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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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