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1689 lines
49 KiB
C++
1689 lines
49 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the QtOpenGL module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 3 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL3 included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 3 requirements
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** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 2.0 or (at your option) the GNU General
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** Public license version 3 or any later version approved by the KDE Free
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** Qt Foundation. The licenses are as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-2.0.html and
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** https://www.gnu.org/licenses/gpl-3.0.html.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#ifndef QGLFUNCTIONS_H
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#define QGLFUNCTIONS_H
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#include <QtOpenGL/qgl.h>
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#include <QtGui/qopenglcontext.h>
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#include <QtGui/qopenglfunctions.h>
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QT_BEGIN_NAMESPACE
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struct QGLFunctionsPrivate;
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class Q_OPENGL_EXPORT QGLFunctions
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{
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public:
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QGLFunctions();
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explicit QGLFunctions(const QGLContext *context);
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~QGLFunctions() {}
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enum OpenGLFeature
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{
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Multitexture = 0x0001,
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Shaders = 0x0002,
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Buffers = 0x0004,
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Framebuffers = 0x0008,
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BlendColor = 0x0010,
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BlendEquation = 0x0020,
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BlendEquationSeparate = 0x0040,
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BlendFuncSeparate = 0x0080,
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BlendSubtract = 0x0100,
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CompressedTextures = 0x0200,
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Multisample = 0x0400,
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StencilSeparate = 0x0800,
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NPOTTextures = 0x1000
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};
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Q_DECLARE_FLAGS(OpenGLFeatures, OpenGLFeature)
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QGLFunctions::OpenGLFeatures openGLFeatures() const;
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bool hasOpenGLFeature(QGLFunctions::OpenGLFeature feature) const;
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void initializeGLFunctions(const QGLContext *context = nullptr);
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void glActiveTexture(GLenum texture);
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void glAttachShader(GLuint program, GLuint shader);
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void glBindAttribLocation(GLuint program, GLuint index, const char* name);
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void glBindBuffer(GLenum target, GLuint buffer);
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void glBindFramebuffer(GLenum target, GLuint framebuffer);
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void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
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void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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void glBlendEquation(GLenum mode);
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void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
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void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
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void glBufferData(GLenum target, qopengl_GLsizeiptr size, const void* data, GLenum usage);
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void glBufferSubData(GLenum target, qopengl_GLintptr offset, qopengl_GLsizeiptr size, const void* data);
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GLenum glCheckFramebufferStatus(GLenum target);
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void glClearDepthf(GLclampf depth);
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void glCompileShader(GLuint shader);
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void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data);
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void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data);
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GLuint glCreateProgram();
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GLuint glCreateShader(GLenum type);
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void glDeleteBuffers(GLsizei n, const GLuint* buffers);
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void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers);
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void glDeleteProgram(GLuint program);
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void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers);
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void glDeleteShader(GLuint shader);
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void glDepthRangef(GLclampf zNear, GLclampf zFar);
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void glDetachShader(GLuint program, GLuint shader);
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void glDisableVertexAttribArray(GLuint index);
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void glEnableVertexAttribArray(GLuint index);
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void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
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void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
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void glGenBuffers(GLsizei n, GLuint* buffers);
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void glGenerateMipmap(GLenum target);
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void glGenFramebuffers(GLsizei n, GLuint* framebuffers);
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void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers);
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void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
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void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
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void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
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int glGetAttribLocation(GLuint program, const char* name);
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void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params);
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void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params);
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void glGetProgramiv(GLuint program, GLenum pname, GLint* params);
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void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog);
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void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params);
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void glGetShaderiv(GLuint shader, GLenum pname, GLint* params);
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void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog);
