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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);
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