diff options
Diffstat (limited to 'platform/qt/mbgl/gl/gl_impl.hpp')
-rw-r--r-- | platform/qt/mbgl/gl/gl_impl.hpp | 322 |
1 files changed, 151 insertions, 171 deletions
diff --git a/platform/qt/mbgl/gl/gl_impl.hpp b/platform/qt/mbgl/gl/gl_impl.hpp index b08efe1eec..a3c69214c2 100644 --- a/platform/qt/mbgl/gl/gl_impl.hpp +++ b/platform/qt/mbgl/gl/gl_impl.hpp @@ -2,177 +2,157 @@ #include <QtGlobal> -// Qt4 -#if QT_VERSION < 0x050000 - #if __APPLE__ - #include "TargetConditionals.h" - #include <OpenGL/OpenGL.h> - #include <OpenGL/gl.h> - #include <OpenGL/glext.h> - #elif MBGL_USE_GLES2 - #define GL_GLEXT_PROTOTYPES - #include <GLES2/gl2.h> - #include <GLES2/gl2ext.h> - #else - #define GL_GLEXT_PROTOTYPES - #include <GL/gl.h> - #include <GL/glext.h> - #endif +#include <QOpenGLContext> +#include <QOpenGLFunctions> -// Qt5 -#else - #include <QOpenGLContext> - #include <QOpenGLFunctions> - - #ifndef GL_RGBA8_OES - #define GL_RGBA8_OES GL_RGBA8 - #endif - - #ifndef GL_DEPTH24_STENCIL8_OES - #define GL_DEPTH24_STENCIL8_OES GL_DEPTH24_STENCIL8 - #endif +#ifndef GL_RGBA8_OES +#define GL_RGBA8_OES GL_RGBA8 +#endif - #define glActiveTexture(...) QOpenGLContext::currentContext()->functions()->glActiveTexture(__VA_ARGS__) - #define glAttachShader(...) QOpenGLContext::currentContext()->functions()->glAttachShader(__VA_ARGS__) - #define glBindAttribLocation(...) QOpenGLContext::currentContext()->functions()->glBindAttribLocation(__VA_ARGS__) - #define glBindBuffer(...) QOpenGLContext::currentContext()->functions()->glBindBuffer(__VA_ARGS__) - #define glBindFramebuffer(...) QOpenGLContext::currentContext()->functions()->glBindFramebuffer(__VA_ARGS__) - #define glBindRenderbuffer(...) QOpenGLContext::currentContext()->functions()->glBindRenderbuffer(__VA_ARGS__) - #define glBindTexture(...) QOpenGLContext::currentContext()->functions()->glBindTexture(__VA_ARGS__) - #define glBlendColor(...) QOpenGLContext::currentContext()->functions()->glBlendColor(__VA_ARGS__) - #define glBlendEquation(...) QOpenGLContext::currentContext()->functions()->glBlendEquation(__VA_ARGS__) - #define glBlendEquationSeparate(...) QOpenGLContext::currentContext()->functions()->glBlendEquationSeparate(__VA_ARGS__) - #define glBlendFunc(...) QOpenGLContext::currentContext()->functions()->glBlendFunc(__VA_ARGS__) - #define glBlendFuncSeparate(...) QOpenGLContext::currentContext()->functions()->glBlendFuncSeparate(__VA_ARGS__) - #define glBufferData(...) QOpenGLContext::currentContext()->functions()->glBufferData(__VA_ARGS__) - #define glBufferSubData(...) QOpenGLContext::currentContext()->functions()->glBufferSubData(__VA_ARGS__) - #define glCheckFramebufferStatus(...) QOpenGLContext::currentContext()->functions()->glCheckFramebufferStatus(__VA_ARGS__) - #define glClear(...) QOpenGLContext::currentContext()->functions()->glClear(__VA_ARGS__) - #define glClearColor(...) QOpenGLContext::currentContext()->functions()->glClearColor(__VA_ARGS__) - #define glClearDepthf(...) QOpenGLContext::currentContext()->functions()->glClearDepthf(__VA_ARGS__) - #define glClearStencil(...) QOpenGLContext::currentContext()->functions()->glClearStencil(__VA_ARGS__) - #define glColorMask(...) QOpenGLContext::currentContext()->functions()->glColorMask(__VA_ARGS__) - #define glCompileShader(...) QOpenGLContext::currentContext()->functions()->glCompileShader(__VA_ARGS__) - #define glCompressedTexImage2D(...) QOpenGLContext::currentContext()->functions()->glCompressedTexImage2D(__VA_ARGS__) - #define glCompressedTexSubImage2D(...) QOpenGLContext::currentContext()->functions()->glCompressedTexSubImage2D(__VA_ARGS__) - #define glCopyTexImage2D(...) QOpenGLContext::currentContext()->functions()->glCopyTexImage2D(__VA_ARGS__) - #define glCopyTexSubImage2D(...) QOpenGLContext::currentContext()->functions()->glCopyTexSubImage2D(__VA_ARGS__) - #define glCreateProgram(...) QOpenGLContext::currentContext()->functions()->glCreateProgram(__VA_ARGS__) - #define