// ** file automatically generated by glgen -- do not edit manually ** #include #include #include "funcs.h" void *gl3_1_funcs() { QOpenGLFunctions_3_1* funcs = QOpenGLContext::currentContext()->versionFunctions(); if (!funcs) { return 0; } funcs->initializeOpenGLFunctions(); return funcs; } void gl3_1_glViewport(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glViewport(x, y, width, height); } void gl3_1_glDepthRange(void *_glfuncs, GLdouble nearVal, GLdouble farVal) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDepthRange(nearVal, farVal); } GLboolean gl3_1_glIsEnabled(void *_glfuncs, GLenum cap) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glIsEnabled(cap); } void gl3_1_glGetTexLevelParameteriv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetTexLevelParameteriv(target, level, pname, params); } void gl3_1_glGetTexLevelParameterfv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLfloat* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetTexLevelParameterfv(target, level, pname, params); } void gl3_1_glGetTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetTexParameteriv(target, pname, params); } void gl3_1_glGetTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetTexParameterfv(target, pname, params); } void gl3_1_glGetTexImage(void *_glfuncs, GLenum target, GLint level, GLenum format, GLenum gltype, GLvoid* pixels) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetTexImage(target, level, format, gltype, pixels); } void gl3_1_glGetIntegerv(void *_glfuncs, GLenum pname, GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetIntegerv(pname, params); } void gl3_1_glGetFloatv(void *_glfuncs, GLenum pname, GLfloat* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetFloatv(pname, params); } GLenum gl3_1_glGetError(void *_glfuncs) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glGetError(); } void gl3_1_glGetDoublev(void *_glfuncs, GLenum pname, GLdouble* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetDoublev(pname, params); } void gl3_1_glGetBooleanv(void *_glfuncs, GLenum pname, GLboolean* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetBooleanv(pname, params); } void gl3_1_glReadPixels(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum gltype, GLvoid* pixels) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glReadPixels(x, y, width, height, format, gltype, pixels); } void gl3_1_glReadBuffer(void *_glfuncs, GLenum mode) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glReadBuffer(mode); } void gl3_1_glPixelStorei(void *_glfuncs, GLenum pname, GLint param) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glPixelStorei(pname, param); } void gl3_1_glPixelStoref(void *_glfuncs, GLenum pname, GLfloat param) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glPixelStoref(pname, param); } void gl3_1_glDepthFunc(void *_glfuncs, GLenum glfunc) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDepthFunc(glfunc); } void gl3_1_glStencilOp(void *_glfuncs, GLenum fail, GLenum zfail, GLenum zpass) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glStencilOp(fail, zfail, zpass); } void gl3_1_glStencilFunc(void *_glfuncs, GLenum glfunc, GLint ref, GLuint mask) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glStencilFunc(glfunc, ref, mask); } void gl3_1_glLogicOp(void *_glfuncs, GLenum opcode) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glLogicOp(opcode); } void gl3_1_glBlendFunc(void *_glfuncs, GLenum sfactor, GLenum dfactor) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBlendFunc(sfactor, dfactor); } void gl3_1_glFlush(void *_glfuncs) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glFlush(); } void gl3_1_glFinish(void *_glfuncs) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glFinish(); } void gl3_1_glEnable(void *_glfuncs, GLenum cap) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glEnable(cap); } void gl3_1_glDisable(void *_glfuncs, GLenum cap) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDisable(cap); } void gl3_1_glDepthMask(void *_glfuncs, GLboolean flag) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDepthMask(flag); } void gl3_1_glColorMask(void *_glfuncs, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glColorMask(red, green, blue, alpha); } void gl3_1_glStencilMask(void *_glfuncs, GLuint mask) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glStencilMask(mask); } void gl3_1_glClearDepth(void *_glfuncs, GLdouble depth) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glClearDepth(depth); } void gl3_1_glClearStencil(void *_glfuncs, GLint s) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glClearStencil(s); } void gl3_1_glClearColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glClearColor(red, green, blue, alpha); } void gl3_1_glClear(void *_glfuncs, GLbitfield mask) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glClear(mask); } void gl3_1_glDrawBuffer(void *_glfuncs, GLenum mode) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDrawBuffer(mode); } void gl3_1_glTexImage2D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glTexImage2D(target, level, internalFormat, width, height, border, format, gltype, pixels); } void