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-rw-r--r--src/opengl/bind/sigs445
1 files changed, 445 insertions, 0 deletions
diff --git a/src/opengl/bind/sigs b/src/opengl/bind/sigs
new file mode 100644
index 0000000..60479df
--- /dev/null
+++ b/src/opengl/bind/sigs
@@ -0,0 +1,445 @@
+void glActiveShaderProgram( GLuint pipeline, GLuint program);
+void glActiveTexture( GLenum texture);
+void glAttachShader( GLuint program, GLuint shader);
+void glBeginConditionalRender( GLuint id, GLenum mode);
+void glBeginQuery( GLenum target, GLuint id);
+void glBeginQuery( GLenum target, GLuint id);
+void glBeginTransformFeedback( GLenum primitiveMode);
+void glBindAttribLocation( GLuint program, GLuint index, const GLchar *name);
+void glBindBuffer( GLenum target, GLuint buffer);
+void glBindBufferBase( GLenum target, GLuint index, GLuint buffer);
+void glBindBufferRange( GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
+void glBindFragDataLocation( GLuint program, GLuint colorNumber, const char * name);
+void glBindFragDataLocationIndexed( GLuint program, GLuint colorNumber, GLuint index, const char *name);
+void glBindFramebuffer( GLenum target, GLuint framebuffer);
+void glBindImageTexture( GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
+void glBindProgramPipeline( GLuint pipeline);
+void glBindRenderbuffer( GLenum target, GLuint renderbuffer);
+void glBindSampler( GLuint unit, GLuint sampler);
+void glBindTexture( GLenum target, GLuint texture);
+void glBindTextureUnit( GLuint unit, GLuint texture);
+void glBindTransformFeedback( GLenum target, GLuint id);
+void glBindVertexArray( GLuint array);
+void glBindVertexBuffer( GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
+void glBlendColor( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+void glBlendEquation( GLenum mode);
+
+void glBlendEquationi( GLuint buf, GLenum mode);
+void glBlendEquationSeparate( GLenum modeRGB, GLenum modeAlpha);
+void glBlendEquationSeparatei( GLuint buf, GLenum modeRGB, GLenum modeAlpha);
+void glBlendFunc( GLenum sfactor, GLenum dfactor);
+void glBlendFunci( GLuint buf, GLenum sfactor, GLenum dfactor);
+void glBlendFuncSeparate( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+void glBlendFuncSeparatei( GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+void glBlitFramebuffer( GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+void glBlitNamedFramebuffer( GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+void glBufferData( GLenum target, GLsizeiptr size, const void * data, GLenum usage);
+void glBufferStorage( GLenum target, GLsizeiptr size, const void * data, GLbitfield flags);
+void glBufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, const void * data);
+GLenum glCheckFramebufferStatus( GLenum target);
+GLenum glCheckNamedFramebufferStatus( GLuint framebuffer, GLenum target);
+void glClampColor( GLenum target, GLenum clamp);
+void glClear( GLbitfield mask);
+void glClearBufferiv( GLenum buffer, GLint drawbuffer, const GLint * value);
+void glClearBufferuiv( GLenum buffer, GLint drawbuffer, const GLuint * value);
+void glClearBufferfv( GLenum buffer, GLint drawbuffer, const GLfloat * value);
+void glClearBufferfi( GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
+void glClearStencil( GLint s);
+GLenum glClientWaitSync( GLsync sync, GLbitfield flags, GLuint64 timeout);
+void glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+void glColorMaski( GLuint buf, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+void glCompileShader( GLuint shader);
+void glCompressedTexImage1D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void * data);
+void glCompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data);
+void glCompressedTexImage3D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void * data);
+void glCompressedTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void * data);
+void glCompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data);
+void glCompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void * data);
+void glCopyBufferSubData( GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
+void glCopyBufferSubData( GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
