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Diffstat (limited to 'src/opengl/qglfunctions.h')
-rw-r--r-- | src/opengl/qglfunctions.h | 2290 |
1 files changed, 2290 insertions, 0 deletions
diff --git a/src/opengl/qglfunctions.h b/src/opengl/qglfunctions.h new file mode 100644 index 0000000..e06de7f --- /dev/null +++ b/src/opengl/qglfunctions.h @@ -0,0 +1,2290 @@ +/**************************************************************************** +** +** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** Contact: Nokia Corporation (qt-info@nokia.com) +** +** This file is part of the QtOpenGL module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the Technology Preview License Agreement accompanying +** this package. +** +** 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 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain additional +** rights. These rights are described in the Nokia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** If you have questions regarding the use of this file, please contact +** Nokia at qt-info@nokia.com. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef QGLFUNCTIONS_H +#define QGLFUNCTIONS_H + +#include <QtOpenGL/qgl.h> + +QT_BEGIN_HEADER + +QT_BEGIN_NAMESPACE + +QT_MODULE(OpenGL) + +// Types that aren't defined in all system's gl.h files. +typedef ptrdiff_t qgl_GLintptr; +typedef ptrdiff_t qgl_GLsizeiptr; + +#ifndef Q_WS_MAC +# ifndef QGLF_APIENTRYP +# ifdef QGLF_APIENTRY +# define QGLF_APIENTRYP QGLF_APIENTRY * +# else +# define QGLF_APIENTRY +# define QGLF_APIENTRYP * +# endif +# endif +#else +# define QGLF_APIENTRY +# define QGLF_APIENTRYP * +#endif + +struct QGLFunctionsPrivate; + +// Undefine any macros from GLEW, qglextensions_p.h, etc that +// may interfere with the definition of QGLFunctions. +#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 + +class Q_OPENGL_EXPORT QGLFunctions +{ +public: + QGLFunctions(); + explicit QGLFunctions(const QGLContext *context); + ~QGLFunctions() {} + + enum OpenGLFeature + { + Multitexture = 0x0001, + Shaders = 0x0002, + Buffers = 0x0004, + Framebuffers = 0x0008, + BlendColor = 0x0010, + BlendEquation = 0x0020, + BlendEquationSeparate = 0x0040, + BlendFuncSeparate = 0x0080, + BlendSubtract = 0x0100, + CompressedTextures = 0x0200, + Multisample = 0x0400, + StencilSeparate = 0x0800, + NPOTTextures = 0x1000 + }; + Q_DECLARE_FLAGS(OpenGLFeatures, OpenGLFeature) + + QGLFunctions::OpenGLFeatures openGLFeatures() const; + bool hasOpenGLFeature(QGLFunctions::OpenGLFeature feature) const; + + void initializeGLFunctions(const QGLContext *context = 0); + + void glActiveTexture(GLenum texture); + void glAttachShader(GLuint program, GLuint shader); + void glBindAttribLocation(GLuint program, GLuint index, const char* name); + void glBindBuffer(GLenum target, GLuint buffer); + void glBindFramebuffer(GLenum target, GLuint framebuffer); + void glBindRenderbuffer(GLenum target, GLuint renderbuffer); + void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); + void glBlendEquation(GLenum mode); + void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); + void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); + void glBufferData(GLenum target, qgl_GLsizeiptr size, const void* data, GLenum usage); + void glBufferSubData(GLenum target, qgl_GLintptr offset, qgl_GLsizeiptr size, const void* data); + GLenum glCheckFramebufferStatus(GLenum target); + void glClearDepthf(GLclampf depth); + void glCompileShader(GLuint shader); + void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data); + void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data); + GLuint glCreateProgram(); + GLuint glCreateShader(GLenum type); + void glDeleteBuffers(GLsizei n, const GLuint* buffers); + void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers); + void glDeleteProgram(GLuint program); + void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers); + void glDeleteShader(GLuint shader); + void glDepthRangef(GLclampf zNear, GLclampf zFar); + void glDetachShader(GLuint program, GLuint shader); + void glDisableVertexAttribArray(GLuint index); + void glEnableVertexAttribArray(GLuint index); + void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); + void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); + void glGenBuffers(GLsizei n, GLuint* buffers); + void glGenerateMipmap(GLenum target); + void glGenFramebuffers(GLsizei n, GLuint* framebuffers); + void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers); + void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); + void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); + void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); + int glGetAttribLocation(GLuint program, const char* name); + void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params); + void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params); + void glGetProgramiv(GLuint program, GLenum pname, GLint* params); + void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog); + void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params); + void glGetShaderiv(GLuint shader, GLenum pname, GLint* params); + void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog); + void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); + void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source); + void glGetUniformfv(GLuint program, GLint location, GLfloat* params); + void glGetUniformiv(GLuint program, GLint location, GLint* params); + int glGetUniformLocation(GLuint program, const char* name); + void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params); + void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params); + void glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer); + GLboolean glIsBuffer(GLuint buffer); + GLboolean glIsFramebuffer(GLuint framebuffer); + GLboolean glIsProgram(GLuint program); + GLboolean glIsRenderbuffer(GLuint renderbuffer); + GLboolean glIsShader(GLuint shader); + void glLinkProgram(GLuint program); + void glReleaseShaderCompiler(); + void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); + void glSampleCoverage(GLclampf value, GLboolean invert); + void glShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length); + void glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length); + void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); + void glStencilMaskSeparate(GLenum face, GLuint mask); + void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); + void glUniform1f(GLint location, GLfloat x); + void glUniform1fv(GLint location, GLsizei count, const GLfloat* v); + void glUniform1i(GLint location, GLint x); + void glUniform1iv(GLint location, GLsizei count, const GLint* v); + void glUniform2f(GLint location, GLfloat x, GLfloat y); + void glUniform2fv(GLint location, GLsizei count, const GLfloat* v); + void glUniform2i(GLint location, GLint x, GLint y); + void glUniform2iv(GLint location, GLsizei count, const GLint* v); + void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z); + void glUniform3fv(GLint location, GLsizei count, const GLfloat* v); + void glUniform3i(GLint location, GLint x, GLint y, GLint z); + void glUniform3iv(GLint location, GLsizei count, const GLint* v); + void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); + void glUniform4fv(GLint location, GLsizei count, const GLfloat* v); + void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w); + void glUniform4iv(GLint location, GLsizei count, const GLint* v); + void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); + void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); + void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); + void glUseProgram(GLuint program); + void glValidateProgram(GLuint program); + void glVertexAttrib1f(GLuint indx, GLfloat x); + void glVertexAttrib1fv(GLuint indx, const