gl3_1_glTexImage1D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glTexImage1D(target, level, internalFormat, width, border, format, gltype, pixels); } void gl3_1_glTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glTexParameteriv(target, pname, params); } void gl3_1_glTexParameteri(void *_glfuncs, GLenum target, GLenum pname, GLint param) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glTexParameteri(target, pname, param); } void gl3_1_glTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, const GLfloat* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glTexParameterfv(target, pname, params); } void gl3_1_glTexParameterf(void *_glfuncs, GLenum target, GLenum pname, GLfloat param) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glTexParameterf(target, pname, param); } void gl3_1_glScissor(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glScissor(x, y, width, height); } void gl3_1_glPolygonMode(void *_glfuncs, GLenum face, GLenum mode) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glPolygonMode(face, mode); } void gl3_1_glPointSize(void *_glfuncs, GLfloat size) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glPointSize(size); } void gl3_1_glLineWidth(void *_glfuncs, GLfloat width) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glLineWidth(width); } void gl3_1_glHint(void *_glfuncs, GLenum target, GLenum mode) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glHint(target, mode); } void gl3_1_glFrontFace(void *_glfuncs, GLenum mode) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glFrontFace(mode); } void gl3_1_glCullFace(void *_glfuncs, GLenum mode) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glCullFace(mode); } void gl3_1_glIndexubv(void *_glfuncs, const GLubyte* c) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glIndexubv(c); } void gl3_1_glIndexub(void *_glfuncs, GLubyte c) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glIndexub(c); } GLboolean gl3_1_glIsTexture(void *_glfuncs, GLuint texture) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glIsTexture(texture); } void gl3_1_glGenTextures(void *_glfuncs, GLsizei n, GLuint* textures) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGenTextures(n, textures); } void gl3_1_glDeleteTextures(void *_glfuncs, GLsizei n, const GLuint* textures) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDeleteTextures(n, textures); } void gl3_1_glBindTexture(void *_glfuncs, GLenum target, GLuint texture) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBindTexture(target, texture); } void gl3_1_glTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum gltype, const GLvoid* pixels) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, gltype, pixels); } void gl3_1_glTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum gltype, const GLvoid* pixels) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glTexSubImage1D(target, level, xoffset, width, format, gltype, pixels); } void gl3_1_glCopyTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } void gl3_1_glCopyTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glCopyTexSubImage1D(target, level, xoffset, x, y, width); } void gl3_1_glCopyTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glCopyTexImage2D(target, level, internalFormat, x, y, width, height, border); } void gl3_1_glCopyTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glCopyTexImage1D(target, level, internalFormat, x, y, width, border); } void gl3_1_glPolygonOffset(void *_glfuncs, GLfloat factor, GLfloat units) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glPolygonOffset(factor, units); } void gl3_1_glDrawElements(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDrawElements(mode, count, gltype, indices); } void gl3_1_glDrawArrays(void *_glfuncs, GLenum mode, GLint first, GLsizei count) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDrawArrays(mode, first, count); } void gl3_1_glCopyTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height); } void gl3_1_glTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum gltype, const GLvoid* pixels) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, gltype, pixels); } void gl3_1_glTexImage3D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glTexImage3D(target, level, internalFormat, width, height, depth, border, format, gltype, pixels); } void gl3_1_glDrawRangeElements(void *_glfuncs, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum gltype, const GLvoid* indices) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDrawRangeElements(mode, start, end, count, gltype, indices); } void gl3_1_glBlendEquation(void *_glfuncs, GLenum mode) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBlendEquation(mode); } void gl3_1_glBlendColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBlendColor(red, green, blue, alpha); } void gl3_1_glGetCompressedTexImage(void *_glfuncs, GLenum target, GLint level, GLvoid* img) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetCompressedTexImage(target, level, img); } void