+void glCopyTexImage1D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
+void glCopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+void glCopyTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
+void glCopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+void glCopyTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+GLuint glCreateProgram( void);
+GLuint glCreateShader( GLenum shaderType);
+GLuint glCreateShaderProgramv( GLenum type, GLsizei count, const char **strings);
+void glCullFace( GLenum mode);
+
+void glDeleteBuffers( GLsizei n, const GLuint * buffers);
+void glDeleteFramebuffers( GLsizei n, GLuint *framebuffers);
+void glDeleteProgram( GLuint program);
+void glDeleteProgramPipelines( GLsizei n, const GLuint *pipelines);
+void glDeleteQueries( GLsizei n, const GLuint * ids);
+void glDeleteRenderbuffers( GLsizei n, GLuint *renderbuffers);
+void glDeleteSamplers( GLsizei n, const GLuint * samplers);
+void glDeleteShader( GLuint shader);
+void glDeleteSync( GLsync sync);
+void glDeleteTextures( GLsizei n, const GLuint * textures);
+void glDeleteTransformFeedbacks( GLsizei n, const GLuint *ids);
+void glDeleteVertexArrays( GLsizei n, const GLuint *arrays);
+void glDepthFunc( GLenum func);
+void glDepthMask( GLboolean flag);
+void glDepthRange( GLdouble nearVal, GLdouble farVal);
+void glDepthRangef( GLfloat nearVal, GLfloat farVal);
+void glDepthRangeArrayv( GLuint first, GLsizei count, const GLdouble *v);
+void glDepthRangeIndexed( GLuint index, GLdouble nearVal, GLdouble farVal);
+void glDetachShader( GLuint program, GLuint shader);
+void glDisable( GLenum cap);
+void glDisablei( GLenum cap, GLuint index);
+void glDisableVertexAttribArray( GLuint index);
+void glDrawArrays( GLenum mode, GLint first, GLsizei count);
+void glDrawArraysIndirect( GLenum mode, const void *indirect);
+void glDrawArraysInstanced( GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
+void glDrawBuffer( GLenum buf);
+void glDrawBuffers( GLsizei n, const GLenum *bufs);
+void glDrawElements( GLenum mode, GLsizei count, GLenum type, const void * indices);
+void glDrawElementsBaseVertex( GLenum mode, GLsizei count, GLenum type, void *indices, GLint basevertex);
+void glDrawElementsIndirect( GLenum mode, GLenum type, const void *indirect);
+void glDrawElementsInstanced( GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount);
+void glDrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices);
+void glDrawRangeElementsBaseVertex( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices, GLint basevertex);
+void glDrawTransformFeedback( GLenum mode, GLuint id);
+void glDrawTransformFeedbackStream( GLenum mode, GLuint id, GLuint stream);
+
+void glEnable( GLenum cap);
+void glEnablei( GLenum cap, GLuint index);
+void glEnableVertexAttribArray( GLuint index);
+void glEndConditionalRender( void);
+void glEndQuery( GLenum target);
+void glEndQueryIndexed( GLenum target, GLuint index);
+void glEndTransformFeedback();
+GLsync glFenceSync( GLenum condition, GLbitfield flags);
+void glFinish( void);
+void glFlush( void);
+void glFlushMappedBufferRange( GLenum target, GLintptr offset, GLsizeiptr length);
+void glFramebufferRenderbuffer( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+void glFramebufferTexture( GLenum target, GLenum attachment, GLuint texture, GLint level);
+void glFramebufferTexture1D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+void glFramebufferTexture2D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+void glFramebufferTexture3D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer);
+void glFramebufferTextureLayer( GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
+void glFrontFace( GLenum mode);
+void glGenBuffers( GLsizei n, GLuint * buffers);
+void glGenerateMipmap( GLenum target);
+void glGenFramebuffers( GLsizei n, GLuint *ids);
+void glGenProgramPipelines( GLsizei n, GLuint *pipelines);
+void glGenQueries( GLsizei n, GLuint * ids);
+void glGenRenderbuffers( GLsizei n, GLuint *renderbuffers);
+void glGenSamplers( GLsizei n, GLuint *samplers);
+void glGenTextures( GLsizei n, GLuint * textures);
+void glGenTransformFeedbacks( GLsizei n, GLuint *ids);
+void glGenVertexArrays( GLsizei n, GLuint *arrays);
+void glGetBooleanv( GLenum pname, GLboolean * data);
