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+/****************************************************************************
+**
+** 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