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);