+void glGetDoublev( GLenum pname, GLdouble * data);
+void glGetFloatv( GLenum pname, GLfloat * data);
+void glGetIntegerv( GLenum pname, GLint * data);
+void glGetInteger64v( GLenum pname, GLint64 * data);
+void glGetBooleani_v( GLenum target, GLuint index, GLboolean * data);
+void glGetIntegeri_v( GLenum target, GLuint index, GLint * data);
+void glGetFloati_v( GLenum target, GLuint index, GLfloat * data);
+void glGetDoublei_v( GLenum target, GLuint index, GLdouble * data);
+void glGetInteger64i_v( GLenum target, GLuint index, GLint64 * data);
+void glGetActiveAttrib( GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+void glGetActiveSubroutineName( GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
+void glGetActiveSubroutineUniformiv( GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
+void glGetActiveSubroutineUniformName( GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
+void glGetActiveUniform( GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+void glGetActiveUniformBlockiv( GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
+void glGetActiveUniformBlockName( GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
+void glGetActiveUniformName( GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
+void glGetActiveUniformsiv( GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
+void glGetAttachedShaders( GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
+GLint glGetAttribLocation( GLuint program, const GLchar *name);
+void glGetBufferParameteriv( GLenum target, GLenum value, GLint * data);
+void glGetBufferParameteri64v( GLenum target, GLenum value, GLint64 * data);
+void glGetBufferPointerv( GLenum target, GLenum pname, void ** params);
+void glGetBufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, void * data);
+void glGetCompressedTexImage( GLenum target, GLint level, void * pixels);
+GLenum glGetError( void);
+GLint glGetFragDataIndex( GLuint program, const char * name);
+GLint glGetFragDataLocation( GLuint program, const char * name);
+void glGetFramebufferAttachmentParameteriv( GLenum target, GLenum attachment, GLenum pname, GLint *params);
+void glGetMultisamplefv( GLenum pname, GLuint index, GLfloat *val);
+void glGetUniformfv( GLuint program, GLint location, GLfloat *params);
+void glGetUniformiv( GLuint program, GLint location, GLint *params);
+void glGetUniformuiv( GLuint program, GLint location, GLuint *params);
+void glGetUniformdv( GLuint program, GLint location, GLdouble *params);
+void glGetProgramiv( GLuint program, GLenum pname, GLint *params);
+void glGetProgramBinary( GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary);
+void glGetProgramInfoLog( GLuint program, GLsizei maxLength, GLsizei *length, GLchar *infoLog);
+void glGetProgramPipelineiv( GLuint pipeline, GLenum pname, GLint *params);
+void glGetProgramPipelineInfoLog( GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+void glGetProgramPipelineiv( GLuint pipeline, GLenum pname, GLint *params);
+void glGetProgramStageiv( GLuint program, GLenum shadertype, GLenum pname, GLint *values);
+void glGetQueryIndexediv( GLenum target, GLuint index, GLenum pname, GLint * params);
+void glGetQueryiv( GLenum target, GLenum pname, GLint * params);
+void glGetRenderbufferParameteriv( GLenum target, GLenum pname, GLint *params);
+void glGetSamplerParameterfv( GLuint sampler, GLenum pname, GLfloat * params);
+void glGetSamplerParameteriv( GLuint sampler, GLenum pname, GLint * params);
+void glGetSamplerParameterIiv( GLuint sampler, GLenum pname, GLint * params);
+void glGetSamplerParameterIuiv( GLuint sampler, GLenum pname, GLuint * params);
+void glGetShaderiv( GLuint shader, GLenum pname, GLint *params);
+void glGetShaderInfoLog( GLuint shader, GLsizei maxLength, GLsizei *length, GLchar *infoLog);
+void glGetShaderiv( GLuint shader, GLenum pname, GLint *params);
+void glGetShaderPrecisionFormat( GLenum shaderType, GLenum precisionType, GLint *range, GLint *precision);
+void glGetShaderSource( GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
+const GLubyte * glGetString(GLenum name);
+const GLubyte * glGetStringi(GLenum name, GLuint index);
+GLuint glGetSubroutineIndex( GLuint program, GLenum shadertype, const GLchar *name);