gl3_1_glCompressedTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid* data) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glCompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data); } void gl3_1_glCompressedTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); } void gl3_1_glCompressedTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data); } void gl3_1_glCompressedTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid* data) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glCompressedTexImage1D(target, level, internalFormat, width, border, imageSize, data); } void gl3_1_glCompressedTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glCompressedTexImage2D(target, level, internalFormat, width, height, border, imageSize, data); } void gl3_1_glCompressedTexImage3D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glCompressedTexImage3D(target, level, internalFormat, width, height, depth, border, imageSize, data); } void gl3_1_glSampleCoverage(void *_glfuncs, GLfloat value, GLboolean invert) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glSampleCoverage(value, invert); } void gl3_1_glActiveTexture(void *_glfuncs, GLenum texture) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glActiveTexture(texture); } void gl3_1_glPointParameteriv(void *_glfuncs, GLenum pname, const GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glPointParameteriv(pname, params); } void gl3_1_glPointParameteri(void *_glfuncs, GLenum pname, GLint param) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glPointParameteri(pname, param); } void gl3_1_glPointParameterfv(void *_glfuncs, GLenum pname, const GLfloat* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glPointParameterfv(pname, params); } void gl3_1_glPointParameterf(void *_glfuncs, GLenum pname, GLfloat param) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glPointParameterf(pname, param); } void gl3_1_glMultiDrawArrays(void *_glfuncs, GLenum mode, const GLint* first, const GLsizei* count, GLsizei drawcount) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glMultiDrawArrays(mode, first, count, drawcount); } void gl3_1_glBlendFuncSeparate(void *_glfuncs, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha); } void gl3_1_glGetBufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetBufferParameteriv(target, pname, params); } GLboolean gl3_1_glUnmapBuffer(void *_glfuncs, GLenum target) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glUnmapBuffer(target); } void gl3_1_glGetBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, GLvoid* data) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetBufferSubData(target, offset, size, data); } void gl3_1_glBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBufferSubData(target, offset, size, data); } void gl3_1_glBufferData(void *_glfuncs, GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBufferData(target, size, data, usage); } GLboolean gl3_1_glIsBuffer(void *_glfuncs, GLuint buffer) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glIsBuffer(buffer); } void gl3_1_glGenBuffers(void *_glfuncs, GLsizei n, GLuint* buffers) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGenBuffers(n, buffers); } void gl3_1_glDeleteBuffers(void *_glfuncs, GLsizei n, const GLuint* buffers) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDeleteBuffers(n, buffers); } void gl3_1_glBindBuffer(void *_glfuncs, GLenum target, GLuint buffer) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBindBuffer(target, buffer); } void gl3_1_glGetQueryObjectuiv(void *_glfuncs, GLuint id, GLenum pname, GLuint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetQueryObjectuiv(id, pname, params); } void gl3_1_glGetQueryObjectiv(void *_glfuncs, GLuint id, GLenum pname, GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetQueryObjectiv(id, pname, params); } void gl3_1_glGetQueryiv(void *_glfuncs, GLenum target, GLenum pname, GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetQueryiv(target, pname, params); } void gl3_1_glEndQuery(void *_glfuncs, GLenum target) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glEndQuery(target); } void gl3_1_glBeginQuery(void *_glfuncs, GLenum target, GLuint id) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBeginQuery(target, id); } GLboolean gl3_1_glIsQuery(void *_glfuncs, GLuint id) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glIsQuery(id); } void gl3_1_glDeleteQueries(void *_glfuncs, GLsizei n, const GLuint* ids) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDeleteQueries(n, ids); } void gl3_1_glGenQueries(void *_glfuncs, GLsizei n, GLuint* ids) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGenQueries(n, ids); } void gl3_1_glVertexAttribPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLboolean normalized, GLsizei stride, const GLvoid* offset) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glVertexAttribPointer(index, size, gltype, normalized, stride, offset); } void gl3_1_glValidateProgram(void *_glfuncs, GLuint program) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glValidateProgram(program); } void