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);