+GLint glGetSubroutineUniformLocation( GLuint program, GLenum shadertype, const GLchar *name);
+void glGetSynciv( GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
+void glGetTexImage( GLenum target, GLint level, GLenum format, GLenum type, void * pixels);
+void glGetTexLevelParameterfv( GLenum target, GLint level, GLenum pname, GLfloat * params);
+void glGetTexLevelParameteriv( GLenum target, GLint level, GLenum pname, GLint * params);
+void glGetTexParameterfv( GLenum target, GLenum pname, GLfloat * params);
+void glGetTexParameteriv( GLenum target, GLenum pname, GLint * params);
+void glGetTexParameterIiv( GLenum target, GLenum pname, GLint * params);
+void glGetTexParameterIuiv( GLenum target, GLenum pname, GLuint * params);
+void glGetTransformFeedbackVarying( GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, char *name);
+GLuint glGetUniformBlockIndex( GLuint program, const GLchar *uniformBlockName);
+void glGetUniformIndices( GLuint program, GLsizei uniformCount, const GLchar **uniformNames, GLuint *uniformIndices);
+GLint glGetUniformLocation( GLuint program, const GLchar *name);
+void glGetUniformSubroutineuiv( GLenum shadertype, GLint location, GLuint *values);
+void glGetVertexAttribdv( GLuint index, GLenum pname, GLdouble *params);
+void glGetVertexAttribfv( GLuint index, GLenum pname, GLfloat *params);
+void glGetVertexAttribiv( GLuint index, GLenum pname, GLint *params);
+void glGetVertexAttribIiv( GLuint index, GLenum pname, GLint *params);
+void glGetVertexAttribIuiv( GLuint index, GLenum pname, GLuint *params);
+void glGetVertexAttribLdv( GLuint index, GLenum pname, GLdouble *params);
+void glGetVertexAttribPointerv( GLuint index, GLenum pname, void **pointer);
+void glHint( GLenum target, GLenum mode);
+GLboolean glIsBuffer( GLuint buffer);
+GLboolean glIsEnabled( GLenum cap);
+GLboolean glIsEnabledi( GLenum cap, GLuint index);
+GLboolean glIsFramebuffer( GLuint framebuffer);
+GLboolean glIsProgram( GLuint program);
+GLboolean glIsProgramPipeline( GLuint pipeline);
+GLboolean glIsQuery( GLuint id);
+GLboolean glIsRenderbuffer( GLuint renderbuffer);
+GLboolean glIsSampler( GLuint id);
+GLboolean glIsShader( GLuint shader);
+GLboolean glIsSync( GLsync sync);
+GLboolean glIsTexture( GLuint texture);
+GLboolean glIsTransformFeedback( GLuint id);
+GLboolean glIsVertexArray( GLuint array);
+void glLineWidth( GLfloat width);
+void glLinkProgram( GLuint program);
+void glLogicOp( GLenum opcode);
+
+void * glMapBuffer( GLenum target, GLenum access);
+void * glMapBufferRange( GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
+void glMinSampleShading( GLfloat value);
+void glMultiDrawArrays( GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount);
+void glMultiDrawElements( GLenum mode, const GLsizei * count, GLenum type, const void * const * indices, GLsizei drawcount);
+void glMultiDrawElementsBaseVertex( GLenum mode, const GLsizei *count, GLenum type, const void * const *indices, GLsizei drawcount, const GLint *basevertex);
+
+void glPatchParameteri( GLenum pname, GLint value);
+void glPatchParameterfv( GLenum pname, const GLfloat *values);
+void glPauseTransformFeedback( void);
+void glPixelStoref( GLenum pname, GLfloat param);
+void glPixelStorei( GLenum pname, GLint param);
+void glPointParameterf( GLenum pname, GLfloat param);
+void glPointParameteri( GLenum pname, GLint param);
+void glPointParameterfv( GLenum pname, const GLfloat * params);
+void glPointParameteriv( GLenum pname, const GLint * params);
+void glPointSize( GLfloat size);
+void glPolygonMode( GLenum face, GLenum mode);
+void glPolygonOffset( GLfloat factor, GLfloat units);
+void glPrimitiveRestartIndex( GLuint index);
+void glProgramBinary( GLuint program, GLenum binaryFormat, const void *binary, GLsizei length);
+void glProgramParameteri( GLuint program, GLenum pname, GLint value);
+void glProgramUniform1f( GLuint program, GLint location, GLfloat v0);
+void glProgramUniform2f( GLuint program, GLint location, GLfloat v0, GLfloat v1);
+void glProgramUniform3f( GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+void glProgramUniform4f( GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+void glProgramUniform1i( GLuint program, GLint location, GLint v0);