GLfloat* values); + void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); + void glVertexAttrib2fv(GLuint indx, const GLfloat* values); + void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); + void glVertexAttrib3fv(GLuint indx, const GLfloat* values); + void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); + void glVertexAttrib4fv(GLuint indx, const GLfloat* values); + void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr); + +private: + QGLFunctionsPrivate *d_ptr; + static bool isInitialized(const QGLFunctionsPrivate *d) { return d != 0; } +}; + +Q_DECLARE_OPERATORS_FOR_FLAGS(QGLFunctions::OpenGLFeatures) + +struct QGLFunctionsPrivate +{ + QGLFunctionsPrivate(const QGLContext *context = 0); + +#ifndef QT_OPENGL_ES_2 + void (QGLF_APIENTRYP activeTexture)(GLenum texture); + void (QGLF_APIENTRYP attachShader)(GLuint program, GLuint shader); + void (QGLF_APIENTRYP bindAttribLocation)(GLuint program, GLuint index, const char* name); + void (QGLF_APIENTRYP bindBuffer)(GLenum target, GLuint buffer); + void (QGLF_APIENTRYP bindFramebuffer)(GLenum target, GLuint framebuffer); + void (QGLF_APIENTRYP bindRenderbuffer)(GLenum target, GLuint renderbuffer); + void (QGLF_APIENTRYP blendColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); + void (QGLF_APIENTRYP blendEquation)(GLenum mode); + void (QGLF_APIENTRYP blendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha); + void (QGLF_APIENTRYP blendFuncSeparate)(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); + void (QGLF_APIENTRYP bufferData)(GLenum target, qgl_GLsizeiptr size, const void* data, GLenum usage); + void (QGLF_APIENTRYP bufferSubData)(GLenum target, qgl_GLintptr offset, qgl_GLsizeiptr size, const void* data); + GLenum (QGLF_APIENTRYP checkFramebufferStatus)(GLenum target); + void (QGLF_APIENTRYP compileShader)(GLuint shader); + void (QGLF_APIENTRYP compressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data); + void (QGLF_APIENTRYP compressedTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data); + GLuint (QGLF_APIENTRYP createProgram)(); + GLuint (QGLF_APIENTRYP createShader)(GLenum type); + void (QGLF_APIENTRYP deleteBuffers)(GLsizei n, const GLuint* buffers); + void (QGLF_APIENTRYP deleteFramebuffers)(GLsizei n, const GLuint* framebuffers); + void (QGLF_APIENTRYP deleteProgram)(GLuint program); + void (QGLF_APIENTRYP deleteRenderbuffers)(GLsizei n, const GLuint* renderbuffers); + void (QGLF_APIENTRYP deleteShader)(GLuint shader); + void (QGLF_APIENTRYP detachShader)(GLuint program, GLuint shader); + void (QGLF_APIENTRYP disableVertexAttribArray)(GLuint index); + void (QGLF_APIENTRYP enableVertexAttribArray)(GLuint index); + void (QGLF_APIENTRYP framebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); + void (QGLF_APIENTRYP framebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); + void (QGLF_APIENTRYP genBuffers)(GLsizei n, GLuint* buffers); + void (QGLF_APIENTRYP generateMipmap)(GLenum target); + void (QGLF_APIENTRYP genFramebuffers)(GLsizei n, GLuint* framebuffers); + void (QGLF_APIENTRYP genRenderbuffers)(GLsizei n, GLuint* renderbuffers); + void (QGLF_APIENTRYP getActiveAttrib)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); + void (QGLF_APIENTRYP getActiveUniform)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); + void (QGLF_APIENTRYP getAttachedShaders)(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); + int (QGLF_APIENTRYP getAttribLocation)(GLuint program, const char* name); + void (QGLF_APIENTRYP getBufferParameteriv)(GLenum target, GLenum pname, GLint* params); + void (QGLF_APIENTRYP getFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint* params); + void (QGLF_APIENTRYP getProgramiv)(GLuint program, GLenum pname, GLint* params); + void (QGLF_APIENTRYP getProgramInfoLog)(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog); + void (QGLF_APIENTRYP getRenderbufferParameteriv)(GLenum target, GLenum pname, GLint* params); + void (QGLF_APIENTRYP getShaderiv)(GLuint shader, GLenum pname, GLint* params); + void (QGLF_APIENTRYP getShaderInfoLog)(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog); + void (QGLF_APIENTRYP getShaderPrecisionFormat)(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); + void (QGLF_APIENTRYP getShaderSource)(GLuint shader, GLsizei bufsize, GLsizei* length, char* source); + void (QGLF_APIENTRYP getUniformfv)(GLuint program, GLint location, GLfloat* params); + void (QGLF_APIENTRYP getUniformiv)(GLuint program, GLint location, GLint* params); + int (QGLF_APIENTRYP getUniformLocation)(GLuint program, const char* name); + void (QGLF_APIENTRYP getVertexAttribfv)(GLuint index, GLenum pname, GLfloat* params); + void (QGLF_APIENTRYP getVertexAttribiv)(GLuint index, GLenum pname, GLint* params); + void (QGLF_APIENTRYP getVertexAttribPointerv)(GLuint index, GLenum pname, void** pointer); + GLboolean (QGLF_APIENTRYP isBuffer)(GLuint buffer); + GLboolean (QGLF_APIENTRYP isFramebuffer)(GLuint framebuffer); + GLboolean (QGLF_APIENTRYP isProgram)(GLuint program); + GLboolean (QGLF_APIENTRYP isRenderbuffer)(GLuint renderbuffer); + GLboolean (QGLF_APIENTRYP isShader)(GLuint shader); + void (QGLF_APIENTRYP linkProgram)(GLuint program); + void (QGLF_APIENTRYP releaseShaderCompiler)(); + void (QGLF_APIENTRYP renderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); + void (QGLF_APIENTRYP sampleCoverage)(GLclampf value, GLboolean invert); + void (QGLF_APIENTRYP shaderBinary)(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length); + void (QGLF_APIENTRYP shaderSource)(GLuint shader, GLsizei count, const char** string, const GLint* length); + void (QGLF_APIENTRYP stencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask); + void (QGLF_APIENTRYP stencilMaskSeparate)(GLenum face, GLuint mask); + void (QGLF_APIENTRYP stencilOpSeparate)(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); + void (QGLF_APIENTRYP uniform1f)(GLint location, GLfloat x); + void (QGLF_APIENTRYP uniform1fv)(GLint location, GLsizei count, const GLfloat* v); + void (QGLF_APIENTRYP uniform1i)(GLint location, GLint x); + void (QGLF_APIENTRYP uniform1iv)(GLint location, GLsizei count, const GLint* v); + void (QGLF_APIENTRYP uniform2f)(GLint location, GLfloat x, GLfloat y); + void (QGLF_APIENTRYP uniform2fv)(GLint location, GLsizei count, const GLfloat* v); + void (QGLF_APIENTRYP uniform2i)(GLint location, GLint x, GLint y); + void (QGLF_APIENTRYP uniform2iv)(GLint location, GLsizei count, const GLint* v); + void (QGLF_APIENTRYP uniform3f)(GLint location, GLfloat x, GLfloat y, GLfloat z); + void (QGLF_APIENTRYP uniform3fv)(GLint location, GLsizei count, const GLfloat* v); + void (QGLF_APIENTRYP uniform3i)(GLint location, GLint x, GLint y, GLint z); + void (QGLF_APIENTRYP uniform3iv)(GLint location, GLsizei count, const GLint* v); + void (QGLF_APIENTRYP uniform4f)(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); + void (QGLF_APIENTRYP uniform4fv)(GLint location, GLsizei count, const GLfloat* v); + void (QGLF_APIENTRYP uniform4i)(GLint location, GLint x, GLint y, GLint z, GLint w); + void (QGLF_APIENTRYP uniform4iv)(GLint location, GLsizei count, const GLint* v); + void (QGLF_APIENTRYP uniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); + void (QGLF_APIENTRYP uniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); + void (QGLF_APIENTRYP uniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); + void (QGLF_APIENTRYP useProgram)(GLuint program); + void (QGLF_APIENTRYP validateProgram)(GLuint program); + void (QGLF_APIENTRYP vertexAttrib1f)(GLuint indx, GLfloat x); + void (QGLF_APIENTRYP vertexAttrib1fv)(GLuint indx, const GLfloat* values); + void (QGLF_APIENTRYP vertexAttrib2f)(GLuint indx, GLfloat x, GLfloat y); + void (QGLF_APIENTRYP vertexAttrib2fv)(GLuint indx, const GLfloat* values); + void (QGLF_APIENTRYP vertexAttrib3f)(GLuint indx, GLfloat