glCreateShader(...) QOpenGLContext::currentContext()->functions()->glCreateShader(__VA_ARGS__) - #define glCullFace(...) QOpenGLContext::currentContext()->functions()->glCullFace(__VA_ARGS__) - #define glDeleteBuffers(...) QOpenGLContext::currentContext()->functions()->glDeleteBuffers(__VA_ARGS__) - #define glDeleteFramebuffers(...) QOpenGLContext::currentContext()->functions()->glDeleteFramebuffers(__VA_ARGS__) - #define glDeleteProgram(...) QOpenGLContext::currentContext()->functions()->glDeleteProgram(__VA_ARGS__) - #define glDeleteRenderbuffers(...) QOpenGLContext::currentContext()->functions()->glDeleteRenderbuffers(__VA_ARGS__) - #define glDeleteShader(...) QOpenGLContext::currentContext()->functions()->glDeleteShader(__VA_ARGS__) - #define glDeleteTextures(...) QOpenGLContext::currentContext()->functions()->glDeleteTextures(__VA_ARGS__) - #define glDepthFunc(...) QOpenGLContext::currentContext()->functions()->glDepthFunc(__VA_ARGS__) - #define glDepthMask(...) QOpenGLContext::currentContext()->functions()->glDepthMask(__VA_ARGS__) - #define glDepthRangef(...) QOpenGLContext::currentContext()->functions()->glDepthRangef(__VA_ARGS__) - #define glDetachShader(...) QOpenGLContext::currentContext()->functions()->glDetachShader(__VA_ARGS__) - #define glDisable(...) QOpenGLContext::currentContext()->functions()->glDisable(__VA_ARGS__) - #define glDisableVertexAttribArray(...) QOpenGLContext::currentContext()->functions()->glDisableVertexAttribArray(__VA_ARGS__) - #define glDrawArrays(...) QOpenGLContext::currentContext()->functions()->glDrawArrays(__VA_ARGS__) - #define glDrawElements(...) QOpenGLContext::currentContext()->functions()->glDrawElements(__VA_ARGS__) - #define glEnable(...) QOpenGLContext::currentContext()->functions()->glEnable(__VA_ARGS__) - #define glEnableVertexAttribArray(...) QOpenGLContext::currentContext()->functions()->glEnableVertexAttribArray(__VA_ARGS__) - #define glFinish(...) QOpenGLContext::currentContext()->functions()->glFinish(__VA_ARGS__) - #define glFlush(...) QOpenGLContext::currentContext()->functions()->glFlush(__VA_ARGS__) - #define glFramebufferRenderbuffer(...) QOpenGLContext::currentContext()->functions()->glFramebufferRenderbuffer(__VA_ARGS__) - #define glFramebufferTexture2D(...) QOpenGLContext::currentContext()->functions()->glFramebufferTexture2D(__VA_ARGS__) - #define glFrontFace(...) QOpenGLContext::currentContext()->functions()->glFrontFace(__VA_ARGS__) - #define glGenBuffers(...) QOpenGLContext::currentContext()->functions()->glGenBuffers(__VA_ARGS__) - #define glGenerateMipmap(...) QOpenGLContext::currentContext()->functions()->glGenerateMipmap(__VA_ARGS__) - #define glGenFramebuffers(...) QOpenGLContext::currentContext()->functions()->glGenFramebuffers(__VA_ARGS__) - #define glGenRenderbuffers(...) QOpenGLContext::currentContext()->functions()->glGenRenderbuffers(__VA_ARGS__) - #define glGenTextures(...) QOpenGLContext::currentContext()->functions()->glGenTextures(__VA_ARGS__) - #define glGetActiveAttrib(...) QOpenGLContext::currentContext()->functions()->glGetActiveAttrib(__VA_ARGS__) - #define glGetActiveUniform(...) QOpenGLContext::currentContext()->functions()->glGetActiveUniform(__VA_ARGS__) - #define glGetAttachedShaders(...) QOpenGLContext::currentContext()->functions()->glGetAttachedShaders(__VA_ARGS__) - #define glGetAttribLocation(...) QOpenGLContext::currentContext()->functions()->glGetAttribLocation(__VA_ARGS__) - #define glGetBooleanv(...) QOpenGLContext::currentContext()->functions()->glGetBooleanv(__VA_ARGS__) - #define glGetBufferParameteriv(...) QOpenGLContext::currentContext()->functions()->glGetBufferParameteriv(__VA_ARGS__) - #define glGetError(...) QOpenGLContext::currentContext()->functions()->glGetError(__VA_ARGS__) - #define glGetFloatv(...) QOpenGLContext::currentContext()->functions()->glGetFloatv(__VA_ARGS__) - #define glGetFramebufferAttachmentParameteriv(...) QOpenGLContext::currentContext()->functions()->glGetFramebufferAttachmentParameteriv(__VA_ARGS__) - #define