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);