x, GLfloat y, GLfloat z); + void (QGLF_APIENTRYP vertexAttrib3fv)(GLuint indx, const GLfloat* values); + void (QGLF_APIENTRYP vertexAttrib4f)(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); + void (QGLF_APIENTRYP vertexAttrib4fv)(GLuint indx, const GLfloat* values); + void (QGLF_APIENTRYP vertexAttribPointer)(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr); +#endif +}; + +inline void QGLFunctions::glActiveTexture(GLenum texture) +{ +#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2) + ::glActiveTexture(texture); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->activeTexture(texture); +#endif +} + +inline void QGLFunctions::glAttachShader(GLuint program, GLuint shader) +{ +#if defined(QT_OPENGL_ES_2) + ::glAttachShader(program, shader); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->attachShader(program, shader); +#endif +} + +inline void QGLFunctions::glBindAttribLocation(GLuint program, GLuint index, const char* name) +{ +#if defined(QT_OPENGL_ES_2) + ::glBindAttribLocation(program, index, name); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->bindAttribLocation(program, index, name); +#endif +} + +inline void QGLFunctions::glBindBuffer(GLenum target, GLuint buffer) +{ +#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2) + ::glBindBuffer(target, buffer); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->bindBuffer(target, buffer); +#endif +} + +inline void QGLFunctions::glBindFramebuffer(GLenum target, GLuint framebuffer) +{ +#if defined(QT_OPENGL_ES_2) + ::glBindFramebuffer(target, framebuffer); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->bindFramebuffer(target, framebuffer); +#endif +} + +inline void QGLFunctions::glBindRenderbuffer(GLenum target, GLuint renderbuffer) +{ +#if defined(QT_OPENGL_ES_2) + ::glBindRenderbuffer(target, renderbuffer); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->bindRenderbuffer(target, renderbuffer); +#endif +} + +inline void QGLFunctions::glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) +{ +#if defined(QT_OPENGL_ES_2) + ::glBlendColor(red, green, blue, alpha); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->blendColor(red, green, blue, alpha); +#endif +} + +inline void QGLFunctions::glBlendEquation(GLenum mode) +{ +#if defined(QT_OPENGL_ES_2) + ::glBlendEquation(mode); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->blendEquation(mode); +#endif +} + +inline void QGLFunctions::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) +{ +#if defined(QT_OPENGL_ES_2) + ::glBlendEquationSeparate(modeRGB, modeAlpha); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->blendEquationSeparate(modeRGB, modeAlpha); +#endif +} + +inline void QGLFunctions::glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) +{ +#if defined(QT_OPENGL_ES_2) + ::glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->blendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); +#endif +} + +inline void QGLFunctions::glBufferData(GLenum target, qgl_GLsizeiptr size, const void* data, GLenum usage) +{ +#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2) + ::glBufferData(target, size, data, usage); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->bufferData(target, size, data, usage); +#endif +} + +inline void QGLFunctions::glBufferSubData(GLenum target, qgl_GLintptr offset, qgl_GLsizeiptr size, const void* data) +{ +#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2) + ::glBufferSubData(target, offset, size, data); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->bufferSubData(target, offset, size, data); +#endif +} + +inline GLenum QGLFunctions::glCheckFramebufferStatus(GLenum target) +{ +#if defined(QT_OPENGL_ES_2) + return ::glCheckFramebufferStatus(target); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + return d_ptr->checkFramebufferStatus(target); +#endif +} + +inline void QGLFunctions::glClearDepthf(GLclampf depth) +{ +#ifndef QT_OPENGL_ES + ::glClearDepth(depth); +#else + ::glClearDepthf(depth); +#endif +} + +inline void QGLFunctions::glCompileShader(GLuint shader) +{ +#if defined(QT_OPENGL_ES_2) + ::glCompileShader(shader); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->compileShader(shader); +#endif +} + +inline void QGLFunctions::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data) +{ +#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2) + ::glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->compressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); +#endif +} + +inline void QGLFunctions::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) +{ +#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2) + ::glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->compressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); +#endif +} + +inline GLuint QGLFunctions::glCreateProgram() +{ +#if defined(QT_OPENGL_ES_2) + return ::glCreateProgram(); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + return d_ptr->createProgram(); +#endif +} + +inline GLuint QGLFunctions::glCreateShader(GLenum type) +{ +#if defined(QT_OPENGL_ES_2) + return ::glCreateShader(type); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + return d_ptr->createShader(type); +#endif +} + +inline void QGLFunctions::glDeleteBuffers(GLsizei n, const GLuint* buffers) +{ +#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2) + ::glDeleteBuffers(n, buffers); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->deleteBuffers(n, buffers); +#endif +} + +inline void QGLFunctions::glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) +{ +#if defined(QT_OPENGL_ES_2) + ::glDeleteFramebuffers(n, framebuffers); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->deleteFramebuffers(n, framebuffers); +#endif +} + +inline void QGLFunctions::glDeleteProgram(GLuint program) +{ +#if defined(QT_OPENGL_ES_2) + ::glDeleteProgram(program); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->deleteProgram(program); +#endif +} + +inline void QGLFunctions::glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) +{ +#if defined(QT_OPENGL_ES_2) + ::glDeleteRenderbuffers(n, renderbuffers); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->deleteRenderbuffers(n, renderbuffers); +#endif +} + +inline void QGLFunctions::glDeleteShader(GLuint shader) +{ +#if defined(QT_OPENGL_ES_2) + ::glDeleteShader(shader); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->deleteShader(shader); +#endif +} + +inline void QGLFunctions::glDepthRangef(GLclampf zNear, GLclampf zFar) +{ +#ifndef QT_OPENGL_ES + ::glDepthRange(zNear, zFar); +#else + ::glDepthRangef(zNear, zFar); +#endif +} + +inline void QGLFunctions::glDetachShader(GLuint program, GLuint shader) +{ +#if defined(QT_OPENGL_ES_2) + ::glDetachShader(program, shader); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->detachShader(program, shader); +#endif +} + +inline void QGLFunctions::glDisableVertexAttribArray(GLuint index) +{ +#if defined(QT_OPENGL_ES_2) + ::glDisableVertexAttribArray(index); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->disableVertexAttribArray(index); +#endif +} + +inline void QGLFunctions::glEnableVertexAttribArray(GLuint index) +{ +#if defined(QT_OPENGL_ES_2) + ::glEnableVertexAttribArray(index); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->enableVertexAttribArray(index); +#endif +} + +inline void QGLFunctions::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) +{ +#if defined(QT_OPENGL_ES_2) + ::glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->framebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); +#endif +} + +inline void QGLFunctions::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) +{ +#if defined(QT_OPENGL_ES_2) + ::glFramebufferTexture2D(target, attachment, textarget, texture, level); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->framebufferTexture2D(target, attachment, textarget, texture, level); +#endif +} + +inline void QGLFunctions::glGenBuffers(GLsizei n, GLuint* buffers) +{ +#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2) + ::glGenBuffers(n, buffers); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->genBuffers(n, buffers); +#endif +} + +inline void QGLFunctions::glGenerateMipmap(GLenum target) +{ +#if defined(QT_OPENGL_ES_2) + ::glGenerateMipmap(target); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->generateMipmap(target); +#endif +} + +inline void QGLFunctions::glGenFramebuffers(GLsizei n, GLuint* framebuffers) +{ +#if defined(QT_OPENGL_ES_2) + ::glGenFramebuffers(n, framebuffers); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->genFramebuffers(n, framebuffers); +#endif +} + +inline void QGLFunctions::glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) +{ +#if defined(QT_OPENGL_ES_2) + ::glGenRenderbuffers(n, renderbuffers); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->genRenderbuffers(n, renderbuffers); +#endif +} + +inline void QGLFunctions::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) +{ +#if defined(QT_OPENGL_ES_2) + ::glGetActiveAttrib(program, index, bufsize, length, size, type, name); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->getActiveAttrib(program, index, bufsize, length, size, type, name); +#endif +} + +inline void QGLFunctions::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) +{ +#if defined(QT_OPENGL_ES_2) + ::glGetActiveUniform(program, index, bufsize, length, size, type, name); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->getActiveUniform(program, index, bufsize, length, size, type, name); +#endif +} + +inline void QGLFunctions::glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) +{ +#if defined(QT_OPENGL_ES_2) + ::glGetAttachedShaders(program, maxcount, count, shaders); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->getAttachedShaders(program, maxcount, count, shaders); +#endif +} + +inline int QGLFunctions::glGetAttribLocation(GLuint program, const char* name) +{ +#if defined(QT_OPENGL_ES_2) + return ::glGetAttribLocation(program, name); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + return d_ptr->getAttribLocation(program, name); +#endif +} + +inline void QGLFunctions::glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) +{ +#if defined(QT_OPENGL_ES_2) + ::glGetBufferParameteriv(target, pname, params); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->getBufferParameteriv(target, pname, params); +#endif +} + +inline void QGLFunctions::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params) +{ +#if defined(QT_OPENGL_ES_2) + ::glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->getFramebufferAttachmentParameteriv(target, attachment, pname, params); +#endif +} + +inline void QGLFunctions::glGetProgramiv(GLuint program, GLenum pname, GLint* params) +{ +#if defined(QT_OPENGL_ES_2) + ::glGetProgramiv(program, pname, params); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->getProgramiv(program, pname, params); +#endif +} + +inline void QGLFunctions::glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) +{ +#if defined(QT_OPENGL_ES_2) + ::glGetProgramInfoLog(program, bufsize, length, infolog); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->getProgramInfoLog(program, bufsize, length, infolog); +#endif +} + +inline void QGLFunctions::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) +{ +#if defined(QT_OPENGL_ES_2) + ::glGetRenderbufferParameteriv(target, pname, params); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->getRenderbufferParameteriv(target, pname, params); +#endif +} + +inline void QGLFunctions::glGetShaderiv(GLuint shader, GLenum pname, GLint* params) +{ +#if defined(QT_OPENGL_ES_2) + ::glGetShaderiv(shader, pname, params); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->getShaderiv(shader, pname, params); +#endif +} + +inline void QGLFunctions::glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) +{ +#if defined(QT_OPENGL_ES_2) + ::glGetShaderInfoLog(shader, bufsize, length, infolog); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->getShaderInfoLog(shader, bufsize, length, infolog); +#endif +} + +inline void QGLFunctions::glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) +{ +#if defined(QT_OPENGL_ES_2) + ::glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->getShaderPrecisionFormat(shadertype, precisiontype, range, precision); +#endif +} + +inline void QGLFunctions::glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source) +{ +#if defined(QT_OPENGL_ES_2) + ::glGetShaderSource(shader, bufsize, length, source); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->getShaderSource(shader, bufsize, length, source); +#endif +} + +inline void QGLFunctions::glGetUniformfv(GLuint program, GLint location, GLfloat* params) +{ +#if defined(QT_OPENGL_ES_2) + ::glGetUniformfv(program, location, params); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->getUniformfv(program, location, params); +#endif +} + +inline void QGLFunctions::glGetUniformiv(GLuint program, GLint location, GLint* params) +{ +#if defined(QT_OPENGL_ES_2) + ::glGetUniformiv(program, location, params); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->getUniformiv(program, location, params); +#endif +} + +inline int QGLFunctions::glGetUniformLocation(GLuint program, const char* name) +{ +#if defined(QT_OPENGL_ES_2) + return ::glGetUniformLocation(program, name); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + return d_ptr->getUniformLocation(program, name); +#endif +} + +inline void QGLFunctions::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) +{ +#if defined(QT_OPENGL_ES_2) + ::glGetVertexAttribfv(index, pname, params); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->getVertexAttribfv(index, pname, params); +#endif +} + +inline void QGLFunctions::glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params) +{ +#if defined(QT_OPENGL_ES_2) + ::glGetVertexAttribiv(index, pname, params); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->getVertexAttribiv(index, pname, params); +#endif +} + +inline void QGLFunctions::glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer) +{ +#if defined(QT_OPENGL_ES_2) + ::glGetVertexAttribPointerv(index, pname, pointer); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->getVertexAttribPointerv(index, pname, pointer); +#endif +} + +inline GLboolean QGLFunctions::glIsBuffer(GLuint buffer) +{ +#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2) + return ::glIsBuffer(buffer); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + return d_ptr->isBuffer(buffer); +#endif +} + +inline GLboolean QGLFunctions::glIsFramebuffer(GLuint framebuffer) +{ +#if defined(QT_OPENGL_ES_2) + return ::glIsFramebuffer(framebuffer); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + return d_ptr->isFramebuffer(framebuffer); +#endif +} + +inline GLboolean QGLFunctions::glIsProgram(GLuint program) +{ +#if defined(QT_OPENGL_ES_2) + return ::glIsProgram(program); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + return d_ptr->isProgram(program); +#endif +} + +inline GLboolean QGLFunctions::glIsRenderbuffer(GLuint renderbuffer) +{ +#if defined(QT_OPENGL_ES_2) + return ::glIsRenderbuffer(renderbuffer); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + return d_ptr->isRenderbuffer(renderbuffer); +#endif +} + +inline GLboolean QGLFunctions::glIsShader(GLuint shader) +{ +#if defined(QT_OPENGL_ES_2) + return ::glIsShader(shader); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + return d_ptr->isShader(shader); +#endif +} + +inline void QGLFunctions::glLinkProgram(GLuint program) +{ +#if defined(QT_OPENGL_ES_2) + ::glLinkProgram(program); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->linkProgram(program); +#endif +} + +inline