glGetIntegerv(...) QOpenGLContext::currentContext()->functions()->glGetIntegerv(__VA_ARGS__) - #define glGetProgramInfoLog(...) QOpenGLContext::currentContext()->functions()->glGetProgramInfoLog(__VA_ARGS__) - #define glGetProgramiv(...) QOpenGLContext::currentContext()->functions()->glGetProgramiv(__VA_ARGS__) - #define glGetRenderbufferParameteriv(...) QOpenGLContext::currentContext()->functions()->glGetRenderbufferParameteriv(__VA_ARGS__) - #define glGetShaderInfoLog(...) QOpenGLContext::currentContext()->functions()->glGetShaderInfoLog(__VA_ARGS__) - #define glGetShaderiv(...) QOpenGLContext::currentContext()->functions()->glGetShaderiv(__VA_ARGS__) - #define glGetShaderPrecisionFormat(...) QOpenGLContext::currentContext()->functions()->glGetShaderPrecisionFormat(__VA_ARGS__) - #define glGetShaderSource(...) QOpenGLContext::currentContext()->functions()->glGetShaderSource(__VA_ARGS__) - #define glGetString(...) QOpenGLContext::currentContext()->functions()->glGetString(__VA_ARGS__) - #define glGetTexParameterfv(...) QOpenGLContext::currentContext()->functions()->glGetTexParameterfv(__VA_ARGS__) - #define glGetTexParameteriv(...) QOpenGLContext::currentContext()->functions()->glGetTexParameteriv(__VA_ARGS__) - #define glGetUniformfv(...) QOpenGLContext::currentContext()->functions()->glGetUniformfv(__VA_ARGS__) - #define glGetUniformiv(...) QOpenGLContext::currentContext()->functions()->glGetUniformiv(__VA_ARGS__) - #define glGetUniformLocation(...) QOpenGLContext::currentContext()->functions()->glGetUniformLocation(__VA_ARGS__) - #define glGetVertexAttribfv(...) QOpenGLContext::currentContext()->functions()->glGetVertexAttribfv(__VA_ARGS__) - #define glGetVertexAttribiv(...) QOpenGLContext::currentContext()->functions()->glGetVertexAttribiv(__VA_ARGS__) - #define glGetVertexAttribPointerv(...) QOpenGLContext::currentContext()->functions()->glGetVertexAttribPointerv(__VA_ARGS__) - #define glHint(...) QOpenGLContext::currentContext()->functions()->glHint(__VA_ARGS__) - #define glIsBuffer(...) QOpenGLContext::currentContext()->functions()->glIsBuffer(__VA_ARGS__) - #define glIsEnabled(...) QOpenGLContext::currentContext()->functions()->glIsEnabled(__VA_ARGS__) - #define glIsFramebuffer(...) QOpenGLContext::currentContext()->functions()->glIsFramebuffer(__VA_ARGS__) - #define glIsProgram(...) QOpenGLContext::currentContext()->functions()->glIsProgram(__VA_ARGS__) - #define glIsRenderbuffer(...) QOpenGLContext::currentContext()->functions()->glIsRenderbuffer(__VA_ARGS__) - #define glIsShader(...) QOpenGLContext::currentContext()->functions()->glIsShader(__VA_ARGS__) - #define glIsTexture(...) QOpenGLContext::currentContext()->functions()->glIsTexture(__VA_ARGS__) - #define glLineWidth(...) QOpenGLContext::currentContext()->functions()->glLineWidth(__VA_ARGS__) - #define glLinkProgram(...) QOpenGLContext::currentContext()->functions()->glLinkProgram(__VA_ARGS__) - #define glPixelStorei(...) QOpenGLContext::currentContext()->functions()->glPixelStorei(__VA_ARGS__) - #define glPolygonOffset(...) QOpenGLContext::currentContext()->functions()->glPolygonOffset(__VA_ARGS__) - #define glReadPixels(...) QOpenGLContext::currentContext()->functions()->glReadPixels(__VA_ARGS__) - #define glReleaseShaderCompiler(...) QOpenGLContext::currentContext()->functions()->glReleaseShaderCompiler(__VA_ARGS__) - #define glRenderbufferStorage(...) QOpenGLContext::currentContext()->functions()->glRenderbufferStorage(__VA_ARGS__) - #define glSampleCoverage(...) QOpenGLContext::currentContext()->functions()->glSampleCoverage(__VA_ARGS__) - #define glScissor(...) QOpenGLContext::currentContext()->functions()->glScissor(__VA_ARGS__) - #define glShaderBinary(...) QOpenGLContext::currentContext()->functions()->glShaderBinary(__VA_ARGS__) - #define glShaderSource(...) QOpenGLContext::currentContext()->functions()->glShaderSource(__VA_ARGS__) - #define