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-rw-r--r--platform/qt/mbgl/gl/gl_impl.hpp322
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__)