void QGLFunctions::glReleaseShaderCompiler() +{ +#if defined(QT_OPENGL_ES_2) + ::glReleaseShaderCompiler(); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->releaseShaderCompiler(); +#endif +} + +inline void QGLFunctions::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) +{ +#if defined(QT_OPENGL_ES_2) + ::glRenderbufferStorage(target, internalformat, width, height); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->renderbufferStorage(target, internalformat, width, height); +#endif +} + +inline void QGLFunctions::glSampleCoverage(GLclampf value, GLboolean invert) +{ +#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2) + ::glSampleCoverage(value, invert); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->sampleCoverage(value, invert); +#endif +} + +inline void QGLFunctions::glShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length) +{ +#if defined(QT_OPENGL_ES_2) + ::glShaderBinary(n, shaders, binaryformat, binary, length); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->shaderBinary(n, shaders, binaryformat, binary, length); +#endif +} + +inline void QGLFunctions::glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length) +{ +#if defined(QT_OPENGL_ES_2) + ::glShaderSource(shader, count, string, length); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->shaderSource(shader, count, string, length); +#endif +} + +inline void QGLFunctions::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) +{ +#if defined(QT_OPENGL_ES_2) + ::glStencilFuncSeparate(face, func, ref, mask); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->stencilFuncSeparate(face, func, ref, mask); +#endif +} + +inline void QGLFunctions::glStencilMaskSeparate(GLenum face, GLuint mask) +{ +#if defined(QT_OPENGL_ES_2) + ::glStencilMaskSeparate(face, mask); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->stencilMaskSeparate(face, mask); +#endif +} + +inline void QGLFunctions::glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) +{ +#if defined(QT_OPENGL_ES_2) + ::glStencilOpSeparate(face, fail, zfail, zpass); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->stencilOpSeparate(face, fail, zfail, zpass); +#endif +} + +inline void QGLFunctions::glUniform1f(GLint location, GLfloat x) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniform1f(location, x); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniform1f(location, x); +#endif +} + +inline void QGLFunctions::glUniform1fv(GLint location, GLsizei count, const GLfloat* v) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniform1fv(location, count, v); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniform1fv(location, count, v); +#endif +} + +inline void QGLFunctions::glUniform1i(GLint location, GLint x) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniform1i(location, x); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniform1i(location, x); +#endif +} + +inline void QGLFunctions::glUniform1iv(GLint location, GLsizei count, const GLint* v) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniform1iv(location, count, v); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniform1iv(location, count, v); +#endif +} + +inline void QGLFunctions::glUniform2f(GLint location, GLfloat x, GLfloat y) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniform2f(location, x, y); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniform2f(location, x, y); +#endif +} + +inline void QGLFunctions::glUniform2fv(GLint location, GLsizei count, const GLfloat* v) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniform2fv(location, count, v); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniform2fv(location, count, v); +#endif +} + +inline void QGLFunctions::glUniform2i(GLint location, GLint x, GLint y) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniform2i(location, x, y); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniform2i(location, x, y); +#endif +} + +inline void QGLFunctions::glUniform2iv(GLint location, GLsizei count, const GLint* v) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniform2iv(location, count, v); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniform2iv(location, count, v); +#endif +} + +inline void QGLFunctions::glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniform3f(location, x, y, z); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniform3f(location, x, y, z); +#endif +} + +inline void QGLFunctions::glUniform3fv(GLint location, GLsizei count, const GLfloat* v) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniform3fv(location, count, v); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniform3fv(location, count, v); +#endif +} + +inline void QGLFunctions::glUniform3i(GLint location, GLint x, GLint y, GLint z) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniform3i(location, x, y, z); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniform3i(location, x, y, z); +#endif +} + +inline void QGLFunctions::glUniform3iv(GLint location, GLsizei count, const GLint* v) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniform3iv(location, count, v); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniform3iv(location, count, v); +#endif +} + +inline void QGLFunctions::glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniform4f(location, x, y, z, w); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniform4f(location, x, y, z, w); +#endif +} + +inline void QGLFunctions::glUniform4fv(GLint location, GLsizei count, const GLfloat* v) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniform4fv(location, count, v); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniform4fv(location, count, v); +#endif +} + +inline void QGLFunctions::glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniform4i(location, x, y, z, w); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniform4i(location, x, y, z, w); +#endif +} + +inline void QGLFunctions::glUniform4iv(GLint location, GLsizei count, const GLint* v) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniform4iv(location, count, v); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniform4iv(location, count, v); +#endif +} + +inline void QGLFunctions::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniformMatrix2fv(location, count, transpose, value); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniformMatrix2fv(location, count, transpose, value); +#endif +} + +inline void QGLFunctions::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniformMatrix3fv(location, count, transpose, value); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniformMatrix3fv(location, count, transpose, value); +#endif +} + +inline void QGLFunctions::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) +{ +#if defined(QT_OPENGL_ES_2) + ::glUniformMatrix4fv(location, count, transpose, value); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->uniformMatrix4fv(location, count, transpose, value); +#endif +} + +inline void QGLFunctions::glUseProgram(GLuint program) +{ +#if defined(QT_OPENGL_ES_2) + ::glUseProgram(program); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->useProgram(program); +#endif +} + +inline void QGLFunctions::glValidateProgram(GLuint program) +{ +#if defined(QT_OPENGL_ES_2) + ::glValidateProgram(program); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->validateProgram(program); +#endif +} + +inline void QGLFunctions::glVertexAttrib1f(GLuint indx, GLfloat x) +{ +#if defined(QT_OPENGL_ES_2) + ::glVertexAttrib1f(indx, x); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->vertexAttrib1f(indx, x); +#endif +} + +inline void QGLFunctions::glVertexAttrib1fv(GLuint indx, const GLfloat* values) +{ +#if defined(QT_OPENGL_ES_2) + ::glVertexAttrib1fv(indx, values); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->vertexAttrib1fv(indx, values); +#endif +} + +inline void