glStencilFunc(...) QOpenGLContext::currentContext()->functions()->glStencilFunc(__VA_ARGS__) - #define glStencilFuncSeparate(...) QOpenGLContext::currentContext()->functions()->glStencilFuncSeparate(__VA_ARGS__) - #define glStencilMask(...) QOpenGLContext::currentContext()->functions()->glStencilMask(__VA_ARGS__) - #define glStencilMaskSeparate(...) QOpenGLContext::currentContext()->functions()->glStencilMaskSeparate(__VA_ARGS__) - #define glStencilOp(...) QOpenGLContext::currentContext()->functions()->glStencilOp(__VA_ARGS__) - #define glStencilOpSeparate(...) QOpenGLContext::currentContext()->functions()->glStencilOpSeparate(__VA_ARGS__) - #define glTexImage2D(...) QOpenGLContext::currentContext()->functions()->glTexImage2D(__VA_ARGS__) - #define glTexLevelParameteriv(...) QOpenGLContext::currentContext()->functions()->glTexLevelParameteriv(__VA_ARGS__) - #define glTexParameterf(...) QOpenGLContext::currentContext()->functions()->glTexParameterf(__VA_ARGS__) - #define glTexParameterfv(...) QOpenGLContext::currentContext()->functions()->glTexParameterfv(__VA_ARGS__) - #define glTexParameteri(...) QOpenGLContext::currentContext()->functions()->glTexParameteri(__VA_ARGS__) - #define glTexParameteriv(...) QOpenGLContext::currentContext()->functions()->glTexParameteriv(__VA_ARGS__) - #define glTexSubImage2D(...) QOpenGLContext::currentContext()->functions()->glTexSubImage2D(__VA_ARGS__) - #define glUniform1f(...) QOpenGLContext::currentContext()->functions()->glUniform1f(__VA_ARGS__) - #define glUniform1fv(...) QOpenGLContext::currentContext()->functions()->glUniform1fv(__VA_ARGS__) - #define glUniform1i(...) QOpenGLContext::currentContext()->functions()->glUniform1i(__VA_ARGS__) - #define glUniform1iv(...) QOpenGLContext::currentContext()->functions()->glUniform1iv(__VA_ARGS__) - #define glUniform2f(...) QOpenGLContext::currentContext()->functions()->glUniform2f(__VA_ARGS__) - #define glUniform2fv(...) QOpenGLContext::currentContext()->functions()->glUniform2fv(__VA_ARGS__) - #define glUniform2i(...) QOpenGLContext::currentContext()->functions()->glUniform2i(__VA_ARGS__) - #define glUniform2iv(...) QOpenGLContext::currentContext()->functions()->glUniform2iv(__VA_ARGS__) - #define glUniform3f(...) QOpenGLContext::currentContext()->functions()->glUniform3f(__VA_ARGS__) - #define glUniform3fv(...) QOpenGLContext::currentContext()->functions()->glUniform3fv(__VA_ARGS__) - #define glUniform3i(...) QOpenGLContext::currentContext()->functions()->glUniform3i(__VA_ARGS__) - #define glUniform3iv(...) QOpenGLContext::currentContext()->functions()->glUniform3iv(__VA_ARGS__) - #define glUniform4f(...) QOpenGLContext::currentContext()->functions()->glUniform4f(__VA_ARGS__) - #define glUniform4fv(...) QOpenGLContext::currentContext()->functions()->glUniform4fv(__VA_ARGS__) - #define glUniform4i(...) QOpenGLContext::currentContext()->functions()->glUniform4i(__VA_ARGS__) - #define glUniform4iv(...) QOpenGLContext::currentContext()->functions()->glUniform4iv(__VA_ARGS__) - #define glUniformMatrix2fv(...) QOpenGLContext::currentContext()->functions()->glUniformMatrix2fv(__VA_ARGS__) - #define glUniformMatrix3fv(...) QOpenGLContext::currentContext()->functions()->glUniformMatrix3fv(__VA_ARGS__) - #define glUniformMatrix4fv(...) QOpenGLContext::currentContext()->functions()->glUniformMatrix4fv(__VA_ARGS__) - #define glUseProgram(...) QOpenGLContext::currentContext()->functions()->glUseProgram(__VA_ARGS__) - #define glValidateProgram(...) QOpenGLContext::currentContext()->functions()->glValidateProgram(__VA_ARGS__) - #define glVertexAttrib1f(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib1f(__VA_ARGS__) - #define glVertexAttrib1fv(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib1fv(__VA_ARGS__) - #define glVertexAttrib2f(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib2f(__VA_ARGS__) - #define glVertexAttrib2fv(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib2fv(__VA_ARGS__) - #define