+void glProgramUniform2i( GLuint program, GLint location, GLint v0, GLint v1);
+void glProgramUniform3i( GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
+void glProgramUniform4i( GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+void glProgramUniform1ui( GLuint program, GLint location, GLuint v0);
+void glProgramUniform2ui( GLuint program, GLint location, GLuint v0, GLuint v1);
+void glProgramUniform3ui( GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
+void glProgramUniform4ui( GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+void glProgramUniform1fv( GLuint program, GLint location, GLsizei count, const GLfloat *value);
+void glProgramUniform2fv( GLuint program, GLint location, GLsizei count, const GLfloat *value);
+void glProgramUniform3fv( GLuint program, GLint location, GLsizei count, const GLfloat *value);
+void glProgramUniform4fv( GLuint program, GLint location, GLsizei count, const GLfloat *value);
+void glProgramUniform1iv( GLuint program, GLint location, GLsizei count, const GLint *value);
+void glProgramUniform2iv( GLuint program, GLint location, GLsizei count, const GLint *value);
+void glProgramUniform3iv( GLuint program, GLint location, GLsizei count, const GLint *value);
+void glProgramUniform4iv( GLuint program, GLint location, GLsizei count, const GLint *value);
+void glProgramUniform1uiv( GLuint program, GLint location, GLsizei count, const GLuint *value);
+void glProgramUniform2uiv( GLuint program, GLint location, GLsizei count, const GLuint *value);
+void glProgramUniform3uiv( GLuint program, GLint location, GLsizei count, const GLuint *value);
+void glProgramUniform4uiv( GLuint program, GLint location, GLsizei count, const GLuint *value);
+void glProgramUniformMatrix2fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix3fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix4fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix2x3fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix3x2fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix2x4fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix4x2fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix3x4fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProgramUniformMatrix4x3fv( GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glProvokingVertex( GLenum provokeMode);
+
+void glQueryCounter( GLuint id, GLenum target);
+void glReadBuffer( GLenum mode);
+void glReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void * data);
+void glReleaseShaderCompiler( void);
+void glRenderbufferStorage( GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+void glRenderbufferStorageMultisample( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
+void glResumeTransformFeedback( void);
+void glSampleCoverage( GLfloat value, GLboolean invert);
+void glSampleMaski( GLuint maskNumber, GLbitfield mask);
+void glSamplerParameterf( GLuint sampler, GLenum pname, GLfloat param);
+void glSamplerParameteri( GLuint sampler, GLenum pname, GLint param);
+void glSamplerParameterfv( GLuint sampler, GLenum pname, const GLfloat * params);
+void glSamplerParameteriv( GLuint sampler, GLenum pname, const GLint * params);
+void glSamplerParameterIiv( GLuint sampler, GLenum pname, const GLint *params);
+void glSamplerParameterIuiv( GLuint sampler, GLenum pname, const GLuint *params);
+void glScissor( GLint x, GLint y, GLsizei width, GLsizei height);
+void glScissorArrayv( GLuint first, GLsizei count, const GLint *v);
+void glScissorIndexed( GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
+void glScissorIndexedv( GLuint index, const GLint *v);
+void glShaderBinary( GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length);
+void glShaderSource( GLuint shader, GLsizei count, const GLchar **string, const GLint *length);
+void glStencilFunc( GLenum func, GLint ref, GLuint mask);
+void glStencilFuncSeparate( GLenum face, GLenum func, GLint ref, GLuint mask);
+void glStencilMask( GLuint mask);
+void glStencilMaskSeparate( GLenum face, GLuint mask);
+void glStencilOp( GLenum sfail, GLenum dpfail, GLenum dppass);
+void glStencilOpSeparate( GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
+
+void glTexBuffer( GLenum target, GLenum internalformat, GLuint buffer);