gl3_1_glUniformMatrix4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniformMatrix4fv(location, count, transpose, value); } void gl3_1_glUniformMatrix3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniformMatrix3fv(location, count, transpose, value); } void gl3_1_glUniformMatrix2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniformMatrix2fv(location, count, transpose, value); } void gl3_1_glUniform4iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform4iv(location, count, value); } void gl3_1_glUniform3iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform3iv(location, count, value); } void gl3_1_glUniform2iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform2iv(location, count, value); } void gl3_1_glUniform1iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform1iv(location, count, value); } void gl3_1_glUniform4fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform4fv(location, count, value); } void gl3_1_glUniform3fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform3fv(location, count, value); } void gl3_1_glUniform2fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform2fv(location, count, value); } void gl3_1_glUniform1fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform1fv(location, count, value); } void gl3_1_glUniform4i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform4i(location, v0, v1, v2, v3); } void gl3_1_glUniform3i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform3i(location, v0, v1, v2); } void gl3_1_glUniform2i(void *_glfuncs, GLint location, GLint v0, GLint v1) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform2i(location, v0, v1); } void gl3_1_glUniform1i(void *_glfuncs, GLint location, GLint v0) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform1i(location, v0); } void gl3_1_glUniform4f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform4f(location, v0, v1, v2, v3); } void gl3_1_glUniform3f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform3f(location, v0, v1, v2); } void gl3_1_glUniform2f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform2f(location, v0, v1); } void gl3_1_glUniform1f(void *_glfuncs, GLint location, GLfloat v0) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform1f(location, v0); } void gl3_1_glUseProgram(void *_glfuncs, GLuint program) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUseProgram(program); } void gl3_1_glShaderSource(void *_glfuncs, GLuint shader, GLsizei count, const GLchar** source, const GLint* length) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glShaderSource(shader, count, source, length); } void gl3_1_glLinkProgram(void *_glfuncs, GLuint program) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glLinkProgram(program); } GLboolean gl3_1_glIsShader(void *_glfuncs, GLuint shader) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glIsShader(shader); } GLboolean gl3_1_glIsProgram(void *_glfuncs, GLuint program) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glIsProgram(program); } void gl3_1_glGetVertexAttribiv(void *_glfuncs, GLuint index, GLenum pname, GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetVertexAttribiv(index, pname, params); } void gl3_1_glGetVertexAttribfv(void *_glfuncs, GLuint index, GLenum pname, GLfloat* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetVertexAttribfv(index, pname, params); } void gl3_1_glGetVertexAttribdv(void *_glfuncs, GLuint index, GLenum pname, GLdouble* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetVertexAttribdv(index, pname, params); } void gl3_1_glGetUniformiv(void *_glfuncs, GLuint program, GLint location, GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetUniformiv(program, location, params); } void gl3_1_glGetUniformfv(void *_glfuncs, GLuint program, GLint location, GLfloat* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetUniformfv(program, location, params); } GLint gl3_1_glGetUniformLocation(void *_glfuncs, GLuint program, const GLchar* name) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glGetUniformLocation(program, name); } void gl3_1_glGetShaderSource(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetShaderSource(shader, bufSize, length, source); } void gl3_1_glGetShaderInfoLog(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetShaderInfoLog(shader, bufSize, length, infoLog); } void gl3_1_glGetShaderiv(void *_glfuncs, GLuint shader, GLenum pname, GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetShaderiv(shader, pname, params); } void gl3_1_glGetProgramInfoLog(void *_glfuncs, GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetProgramInfoLog(program, bufSize, length, infoLog); } void gl3_1_glGetProgramiv(void *_glfuncs, GLuint program, GLenum pname, GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetProgramiv(program, pname, params); } GLint gl3_1_glGetAttribLocation(void *_glfuncs, GLuint program, const GLchar* name) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glGetAttribLocation(program, name); } void gl3_1_glGetAttachedShaders(void *_glfuncs, GLuint