glVertexAttrib3f(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib3f(__VA_ARGS__) - #define glVertexAttrib3fv(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib3fv(__VA_ARGS__) - #define glVertexAttrib4f(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib4f(__VA_ARGS__) - #define glVertexAttrib4fv(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib4fv(__VA_ARGS__) - #define glVertexAttribPointer(...) QOpenGLContext::currentContext()->functions()->glVertexAttribPointer(__VA_ARGS__) - #define glViewport(...) QOpenGLContext::currentContext()->functions()->glViewport(__VA_ARGS__) +#ifndef GL_DEPTH24_STENCIL8_OES +#define GL_DEPTH24_STENCIL8_OES GL_DEPTH24_STENCIL8 #endif + +#define glActiveTexture(...) QOpenGLContext::currentContext()->functions()->glActiveTexture(__VA_ARGS__) +#define glAttachShader(...) QOpenGLContext::currentContext()->functions()->glAttachShader(__VA_ARGS__) +#define glBindAttribLocation(...) QOpenGLContext::currentContext()->functions()->glBindAttribLocation(__VA_ARGS__) +#define glBindBuffer(...) QOpenGLContext::currentContext()->functions()->glBindBuffer(__VA_ARGS__) +#define glBindFramebuffer(...) QOpenGLContext::currentContext()->functions()->glBindFramebuffer(__VA_ARGS__) +#define glBindRenderbuffer(...) QOpenGLContext::currentContext()->functions()->glBindRenderbuffer(__VA_ARGS__) +#define glBindTexture(...) QOpenGLContext::currentContext()->functions()->glBindTexture(__VA_ARGS__) +#define glBlendColor(...) QOpenGLContext::currentContext()->functions()->glBlendColor(__VA_ARGS__) +#define glBlendEquation(...) QOpenGLContext::currentContext()->functions()->glBlendEquation(__VA_ARGS__) +#define glBlendEquationSeparate(...) QOpenGLContext::currentContext()->functions()->glBlendEquationSeparate(__VA_ARGS__) +#define glBlendFunc(...) QOpenGLContext::currentContext()->functions()->glBlendFunc(__VA_ARGS__) +#define glBlendFuncSeparate(...) QOpenGLContext::currentContext()->functions()->glBlendFuncSeparate(__VA_ARGS__) +#define glBufferData(...) QOpenGLContext::currentContext()->functions()->glBufferData(__VA_ARGS__) +#define glBufferSubData(...) QOpenGLContext::currentContext()->functions()->glBufferSubData(__VA_ARGS__) +#define glCheckFramebufferStatus(...) QOpenGLContext::currentContext()->functions()->glCheckFramebufferStatus(__VA_ARGS__) +#define glClear(...) QOpenGLContext::currentContext()->functions()->glClear(__VA_ARGS__) +#define glClearColor(...) QOpenGLContext::currentContext()->functions()->glClearColor(__VA_ARGS__) +#define glClearDepthf(...) QOpenGLContext::currentContext()->functions()->glClearDepthf(__VA_ARGS__) +#define glClearStencil(...) QOpenGLContext::currentContext()->functions()->glClearStencil(__VA_ARGS__) +#define glColorMask(...) QOpenGLContext::currentContext()->functions()->glColorMask(__VA_ARGS__) +#define glCompileShader(...) QOpenGLContext::currentContext()->functions()->glCompileShader(__VA_ARGS__) +#define glCompressedTexImage2D(...) QOpenGLContext::currentContext()->functions()->glCompressedTexImage2D(__VA_ARGS__) +#define glCompressedTexSubImage2D(...) QOpenGLContext::currentContext()->functions()->glCompressedTexSubImage2D(__VA_ARGS__) +#define glCopyTexImage2D(...) QOpenGLContext::currentContext()->functions()->glCopyTexImage2D(__VA_ARGS__) +#define glCopyTexSubImage2D(...) QOpenGLContext::currentContext()->functions()->glCopyTexSubImage2D(__VA_ARGS__) +#define glCreateProgram(...) QOpenGLContext::currentContext()->functions()->glCreateProgram(__VA_ARGS__) +#define glCreateShader(...) QOpenGLContext::currentContext()->functions()->glCreateShader(__VA_ARGS__) +#define glCullFace(...) QOpenGLContext::currentContext()->functions()->glCullFace(__VA_ARGS__) +#define glDeleteBuffers(...) QOpenGLContext::currentContext()->functions()->glDeleteBuffers(__VA_ARGS__) +#define glDeleteFramebuffers(...) QOpenGLContext::currentContext()->functions()->glDeleteFramebuffers(__VA_ARGS__) +#define glDeleteProgram(...) QOpenGLContext::currentContext()->functions()->glDeleteProgram(__VA_ARGS__) +#define