QGLFunctions::glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) +{ +#if defined(QT_OPENGL_ES_2) + ::glVertexAttrib2f(indx, x, y); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->vertexAttrib2f(indx, x, y); +#endif +} + +inline void QGLFunctions::glVertexAttrib2fv(GLuint indx, const GLfloat* values) +{ +#if defined(QT_OPENGL_ES_2) + ::glVertexAttrib2fv(indx, values); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->vertexAttrib2fv(indx, values); +#endif +} + +inline void QGLFunctions::glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) +{ +#if defined(QT_OPENGL_ES_2) + ::glVertexAttrib3f(indx, x, y, z); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->vertexAttrib3f(indx, x, y, z); +#endif +} + +inline void QGLFunctions::glVertexAttrib3fv(GLuint indx, const GLfloat* values) +{ +#if defined(QT_OPENGL_ES_2) + ::glVertexAttrib3fv(indx, values); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->vertexAttrib3fv(indx, values); +#endif +} + +inline void QGLFunctions::glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ +#if defined(QT_OPENGL_ES_2) + ::glVertexAttrib4f(indx, x, y, z, w); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->vertexAttrib4f(indx, x, y, z, w); +#endif +} + +inline void QGLFunctions::glVertexAttrib4fv(GLuint indx, const GLfloat* values) +{ +#if defined(QT_OPENGL_ES_2) + ::glVertexAttrib4fv(indx, values); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->vertexAttrib4fv(indx, values); +#endif +} + +inline void QGLFunctions::glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr) +{ +#if defined(QT_OPENGL_ES_2) + ::glVertexAttribPointer(indx, size, type, normalized, stride, ptr); +#else + Q_ASSERT(QGLFunctions::isInitialized(d_ptr)); + d_ptr->vertexAttribPointer(indx, size, type, normalized, stride, ptr); +#endif +} + +#ifndef GL_ACTIVE_ATTRIBUTE_MAX_LENGTH +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#endif +#ifndef GL_ACTIVE_ATTRIBUTES +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#endif +#ifndef GL_ACTIVE_TEXTURE +#define GL_ACTIVE_TEXTURE 0x84E0 +#endif +#ifndef GL_ACTIVE_UNIFORM_MAX_LENGTH +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#endif +#ifndef GL_ACTIVE_UNIFORMS +#define GL_ACTIVE_UNIFORMS 0x8B86 +#endif +#ifndef GL_ALIASED_LINE_WIDTH_RANGE +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#endif +#ifndef GL_ALIASED_POINT_SIZE_RANGE +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +#endif +#ifndef GL_ALPHA +#define GL_ALPHA 0x1906 +#endif +#ifndef GL_ALPHA_BITS +#define GL_ALPHA_BITS 0x0D55 +#endif +#ifndef GL_ALWAYS +#define GL_ALWAYS 0x0207 +#endif +#ifndef GL_ARRAY_BUFFER +#define GL_ARRAY_BUFFER 0x8892 +#endif +#ifndef GL_ARRAY_BUFFER_BINDING +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#endif +#ifndef GL_ATTACHED_SHADERS +#define GL_ATTACHED_SHADERS 0x8B85 +#endif +#ifndef GL_BACK +#define GL_BACK 0x0405 +#endif +#ifndef GL_BLEND +#define GL_BLEND 0x0BE2 +#endif +#ifndef GL_BLEND_COLOR +#define GL_BLEND_COLOR 0x8005 +#endif +#ifndef GL_BLEND_DST_ALPHA +#define GL_BLEND_DST_ALPHA 0x80CA +#endif +#ifndef GL_BLEND_DST_RGB +#define GL_BLEND_DST_RGB 0x80C8 +#endif +#ifndef GL_BLEND_EQUATION +#define GL_BLEND_EQUATION 0x8009 +#endif +#ifndef GL_BLEND_EQUATION_ALPHA +#define GL_BLEND_EQUATION_ALPHA 0x883D +#endif +#ifndef GL_BLEND_EQUATION_RGB +#define GL_BLEND_EQUATION_RGB 0x8009 +#endif +#ifndef GL_BLEND_SRC_ALPHA +#define GL_BLEND_SRC_ALPHA 0x80CB +#endif +#ifndef GL_BLEND_SRC_RGB +#define GL_BLEND_SRC_RGB 0x80C9 +#endif +#ifndef GL_BLUE_BITS +#define GL_BLUE_BITS 0x0D54 +#endif +#ifndef GL_BOOL +#define GL_BOOL 0x8B56 +#endif +#ifndef GL_BOOL_VEC2 +#define GL_BOOL_VEC2 0x8B57 +#endif +#ifndef GL_BOOL_VEC3 +#define GL_BOOL_VEC3 0x8B58 +#endif +#ifndef GL_BOOL_VEC4 +#define GL_BOOL_VEC4 0x8B59 +#endif +#ifndef GL_BUFFER_SIZE +#define GL_BUFFER_SIZE 0x8764 +#endif +#ifndef GL_BUFFER_USAGE +#define GL_BUFFER_USAGE 0x8765 +#endif +#ifndef GL_BYTE +#define GL_BYTE 0x1400 +#endif +#ifndef GL_CCW +#define GL_CCW 0x0901 +#endif +#ifndef GL_CLAMP_TO_EDGE +#define GL_CLAMP_TO_EDGE 0x812F +#endif +#ifndef GL_COLOR_ATTACHMENT0 +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#endif +#ifndef GL_COLOR_BUFFER_BIT +#define GL_COLOR_BUFFER_BIT 0x00004000 +#endif +#ifndef GL_COLOR_CLEAR_VALUE +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#endif +#ifndef GL_COLOR_WRITEMASK +#define GL_COLOR_WRITEMASK 0x0C23 +#endif +#ifndef GL_COMPILE_STATUS +#define GL_COMPILE_STATUS 0x8B81 +#endif +#ifndef GL_COMPRESSED_TEXTURE_FORMATS +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +#endif +#ifndef GL_CONSTANT_ALPHA +#define GL_CONSTANT_ALPHA 0x8003 +#endif +#ifndef GL_CONSTANT_COLOR +#define GL_CONSTANT_COLOR 0x8001 +#endif +#ifndef GL_CULL_FACE +#define GL_CULL_FACE 0x0B44 +#endif +#ifndef GL_CULL_FACE_MODE +#define GL_CULL_FACE_MODE 0x0B45 +#endif +#ifndef GL_CURRENT_PROGRAM +#define GL_CURRENT_PROGRAM 0x8B8D +#endif +#ifndef GL_CURRENT_VERTEX_ATTRIB +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#endif +#ifndef GL_CW +#define GL_CW 0x0900 +#endif +#ifndef GL_DECR +#define GL_DECR 0x1E03 +#endif +#ifndef GL_DECR_WRAP +#define GL_DECR_WRAP 0x8508 +#endif +#ifndef GL_DELETE_STATUS +#define GL_DELETE_STATUS 0x8B80 +#endif +#ifndef GL_DEPTH_ATTACHMENT +#define GL_DEPTH_ATTACHMENT 0x8D00 +#endif +#ifndef GL_DEPTH_BITS +#define GL_DEPTH_BITS 0x0D56 +#endif +#ifndef GL_DEPTH_BUFFER_BIT +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#endif +#ifndef GL_DEPTH_CLEAR_VALUE +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#endif +#ifndef GL_DEPTH_COMPONENT +#define GL_DEPTH_COMPONENT 0x1902 +#endif +#ifndef GL_DEPTH_COMPONENT16 +#define GL_DEPTH_COMPONENT16 0x81A5 +#endif +#ifndef GL_DEPTH_FUNC +#define GL_DEPTH_FUNC 0x0B74 +#endif +#ifndef GL_DEPTH_RANGE +#define GL_DEPTH_RANGE 0x0B70 +#endif +#ifndef GL_DEPTH_TEST +#define GL_DEPTH_TEST 0x0B71 +#endif +#ifndef GL_DEPTH_WRITEMASK +#define GL_DEPTH_WRITEMASK 0x0B72 +#endif +#ifndef GL_DITHER +#define GL_DITHER 0x0BD0 +#endif +#ifndef GL_DONT_CARE +#define GL_DONT_CARE 0x1100 +#endif +#ifndef GL_DST_ALPHA +#define GL_DST_ALPHA 0x0304 +#endif +#ifndef GL_DST_COLOR +#define GL_DST_COLOR 0x0306 +#endif +#ifndef GL_DYNAMIC_DRAW +#define GL_DYNAMIC_DRAW 0x88E8 +#endif +#ifndef GL_ELEMENT_ARRAY_BUFFER +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#endif +#ifndef GL_ELEMENT_ARRAY_BUFFER_BINDING +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#endif +#ifndef GL_EQUAL +#define GL_EQUAL 0x0202 +#endif +#ifndef GL_EXTENSIONS +#define GL_EXTENSIONS 0x1F03 +#endif +#ifndef GL_FALSE +#define GL_FALSE 0 +#endif +#ifndef GL_FASTEST +#define GL_FASTEST 0x1101 +#endif +#ifndef GL_FIXED +#define GL_FIXED 0x140C +#endif +#ifndef GL_FLOAT +#define GL_FLOAT 0x1406 +#endif +#ifndef GL_FLOAT_MAT2 +#define GL_FLOAT_MAT2 0x8B5A +#endif +#ifndef GL_FLOAT_MAT3 +#define GL_FLOAT_MAT3 0x8B5B +#endif +#ifndef GL_FLOAT_MAT4 +#define GL_FLOAT_MAT4 0x8B5C +#endif +#ifndef GL_FLOAT_VEC2 +#define GL_FLOAT_VEC2 0x8B50 +#endif +#ifndef GL_FLOAT_VEC3 +#define GL_FLOAT_VEC3 0x8B51 +#endif +#ifndef GL_FLOAT_VEC4 +#define GL_FLOAT_VEC4 0x8B52 +#endif +#ifndef GL_FRAGMENT_SHADER +#define GL_FRAGMENT_SHADER 0x8B30 +#endif +#ifndef GL_FRAMEBUFFER +#define GL_FRAMEBUFFER 0x8D40 +#endif +#ifndef GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 +#endif +#ifndef GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 +#endif +#ifndef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 +#endif +#ifndef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 +#endif +#ifndef GL_FRAMEBUFFER_BINDING +#define GL_FRAMEBUFFER_BINDING 0x8CA6 +#endif +#ifndef GL_FRAMEBUFFER_COMPLETE +#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 +#endif +#ifndef GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 +#endif +#ifndef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS +#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9 +#endif +#ifndef GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 +#endif +#ifndef GL_FRAMEBUFFER_UNSUPPORTED +#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD +#endif +#ifndef GL_FRONT +#define GL_FRONT 0x0404 +#endif +#ifndef GL_FRONT_AND_BACK +#define GL_FRONT_AND_BACK 0x0408 +#endif +#ifndef GL_FRONT_FACE +#define GL_FRONT_FACE 0x0B46 +#endif +#ifndef GL_FUNC_ADD +#define GL_FUNC_ADD 0x8006 +#endif +#ifndef GL_FUNC_REVERSE_SUBTRACT +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#endif +#ifndef GL_FUNC_SUBTRACT +#define GL_FUNC_SUBTRACT 0x800A +#endif +#ifndef GL_GENERATE_MIPMAP_HINT +#define GL_GENERATE_MIPMAP_HINT 0x8192 +#endif +#ifndef GL_GEQUAL +#define GL_GEQUAL 0x0206 +#endif +#ifndef GL_GREATER +#define GL_GREATER 0x0204 +#endif +#ifndef GL_GREEN_BITS +#define GL_GREEN_BITS 0x0D53 +#endif +#ifndef GL_HIGH_FLOAT +#define GL_HIGH_FLOAT 0x8DF2 +#endif +#ifndef GL_HIGH_INT +#define GL_HIGH_INT 0x8DF5 +#endif +#ifndef GL_IMPLEMENTATION_COLOR_READ_FORMAT +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B +#endif +#ifndef GL_IMPLEMENTATION_COLOR_READ_TYPE +#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A +#endif +#ifndef GL_INCR +#define GL_INCR 0x1E02 +#endif +#ifndef GL_INCR_WRAP +#define GL_INCR_WRAP 0x8507 +#endif +#ifndef GL_INFO_LOG_LENGTH +#define GL_INFO_LOG_LENGTH 0x8B84 +#endif +#ifndef GL_INT +#define GL_INT 0x1404 +#endif +#ifndef GL_INT_VEC2 +#define GL_INT_VEC2 0x8B53 +#endif +#ifndef GL_INT_VEC3 +#define GL_INT_VEC3 0x8B54 +#endif +#ifndef GL_INT_VEC4 +#define GL_INT_VEC4 0x8B55 +#endif +#ifndef GL_INVALID_ENUM +#define GL_INVALID_ENUM 0x0500 +#endif +#ifndef GL_INVALID_FRAMEBUFFER_OPERATION +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 +#endif +#ifndef GL_INVALID_OPERATION +#define GL_INVALID_OPERATION 0x0502 +#endif +#ifndef GL_INVALID_VALUE +#define GL_INVALID_VALUE 0x0501 +#endif +#ifndef GL_INVERT +#define GL_INVERT 0x150A +#endif +#ifndef GL_KEEP +#define GL_KEEP 0x1E00 +#endif +#ifndef GL_LEQUAL +#define GL_LEQUAL 0x0203 +#endif +#ifndef GL_LESS +#define GL_LESS 0x0201 +#endif +#ifndef GL_LINEAR +#define GL_LINEAR 0x2601 +#endif +#ifndef GL_LINEAR_MIPMAP_LINEAR +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 +#endif +#ifndef GL_LINEAR_MIPMAP_NEAREST +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#endif +#ifndef GL_LINE_LOOP +#define GL_LINE_LOOP 0x0002 +#endif +#ifndef GL_LINES +#define GL_LINES 0x0001 +#endif +#ifndef GL_LINE_STRIP +#define GL_LINE_STRIP 0x0003 +#endif +#ifndef GL_LINE_WIDTH +#define GL_LINE_WIDTH 0x0B21 +#endif +#ifndef GL_LINK_STATUS +#define GL_LINK_STATUS 0x8B82 +#endif +#ifndef GL_LOW_FLOAT +#define GL_LOW_FLOAT 0x8DF0 +#endif +#ifndef GL_LOW_INT +#define GL_LOW_INT 0x8DF3 +#endif +#ifndef GL_LUMINANCE +#define GL_LUMINANCE 0x1909 +#endif +#ifndef GL_LUMINANCE_ALPHA +#define GL_LUMINANCE_ALPHA 0x190A +#endif +#ifndef GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#endif +#ifndef GL_MAX_CUBE_MAP_TEXTURE_SIZE +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +#endif +#ifndef GL_MAX_FRAGMENT_UNIFORM_VECTORS +#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD +#endif +#ifndef GL_MAX_RENDERBUFFER_SIZE +#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 +#endif +#ifndef GL_MAX_TEXTURE_IMAGE_UNITS +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#endif +#ifndef GL_MAX_TEXTURE_SIZE +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#endif +#ifndef GL_MAX_VARYING_VECTORS +#define GL_MAX_VARYING_VECTORS 0x8DFC +#endif +#ifndef GL_MAX_VERTEX_ATTRIBS +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#endif +#ifndef GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#endif +#ifndef GL_MAX_VERTEX_UNIFORM_VECTORS +#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB +#endif +#ifndef GL_MAX_VIEWPORT_DIMS +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#endif +#ifndef GL_MEDIUM_FLOAT +#define GL_MEDIUM_FLOAT 0x8DF1 +#endif +#ifndef GL_MEDIUM_INT +#define GL_MEDIUM_INT 0x8DF4 +#endif +#ifndef GL_MIRRORED_REPEAT +#define GL_MIRRORED_REPEAT 0x8370 +#endif +#ifndef GL_NEAREST +#define GL_NEAREST 0x2600 +#endif +#ifndef GL_NEAREST_MIPMAP_LINEAR +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#endif +#ifndef GL_NEAREST_MIPMAP_NEAREST +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#endif +#ifndef GL_NEVER +#define GL_NEVER 0x0200 +#endif +#ifndef GL_NICEST +#define GL_NICEST 0x1102 +#endif +#ifndef GL_NO_ERROR +#define GL_NO_ERROR 0 +#endif +#ifndef GL_NONE +#define GL_NONE 0 +#endif +#ifndef GL_NOTEQUAL +#define GL_NOTEQUAL 0x0205 +#endif +#ifndef GL_NUM_COMPRESSED_TEXTURE_FORMATS +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#endif +#ifndef GL_NUM_SHADER_BINARY_FORMATS +#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 +#endif +#ifndef GL_ONE +#define GL_ONE 1 +#endif +#ifndef GL_ONE_MINUS_CONSTANT_ALPHA +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#endif +#ifndef GL_ONE_MINUS_CONSTANT_COLOR +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#endif +#ifndef GL_ONE_MINUS_DST_ALPHA +#define GL_ONE_MINUS_DST_ALPHA 0x0305 +#endif +#ifndef GL_ONE_MINUS_DST_COLOR +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#endif +#ifndef GL_ONE_MINUS_SRC_ALPHA +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#endif +#ifndef GL_ONE_MINUS_SRC_COLOR +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#endif +#ifndef GL_OUT_OF_MEMORY +#define GL_OUT_OF_MEMORY 0x0505 +#endif +#ifndef GL_PACK_ALIGNMENT +#define GL_PACK_ALIGNMENT 0x0D05 +#endif +#ifndef GL_POINTS +#define GL_POINTS 0x0000 +#endif +#ifndef GL_POLYGON_OFFSET_FACTOR +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#endif +#ifndef GL_POLYGON_OFFSET_FILL +#define GL_POLYGON_OFFSET_FILL 0x8037 +#endif +#ifndef GL_POLYGON_OFFSET_UNITS +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#endif +#ifndef GL_RED_BITS +#define GL_RED_BITS 0x0D52 +#endif +#ifndef GL_RENDERBUFFER +#define GL_RENDERBUFFER 0x8D41 +#endif +#ifndef GL_RENDERBUFFER_ALPHA_SIZE +#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 +#endif +#ifndef GL_RENDERBUFFER_BINDING +#define GL_RENDERBUFFER_BINDING 0x8CA7 +#endif +#ifndef GL_RENDERBUFFER_BLUE_SIZE +#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 +#endif +#ifndef GL_RENDERBUFFER_DEPTH_SIZE +#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 +#endif +#ifndef GL_RENDERBUFFER_GREEN_SIZE +#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 +#endif +#ifndef GL_RENDERBUFFER_HEIGHT +#define GL_RENDERBUFFER_HEIGHT 0x8D43 +#endif +#ifndef GL_RENDERBUFFER_INTERNAL_FORMAT +#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 +#endif +#ifndef GL_RENDERBUFFER_RED_SIZE +#define GL_RENDERBUFFER_RED_SIZE 0x8D50 +#endif +#ifndef GL_RENDERBUFFER_STENCIL_SIZE +#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 +#endif +#ifndef GL_RENDERBUFFER_WIDTH +#define GL_RENDERBUFFER_WIDTH 0x8D42 +#endif +#ifndef GL_RENDERER +#define GL_RENDERER 0x1F01 +#endif +#ifndef GL_REPEAT +#define GL_REPEAT 0x2901 +#endif +#ifndef GL_REPLACE +#define GL_REPLACE 0x1E01 +#endif +#ifndef GL_RGB +#define GL_RGB 0x1907 +#endif +#ifndef GL_RGB565 +#define GL_RGB565 0x8D62 +#endif +#ifndef GL_RGB5_A1 +#define GL_RGB5_A1 0x8057 +#endif +#ifndef GL_RGBA +#define GL_RGBA 0x1908 +#endif +#ifndef GL_RGBA4 +#define GL_RGBA4 0x8056 +#endif +#ifndef GL_SAMPLE_ALPHA_TO_COVERAGE +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#endif +#ifndef GL_SAMPLE_BUFFERS +#define GL_SAMPLE_BUFFERS 0x80A8 +#endif +#ifndef GL_SAMPLE_COVERAGE +#define GL_SAMPLE_COVERAGE 0x80A0 +#endif +#ifndef GL_SAMPLE_COVERAGE_INVERT +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#endif +#ifndef GL_SAMPLE_COVERAGE_VALUE +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#endif +#ifndef GL_SAMPLER_2D +#define GL_SAMPLER_2D 0x8B5E +#endif +#ifndef