program, GLsizei maxCount, GLsizei* count, GLuint* obj) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetAttachedShaders(program, maxCount, count, obj); } void gl3_1_glGetActiveUniform(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetActiveUniform(program, index, bufSize, length, size, gltype, name); } void gl3_1_glGetActiveAttrib(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetActiveAttrib(program, index, bufSize, length, size, gltype, name); } void gl3_1_glEnableVertexAttribArray(void *_glfuncs, GLuint index) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glEnableVertexAttribArray(index); } void gl3_1_glDisableVertexAttribArray(void *_glfuncs, GLuint index) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDisableVertexAttribArray(index); } void gl3_1_glDetachShader(void *_glfuncs, GLuint program, GLuint shader) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDetachShader(program, shader); } void gl3_1_glDeleteShader(void *_glfuncs, GLuint shader) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDeleteShader(shader); } void gl3_1_glDeleteProgram(void *_glfuncs, GLuint program) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDeleteProgram(program); } GLuint gl3_1_glCreateShader(void *_glfuncs, GLenum gltype) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glCreateShader(gltype); } GLuint gl3_1_glCreateProgram(void *_glfuncs) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glCreateProgram(); } void gl3_1_glCompileShader(void *_glfuncs, GLuint shader) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glCompileShader(shader); } void gl3_1_glBindAttribLocation(void *_glfuncs, GLuint program, GLuint index, const GLchar* name) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBindAttribLocation(program, index, name); } void gl3_1_glAttachShader(void *_glfuncs, GLuint program, GLuint shader) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glAttachShader(program, shader); } void gl3_1_glStencilMaskSeparate(void *_glfuncs, GLenum face, GLuint mask) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glStencilMaskSeparate(face, mask); } void gl3_1_glStencilFuncSeparate(void *_glfuncs, GLenum face, GLenum glfunc, GLint ref, GLuint mask) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glStencilFuncSeparate(face, glfunc, ref, mask); } void gl3_1_glStencilOpSeparate(void *_glfuncs, GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glStencilOpSeparate(face, sfail, dpfail, dppass); } void gl3_1_glDrawBuffers(void *_glfuncs, GLsizei n, const GLenum* bufs) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDrawBuffers(n, bufs); } void gl3_1_glBlendEquationSeparate(void *_glfuncs, GLenum modeRGB, GLenum modeAlpha) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBlendEquationSeparate(modeRGB, modeAlpha); } void gl3_1_glUniformMatrix4x3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniformMatrix4x3fv(location, count, transpose, value); } void gl3_1_glUniformMatrix3x4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniformMatrix3x4fv(location, count, transpose, value); } void gl3_1_glUniformMatrix4x2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniformMatrix4x2fv(location, count, transpose, value); } void gl3_1_glUniformMatrix2x4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniformMatrix2x4fv(location, count, transpose, value); } void gl3_1_glUniformMatrix3x2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniformMatrix3x2fv(location, count, transpose, value); } void gl3_1_glUniformMatrix2x3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniformMatrix2x3fv(location, count, transpose, value); } GLboolean gl3_1_glIsVertexArray(void *_glfuncs, GLuint array) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glIsVertexArray(array); } void gl3_1_glGenVertexArrays(void *_glfuncs, GLsizei n, GLuint* arrays) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGenVertexArrays(n, arrays); } void gl3_1_glDeleteVertexArrays(void *_glfuncs, GLsizei n, const GLuint* arrays) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDeleteVertexArrays(n, arrays); } void gl3_1_glBindVertexArray(void *_glfuncs, GLuint array) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBindVertexArray(array); } void gl3_1_glFlushMappedBufferRange(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr length) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glFlushMappedBufferRange(target, offset, length); } void gl3_1_glFramebufferTextureLayer(void *_glfuncs, GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glFramebufferTextureLayer(target, attachment, texture, level, layer); } void gl3_1_glRenderbufferStorageMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glRenderbufferStorageMultisample(target, samples, internalFormat, width, height); } void gl3_1_glBlitFramebuffer(void *_glfuncs, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } void gl3_1_glGenerateMipmap(void *_glfuncs, GLenum target) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGenerateMipmap(target); } void gl3_1_glGetFramebufferAttachmentParameteriv(void *_glfuncs, GLenum