glDeleteRenderbuffers(...) QOpenGLContext::currentContext()->functions()->glDeleteRenderbuffers(__VA_ARGS__) +#define glDeleteShader(...) QOpenGLContext::currentContext()->functions()->glDeleteShader(__VA_ARGS__) +#define glDeleteTextures(...) QOpenGLContext::currentContext()->functions()->glDeleteTextures(__VA_ARGS__) +#define glDepthFunc(...) QOpenGLContext::currentContext()->functions()->glDepthFunc(__VA_ARGS__) +#define glDepthMask(...) QOpenGLContext::currentContext()->functions()->glDepthMask(__VA_ARGS__) +#define glDepthRangef(...) QOpenGLContext::currentContext()->functions()->glDepthRangef(__VA_ARGS__) +#define glDetachShader(...) QOpenGLContext::currentContext()->functions()->glDetachShader(__VA_ARGS__) +#define glDisable(...) QOpenGLContext::currentContext()->functions()->glDisable(__VA_ARGS__) +#define glDisableVertexAttribArray(...) QOpenGLContext::currentContext()->functions()->glDisableVertexAttribArray(__VA_ARGS__) +#define glDrawArrays(...) QOpenGLContext::currentContext()->functions()->glDrawArrays(__VA_ARGS__) +#define glDrawElements(...) QOpenGLContext::currentContext()->functions()->glDrawElements(__VA_ARGS__) +#define glEnable(...) QOpenGLContext::currentContext()->functions()->glEnable(__VA_ARGS__) +#define glEnableVertexAttribArray(...) QOpenGLContext::currentContext()->functions()->glEnableVertexAttribArray(__VA_ARGS__) +#define glFinish(...) QOpenGLContext::currentContext()->functions()->glFinish(__VA_ARGS__) +#define glFlush(...) QOpenGLContext::currentContext()->functions()->glFlush(__VA_ARGS__) +#define glFramebufferRenderbuffer(...) QOpenGLContext::currentContext()->functions()->glFramebufferRenderbuffer(__VA_ARGS__) +#define glFramebufferTexture2D(...) QOpenGLContext::currentContext()->functions()->glFramebufferTexture2D(__VA_ARGS__) +#define glFrontFace(...) QOpenGLContext::currentContext()->functions()->glFrontFace(__VA_ARGS__) +#define glGenBuffers(...) QOpenGLContext::currentContext()->functions()->glGenBuffers(__VA_ARGS__) +#define glGenerateMipmap(...) QOpenGLContext::currentContext()->functions()->glGenerateMipmap(__VA_ARGS__) +#define glGenFramebuffers(...) QOpenGLContext::currentContext()->functions()->glGenFramebuffers(__VA_ARGS__) +#define glGenRenderbuffers(...) QOpenGLContext::currentContext()->functions()->glGenRenderbuffers(__VA_ARGS__) +#define glGenTextures(...) QOpenGLContext::currentContext()->functions()->glGenTextures(__VA_ARGS__) +#define glGetActiveAttrib(...) QOpenGLContext::currentContext()->functions()->glGetActiveAttrib(__VA_ARGS__) +#define glGetActiveUniform(...) QOpenGLContext::currentContext()->functions()->glGetActiveUniform(__VA_ARGS__) +#define glGetAttachedShaders(...) QOpenGLContext::currentContext()->functions()->glGetAttachedShaders(__VA_ARGS__) +#define glGetAttribLocation(...) QOpenGLContext::currentContext()->functions()->glGetAttribLocation(__VA_ARGS__) +#define glGetBooleanv(...) QOpenGLContext::currentContext()->functions()->glGetBooleanv(__VA_ARGS__) +#define glGetBufferParameteriv(...) QOpenGLContext::currentContext()->functions()->glGetBufferParameteriv(__VA_ARGS__) +#define glGetError(...) QOpenGLContext::currentContext()->functions()->glGetError(__VA_ARGS__) +#define glGetFloatv(...) QOpenGLContext::currentContext()->functions()->glGetFloatv(__VA_ARGS__) +#define glGetFramebufferAttachmentParameteriv(...) QOpenGLContext::currentContext()->functions()->glGetFramebufferAttachmentParameteriv(__VA_ARGS__) +#define glGetIntegerv(...) QOpenGLContext::currentContext()->functions()->glGetIntegerv(__VA_ARGS__) +#define glGetProgramInfoLog(...) QOpenGLContext::currentContext()->functions()->glGetProgramInfoLog(__VA_ARGS__) +#define glGetProgramiv(...) QOpenGLContext::currentContext()->functions()->glGetProgramiv(__VA_ARGS__) +#define glGetRenderbufferParameteriv(...) QOpenGLContext::currentContext()->functions()->glGetRenderbufferParameteriv(__VA_ARGS__) +#define