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void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
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void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source);
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void glGetUniformfv(GLuint program, GLint location, GLfloat* params);
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void glGetUniformiv(GLuint program, GLint location, GLint* params);
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int glGetUniformLocation(GLuint program, const char* name);
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void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
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void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
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void glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer);
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GLboolean glIsBuffer(GLuint buffer);
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GLboolean glIsFramebuffer(GLuint framebuffer);
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GLboolean glIsProgram(GLuint program);
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GLboolean glIsRenderbuffer(GLuint renderbuffer);
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GLboolean glIsShader(GLuint shader);
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void glLinkProgram(GLuint program);
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void glReleaseShaderCompiler();
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void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
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void glSampleCoverage(GLclampf value, GLboolean invert);
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void glShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length);
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void glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length);
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void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
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void glStencilMaskSeparate(GLenum face, GLuint mask);
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void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
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void glUniform1f(GLint location, GLfloat x);
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void glUniform1fv(GLint location, GLsizei count, const GLfloat* v);
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void glUniform1i(GLint location, GLint x);
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void glUniform1iv(GLint location, GLsizei count, const GLint* v);
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void glUniform2f(GLint location, GLfloat x, GLfloat y);
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void glUniform2fv(GLint location, GLsizei count, const GLfloat* v);
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void glUniform2i(GLint location, GLint x, GLint y);
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void glUniform2iv(GLint location, GLsizei count, const GLint* v);
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void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z);
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void glUniform3fv(GLint location, GLsizei count, const GLfloat* v);
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void glUniform3i(GLint location, GLint x, GLint y, GLint z);
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void glUniform3iv(GLint location, GLsizei count, const GLint* v);
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void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void glUniform4fv(GLint location, GLsizei count, const GLfloat* v);
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void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w);
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void glUniform4iv(GLint location, GLsizei count, const GLint* v);
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void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void glUseProgram(GLuint program);
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void glValidateProgram(GLuint program);
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void glVertexAttrib1f(GLuint indx, GLfloat x);
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void glVertexAttrib1fv(GLuint indx, const GLfloat* values);
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void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
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void glVertexAttrib2fv(GLuint indx, const GLfloat* values);
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void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
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void glVertexAttrib3fv(GLuint indx, const GLfloat* values);
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void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void glVertexAttrib4fv(GLuint indx, const GLfloat* values);
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void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr);
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private:
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QGLFunctionsPrivate *d_ptr;
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static bool isInitialized(const QGLFunctionsPrivate *d) { return d != nullptr; }
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};
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Q_DECLARE_OPERATORS_FOR_FLAGS(QGLFunctions::OpenGLFeatures)
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struct QGLFunctionsPrivate
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{
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QGLFunctionsPrivate(const QGLContext *context = nullptr);
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QOpenGLFunctions *funcs;
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};
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inline void QGLFunctions::glActiveTexture(GLenum texture)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glActiveTexture(texture);
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}
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inline void QGLFunctions::glAttachShader(GLuint program, GLuint shader)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glAttachShader(program, shader);
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}
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inline void QGLFunctions::glBindAttribLocation(GLuint program, GLuint index, const char* name)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glBindAttribLocation(program, index, name);
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}
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inline void QGLFunctions::glBindBuffer(GLenum target, GLuint buffer)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glBindBuffer(target, buffer);
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}
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inline void QGLFunctions::glBindFramebuffer(GLenum target, GLuint framebuffer)
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{
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if (framebuffer == 0)
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framebuffer = QOpenGLContext::currentContext()->defaultFramebufferObject();
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glBindFramebuffer(target, framebuffer);
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}
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inline void QGLFunctions::glBindRenderbuffer(GLenum target, GLuint renderbuffer)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glBindRenderbuffer(target, renderbuffer);
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}
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inline void QGLFunctions::glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glBlendColor(red, green, blue, alpha);
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}
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inline void QGLFunctions::glBlendEquation(GLenum mode)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glBlendEquation(mode);