target, GLenum attachment, GLenum pname, GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); } void gl3_1_glFramebufferRenderbuffer(void *_glfuncs, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); } void gl3_1_glFramebufferTexture3D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glFramebufferTexture3D(target, attachment, textarget, texture, level, zoffset); } void gl3_1_glFramebufferTexture2D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glFramebufferTexture2D(target, attachment, textarget, texture, level); } void gl3_1_glFramebufferTexture1D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glFramebufferTexture1D(target, attachment, textarget, texture, level); } GLenum gl3_1_glCheckFramebufferStatus(void *_glfuncs, GLenum target) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glCheckFramebufferStatus(target); } void gl3_1_glGenFramebuffers(void *_glfuncs, GLsizei n, GLuint* framebuffers) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGenFramebuffers(n, framebuffers); } void gl3_1_glDeleteFramebuffers(void *_glfuncs, GLsizei n, const GLuint* framebuffers) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDeleteFramebuffers(n, framebuffers); } void gl3_1_glBindFramebuffer(void *_glfuncs, GLenum target, GLuint framebuffer) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBindFramebuffer(target, framebuffer); } GLboolean gl3_1_glIsFramebuffer(void *_glfuncs, GLuint framebuffer) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glIsFramebuffer(framebuffer); } void gl3_1_glGetRenderbufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetRenderbufferParameteriv(target, pname, params); } void gl3_1_glRenderbufferStorage(void *_glfuncs, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glRenderbufferStorage(target, internalFormat, width, height); } void gl3_1_glGenRenderbuffers(void *_glfuncs, GLsizei n, GLuint* renderbuffers) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGenRenderbuffers(n, renderbuffers); } void gl3_1_glDeleteRenderbuffers(void *_glfuncs, GLsizei n, const GLuint* renderbuffers) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDeleteRenderbuffers(n, renderbuffers); } void gl3_1_glBindRenderbuffer(void *_glfuncs, GLenum target, GLuint renderbuffer) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBindRenderbuffer(target, renderbuffer); } GLboolean gl3_1_glIsRenderbuffer(void *_glfuncs, GLuint renderbuffer) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glIsRenderbuffer(renderbuffer); } void gl3_1_glClearBufferfi(void *_glfuncs, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glClearBufferfi(buffer, drawbuffer, depth, stencil); } void gl3_1_glClearBufferfv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLfloat* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glClearBufferfv(buffer, drawbuffer, value); } void gl3_1_glClearBufferuiv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLuint* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glClearBufferuiv(buffer, drawbuffer, value); } void gl3_1_glClearBufferiv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLint* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glClearBufferiv(buffer, drawbuffer, value); } void gl3_1_glGetTexParameterIuiv(void *_glfuncs, GLenum target, GLenum pname, GLuint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetTexParameterIuiv(target, pname, params); } void gl3_1_glGetTexParameterIiv(void *_glfuncs, GLenum target, GLenum pname, GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetTexParameterIiv(target, pname, params); } void gl3_1_glTexParameterIuiv(void *_glfuncs, GLenum target, GLenum pname, const GLuint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glTexParameterIuiv(target, pname, params); } void gl3_1_glTexParameterIiv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glTexParameterIiv(target, pname, params); } void gl3_1_glUniform4uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform4uiv(location, count, value); } void gl3_1_glUniform3uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform3uiv(location, count, value); } void gl3_1_glUniform2uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform2uiv(location, count, value); } void gl3_1_glUniform1uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform1uiv(location, count, value); } void gl3_1_glUniform4ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform4ui(location, v0, v1, v2, v3); } void gl3_1_glUniform3ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1, GLuint v2) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform3ui(location, v0, v1, v2); } void gl3_1_glUniform2ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform2ui(location, v0, v1); } void gl3_1_glUniform1ui(void *_glfuncs, GLint location, GLuint v0) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniform1ui(location, v0); } GLint gl3_1_glGetFragDataLocation(void *_glfuncs, GLuint program, const GLchar* name) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glGetFragDataLocation(program, name); } void gl3_1_glBindFragDataLocation(void *_glfuncs, GLuint program, GLuint color, const GLchar* name) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBindFragDataLocation(program, color, name); } void gl3_1_glGetUniformuiv(void *_glfuncs, GLuint program, GLint location, GLuint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetUniformuiv(program, location, params); } void gl3_1_glGetVertexAttribIuiv(void *_glfuncs, GLuint index, GLenum pname, GLuint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetVertexAttribIuiv(index, pname, params); } void gl3_1_glGetVertexAttribIiv(void *_glfuncs, GLuint index, GLenum pname, GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetVertexAttribIiv(index, pname, params); } void gl3_1_glVertexAttribIPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glVertexAttribIPointer(index, size, gltype, stride, pointer); } void gl3_1_glEndConditionalRender(void *_glfuncs) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glEndConditionalRender(); } void gl3_1_glBeginConditionalRender(void *_glfuncs, GLuint id, GLenum mode) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBeginConditionalRender(id, mode); } void gl3_1_glClampColor(void *_glfuncs, GLenum target, GLenum clamp) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glClampColor(target, clamp); } void gl3_1_glGetTransformFeedbackVarying(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* gltype, GLchar* name) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetTransformFeedbackVarying(program, index, bufSize, length, size, gltype, name); } void gl3_1_glBindBufferBase(void *_glfuncs, GLenum target, GLuint index, GLuint buffer) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBindBufferBase(target, index, buffer); } void gl3_1_glBindBufferRange(void *_glfuncs, GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBindBufferRange(target, index, buffer, offset, size); } void gl3_1_glEndTransformFeedback(void *_glfuncs) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glEndTransformFeedback(); } void gl3_1_glBeginTransformFeedback(void *_glfuncs, GLenum primitiveMode) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glBeginTransformFeedback(primitiveMode); } GLboolean gl3_1_glIsEnabledi(void *_glfuncs, GLenum target, GLuint index) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glIsEnabledi(target, index); } void gl3_1_glDisablei(void *_glfuncs, GLenum target, GLuint index) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDisablei(target, index); } void gl3_1_glEnablei(void *_glfuncs, GLenum target, GLuint index) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glEnablei(target, index); } void gl3_1_glGetIntegeri_v(void *_glfuncs, GLenum target, GLuint index, GLint* data) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetIntegeri_v(target, index, data); } void gl3_1_glGetBooleani_v(void *_glfuncs, GLenum target, GLuint index, GLboolean* data) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetBooleani_v(target, index, data); } void gl3_1_glColorMaski(void *_glfuncs, GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glColorMaski(index, r, g, b, a); } void gl3_1_glCopyBufferSubData(void *_glfuncs, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size); } void gl3_1_glUniformBlockBinding(void *_glfuncs, GLuint program, GLuint v0, GLuint v1) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glUniformBlockBinding(program, v0, v1); } void gl3_1_glGetActiveUniformBlockName(void *_glfuncs, GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName); } void gl3_1_glGetActiveUniformBlockiv(void *_glfuncs, GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetActiveUniformBlockiv(program, uniformBlockIndex, pname, params); } GLuint gl3_1_glGetUniformBlockIndex(void *_glfuncs, GLuint program, const GLchar* uniformBlockName) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); return _qglfuncs->glGetUniformBlockIndex(program, uniformBlockName); } void gl3_1_glGetActiveUniformName(void *_glfuncs, GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetActiveUniformName(program, uniformIndex, bufSize, length, uniformName); } void gl3_1_glGetActiveUniformsiv(void *_glfuncs, GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glGetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params); } void gl3_1_glPrimitiveRestartIndex(void *_glfuncs, GLuint index) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glPrimitiveRestartIndex(index); } void gl3_1_glTexBuffer(void *_glfuncs, GLenum target, GLenum internalFormat, GLuint buffer) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glTexBuffer(target, internalFormat, buffer); } void gl3_1_glDrawElementsInstanced(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLsizei instancecount) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDrawElementsInstanced(mode, count, gltype, indices, instancecount); } void gl3_1_glDrawArraysInstanced(void *_glfuncs, GLenum mode, GLint first, GLsizei count, GLsizei instancecount) { QOpenGLFunctions_3_1* _qglfuncs = reinterpret_cast(_glfuncs); _qglfuncs->glDrawArraysInstanced(mode, first, count, instancecount); }