glGetShaderInfoLog(...) QOpenGLContext::currentContext()->functions()->glGetShaderInfoLog(__VA_ARGS__) +#define glGetShaderiv(...) QOpenGLContext::currentContext()->functions()->glGetShaderiv(__VA_ARGS__) +#define glGetShaderPrecisionFormat(...) QOpenGLContext::currentContext()->functions()->glGetShaderPrecisionFormat(__VA_ARGS__) +#define glGetShaderSource(...) QOpenGLContext::currentContext()->functions()->glGetShaderSource(__VA_ARGS__) +#define glGetString(...) QOpenGLContext::currentContext()->functions()->glGetString(__VA_ARGS__) +#define glGetTexParameterfv(...) QOpenGLContext::currentContext()->functions()->glGetTexParameterfv(__VA_ARGS__) +#define glGetTexParameteriv(...) QOpenGLContext::currentContext()->functions()->glGetTexParameteriv(__VA_ARGS__) +#define glGetUniformfv(...) QOpenGLContext::currentContext()->functions()->glGetUniformfv(__VA_ARGS__) +#define glGetUniformiv(...) QOpenGLContext::currentContext()->functions()->glGetUniformiv(__VA_ARGS__) +#define glGetUniformLocation(...) QOpenGLContext::currentContext()->functions()->glGetUniformLocation(__VA_ARGS__) +#define glGetVertexAttribfv(...) QOpenGLContext::currentContext()->functions()->glGetVertexAttribfv(__VA_ARGS__) +#define glGetVertexAttribiv(...) QOpenGLContext::currentContext()->functions()->glGetVertexAttribiv(__VA_ARGS__) +#define glGetVertexAttribPointerv(...) QOpenGLContext::currentContext()->functions()->glGetVertexAttribPointerv(__VA_ARGS__) +#define glHint(...) QOpenGLContext::currentContext()->functions()->glHint(__VA_ARGS__) +#define glIsBuffer(...) QOpenGLContext::currentContext()->functions()->glIsBuffer(__VA_ARGS__) +#define glIsEnabled(...) QOpenGLContext::currentContext()->functions()->glIsEnabled(__VA_ARGS__) +#define glIsFramebuffer(...) QOpenGLContext::currentContext()->functions()->glIsFramebuffer(__VA_ARGS__) +#define glIsProgram(...) QOpenGLContext::currentContext()->functions()->glIsProgram(__VA_ARGS__) +#define glIsRenderbuffer(...) QOpenGLContext::currentContext()->functions()->glIsRenderbuffer(__VA_ARGS__) +#define glIsShader(...) QOpenGLContext::currentContext()->functions()->glIsShader(__VA_ARGS__) +#define glIsTexture(...) QOpenGLContext::currentContext()->functions()->glIsTexture(__VA_ARGS__) +#define glLineWidth(...) QOpenGLContext::currentContext()->functions()->glLineWidth(__VA_ARGS__) +#define glLinkProgram(...) QOpenGLContext::currentContext()->functions()->glLinkProgram(__VA_ARGS__) +#define glPixelStorei(...) QOpenGLContext::currentContext()->functions()->glPixelStorei(__VA_ARGS__) +#define glPolygonOffset(...) QOpenGLContext::currentContext()->functions()->glPolygonOffset(__VA_ARGS__) +#define glReadPixels(...) QOpenGLContext::currentContext()->functions()->glReadPixels(__VA_ARGS__) +#define glReleaseShaderCompiler(...) QOpenGLContext::currentContext()->functions()->glReleaseShaderCompiler(__VA_ARGS__) +#define glRenderbufferStorage(...) QOpenGLContext::currentContext()->functions()->glRenderbufferStorage(__VA_ARGS__) +#define glSampleCoverage(...) QOpenGLContext::currentContext()->functions()->glSampleCoverage(__VA_ARGS__) +#define glScissor(...) QOpenGLContext::currentContext()->functions()->glScissor(__VA_ARGS__) +#define glShaderBinary(...) QOpenGLContext::currentContext()->functions()->glShaderBinary(__VA_ARGS__) +#define glShaderSource(...) QOpenGLContext::currentContext()->functions()->glShaderSource(__VA_ARGS__) +#define glStencilFunc(...) QOpenGLContext::currentContext()->functions()->glStencilFunc(__VA_ARGS__) +#define glStencilFuncSeparate(...) QOpenGLContext::currentContext()->functions()->glStencilFuncSeparate(__VA_ARGS__) +#define glStencilMask(...) QOpenGLContext::currentContext()->functions()->glStencilMask(__VA_ARGS__) +#define glStencilMaskSeparate(...) QOpenGLContext::currentContext()->functions()->glStencilMaskSeparate(__VA_ARGS__) +#define glStencilOp(...) QOpenGLContext::currentContext()->functions()->glStencilOp(__VA_ARGS__) +#define