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}
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inline void QGLFunctions::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glBlendEquationSeparate(modeRGB, modeAlpha);
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}
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inline void QGLFunctions::glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
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}
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inline void QGLFunctions::glBufferData(GLenum target, qopengl_GLsizeiptr size, const void* data, GLenum usage)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glBufferData(target, size, data, usage);
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}
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inline void QGLFunctions::glBufferSubData(GLenum target, qopengl_GLintptr offset, qopengl_GLsizeiptr size, const void* data)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glBufferSubData(target, offset, size, data);
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}
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inline GLenum QGLFunctions::glCheckFramebufferStatus(GLenum target)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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return d_ptr->funcs->glCheckFramebufferStatus(target);
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}
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inline void QGLFunctions::glClearDepthf(GLclampf depth)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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return d_ptr->funcs->glClearDepthf(depth);
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}
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inline void QGLFunctions::glCompileShader(GLuint shader)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glCompileShader(shader);
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}
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inline void QGLFunctions::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
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}
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inline void QGLFunctions::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
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}
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inline GLuint QGLFunctions::glCreateProgram()
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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return d_ptr->funcs->glCreateProgram();
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}
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inline GLuint QGLFunctions::glCreateShader(GLenum type)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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return d_ptr->funcs->glCreateShader(type);
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}
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inline void QGLFunctions::glDeleteBuffers(GLsizei n, const GLuint* buffers)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glDeleteBuffers(n, buffers);
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}
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inline void QGLFunctions::glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glDeleteFramebuffers(n, framebuffers);
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}
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inline void QGLFunctions::glDeleteProgram(GLuint program)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glDeleteProgram(program);
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}
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inline void QGLFunctions::glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glDeleteRenderbuffers(n, renderbuffers);
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}
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inline void QGLFunctions::glDeleteShader(GLuint shader)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glDeleteShader(shader);
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}
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inline void QGLFunctions::glDepthRangef(GLclampf zNear, GLclampf zFar)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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return d_ptr->funcs->glDepthRangef(zNear, zFar);
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}
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inline void QGLFunctions::glDetachShader(GLuint program, GLuint shader)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glDetachShader(program, shader);
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}
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inline void QGLFunctions::glDisableVertexAttribArray(GLuint index)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glDisableVertexAttribArray(index);
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}
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inline void QGLFunctions::glEnableVertexAttribArray(GLuint index)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glEnableVertexAttribArray(index);
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}
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inline void QGLFunctions::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
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}
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inline void QGLFunctions::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glFramebufferTexture2D(target, attachment, textarget, texture, level);
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}
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inline void QGLFunctions::glGenBuffers(GLsizei n, GLuint* buffers)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glGenBuffers(n, buffers);
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}
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inline void QGLFunctions::glGenerateMipmap(GLenum target)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glGenerateMipmap(target);
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}
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inline void QGLFunctions::glGenFramebuffers(GLsizei n, GLuint* framebuffers)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glGenFramebuffers(n, framebuffers);
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}
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inline void QGLFunctions::glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glGenRenderbuffers(n, renderbuffers);
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}
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inline void QGLFunctions::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
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d_ptr->funcs->glGetActiveAttrib(program, index, bufsize, length, size, type, name);
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}
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inline void QGLFunctions::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
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{
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Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glGetActiveUniform(program, index, bufsize, length, size, type, name);
|
|
}
|
|
|
|
inline void QGLFunctions::glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glGetAttachedShaders(program, maxcount, count, shaders);
|
|
}
|
|
|
|
inline int QGLFunctions::glGetAttribLocation(GLuint program, const char* name)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
return d_ptr->funcs->glGetAttribLocation(program, name);
|
|
}
|
|
|
|
inline void QGLFunctions::glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glGetBufferParameteriv(target, pname, params);
|
|
}
|
|
|
|
inline void QGLFunctions::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);
|
|
}
|
|
|
|
inline void QGLFunctions::glGetProgramiv(GLuint program, GLenum pname, GLint* params)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glGetProgramiv(program, pname, params);
|
|
}
|
|
|
|
inline void QGLFunctions::glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glGetProgramInfoLog(program, bufsize, length, infolog);
|
|
}
|
|
|
|
