
inline void QOpenGLFunctions_ES2::glCullFace(GLenum mode)
{
::glCullFace(mode);
}
inline void QOpenGLFunctions_ES2::glDeleteBuffers(GLsizei n, const GLuint* buffers)
{
::glDeleteBuffers(n, buffers);
}
inline void QOpenGLFunctions_ES2::glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
{
::glDeleteFramebuffers(n, framebuffers);
}
inline void QOpenGLFunctions_ES2::glDeleteProgram(GLuint program)
{
::glDeleteProgram(program);
}
inline void QOpenGLFunctions_ES2::glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
{
::glDeleteRenderbuffers(n, renderbuffers);
}
inline void QOpenGLFunctions_ES2::glDeleteShader(GLuint shader)
{
::glDeleteShader(shader);
}
inline void QOpenGLFunctions_ES2::glDeleteTextures(GLsizei n, const GLuint* textures)
{
::glDeleteTextures(n, textures);
}
inline void QOpenGLFunctions_ES2::glDepthFunc(GLenum func)
{
::glDepthFunc(func);
}
inline void QOpenGLFunctions_ES2::glDepthMask(GLboolean flag)
{
::glDepthMask(flag);
}
inline void QOpenGLFunctions_ES2::glDepthRangef(GLclampf zNear, GLclampf zFar)
{
::glDepthRangef(zNear, zFar);
}
inline void QOpenGLFunctions_ES2::glDetachShader(GLuint program, GLuint shader)
{
::glDetachShader(program, shader);
}
inline void QOpenGLFunctions_ES2::glDisable(GLenum cap)
{
::glDisable(cap);
}
inline void QOpenGLFunctions_ES2::glDisableVertexAttribArray(GLuint index)
{
::glDisableVertexAttribArray(index);
}
inline void QOpenGLFunctions_ES2::glDrawArrays(GLenum mode, GLint first, GLsizei count)
{
::glDrawArrays(mode, first, count);
}
inline void QOpenGLFunctions_ES2::glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
{
::glDrawElements(mode, count, type, indices);
}
inline void QOpenGLFunctions_ES2::glEnable(GLenum cap)
{
::glEnable(cap);
}
inline void QOpenGLFunctions_ES2::glEnableVertexAttribArray(GLuint index)
{
::glEnableVertexAttribArray(index);
}
inline void QOpenGLFunctions_ES2::glFinish(void)
{
::glFinish();
}
inline void QOpenGLFunctions_ES2::glFlush(void)
{
::glFlush();
}
inline void QOpenGLFunctions_ES2::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
{
::glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
}
inline void QOpenGLFunctions_ES2::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
::glFramebufferTexture2D(target, attachment, textarget, texture, level);
}
inline void QOpenGLFunctions_ES2::glFrontFace(GLenum mode)
{
::glFrontFace(mode);
}
inline void QOpenGLFunctions_ES2::glGenBuffers(GLsizei n, GLuint* buffers)
{
::glGenBuffers(n, buffers);
}
inline void QOpenGLFunctions_ES2::glGenerateMipmap(GLenum target)
{
::glGenerateMipmap(target);
}
inline void QOpenGLFunctions_ES2::glGenFramebuffers(GLsizei n, GLuint* framebuffers)
{
::glGenFramebuffers(n, framebuffers);
}
inline void QOpenGLFunctions_ES2::glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
{
::glGenRenderbuffers(n, renderbuffers);
}
inline void QOpenGLFunctions_ES2::glGenTextures(GLsizei n, GLuint* textures)
{
::glGenTextures(n, textures);
}
inline void QOpenGLFunctions_ES2::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
{
::glGetActiveAttrib(program, index, bufsize, length, size, type, name);
}
inline void QOpenGLFunctions_ES2::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
{
::glGetActiveUniform(program, index, bufsize, length, size, type, name);
}
inline void QOpenGLFunctions_ES2::glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
{
::glGetAttachedShaders(program, maxcount, count, shaders);
}
inline int QOpenGLFunctions_ES2::glGetAttribLocation(GLuint program, const GLchar* name)
{
return ::glGetAttribLocation(program, name);
}
inline void QOpenGLFunctions_ES2::glGetBooleanv(GLenum pname, GLboolean* params)
{
::glGetBooleanv(pname, params);
}
inline void QOpenGLFunctions_ES2::glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
{
::glGetBufferParameteriv(target, pname, params);
}
inline GLenum QOpenGLFunctions_ES2::glGetError(void)
{
return ::glGetError();
}
inline void QOpenGLFunctions_ES2::glGetFloatv(GLenum pname, GLfloat* params)
{
::glGetFloatv(pname, params);
}
inline void QOpenGLFunctions_ES2::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
{
::glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);
}
inline void QOpenGLFunctions_ES2::glGetIntegerv(GLenum pname, GLint* params)
{
::glGetIntegerv(pname, params);
}
inline void QOpenGLFunctions_ES2::glGetProgramiv(GLuint program, GLenum pname, GLint* params)
{
::glGetProgramiv(program, pname, params);
}
inline void QOpenGLFunctions_ES2::glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
{
::glGetProgramInfoLog(program, bufsize, length, infolog);
}
inline void QOpenGLFunctions_ES2::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
{
::glGetRenderbufferParameteriv(target, pname, params);
}
inline void QOpenGLFunctions_ES2::glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