glStencilOpSeparate(...) QOpenGLContext::currentContext()->functions()->glStencilOpSeparate(__VA_ARGS__) +#define glTexImage2D(...) QOpenGLContext::currentContext()->functions()->glTexImage2D(__VA_ARGS__) +#define glTexLevelParameteriv(...) QOpenGLContext::currentContext()->functions()->glTexLevelParameteriv(__VA_ARGS__) +#define glTexParameterf(...) QOpenGLContext::currentContext()->functions()->glTexParameterf(__VA_ARGS__) +#define glTexParameterfv(...) QOpenGLContext::currentContext()->functions()->glTexParameterfv(__VA_ARGS__) +#define glTexParameteri(...) QOpenGLContext::currentContext()->functions()->glTexParameteri(__VA_ARGS__) +#define glTexParameteriv(...) QOpenGLContext::currentContext()->functions()->glTexParameteriv(__VA_ARGS__) +#define glTexSubImage2D(...) QOpenGLContext::currentContext()->functions()->glTexSubImage2D(__VA_ARGS__) +#define glUniform1f(...) QOpenGLContext::currentContext()->functions()->glUniform1f(__VA_ARGS__) +#define glUniform1fv(...) QOpenGLContext::currentContext()->functions()->glUniform1fv(__VA_ARGS__) +#define glUniform1i(...) QOpenGLContext::currentContext()->functions()->glUniform1i(__VA_ARGS__) +#define glUniform1iv(...) QOpenGLContext::currentContext()->functions()->glUniform1iv(__VA_ARGS__) +#define glUniform2f(...) QOpenGLContext::currentContext()->functions()->glUniform2f(__VA_ARGS__) +#define glUniform2fv(...) QOpenGLContext::currentContext()->functions()->glUniform2fv(__VA_ARGS__) +#define glUniform2i(...) QOpenGLContext::currentContext()->functions()->glUniform2i(__VA_ARGS__) +#define glUniform2iv(...) QOpenGLContext::currentContext()->functions()->glUniform2iv(__VA_ARGS__) +#define glUniform3f(...) QOpenGLContext::currentContext()->functions()->glUniform3f(__VA_ARGS__) +#define glUniform3fv(...) QOpenGLContext::currentContext()->functions()->glUniform3fv(__VA_ARGS__) +#define glUniform3i(...) QOpenGLContext::currentContext()->functions()->glUniform3i(__VA_ARGS__) +#define glUniform3iv(...) QOpenGLContext::currentContext()->functions()->glUniform3iv(__VA_ARGS__) +#define glUniform4f(...) QOpenGLContext::currentContext()->functions()->glUniform4f(__VA_ARGS__) +#define glUniform4fv(...) QOpenGLContext::currentContext()->functions()->glUniform4fv(__VA_ARGS__) +#define glUniform4i(...) QOpenGLContext::currentContext()->functions()->glUniform4i(__VA_ARGS__) +#define glUniform4iv(...) QOpenGLContext::currentContext()->functions()->glUniform4iv(__VA_ARGS__) +#define glUniformMatrix2fv(...) QOpenGLContext::currentContext()->functions()->glUniformMatrix2fv(__VA_ARGS__) +#define glUniformMatrix3fv(...) QOpenGLContext::currentContext()->functions()->glUniformMatrix3fv(__VA_ARGS__) +#define glUniformMatrix4fv(...) QOpenGLContext::currentContext()->functions()->glUniformMatrix4fv(__VA_ARGS__) +#define glUseProgram(...) QOpenGLContext::currentContext()->functions()->glUseProgram(__VA_ARGS__) +#define glValidateProgram(...) QOpenGLContext::currentContext()->functions()->glValidateProgram(__VA_ARGS__) +#define glVertexAttrib1f(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib1f(__VA_ARGS__) +#define glVertexAttrib1fv(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib1fv(__VA_ARGS__) +#define glVertexAttrib2f(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib2f(__VA_ARGS__) +#define glVertexAttrib2fv(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib2fv(__VA_ARGS__) +#define glVertexAttrib3f(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib3f(__VA_ARGS__) +#define glVertexAttrib3fv(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib3fv(__VA_ARGS__) +#define glVertexAttrib4f(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib4f(__VA_ARGS__) +#define glVertexAttrib4fv(...) QOpenGLContext::currentContext()->functions()->glVertexAttrib4fv(__VA_ARGS__) +#define glVertexAttribPointer(...) QOpenGLContext::currentContext()->functions()->glVertexAttribPointer(__VA_ARGS__) +#define glViewport(...) QOpenGLContext::currentContext()->functions()->glViewport(__VA_ARGS__) |