GL_SAMPLER_CUBE +#define GL_SAMPLER_CUBE 0x8B60 +#endif +#ifndef GL_SAMPLES +#define GL_SAMPLES 0x80A9 +#endif +#ifndef GL_SCISSOR_BOX +#define GL_SCISSOR_BOX 0x0C10 +#endif +#ifndef GL_SCISSOR_TEST +#define GL_SCISSOR_TEST 0x0C11 +#endif +#ifndef GL_SHADER_BINARY_FORMATS +#define GL_SHADER_BINARY_FORMATS 0x8DF8 +#endif +#ifndef GL_SHADER_COMPILER +#define GL_SHADER_COMPILER 0x8DFA +#endif +#ifndef GL_SHADER_SOURCE_LENGTH +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#endif +#ifndef GL_SHADER_TYPE +#define GL_SHADER_TYPE 0x8B4F +#endif +#ifndef GL_SHADING_LANGUAGE_VERSION +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#endif +#ifndef GL_SHORT +#define GL_SHORT 0x1402 +#endif +#ifndef GL_SRC_ALPHA +#define GL_SRC_ALPHA 0x0302 +#endif +#ifndef GL_SRC_ALPHA_SATURATE +#define GL_SRC_ALPHA_SATURATE 0x0308 +#endif +#ifndef GL_SRC_COLOR +#define GL_SRC_COLOR 0x0300 +#endif +#ifndef GL_STATIC_DRAW +#define GL_STATIC_DRAW 0x88E4 +#endif +#ifndef GL_STENCIL_ATTACHMENT +#define GL_STENCIL_ATTACHMENT 0x8D20 +#endif +#ifndef GL_STENCIL_BACK_FAIL +#define GL_STENCIL_BACK_FAIL 0x8801 +#endif +#ifndef GL_STENCIL_BACK_FUNC +#define GL_STENCIL_BACK_FUNC 0x8800 +#endif +#ifndef GL_STENCIL_BACK_PASS_DEPTH_FAIL +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#endif +#ifndef GL_STENCIL_BACK_PASS_DEPTH_PASS +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#endif +#ifndef GL_STENCIL_BACK_REF +#define GL_STENCIL_BACK_REF 0x8CA3 +#endif +#ifndef GL_STENCIL_BACK_VALUE_MASK +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#endif +#ifndef GL_STENCIL_BACK_WRITEMASK +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 +#endif +#ifndef GL_STENCIL_BITS +#define GL_STENCIL_BITS 0x0D57 +#endif +#ifndef GL_STENCIL_BUFFER_BIT +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#endif +#ifndef GL_STENCIL_CLEAR_VALUE +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#endif +#ifndef GL_STENCIL_FAIL +#define GL_STENCIL_FAIL 0x0B94 +#endif +#ifndef GL_STENCIL_FUNC +#define GL_STENCIL_FUNC 0x0B92 +#endif +#ifndef GL_STENCIL_INDEX +#define GL_STENCIL_INDEX 0x1901 +#endif +#ifndef GL_STENCIL_INDEX8 +#define GL_STENCIL_INDEX8 0x8D48 +#endif +#ifndef GL_STENCIL_PASS_DEPTH_FAIL +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#endif +#ifndef GL_STENCIL_PASS_DEPTH_PASS +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#endif +#ifndef GL_STENCIL_REF +#define GL_STENCIL_REF 0x0B97 +#endif +#ifndef GL_STENCIL_TEST +#define GL_STENCIL_TEST 0x0B90 +#endif +#ifndef GL_STENCIL_VALUE_MASK +#define GL_STENCIL_VALUE_MASK 0x0B93 +#endif +#ifndef GL_STENCIL_WRITEMASK +#define GL_STENCIL_WRITEMASK 0x0B98 +#endif +#ifndef GL_STREAM_DRAW +#define GL_STREAM_DRAW 0x88E0 +#endif +#ifndef GL_SUBPIXEL_BITS +#define GL_SUBPIXEL_BITS 0x0D50 +#endif +#ifndef GL_TEXTURE0 +#define GL_TEXTURE0 0x84C0 +#endif +#ifndef GL_TEXTURE +#define GL_TEXTURE 0x1702 +#endif +#ifndef GL_TEXTURE10 +#define GL_TEXTURE10 0x84CA +#endif +#ifndef GL_TEXTURE1 +#define GL_TEXTURE1 0x84C1 +#endif +#ifndef GL_TEXTURE11 +#define GL_TEXTURE11 0x84CB +#endif +#ifndef GL_TEXTURE12 +#define GL_TEXTURE12 0x84CC +#endif +#ifndef GL_TEXTURE13 +#define GL_TEXTURE13 0x84CD +#endif +#ifndef GL_TEXTURE14 +#define GL_TEXTURE14 0x84CE +#endif +#ifndef GL_TEXTURE15 +#define GL_TEXTURE15 0x84CF +#endif +#ifndef GL_TEXTURE16 +#define GL_TEXTURE16 0x84D0 +#endif +#ifndef GL_TEXTURE17 +#define GL_TEXTURE17 0x84D1 +#endif +#ifndef GL_TEXTURE18 +#define GL_TEXTURE18 0x84D2 +#endif +#ifndef GL_TEXTURE19 +#define GL_TEXTURE19 0x84D3 +#endif +#ifndef GL_TEXTURE20 +#define GL_TEXTURE20 0x84D4 +#endif +#ifndef GL_TEXTURE2 +#define GL_TEXTURE2 0x84C2 +#endif +#ifndef GL_TEXTURE21 +#define GL_TEXTURE21 0x84D5 +#endif +#ifndef GL_TEXTURE22 +#define GL_TEXTURE22 0x84D6 +#endif +#ifndef GL_TEXTURE23 +#define GL_TEXTURE23 0x84D7 +#endif +#ifndef GL_TEXTURE24 +#define GL_TEXTURE24 0x84D8 +#endif +#ifndef GL_TEXTURE25 +#define GL_TEXTURE25 0x84D9 +#endif +#ifndef GL_TEXTURE26 +#define GL_TEXTURE26 0x84DA +#endif +#ifndef GL_TEXTURE27 +#define GL_TEXTURE27 0x84DB +#endif +#ifndef GL_TEXTURE28 +#define GL_TEXTURE28 0x84DC +#endif +#ifndef GL_TEXTURE29 +#define GL_TEXTURE29 0x84DD +#endif +#ifndef GL_TEXTURE_2D +#define GL_TEXTURE_2D 0x0DE1 +#endif +#ifndef GL_TEXTURE30 +#define GL_TEXTURE30 0x84DE +#endif +#ifndef GL_TEXTURE3 +#define GL_TEXTURE3 0x84C3 +#endif +#ifndef GL_TEXTURE31 +#define GL_TEXTURE31 0x84DF +#endif +#ifndef GL_TEXTURE4 +#define GL_TEXTURE4 0x84C4 +#endif +#ifndef GL_TEXTURE5 +#define GL_TEXTURE5 0x84C5 +#endif +#ifndef GL_TEXTURE6 +#define GL_TEXTURE6 0x84C6 +#endif +#ifndef GL_TEXTURE7 +#define GL_TEXTURE7 0x84C7 +#endif +#ifndef GL_TEXTURE8 +#define GL_TEXTURE8 0x84C8 +#endif +#ifndef GL_TEXTURE9 +#define GL_TEXTURE9 0x84C9 +#endif +#ifndef GL_TEXTURE_BINDING_2D +#define GL_TEXTURE_BINDING_2D 0x8069 +#endif +#ifndef GL_TEXTURE_BINDING_CUBE_MAP +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#endif +#ifndef GL_TEXTURE_CUBE_MAP +#define GL_TEXTURE_CUBE_MAP 0x8513 +#endif +#ifndef GL_TEXTURE_CUBE_MAP_NEGATIVE_X +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#endif +#ifndef GL_TEXTURE_CUBE_MAP_NEGATIVE_Y +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#endif +#ifndef GL_TEXTURE_CUBE_MAP_NEGATIVE_Z +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#endif +#ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_X +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#endif +#ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_Y +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#endif +#ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_Z +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#endif +#ifndef GL_TEXTURE_MAG_FILTER +#define GL_TEXTURE_MAG_FILTER 0x2800 +#endif +#ifndef GL_TEXTURE_MIN_FILTER +#define GL_TEXTURE_MIN_FILTER 0x2801 +#endif +#ifndef GL_TEXTURE_WRAP_S +#define GL_TEXTURE_WRAP_S 0x2802 +#endif +#ifndef GL_TEXTURE_WRAP_T +#define GL_TEXTURE_WRAP_T 0x2803 +#endif +#ifndef GL_TRIANGLE_FAN +#define GL_TRIANGLE_FAN 0x0006 +#endif +#ifndef GL_TRIANGLES +#define GL_TRIANGLES 0x0004 +#endif +#ifndef GL_TRIANGLE_STRIP +#define GL_TRIANGLE_STRIP 0x0005 +#endif +#ifndef GL_TRUE +#define GL_TRUE 1 +#endif +#ifndef GL_UNPACK_ALIGNMENT +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#endif +#ifndef GL_UNSIGNED_BYTE +#define GL_UNSIGNED_BYTE 0x1401 +#endif +#ifndef GL_UNSIGNED_INT +#define GL_UNSIGNED_INT 0x1405 +#endif +#ifndef GL_UNSIGNED_SHORT +#define GL_UNSIGNED_SHORT 0x1403 +#endif +#ifndef GL_UNSIGNED_SHORT_4_4_4_4 +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#endif +#ifndef GL_UNSIGNED_SHORT_5_5_5_1 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#endif +#ifndef GL_UNSIGNED_SHORT_5_6_5 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#endif +#ifndef GL_VALIDATE_STATUS +#define GL_VALIDATE_STATUS 0x8B83 +#endif +#ifndef GL_VENDOR +#define GL_VENDOR 0x1F00 +#endif +#ifndef GL_VERSION +#define GL_VERSION 0x1F02 +#endif +#ifndef GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F +#endif +#ifndef GL_VERTEX_ATTRIB_ARRAY_ENABLED +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#endif +#ifndef GL_VERTEX_ATTRIB_ARRAY_NORMALIZED +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#endif +#ifndef GL_VERTEX_ATTRIB_ARRAY_POINTER +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#endif +#ifndef GL_VERTEX_ATTRIB_ARRAY_SIZE +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#endif +#ifndef GL_VERTEX_ATTRIB_ARRAY_STRIDE +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#endif +#ifndef GL_VERTEX_ATTRIB_ARRAY_TYPE +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#endif +#ifndef GL_VERTEX_SHADER +#define GL_VERTEX_SHADER 0x8B31 +#endif +#ifndef GL_VIEWPORT +#define GL_VIEWPORT 0x0BA2 +#endif +#ifndef GL_ZERO +#define GL_ZERO 0 +#endif + +QT_END_NAMESPACE + +QT_END_HEADER + +#endif |