{
::glGetShaderiv(shader, pname, params);
}
inline void QOpenGLFunctions_ES2::glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
{
::glGetShaderInfoLog(shader, bufsize, length, infolog);
}
inline void QOpenGLFunctions_ES2::glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
{
::glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
}
inline void QOpenGLFunctions_ES2::glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
{
::glGetShaderSource(shader, bufsize, length, source);
}
inline const GLubyte* QOpenGLFunctions_ES2::glGetString(GLenum name)
{
return ::glGetString(name);
}
inline void QOpenGLFunctions_ES2::glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
{
::glGetTexParameterfv(target, pname, params);
}
inline void QOpenGLFunctions_ES2::glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
{
::glGetTexParameteriv(target, pname, params);
}
inline void QOpenGLFunctions_ES2::glGetUniformfv(GLuint program, GLint location, GLfloat* params)
{
::glGetUniformfv(program, location, params);
}
inline void QOpenGLFunctions_ES2::glGetUniformiv(GLuint program, GLint location, GLint* params)
{
::glGetUniformiv(program, location, params);
}
inline int QOpenGLFunctions_ES2::glGetUniformLocation(GLuint program, const GLchar* name)
{
return ::glGetUniformLocation(program, name);
}
inline void QOpenGLFunctions_ES2::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
{
::glGetVertexAttribfv(index, pname, params);
}
inline void QOpenGLFunctions_ES2::glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
{
::glGetVertexAttribiv(index, pname, params);
}
inline void QOpenGLFunctions_ES2::glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
{
::glGetVertexAttribPointerv(index, pname, pointer);
}
inline void QOpenGLFunctions_ES2::glHint(GLenum target, GLenum mode)
{
::glHint(target, mode);
}
inline GLboolean QOpenGLFunctions_ES2::glIsBuffer(GLuint buffer)
{
return ::glIsBuffer(buffer);
}
inline GLboolean QOpenGLFunctions_ES2::glIsEnabled(GLenum cap)
{
return ::glIsEnabled(cap);
}
inline GLboolean QOpenGLFunctions_ES2::glIsFramebuffer(GLuint framebuffer)
{
return ::glIsFramebuffer(framebuffer);
}
inline GLboolean QOpenGLFunctions_ES2::glIsProgram(GLuint program)
{
return ::glIsProgram(program);
}
inline GLboolean QOpenGLFunctions_ES2::glIsRenderbuffer(GLuint renderbuffer)
{
return ::glIsRenderbuffer(renderbuffer);
}
inline GLboolean QOpenGLFunctions_ES2::glIsShader(GLuint shader)
{
return ::glIsShader(shader);
}
inline GLboolean QOpenGLFunctions_ES2::glIsTexture(GLuint texture)
{
return ::glIsTexture(texture);
}
inline void QOpenGLFunctions_ES2::glLineWidth(GLfloat width)
{
::glLineWidth(width);
}
inline void QOpenGLFunctions_ES2::glLinkProgram(GLuint program)
{
::glLinkProgram(program);
}
inline void QOpenGLFunctions_ES2::glPixelStorei(GLenum pname, GLint param)
{
::glPixelStorei(pname, param);
}
inline void QOpenGLFunctions_ES2::glPolygonOffset(GLfloat factor, GLfloat units)
{
::glPolygonOffset(factor, units);
}
inline void QOpenGLFunctions_ES2::glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
{
::glReadPixels(x, y, width, height, format, type, pixels);
}
inline void QOpenGLFunctions_ES2::glReleaseShaderCompiler(void)
{
::glReleaseShaderCompiler();
}
inline void QOpenGLFunctions_ES2::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
{
::glRenderbufferStorage(target, internalformat, width, height);
}
inline void QOpenGLFunctions_ES2::glSampleCoverage(GLclampf value, GLboolean invert)
{
::glSampleCoverage(value, invert);
}
inline void QOpenGLFunctions_ES2::glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
::glScissor(x, y, width, height);
}
inline void QOpenGLFunctions_ES2::glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
{
::glShaderBinary(n, shaders, binaryformat, binary, length);
}
inline void QOpenGLFunctions_ES2::glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint* length)
{
::glShaderSource(shader, count, string, length);
}
inline void QOpenGLFunctions_ES2::glStencilFunc(GLenum func, GLint ref, GLuint mask)
{
::glStencilFunc(func, ref, mask);
}
inline void QOpenGLFunctions_ES2::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
::glStencilFuncSeparate(face, func, ref, mask);
}
inline void QOpenGLFunctions_ES2::glStencilMask(GLuint mask)
{
::glStencilMask(mask);
}
inline void QOpenGLFunctions_ES2::glStencilMaskSeparate(GLenum face, GLuint mask)
{
::glStencilMaskSeparate(face, mask);
}
inline void QOpenGLFunctions_ES2::glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
::glStencilOp(fail, zfail, zpass);
}
inline void QOpenGLFunctions_ES2::glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
{
::glStencilOpSeparate(face, fail, zfail, zpass);
}
inline void QOpenGLFunctions_ES2::glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels)