inline void QGLFunctions::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glGetRenderbufferParameteriv(target, pname, params);
|
|
}
|
|
|
|
inline void QGLFunctions::glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glGetShaderiv(shader, pname, params);
|
|
}
|
|
|
|
inline void QGLFunctions::glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glGetShaderInfoLog(shader, bufsize, length, infolog);
|
|
}
|
|
|
|
inline void QGLFunctions::glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
|
|
}
|
|
|
|
inline void QGLFunctions::glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glGetShaderSource(shader, bufsize, length, source);
|
|
}
|
|
|
|
inline void QGLFunctions::glGetUniformfv(GLuint program, GLint location, GLfloat* params)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glGetUniformfv(program, location, params);
|
|
}
|
|
|
|
inline void QGLFunctions::glGetUniformiv(GLuint program, GLint location, GLint* params)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glGetUniformiv(program, location, params);
|
|
}
|
|
|
|
inline int QGLFunctions::glGetUniformLocation(GLuint program, const char* name)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
return d_ptr->funcs->glGetUniformLocation(program, name);
|
|
}
|
|
|
|
inline void QGLFunctions::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glGetVertexAttribfv(index, pname, params);
|
|
}
|
|
|
|
inline void QGLFunctions::glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glGetVertexAttribiv(index, pname, params);
|
|
}
|
|
|
|
inline void QGLFunctions::glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glGetVertexAttribPointerv(index, pname, pointer);
|
|
}
|
|
|
|
inline GLboolean QGLFunctions::glIsBuffer(GLuint buffer)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
return d_ptr->funcs->glIsBuffer(buffer);
|
|
}
|
|
|
|
inline GLboolean QGLFunctions::glIsFramebuffer(GLuint framebuffer)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
return d_ptr->funcs->glIsFramebuffer(framebuffer);
|
|
}
|
|
|
|
inline GLboolean QGLFunctions::glIsProgram(GLuint program)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
return d_ptr->funcs->glIsProgram(program);
|
|
}
|
|
|
|
inline GLboolean QGLFunctions::glIsRenderbuffer(GLuint renderbuffer)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
return d_ptr->funcs->glIsRenderbuffer(renderbuffer);
|
|
}
|
|
|
|
inline GLboolean QGLFunctions::glIsShader(GLuint shader)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
return d_ptr->funcs->glIsShader(shader);
|
|
}
|
|
|
|
inline void QGLFunctions::glLinkProgram(GLuint program)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glLinkProgram(program);
|
|
}
|
|
|
|
inline void QGLFunctions::glReleaseShaderCompiler()
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glReleaseShaderCompiler();
|
|
}
|
|
|
|
inline void QGLFunctions::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glRenderbufferStorage(target, internalformat, width, height);
|
|
}
|
|
|
|
inline void QGLFunctions::glSampleCoverage(GLclampf value, GLboolean invert)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glSampleCoverage(value, invert);
|
|
}
|
|
|
|
inline void QGLFunctions::glShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glShaderBinary(n, shaders, binaryformat, binary, length);
|
|
}
|
|
|
|
inline void QGLFunctions::glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glShaderSource(shader, count, string, length);
|
|
}
|
|
|
|
inline void QGLFunctions::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glStencilFuncSeparate(face, func, ref, mask);
|
|
}
|
|
|
|
inline void QGLFunctions::glStencilMaskSeparate(GLenum face, GLuint mask)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glStencilMaskSeparate(face, mask);
|
|
}
|
|
|
|
inline void QGLFunctions::glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glStencilOpSeparate(face, fail, zfail, zpass);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniform1f(GLint location, GLfloat x)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniform1f(location, x);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniform1fv(location, count, v);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniform1i(GLint location, GLint x)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniform1i(location, x);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniform1iv(GLint location, GLsizei count, const GLint* v)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniform1iv(location, count, v);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniform2f(GLint location, GLfloat x, GLfloat y)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniform2f(location, x, y);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniform2fv(location, count, v);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniform2i(GLint location, GLint x, GLint y)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniform2i(location, x, y);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniform2iv(GLint location, GLsizei count, const GLint* v)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniform2iv(location, count, v);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniform3f(location, x, y, z);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniform3fv(location, count, v);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniform3i(GLint location, GLint x, GLint y, GLint z)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniform3i(location, x, y, z);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniform3iv(GLint location, GLsizei count, const GLint* v)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniform3iv(location, count, v);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniform4f(location, x, y, z, w);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniform4fv(location, count, v);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniform4i(location, x, y, z, w);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniform4iv(GLint location, GLsizei count, const GLint* v)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniform4iv(location, count, v);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniformMatrix2fv(location, count, transpose, value);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniformMatrix3fv(location, count, transpose, value);
|
|
}
|
|
|
|
inline void QGLFunctions::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUniformMatrix4fv(location, count, transpose, value);
|
|
}
|
|
|
|
inline void QGLFunctions::glUseProgram(GLuint program)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glUseProgram(program);
|
|
}
|
|
|
|
inline void QGLFunctions::glValidateProgram(GLuint program)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glValidateProgram(program);
|
|
}
|
|
|
|
inline void QGLFunctions::glVertexAttrib1f(GLuint indx, GLfloat x)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glVertexAttrib1f(indx, x);
|
|
}
|
|
|
|
inline void QGLFunctions::glVertexAttrib1fv(GLuint indx, const GLfloat* values)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glVertexAttrib1fv(indx, values);
|
|
}
|
|
|
|
inline void QGLFunctions::glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glVertexAttrib2f(indx, x, y);
|
|
}
|
|
|
|
inline void QGLFunctions::glVertexAttrib2fv(GLuint indx, const GLfloat* values)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glVertexAttrib2fv(indx, values);
|
|
}
|
|
|
|
inline void QGLFunctions::glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glVertexAttrib3f(indx, x, y, z);
|
|
}
|
|
|
|
inline void QGLFunctions::glVertexAttrib3fv(GLuint indx, const GLfloat* values)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glVertexAttrib3fv(indx, values);
|
|
}
|
|
|
|
inline void QGLFunctions::glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glVertexAttrib4f(indx, x, y, z, w);
|
|
}
|
|
|
|
inline void QGLFunctions::glVertexAttrib4fv(GLuint indx, const GLfloat* values)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glVertexAttrib4fv(indx, values);
|
|
}
|
|
|
|
inline void QGLFunctions::glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr)
|
|
{
|
|
Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
|
|
d_ptr->funcs->glVertexAttribPointer(indx, size, type, normalized, stride, ptr);
|
|
}
|
|
|
|
#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_BGRA
|
|
#define GL_BGRA 0x80E1
|
|
#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
|
|
|
|
#endif
|