+void glTexImage1D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void * data);
+void glTexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * data);
+void glTexImage2DMultisample( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+void glTexImage3D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void * data);
+void glTexImage3DMultisample( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+void glTexParameterf( GLenum target, GLenum pname, GLfloat param);
+void glTexParameteri( GLenum target, GLenum pname, GLint param);
+void glTexParameterfv( GLenum target, GLenum pname, const GLfloat * params);
+void glTexParameteriv( GLenum target, GLenum pname, const GLint * params);
+void glTexParameterIiv( GLenum target, GLenum pname, const GLint * params);
+void glTexParameterIuiv( GLenum target, GLenum pname, const GLuint * params);
+void glTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void * pixels);
+void glTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels);
+void glTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels);
+void glTransformFeedbackVaryings( GLuint program, GLsizei count, const char **varyings, GLenum bufferMode);
+void glUniform1f( GLint location, GLfloat v0);
+void glUniform2f( GLint location, GLfloat v0, GLfloat v1);
+void glUniform3f( GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+void glUniform4f( GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+void glUniform1i( GLint location, GLint v0);
+void glUniform2i( GLint location, GLint v0, GLint v1);
+void glUniform3i( GLint location, GLint v0, GLint v1, GLint v2);
+void glUniform4i( GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+void glUniform1ui( GLint location, GLuint v0);
+void glUniform2ui( GLint location, GLuint v0, GLuint v1);
+void glUniform3ui( GLint location, GLuint v0, GLuint v1, GLuint v2);
+void glUniform4ui( GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+void glUniform1fv( GLint location, GLsizei count, const GLfloat *value);
+void glUniform2fv( GLint location, GLsizei count, const GLfloat *value);
+void glUniform3fv( GLint location, GLsizei count, const GLfloat *value);
+void glUniform4fv( GLint location, GLsizei count, const GLfloat *value);
+void glUniform1iv( GLint location, GLsizei count, const GLint *value);
+void glUniform2iv( GLint location, GLsizei count, const GLint *value);
+void glUniform3iv( GLint location, GLsizei count, const GLint *value);
+void glUniform4iv( GLint location, GLsizei count, const GLint *value);
+void glUniform1uiv( GLint location, GLsizei count, const GLuint *value);
+void glUniform2uiv( GLint location, GLsizei count, const GLuint *value);
+void glUniform3uiv( GLint location, GLsizei count, const GLuint *value);
+void glUniform4uiv( GLint location, GLsizei count, const GLuint *value);
+void glUniformMatrix2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix2x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix3x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix2x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix4x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix3x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformMatrix4x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glUniformSubroutinesuiv( GLenum shadertype, GLsizei count, const GLuint *indices);
+GLboolean glUnmapBuffer( GLenum target);
+void glUseProgram( GLuint program);
+void glUseProgramStages( GLuint pipeline, GLbitfield stages, GLuint program);
+void glValidateProgram( GLuint program);
+void glValidateProgramPipeline( GLuint pipeline);
+void glVertexAttrib1f( GLuint index, GLfloat v0);
+void glVertexAttrib1s( GLuint index, GLshort v0);
+void glVertexAttrib1d( GLuint index, GLdouble v0);
+void glVertexAttribI1i( GLuint index, GLint v0);
+void glVertexAttribI1ui( GLuint index, GLuint v0);
+void glVertexAttrib2f( GLuint index, GLfloat v0, GLfloat v1);
+void glVertexAttrib2s( GLuint index, GLshort v0, GLshort v1);
+void glVertexAttrib2d( GLuint index, GLdouble v0, GLdouble v1);
+void glVertexAttribI2i( GLuint index, GLint v0, GLint v1);
+void glVertexAttribI2ui( GLuint index, GLuint v0, GLuint v1);
+void glVertexAttrib3f( GLuint index, GLfloat v0, GLfloat v1, GLfloat v2);