{
::glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
}
inline void QOpenGLFunctions_ES2::glTexParameterf(GLenum target, GLenum pname, GLfloat param)
{
::glTexParameterf(target, pname, param);
}
inline void QOpenGLFunctions_ES2::glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
{
::glTexParameterfv(target, pname, params);
}
inline void QOpenGLFunctions_ES2::glTexParameteri(GLenum target, GLenum pname, GLint param)
{
::glTexParameteri(target, pname, param);
}
inline void QOpenGLFunctions_ES2::glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
{
::glTexParameteriv(target, pname, params);
}
inline void QOpenGLFunctions_ES2::glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels)
{
::glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}
inline void QOpenGLFunctions_ES2::glUniform1f(GLint location, GLfloat x)
{
::glUniform1f(location, x);
}
inline void QOpenGLFunctions_ES2::glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
{
::glUniform1fv(location, count, v);
}
inline void QOpenGLFunctions_ES2::glUniform1i(GLint location, GLint x)
{
::glUniform1i(location, x);
}
inline void QOpenGLFunctions_ES2::glUniform1iv(GLint location, GLsizei count, const GLint* v)
{
::glUniform1iv(location, count, v);
}
inline void QOpenGLFunctions_ES2::glUniform2f(GLint location, GLfloat x, GLfloat y)
{
::glUniform2f(location, x, y);
}
inline void QOpenGLFunctions_ES2::glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
{
::glUniform2fv(location, count, v);
}
inline void QOpenGLFunctions_ES2::glUniform2i(GLint location, GLint x, GLint y)
{
::glUniform2i(location, x, y);
}
inline void QOpenGLFunctions_ES2::glUniform2iv(GLint location, GLsizei count, const GLint* v)
{
::glUniform2iv(location, count, v);
}
inline void QOpenGLFunctions_ES2::glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
{
::glUniform3f(location, x, y, z);
}
inline void QOpenGLFunctions_ES2::glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
{
::glUniform3fv(location, count, v);
}
inline void QOpenGLFunctions_ES2::glUniform3i(GLint location, GLint x, GLint y, GLint z)
{
::glUniform3i(location, x, y, z);
}
inline void QOpenGLFunctions_ES2::glUniform3iv(GLint location, GLsizei count, const GLint* v)
{
::glUniform3iv(location, count, v);
}
inline void QOpenGLFunctions_ES2::glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
::glUniform4f(location, x, y, z, w);
}
inline void QOpenGLFunctions_ES2::glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
{
::glUniform4fv(location, count, v);
}
inline void QOpenGLFunctions_ES2::glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
{
::glUniform4i(location, x, y, z, w);
}
inline void QOpenGLFunctions_ES2::glUniform4iv(GLint location, GLsizei count, const GLint* v)
{
::glUniform4iv(location, count, v);
}
inline void QOpenGLFunctions_ES2::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
::glUniformMatrix2fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_ES2::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
::glUniformMatrix3fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_ES2::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
::glUniformMatrix4fv(location, count, transpose, value);
}
inline void QOpenGLFunctions_ES2::glUseProgram(GLuint program)
{
::glUseProgram(program);
}
inline void QOpenGLFunctions_ES2::glValidateProgram(GLuint program)
{
::glValidateProgram(program);
}
inline void QOpenGLFunctions_ES2::glVertexAttrib1f(GLuint indx, GLfloat x)
{
::glVertexAttrib1f(indx, x);
}
inline void QOpenGLFunctions_ES2::glVertexAttrib1fv(GLuint indx, const GLfloat* values)
{
::glVertexAttrib1fv(indx, values);
}
inline void QOpenGLFunctions_ES2::glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y)
{
::glVertexAttrib2f(indx, x, y);
}
inline void QOpenGLFunctions_ES2::glVertexAttrib2fv(GLuint indx, const GLfloat* values)
{
::glVertexAttrib2fv(indx, values);
}
inline void QOpenGLFunctions_ES2::glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z)
{
::glVertexAttrib3f(indx, x, y, z);
}
inline void QOpenGLFunctions_ES2::glVertexAttrib3fv(GLuint indx, const GLfloat* values)
{
::glVertexAttrib3fv(indx, values);
}
inline void QOpenGLFunctions_ES2::glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
::glVertexAttrib4f(indx, x, y, z, w);
}
inline void QOpenGLFunctions_ES2::glVertexAttrib4fv(GLuint indx, const GLfloat* values)
{
::glVertexAttrib4fv(indx, values);
}
inline void QOpenGLFunctions_ES2::glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
{
::glVertexAttribPointer(indx, size, type, normalized, stride, ptr);
}
inline void QOpenGLFunctions_ES2::glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
::glViewport(x, y, width, height);
}
QT_END_NAMESPACE
#endif // QT_OPENGL_ES_2
#endif