From 51c7235d4e0a2df109dd5050328a0ad4a1878ae4 Mon Sep 17 00:00:00 2001
From: sanine <sanine.not@pm.me>
Date: Fri, 10 Mar 2023 02:05:18 -0600
Subject: refactor: move glfw functions into separate table

---
 src/opengl/bind/sigs | 445 +++++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 445 insertions(+)
 create mode 100644 src/opengl/bind/sigs

(limited to 'src/opengl/bind/sigs')

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);
-- 
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