+void glVertexAttrib3s( GLuint index, GLshort v0, GLshort v1, GLshort v2);
+void glVertexAttrib3d( GLuint index, GLdouble v0, GLdouble v1, GLdouble v2);
+void glVertexAttribI3i( GLuint index, GLint v0, GLint v1, GLint v2);
+void glVertexAttribI3ui( GLuint index, GLuint v0, GLuint v1, GLuint v2);
+void glVertexAttrib4f( GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+void glVertexAttrib4s( GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3);
+void glVertexAttrib4d( GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
+void glVertexAttrib4Nub( GLuint index, GLubyte v0, GLubyte v1, GLubyte v2, GLubyte v3);
+void glVertexAttribI4i( GLuint index, GLint v0, GLint v1, GLint v2, GLint v3);
+void glVertexAttribI4ui( GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+void glVertexAttribL1d( GLuint index, GLdouble v0);
+void glVertexAttribL2d( GLuint index, GLdouble v0, GLdouble v1);
+void glVertexAttribL3d( GLuint index, GLdouble v0, GLdouble v1, GLdouble v2);
+void glVertexAttribL4d( GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
+void glVertexAttrib1fv( GLuint index, const GLfloat *v);
+void glVertexAttrib1sv( GLuint index, const GLshort *v);
+void glVertexAttrib1dv( GLuint index, const GLdouble *v);
+void glVertexAttribI1iv( GLuint index, const GLint *v);
+void glVertexAttribI1uiv( GLuint index, const GLuint *v);
+void glVertexAttrib2fv( GLuint index, const GLfloat *v);
+void glVertexAttrib2sv( GLuint index, const GLshort *v);
+void glVertexAttrib2dv( GLuint index, const GLdouble *v);
+void glVertexAttribI2iv( GLuint index, const GLint *v);
+void glVertexAttribI2uiv( GLuint index, const GLuint *v);
+void glVertexAttrib3fv( GLuint index, const GLfloat *v);
+void glVertexAttrib3sv( GLuint index, const GLshort *v);
+void glVertexAttrib3dv( GLuint index, const GLdouble *v);
+void glVertexAttribI3iv( GLuint index, const GLint *v);
+void glVertexAttribI3uiv( GLuint index, const GLuint *v);
+void glVertexAttrib4fv( GLuint index, const GLfloat *v);
+void glVertexAttrib4sv( GLuint index, const GLshort *v);
+void glVertexAttrib4dv( GLuint index, const GLdouble *v);
+void glVertexAttrib4iv( GLuint index, const GLint *v);
+void glVertexAttrib4bv( GLuint index, const GLbyte *v);
+void glVertexAttrib4ubv( GLuint index, const GLubyte *v);
+void glVertexAttrib4usv( GLuint index, const GLushort *v);
+void glVertexAttrib4uiv( GLuint index, const GLuint *v);
+void glVertexAttrib4Nbv( GLuint index, const GLbyte *v);
+void glVertexAttrib4Nsv( GLuint index, const GLshort *v);
+void glVertexAttrib4Niv( GLuint index, const GLint *v);
+void glVertexAttrib4Nubv( GLuint index, const GLubyte *v);
+void glVertexAttrib4Nusv( GLuint index, const GLushort *v);
+void glVertexAttrib4Nuiv( GLuint index, const GLuint *v);
+void glVertexAttribI4bv( GLuint index, const GLbyte *v);
+void glVertexAttribI4ubv( GLuint index, const GLubyte *v);
+void glVertexAttribI4sv( GLuint index, const GLshort *v);
+void glVertexAttribI4usv( GLuint index, const GLushort *v);
+void glVertexAttribI4iv( GLuint index, const GLint *v);
+void glVertexAttribI4uiv( GLuint index, const GLuint *v);
+void glVertexAttribL1dv( GLuint index, const GLdouble *v);
+void glVertexAttribL2dv( GLuint index, const GLdouble *v);
+void glVertexAttribL3dv( GLuint index, const GLdouble *v);
+void glVertexAttribL4dv( GLuint index, const GLdouble *v);
+void glVertexAttribP1ui( GLuint index, GLenum type, GLboolean normalized, GLuint value);
+void glVertexAttribP2ui( GLuint index, GLenum type, GLboolean normalized, GLuint value);
+void glVertexAttribP3ui( GLuint index, GLenum type, GLboolean normalized, GLuint value);
+void glVertexAttribP4ui( GLuint index, GLenum type, GLboolean normalized, GLuint value);
+void glVertexAttribPointer( GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * pointer);
+void glVertexAttribIPointer( GLuint index, GLint size, GLenum type, GLsizei stride, const void * pointer);
+void glViewport( GLint x, GLint y, GLsizei width, GLsizei height);
+void glViewportArrayv( GLuint first, GLsizei count, const GLfloat *v);
+void glViewportIndexedf( GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
+void glViewportIndexedfv( GLuint index, const GLfloat *v);
+void glWaitSync( GLsync sync, GLbitfield flags, GLuint64 timeout);